There are three reasons why I like the gunner. 1.The insane amount of damage he can do to a swarm of low hp enemies 2.The devastation he can do to a single target 3.The big iron on his hip
Gunner is under-rated by low-hazard level players. Even if he didn't have insanely strong sustained waveclear, the shield alone makes him into a very survivable medic. He's not good if your biggest challenges are movement-based and you're early in your career, but he's nearly mandatory on Haz5 missions.
It is very usefull to use the see you in hell to blast enemies back if you have a gunner so they can save shield, and gunner should basicly always have field medic.
Playing Gunner made me realize just how little you actually need movement tools in most situations. Pretty much any terrain not vertical or negative can be climbed and learning to spot routes that don't consume platforms has been at least helpful. (Driller and scout don't really need to care about this)
Lower haz lobbies tend to be full of scouts because they don’t have the firepower to deal with haz 5, so instead of learning to contribute to their team in other ways they often just revert back to lower hazard levels where they can feel as strong as a gunner/engi/driller or at least not as weak as they are in haz 5+
Don't underestimate the ammo mod on ziplines. You go from 4 starting ammo and +2 every resupply to 5 starting ammo and +3 resupply. It's great for exploring all the uses of ziplines and helps buffer you if your more mobile teammates aren't performing objectives very well.
Some other fun Gunner Tips: If you hit a target directly with the incendiary grenade it's immediately lit on fire. Combine with Volatile Bullets for the Bulldog for some of the fastest single target killing potential in the game. Your shield is ALWAYS to be used pre-emptively for your team (it's easier to recover shields then health). The resupply will give you 2 shields back so always make sure you're using them before you call in that resupply (you'll need them). Also don't under-estimate the power the shield has when combined with the zipline when you need to defend a position. With a higher vantage point you can keep tabs on all of your teammates and see if they are about to be overrun by bugs. The throw range on the shield is actually really good so you can often air drop a shield onto them at the right time and still continue to turn bugs into mulch. Gunner with Iron Will + Medic Perk saves not only your team but entire game from full wipes. With stunning regularity. Don't worry so much about *killing* bugs so much as softening them up. Gunner excels at sustaining fire over the long term. As long as you are standing and have ammo you've got a chance to make a difference with enough fire power and time. You will hate everything ball shaped. ROCK AND STONE
Medic is a great perk on any dwarf but gunner gets the least out of it as the shield can cover a revive. It also competes with dash for a perk slot after ironwill
@emmettblackburn8809 yeah gunner is like the only dwarf I wouldn't suggest field medic on as the gunner becomes the field medic due to his shield, and maybe driller since he kinda just deletes everything within a large radius though I don't have much experience with driller
In addition, the Armscore with Fear Trajectory becomes the ultimate support weapon when your friends are getting constantly swarmed or attacked by smaller enemies like Nadocytes. And the Shield can be used as an offensive tool in conjunction with either your grenades, or your allies weapons. The way shield bottlenecks enemies can be tremendously useful for minimizing swarms on your confident friends.
@@Aflay1 Fear Trajectory is something I use too little than I should. With shields, don't save them, but don't waste them too. Shields are a tool, and they are perishable. Don't use 50% your shields before resup, shields you can't use. Shields are to be used
Just barely the least used class in the game. It's sometimes looked down on by new and experienced players. New players fall into the trap of using 2 single target weapons (since that's how default gunner starts) while experienced players still fall for that same trap. I've lost count of the number of times someone talks down to me for using gunner only for me to be picking them up repeatedly while having the most kills and zero downs personally. Everytime, not a single word more from them.
Counterpoint: single target damage is still crowd control if you just deal enough of it. (Or alternatively, just pick blowthrough on the minigun even if youre building for single target)
I feel like I have the opposite experience here, Gunner's my favorite dwarf but everytime I wanna join a haz 4/5 lobby Gunner's always occupied by someone else, leaving Driller the only slot left (sorry Drillers lol), in my experience I feel like Gunner has gotten resurgence in popularity. Also that Gunner story is really funny, he usually will be the one who'll drag his teammate's sorry butts back to the drop pod.
Gunner is my beloved, and my most played class by at least 2 promotions. Big bertha auto cannon for single target, Max ammo explosive neurotoxin six shooter for AOE (Basically a mini neurotoxin payload autocannon as a secondary)
I think the biggest grab i got from reading your comment is that you like to overcomplicate things, its not a complex class, the game itself is pretty relaxed
The lead buster doesn't shoot above itself in a cone. Throw it at walls or ceilings and stand directly infront of it to hide in its cone. Burst pistol can have its shot canceled by tapping melee shoot shorter bursts. Use this to not waste ammo. Liplines underrated feature is fall safety. Preemptively put them paralell to the ground above eye level to make safety lines teammates can leap onto if their is uneven ground.
Gunner has a lot of great builds. So long as one weapon handles aoe, one single target. If you can manage to fit stun/fear on one or both....there is very little you can't handle.
Personally, i like using both leadstorm oc leadstorm and elephant rounds bulldog, and usually let cluster grenades take care of large groups if my minigun cant handle them
It's the weakest class for completing objectives, but when used properly, the other classes NEVER struggle to do the tasks they excel at. An Arms-coil shot at the right place, a shield during a repair or an event. A Zipline at a vantage point, or to make Tritolyte a bit faster and/or more fun.
Great video, but an idea to improve it would be to talk about which secondary weapon has the most synergy with one of the primary weapons, or also talk about some weapons that are good for single target damage or crowd control
@1:23 just yesterday i was in a ridiculous last stand as the gunner. It was a liquid morkite mission. I was rocking the hellfire rocketlaunched with salvo module, and the bulldog with six shooter (because i dont have volatile bullets yet, and consequently struggle with big single targets). After just finishing a wave, everybody was low and the void stone was popped. Those void spawns coming at us from all sides. I start shooting salvos of rockets, but we slowly get overwhelmed. The engi's turrets ran out of ammo and my whole team started going down. At this point i was at about 20% ammo and hp so i called down a resupply . Pop a shield and grab it as the void spawns are wailing outside. I start blowing them all up and then hop on the pipeline to go towards my team, popping voidspawns that pour in one by one. I make it over to my team and see at least 10 whacking my downed teammates. I throw my cluster grenade just ahead of me, hopping off the pipe and popping another shield before i start reviving. I get the engi up, then the driller but the scout was on a ledge above me. Luckily i had hover boots which really helped with kiting the void spawns. I get to the scout but the driller and engi are downed again. I keep kiting and firing more salvos. My shield recharges and i go in for another rezz on the engi. I get him up but at this point im out of ammo again, i retreat back to the resupply. I see the scout and engi are downed again and im yet again alone. I wreck individual voidspaws around me after reloading and go in for another pipe ride to my teammates. Yet again theres hordes of voidspawns on their corpses. I throw another cluster grenade and shield to go for another revive. And get all my teammates up, the salvos chomping through my ammo. I have to retreat ragain for another resupply, my third at this point. Only for my teammates to go down again. So i go in for another rescue, call in a resupply pod near them and as it lands i throw the shield clipping over them and the resupply and rezz them again. As i get my second teammate up, the scout, my shield expires and goes down. I managed to rezz but i get quickly get overwhelmed and die. Only to see my scout slowly waddling through goo to try and rezz me with the damn whole cave on his tail. He didnt make it
While im a scout main, i love my gunner. Dude is a bloody tank and medic. Can single handedly save a team or break one from the lack of one on a haz 5. And if you have a full team of gunners on certain missions..... hooooo boy thats fun to rain down hell on all the bugs
I didn't like Gunner at first, until I saw one legendary Dwarf build a spider web of Ziplines to rain down hell and never touch the ground (Escort) Then I got Neurotoxin for AC and Minelets for Burst Pistol- combined with Fear, Armor Break, and Zipline Webs, Haz 5 teamplay became wayyy more manageable to keep everyone alive. Still waiting on the other cool OCs for Minigun and Rockets, but I'm also having fun with an AC/Coil Gun, Molly-Hugging DR build. Gunner can be super fun and essential, just much slower moving then everybody else, which threw me off as a Greenbeard
To start, my favorite gunner build is Bg Bertha Thunderhead with triple-tech coilgun. This let's me deal with swarms by not having crowd control, but high single target in every direction and being incredibly tanky at the same time.
I really like your video, and one thing i would like too know is what would you like to see as new weapon, grenade or overclock for each class. Keep the great work.
For those who don't like Coil Gun, Bulldog is the original aoe secondary gun. Run it at max ammo/splash/toxin for a solid safe weapon. Having aoe damage/stun/toxin all in one gun means you can not only stay effective against large swarms but it's aoe stun/toxin helps you survive if you get overwhelmed up close.
I always main heavy clases in games. And this class is a one of my favorite to any place. Like a duo, combo, or, even solo. I killed Big eye like a normal heavy bug, i always killed dreadnoughts at one by one.
I didn't realize just how necessary gunner was until I played some haz 5 with a greenbeard cause they wanted some excitement and we didn't have the breathing room to resupply without the shield
I’ve been playing this game for a couple days now, your videos have been a big help. Went from a solo driller to solo scout and enjoying it a lot. Gonna try out multiplayer later.
the amount of times i pick everybody up and still keep blowing threw waves of enemies thanks to the shield, you know how difficult it is to revive someone with 30 enemies trying to kill you
I still have coil gun and Hurricane to unlock. So I don't have the range on Gunner that I could have. The other guns have still been serving me well on Haz 4.
I started by playing 2 solo games with each of the classes and through the means of elimination picked up Gunner as my main and Engineer as my backup. Love the versatility of the minigun and the thump of the autocannon, they have their gimmicks but overall they're great fun to use. The only thing that pisses me off on a daily basis is the very low amount of ziplines, I think that number should be increased by at least 2 to make him less punishing in terms of movement. I know he's the chonky boy plowing through everything like a literal tank but the game's terrain generation simply requires additional means of transportation and hand-mining a ramp to the drop pod because all your teammates are scouts who decided to screw you up is simply NOT fun. I also find the 6° higher angle way too strong to sacrifice for the sake of +1 zipline, It's unbelievable how many times I barely managed to squeeze a zipline in *WITH* that mod already installed.
My god where did you learn to play this game and how.Minigun is ultimate weapon for industrial sabotage,and you propose huricane and autocanon for that...Im speachless.
Nah, apparently the AoE damage reduction from armour is apparently intentional, and direct projectile damage was actually bugged, and has since been fixed... as the Thunderhead is good at mixing direct and AoE damage though, armour breaking is still a good pick on it... ¯\_(ツ)_/¯
Me with over 1000 hours in DRG and max prestige on gunner: **Hmm very interesting** Regarding the Cold as the Grave perk, it's really much less useful than it sounds. Aggressive venting is more effective 90% of the time. If you're surrounded by enemies to the point where you're redlining your minugun, wouldn't it be better to drive away those enemies and give yourself some breathing room to use your secondary/ordinance? And besides, they both serve to minimize downtime, so it would be better to do that whilst also maximizing your damage output. I too used to fall into the trap of taking CatG, until I got decent at gunner
Hello gunner mains. Little tip here. Unless you are on a mission that will have a boss. You can comfortably ignore all damage ups on your bulldog and just get the weak point bonus damage upgrade. Headshots/shots to weak points will one shot most enemies. So it’s a good way to both train your aim and save yourself some upgrade slots. 👍
7:11-7:13 that cap is harder than diamond. The warthog is probably the worst weapon in the game. At base after 10 Grunts you've already used all your shots, and I forget if you can even take out a praetorian with it. With upgrades Unless a bug is within 3 meters it has such a great damage drop off that it's unstable. I don't even like the crspr, deepcore pgl, or epc but atleats those weapons have their uses and are usable. All the warthog has is turret wip which isn't even that good. Your sentries are best at taking out smaller hoard enemies that get too close. Any thing bigger than a slasher they can only weaken. With turret whip you will do fine damage but not enough to justify the ammo cost. If you want good sentry play just use turret EM discharge on stubby, or if you want a general swarm weapon use Explosive-chemicial rounds on the LOK-I.
Gunner definitely deserves more love, unfortunately he only gets really interesting after getting some good overclocks. So it's understandable that new players or players that don't use him that much find him boring
You should do guide but best Class Builds for boss game modes like for Elimination and Industrial sabotage, since Dreadnoughts and Caretaker have lots of resistances and different mechanics some weapons don't work well on
it may be because of level of the character but I recently fully built my gunner (expect overlocks and level) but now I swapped to scout and god he's weak!
The gunner is great and more versatile than people realise thanks to his great weapon variety and unique overclocks. The biggest mistake I see most gunners make though is hanging onto their shields and using them ONLY for revives, it’s much better to prevent the team going down in the 1st place instead of popping a bubble to Rez one dwarf….such a waste of
Gunenr is op as hell !! Most builds are either thunder cannon or rocket i use Lead storm !!! Using bullet hell OC. With armor breaking instead of blow through makes it a swarm killer.granted it it makes single target less dmage but u can aim at any surface near enemies and shoot lmao 🤣 like a aim bot and if the single target is close to other targets u can fmsge it while killing yhe others in the process !! Now for shields 😉 i prefer size and duration for bigger usage . 11 sec recharge time but its worth it Greandes is lead burster all the way With this build i love doing the dorreta missions . When she is digging through tunnle i blocl the tunnle with shield and kill the whole horde!!
A bit cliché but a good team of Engi-Scout can do it all and very effectively. I played a while with a friend and it’s the most reliable I found. Scout focusing on secondary objectives and high threat target Engi focusing on main objective and wave clearing But we also played a Driller-Engi duo with Engi taking on the role of a Scout and it was very fun to see everything burn and explode ^^
@@sapphomettmy friend has only promoted driller atm so we will have to try driller + engi, should i focus more on ammo count? I have the rocket jump OC that gives more ammo (i havent found the green OC yet)
I’d agree that engi scout is the best duo generally, but if you know that the objectives might have on site refining a driller would really help, while gunner is very good to take for elimination
If you’re looking for unparalleled survivability just to get through the mission, gunner stacking is pretty much always the best option if your team is communicating. Multiple gunners can get just about everything done, albeit slower, while being able to spam fears/stuns and cycle shields. As others have mentioned, the classic engi/scout duo is fantastic for getting objectives done, and getting them done quickly. A duo of newer players may struggle when they need to stop moving, though- salvage bubbles in particular would be tough. This is a great comp if you’re comfortable in your role, but these classes either lack good immediate safety (engi) or require good game sense to stay safe (scout) and I’d hesitate to recommend it if you’re just trying to get through a tough dive at any cost.
I think it’s a bit disingenuous to call this a ‘complete guide’ seeing as most of the material is simply ‘look at these guns’ and some reciting of effects that are available in game. You started to touch on some more important notes when talking about the shield, but I would have loved to see you dig into gunner’s mechanical class identity and how it influences how he should be played in teams. Toward the end of the video you start to take another step in this direction, but you immediately stop a sentence later and start making vague generalizations about mission type. While I imagine this is well outside the scope of this video in particular, I also believe full mod tree breakdowns are super helpful for new players (i.e. how does this mod work, what’s the opportunity cost, and how does it fit into how the gun is used). This is, of course, a hell of a lot of work, and I wouldn’t fault anyone for not wanting to make a 90 minute video, but I think the information is highly valuable and would be a fantastic addition to a ‘complete’ class guide.
Gunner is easily the worst class just because he doesn't have any unique utility that is a must have. His ziplines are for combat and clutching, the only time they're useful for movement is in large caves like in the dense biozone. Hid shields provide easier reviving and breathing room. His weapons don't do the most damage or have the most area damage (but he still does these well) but the main use is the heavy ammo reserves and large magazine size allowing you to continuously shoot at stuff for a good 10 minutes.
I appreciate you trying to showcase gunner's strengths... but aside from bubble, there really isn't anything he can do that other classes don't already excel at...and even then, there's plenty of OCs and grenades that can functionally do that job...
Gunner’s strength lies in his safety, which this video admittedly didn’t fully touch on. You not only have incredible personal safety, but are the best at watching your team’s backs and covering for them. You have almost all the best stun and fear effects in the game and can shut down anything from problem targets to large swaths of bugs. Ultimately, gunner is in his element when he can grant his team this safety. On low hazards, this may not be necessary, and gunner can feel like a ‘dud pick’. There’s a reason he’s disproportionately popular at high level play, after all.
@@flapjackgd937 Sorry, but I really don't think that is enough. Missions rely on 3 aspects, which are in tune with the other three dwarves. Scouts Mine Engineers Clear Swarms Drillers Extract Gunner is made redundant by a competent team, if everyone plays well, there really isn't a _need_ for that safety. There's an argument to be made that only Scout and Driller are needed. But Engie's synergy with plats and stupid swarm options make him the " _master_ of all trades" in response to the gunner's "jack". I'm not calling it a bad class, but I would 100% rather have a 2nd of the other three on any mission, any day, instead...
@@Monkchelle_Kongbama By this logic, wouldn’t driller be an unnecessary class? If all he brings to the table is a smoother extraction (making the easiest part of the mission easier) then he’s absolutely not worth a team slot, either. What if I’m “skilled” enough to never require engi platforms? Is engi a useless class, then? If I have a team of 4 gunners, we have 16 zip lines and can get anywhere, so is scout suboptimal? You can make an argument that any class is unneeded, really. What hazard level are you playing? I don’t ask this to put you down, but rather out of curiosity. If you’re playing Haz 3, I do generally agree that gunner is the least desirable of the four classes. However, in hazard 4, 5, and into modded play, gunner becomes the most significant. You cannot argue that ‘a good team doesn’t need safety’ because drg is inherently unpredictable, and gunner is what helps your team respond to that unpredictability. If you truly find yourself skilled enough to not need safety, you’re playing a hazard level that doesn’t challenge you. At that point, questions of class viability are moot because you can do whatever you want and still win. Also, like other classes, gunner is more than his defining feature. You can spec gunner into the team’s primary swarm clear (Hellfire, UMC, Frag Missiles, Minelayer, Carpet Bomber, etc), a flexible LST shredder (lead spray, VB, mole, six shooter, LSLS, JFH, etc) and even has a good few builds to pick up scout’s slack in HVT killing. I would argue that even in cases where safety isn’t a huge concern, gunner more than pulls his weight in the bug killing department, and he’s in general the best class to assist driller in primary bug clear (sorry engi)
@@flapjackgd937 I hold this opinion as someone who hasn't touched anything below haz 5 in 2 years aside from DDs and EDDs. My point came from the perspective that those were the aspects those classes focus on, obviously they all have multiple guns and grenades, they all have pickaxes, they all have traversal tools. So there's overlap. But my point is that gunner can't out do the others in any one aspect, and all three of those aspects are almost always required.
@@Monkchelle_Kongbama Haz 5 was pretty unchallenging for vets who have played the game for years. At which point all that was needed was scout for faster clear times. Wonder how this opinion held up for haz 5+ all modifiers with some green/brown beards on the squad.
There are three reasons why I like the gunner.
1.The insane amount of damage he can do to a swarm of low hp enemies
2.The devastation he can do to a single target
3.The big iron on his hip
Big iron on his hiiiiiiiiip…
Gunner is under-rated by low-hazard level players.
Even if he didn't have insanely strong sustained waveclear, the shield alone makes him into a very survivable medic. He's not good if your biggest challenges are movement-based and you're early in your career, but he's nearly mandatory on Haz5 missions.
It is very usefull to use the see you in hell to blast enemies back if you have a gunner so they can save shield, and gunner should basicly always have field medic.
indeed
Playing Gunner made me realize just how little you actually need movement tools in most situations. Pretty much any terrain not vertical or negative can be climbed and learning to spot routes that don't consume platforms has been at least helpful. (Driller and scout don't really need to care about this)
Lower haz lobbies tend to be full of scouts because they don’t have the firepower to deal with haz 5, so instead of learning to contribute to their team in other ways they often just revert back to lower hazard levels where they can feel as strong as a gunner/engi/driller or at least not as weak as they are in haz 5+
Between cryo driller and a gunner for haz 5 missions, i would rather choose a cryo driller. Gunner is too weak in DPS and terrible in ammo efficiency.
A yes. My favourite class The AC130 Gunship
Yep. Zipline + Auto Cannon + Splash Damage = AC130
Don't underestimate the ammo mod on ziplines. You go from 4 starting ammo and +2 every resupply to 5 starting ammo and +3 resupply. It's great for exploring all the uses of ziplines and helps buffer you if your more mobile teammates aren't performing objectives very well.
Some other fun Gunner Tips:
If you hit a target directly with the incendiary grenade it's immediately lit on fire. Combine with Volatile Bullets for the Bulldog for some of the fastest single target killing potential in the game.
Your shield is ALWAYS to be used pre-emptively for your team (it's easier to recover shields then health). The resupply will give you 2 shields back so always make sure you're using them before you call in that resupply (you'll need them).
Also don't under-estimate the power the shield has when combined with the zipline when you need to defend a position. With a higher vantage point you can keep tabs on all of your teammates and see if they are about to be overrun by bugs. The throw range on the shield is actually really good so you can often air drop a shield onto them at the right time and still continue to turn bugs into mulch.
Gunner with Iron Will + Medic Perk saves not only your team but entire game from full wipes. With stunning regularity.
Don't worry so much about *killing* bugs so much as softening them up. Gunner excels at sustaining fire over the long term. As long as you are standing and have ammo you've got a chance to make a difference with enough fire power and time.
You will hate everything ball shaped.
ROCK AND STONE
Medic is a great perk on any dwarf but gunner gets the least out of it as the shield can cover a revive. It also competes with dash for a perk slot after ironwill
@emmettblackburn8809 yeah gunner is like the only dwarf I wouldn't suggest field medic on as the gunner becomes the field medic due to his shield, and maybe driller since he kinda just deletes everything within a large radius though I don't have much experience with driller
In addition, the Armscore with Fear Trajectory becomes the ultimate support weapon when your friends are getting constantly swarmed or attacked by smaller enemies like Nadocytes.
And the Shield can be used as an offensive tool in conjunction with either your grenades, or your allies weapons. The way shield bottlenecks enemies can be tremendously useful for minimizing swarms on your confident friends.
@@Aflay1 Fear Trajectory is something I use too little than I should.
With shields, don't save them, but don't waste them too. Shields are a tool, and they are perishable. Don't use 50% your shields before resup, shields you can't use. Shields are to be used
One 'neat' thing about incendiaries is that they can bounce off bugs somehow. It has flew off course and wasted my nade for countless times now.
Just barely the least used class in the game. It's sometimes looked down on by new and experienced players. New players fall into the trap of using 2 single target weapons (since that's how default gunner starts) while experienced players still fall for that same trap. I've lost count of the number of times someone talks down to me for using gunner only for me to be picking them up repeatedly while having the most kills and zero downs personally. Everytime, not a single word more from them.
Counterpoint: single target damage is still crowd control if you just deal enough of it.
(Or alternatively, just pick blowthrough on the minigun even if youre building for single target)
I feel like I have the opposite experience here, Gunner's my favorite dwarf but everytime I wanna join a haz 4/5 lobby Gunner's always occupied by someone else, leaving Driller the only slot left (sorry Drillers lol), in my experience I feel like Gunner has gotten resurgence in popularity. Also that Gunner story is really funny, he usually will be the one who'll drag his teammate's sorry butts back to the drop pod.
I got a bro who I rag on for being a gunner but I trust his bullets with my life and he trusts my lazers and drones.
Gunner is my beloved, and my most played class by at least 2 promotions. Big bertha auto cannon for single target, Max ammo explosive neurotoxin six shooter for AOE (Basically a mini neurotoxin payload autocannon as a secondary)
I think the biggest grab i got from reading your comment is that you like to overcomplicate things, its not a complex class, the game itself is pretty relaxed
The lead buster doesn't shoot above itself in a cone. Throw it at walls or ceilings and stand directly infront of it to hide in its cone.
Burst pistol can have its shot canceled by tapping melee shoot shorter bursts. Use this to not waste ammo.
Liplines underrated feature is fall safety. Preemptively put them paralell to the ground above eye level to make safety lines teammates can leap onto if their is uneven ground.
I swear the best tips are always down in the comments
@@unfortunato thank you
Gunner has a lot of great builds. So long as one weapon handles aoe, one single target.
If you can manage to fit stun/fear on one or both....there is very little you can't handle.
Personally, i like using both leadstorm oc leadstorm and elephant rounds bulldog, and usually let cluster grenades take care of large groups if my minigun cant handle them
"Weakest class" kind of offended, but this class answers the call when it counts, especially when you NEED a revive in higher hazards.
It's the weakest class for completing objectives, but when used properly, the other classes NEVER struggle to do the tasks they excel at.
An Arms-coil shot at the right place, a shield during a repair or an event. A Zipline at a vantage point, or to make Tritolyte a bit faster and/or more fun.
Great video, but an idea to improve it would be to talk about which secondary weapon has the most synergy with one of the primary weapons, or also talk about some weapons that are good for single target damage or crowd control
Burning Hell minigun + Volatile Bullets on the Revolver. Pretty good crowd control and very high single target.
Thank you for the update! I was just wondering if you had an updated one.
@1:23 just yesterday i was in a ridiculous last stand as the gunner.
It was a liquid morkite mission.
I was rocking the hellfire rocketlaunched with salvo module, and the bulldog with six shooter (because i dont have volatile bullets yet, and consequently struggle with big single targets). After just finishing a wave, everybody was low and the void stone was popped. Those void spawns coming at us from all sides. I start shooting salvos of rockets, but we slowly get overwhelmed. The engi's turrets ran out of ammo and my whole team started going down. At this point i was at about 20% ammo and hp so i called down a resupply . Pop a shield and grab it as the void spawns are wailing outside. I start blowing them all up and then hop on the pipeline to go towards my team, popping voidspawns that pour in one by one. I make it over to my team and see at least 10 whacking my downed teammates. I throw my cluster grenade just ahead of me, hopping off the pipe and popping another shield before i start reviving. I get the engi up, then the driller but the scout was on a ledge above me. Luckily i had hover boots which really helped with kiting the void spawns. I get to the scout but the driller and engi are downed again. I keep kiting and firing more salvos. My shield recharges and i go in for another rezz on the engi. I get him up but at this point im out of ammo again, i retreat back to the resupply. I see the scout and engi are downed again and im yet again alone. I wreck individual voidspaws around me after reloading and go in for another pipe ride to my teammates. Yet again theres hordes of voidspawns on their corpses. I throw another cluster grenade and shield to go for another revive. And get all my teammates up, the salvos chomping through my ammo. I have to retreat ragain for another resupply, my third at this point. Only for my teammates to go down again. So i go in for another rescue, call in a resupply pod near them and as it lands i throw the shield clipping over them and the resupply and rezz them again. As i get my second teammate up, the scout, my shield expires and goes down. I managed to rezz but i get quickly get overwhelmed and die.
Only to see my scout slowly waddling through goo to try and rezz me with the damn whole cave on his tail. He didnt make it
Great video man glad you updated the guide 👍
While im a scout main, i love my gunner. Dude is a bloody tank and medic. Can single handedly save a team or break one from the lack of one on a haz 5. And if you have a full team of gunners on certain missions..... hooooo boy thats fun to rain down hell on all the bugs
I didn't like Gunner at first, until I saw one legendary Dwarf build a spider web of Ziplines to rain down hell and never touch the ground (Escort)
Then I got Neurotoxin for AC and Minelets for Burst Pistol- combined with Fear, Armor Break, and Zipline Webs, Haz 5 teamplay became wayyy more manageable to keep everyone alive.
Still waiting on the other cool OCs for Minigun and Rockets, but I'm also having fun with an AC/Coil Gun, Molly-Hugging DR build.
Gunner can be super fun and essential, just much slower moving then everybody else, which threw me off as a Greenbeard
Ah yes the classics ac130 Tek lmao
@@benjordan1971 Fr lol
Also Berserker Fire Rocket Shotgun is a ton of fun. Feels like out of Borderlands or something lol
I found Zipline a godsend during core stone event as void creatures just can't reach you if you are in hanging around mid air
Just when I started focusing on gunner 🥰
To start, my favorite gunner build is Bg Bertha Thunderhead with triple-tech coilgun. This let's me deal with swarms by not having crowd control, but high single target in every direction and being incredibly tanky at the same time.
Hellfire coilgun is just crazy on haz 5 though since it causes fire to everyhing
@@Mr_Reaps25 I was never able to get it to work that well. How do you build it?
@@SIMULACRA37 I would recommend the RUclipsr 'waste' he does some great technical DRG vids. He has a video about gunner builds for every weapon.
I still think Gunner is the glue to a team. A decent team should always have a gunner to keep the team together.
I really like your video, and one thing i would like too know is what would you like to see as new weapon, grenade or overclock for each class. Keep the great work.
14:55 Wrong, Steeve in on the list. Steeve is always on the list.
Not the lootbug?
For those who don't like Coil Gun, Bulldog is the original aoe secondary gun. Run it at max ammo/splash/toxin for a solid safe weapon. Having aoe damage/stun/toxin all in one gun means you can not only stay effective against large swarms but it's aoe stun/toxin helps you survive if you get overwhelmed up close.
If youre gonna run aoe Bulldog, you want magic bullets as well.
Two hits means two explosions, double the aoe damage.
I am hoping you continue an create updated versions for the driller and scout classes?? Very thorough and well made.
If you don't shake and roll u ain't come home!
Thunderhead : )
I always main heavy clases in games. And this class is a one of my favorite to any place. Like a duo, combo, or, even solo. I killed Big eye like a normal heavy bug, i always killed dreadnoughts at one by one.
I am a gunner main, the class is so underated...
I didn't realize just how necessary gunner was until I played some haz 5 with a greenbeard cause they wanted some excitement and we didn't have the breathing room to resupply without the shield
Great Vid. TY!
4:30 Didn't they recently fix that bug?
Remaking a video because it was your first ever and you wanna clean it up. Super valid. We care about quality info here.
I’ve been playing this game for a couple days now, your videos have been a big help. Went from a solo driller to solo scout and enjoying it a lot. Gonna try out multiplayer later.
the amount of times i pick everybody up and still keep blowing threw waves of enemies thanks to the shield, you know how difficult it is to revive someone with 30 enemies trying to kill you
I still have coil gun and Hurricane to unlock.
So I don't have the range on Gunner that I could have.
The other guns have still been serving me well on Haz 4.
Kinda random but you can use the Lead storm slag to cover stuff
Watching this because I haven’t played gunner since, at least, June (aka; when season 5 released), and don’t get how to both shoot AND not die
I started by playing 2 solo games with each of the classes and through the means of elimination picked up Gunner as my main and Engineer as my backup. Love the versatility of the minigun and the thump of the autocannon, they have their gimmicks but overall they're great fun to use. The only thing that pisses me off on a daily basis is the very low amount of ziplines, I think that number should be increased by at least 2 to make him less punishing in terms of movement. I know he's the chonky boy plowing through everything like a literal tank but the game's terrain generation simply requires additional means of transportation and hand-mining a ramp to the drop pod because all your teammates are scouts who decided to screw you up is simply NOT fun.
I also find the 6° higher angle way too strong to sacrifice for the sake of +1 zipline, It's unbelievable how many times I barely managed to squeeze a zipline in *WITH* that mod already installed.
My god where did you learn to play this game and how.Minigun is ultimate weapon for industrial sabotage,and you propose huricane and autocanon for that...Im speachless.
Nah, apparently the AoE damage reduction from armour is apparently intentional, and direct projectile damage was actually bugged, and has since been fixed... as the Thunderhead is good at mixing direct and AoE damage though, armour breaking is still a good pick on it... ¯\_(ツ)_/¯
Me with over 1000 hours in DRG and max prestige on gunner: **Hmm very interesting**
Regarding the Cold as the Grave perk, it's really much less useful than it sounds. Aggressive venting is more effective 90% of the time. If you're surrounded by enemies to the point where you're redlining your minugun, wouldn't it be better to drive away those enemies and give yourself some breathing room to use your secondary/ordinance?
And besides, they both serve to minimize downtime, so it would be better to do that whilst also maximizing your damage output.
I too used to fall into the trap of taking CatG, until I got decent at gunner
Also the shorter overheat is great.
me and my brother got the game 2 days ago because we like to dig in video games as the song goes I am digging a hole diggy diggy hole digging a hole
Hello gunner mains. Little tip here. Unless you are on a mission that will have a boss. You can comfortably ignore all damage ups on your bulldog and just get the weak point bonus damage upgrade. Headshots/shots to weak points will one shot most enemies. So it’s a good way to both train your aim and save yourself some upgrade slots. 👍
You melt bulks with the leadburster, just land like 2 in front of it then boom no more bulk
I CAST LEAD
7:11-7:13 that cap is harder than diamond. The warthog is probably the worst weapon in the game. At base after 10 Grunts you've already used all your shots, and I forget if you can even take out a praetorian with it. With upgrades Unless a bug is within 3 meters it has such a great damage drop off that it's unstable. I don't even like the crspr, deepcore pgl, or epc but atleats those weapons have their uses and are usable. All the warthog has is turret wip which isn't even that good. Your sentries are best at taking out smaller hoard enemies that get too close. Any thing bigger than a slasher they can only weaken. With turret whip you will do fine damage but not enough to justify the ammo cost. If you want good sentry play just use turret EM discharge on stubby, or if you want a general swarm weapon use Explosive-chemicial rounds on the LOK-I.
What cosmetics are you using for the Gunner I can't find the armor anywhere
Nice vid
Gunner definitely deserves more love, unfortunately he only gets really interesting after getting some good overclocks. So it's understandable that new players or players that don't use him that much find him boring
Except Steve, he's on the list
Goood bug Steeve~
You should do guide but best Class Builds for boss game modes like for Elimination and Industrial sabotage, since Dreadnoughts and Caretaker have lots of resistances and different mechanics some weapons don't work well on
it may be because of level of the character but I recently fully built my gunner (expect overlocks and level) but now I swapped to scout and god he's weak!
The gunner is great and more versatile than people realise thanks to his great weapon variety and unique overclocks. The biggest mistake I see most gunners make though is hanging onto their shields and using them ONLY for revives, it’s much better to prevent the team going down in the 1st place instead of popping a bubble to Rez one dwarf….such a waste of
Gunenr is op as hell !!
Most builds are either thunder cannon or rocket i use Lead storm !!!
Using bullet hell OC. With armor breaking instead of blow through makes it a swarm killer.granted it it makes single target less dmage but u can aim at any surface near enemies and shoot lmao 🤣 like a aim bot and if the single target is close to other targets u can fmsge it while killing yhe others in the process !!
Now for shields 😉 i prefer size and duration for bigger usage . 11 sec recharge time but its worth it
Greandes is lead burster all the way
With this build i love doing the dorreta missions . When she is digging through tunnle i blocl the tunnle with shield and kill the whole horde!!
Its my favorite class in every way 😅
how to show indicator overheat when you use first weapon of gunner?
one question, how did u put that green circle around your aim while shooting the minigun?
Its a mod for heat based weapons that you need the steam version to have.
14:46 so no steeve?
Hey Javarak, me and my friend are somewhat struggling against E. deep dives, i wondered which classes would be the best duo for the job?
A bit cliché but a good team of Engi-Scout can do it all and very effectively. I played a while with a friend and it’s the most reliable I found.
Scout focusing on secondary objectives and high threat target
Engi focusing on main objective and wave clearing
But we also played a Driller-Engi duo with Engi taking on the role of a Scout and it was very fun to see everything burn and explode ^^
@@sapphomettmy friend has only promoted driller atm so we will have to try driller + engi, should i focus more on ammo count? I have the rocket jump OC that gives more ammo (i havent found the green OC yet)
I’d agree that engi scout is the best duo generally, but if you know that the objectives might have on site refining a driller would really help, while gunner is very good to take for elimination
@@quinbydahl9907this week has aquarq, salvage and escort iirc
If you’re looking for unparalleled survivability just to get through the mission, gunner stacking is pretty much always the best option if your team is communicating. Multiple gunners can get just about everything done, albeit slower, while being able to spam fears/stuns and cycle shields.
As others have mentioned, the classic engi/scout duo is fantastic for getting objectives done, and getting them done quickly. A duo of newer players may struggle when they need to stop moving, though- salvage bubbles in particular would be tough. This is a great comp if you’re comfortable in your role, but these classes either lack good immediate safety (engi) or require good game sense to stay safe (scout) and I’d hesitate to recommend it if you’re just trying to get through a tough dive at any cost.
Is that noise from gta San Andreas at 1:07 ?? It sounds so familiar
What do I need to equip to get the longest possible firing time before the gun overheats? I have most of the overclocks but I suck at math :/
most of the time i play engi* cause im lazy AF 🙂
But have the biggest guns in the game is sexy somehow!
How did you get the overheat meter on your reticle?
Its a mod you can get on steam version
I think it’s a bit disingenuous to call this a ‘complete guide’ seeing as most of the material is simply ‘look at these guns’ and some reciting of effects that are available in game. You started to touch on some more important notes when talking about the shield, but I would have loved to see you dig into gunner’s mechanical class identity and how it influences how he should be played in teams. Toward the end of the video you start to take another step in this direction, but you immediately stop a sentence later and start making vague generalizations about mission type.
While I imagine this is well outside the scope of this video in particular, I also believe full mod tree breakdowns are super helpful for new players (i.e. how does this mod work, what’s the opportunity cost, and how does it fit into how the gun is used). This is, of course, a hell of a lot of work, and I wouldn’t fault anyone for not wanting to make a 90 minute video, but I think the information is highly valuable and would be a fantastic addition to a ‘complete’ class guide.
Does this mean you're gonna remake the class guide videos, or is this the only one?
what is that crosshair for the coil gun, it looks really useful
heat gauge on crosshair mod. Pretty popular. I actually recommend it at least for a little bit since it's more accurate then the in game gauge
I got he rounds for the thunderhead
I am maining gunner because I like big minigun
Steve is on the list
so the gunner is just mahoraga
How can i turn on damage numbers?
If you have the steam version its a mod you can install.
What about Steve is he allowed in?
yes
Scout?
Driller next!
8:21 💀
Gunner is easily the worst class just because he doesn't have any unique utility that is a must have. His ziplines are for combat and clutching, the only time they're useful for movement is in large caves like in the dense biozone. Hid shields provide easier reviving and breathing room. His weapons don't do the most damage or have the most area damage (but he still does these well) but the main use is the heavy ammo reserves and large magazine size allowing you to continuously shoot at stuff for a good 10 minutes.
bro what about armor
i like eggsalad on toast
Oak-A
Preiset das Mulm!
I literally frontline insects on scout
I appreciate you trying to showcase gunner's strengths...
but aside from bubble, there really isn't anything he can do that other classes don't already excel at...and even then, there's plenty of OCs and grenades that can functionally do that job...
Gunner’s strength lies in his safety, which this video admittedly didn’t fully touch on. You not only have incredible personal safety, but are the best at watching your team’s backs and covering for them. You have almost all the best stun and fear effects in the game and can shut down anything from problem targets to large swaths of bugs.
Ultimately, gunner is in his element when he can grant his team this safety. On low hazards, this may not be necessary, and gunner can feel like a ‘dud pick’. There’s a reason he’s disproportionately popular at high level play, after all.
@@flapjackgd937 Sorry, but I really don't think that is enough. Missions rely on 3 aspects, which are in tune with the other three dwarves.
Scouts Mine
Engineers Clear Swarms
Drillers Extract
Gunner is made redundant by a competent team, if everyone plays well, there really isn't a _need_ for that safety.
There's an argument to be made that only Scout and Driller are needed. But Engie's synergy with plats and stupid swarm options make him the " _master_ of all trades" in response to the gunner's "jack".
I'm not calling it a bad class, but I would 100% rather have a 2nd of the other three on any mission, any day, instead...
@@Monkchelle_Kongbama By this logic, wouldn’t driller be an unnecessary class? If all he brings to the table is a smoother extraction (making the easiest part of the mission easier) then he’s absolutely not worth a team slot, either. What if I’m “skilled” enough to never require engi platforms? Is engi a useless class, then? If I have a team of 4 gunners, we have 16 zip lines and can get anywhere, so is scout suboptimal? You can make an argument that any class is unneeded, really.
What hazard level are you playing? I don’t ask this to put you down, but rather out of curiosity. If you’re playing Haz 3, I do generally agree that gunner is the least desirable of the four classes. However, in hazard 4, 5, and into modded play, gunner becomes the most significant. You cannot argue that ‘a good team doesn’t need safety’ because drg is inherently unpredictable, and gunner is what helps your team respond to that unpredictability. If you truly find yourself skilled enough to not need safety, you’re playing a hazard level that doesn’t challenge you. At that point, questions of class viability are moot because you can do whatever you want and still win.
Also, like other classes, gunner is more than his defining feature. You can spec gunner into the team’s primary swarm clear (Hellfire, UMC, Frag Missiles, Minelayer, Carpet Bomber, etc), a flexible LST shredder (lead spray, VB, mole, six shooter, LSLS, JFH, etc) and even has a good few builds to pick up scout’s slack in HVT killing. I would argue that even in cases where safety isn’t a huge concern, gunner more than pulls his weight in the bug killing department, and he’s in general the best class to assist driller in primary bug clear (sorry engi)
@@flapjackgd937 I hold this opinion as someone who hasn't touched anything below haz 5 in 2 years aside from DDs and EDDs.
My point came from the perspective that those were the aspects those classes focus on, obviously they all have multiple guns and grenades, they all have pickaxes, they all have traversal tools. So there's overlap. But my point is that gunner can't out do the others in any one aspect, and all three of those aspects are almost always required.
@@Monkchelle_Kongbama Haz 5 was pretty unchallenging for vets who have played the game for years. At which point all that was needed was scout for faster clear times. Wonder how this opinion held up for haz 5+ all modifiers with some green/brown beards on the squad.
Why do people like this class it's so boring and no skill needed
Because more Daka!