@@SongbirdOfficial I think it does that for any depository and drop pod (not sure about savage missions tho) except for Molly, but don't quote me on this.
@@Delophantae_ pick up the first drink, but don't drink it - order a second drink. Once the second drink is ready, drink the one in your hand and then quickly drink the second drink.
@@TheAkkart if you press E fast enoguh while grabbing the drink you can grab all four. Nothing to gain from it, beer is spoilt, recources are lost and host is angry. But somehow this bug is still around
Sorry if this has been mentioned already, but Bosco can mine off the tips of Beamers during escort duty. If you select the tips with the laser pointer, he treats them like compacted dirt.
Yeah, I'll say Temperature Shock is a little known mechanic. The number of times I've had scouts get mad at me for torching frozen enemies is ridiculous.
That's why the inverse of setting the enemy on fire and then use freeze to get the temperature shock and then proceed to fully freeze them seems to be more effective.
Also in my experience you can usually do more damage when it’s frozen. I would try getting used to how long things stay frozen and dealing thermal shock at the last second.
"Loot bugs are not all great though, they eat mineral chunks." Yes. They do. And they multiply it by a factor of 1,5 on release. So essentially you mine everything, let them eat everything and have 1,5x more minerals from what you would get when you pick them up yourself. It's just not worth it, because they take ages to eat everything.
I leave a few alive if its mission like refinement cause ik they'll be useful by the halfway point. ofc most randoms don't so only get to let em ferment when I'm doing solo runs.
@@blindedjourneyman You need to teach them economics. Publish a scientific paper named "The values of a lootbug farm and how patience yields great results"
Funny enough, the heating on the minigun used to work a little different. Whenever you restarted the firing, it would get an extra burst of heat. So it was actually more efficient to keep firing for longer periods then to fire in burst. Gunner's would actually tap fire the minigun to build up to red for fire bullets more quickly.
If you use the grapple glitch to escape the drop pod, it will reduce your survival bonus. However, you can use it to walk around within the drop pod safely.
hey, about getting out of bounds, theres a very easy way to do it in on site refining. weirdly, pipelines destroy terrain. this includes the basalt at the top of the map. if you navigate up to the top of the drop pod hole and being a pipeline with you, if you have a fairly clear area you can basically ‘tower’ up. first, have your ‘starter’ pipeline node be in a clear spot. second, start building off it and aim straight down back at the ‘starter’ node and either to the right or left (wherever is clearer i guess). your pipeline should do a full 180 degree curve backward, with the node facing the opposite direction a little bit to the right or left (whichever you chose) third, build it and move ontop of it. repeat the same process but in the opposite direction, so it overlaps. if it doesnt automatically overlap, manually aim at the ‘starter’ node from your new pipeline, then build off that in the same way. it should do another 180 degree turn and start going up if you repeat it. it’ll make something of an oval stacking ontop of eachother. fourth, keep going up and up and up until you reach the void. pipelines built like this destroy enough to make you never bump your head. me and a friend found this while trying to build an epic rollercoaster, but we crashed while doing this method twice. my guess is the polygon count was too high (drg usually has low poly surfaces and pipeline ‘cuts’ are very smooth and high poly) enjoy responsibly and pls no patch :(
My man you made a mistake with the music, it's actually "the sacrifice part 1, 2, 3" not "the secret". I think I went halfway round RU-vid trying to find trial of mana "the secret" ost.
Small note with Bosco's guard mode: IF you told Bosco to guard Dotty, Bosco will not cease guarding Dotty until you call him back to you (even if you ask him to mine something, he will return to guard duty once that mining is done, EVEN IF Dotty has lost her head, he will continue to guard Dotty's body, but not the head).
1:26 I believe that the reason why this happens is that when YOU launch a mission by waiting in the drop pod, you’ve already selected your class (same as when you are in a game somebody else is hosting, and the host launches the mission by waiting in the drop pod), so you’re locked into that class. When you join a public game in progress, however, you have not yet spawned in as your class and are therefore not locked into it yet, so you are free to change your class while waiting for the mission to load. This isn’t made clear by anything in the game, but I’ve tested it to see if it works the way I’ve described, and it seems to.
Here's one I noticed you didn't mention and I'm sure most people already know this but in the glacial map, if you're falling from a great height, aim for the snow piles, the ones that slow you down. It'll mostly negate the fall damage if you hit it right Another thing, if the drop pod is getting ready to start the mission and you repeatedly go in and out of the drop pod, the countdown tone will deepen in pitch, and if you do it a few more times, the gate will shut as soon as you enter the pod
Heat spread is temperature shock’s lesser known cousin, if a bug is on fire, it will slowly contribute towards filling the heat meter of nearby bugs, this is most useful when kiting swarmers through a praetorian that’s on fire while you’re playing scout. Also, if you hold the button for your pickaxe and take a resupply without letting go, you will continue to use your pickaxe during the resupply, you can use this and a form of defense while resupplying in a bad spot, I’ll admit it’s rarely useful but it has saved my bacon a few times
I'm pretty sure this is currently a bug: If you're on a pipeline with unconstructed sections (the pipeline cam be connected to the pumpjack, but this is not necessary), tapping the E key while grinding over the interactable segment that needs construction will give you a significant speed boost. The window is a little bit tight but I do enjoy using it to quickly traverse a cave.
You do and you don't. You'll appear on the end screen as alive but you'll only get a 3x survival bonus if say on a team of 4 people. Not sure what would happen if you do it solo but in my experience it's impossible to do while hosting anyway.
@@Akatcam In my experience if you stay fully inside the doors you're fine, it's if you go into the little space between them that you don't get counted.
I just tested this in a solo mission as a gunner and it resulted in a failure! Thanks, I've been doing this for fun but didn't know about the survival status at the end.
There is a way to accelerate while grinding on a pipe. You have to press E (without looking at the pipe) right before a node (with the wrench icon),almost over it, and you will gain lots of speed.
@@Straend3r ok, first you need a pipe that has at least 1 part of it without being fixed (look for the floating wrench icon). So... when you are riding the pipe and you are about to pass above the floating wrench icon, thats the moment when you press "e" (you have to be VEEEEEEERY close to the wrench icon, like 1 inch before the wrench, thats the moment you press "e")((also: don't look at the pipe, i mean the part that needs to be fixed, because if you press "e" while looking at it, it will stop the pipe riding)
@@lunari42 was it on the ground or something I think they might not detect the omen if there’s terrain in the way, I dug the terrain around the mines I should of said too
@@wuzz111 it was placed right next to the second part of the tower. I removed the platforms so it was floating. Maybe it was a bug or something I have no clue..
You can place a platform bridge that goes over the scanner to prevent the lasers from hurting. The scanners can scan through the platform - and at a reasonable distance too. Safe way to rid of the bottom tower's lasers.
Almost 3 star driller main here, I knew you that you can touch the axe and it would have physics but i feel like using it as a slight ramp or height boost is genius and I never thought of it, thank you.
Honestly amazing video man. Don't be so self-conscious about your voice. You're doing absolutely great. Really refreshing to see a well structurized and well thought out video that's not overly saturized with the cliche youtube tropes you see so often these days. Also the platforms above Doretta tip is pretty cool. Didn't know that.
You can collect and save Doretta’s head after she explodes. If you enter and exit the dropship from the station over and over, its tone will get deeper and eventually it forcefully shuts the door. I assume this is because the timer doesnt actually stop for a moment, and it considers you as a player being outside but *also* a host inside, so it gives you the extended timer. Thats all I got from experience, the Doretta one you probably already know.
Leaving the drop pod with the grapling Hook also removes your survival bonus at the end of the round even tho the game shows your dwarf with the Green light and victory pose in the mission complete screen
Fun fact: If everyone leaves the drop pod just as it leaves, the mission will end in Failure, but the end screen will show the dwarves all happy that the mission was finished.
Similar to that last trick, if a gunner sets up a zipline inside the drop pod before it leaves, anyone can actually zip out of the pod and stay on the map, if everyone does this, the mission will claim it failed, but everyone does the victory animation and gets full rewards from mission completion (it doesn't add progress to objectives when everyone escapes though)
Neat! Also, Radioactive Pretorians are waaay faster than other Varient's. I think all the Radioactive Glyphids are a bit faster, but those Pretorians are extra spicy.
Heres one: during a reload animation for weapons if you press control immediately after the ammo count is refilled on the hud you can cancel the animation and resume firing immediately
Similar to grappling the droppod, you can have the whole team leave the droppod by having a gunner shoot a zipline into the droppod and press e when you get locked in place for the end game, then you will be able to move around
This is one of those games that I come back to every so often and it stills never fails to provide an enjoyable time. Honestly an amazingly underrated game
Hoverclock can also let you jump higher and when you kill an enemy with it, while still in the air, it will be reset to slow you down for a certain period again.
Just some fun tips out of bounds: You can dig a little platform for yourself and your team members at the top, if you have the patience. With that, you can enjoy the view at the top of the world. If you made the platform, you may also call in a supply pod there. It will proceed to drill downwards through the void, as if it was rock. If you shoot with the flare gun upwards on the aforementioned platform, in about 20 seconds it will fall back exactly where were standing when shooting it.
9:04 This glitch actually won't work if you're the host of an online mission, as found out by my friend who's been jealous of my ability to move around the drop pod as we go up
8:59 I actually got a similar result as Gunner: You can shoot a zipline from inside the pod to outside (or the other way around if you'd be the last one in). When the HUD is disabled, use the zipline to regain full control. Useful for getting more than one person out at a time, if you're into that. Downside is that you *DON'T* get the survival bonus for a Dwarf outside the pod. The end mission screen shows them alive and well, but the actual survival bonus will be lowered by one. Tested that with 4 man groups, and got 3x survival bonus.
You can also hold shift while grinding a pipe to make your viewpoint follow the curves of the pipeline. Scout droppod escape glitch can also be done with gunner ziplines.
I could be wrong but from experience I recently found out that Exploding Plant, Urchins (and probably some other destructible plants), and Lootbugs count towards the M1000’s “Quick reload after kill” mod Skull Crusher Ale lets you destroy pipeline nodes and charge cable nodes more easily and break open ebonuts in less hits Bosco can also be ordered to mine Ommoran Beamers
The grapple glitch isn't the only way to escape the pod. Fire the gunner's zip line into the exit pod, then enter the pod while spamming 'E'. You will maintain control as long as you spam 'E'.
You can power attack the grabbing portions of leeches to cancel their grab. The trail from the Armskore coil gun deals exactly enough damage to finish off swarmers and spawns en masse. Even a quarter charged shot enabled by the second mod in the second tier upgrade slot is enough to entirely delete swarmers coming out of hives or spawns popping out of a dead brood nexus. HB can not only set enemies on fire and ignite flammables such as Praetorian gas and nerotoxin, but just like the hoverclock it can fully prevent fall damage when used before hitting the ground. Scouts inhibitor field works on every enemy in the game except the Caretaker, letting you take advantage of the vulnerable states of Dreadnaughts and Hiveguards more effectively. Scout's pheromones will affect more enemy types than just glyphids. Mactera can and will also pass up a chance to shoot at you to shoot at the pheromone affected enemy instead. While the Colette wave cooker can't take advantage of weakpoints, it can still pop the kursite infections on kursite infected enemies with ease. Scout's flare gun deals 40 impact damage per flare and can be used to hit weakpoints.
I feel bad for the bugs. They didn't break the pipelines they were just attracted to it because of the blinking lights. If you follow the bestiary, they hate lights as they survive through the darkness.
If you ever feel like subjecting yourself to a fully drunk mission just drink a blackout stout as the drop-pod is going down and you'll end up uncontrollably drunk in the mission. First time I did this I got a lost helm, cargo crate, 200 special minerals, and killed an OMEN modular exterminator and got an overclock all while not being able to fully control my dwarf. Drunk ftw.
I was writing a review and I included a few of these mechanics in my script, even though it'll be my first video and I dont really have an audience I'll probably leave a link to your vids since I'm probably going to forget a few
So you know on extraction missions when you send up the mine head you can attach a zip line to it as its rising and it leaves you a point to which monsters cant reach you when at the top of the zip. Same thing works for the scout if you grapple it while its rising you can stay in the air where you grabbed it to stay safe!! ROCK AND STONE!
The explosion from pickaxe Power Attacks has friendly fire. Power attacks also don't benefit from the freezing damage multiplier, and frozen Praetorians don't have their abdomens "frozen", which is kinda stupid, but avoids uber quick kills I guess. That tip about bosco constructing the whole pipeline will save LOTS of effort! Just place it all in one go and then have bosco finish it for you! And yeah, the random pipeline breaks are annoying AF when your team actually keep bugs from getting to them it in the first place. Perhaps instead, a section should be randomly chosen for bugs to potentially attack if they've got nothing else they can "see" at medium range (ie not forced to attack), and the section is hit a twice by something grunt sized or once by anything bigger, it breaks. The bugs that attack it will still do so for a while after it's broken, but will otherwise be completely ignored by bugs afterward unless that node gets chosen again later. This way, teams that can keep the pipes clear of bugs can have the mission go much smoother.
To add on to joining late tidbit, usually if you join late you can stick around and help the host with their next mission. Atleast this js what I do as I figure it's fair to exchange my time doing whatever they're doing instead of cashing out on other dwarfs work for essentially free
YOU CAN CHANGE YOUR CLASS IN THE FUCKING LOADING SCREENS?! I've been playing this game since it came out and I can't imagine how many games would have been improved if I could have switched to a class we needed.
I actually knew that pipelines weren't damaged by bugs and instead it was based on some timer and rng on what pipe is selected to break, but every teammate that I tell this to tells me wrong lmao
After dotty is finished mining, the drill rig explodes and her head goes flying. If you find and carry it back to the dropship, your dwarf will toss it into a corner of the interior and you bring it back with you to the rig. I LOVE dotty and do this every time (except once, her head glitched through the terrain and I couldn't ever find it. I will never forgive them for losing her)
What's even cooler, is that the devs added that to the game because the community felt bad about always leaving Dotty behind. No extra points, just good feels.
To add to the last tip at 8:59 this is also possible with gunner's zipline. Although the problem is if everyone gets out it counts as a mission failure.
speaking of Goo Bombers 2:15 you can shoot their goo sacks *after* death as well. If both are broken they cease their goo shower (though they may continue to fly around for a bit as if they were still gooing)
On aquarks mission, after the rocket flies away, 2 "antennas" are unreachable for usual bugs. You can climb on it with every class just spamming jump. Then you are untouchable for grunts, praetorians and some other enemies. But if there's wall nearby, they may be able to get to you. Also it doesn't help with ranged enemies.
I like to pretend I'm a rabbi when I'm on point defense as a gunner and shooting off the tips of the laser rocks. I always say I'm putting the ball gag on Molly when securing the heartstone because of the way the straps look Oh and a serious note? You can control the flight of the caveangels with the movement keys
speaking of the invincibility its why i Love the corrosive sludge gun because most enemies dont resist it and the few ones who are related to it (that i know of) are weak to corrosive damage like the rival tech
Suppy pods can be called to deal massive damage when falling on enemies such as bosses and detonators. (nice but difficult combo used by Scouts: 2 or 3 Ice granade -> Supply pod damage + Shotgun + Sniper + Power Pickaxe) Killing a frozen detonator wont trigger its final self destruct
You can also leave the drop pod on extraction by timing the zipline with the gunner. But even though it shows you lived. It counts it as a death and you loose some rewards.
Hoverclock has a thing that makes it better on client and worse on host: When toy are host, if you hold the focus too much, you will get all the speed back instantly, splashing yourself from 1 cm height. If you are a client and you hold focus too much, you will completely stop and your momentum will start from 0. So you won't die from 1 cm fall.
On the topic of the loot bug. If they eat a mineral, lets say 1 nitra, when killed they would give you 1.5 nitra (50% more). So you could in theory let them feed on minerals you can't carry and have them almost dupe it. Liquid Morkite Extraction also has the highest concentration of loot bugs due to the cave rooms being more clumped together
The engineers grenade launcher overclock “hyper propellant” converts all damage dealt into disintegrate damage (unless the 50% as fire damage upgrade is equipped. Disintegrate damage is the same kind of damage that gets dealt to frozen enemies. This means that no enemy killed with hyper propellant grenades will leave a death effect.
I think that got removed. I've found that the flamethrower, EPC, breach cutter, and hyper propellant all leave ragdolls now when they used to just leave particles. Idk if this is something in my settings but yeah they may have removed that. Also I don't believe disintegrate damage is actually a type of damage, it's just that certain weapons had unique death effects. As far as I know, the only unique death effect now is the frozen status effect shatter. It bums me out cause I used to love disintegrating enemies with the breach cutter or EPC TCF explosions.
Ngl the platform thing I learned from another player and destroying the beamers tips was something I thought of when I realized how I could damage minerals with it. This game is amazing and so is the community with what they find and learn.
Oh! and i'm somewhat certain that doing the spinning animation with the gunner's gatling gun lets it cool down faster, but it needs some definitive testing to be sure...
I don't know if its already mentioned or not but you CAN shoot the recalled turret if you have the turret discharge em OC. As you recall your turret, you can shoot them mid air, preferred doing on an oil refinery missions, when riding on the pipes, recall the turret then as it flies to you, shoot it mid air, its super handy agains swarms that are chasing you.
How to "reach" Hoxxes without a Droppod: -Order and pick up the first beer without drinking it -Order the 2nd one -Drink the first one, grab and drink the 2nd ASAP -->You can combine any beer, though some interact very strangely... -->The same beer doesn't stack --> I found out that the space around the Rig doesn't have 0 grav, but just very low gravity. Returning from wormhole travel may cause you to keep the "0-grav" effect, which will cause you to float for a long time. You WILL land though, eventually -->Ordering beer is only restricted when there is beer on the counter, or in the process of being served.
I've found that if you exit the droppod after using the scouts grapple glitch, you'll "survive" only as so far as you'll do a victory emote. The survivor bonus will be 3x instead of 4x (assuming its a full team). You can stay in the pod and move around a bit but after a few sec you'll get locked in place, if you do you'll be counted as "surviving" for the bonus. Bear in mind that it does mean that you can move to stay just outside the door exactly like when launching the droppod.
Two largely unknown mechanics: The Engineer’s platforms can be helpful in the last phase of the Heartstone fight? drill? event. Covering Doretta’s body just above so the platforms are touching will prevent the beamers from spawning, probably because it can’t find a path. This won’t block the initial beamers since the blast from the end of the 3rd phase destroys too far for one Engineer to replace, though it might work if you have a full team doing it. 2. If you release the [MINE] button before the Power Attack animation completes, you can begin pickaxing much faster than just letting it play out. There’s a pretty small window though, and don’t release too early or the Power Attack itself will be cancelled. I’ve done that far too many times.