Hi Jonathan. Ghost Ship Games 3D artist here. Big fan of your game weapon break downs. I made some of the weapons for DRG and I just want to say that you where spot on with the Autocannon being inspired by the Oerlikon and the Duble Bofors 40mm :).
I know you probably won't read this but if you do, can Driller please get a tesla cannon which has a chain-lightning effect? That way he has a primary of each elemental effect, which suits him perfectly.
Jon questioning the weight of the autocannon made me remember something. Canonically, R&D's process for giving Gunner new weapons is literally taking vehicle-mounted weapons and modifying them to be man-portable.
If I had to guess I'd say the thing that sticks out during overheat is some kind of power source, so when it overheats it pops outside of the gun to vent out the heat faster. That might be why you can't shoot during this time too, since the battery might get disconnected as it pops out so no trigger-happy dwarves go blowing themselves up. Now the question is what exactly the battery powers..
@@Vaguer_Weevil well, the barrel doesn't spin with magic dust energy and the shots aside from being propelled with gun powder might be further propelled electromagnetically or something like that
Yup, that and "not correct but I can see that it might be for game balance". He actually takes interest in the context and isn't just doing a video for a quick buck. I really dislike the "experts react" videos where they just go "ugh no that's wrong no thanks bye". Have some imagination.
@@SqueakyNeb Yeah, he noticed on the m1000 that the focus shot consumes 2 rounds but that's just for game balance, those shots do extra damage so they balanced it with increased ammo consumption.
When he mentioned the sludge pump playing the role of a flamethrower and talked about the sticky factor to it I got all excited for him to see the actual flamethrower and sticky flames. But then they never covered it lol
Yeah when he mentioned "filling the niche" of a flamethrower I realized he wasn't going through each of the weapons, someone had just sent him footage of some of the weapons so he'd be completely unaware that the sludge pump is literally an alternative weapon to the Driller's default flamethrower.
Every weapon has a loaded and reserve ammo indicator because the devs wanted you to be able to turn the HUD elements off and still play the game. For some weapons, the loaded ammo indicator is a pressure gauge.
I think the business of tapping the fan on the energy carbine isn't actually functional, it's just that DRG has reload animations for when you don't need to reload the weapon. That is, either when you hit reload when your mag is full, or on weapons that aren't reloadable. Most of them have the player character toss the gun so that it rolls and catch it again. But you have some other ones. Like if you try to reload a full rocket launcher, he picks a rocket off of the belt and flies it around like an airplane making "brrrrr!" noises
Just wanted to add the note that the Thunderhead Heavy Autocannon mentioned is stated to be chambered in .50 cal while the Bulldog Heavy Revolver is stated to be 26mm. Also there is also a flamethrower in the game that with the right upgrades does function semi-realistically with flames sticking to surfaces. An episode on this game was actually far more interesting than I thought it might be considering fictional weapons aren't always the easiest to discuss as their design is often form over function. It's neat to see the details that Ghost Ship took the time to add pointed out and discussed. Certainly wouldn't mind hearing Jonathan's thoughts on the other weapons from the game as their are many interesting if not goofily creative concepts for weapons in DRG. And most importantly, Rock and Stone!
@@genericscottishchannel1603 It still has sticky flames no matter what but non-upgraded it doesn't last for long. Their is a way to make it last for much longer.
I personally find DRG's minigun to be the most satisfying of any I've used in a game, even beating out those in the most recent Doom games. It sounds incredible, the animation looks great, and the feedback when hitting enemies is downright perfect.
That pump-action cocking handle on the shotgun seems really smart to me. It's easy to use. It's ambidextrous. Great for when you're wearing heavy mining gloves, winter gear, space suits etc.
That and let's be honest... You give any soldier a shotgun and he's gonna want a pump on it, even if it just does the same thing as a cocking handle xD name me ONE soldier who wouldn't!
"Fills the niche of a flamethrower" Me, knowing that this is the last (currently) unlockable primary for a class that, by default, has an ACTUAL flamethrower: That's a shame.
After all these months It happens!! Also I need to point out that the Cylinder on the side of the GK2 has some function in the reload, because you can see it further out while reloading, but once you fully reload, it retreats back in. That flap on the M1K action is from what I can tell their solution to Garand thumb. Comically, if you read the description in the loadout screen, it says that the Bulldog Revolver is chambered in 26MM If you need to i can show you Overclocked versions of the guns, very interesting
You mean to tell me he wasn't shown the Breach Cutter?? Com'oooon, one of the most unique sci-fi weaponry I've seen in a game. I get that this series attempts to dedicate his knowledge of real guns and weaponry design to video game counterparts, but honestly my favorite moments are when he gets to react and deal with a machination of our (gamedev) creative nonsense for weaponry, even if he's left with little to pull from for details.
Would love to see another video with the additional weapons in the game, for example, the same character that gets the acid pump also gets a flamethrower and a freeze gun.
I just want to see him react to the overclocks that drastically change the weapons, especially the Fatboy and the reload animation of the rocket launcher :D
PLEASE do a second part on this game: take a look at the "Hurricane" guided rocket system and some Overclocks for the weapons. This game is as deep as the name implies and deserves your attention. Great content as always tho. xoxo, Rock and Stone!
And the cryo cannon, and the other two driller sidearms. Who doesn't love a weird raygun and a microwave gun! Also the grenades! Especially the tactical leadburster
We gotta get a part 2 of this for the remaining weapons that didn't make it in there. Especially curious of Jonathan's reaction to the Nashanka Boltshark. Why would the Dwarves use a crossbow when they have all this high tech ordnance? 😆😆 Also ROCK AND STONE! ✊
Some of the highest precision damage in the game I think. Also the dwarves are pretty expendable, its a miracle that gunner got access to a rocket launcher
FOR ROCK AND STONE! Now you need to show Jonathan the actual flamethrower that the Driller gets, along with the other nuts weapons that were left out of this showcase!
Rock and Stone! Jonathan's reaction to the LOK-1 was by far my favorite, both because it's my favorite gun in DRG and he surprisingly had so much to say! I hope to see a part 2 where Jonathan gets a few more details, such as being told that Engi makes his own guns or the M1000 is actually a coil rifle. I'm curious if his reactions will change at all when he understands how much equipment in DRG is aftermarket and jury-rigged. Also taking a look at the CRISPR and some of the deployables/throwables.
18:09 Fun fact, the Bulldog revolver is the only weapon in DRG where upon looking down the barrel we can see a chambered round. All other weapon barrels are just a black void.
Funny thing is some of the weapon frameworks for some of guns actually would be more "realistic" than the default skin (case in point: Scout's AR at the beginning, which has a skin that lacks that cover). Also, for the minigun, I'm kinda disappointed I didn't get to see Jonathan react to the mod called "aggressive venting", where the exhaust gases are somehow magically sprayed into the faces of bugs, but not the wielder (same applies to that Plasma carbine, except that one would be harder to get footage for for Dave, due to overclock grinding).
yeah his reaction to different frameworks is surely interesting. I don't think overclock grind should be a problem, I'm sure there are enough players who would be glad to share there game footage
the player obviously edited his save because being level 16 or so he has 900 blank matrix cores, which is literally impossible. So i don't think the overclock grind is a problem in this case
It's funny how on point Jonathan was about the Heavy Autocannon. The flavor text (which is on that "i" icon on the bottom left of the weapon upgrade screen for each weapon) notes that they are tungsten made rounds that explode on contact, which he theorized.
yeah that is the main advantage of larger calibers, you can tinker around with more than just standard or armor piercing payload the larger the bullet gets
I’m so glad they finally covered DRG and Johnathan rated their guns realism so highly! I loved to see a part 2 where he covers the rest of the guns like the CRISPR flamethrower or Stubby Voltaic!
Love Jonathan, he, being a fan of some video games himself, can both point out how guns wouldn't/would work but doesn't chuck a hissyfit over unrealism unlike any other 'experts react' videos about games I see also dunno if this is intentional, but props to the editor(s) for syncing the reload sounds of Jon's demonstration with the game 8:08
Fun fact: the M1000 is actually a rail gun… which makes the muzzle flash a feature added out of nostalgia for an old design… presumably by the old dwarves that used to use the old model, lol. There is a flamethrower in the game, as well actually. It’s used by the same class that uses the Corrosive Sludge Pump, and it has flames that stick to surfaces. Good weapon, makes on-site BBQs possible. Finally, I’d say the best way to explain the LOK-1 Smart Rifle’s name is that it’s an amalgam of rifle parts, SMG parts, a definitely-not-sentient AI component from a biological research drone, and probably a lot of duct tape… engineer gets creative with his guns. I think you should check out the Stubby next time you take a look at DRG. It’s another SMG the engineer uses but… it has the unique feature of applying a substantial electric charge to each bullet, turning each one into a tiny taser… dwarven language has yet to develop a word for “excessive force.”
The Heat Meter on the minigun sort of works like a safety lock that stops you from firing if it would overheat the gun until it has cooled down enough. Ingame it is referenced as overheating though, so I don't think such a functionality was what the devs had in mind, or they chose the language that would clearly communicate it to the player.
19:52 I can totally see the cocking grip as a custom for easier use. A lot of the weapons in DRG have a more customized look to them, which makes sense given that they need to be quite sturdy but adaptable (as other species exist in DRG). The replaceable revolver cylinders could also be from a futuristic polymer that’s cheap to produce, or it’s something that DRG (the ingame company) simply has to put up with.
Would love to see Jonathan reviewing the guns and mechanics of Receiver 2. The pistols don't exactly go toward uncommon or exotic, but between the weapon jams, press checks, reloads, and accidental discharge... There's at least plenty for him to touch on that most FPS games don't even mention, let alone implement as a key feature in the game!
Somehow hearing that steerable projectiles are a plausible thing is entirely incredible to me Also absolutely love the fact that the clips presented of the DRAK mostly have the non-reload reload animation playing mostly because it’s just instinct to press R everytime you shoot your guns.
Funny thing is the DRAK technically has an upgrade that allows a manual 'reload' by allowing you to force the weapon into its overheat cooldown. As a compulsive reloader that was quite appealing, especially with the upgrade that grants a speed boost when you overheat.
@@dovahkat9635 The bonus being that an early heat dump also have a significant reduction in cooldown time. Although I prefer the other option that increases its rate of fire while above 50% heat. I use the OC that recharges the battery while the gun is overheating, and I make sure the gun has the fastest possible heat up time, with the longest overheat period. As long as I hold the trigger down from start to finish, I recharge 16 shots per 24 expended. I've gone through an entire elite deep dive, only needing 1 resupply. It's really helpful to allow a teammate to bring a high dps gun with a poor ammo economy. They can just take my extra resupplies.
Always great to see another episode with Jonathan, he's always got the right balance of IRL knowledge and understanding of why games do the things they do, which makes him stand head and shoulders above most other 'expert reacts' content. Until the next time, Rock and stone!
I would love to see John cover more of the weapons in Deep Rock Galactic, especially the Hurricane Rocket Launcher. He might also enjoy some of the support tools like the flare gun and platform gun, or the funkier grenades!
Yeah, it was so fun watching him look at the goo gun for an entire minute while talking about flamethrowers. If someone had just told him there _is_ a flamethrower, maybe we could've actually gotten his insights on the more interesting concept being shown.
@@KoreanSpy1997 The fuel igniter on the CRISPR flamethrower is located a ways in front of the actual fuel ejection barrel, so yes. Though the fuel travels so fast that you don't get to see it in liquid form before it ignites. Also, the flamethrower in DRG sprays "flames" that tend to stick on surfaces for a period of time, much like real flamethrowers as opposed to the typical video game 'burst of fire' which is snuffed out once the trigger is no longer being pressed.
21:10 Of note is that DRG’s actual flamethrower, the Crispr Flamethrower, also has that “stick and burn” effect. When the flames contact terrain they leave behind sticky flames for a time, and the duration and effectiveness of the sticky flames can be improved with weapon upgrades and Overclocks.
For the Lok-1 another possible mechanism might be the rounds have bullets more like musket rounds and the electronics alter the barrel parameters in some way to give each one a precise spin to curve them through the air.
"The first sawn-off shotgun with a round counter on it. I'm not sure quite how bad at maths you have to be, to not be able to count to 2..." Shots fired. At least two. ;)
@@danghostman2814 To be honest I could see a usage for an ammo counter on a 2 shot weapon. If you have to fire off a round in a panic, then swap to your other fire arm. It could be 30s to a couple minutes until combat is over. That's A LONG time for the human brain, especially with how chaotic combat is. Memorizing if you fired 1 shot or 2, 2 minutes of hectic combat ago, you might forget. Normally you'd open the breach and see how many shots were expended. But with the counter you can just glance. Is it worth the manufacturing costs? Probably not, is it completely useless? No it isn't. More than likely its a gameplay decision more than a world building decision. The gun rests right in the middle of view where your eyes rest. After combat you can easily see you're missing a shot so you don't go into the next fight with a half load.
@@Deadsnake989 I'd say if you were designing a double-barrelled shotgun and desperately needed to keep track of its usage - without working its break action! - that you'd just put an indicator light over each barrel for fired/unfired. Edit: I also wouldn't want to stow a shotgun of that sort with shells still in it. Though admittedly the one in-game is a super high tech model of a 1800s design, and is probably as safe as any other gun.
Disappointed to not see the actual flamethrower from DRG. It's easily the most "realistic" I've used in a game. The right range and it leaves behind sticky flames.
14:35 it could have some preventative mechanism/system that blocks the trigger at a certain temperature and releases it once it's cooled down enough, this would prevent overheating related damage to the gun enough that it wouldn't completely break on mission
The part where you talk about the difficulty of manufacturing revolver cylinders en masse not long after showing us a literal 3D printed firearm component was a moment.
I think it's because of the irony that the gunner is just discarding untold amounts of cylinders for the revolver when his job is to mine. Which combined by how you typically keep the magazine (or should) when reloading rather than just discard it, means you're likely throwing away LOTS of metal, protentially more then you may get from the mining expedition you just went on
@@YukimareThePsion His job isn't to mine metal though. Mainly precious minerals and volatile compounds (gold, nitra, morkite) which probably more than make up for what he leaves.
@@moss_fetttt Financially, yes. But practically? Honestly no. It is still a extremely wasteful and encumbering use of metal just to reload and store ammunition for a gun. Especially since speed loaders... Exist. Not much would stop a revolver design that uses a less disposable cylinder with a ejector rod and a speed loader from doing just as good a job as the disposable version, short of maintenance issues that may result from it getting too worn and hot from dumping more then the gun's fair share of ammo through it... And if you manage to melt or break a non disposable cylinder like that, the rest of the gun likely isn't far behind.
@@unknowngod8221 So... This is set in a future where despite anti-gravity technology, compact jet boots that let you fly, plasma rifles, fancy platform guns, and a levitating upside-down pyramid that can use things from teleporting bombs to self-repairing tentacle arms to onboard manufacturing systems to make drones and turrets... existing, they don't have the technology to make matter from whatever the heck they want. They still have to mine everything by hand in most cases. So that actually does become a valid concern once you start dumping metal faster then you are mining it.
YESSSSS. I LOVE SEEING JOHNATHAN REACTING AND READING INTO FICTIONAL FIREARMS SO MUCH, AND DRG IS SUCH AN IMPORTANT GAME TO ME. It's always so nice to listen to him puzzle out the theoretical mechanics of weapons that don't exist as opposed to just hearing about adaptations of real guns.
Perhaps the pseudo-M1 is firing duplex cartridges with two bullets stacked inside each case--which, as Jonathan will probably be well aware, really was a thing tested on the M1's descendant, the M14, during the 1950s under Project SALVO.
It's also technically a railgun, so that could be playing some part. Originally charge shots did double damage but only cost one bullet instead of two, but they decided that made charge shot builds too strong.
@@socksleeve This is actually a misnomer: when they made charge shot take two bullets, they also doubled the ammo capacity, so unfocused shots only really take half an old bullet.
Really interesting and entertaining - thanks Jonathan and team. 15:40 For a couple of real life semiauto pistols where the bullets fit completely inside the cartridge case, checkout the Walter GSP .32 and the Smith and Wesson Model 52. The GSP also uses a magazine in front of the trigger guard. Royal Armouries have examples of both these designs as items XII.12114 and PR.12405 in their collection.
19:06 they throw away a lot more than revolver cylinders, that's because stuff like steel and copper is cheap due to asteroid mining but the stuff they extract down in the caves is the expensive stuff like morkite
6:48 “I mean I’m not sure how bad at maths you need to be to… not be able to count… to 2.” As a Scout main, in my defense, I didn’t drink my Smart Stout today.
19:30 I think it may be due to the fact they are wearing armour, machinery, gloves, and other equipment so they have the pump action for when you are actually in kit, and the redundant smaller bolt would be used for above ground use or in a case where they think it as more comfortable.
I've been playing a lot of DRG lately and would often think about how fun a video with Jonathan Ferguson looking at the weapons would be, some dreams do come true
Never clicked on a video so fast! My new favorite game that I devote a lot of my gaming time too and one of my favorite weapons experts! Awesome to see him review DRG's finest armaments! Rock and Stone!
Yeah, I've been begging for the devs to update the old weapons. The new ones have so much more detail. There's a missiles launcher where you can watch the missiles actively moving through the magazine and the firing mechanism.
Neither does it’s cylinder. And they still can’t make different models for different amount of rounds in a cylinder. You can fire 6 times form a 4-round revolver
Rock! And! STONE!!! Another episode on this on this game covering some of the other weapons and (perhaps) the different grenade variants would be a treat to us miners. (Maybe this episode will convince management to provide some better equipment)
Dude, I love watching these videos, and was hoping to see Deep Rock Galactic covered. I love the blend between realism and cartoony/sci-fi designs with the guns. Heck; you even said several times that many of them had a lot more going on with them than originally expected, and I think that's a good sign of fun weapon design. I hope we get to see a part 2, as there are many other fun weapons to check out.
There is a real flamethrower for the same class as the one you mistook for a flame thrower. Also the dig on the ammo count for the double barrel was hilarious. Rock and Stone
Perhaps with the minigun, since it has a thermometer on the top (the object that was suspected to be a heat sync) is designed to cool down the gun BEFORE it properly overheats, preventing it from getting severely damaged
Its worth mentioning that you can visually change your weapons using "framework" cosmetics. So for example the piccatiny railings on the DRAK Plasma Rifle are part of the custom framework and not what actual weapon model may have. And the recent framework they added, the "Mil-Spec", changes some weapons to look more realistic.
10:38 I wonder if the charge up shot firing "two rounds" but only ejecting one casing is a reference to duplex rounds. Wouldn't make perfect sense, as they were for having a spread and increasing hit probability, versus being more powerful, but would be a neat reference to an obscure dead lineage of ammo development...
It would be really interesting to see Jonathan cover more VR titles maybe even give him the opportunity to get into the VR itself and take a look at the guns "hands on" i would definitely suggest into the radius as From a non expert perspective they pay really good attention to gun function in that game
hoping for an episode 2, this is one of my favorite games and i wanna see the reactions for some of the non player wielded weapons like bosco, turrets, rival tech, and maybe even the grapling hook and zipline
For the boom stick(the double barrel shotgun) You kind of need to counter whenever you get into really heavy swarms. Ammo conservation is a part of the game as well. If you run dry you're ultimately stuck Fighting the creatures and monsters of hoxxes with your pickaxe.
It's also important for people who stylistically prefer to play with minimum or no huds for pretty much the same reason. I started playing hud free a while back and I've been having a blast just immersing myself by using whatever fancy dials or screens are on guns like the cryo cannon
Okay, so along with my previous suggestions of Metal Gear Solid 3 and Bullet Storm, I now really want to see Jonathan do an episode where he takes a look at some of the weapons of Gunfire Reborn. I would love to see how he processes the mechanics of that game's guns.
there is a piston Specifically the Boberg xr9s that pulls the round from the rear and the chamber is inline with the magazine so theoretically it could have an inch or so of barrel
There's two games that I would love to see covered in this series sometime. The first one is Gunfire Reborn. Due to the Chinese mythology setting, there's a lot of super interesting weapons in that game that has a blend of magic and technology. And some of them are just live animals. The other is Dead Space. Considering all of the weapons are mining tools that have been modified for combat, I think it could be an interesting video.
I'm glad we got to see him react to these weapons, their designs are quite interesting! I wonder what he'd think of some of the weirder grenades, or things like the traversal tools. I noticed the Stubby (which, being the 'Subata 312' as opposed to the 120 earlier, is fairly standard save for the electricity thing), as well as the CRISPR flamethrower and most notably the Hurricane were omitted, so those all might have a second video in the future? Even if some like the Breach Cutter, the Shard Diffractor, or the EPC might be a little out of his realm of expertise. -The M1000 has, in theory, a ridiculous fire rate - the thing feels like a semi-automatic gun quite a lot of the time. -The pipes all over the 40mm PGL are a decorative add-on. There's a lot of them, ranging from simple changes like that to some that add floating bits or extra sights and rails. -The cooling fan on the DRAK-25 isn't a reload, that's just him literally poking the fan. The gun has all its 'ammo' in one power cell, as the game calls it sometimes. -The 'Warthog Auto 210' shotgun, while usually used in semi-auto, starts off as pump action - there's an upgrade for it which makes it semi-auto that's pretty commonly used due to only having one alternative which isn't often so versatile. And obligatory Rock and Stone!
10:22 The reason the focused shot uses two ammo is because it deals extra damage and therefore if it didn't consume two ammo it would be too ammo efficient compared to other guns so the devs changed it.
My explanation of the deepcore GK2 is that it chambers backwards, somehow. That would fit with the size of the magazine compared to the very short length of potential chamber/barrel length in front of the feed, if it feeds backward, you get a more sensible barrel length. We can the assume that the forward portion moving back is the motion that somehow chambers a new round, displacing the old one, and upon returning to the forward position, the spent casing is pulled forward and spat out as the breech opens, and the chamber is closed, readying for the next shot. Well, maybe not, it kind of looks like the casing comes out BEFORE the covers move back, not after? I don't feel like that's very easy to explain, you'd think the big moving bit would indicate the main cycling of the action, no way such a complicated mechanism could open and eject a casing before almost any movement has happened, not to mention how likely that would be to jam.
ROCK AND STONE
IF U DONT ROCK AND STONE, U AINT COMIN HOME
IF YOU ROCK AND STONE YOUR NEVER ALONE
IF YOU ROCK AND STONE YOUR NEVER ALONE
YEAH ROCK AND STONE IN THE HEART
DID I HEAR A ROCK AND STONE?
Hi Jonathan. Ghost Ship Games 3D artist here. Big fan of your game weapon break downs. I made some of the weapons for DRG and I just want to say that you where spot on with the Autocannon being inspired by the Oerlikon and the Duble Bofors 40mm :).
Keep up your awesome work. The weaponry in DRG looks amazing!
Rock and Stone!
Rock and Stone!
can we have a cryptic hint for what you've got planned for next season 🤭
Thank you for helping bring this wonderful game to us!
I know you probably won't read this but if you do, can Driller please get a tesla cannon which has a chain-lightning effect? That way he has a primary of each elemental effect, which suits him perfectly.
the tiny fan on the DRAK is because the weapon is, canonically, very poorly manufactured. they're largely made of plastic and tend to melt
well said you beat me to the punch
And explode don’t forget taut
the drak was also partially based off a few real life prototype rifles. I believe the Werke Karlsruhe/Mauser G-11 and the H&K XM29.
Nice.
also you don't have to tap the fan to reload, that's just a fun animation. The gun doesn't require reloading
Jon questioning the weight of the autocannon made me remember something. Canonically, R&D's process for giving Gunner new weapons is literally taking vehicle-mounted weapons and modifying them to be man-portable.
"It ain't a gun unless it weighs at least 100 lbs." -Gunner quote
You mean dwarf-portable?
@@averageswedishperson1274 "Behold, a man!"
Gunner is also the largest of the dwarves, some voicelines reference him being mistaken for a human
@@reinbeers5322 a dwarf man
I love that Jonathan is so good at his job that he even knows NERF gun names
They have a special section at the museum, and Jonathan will shoot misbehaving guest with the one he carries around
@@knusern666 please tell me that’s real, I would love to see that happen
@@knusern666 quick draw style?
@@zakkymiftahurrahman1665"this museum can't fit the both of us"
@@knusern666 👀
I imagine the Lead Storm's "Overheat" is the gun realising "Im about to overheat!" and forcing you to stop firing for a bit, so it can cool down.
yup
I guess there's a thermal cut-off switch. Should be simple to remove but get thicker gloves afterwards
If I had to guess I'd say the thing that sticks out during overheat is some kind of power source, so when it overheats it pops outside of the gun to vent out the heat faster. That might be why you can't shoot during this time too, since the battery might get disconnected as it pops out so no trigger-happy dwarves go blowing themselves up. Now the question is what exactly the battery powers..
@@Vaguer_Weevil well, the barrel doesn't spin with magic dust energy and the shots aside from being propelled with gun powder might be further propelled electromagnetically or something like that
And then there's the overclock...
For when you want your overheat to be flaming hot.
I adore how Jon doesn't just say "it would not work" but tries to figure it out and justify them.
Also that he seems to appreciate the attempts at weapons made more sci-fi or the full sci-fi (energy) weapons
Rule of cool is a legit thing. Gotta cut the artist some slack; it can be tough finding a balance between aesthetics and plausibility.
Yup, that and "not correct but I can see that it might be for game balance". He actually takes interest in the context and isn't just doing a video for a quick buck. I really dislike the "experts react" videos where they just go "ugh no that's wrong no thanks bye". Have some imagination.
@@SqueakyNeb *coughing* anyone reviewing d2 guns *coughing*
@@SqueakyNeb Yeah, he noticed on the m1000 that the focus shot consumes 2 rounds but that's just for game balance, those shots do extra damage so they balanced it with increased ammo consumption.
Didn't expect this one. Nice to see DRG getting the love it deserves. Rock and Stone!
For rock and stone
Did I hear a ROCK AND STONE? ⛏
FOR CARL!
Rock and stone, brothers!
Couldn't agree more. Did NOT think this would be coming to my frontpage any time.
When he mentioned the sludge pump playing the role of a flamethrower and talked about the sticky factor to it I got all excited for him to see the actual flamethrower and sticky flames. But then they never covered it lol
Yeah when he mentioned "filling the niche" of a flamethrower I realized he wasn't going through each of the weapons, someone had just sent him footage of some of the weapons so he'd be completely unaware that the sludge pump is literally an alternative weapon to the Driller's default flamethrower.
yeah, I expected them to mention the flamethrower, especially since it's the driller's original weapon
Every weapon has a loaded and reserve ammo indicator because the devs wanted you to be able to turn the HUD elements off and still play the game.
For some weapons, the loaded ammo indicator is a pressure gauge.
Yup
i never knew that it’s actually so sick
Still, I don't think a double barrel really needs an ammo count.
I play with the ammo HUD turned off. It's a lot of fun, except for drillers satchels and gunners shield, which do not have a count displayed.
@@somerandomgamer8504 it's still good to see the total amount of ammo so you might as well keep it consistent and show the barrel bullet count as well
I think the business of tapping the fan on the energy carbine isn't actually functional, it's just that DRG has reload animations for when you don't need to reload the weapon. That is, either when you hit reload when your mag is full, or on weapons that aren't reloadable.
Most of them have the player character toss the gun so that it rolls and catch it again. But you have some other ones. Like if you try to reload a full rocket launcher, he picks a rocket off of the belt and flies it around like an airplane making "brrrrr!" noises
And when engie zaps himself on purpose
The rocket launcher one sounds adorable.
@@torgranael If you're entirely out of ammo he reaches for where the rocket would be then shakes his fist in anger at it not being there! 😂
I think the tapping of the fan is supposed to be like when people tap on a watch or press buttons in a loading screen to make it hurry up
The auto cannon balances a round on his hand
Just wanted to add the note that the Thunderhead Heavy Autocannon mentioned is stated to be chambered in .50 cal while the Bulldog Heavy Revolver is stated to be 26mm. Also there is also a flamethrower in the game that with the right upgrades does function semi-realistically with flames sticking to surfaces.
An episode on this game was actually far more interesting than I thought it might be considering fictional weapons aren't always the easiest to discuss as their design is often form over function. It's neat to see the details that Ghost Ship took the time to add pointed out and discussed. Certainly wouldn't mind hearing Jonathan's thoughts on the other weapons from the game as their are many interesting if not goofily creative concepts for weapons in DRG.
And most importantly, Rock and Stone!
Rock and Stone!
Rock and Stone, brother!
You need to upgrade a flamethrower so it actually works anywhere close to how a flamethrower should work?
How is the autocannon only 50 cal it looks like at least 30mm
@@genericscottishchannel1603 It still has sticky flames no matter what but non-upgraded it doesn't last for long. Their is a way to make it last for much longer.
I love that DRG is getting more attention, more greenbeards for us greybeards to teach, Rock N Stone!
@@zakkymiftahurrahman1665 MUSHRUM!
Wholesome community
More war crimes to commit
I agree I love helping greenbeards
We're rich
I personally find DRG's minigun to be the most satisfying of any I've used in a game, even beating out those in the most recent Doom games. It sounds incredible, the animation looks great, and the feedback when hitting enemies is downright perfect.
Same here, plus I love the inspect animation. It's so satisfying to give the barrel a spin just before a swarm rolls in
Driller's main class skill is amazing sound design.
That pump-action cocking handle on the shotgun seems really smart to me. It's easy to use. It's ambidextrous. Great for when you're wearing heavy mining gloves, winter gear, space suits etc.
Good point
That and let's be honest... You give any soldier a shotgun and he's gonna want a pump on it, even if it just does the same thing as a cocking handle xD name me ONE soldier who wouldn't!
@@Archris17give a soldier a semi automatic shotgun with a pump that does nothing and he'll still use the pump
the dwarves absolutely made it with a pump because the pump is cool
Love the hindsight of season 5 where they actually made it pump-action with an overclock
Kind of sad that we didn't get any overclock footage, would have loved to see him react to plasma burster missiles
or the Nuke
Hyper propellant.
Ur mom
I would love to see him react to Special Powder and Hoverclock. XD
Minelayer as well.
ROCK AND STONE
ROCK AND ROLLIN' STONE.
ROCK AND STONE TO THE HEART!
DID I HEAR A ROCK AND STONE?
ROCK AND STONE EVERYONE
ROCK. AND. STONE
He just did a loadput episode on flamethrowers and DRG has such a nice one. Its a shame he didn't cover it.
Yeah, it has flames that stick to walls and everything!
"Fills the niche of a flamethrower"
Me, knowing that this is the last (currently) unlockable primary for a class that, by default, has an ACTUAL flamethrower: That's a shame.
The way he talked about those 3D printed parts, he is so genuine and enthusiastic. I like that energy. You're awesome Johnathan.
Definitely casting my vote for a part two! Would love to see him review the rest of this games weapons! Maybe even the grenades?
After all these months It happens!!
Also I need to point out that the Cylinder on the side of the GK2 has some function in the reload, because you can see it further out while reloading, but once you fully reload, it retreats back in.
That flap on the M1K action is from what I can tell their solution to Garand thumb.
Comically, if you read the description in the loadout screen, it says that the Bulldog Revolver is chambered in 26MM
If you need to i can show you Overclocked versions of the guns, very interesting
I FARTED
ROCK AND STONE
After all these years
You mean to tell me he wasn't shown the Breach Cutter?? Com'oooon, one of the most unique sci-fi weaponry I've seen in a game. I get that this series attempts to dedicate his knowledge of real guns and weaponry design to video game counterparts, but honestly my favorite moments are when he gets to react and deal with a machination of our (gamedev) creative nonsense for weaponry, even if he's left with little to pull from for details.
Saving that one for the next episode, I imagine
The breach cutter is pretty much the line gun from dead space
dont forget the death star laser, the shard difractor!
@@DerpDoesBF3
or the destroyer blade mod from doom eternal
didn't show the crossbow either
Would love to see another video with the additional weapons in the game, for example, the same character that gets the acid pump also gets a flamethrower and a freeze gun.
I just want to see him react to the overclocks that drastically change the weapons, especially the Fatboy and the reload animation of the rocket launcher :D
Also a microwave gun that can either irradiate foes or give them horrible blisters. Driller is an avatar of mercy and friendship!
Hey rennis!
@Babaooye also the pgl can fire mini nukes
Frostthrower
Love that he picked up on the sludge pump filling the flamethrower role
PLEASE do a second part on this game: take a look at the "Hurricane" guided rocket system and some Overclocks for the weapons. This game is as deep as the name implies and deserves your attention. Great content as always tho. xoxo, Rock and Stone!
And the flamethrower
And the cryo cannon, and the other two driller sidearms. Who doesn't love a weird raygun and a microwave gun! Also the grenades! Especially the tactical leadburster
We gotta get a part 2 of this for the remaining weapons that didn't make it in there. Especially curious of Jonathan's reaction to the Nashanka Boltshark. Why would the Dwarves use a crossbow when they have all this high tech ordnance? 😆😆
Also
ROCK AND STONE! ✊
Answer: pheromone bolts
Some of the highest precision damage in the game I think.
Also the dwarves are pretty expendable, its a miracle that gunner got access to a rocket launcher
Bodkin points is my answer
Crossbows are cool 😎
the same dwarf can use an electro lock on boomerang.
Just love how giddy Jonathan is when he is discussing the 3D printed part for making the M1 automatic.
Auto sear best sear :D
He was like a kid who finally got all the parts for his favorite toy, it was wonderful
Even though they won't likely shoot it, he is so happy to get to install it!
FOR ROCK AND STONE! Now you need to show Jonathan the actual flamethrower that the Driller gets, along with the other nuts weapons that were left out of this showcase!
DID I HEAR A ROCK AND STONE?
The driller's the one with the flamethrower. Also, we're rich
@@jacobkern2060 Yes, yes, you're rich. Now get back to work, I've got management breathing down my neck.
@@Darkhunter441995 WE’RE RICH
Why none of the grenades!
Rock and Stone! Jonathan's reaction to the LOK-1 was by far my favorite, both because it's my favorite gun in DRG and he surprisingly had so much to say!
I hope to see a part 2 where Jonathan gets a few more details, such as being told that Engi makes his own guns or the M1000 is actually a coil rifle. I'm curious if his reactions will change at all when he understands how much equipment in DRG is aftermarket and jury-rigged. Also taking a look at the CRISPR and some of the deployables/throwables.
18:09 Fun fact, the Bulldog revolver is the only weapon in DRG where upon looking down the barrel we can see a chambered round. All other weapon barrels are just a black void.
Can we get a part 2 please? Loved this episode! Rock and stone!
seconding this!
By the Beard!
I third this!
Rock and roll!
Funny thing is some of the weapon frameworks for some of guns actually would be more "realistic" than the default skin (case in point: Scout's AR at the beginning, which has a skin that lacks that cover). Also, for the minigun, I'm kinda disappointed I didn't get to see Jonathan react to the mod called "aggressive venting", where the exhaust gases are somehow magically sprayed into the faces of bugs, but not the wielder (same applies to that Plasma carbine, except that one would be harder to get footage for for Dave, due to overclock grinding).
yeah his reaction to different frameworks is surely interesting. I don't think overclock grind should be a problem, I'm sure there are enough players who would be glad to share there game footage
the player obviously edited his save because being level 16 or so he has 900 blank matrix cores, which is literally impossible. So i don't think the overclock grind is a problem in this case
I mean the devs could just magic it in for him
It's funny how on point Jonathan was about the Heavy Autocannon. The flavor text (which is on that "i" icon on the bottom left of the weapon upgrade screen for each weapon) notes that they are tungsten made rounds that explode on contact, which he theorized.
yeah that is the main advantage of larger calibers, you can tinker around with more than just standard or armor piercing payload the larger the bullet gets
I’m so glad they finally covered DRG and Johnathan rated their guns realism so highly! I loved to see a part 2 where he covers the rest of the guns like the CRISPR flamethrower or Stubby Voltaic!
Love Jonathan, he, being a fan of some video games himself, can both point out how guns wouldn't/would work but doesn't chuck a hissyfit over unrealism unlike any other 'experts react' videos about games I see
also dunno if this is intentional, but props to the editor(s) for syncing the reload sounds of Jon's demonstration with the game 8:08
We need part 2 asap. This time with overclocks, Jonathan needs to see Special Powder. I also feel like he would get a kick out of the Hurricane.
Fun fact: the M1000 is actually a rail gun… which makes the muzzle flash a feature added out of nostalgia for an old design… presumably by the old dwarves that used to use the old model, lol.
There is a flamethrower in the game, as well actually. It’s used by the same class that uses the Corrosive Sludge Pump, and it has flames that stick to surfaces. Good weapon, makes on-site BBQs possible.
Finally, I’d say the best way to explain the LOK-1 Smart Rifle’s name is that it’s an amalgam of rifle parts, SMG parts, a definitely-not-sentient AI component from a biological research drone, and probably a lot of duct tape… engineer gets creative with his guns.
I think you should check out the Stubby next time you take a look at DRG. It’s another SMG the engineer uses but… it has the unique feature of applying a substantial electric charge to each bullet, turning each one into a tiny taser… dwarven language has yet to develop a word for “excessive force.”
You say "excessive force". I say Tuesday.
@@TlalocTemporal There is no such thing as overkill, there is only "open fire" and "I need to reload".
I thought the M1K was a chemrail, fires a conventional bullet and then accelerated to hypervelocity.
Violence isn't the answer, it's the question.
And the answer is yes.
dont think theres such a thing as excessive force when using weapons designed to fight against massive murderous space bugs
The Heat Meter on the minigun sort of works like a safety lock that stops you from firing if it would overheat the gun until it has cooled down enough.
Ingame it is referenced as overheating though, so I don't think such a functionality was what the devs had in mind, or they chose the language that would clearly communicate it to the player.
I like to think it's both. Like you might as well apply fire damage to your rounds If your minigun is going to be red hot all the time
@@eageraurora879 there is an upgrade for that, it does heat up the gun faster though
19:52 I can totally see the cocking grip as a custom for easier use. A lot of the weapons in DRG have a more customized look to them, which makes sense given that they need to be quite sturdy but adaptable (as other species exist in DRG). The replaceable revolver cylinders could also be from a futuristic polymer that’s cheap to produce, or it’s something that DRG (the ingame company) simply has to put up with.
Would love to see Jonathan reviewing the guns and mechanics of Receiver 2. The pistols don't exactly go toward uncommon or exotic, but between the weapon jams, press checks, reloads, and accidental discharge... There's at least plenty for him to touch on that most FPS games don't even mention, let alone implement as a key feature in the game!
Seeing him react to a wider variety of frameworks, as well as the fact that the M1000 is actually a coil gun, would be awesome.
Wait how do we know its a coil gun?
How do you think the “charging” works
@@ironpizza5150 The descriptions of several upgrades and overclocks mention it.
Somehow hearing that steerable projectiles are a plausible thing is entirely incredible to me
Also absolutely love the fact that the clips presented of the DRAK mostly have the non-reload reload animation playing mostly because it’s just instinct to press R everytime you shoot your guns.
Funny thing is the DRAK technically has an upgrade that allows a manual 'reload' by allowing you to force the weapon into its overheat cooldown. As a compulsive reloader that was quite appealing, especially with the upgrade that grants a speed boost when you overheat.
@@dovahkat9635 The bonus being that an early heat dump also have a significant reduction in cooldown time. Although I prefer the other option that increases its rate of fire while above 50% heat. I use the OC that recharges the battery while the gun is overheating, and I make sure the gun has the fastest possible heat up time, with the longest overheat period. As long as I hold the trigger down from start to finish, I recharge 16 shots per 24 expended.
I've gone through an entire elite deep dive, only needing 1 resupply. It's really helpful to allow a teammate to bring a high dps gun with a poor ammo economy. They can just take my extra resupplies.
Steerable projectiles have actually been a thing for a long while now. Look up the EXACTO program if you're interested in learning more about that.
I really want him to see the Tactical Leadburster, the grenade that shoots bullets everywhere
There's a comparison to be made with it and the original Metal Storm concepts, so it actually had a grounding in reality.
Always great to see another episode with Jonathan, he's always got the right balance of IRL knowledge and understanding of why games do the things they do, which makes him stand head and shoulders above most other 'expert reacts' content. Until the next time, Rock and stone!
This definitely needs a part 2 with reactions to overclocks, final tier upgrades, grenades and just more guns
I would love to see John cover more of the weapons in Deep Rock Galactic, especially the Hurricane Rocket Launcher. He might also enjoy some of the support tools like the flare gun and platform gun, or the funkier grenades!
Yes Please!
A shame he didn't look at the flamethrower, it acts more like a real one than most games
Yeah, it was so fun watching him look at the goo gun for an entire minute while talking about flamethrowers. If someone had just told him there _is_ a flamethrower, maybe we could've actually gotten his insights on the more interesting concept being shown.
So it ejects fuel first like in a real life?
@@KoreanSpy1997 The fuel igniter on the CRISPR flamethrower is located a ways in front of the actual fuel ejection barrel, so yes. Though the fuel travels so fast that you don't get to see it in liquid form before it ignites. Also, the flamethrower in DRG sprays "flames" that tend to stick on surfaces for a period of time, much like real flamethrowers as opposed to the typical video game 'burst of fire' which is snuffed out once the trigger is no longer being pressed.
@@KoreanSpy1997 treat yourself and go watch some footage of it being used in this game, one of my favourites.
Also combos pretty well with neurotoxin grenades for a rather large explosion.
I never, ever in my life thought they would do one of these for Deep Rock Galactic, but it's here, boys!
ROCK!
AND!
STOOOOOOOOOONE!!!!!
21:10
Of note is that DRG’s actual flamethrower, the Crispr Flamethrower, also has that “stick and burn” effect. When the flames contact terrain they leave behind sticky flames for a time, and the duration and effectiveness of the sticky flames can be improved with weapon upgrades and Overclocks.
For the Lok-1 another possible mechanism might be the rounds have bullets more like musket rounds and the electronics alter the barrel parameters in some way to give each one a precise spin to curve them through the air.
then : I watch firearm react because it feature games that I played
now : I watch Jonathan Ferguson being kindly roast gun designer and I love it
"The first sawn-off shotgun with a round counter on it. I'm not sure quite how bad at maths you have to be, to not be able to count to 2..."
Shots fired. At least two. ;)
@@danghostman2814 To be honest I could see a usage for an ammo counter on a 2 shot weapon. If you have to fire off a round in a panic, then swap to your other fire arm. It could be 30s to a couple minutes until combat is over. That's A LONG time for the human brain, especially with how chaotic combat is. Memorizing if you fired 1 shot or 2, 2 minutes of hectic combat ago, you might forget. Normally you'd open the breach and see how many shots were expended. But with the counter you can just glance. Is it worth the manufacturing costs? Probably not, is it completely useless? No it isn't.
More than likely its a gameplay decision more than a world building decision. The gun rests right in the middle of view where your eyes rest. After combat you can easily see you're missing a shot so you don't go into the next fight with a half load.
@@Deadsnake989 I'd say if you were designing a double-barrelled shotgun and desperately needed to keep track of its usage - without working its break action! - that you'd just put an indicator light over each barrel for fired/unfired.
Edit: I also wouldn't want to stow a shotgun of that sort with shells still in it. Though admittedly the one in-game is a super high tech model of a 1800s design, and is probably as safe as any other gun.
Jonathan geeking out over the parts for that Garand made my night. Absolutely love it, and hope that we get to see something about it in the future!
Disappointed to not see the actual flamethrower from DRG. It's easily the most "realistic" I've used in a game. The right range and it leaves behind sticky flames.
14:35 it could have some preventative mechanism/system that blocks the trigger at a certain temperature and releases it once it's cooled down enough, this would prevent overheating related damage to the gun enough that it wouldn't completely break on mission
The part where you talk about the difficulty of manufacturing revolver cylinders en masse not long after showing us a literal 3D printed firearm component was a moment.
I think it's because of the irony that the gunner is just discarding untold amounts of cylinders for the revolver when his job is to mine. Which combined by how you typically keep the magazine (or should) when reloading rather than just discard it, means you're likely throwing away LOTS of metal, protentially more then you may get from the mining expedition you just went on
@@YukimareThePsion His job isn't to mine metal though. Mainly precious minerals and volatile compounds (gold, nitra, morkite) which probably more than make up for what he leaves.
@@moss_fetttt Financially, yes. But practically? Honestly no. It is still a extremely wasteful and encumbering use of metal just to reload and store ammunition for a gun. Especially since speed loaders... Exist. Not much would stop a revolver design that uses a less disposable cylinder with a ejector rod and a speed loader from doing just as good a job as the disposable version, short of maintenance issues that may result from it getting too worn and hot from dumping more then the gun's fair share of ammo through it... And if you manage to melt or break a non disposable cylinder like that, the rest of the gun likely isn't far behind.
@@YukimareThePsionthis is set up in the future so?
@@unknowngod8221 So... This is set in a future where despite anti-gravity technology, compact jet boots that let you fly, plasma rifles, fancy platform guns, and a levitating upside-down pyramid that can use things from teleporting bombs to self-repairing tentacle arms to onboard manufacturing systems to make drones and turrets... existing, they don't have the technology to make matter from whatever the heck they want. They still have to mine everything by hand in most cases. So that actually does become a valid concern once you start dumping metal faster then you are mining it.
Part 2 please! Perhaps taking a look at the grenades too :D Rock and Stone!
Yeah, would be really fun to see his reaction to the gunner leadburster
@@VithorCasteloTutoriais Or the Driller's rippers or impact axes...
or the decoy. Decoy best.
YESSSSS. I LOVE SEEING JOHNATHAN REACTING AND READING INTO FICTIONAL FIREARMS SO MUCH, AND DRG IS SUCH AN IMPORTANT GAME TO ME. It's always so nice to listen to him puzzle out the theoretical mechanics of weapons that don't exist as opposed to just hearing about adaptations of real guns.
Perhaps the pseudo-M1 is firing duplex cartridges with two bullets stacked inside each case--which, as Jonathan will probably be well aware, really was a thing tested on the M1's descendant, the M14, during the 1950s under Project SALVO.
It’s not a psudo m1. If I understand canon right it’s straight up just a refurbished antique. It’s just a kitted M1 garand
It's also technically a railgun, so that could be playing some part. Originally charge shots did double damage but only cost one bullet instead of two, but they decided that made charge shot builds too strong.
Or it could fire two normal rounds very rapidly, like AN-94.
@@socksleeve This is actually a misnomer: when they made charge shot take two bullets, they also doubled the ammo capacity, so unfocused shots only really take half an old bullet.
@@laz272727 oh yeah, the mag used to be 4-5 rounds, right?
Really interesting and entertaining - thanks Jonathan and team.
15:40 For a couple of real life semiauto pistols where the bullets fit completely inside the cartridge case, checkout the Walter GSP .32 and the Smith and Wesson Model 52. The GSP also uses a magazine in front of the trigger guard. Royal Armouries have examples of both these designs as items XII.12114 and PR.12405 in their collection.
19:06 they throw away a lot more than revolver cylinders, that's because stuff like steel and copper is cheap due to asteroid mining but the stuff they extract down in the caves is the expensive stuff like morkite
Hope we get some of his thoughts on the crazy overclocks later! You need to show the mini nukes that fire from the grenade launcher
6:48 “I mean I’m not sure how bad at maths you need to be to… not be able to count… to 2.”
As a Scout main, in my defense, I didn’t drink my Smart Stout today.
Having a main in this game is a mistake
@@fynii9478 Not if all my other Dwarves have been fully levelled. I like Scout the best.
You should have shown Jonathan the Flamethrower immediately after the Sludge Pump! :D
19:30 I think it may be due to the fact they are wearing armour, machinery, gloves, and other equipment so they have the pump action for when you are actually in kit, and the redundant smaller bolt would be used for above ground use or in a case where they think it as more comfortable.
I've been playing a lot of DRG lately and would often think about how fun a video with Jonathan Ferguson looking at the weapons would be, some dreams do come true
Never clicked on a video so fast! My new favorite game that I devote a lot of my gaming time too and one of my favorite weapons experts! Awesome to see him review DRG's finest armaments! Rock and Stone!
interesting detail: when the "Bulldog" revolver fires, the hammer doesn't move at all
Yeah, I've been begging for the devs to update the old weapons. The new ones have so much more detail. There's a missiles launcher where you can watch the missiles actively moving through the magazine and the firing mechanism.
the thunderhead's drum magazine doesn't rotate at all, even though you can see the rounds inside it
Neither does it’s cylinder. And they still can’t make different models for different amount of rounds in a cylinder. You can fire 6 times form a 4-round revolver
@@socksleeve fr I use the new weapons mostly just cause they look cool, except for the Cryo Cannon my beloved.
The flamethrower, minigun and autocannon are missing triggers
Rock! And! STONE!!!
Another episode on this on this game covering some of the other weapons and (perhaps) the different grenade variants would be a treat to us miners.
(Maybe this episode will convince management to provide some better equipment)
Dude, I love watching these videos, and was hoping to see Deep Rock Galactic covered. I love the blend between realism and cartoony/sci-fi designs with the guns. Heck; you even said several times that many of them had a lot more going on with them than originally expected, and I think that's a good sign of fun weapon design. I hope we get to see a part 2, as there are many other fun weapons to check out.
We demand a sequel for the other half of the weapons!
There is a real flamethrower for the same class as the one you mistook for a flame thrower.
Also the dig on the ammo count for the double barrel was hilarious.
Rock and Stone
Rock and STONE
He was unwittingly spot on about the sludge pump taking the flamethrower's place though. lol
aw i wish we coulda seen the missile launcher, I love seeing it chamber and fire each missile and reload
Very pleased to see that you did a video on DRG. Please do the rest of the guns
You'll have to do your best Oliver Twist impression if you want some _more_
Perhaps with the minigun, since it has a thermometer on the top (the object that was suspected to be a heat sync) is designed to cool down the gun BEFORE it properly overheats, preventing it from getting severely damaged
12:45 -- RE: The 3 barrelled minigun; TBH, I'm also reminded a little of the Hotchkiss guns which used rotary barrels to increase the rate of fire.
I really hoped he would take a look at this game one day but I dared not dream
ROCK AND STONE!
Karl would be proud.
Its worth mentioning that you can visually change your weapons using "framework" cosmetics. So for example the piccatiny railings on the DRAK Plasma Rifle are part of the custom framework and not what actual weapon model may have. And the recent framework they added, the "Mil-Spec", changes some weapons to look more realistic.
Pretty sure that's the default skin
In all my hours I never noticed the round counter on the double barrel shotgun! I love these devs much 😂😂😂
10:38 I wonder if the charge up shot firing "two rounds" but only ejecting one casing is a reference to duplex rounds. Wouldn't make perfect sense, as they were for having a spread and increasing hit probability, versus being more powerful, but would be a neat reference to an obscure dead lineage of ammo development...
It would be really interesting to see Jonathan cover more VR titles maybe even give him the opportunity to get into the VR itself and take a look at the guns "hands on" i would definitely suggest into the radius as From a non expert perspective they pay really good attention to gun function in that game
hoping for an episode 2, this is one of my favorite games and i wanna see the reactions for some of the non player wielded weapons like bosco, turrets, rival tech, and maybe even the grapling hook and zipline
Ohh what about the Power Drills!
For the boom stick(the double barrel shotgun) You kind of need to counter whenever you get into really heavy swarms. Ammo conservation is a part of the game as well. If you run dry you're ultimately stuck Fighting the creatures and monsters of hoxxes with your pickaxe.
It's also important for people who stylistically prefer to play with minimum or no huds for pretty much the same reason. I started playing hud free a while back and I've been having a blast just immersing myself by using whatever fancy dials or screens are on guns like the cryo cannon
Okay, so along with my previous suggestions of Metal Gear Solid 3 and Bullet Storm, I now really want to see Jonathan do an episode where he takes a look at some of the weapons of Gunfire Reborn. I would love to see how he processes the mechanics of that game's guns.
there is a piston Specifically the Boberg xr9s that pulls the round from the rear and the chamber is inline with the magazine so theoretically it could have an inch or so of barrel
Glad to see you join the crew, Jonathan. Rock and Stone!
A shame we didn't seem him react to the rocket launcher! Would love to see his reaction about another bolter like gun!
There's two games that I would love to see covered in this series sometime. The first one is Gunfire Reborn. Due to the Chinese mythology setting, there's a lot of super interesting weapons in that game that has a blend of magic and technology. And some of them are just live animals.
The other is Dead Space. Considering all of the weapons are mining tools that have been modified for combat, I think it could be an interesting video.
I know it's not a modern game but I'd love to see Johnathan's reaction to the guns of Half Life.
He did mention the double barrel spaz
17:42 plasma carbine does have a heatsink the sides of the gun opens up when you overheat
LET'S ROCK AND STOOOOOONE
Hopefully there's a second episode coming soon!
I'm glad we got to see him react to these weapons, their designs are quite interesting! I wonder what he'd think of some of the weirder grenades, or things like the traversal tools. I noticed the Stubby (which, being the 'Subata 312' as opposed to the 120 earlier, is fairly standard save for the electricity thing), as well as the CRISPR flamethrower and most notably the Hurricane were omitted, so those all might have a second video in the future? Even if some like the Breach Cutter, the Shard Diffractor, or the EPC might be a little out of his realm of expertise.
-The M1000 has, in theory, a ridiculous fire rate - the thing feels like a semi-automatic gun quite a lot of the time.
-The pipes all over the 40mm PGL are a decorative add-on. There's a lot of them, ranging from simple changes like that to some that add floating bits or extra sights and rails.
-The cooling fan on the DRAK-25 isn't a reload, that's just him literally poking the fan. The gun has all its 'ammo' in one power cell, as the game calls it sometimes.
-The 'Warthog Auto 210' shotgun, while usually used in semi-auto, starts off as pump action - there's an upgrade for it which makes it semi-auto that's pretty commonly used due to only having one alternative which isn't often so versatile.
And obligatory Rock and Stone!
I wish they had done a little more playing, then some of the info would have been based on correct assumptions about their weapons
the warthog is semi-automatic, the pumpaction is only for the magazine, it can be automatic though with mine adjustments
@@Nebulanoctis I realize now that I did use the wrong term there, yes.
This is turret whip slander
@@lampmann24 Yes
6:00 "The gun itself would be very heavy."
The Dwarf who use it literally says "It ain't a gun if it don't weigh over 200 pounds!"
Rock and stone, Johnatan!
I can imagine that with how much the dwarves drink, the round counter on the double barrel shotgun is pretty appropriate
Thank you for covering this game!! It’s my favorite and I love watching these videos.
I can't believe Jonathan didn't comment on the Thunderhead's funny rotatable grip/ammo release lever
ROCK AND STONE LADS!!
10:22 The reason the focused shot uses two ammo is because it deals extra damage and therefore if it didn't consume two ammo it would be too ammo efficient compared to other guns so the devs changed it.
i’ve been playing a lot of deep rock lately, so this video makes me quite happy!
My explanation of the deepcore GK2 is that it chambers backwards, somehow. That would fit with the size of the magazine compared to the very short length of potential chamber/barrel length in front of the feed, if it feeds backward, you get a more sensible barrel length. We can the assume that the forward portion moving back is the motion that somehow chambers a new round, displacing the old one, and upon returning to the forward position, the spent casing is pulled forward and spat out as the breech opens, and the chamber is closed, readying for the next shot.
Well, maybe not, it kind of looks like the casing comes out BEFORE the covers move back, not after? I don't feel like that's very easy to explain, you'd think the big moving bit would indicate the main cycling of the action, no way such a complicated mechanism could open and eject a casing before almost any movement has happened, not to mention how likely that would be to jam.