The Bulldog model without the foregrip is from the mod "Bulldog classic": drg.mod.io/bulldog-classic Other drg test/info videos: ruclips.net/p/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_
@LazyMaybe Do yo have a compendium or screenshots of your dwarvey builds? You've got so much articulate knowledge of the game and I bet with your pub-carrying experience you could put together quite the codex.
@@timesathousand I've thought about it before. But, the reason that I try to frame builds in these as recommendations with bits that may vary based on preference/playstyle is because I want to give people information to make their own builds and point them in the right direction-rather than just copying down a build. I feel like a list of setups would be leaning more in the direction of the latter.
I know what you're thinking. "Did he equip Six Shooter as his overclock or not?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a Bulldog Heavy Revolver, the most powerful handgun in the game, and would blow your head clean off, you've got to ask yourself one question: "Do I feel lucky?" Well, do ya, bug?
My personal favorite fun-fact about the bulldog is that, according to its in-game info card.. it fires 26mm cannon rounds. Meanwhile, The autocannon fires .50cal machine gun rounds. It truly is the biggest iron.
Copyright: TheAnarchistMuffin "Nocturne Red had not cleared plasteel fore a boltshell fairly tore, and the 'quistor's aim was blessed by Our Holy Emperor. Our Holy Emperor."
Which wouldn't make it an autocannon, it would make it a heavy machine gun with very very low rate of fire. An autocannon needs to fire 20mm rounds or above to be considered an autocannon, 12.7mm/.50 cal doesn't cut it
@@joaogomes9405 actually it's not just Caliber that determines what class of Weapon. for example, Aircraft armaments during the World Wars. some of them were Equipped with 15mm, even 13mm and "kinda 12mm" Cannons - despite the lower Caliber these were still Cannons due to the Casing and Projectile size. as ofcourse, with Guns, there's more than just one Dimension determining the capabilities of the Weapon! it could be conceivable that the Thunderhead does infact fire 12.7mm Caliber Projectiles, but doesn't mean it's .50BMG Case dimensions, or Powder load, Et Cetera. if you do that idle anim in the game where the Character holds up a Cartridge and plays with it, you can see that the Cartridge dimensions are notably larger than the diameter of the Projectile. hard to really estimate how much with the lowpoly style that forces things to generally be 'chunkier' than would be in reality, but oh well. versus .50BMG, where the Casing is only slightly larger than the Projectile. and then, we don't know what Powder charge is in this Cartridge. .50BMG doesn't tend to be a LIGHT charge perse, but i'm just saying. if the Powder on the Thunderhead is jam packed plus is a more aggressive Formula, that could also suggest a classification change. anyways the point is it's hard to say, and there's many data points that we don't have access to, due to being a zero realism game.
Actually weapon classification is bullshit in much the same way that musical genres are. They are a useful categorization for purchasing customers and moralizing politicians, not for objective understanding. Love Taiiats comment though. Precisely the spectacles pushing nerd ass comment I come to the internet for. That sounds like an insult, but it's not.
My favorite memory of elephant rounds was before they added heath gates to dreads, and getting an elimination with critical weakness. Needless to say, that was the quickest elimination my friend and I ever did.
Did the same. Except I told my team to stay in an area as I try to lure the dreadnaught to my area and be the tank. Using my mini gun, shield, clusters, and pistol to keep it on me as they lay waste. Quickest kill and my HYPEST moment ever.
@@edcellwarrior It used to a LONG time ago. Like, years maybe. Edit: Based on a quick Google search, Critical Weakness affecting dreads was around as late as 2021. So, you're correct that it NO LONGER affects them, but it used to. It's pretty well documented in videos, reddit posts, forum posts, etc.
Here I thought elephant rounds were the best damage dealers, but noooo, instead we have bullets that throw a tantrum upon hitting a burning enemy and shred it to death.
Elephant Rounds and Six Shooter actually get you very similar results in damage output, but Six Shooter tends to be a bit more reliable and versatile about it imo.
@@haikei888 Oh without a doubt Elephant Rounds on Critical Weakness is very fun. Do try Volatile Bullets on that as well sometimes tho, pop some into a burning Bulk Detonator if you get the chance. Its a good time.
I can't tell you enough how i would love a "classic" gun skin for each weapon. Just in some way harkens back to the wild west days. A western themed season would be fun.
I would genuinely hate that. Frankly, I hate that there's a revolver in the setting at all. It's incredibly anachronistic, especially when today, in the modern world, revolvers are already obsolete and have been for 30 years. Revolvers in sci-fi that's not specifically a space western is like a fucking fatman from fallout being in a mideval fantasy game. They don't belong and shatter immersion.
@@MeepChangeling This is a game where you can drink beers that make you shrink, explode, or teleport. If you care that much about applying real-world logic to it, the Bulldog’s existence should be the least of your concerns.
Entertaining and informative weapon breakdown, WITh a high effort meme edit to start? AND actual numbers and data about how the weapon works WITHOUT discounting weapon 'feel' and 'fun factor' and looking at how the weapon works holistically not only with Gunner's kit but potentially kits of other classes in missions? A master piece!
I'm addicted to the Magic Bullets build on the Bulldog. Yeah, it's "competing" with the Gunner's primary for horde clear, but unlike the primary you can move at full speed while unloading Magic Bulldog. That and firing off two cylinders of Magic Bulldog to keep the pressure up whilst letting Born Ready reload your Thunderhead or Hurricane is a great way to avoid too much damage loss when your primary cuts out on you. Plus the ancillary benefits of being able to take shots the normal Bulldog can't make - many a time an acid spitter's gotten around a corner and believed himself safe only for Magic Bullets to vehemently disagree, or bouncing shots into the weak point of a critter being too cagey fopr me to get a good bead on. Mod selection may be pretty strict, but the weapon itself is has proven splendidly versatile and useful, especially with Neurotoxin providing a slowdown effect on Big Bois while I work on pounding them senseless with the autocannon. The build is fantastic for people with dodgy aim that can't necessarily count on LM's crack shot weakpoint builds.
Yep. Magic Bullets was my first Bulldog OC and it's so fun that I honestly can’t bring myself to use any of the other ones. I don’t care if Volatile Bullets or Six Shooter pairs better with my build, I just want to shoot superballs at my enemies.
It's so nice to be able to just shoot at the general direction of a web/acid spitter at the top of a pitch dark ceiling and hit it. Really helps in the heat of the moment. It also does pretty okay with swarmers.
@@woobi4739 Yep, it’s a great panic button. Speaking of small enemies, one of my favorite ways to use MB is swatting shredders out of the air by ricocheting shots off the terrain. And with explosive rounds, it'll even take out multiple with a single shot if they’re grouped up tightly enough.
@@ImKibitz It's only the fault of I who decided to compress a response into a smaller message only to miss phrase. I had meant to ask if you have or may at some point make videos on DRG.
One setup that Elephant Rounds opens up is to take one damage upgrade to hit 140 damage, which enables you to one-shot grunts to the body. This pairs extremely well with blowthrough, which turns it from a high-value target killer into more of a jack-of-all-trades. Since I run it with LeadstormLeadstorm (also good at almost everything) I can weapon switch at will.
I feel like Elephant rounds should have +1 pierce built in to mitigate over killing If the rounds are that big, they can punch through several enemies right?
they should also add that blowthrough on super cooling chamber for m1000. Unlike elephant, It has way too many downsides for its uspide, it could use a buff to its versatility in the same way, even more desperately.
And another video with lots of stuff learned! Especially the accuracy info and how the bouncy overclocks work. Six shooter may generally be better, but man do elephant rounds feel fun. Being able to take a massive chunk off something at long range with basically a sniper rifle of a revolver, or getting super close and using it like a shotgun to absolutely shred something up close. It's sort of the same as jumbo shells for the scout, massive damage is just FUN. Also, shame about ALMOST getting the double bulk kill.
Elephant Rounds is nice, but where it becomes really nice is on Critical Weakness missions. Watching a Praetorian's entire healthbar just disappear in a single shot will never not be fun.
My only guess for why they allowed volatile bullets to exist in the state that it does is that Dreads and some other large boss-type enemies are either outright immune to being set on fire, or die instantly to igniting anyway. Seeing as a damage mod completely negates the downside though, this obviously isn't really something that'd hinder you using it very much, plus you could just not bring it to those mission types, anyway.
Pretty true, I noticed that while fire is a good mod on any gun, actual high value targets like bosses or rival tech usually either aren’t affected by it, or die instantly. Certainly an effect that’s a coin flip with powerful targets.
I guess it's also balanced in that you pretty much have to either build heat on your primary, expend limited incendiary grenades, or pretty much resign yourself to living permanently as a tumour on Driller's ass to leech off their fire spewing tools - and out of those three scenarios, I don't know if there's really a choice other than option one if you want to be efficient or self-sufficient. If being anything other than a one-trick, fully pyromaniac gunner is what you want to do, then Volatile ain't it, chief.
i'd really rather bosses be able to be set on fire, even if it meant VB got gutted. Certain enemies just ignoring an entire game mechanic screws so many different builds (crispr on elimination lmao), all for the sake of one OC on one weapon? :/
@@stripey566 oh i certainly agree myself yeah, at the very least i find that dreadnoughts being immune to being ignited is very strange, and either way VB is very, very strong against anything it works on. could use at least a bit of tuning to bring things closer to the middle
Wanted to leave this comment a long time ago. Your DRG weapon breakdown videos are the absolute best quality out there for DRG right now. Super informative, entertaining, well edited I could go on. Please keep this up. You're making my favorite DRG videos right now. Because of you I started playing other bulldog builds besides Magic Bullets... and also Burning Hell Minigun! Keep it up!
FINALLY IT'S HERE i'VE BEEN WAITING FOR MORE BREAKDOWN................................................................................................................................................... THANK YOU LAZYMAYBE
I believe that all the builds for gunner are pretty strong, especially magic bullets AOE. It stands alongside volitile bullets in terms of power, the coin is just flipped that now your doing metric tons of damage to a bunch of bugs instead of just one. Volitile bullets is also pretty balanced out that you need burning enemies to trigger the effect, which isn't a lot but it keeps it from being a near force pick like bullets of mercy
Now imagine two drillers with CRSPR and burning nightmare, two gunner bulldog boiz with like any of the primaries (they’re all good.) and now it becomes a game of bulk execution speedrun
You know, I've been on magic bullets for so long I think I'd semiforgotten chain hit and homebrew. Think you've inspired me to work them back in to my loadouts. Really digging the weapon deep dives and looking forward to the next.
I only *just* realized the bulldog's hammer doesn't move in its firing animation. Still one of my favorite secondaries in the game and it synergizes really well with any of Gunner's primaries.
@@agentoranj5858 nah it just revolves faster than you can see it I like to imagine that even the mechanical aspects of the bulldog is absolutely over the top insane and if any other dwarf even fired the gun, if the recoil doesn’t break their arm, the fast violent mechanical movements of the gun just shatters their hand
@@agentoranj5858This game has a lot of those little annoying weapon model problems. The mags doesnt change size when taking mag size upgrades. The bullets in Thunderhead mag aren't moving, the amount of bullets in M1000 clip is ALWAYS eight, the bulldogs cylinder always has 4 bullets no matter what overclock...
Your videos by far are something to cherish, you put in the best min-maxxing info to work for your fellow dwarves, Rock and Stone brother. Keep up the good work.
I actually run an explosive round neurotoxin on six shooter rather then as a big damage or general purpose bulldog works pretty well for me Edit: It's just a lot of fun with the high fire rate of just unloading into a crowd with toxic explosives that's just euphoric
I never talk about it, it's comparatively unassuming, but the Bulldog might be my favorite weapon in the game. It just feels so satisfying to use. Scout's crossbow can one-shot a mactera, but it has travel time. Fat Boy feels good to hit, but has almost no ammo, I feel nervous using a shot. Shotguns hit hard, but can struggle with mactera. The feeling of _one-shotting_ a mactera right out of the air with a _pistol_ is what makes me feel like a heavy weapons guy.
You've articulated so well why I love the bulldog. It does the highest base damage of any bullet-based. non-explosive weapon in the game, and has a massive weakpoint bonus. It's just so beefy.
Omg that's me after 700 hours played! Literally my last OC in the game. And to think I was thinking of building a fire gunner build when I first got my OC.... Burning hell... 😵
Damn, your videos improve my gameplay so much, although I'm counting 450h of gameplay, but I'll just enjoy games on a more casual level. Your deep dives into these mechanics are so helpful to understand things better. The explosion for example triggers twice?! Never knew, awesome!
you actually made me rethink the volatile bullets OC. ill have to give it a go once im bored of the coil gun. btw these videos are amazing and chock full of info that even super long beard greybeards can benefit from. i learn so much from these!
To anyone who may not know: volatile bullets is compatible with explosive rounds. I’ve used it a lot recently and found it’s super fun to vaporize a cluster of guards with one shot as long as they’re on fire, and it lets me use volatile bullets without feeling guilty for using an OP mod.
wow, a lot of stuff i didnt know this time gunner isnt one of my main classes and when i do play him i'd usually use the burst pistol had no idea the the chaining mods double dipped with the AoE explosive mod/blowthrough and I had no idea how CRAZY good volatile bullets is ive had a hard time building the bulldog, it always felt a little off to me like something about it wasnt quite clicking, like i couldnt quite find the right loadout, looking forward to trying some of these to see if that changes
Volatile Bullets really can just delete enemies under the right conditions, but it requires some building around it to really be good, and imo can feel a bit unreliable at times, but being able to just drop a detonator in a single magazine is, of course, delightful. Its a natural fit for a full fire build of course, but the problem there is that aside from really big guys like detonators, most stuff is pretty dead by the time youve lit it on fire already if you light them with the minigun or the hurricane, and again most stuff aside from detonators isnt really worth spending an incendiary grenade on a single enemy, which most grunts, macteras and the likes already barely survive anyway. Furthermore, if youre gonna make a fire build, youre gonna want to bring it to missions with rival robots, but those already just die the moment theyre lit on fire, so VB again doesnt do much there. The 4x dmg is absolutely insane when you can get it, but it does take some setup to actually make use of it. Now of course, if you have a driller buddy with a flamethrower on the other hand, that part of the story changes drastically!
@@TheSpeep Exactly this. Some people claim Volatile Bullets is overpowered, when in reality it's just another build option that leans into high risk vs. reward. If it truly was overpowered, I'd be seeing it often, but I can't tell you the last time I saw someone use it.
@@SFuruli Yeah, it can be a very strong OC no doubt, but its one of those that requires you to center basically your entire build around, because if you dont you end up with a worse version of the main gun that suddenly fails to one- or twoshot a bunch of stuff it used to. Its very situational and not super reliable or versatile, which would otherwise kind of be the Bulldogs main strengths.
"Ocelots are proud creatures they prefer to hunt alone" "There's nothing like the feeling of slamming a long silver bullet into a well greased chamber"
I personally love elephant rounds, I usually play haz4 with 1.5 spawns and there the bulldog obliterates the annoying buggers such as: 1-shot tri-jaws, 2-shot goo bombers, and just chew through every bulky thing.
I love the burst pistol for it's guaranteed stun and ease of use, but by God is volatile bullets insane and six shooter making you feel like a fan-hammer cowboy.
I love how you take such a streaighforward weapon as the bulldog and reveal that everything in this stupid, wonderful game is at last a little bit total jank.
Homebrew is great for anybody that likes regular bulldog for builds, but also wants a bit extra oomph more often than not. Or is like me, and is a chronic gambler for anything involving how a game works. (The House modded character for RoR2, as an example, is one of my most used characters ever.)
love your videos can not wait when you do lead storm and hurricane. Especially the hurricane Because it's a weapon I really want to love, But it just feels so janky so I just want to get a second opinion.
Bring Plasma missiles to an Ommoran fight. You'll learn to love it soon enough. Plasma missiles for some reason basically oneshot the floating rocks, so you can just send out a swarm of them and then keep directing it to the nearest rock to just delete them one by one. On top of that, they also absolutely shred the laser pillars in the final phase, you could basically delete an entire pillar from range in a few seconds with them, were it not that you just need to destroy the tip. Bringing it to Escort missions honestly almost feels like cheating, it is that good for them. I have the same problem with the crossbow though...
If you want to try the volatile bullet or just more reason for burning bug's , just try the heat missile upgrade, trust me you'll thank me 10 Pretorian later 🔥⛏️
@@krustin What I don't like about it is that the time to kill for praetorians just feels kind of bad in comparison to the other weapons that Gunter has. Even if you have Jet Fuel Homebrew.
I love the Ricochet + Blowthrough interaction. I do think they need to give the invisible blowthrough round an actual tracer though so it looks like your bullets split into two.
I love DRG, but I also love spaghetti westerns. To have the two come together is something I love even more. Rock and Stone brothers and may your shot be as accurate as The Man With No Name.
When an overclock allows your bullet to exist in two places at once. R&D are getting into quantum physics, I suppoae we should have realized when they gave the engineer a nuke...
So... He did amazing vids so far and I always learn new interesting things from these breakdowns. But I wonder, you did the new secondaries and you did 3 of the starting secondaries, *will you manage to make Subatta rise up from its EPC grave?!?*
@@dorfhorst99 yeah EPC has better overall damage most of the time and since there is no need for reload, it synergies well with the cryo thrower to free up space to remplace born ready with like vampire or something else useful in general
Awesome guide. You always open my eyes to so many build ideas. Please do Subata next. I struggle so hard to build it properly so I always just end up using full auto.
Personally, I love elephant rounds. One of my first overclocks and one of the most favourite. Every time I see an opressor or praetorian I get to his back and dump all three rounds. Praetorians die on spot, opressors need just a little more. And I can snipe warden from far away with 2 shots. I'd probably need to review my build after this video, as my build hasn't been changing for a year or two.
I just loaded my Revolver down with damage upgrades and Overclocks to turn it into a goddamned hand-cannon. Sure, it's a low-ammo hand-cannon - But it's still a goddamn hand-cannon.
I don't find Volatile Bullets to be overpowered, mainly because: -It requires setup time. -The targets you can use it against are easily disposed of in a lot of builds from all classes. -It can't be used against bosses. -It relies on being paired with a primary weapon that has high AoE, and there's only one real option (Hurricane). -Although teammates can set targets on fire, they can also freeze them. Yes, it's cool to burst Detonators. As cool as that rare use case is, as a Gunner I would gladly trade this capability to instead gain the Engineers bursting capability against all targets with the Shard Diffractor. No setup time. Just point and click. Works against bosses too. Doesn't matter what teammates do.
"-It relies on being paired with a primary weapon that has high AoE, and there's only one real option (Hurricane)." Not at all. It's best paired with a Burning Hell minigun like shown in the video and together they are a highly powerful combination if you know what you're doing.
@@RockyLight If you run Burning Hell + Volatile Bullets, you're lacking in ranged AoE, and you're making the team pick up the slack for you. Just because Burning Hell kept you safe when the bugs got close to you, doesn't mean it kept your team safe.
@@SFuruli You don't -need- ranged AoE if other team members can handle it, and depending on the cave gen sometimes it's not even needed at all (really half the time). And what you lack in ranged AoE you make up for with insane crowd control at medium/close range. There are plenty of times you will be fighting in small rooms and tight corridors. You're an absolute machine if you equip Burning hell + stun, everything close to you just gets melted, and if you equip hot bullets you can erase most threats from long distance easily and quickly. Distant breeders, spitballers, wardens, menaces and detonators all become a non factor and die fast - really all you need in terms of long distance threat management. Fact is, most of the fighting in the game is done at close to medium range because of the way the enemies spawn randomly and cave generation works. Very rarely are you able to deal with a swarm exclusively at long range - Burning hell + volatile bullets is great overall. The lack of long ranged AoE is not nearly as much of a drawback as you're making it out to be.
@@RockyLight "You don't need ranged AoE if other team members can handle it" Like I said, you're making the team pick up the slack for you. I've played with enough Gunners who think like this to have learned that I'm not going to do this to my team.
@@SFuruli I respectfully disagree, but I find the different outlooks we have interesting. Seems you and I have different concepts of what makes a good teammate. You seem to want clearly defined combat roles for every class, but for me that doesn't matter. There is nothing I want more in a teammate than knowing they're capable of defending themselves and not going down if things go sour - if we stick together things die fast, if we get split apart things then things also die and I know my reliable teammate usually won't be going down - this is as good as it gets, because it's the most important thing. The loadout and their role is irrelevant to me after this. So your comments about the team picking up slack make no sense to me. Most fighting is done at close to medium range as I previously stated and burning hell minigun + volatile bullets excels at that, and the bugs usually come for everyone in the team at equal amounts. Whenever I use this combo I'm always second in kills behind a good engineer, and sometimes first. It's OK if you don't like using it - nothing wrong with personally not liking a certain combo, I understand. I hate using cryo driller even though it might be one of the strongest options in the game, doesn't mean it's bad. The lack of ranged AoE is, again, not nearly as much of a drawback as you're making it out to be. Burning hell minigun with stun is >>> in damage, ability to set things on fire quickly AND crowd control compared to fire hurricane ever since the nerf. The only advantage fire hurricane has is setting a random group of grunts in the distance on fire which is almost never needed, and during big swarms you will be forced to fight at medium to close range - always. We even have whole mission types mostly dedicated to close range combat, escort and salvage. There's just many more situations where the combination will be much more useful compared to fire hurricane! Your initial complaint about volatile bullets needing prep time is precisely because you assume it's only viable with fire hurricane, which is wrong. Fire hurricane takes hours to set anything on fire, burning hell can set anything on fire instantly, even oppressors. Most priority targets at long range can actually be set on fire faster with burning hell + hot bullets using the and T2 damage mod and T4 faster spin-up mod than with fire hurricane because the rockets are just painfully slow compared to the minigun's hitscan and the heat inflicted per rocket is quite low. At close to medium range there is no prep time required, it's reactionary. Things get stunlocked and die extremely fast, the ammo economy is amazing, you're a 360 degree burst machine. Fire hurricane is just not as effective at close range, low heat, low damage and no stun - yes this combination would make it seem like volatile bullets aren't that good but it's a different story with burning hell if you know what you're doing. There's a reason the majority of people have this combo listed as one of most effective loadouts in the game after all - because it's great. I think you should give it some more honest tries and see how good it can be for yourself ;)
I use magic bullet with explosive rounds and neurotoxin, and yes, the explosive damage does apply neurotoxin to every enemy hit by it, and ironically makes it great for crowd control, plus having magic bullet means you can just forgot about the accuracy mods for it.
I honestly need to give the other OCs a try for the Bulldog. These days I pretty much only run it with Elephant Rounds with Neurotoxin Payload Autocannon.
The Bulldog model without the foregrip is from the mod "Bulldog classic": drg.mod.io/bulldog-classic
Other drg test/info videos: ruclips.net/p/PLqTo6tQ9tCOrABARyls3C94qzGo6TW3h_
It looks so sexy, please no more mods next time. I now have to clean up my floor because the model looks so good.
Never thought removing the handguard would be so beautious.
@LazyMaybe Do yo have a compendium or screenshots of your dwarvey builds? You've got so much articulate knowledge of the game and I bet with your pub-carrying experience you could put together quite the codex.
@@timesathousand I've thought about it before. But, the reason that I try to frame builds in these as recommendations with bits that may vary based on preference/playstyle is because I want to give people information to make their own builds and point them in the right direction-rather than just copying down a build. I feel like a list of setups would be leaning more in the direction of the latter.
Now I just want western themed frameworks.
I know what you're thinking. "Did he equip Six Shooter as his overclock or not?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a Bulldog Heavy Revolver, the most powerful handgun in the game, and would blow your head clean off, you've got to ask yourself one question: "Do I feel lucky?" Well, do ya, bug?
**Low rolls homebrew powder and lives**
"You know what, I do."
This is a great comment. It’s just that.
@@SkyNinja759 **shoots you 3 more times**
"Well too bad."
Here's what I've gotta say about the Six Shooter Overclock: "6 shots. More than enough to kill anything that moves."
*incoherent bug noises*
My personal favorite fun-fact about the bulldog is that, according to its in-game info card.. it fires 26mm cannon rounds.
Meanwhile, The autocannon fires .50cal machine gun rounds.
It truly is the biggest iron.
Copyright: TheAnarchistMuffin
"Nocturne Red had not cleared plasteel fore a boltshell fairly tore, and the 'quistor's aim was blessed by Our Holy Emperor.
Our Holy Emperor."
Which wouldn't make it an autocannon, it would make it a heavy machine gun with very very low rate of fire. An autocannon needs to fire 20mm rounds or above to be considered an autocannon, 12.7mm/.50 cal doesn't cut it
@@joaogomes9405
actually it's not just Caliber that determines what class of Weapon.
for example, Aircraft armaments during the World Wars. some of them were Equipped with 15mm, even 13mm and "kinda 12mm" Cannons - despite the lower Caliber these were still Cannons due to the Casing and Projectile size.
as ofcourse, with Guns, there's more than just one Dimension determining the capabilities of the Weapon!
it could be conceivable that the Thunderhead does infact fire 12.7mm Caliber Projectiles, but doesn't mean it's .50BMG Case dimensions, or Powder load, Et Cetera.
if you do that idle anim in the game where the Character holds up a Cartridge and plays with it, you can see that the Cartridge dimensions are notably larger than the diameter of the Projectile. hard to really estimate how much with the lowpoly style that forces things to generally be 'chunkier' than would be in reality, but oh well.
versus .50BMG, where the Casing is only slightly larger than the Projectile.
and then, we don't know what Powder charge is in this Cartridge.
.50BMG doesn't tend to be a LIGHT charge perse, but i'm just saying. if the Powder on the Thunderhead is jam packed plus is a more aggressive Formula, that could also suggest a classification change.
anyways the point is it's hard to say, and there's many data points that we don't have access to, due to being a zero realism game.
Actually weapon classification is bullshit in much the same way that musical genres are. They are a useful categorization for purchasing customers and moralizing politicians, not for objective understanding.
Love Taiiats comment though. Precisely the spectacles pushing nerd ass comment I come to the internet for. That sounds like an insult, but it's not.
Which is weird because the description for elephant rounds says it fires modified auto cannon rounds
Babe it’s 4pm time to delete and reupload
“Yes dear”💀
My favorite memory of elephant rounds was before they added heath gates to dreads, and getting an elimination with critical weakness. Needless to say, that was the quickest elimination my friend and I ever did.
Did the same. Except I told my team to stay in an area as I try to lure the dreadnaught to my area and be the tank. Using my mini gun, shield, clusters, and pistol to keep it on me as they lay waste. Quickest kill and my HYPEST moment ever.
Critical Weakness doesn’t affect Dreadnaughts
@@edcellwarrior It used to a LONG time ago. Like, years maybe.
Edit: Based on a quick Google search, Critical Weakness affecting dreads was around as late as 2021. So, you're correct that it NO LONGER affects them, but it used to. It's pretty well documented in videos, reddit posts, forum posts, etc.
Health gates are an awful and obnoxious design choice. I hope they remove them.
Here I thought elephant rounds were the best damage dealers, but noooo, instead we have bullets that throw a tantrum upon hitting a burning enemy and shred it to death.
Elephant Rounds and Six Shooter actually get you very similar results in damage output, but Six Shooter tends to be a bit more reliable and versatile about it imo.
@@TheSpeepYeah but Elephant Rounds trigger the dopamine in my brain when I one shot a Menace on a critical weakness mission
@@haikei888 Oh without a doubt Elephant Rounds on Critical Weakness is very fun.
Do try Volatile Bullets on that as well sometimes tho, pop some into a burning Bulk Detonator if you get the chance. Its a good time.
I can't tell you enough how i would love a "classic" gun skin for each weapon. Just in some way harkens back to the wild west days. A western themed season would be fun.
I would genuinely hate that. Frankly, I hate that there's a revolver in the setting at all. It's incredibly anachronistic, especially when today, in the modern world, revolvers are already obsolete and have been for 30 years. Revolvers in sci-fi that's not specifically a space western is like a fucking fatman from fallout being in a mideval fantasy game. They don't belong and shatter immersion.
@@MeepChangeling okay 🤠
@@MeepChangelingdeep rock galactic isn't exactly a tactical military or pmc...
@@MeepChangeling L take
@@MeepChangeling This is a game where you can drink beers that make you shrink, explode, or teleport. If you care that much about applying real-world logic to it, the Bulldog’s existence should be the least of your concerns.
Entertaining and informative weapon breakdown, WITh a high effort meme edit to start? AND actual numbers and data about how the weapon works WITHOUT discounting weapon 'feel' and 'fun factor' and looking at how the weapon works holistically not only with Gunner's kit but potentially kits of other classes in missions?
A master piece!
I'm addicted to the Magic Bullets build on the Bulldog. Yeah, it's "competing" with the Gunner's primary for horde clear, but unlike the primary you can move at full speed while unloading Magic Bulldog. That and firing off two cylinders of Magic Bulldog to keep the pressure up whilst letting Born Ready reload your Thunderhead or Hurricane is a great way to avoid too much damage loss when your primary cuts out on you. Plus the ancillary benefits of being able to take shots the normal Bulldog can't make - many a time an acid spitter's gotten around a corner and believed himself safe only for Magic Bullets to vehemently disagree, or bouncing shots into the weak point of a critter being too cagey fopr me to get a good bead on. Mod selection may be pretty strict, but the weapon itself is has proven splendidly versatile and useful, especially with Neurotoxin providing a slowdown effect on Big Bois while I work on pounding them senseless with the autocannon. The build is fantastic for people with dodgy aim that can't necessarily count on LM's crack shot weakpoint builds.
Yep. Magic Bullets was my first Bulldog OC and it's so fun that I honestly can’t bring myself to use any of the other ones. I don’t care if Volatile Bullets or Six Shooter pairs better with my build, I just want to shoot superballs at my enemies.
The Bulldog's innate stun is also great as a lifesaver with Magic Bullets.
i normally go the direct damage hurricane when using aoe bulldog. Direct damage hurricane feels really good.
It's so nice to be able to just shoot at the general direction of a web/acid spitter at the top of a pitch dark ceiling and hit it. Really helps in the heat of the moment. It also does pretty okay with swarmers.
@@woobi4739 Yep, it’s a great panic button. Speaking of small enemies, one of my favorite ways to use MB is swatting shredders out of the air by ricocheting shots off the terrain. And with explosive rounds, it'll even take out multiple with a single shot if they’re grouped up tightly enough.
Really been enjoying your videos man!
Keep up the great work!
Didn't expect to see you in this comment section.
think you'd ever play DRG?
@@nickolasrealmjumper5172 I have over 1,000 hours in it :)
@@ImKibitz It's only the fault of I who decided to compress a response into a smaller message only to miss phrase. I had meant to ask if you have or may at some point make videos on DRG.
@@ImKibitz rock and stone brother!
release the drg fun moments complication on your channel :))
Oh man the production quality of these is getting higher
Also how'd that taunter's tongue playthrough go?
Fine, but I got sick of ER pvp since damage is so high and the world design doesn't accommodate multiplayer all that well.
@@LazyMaybe hopefully you'll give ER another try now that they've added all the pvp balance patches!
One setup that Elephant Rounds opens up is to take one damage upgrade to hit 140 damage, which enables you to one-shot grunts to the body. This pairs extremely well with blowthrough, which turns it from a high-value target killer into more of a jack-of-all-trades. Since I run it with LeadstormLeadstorm (also good at almost everything) I can weapon switch at will.
That sounds ridiculous, i need to try that, behold, discount coilgun.
I think it's great that you provide mod recommendations without overclocks. It's a solid plus for Greenbeards that haven't unlocked any.
or for old folk returning to the game
I feel like Elephant rounds should have +1 pierce built in to mitigate over killing
If the rounds are that big, they can punch through several enemies right?
they should also add that blowthrough on super cooling chamber for m1000. Unlike elephant, It has way too many downsides for its uspide, it could use a buff to its versatility in the same way, even more desperately.
@@krustin it’s getting a buff this season, I think it’s a weak point multiplier so it can really bully large bugs with focus shots
@@Hrrrrrrrrrreng Been running the buffed scc recently and having a blast.
What if the rounds are some kind of hollowpoint, that basically just turns the bugs (or scouts) insides to mush?
@@dawsongougeon5109
Elephant rounds are not hollow point. They're FMJ, to pierce through the thick bone plating of a charging bull's cranium.
Elephant Rounds is basically Fat Boy. You're overkilling everything but god damnit is overkilling everything fun
And another video with lots of stuff learned! Especially the accuracy info and how the bouncy overclocks work.
Six shooter may generally be better, but man do elephant rounds feel fun. Being able to take a massive chunk off something at long range with basically a sniper rifle of a revolver, or getting super close and using it like a shotgun to absolutely shred something up close. It's sort of the same as jumbo shells for the scout, massive damage is just FUN.
Also, shame about ALMOST getting the double bulk kill.
Elephant Rounds is nice, but where it becomes really nice is on Critical Weakness missions.
Watching a Praetorian's entire healthbar just disappear in a single shot will never not be fun.
@@TheSpeep does the same to oppressors as well
your vids always makes me wanna jump in game immediately and try shit out, keep up the good work
My only guess for why they allowed volatile bullets to exist in the state that it does is that Dreads and some other large boss-type enemies are either outright immune to being set on fire, or die instantly to igniting anyway. Seeing as a damage mod completely negates the downside though, this obviously isn't really something that'd hinder you using it very much, plus you could just not bring it to those mission types, anyway.
Pretty true, I noticed that while fire is a good mod on any gun, actual high value targets like bosses or rival tech usually either aren’t affected by it, or die instantly. Certainly an effect that’s a coin flip with powerful targets.
Makes sense
I guess it's also balanced in that you pretty much have to either build heat on your primary, expend limited incendiary grenades, or pretty much resign yourself to living permanently as a tumour on Driller's ass to leech off their fire spewing tools - and out of those three scenarios, I don't know if there's really a choice other than option one if you want to be efficient or self-sufficient.
If being anything other than a one-trick, fully pyromaniac gunner is what you want to do, then Volatile ain't it, chief.
i'd really rather bosses be able to be set on fire, even if it meant VB got gutted. Certain enemies just ignoring an entire game mechanic screws so many different builds (crispr on elimination lmao), all for the sake of one OC on one weapon? :/
@@stripey566 oh i certainly agree myself yeah, at the very least i find that dreadnoughts being immune to being ignited is very strange, and either way VB is very, very strong against anything it works on. could use at least a bit of tuning to bring things closer to the middle
Wanted to leave this comment a long time ago.
Your DRG weapon breakdown videos are the absolute best quality out there for DRG right now. Super informative, entertaining, well edited I could go on. Please keep this up. You're making my favorite DRG videos right now. Because of you I started playing other bulldog builds besides Magic Bullets... and also Burning Hell Minigun!
Keep it up!
FINALLY IT'S HERE i'VE BEEN WAITING FOR MORE BREAKDOWN................................................................................................................................................... THANK YOU LAZYMAYBE
It’s literally the best series!
Man, I love the soundtracks you put in your videos, It's so satisfying knowing where they came out and on top a bit feeling nostalgic as well
I believe that all the builds for gunner are pretty strong, especially magic bullets AOE. It stands alongside volitile bullets in terms of power, the coin is just flipped that now your doing metric tons of damage to a bunch of bugs instead of just one. Volitile bullets is also pretty balanced out that you need burning enemies to trigger the effect, which isn't a lot but it keeps it from being a near force pick like bullets of mercy
Now imagine two drillers with CRSPR and burning nightmare, two gunner bulldog boiz with like any of the primaries (they’re all good.) and now it becomes a game of bulk execution speedrun
You know, I've been on magic bullets for so long I think I'd semiforgotten chain hit and homebrew. Think you've inspired me to work them back in to my loadouts. Really digging the weapon deep dives and looking forward to the next.
I only *just* realized the bulldog's hammer doesn't move in its firing animation. Still one of my favorite secondaries in the game and it synergizes really well with any of Gunner's primaries.
The revolver doesn't even revolve. 3/10 game borderline unplayable.
@@agentoranj5858 nah it just revolves faster than you can see it
I like to imagine that even the mechanical aspects of the bulldog is absolutely over the top insane and if any other dwarf even fired the gun, if the recoil doesn’t break their arm, the fast violent mechanical movements of the gun just shatters their hand
@@ricecooker7037 i like to imagine it just spins so fast that the ensuing pressure propels the bullet
@@agentoranj5858This game has a lot of those little annoying weapon model problems. The mags doesnt change size when taking mag size upgrades. The bullets in Thunderhead mag aren't moving, the amount of bullets in M1000 clip is ALWAYS eight, the bulldogs cylinder always has 4 bullets no matter what overclock...
@@Ameryn_Wors I think the Crossbow OCs are the only ones that change the appearance of the bolts.
Your videos by far are something to cherish, you put in the best min-maxxing info to work for your fellow dwarves, Rock and Stone brother. Keep up the good work.
These videos are a highlight of my week! Wonderful supplementary info to help make choices.
Yo saw you in Discord. Can't wait for Minigun breakdown. I also didn't realize I wasn't subscribed.
I like Elephant rounds mostly because it's the "Fuck this bug in-particular" button.
How does this man pump out so many videos consistently with such a high quality standard?
This didn't age well lol
So much nostalgia from Wild Arms music, thank you. Awesome video as always, keep them coming!
I actually run an explosive round neurotoxin on six shooter rather then as a big damage or general purpose bulldog works pretty well for me
Edit: It's just a lot of fun with the high fire rate of just unloading into a crowd with toxic explosives that's just euphoric
Exactly my go to bulldog with the minimum for single target damage. But I will try the ricochet mod, never knew the explosion triggers twice, nice
ive used that exact bulldog before! very fun
I love this video. Such a good script, so many good "big" edits and so many good subtle edits and cuts between clips.
I never talk about it, it's comparatively unassuming, but the Bulldog might be my favorite weapon in the game.
It just feels so satisfying to use. Scout's crossbow can one-shot a mactera, but it has travel time. Fat Boy feels good to hit, but has almost no ammo, I feel nervous using a shot. Shotguns hit hard, but can struggle with mactera. The feeling of _one-shotting_ a mactera right out of the air with a _pistol_ is what makes me feel like a heavy weapons guy.
yeah the feel of the gun is so good
using elephant rounds FEELS so good because of the sheer recoil and damage it has
You've articulated so well why I love the bulldog. It does the highest base damage of any bullet-based. non-explosive weapon in the game, and has a massive weakpoint bonus. It's just so beefy.
Persoanally prefer the deepcore with the hyper propellant oc, fucking railgun that will insta kill damn near anything
The whole video is amazing but that intro in particular is a work of art
god DAMNIT now I want a skin for the bulldog that's just how you showed it in that intro... no understock just a straight slim smoke wagon
nice reference to a fistful of dollars in the intro!
After 400 hours total playtime I finally got VB this month.
*It's good.*
Omg that's me after 700 hours played!
Literally my last OC in the game.
And to think I was thinking of building a fire gunner build when I first got my OC.... Burning hell... 😵
That intro was *chef’s kiss*, even had the line about the mule! NO ONE INSULTS MOLLY BUT US
Damn, your videos improve my gameplay so much, although I'm counting 450h of gameplay, but I'll just enjoy games on a more casual level. Your deep dives into these mechanics are so helpful to understand things better. The explosion for example triggers twice?! Never knew, awesome!
you actually made me rethink the volatile bullets OC. ill have to give it a go once im bored of the coil gun.
btw these videos are amazing and chock full of info that even super long beard greybeards can benefit from. i learn so much from these!
To anyone who may not know: volatile bullets is compatible with explosive rounds. I’ve used it a lot recently and found it’s super fun to vaporize a cluster of guards with one shot as long as they’re on fire, and it lets me use volatile bullets without feeling guilty for using an OP mod.
Always looking forward to your content, man! Love the analysis, love the humor
Sick intro for good stat nerd video, what more can i wish for
the magic bullets ricochetting off creature is now fixed :(
Not only are these videos incredible, but they are also super well made ! AND we can see your bgm in description i love when creators do this
whaaat, the intro was so good! And the build option explanations make me feel smarter just by listening
Heyo! I really like your vids (they are way more in depth and dynamic than others). Can you do one on the nuk17?
wow, a lot of stuff i didnt know this time
gunner isnt one of my main classes and when i do play him i'd usually use the burst pistol
had no idea the the chaining mods double dipped with the AoE explosive mod/blowthrough
and I had no idea how CRAZY good volatile bullets is
ive had a hard time building the bulldog, it always felt a little off to me like something about it wasnt quite clicking, like i couldnt quite find the right loadout, looking forward to trying some of these to see if that changes
Volatile Bullets really can just delete enemies under the right conditions, but it requires some building around it to really be good, and imo can feel a bit unreliable at times, but being able to just drop a detonator in a single magazine is, of course, delightful.
Its a natural fit for a full fire build of course, but the problem there is that aside from really big guys like detonators, most stuff is pretty dead by the time youve lit it on fire already if you light them with the minigun or the hurricane, and again most stuff aside from detonators isnt really worth spending an incendiary grenade on a single enemy, which most grunts, macteras and the likes already barely survive anyway.
Furthermore, if youre gonna make a fire build, youre gonna want to bring it to missions with rival robots, but those already just die the moment theyre lit on fire, so VB again doesnt do much there.
The 4x dmg is absolutely insane when you can get it, but it does take some setup to actually make use of it.
Now of course, if you have a driller buddy with a flamethrower on the other hand, that part of the story changes drastically!
@@TheSpeep Exactly this. Some people claim Volatile Bullets is overpowered, when in reality it's just another build option that leans into high risk vs. reward. If it truly was overpowered, I'd be seeing it often, but I can't tell you the last time I saw someone use it.
@@SFuruli Yeah, it can be a very strong OC no doubt, but its one of those that requires you to center basically your entire build around, because if you dont you end up with a worse version of the main gun that suddenly fails to one- or twoshot a bunch of stuff it used to.
Its very situational and not super reliable or versatile, which would otherwise kind of be the Bulldogs main strengths.
19:38 "Mission Control: We've got an incoming storm. Be on your guard!"
19:15 GET DOWN MR. PRESIDENT
Another benefit of elephant rounds is one-shotting fester fleas.
That Twins fight is a rollercoaster of emotion
Four words. "MAGIC BULLETS, REVOLVER OCELOT."
I love to reload in battle!
"Ocelots are proud creatures they prefer to hunt alone"
"There's nothing like the feeling of slamming a long silver bullet into a well greased chamber"
Revolver Ocelot
(Revolver Ocelot)
[Ocelot with his revolver)
I personally love elephant rounds, I usually play haz4 with 1.5 spawns and there the bulldog obliterates the annoying buggers such as: 1-shot tri-jaws, 2-shot goo bombers, and just chew through every bulky thing.
Best intro ever. Can't wait for the Rambo minigun, the Commando rocket launcher and the Legolas bow.
The most important recommendation in this video is the Moss Crawler paintjob on the Bulldog. It looks so good!
That intro fits waaay to well, even down to the mule bit.
That intro was something else. I'm pretty loyal to my BRT but that made me want to go in-game and switch to the Bulldog immediately.
I love the burst pistol for it's guaranteed stun and ease of use, but by God is volatile bullets insane and six shooter making you feel like a fan-hammer cowboy.
I love how you take such a streaighforward weapon as the bulldog and reveal that everything in this stupid, wonderful game is at last a little bit total jank.
I mean the dwarves say it better themselves. Deep Rock needs to invest in better equipment. So we make do with what we got.
Please never stop these vids. So helpful
"next video hopefully faster than this one was"
mother nature: 😈🌧️😈🌧️😈🌧️😈
That milama village soundtrack caught me off guard. Truly cultured.
I love your videos and how in depth you go. Can't wait to try out volatile bullets :)
I hella appreciate this video. Too addicted to Magic Bullets and this’ll help spice things up.
Wow, a video about the Bulldog with no Big Iron song. Mining in Hoxxes IV really makes you wish for a Fat Boy winter.
Homebrew is great for anybody that likes regular bulldog for builds, but also wants a bit extra oomph more often than not. Or is like me, and is a chronic gambler for anything involving how a game works. (The House modded character for RoR2, as an example, is one of my most used characters ever.)
Also, using the bulk detonators to annhilate the twin dreadnoughts (well, one of them) was actually genius. I didn't realize you could really do that.
Just wanted to comment on your newest video and tell you, that you make best content for DRG on youtube, without a doubt. Thank you for your work!
love your videos can not wait when you do lead storm and hurricane. Especially the hurricane Because it's a weapon I really want to love, But it just feels so janky so I just want to get a second opinion.
Bring Plasma missiles to an Ommoran fight.
You'll learn to love it soon enough.
Plasma missiles for some reason basically oneshot the floating rocks, so you can just send out a swarm of them and then keep directing it to the nearest rock to just delete them one by one.
On top of that, they also absolutely shred the laser pillars in the final phase, you could basically delete an entire pillar from range in a few seconds with them, were it not that you just need to destroy the tip.
Bringing it to Escort missions honestly almost feels like cheating, it is that good for them.
I have the same problem with the crossbow though...
If you want to try the volatile bullet or just more reason for burning bug's , just try the heat missile upgrade, trust me you'll thank me 10 Pretorian later 🔥⛏️
what dont you like about hurricane? perhaps you can build around it.
@@krustin What I don't like about it is that the time to kill for praetorians just feels kind of bad in comparison to the other weapons that Gunter has. Even if you have Jet Fuel Homebrew.
@@doctorj4050 if you manage to get a bit of heat either with fire missiles or by your team, you can just abuse volatile bullets to erase big targets
I love these weapon breakdowns, and would love to see even more of them
Amazing intro, and love the revolver
I had no idea the Bulldog could be so fun! Thanks for the video, tons of great info here.
I really enjoyed this guide it helped me figure some fun ideas to use with this gun and was very informational, look forward to other weapon guides
I love the Ricochet + Blowthrough interaction. I do think they need to give the invisible blowthrough round an actual tracer though so it looks like your bullets split into two.
That intro... 😲
I can watch a whole series like that.
I love DRG, but I also love spaghetti westerns. To have the two come together is something I love even more. Rock and Stone brothers and may your shot be as accurate as The Man With No Name.
Holy crap, the music references hit me hard on this one.
When an overclock allows your bullet to exist in two places at once. R&D are getting into quantum physics, I suppoae we should have realized when they gave the engineer a nuke...
if I could like your breakdown videos twice I would
volatile bullets damage got me drooling.
i love taking double damage elephant rounds against the caretaker
shoots its eyes clean out in one big boom
So... He did amazing vids so far and I always learn new interesting things from these breakdowns.
But I wonder, you did the new secondaries and you did 3 of the starting secondaries, *will you manage to make Subatta rise up from its EPC grave?!?*
Good question, I still play subata to hold up the flag, but overall it's lacking so much compared to the EPC
@@dorfhorst99 yeah EPC has better overall damage most of the time and since there is no need for reload, it synergies well with the cryo thrower to free up space to remplace born ready with like vampire or something else useful in general
Great editing and choices of bgm!
I love your videos, I discover so much stuff I didn't know
I call it the Spicy Gunner.
It’s my favorite gunner build.
I am truly enjoying you vids mate plz keeo them coming
Awesome guide. You always open my eyes to so many build ideas. Please do Subata next. I struggle so hard to build it properly so I always just end up using full auto.
"Next vid hopefully faster than this one was."
A month later: ...
Hopefully it will be worth the wait and have incredible production value, but i'll be happy as long as it's released
Personally, I love elephant rounds. One of my first overclocks and one of the most favourite. Every time I see an opressor or praetorian I get to his back and dump all three rounds. Praetorians die on spot, opressors need just a little more. And I can snipe warden from far away with 2 shots.
I'd probably need to review my build after this video, as my build hasn't been changing for a year or two.
Thanks for another breakdown of a weapon. Very informative.
Damn, you were robbed of that double detonator dreadnought kill. That would have been amazing.
I just loaded my Revolver down with damage upgrades and Overclocks to turn it into a goddamned hand-cannon.
Sure, it's a low-ammo hand-cannon - But it's still a goddamn hand-cannon.
Awesome videos as always
Homies views have been way higher and more consistent, awesome work.
I don't find Volatile Bullets to be overpowered, mainly because:
-It requires setup time.
-The targets you can use it against are easily disposed of in a lot of builds from all classes.
-It can't be used against bosses.
-It relies on being paired with a primary weapon that has high AoE, and there's only one real option (Hurricane).
-Although teammates can set targets on fire, they can also freeze them.
Yes, it's cool to burst Detonators. As cool as that rare use case is, as a Gunner I would gladly trade this capability to instead gain the Engineers bursting capability against all targets with the Shard Diffractor. No setup time. Just point and click. Works against bosses too. Doesn't matter what teammates do.
"-It relies on being paired with a primary weapon that has high AoE, and there's only one real option (Hurricane)."
Not at all. It's best paired with a Burning Hell minigun like shown in the video and together they are a highly powerful combination if you know what you're doing.
@@RockyLight If you run Burning Hell + Volatile Bullets, you're lacking in ranged AoE, and you're making the team pick up the slack for you.
Just because Burning Hell kept you safe when the bugs got close to you, doesn't mean it kept your team safe.
@@SFuruli You don't -need- ranged AoE if other team members can handle it, and depending on the cave gen sometimes it's not even needed at all (really half the time). And what you lack in ranged AoE you make up for with insane crowd control at medium/close range. There are plenty of times you will be fighting in small rooms and tight corridors. You're an absolute machine if you equip Burning hell + stun, everything close to you just gets melted, and if you equip hot bullets you can erase most threats from long distance easily and quickly. Distant breeders, spitballers, wardens, menaces and detonators all become a non factor and die fast - really all you need in terms of long distance threat management.
Fact is, most of the fighting in the game is done at close to medium range because of the way the enemies spawn randomly and cave generation works. Very rarely are you able to deal with a swarm exclusively at long range - Burning hell + volatile bullets is great overall. The lack of long ranged AoE is not nearly as much of a drawback as you're making it out to be.
@@RockyLight "You don't need ranged AoE if other team members can handle it"
Like I said, you're making the team pick up the slack for you. I've played with enough Gunners who think like this to have learned that I'm not going to do this to my team.
@@SFuruli I respectfully disagree, but I find the different outlooks we have interesting.
Seems you and I have different concepts of what makes a good teammate. You seem to want clearly defined combat roles for every class, but for me that doesn't matter. There is nothing I want more in a teammate than knowing they're capable of defending themselves and not going down if things go sour - if we stick together things die fast, if we get split apart things then things also die and I know my reliable teammate usually won't be going down - this is as good as it gets, because it's the most important thing. The loadout and their role is irrelevant to me after this.
So your comments about the team picking up slack make no sense to me. Most fighting is done at close to medium range as I previously stated and burning hell minigun + volatile bullets excels at that, and the bugs usually come for everyone in the team at equal amounts. Whenever I use this combo I'm always second in kills behind a good engineer, and sometimes first. It's OK if you don't like using it - nothing wrong with personally not liking a certain combo, I understand. I hate using cryo driller even though it might be one of the strongest options in the game, doesn't mean it's bad.
The lack of ranged AoE is, again, not nearly as much of a drawback as you're making it out to be. Burning hell minigun with stun is >>> in damage, ability to set things on fire quickly AND crowd control compared to fire hurricane ever since the nerf. The only advantage fire hurricane has is setting a random group of grunts in the distance on fire which is almost never needed, and during big swarms you will be forced to fight at medium to close range - always. We even have whole mission types mostly dedicated to close range combat, escort and salvage. There's just many more situations where the combination will be much more useful compared to fire hurricane!
Your initial complaint about volatile bullets needing prep time is precisely because you assume it's only viable with fire hurricane, which is wrong. Fire hurricane takes hours to set anything on fire, burning hell can set anything on fire instantly, even oppressors.
Most priority targets at long range can actually be set on fire faster with burning hell + hot bullets using the and T2 damage mod and T4 faster spin-up mod than with fire hurricane because the rockets are just painfully slow compared to the minigun's hitscan and the heat inflicted per rocket is quite low. At close to medium range there is no prep time required, it's reactionary. Things get stunlocked and die extremely fast, the ammo economy is amazing, you're a 360 degree burst machine. Fire hurricane is just not as effective at close range, low heat, low damage and no stun - yes this combination would make it seem like volatile bullets aren't that good but it's a different story with burning hell if you know what you're doing. There's a reason the majority of people have this combo listed as one of most effective loadouts in the game after all - because it's great. I think you should give it some more honest tries and see how good it can be for yourself ;)
Full damage elephant rounds is quite fun on dreadnought hunts
I use magic bullet with explosive rounds and neurotoxin, and yes, the explosive damage does apply neurotoxin to every enemy hit by it, and ironically makes it great for crowd control, plus having magic bullet means you can just forgot about the accuracy mods for it.
I honestly need to give the other OCs a try for the Bulldog. These days I pretty much only run it with Elephant Rounds with Neurotoxin Payload Autocannon.
Thank you for the breakdowns. They are great. Any chance you could do a video on how you use the sandbox utilities? Thanks again.