Beginner Scout Guide | Deep Rock Galactic | How to Play Scout
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- čas přidán 19. 01. 2023
- The Scout is basically a dwarf Spider-Man. He zips around and shoots bugs. Does that sound like fun to you?
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CHAPTERS
Intro: 00:06
Overview: 00:34
Weapons and Gear: 01:14
Mission Specialties: 09:17
Outro: 09:58
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ABOUT
Hi there, I'm Jay! I'm here to help you with all the latest video game tips and tricks.
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DISCLAIMER
This video is made for entertainment purposes only.
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ATTRIBUTION
Deep Rock Galactic:
Publishers: Coffee Stain Studios, Coffee Stain Publishing
Developer: Ghost Ship Games
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SONG
"Recess" by :TrackTribe
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#gaming #drghostgaming #deeprockgalactic - Hry
The scout class is like a mixture of spiderman and John Wick, Does that not sound like fun?
its also doomslayer if your using jumbo rounds with the boomstick
Rock and stone until it's done
As a scout player myself I can tell you that your biggest enemy is a recharging grapplinghook
Maxing out recharge is basically required
As a newer scout player I wanted to ask if it’s better to go for shorter grapple cooldown or longer grappling range/less fall damage after grappling?
@@aska3759its a big player to player thing. But as I have it I have a cool down, range increase, and decreased fall damage upgrades
It's better to take longer grappling hook and less fall damage if your still learning how to use it
Agreed
How to play Scout:
1) Grapple up to the ceiling
2) Realize you don't have an engineer on your team
3) Fall to your death
as a scout main, you must undertand that our mentality is that we are the main character
'Sees tunnel rat daily special' time to be immune to fall damage as a scout!
I'd say scout and engi are the two harder classes to start on (at least in the higher hazards). Gunner has the shield and driller has status effects/infinite pierce weapons for defense.
Scout gives up defense for mobility, which has a higher learning curve if you want to kite with it. Engi gives up defense for high damage/zone control, which takes planning ahead to use most effectively.
Those are all great points. Thank you for the feedback!
Exactly. The “easiest” class to start with is the one the game starts every player with: the Gunner (imagine that). You point and shoot, which is pretty much all most new players are good for, in DRG. You even have a shield to cut you some slack when you’re sucking for the first 50 missions, or so.
I couldn’t count how many useless new player scouts and engies I’ve played with if the fate of humanity rested upon it. I only play haz 5, but will occasionally stoop to haz 4 to grind out an assignment. Haz 4 is loaded with scouts that don’t use their flares and don’t care about nitra, or priority targets, as well as engies that don’t use their platforms, or even worse, use fat boy. All it takes is one promotion and these guys will be queuing up to doom elite deep dives, or late joining your elimination mission, zip lining around and popping the cocoon as soon as they spot it.
Most new players should just stick to gunner, until they understand the mechanics and rolls of the game, imo. Even driller has more utility than most players can initially comprehend. I’ve personally played with way too many shitters and it often costs me the mission, because they don’t know their rolls, even if they’re decent gamers.
I stuck with gunner for a while before trying out different classes and it greatly benefited my ability to transition to those utility-heavy classes, competently.
@@calebnewell5032 I don't think that's entirely fair. As someone who started off with Engie and Scout at least...
my own perspective was that gunner was the last class I promoted, and I HATED playing gunner. I STILL kinda feel like building the minigun or autocannnon to actually function properly is a difficult task because I end uip feeling like I can do more work in 300 AR bullets than I do in 3000 minigun ammo (Though I also learned that the minigun uses 2 ammo per bullet which I think is extremely stupid) and the lack of mobility made the whole class feel sluggish and frustrating. People keep saying that the gunner is entirely a "point and shoot" class, but they feel like they give up literally everything else for it.
@@aquamarinerose5405 My point was that gunner is the easiest class to comprehend. You could give a 5 year old the controller, queue em up for haz 2 and they’ll get it. That’s why the game starts you with gunner, because it is point and shoot, which is universally going to be the first baby steps, that will make perfect sense to the average player stepping foot on Hoxxes for the first time.
Whatever worked for you is valid, though. DRG isn’t a one-size-fits-all game and not everyone wants to meta game and a lot of people don’t like gunner. I played gunner until I could promote him once, then switched to scout and felt exactly the same way about the movement, but really all of the other classes are just as sluggish, so the dash perk is a must have on every class besides scout. I rinsed and repeated my cycle of promoting and switching and now I’m level 200 with all of my dwarves at around the same promotion level. I love what every class offers and enjoy completely switching play-styles, depending on what the team/mission requires.
I didn’t come back to gunner until I got some overclocks for him. Now that I have every overclock in the game and am meta gaming (neurotoxin payload auto cannon), my gunner often out-kills the entire squad in many missions. Sometimes you have to put things down and come back to them, in this game. Theres a lot of videos on CZcams that give really good insight to strong builds for each class. If you’re having trouble in haz 5, or elite deep dives, look into some of that content.
I would also avoid "defend the point" type missions running solo. The Scout lacks the immediate firepower and crowd control to take down the hordes of Hoxxes IV. This is mitigated in the presence of other dwarves though, as all classes cover each other relatively well.
Scout also excels in single target picks. Praetorians, Oppressors, Bulk Detonators, and more are all open season to the Scout if he uses his mobility properly.
Pheromones are your friend for crowd control
The M1000 is a homage to the M1 Garand a legendary semi-auto rifle from WW2. It makes appearances in virtual every WW2 game. The M1000 even has the famous Garand ping when you empty the clip. It has nothing to do with cowboys. Perhaps your thinking of a lever-action rifle?
He also said the plasma rifle jams but it overheats :)
You should play him as a hard support character, with the M1000 maxed for damage and stunning ob large enemies, the grapple hook for recharge speed so you can always be ready to assist a team mate, Field Medic for obvious reasons, and then the Zhukov and Cryo grenades so you can swarm clear when you need to.
Hightened senses is also great when you prestige him for the second blue perk since you will get grabbed as scout, it's just inevitable, and it can save you from a game over when you're zipping across the map to your downed teammates when you're the last one alive.
Basically, scout is a hyper mobile battle medic that should always be supplying light and gathering hard to reach resources with help from his engines platforms during downtime. He can excell at dealing tons of damage, but that should always be secondary to reviving teammates if it can be done.
Just get a 2nd gunner.
I do wish you mentioned how grappling scout are responsible for kiting and avoiding bugs. While it is seemingly selfish, a teamplayer scout gets the ores the team needs in places otherwise tedious to reach; and when combat begins, is extremely useful for clearing HVTs and kiting bugs and bosses away from the main group, which gives breathing room for your bros. And being able to run around until you can safely rez someone is valuable, because a gunner runs out of shields but a scout never runs out of grapples
And another thing: while scout is a great transition for new players from other fps games (and trust me, as a TF|2 pilot I love my grapples), I would recommend playing driller just as much as he is the most unique of all of them (and I started with him).
What I mean is that mechanics that are important to DRG are the most prominent playing him. You learn to mold terrain and use the terrain scanner effectively to reach key points and conserve fuel. You utilize melee options more often with vampire and all of his kit, especially the power attack which come in handy for the other classes who benefit greatly from conserving ammo with melee. You control your friendly fire habits, as much as driller tempts you. And finally, effective crowd control and offensive tactics are the easiest to get used to with driller when you can't run away and kiting bugs around sticky flames is good practice.
I haven't watched your driller vid yet, so I will see if any of my points were mentioned in there, but I hope you make a followup that includes what a lot of other commenters mentioned. Literally everyone can be a team player in the smallest way, and I hope you don't overlook that in your next vid. Cheers 🍻
One thing to note about the Cryo Grenade it will instant kill Swarmers and most Mactera, also the White Phosphorus mod for the Boomsstick will detonate toxic clouds produced by the Driller Grenade, toxic shrooms and the Death Fog of the Praetorians.
white phouspheroous also does not decrease damage like engine pgl mod but adds to damage. Took ages to figure out.
The only thing I truly learn from playing scout (especially so as the last class I played)... Is how stupidly strong GRAVITY is
Yyyyyuppppp......
Something to remember with scout is that speed=defense
Actually Speed>Defense
It's always better to avoid damage entirely than mitigate it.
Running away from your team works for every class.
That’s why everyone uses dash.
The Scouts grapple only helping them has always been a mixed bag for me. One one hand it makes sense, and on the other I'd love to be able to shoot the grapple at my team mates to pull them places. Sadly I know that would be used relentlessly to troll people, but if the driller can satchel charge me all the time I should be able to pull them off cliffs! I mean... help them up cliffs... yeah.
One more thing you missed: The other thing scout needs to do for his role in the team is get rid of HVT's(High Value Targets) such as acid spitters, cave leeches, mactera,etc.
I'm really enjoying these style of videos. Fairly unique and just fun to watch even though I'm like 500 hours in. R&S miner!
Thank you so much! I completely agree and thank you for the feedback. Rock and Stone!
Once the HVTs are cleared, securing the first 80 Nitra is mission critical.. so sticking close with the Engineer for his platforms is advisable, especially in the rare occasion the cave generation gives you an absurdly large cave where your flare gun isn't as strong and your grappling hook can't even reach the ceiling and the mineral veins are so far apart from each other the cave feels empty.
I started playing recently and I played a lot of engineer at first, but scout is my favourite now. It's just a good balance of utility and firepower.
While the grapple hook may seem selfish at first, it actually benefits the team quite a bit.
It allows the scout to reach places other classes can’t, freeing up their time for other tasks instead of awkwardly using their traversal tools inefficiently to complete objectives.
Supporting a scout can help him support the team by completing missions as fast as possible, reducing risk by a large margin.
Thank you! I'm still pretty new to this game and this info helps a lot. The videos are also expertly done, good job!
Thank you so much!
just started playing and I appreciate your focus on what the scout brings to the team, as I definitely feel lost joining some public games.
Thank you. I'm glad I was able to assist you!
word of advice is you can always play solo, and then you have Bosco to help you out while you can take your time learning how to use every class's equipment and not worry about holding your team back
Fire guide, homie. Rock and Stone!
Very high quality video and one of the best guides I have seen for the scout
Thank you so much!
Awesome tips!
Scout + Engineer is a great combo for hard-to-reach mineral deposits. Engineer places a platform just below the deposit, then whilst the scout grapples up to mine it he can move on to either finding the next deposit or setting up sentry turrets in case the bugs start coming.
Thanks just got started with the game and am loving it and am wanting to learn more thanks
I love that every class feels necessary.
Without a scout you cant see.
Without an engineer nitra can be near impossible to reach without expending all your mobility.
Without a driller you can get stuck or lost.
And without a gunner it can be impossible to find a chance to revive causing your team to get overwhelmed and wiped.
Also a very important detail of the m-1000 that I believe you missed is the fact that it makes the really satisfying garand ping noise when reloading.
M-1000? No, that's the M-One-Grand.
thank you i just kinda jumped in scout and it definitely takes a bit to get used to him
Engineer looking to branch out into other classes, this is an excellent guide
Thankyou di for the guide
Watched all class
Wanna try to fill in the role
4:53 THIS IS MY BOOMSTICK!
3:51 Not just a little slower. The GK2, like most bullet-based weapons in DRG, is a hitscan weapon. There is literally no travel time. The Drak is a projectile weapon.
4:48 Improved Blast Wave is like the worst mod on tier 4. 20 more damage to targets right in front of the gun is barely anything. Super Blowthrough Rounds is the best mod on that tier, and it's not even close. You should also probably take ammo on tier 1 if you're running Special Powder, for more "rocket jumps."
5:01 Always take accuracy on tier 3 of the Zhukovs. Their accuracy is pretty crap without it, and 1 extra damage per shot is definitely not worth taking over reducing the spread by 60%.
6:26 It's a good long range option with Quick Fire, the overclock you're running, which doubles the projectile velocity and thus increases the range. Otherwise, the stock weapon actually has rather mediocre range. Reinforced String on tier 2 is the only other way of increasing velocity.
So I noticed that for the thumbnails of these class guide videos, you choose a cave with the same colour as the class to be the background
Great little detail!
Thank you for noticing lol
I have two seasonal things at once to chase on Scout so I'm dipping in, trying to be conservative with upgrades.
I still couldn't resist going to the shop and putting a swashbuckler getup together. (Got the eyepatch already).
wait wait wait
if the ifg increases damage taken for enemies, can it stack with driller's cyro cannon?
You can build the deepcore to always hit the first shot and spamclick for almost minigun firerate
I think the Zhukov NUK17 is a 1337speak reference to Duke Nuk’em (Zuke Nuk’it)
Although I know you intentionally left Overclocks out of the discussion, I'd specifically make a note of overclocks in regards to the Boltshark Crossbow, since its overclocks change the weapon pretty significantly.
Cryo and Fire Bolts turn your normal bolts into a Second Set of Special Bolts that can Freeze and Burn respectively. And its Unstable Overclocks transform them into Crowd Clearers or a Triple Threat Of Big Single Target Damage that are harder to hit at long ranges since the 3 bolts spread.
flairgun deals damage to enemies btw
Scout is my main class, and I love pretty much everything he have to offer. The only thing I am sad about at modded difficulties is that when he uses the pheromone grenade (which in my opinion is the best grenade in the game for modded) he does not really have great AOE options killing that gigantic ball of enemies. I would love him to have just one good AOE weapon.
How to survive deadly fall (only coop):
1.Have teamate stand where you'll land
2.Take no fall damage for whatever reason
That boomstick is just the super shotgun from the DOOM games
I know you don't cover overclocks but the Explosive Minilets for Machine Pistols is an absolute beast. Will kill almost anything very quickly at close range.
Definitely true. Don't worry the overclock coverage will come eventually!
@@javarakgaming I look forward to it.
Im sorry but calling the obvious M1 Garand a cowboy gun hurt a lil-
when you get that nitra in the ceiling they effin benefit bro, r&s
90th subscriber let's go
Thank you so much!
The best way to survive a fall from terminal velocity is to fall slightly faster. Maybe it's a homeopathic thing.
My main!
"cowboy gun"
> based off a world war 2 rifle.
if only. if only.
I love the assault rifle, but it just doesn't have the ammo capacity for me to use it like the LMG I want to use it as, lol. Honestly I wish I could buff the primaries and sacrifice the secondaries.
Can't wait til you mention that this class gets so much help from my favorite class: Engineer
xD
Oh don't worry, I will certainly mention the dynamic duo!
0:37 I thought I was in a TF2 vid for a sec
Isn't the deepcore a hitscan weapon with no bullet travel time? The visuals look like the bullets travel slow but they hit immediately.
the visuals are a little weird but yes it does hit scan
I always thought of scout as a version of Rico from Just Cause
I never thought of that before and now my eyes are open. Thank you!
M1000 is terrible because the basic assault rifle does everything it does without the downside of being only good at one thing. The AR is as pinpoint accurate as the m1000 and can throw out as much damage in a shorter period of time with its higher rate of fire. All without being terrible at crowd control.
Also the m1000 is a homage to ww2 m1 riles, so not sure where you are getting cowboy rifle from.
Fun fact lead bursters melt dreadnought armor
Scout is one of the easiest classes to be "fine" at (put up flares, grab minerals), but one of the hardest to be "great" at, in my opinion as a scout main.
i main scout because i for my life can't navigate shit. the deeper i go i realized that scout is hard to be played because i need to find high value shits while providing light to my comrades. which requires great sense of navigation.
it must be great if scout can pull anothet dwarv to his place.
Put up lights, throw boomerang, kite enemies into the team, mine nitra, double dip for extra flares. This is how how you play gold star+ scout.
_”kite enemies into the team”_
Aka run back to your team because you’re over extended.
_”double dip for extra flares.”_
No - not sure if you’re just making fun of scouts.
@@-John-Doe- could also be because you need your teammates to defend you on your “pee break” but instead you’re too busy watching CZcams videos on your other screen. The possibilities are as endless as your teammates’ ammo.
5:18 Wait... So does that mean we're basically NOT duel wielding? So it's still just firing 1 bullet at a time, but we have a skin that makes it look like we're duel wielding? ;(
Anyway, my minor griping aside, thank you SO MUCH Javarak. I just picked up Deep Rock today and your beginner guides have been very informative~.
Thank you so much!
isn’t scout also good on elimination because of high single target damage?
Yes however I forgot to mention that...
The scout class is absolutely the worst class for new players to start on. Scouts are responsible for a lot of stuff and need more technical skill that your teammates rely on.
Either that or new players realize scout is the class with an easier time getting away from enemies, and they do just that: spend the whole game running away on the map. I've often found that Scouts contribute the less out of the 4 classes on my games - it's that many greenbeard scouts are not team players.
So basically m1000=m1 garand
How to Scout:
Step 1; Switch to Driller.
Done.
LOL
i like scout until my deepdive lobby has 3 of them :I
Mood.