I generally dislike floating off of ziplines as gunner because it makes the ground bugs aggro to the other dwarves... I want them to come to ME when I run a strong swarm clear primary like a blowthrough Leadstorm or a Carpet Bomber Autocannon.
Zip line is a terrible place to be with the minigun but decent with autocannon and great with hurricane. Less dwarves on the ground means more clumped bugs but you have to be on top of things and protect your team with ACs fear or hurricanes stun aoe. Just be mindful that ranged enemies will prioritize you but this can be taken advantage of to pull them off distant teammates
When using the zipline and you expect big damage that would normally make you fall, you can just start spamming the "e" button to latch on to the zipline again before falling.
As a gunner I always end up left behind mining ore unable to protect my team because the high rank scout skipped most of the ore and speedran to the next cave
This is quite the cool vid, gunner is my favourite class and i also learned somethings that i think are semi important: as your are falling you can just hold E to get a zipline to stop your fall no need to time it making ziplines even more important. Gunner being able to destroy terrain pretty easily with his weapons means that he can destroy the crystal laser tips on the 4th phase of the ommaran heartstone, he is able to destroy red sugar crystals on the ceiling to give them to them team and you have to be really mindful in magma core biome since the destroyed terrain creates harmful ground. If you are not confident with your aim as gunner take the friendly perk, with how many bullets and aoe gunner throws around friendly can be a life saver especially on haz 5 where friendly fire damage is much higher. Rock and stone miners.
Been a Gunner main for years now. Nothing gets me going harder than putting down a clutch shield and proceeding to mow down the swarm. As for tips I could give: You might sometimes have to become the medic of the team. Make sure to get your fellow dwarves up. The more of you are up, the faster the swarm gets cleared. If it's too dangerous to get them up, use a shield, tell everyone near to get in and begin shredding the swarm after reviving the fallen dwarf. If you see incoming danger (Like a horde of Mactera), use your shield: Nothing smashes through a team faster than getting gunned down by a lot of Mactera. So use that shield. Keep the team safe and take down those flying bastards from the safety of the bubble. Focus your targets: What's more important? A small wave of glyphids or 2 praetorians? It depends on the situation, but you should almost always target the swarm over the bigger targets. Let the classes with burst damage take care of the bigger things. If you have an engineer, team up with his turret to clear the swarm and keep your team safe. The praets should get handled by your comrades, and if not, you still have more than enough firepower to take them down. Just remember to also watch your own back out there before switching targets
Yep, a far off Praet is probably one of the lowest priority targets in the game. The way I like to look at it is this: how can I remove as much damage output or other issues from the swarm as quickly as possible? That means the first priority is almost always the frail, hard hitting ranged targets, bugs that hinder the team in some other way, or bulk detonators when they spawn. After that, its whatever is closest or most liable to get close to you soon, and can be taken out quickly. Praets and Oppressors are slow and live a long time, by the time they die, a slasher may have gotten close and already done damage, when you couldve killed 5 of those in that time.
minigun to clear swarms with great single target dps and autocanon to deal with single high priority targets using the great AOE damage bulldog to finish enemies and burst pistol to take out enemies at range with accuracy, sure (feels like they reversed)
Yeah I feel like the minigun has way less range than you'd expect from a gun that long. Tried auto cannon and it also has a surprising amount of spread at range. I look forward to trying the handheld missile silo.
@@val26874 i love hurricane ngl i am still getting the overclocks for it but its my favorite gunner primary, i use it with the burst pistol cause thats my favorite gunner secondary
@@val26874 Take accuracy on tier 1 of the minigun instead of rate of fire. The choice between +13% better rate of fire vs +75% better accuracy should be a no-brainer.
Minigun had access to blowthrough rounds and better accuracy in the perks, and some overclocks will amplify your crowd damage or single target damage. Autocannon's splash damage is a seperate instance of damage apart from the initial direct hit, making your single target damage higher than you'd initially expect. Once again, base perks can amplify your single target or area of effect, same as overclocks. I do agree that he has the secondaries mixed up though.
I've been trying to promote all four classes once, and having got Engie and Scout done, I got halfway or so on Gunner, got frustrated, and skipped to Driller (who is now further along and easier so far.) I think the biggest hurdle for me is the practice of spreading damage among all potential threats instead of taking them out one at a time. I think I'm gonna have another try with that in mind.
Bullet hell overclock on the mini gun, I dont even aim anymore. Ricochets hit nearby targets, so I aim for the centre mass of the hoards, and let er’ rip.
I play only gunner in DRG. His main role is air support - zip line hanging reconnaissance, softing enemies from distance and throwing shields on teammates, sometimes downed ones. His kill count is not as high as engineer, more closely to driller. Gunner has good synergy wih scout in team rescue, and with driller in mass killing. Engie only helps with his platforms, rest of actions are rather independent.
Having only played for two weeks at this point, I was thankfully able to pick up most of these! I have noticed that every other class can out burst me as a gunner! The infrequent reloading and outrageous damage and clip sizes are powerful tools!
This point about the gunner excelling at sustained dps rather than burst dps is really important. as a fairly new deep rock player (two promoted classes, scout and engie) I've been struggling playing gunner and as dumb as it sounds, understanding his niche. When you can out dps him with scout and get superior mobility, why would i ever play gunner? Well sustained dps is the answer. This is really going to help me play gunner better and have more fun as I'll be able to more effectively lean into his role instead of just wishing I was playing a different class,, so thanks!
This is exactly why I think gunner is essential to every team. I main gunner, and I am very rarely the first one to kill individual targets, but I am often the last one firing, cleaning up what’s left if the swarm. The other classes should play the objective, and defend themselves. The gunner should be protecting the team, and playing objective when it’s safe. I find I end up doing less of the mine work, but I stay busy slaughtering most of the time.
#1 Minigun is generally better for Single targets and Autocannon better for crowds. The coilgun with hellfire oc, fear and and partial loaded fire is the best secondary for clearing swarms and self defense. #2 Staying on Ziplines makes the swarms put more pressure on your friendlies. And with minigun you generally want to line them up straight to shoot effectivly. If u use ziplines put a second one underneath it to grap if you fall. Hold E to auto grab when in reach. Also Hiveguard cant hit you on ziplines, so here i can recommend the tactic.
okay that's just all mostly wrong. #1 Big Bertha or Jet Fuel Homebrew are at the very least as strong as the Minigun, probably stronger. The coilgun is, in most cases, better used with Ultra-Magnetic Coils +fear. #2 The Hiveguard with it's 3 shot burst is probably the most dangerous dreadnought to fight on a Zip
I found the zipline perch strategy less usefull on newest update because of new ennemies (grabber and acid 2.0) it's add 2 mortal thread to the spawn pool so there is basically no games where i don't encounter these thread for zipline user : acid, mactera, grabber 2.0, acid 2.0. That why i stop using it because the cost/reward don't worst it, and it hurt me because i love hurricane + zipline, but zipline is still a good escape (if you're on a cliff and need to go down)
Nah autocannon is definitely a swarm clearer and minigun is better at single target bar some overclock builds. Saying that they can both do the other pretty well
My friends dont really play gunner, so a bit ago I decided I will fill the role, so we have a team of a scout who doesnt use his mobility enough and gets shut down quite sometimes and misses NITRA VEINS, a god among man engi whos favourite is actually the scout , but can play skillfully as all classes(the teams glue) a guy who mostly does driller but hardly see online and me whos an engi turned gunner😅 We get carried so hard by the glue guy,but my job isnt not dying but pumping out sustained lead😂 Im not doing anything wrong except forgetting the shields exist as a defense tool while pumping out lead and sweating and vibing lol😊
Gunner is my favorite class! One trick I've been getting good mileage out of is when you are staging an area for a big fight, layer ziplines so they cross over each other at different heights and angles. You can hop off of your zipline when you are in trouble and catch the other ones to stop your fall, or to hit a steeper angle so you can speed boost away. It works well to keep you safe from ranged fire and to stop fall damage if you're knocked off.
Nothing like a gunner with NTP/Hellfire build based on fear and fast reloading shields. If that doesn't protect and keep your team alive, you need a new team anyways.
It's a great feeling when you see a couple tri-jaws about to delete your engineer but you throw a shield on him from across the cave
I agree!
A scout + gunner interaction tip: If there's something like a fossil high up, a zipline can be placed anywhere below to catch the scout's fall.
You can also position yourself below your scout and let him land on your head.
@@maxthrust976 yeah, just stand beneath the scout
@@maxthrust976 I'd never thought of this before. Thank you.
ROCK AND STONE
Yea but instead you can be engi and place a platform for scout
I generally dislike floating off of ziplines as gunner because it makes the ground bugs aggro to the other dwarves... I want them to come to ME when I run a strong swarm clear primary like a blowthrough Leadstorm or a Carpet Bomber Autocannon.
That's understandable
Honestly floating above the battlefield and spraying lead down below is the best way to help them
Zip line is a terrible place to be with the minigun but decent with autocannon and great with hurricane.
Less dwarves on the ground means more clumped bugs but you have to be on top of things and protect your team with ACs fear or hurricanes stun aoe. Just be mindful that ranged enemies will prioritize you but this can be taken advantage of to pull them off distant teammates
When using the zipline and you expect big damage that would normally make you fall, you can just start spamming the "e" button to latch on to the zipline again before falling.
you can just hold e
@@certifiedmoron6348 not when you are about to fall off the line because of damage done to you. Holding works when falling onto a line or a rail.
@@MaximusProxi oh i misunderstood what u were talking about, my fault 🤦♂️
As a gunner I always end up left behind mining ore unable to protect my team because the high rank scout skipped most of the ore and speedran to the next cave
And then got annihilated by an army of glyphids?
This is quite the cool vid, gunner is my favourite class and i also learned somethings that i think are semi important: as your are falling you can just hold E to get a zipline to stop your fall no need to time it making ziplines even more important.
Gunner being able to destroy terrain pretty easily with his weapons means that he can destroy the crystal laser tips on the 4th phase of the ommaran heartstone, he is able to destroy red sugar crystals on the ceiling to give them to them team and you have to be really mindful in magma core biome since the destroyed terrain creates harmful ground.
If you are not confident with your aim as gunner take the friendly perk, with how many bullets and aoe gunner throws around friendly can be a life saver especially on haz 5 where friendly fire damage is much higher.
Rock and stone miners.
ROCK AND STONE
Been a Gunner main for years now. Nothing gets me going harder than putting down a clutch shield and proceeding to mow down the swarm.
As for tips I could give:
You might sometimes have to become the medic of the team. Make sure to get your fellow dwarves up. The more of you are up, the faster the swarm gets cleared.
If it's too dangerous to get them up, use a shield, tell everyone near to get in and begin shredding the swarm after reviving the fallen dwarf.
If you see incoming danger (Like a horde of Mactera), use your shield:
Nothing smashes through a team faster than getting gunned down by a lot of Mactera. So use that shield. Keep the team safe and take down those flying bastards from the safety of the bubble.
Focus your targets:
What's more important? A small wave of glyphids or 2 praetorians? It depends on the situation, but you should almost always target the swarm over the bigger targets. Let the classes with burst damage take care of the bigger things. If you have an engineer, team up with his turret to clear the swarm and keep your team safe. The praets should get handled by your comrades, and if not, you still have more than enough firepower to take them down. Just remember to also watch your own back out there before switching targets
Yep, a far off Praet is probably one of the lowest priority targets in the game.
The way I like to look at it is this:
how can I remove as much damage output or other issues from the swarm as quickly as possible?
That means the first priority is almost always the frail, hard hitting ranged targets, bugs that hinder the team in some other way, or bulk detonators when they spawn.
After that, its whatever is closest or most liable to get close to you soon, and can be taken out quickly.
Praets and Oppressors are slow and live a long time, by the time they die, a slasher may have gotten close and already done damage, when you couldve killed 5 of those in that time.
Gunner main. I think what’s gunner/driller teams are underrated. The sheer destruction the two of us can achieve is astounding.
minigun to clear swarms with great single target dps and autocanon to deal with single high priority targets using the great AOE damage bulldog to finish enemies and burst pistol to take out enemies at range with accuracy, sure (feels like they reversed)
Yeah I feel like the minigun has way less range than you'd expect from a gun that long.
Tried auto cannon and it also has a surprising amount of spread at range.
I look forward to trying the handheld missile silo.
@@val26874 i love hurricane ngl i am still getting the overclocks for it but its my favorite gunner primary, i use it with the burst pistol cause thats my favorite gunner secondary
@@val26874 Take accuracy on tier 1 of the minigun instead of rate of fire. The choice between +13% better rate of fire vs +75% better accuracy should be a no-brainer.
Minigun had access to blowthrough rounds and better accuracy in the perks, and some overclocks will amplify your crowd damage or single target damage. Autocannon's splash damage is a seperate instance of damage apart from the initial direct hit, making your single target damage higher than you'd initially expect. Once again, base perks can amplify your single target or area of effect, same as overclocks. I do agree that he has the secondaries mixed up though.
true, didn't think of the overclocks, still kinda feels silly to me @@Red-hm8cd
I've been trying to promote all four classes once, and having got Engie and Scout done, I got halfway or so on Gunner, got frustrated, and skipped to Driller (who is now further along and easier so far.)
I think the biggest hurdle for me is the practice of spreading damage among all potential threats instead of taking them out one at a time. I think I'm gonna have another try with that in mind.
Depends also alot on what weapons you use. The Autocannon works amazing with fear mod, the Minigun better with stun and penetrating rounds.
Bullet hell overclock on the mini gun, I dont even aim anymore. Ricochets hit nearby targets, so I aim for the centre mass of the hoards, and let er’ rip.
Heres another tip for you. You can also carry heavy objects such as crystals and batteries on the zipline too which is useful.
I play only gunner in DRG. His main role is air support - zip line hanging reconnaissance, softing enemies from distance and throwing shields on teammates, sometimes downed ones. His kill count is not as high as engineer, more closely to driller. Gunner has good synergy wih scout in team rescue, and with driller in mass killing. Engie only helps with his platforms, rest of actions are rather independent.
Having only played for two weeks at this point, I was thankfully able to pick up most of these!
I have noticed that every other class can out burst me as a gunner!
The infrequent reloading and outrageous damage and clip sizes are powerful tools!
This point about the gunner excelling at sustained dps rather than burst dps is really important. as a fairly new deep rock player (two promoted classes, scout and engie) I've been struggling playing gunner and as dumb as it sounds, understanding his niche. When you can out dps him with scout and get superior mobility, why would i ever play gunner? Well sustained dps is the answer. This is really going to help me play gunner better and have more fun as I'll be able to more effectively lean into his role instead of just wishing I was playing a different class,, so thanks!
This is exactly why I think gunner is essential to every team. I main gunner, and I am very rarely the first one to kill individual targets, but I am often the last one firing, cleaning up what’s left if the swarm. The other classes should play the objective, and defend themselves. The gunner should be protecting the team, and playing objective when it’s safe. I find I end up doing less of the mine work, but I stay busy slaughtering most of the time.
#1 Minigun is generally better for Single targets and Autocannon better for crowds. The coilgun with hellfire oc, fear and and partial loaded fire is the best secondary for clearing swarms and self defense.
#2 Staying on Ziplines makes the swarms put more pressure on your friendlies. And with minigun you generally want to line them up straight to shoot effectivly. If u use ziplines put a second one underneath it to grap if you fall. Hold E to auto grab when in reach. Also Hiveguard cant hit you on ziplines, so here i can recommend the tactic.
okay that's just all mostly wrong. #1 Big Bertha or Jet Fuel Homebrew are at the very least as strong as the Minigun, probably stronger. The coilgun is, in most cases, better used with Ultra-Magnetic Coils +fear.
#2 The Hiveguard with it's 3 shot burst is probably the most dangerous dreadnought to fight on a Zip
I was actually hoping to become a gunner main. This was a very convenient video😂. Thanks man!
Cool. I’m a gunner main myself.
Glad I could help!
@@javarakgamingROCK AND STONE!
Welcome to the crew BROTHER
The job description: bodyguard
How it actually feels: Christmas Ornament that does a lot of damage
As a gunner main I am excited and glad to watch this video
Thank you so much!
Thank you for this information,
Great video!
0:21 driller when he sees a scout:
Gunner most underrated class
When I first started as a greenbeard, I underestimated the gunner class.
Now, 400 Hours later, as a Diamond Gunner Main, I know so much better.
I found the zipline perch strategy less usefull on newest update because of new ennemies (grabber and acid 2.0) it's add 2 mortal thread to the spawn pool so there is basically no games where i don't encounter these thread for zipline user : acid, mactera, grabber 2.0, acid 2.0. That why i stop using it because the cost/reward don't worst it, and it hurt me because i love hurricane + zipline, but zipline is still a good escape (if you're on a cliff and need to go down)
Great video bro!!!
Glad you liked it
One real tip - if mission calls for aoe dmg, like escort or salvation - take proper aoe, like neurotoxin or any other good aoe option
"I cut the swarms health in 1/2" I always say 😂
I thought that the autocannon was the main anti swarm weapon but okay, guess I learn something new from time to time
Nah autocannon is definitely a swarm clearer and minigun is better at single target bar some overclock builds. Saying that they can both do the other pretty well
My friends dont really play gunner, so a bit ago I decided I will fill the role, so we have a team of a scout who doesnt use his mobility enough and gets shut down quite sometimes and misses NITRA VEINS, a god among man engi whos favourite is actually the scout , but can play skillfully as all classes(the teams glue) a guy who mostly does driller but hardly see online and me whos an engi turned gunner😅
We get carried so hard by the glue guy,but my job isnt not dying but pumping out sustained lead😂
Im not doing anything wrong except forgetting the shields exist as a defense tool while pumping out lead and sweating and vibing lol😊
Gunner is my favorite class! One trick I've been getting good mileage out of is when you are staging an area for a big fight, layer ziplines so they cross over each other at different heights and angles. You can hop off of your zipline when you are in trouble and catch the other ones to stop your fall, or to hit a steeper angle so you can speed boost away. It works well to keep you safe from ranged fire and to stop fall damage if you're knocked off.
Imagine if you could use the Zip line gun Like a harpoon and prevent enemies from moving.
Nothing like a gunner with NTP/Hellfire build based on fear and fast reloading shields. If that doesn't protect and keep your team alive, you need a new team anyways.
What's up Jay, guy here.
"Costs". "At all costs". JS.
Literally 0 tips here.
What a lie
Gunner sucks
Gunner is high key the worst class. It has zero benefits. Direct damage? Scout. AOE? Driller. Mobility? Literally everyone. 0/10, will never use again
I’m a bit of a gunner one trick and can confirm this video hits it’s mark!! 🎉