edit: As of season 4, boomstick now has a fixed reload delay of 0.4s: ruclips.net/video/JyBZNxHvtS4/видео.html This is a reupload because for some reason the processing got stuck the first time. Sorry to BeavisOfArabia for catching a stray there, in retrospect I was mostly just irritated at the person calling everyone else dumb while they were completely misinterpreting the SCC tooltip. (But also, please try things out before recommending them.) Other drg test/info videos: ruclips.net/p/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_
You could always just cut out the name and profile pic of the comment. Gets the point across that the sentiment is out there without putting anyone in specific in the spotlight.
I got the biggest fucking grin. Especially since whenever I'm explaining what this OC is to people who don't know about it I just have to say "You know the Force-a-Nature from TF2?" and so far everyone I've said that to has understood what it does.
I loved your polite little rant about people making assumptions or simply spreading false information. I spent thousands of hours mathing out all of the damage interactions and testing practical uses of skills/weapons in the Monster Hunter series. People would ask for help farming gear and designing a set to help them improve and then proceed to argue against my every suggestion. Sigh, I loved helping but it felt like a war against ignorance at times. One stat at a time man, you're doing great work. Thanks for these awesome uploads.
War against ignorance... War against ignorance never changes :D Unfortunately, same ignorant kind of people play any game. MMORPGs, MOBAs, you name it.
I just don't understand the people that ask for help then argue against said help. They clearly don't know what theyre doing; if they did then they wouldn't ask for help. So why do they act like they know more than whoever they're asking for help?
0:56 oh wow, I didnt know that! the entire reason why I use zhukovs is because I thought they were better at killing swarmers than boomstick. One minute into the video and I already learned something new. Can't wait for the videos on the other weapons.
The Zukov's are better at quickly picking of smaller numbers of swarmers with precision shots, a Boomstick Shot however is utter waste against smaller amounts of Swarmers .It's Shockwave can technically kill large amounts of swarmers with one shot, if they are clumped up enough. But in reality that doesn't happen all that often and when if it does, Zukov's still perform more then adequately by going full auto on them, just like you would with Drak or GK2. I might be biased against using it that way because I am a Jumbo-Shell Enjoyer, which obviously makes the wasted potential a lot higher. TLDR, they both have their upsides in dealing with swarmers, and I wouldn't say the Boomstick is better in that regard. It's a valid option thou if you are taking it for other reasons anyhow.
i find zhukovs to be pretty trash at killing swarmers just because of how small they are + spread however i do find them to be much more efficient at killing grunts for the ammo spent
Think of it like this. If there is a Swarmagedon where so many small buggers are going to overwhelm you, the Boomstick is a really solid secondary to have.
@@SkyGraywastaken i have more than 750 hours into tf2 and has started playing drg quite a bit lately. even thought tf2 has been suffering quite a bit lately it will never leave my memory :]
The beginning rant of this video does a good job of highlighting my persistent issues with GSG's weapon balance philosophy. They seem to be perfectly content to leave things objectively unbalanced so long as enough players are using the weaker option. Even if the whole reason players use that option is due to sheer ignorance. Here's hoping this video can gain some traction and impact the pick rates on Quickfire Ejector enough for GSG to do something about it. But in a world where they've left the poor GK2 essentially untouched for several years I just don't see it happening.
@@alphateam6580 AISE just isn't worth the downsides even if you're insane at aiming, let alone if you're the average player. GSG *seems* to want to give the average players an easy time with the skill based weapons, so why leave AISE so mediocre?
I prefer the statistically weaker option (quickfire ejector) because of the gameplay feel. it feels like I'm wasting my second shot most of the time by missing
UPDATE: DOUBLE BARREL HAS BEEN REWORKED AND IS NOW A VERY FUN AND STRONG UNSTABLE OC WHICH BOOSTS YOUR SHOCKWAVE DAMAGE BY A LOT ADDITIONALLY, THE TIER 2 RELOAD BUG HAS BEEN FIXED.
Bruh same the added mobility just makes scout feel scout like I just can’t get away from the starting rifle with AI stability engine (I think it’s called that) and a special powder double barrel sprinkle in a little battle frenzy on the rifle and you have just really solid damage and mobility
Finally a video that explains the reload speed in DRG. I kept seeing numerical values for reloading speed and rate of fire and always assumed they were flat values in seconds, but not 1/(value) = x seconds for each stat.
To be clear the reload stat is just in seconds, so the default 2 on boomstick is 2 seconds long. Meanwhile the 'rate of fire stat' is 'how many times can this fire in one second', which is why you can represent it as '1/X=seconds of delay'. (And then this also, unfortunately, determines reload delay.)
The amount of hidden, counterintuitive or just wonky interactions and oftentimes bad tooltips makes these videos an invaluable resource. Also, I think your style is just perfect for these. Definitely looking forward to the next video. P.S Thanks for getting Blistering Necrosis fixed, it's quite fun to use now.
Deep Rock is such a weird game, as that you always find out that something isn't working as shown on paper. Never would've assumed that attack speed factors into reload time. Good video and gave me a lot of insight into this weapon I never managed to get warm with. I probably still won't use it much, but at least I do know some things if I decide to now.
"Oh you know, just gonna do these for fun because people enjoy them even though they are old weapons and everyone know's everything" Proceeds to blow peoples minds with Double Trigger fuckery explained in detail. Love your content dude, keep it up :D
Not to mention, they aren't anywhere near as in-depth as these go. I've watched build guides that tell you to use the things Lazy has proven are terrible. I bet there's plenty of Scout guides with Quickfire Ejector in there.
Man, the amount of work you put in those videos is astounding, I'm in love with them. There might be a chance they'll fix the reload delay problem after this, because the devs seem to pay attention to your channel, as they said during the last DevStream that your Wave Cooker video was a great help on fixing the Blistering Necrosis OC (if you want to check, they start talking about it at 11:55, and you're directly mentioned at 12:32).
Great video. Mod and OC breakdowns with build suggestions. Exactly what I want to see. You promote the weapons so well, this video really made me want to pick up the Boomstick again. And it's been so long since I've used the Boomstick, I even thought Double Barrel and Double Trigger were the same thing.. ugh..
Really glad to see you looking at all the weapons. It's great to have some math and theory put into practice to come to a better understanding about what works and what playstyle works. Can't wait to see more!
I miss the doom gunner mod so much. It’s still with the old modding page. Came with a unique OC for the broomstick that really gave it that doom feel. Was it a balanced mod? Hell no. Was it fun? YES.
I have a couple hundred hours and I'm over level 100 and I'm kinda ashamed how much new stuff I learned here. After my total greenbeard phase I never really used it because it felt so weak compared to zhukov's with cryo minelets OC, but knowing all this now (especially the firerate problem) I can't wait to try it out once more after such a long time (especially once I get special powder). Thanks! :)
I have almost 1600 hours in this game and am still learning stuff. Don't be afraid to try out everything, cause guns can go through many changes and builds that make them very good. Whats most important is that whatever build you run you can play it comfortably and thus be a benefit to the team.
There is no shame in having lots to learn about this game even past 200 hours. Lots of stuff there is poorly-worded, and the game is a casual co-op FPS. I do keep finding new stuff out even past 2k.
I didn't even wait for you to say "If you've been using Quickfire Ejector, you should switch to Double Trigger immediately", I had already opened up Deep Rock and switched on all 5 slots after your initial example vid.
He does have one explaining the problems it has along with the ocs, so might not happen again. Still, i do wish we get a more detailed break down on its base stats, which is a huge part of the problem as well.
@@sturmmagnunstein1008 I mean a detailed video like this one. I still use the GK2 to this day, but I wanted to watch a detailed video like this one on it.
@@lucasmoreira2418 yeah, i hope so too. His video on it is pretty great, though, so its worth checking out if you havent. I have a pretty comprehensive list of why the gk2 is not competitive compared to the other primaries, but im also trying to identify what its strength are.
@@sturmmagnunstein1008 honestly, I tried the DRAK twice and I'm just... Really not a fan. And my aim isn't good enough for the M1000, plus I'm not a big fan of it either. I know people consider the GK2 to be underpowered, but using it with AI Stability Engine works much better for me than any of the other Scout primaries.
@@lucasmoreira2418 i gotta break it to ya, mate. If you dont like the m1k than the gk2 is even worse for you. The gk2 is far more aim intensive because of the poor break points, and though you might feel that it is more forgiving on misses than the m1k due to the ammo count , know that it also has zero capability for crowd control, which with the right mods the m1k can absolutely do. The easy answer is that the gk2 has poor ammo efficiency, but the long story is that it is multifactorial why the ammo efficiency is considered poor. The easy fix i think would be 1) make damage upgrades more meaningful 2)give it an option for blowthrough 3)rework the mod trees to make builds more meaningful.
I really appreciate the guides. Every time I think I have this game figured out, I realize its more complicated than I previously thought. Its also super useful to see multiple opinions and to have them properly defended
I think the problem when it comes with testing out builds in the field vs testing them out on paper is that players don’t test them out on high enough difficulties. If it works on haz 4/5, it’ll work on haz 2. If it works on haz 2, it won’t necessarily work on haz 4, and probably won’t work on haz 5
I'm so glad to hear you're doing more of these. I love how in depth and thorough these guides are. I have around 600 and a half hours on DRG by now and I never knew about a lot of the information you make light of in these videos; for example damage type percentages, resistances, the reload issue with the boomstick mod, and especially blistering necrosis pre-patch. Anyways, thank you for continuing this series, I can't wait to see what's next!
If it weren't for the recent taser bolt fixes/buffs making the crossbow so much fun, this video would make me want to switch back to the broomstick. Also great music choices for every single section 👌
The fear mod might sound bad on paper, but it can be extremely handy in a real game. Scout can struggle with sustained damage due to being constantly swarmed (and so he has to grapple away and find his footing again), but shooting with this mod in the midst of a swarm can give scout the breathing room to take out praetorians, wardens, etc with his primary.
I would agree with you... if it was consistent. But you can't rely on fear to give you breathing room if the fear chance isn't 100%, you have to either risk getting chomped or grapple away anyway. And white phosphorus is completely broken, so...
@@VorpalSword9 Although white phosphorous does more damage, I think the utility of fear is more appealing to scouts like me who want a more "grounded" playstyle instead of grappling around every 5 seconds during a fight. The fear mod also helps if you run cryo grenades since white phosphorous will revert the frozen state and ruin the 3x damage multiplier.
@@shaunhayes3072 Consider the fact that it's 50% fear *per shot* , meaning firing 2 shots in quick succession increases the likeliness of enemies fleeing. Also consider that you're killing swaths of bugs just by doing so (assuming blowthrough rounds). You're essentially a human shield as long as you keep shooting. Also there are plenty of situations where you'd want to stay grounded, pretty much anytime you have to be defensive, i.e. drilldozer missions, salvage missions, hacking missions, etc. It's hard to explain how reliable the fear mod is with just words. I suggest trying it out in-game, it truly does make a difference. I've been using it for two months now and never went back to white phosphorous.
It's 50% fear per shot-BEFORE resists. Most enemies(including all grunt variants) have at least 50% fear resist. So against most enemies, it's only actually a 25% chance to inflict fear per shot.
In my time of using special powder and hoverclock, I have learned that there is a situational downside to special powder, and that is forgetting you have it when you jump and try to shoot a mactera or spitballer above you, then crater yourself from two meters of the ground thanks to our handy velocity based fall damage.
The more of your videos I watch, the more I'm baffled at how DRG is *this* pants-on-head about the way stats and functions work. I've been using Quickfire Ejector for so long only to learn it doesn't do as advertised because of funny hidden reload numbers. That being said, thank you so much for making videos like this that not only set the record straight, but also goes the extra mile in DEMONSTRATING that your word is true. And on a similar note, thank you for the update videos whenever a patch retroactively changes things you show in a previous video.
With the old sludge pump I always wondered why it just wouldn't reload sometimes. Now I know that it was just the rate of fire increase with Season 2 that makes it reload immediately. Knowing how the reload works is such a useful thing to keep in mind now.
I like playing games based off feel, and don't like getting into the nitty gritty details (I'll never use damage numbers display mod) so I very much appreciate videos like this
I love how you started having Team Fortress 2 music playing when talking about Special Powder. Given that all I've had to do to explain it to people who don't know what it is is say "You know the Force-a-Nature from TF2?" and people instantly get what it does, that's very fitting.
It's videos like this that are singlehandedly swaying my desire on who I want to play. I've only just started about a week ago and been mainly Engineer, but the Big Damage that Scout is able to do is making me rethink what it is I wanna main. All the classes have something that seems cool to me, but getting to absolutely delete chunks of a Dreadnaught is pretty dang enticing
Great video. Big eye opener for me, especially on T2. Can’t wait for more hot takes and more ancient gamebreaking bugs coming to Jacob and Johann’s attention in this series hahaha
im one of those ppl where i perform better when i make a build based on the playstyle i naturally lean into. Special powder has superior mobility even without it being on scout. Theres huge value in the ability to kite and not die in this game, which is why i also jive so well with RJ250. i even enjoy it more cause its a higher skill cap. But for some reason i never see people using it as a kiting tool. sure, you could launch yourself to further places and thats very useful, but its also like each nade is its own "oh shit" dash button AND a wave clearer at the same time. if you find yourself surrounded, just fire a decent bit into the horde while giving yourself a little boop, and you have the not die value and kill value in one shot. i personally take it into haz 5s as my personal fav secondary build and have even saved games and carried with it, but like i said i build around helping my already valuable traits(mediocre aiming and a bit of tunneling but pretty good awareness regardless and decent reactions). ill always advocate rj250 w/ heat as a viable to straight up better depending on how you play, instead of it being the purely for fun OC most peeps seem to think it is.
yeah like, nothing is stopping you from backhopping while also firing into a crowd to rocket yourself backwards while hurting enemies, getting both kill value and mobility. Tho people dont mention that for some reason
@@WolfHack whatever works best for you lol. ive used em all but i personally never really use stubby anymore, never did much. to get you kinda started on how to think about it, personally i dont like turret upkeep, but i also like something thats a consistent strong presence so i have a single eagle turret with extended mag, no reload speed. the reload is fast enough for me already, esp if i use a jump. and i found myself being picky about where i set up for best FOV for my turret, and id even stand where i think is best and look around, and going as far as giving it height with platforms, so when i was making my build it seemed natural to pick those kinds of skills for my turret. but if you are confident in your aiming you may want a build thats completely different.
one thing to note about special powder: it does kinda limit your aerial shooting of it since if you're shooting in the air while aiming anywhere up, you'll hurl yourself towards the ground at a speed fast enough to take significant fall damage sometimes even a couple of meters into the air
Thanks for making these weapon breakdown videos. They're really informative and fun to watch. Honestly I never really make 100% serious thought out build because it's so intimidating to have to consider the effects of each overclock and tier of mods on the weapon as a whole and this really helps puts things into perspective.
Now that Supercooling Chamber is fixed, it is fun. Previously, I really enjoyed using it to remove the skulls of my teammates when they chose to jump at the wrong time.
Great video, never realised I was running such an inefficient build before and yes, I was using quick fire ejector and double barrel (it’s my only overclock for the boom stick so far)
I’d like to add something to the double trigger/quick-fire ejector part. Even if you DON’T want to shoot anything (movement with the special powder overclock), double trigger is better. It allows for better in air control and it’s easier to cancel fall damage quickly.
I remember a similar issue being part of the topic over the Vectis in Warframe, a sniper rifle which standard version had a 1rd magazine, essentially picking directly from the ammo pool, and the prime version (shinier with added stuff) had a two-round magazine. Essentially the prime version of the gun, despite some statistical upgrades, struggled to compete in DPS with some builds for the normal variant because of the same delay before reloading which the other single-round gun didn't have, and that was still present even with a mod that reduced the magazine size back to 1 with a reload speed bonus. The issue was fixed by removing the reload delay or at least, made that indipendent from fire rate, on all guns instead of just the Vectis... and down the line the Vectis fell into obscurity due to power creep, but the legacy still remains on new slow-firing weapons not having to wait a full second before performing a reload. I believe the solution here would be to remove the fire rate delay and remove the fire rate mod in the tree, just keep reload speed and put that against an ammo reserve increase, make it a proper burst v. sustain by putting DPS against overall damage potential, DPS v. DPS is always going to be a battle of numbers instead of preference. - - - For the Doom OC, it may be an engine reason why double barrel doesn't turn the gun in a single-shot but just gives it an extremely quick burst, if not then I don't see the reason why it shouldn't be a one-shot. In the end the unstable OC will still compete with jumbo shells in terms of what flavour you want your super shotgun to be, to add more difference between the two you could make them the high end battle of DPS v. total damage.
edit: As of season 4, boomstick now has a fixed reload delay of 0.4s: ruclips.net/video/JyBZNxHvtS4/видео.html
This is a reupload because for some reason the processing got stuck the first time.
Sorry to BeavisOfArabia for catching a stray there, in retrospect I was mostly just irritated at the person calling everyone else dumb while they were completely misinterpreting the SCC tooltip.
(But also, please try things out before recommending them.)
Other drg test/info videos: ruclips.net/p/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_
You could always just cut out the name and profile pic of the comment. Gets the point across that the sentiment is out there without putting anyone in specific in the spotlight.
@@sponger59381 Correct, cryo does not apply environmental cold.
Solid music choice for the beginning btw.
Can you tell what’s that mod map where you’re testing all guns in your guides pls?
@@dataflex6528 It's a room you can spawn in using sandbox utilities.
Starts talking about special powder.
Rocket jump waltz starts playing.
I love this channel.
I'm glad I'm not the only one who thought it was awesome
I got the biggest fucking grin. Especially since whenever I'm explaining what this OC is to people who don't know about it I just have to say "You know the Force-a-Nature from TF2?" and so far everyone I've said that to has understood what it does.
The force a nature on bath salts
@@aperturescienceguy2737 slide some of that red sugar in the pellets to make you fly away
@@TheDaxter11 gun from half-life that shoots through walls!
I am a firm believer that "Unga Bunga Super Damage" weapons are some of the funnest in the game
- Hyper Propellent/Jumbo Shells User
Those mods really turn the M1 key into Del instead.
- Hyper Propellent/Jumbo Shells Enjoyer*
Reject Double Barrel, return to Monke Shells.
*Ook Ook*
Try max damage upgrades with Volatile Bullets on the Bulldog for maximum unga bunga on anything you can set on fire
@@roguereaver634 Not Unga Bunga enough, too much brain power.
*Ook Ook*
Your thorough testing and dry humour has quickly made this one of my favourite DRG channels. Keep up the great work!
I love Calvin and Hobbes
I second this. However, LazyMaybe is the best, hands down.
If you don't want to die you shouldn't eat precious minerals ⛏️😈
Yes! I rewatched every weapon breakdown here at least twice and still view them
He didnt keep up the good work 😢
I loved your polite little rant about people making assumptions or simply spreading false information.
I spent thousands of hours mathing out all of the damage interactions and testing practical uses of skills/weapons in the Monster Hunter series. People would ask for help farming gear and designing a set to help them improve and then proceed to argue against my every suggestion. Sigh, I loved helping but it felt like a war against ignorance at times.
One stat at a time man, you're doing great work. Thanks for these awesome uploads.
Monster hunter players are too blinded by the communities collective masochism to listen to your reasoning
War against ignorance... War against ignorance never changes :D
Unfortunately, same ignorant kind of people play any game. MMORPGs, MOBAs, you name it.
I just don't understand the people that ask for help then argue against said help. They clearly don't know what theyre doing; if they did then they wouldn't ask for help. So why do they act like they know more than whoever they're asking for help?
Dude I think I’ve actually referred to your stuff, thanks for your service :)
Mh be like that some times
0:56 oh wow, I didnt know that! the entire reason why I use zhukovs is because I thought they were better at killing swarmers than boomstick. One minute into the video and I already learned something new.
Can't wait for the videos on the other weapons.
Well, Zhukovs are still better for killing swarmers in terms of ammo economy. The shockwave just helps the boomstick not be entirely useless at it.
The Zukov's are better at quickly picking of smaller numbers of swarmers with precision shots, a Boomstick Shot however is utter waste against smaller amounts of Swarmers .It's Shockwave can technically kill large amounts of swarmers with one shot, if they are clumped up enough. But in reality that doesn't happen all that often and when if it does, Zukov's still perform more then adequately by going full auto on them, just like you would with Drak or GK2. I might be biased against using it that way because I am a Jumbo-Shell Enjoyer, which obviously makes the wasted potential a lot higher.
TLDR, they both have their upsides in dealing with swarmers, and I wouldn't say the Boomstick is better in that regard. It's a valid option thou if you are taking it for other reasons anyhow.
I used them for that but now I like headpopping grunts with them as well, though cryo bolts crossbow is so nice
i find zhukovs to be pretty trash at killing swarmers just because of how small they are + spread however i do find them to be much more efficient at killing grunts for the ammo spent
Think of it like this. If there is a Swarmagedon where so many small buggers are going to overwhelm you, the Boomstick is a really solid secondary to have.
rocket jump waltz fit so well when you were talking about special powder.
edit: I'm talking about 19:34
He didn't have to do it, but he did, and I'm glad he did.
RIP Rick May.
Rip rick may, gone but not forgotten
Was looking to see if someone commented on this and I am proud that DRG and TF2 are both amazing games and community.
@@SkyGraywastaken i have more than 750 hours into tf2 and has started playing drg quite a bit lately. even thought tf2 has been suffering quite a bit lately it will never leave my memory :]
Godspeech you magnificent bastard.
The beginning rant of this video does a good job of highlighting my persistent issues with GSG's weapon balance philosophy. They seem to be perfectly content to leave things objectively unbalanced so long as enough players are using the weaker option. Even if the whole reason players use that option is due to sheer ignorance.
Here's hoping this video can gain some traction and impact the pick rates on Quickfire Ejector enough for GSG to do something about it. But in a world where they've left the poor GK2 essentially untouched for several years I just don't see it happening.
I want a larger weakspot multiplier on AI stability engine.
@@alphateam6580 AISE just isn't worth the downsides even if you're insane at aiming, let alone if you're the average player. GSG *seems* to want to give the average players an easy time with the skill based weapons, so why leave AISE so mediocre?
@@turmspitzewerk oh how things will change for season 3 lol
I prefer the statistically weaker option (quickfire ejector) because of the gameplay feel. it feels like I'm wasting my second shot most of the time by missing
UPDATE: DOUBLE BARREL HAS BEEN REWORKED AND IS NOW A VERY FUN AND STRONG UNSTABLE OC WHICH BOOSTS YOUR SHOCKWAVE DAMAGE BY A LOT
ADDITIONALLY, THE TIER 2 RELOAD BUG HAS BEEN FIXED.
Yeah, finally a reason to take double blast wave. Combined with max ammo, it's actually really ammo efficient now.
Special powder ruined every other scout secondary for me. I feel so immobile without it.
Bruh same the added mobility just makes scout feel scout like I just can’t get away from the starting rifle with AI stability engine (I think it’s called that) and a special powder double barrel sprinkle in a little battle frenzy on the rifle and you have just really solid damage and mobility
Finally a video that explains the reload speed in DRG. I kept seeing numerical values for reloading speed and rate of fire and always assumed they were flat values in seconds, but not 1/(value) = x seconds for each stat.
To be clear the reload stat is just in seconds, so the default 2 on boomstick is 2 seconds long.
Meanwhile the 'rate of fire stat' is 'how many times can this fire in one second', which is why you can represent it as '1/X=seconds of delay'. (And then this also, unfortunately, determines reload delay.)
The amount of hidden, counterintuitive or just wonky interactions and oftentimes bad tooltips makes these videos an invaluable resource.
Also, I think your style is just perfect for these. Definitely looking forward to the next video.
P.S
Thanks for getting Blistering Necrosis fixed, it's quite fun to use now.
Love your weapon breakdown videos, i find that a lot of the in game text doesn't fully explain weapon dmg and interactions so your videos help a lot!
14:58
”Your boomstick jump killed 47 innocent lootbugs.
Someone has to pay for your crimes, Scout.
Who's it gonna be?”
*_- _**_-Driller-_**_ Gunner_*
Chad move to say the plural of Mactera is Mactera. The official pronunciation is Macteras but saying Mactera as the plural just sounds so much better
Deep Rock is such a weird game, as that you always find out that something isn't working as shown on paper. Never would've assumed that attack speed factors into reload time.
Good video and gave me a lot of insight into this weapon I never managed to get warm with. I probably still won't use it much, but at least I do know some things if I decide to now.
"Oh you know, just gonna do these for fun because people enjoy them even though they are old weapons and everyone know's everything"
Proceeds to blow peoples minds with Double Trigger fuckery explained in detail.
Love your content dude, keep it up :D
These weapon breakdowns are extremely helpful for new players like me, most of the videos like this are years old and outdated
Not to mention, they aren't anywhere near as in-depth as these go. I've watched build guides that tell you to use the things Lazy has proven are terrible. I bet there's plenty of Scout guides with Quickfire Ejector in there.
I saw this uploaded earlier, now I can watch it lets goooo
Man, the amount of work you put in those videos is astounding, I'm in love with them.
There might be a chance they'll fix the reload delay problem after this, because the devs seem to pay attention to your channel, as they said during the last DevStream that your Wave Cooker video was a great help on fixing the Blistering Necrosis OC (if you want to check, they start talking about it at 11:55, and you're directly mentioned at 12:32).
That doom music at the end was perfect! Love your video's they very well made, and I love the pro math life you got that!
_The Rocket Jump Waltz_ cutting in at 19:32 was perfect. I trust this will return when covering the PGL.
These are really valuable to me, explaining mechanics that I never even realized were there
Great video. Mod and OC breakdowns with build suggestions. Exactly what I want to see. You promote the weapons so well, this video really made me want to pick up the Boomstick again. And it's been so long since I've used the Boomstick, I even thought Double Barrel and Double Trigger were the same thing.. ugh..
Really glad to see you looking at all the weapons. It's great to have some math and theory put into practice to come to a better understanding about what works and what playstyle works.
Can't wait to see more!
Damnit man, rocket jump waltz will always get to me after 2020 no matter the context
YES THANK YOU!!!!!! I cannot wait for the rest of the weapon breakdowns. They're so useful to understanding how the weapons actually work
Oh man, the background tracks, the sarcasm, the Moral Orel...perfection! ❤
I miss the doom gunner mod so much. It’s still with the old modding page. Came with a unique OC for the broomstick that really gave it that doom feel. Was it a balanced mod? Hell no. Was it fun? YES.
I have a couple hundred hours and I'm over level 100 and I'm kinda ashamed how much new stuff I learned here.
After my total greenbeard phase I never really used it because it felt so weak compared to zhukov's with cryo minelets OC, but knowing all this now (especially the firerate problem) I can't wait to try it out once more after such a long time (especially once I get special powder).
Thanks! :)
I have almost 1600 hours in this game and am still learning stuff. Don't be afraid to try out everything, cause guns can go through many changes and builds that make them very good. Whats most important is that whatever build you run you can play it comfortably and thus be a benefit to the team.
There is no shame in having lots to learn about this game even past 200 hours. Lots of stuff there is poorly-worded, and the game is a casual co-op FPS. I do keep finding new stuff out even past 2k.
I didn't even wait for you to say "If you've been using Quickfire Ejector, you should switch to Double Trigger immediately", I had already opened up Deep Rock and switched on all 5 slots after your initial example vid.
That was great. Can't wait for a video on the GK2 and the Gunner primaries.
He does have one explaining the problems it has along with the ocs, so might not happen again. Still, i do wish we get a more detailed break down on its base stats, which is a huge part of the problem as well.
@@sturmmagnunstein1008 I mean a detailed video like this one. I still use the GK2 to this day, but I wanted to watch a detailed video like this one on it.
@@lucasmoreira2418 yeah, i hope so too. His video on it is pretty great, though, so its worth checking out if you havent. I have a pretty comprehensive list of why the gk2 is not competitive compared to the other primaries, but im also trying to identify what its strength are.
@@sturmmagnunstein1008 honestly, I tried the DRAK twice and I'm just... Really not a fan. And my aim isn't good enough for the M1000, plus I'm not a big fan of it either. I know people consider the GK2 to be underpowered, but using it with AI Stability Engine works much better for me than any of the other Scout primaries.
@@lucasmoreira2418 i gotta break it to ya, mate. If you dont like the m1k than the gk2 is even worse for you. The gk2 is far more aim intensive because of the poor break points, and though you might feel that it is more forgiving on misses than the m1k due to the ammo count , know that it also has zero capability for crowd control, which with the right mods the m1k can absolutely do. The easy answer is that the gk2 has poor ammo efficiency, but the long story is that it is multifactorial why the ammo efficiency is considered poor. The easy fix i think would be 1) make damage upgrades more meaningful 2)give it an option for blowthrough 3)rework the mod trees to make builds more meaningful.
I really appreciate the guides. Every time I think I have this game figured out, I realize its more complicated than I previously thought.
Its also super useful to see multiple opinions and to have them properly defended
I think the problem when it comes with testing out builds in the field vs testing them out on paper is that players don’t test them out on high enough difficulties. If it works on haz 4/5, it’ll work on haz 2. If it works on haz 2, it won’t necessarily work on haz 4, and probably won’t work on haz 5
I'm so glad to hear you're doing more of these. I love how in depth and thorough these guides are. I have around 600 and a half hours on DRG by now and I never knew about a lot of the information you make light of in these videos; for example damage type percentages, resistances, the reload issue with the boomstick mod, and especially blistering necrosis pre-patch. Anyways, thank you for continuing this series, I can't wait to see what's next!
Dude how is this the first of your videos I've seen?
Love the in-depth analysis!
23:16 scout’s voice lines go really well with the doom ost
a shotgun review with a classic doom ost as a bgm? what could be more perfect
Recently joined DRG, thanks for the video, noticed you added the Rocket Jump Waltz while explaining the Best OC , nice addition
The Jump Academy music during the Special Powder overclock is GENIUS
Wholesome and very useful video! Thanks
If it weren't for the recent taser bolt fixes/buffs making the crossbow so much fun, this video would make me want to switch back to the broomstick. Also great music choices for every single section 👌
The fear mod might sound bad on paper, but it can be extremely handy in a real game. Scout can struggle with sustained damage due to being constantly swarmed (and so he has to grapple away and find his footing again), but shooting with this mod in the midst of a swarm can give scout the breathing room to take out praetorians, wardens, etc with his primary.
I would agree with you... if it was consistent. But you can't rely on fear to give you breathing room if the fear chance isn't 100%, you have to either risk getting chomped or grapple away anyway. And white phosphorus is completely broken, so...
@@VorpalSword9 Can be annoying when using cryo nades or having a cryo focussed team. But since cryo is a lot less present these days, I would agree.
@@VorpalSword9 Although white phosphorous does more damage, I think the utility of fear is more appealing to scouts like me who want a more "grounded" playstyle instead of grappling around every 5 seconds during a fight.
The fear mod also helps if you run cryo grenades since white phosphorous will revert the frozen state and ruin the 3x damage multiplier.
@@shaunhayes3072 Consider the fact that it's 50% fear *per shot* , meaning firing 2 shots in quick succession increases the likeliness of enemies fleeing. Also consider that you're killing swaths of bugs just by doing so (assuming blowthrough rounds). You're essentially a human shield as long as you keep shooting.
Also there are plenty of situations where you'd want to stay grounded, pretty much anytime you have to be defensive, i.e. drilldozer missions, salvage missions, hacking missions, etc.
It's hard to explain how reliable the fear mod is with just words. I suggest trying it out in-game, it truly does make a difference. I've been using it for two months now and never went back to white phosphorous.
It's 50% fear per shot-BEFORE resists.
Most enemies(including all grunt variants) have at least 50% fear resist. So against most enemies, it's only actually a 25% chance to inflict fear per shot.
I love how when he starts talking about special powder the music starts Switching to soldiers theme
The Rocket Jump Waltz music coming in for the special powder was a wonderful little touch lol
I NEVER noticed that Double Trigger mod thing. omg i've been lied to forever.
I hope they add more OC for guns in general tbh
In my time of using special powder and hoverclock, I have learned that there is a situational downside to special powder, and that is forgetting you have it when you jump and try to shoot a mactera or spitballer above you, then crater yourself from two meters of the ground thanks to our handy velocity based fall damage.
that thumbnail alone makes me want to find a doom music mod for drg, thanks for that, i didnt know i needed that in my life
The more of your videos I watch, the more I'm baffled at how DRG is *this* pants-on-head about the way stats and functions work. I've been using Quickfire Ejector for so long only to learn it doesn't do as advertised because of funny hidden reload numbers.
That being said, thank you so much for making videos like this that not only set the record straight, but also goes the extra mile in DEMONSTRATING that your word is true. And on a similar note, thank you for the update videos whenever a patch retroactively changes things you show in a previous video.
Dude, when Rocket Jump Waltz kicked in, I couldn't help but shiver and salute.
Godspeed, you magnificent bastard..
19:32 I'm so happy you put Rocket Jump Waltz as a background music.
Doom music, both the one from the first two games and a modern track from the Jumbo shells section, is just icing on the cake
That segment regarding the firing speed and reload speed difference blew my bloody mind. Holy shit. I’ve been running reload this entire time…..
theres a surprising number of hidden mechanics on these guns. these videos are both educational and interesting
With the old sludge pump I always wondered why it just wouldn't reload sometimes. Now I know that it was just the rate of fire increase with Season 2 that makes it reload immediately. Knowing how the reload works is such a useful thing to keep in mind now.
Sometimes you just need a good old fashioned double barreled shotgun.
Didn't know the little one had a lot of things with the T2 mods. Thx for the info!
Man the things I did not realize that I didn't know could fill a book. Specifically a game manual.
Jumbo shells metal montage had me jumping up and down, that was so sick. Love your vids, keep it up!!!!
Thankyou I had no idea that double trigger was just better than quick fire ejector so I’m going to change my build now
Playing Rocket Jump Waltz for Special Powder and BFG Division for Jumbo Shells? This is why I love your videos.
Every day is a good day to hear classic doom music and watch DRG weapons breakdown videos
The doom soundtrack in the background is such a nice detail
PSA to anyone finding this later: the Double Barrel OC has been heavily reworked in season 4, as covered on this channel, and is quite good now
Great, clear breakdown of the broomstick. I also paid very close attention to all of the music. Excellent choices throughout.
I like playing games based off feel, and don't like getting into the nitty gritty details (I'll never use damage numbers display mod) so I very much appreciate videos like this
The fire damage perk also lets you destroy the gas that praetorians leave behind. That is really useful in some situations.
best DRG content on the platform
Using the underhalls music (Doom 2 level you get the Super shotgun on) as the backdrop for this is amazing. Sub
Doom music very fitting for the double barrel shottie video! I highly approve.
I love how you started having Team Fortress 2 music playing when talking about Special Powder. Given that all I've had to do to explain it to people who don't know what it is is say "You know the Force-a-Nature from TF2?" and people instantly get what it does, that's very fitting.
I love how you started playing Rocket Jump Waltz when you got to special powder. Awesome
Fitting use of BFG Division for Jumbo Shells. Rip and tear until it is done.
Loved the doom music in the montage at the end
You're doing god's work here! Amazing, simple and efficient presentation. Keep it up man, you're helping A LOT!
Rocket Jump Waltz hits me in the feels every time..
Rest in piece Rick May
doom music for the episode about the double-barreled shotgun, nice
It's videos like this that are singlehandedly swaying my desire on who I want to play. I've only just started about a week ago and been mainly Engineer, but the Big Damage that Scout is able to do is making me rethink what it is I wanna main. All the classes have something that seems cool to me, but getting to absolutely delete chunks of a Dreadnaught is pretty dang enticing
I had already subbed mid video, but I subbed again for that BFG Division during the Jumbo Shells exposition xD
I love how he uses the OG Doom ost for double barrel shotgun
I love how you started playing rocket jump waltz as SOON as you got to special powder
Plasma gun, broomstick and berserker with vampirism for the ultimate doom guy experience
Great video. Big eye opener for me, especially on T2. Can’t wait for more hot takes and more ancient gamebreaking bugs coming to Jacob and Johann’s attention in this series hahaha
im one of those ppl where i perform better when i make a build based on the playstyle i naturally lean into. Special powder has superior mobility even without it being on scout. Theres huge value in the ability to kite and not die in this game, which is why i also jive so well with RJ250. i even enjoy it more cause its a higher skill cap. But for some reason i never see people using it as a kiting tool. sure, you could launch yourself to further places and thats very useful, but its also like each nade is its own "oh shit" dash button AND a wave clearer at the same time. if you find yourself surrounded, just fire a decent bit into the horde while giving yourself a little boop, and you have the not die value and kill value in one shot. i personally take it into haz 5s as my personal fav secondary build and have even saved games and carried with it, but like i said i build around helping my already valuable traits(mediocre aiming and a bit of tunneling but pretty good awareness regardless and decent reactions). ill always advocate rj250 w/ heat as a viable to straight up better depending on how you play, instead of it being the purely for fun OC most peeps seem to think it is.
yeah like, nothing is stopping you from backhopping while also firing into a crowd to rocket yourself backwards while hurting enemies, getting both kill value and mobility. Tho people dont mention that for some reason
What primary builds do you like to use with RJ250?
@@WolfHack whatever works best for you lol. ive used em all but i personally never really use stubby anymore, never did much. to get you kinda started on how to think about it, personally i dont like turret upkeep, but i also like something thats a consistent strong presence so i have a single eagle turret with extended mag, no reload speed. the reload is fast enough for me already, esp if i use a jump. and i found myself being picky about where i set up for best FOV for my turret, and id even stand where i think is best and look around, and going as far as giving it height with platforms, so when i was making my build it seemed natural to pick those kinds of skills for my turret. but if you are confident in your aiming you may want a build thats completely different.
one thing to note about special powder: it does kinda limit your aerial shooting of it since if you're shooting in the air while aiming anywhere up, you'll hurl yourself towards the ground at a speed fast enough to take significant fall damage sometimes even a couple of meters into the air
Your use of Rocket Jump Waltz was excellent sir
Thanks for making these weapon breakdown videos. They're really informative and fun to watch. Honestly I never really make 100% serious thought out build because it's so intimidating to have to consider the effects of each overclock and tier of mods on the weapon as a whole and this really helps puts things into perspective.
First overclock that I got for Boomstick, were Jumbo Shells. This is Really Fun!
Now that Supercooling Chamber is fixed, it is fun. Previously, I really enjoyed using it to remove the skulls of my teammates when they chose to jump at the wrong time.
19:49 ahh brings tears to me eyes. Lot of emotion laughing at myself having screwed myself over with special powder and remembering better times.
This is the best DRG channel on youtube. Love it. Rock and Stone!
love this vid. I saw it before you took it down but couldn't comment before. more like this please!
Bro, thanks for doing this.
Very informative, plus, cool doom-theme.
Great video, never realised I was running such an inefficient build before and yes, I was using quick fire ejector and double barrel (it’s my only overclock for the boom stick so far)
I’d like to add something to the double trigger/quick-fire ejector part. Even if you DON’T want to shoot anything (movement with the special powder overclock), double trigger is better. It allows for better in air control and it’s easier to cancel fall damage quickly.
can't wait for the minigun breakdown
my favorite weapon and the one i have the worst time with
really good vid, ive always used quickfire ejector and now im pumped to get way more capability
I remember a similar issue being part of the topic over the Vectis in Warframe, a sniper rifle which standard version had a 1rd magazine, essentially picking directly from the ammo pool, and the prime version (shinier with added stuff) had a two-round magazine.
Essentially the prime version of the gun, despite some statistical upgrades, struggled to compete in DPS with some builds for the normal variant because of the same delay before reloading which the other single-round gun didn't have, and that was still present even with a mod that reduced the magazine size back to 1 with a reload speed bonus.
The issue was fixed by removing the reload delay or at least, made that indipendent from fire rate, on all guns instead of just the Vectis... and down the line the Vectis fell into obscurity due to power creep, but the legacy still remains on new slow-firing weapons not having to wait a full second before performing a reload.
I believe the solution here would be to remove the fire rate delay and remove the fire rate mod in the tree, just keep reload speed and put that against an ammo reserve increase, make it a proper burst v. sustain by putting DPS against overall damage potential, DPS v. DPS is always going to be a battle of numbers instead of preference.
- - -
For the Doom OC, it may be an engine reason why double barrel doesn't turn the gun in a single-shot but just gives it an extremely quick burst, if not then I don't see the reason why it shouldn't be a one-shot. In the end the unstable OC will still compete with jumbo shells in terms of what flavour you want your super shotgun to be, to add more difference between the two you could make them the high end battle of DPS v. total damage.
I learned more about DRG in this one video than in 10 hours of play time.
I can't play Scout anymore without using Jury as a pogo hopper
i love this breakdown series. hope more to come