Also good to note that if you want to double down on swarm clear, fear on t5 is 100% the best option: as long as you can manage to hit one focused shot on a weakpoint in a choke, you can perpetually keep the swarm running back into the choke over and over again without ever getting pressured by bugs pushing up on you. Best paired with IFG's.
Sounds good for solo builds or when you have to clutch as scout. But I don't think it's good for in team setting. You want kill the bugs and relief the pressure on your team. Not building up potential big swarms
In an ideal team comp, the scout shouldn't be the one clearing the grunts and swarmers. On Haz5 this ends up not being the case, as there aren't enough enemies to keep a good scout continually occupied, so building for blowthrough grunt clearing is often the only way to not spend 80% of a mission bored lol. I myself play often on modded difficulties, such as Hazard 6 with double enemies, where there are nearly as many HVT's such as spitters/mactera/menaces/etc. as there are grunts in Haz5. In those situations, I prefer stun to keep dangerous enemies from damaging myself or my teammates, but on Haz5 I would absolutely take fear and blowthrough over stun. It's good to note as well that you don't have to have a perfect choke to waveclear; as long as you're a skilled enough scout, you can keep grappling around a group of bugs and popping blowthrough shots at them. In teams, the fear is mostly a backup for if you end up getting pushed alone into a choke, but it's definitely still useful.
No, but you can shoot followup shots much more quickly and efficiently if you don't have to reposition after every shot. Fear keeps enemies running back through the choke so you don't have to continually backing up.
It blows my mind that nobody ever talks about how you can jump before charging SCC to negate the lack of movement while charging - yet with leadstorm for the minigun, everybody will talk about bhopping to fire on the move. ...Why is that??
Mostly, I recon, it comes down to what the weapon asks of you. For the minigun you "spray and pray". Ok, not really but missing a bullet here and there will only impact your output by a small margin. With the M1k you need to aim very precisely where you want that shot to land, so if you're not a god gamer with hundreds of hours starting your focus shot while also being in movement will drastically reduce the time you have to properly line up where you want that one bullet to go.
Mostly because before they buffed SCC, even though you could counteract the movement penalty with good gameplay, the other downsides still really made it not worth taking. Now that it has been buffed though, it's a lot more worth taking if you can B-hop with it
@@JinFreeks That's why you only do the bhop strat when in the fray. If there's a target you gotta take out from afar, you get out of the fray to line that shot up without needing to worry as much about getting horned on by a bunch of angry ants. Scout is the most mobile class in the game for a reason.
This was a great video. Don’t forget that getting a focus kill does refresh the hover cloak and you can slowly float down and kill tons of grunts and stay out of the range of them at the same time.
I still dont understand why GSG didn't change supercooling chamber in season 2. I like the idea of the overclock, but in practice it's physicaly painful too use...
@@beardmaster6208 Well... For me, it was like this. Lesson 1: As with any weapon overclock, you need to first get used to their downsides. In this case, you need to get used to standing completely still while charging the shot. Lesson 2: Get the right build for the job. Choose other upgrades that assist you in min/maxing the overclock. This also means to use the correct set of weapons beyond just the M1000 upgrades. My build for every class in the game (except driller because he sucks at doing this) is to focus your build around two types of weapons: waveclearing, and priority target buster. The m1000 with this overclock is, as you'd imagine, the buster. So, pick a secondary that's better for waveclearing to balance out the m1000's downside of not doing well against groups. My choice (before I changed my build in season 2 due to the boltshark) was the SMGs. I can't remember my exact build for them, but I remember I often chose ammo and damage upgrades. Clip/reload didn't matter too much because... Lesson 3: Learn the ebb and flow of the overclock. I always, on every class, take the reloader perk. It's especially useful on scout with this build because the overall pacing you'll have using the weapon is like this; Find a choice target, bust it with the m1000, grapple away. Land safely in a spot with good visibility, check for any more choice targets. If there are none, swap to your SMG and kill the grunts. If there are still some, repeat until there are none. Once you run out of ammo on the SMGs in your clips, simply grapple away to another safe location then switch to the M1000 again and try to pick off some praetorians while they try to turn around. This ebb and flow, if paced correctly, should mean you reload MUCH less often during a swarm. (Upgrade your grapple to act as fast as possible instead of as far as possible. This'll let you reliably keep moving away from threats.) That's about it, mostly. Takes a lot of learning but you become a highly mobile independant tankbuster. If you want to play together, let me know, I can show you how I use it.
As a scout main who is extremely used to and happy with minimal clips, I also find it fun to take Supercooling Chamber on elimination missions. The biggest drawback is of course the stationary focus shots, but a thing you overlooked is that you can begin charging the shot after jumping or grapple-hook boosting to maintain your momentum. Seeing a visible chunk of a hiveguard's hp disappear by grappling behind them while charging a shot for when you land activates hella neurons. I have no data so I can't speak for ammo or damage efficiency, but it's not a terrible OC in this specific context in my experience. Great video, you've addressed a lot of things I was interested in knowing but too lazy to lab myself. R&S!
SCC is for making sure high threat enemies die before they can create a problem. In that context it's value is about more than ammo and damage numbers, because if that one enemy died faster that teammate over there didn't go down. Good examples include spitballers, breeders patrol bots and septic spreaders.
Note: It is actually good to run things that just barely let grunts survive 1 shot as long as you run the vampire perk. It makes vampire a viable way to gain health.
Every other class doesn't really benefit from it as much as Driller does because of the two other weapons he has that count as pick axe damage(throwing axes and drills). That means Driller has three ways to proc Vampire compared to everybody else who only has one, and like four of his weapons can reliably deal DOT depending on how you build them.
Great and useful information rich video! Just wanna note that the tier 5 mod on the Crossbow (Magnetic Shafts) which boosts the direct and area damage of bolts by 25% on electrocuted targets complements really well with Electrocuting Focus Shots on the M1000. I love running the triple-bolt overclock with it for single target, while the M1000 for groups.
I still love myself some Hipster, I never had the patience to try the focus damage build instead of higher magazine size. I will change that and start testing :)
@@GamingExistence Just an aside, if you take damage on tier one, you one shot headshot grunts with a hipfire shot while using hipster, meaning if you use a quickfire build but place your shots right, you save double the ammo as your focus shots. Spamming as quickly as possible should only be used if the swarm is right on top of you.
@@cuttlefishrampant5241 that's only true and Haz 1 and 2. The damage mod does 96 damage per headshot on grunts which can't 1 shot them on Haz 3 or higher since they have 99-108 HP. You would need Hollow Point bullets to one shot, but then you have no blowthrough and only ~30% more ammo over the base gun, but the base gun can hit up to 4 things per bullet. Only reason to take damage is if you need it to save a bullet against Mactera and are ok getting less value against hordes. It can also help when you're body shotting Web/Acid Spitters, and against Slashers/guards, but helping against slashers/guards is way less import since those tend to to hang out near grunts. You can also make the argument that scout's grenades alleviate the issue a bit, but that's really the only way that hipster + damage can take out hordes more efficiently than the base gun, and it only applies to haz 4 and 5 grunts.
I used to swear by SCC until I started using hipster. Honestly love the whole spray and pray style of hipster more, and it's surprisingly been more ammo efficient for me despite that.
Thank you for this information! Another well produced and stylish video. You should consider making this style of video analysis for other games. I think there is a lot of potential for your content to be appreciated by multiple game communities.
It's worth mentioning, for hoverclock OC, that if you're not the host of the game it triggers from just firing a single shot in the air, allowing you to fire 3-4 normal shots then reload, then grapple again
If you use supercooling chambers, jump right before focusing to retain momentum. Its not a complete fix and jumps might need to be considered, but it really makes the gun eaisier to use
They should really buff the super coolant chamber by either removing the focus speed increase or give it more ammo. Preferably the former, since it's already such a nerf to not be able to move.
I keep coming back to these videos whenever looking into new playstyles. I play on PS5 where analysis mods (or any mods) are not available - thank you! The EFS OC is particularly impressive with the build 11211 and recent buffs make it even better. It's the superior fast-focus OC imo.
Oddly enough I’ve always run electrocuting focus shocks for the fact I can Do some crowd control. One electric shock and that patrol bot annoying everyone comes to a slow grind. Sure it isn’t the best overclock for every encounter but I feel it’s a good one overall
So many annoying enemies become so much easier to kill, patrol bots, macteras, those rolling bugs, add to the fact you can apply electric to the bugs behind, it’s good stuff
you should also point out the breakpoints on big targets, which makes SCC even worse becouse all you accualy want to kill with it is alwais 5 dmg short, pretorian, opressor, warden, manace, and even patrol bot
honestly, i've never seen a gaming guide video better made than yours, you have many small details covered and very well explained. the only thing that is stopping this channel from blowing up is there are more ticktokers on youtube than harvard graduates and these videos is only geared towards the latter if you catch my drift.
I always enjoy seeing new DRG content creators and you are certainly no exception! The testing was well-conceived and executed, the information well presented and narrated, and your editing style is both unique and suits the content nicely. My only critique is that your use of the distortion effect on certain pieces of texts may be more distracting than entertaining, and that it could easily be fixed by making the distortion effect finish faster. Other than that, I look forward to seeing your future work! Subscribed!
Since this video have there been any significant changes or more tests done on the valodity of electrifying focus shot? Seems like a very interesting OC especially with it's synergy with certai of scout's secondarieas
EFS is definitely improved. You take ammo and still hit good break points. Makes it interesting as a hybrid blowthrough whilst still dealing with some HVT break points. Give it a go!
Another masterpiece! All the good data all the angles covered thank you so much for these informative timestamped videos =) so good. And your take on hoverclock w imbedded detonators is spot on. I couldn't agree more. Hoverclock ftw!!!!
i absolutely love how many choices a player can make in drg. you can choose between 4 classes, each class having 6 total weapons and these weapons all have several upgrades, and on top of upgrades there are overclocks with the power of fundamentally changing a weapon's role or doubling down on its strenghts. the overclocks also make the upgrades even more important, making builds inside builds. i am 150 hours into the game and i am still just scratching the surface of the game
SCC was my first M1000 overclock and I have ever used it since. Seeing DRG analysis making me super confused again and again if that really is supposed to be that terrible. I guess it's just me loving the idea of a large caliber sniper, but unlike so many people who exclaim the painful nature of it, it feels so good for me to shoot that thing. Using that exact high-value target tree, not even taking the armor break at times for charge speed. I can't really see how mobility is supposed to be hindered when you can jump-aim-shoot anyway. Cancel out of it with melee to grappel. Maybe it's because I never go solo with scout? I'm barely next to a greenbeard compared to the guys who did the research, but the other 3 classes are more than happy to mow down the crowd and I can just focus on the big threats and don't need to mind the hoard. I am questioning my DRG scout experience as a whole now. So weird... EDIT: I saw in the comments that it's always a little bit of damage short... but... isn't that what the secondary & melee is for?
If you are enjoying using it and finding success with the OC that is great! I am never trying to tell people what they are doing is wrong. There are so many variables to calculate and different angles. I just try to show data and perspective I have and researched from talking with others, it is for the viewer to decide after watching. What I was trying to get across when talking about SCC, is that often the scout is considered the person to deal with high value targets. HVT does not mean larger tragets like oppressors but in this scenario, webbers, acid spitters, trijaws and menaces. These are the targets that will down a group and if a scout can flare so that they and everyone can see these, and if the scout has a weapon to deal with them quickly before the team takes damage. Then this is very valuable and likely what you want your scout doing on EDD and especially higher modded hazard levels. In the video we look at other OC's that still have break points (one shot or one focus shot to kill a HVT), such as active stability system. Effectively active stability can still deal with those HVT in one focus shot, but focuses quicker, gives you freedom of movement speed boost, has more ammo and none of the SCC downsides. So what SCC is gaining in this situation is more damage per shot against larger targets like preatorians and oppressors. Which as you mention, likely other players would have better ways of dealing with these targets or even potentially your own secondary. Also if you are focusing these targets, grappling to get into position to mitigate the no movement speed, then you are taking time away from looking for the acid spitter who will take an ally or yourself down or a webber who will blind and slow someone to drop them. But it all depends on how you want to play, what your group dynamic is and what you find fun! Watch the video and come to your own conclusions. That's what Karl would approve of! Rock and stone!
@@GamingExistence OHHH, I see. It really was the different definitions of what an HVT was. Thank you for that explanation! That cleared up a lot of confusion for me and gave me more thoughts to how to play Scout better for my friends. Rock and Stone!
I love EFS with blow through. I pair it with a powerful boomstick with Compact Shells for oppressors, and swarmers. It's also great to apply burning on praetorions for extra damage. I jump between holding IFG or Cryo. Though I lean on cryo because having thermal shock in my build really melts down bulks.
when i run hypster (which is pretty much all the time), I dont go blowthough rounds, i actually go hollowpont because it brings that crit damage back up to oneshot grunts and deal more damage to praetorians. Sure I'm losing out on the multi target damage, but for clearing swarms, I swap to my zhukovs with blowthrough rounds. I play to hypsters strenths instead of covering the weakpoints.
Yeah a few people have been saying that. I realised for some reason the audio on it was double from GK2 analysis.... I'm working on a shorter animation with shorter and quieter audio for the next vid. Hopefully it will be better! Apologies to your ear drums!
I notice in the SCC section that the upsides listed is +125% focused shot damage bonus. But the current SCC has +150% focused shot damage bonus and a whopping x3 weakpoint damage bonus. Would you care to give your thought on the viability of the updated SCC?
The changes definitely improve the OC, but unfortunately everything SCC is good at is not what you really need as the Scout, solo or in a group. This video explains more - ruclips.net/video/Fmk4KctELMM/видео.htmlsi=6QFprWbghAagq16w
I still really like Supercooling Chamber, I jump at the same time as I charge so I can keep moving, but also, grappling and hitting a weakpoint mid-air and saving myself with Special Powder on the Boomstick, that is some good dopamine
Man i love you science! i realy wana to more ppl can look your Videos. You can try hype in new secondary weapons. Cuz no one do so detailed comparing.TY for your hard work! R&S!
Thanks! I will get to them. My videos take a long time to make so likely all the hype will be over with others getting content out for them. Will get some proper analysis in for them ASAP though. Rock and stone!
@Gaming Existence Your Videos all time have so huge attention to details. Im all time hyped about YOUR video.Probably no one do so clean comparing in all RUclips.Even if some buffs or nerfs be in future, your video still be actual. Cuz any one can understand what exacly hapens with OC in situations and VS specific enemy .This means your Video be actual a VERY long time.Devs need change OC dramaticaly to your info becomes totaly outdated. Even if your video take a long time to make, its worth it.
Thanks for the kind words ☺️ Not sure what my plan is currently. Trying out some different videos and see where I land with them and if season 4 is exciting!
Question... When using EFS, are there any instances where Killer Focus actually helps attain breakpoints that we can't otherwise reach? From what I can tell, Acid Spitters seem like they will die regardless of Killer Focus and Tri-jaws seem to miss the mark. What about Slashers for example? Or do Guards go from needing 2 shots to 3? Great analysis all in all; love the condensed style. Lot of people would stretch this out to 30m, but this is a format I really appreciate.
EFS with damage at T1 and KF can 1x focus shot a slashers body. 2x focus shots guard body but you need to let the Dot work. Is a bit iffy and tight on ammo with T1 damage. Thanks for the feedback, good to hear! 😊
At what level would you rate Hipster with the "Ironic" build. Using blowthrough and focus shots to swarm clear. Compared to the other OCs? You mightve mentioned it In the video and I must be missed it.
@@GamingExistence I've had the suspicion that Hipster isn't really that great of an OC. I felt awkward spamming it into a horde and using an entire clip to kill a small group. Suppose this is my que to start using Killer Focus and try other OCs. Electrifying shot and Minimal Clips seem promising to me. Amazing video btw. Keep up the good work!
Yeah, I used Hispter since the update where they made it viable. But started to try and use it on Haz 7 true solo and got nowhere with it. Hoverclock blowthrough gave me a chance!
Personally I wouldn't generally focus on using blowthrough rounds as the scout is meant to be the one that focuses high value targets, especially when running something like the M1000 Classic. As you said though it can help in a pinch, if you're going solo, or if you're with an inexperienced team and need to do a little bit of the heavy lifting on hordes. Electrocuting Focus Shots is interesting in that theoretically you can do a lot more damage than most other options in a single shot, but you have to keep in mind that extra damage comes over 4s, and since your job is to focus HVTs those seconds can matter, and it can be worth it to just use extra ammo to hit it again with an unfocused shot. I have found it is very useful for ammo economy on Industrial Sabotage missions, however. Supercooling Chamber is terrible, even after the buff it got. I wish they actually did something different with it, as right now you're trading mobility and ammo capacity for an upside that really doesn't do much, considering it's overkill on like 95% of the enemies you'll be regularly focusing as Scout.
After EFS got buffed (idk when, only know that it deals wayyy more than 48 dmg now) it’s now “better” than minimal clips/hipster for single target damage, at 146 DPS (slightly above min. clips) (focus shot after each reload, then magdump normally) Why I say “better” is 2 reasons: a) oppressors & dreads are immune to electric b) electric DMG doesn’t get 3x damage vs frozen targets (and even if if did Hipster would still be the burst king) Also while 1 more DPS isn’t a lot on minimal clips, slowing bulks and built-in stun that doesn’t reduce your DPS is worth it by far
I have it on my list. might be some time though. Need to do Drak OC analysis. And then... If I decide to do OC analysis for each secondary, then best builds compared.... Could be a long time before I get there. I hear pure damage EM-refire is strong!
@@sydorovich2532 EFS is not bad now. You obviously lose the speed benefits of Active Stability System which does hurt. But being able to take ammo at T1 and still hit HVT breakpoints is nice. SCC I just can't get on with. It's super slow at HVT killing but obviously deals a lot of damage on LST's (oppressors and preats), but that's not really what the scout needs. Just my opinion!
@@sydorovich2532 I have tried that exact build and quite enjoyed it. The EFS into boltshark with the correct bolt on high hp targets is a bit janky but fun to pull off when you get it. Is not a bad build, or go Embedded Dets Zhukov's.
So, basically. Hipster: Most ammo but you can only use focused shots if you want to clear grunts effectively. Active Stability, Hoverclock and Minimal Clips: Added utility. EFS: Can actually kill acid spitters. Worse vs oppressors. I have a couple questions. Would the HVT build with EFS be able to kill a Grunt Guard with one FS and Blowthrough? and, I know it's next to impossible to calculate since it's heavily dependant on context, but I guess this a bit of an elephant in the room. If you use a focused shot with only 1 ammo left in the clip, it only uses 1 ammo but it's still a focused shot. Is it possible to gauge how does this impact in the weapon's ammo efficiency? Obviously, it's easier to pull/able to be pulled out more frequently the smaller your clip is, so I wondered if that's a consideration at all. Great video as always. Rock and stone!
I recorded some EFS HVT footage but left it out the video. To answer your question: From memory it takes 2x FS body shots to kill a guard and you need to let the electrical damage tick over. You can 1x FS a slasher to the body though. Regarding the 1 ammo left focus. I think that is unlikely to change much or be effectively gained in a run but not overly thought about it tbh! Rock and stone!
I've recently started to try working in a hipfire shot in between my focus shots so that I end up using the 1 ammo focus shot tech. Is it worth it? From my experience, not really. For reference, I run Active Stability System, with 8 magazine size and the damage mod on t1, which gives me a max ammo value of 104. Dividing that by 8 means I get a total of 13 mags, which on paper means 13 extra shots. (With t1 ammo, you get 144 ammo, which gives you 18 extra. Still not huge IMO.) However, in practice, these "extra" shots are only hipfire shots*, which means that I'm not going to be using them if I need to delete an HVT in a pressure situation. They also require you to fully empty your magazine to make use of. The only time you can realistically make use of this hipfire shot is when you're not being pressured to kill something faster, and the only situations I can think of where this applies are a lone praetorian or oppressor, or a lone menace that's locked onto you and not a teammate (so you can either strafe around the projectiles or stun it with the M1000 or boomstick). Against these beefy targets, one hipfire shot is likely not going to make a difference in damage, which means that unless you have a target you need to dump two full M1K mags into (which pretty much don't exist in DRG), it's really not worth going for an extra tap in between your normal focus rotation. Webspitters might be an interesting counterpoint, but I think even with them on the table, there's too much work for too little reward. This also means you have to retrain your target prioritization: if 4 mactera spawn pop up, you focus shot 3 of them and then see a webspitter in the corner of your vision, are you really going to try to go for a hipshot on the webspitter in the middle of fighting the mactera just to save one bullet? Probably not. The flipside of the coin, which I can see a reasonable argument for, is Hipster. Since the main use case of Hipster (for the typical Haz5 player) is spamming hipfire shots to clear enemies, I can definitely see the value in lining up a focus shot at the end of the magazine for the extra damage. However, Hipster's biggest strength is already its massive ammo pool. With t1 damage, Hipster has 192 maximum ammo, or 24 mags, and while 24 extra ammo might sound good, Hipster already has almost 200 ammo that you're gonna have to really work to get rid of. (Hipster with t1 ammo has 268 max ammo, which interestingly enough gives you 33 and a half magazines, so you technically get 34 extra shots, but at that point your damage potential is so gimped you might as well be playing the GK2 lol) Overall, the extra bullet is situational at best. You need to have a target that's worth hipfiring on screen at the same time as targets that are worth focus shotting, and training your brain such that you shoot an extra bullet in your rotation is a lot of effort for very little payoff. I can't really see it impacting any build other than Supercooling Chamber, so maybe if they finally buff that, this'll be a worthwhile tech to learn. *Since you can never have an uneven mag size with mods or OC's, you will have to hipfire at least once to make your magazine uneven in order to take advantage of the 1 ammo focus shot.
Thank you for taking so much time to write a response to that degree of detail! I suspected it was situational at best but definitely not worth going out of your way to trigger it; good to know my reasoning was sound.
@@dechilevel1556 Sorry for another reply, but in my original one I hadn't considered the breakpoints you don't hit if you end up taking ammo on t1 instead of damage. The two most important breakpoints in this situation are killing an acid spitter and a trijaw in one focus shot. While you can reach the trijaw breakpoint with t1 ammo if you take weakpoint damage instead of blowthrough (assuming you have armor break on t2 and killer focus on t3, though armor break doesn't affect the trijaw breakpoint), the only way to one-shot an acid spitter is by taking t1 damage. If you're taking t1 ammo, you'll end up having to hipfire acid spitters to finish them off, which is actually a valid use case for setting up an extra focus shot at the end of your mag (and the same thing with trijaws if you also take blowthrough). Though this becomes a much more useful tech in combat, I'd say it still doesn't increase the efficiency of the build much since you're taking t1 ammo, which, even if you try to farm all the grunts in a mission, you probably won't run out of m1k ammo with lol. TL:DR: with t1 ammo instead of damage, hipfiring in between focus shots is a lot more common, but still doesn't necessarily "increase" how well your build performs.
The spamming hipster into a crowd Vs focus shots was just to simulate the potential difference. Also that focus shots especially with blowthrough is a very valid alternative to using hipster as it traditionally is used. That if focus blowthrough hipster build is quicker and more efficient than blowthrough traditional hipster, then the other overclocks with better benefits and more damage to reach better breakpoints are likely better options. Hope that makes sense 😊
@@GamingExistence i think that make sense or at least what I understand is : hipster focus is better than hipster hipshot, But if you play focus shot, other OC are better 😅
@@D3LTA69 Pretty much! Some people like how Hipster can be flexible and use that ROF when you need it. But Active Stability System built for blowthrough and ammo or damage and blowthrough will likely serve you better once you get used to focus shots and even more when you get used to focus shot then normal shot to finish etc
Getting a kill with Hoverclock allows you to use it's slow down effect again without touching the ground as well. I run 1, 3, 2, 2, 1. Can kill a grunt with one focus shot to the body with that build, potentially just staying in the air the whole time. Then can easily re-grapple at any point with full cooldown or grappling hook. Or use special powder on boomstick. Or both. I use hollowpoints instead of blowthrough, cause when you're shooting stuff in the air you're much less likely to get value out of blowthrough. Plus it helps make up for not getting increased caliber rounds or killer focus. Extended clips can help to keep you in the air longer(but I can totally see taking killer focus instead). Stun helps you land follow up shots. If you're really worried about hordes, you do have a secondary weapon to help. Or even better, use teammates, if you have them. I'm so used to Hoverclock now I never use any other weapon or overclock on scout. lol
Nice, yeah that is a cool way to play with so much air time! I do love the power trip of wiping out a horde in a corridor with blowthrough though! I would love it if Hoverclock replaced killing machine at T5!
I run 23121 Hoverclock for my M1. I usually pair it with Blowthrough Zhuks but it's been replaced by the Bodkin Boltshark. Now I can kill glyph mobs without leaving my sniper nest. 👍 I also run 23221 Hipster / SP Shottie if feel going unga-bunga on Elimination missions. And just to be cheeky, I also macro'd LMB, turning this fully-automatic. I can just focus on controlling the recoil. 🤣👏👏👏
H u h. Here I was thinking you were gonna just talk about how awesome supercooling is for the entire video. I... don't see why people don't like it. I don't know any other weapon that can take down a dreadnaught in 3 shots on the right mission. Chances are, if someone says supercooling is bad, they're not using it right. Just get better with the grappling hook and suddenly you have the ability to take down a bulk detonator in 4 shots. I really think people are completely sleeping on it lol
One thing I don't often see pointed out is that with hoverclock and bypassed integrity check, you can stay mid-air (pretty much fly) for free using pickaxe cancel to never actually fire. Also, I feel like hipster is 100% over-hyped. If I want high dps sustained fire I would rather take Overclocked Firing Mechanism on the GK2, at least then it's full auto and I only have to worry about recoil.
I love the content, but man your editing is all over the place. Maybe tone down some of the transition sound effects and work on your cuts, it feels super ADHD. I get that you're going fast, but it's hard to follow.
I will keep it in mind, thanks for the feedback! I need to find the right balance and a way to make it more obvious the simulation bits are changing but not over the top as you say. I will play around with it before the next video. Still trying to find a good format and balance between style, substance and how many hours to edit all this together. Rock and stone!
Pretty solid video, but the cutting off your voice was awful, way to to fast and often I missed what you said due to those fast cuts. Pretty hard to keep up as a non native english speaking person
Also good to note that if you want to double down on swarm clear, fear on t5 is 100% the best option: as long as you can manage to hit one focused shot on a weakpoint in a choke, you can perpetually keep the swarm running back into the choke over and over again without ever getting pressured by bugs pushing up on you. Best paired with IFG's.
Sounds good for solo builds or when you have to clutch as scout.
But I don't think it's good for in team setting. You want kill the bugs and relief the pressure on your team. Not building up potential big swarms
In an ideal team comp, the scout shouldn't be the one clearing the grunts and swarmers. On Haz5 this ends up not being the case, as there aren't enough enemies to keep a good scout continually occupied, so building for blowthrough grunt clearing is often the only way to not spend 80% of a mission bored lol. I myself play often on modded difficulties, such as Hazard 6 with double enemies, where there are nearly as many HVT's such as spitters/mactera/menaces/etc. as there are grunts in Haz5. In those situations, I prefer stun to keep dangerous enemies from damaging myself or my teammates, but on Haz5 I would absolutely take fear and blowthrough over stun.
It's good to note as well that you don't have to have a perfect choke to waveclear; as long as you're a skilled enough scout, you can keep grappling around a group of bugs and popping blowthrough shots at them. In teams, the fear is mostly a backup for if you end up getting pushed alone into a choke, but it's definitely still useful.
making the swarm run back and forth isn't clearing it
No, but you can shoot followup shots much more quickly and efficiently if you don't have to reposition after every shot. Fear keeps enemies running back through the choke so you don't have to continually backing up.
It blows my mind that nobody ever talks about how you can jump before charging SCC to negate the lack of movement while charging - yet with leadstorm for the minigun, everybody will talk about bhopping to fire on the move.
...Why is that??
Mostly, I recon, it comes down to what the weapon asks of you.
For the minigun you "spray and pray". Ok, not really but missing a bullet here and there will only impact your output by a small margin.
With the M1k you need to aim very precisely where you want that shot to land, so if you're not a god gamer with hundreds of hours starting your focus shot while also being in movement will drastically reduce the time you have to properly line up where you want that one bullet to go.
Mostly because before they buffed SCC, even though you could counteract the movement penalty with good gameplay, the other downsides still really made it not worth taking. Now that it has been buffed though, it's a lot more worth taking if you can B-hop with it
They haven't played heavy
@@JinFreeks That's why you only do the bhop strat when in the fray. If there's a target you gotta take out from afar, you get out of the fray to line that shot up without needing to worry as much about getting horned on by a bunch of angry ants.
Scout is the most mobile class in the game for a reason.
This was a great video. Don’t forget that getting a focus kill does refresh the hover cloak and you can slowly float down and kill tons of grunts and stay out of the range of them at the same time.
Why is that not made obvious? That’s such a cool feature!
@@TheCynicalOne Yea it should add in the overcloak description somewhere as it makes the overcloak alot better
Isn't it better to focus shot several down at a time with blow through?
Your vids are SO detailed and thorough! I was a hipster convert for a while, but youre right about how hard it is to give up hoverclock!
Channel deserves more views. Informative and in depth content as always! A+
I still dont understand why GSG didn't change supercooling chamber in season 2. I like the idea of the overclock, but in practice it's physicaly painful too use...
"Physically painful"? Those are the exact words someone would say who doesn't use it right.
@@RevolutionaryOven really?! tell me how you do? :O i'm really curious to know
@@beardmaster6208 Well... For me, it was like this.
Lesson 1: As with any weapon overclock, you need to first get used to their downsides. In this case, you need to get used to standing completely still while charging the shot.
Lesson 2: Get the right build for the job. Choose other upgrades that assist you in min/maxing the overclock. This also means to use the correct set of weapons beyond just the M1000 upgrades. My build for every class in the game (except driller because he sucks at doing this) is to focus your build around two types of weapons: waveclearing, and priority target buster. The m1000 with this overclock is, as you'd imagine, the buster. So, pick a secondary that's better for waveclearing to balance out the m1000's downside of not doing well against groups. My choice (before I changed my build in season 2 due to the boltshark) was the SMGs. I can't remember my exact build for them, but I remember I often chose ammo and damage upgrades. Clip/reload didn't matter too much because...
Lesson 3: Learn the ebb and flow of the overclock. I always, on every class, take the reloader perk. It's especially useful on scout with this build because the overall pacing you'll have using the weapon is like this; Find a choice target, bust it with the m1000, grapple away. Land safely in a spot with good visibility, check for any more choice targets. If there are none, swap to your SMG and kill the grunts. If there are still some, repeat until there are none. Once you run out of ammo on the SMGs in your clips, simply grapple away to another safe location then switch to the M1000 again and try to pick off some praetorians while they try to turn around. This ebb and flow, if paced correctly, should mean you reload MUCH less often during a swarm. (Upgrade your grapple to act as fast as possible instead of as far as possible. This'll let you reliably keep moving away from threats.)
That's about it, mostly. Takes a lot of learning but you become a highly mobile independant tankbuster. If you want to play together, let me know, I can show you how I use it.
You can also use it while hopping, just like for gunner with the lead storm overclock, which alleviates some of the mobility problems
@@RevolutionaryOven Yeah maybe in h4, but no for h5, 6 or 7 tbh
As a scout main who is extremely used to and happy with minimal clips, I also find it fun to take Supercooling Chamber on elimination missions. The biggest drawback is of course the stationary focus shots, but a thing you overlooked is that you can begin charging the shot after jumping or grapple-hook boosting to maintain your momentum. Seeing a visible chunk of a hiveguard's hp disappear by grappling behind them while charging a shot for when you land activates hella neurons. I have no data so I can't speak for ammo or damage efficiency, but it's not a terrible OC in this specific context in my experience. Great video, you've addressed a lot of things I was interested in knowing but too lazy to lab myself. R&S!
It’s so much better now with its new changes hitting a weak point with it does 3x as much as the freezing the enemy
SCC is for making sure high threat enemies die before they can create a problem. In that context it's value is about more than ammo and damage numbers, because if that one enemy died faster that teammate over there didn't go down.
Good examples include spitballers, breeders patrol bots and septic spreaders.
fall damage:
Note: It is actually good to run things that just barely let grunts survive 1 shot as long as you run the vampire perk. It makes vampire a viable way to gain health.
True but in the context of a swarm might more likely lead to death at haz 5
Not getting hit at all negates needing to heal so just kill it
Every other class doesn't really benefit from it as much as Driller does because of the two other weapons he has that count as pick axe damage(throwing axes and drills). That means Driller has three ways to proc Vampire compared to everybody else who only has one, and like four of his weapons can reliably deal DOT depending on how you build them.
Great and useful information rich video! Just wanna note that the tier 5 mod on the Crossbow (Magnetic Shafts) which boosts the direct and area damage of bolts by 25% on electrocuted targets complements really well with Electrocuting Focus Shots on the M1000. I love running the triple-bolt overclock with it for single target, while the M1000 for groups.
I still love myself some Hipster, I never had the patience to try the focus damage build instead of higher magazine size.
I will change that and start testing :)
Awesome! I always hated focus, but appreciate it now. Slowing down and being methodical can save not just ammo but ironically time also!
@@GamingExistence Just an aside, if you take damage on tier one, you one shot headshot grunts with a hipfire shot while using hipster, meaning if you use a quickfire build but place your shots right, you save double the ammo as your focus shots. Spamming as quickly as possible should only be used if the swarm is right on top of you.
@@cuttlefishrampant5241 that's only true and Haz 1 and 2. The damage mod does 96 damage per headshot on grunts which can't 1 shot them on Haz 3 or higher since they have 99-108 HP. You would need Hollow Point bullets to one shot, but then you have no blowthrough and only ~30% more ammo over the base gun, but the base gun can hit up to 4 things per bullet.
Only reason to take damage is if you need it to save a bullet against Mactera and are ok getting less value against hordes. It can also help when you're body shotting Web/Acid Spitters, and against Slashers/guards, but helping against slashers/guards is way less import since those tend to to hang out near grunts. You can also make the argument that scout's grenades alleviate the issue a bit, but that's really the only way that hipster + damage can take out hordes more efficiently than the base gun, and it only applies to haz 4 and 5 grunts.
I used to swear by SCC until I started using hipster. Honestly love the whole spray and pray style of hipster more, and it's surprisingly been more ammo efficient for me despite that.
Thank you for this information! Another well produced and stylish video. You should consider making this style of video analysis for other games. I think there is a lot of potential for your content to be appreciated by multiple game communities.
It's worth mentioning, for hoverclock OC, that if you're not the host of the game it triggers from just firing a single shot in the air, allowing you to fire 3-4 normal shots then reload, then grapple again
If you use supercooling chambers, jump right before focusing to retain momentum. Its not a complete fix and jumps might need to be considered, but it really makes the gun eaisier to use
Always nice to discover really good DRG content while waiting for the new season :)
They should really buff the super coolant chamber by either removing the focus speed increase or give it more ammo.
Preferably the former, since it's already such a nerf to not be able to move.
Super-cooling chamber got an insane buff recently and now it's way better than before.
It did but check out this video for some additional thoughts on it - ruclips.net/video/Fmk4KctELMM/видео.html
Absolutely incredible analysis, and editing. This is some real high quality stuff.
I keep coming back to these videos whenever looking into new playstyles. I play on PS5 where analysis mods (or any mods) are not available - thank you!
The EFS OC is particularly impressive with the build 11211 and recent buffs make it even better. It's the superior fast-focus OC imo.
Awesome! Glad you like them and thanks for the build! Rock and stone!
Oddly enough I’ve always run electrocuting focus shocks for the fact I can Do some crowd control. One electric shock and that patrol bot annoying everyone comes to a slow grind. Sure it isn’t the best overclock for every encounter but I feel it’s a good one overall
So many annoying enemies become so much easier to kill, patrol bots, macteras, those rolling bugs, add to the fact you can apply electric to the bugs behind, it’s good stuff
you should also point out the breakpoints on big targets, which makes SCC even worse becouse all you accualy want to kill with it is alwais 5 dmg short, pretorian, opressor, warden, manace, and even patrol bot
honestly, i've never seen a gaming guide video better made than yours, you have many small details covered and very well explained. the only thing that is stopping this channel from blowing up is there are more ticktokers on youtube than harvard graduates and these videos is only geared towards the latter if you catch my drift.
I always enjoy seeing new DRG content creators and you are certainly no exception! The testing was well-conceived and executed, the information well presented and narrated, and your editing style is both unique and suits the content nicely. My only critique is that your use of the distortion effect on certain pieces of texts may be more distracting than entertaining, and that it could easily be fixed by making the distortion effect finish faster. Other than that, I look forward to seeing your future work! Subscribed!
Only just discovered your channel and these amazingly well researched and made videos. Love it. Thanks man
Love your content can't wait to see more
As someone with 1.5k hours I would've never tried electro focus if it weren't for this video opening my eyes
The quality and attention to detail in your videos are INSANE
Since this video have there been any significant changes or more tests done on the valodity of electrifying focus shot? Seems like a very interesting OC especially with it's synergy with certai of scout's secondarieas
EFS is definitely improved. You take ammo and still hit good break points. Makes it interesting as a hybrid blowthrough whilst still dealing with some HVT break points. Give it a go!
Another masterpiece! All the good data all the angles covered thank you so much for these informative timestamped videos =) so good. And your take on hoverclock w imbedded detonators is spot on. I couldn't agree more. Hoverclock ftw!!!!
Hoverclock rock and stone!!! 😊
More proof that higher calculated potential damage doesn't beat practical application.
Huh, I never really gave electrocuting focus shit a proper chance before. Might have to give it a go now. Superb video, thanks!
i absolutely love how many choices a player can make in drg. you can choose between 4 classes, each class having 6 total weapons and these weapons all have several upgrades, and on top of upgrades there are overclocks with the power of fundamentally changing a weapon's role or doubling down on its strenghts. the overclocks also make the upgrades even more important, making builds inside builds. i am 150 hours into the game and i am still just scratching the surface of the game
Awesome analysis! Keep on doing what you do!
Who is this and why have I not seen this before. Can’t wait to watch more of his videos.
I love the visual editing :), but maybe lower the volume of the soundfx.
SCC was my first M1000 overclock and I have ever used it since. Seeing DRG analysis making me super confused again and again if that really is supposed to be that terrible. I guess it's just me loving the idea of a large caliber sniper, but unlike so many people who exclaim the painful nature of it, it feels so good for me to shoot that thing. Using that exact high-value target tree, not even taking the armor break at times for charge speed.
I can't really see how mobility is supposed to be hindered when you can jump-aim-shoot anyway. Cancel out of it with melee to grappel.
Maybe it's because I never go solo with scout? I'm barely next to a greenbeard compared to the guys who did the research, but the other 3 classes are more than happy to mow down the crowd and I can just focus on the big threats and don't need to mind the hoard.
I am questioning my DRG scout experience as a whole now. So weird...
EDIT: I saw in the comments that it's always a little bit of damage short... but... isn't that what the secondary & melee is for?
If you are enjoying using it and finding success with the OC that is great! I am never trying to tell people what they are doing is wrong. There are so many variables to calculate and different angles. I just try to show data and perspective I have and researched from talking with others, it is for the viewer to decide after watching.
What I was trying to get across when talking about SCC, is that often the scout is considered the person to deal with high value targets. HVT does not mean larger tragets like oppressors but in this scenario, webbers, acid spitters, trijaws and menaces.
These are the targets that will down a group and if a scout can flare so that they and everyone can see these, and if the scout has a weapon to deal with them quickly before the team takes damage. Then this is very valuable and likely what you want your scout doing on EDD and especially higher modded hazard levels.
In the video we look at other OC's that still have break points (one shot or one focus shot to kill a HVT), such as active stability system. Effectively active stability can still deal with those HVT in one focus shot, but focuses quicker, gives you freedom of movement speed boost, has more ammo and none of the SCC downsides.
So what SCC is gaining in this situation is more damage per shot against larger targets like preatorians and oppressors. Which as you mention, likely other players would have better ways of dealing with these targets or even potentially your own secondary. Also if you are focusing these targets, grappling to get into position to mitigate the no movement speed, then you are taking time away from looking for the acid spitter who will take an ally or yourself down or a webber who will blind and slow someone to drop them.
But it all depends on how you want to play, what your group dynamic is and what you find fun!
Watch the video and come to your own conclusions. That's what Karl would approve of!
Rock and stone!
@@GamingExistence OHHH, I see. It really was the different definitions of what an HVT was. Thank you for that explanation! That cleared up a lot of confusion for me and gave me more thoughts to how to play Scout better for my friends.
Rock and Stone!
I love these videos and I’d love to see videos on the engineers secondary weapons
I love EFS with blow through. I pair it with a powerful boomstick with Compact Shells for oppressors, and swarmers. It's also great to apply burning on praetorions for extra damage. I jump between holding IFG or Cryo. Though I lean on cryo because having thermal shock in my build really melts down bulks.
when i run hypster (which is pretty much all the time), I dont go blowthough rounds, i actually go hollowpont because it brings that crit damage back up to oneshot grunts and deal more damage to praetorians. Sure I'm losing out on the multi target damage, but for clearing swarms, I swap to my zhukovs with blowthrough rounds. I play to hypsters strenths instead of covering the weakpoints.
How much would this analysis change now that EFS does 3 times the electrocution?
Supercooling chamber is a very sweet dreadnought killer, but it pains me not being able to bring it in other kind of missions
Hipster with weakness instead of blowthrough is scouts best single target option by far
Good to see a fellow Hoverclock chad
The CCCRT sound in each translation is killing me, besides that nice vid
Yeah a few people have been saying that. I realised for some reason the audio on it was double from GK2 analysis....
I'm working on a shorter animation with shorter and quieter audio for the next vid. Hopefully it will be better! Apologies to your ear drums!
I notice in the SCC section that the upsides listed is +125% focused shot damage bonus.
But the current SCC has +150% focused shot damage bonus and a whopping x3 weakpoint damage bonus.
Would you care to give your thought on the viability of the updated SCC?
The changes definitely improve the OC, but unfortunately everything SCC is good at is not what you really need as the Scout, solo or in a group. This video explains more - ruclips.net/video/Fmk4KctELMM/видео.htmlsi=6QFprWbghAagq16w
I still really like Supercooling Chamber, I jump at the same time as I charge so I can keep moving, but also, grappling and hitting a weakpoint mid-air and saving myself with Special Powder on the Boomstick, that is some good dopamine
I don't always hit the weakpoint, but damn does it feel awesome and fun when I do
Man i love you science! i realy wana to more ppl can look your Videos. You can try hype in new secondary weapons. Cuz no one do so detailed comparing.TY for your hard work! R&S!
Thanks! I will get to them. My videos take a long time to make so likely all the hype will be over with others getting content out for them. Will get some proper analysis in for them ASAP though.
Rock and stone!
@Gaming Existence Your Videos all time have so huge attention to details. Im all time hyped about YOUR video.Probably no one do so clean comparing in all RUclips.Even if some buffs or nerfs be in future, your video still be actual. Cuz any one can understand what exacly hapens with OC in situations and VS specific enemy .This means your Video be actual a VERY long time.Devs need change OC dramaticaly to your info becomes totaly outdated. Even if your video take a long time to make, its worth it.
@@sergeylukin9111 Awesome thank you for the kind comments! Rock and stone!
I LOVE THIS VID !
Gonna take another look at this weapon ^^
So in order to make hipster more generalist, run killer focus, got it. I've only run hipster as a single target dps overclock for eliminations so far.
Season 4 is coming up soon, will we see more of these? Best DRG content on RUclips for sure. 👍
Thanks for the kind words ☺️ Not sure what my plan is currently. Trying out some different videos and see where I land with them and if season 4 is exciting!
Question... When using EFS, are there any instances where Killer Focus actually helps attain breakpoints that we can't otherwise reach? From what I can tell, Acid Spitters seem like they will die regardless of Killer Focus and Tri-jaws seem to miss the mark. What about Slashers for example? Or do Guards go from needing 2 shots to 3? Great analysis all in all; love the condensed style. Lot of people would stretch this out to 30m, but this is a format I really appreciate.
EFS with damage at T1 and KF can 1x focus shot a slashers body. 2x focus shots guard body but you need to let the Dot work.
Is a bit iffy and tight on ammo with T1 damage.
Thanks for the feedback, good to hear! 😊
At what level would you rate Hipster with the "Ironic" build. Using blowthrough and focus shots to swarm clear.
Compared to the other OCs?
You mightve mentioned it In the video and I must be missed it.
No I don't think I do mention it... I think the other overclocks are better than hipster to be honest, especially if you intend to go killer focus.
@@GamingExistence I've had the suspicion that Hipster isn't really that great of an OC. I felt awkward spamming it into a horde and using an entire clip to kill a small group.
Suppose this is my que to start using Killer Focus and try other OCs.
Electrifying shot and Minimal Clips seem promising to me.
Amazing video btw. Keep up the good work!
Yeah, I used Hispter since the update where they made it viable. But started to try and use it on Haz 7 true solo and got nowhere with it. Hoverclock blowthrough gave me a chance!
This video is a bit older so let me ask, is supercooling chamber useful now? Were there any changes?
It's good at everything the scout does not need to do. Watch this video for more context: ruclips.net/video/Fmk4KctELMM/видео.html
@@GamingExistence Thank you!
Personally I wouldn't generally focus on using blowthrough rounds as the scout is meant to be the one that focuses high value targets, especially when running something like the M1000 Classic. As you said though it can help in a pinch, if you're going solo, or if you're with an inexperienced team and need to do a little bit of the heavy lifting on hordes.
Electrocuting Focus Shots is interesting in that theoretically you can do a lot more damage than most other options in a single shot, but you have to keep in mind that extra damage comes over 4s, and since your job is to focus HVTs those seconds can matter, and it can be worth it to just use extra ammo to hit it again with an unfocused shot. I have found it is very useful for ammo economy on Industrial Sabotage missions, however.
Supercooling Chamber is terrible, even after the buff it got. I wish they actually did something different with it, as right now you're trading mobility and ammo capacity for an upside that really doesn't do much, considering it's overkill on like 95% of the enemies you'll be regularly focusing as Scout.
After EFS got buffed (idk when, only know that it deals wayyy more than 48 dmg now) it’s now “better” than minimal clips/hipster for single target damage, at 146 DPS (slightly above min. clips) (focus shot after each reload, then magdump normally)
Why I say “better” is 2 reasons:
a) oppressors & dreads are immune to electric
b) electric DMG doesn’t get 3x damage vs frozen targets (and even if if did Hipster would still be the burst king)
Also while 1 more DPS isn’t a lot on minimal clips, slowing bulks and built-in stun that doesn’t reduce your DPS is worth it by far
can you do one for the stubby next? i feel like i should try out new builds (other than ones that lean into the electric aspect of the stubby)
I have it on my list. might be some time though. Need to do Drak OC analysis. And then... If I decide to do OC analysis for each secondary, then best builds compared.... Could be a long time before I get there.
I hear pure damage EM-refire is strong!
@@GamingExistence What do you think about Supercooling Chamber and especially Electro shots after they have been buffed?
@@sydorovich2532 EFS is not bad now. You obviously lose the speed benefits of Active Stability System which does hurt. But being able to take ammo at T1 and still hit HVT breakpoints is nice.
SCC I just can't get on with. It's super slow at HVT killing but obviously deals a lot of damage on LST's (oppressors and preats), but that's not really what the scout needs.
Just my opinion!
@@GamingExistence I am thinking about EFS M1000 for hordes and HVT + trifork magnetic shafts Nishanka against LST and also getting pheromone utility.
@@sydorovich2532 I have tried that exact build and quite enjoyed it. The EFS into boltshark with the correct bolt on high hp targets is a bit janky but fun to pull off when you get it.
Is not a bad build, or go Embedded Dets Zhukov's.
Great analysis! Thank you!
Hipster is great if you just want the best in slot for your scout primary, and are grinding for xp and not changing builds between missions.
So, basically.
Hipster: Most ammo but you can only use focused shots if you want to clear grunts effectively.
Active Stability, Hoverclock and Minimal Clips: Added utility.
EFS: Can actually kill acid spitters. Worse vs oppressors.
I have a couple questions.
Would the HVT build with EFS be able to kill a Grunt Guard with one FS and Blowthrough?
and, I know it's next to impossible to calculate since it's heavily dependant on context, but I guess this a bit of an elephant in the room. If you use a focused shot with only 1 ammo left in the clip, it only uses 1 ammo but it's still a focused shot. Is it possible to gauge how does this impact in the weapon's ammo efficiency? Obviously, it's easier to pull/able to be pulled out more frequently the smaller your clip is, so I wondered if that's a consideration at all.
Great video as always. Rock and stone!
I recorded some EFS HVT footage but left it out the video. To answer your question:
From memory it takes 2x FS body shots to kill a guard and you need to let the electrical damage tick over.
You can 1x FS a slasher to the body though.
Regarding the 1 ammo left focus. I think that is unlikely to change much or be effectively gained in a run but not overly thought about it tbh!
Rock and stone!
I've recently started to try working in a hipfire shot in between my focus shots so that I end up using the 1 ammo focus shot tech. Is it worth it? From my experience, not really. For reference, I run Active Stability System, with 8 magazine size and the damage mod on t1, which gives me a max ammo value of 104. Dividing that by 8 means I get a total of 13 mags, which on paper means 13 extra shots. (With t1 ammo, you get 144 ammo, which gives you 18 extra. Still not huge IMO.) However, in practice, these "extra" shots are only hipfire shots*, which means that I'm not going to be using them if I need to delete an HVT in a pressure situation. They also require you to fully empty your magazine to make use of. The only time you can realistically make use of this hipfire shot is when you're not being pressured to kill something faster, and the only situations I can think of where this applies are a lone praetorian or oppressor, or a lone menace that's locked onto you and not a teammate (so you can either strafe around the projectiles or stun it with the M1000 or boomstick). Against these beefy targets, one hipfire shot is likely not going to make a difference in damage, which means that unless you have a target you need to dump two full M1K mags into (which pretty much don't exist in DRG), it's really not worth going for an extra tap in between your normal focus rotation. Webspitters might be an interesting counterpoint, but I think even with them on the table, there's too much work for too little reward. This also means you have to retrain your target prioritization: if 4 mactera spawn pop up, you focus shot 3 of them and then see a webspitter in the corner of your vision, are you really going to try to go for a hipshot on the webspitter in the middle of fighting the mactera just to save one bullet? Probably not.
The flipside of the coin, which I can see a reasonable argument for, is Hipster. Since the main use case of Hipster (for the typical Haz5 player) is spamming hipfire shots to clear enemies, I can definitely see the value in lining up a focus shot at the end of the magazine for the extra damage. However, Hipster's biggest strength is already its massive ammo pool. With t1 damage, Hipster has 192 maximum ammo, or 24 mags, and while 24 extra ammo might sound good, Hipster already has almost 200 ammo that you're gonna have to really work to get rid of. (Hipster with t1 ammo has 268 max ammo, which interestingly enough gives you 33 and a half magazines, so you technically get 34 extra shots, but at that point your damage potential is so gimped you might as well be playing the GK2 lol)
Overall, the extra bullet is situational at best. You need to have a target that's worth hipfiring on screen at the same time as targets that are worth focus shotting, and training your brain such that you shoot an extra bullet in your rotation is a lot of effort for very little payoff. I can't really see it impacting any build other than Supercooling Chamber, so maybe if they finally buff that, this'll be a worthwhile tech to learn.
*Since you can never have an uneven mag size with mods or OC's, you will have to hipfire at least once to make your magazine uneven in order to take advantage of the 1 ammo focus shot.
Thank you for taking so much time to write a response to that degree of detail! I suspected it was situational at best but definitely not worth going out of your way to trigger it; good to know my reasoning was sound.
Thanks! It'd have been an interesting niche for EFS in the HVT build if it managed to do that. Oh well.
@@dechilevel1556 Sorry for another reply, but in my original one I hadn't considered the breakpoints you don't hit if you end up taking ammo on t1 instead of damage. The two most important breakpoints in this situation are killing an acid spitter and a trijaw in one focus shot. While you can reach the trijaw breakpoint with t1 ammo if you take weakpoint damage instead of blowthrough (assuming you have armor break on t2 and killer focus on t3, though armor break doesn't affect the trijaw breakpoint), the only way to one-shot an acid spitter is by taking t1 damage. If you're taking t1 ammo, you'll end up having to hipfire acid spitters to finish them off, which is actually a valid use case for setting up an extra focus shot at the end of your mag (and the same thing with trijaws if you also take blowthrough). Though this becomes a much more useful tech in combat, I'd say it still doesn't increase the efficiency of the build much since you're taking t1 ammo, which, even if you try to farm all the grunts in a mission, you probably won't run out of m1k ammo with lol.
TL:DR: with t1 ammo instead of damage, hipfiring in between focus shots is a lot more common, but still doesn't necessarily "increase" how well your build performs.
Pretty surprised you didn't put weakspot higher when it's really strong with hipster
Im sorry i dont understand the point of comparaison for focus shot with MC Vs Hipster
The spamming hipster into a crowd Vs focus shots was just to simulate the potential difference.
Also that focus shots especially with blowthrough is a very valid alternative to using hipster as it traditionally is used.
That if focus blowthrough hipster build is quicker and more efficient than blowthrough traditional hipster, then the other overclocks with better benefits and more damage to reach better breakpoints are likely better options.
Hope that makes sense 😊
@@GamingExistence i think that make sense or at least what I understand is : hipster focus is better than hipster hipshot, But if you play focus shot, other OC are better 😅
@@D3LTA69 Pretty much! Some people like how Hipster can be flexible and use that ROF when you need it.
But Active Stability System built for blowthrough and ammo or damage and blowthrough will likely serve you better once you get used to focus shots and even more when you get used to focus shot then normal shot to finish etc
Getting a kill with Hoverclock allows you to use it's slow down effect again without touching the ground as well. I run 1, 3, 2, 2, 1. Can kill a grunt with one focus shot to the body with that build, potentially just staying in the air the whole time. Then can easily re-grapple at any point with full cooldown or grappling hook. Or use special powder on boomstick. Or both.
I use hollowpoints instead of blowthrough, cause when you're shooting stuff in the air you're much less likely to get value out of blowthrough. Plus it helps make up for not getting increased caliber rounds or killer focus. Extended clips can help to keep you in the air longer(but I can totally see taking killer focus instead). Stun helps you land follow up shots. If you're really worried about hordes, you do have a secondary weapon to help. Or even better, use teammates, if you have them.
I'm so used to Hoverclock now I never use any other weapon or overclock on scout. lol
Nice, yeah that is a cool way to play with so much air time! I do love the power trip of wiping out a horde in a corridor with blowthrough though! I would love it if Hoverclock replaced killing machine at T5!
were the hipster tests made on haz5?
All tests were on Haz 5 carry. So Haz 5 with 4 player count for HP and resistances.
I really wish supercooling chamber didnt have such harsh penalties
Hoverclock ONLYclock
But then again both his other guns are superior so.... Yeah
I feel like Hipster with t1A is ignored alot despite having the normal 3 shot grunt breakpoint with alot more ammo
you know the weapon is balanced if it can work with builds you didn't think are possible. like, focus hipster? sound silly, but it can kill, somehow
Yeah the M1000 you can build in 2/3 different ways using nearly all the OC's. Probably the most balanced gun I can think of in DRG.
I run 23121 Hoverclock for my M1. I usually pair it with Blowthrough Zhuks but it's been replaced by the Bodkin Boltshark. Now I can kill glyph mobs without leaving my sniper nest. 👍
I also run 23221 Hipster / SP Shottie if feel going unga-bunga on Elimination missions. And just to be cheeky, I also macro'd LMB, turning this fully-automatic. I can just focus on controlling the recoil. 🤣👏👏👏
Love your videos
Best overclock for M1k horde clear is all of them.
As long as you pick blowthrough rounds.
Very helpful!
H u h. Here I was thinking you were gonna just talk about how awesome supercooling is for the entire video. I... don't see why people don't like it. I don't know any other weapon that can take down a dreadnaught in 3 shots on the right mission. Chances are, if someone says supercooling is bad, they're not using it right. Just get better with the grappling hook and suddenly you have the ability to take down a bulk detonator in 4 shots. I really think people are completely sleeping on it lol
why is the aspect ratio on this video weird?
Is 3440 by 1440. Might be it?
supercooling chamber can one shot wardens and i just find that funny enough to be worth using
Focused shots use 2 ammo though …
But but what's the point of hipster if we are not spamming it like a madman ahhh
The funny thing is that it _is_ clip-fed, so for once, I don't gotta complain about people saying that instead of "magazine" lol
Electric damage got buffed recently though.
ive been trying to find more info on the buff. what exactly did they change?
@@sneakycactus8815 its much more damage.
You got a discord?
Working on it!
Pretty detailed video for ten minutes and not a thirty minute slog of a shit tier list like other drg RUclipsrs.
Is there an Overclock for shitty aiming? cause thats the one i need lol
Try using the broomstick with improved stun! ☺️
@@GamingExistence Kaboom? Yes Rico, Kaboom.
Btw thanks for the reply.
Eh I enjoy super cooling cuzz it makes me feel like an actual sniper not just a dude running with a m1 Abram
My critical hits are 750 with supercooling chamber hmmm
This video was done before the SCC and EFS buff. Some more SCC details in my scout suggested gameplay video though.
where is hoverclock.
5:32 ☺️
@@GamingExistence lol how I missed this I don't now
One thing I don't often see pointed out is that with hoverclock and bypassed integrity check, you can stay mid-air (pretty much fly) for free using pickaxe cancel to never actually fire. Also, I feel like hipster is 100% over-hyped. If I want high dps sustained fire I would rather take Overclocked Firing Mechanism on the GK2, at least then it's full auto and I only have to worry about recoil.
I love the content, but man your editing is all over the place. Maybe tone down some of the transition sound effects and work on your cuts, it feels super ADHD. I get that you're going fast, but it's hard to follow.
I will keep it in mind, thanks for the feedback! I need to find the right balance and a way to make it more obvious the simulation bits are changing but not over the top as you say. I will play around with it before the next video. Still trying to find a good format and balance between style, substance and how many hours to edit all this together. Rock and stone!
Sir Digby Chicken Caeser.
Pretty solid video, but the cutting off your voice was awful, way to to fast and often I missed what you said due to those fast cuts. Pretty hard to keep up as a non native english speaking person
*and then they buffed EFS*
Hoverclock is good but special powder is better
If you build your scc right, you can melt any large bug.
10:10 oh sorry i cant hear your elven whining over the gravitational pull of my pectoral muscles and beard
To be fair, SCC got a massive buff after this video was made.
Too much unnecessary information about the gun that have only one overclock