I've had a teammates shield shockwave accidentally awaken a Korlok when we were not prepared for it. Don't use shockwave if your going to forget about it.
What? Korlok now doesn't wake whenever you get close to it but instead only when hurt? And even when it's awake what's stopping you from completing the mission private? Have the plants suddenly started growing legs?
@[Secret Name] For real, I play how I want to play and if you’re not prepared at all at any time to fight the boss you’re simply not ready to play the mission at that difficulty or that mission in general. I say this because most of the time I have to solo most of the bosses because my teammates no matter how much time they prepare are not prepared. I no longer waste time wondering if anyone is ready. I have other stuff to do and I’ll just solo it again if I have to so we don’t waste too much time.
Great video man, look forward to the rest of these. I like that you actually properly went through each upgrade and backed up what you were saying with numbers
Bigger shield needs an upgrade if it's going to contend with healthy in haz 5. To get any sort of greater value out of it you need to have your shield broken 5 times before you heal, or 4 times for an equal value. Considering that big hits can down you from max shield in 2-3 hits it needs to be like 7-10 extra shield to be worth it.
More Shield also Reduces Your Health You losse So Say it is perfect Break 2 Times that is 10 Shield and 10 Health you have More so you need only 2 Breaks in the End Shield comes better in efficiency.
Thank you for making a video spreading the knowledge of breathing room. The other two options are so awful it almost hurts me how often I see people use them.
Great video! I'd just like to add- invulnerability doesn't prevent you from being grabbed, as I've found out the hard way. Applies for both breathing room / iron will, so be careful miners
Bigger mineral bag, while still useful for the extra carrying capacity, was made less good after the devs made a slight QoL change to mining. When mining a mineral while near capacity, you always get enough to fill to capacity, with any excess dropping. This helps even the scales in T1, but I still take bigger mineral bag because 1 second in combat, while potentially helpful, isn't enough to make me bother swapping off on the upgrade tier that matters the list for armor.
Don't have Lethal difficulty unlocked yet, but this was still beneficial to watch due to the explanations. Looking forward to your next video on Active / Passive Perk choices.
@@duck2683 Thanks Duck. I think there is a lot of cross-over between fans of Helldivers and Deep Rock Galactic. I still play a bit of Helldivers here and there but mostly playing Deep Rock Galactic as my multiplayer with friends online game of choice while I wait for next game from Arrowhead to be released.
damn, I was looking forward to checking out your whole channel and seeing the rest of the haz5 tips. Then I realized that this one came 20 hours ago xD Well, anyhow, well made stuff, subbed.
It's worth noting that 5 of these mods don't do anything in shield disruption, and since I don't like changing my loadout all the time I go with bigger bags, healthy and breathing room. Even ignoring shield disruption, I think they are the best mods anyway.
@@fynii9478the fact it arbitrarily takes away a core function and heavily nerfs the Gunner specifically IS a flawed design. It’s manageable to be sure but the core concept is flawed because it can be encountered randomly in deep dives and suddenly your gear isn’t working the way it should. No other mutator arbitrarily says one class loses a key utility. There’s no mutator that removes scouts grapple, Engineer platforms, Drillers drills, Or makes terrain unbuildable for turrets, immune to satchel charges, or snuff out the flare gun. Gunner’s shield restoration effect is a huge gameswing and they should’ve had the shield generator give temporary shields that expire when you leave the effect. Gunner’s ziplines are already largely irrelevant compared to driller tunnels or engineer platforms.
Static discharge combined with unstoppable (reducing slashers slow) is actually VERY helpfull. It allows you to kite away from an otherwise instant death situation (if you don't have dash up). Breathing room is a lose less option, only really good on Dreadnought missions.
Very wrong dreadnought are not hard missions and having those extra seconds to stay alive and reposition and think how to stay alive in haz 5 or elect deep dives you need it even with a competent team
@@get1an1name Everything I said was right. Dreadnought missons actually have more risk when rezzing. Especially twins. Static Discharge makes sure you DON"t go down in the first place in all other encounters, much more valuable. A much more important objective than your dumb lose less option. You'd probably take "See you in hell" with that dumb mindset. But you no what? Rezzing people is a poor tactical decision. They are better of as living lures until you killed all the bugs. People rezzed with 2-5% HP are fucking useless and them grabbing ammo for HP is even more useless. Being immune for 3 more seconds doesn't change any of this. You have iron will, if you die anymore, you're a joke.
I see the argument for static, though frankly I think the time gap is more useful especially when reviving people, because yes, in most games people go down, and when someone makes a saving throw with iron will, those 6 seconds also let you res a teammate and dash away.
Breathing room has never ever saved me, but i can give you a countless amount of examples when shockwave saved me from shockers and swarmers, ESPECIALLY on scout. Thorns cannot replace shockwave. You can easily kill entire swarm of shockers by doing exacting nothing while taking almost no hits on main healthbar, saving you a lot of time and ammo. A must have on M1000 builds
I've been playing roughly since before the Doretta Mission was introduced so start of year three and into four. I dont like hazard 5, 4s smaller hordes can be a little overkill. I'm typically inebriated when playing, so hazard 3 sits at that nice balance of bugs leaving you alone for main objs, horders, any materials can be grabbed but the waves are bigg enough with 2 players to warrant strategy. Personal, only done 3 Elite deep dives. Platinum level dwarfs. I've grinded my way to platinum literally playing hazard 3. That's why I love this game so fucking much. At any skill level you are progressing, thats a beautiful balance.
3 is my favorite as well as I like to enjoy the levels to some extent. I like playing scout anything higher just feels like I don't have the firepower to stop hordes. I usually end up with more kills than most of my teammates and still feel underpowered
@@Jim26D scout main as well. We do have some of the second strongest builds/overcloaks for handling boss/bigger mobs so so if a gunners not around we'll typically take that prize. Never stop being a Nitra mule brother, we keep the team alive. Rock and Stone.
@@TacticalReaper56 I been using a bullets of mercy build and the shotgun. What are your using in your scout builds. I'm still missing 3 overclocks for the rifle (only have electric focus one) , special powder and all smg ones.
@@Jim26D definitely look for the "Hipster overclock(H)" for the grand, (H) turns it into a actually M1 grand lots more ammo too "Embedded Detonators"(ED) for the Zukovs, people recommend the cyro minlets as a alternative way for cyro in your kit. BoM is th best for the assault rifle in terms of over all benefit in a team setting. From personal trials, you can bypass health gated enimeies or boss fights with ED and cyro nade combo. Damn near 2 phase a Hive Guard. Cryo nade can (EDs) make horder fights faster as scout, they stop moving and those (EDs) will half hit it frozen with a full clip, Main combo-ing is with your cryo nade can cause alot of delayed damage on dreadnoughts. The plasmas carbine, I personally like the "Aggressive venting" if youre backed into a corner with too many bugs throw a cyro nade on the ground, and over charge your weapon to damn near kill all frozen enimeis, if not, bigger targets take 200 free damage from going to a frozen to on fire state i believe. Really cool and unique playstyle comparatively to the rest of the overclocks. Your shotty i like the more clean over cloaks. Any the red for it arent the best, but "Stuffed Shells" help clear those tanker targets in the wave faster plus more pellets up to 9. Since stun, is based off how many pellets you have. You run higher chance to stun and more pellets with the over clock. Double dipping into the games systems.
I always take 3213 for armor. DRG is the type of game where you'd have to invest an excessive amount/magnitude of stat increases into the shield mechanics to make them meaningful, and the game doesn't give you enough opportunities to do that. Also considering that all of your expensive shield upgrades can and will be rendered moot by one mission modifier.
Awesome information. I am always sceptacle of tooltips as they are extremely brief and truncated in a lot of games and can somtimes neglect crucial details. i.e. Thorns passive having an ICD.
Wow, Ive been looking at these all wrong. I mean, I do successfull Haz 5 with a buddy, but especially the last tier with the absolutely neglibable amounts of dmg/cc is a big one. Time to respec! Thanks for the info :)
You can actually get a small hint that static discharge is fishy. If you press E to "see more" it gives the explanation of _electricity,_ not _stun._ So at least the tooltip is correct xD
i knew shockwave and static discharge didnt do very much damage but i never looked at the numbers, holy shit even on a build that focuses around electric stuff i dont think anything there there is gonna be worth it aside from breathing room
I really wish they'd go and revisit these mods. Healthy and Breathing Room are just objectively the best mods on their tier. Leaving you with very little room to choose, one a piece of equipment that could potentionally have very impact full and varied mods..
I hope as well but these things are fundsmentals of this game so this'll be reason to scratch own heads for devs for sure. imho tier 4 mods are poorly designed exept for the breathing room, they add nonsencial benefit. buffing them could make them overpowered. static discharge looks cool, literally damage out of nowhere but it comes with it price and its inconsistent so I'll better stick with breathing room
7:23 late comment but the Resupplier perk lets you resupply 1.5x faster not 2x, the default time it takes to resupply is actually 3.75s, so the perk saves 1.25s, which is still pretty good. This means the corrected chart is No BR, no Re: 3s - 3.75s (updated) No BR, Re: 3s - 2.5s BR, no Re: 6s - 3.75s (updated) BR, Re: 6s - 2.5s This means if you choose to run Breathing Room on your armour without Resupplier, you still get about 2s of wiggle room, twice as much as depicted in the original chart. Not running both BR and Resup is also not as bad as originally shown but it still takes longer than you are invincible for, so taking BR is still recommended.
Thank you for the video, I chose the armor mods hundreds of hours ago, then forgot about them... all of the failed missions that could've been saved with those extra seconds of invuln :(
That so called "stun" in tier 4 would be useful for weapons what deal additional damage to electrified targets, but thats so niche and hard to utilise properly (without taking unnessesary damage to your health pool) so i would still stick to breathing room just for the consistency.
Looking forward to the perks video! I have a fair understanding of how good each perk is on haz 5, but I still feel like I'm running too many QoL or "I like this one because funni" kind of perks and I need an "official" source to push me off my bad habits :D
Recently switched off born ready on engie when using the pgl, because it really doesn't take that long to reload tbh. I just liked the feeling of whipping it out, igniting a swarm of grunts and swapping back to my primary like nothing happened :>
My go to perks are Born Ready and Sweet Tooth. Use those 2 on every class. Sweet Tooth cuz it helps keep me topped off on HP. Without robbing too much red sugar from my team. And not needing a re supply. And Born Ready just because I like it. Even though reloading isn't an issue on any class except maybe Gunner.
Great Video Kronos! Please consider inviting Gaming Existence on your Drop Pod Cast, I fell in love with the Lok-1 for how good and precise he is on making DRG content
I use static discharge on Scout with the Bullets of Mercy OC and on Engy with the Stuby when configured for electricity damage; but in no other circumstance.
Good video and all, but i don’t think we’re talking enough about how sad this is. Nearly everything in this game is balanced, aside from suit mods, which have only one good build. Suit Mods need a rework, it’s too sad right now.
I run electricity, in 3rd tier, as I try not to go down at all in haz 5, and on my engi, I rarely do (maybe 1 or 2 times a mission, often none) But shields break a lot, that electricity can often slow enemies enough for me to sprint away, and since I run stubby, I get extra damage on electrified enemies, so it can also just help me drop whatever broke my shields :D
yes this is the one and only build, too well balance thx, make others option are really not spacial and seems point less this video are totally same mind set with us.
I realy dont get why i should plas haz5 it is way to chaos and it distracts me from getting everything out of a cave. I feel like i have to speedrun the missons on haz 5
Just go +5 Shield and +1 Recharge Rate Maby Shockwave haha what does around 8 Damage but Grunts have over 100 Health so you really Need a Passive Damage Build to Damage The Things Randomly around the Map?
Keep In Mind at Some Poing 5 Shield or 20 Health you need to get Back Yourself and Look for it will be worth less and less the Harder the Gamemode so Yeah if you want less Damage for Swarmers take more shield if you want to survive the hardest hit take health considering there is a Drink for more Health you are way better with Health
hmmm, hard to say. the shield upgrades could certainly use tuning, but the mechanic as a whole would be hard to buff without making the game sweepingly easier. I think a great tier 4 change would be giving you extremely brief immunity to damage after your shield breaks. 1 second of invincibility on a 2 minute cooldown would certainly make me weigh that against breathing room.
Maybe reverse that and have it be like if your shield recharged it would give some immunity for maybe 10-ish seconds but then the shield would be vulnerable afterwards
And remember to buy all the armor mods for the extra health
THANK YOU (I just came back to the game and forgot about this)
I did it for the skins because I want to flex my good looks at bugs that are dumber than bricks.
I've had a teammates shield shockwave accidentally awaken a Korlok when we were not prepared for it. Don't use shockwave if your going to forget about it.
Ive had it on for a few days now and havent noticed it but once...
now thats solid statement, thanks dwarven king
How constructive of you
What? Korlok now doesn't wake whenever you get close to it but instead only when hurt? And even when it's awake what's stopping you from completing the mission private? Have the plants suddenly started growing legs?
@[Secret Name] For real, I play how I want to play and if you’re not prepared at all at any time to fight the boss you’re simply not ready to play the mission at that difficulty or that mission in general. I say this because most of the time I have to solo most of the bosses because my teammates no matter how much time they prepare are not prepared. I no longer waste time wondering if anyone is ready. I have other stuff to do and I’ll just solo it again if I have to so we don’t waste too much time.
Also, shockwave can start detonator plants. Which can crush the entire team when youre standing in a large field..
Great video man, look forward to the rest of these. I like that you actually properly went through each upgrade and backed up what you were saying with numbers
Healthy also synergizes so well with resupplier perk and the red rock blaster beer, which is the best buff imo.
Counter point: Slayer Stout reduces ur charged attack recharge by 66%
Bigger shield needs an upgrade if it's going to contend with healthy in haz 5. To get any sort of greater value out of it you need to have your shield broken 5 times before you heal, or 4 times for an equal value.
Considering that big hits can down you from max shield in 2-3 hits it needs to be like 7-10 extra shield to be worth it.
@axiskronos If they shield bonus was +10, would you choose it over healthy? what about +15?
More Shield also Reduces Your Health You losse So Say it is perfect Break 2 Times that is 10 Shield and 10 Health you have More so you need only 2 Breaks in the End Shield comes better in efficiency.
Thank you for making a video spreading the knowledge of breathing room. The other two options are so awful it almost hurts me how often I see people use them.
Don't need breathing room if I never go down 😎
@@legendareeee karlchad
Great video! I'd just like to add- invulnerability doesn't prevent you from being grabbed, as I've found out the hard way. Applies for both breathing room / iron will, so be careful miners
Bigger mineral bag, while still useful for the extra carrying capacity, was made less good after the devs made a slight QoL change to mining. When mining a mineral while near capacity, you always get enough to fill to capacity, with any excess dropping. This helps even the scales in T1, but I still take bigger mineral bag because 1 second in combat, while potentially helpful, isn't enough to make me bother swapping off on the upgrade tier that matters the list for armor.
Yeah I remember that, which is why I still linger on the 39 nitra thing. Even though it is much less common now.
Don't have Lethal difficulty unlocked yet, but this was still beneficial to watch due to the explanations. Looking forward to your next video on Active / Passive Perk choices.
Yo it’s cusman didn’t expect to see you here and I remember all your helldiver videos and how they were the best
@@duck2683 Thanks Duck. I think there is a lot of cross-over between fans of Helldivers and Deep Rock Galactic. I still play a bit of Helldivers here and there but mostly playing Deep Rock Galactic as my multiplayer with friends online game of choice while I wait for next game from Arrowhead to be released.
damn, I was looking forward to checking out your whole channel and seeing the rest of the haz5 tips.
Then I realized that this one came 20 hours ago xD
Well, anyhow, well made stuff, subbed.
It's worth noting that 5 of these mods don't do anything in shield disruption, and since I don't like changing my loadout all the time I go with bigger bags, healthy and breathing room. Even ignoring shield disruption, I think they are the best mods anyway.
Shield Disruption is a design flaw in the game.
@@agentoranj5858 it absolutely isn't.
@@agentoranj5858 you can just not play it
@@fynii9478the fact it arbitrarily takes away a core function and heavily nerfs the Gunner specifically IS a flawed design. It’s manageable to be sure but the core concept is flawed because it can be encountered randomly in deep dives and suddenly your gear isn’t working the way it should. No other mutator arbitrarily says one class loses a key utility. There’s no mutator that removes scouts grapple, Engineer platforms, Drillers drills, Or makes terrain unbuildable for turrets, immune to satchel charges, or snuff out the flare gun. Gunner’s shield restoration effect is a huge gameswing and they should’ve had the shield generator give temporary shields that expire when you leave the effect. Gunner’s ziplines are already largely irrelevant compared to driller tunnels or engineer platforms.
Great breakdown! Really looking to the rest of your Haz 5 series!
Oh damn, I didn't know the "stun burst" was actually the same electrified effect as Stubby/LOK-1
Static discharge combined with unstoppable (reducing slashers slow) is actually VERY helpfull. It allows you to kite away from an otherwise instant death situation (if you don't have dash up). Breathing room is a lose less option, only really good on Dreadnought missions.
Very wrong dreadnought are not hard missions and having those extra seconds to stay alive and reposition and think how to stay alive in haz 5 or elect deep dives you need it even with a competent team
@@get1an1name Everything I said was right. Dreadnought missons actually have more risk when rezzing. Especially twins. Static Discharge makes sure you DON"t go down in the first place in all other encounters, much more valuable. A much more important objective than your dumb lose less option. You'd probably take "See you in hell" with that dumb mindset.
But you no what? Rezzing people is a poor tactical decision. They are better of as living lures until you killed all the bugs. People rezzed with 2-5% HP are fucking useless and them grabbing ammo for HP is even more useless. Being immune for 3 more seconds doesn't change any of this. You have iron will, if you die anymore, you're a joke.
I see the argument for static, though frankly I think the time gap is more useful especially when reviving people, because yes, in most games people go down, and when someone makes a saving throw with iron will, those 6 seconds also let you res a teammate and dash away.
A really informativ and good derscribing video - thank you Kronos ! I am looking forward for the perk-video. You earned my subscription :-)
Looking forward this Haz 5 series as I’m started to run more and more of them with my squad. Rock and a Stone Forevah!!
Breathing room has never ever saved me, but i can give you a countless amount of examples when shockwave saved me from shockers and swarmers, ESPECIALLY on scout.
Thorns cannot replace shockwave. You can easily kill entire swarm of shockers by doing exacting nothing while taking almost no hits on main healthbar, saving you a lot of time and ammo. A must have on M1000 builds
So your go-to strategy for dealing with swarmers and shockers is jumping into them head first?
@@AxisKronos lmao
I've been playing roughly since before the Doretta Mission was introduced so start of year three and into four. I dont like hazard 5, 4s smaller hordes can be a little overkill. I'm typically inebriated when playing, so hazard 3 sits at that nice balance of bugs leaving you alone for main objs, horders, any materials can be grabbed but the waves are bigg enough with 2 players to warrant strategy. Personal, only done 3 Elite deep dives. Platinum level dwarfs. I've grinded my way to platinum literally playing hazard 3. That's why I love this game so fucking much. At any skill level you are progressing, thats a beautiful balance.
3 is my favorite as well as I like to enjoy the levels to some extent. I like playing scout anything higher just feels like I don't have the firepower to stop hordes. I usually end up with more kills than most of my teammates and still feel underpowered
@@Jim26D scout main as well. We do have some of the second strongest builds/overcloaks for handling boss/bigger mobs so so if a gunners not around we'll typically take that prize. Never stop being a Nitra mule brother, we keep the team alive. Rock and Stone.
@@TacticalReaper56 I been using a bullets of mercy build and the shotgun. What are your using in your scout builds. I'm still missing 3 overclocks for the rifle (only have electric focus one) , special powder and all smg ones.
@@Jim26D definitely look for the "Hipster overclock(H)" for the grand, (H) turns it into a actually M1 grand lots more ammo too "Embedded Detonators"(ED) for the Zukovs, people recommend the cyro minlets as a alternative way for cyro in your kit. BoM is th best for the assault rifle in terms of over all benefit in a team setting. From personal trials, you can bypass health gated enimeies or boss fights with ED and cyro nade combo. Damn near 2 phase a Hive Guard. Cryo nade can (EDs) make horder fights faster as scout, they stop moving and those (EDs) will half hit it frozen with a full clip, Main combo-ing is with your cryo nade can cause alot of delayed damage on dreadnoughts. The plasmas carbine, I personally like the "Aggressive venting" if youre backed into a corner with too many bugs throw a cyro nade on the ground, and over charge your weapon to damn near kill all frozen enimeis, if not, bigger targets take 200 free damage from going to a frozen to on fire state i believe. Really cool and unique playstyle comparatively to the rest of the overclocks. Your shotty i like the more clean over cloaks. Any the red for it arent the best, but "Stuffed Shells" help clear those tanker targets in the wave faster plus more pellets up to 9. Since stun, is based off how many pellets you have. You run higher chance to stun and more pellets with the over clock. Double dipping into the games systems.
I got 130 hours so far and while I can do haz 4 missions without much trouble I do like the calmness of haz 3 and below, its less stressful
Those are some big things! This is gonna tottaly revise my armour building on all difficulties!
The shields mods desperately need a buff.
Now I know about game armor more after 1000 hours of gameplay. Thanks!
I always take 3213 for armor. DRG is the type of game where you'd have to invest an excessive amount/magnitude of stat increases into the shield mechanics to make them meaningful, and the game doesn't give you enough opportunities to do that. Also considering that all of your expensive shield upgrades can and will be rendered moot by one mission modifier.
Awesome information. I am always sceptacle of tooltips as they are extremely brief and truncated in a lot of games and can somtimes neglect crucial details. i.e. Thorns passive having an ICD.
Skeptical
Wow, Ive been looking at these all wrong. I mean, I do successfull Haz 5 with a buddy, but especially the last tier with the absolutely neglibable amounts of dmg/cc is a big one. Time to respec!
Thanks for the info :)
So neat, so knowledge, so entertain.
You can actually get a small hint that static discharge is fishy. If you press E to "see more" it gives the explanation of _electricity,_ not _stun._ So at least the tooltip is correct xD
Nice..! Looking forward for the next videos!
love your videos man, keep it up! waiting for next one
thanks for your videos man. you know a ton about this game and make helpful vids
i love info guides like this
i knew shockwave and static discharge didnt do very much damage but i never looked at the numbers, holy shit even on a build that focuses around electric stuff i dont think anything there there is gonna be worth it aside from breathing room
I really wish they'd go and revisit these mods.
Healthy and Breathing Room are just objectively the best mods on their tier.
Leaving you with very little room to choose, one a piece of equipment that could potentionally have very impact full and varied mods..
I hope as well but these things are fundsmentals of this game so this'll be reason to scratch own heads for devs for sure. imho tier 4 mods are poorly designed exept for the breathing room, they add nonsencial benefit. buffing them could make them overpowered.
static discharge looks cool, literally damage out of nowhere but it comes with it price and its inconsistent so I'll better stick with breathing room
7:23 late comment but the Resupplier perk lets you resupply 1.5x faster not 2x, the default time it takes to resupply is actually 3.75s, so the perk saves 1.25s, which is still pretty good.
This means the corrected chart is
No BR, no Re: 3s - 3.75s (updated)
No BR, Re: 3s - 2.5s
BR, no Re: 6s - 3.75s (updated)
BR, Re: 6s - 2.5s
This means if you choose to run Breathing Room on your armour without Resupplier, you still get about 2s of wiggle room, twice as much as depicted in the original chart. Not running both BR and Resup is also not as bad as originally shown but it still takes longer than you are invincible for, so taking BR is still recommended.
That is good wisdom.
Thank you for the video, I chose the armor mods hundreds of hours ago, then forgot about them... all of the failed missions that could've been saved with those extra seconds of invuln :(
This video got me to sub! Great content for a great game.
That so called "stun" in tier 4 would be useful for weapons what deal additional damage to electrified targets, but thats so niche and hard to utilise properly (without taking unnessesary damage to your health pool) so i would still stick to breathing room just for the consistency.
Looking forward to the perks video! I have a fair understanding of how good each perk is on haz 5, but I still feel like I'm running too many QoL or "I like this one because funni" kind of perks and I need an "official" source to push me off my bad habits :D
Recently switched off born ready on engie when using the pgl, because it really doesn't take that long to reload tbh. I just liked the feeling of whipping it out, igniting a swarm of grunts and swapping back to my primary like nothing happened :>
My go to perks are Born Ready and Sweet Tooth. Use those 2 on every class.
Sweet Tooth cuz it helps keep me topped off on HP. Without robbing too much red sugar from my team. And not needing a re supply.
And Born Ready just because I like it. Even though reloading isn't an issue on any class except maybe Gunner.
i was rocking haz 5 without armor upgrades before this... i wasnt rocking well, i was down most of the time, but i was playing without armor upgrades.
Can’t wait for the new vids
Great Video Kronos! Please consider inviting Gaming Existence on your Drop Pod Cast, I fell in love with the Lok-1 for how good and precise he is on making DRG content
I use static discharge on Scout with the Bullets of Mercy OC and on Engy with the Stuby when configured for electricity damage; but in no other circumstance.
So I use the correct stuff on even hazard 3
Good video and all, but i don’t think we’re talking enough about how sad this is. Nearly everything in this game is balanced, aside from suit mods, which have only one good build. Suit Mods need a rework, it’s too sad right now.
Yeah, compared to weapon mods they are laughable.
I run electricity, in 3rd tier, as I try not to go down at all in haz 5, and on my engi, I rarely do (maybe 1 or 2 times a mission, often none)
But shields break a lot, that electricity can often slow enemies enough for me to sprint away, and since I run stubby, I get extra damage on electrified enemies, so it can also just help me drop whatever broke my shields :D
oh nice nice nice, i need to switch out a couple of mods and give your suggestions a go!
Well, looks like I was using the wrong mods lol. Thanks for the video!
Great analysis
I would bet that the shield “stun” does more damage than the aftershock
I use mineral bags because of shield disrupt too.
We need new armours for every character
New to the game. Honestly thought it would stun enemies so I'd been taking that...
yes this is the one and only build,
too well balance thx, make others option are really not spacial and seems point less
this video are totally same mind set with us.
Badass vid.
When it comes to armor, there are 3 types of people.
Those who use Overcharger, those who use healthy and those who use neither.
I simply don't play shield disruption missions because they suck ass
ok but how the hell does mans have 12 million credits
ua-cam.com/video/Y6RlMA-0qI8/v-deo.html
I realy dont get why i should plas haz5 it is way to chaos and it distracts me from getting everything out of a cave. I feel like i have to speedrun the missons on haz 5
Just go +5 Shield and +1 Recharge Rate Maby Shockwave haha what does around 8 Damage but Grunts have over 100 Health so you really Need a Passive Damage Build to Damage The Things Randomly around the Map?
Keep In Mind at Some Poing 5 Shield or 20 Health you need to get Back Yourself and Look for it will be worth less and less the Harder the Gamemode so Yeah if you want less Damage for Swarmers take more shield if you want to survive the hardest hit take health considering there is a Drink for more Health you are way better with Health
👍
does breathing room work for iron will?
No idea. It's impossible to test and irrelevant. Iron Will already makes you invulnerable for the duration.
79 nitra is cursed
What about 69 nitra?
Would you say shields need a buff?
hmmm, hard to say. the shield upgrades could certainly use tuning, but the mechanic as a whole would be hard to buff without making the game sweepingly easier. I think a great tier 4 change would be giving you extremely brief immunity to damage after your shield breaks. 1 second of invincibility on a 2 minute cooldown would certainly make me weigh that against breathing room.
Maybe reverse that and have it be like if your shield recharged it would give some immunity for maybe 10-ish seconds but then the shield would be vulnerable afterwards
Shield sucks