So I was crunching the numbers on EM Refire vs hyperalloy, I had the misconception that electric damage does not benefit from weakpoints when it does. The misconception didn’t matter as EM Refire still beats hyperalloy handily in damage output even while assuming perfect performance from hyperalloy. Which is a shame as EM Refire basically comes with no downside and is easier to use. At least you aren’t one of those forum weirdos using it as a short burst sniping tool.
im pretty sure Bonus Electric damage means the usual tick of the status effect is +2 damage per tick. in that same duration of and enemy is being shocked/ electrocuted.
the thing about one of the stubby's upgrades is that T4B makes the stubby deal 25% more damage to electrocuted enemies (note: EM refire's electric damage bonus does *not* benefit from this). i wonder if electric build (23121) fares differently to hollow point build (13111) (no OC)
Probably not very well, as that build loses a damage mod and conductive bullets needs to spend ammo to get the boost in the first place. There’s not a lot of enemies that completely lack a Weakpoint.
On closer inspection these are surprisingly comparable. Even after, I still prefer EMRB, just cause I find it easier to work around its downsides than HAA, as I tend to play pretty aggressively so increased spread isn’t too much a concern. That and I suck hard at CSGO.
I think cryo bolts doesnt justify drak oc still... You just put 2 more bolts on breeder and it still does the job The only thing possibly good for full freeze scout is dreasnaught team damage support, but marked for death exists, as for volatile bullets, yeah it works on bulk, but does a gunner take vb without hot bullets minigun anyways?
i think the appeal of hyperalloy assembly is that it now functions and feels like the guns from Counter Strike. recoil can be controlled, but spread is ultimately down to chance. plus H.A. reduces *horizontal* recoil, in exchange for more vertical, and horizontal recoil cannot be actively controlled. Planetside 2 goes into depth about this for various guns, even very similar ones on paper, and a gun with patterns that are less up to chance, and pulls you away from the target less are often clear popular uses
Honestly, I think Mortar Shells is good BECAUSE it finally gives ANY Good reason to take Friendly. You don't HAVE to take Friendly with it, obviously, but if you max out your AoE Modifications, it's going to be pretty hard to avoid hitting yourself of allies, and it CHUNKS shields, especially at higher haz
@mooshrooom6853 Agressive venting so u can always trigger easier now. and full dps. with extra ammo upgrade, so u can loop back rightaway Agressive venting infinitely untill u out of Cooling on the mini gun
also, your effective range is higher with hyperalloy assembly, as if you are able to master the recoil (or take the recoil mod) it has much lower spread and can hit weakpoints more consistently from further away after all, you are not always able to get into a perfect position behind any enemy in real missions.
@@Rosemary_Benson or u could turn alloy into laser beam with magsize upgrade. Easier to control at its peak recoil. In actual combat, create your own advantage against enemy. I didnt have difficult that often position my self against tankie targets.
@@nukeclearmuffinwhile slow tanks like pretorians or oppressors can be easily repositioned from, I think hyper alloy is better for targets at further range, like mactera, spitters/spreaders, stationeries, menaces, Ect. I think it’s a good alternative to the lock for those kinds of enemies and it’s good weak point bonus helps it fulfill that role Edit - to clarify, I think that em refires higher dps is better for crowds and tanks, both ocs have roles to fill
This is what I’m interested in. Since freezing power of the sticky ice trails from the crystal nucleation increases **exponentially, not additively** with each cooling upgrade, I was wondering if it’s better than, say, tuned cooler when it comes to freezing singular targets, so long as you reapply the trail **under** the enemy, where it doesn’t despawn when walked on.
@@elias0240 I've noticed this too, with just 1 freeze mod in t1, you can freeze a prae in about a second if you do everything right. This is best against bugs since theyre always touching a floor, and if macteras are touching a wall they're gone instantly. It feels very VERY fast.
@@SimonWoodburyForget judging by your comment you've never played drg on hazard more than 3. Breeder on hazard 5 & higher is annoying AF cause his jellyfishes kill you in like 3 seconds so freezing him is the scout's top priority as much as detecting cave leeches and freezing nexus
@@user-hi7lv1fs6t I've only been playing on hazard 5 for the past year or two, and breeder is the least of my problem. Usually 30 seconds in a cave is as long as it'll last before I or somebody else kills it. With only 1500 HP, really anyone can kill it. Typically it's a high priority target, which means everyone targets it anyways, so often I barely have the time to kill it before somebody else does it, and that's when I'm using Supercooling Chamber. Naedocyte Hatchlings are annoying, but this is why I carry a Stun Sweeper, otherwise I just grapple to my Engineer (if he has a Lok1) or his turrets, which usually deals with them quickly. They're relatively slow, so I can absolutely kite them while I go around looking for the breeder and killing the cave leeches, as well as marking Spitballers and and Barrages and Vartoks.
hmm, how are you calling conductive thermals (a situational but still occasionally effective and gimmicky overclock) trash, and hyperalloy (the stubby’s now 4th viable oc that makes it contend with EMR, an insane feat) trash, and not burst fire, arguably the worse overclock in the game that makes it worse than the base gun, even if they buffed the damage of this more it would just be a shitty m1k and still legions below AISE.
oh i like the brust fire. its pretty fun to use even tho it's abit weak. i've also gave Hyperalloy a re-try. the video already came out 30 min ago! thanks for the comment, noted noted.
these new lime green scunt oc's are the punishment for having shit like hipster actual good nade selection special powder and idk imbedded detonators i guess?
Fun fact, conductive thermals gives uo to 50% damage boost for the boomstick if you have the mod that lets you set bugs on fire. Another funfact: Plasma splash allows you to apply 2 stack of the buff at once so you can get to maximum stack much faster
Dude Hyperalloy ain't trash, I find myself melting bugs with it. You can consistantly 1 shot grunts in the face and chunk big bois like opperssors and praetorians.
@@nukeclearmuffin alright, but having driller with a flamethrower could make it more viable. Still on console so season 5 hasn't come out for me yet (it does tomorrow 27th)
Fun tip for burning tide: You can squeeze out some flame before shooting another tide of flames at the last 25 fuel capacity to shoot 24 ish flame and 2 tide shots like the sludge pump
0:55 Nah, this was definitely overlooked as an OC. Pair it with plasma splash will get it to proc twice, and mag dumping a tiny bit into a glyphid dreadnought and a volatile + burning hell gunner around equals clearing it *very* quick.
@SimonWoodburyForget My brother in christ, I quite literally cannot be clearer, the M1000 has *nothing,* and I mean *nothing* to do with an overclock for an entirely different weapon. This is a discussion about the overclock, not an entirely different weapon
@SimonWoodburyForget That's blatantly wrong. At most you compare the alternatives of overclocks, not whole ass guns. If I want to use the drak, I compare by overclocks. And *my* point is that the m1k has zero correlation when it's not being talked about.
Yes you can! I explained it in the pevious project that i scrapped away due to my horrifying voice that i could not stand during edits. That one would be a 12 minutes vid if i didnt scrap it! You can use charge at 1 fuel. The lower your ammo count cap the better it is!
For Mortar Rounds i recommend 3 1 2 2 3 , this way you are more accurate and instantly reach the max ROF , therefor you always have the 50% damage resistance and at least deal a lot less damage to yourself. For Goo Mix , it's good to know that the explosion doesn't damage dwarves (same for Cluster Charge) , and that Heavy Hitter (with no damage mod) is enough to set goo in fire with 2 hits only.
Imma be honest, I absolutely love the Conductive Thermal for Drak. Yes, you are looking to team up with a Cryo Driller, because you can relentlessly bully any and all Dreadnaughts, but it is also useful for Fire-focused Gunners/Engies/Drillers and Electric-focused Engies. Don't sleep on it, it makes your role more akin to support, but it works really well. I'd say it ends up being less versatileOC but it is definitely GOATED on Elimination missions and whenever you have lots of Praetorians/Oppressors.
Update on cluster charges: activation time was denerfed and is great again. Also, how do you prefer build rotary overdrive? I fell like I’m always low on ammo with it.
I'd go for Accurate for perfect beam Ammo upgrade for more Agressive venting trigger Spin up time so i can fire faster without full spin And Agressive Venting. Infinitely scare off boogs. Small one.