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Outdated Overclock | Electro Minelets (Unstable) | BRT7 | Gunner | Deep Rock Galactic

Deep Rock Galactic (PC Steam) Version: Update 29, Hotfix 7 Experimental Rounds (Balanced) ▲ +Creates Tiny Electrocuting Proximity 'Minelets' when shots hit the terrain ▼ -3 Damage ▼ -6 Mag Size Mission: Hazard 5 - Salvage 2/2 - Solo Biome: Magma Core Class: Gunner Primary Weapon: "Lead Storm" Powered Minigun ➊ Improved Motor (+4 Rate Of Fire, Faster Gyro Stabilization) ➋ High Velocity Rounds (+2 Damage) ➌ Blowthrough Rounds (+1 Penetration) ➍ Magnetic Bearings (+3s Spindown Time) ➎ Hot Bullets (+50% Damage As Heat While Barrels Are Hot) ➏ OC: None Secondary Weapon: BRT7 Burst Fire Gun ➊ High Velocity Rounds (+3 Damage) ➋ Disabled Safety (+3 Rate Of Fire) ➌ High Capacity Magazine (+12 Mag Size) ➍ Expanded Ammo Bags (+72 Ammo) ➎ Longer Burst (+3 Burst Size) ➏ Unstable OC: Electro Minelets (-3 Damage, -6 Mag Size, Creates Tiny Electrocuting Proximity 'Minelets' when shots hit the terrain) Shield Generator: ➊ Streamlined Integrity Check (-1s Cooldown) ➋ Larger Capacitors (+1.5s Duration) ➌ Improved Efficiency (+1.5s Duration) Passive & Active Perks: 🟥 Born Ready III (Guns auto-reload after 5 seconds unequipped) 🟥 Vampire IV (+5HP per melee kill vs. medium or larger enemies) 🟥 Deep Pockets IV (+15 of each mineral capacity) 🟦 Bezerker IV (Temporary fast power attack recharge, 4 min cooldown) 🟦 Dash IV (Short speed boost, 30 sec cooldown) ⦿ Pickaxe mod: x2 Damage ⦿ Grenade: Cluster Personal Opinion: 💩 Technically not buffed, but lets face it, Blowthrough Rounds was added specifically in an attempt to buff this OC. And just like my evac, the attempt to balance Electro Minelets this way was an epic failure. Many thought "this is what made Cryo Minelets viable for the NUK17s, so it should work the same with Electro Minelets right?" Well, wrong. The reason this didn't work is that Cryo Minelets have a stacking effect that when stacked enough can freeze thier targets, completely stopping them in thier tracks and multiplying damage they take by x3. Then continuing to keep them cool or re-freeze them with any following detonations. That's a pretty good effect. Electric attacks don't work like that though. They don't stack and electrocuting an enemy doesn't do a great deal. It slows them a little and applies a very slow and very short DoT. Electrocuting them again does absolutely nothing except reset this duration. This is why the only effective electric weapons are the ones that can effect crowds of enemies. Mod-wise Electro Minelets don't really have a 'good' build. Penetration was a good addition for a start to electro minelets, it lets you at least shoot at a target while placing the minelets instead of sacrificing decent damage for what is essentially a slow and small DoT. You're not going to need to be very accurate with these, in fact the more spread the better since the minelets will space out more and not all get run over by a single target. So you won't need recoil or spread reductions. You'll only be using this for breif bursts to lay out the mines, so increased burst speed and longer burst is the way to go. This lets you spread the maximum amount of mines as quickly as possible. You won't really be needing the damage bonus either since you're specializing the BRT7 for crowd control, so drop the damage a bit further in favor of extra mag size and you can lay up to 30 mines in less than a second. Though you're going to want to be very quick with your aim in order to spread them out. Just go nuts. Ammo is probably the most important mod you need, since this lets you waste ammo specifically for minelets without losing too much damage efficiency when used on enemies. It does sacrifice DPS but Longer Bursts will still pump out some decent DPS for you. With all this there's only probably 3 points to this overclock right now. First you can spray mines on the ground which will each kill a swarmer during a wave of swarmers. Second, you can slow bulk detonators (if you don't have any other class to electrify them). Third, you can bunch up enemies a bit by slowing the front line, then blow them up with AoE or take good advantage of blowthrough rounds. That's why I take Cluster Grenades with it, though incendiaries work pretty well too. End result though, it's still really bad. Terrible. Possibly even the single worst overclock in the game. Though it needs to compete for that title against Electrocuting Focus Shots for the M1000 - unsurprisingly another electric OC that doesn't have a large radius. You know what? I think these minelets really need a decent explosion radius! Let it hit more enemies per minelet and CC/group those swarms up more effectively - ready for a nice carpet bombing or grenade. The minelets should also really last twice as long before defusing, they disappear much too quickly. Further decrease the BRT damage if you must, just make the minelets better so that it might feel like an unstable mod instead of a clean one with a penalty.

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Deep Rock Galactic (PC Steam) Version: Update 29, Hotfix 7 Experimental Rounds (Balanced) ▲ +Creates Tiny Electrocuting Proximity 'Minelets' when shots hit the terrain ▼ -3 Damage ▼ -6 Mag Size Mission: Hazard 5 - Salvage 2/2 - Solo Biome: Magma Core Class: Gunner Primary Weapon: "Lead Storm" Powered Minigun ➊ Improved Motor (+4 Rate Of Fire, Faster Gyro Stabilization) ➋ High Velocity Rounds (+2 Damage) ➌ Blowthrough Rounds (+1 Penetration) ➍ Magnetic Bearings (+3s Spindown Time) ➎ Hot Bullets (+50% Damage As Heat While Barrels Are Hot) ➏ OC: None Secondary Weapon: BRT7 Burst Fire Gun ➊ High Velocity Rounds (+3 Damage) ➋ Disabled Safety (+3 Rate Of Fire) ➌ High Capacity Magazine (+12 Mag Size) ➍ Expanded Ammo Bags (+72 Ammo) ➎ Longer Burst (+3 Burst Size) ➏ Unstable OC: Electro Minelets (-3 Damage, -6 Mag Size, Creates Tiny Electrocuting Proximity 'Minelets' when shots hit the terrain) Shield Generator: ➊ Streamlined Integrity Check (-1s Cooldown) ➋ Larger Capacitors (+1.5s Duration) ➌ Improved Efficiency (+1.5s Duration) Passive & Active Perks: 🟥 Born Ready III (Guns auto-reload after 5 seconds unequipped) 🟥 Vampire IV (+5HP per melee kill vs. medium or larger enemies) 🟥 Deep Pockets IV (+15 of each mineral capacity) 🟦 Bezerker IV (Temporary fast power attack recharge, 4 min cooldown) 🟦 Dash IV (Short speed boost, 30 sec cooldown) ⦿ Pickaxe mod: x2 Damage ⦿ Grenade: Cluster Personal Opinion: 💩 Technically not buffed, but lets face it, Blowthrough Rounds was added specifically in an attempt to buff this OC. And just like my evac, the attempt to balance Electro Minelets this way was an epic failure. Many thought "this is what made Cryo Minelets viable for the NUK17s, so it should work the same with Electro Minelets right?" Well, wrong. The reason this didn't work is that Cryo Minelets have a stacking effect that when stacked enough can freeze thier targets, completely stopping them in thier tracks and multiplying damage they take by x3. Then continuing to keep them cool or re-freeze them with any following detonations. That's a pretty good effect. Electric attacks don't work like that though. They don't stack and electrocuting an enemy doesn't do a great deal. It slows them a little and applies a very slow and very short DoT. Electrocuting them again does absolutely nothing except reset this duration. This is why the only effective electric weapons are the ones that can effect crowds of enemies. Mod-wise Electro Minelets don't really have a 'good' build. Penetration was a good addition for a start to electro minelets, it lets you at least shoot at a target while placing the minelets instead of sacrificing decent damage for what is essentially a slow and small DoT. You're not going to need to be very accurate with these, in fact the more spread the better since the minelets will space out more and not all get run over by a single target. So you won't need recoil or spread reductions. You'll only be using this for breif bursts to lay out the mines, so increased burst speed and longer burst is the way to go. This lets you spread the maximum amount of mines as quickly as possible. You won't really be needing the damage bonus either since you're specializing the BRT7 for crowd control, so drop the damage a bit further in favor of extra mag size and you can lay up to 30 mines in less than a second. Though you're going to want to be very quick with your aim in order to spread them out. Just go nuts. Ammo is probably the most important mod you need, since this lets you waste ammo specifically for minelets without losing too much damage efficiency when used on enemies. It does sacrifice DPS but Longer Bursts will still pump out some decent DPS for you. With all this there's only probably 3 points to this overclock right now. First you can spray mines on the ground which will each kill a swarmer during a wave of swarmers. Second, you can slow bulk detonators (if you don't have any other class to electrify them). Third, you can bunch up enemies a bit by slowing the front line, then blow them up with AoE or take good advantage of blowthrough rounds. That's why I take Cluster Grenades with it, though incendiaries work pretty well too. End result though, it's still really bad. Terrible. Possibly even the single worst overclock in the game. Though it needs to compete for that title against Electrocuting Focus Shots for the M1000 - unsurprisingly another electric OC that doesn't have a large radius. You know what? I think these minelets really need a decent explosion radius! Let it hit more enemies per minelet and CC/group those swarms up more effectively - ready for a nice carpet bombing or grenade. The minelets should also really last twice as long before defusing, they disappear much too quickly. Further decrease the BRT damage if you must, just make the minelets better so that it might feel like an unstable mod instead of a clean one with a penalty.

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