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Deep rock galactic gunner weak
Deep rock galactic gunner weak








Also letting classes like gunner and driller have access to the grapple seems to be a bit of a conflict in their roles, with them carrying gear that weighs so much more than your typical scout. If anything I think the grappling hook should be the limit for scout as it is the item that fully enables his kiting and hit and run tactics, and it is more of the defining item for scout. leverages you away from certain builds that the zukovs could help a lot with. Its not really that you removed the Zukovs, but the fact that there is only 1 secondary option.

  • Axe, Mine, Cluster, Pheromone - Unique to one classĪrmors are still unique to each class, resistances are good for class identity.įully compatible with CVO - it edits the weapons itself, I just edit the inventories.
  • Cryo, LURE, Incendiary, Sticky, Neurotoxin, Plasma - Shared between two classes each.
  • #DEEP ROCK GALACTIC GUNNER WEAK MOD#

  • IFG, HE - Shared with all (I recommend using the Airburst HE Grenade mod if you dont have CVO already).
  • His other tool slot has other non-unique tools as alternatives to the satchel charge.
  • Driller gets Engineer's launchers as well as the standard Deepcore AR as primary alternatives, and his pistols are shared with the Gunner.
  • His other tool slot has other non-unique tools as alternatives to the platform gun. His turrets are unique and he can't replace them.
  • Engineer gets Scout's rifles and Boomstick as primary alternatives, and Driller's elemental weapons as secondary alternatives.
  • His tool slots get other non-unique tools that are split in a way that creates different loadout opportunities than with the Scout.
  • Gunner keeps his unique Minigun and Autocannon in the primary slot, and he can also equip the Deepcore AR or the Zhukov MPs.
  • His grapple is also still unique, and he can double up on it or replace it with other non-unique tools as he wishes. His unique schtick is considering having the Boomstick or Zhukov MPs, which are primary weapons for other classes, as secondary options.
  • Scout has a vast arsenal composed of all standard primaries and pistols in his primary slot.
  • Some details on what each class gets and how these options were chosen: Not really fully balanced in this form, but i might release a version of this mod that includes weapon tweaks for more equal weapon strength in the future.
  • Extra damage on burst, for even more DPS.Inspired by the Karl Class Mod.
  • Ammo for more sustain, hollow point for insane burst damage that can melt praetorians.
  • deep rock galactic gunner weak

    Less recoil, to reduce the insane tilt of the gun when firing.This build is useful for giving the gunner a useful secondary with a large amount of burst damage. Mactera coating to give the bulldog the ability to one-shot mactera.Hollow point for a huge damage increase against weakspots.Blowthrough rounds to give a bit of horde clear, or stun to crowd control praetorians and goo bombers.Increased accuracy to make it easier to hit the weakspots.This build is useful for taking out warriors and macteras with a single tap. More damage, to yet again increase DPS for complete overkill.Stun to crowd control enemies, armour break for stripping praetorians.Increased firerate again, helps autocannon reach max firerate even quicker and further increased the DPS.Increased firerate, helps the autocannon reach max firerate and increases DPS again.More damage, for a good start for increased DPS.It will burn through ammo like it burns through bugs. This build is useful for destroying everything. Increased damage at max firerate, increased DPS again.

    deep rock galactic gunner weak

  • Stun to crowd control enemies, although armour break can be useful against praetorians.
  • Firerate to increase DPS and allow the minigun to reach max firerate faster.
  • Accuracy to allow the autocannon to hit weakspots, and have more effective range.
  • Although often you won’t need extra ammo, so damage can be a great choice. This build is useful for every situation, allowing the gunner to lay down some serious firepower no matter the enemies he faces.
  • Cold as the grave allows for extended firing, other two are gimmicks.
  • deep rock galactic gunner weak

  • Increased damage when fully stabilised, combines with faster gyro-stabilisation.
  • Armour break for more effect against praetorians, blowthrough for hordes of enemies or stun to crowd control.
  • Faster gyro-stabilisation to reduce bullets wasted.
  • This can server especially useful for salvage missions.
  • The shield can save an entire team with ease, plonk one down and enjoy your immortality for a few seconds.
  • The long reaching ziplines of the gunner are useful for moving the entire team across large gaps, or moving gems from the deposit to the minehead.







  • Deep rock galactic gunner weak