That is what I was doing but the m1000 I think would still have better dps and ammo conservation. With that you can also use other modifications to the gun than worrying about ammo.
This gun needs a rework/rebalance, the drak and m1000 outperform the gk2 in almost every aspect, and the fact that most overclocks for this gun are pretty weak doesn't help.
I've running gk2 for the longest time bcuz i didn't understand what was so good about the drak, the thing is i was using garbage thermal liquid cooling instead of the actual good overclocks (Impact Deflection, Opa, Thermal Exhaust Feedback, Aggresive Venting) and now im ditching the gk2 for good. Really that weapon needs a massive buff. Or fully overhauled overclocks.
@@toxic_valkyrie4454 The M1000 is better for single targets, but can be good against hordes, the contrary happens with the drak, but the gk2 is on a weird middle ground where it can't match any of the other two weapons in their respective roles. The drak and m1000 have some interesting overclocks that allow for varied builds, while the gk2 has some pretty mediocre overcloks overall, the only one I see people use is Bullets of mercy, its more efficient and easier to use than the rest.
It's good to see OFM get a honourable mention. My new favourite scout build is OFM with Cryo Zhuks, skipping bonus weakpoint damage. Maybe not as optimal as BoM, but the high ROF takes advantage of frozen burst windows and doesn't waste any mod slots.
Yeah I really appreciated the extra fire rate on it. I feel like if it also had +50 ammo on the OC it would really elevate to compete with BoM but in a different role.
That was my first competetive scout build way before DRAK-25 came out. I ran OFM with 2-2-3-3-3 and Cryo Zhuks in 1-3-2-1-1 + IFG. The new plasma rifle made GK2 obsolete, but sometimes I still use that old G2K build. Players often get very upset if you bring GK2, but I don't care.
I was *not* expecting Electric Reload to come out of this analysis with the revelations that it gave. I've kinda been sleeping on it. Oh! Given the increase of robotic enemies coming with Season 2 (and potentially Season 3), do you think you'll be taking into account the robotic enemies for future analysis? The Electric Reload might be handy against the robots since they have an electricity weakness I think. (I believe I saw that in the Miners Manual, but it's been a while since I last checked.)
It can be super ammo efficient but the time is still an issue. I had not thought about including robots.. Good idea! See what S2 brings and I may need to include them in the mix yeh!
Their resistance against electric damage is -30 % on most robots not the best elemental damage but still good. Best is likely fire even though they dont have weakness to fire itself, once they get fully lit on fire (debuff) its a guaranteed one shot. (Caretaker and prospector cannot be fully lit)
@@IgurFourrure would be interesting if caretaker and prospector were changed so they could get overheat, but to make it less OP it takes a lot of work and only takes one phase of their health instead of all of it. Do you think that could be a good idea?
I think AI stability is still very strong, maybe not as much as BoM in close range but actually it gives you perfect shot mid/long range for weakspot and don't lower your ammo so you don't have to reload as often, when you'll loose more time to aim/reload/burst with BoM on those targets.
Your videos are really awesome! The testing you do and the way you present things is so useful and yet also still very entertaining, which seems rare. Really some of the best analyses of any DRG youtube creator, in my opinion. I definitely predict your subscriber count is going to shoot up in no time. I'd like to throw in a plug for AI stability engine, which is my personal favorite GK2 OC. I agree that bullets of mercy is probably objectively the best overclock for the GK2 (just like embedded detonators are probably best for the zhukovs but I mainly use cryo minelets anyway), and I mainly just use AI stability engine because it suits my playstyle. I love being able to shoot enemies with pinpoint accuracy even while flying through the air, and to me, AI stability engine GK2 is the real "sniper rifle" of this game, not the M1000 as one might assume. Plus I really like how AI stability engine incentivizes hitting weakpoints while simultaneously making it easier to do so. I'd recommend giving 21231 a shot with AI stability engine. My basic philosophy behind this loadout is that AI stability engine's zero recoil and 1000% spread recovery speed obviates the need for either floating barrel or battle cool, and gyro stabilization also seems to make a very neglible difference given the insanely fast spread recovery. Therefore, this frees you up to take different mods, and so I take both damage mods and both ROF mods to compensate for the drawbacks of AI stability engine and actually still end up with higher damage and ROF than the base weapon. You could take ammo in tier 2, but I find that I rarely run out of ammo on the GK2 (possibly because my secondary is cryo minelets zhukovs and yes I use cryo minelets and yet still don't typically use bullets of mercy), you could take a higher magazine size in tier 3 but I don't find that I need it, and you could take hollow point bullets in tier 4 to really maximize your weakpoint damage bonus but to me that's min-maxing too much and I think taking the ROF makes it more well rounded (plus we're trying to hit weakpoints so armor breaking is less important). Then I just love battle frenzy in tier 5 since you can proc it so often and move faster during a large proportion of the time during fights, compared to the relatively less frequently proc'able 30% stun on weakpoint hits. I explain my reasoning in more detail in a karl dot gg page (which I can't link to directly because youtube blocks external links in comments unless they come from channel-approved users, but you can recreate the link from this if you delete the spaces: karl . gg / preview / 6379# /).
I use gas rerouting with sequence of 22321 . You got large mag. Slightly faster reload and decent Rof that is easy to control and ability to one shot swarmers .easy take down some of the armored enemies . I just find it really easy and comfortable to use
That sounds like a good build actually. Super consistent DPS with very little downtime, putting constant damage into the horde and super kiting with T5 1. Thanks for sharing, wish I had tried that in the simulations. Rock and stone!
Excellent video with high quality analysis and stats. The GK2 suffers from not having a clearly defined role. It is neither a weak point weapon (M1000 does it better) nor a horde control weapon (Drak does it better) nor an movement-assassination weapon (boomstick and zhukovs do it better). Honestly the GK2 could be buffed by 50% and only then would it be competitive. I wish GSG would address this because the gun FEELS great to use, but it is just so lack luster.
Bruv this video got recommended to me watched just some of it, checked the rest of your videos on your channel and instantly subbed. Absolute stud. The amount of work and detail is unbelievable and unfathomable. Good job man, good job.
Compact Ammo is a bit underated for hoard play. Lower recoil and bigger clip could help take down most long ranged enemies, with less sway and more ammo clip. It isn't the best OC, but it does take priority over other clean mods on the list.
Saw you mention a boom stick build and it made my neurons activate as I made a while ago a spread sheet comparing dmg, ammo and total ammo of every overclock. At first it compared Jumbo shells with Stuffed Shells, but I expanded it to include other overclocks. I can send it to you if you're making a boom stick video, unless you already gathered the data on your own.
Awesome. I'm not sure if I am going to do the same series for secondaries or not... Leaning towards yes I will. Getting that document would be awesome. I'm currently trying to sort a Discord server out but with making these videos, some family stuff I have going on and of course my actual job I have not got round to properly looking into sorting out the Discord. I will reply to this next week with a way to get it to me. Really appreciate the offer! Rock and stone!
@@GamingExistence I could send it via email if you don't have anything against, also I imagine you'll want to wait for season 2 to come out before making a secondary series.
@@digital-black Yeah I'm going to whip up a quick Gmail for Gaming Existence and will share it here for you. If I get a ton of spam in the time it takes you to respond it won't be much of an issue. Yeah if I do the secondary options I will do it with all 3 😊
Great analysis! Even as someone who doesnt play scout alot I've known bullets of mercy to basically be my go to. But I'm happy to learn about the actual effectiveness of electrifying reload. Those ammo savings numbers are nothing to scoff at!
Yeah I was really amazed to see the numbers for Electrifying reload also! It really changes the playstyle mode and with multiple players firing into the horde, that ammo saving will reduce. But also that crowd control is very powerful for the team.
@@ShotGunner5609 Yeah or.. I have been playing around with the Lok-1 going ECR at T3 and ULM at T5. With a scout using electric I could get +60% damage on executioner shots!
electrifing reload has become my favorite build for gk2 especally since the recent changes, full dmg + armor break now kills a grunt with 2 body shots and i just take explosive reload on zhuks for prets
Awesome. Also makes it easier to kill swarmers. I found it quite fun using it let alone with the damamge boost! The ammo nerf seems fine as the OC is very good with the ammo with the DOT.
@@Andrewsanchez115 Not played around with it after the change. I personally think the total ammo hit to get the +2 damage is a good change they have made. I would try this now: 1,1,2,1,3 The idea being you tap fire gyro combined with high damage, WP bonus and stun to then reload. I would try that and if you run out of ammo really try and double down on that tap fire on WP. Still having issues drop the damage for ammo. I'm intrigued to give it a go myself actually! Let me know how you get on!
@@GamingExistence thanks for getting back! Love your content, keep it up! I'm curious why you're picking up both damage upgrades! With the buffs, base damage is 15, which means tier 4a gets us to a 39 damage headshot; that with the 72 elec gives us the grunt kill. The extra damage doesn't seem to hit any meaningful 1 or 2 shot breakpoints that I can tell. The tier 2 damage upgrade I can see as a way if increasing DPS and TTK, since ammo definitely isn't a problem for ER. But if DPS and TTK are the goal, wouldn't mag size be the better tier 3 upgrade for the sustained fire? I've been running 1,2,3,1,3 on mine, though I'll definitely be playing around with it and try yours out too!
@@Andrewsanchez115 Ah yeah I was going to say I dunno if you need both damage upgrades for grunt BP, good to know. I was just doubling down on the WP bonus damage gear mod and from memory I never seemed to have ammo issues with that gear mod. Mag increase I must admit I glossed over because of the need to want to manually reload. But yeah against a big horde the extra mag across 20+ targets then reload could be effective. Some good options to play around and thank you for the kind comment 😁
i personally believe that the AI stability, should be buffed really hard since it is an unstable type. instead of lowering its dmg and ROF, it should be given a 200% weak point bonus, a +5 dmg bonus, a +2 ROF bonus, but at the cost of 50% mobility speed, and 40% shields (use power from the shield generator to power it.). this would allow it to make sense as an OC because weapons are less stable the faster they fire, not slower. also, giving weak point hits that would bring it up into the m1000 dmg territory.
I like the general area you are heading in. I'm thinking some kind of Big Bertha rounds type OC maybe. Smaller clip but they hit like a truck and with pin point accuracy. It becomes a middle ground for those who don't want Focus M1000 builds.
Yeah, AI stability core has the best results for me. Since I can basically cream any priority target that is tanky with my secondary options, I can just pick off long range targets with ease.
Rate of Fire is definitely hurting you a lot when you're fighting big boys like Praets, but I just can't not take gyro stabilization. When fighting Crowds, weakshots are just too valuable to not be hitting consistently, and Gyro Stabilization makes them consistent. With both Damage Upgrades i'm 2 shotting grunts and 3 shotting slashers. 3 shot is a lot less common because just the basic recoil makes it harder to keep on track for 3 shots than 2, but 2 shotting grunts is pretty consistent actually, especially if you start your aim a bit lower than usual.
What scout primary would you recommend? I'm guessing you're doing the same OC analysis for the other two weapons but which one would be considered better? Also, if you're doing driller, I'd highly recommend looking at Cryo 21222 tuned cooler with EPC 12323 heavy hitter. Freeze em and then shoot them with epc for good damage.
Yep doing one of these for each scout primary. I currently use M1000 Hoverclock - 1,3,2,1,1 backing that up with Zhukov Embedded Detonators 2,1,3,3,1 and IFG grenades. I have not run proper analysis on this build though. Before I really started doing these DRG videos I pretty much used that build but swap between hipster and hoverclock. That driller build is nearly exactly what I use. But again I need to do some proper testing when i get to the driller. I'm hearing more and more good stuff about sticky flames... Not entirely convinced I must say but... That is why I test it all and see what STICKS! Pun intended ;)
Yeah I may well need to do an updated version of this one. I have used it in a handful of games and feel it has improved but potentially still lacking in a specific role maybe. Definitely an improvement though from the ten or so games I did using BOM, Electric reload and a bit of OFM.
Electrifying reload got changed from a damage penalty to a ammo penalty. Since this overclock is nice vs hoards, if you combine this with Trifork volley and magnetic shafts of the Boltshark, will Electrifying reload be a lot better? or still a "meh" overclock?
It's an interesting OC. I think the changes make it better. It feels a lot better solo as you can maximize the benefits of it. If you go solo then likely you will need a secondary that you feel will comfortably deal with the larger and high value targets.
GK2 is fun, but it feels a tad weak. The fact that you need 2 headshots to kill a grunt with AI Stability System feels a bit clunky, imo. Bullets of Mercy feels good, but triggering it when trying to kill menaces/acid spitters kind makes you depend on the team, not to say that engineer with exec is probably infinite times better at it. Overall, I feel like the weapon is missing a blowthrough upgrade... at the very least. Got any thoughts about the change on Electrifying Reload in the Experimental Branch? Would like to know your thoughts on it. Great video as always. Rock and stone!
What is the ammo penalty? +2 damage is nice. When making the video I was thinking you could likely ditch the +100 ammo and take the damage upgrade. Depending on the ammo drop. It could be viable as a high one shot weakpoint hit with stun proc then trigger the reload. Could make it interesting. But anything over -50 ammo could be a bit harsh...
It’s interesting analysis. I’ve tended to ‘lean into’ the low fire rate and go for damage and accuracy to be a bit more snipey. Seems kind of useful in group situations (depending on the team) and does seem to do reasonably in swarm situations as you do quite nice damage. Although no idea compared to the numbers shown in your video!
I almost had the perfect kit… I used the dual wield smg pistols with the ice mines overclock that pierced through enemy’s. Then I had the ice grenades And finally my primary the gk2 using bullets of mercy overclock was supposed to do bonus against ice. But with only. 33% increase in damage with the kit I currently had it as I think I prefer the hipster overclock on the m1000 I’ll experiment but I think the m1000 could have better dps and one shot ice grunts, plus bonus ammo and lower recoil just seems to add up ya know?
Any constructive suggestion so that my future simulations are better? All the preat simulations start with them doing a breath attack. Me going behind them and trying to kill them as quickly as possible for my time to kill metric. Any suggestions on how to improve this I will take on board. Thanks for the comment 😊
The Jack of all trades, which I found out recently is one par with the Drak (much to a lot of people’s chagrin). I’m not just going off of mathematics, but also several days of rigorous testing. Here is what I found: The gk2 usually has a higher dps than the Drak, about half of its builds have that, even without overclocks (even if the Drak takes both the damage and RoF mods it’s dps is tied with the gk2, which means the only way to surpass the gk2’s RoF without ocs is with Thermal Feedback Loop, but even then it’s situational). The damage per clip/overheat difference isn’t even that great, without factoring weakpoints the difference is barely a swarmer’s health, which is insignificant in the practice. The reload speed compared to the Drak’s non overheat cooldown speed may seem lopsided in the Drak’s favor, but reload canceling, something that is impossible for the Drak, can make the gk2 reload about as fast as the Drak takes to cool from around 40% overheat, which in my experience is the average heat percentage when the Drak is faced with swarmers. Now let’s talk about crowds. The Drak has plasma splash, which puts is higher than the gk2 on paper, but in practice I found it to also be detrimental. The gk2 can deal with both groups and large targets with ease (relative to scout’s standards) without a weird mod/overclock while the Drak SUFFERS against single targets when plasma splash is taken simply because area damage isn’t considered for weak spot damage bonuses, something the gk2 already excels at with an innate +10% damage bonus against weakpoints, which makes a huge difference in the long run, even offsetting the clip/overheat damage difference. Honestly I believe most of the “gk2 is horrible” trend is from people saying it’s bad without showing the stats. I used to be in the same boat until I took it upon myself to actually do the math AND tests. And dear god my view was completely shifted from liking the gk2 to it being my main scout weapon.
i used to run bullets or mercy with cryo minelets, that 33% more dmg really shines on frozen enemies and it just ends up being really ammo efficient
That is what I was doing but the m1000 I think would still have better dps and ammo conservation.
With that you can also use other modifications to the gun than worrying about ammo.
@@Troglodude05 yes the gk2 sucks but that's what the videos was about lol
This gun needs a rework/rebalance, the drak and m1000 outperform the gk2 in almost every aspect, and the fact that most overclocks for this gun are pretty weak doesn't help.
I don't think so. The GK2 is well balanced.
I've running gk2 for the longest time bcuz i didn't understand what was so good about the drak, the thing is i was using garbage thermal liquid cooling instead of the actual good overclocks (Impact Deflection, Opa, Thermal Exhaust Feedback, Aggresive Venting) and now im ditching the gk2 for good. Really that weapon needs a massive buff. Or fully overhauled overclocks.
Buff GK2, nerf Bullets of Mercy. But neither the buff nor the nerf should be severe. I think they are pretty close to balanced, but not quite there.
Wtf? You must play on hox 3 or lower of you think drak is better than gk 🤦
@@toxic_valkyrie4454 The M1000 is better for single targets, but can be good against hordes, the contrary happens with the drak, but the gk2 is on a weird middle ground where it can't match any of the other two weapons in their respective roles. The drak and m1000 have some interesting overclocks that allow for varied builds, while the gk2 has some pretty mediocre overcloks overall, the only one I see people use is Bullets of mercy, its more efficient and easier to use than the rest.
I use the A.I stability Engine with the perks set too rate of fire.
Works wonders.
It's good to see OFM get a honourable mention. My new favourite scout build is OFM with Cryo Zhuks, skipping bonus weakpoint damage. Maybe not as optimal as BoM, but the high ROF takes advantage of frozen burst windows and doesn't waste any mod slots.
Yeah I really appreciated the extra fire rate on it. I feel like if it also had +50 ammo on the OC it would really elevate to compete with BoM but in a different role.
That was my first competetive scout build way before DRAK-25 came out. I ran OFM with 2-2-3-3-3 and Cryo Zhuks in 1-3-2-1-1 + IFG. The new plasma rifle made GK2 obsolete, but sometimes I still use that old G2K build. Players often get very upset if you bring GK2, but I don't care.
I was *not* expecting Electric Reload to come out of this analysis with the revelations that it gave. I've kinda been sleeping on it.
Oh! Given the increase of robotic enemies coming with Season 2 (and potentially Season 3), do you think you'll be taking into account the robotic enemies for future analysis? The Electric Reload might be handy against the robots since they have an electricity weakness I think. (I believe I saw that in the Miners Manual, but it's been a while since I last checked.)
It can be super ammo efficient but the time is still an issue.
I had not thought about including robots.. Good idea! See what S2 brings and I may need to include them in the mix yeh!
Their resistance against electric damage is -30 % on most robots not the best elemental damage but still good.
Best is likely fire even though they dont have weakness to fire itself, once they get fully lit on fire (debuff) its a guaranteed one shot. (Caretaker and prospector cannot be fully lit)
since E.R applies the electric effect, this could be used with the zhukovs and it's conductive bullets in tier 5 to add the extra boost to it.
@@commonsense-og1gz 9:52 left hand side
@@IgurFourrure would be interesting if caretaker and prospector were changed so they could get overheat, but to make it less OP it takes a lot of work and only takes one phase of their health instead of all of it. Do you think that could be a good idea?
Shooting fast is good
But actually hitting the target is what kills the target.
I learned this the hard way with both this gun and the Subuta.
I think AI stability is still very strong, maybe not as much as BoM in close range but actually it gives you perfect shot mid/long range for weakspot and don't lower your ammo so you don't have to reload as often, when you'll loose more time to aim/reload/burst with BoM on those targets.
Your videos are really awesome! The testing you do and the way you present things is so useful and yet also still very entertaining, which seems rare. Really some of the best analyses of any DRG youtube creator, in my opinion. I definitely predict your subscriber count is going to shoot up in no time.
I'd like to throw in a plug for AI stability engine, which is my personal favorite GK2 OC. I agree that bullets of mercy is probably objectively the best overclock for the GK2 (just like embedded detonators are probably best for the zhukovs but I mainly use cryo minelets anyway), and I mainly just use AI stability engine because it suits my playstyle. I love being able to shoot enemies with pinpoint accuracy even while flying through the air, and to me, AI stability engine GK2 is the real "sniper rifle" of this game, not the M1000 as one might assume. Plus I really like how AI stability engine incentivizes hitting weakpoints while simultaneously making it easier to do so.
I'd recommend giving 21231 a shot with AI stability engine. My basic philosophy behind this loadout is that AI stability engine's zero recoil and 1000% spread recovery speed obviates the need for either floating barrel or battle cool, and gyro stabilization also seems to make a very neglible difference given the insanely fast spread recovery. Therefore, this frees you up to take different mods, and so I take both damage mods and both ROF mods to compensate for the drawbacks of AI stability engine and actually still end up with higher damage and ROF than the base weapon. You could take ammo in tier 2, but I find that I rarely run out of ammo on the GK2 (possibly because my secondary is cryo minelets zhukovs and yes I use cryo minelets and yet still don't typically use bullets of mercy), you could take a higher magazine size in tier 3 but I don't find that I need it, and you could take hollow point bullets in tier 4 to really maximize your weakpoint damage bonus but to me that's min-maxing too much and I think taking the ROF makes it more well rounded (plus we're trying to hit weakpoints so armor breaking is less important). Then I just love battle frenzy in tier 5 since you can proc it so often and move faster during a large proportion of the time during fights, compared to the relatively less frequently proc'able 30% stun on weakpoint hits.
I explain my reasoning in more detail in a karl dot gg page (which I can't link to directly because youtube blocks external links in comments unless they come from channel-approved users, but you can recreate the link from this if you delete the spaces: karl . gg / preview / 6379# /).
Thanks for the kind comment and build philosophy. Something to ponder and try for sure!
Love the editing and presentation of the info! Would love to see more videos like this
can't wait to see your take on the plasma rifle OCs :D
you are without a doubt my favorite deep rock content creator. your analysis and game play vids are off the charts. thanks bruhve
Awesome to hear! Rock and stone!
would recommend AxisKronos if you don't known him already, another top tier drg content creator
Electrifying reload deserves more attention, grunt one shot is just too good to ignore
Shoot, animation cancel, shoot, shoot, animation cancel... Reload, 15 grunts dead.
I use gas rerouting with sequence of 22321 . You got large mag. Slightly faster reload and decent Rof that is easy to control and ability to one shot swarmers .easy take down some of the armored enemies . I just find it really easy and comfortable to use
That sounds like a good build actually. Super consistent DPS with very little downtime, putting constant damage into the horde and super kiting with T5 1. Thanks for sharing, wish I had tried that in the simulations. Rock and stone!
Excellent video with high quality analysis and stats. The GK2 suffers from not having a clearly defined role. It is neither a weak point weapon (M1000 does it better) nor a horde control weapon (Drak does it better) nor an movement-assassination weapon (boomstick and zhukovs do it better). Honestly the GK2 could be buffed by 50% and only then would it be competitive. I wish GSG would address this because the gun FEELS great to use, but it is just so lack luster.
Bruv this video got recommended to me watched just some of it, checked the rest of your videos on your channel and instantly subbed. Absolute stud. The amount of work and detail is unbelievable and unfathomable. Good job man, good job.
Awesome :) Welcome! Rock and stone!
@@GamingExistence Rock and Stone Brother!
i really like the new effect yoou put on so much cleaner ! and the gray room is really good as well for good vision
Nice vid !
Compact Ammo is a bit underated for hoard play. Lower recoil and bigger clip could help take down most long ranged enemies, with less sway and more ammo clip.
It isn't the best OC, but it does take priority over other clean mods on the list.
For once I'm thankful to RUclips recommendations for showing me this video. Good stuff, gotta look at your other OC analysis vids
Awesome! Welcome and R&S!
Saw you mention a boom stick build and it made my neurons activate as I made a while ago a spread sheet comparing dmg, ammo and total ammo of every overclock. At first it compared Jumbo shells with Stuffed Shells, but I expanded it to include other overclocks. I can send it to you if you're making a boom stick video, unless you already gathered the data on your own.
Awesome. I'm not sure if I am going to do the same series for secondaries or not... Leaning towards yes I will. Getting that document would be awesome. I'm currently trying to sort a Discord server out but with making these videos, some family stuff I have going on and of course my actual job I have not got round to properly looking into sorting out the Discord. I will reply to this next week with a way to get it to me. Really appreciate the offer! Rock and stone!
@@GamingExistence I could send it via email if you don't have anything against, also I imagine you'll want to wait for season 2 to come out before making a secondary series.
@@digital-black Yeah I'm going to whip up a quick Gmail for Gaming Existence and will share it here for you. If I get a ton of spam in the time it takes you to respond it won't be much of an issue.
Yeah if I do the secondary options I will do it with all 3 😊
Great analysis! Even as someone who doesnt play scout alot I've known bullets of mercy to basically be my go to. But I'm happy to learn about the actual effectiveness of electrifying reload. Those ammo savings numbers are nothing to scoff at!
Yeah I was really amazed to see the numbers for Electrifying reload also! It really changes the playstyle mode and with multiple players firing into the horde, that ammo saving will reduce. But also that crowd control is very powerful for the team.
@@GamingExistence indeed. That synergy with an engineer with a properly speced stubby would be off the charts!
@@ShotGunner5609 Yeah or.. I have been playing around with the Lok-1 going ECR at T3 and ULM at T5. With a scout using electric I could get +60% damage on executioner shots!
@@GamingExistence * surprised Pikachu face * holy crap that's amazing!
electrifing reload has become my favorite build for gk2 especally since the recent changes, full dmg + armor break now kills a grunt with 2 body shots and i just take explosive reload on zhuks for prets
Awesome. Also makes it easier to kill swarmers. I found it quite fun using it let alone with the damamge boost!
The ammo nerf seems fine as the OC is very good with the ammo with the DOT.
@@GamingExistence how would you spec it out now with the buffs? Have you played around with it at all since?
@@Andrewsanchez115 Not played around with it after the change. I personally think the total ammo hit to get the +2 damage is a good change they have made.
I would try this now: 1,1,2,1,3
The idea being you tap fire gyro combined with high damage, WP bonus and stun to then reload.
I would try that and if you run out of ammo really try and double down on that tap fire on WP. Still having issues drop the damage for ammo.
I'm intrigued to give it a go myself actually! Let me know how you get on!
@@GamingExistence thanks for getting back! Love your content, keep it up!
I'm curious why you're picking up both damage upgrades! With the buffs, base damage is 15, which means tier 4a gets us to a 39 damage headshot; that with the 72 elec gives us the grunt kill. The extra damage doesn't seem to hit any meaningful 1 or 2 shot breakpoints that I can tell.
The tier 2 damage upgrade I can see as a way if increasing DPS and TTK, since ammo definitely isn't a problem for ER. But if DPS and TTK are the goal, wouldn't mag size be the better tier 3 upgrade for the sustained fire?
I've been running 1,2,3,1,3 on mine, though I'll definitely be playing around with it and try yours out too!
@@Andrewsanchez115 Ah yeah I was going to say I dunno if you need both damage upgrades for grunt BP, good to know.
I was just doubling down on the WP bonus damage gear mod and from memory I never seemed to have ammo issues with that gear mod.
Mag increase I must admit I glossed over because of the need to want to manually reload. But yeah against a big horde the extra mag across 20+ targets then reload could be effective.
Some good options to play around and thank you for the kind comment 😁
This was wondefully made.
Thank you from a new subscriber
Rock and stone! Welcome 😁
Dude this is a great analysis. Ttk is a great metric
Thanks! I think so also :)
i personally believe that the AI stability, should be buffed really hard since it is an unstable type. instead of lowering its dmg and ROF, it should be given a 200% weak point bonus, a +5 dmg bonus, a +2 ROF bonus, but at the cost of 50% mobility speed, and 40% shields (use power from the shield generator to power it.). this would allow it to make sense as an OC because weapons are less stable the faster they fire, not slower. also, giving weak point hits that would bring it up into the m1000 dmg territory.
I like the general area you are heading in. I'm thinking some kind of Big Bertha rounds type OC maybe. Smaller clip but they hit like a truck and with pin point accuracy. It becomes a middle ground for those who don't want Focus M1000 builds.
Yeah, AI stability core has the best results for me. Since I can basically cream any priority target that is tanky with my secondary options, I can just pick off long range targets with ease.
OFM with full rate of fire. Done.
Recoil is not hard to manage at all, but sometimes the weak point damage in tier 4 is nice
Really well made video congrats
Rate of Fire is definitely hurting you a lot when you're fighting big boys like Praets, but I just can't not take gyro stabilization. When fighting Crowds, weakshots are just too valuable to not be hitting consistently, and Gyro Stabilization makes them consistent. With both Damage Upgrades i'm 2 shotting grunts and 3 shotting slashers. 3 shot is a lot less common because just the basic recoil makes it harder to keep on track for 3 shots than 2, but 2 shotting grunts is pretty consistent actually, especially if you start your aim a bit lower than usual.
AI stability for Robot Mom fight, bullets of mercy for everything else.
Great quality video
What scout primary would you recommend? I'm guessing you're doing the same OC analysis for the other two weapons but which one would be considered better?
Also, if you're doing driller, I'd highly recommend looking at Cryo 21222 tuned cooler with EPC 12323 heavy hitter. Freeze em and then shoot them with epc for good damage.
Yep doing one of these for each scout primary. I currently use M1000 Hoverclock - 1,3,2,1,1 backing that up with Zhukov Embedded Detonators 2,1,3,3,1 and IFG grenades. I have not run proper analysis on this build though. Before I really started doing these DRG videos I pretty much used that build but swap between hipster and hoverclock.
That driller build is nearly exactly what I use. But again I need to do some proper testing when i get to the driller. I'm hearing more and more good stuff about sticky flames... Not entirely convinced I must say but... That is why I test it all and see what STICKS! Pun intended ;)
I feel like special powder should get a big shout out for its mobility option whilst also being a decent secondary for offense.
Amazing video !
What is the resolution you use for your videos? Thank you for the informative content!
3440 X 1440. Is not displaying well on your device?
@@GamingExistence I was just curious, I like wider resolutions like this.
Wanted to ask if you would be going over this one again with the season 3 updates or if you had any thoughts on it.
Yeah I may well need to do an updated version of this one.
I have used it in a handful of games and feel it has improved but potentially still lacking in a specific role maybe.
Definitely an improvement though from the ten or so games I did using BOM, Electric reload and a bit of OFM.
Electrifying reload got changed from a damage penalty to a ammo penalty. Since this overclock is nice vs hoards, if you combine this with Trifork volley and magnetic shafts of the Boltshark, will Electrifying reload be a lot better? or still a "meh" overclock?
It's an interesting OC. I think the changes make it better. It feels a lot better solo as you can maximize the benefits of it. If you go solo then likely you will need a secondary that you feel will comfortably deal with the larger and high value targets.
If you optimize the builds for each overclock you might get different results. In this case it wouldn't have changed much though.
>4 magazines to take down 5 slashers and 1 praetorian
Man the gk2 is really in a sad state isnt it...
GK2 is fun, but it feels a tad weak. The fact that you need 2 headshots to kill a grunt with AI Stability System feels a bit clunky, imo.
Bullets of Mercy feels good, but triggering it when trying to kill menaces/acid spitters kind makes you depend on the team, not to say that engineer with exec is probably infinite times better at it.
Overall, I feel like the weapon is missing a blowthrough upgrade... at the very least.
Got any thoughts about the change on Electrifying Reload in the Experimental Branch? Would like to know your thoughts on it.
Great video as always. Rock and stone!
What is the ammo penalty? +2 damage is nice. When making the video I was thinking you could likely ditch the +100 ammo and take the damage upgrade.
Depending on the ammo drop. It could be viable as a high one shot weakpoint hit with stun proc then trigger the reload.
Could make it interesting. But anything over -50 ammo could be a bit harsh...
@@GamingExistence -55 ammo -5 magazine. It's a bit iffy imo, but maybe slightly better? Unsure of it myself.
It’s interesting analysis. I’ve tended to ‘lean into’ the low fire rate and go for damage and accuracy to be a bit more snipey. Seems kind of useful in group situations (depending on the team) and does seem to do reasonably in swarm situations as you do quite nice damage. Although no idea compared to the numbers shown in your video!
I almost had the perfect kit…
I used the dual wield smg pistols with the ice mines overclock that pierced through enemy’s.
Then I had the ice grenades
And finally my primary the gk2 using bullets of mercy overclock was supposed to do bonus against ice.
But with only. 33% increase in damage with the kit I currently had it as I think I prefer the hipster overclock on the m1000
I’ll experiment
but I think the m1000 could have better dps and one shot ice grunts, plus bonus ammo and lower recoil just seems to add up ya know?
M1000 is generally considered by high level players to be the best scout primary.
I have an OC analysis on the M1000 also 😜
Rock and stone!
I can’t believe how good your videos are… crazy. Good job! Thanks for making them.
1:00 Probably the worst way to deal with a pretorian anyway
Any constructive suggestion so that my future simulations are better?
All the preat simulations start with them doing a breath attack. Me going behind them and trying to kill them as quickly as possible for my time to kill metric.
Any suggestions on how to improve this I will take on board.
Thanks for the comment 😊
@@GamingExistence
Oh no I mean that weapon, it really not good for pretorian in 1v1 situation
@@orctrihar Ah I see! Yeah true. Once I get all the OC analysis done I will be able to compare the builds and yeah other options are much better!
The Jack of all trades, which I found out recently is one par with the Drak (much to a lot of people’s chagrin). I’m not just going off of mathematics, but also several days of rigorous testing.
Here is what I found: The gk2 usually has a higher dps than the Drak, about half of its builds have that, even without overclocks (even if the Drak takes both the damage and RoF mods it’s dps is tied with the gk2, which means the only way to surpass the gk2’s RoF without ocs is with Thermal Feedback Loop, but even then it’s situational). The damage per clip/overheat difference isn’t even that great, without factoring weakpoints the difference is barely a swarmer’s health, which is insignificant in the practice. The reload speed compared to the Drak’s non overheat cooldown speed may seem lopsided in the Drak’s favor, but reload canceling, something that is impossible for the Drak, can make the gk2 reload about as fast as the Drak takes to cool from around 40% overheat, which in my experience is the average heat percentage when the Drak is faced with swarmers.
Now let’s talk about crowds. The Drak has plasma splash, which puts is higher than the gk2 on paper, but in practice I found it to also be detrimental. The gk2 can deal with both groups and large targets with ease (relative to scout’s standards) without a weird mod/overclock while the Drak SUFFERS against single targets when plasma splash is taken simply because area damage isn’t considered for weak spot damage bonuses, something the gk2 already excels at with an innate +10% damage bonus against weakpoints, which makes a huge difference in the long run, even offsetting the clip/overheat damage difference.
Honestly I believe most of the “gk2 is horrible” trend is from people saying it’s bad without showing the stats. I used to be in the same boat until I took it upon myself to actually do the math AND tests. And dear god my view was completely shifted from liking the gk2 to it being my main scout weapon.
Interesting read and a lot of points to ponder. Before I get to the comparison video I will give the GK2 more game time!
Rock and stone!
@@GamingExistence Rock and Stone brother!
Oh boiiiii
Remake please
How about remake english man?
It's not just OC's it's the gun being shit.
AI stability is pretty bad most of the time, but it's hilariously good on a critical weakness mission.
:D
Any way you would consider revisiting this with the new balance changes on the GK2?