Showing all 74 replies.
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File: FSD-Win64-Shipping_PVIYPmVDaZ.png (1.1 MB)
I have been thinking about a blogpost/yt video essay on DRG to annoy you with
Skill and equipment is not what makes or breaks missions, it's map geometry. Driller/engi can terraform. Many salvage missions I'm in would FAIL if i didn't terraform but kept blasting, but would succeed if I didn't shoot once but created a perfect flat area with good sightlines or good funneling. In other mission types having space for multiple people to kite swarms is also important and having bad drillers that don't passively prepare rooms before or during a swarm on bad maps will lose you the game if you get pinned down in bad map geometry
The time you have from first spotting a swarm to the swarm touching you is EVERYTHING, on a perfectly flat plane this could be 20seconds, with a bad ledge near an objective this could be .5. that's 19.5 seconds more to react and shoot them. Being swarmed ie surrounded by enemies drops your teams effectiveness very low and thas how you start losing
Bad/unprepared terrain will drop your whole teams combat effectiveness from 100 down to maybe even 10% with high friendlyfire, which is MUCH more impactful on average than guns/skill. In addition good bug funnel with plats can increase your effectiveness above to 300% for Aoe dmg by making chokepoints and cutting out blind angles. if the baseline is a perfectly flat plane at 100% or a flat tunnel with good sightlines
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File: Lead Storm Gunnah.png (808.9 KB)
>>2530203
I think that the armor looks even cooler without the Skullcrusher helmet or paintjob. Here's my Conan-inspired Gunnah that uses the Dawn of the Dread paintjob on it, pretty sweet if I say so myself
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>>2531393
its great, but needs more attention than other OCs as you got to keep aiming at ze bugs while the bees rape them, it quickly ramps up damage when you got a few midair. I'm more of a fragmentation missiles guy
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>>2531405
>I'm more of a fragmentation missiles guy
Same, I want to start using the purple bees for EDDs though since frag grenades kinda suck for single targets (not that they're bad but plasma missiles look easier to use than them.)
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>>2531416
I use jetfuel or OFM for single target, but I think the explosive nature of hurricane just works better when you go full area damage and just focus your secondary for single target
same reason why carpet bomber and mortar rounds are so good for the thunderhead
t. rank 45 gooner
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>>2531468
>the explosive nature of hurricane just works better when you go full area damage and just focus your secondary for single target
Yeah totally, I like to rock the hurricane with either Compact Mags BR7 or Elephant Rounds Bulldog.
I'm just now trying new OCs for the time being.
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File: Never Falter.png (267.6 KB)
>>2531301
It's gunner and it's not even close. Neurotoxin payload is fucking retarded broken. You can solo, as in no bosco solo, 6x2 and 7x2 with it fairly easily. Engie has the best "kill things right the fuck now" output, but has terrible ammo economy when clearing truly large hordes and is heavily reliant on breach cutter stuns to not get overwhelmed. (You can use the shotgun with stunner, but giving up loki for long distance and/or serious burst hurts a ton).
Between the fear on both the autocannon and the coil gun, tons of DoTs, the shield for the actual panic situations, and leadbursters, gunner is head and shoulders above everything else. The only bad thing on gunner is your mobility weaponslot. Everything else is absurd. Fear is just a better stun, especially with neurotoxin. Neurotoxin applies a slow. Fear makes them run to a predetermined coordinate, so they spend longer CCed when snared. Electricity from the coil gun makes this even stronger. A coilgun shot at a pack of praetorians that have neurotoxin more or less makes all of them passive for the next 5 seconds. Plus burning if you're running hellfire.
If you're in full lobies and running modified difficulties, the engie will frequently have the most kills, and repellant on the platform gun makes things tremendously easier, but the gunner or driller are often going to top the engie's damage by a huge margin. Engie killing 30 grunts with 2 BC shots farms stascreen points, but those kill values are misleading when 95% of the trash would die to burning or neurotoxin from the gunner/driller, and those were at 20% hp when the BC shot happened to collide with them while the engie was unloading on praetorians.
Platforms aren't really terraforming. Repellant additive is up there in the top 10 abilities on any gun in the game. You can turn any random concave segment of wall into a very powerful pseudo bunker with 5-10 platforms, forcing anything that doesn't fly to come in at eye level and bunched up.
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>>2533086
Would you really Gunnah the best class just for one admittedly broken and OP overclock though like what happens when (and if) they nerf Neurotoxin PL. Meanwhile Engie will always be able to dive and control the territory around him.
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File: 58caf283235fd7339cec3bcf5e07b19eb6947d21.jpg (191.9 KB)
>>2531301
If that's what you got from my post, ok, "the map" is the best dwarf in the game
>>2533086
I'm considering kicking players that join with fear NTP, not because I hate them, but because I'll be bored for the next 20 minutes because I can just go afk since all bugs bunner wafts his shaft across will never reach any of us.
Fearcoil is similar but at least it's not as obnixiously obvious that I can go afk.
superMeta aside, I'm having a lot of fun with EM refire + fatboy right now, the instant long distance swarm deletion is very fun and gives your team a quick break when you can get it off
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>>2534540
>"the map" is the best dwarf in the game
Sure, I absolutely agree with that part too. And Engie is the best class at making the most of a bad cave gen was my previous point.
>EM refire + fatboy
Kino loadout, almost wished that EM DIscharge wasn't meta because it eclipses EM Refire
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>>2534685
i'd say driller is the best all-around at making game-losingly small and constrained caves liveable. Engi helps in open spaces and in tight tunnels where he can close off one side and put plats on the ceiling but he fails in tight and obstructed rooms. When both work together every biome can feel better than sandstone or biozone
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>>2535195
Yeah true but usually most people just agree to fight back at spawn which already is an okay room not counting the big ass hole that the drop pod leaves after starting the mission and that Engie can easily fill with his platforms.
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File: 548430_20260602030856_1.png (1.6 MB)
>>2534540
>>2534685
Post your Elimination builds for Engie please
Mine has has EM Refire + Hyper Propellant and Proximity Mine
>>2533086
My Neurotoxin Payload build for Goonner has Triple-Tech Chambers Coilgun but that's because I think Six Shooter is a bit overrated
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>>2535822
I mostly only play on modded difficulties, so my elimination build is more or less identical to my normal loadout. Tunnel visioning on boss killing fucks you on higher hazards.
Loki with either Explosive Chemical Rounds or Executioner. Executioner is usually a bit better but ECR is reasonable.
Breech Cutter is far ahead of the other two secondaries for dreadnaughts. Normal non dreadnaught loadouts are Inferno, Roll Control, Stronger Plasma Current, or Light Weigh Cases. On dreadnaught LWC with 21122 for a full ammo build is quite solid. You still get all the usual goodness of Breach Cutter, with a little less oomph per shot, but you can absolutely mag dump when the situation calls for it. 6 shots per mag and 21 in reserve. That means you get 14 shots per resupply. With good people in a modded lobby it's quite common for the engie to double dip on dreadnaughts and unload nearly all of their ammo on each fight.
Hyper prop is alright on low hazard levels, but if you're playing on 5 with bonus enemies or actual 5x2, you're entirely reliant on your team carrying you between dreadnaught encounters. If you join a modded lobby with hyper prop, you're effectively griefing.
>>2535822
The only time I'll ever use the revolver is when playing with friends running fire so I can use VB. If I'm pubbing, I'll never use it unless I'm joining a host running a heavy fire build, and honestly even then I probably wont. The coilgun has good "get the fuck off me" power. The revolver leaves you entirely dependent on your primary or shields for that.
I used to be a big fan of triple tech for making a cone of electric trails, but I prefer the clean Ultra-Magnetic Coils for general CC. Throw it down a long corridor and you can ignore that direction for a few seconds. Hellfire is still absurd of course, even after the nerf a few years back.
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>>2538037
The ammo penalty on R2S is too severe. If it were 3 or something it'd be playable, but 6 is enormous. The most ammo you can have with both magazine and ammo capacity upgrades is 18. 9 vs 14 per resupply. The other aspect is that it doesn't give you enhanced duration, so the plasma winds up having a limp range if you want to actually hit stuff twice. You could take the duration instead of mag capacity on tier 1, but that just makes the ammo economy worse. Most importantly, having to wait before recalling the plasma means you can't burst shots to the same degree.
The larger the swarms you're dealing with, the worse it gets. Which sucks, because it is a fun overclock in good chokepoint. Feels a lot more fun than spinning death because it's active, but it's just not that strong.
IDK, maybe I'll try it again sometime, but I was thoroughly unimpressed the last few times I tried it.
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>>2541923
Threads last forever on this board. Give it a month and nobody is going to be talking about rogue core barring some massive overhaul patch (not happening). Until then you'll have maybe 30 posts to ignore.
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>>2543901
I'd love to see overclocks for the mobility tools, but I have zero reason to believe it will happen. Imagine an OC that makes ascending very fast on ziplines but prevents you from being able to go down, or one that makes them have half the range but can go straight up and down. Reduced ammo but you can't get knocked off by damage. Platforms that are sticky and apply slows. An upgrade that halves your ammo but lets you reclaim platforms for a refund. Platforms that you can freeze/burn to explode for relevant status effects. A drill OC that combos with elemental damage in some way. One that lets you dig minerals. Hookshot that lets you pull team mates to you (maybe not because of grief potential). Hookshot with much longer cooldown but you can mine while holding it (be nice lowman without an engie for instance).
Maybe a couple more for the utility slots. Flares that you shoot at team mates and follow them around. C4 that turns enemies killed by it into terrain/ammo/sugar or something. Inverted gunner shield that traps enemies in it and only lets you shoot into it. Replace turrets with a shield generator that continuously gives a trickle of shield hp and adds capacity within an area.
There's so many possibilities. A lot of them will be terrible (either because they'd be too good or too weak), and I don't pretend to know what all the drawbacks should be for various options, but you could easily get 4-5 good OCs for every mobility option and 2-3 for the utility slot.
It'll never happen though.
>>2543980
>Small indie studio man.
>Don't rush them.
>When it's ready!™
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>>2544688
>When players select an upgrade it is now replaced with another option. Meaning each player has the same number of options to pick from on their turn.
Huge improvement to one of my biggest issues with the gameplay so far. Felt like shit to be choked for options if you're later in the queue.
>Upgrades from the REPD can now be done anywhere and are triggered by pushing a button on it.
A massive improvement to the flow of the game so you don't need to wait on Clueless McRetard to figure out his way to the REPD and waste everyone else's time.
>Skip for health is removed but is now in the regular pool
>Red sugar is now more common to compensate for healing
Interesting choice. I can see the intent and will have to see how it exists in the pool.
>Auto Sprint toggle in settings
THANK THE FUCKING LORD
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>>2544688
pretty good, promising changes
I kinda like the negotiation system as-is but I can concede its kinda shit with an uncoordinated group
it is very satisfying considering your team's build when choosing things but 9/10 times you're the only one doing that
>sludge pump
kino
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>>2545471
Exactly once, and I managed to beg the rest of the team to give it to me. The flavor text said "Write me" and nothing else. It utterly trivializes most fights, but has a very short (20m) range. Felt like using a DRG grapple with the reel speed upgrade, one cooldown upgrade but no range mod.
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