edit: At 11:05 , the recoil mod values are backwards-it got changed from 0.6x to 0.7x. You can assume enemies in these clips are hazard 5 unless stated otherwise. Shoutouts to other DRG info seekers like SplitSentro and Meatshield for both looking for and providing a lot of this info. Always a lot going on when a patch drops. Other drg test/info videos: ruclips.net/p/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_
Thanks for the detailed analysis that you always do so well :) Btw, please make a hurricane video because that weapon has so many aspects to it and such a large overclock variety.
Something I've personally noticed was that input latency was fixed for non-host players, meaning much more consistent animation cancelling and no more ghosted terrain scanners!
i remember not being able to pickaxe animation cancel as client on a high ping when season 2 dropped, glad to hear that you can do it again now, and goddam the ghosted terrain scanner was annoying af.
I don't care if it was possibly excessive, you learn to hate sting tails when three are pulling you around in a triangle pattern till eventually dumping you onto an elite slasher.
I hate them as much as the next person but I think besides the cooldown all they really needed to do is make the armor weaker because even with armor breaking rounds I’m finding it impossible to break it.
Thank GOD for the Turret EM Discharge QoL changes, I felt bad zapping my allies every 4 seconds, the friendly fire was negligible too, it just made everyone very talkative LOL
@@Hector_Salamanca Released officially in 2018, the game has been recieving lots of updates and content overtime. Definitely recommend getting it if it seems like something you'd enjoy!
Anyone can just read the patch notes, but I really appreciate you consistently providing a thorough, well-assembled breakdown on what the changes actually *mean* and how they affect the game. Keep up the good work
@lodestar536 ngl I feel like white phosphorous shells is Throwing . Using Fear the Boomstick just makes me life easier, reducing the number of close bugs trying to eat me. You can try setting things on fire and see what you think, it's just me own experience
After playing with shaped shells a bit, I realized that you must be pin point on your aim. I like it with the penetration upgrade, you can hit a line of bugs and burn all of them in two shots, very good!
a fucked up and evil build I've come to use is pairing shaped shells with overtuned particle accelerator on the plasma carbine. Normally I'd pair the drak with the crossbow for that magnetic bolts synergy but when running OPA I prefer the AoE mod over the electricity mod. Without the magnetic shafts synergy, the boomstick tends to have better damage output than the crossbow, and shaped shells makes it a nice compliment to OPA's spray and pray nature.
Very happy with all the changes with this patch. I think these maintenance patches are a very good thing for the health of the game, so we're not stuck with OP stingtails for close to a year. I think it's easy for them to walk back some of the nerfs to stingtails, too, so that shouldn't be an issue. While I personally don't think the tweaks to the Stubby are going to be enough to bring me back (I like the Warthog too much), I appreciate that they're giving these looks at the lesser-used weapons and overclocks, not to bring them to the top-tier, but just to bring the in line with other good choices. And the Korlok "bug" should be a feature. Hate those damn healing pods.
Before I say what I actually want to about the info of the patch, I can see through your taste of music what you’ve been doing the past month. Very cool space fun.
I am 100% with you on the Stingtail overnerf. The biggest problem was the range, frequency, and velocity at which they grab you, causing some annoying catapulting effects to instagib you by fall damage. Removing _THOSE_ things should've been the focus. Now it can still do all that, albeit at a drastically higher cooldown, and it's made of paper. So it either obliterates your haz 5 run, or gets vaporized and never affects you. That's an unsatisfying dichotomy.
If an enemy only needs to land 1 ranged attack to potentially kill you and it takes many attacks from you it is unsatisfying and frustrating when you almost killed them and they kill you suddenly. They are just as deadly, but now you have a much better chance.
They changed boomstick shockwave damage type to radial so it does damage to armor and said they "buffed" it. But radial damage has falloff and that means you do like 2 times less damage with shockwave now. The custom damage type it had before didn't have falloff.
Woo! So happy to see you cover in the balance changes. I'd also be interested in watching a video about the bug fixes if you decided to do that. If you're not interested in doing that or don't have the time I understand.
I feel like alot of people think the sting tail is getting over nerfed but liteally no other bug has an ability as strong as the sting tail Alot of peope are saying skill issue to statements like this but its was just way stronger than every other diruptive bug a bulky det didnt pose a fraction of a threat as opposed to the 4-5 sting tails that could show up in its place The only thing i dont think they should have done is add the weakness to explosions because it lets you ignore the armor alot of the time It still has one of the strongest abilities in the game being able to plop you into the middle of a swarm they are still super common (thankfully 5 cant be around at once now) and are about as tanky as a goo bomber now(unless using explosives) and that fits in line with how common they are Yes they were managable but that wasnt the issue they made the base line of the game more difficult the new additions to the game are not here to push the veterans of the game its to create new and equal challenges to overcome and give new experiences to the game
Glad to see you posting more content. Are you planning on doing more weapon breakdowns? Also are you planning on covering DRG: Rogue Core when it comes out? Rock and Stone!
You probably know this but you are ridiculously entertaining to listen to, i wish you uploaded more just to hear you talk more about probably irrelevant nerdy drg stuff but I understand you can't because you have like nearly covered everything. Tho! Would love a weapon breakdown for every weapon and to hear your opinion on them
As a sludge pump main I'm really going to miss how effective my slows were on dreadnoughts. Everything else sounds good; though that's a lot of nerfs to sting tails, I'll withhold judgement till I feel that in game though. Thank god turret arc doesn't cause friendly fire anymore I'm getting a little tired of turret whip.
Great video as always, thanks for the deep dive into the numbers to really show off all the changes! I was also wondering what mod that is in the equipment terminal at 4:34?
don't recall the name, but its a mod for extra loadout presets basically. you can save your favorite guns to it and swap between them from there, without having to fiddle around and rebuild your gun if you just want to change from one OC to the other.
The nerf to the stingtail is not exessive. If i see it coming, i should be able to kill it before it becomes a problem, they shouldn't be tanks, praetorians are tanks. In the previous patch, i could only kill it quickly with VERY specific builds, and most involved being at close range. It still hooks. It's still a death sentence sometimes, its a good bug now
4:12 glad to know I'm not the only one to think that the new stingtail nerf is a too harsh. As it stands, the poor things now need a buff lmao The trouble with Stingtails is that they were tanks, had small hitboxes, when they spawned you could get up to three, and they kept spamming the grab attack. They only really needed the grab attack to be nerfed, the rest could be to make them more interesting encounters. Maybe they have tough armor but are squishy, and a lot of them are spawned, so you gotta kill em as fast as possible. Or you could make them like a Praetorian and just have them be this absolute unit that disrupts your team and only maybe two of them spawn at a time.
Are the builds in your Coilgun section your setups with the changes? I used to run 2-2-2-1-3 with Hellfire but now I'm considering if swapping the partial charge ability for charge speed, combined with dropping the electric trail for either necro-thermal or to return the trail width, is the way to go for my usual hazard 5 solo setup with lead storm-lead storm...the new trail size feels kinda bad. Also, thanks for making videos like this again, it's always nice to see your videos pop up on my list. Always informative!
Yes, though not my only ones. I do think that as hellfire's lost the +1m radius, low charge shots with it don't make nearly as much sense and there's a lot of value in either +radius or necrothermal to fish for explosions.
Loved the video! There were some changes or game mechanics on here that I didnt know about like how freezing works or how the frost praetorian deals damage now. Those werent in the patch notes 😅
Damn, i really liked the stingtail. I'll admit that it felt a little to tanky for its size and the chain pulling caught me off guard the first time i encountered it. But it was fun once i got used to it, having an enemy you have to deal with instead of just kiting around was a good change. Rip stronk stingtail, you will be missed (by me).
Tbh, the lack of cooldown between Stingtail grabs always felt really oppressive to me... it meant once you were grabbed, you would likely be punished repeatedly for being grabbed at all, because even if you tried escaping, you'd be repeatedly pulled back by subsequent grabs that were harder to dodge, because now you were in closer proximity... it even effectively invalidated Dash as a counterplay option, because you'd activate to attempt to launch yourself to a range were you could more effectively dodge follow-up grabs or attacks, but just get grabbed again mid-dash, because they grabbed so regularly... that generally made them really unfun... As for the survivability changes, yeah, they might be a little overboard... as priority targets, I did tend to find they were very challenging to eliminate, unless you were in close proximity (where you were already more likely to get grabbed), with armour breaking, so you could break their armour, then hit the weakpoint underneath, as GSG seemed to have intended, but it didn't really feel like the oppressive part of their design... Maybe I'll have to check back, and see how the design feels though... at least it'll hopefully be possible to recover from being grabbed now...
What i felt with pre nerf stingtails is that they were becoming part of the "Kill ASAP over anything else" list, and this was creating issues during attack wave moments. You already have Praetorians and Oppressors to prioritize to avoid getting blockaded or impeded from dealing with the Spitters and the blue rapid firing spitter. Pre nerf Stingtail was so horrendously durable AND capable of fucking you and the team over that even shit like the other top priority enemies had to take backburner status in player priority, which oftenly became a rather UNFUN situation, what with up to Three Stingtails being spawnable by the game at any given time, and they can gank on one or even two dwarves, rendering them unable to move away from danger or outright sent into death zones, isolated from other players, cascading things downhill in one go. So these massive nerfs are likely to make them easier to deal with and then refocus on what beforehand would be forced to take bottom kill priority over stingtails. Now they're squishy CC annoyances with restrictive Cooldowns when they succeed in CC'd one Dwarf, so that even if things end with that one caught dwarf downed because he was placed in the middle of a massive pile of enemies, praetorians included, odds are the trade will have been the stingtail, rendering it more of as "One Dwarf downed exchange" trick pony, and that's in bad cases of it catching you now. Imho: Pre nerf stingtails were like Payday 2 high Crime spree stages, they were additions of max priority targets in an already more than filled list, and were stupidly though to deal with by the caught Player due to their tankiness and lack of weaknesses, just like in High Crime Sprees where three Medic Dozers are clustered togerher alongside that one Minigun Dozer, basically making them impossible to kill off, creating horrendous situations during Loud Heists. That's what a pre nerf stingtail had become for the gameplay loop, a tad TOO much
@@server_ it's the equipment presets by Imyr, note that he made different mods for each type of things (pickaxe, equipment, weapon, vanity), and a combined presets mod if you want them all
I feel they could've made a sting tail demoted enemy with grunt stats and that could've been fine, leave Regular Sting tail as an Oppressor level spawn or something
I think Turret EM Discharge and Turret Arc were shadow nerfed. seems to take way more shots now to trigger the effects. Anyone know anything about if this is true?
Haven't tried Arc since the update, so I can only speak for Discharge but yeah it felt wank. For context, I took a big break from DRG for like half a year plus. Touched it maybe once or twice in that period, but over the last few weeks I picked it back up again out of boredom. I remember really enjoying Discharge, used it a lot, the damage felt better and the proc chance felt more consistent. Used it once recently, immediately swapped off it after the mission was done and don't think I am ever going to use it again in its current state. No biggie though, don't see my return to the game lasting long anyway, so gg ez.
You know, I had a nightmare of a mission in the damn red salt caves once. Them little rolly polly bastards in groups and stingtails make for the most nightmarish bouncy castle experience you can imagine. Bugs everywhere and hard to hit the stingtails when they are meshed with everything else, if you can even get past the armor while being yanked and knocked around. All in a bowl type bit of cave where there was no real exit but to crawl back up. I allowed myself to get fat boy'd if it ment freedom.
Thank you for the video summing everything up! I agree about the sting tail getting overly nerfed. Now it feels way to weak for how uncommon it is. I think decreasing the cooldown to 10 seconds, increasing the spawn rate slightly , and increasing the health slightly would make it better.
Anyone know the build that allows him to do that at 9:32, ive only recently started using the coil gun and dont fully understand how it work with the various charging points.
Damn... I noticed that stingtails weren't as tanky but seeing the numbers is a bit overkill. I think what went overboard is definitely the base health. revert it back to 600hp and just get rid of the pierce weakness because you still want them to be threatening even when you see one and I don't even get the pierce weakness like why is that there in the first place? Also Stubby feels a lot better now. It's still probably engi's worst primary but damage upgrades certainly help a lot and the reduced recoil is nice. It actually feels like an smg now.
Being pulled into a stingtail only to power attack if for half its hp + armor break is kind of disappointing. They honestly don't feel much harder to kill than glyphid guards anymore.
Their health isn't why they are threatening, it is their pull that can put you in a group of enemies as you watch yourself helplessly fall into a situation where you're forced to die because 1 enemy hit you. Give them 1 health and they can still kill you.
I would contend that the LOK-1 smart rifle might more accurately be nicknamed the "Loki", even though the serial designation is an obvious "lock on" pun.
I personally disagree about the excessive-ness of the nerfs. A successful grab can cause instant death in a bad situation. Stingtails are a huge priority target and should die quickly in exchange for for their very dangerous gimmick. By the way I am making my judgements based on modded difficulties. On hazard 5 I’m sure they are much less dangerous.
Yeah, even as someone not familiar with this game I can tell that would be an issue. If an enemy can land an attack and it has a chance of instantly killing you they should reflect it by being a boss and core focus or a squishy enemy.
I never really had an issue with stingtail's tankyness What I did have an issue with, is the instant and unavoidable death sentence of them grabbing you off a ledge or from the ceiling if you're any class other than scout, or dont have jet boots. Which, is still an issue.
You gotta think of it different if a sting tail spawned and tried to grab you but you dodged before you were FUCKED cause they had super big armor and a billion health so the sting tail was now a skill check every 2 seconds or you get grabbed taking tons of damage with 0 counter play besides shield or a grapple hook Now it's a random skill check or take a ton of damage and if you take tons of damage you can kill them or if you dodged you take your shot at trying to kill it before it goes for another grab Originally it was an ever looming threat of getting pulled into a swarm or off a cliff because it was so tanky you couldn't just kill it so you would either die trying to dodge the tail grab and get hit by a slasher dying to the swarm or get grabbed pulled into the swarm Dodging the tail is more reliable counter play because of it's health being reduced Originally they counter play to sting tail was intentionally getting grabbed so you could get close and melt it's health with burst damage and using dash to get out of the swarm
edit: At 11:05 , the recoil mod values are backwards-it got changed from 0.6x to 0.7x.
You can assume enemies in these clips are hazard 5 unless stated otherwise.
Shoutouts to other DRG info seekers like SplitSentro and Meatshield for both looking for and providing a lot of this info. Always a lot going on when a patch drops.
Other drg test/info videos: ruclips.net/p/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_
with 4-player scaling, I presume
not only are warden's and korlok's healing pod bugged, but the machine events are too, they are simply not spawning anymore...
Off topic but love the Cobalt Core soundtrack
Thanks for the detailed analysis that you always do so well :)
Btw, please make a hurricane video because that weapon has so many aspects to it and such a large overclock variety.
PLISH! stubby breakdown plish…😢
Something I've personally noticed was that input latency was fixed for non-host players, meaning much more consistent animation cancelling and no more ghosted terrain scanners!
Oh hell yeah!!
LETS GOO
Now I can slap the other dwarf's dice faster too ;)
i remember not being able to pickaxe animation cancel as client on a high ping when season 2 dropped, glad to hear that you can do it again now, and goddam the ghosted terrain scanner was annoying af.
Holy shit thats so good
I don't care if it was possibly excessive, you learn to hate sting tails when three are pulling you around in a triangle pattern till eventually dumping you onto an elite slasher.
…or a bulk.
Yes but they can't do that any more, so why are all the other durability nerfs needed?
Yeah I'm totally fine with excessively nerfing them
@@Sky_Guyannoying
I hate them as much as the next person but I think besides the cooldown all they really needed to do is make the armor weaker because even with armor breaking rounds I’m finding it impossible to break it.
Thank GOD for the Turret EM Discharge QoL changes, I felt bad zapping my allies every 4 seconds, the friendly fire was negligible too, it just made everyone very talkative LOL
The damage was already nuts. It's like ~250 mini-fat boys.
yo one question i whana buy the game but idk what version is like its still in beta alpha or did it release oficialy
@@Hector_Salamanca Released officially in 2018, the game has been recieving lots of updates and content overtime. Definitely recommend getting it if it seems like something you'd enjoy!
@@Hector_Salamanca The game's been fully out for a while. I'd recommend the Steam version for both a large playerbase and modding support.
@@LazyMaybe noice but what version is it on like 1.38?
When people needed him the most, he came back
I actually missed him. Took me a while to find this channel again.
Anyone can just read the patch notes, but I really appreciate you consistently providing a thorough, well-assembled breakdown on what the changes actually *mean* and how they affect the game. Keep up the good work
Anyone can read the patch notes, but I need LM for what they actually mean instead of what I think they mean.
I always love when a DRG update drops because it means I get to hear Lazy’s silky smooth voice talk about updates in detail
Thank you for making these videos. It saves a lot of time for many people with testing and checking everything that has changed.
Finally Lazy remembered to use Iron Will
The broomstick shaped shells OC is way better now, might use it for shooting mactera.
I always used to swear by those . They could hit at a surprising distance. Now I see how much more accurate it has become 👍 it's gonna be nice
Would it be worth using phosphorus shells on that build? Since it's much more condensed
@lodestar536 ngl I feel like white phosphorous shells is Throwing . Using Fear the Boomstick just makes me life easier, reducing the number of close bugs trying to eat me. You can try setting things on fire and see what you think, it's just me own experience
After playing with shaped shells a bit, I realized that you must be pin point on your aim.
I like it with the penetration upgrade, you can hit a line of bugs and burn all of them in two shots, very good!
a fucked up and evil build I've come to use is pairing shaped shells with overtuned particle accelerator on the plasma carbine. Normally I'd pair the drak with the crossbow for that magnetic bolts synergy but when running OPA I prefer the AoE mod over the electricity mod. Without the magnetic shafts synergy, the boomstick tends to have better damage output than the crossbow, and shaped shells makes it a nice compliment to OPA's spray and pray nature.
Wow, didnt even notice cobalt core music in the background. Good stuff mate.
It's the moment we have all been waiting for
i was wondering why wardens seemed to be so derpy lately, that explains it lol!
Honey, wake up, new maintenance patch dropped
Alright! Give us the rundown, Lazy! ROCK AND ROLLIN STONE!!!
Very happy with all the changes with this patch. I think these maintenance patches are a very good thing for the health of the game, so we're not stuck with OP stingtails for close to a year. I think it's easy for them to walk back some of the nerfs to stingtails, too, so that shouldn't be an issue. While I personally don't think the tweaks to the Stubby are going to be enough to bring me back (I like the Warthog too much), I appreciate that they're giving these looks at the lesser-used weapons and overclocks, not to bring them to the top-tier, but just to bring the in line with other good choices.
And the Korlok "bug" should be a feature. Hate those damn healing pods.
this was a seriously well put together and well condensed version of the changes! thank you so much!
Thanks for the breakdown, I never would have gotten all this from just the notes.
Apparently the update broke machine events cause every player I’ve talked to says they haven’t seen one since Wednesday
Before I say what I actually want to about the info of the patch, I can see through your taste of music what you’ve been doing the past month. Very cool space fun.
Woohoo he's back! Rock and Stone, Brother!
I am 100% with you on the Stingtail overnerf. The biggest problem was the range, frequency, and velocity at which they grab you, causing some annoying catapulting effects to instagib you by fall damage. Removing _THOSE_ things should've been the focus. Now it can still do all that, albeit at a drastically higher cooldown, and it's made of paper. So it either obliterates your haz 5 run, or gets vaporized and never affects you. That's an unsatisfying dichotomy.
That is fun man, like a duel with the stingtail.
If an enemy only needs to land 1 ranged attack to potentially kill you and it takes many attacks from you it is unsatisfying and frustrating when you almost killed them and they kill you suddenly.
They are just as deadly, but now you have a much better chance.
he's finally back
YEAHHHH!!! BEEN WAITING FOR THIS SINCE I SAW A NEW PATCH WAS COMING!! GOD, I'VE MISSED SEEING YOUR VIDEOS!
Feburary maintenance patch breakdown soon? Armor break fixes looking spicy
They changed boomstick shockwave damage type to radial so it does damage to armor and said they "buffed" it. But radial damage has falloff and that means you do like 2 times less damage with shockwave now. The custom damage type it had before didn't have falloff.
@@ildaron7457proooobably for the best, it was pretty damn good
this was without question, the hardest intro ever
i am glad i am not the only one who watches action adventure twins.
Mashine events are also bugged. They literally don't spawn.
I always appreciate the work you do. Good stuff dude.
Woo!
So happy to see you cover in the balance changes.
I'd also be interested in watching a video about the bug fixes if you decided to do that.
If you're not interested in doing that or don't have the time I understand.
I feel like alot of people think the sting tail is getting over nerfed but liteally no other bug has an ability as strong as the sting tail
Alot of peope are saying skill issue to statements like this but its was just way stronger than every other diruptive bug a bulky det didnt pose a fraction of a threat as opposed to the 4-5 sting tails that could show up in its place
The only thing i dont think they should have done is add the weakness to explosions because it lets you ignore the armor alot of the time
It still has one of the strongest abilities in the game being able to plop you into the middle of a swarm they are still super common (thankfully 5 cant be around at once now) and are about as tanky as a goo bomber now(unless using explosives) and that fits in line with how common they are
Yes they were managable but that wasnt the issue they made the base line of the game more difficult the new additions to the game are not here to push the veterans of the game its to create new and equal challenges to overcome and give new experiences to the game
Glad to see you posting more content. Are you planning on doing more weapon breakdowns? Also are you planning on covering DRG: Rogue Core when it comes out? Rock and Stone!
tem brasileiro em tudo que é lugar mesmo, meu deus kkkkkkkkkkkkkkkkk
@@xarao pior que é msm kkkkkkkkkkkkkkkkkkkkkkkkkkkk
Opa eai kkkkk
The Cobalt Core OST goes hard.
Great video as always mate
Shaped shells turns the boomstick into the tigris prime less GOOOOOO
You probably know this but you are ridiculously entertaining to listen to, i wish you uploaded more just to hear you talk more about probably irrelevant nerdy drg stuff but I understand you can't because you have like nearly covered everything. Tho! Would love a weapon breakdown for every weapon and to hear your opinion on them
I feel like the entire drg community just goes to this guy for patch notes.
Great intro haha! I love ActionAdventureTwins!
Good content as always. Great breakdown of the changes.
LazyMaybe making me excited for patch notes every time
The shaped shell change made me drop my jaw. Can't wait for this to hit the consoles.
Your aim is really commendable! As are your videos ofcourse :)
Whoa, I can't believe they finally lowered the reload time, which is like something that was suggested when the game came out.
As a sludge pump main I'm really going to miss how effective my slows were on dreadnoughts. Everything else sounds good; though that's a lot of nerfs to sting tails, I'll withhold judgement till I feel that in game though.
Thank god turret arc doesn't cause friendly fire anymore I'm getting a little tired of turret whip.
Great video as always, thanks for the deep dive into the numbers to really show off all the changes! I was also wondering what mod that is in the equipment terminal at 4:34?
don't recall the name, but its a mod for extra loadout presets basically. you can save your favorite guns to it and swap between them from there, without having to fiddle around and rebuild your gun if you just want to change from one OC to the other.
I also wish to know this.
im pretty sure its just called weapon presets
Best part of weapon rework updates is a guaranteed lazymaybe video lol. Been looking forward to this.
The nerf to the stingtail is not exessive. If i see it coming, i should be able to kill it before it becomes a problem, they shouldn't be tanks, praetorians are tanks. In the previous patch, i could only kill it quickly with VERY specific builds, and most involved being at close range.
It still hooks. It's still a death sentence sometimes, its a good bug now
4:12 glad to know I'm not the only one to think that the new stingtail nerf is a too harsh.
As it stands, the poor things now need a buff lmao
The trouble with Stingtails is that they were tanks, had small hitboxes, when they spawned you could get up to three, and they kept spamming the grab attack.
They only really needed the grab attack to be nerfed, the rest could be to make them more interesting encounters.
Maybe they have tough armor but are squishy, and a lot of them are spawned, so you gotta kill em as fast as possible.
Or you could make them like a Praetorian and just have them be this absolute unit that disrupts your team and only maybe two of them spawn at a time.
GSG really does know how to make the community go POG
I dont know why but until this video i never thought to pair necrothermal with hellfire. Might have to give it a try.
a stingtail nerf was so in order, no clue how i managed to put up with them lol
some cobalt core tunes to break a patch down to, pog
Bring back stingtail tankiness
Lazy upload!!!! Wooo!!! Good info as always
Are the builds in your Coilgun section your setups with the changes? I used to run 2-2-2-1-3 with Hellfire but now I'm considering if swapping the partial charge ability for charge speed, combined with dropping the electric trail for either necro-thermal or to return the trail width, is the way to go for my usual hazard 5 solo setup with lead storm-lead storm...the new trail size feels kinda bad.
Also, thanks for making videos like this again, it's always nice to see your videos pop up on my list. Always informative!
Yes, though not my only ones. I do think that as hellfire's lost the +1m radius, low charge shots with it don't make nearly as much sense and there's a lot of value in either +radius or necrothermal to fish for explosions.
Hey thanks a lot for the video ! It's super nice to get all this info
good stuff, thanks for the hard work
HE'S BACK!
Love you lazy. ❤ Best drg content on the net.
Holy damn, shaped shells is nice now, worth a try.
My beautiful dwarves, repeat with me: We're buffed!
Thoroughly informative AND always has great taste in background music. What more can ya ask for?
Loved the video! There were some changes or game mechanics on here that I didnt know about like how freezing works or how the frost praetorian deals damage now. Those werent in the patch notes 😅
I’m just happy we can play like stingtails don’t exist anymore.
He lives!
I might need either more explanation or a test video on koirl gun
YOOOOOOO lazy is back!
Excellent video as always
Thank you for the video
Best informativ DGR channel, RnS
thank you for your vidoes, very informative and easy to understand
Thank you my boi
Damn, i really liked the stingtail. I'll admit that it felt a little to tanky for its size and the chain pulling caught me off guard the first time i encountered it. But it was fun once i got used to it, having an enemy you have to deal with instead of just kiting around was a good change.
Rip stronk stingtail, you will be missed (by me).
Yessss more Battle Garegga music pog
Tbh, the lack of cooldown between Stingtail grabs always felt really oppressive to me... it meant once you were grabbed, you would likely be punished repeatedly for being grabbed at all, because even if you tried escaping, you'd be repeatedly pulled back by subsequent grabs that were harder to dodge, because now you were in closer proximity... it even effectively invalidated Dash as a counterplay option, because you'd activate to attempt to launch yourself to a range were you could more effectively dodge follow-up grabs or attacks, but just get grabbed again mid-dash, because they grabbed so regularly... that generally made them really unfun...
As for the survivability changes, yeah, they might be a little overboard... as priority targets, I did tend to find they were very challenging to eliminate, unless you were in close proximity (where you were already more likely to get grabbed), with armour breaking, so you could break their armour, then hit the weakpoint underneath, as GSG seemed to have intended, but it didn't really feel like the oppressive part of their design...
Maybe I'll have to check back, and see how the design feels though... at least it'll hopefully be possible to recover from being grabbed now...
Skill issue.
@WolvericCatkin agree
@@Isnogood12No one cares about skill in the coop dwarf mining game
What i felt with pre nerf stingtails is that they were becoming part of the "Kill ASAP over anything else" list, and this was creating issues during attack wave moments.
You already have Praetorians and Oppressors to prioritize to avoid getting blockaded or impeded from dealing with the Spitters and the blue rapid firing spitter. Pre nerf Stingtail was so horrendously durable AND capable of fucking you and the team over that even shit like the other top priority enemies had to take backburner status in player priority, which oftenly became a rather UNFUN situation, what with up to Three Stingtails being spawnable by the game at any given time, and they can gank on one or even two dwarves, rendering them unable to move away from danger or outright sent into death zones, isolated from other players, cascading things downhill in one go.
So these massive nerfs are likely to make them easier to deal with and then refocus on what beforehand would be forced to take bottom kill priority over stingtails.
Now they're squishy CC annoyances with restrictive Cooldowns when they succeed in CC'd one Dwarf, so that even if things end with that one caught dwarf downed because he was placed in the middle of a massive pile of enemies, praetorians included, odds are the trade will have been the stingtail, rendering it more of as "One Dwarf downed exchange" trick pony, and that's in bad cases of it catching you now.
Imho: Pre nerf stingtails were like Payday 2 high Crime spree stages, they were additions of max priority targets in an already more than filled list, and were stupidly though to deal with by the caught Player due to their tankiness and lack of weaknesses, just like in High Crime Sprees where three Medic Dozers are clustered togerher alongside that one Minigun Dozer, basically making them impossible to kill off, creating horrendous situations during Loud Heists. That's what a pre nerf stingtail had become for the gameplay loop, a tad TOO much
@@andrehashimoto8056praetorians and oppressors arent high priority targets afaik. Stingtails sure are
shaped shells holy bucket shot
Lets gooooo. Thats why he is the GOAT
Thank You, great video
Could you possibly list the mods you are using?
I like the damage text you are using
Mod is Damage Numbers by Cedeli
4:30 whats the name of mod? (save load unequip rename)
@@server_ it's the equipment presets by Imyr, note that he made different mods for each type of things (pickaxe, equipment, weapon, vanity), and a combined presets mod if you want them all
@@istavix 👍much appreciated
@lazyMaybe are you going to bring us more enlightment on the newest smoll patch?
i love binging these
I feel they could've made a sting tail demoted enemy with grunt stats and that could've been fine, leave Regular Sting tail as an Oppressor level spawn or something
I love your videos!
I think Turret EM Discharge and Turret Arc were shadow nerfed. seems to take way more shots now to trigger the effects. Anyone know anything about if this is true?
I’ve noticed it too. The other day it took me an entire clip just get the arc going
Haven't tried Arc since the update, so I can only speak for Discharge but yeah it felt wank. For context, I took a big break from DRG for like half a year plus. Touched it maybe once or twice in that period, but over the last few weeks I picked it back up again out of boredom. I remember really enjoying Discharge, used it a lot, the damage felt better and the proc chance felt more consistent. Used it once recently, immediately swapped off it after the mission was done and don't think I am ever going to use it again in its current state. No biggie though, don't see my return to the game lasting long anyway, so gg ez.
You know, I had a nightmare of a mission in the damn red salt caves once. Them little rolly polly bastards in groups and stingtails make for the most nightmarish bouncy castle experience you can imagine. Bugs everywhere and hard to hit the stingtails when they are meshed with everything else, if you can even get past the armor while being yanked and knocked around. All in a bowl type bit of cave where there was no real exit but to crawl back up.
I allowed myself to get fat boy'd if it ment freedom.
thanks for the work! ♥
Thank you for the video summing everything up! I agree about the sting tail getting overly nerfed. Now it feels way to weak for how uncommon it is. I think decreasing the cooldown to 10 seconds, increasing the spawn rate slightly , and increasing the health slightly would make it better.
Anyone know the build that allows him to do that at 9:32, ive only recently started using the coil gun and dont fully understand how it work with the various charging points.
It is tier 5, 1st upgrade.
nice video man. cool patch
Damn... I noticed that stingtails weren't as tanky but seeing the numbers is a bit overkill. I think what went overboard is definitely the base health. revert it back to 600hp and just get rid of the pierce weakness because you still want them to be threatening even when you see one and I don't even get the pierce weakness like why is that there in the first place?
Also Stubby feels a lot better now. It's still probably engi's worst primary but damage upgrades certainly help a lot and the reduced recoil is nice. It actually feels like an smg now.
i love stubby, it's always been my preferred over the other ones.
Being pulled into a stingtail only to power attack if for half its hp + armor break is kind of disappointing. They honestly don't feel much harder to kill than glyphid guards anymore.
I thought the stubby was fine but the electricity on oppressors is huge. Gonna make the omoran laser electric bonus even better
Their health isn't why they are threatening, it is their pull that can put you in a group of enemies as you watch yourself helplessly fall into a situation where you're forced to die because 1 enemy hit you.
Give them 1 health and they can still kill you.
Top tier DRG content here
Cobalt core music at the beginning after the intro
i love the change
Shells in the pipe, five by five
I would contend that the LOK-1 smart rifle might more accurately be nicknamed the "Loki", even though the serial designation is an obvious "lock on" pun.
I'm also enjoying cobalt core
I personally disagree about the excessive-ness of the nerfs. A successful grab can cause instant death in a bad situation. Stingtails are a huge priority target and should die quickly in exchange for for their very dangerous gimmick.
By the way I am making my judgements based on modded difficulties. On hazard 5 I’m sure they are much less dangerous.
Yeah, even as someone not familiar with this game I can tell that would be an issue.
If an enemy can land an attack and it has a chance of instantly killing you they should reflect it by being a boss and core focus or a squishy enemy.
I never really had an issue with stingtail's tankyness
What I did have an issue with, is the instant and unavoidable death sentence of them grabbing you off a ledge or from the ceiling if you're any class other than scout, or dont have jet boots. Which, is still an issue.
You gotta think of it different if a sting tail spawned and tried to grab you but you dodged before you were FUCKED cause they had super big armor and a billion health so the sting tail was now a skill check every 2 seconds or you get grabbed taking tons of damage with 0 counter play besides shield or a grapple hook
Now it's a random skill check or take a ton of damage and if you take tons of damage you can kill them or if you dodged you take your shot at trying to kill it before it goes for another grab
Originally it was an ever looming threat of getting pulled into a swarm or off a cliff because it was so tanky you couldn't just kill it so you would either die trying to dodge the tail grab and get hit by a slasher dying to the swarm or get grabbed pulled into the swarm
Dodging the tail is more reliable counter play because of it's health being reduced
Originally they counter play to sting tail was intentionally getting grabbed so you could get close and melt it's health with burst damage and using dash to get out of the swarm
*slaps the table* I knew he would be back! glad to see you posting again LazyMaybe!
Also turret arc kills still don't count to any dwarf total. Previously the enemies killed xp would count, need to check if that's still the case.