edit: Pointed out by SplitSentro-there's a typo at 9:28, it's supposed to say 80% stun duration. Plus, SSG and Leadburster's DoTs tick twice on application due to the "TriggerTwiceOnPush" flag they both have, and BoomerangSnareLesser only actually ignores electric resists that are under 75%(so, not huuli hoarders or curled up rollers). That bit at 1:21 where I mention in text that the instant DoT tick doesn't (normally, Inferno is one exception that I know of)actually increase the total number of DoT ticks is something I actually only realized just recently-it'd make sense if getting 1 tick instantly meant you had time to get 1 more than expected, but it doesn't actually work that way. (Which I guess means that if it wasn't for the instant tick, DoTs would actually get 1 less tick than expected based on the duration/tickrate.) So some mentions of the total amount of damage DoT effects do in previous videos are very slightly incorrect... the worst kind of incorrect. Also, shoutouts to Banagement for educating me on why larva enemies have base damage of 5 on their bite-I thought they might be erroneously be using values from the AoE attack, but as it turns out they don't have a damage amount set, which means they use the default value, which is 5. As a result, you won't find a specified value for their bite damage in their files. Other drg test/info videos: czcams.com/play/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_.html
I rarely leave a comment on any youtubers channel, But I really like and appreciate your DRG content, you hit a corner of the game that other mainstream DRG youtubers miss. Good job and I look forward to any DRG content you have to offer.
The ability of shredders and boomerangs to relieve pressure with a single unaimed button press makes them invaluable IMO. They're at their best when you need them most.
for me at least if i have bugs in my face and im up against a wall as scout cryo grenade is an instant stop this wave button, while boomerang has the delay of having to bounce from one bug to another.
One thing that I find interesting about the Stun-Sweeper is that there’s a hard limit to how much you can do. Most grenades require clumped-up enemies but can hit all of them, while the Stun-Sweeper has a large range but can only hit nine enemies.
I saved so many dwarves thanks to the speed, range and autoaim of the Stun Sweeper, I love it. it's a great grenade in the hands of a good team player, fits Scout very well!
Ya dont need to kite anymore with these, something any class normally does automatically but scout needs to hold his ground in order to assemble a crowd. So now i can zip around freely, 9/10.
I still prefer me some good proxy mines ;D It's just so much damage, and with repellant plats, you can sue them away front be team and still get good use from them :D
Something to note about the ripper: it doesn't turn. At all. Treat the ripper's path like a straight line drawn from your viewpoint, as opposed to the terrain. It doesn't care what the shape or curves if the terrain are, it will always loop back around to it's same spot assuming it can make it. To put it another way: it's like a latitude line on a globe. Technically that is a curved line, but it "looks" straight. The ripper's path is the same way: it looks straight forward from your view but it's technically twisting and turning across the actual surfaces. I don't think this helps it be particularly useful, but it's worth mentioning that you can basically line up a perfect strike on approaching grunts and slashers if you can aim it.
It guarantees that, given enough time, it will come back and hit you if you stay still. The smaller the cavern, the less time you have to get out of the way. Which is annoying when it's most effective in small caves.
@@LtPulsar I have a clip of when a driller yeets a ripper off into the distance, and 5 seconds later it comes back and bites the scout in the ass while he isnt looking. That shit will never not be funny 😂
"For some reason, when Shredder DoT is applied, it actually ticks twice instantly" That's because of TriggerTwiceOnPush flag in STE. Gunner's DamageLimiter has the same flag as well. "Praetorians have 80% stun resist" It's actually 20% stun resistance or 80% stun duration. "BoomerangSnareLesser is unaffected by electric resists" That is not true. It has 75% MaxResistance. It only applies when a creature has less elec resistance than STE's MaxResistance. Huuli Hoarder (80% elec resist), Q'ronar Youngling (75% elec resist while rolling + 3 s after), Q'ronar Shellback (100% elec resist while rolling + 3 s after) don't get affected by this STE. Leadburster is quite effective against Spitball Infectors too. You can let Ripper roll around PIllars and tight chokepoints (dirt, walls) as well. You won't get STE_Plague_WeakpointPopInfection if you already take infection from: - Praetorian's Death Cloud; - Holding Plagueheart (mb someone else pops it nearby); - Being close to Contagion Spike (8.5 m radius). (Because of common EXKEY_Plague_Area.)
Cant lie, ive been using the Boomerang a lot as a scout in Haz 5 and its helped me so much more than cryo nades and ifg's have. Of course depending on the mission the others can arguably be a better pick, but the boomerang has helped served as a good get out of jail free card for me and it also works as a good offensive tool for my playstyle when targeting bigger enemies. Its become one of my favorite nades in the game
The reason for this is because boomerangs absolutely lock down mactera, which in my experience are some of the deadliest killers on haz 5. The grunts, praetorians, and slower kilers you can strafe easily with sprint or experience. Mactera though. Oh man 4 hits and you're begging for red sugar.
also to note with Leadbursters: dont take them or be VERY weary of using them in elimination missions, as they have a tendency to pop dreadnought eggs from the other side of the damn room, even in massive caves.
Thank you for your work I play DRG fairly often and I learned a lot from your investigative research and testing. And I know that this whole video took more time to make than any of us could guess. Thanks for blessing Dwarf nerds with this info! Also your timing with the grapple ripper race was cool as hell lol
Yeah, for me I assumed it was thorns killing them, since I pretty much always use that perk on any dwarf other than driller (and when driller, they don't get that close often enough to notice anyway)
I'd personally make the rippers melee damage, since that would not only alleviate the extremely low damage on large targets (outside of perfect environment ofc) but would also make them a fun cryo vampire combo.
I'm sure they didn't make them deal melee damage specifically to avoid a scenario like this. Imagine getting most of your health back just with one well-placed ripper, all while you can focus on something else.
@@MoustachioFurioso83 With how overpowered the Axes already are, it wouldn't be that big of an issue. Give them a diminishing returns on health from vampire. The Ripper is already pretty terrible with how unreliable it is with cave complexity dependency being a thing with it, alongside the friendly fire, and immense planning to even throw one. The fact a grenade has been known to single handedly cause wipes because of accidental cocoon openings isn't really a good sign. I also just don't really see it's purpose, much like the other Driller nades...? Axe covers a great driller weakness in single target, and Rippers just feel 'fun' to use until you eviscerate yourself with one, since deploying it during a swarm now creates a liability and hazard that you now have to play around. Give them something unique (Vampire usage) or some sort of reason to be used with what costs you have with using it. No grenade should have that 'high' of a skill ceiling, when the payout is mediocre at best.
@@arbiter771 I don't disagree on the Ripper being too demanding for what it offers, but I still think its shortcomings don't warrant turning it into a gimmicky Vampire synergy, and a potentially broken one at that. Surely there are other ways to make it more fun and reliable.
@@MoustachioFurioso83 I agree but i was just providing an example to make it more worth choosing. A lot of grenades in this game are just...terrible. Balanced around niche usages or just hilariously outclassed. Driller's HE, Scout's Pheromones (useful, but crossbow can just do it, and save you that nade slot a lot of the time), Engi's proxy Mines, Gunner's Sticky Grenades, All of them aren't "bad" per se, but just better options exist or they just have super niche roles to fill, and a superior option exists. (Axes, Plasma Burst, Incin, Cryo, etc)
Leadbursters are also very good against Dreads imo, a well placed one can burn past the HP gate if you time it well. Definitely my go-to for Elimination missions.
Shredder grenades will also hover around the person that was closest to its activation spot. So you can throw them at a teammates feet and they will hover around them instead
I definitely prefer boomerangs on mactera swarm missions. Cryos obviously deal with groups of mactera much more immediately, but groups of mactera are far too common on mactera swarm missions for the 2 cryo grenades per resupply to feel as impactful as I'd like it to.
It makes me so glad that you mentioned how absolutely cracked lead bursters are on bulks. I was testing the grenades when they were new, and I noticed that I could kill a 4 player haz 5 bulk with 3 grenades if I could get it to walk over them. They are a lifesaver when dealing with bulks when I have a carpet bomber or hurricane build.
Good shit as usual. Don't care how late it is, there's always SOMETHING to learn in your vids. Only comment I have is that the Rippers can be made into a legit controllable threat if combined with a little creative drilling. Seen vids of someone drilling out a small tunnel in the floor with a small pillar "roof" and throwing the ripper on that to make a basically stationary ripper that hits repeatedly in a small area. Haven't tried it myself (BoM/Cryo Bolt Scout has been my obsession this season) but that seems like it would be fairly effective. However, I think your points about Driller's normal weaponry doing its job are still applicable. Just thought I'd throw it out there.
Can say from experience that doing that is a bit inconsistent for a number of reasons: 1. Being even slightly off with the drilling leaves you with a trench. 2. If your throw is off by even a little bit, the ripper catches the sides and disappears into the sunset. 3. Drilling a Ripper Track requires time, time you definitely won’t have under normal circumstances, and depending on the orientation of the track, you might need to put yourself drastically out of position for a weapon that might disintegrate in less than three seconds if a pret walks through. 4. If _anything_ affects the terrain on the track _at all_ it can cause it to cease effectiveness. Exploders, detonators, your own team’s explosives and weapons… I like the premise of the thing but by _Karl_ is it a pain to use effectively.
I think the ripper has its place as a bunkie driller, as well as small room weirdness, but is a bit handicapped by the explosive damage type and the damage cap
It might be neat if you were able to throw the rippers at a 90 degree angle. As it stands now, throwing them guarantees it will hit you if you don't move out of its rebound. Wouldn't make it any less outclassed, but would make it easier to use it for its tunnel-niche.
While they are pretty situational, I always take rippers on escort. The tunnels Dotty makes are perfect for ripping right through a large wave by throwing the rippers so they spin around the tunnel.
There is a trick to make the rippers more useful on Driller. If you dig a tunnel in the ground and throw the ripper on the ceiling of the tunnel, it will stay in place spinning through and on top of that tunnel.
there's also a thing with stunsweeper where you're limited to only 1 active at a time... *NORMALLY* somehow you can throw another one while one is already flying which is not practically useful but its fun to do when no bugs are around not sure how exactly but constantly throwing it (or at least trying while one is flying) while animation canceling sometimes does that
I like drilling a little side window with a side tunnel right next to my bunker entrances to get a better Ripper angle if something big is trying to push past the focus fire A well placed Ripper on a dwarf-sized tunnel can be lethal and it saves so much ammo
I like how I didn't learn about the infected grunts having so much resistance to blast damage (their blisters specifically) until I saw a BET-C try to kill one (took something than like 4+ bombs to kill)
For the rippers: I think they could be much slower & larger, do more damage on impact, and terraform the ground as they go. Would be a neat addition to driller’s kit + could be useful for making stairways/walkable areas And if they’re TOO strong they could be made into a deployable like the turret. But instead of building, the engine would need to be started
Well, that was exceptionally informative! Especially since I don't sink all my time into DRG like I used to - now only playing it once or twice a week - so picking up on little things naturally takes a lot longer. And even then, nothing's like a good ol' technical breakdown!
I came back to recheck stats, and I have to say.. you're hands down the best at breaking down all things DRG. It's insane how organized and detailed your vids are. Thank you so much for it all man. As for the Ripper dilemma, idk if changing it to Kinetic dmg would help or not... But maybe adding 50% heat (w/o dmg loss, like Double Barrel) would make it interesting, as I'm sure those blades would be red hot from the friction. Would be a cool visual too lol It would be nice to have a throwable that could ignite Goo or combo with Ice
I love that I found your channel JUST as I started playing both Elden Ring AND Deep Rock. Gonna be visiting your channel more often in my free time now.
Boomerangs are awesome. They're a great panic button when you need to stop an incoming swarm that just showed up on your flank. REALLY useful during salvage ops. The swarmers are really useful too, just overall consistently effective at mopping up stragglers. The leadbursters seem sort of gimmicky to me and never seem as effective as a good ol' cluster grenade or sticky, and the rollers are just...bad. Maybe if they left little damaging fields behind them briefly or something, they could be a little useful, but as it is, they're just sketchy. Also I caught that Splatterhouse music. Glad to see another fan.
Fun fact about plasma bursters. If you pick the ground one time to make a little divot the burster will get stuck in it every time. It gives you an incredible way to blow out a choke point
I discovered the leadburster bulk thing while i was about to enter the drop pod on a mission. I threw my nades bc why not i was leaving, bulk spawned, died almost instantly, and left me in awe
That side-by-side comparison of the ripper to scout speed!? Incredible. Thanks for your work; Always super informative and well done. Also a fan of the music selection!
Only grenade from the new stuff that has become a "best in slot" for me personally is the boomerang, super versatile and the ammo count makes me feel like I can use it without being screwed in a ultra pinch situation. I still use the mine, gas, and flame nades for eng/drill/gunner. Also the bouncy/splash drak shots tear rockpox enemies to shreds, you can often ricochet a shot into the blisters on their backs by firing under or behind them.
the ripper's also kinda outclassed in the crowd department by c4, like it has a higher sustained damage potential for more spread out crowds but then it something your primary should be used for
Another note with the Leadburster is that, much like Bulks, they can obliterate Nemesis. A rarer encounter, but they can take them out with a couple of tosses just like a Bulk.
Honestly I love the boomerang because it's the perfect support tool, if you see your friend about to get attacked by something, you can just stun it almost immediately, it's also nice if you're in a hole (to get a gem for example) and hear bugs spawn outside, just throw a boomerang out, and it'll stun them, ensuring you can get out safely Also having 8 and them aiming automatically (and doesn't even get used if missing completely) means it has to be the most relaxing grenade to use, it's hard to find a situation where it wasn't worth using it, not that I waste grenades often, but that's really the cherry on top.
I use the boomerang with the trifork xbow mod to be able to instantly melt priority targets and it also helps with swarms and crawlers, your primary needs to cover a lot of ground when trifork is used (i usually bring armorbreak-penetration m1k) and boomerang helps with that
I remember people deeming the Boomerang worthless in comparison to freeze and slow grenades, when it first released. The way I see it, they all serve the overall same purpose, which is crowd control, with variations. Cryo: Frozen enemies shatters easily & can be used to bring down airborne. IFG: Denies an area for a longer timer & works on larger enemies. Boomerang: Works in a larger area of effect, kills smaller enemies & has more ammo.
the high bar strat works really well with the ripper grenade: drill straight down, forward, then back up (U shape) then throw a ripper on the small bit of terrain left over. It's an active ripper that stays in 1 spot and does a ton of damage to dreadnoughts.
A good angle with a ripper could make for a very entertaining bunkie clearer. Get it out at a 30-45% angle and watch it roll down the tunnel, great visual.
where you show scout racing the ripper reminds me of moments in my life where I wonder if I'm living up to my potential (only I'd add the grape stomping lady as background for it)
I know this has been out awhile but it still may help in the next season, I've found the microwave cooker is REALLY good against blisters, considering its a secondary and relatively low damage normally. I always take it if I'm driller on a rock pox mission.
That +48 damage instant per target is why they are so broken. I like to run them with my min-damage RJ250 and they are perfect at covering mid-low health enemies that are stunned, combined with the ignite dot finishing slashers/guards so keep killing small enemies with the shredders/turrets. The PGL is 1-1-1-3-2 for stun/ignite, 18 ammo and 4-blast size with minimal self-damage.
My favorite is combining the smart rifle and shredders because they are very good at avoiding friendly fire... And then having the nuke tube Shredders do good in a pinch and when there's a swarm that's to close, no other grenade can save your life better
Leadbursters also wreck dreadnaughts, the hiveguard to a lesser extent unless you throw it behind the thing (this is most effective on a wall behind it, for some reason. But the ground works fine)
Little comment I wanna make woth the modern view, Rippers go so hard in the drillevator mission. The map always has a ton of small tunnels. The drill down has a nice circle for it to loop in. Works well
As soon as I learned that they are perfect for panic killing bulks, they became a guaranteed pick for some of my loadouts. It's the one enemy type I needed coverage for
I love the boomerang, even knowing the higher efficiency of scout alternatives, its just so fun and chill seeing it go, bopping enemy to stupor. I just take it all the time purely on fun factor!
I've been learning that the ripper is better the more ways you know how to set it up. You can use your drills to create spots for the ripper to get stuck on/in and create a powerful bug trap. The most basic and effective one I've seen requires you to drill a quick U shaped hole in the ground, making sure to leave a small piece of terrain at the top. Then you can throw the ripper onto the small piece of terrain and have it spin around it at 1,000 mph, butchering any bug stupid enough to wander into it.
The LOK with Explosive Chemical Rounds seems to do particularly well against rockpox blisters, which I would not have expected given what you said about how they treat radial damage. Obviously not as well as the breach cutter, but still pretty nice. I wonder if there's something else at play with it? It's probably because I'm hitting blisters directly with the bullets too.
The shredder grenade is my favourite now on engie because I build my engie to be general purpose. The provide a nice consistent damage bonus that works really well with a more mobile strategy that repeatedly recalls and redeploys your turrets.
The stun sweeper paired with the Zhukovs with the extra damage against electrified enemies allows you to stun and delete a pretorian or use multiple boomerangs and stun lock a bulk killing it in seconds
Boomerang is great for stopping a group in their tracks for a few seconds, SSG is a no-brain-required bug seeker, Bullet-grenade is decent for smaller tunnels or mixed groups of enemies and the Rip-Saw is decent if youre kiting a group around or making a bunker and hitting the side of your tunnel with it, makes a great damage gate.
The one change I would make to the ripper to make it infinitely better - make it melee damage. Would it be overpowered? Perhaps - oppressors would be weak to it and you could proc vampire very easily. HOWEVER - you can say the same about the drills and frozen enemies, or the axes and the fast throwing exploit. Currently, there is almost no reason to take the buzzsaw. If it did melee, you could trade the 8 axes for 4 saws and POTENTIALLY get more health/damage out of them if used efficiently.
Maybe rippers should operate on a "tripwire" like the engie mines, or slightly home in and chase down targets, although that might make them a worse shredder nade
Another thing to be said about the stun sweeper is that, just like the shredder drone grenade, is extremely efficient. It is capable of hitting the same enemy several times if there's more than one target, and throwing it into the air with no nearby enemies will cause it to come back to you without wasting the grenade.
Stunning up to 9 bugs with sweepers is generally enough for you to make enough space to better position yourself against a swarm while having the flexibility to snipe high value bugs to make it easier to shoot them
after all this time the SSG is still a massive generalist and has the same ammo count as the proximity mines.. i wonder if proximity will ever get a buff
edit: Pointed out by SplitSentro-there's a typo at 9:28, it's supposed to say 80% stun duration. Plus, SSG and Leadburster's DoTs tick twice on application due to the "TriggerTwiceOnPush" flag they both have, and BoomerangSnareLesser only actually ignores electric resists that are under 75%(so, not huuli hoarders or curled up rollers).
That bit at 1:21 where I mention in text that the instant DoT tick doesn't (normally, Inferno is one exception that I know of)actually increase the total number of DoT ticks is something I actually only realized just recently-it'd make sense if getting 1 tick instantly meant you had time to get 1 more than expected, but it doesn't actually work that way. (Which I guess means that if it wasn't for the instant tick, DoTs would actually get 1 less tick than expected based on the duration/tickrate.) So some mentions of the total amount of damage DoT effects do in previous videos are very slightly incorrect... the worst kind of incorrect.
Also, shoutouts to Banagement for educating me on why larva enemies have base damage of 5 on their bite-I thought they might be erroneously be using values from the AoE attack, but as it turns out they don't have a damage amount set, which means they use the default value, which is 5. As a result, you won't find a specified value for their bite damage in their files.
Other drg test/info videos: czcams.com/play/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_.html
I rlly love ur videos, would go goblin mode for another weapons video
I rarely leave a comment on any youtubers channel, But I really like and appreciate your DRG content, you hit a corner of the game that other mainstream DRG youtubers miss.
Good job and I look forward to any DRG content you have to offer.
An extremely important note about the Shredders you forgot to mention;
You can slap the li'l guys around
They are very cute after all
They removed that I think 🙁
@@elliotcovington5739 Nope, it’s still possible.
damn you can do that??
@@elliotcovington5739Yeah nope you can still do it, only when idle. Hell even other dwarves can do it too.
The ability of shredders and boomerangs to relieve pressure with a single unaimed button press makes them invaluable IMO. They're at their best when you need them most.
It also feels a bit lazy. You don't need to think about where you're throwing them.
Yeah especially on the engineer and scout class that can struggle when the swarm in in their face
@@undeniablySomeGuy reminder that DRG is a team game and that not everyone plays engineer or scout :)
for me at least if i have bugs in my face and im up against a wall as scout cryo grenade is an instant stop this wave button, while boomerang has the delay of having to bounce from one bug to another.
@@vaelophisnyx9873 reminder that shredders and boomerang are engineer and scout grenades :>
One thing that I find interesting about the Stun-Sweeper is that there’s a hard limit to how much you can do. Most grenades require clumped-up enemies but can hit all of them, while the Stun-Sweeper has a large range but can only hit nine enemies.
I saved so many dwarves thanks to the speed, range and autoaim of the Stun Sweeper, I love it. it's a great grenade in the hands of a good team player, fits Scout very well!
Ya dont need to kite anymore with these, something any class normally does automatically but scout needs to hold his ground in order to assemble a crowd.
So now i can zip around freely, 9/10.
You get so many of them, I rarely feel bad about wasting one, plus it instantly clears shockers and shredders, giving you an on-demand panic button
It's an interesting trade off for sure
Throwing it once or twice does open up some nice berserker attack opportunities.
My favorite thing about the shredder swarm grenade is the sudden absence of proxy mines in random lobbies. at last, the proxy meme is semi-retired.
I still prefer me some good proxy mines ;D
It's just so much damage, and with repellant plats, you can sue them away front be team and still get good use from them :D
Max out FF value with Prox Mines, Turret Whip and Fat Boi
My most fav loadout lol
Something to note about the ripper: it doesn't turn. At all. Treat the ripper's path like a straight line drawn from your viewpoint, as opposed to the terrain. It doesn't care what the shape or curves if the terrain are, it will always loop back around to it's same spot assuming it can make it.
To put it another way: it's like a latitude line on a globe. Technically that is a curved line, but it "looks" straight. The ripper's path is the same way: it looks straight forward from your view but it's technically twisting and turning across the actual surfaces.
I don't think this helps it be particularly useful, but it's worth mentioning that you can basically line up a perfect strike on approaching grunts and slashers if you can aim it.
It guarantees that, given enough time, it will come back and hit you if you stay still. The smaller the cavern, the less time you have to get out of the way. Which is annoying when it's most effective in small caves.
@@LtPulsar I have a clip of when a driller yeets a ripper off into the distance, and 5 seconds later it comes back and bites the scout in the ass while he isnt looking. That shit will never not be funny 😂
@@bravoxray any tool that aids Drillers kill scouts in creative ways is a good tool, in my honest opinion.
Trick shot: throw it behind you and watch it come from behind them
@@kokorochacarero8003 lol, I guess that could work
"For some reason, when Shredder DoT is applied, it actually ticks twice instantly"
That's because of TriggerTwiceOnPush flag in STE. Gunner's DamageLimiter has the same flag as well.
"Praetorians have 80% stun resist"
It's actually 20% stun resistance or 80% stun duration.
"BoomerangSnareLesser is unaffected by electric resists"
That is not true. It has 75% MaxResistance. It only applies when a creature has less elec resistance than STE's MaxResistance. Huuli Hoarder (80% elec resist), Q'ronar Youngling (75% elec resist while rolling + 3 s after), Q'ronar Shellback (100% elec resist while rolling + 3 s after) don't get affected by this STE.
Leadburster is quite effective against Spitball Infectors too.
You can let Ripper roll around PIllars and tight chokepoints (dirt, walls) as well.
You won't get STE_Plague_WeakpointPopInfection if you already take infection from:
- Praetorian's Death Cloud;
- Holding Plagueheart (mb someone else pops it nearby);
- Being close to Contagion Spike (8.5 m radius).
(Because of common EXKEY_Plague_Area.)
Cant lie, ive been using the Boomerang a lot as a scout in Haz 5 and its helped me so much more than cryo nades and ifg's have. Of course depending on the mission the others can arguably be a better pick, but the boomerang has helped served as a good get out of jail free card for me and it also works as a good offensive tool for my playstyle when targeting bigger enemies. Its become one of my favorite nades in the game
SAME. I used to be a devoted cryo grenade user, but these really have just completely replaced all the builds on scout for me.
I've found the Boomerang very useful for clutch revives when combined with the passive for Field Medic
@@icefiretv same here dude, cryo nades still be helping so much tho for specific builds so i still bring em occasionally
Kinda same here. They are soo good against tiny trash ! But I've realized IFGs + max damage trifork arrows are insane burst so I switch sometimes.
The reason for this is because boomerangs absolutely lock down mactera, which in my experience are some of the deadliest killers on haz 5. The grunts, praetorians, and slower kilers you can strafe easily with sprint or experience. Mactera though. Oh man 4 hits and you're begging for red sugar.
also to note with Leadbursters: dont take them or be VERY weary of using them in elimination missions, as they have a tendency to pop dreadnought eggs from the other side of the damn room, even in massive caves.
Thank you for your work I play DRG fairly often and I learned a lot from your investigative research and testing. And I know that this whole video took more time to make than any of us could guess. Thanks for blessing Dwarf nerds with this info! Also your timing with the grapple ripper race was cool as hell lol
wrt the time this took to make: my project folder for this video had 188 (mostly video/audio)files in it lol
I have >1k hours in the game and I never knew Larvae die after biting you. Thanks again, Lazy! Love these videos.
Yeah, for me I assumed it was thorns killing them, since I pretty much always use that perk on any dwarf other than driller (and when driller, they don't get that close often enough to notice anyway)
I'd personally make the rippers melee damage, since that would not only alleviate the extremely low damage on large targets (outside of perfect environment ofc) but would also make them a fun cryo vampire combo.
I'm sure they didn't make them deal melee damage specifically to avoid a scenario like this. Imagine getting most of your health back just with one well-placed ripper, all while you can focus on something else.
@@MoustachioFurioso83 With how overpowered the Axes already are, it wouldn't be that big of an issue. Give them a diminishing returns on health from vampire. The Ripper is already pretty terrible with how unreliable it is with cave complexity dependency being a thing with it, alongside the friendly fire, and immense planning to even throw one. The fact a grenade has been known to single handedly cause wipes because of accidental cocoon openings isn't really a good sign. I also just don't really see it's purpose, much like the other Driller nades...? Axe covers a great driller weakness in single target, and Rippers just feel 'fun' to use until you eviscerate yourself with one, since deploying it during a swarm now creates a liability and hazard that you now have to play around. Give them something unique (Vampire usage) or some sort of reason to be used with what costs you have with using it. No grenade should have that 'high' of a skill ceiling, when the payout is mediocre at best.
@@arbiter771 cant comment now, thats what i was going to say.
@@arbiter771 I don't disagree on the Ripper being too demanding for what it offers, but I still think its shortcomings don't warrant turning it into a gimmicky Vampire synergy, and a potentially broken one at that.
Surely there are other ways to make it more fun and reliable.
@@MoustachioFurioso83 I agree but i was just providing an example to make it more worth choosing. A lot of grenades in this game are just...terrible. Balanced around niche usages or just hilariously outclassed. Driller's HE, Scout's Pheromones (useful, but crossbow can just do it, and save you that nade slot a lot of the time), Engi's proxy Mines, Gunner's Sticky Grenades, All of them aren't "bad" per se, but just better options exist or they just have super niche roles to fill, and a superior option exists. (Axes, Plasma Burst, Incin, Cryo, etc)
Leadbursters are also very good against Dreads imo, a well placed one can burn past the HP gate if you time it well. Definitely my go-to for Elimination missions.
Watching you shoot stuff with the gk2 during the stun sweeper section was very satisfying. AISE is a super cool oc
Shredder grenades will also hover around the person that was closest to its activation spot. So you can throw them at a teammates feet and they will hover around them instead
I definitely prefer boomerangs on mactera swarm missions. Cryos obviously deal with groups of mactera much more immediately, but groups of mactera are far too common on mactera swarm missions for the 2 cryo grenades per resupply to feel as impactful as I'd like it to.
It makes me so glad that you mentioned how absolutely cracked lead bursters are on bulks. I was testing the grenades when they were new, and I noticed that I could kill a 4 player haz 5 bulk with 3 grenades if I could get it to walk over them. They are a lifesaver when dealing with bulks when I have a carpet bomber or hurricane build.
Good shit as usual. Don't care how late it is, there's always SOMETHING to learn in your vids.
Only comment I have is that the Rippers can be made into a legit controllable threat if combined with a little creative drilling. Seen vids of someone drilling out a small tunnel in the floor with a small pillar "roof" and throwing the ripper on that to make a basically stationary ripper that hits repeatedly in a small area. Haven't tried it myself (BoM/Cryo Bolt Scout has been my obsession this season) but that seems like it would be fairly effective. However, I think your points about Driller's normal weaponry doing its job are still applicable. Just thought I'd throw it out there.
This is a really viable strategy, but other than that i'd say his other nades fufill a more flexible job
Can say from experience that doing that is a bit inconsistent for a number of reasons:
1. Being even slightly off with the drilling leaves you with a trench.
2. If your throw is off by even a little bit, the ripper catches the sides and disappears into the sunset.
3. Drilling a Ripper Track requires time, time you definitely won’t have under normal circumstances, and depending on the orientation of the track, you might need to put yourself drastically out of position for a weapon that might disintegrate in less than three seconds if a pret walks through.
4. If _anything_ affects the terrain on the track _at all_ it can cause it to cease effectiveness. Exploders, detonators, your own team’s explosives and weapons…
I like the premise of the thing but by _Karl_ is it a pain to use effectively.
I love seeing your videos pop into my sub box. Always so educational and informative. Appreciate all the work you put into these
I think the ripper has its place as a bunkie driller, as well as small room weirdness, but is a bit handicapped by the explosive damage type and the damage cap
It might be neat if you were able to throw the rippers at a 90 degree angle. As it stands now, throwing them guarantees it will hit you if you don't move out of its rebound.
Wouldn't make it any less outclassed, but would make it easier to use it for its tunnel-niche.
2 launching 1 in each direction maybe?
Yes!. I have watched almost all your videos on DRG. Thanks for your work, you made me from green to gray, now at 250h. Really love this game.
Now this is a certified Grenade moment.
Those bugs were really cute :3 (25:52).
THanks for another insightful video. Stone and Rock!
9:20 Which is VERY useful against swarmers, Shredders, and Naedocytes.
I love that DRG managed to reverse engineer shredders and made them much better like invulnerability and bleed damage
2:22 "Neat little bundles of funny little guys."
That describes my swarm of Shredder buddies perfectly.
Gosh, I love these videos. They're so informative
While they are pretty situational, I always take rippers on escort. The tunnels Dotty makes are perfect for ripping right through a large wave by throwing the rippers so they spin around the tunnel.
13:51
If you bring them on elimination missions, be careful, since these things tend to pop dreads unexpectedly/early.
I find the rippers useful for covering large distances or targeting groups that spawned on a ceiling and are about to climb down a wall
One of Scout’s jobs is prioritizing high risk targets like Tri-jaws and things like that.
The boomerang fits pretty well despite being fairly basic
I always end up learning something new from your videos, glad to see you back!
babe wake up new lazymaybe
There is a trick to make the rippers more useful on Driller. If you dig a tunnel in the ground and throw the ripper on the ceiling of the tunnel, it will stay in place spinning through and on top of that tunnel.
Shredders: the forgiving grenade.
there's also a thing with stunsweeper where you're limited to only 1 active at a time... *NORMALLY* somehow you can throw another one while one is already flying which is not practically useful but its fun to do when no bugs are around
not sure how exactly but constantly throwing it (or at least trying while one is flying) while animation canceling sometimes does that
I like drilling a little side window with a side tunnel right next to my bunker entrances to get a better Ripper angle if something big is trying to push past the focus fire
A well placed Ripper on a dwarf-sized tunnel can be lethal and it saves so much ammo
I like how I had just watched the bulk video yesterday and was hoping the gernade video would come out soon and here we are now lmao
Great video as normal brother. Honestly with the amount of tweaking that goes on after the beginning of these seasons, being a little late is fine!
Drak next?
Edit: I am proud to announce that I'm now a member of the here before 100 views club
Thank You very much for taking your time to explain in such an easy to understand way! Your videos are informative and much needed!
These videos are amazing man. Keep them up
i’m just seeing all your videos now since i only started drg in feb. this is so vital to my success and i can’t thank you enough 😂😂
thanks for doing the math i would never do 😂😂
I like how I didn't learn about the infected grunts having so much resistance to blast damage (their blisters specifically) until I saw a BET-C try to kill one (took something than like 4+ bombs to kill)
Finally, thanks for this amazing content! Glad to see you once again
Thank you for the, as always, awesome analysis
For the rippers:
I think they could be much slower & larger, do more damage on impact, and terraform the ground as they go. Would be a neat addition to driller’s kit + could be useful for making stairways/walkable areas
And if they’re TOO strong they could be made into a deployable like the turret. But instead of building, the engine would need to be started
oooh ripper just digging a tunnel instead of following terrain is a great idea
@@DakkaSap Right?! I think it could do a bit of both, as long as it excels at bug murder 🪳
Well, that was exceptionally informative! Especially since I don't sink all my time into DRG like I used to - now only playing it once or twice a week - so picking up on little things naturally takes a lot longer. And even then, nothing's like a good ol' technical breakdown!
I came back to recheck stats, and I have to say.. you're hands down the best at breaking down all things DRG. It's insane how organized and detailed your vids are. Thank you so much for it all man.
As for the Ripper dilemma, idk if changing it to Kinetic dmg would help or not... But maybe adding 50% heat (w/o dmg loss, like Double Barrel) would make it interesting, as I'm sure those blades would be red hot from the friction. Would be a cool visual too lol
It would be nice to have a throwable that could ignite Goo or combo with Ice
good work, and I appreciate the trivia as well. I had always wondered what was up with parasites dying after coming in contact with a player.
awesome video, genius pick for the super mario rpg music in the beginning
I love that I found your channel JUST as I started playing both Elden Ring AND Deep Rock. Gonna be visiting your channel more often in my free time now.
I didn't know chamber pressure worked on ricochets.
Guess I'm running that now lol.
Boomerangs are awesome. They're a great panic button when you need to stop an incoming swarm that just showed up on your flank. REALLY useful during salvage ops. The swarmers are really useful too, just overall consistently effective at mopping up stragglers. The leadbursters seem sort of gimmicky to me and never seem as effective as a good ol' cluster grenade or sticky, and the rollers are just...bad. Maybe if they left little damaging fields behind them briefly or something, they could be a little useful, but as it is, they're just sketchy.
Also I caught that Splatterhouse music. Glad to see another fan.
When you're a driller and you're digging a hole, why wouldn't you want to fill that hole with spinning sawblades?
Fun fact about plasma bursters.
If you pick the ground one time to make a little divot the burster will get stuck in it every time. It gives you an incredible way to blow out a choke point
I discovered the leadburster bulk thing while i was about to enter the drop pod on a mission. I threw my nades bc why not i was leaving, bulk spawned, died almost instantly, and left me in awe
I took a break from DRG when Darktide came out so I haven't been caught up with the patches this season. This was very helpful, thank you!
That side-by-side comparison of the ripper to scout speed!? Incredible. Thanks for your work; Always super informative and well done. Also a fan of the music selection!
Earthworm Jim background music! User your Head and Buttville are amazing tracks, especially the remaster from the PC port.
Only grenade from the new stuff that has become a "best in slot" for me personally is the boomerang, super versatile and the ammo count makes me feel like I can use it without being screwed in a ultra pinch situation. I still use the mine, gas, and flame nades for eng/drill/gunner. Also the bouncy/splash drak shots tear rockpox enemies to shreds, you can often ricochet a shot into the blisters on their backs by firing under or behind them.
Holy shit the grape lady noises on the freezing breeder take me back. That was one of the first memes in my household!
the ripper's also kinda outclassed in the crowd department by c4, like it has a higher sustained damage potential for more spread out crowds but then it something your primary should be used for
Another note with the Leadburster is that, much like Bulks, they can obliterate Nemesis. A rarer encounter, but they can take them out with a couple of tosses just like a Bulk.
Honestly I love the boomerang because it's the perfect support tool, if you see your friend about to get attacked by something, you can just stun it almost immediately, it's also nice if you're in a hole (to get a gem for example) and hear bugs spawn outside, just throw a boomerang out, and it'll stun them, ensuring you can get out safely
Also having 8 and them aiming automatically (and doesn't even get used if missing completely) means it has to be the most relaxing grenade to use, it's hard to find a situation where it wasn't worth using it, not that I waste grenades often, but that's really the cherry on top.
I use the boomerang with the trifork xbow mod to be able to instantly melt priority targets and it also helps with swarms and crawlers, your primary needs to cover a lot of ground when trifork is used (i usually bring armorbreak-penetration m1k) and boomerang helps with that
Honey wake up, new LazyMaybe just dropped.
I remember people deeming the Boomerang worthless in comparison to freeze and slow grenades, when it first released.
The way I see it, they all serve the overall same purpose, which is crowd control, with variations.
Cryo: Frozen enemies shatters easily & can be used to bring down airborne.
IFG: Denies an area for a longer timer & works on larger enemies.
Boomerang: Works in a larger area of effect, kills smaller enemies & has more ammo.
This is super cool! I love how it explains a lot they don't talk about
Just found out you can press E to slap the shredders towards enemies out of range.
the high bar strat works really well with the ripper grenade: drill straight down, forward, then back up (U shape) then throw a ripper on the small bit of terrain left over. It's an active ripper that stays in 1 spot and does a ton of damage to dreadnoughts.
thank you for doing all this analysis I love these breakdowns
Mad respect for playing Boomerang's theme while talking about the Boomerang
A good angle with a ripper could make for a very entertaining bunkie clearer. Get it out at a 30-45% angle and watch it roll down the tunnel, great visual.
where you show scout racing the ripper reminds me of moments in my life where I wonder if I'm living up to my potential (only I'd add the grape stomping lady as background for it)
I know this has been out awhile but it still may help in the next season, I've found the microwave cooker is REALLY good against blisters, considering its a secondary and relatively low damage normally. I always take it if I'm driller on a rock pox mission.
Bruh this popped up in my recommended in 18 seconds lol
That +48 damage instant per target is why they are so broken. I like to run them with my min-damage RJ250 and they are perfect at covering mid-low health enemies that are stunned, combined with the ignite dot finishing slashers/guards so keep killing small enemies with the shredders/turrets. The PGL is 1-1-1-3-2 for stun/ignite, 18 ammo and 4-blast size with minimal self-damage.
This now gives me, an Engi main, a use for a breach cutter. I typically run the laser powered by a 12 pound chunk of Ommoran Heartstone.
My favorite is combining the smart rifle and shredders because they are very good at avoiding friendly fire...
And then having the nuke tube
Shredders do good in a pinch and when there's a swarm that's to close, no other grenade can save your life better
Leadbursters also wreck dreadnaughts, the hiveguard to a lesser extent unless you throw it behind the thing (this is most effective on a wall behind it, for some reason. But the ground works fine)
Little comment I wanna make woth the modern view,
Rippers go so hard in the drillevator mission.
The map always has a ton of small tunnels. The drill down has a nice circle for it to loop in.
Works well
The leadbursters are easily my new fav nades
As soon as I learned that they are perfect for panic killing bulks, they became a guaranteed pick for some of my loadouts. It's the one enemy type I needed coverage for
@@bravoxray this, and they are useful in general too, plus fun!
Like in my experience the cluster nades never did anything
FINALLY. I've been waiting your upload for months
I love the boomerang, even knowing the higher efficiency of scout alternatives, its just so fun and chill seeing it go, bopping enemy to stupor.
I just take it all the time purely on fun factor!
Its also technically the only scout grenade that does direct damage 🤔
I watched your video titled "Deep Rock Galactic: Season 3 grenade and rockpox bug details".
I love your videos! They are so informative but still fun!
I've been learning that the ripper is better the more ways you know how to set it up. You can use your drills to create spots for the ripper to get stuck on/in and create a powerful bug trap. The most basic and effective one I've seen requires you to drill a quick U shaped hole in the ground, making sure to leave a small piece of terrain at the top. Then you can throw the ripper onto the small piece of terrain and have it spin around it at 1,000 mph, butchering any bug stupid enough to wander into it.
The LOK with Explosive Chemical Rounds seems to do particularly well against rockpox blisters, which I would not have expected given what you said about how they treat radial damage. Obviously not as well as the breach cutter, but still pretty nice. I wonder if there's something else at play with it? It's probably because I'm hitting blisters directly with the bullets too.
How are shredder drones against rockpox blisters? I havent tested that yet
@@bravoxray I think they also hit them
The shredder grenade is my favourite now on engie because I build my engie to be general purpose. The provide a nice consistent damage bonus that works really well with a more mobile strategy that repeatedly recalls and redeploys your turrets.
shredders are also amazing against swarms of smaller enemies, like other shredders, swarmers/maggots and jellies
The stun sweeper paired with the Zhukovs with the extra damage against electrified enemies allows you to stun and delete a pretorian or use multiple boomerangs and stun lock a bulk killing it in seconds
"A bit of friendly fire builds character."
-LazyMaybe
eyyyyy finally, the best drg breakdown man
waiting for a stubby breakdown dearly
Boomerang is great for stopping a group in their tracks for a few seconds, SSG is a no-brain-required bug seeker, Bullet-grenade is decent for smaller tunnels or mixed groups of enemies and the Rip-Saw is decent if youre kiting a group around or making a bunker and hitting the side of your tunnel with it, makes a great damage gate.
The one change I would make to the ripper to make it infinitely better - make it melee damage. Would it be overpowered? Perhaps - oppressors would be weak to it and you could proc vampire very easily. HOWEVER - you can say the same about the drills and frozen enemies, or the axes and the fast throwing exploit. Currently, there is almost no reason to take the buzzsaw. If it did melee, you could trade the 8 axes for 4 saws and POTENTIALLY get more health/damage out of them if used efficiently.
Maybe rippers should operate on a "tripwire" like the engie mines, or slightly home in and chase down targets, although that might make them a worse shredder nade
Another thing to be said about the stun sweeper is that, just like the shredder drone grenade, is extremely efficient. It is capable of hitting the same enemy several times if there's more than one target, and throwing it into the air with no nearby enemies will cause it to come back to you without wasting the grenade.
Stunning up to 9 bugs with sweepers is generally enough for you to make enough space to better position yourself against a swarm while having the flexibility to snipe high value bugs to make it easier to shoot them
after all this time the SSG is still a massive generalist and has the same ammo count as the proximity mines.. i wonder if proximity will ever get a buff