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Gunner Building Guide | Deep Rock Galactic | Pro Tips

  Рет қаралды 39,308

Javarak Gaming

Javarak Gaming

Жыл бұрын

Let's look at everyone's favorite bullet flinging, bug shredding maniac, the gunner and see how we can set ourselves u for success.
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CHAPTERS
Intro: 00:06
Overview: 0:45
Class Setup: 02:03
Weapons: 03:17
Equipment: 13:38
Put it All Together: 16:18
Outro: 16:52
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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
Italian Morning by Twin Musicom is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/...
Artist: www.twinmusicom.org/
***
#gaming #drghostgaming #deeprockgalactic

Пікірлер: 48
@ANDREALEONE95
@ANDREALEONE95 Жыл бұрын
Another good Overclock for coil gun is Hellfire to burn enemies within the trail, meaning that with stun or shock trail is a powerful combo to deal extra damage and makes enemies vulnerable
@Trialsphere
@Trialsphere 11 ай бұрын
I used Lead storm over clock to make a single target DPS build. Cold as the grave along with pure damage upgrades and you become a weapon of mass destruction. I’ve also used the burning hell overclock with magnetic refrigeration and aggressive venting. Overheating cooldown is insanely fast and everything within sneezing distance is practically incinerated.
@noblevi3623
@noblevi3623 Жыл бұрын
5:58 You've probably subconsciously noticed but just haven't put two and two together. In DRG, your resupplies are calculated based on your total ammo pool: max reserve + 1*(full magazine). Resupplies are 50% of your total pool, and for the Auto-Cannon, choosing between high capacity magazine, which doubles your magazine size from 110 to 220, vs. expanded ammo bags which adds a flat 220 ammo is less obvious a choice than one would originally think. Indeed, taking ammo brings your reserve from 440 to 660, with your magazine on top of that of 110 for a total 770 ammo, if you divide that by two, you get 385 which is what you'll pick up every time you resupply. However, if you use high capacity magazine, it doubles your initial magazine size of 110 to 220, and then add that to your reserve of 440 for a total of 660, if you divide that by two you get 330. So pitting the two against each other you start with an additional 110 ammo (16% more ammo to start), and resupply an additional 55 (another 16%) each resupply using ammo bags vs. magazine size. At the cost of having to reload much more often, and more often than not, having to sit through a long reload time while in combat. Lets say you have a mission where you resupply 3 times, the functional difference between the two is the initial 110 + (55*[number of resupplies]) or 110 + 165 or 275 ammo across an entire say 20 - 40 minute mission. At the high end, if you can live with 7-14 less ammo per minute (275/40), then just use magazine size instead of expanded ammo bags and save yourself the trouble. 6:21 I'm not going say "stop having fun wrong", but explosive damage is still applied to the target you're shooting at while also dealing damage to anything within whatever your explosive radius is, so if you can hit literally 1 other target while using T3's loaded rounds you've already matched your damage output you're getting from T3's high velocity rounds, food for thought. Aside from that, another thing the in-game stats screen doesn't tell you is that Improved Gas System and Supercharged Feed Mechanism (T2-b, and T3-a respectively) both increase your base starting rate of fire by 0.3 each, for a total sum of 0.6 rounds per second if you take both while both increasing your max refire rate by 2 each, for a total of 4 if both are picked (which is shown in game). However, T2-c Lighter Barrel Assembly also has this featured unlisted, and it improves starting rate of fire by 0.6 all on its own on top of increasing ramp-up speed significantly quicker (which is listed) by 50%. 6:30 Wise choise, armor break is still bugged (and has been for years) Armor break works properly on direct impact, and the first 0.25 metres of explosive splash, but nothing beyond that on the auto-cannon. Health Bleed through from the shot that successfull breaks the armor does full damage, which isn't true for other instances where armor break is bugged (looking at you Deepcore 40mm Grenade Launcher). 8:13 common misconception: Heat is not damage, nor is it fire. The two are separate. Heating a target sufficiently will cause it to catch on fire taking a fire damage over time effect. This mod shaves off 1/3rd of your direct and area damage and then applies it to any target it hits. Direct hits will stack both 1 instance of 2/3rds direct damage + 1/3rd direct heat, and 1 instance of area damage + 1/3rd explosive heat, where as bugs caught in only the explosive radius will only get hurt by 2/3rds explosive damage + 1/3rd explosive heat. And salvo module? LOL thing's a straight upgrade, just rapidly tap your fire button instead of holding and you can still fire your rockets 1 at a time and retain full control of them without loading the salvo at all. Basically a clean overclock disguised as an unstable. 11:54 wait until you get your hands on Lead Spray, basically turns the BRT7 into a pseduo-primary that's viable on haz 4 or lower. And Volatile Rounds on the Bulldog is straight up busted when paired with Burning Hell + Hot Bullets minigun.
@nbwuu
@nbwuu Жыл бұрын
I ain't readin allat 💀💀💀
@Trialsphere
@Trialsphere 11 ай бұрын
If you’re focusing rate of fire on the thunderhead you can take both of those ROF increases to bring your rate of fire to 9.5, and adding a larger magazine capacity into that mix turns the autocannon into the ultimate weapon for the mindset of “when in doubt, empty the magazine.”
@Trialsphere
@Trialsphere 11 ай бұрын
Also burning hell combo’d with aggressive venting practically turns the minigun into a deep rock galactic equivalent of Team fortress 2’s Heu-long heater
@PassTheSnails
@PassTheSnails Ай бұрын
You seem knowledgable. Why not mention that the AC feedback loop mod is a tier 5 mod that increases your damage-per-shot by at absolute MOST 2.1 damage (1.8 in the uploader’s case) and ONLY when fully revved? Does that not seem like a total scam to anyone else? I say you’re far better off with any of the other tier 5 autocannon mods.
@WarBoy87
@WarBoy87 Жыл бұрын
I like the friendly fire passive because I uhhh I get a little sloppy sometimes with my big guns lol
@natunuggets5692
@natunuggets5692 Жыл бұрын
For me, I've found that running See you in Hell as a gunner can be a nice fall back when all hell breaks lose and you go down. It's like a mini shield for your allies to get you up and pop the bigger shield. Plus, the extra melee damage helps conserve ammo juuuuust enough to let you really stretch out a resupply.
@Jack_Pepsi
@Jack_Pepsi Жыл бұрын
Especially when paired with vampire
@leonicle4473
@leonicle4473 Жыл бұрын
For the Autocannon, my favorite overclocks are Neurotoxin Payload and Big Bertha Big Bertha can be mixed with crowd control perks in order to have a great mix of single target damage and crowd control. This makes it a super flexible primary, good for deep dives Neurotoxin payload is amazing at crowd control, especially with the fear effect. It makes the bugs run around aimlessly while the poison slowly finishes them off. I almost always use it on Doretta missions, it’s just so handy Also for the BRT, my favorite overclock for Dreadnaughts is Lead Spray. If you do all damage upgrades, your ammo will be very low; BUT you can absolutely SHRED Dreadnaughts in the weakpoints. It is incredibly fun
@aarepelaa1142
@aarepelaa1142 Жыл бұрын
Neurotoxin is just way too overpowered to the point it does not even feel good to use.
@dark_433
@dark_433 Жыл бұрын
personally, i take the "clearing enemies" part of gunner and crank it to 1000% - Bullet hell oc - Both damage upgrades to counteract the damage debuff from the oc - Colder than the grave upgrade to maximize time shooting at hordes - Armor breaking rounds cus why not and then i use the coilgun for tougher enemies or single/multiple enemies to further enforce the whole "bullet hell," i use the gunner grenade that spews out a crap ton of bullets, forgot the name As I mentioned, this setup isn't exactly good against tougher enemies like preatorians, but is still good against shellbacks cus of armor breaking. The main thing this setup does is kill every weaker enemy so the team can handle the tougher ones
@ramstab
@ramstab Жыл бұрын
thank you, i totally love these, you need more subs and more views! hopefully you will get more traction when season 4 drops
@snoweh1
@snoweh1 Жыл бұрын
Gunner is the best class imo. I slept on him for the longest time because every game has "gunners" and it sounded generic. Shooting everything and constantly, however, is insanely fun. This is why Engie is my least played class, despite it being the favourite by most players as far as I've seen -- no ammo for fun guns. Hurricane with stun is the best weapon for survivability, but I like to use them all, and they're all good. BRT pistol with Lead Spray is great if you have large mags on primary, otherwise Compact Mags on BRT is great (when using stuff like Big Bertha). Also worth noting is that I always hated Driller's flamethrower, but nowadays I main it with Face Melter. Moral of the story is, try everything out again even if you previously did and thought it was trash.
@autumnedruca992
@autumnedruca992 Жыл бұрын
Always love to see the uploads! Great work Javarak, great videos
@javarakgaming
@javarakgaming Жыл бұрын
Thank you so much! Glad you like them!
@ImAlpharius
@ImAlpharius Жыл бұрын
Leadstorm is so good, just bunny hop. And the downside is gone
@TheSpiritedFendron
@TheSpiritedFendron 23 күн бұрын
So you're playing heavy
@amentallyunstableraccoon367
@amentallyunstableraccoon367 Жыл бұрын
Gunner is my 2nd favourite class after the Scout, my main. And still, ~250 hours into the game, I struggle with the rocket launcher at hazards above 3. Also I somehow did not put two and two together -- my beloved perk "born ready" does basically nothing in my minigun/gauss build. Speaking of gauss cannon -- I *love* the balanced "mole" overclock. If you are sneaky enough, you can basically halve the armor on a haz 4-5 dreadnaught or just take big chuncks of health from pretorians and opressors. And the energy usage is not that bad, considering you usually need 3-4 good shots to take down even the tankiest of targets. Another fun thing regarding the tactical leadburster -- you can throw 2 of them right under the bulk detonator's face or belly. The damage will be enough to kill the thing even on haz 5, if the trick is performed correctly. Thanks a lot for the guide! Keep up the great work!
@javarakgaming
@javarakgaming Жыл бұрын
Thank you so much!
@NSD150
@NSD150 5 ай бұрын
Great video, I enjoyed it, and it helped me to improve as a Gunner. This might be a little off topic though, I'm not sure if I have OCD or smthn, but every time I equip perks for my weapons, I end up using them for a bit, feel like something is off with my guns, and watch your build videos, get frustrared and reset EVERYTHING (and I do mean everything) back to default, just to do it all over again. It sucks because for every minute that I spend on the Space RIG in the loadout menu, switching stuff out and resetting it, is another minute I could be spending BLASTING Glyphids, unlocking overclocks, promoting my other classes, and grabbing cosmetics for my guns, dwarves, etc. It's also super frustrating because by the time I'm done fkn around in the equipment terminal, I've just about lost all desire to play.
@aptspire
@aptspire 27 күн бұрын
I enjoy fear autocannon+ 3shot Armskore/ERounds Bulldog. Pretorian runs towards you: few rounds of auto, it turns away exposing the weak point, 3 sidearm rounds where it hurts, reload, repeat/ switch to CC auto.
@emmettblackburn8809
@emmettblackburn8809 Жыл бұрын
Only take fear on the auto cannon with neurotox or it just makes bugs farther apart, causing your weapon to be just for fearing stuff, not killing but with neurotox, because how fear works, the bug will walk 5m from the effected point because of the neurotox that, slows the bugs down so it take a longer time
@chradisonlugonga6703
@chradisonlugonga6703 Жыл бұрын
They should add rocket jumping like soldier from tf2 for gunner where at the cost of hp you move faster
@Ebola419
@Ebola419 Жыл бұрын
I would enjoy specific build guides for each mission type.
@beardmaster6208
@beardmaster6208 Жыл бұрын
I run autocanon 32311 with combat mobility and coil gun 12123 with triple tech chamber. This is the build I'm the most comfortable playing. Autocanon with combat mobility allows you to move around and repositioned yourself so you never shoting. You dont do as much total damage in comparison to big Bertha but you rarely stop shooting or need to run away because combat mobility allow you to kite them. The nerf magazine is not that relevant because usually you can dispatch small group of bugs within one magazine of less. Combat mobility give also increase ramp up on your ROF so you always benefit from the damage buff from t5. Triple tech chamber and partial charge upgrade helps alot to be ammo efficient and you can slow down and damage overtime enemies with the electric field. I use the leadbuster grenade so I give a breathing room against large swarm, they are really efficient against mactera and deadly against bulk detonator if your throw your grenade under his butt. There alot more to the build but the essential is pretty much said.
@echo-One
@echo-One Жыл бұрын
Admit it, you're wating for the (elite) deep dives to really make that intro work with taking a deep dive into the deep dives ^^
@echo-One
@echo-One Жыл бұрын
Kinda deep-dive-ception
@collectiveleak
@collectiveleak Жыл бұрын
Cancel best overclock for the coil gun is the mole it allows you to save teammates from anything grabbing them from anywhere on the map and allows you to do a f ton of damage to envy school walls
@simplyyunak3189
@simplyyunak3189 Жыл бұрын
For minigun except for dreadnoughts: always blowthrough it effectivly doubles damage during swarms
@emmettblackburn8809
@emmettblackburn8809 Жыл бұрын
With salvo take rate of fire it increases the loading speed
@aarepelaa1142
@aarepelaa1142 Жыл бұрын
Tbh crowdclearing wise driller is probably the main guy to do it with a flamethrower or the goop gun, cryo just fails at large crowds, sure you can freeze a bunch and drill them, but when you're drilling a bunch of non frozen enemies still exist running at you and hit you, also it's not very ammo efficient, but probably the best pick for solo tbh as it gives good single target dps. One really good overclock for gunner to clear every enemy you see is minelayer for the missile launcher or neurotoxin wich is just too OP to be fun, otherwise it's also very inefficient ammo wise on crowds, but excellent single target dps. Also i guess some secondaries are quite strong for AOE clear, with coil gun triple tech to spam a bunch of small trails gives ok crowd control, better is hellfire that deletes most grunts and stuff it touches. Also bulldog with explosive shots plus the neurotoxin with or without magic bullets or is decent crowd murder as well.
@bigo2449
@bigo2449 Жыл бұрын
Ayyy the next in the trilogy
@UminokenOshanu
@UminokenOshanu 7 ай бұрын
Title of this guide should be "this depends on what you are planning to use the weapon for"
@NSD150
@NSD150 5 ай бұрын
Which defeats the whole purpose of the video 😂 At least for me lol
@TheTraveler980
@TheTraveler980 Жыл бұрын
Incoming Scout Building Guide?
@thomasyokum1070
@thomasyokum1070 Жыл бұрын
Best upgrade for the zipline is the motor speed. At heights significant enough to cause serious fall damage, the only things that can hit you are ranged enemies. Clear out Mactera, acid spitters, and bots prior to taking a long uphill zipline and you're in the clear.
@KRIMZONMEKANISM
@KRIMZONMEKANISM Жыл бұрын
I'd like to point out that the BRT7, aka, the Burst Fire Gun, the most well balanced Gunner secondary weapon. Hell, with the ammo it can potentially have, it is practically a second primary. It can be built like a close-range, high burst, panic weapon. Or you can make it a long range precision machine pistol. I frequently prioritize recoil and spread boosts, then damage, and then ammo count boost, to compensate high damage, but low accuracy primary weapon builds. :)
@itzmavim
@itzmavim Жыл бұрын
I mean who wouldn’t wanna subscribe to this legend
@javarakgaming
@javarakgaming Жыл бұрын
Thank you so much!
@shadowyoutube8632
@shadowyoutube8632 Жыл бұрын
i like to make my hurricane a sniper rifle, how? lemme show you. so upgrade or mods, however you like to call em. 1-2-1-1-3 and the overclock is going to make sense for these mods, the jet fuel homebrew. what the overclock does is higher dirrect dmg and faster rockets but smaller ammo in both regards (thats why the nano missiles and missile belt) and practicly no boom. this makes the gun into a long range focused gun, but thanks to homebrew it ZIPS into any bug far away or close enough, and thanks to armour pierce anything goes down in less than 2 shots. sadly ammo is kinda a issue. . . but not that much. so you got missiles that zip through the air and hordes.
@MadnecticKola
@MadnecticKola Жыл бұрын
We shilling
@sueycuomo8673
@sueycuomo8673 11 ай бұрын
How do you fail to mention NTP AC???
@NSD150
@NSD150 5 ай бұрын
What's that?
@countsudoku6305
@countsudoku6305 9 ай бұрын
maybe someone will be able to help me with this or not, but i find gunner to be simply terrible, like actually terrible. i hate all 3 primaries, only revolver and burst pistol are acceptable. i tried many different builds, but gunner wasn't enjoyable in the slightest even for a single minute. not sure if it's important but I'm scout/engi main, occasionally playing as driller. currently i wouldn't play as gunner even if i was forced to. i just want to know if there is any secret trick or something...
@NSD150
@NSD150 5 ай бұрын
It might simply be just because he's too simple for you, especially if you're into the Engineer, I'm a simple man, and while I do love playing Engy, I also love taping my finger to the trigger and glassing hordes of bugs.
@PassTheSnails
@PassTheSnails Ай бұрын
My biggest problem with gunner right now is that it seems like every other class is just better than him in combat. Everyone always says “gunner is your go-to for mowing down hordes” but straight-up both engineer and driller are more effective AND ammo efficient at this task. Single target damage? Driller, engie and scout got that. Sustained holding? Driller, engie, scout can handle it. Traversal? Driller, engie, and scout absolutely trounce gunner in that aspect. It seems like all gunner really is, is a walking shield dispenser waiting for a teammate to screw up and unalive, so that gunner can swoop in and “save the day” with a shield. I believe that if Gunner didn’t exist, my missions simply wouldn’t change. I earnestly and genuinely believe that if all gunner players switched to another class, my missions would actually go by faster and more efficiently.
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