engineer does specialize in plasma. you can run warhog plasma, lmg turret plasma, breach cutter, plasma grenade or shard defractor. you could won first round with seismac turrets. all you needed to do is stand still because you had 5 charges of seismac turrets but you didn't stand still to deploy them.
19:07 You have two sources of electric damage; Fence and you picked electric damage on your turrets. I'd say blue upgrades to electric would have been worth it. Btw. Damage ramping up while standing still is a perk tailor-made for the turret run, especially with them slowing down your enemies to a halt. 35:48 Only 5 innate fire damage weapons: Drones, Turrets, Flamethrower, and Wavecooker, Incendiary Grenade. BUT if the OCs work then I count 16 (all yellow Overclocks ): Impact Axe (fire trail), Crossbow (bolt type), LedBurster Grenade, Plasma Carbine, Plasma Charger, Shard Difractor (plasma burn), Breach Cutter (plasma burn), Rocket Pod (sets the ground on fire), Minigun, M1000, and Bulldog revolver, Subata. 47:34 I think the green damage over time is better on the fire weapons over regular damage since burn DoT usually does more in total if the enemy is just smudged by the weapon for a short second. I kind of miss the dwarves' banter and commentary, perhaps turn the dialogues on once in a few episodes, whenever you don't have a specific story to tell?
I think your turrets overclock gave them electrical damage, you can see from them shooting different bullets, thats why it was giving you options for electrical damage
Shock fence can get crazy. They have an overclock that makes them arc to any construct which turns the whole map into lightning. Also damage scaling on them can make them melt even high hazard bosses pretty quickly. Side node the stand still artifact is amazing on the engineer. You stand still a few seconds and poop out turrets all over the place.
Also, you probably know this, but if you hover over an upgrade, it will show a blue ^ icon on the weapons that it will affect (except for the "all weapons" ones for some reason).
Turret weapons that have the turret mine terrain overclock have {enemies-> Resource veins in terrain-> Then plain terrain} as targeting prioritization so you can pick that overclock for your turrets when available and targeting priority remains the same even with the Tank tracks Overclock for turrets even if they only one or both overclocks on them.
On both these turret-based runs, at the end a little more stutter-stepping to continuously drop new turrets could have perhaps worked. For the engineer the only thing being dropped was the electro fence so 3/4 of the potential damage wasn't going out. And for the driller the only real damage was the fire turrets so you have to make sure there's always a few of them cooking him. The times the turrets were actually on the boss the damage was pretty good.
I love watching your vids before bed i try to watch the full video im deployed right now and dont have my computer so i cant buy the game but watching this vids is awesome keep it up❤
35:00 I think what made you lose this run was that you never picked the moving turrets overclocks when presented with them. You were always running ahead and leaving all your weaponry behind, unable to do enough damage to the hoard and the dreadnaught. If they followed you, they would always be able to hit the most important targets, and bit whatever hoard is already far behind you. Also the seismic generator did both the most damage and kept you safe, so I think it definitely did a lot better than you gave it credit for.
"Seismic generator's not actually that good." Very next frame, Seismic Repulsor shows the highest DPS of any of the turrets. Even out damaged the LMGs. Okay then
What I think would make this game a great bit better is if we got unique over clocks for every weapon, at least for the unstable one. Take for example the seismic repulsor: great potential but sadly wasted imo. It’s unstable over clock is “three more charges”, which can be great, sure. But why not get “stronger knockback” or maybe “bigger radius”, that is after all its purpose in the first place.
I've been playing this and the meta-upgrades I want to see are for the drop pod. put some guns on it so it keeps the ramp clear, or make it stay longer, or land closer to you. I hate losing a run because there was some huge swarm in front of the pod and I couldn't get on it.
Every time I have picked up the voltaic shock fence as my second weapon, I have lost the run due to not having enough localized damage around my character. I think the shock fence can be good, but not as the second weapon. I had an almost perfect turret run the other day. Plasma and mining upgrade on my turrets as well as a high fire rate and damage, with 3 beam flame turrets. I think I also had the stun sweeper picking up xp, and the experimental plasma charger. My plasma turrets were absolutely shredding everything. It was only a hazard 2 run, but I can only imagine how much fun that would be on a higher difficulty run. I'm hoping to get all of the weapons and meta progression unlocked before I try hazard 4+, as I do pretty well on level 2 and 3, but I am a bit too reckless when taking damage to survive on the higher difficulties yet.
4:30 The T1 and T2 upgrades pull from the Stable Overclock pool. T3 pull from the Unstable Overclock pool. Edit: I looked things up trying to help him understand the matching tag diamonds.
I think you should really try extra charges. If I'm reading correctly, it's basically upgrading the magazine size of how many turrets you can place before reloading.
he seems to either completely ignore, or completely forget, that you can drop all your stores by standing still lol woulda let him win one of the runs this vid
i really think one run you should focus xp when its blues or higher, otw pick any of the non grey xp ones pre 10 has to be impactful, even late getting a 15% bonus makes another level or two possible. but getting around 50% bonus pre 20?? oofff
i am newer to this game (i played the other one more) i think the engineer needs some sort of buff. at the start, you are just so weak and only if you are lucky, will you be able to survive long enough to have an amazing build in the end. IF you live long enough
I have noticed you mention "Tier1" and "Tier2" in regards to overclocks... there is no such thing. All Overclocks have the same % chance to appear at any time except the Unstable Overclocks at level 18. So for the LMG you have "Mine Walls", "Follow Around", "Explode when Removed", "Plasma", "Electric" and "1 Extra Charge" and they ALL have the same chance to appear as an Overclock option at level 6 and level 12. They are only sorted into "Balanced" (IE Normal Overclocks) and "Unstable" (IE Capstone Overclocks). You also said "Nearing Max Level" but again, there IS NO max level lol. The only thing limiting level is XP and mission time.
I think your evaluation of seismics is flawed ;) I get them to follow me around and almost never worry about anything touching me again... rotation speed on the wave cooker is a must.. makes it WAY better!!
I would love to see runs dedicated to Status Effect Damage and moving turrets, just hearing Wander repeatedly put down Status Damage sound really lot like "trust me bro"-kinda deal.
I think the real thing that is missing is, as you say, run changing passives. Also there really isn't much gun variety, I mean their are lots of guns, but really most of them are very similar, and some of them are just flat out worse than others. Again though, I think interesting passives, maybe when you kill the end boss of the level, based on your class.
I'd like to see more meaningful upgrades in between runs. Something similar to the base game equipping passive perks like thorns or lootbug burst on proximity. It would be great to see active perks to spice up gameplay like dash or a melee strike with CD