Since we've still got a fair chunk to go through, I figured I'd make a poll to see what secondary you all want to see me cover next: strawpoll.com/polls/XmZRjr31wZd Also, here are the mentioned resources that talk about the armor break falloff bug: karl.gg/blog/20#/ (Under "Area Damage does not use Falloff correctly when interacting with Armor plates") docs.google.com/document/d/1l7TSN99lW4LpHSArf5wyw1zAHQV4TUtdgHwWhzsj1p8/edit (Under "About Those Partially Working Armor Break Options") edit: The average damage with PGL's homebrew is 110%, not 120%. Simple math mistake I shouldn't be making >:L Other drg test/info videos: ru-vid.com/group/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_
The linked google doc in the comment you replied to is, as far as I know, an accurate list of which AB mods are bugged. The armor damage falloff bug affects all area damage, it's just that it requires a certain distance from the point of impact for it to happen. And also the results are kind of complex-like I said, I don't know if anyone fully understands this bug. And then additionally as mentioned there are specific AB mods that are bugged, like PGL and hurricane, plus the extremely weird "plate regrowth bug" also exists. So bug armor breaking is sort of a mess right now.
I think a *lot* of people have been running armor break because they were scared of the "losing 50% of damage into heat" mod and didn't need the velocity increase. That's the case for me.
@@mlowd5753 i *TRIED* to get the right national adjective for the job, didn't want to look at CGP Greys video for a nearly-not-joke on my part that about 8 strangers on the internet are going to see..... And SURELY no one is gonna complain about something so irrelevant like if i included the Irish isles.... If watched that video at least three times, tried to remember the colonial headhurt. No.
TFW you've been running the armor break mod since playing the beginning of Steam Early Access. Kinda glad that the weapon balance is good enough that even with busted mods like that, guns still perform admirably.
Exactly. That’s one of the most impressive aspects of DRG to me. Some upgrades aren’t very impressive, and a few can be detrimental in certain scenarios (T5 fear on a non-neurotoxin Thunderhead comes to mind), but there’s rarely an "avoid at all costs" choice.
Many of the older, more basic weapons have a decent enough baseline that they perform well regardless of what you do to them. I still use my old Clean Sweep PGL build that I made back when overclocks first came out just because I don't like the rocket jump.
Yeeaaah...this is what I get for not paying attention to the community, I suppose. I really do hate Incendiary, but man. It's nice to know Pressure Wave basically doesn't exist. I _think_ I started using Faster Shots just because mleh, but I ran Pressure Wave for a long time before that and probably still do on a few slots. Time to edit some kits.
@@B_Skizzle and if there is an AvoidAtAllCosts upgrade, it's probably like the armor breaking on warthog just because the damage upgrade is just more worth it.
Yknow, one alternative I'd love to Proximity Trigger is something that changes the firing mechanism to something more like the Halo Reach grenade launcher, where the shot bounces around and doesn't explode until you let off the trigger
or the doom eternal rocket launcher where the rocket flies straight and lights up when enemies are near for you to detonate it manually. that would be fun as hell in DRG, maybe as an OC
They already have a similar mechanic with the Return To Sender OC for breach cutter. I would love to see proxy trigger to be reworked into a OC that doesn't bounce, but gives +100% stun (to guarantee stuns on pretorians). So it works like a minelayer system but with one charge and an airburst option.
Proxy trigger fat boy is nice for having a sudden adrenaline rush every once in a while. Adds a bit of spice to life when you see a little blinking green dot duck behind a cave coral and you have no idea if it will land on top of you or across the cave. Great video as always
Of all my revelations about weapon builds in DRG, incendiary PGL might be the biggest one. It's _so ridiculously effective_ on grunt clusters, it's unreal.
One more benefit of using incendiary compound with RJ250: Since incendiary compound converts 50% of area damage to heat, that means that you'll also do less damage to yourself when you blast yourself around with RJ250. On hazard 5, without incendiary compound, you do 33 damage to yourself if you shoot the PGL straight at your feet while standing on the ground. With incendiary compound, on the other hand, you only do 17 damage to yourself. Notably this means that without incendiary compound you'll always exceed your shield when doing this (regardless of whether you have 25 or 30 shield) and therefore this can easily add up to a lot of self damage over the course of a mission, whereas with incendiary compound as long as you're careful to mostly use this when at full shield, you won't lose HP. You do apply heat to yourself, of course, but this only takes you about a third of the way up your fire status effect meter, so it's unlikely you'll set yourself on fire unless you're already almost burning.
@@yasyadefen1135 You can either have 25 shield points and 145 health points or 30 shield points and 125 health points, depending on what you take in tier 2 of the armor upgrades. It's debatable which is better since shields regenerate so you can use those extra 5 shield points multiple times, but personally I think the health is better for a number of reasons. One big overlooked reason is that having more max health means you get more health back with each resupply (especially using the resupplier perk) because resupplies give you back a percentage of your max health. One other random overlooked thing to mention is that you should make sure to buy all the armor upgrades because you get "mastery unlocks" the more upgrades you buy, and three of these are +5 health so you can get an extra 15 health total by buying every armor upgrade.
Important little note about Fatboy: it is basically a cheatcode for the Omen tower. It would also be remarkably versatile, were it not for the low ammo; because sure, it chunks large enemies and it shreds swarms, but it also lights up the cave, creates a nice big hole where an ore vein might have been, or blocks off a passage or area to enemies similar to a gas or incendiary grenade. There is basically nothing a Fatboy shot cannot do, unfortunately they just are so limited that most of what they can do is kind of hard to justify cost wise...
I.. didn't know that the incendiary mod was so good! It always felt underwhelming since it didn't kill everything straight away.. and yes, I've used the armor-breaking mod for a loooong time due to that.
Only on hyperprop tho, the aoe damage still doesn’t strip armor and devs confirmed it to be by design. I don’t exactly agree with this decision but it’s not important that anyway
As someone with a lot of hours in the game, I greatly appreciate these deep dives into the weapon details. The acknowledgement of how the mechanics function in-game as well as options that are not working as intended (armour break) really helps out! I hope that Ghost Ship Games is watching as well and can make note of these important details. I think I need to set my Breach Cutter down for a few rounds and pull the PGL out again.
4:12 "setting stuff on fire is usually a really good option" *crying as i run out of ammo on driller because nobody else brought a heat weapon to a rival presence mission and we're on the third nemesis and the engineer tells me to stop dicking around*
There's good reasons to pick the breach cutter over the PGL, but the PGL wins out solely because it allows you to hit 300% skilled airshots *GUNSHOT BRIDE*
While I knew most of the stuff in the video, a couple of things were really interesting to see. And would've been huge time savers. The fall off max damage radius was one thing. And the other, much more important, is that heat doesn't suffer from fall off. A couple of weeks ago I was trying to figure out what the best combo of damage and radius so that I'd inflict enough heat on grunts to set them on fire / kill them with the burn and direct damage, but.... My dumb ass never noticed that it was always setting things on fire. Thanks a ton for these breakdowns, they help boatloads in informing really useful tidbits and correct misconceptions I had. (ie, I learned about the armor breaking issue with hyper propellant a while ago from you, and before I had been assuming that the low roll of randomized damage was screwing me over, but nope. Just can't shoot praetorians in the armor)
I know you probably won’t see this, but thank you so much for making these videos. It presents lots of valuable information in a digestible and entertaining way. You’re always so clear on what each mod or overclock does and the bugs associated with them, I can’t believe how much testing you must do. They’re really high quality, and I love them. Keep it up dude.
I know a lot of RU-vidrs do builds and that's nice, but for someone like me, I like understanding the math and code behind stuff. I had no idea AB was bugged for instance. Appreciate these fr fr
To make a case for the Clean Sweep build at 15:00, if you pick up one damage mod and swap off the incendiary you can one-shot glyphid slashers within the max damage radius since they take 30% more damage from explosives (140x1.3=182). That way, the PGL becomes a very satisfying grunt oneshotter while retaining most of its viability.
there is alot more detail to the PGL than i thought. i didn't know about the 2m max damage falloff mechanic, that it doesn't get affected by radius mods, that fire doesn't fall off, that armour break is really broken, etc. very informative! and you say this was delayed? i found this to be a remarkable turnaround from the boomstick video
As an engineer main I highly appreciate this video it was hard to find details on the hyper prop build and others which I will now add to my arsenal. Thank you so much kind sir
love the nods to rj250 efficiency/flexibility. it really doesnt lose much kill power at all for what it can give, all thanks to the heat mod, which also allows you to not have to run friendly fire reduction.
When your engineer has been legendary 3 for multiple promotions and you're only learning now that incendiary is bugged on hyper propellant :(. Great video btw
Lazy: "EPC next?" Me: "Thats a compex gun, this gon' be a deep deep di-“ Lazy: "So we tested the flight physics of Gold and Morkite minerals, Gold is bugged, it doesnt actually work. If youve been collecting gold in the last 2 years, you havent."
So glad you mention how the flame mod plus hyper propellent means you can basically delete any of the rival tech dudes. Some people never know this and I try telling them that this build helps with rival related missions. But they do seem to be confused on how the fire mod works. So glad you made this so people can figure out the mechanics.
one place where the fat boy is amazing value is in sabotage missions: there are 2-3 hold objectives that spawn both bugs and bots in large numbers to get killed by radiation and 3-4 shots on haz5 4 person scaling from the fat boy to the top of the caretaker allows you to skip its forcefields phase, which means that a single resupply pod for the engie lets you completely skip the hardest part of the fight. Also the lingernig radiation field sometimes instantly kills any shredder waves it spawns - way more efficient than dropping damage c4s on its head.
Fun fact: Caretaker's vents actually have radial damage resistance specifically because people were clowning on it with fatboy during the experimental branch. It's still very good against it, but it used to totally trivialize it.
I am convinced you are one of the in-lore space dwarves working working on making sure we miner’s get the best bang for a buck on out weapons. (Maybe not a dwarve from R&D but from a bigger boom Union)
The fact that your pc had problems and you still had this much info in 7 days says something on how fucking good at this you are. Looking forward to all the other weapons
I really like tier 3 heat and tier 5 inertia on Fatboy, For some reason it just feels more natural to aim. It's probably because I started using Fatboy before they changed it and made inertia into a mod and I'm too much of a whitebeard to adapt to a new build/aiming habit.
yeah, the mods for C4 could use a rework because you have to be insane to take one ammo mod, as it only gives you one more per mission. so you either have max ammo or max damage with your choice of stun or rock mover. and max damage is overkill and stupid unless you are dropping bombs on the caretakers head. maybe they could just give us 4 weaker ones and have the mods just boost aoe size/damage kinda like gunner sheilds
i love these weapon breakdown videos, even when it's stuff i already know it's very chill. you got that nice, enjoyable content creator tone of voice, vocabulary and speech pace. keep at it and rock and stone, you beautiful dwarf.
Really love these videos, despite knowing most of the weapons inside and out (or so I thought), I just can't get enough of your straight-forward yet impressively informative and entertaining style. Keep it up man!
Jeez. Putting such bops as BGM on a video about one of my favorite guns that essentially brought me into DRG is a delight, that's for sure. The only ones I'm not somehow surprised about are the overture and Drunken Pipe Bomb. Also, because of that specific choise in the music, the episode about (mostly) RJ250 got hella fun and apparently meaningful. And a glimp of Blood footage in 2022 is some even more spicy (pun intended) stuff. Thanks a lot for the video!
Early comment, I'm still not all the way through the video, but here's what I've got to say... THANK YOU for doing these breakdowns, because for the life of me, I couldn't understand why the Pressure Wave mod felt so... odd. Like, I was under the impression it was me doing something wrong. Granted, I am still Bronze-1 on En-G so that doesn't help either, but this makes a whole lot more sense. Keep it up, man. You're doing good work here, clearing up confusion for me and probably a lot of others. Rock and Stone!
Personally I find proximity grenades very fun on fat boy. Granted its more of a hazard than a boon, but its funny missing and then seeing the nuke ricochet all around the cave and not knowing where it will blow up.
Love the detail and info of these videos! If it wasn’t for your vids i would have never have tried rj250 again and learned of its mobility while maintaining ability to kill by using the heat mod. Now I’ll never go back. Thanks again for the stats! Always useful
Whats so awesome about your vids is there is a clusterfuck of youtubers making videos about “optimal builds” and “TIER LISTS” (yall know who im talking about) trying to tell you what to do with nothing but anecdotes behind them. you give us the raw numbers and impartial facts with slight recommendations that nobody else does. cant find better DRG content anywhere else aside from maybe the 4chan threads on it ;)
i hope they improve the effectiveness of the armor break mods on splash weapons... im still going to use the armor break mod because i dislike the way fire damage interferes with my drillers' cryo cannons and i dislike that it makes its already low damage against tanky enemies even lower i enjoy being able to take pot shots at praetorians, guards, brundles, etc. and stun them out of their attack animations while also doing a not completely insignificant amount of damage and i dont like using the projectile speed mod cuz honestly just i think hitting a slower projectile is more satisfying i mostly play on hazard 4 so i dont need to use optimal loadouts, and even on hazard 5 i think you can get away with using suboptimal loadouts if you are good enough
Best general PGL build is the RJ OverClock with both Ammo upgrades, an AOE upgrade, and the Fire mods. Melt swarms (more effective in dense groups with small bugs) Launch yourself, and shoot lot. (2,1,1,2,3) [jump while shooting to flick the lunch and gain range.]
Sometimes I forget that you have 8k subs not 800k subs. Your content is probably the most thorough and well put together DRG content there is (and that's REALLY saying something lol) Keep up the good work and thanks for teaching me so much about this game
I like using Homebrew Explosive with Hyper Propellent for the reason if in the event it doesn't one shot something, it will often have little health left where you can just finish it off with your primary instead of wasting another shot.
One things I feel is important to note as a nuclear-loving engineer player- I frequently just shoot the explosives at distant ores that are in PITA spots. Nitra vein on the roof? one nuke will get more then enough Nitra back to pay for it, if not the whole vein. Can't be bothered to stop for a gold vein on the side of a cliff, and the scout's off somewhere else? One nuke, and you've got Radium Gold to stuff in molly. Egg, or perhaps Aquark, way above you? Two nukes usually excavates any deeply lodged mineral. And the utility for cleaning up a crassus gold bubble is a HUGE timesaver.
Honestly very glad to hear that the Armor Break is broken. There are so many times I've double checked that I *do* in fact have it on because the PGL just wasn't breaking armor
Great video as always! I'd love to hear about one of the Gunners secondaries next. Would it be possible to have an video that compares between them as well? It feels like both guns can handle both single target and crowd control, but that the BRT is better in almost all cases.
Another great video. Didn't know rj is better than compact rounds ammo-wise, but since I'm not a huge fan of self damage from it, I'm not really upset. Armor break on AoE bug was something i didn't know before. Kinda sucks because that was the mod i at some point run with on non-incendiary loadouts. Thanks for the info on that, i guess it'll stay for some time (unless devs are watching and will actually fix something because of your video again) Also absolutely loved the part where you compared breach cutter to PGL. I agree on pretty much every point and think lots of players had the same "progression" of opinions on Engi's BIS secondary as time went by. Can you please clarify a few questions about things you've said in the video? 1. As for the incendiary ammo, if i understand correctly, the area damage stat increases heat inflicted on enemies, right? So it can still be worth it to take AoE damage mods? 2. As for Fatman, i take one range+one ammo because i thought it only takes 2 ammo per drop. Since even with both ammo mods, you end up with 5 shots, but ammo received from drop pods rounds down to 2, is that correct?
"1. As for the incendiary ammo, if i understand correctly, the area damage stat increases heat inflicted on enemies, right? So it can still be worth it to take AoE damage mods?" That's correct, and like I mentioned wrt clean sweep, having higher area damage can let you hit certain enemy's heat breakpoints. However, even with no damage up RJ250 you have as much heat as you need to ignite all the enemies you'll be effective against regardless, so taking more damage mostly just means stuff dies a bit faster which can be safer in close quarters. Not useless though and I do take a damage up sometimes. "2. As for Fatman, i take one range+one ammo because i thought it only takes 2 ammo per drop. Since even with both ammo mods, you end up with 5 shots, but ammo received from drop pods rounds down to 2, is that correct?" Nope, if you have both ammo mods you recieve 3 ammo from a resupply instead of 2, which is a really big deal. All ammo gained from resups rounds up with the one exception of satchel charges(aka C4).
@@LazyMaybe thank you very much. Driller's c4 was exactly the thing i had in mind when talking about ammo round down. Then this is indeed a huge thing for Fatman to have. P.s. can't wait for your detailed coverage of other weapons
Holy Crap that Incendiary is a game changer!!! Ty for your research, It helps so much with overall fight against the bugs and now potential rivals. Rock and Stone!
One minor nitpick: there is still utility to the idea of breaking armor even if you didn't get to deal most of the direct damage, and that is opening up a crit point for a far more effective primary. an active playstyle this works with is: get the direct hit on a pretorian surrounded by bugs, this regularly kills the bugs and opens up enough armor for an eraser Lok-1 to get it's critical damage in. You still get efficiency with killing everything around the preatorian, and you save time flanking it and can just curve your Lok-1 shots. In every game I have payed getting a direct hit almost ALWAYS breaks off something, and that leeway is enough for the Lok-1 to take advantage of.
17:57 I never really got into breach cutter. Skipped from PGL to Shard Diffractor, and got Volatile Impact Reactor as one of my earliest OCs. Compact Rounds was actually my first one, too.