Driller Grenades | Deep Rock Galactic

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[Music] it's a sound we've all [Music] heard a sound that strikes fear into the hearts of every seasoned minor no it's not the Bugs it's not the Killer Robots it's not even the shambling plague infested [Music] Scourge no it's something much more familiar the Deep darkness of the abyss of hawy is only eclipsed by the darkness lurking in the heart of every driller waiting to be un Leed on friend and foe alike don't step too [Music] close Okay so I recently started doing shorts on the perks and instead of doing a short for friendly I figured I would just put it here instead I don't really want to get the footage of me or anyone else shooting teammates on purpose uh I don't really want to organize fake scenarios so I'll just give you a few tips while using it you both take and deal 50% less friendly fire damage and it's really useful to have in close quarters especially with AOE damage and grenades it's really useful if you can't trust your teammates or yourself to have the restraint to hold fire when you're around them and it's definitely no correlated reason why I decided to include that in this video in particular at all whatsoever all right with that out of the way we could start talking about driller's repertoire of explosives I I mean throwables we are of course starting with everyone's favorite the impact ax dealing three instances of damage one of which being a 1.4 M wide area damage and the other two direct that all add up to 240 damage on hit with a guaranteed stun to boot this throwable is nothing to scoff at they are also retrievable given that the second instance of direct melee damage is not dealt on impact allowing you to clear plants and smaller enemies with the area damage before picking them back up to use once again it can also be banked for later with any not used above the count of four on your inventory to be saved in a wall for later use this makes them an incredibly efficient and lethal tool for any cultured driller the only things they struggle with is their difficulty to aim at medium to longer ranges as well as their lack of true wave clear you can definitely kill more than a few bugs at once but they need to be tightly grouped they're much better used as a pocket stun or to eliminate more threatening enemies than to clear out swaths of bugs it is notable to point out that the stun from the impact has an AOE too so in a tough spot you can use them to Halt a swarm but it's not a replacement for True cleaving crowd control since they deal melee type damage they can also heal you for 5 HP per kill if you have the vampire perk equipped they also deal increas damage to any Frozen Target due to this melee designation as well I've also heard rumors of an ancient forbidden Dwarven axe throwing technique one that allows you to throw these things at a higher speed by activating your laser pointer for a fraction of a second or just barely beginning a melee attack immediately after throwing an axe one can cancel the animation and begin throwing another with a shorter delay in between get good at this and you can output all eight axes into a beefy Target at the expense of a few broken wrists here and there apparently this art form has been lost to time for the most part Legends still circulate of dwarves tossing eight axes in less than a second crazy right that can't be possible some say this ancient technique has been passed down for generations and was taught to some of the first hawan mining teams by Carl himself but who knows it is a rumor after all the nice thing about throwing axes is that they are generally applicable to most situations rarely finding themselves wanting for a Target their only true downside in my opinion is that they can be used up fairly quickly on on things that they aren't really needed for it might look flashy and feel good to ax cancel six of them into a petoran or oppressor but if it doesn't absolutely need to die right now you essentially just use more than half of your grenades on a single low to medium risk Target restraint is important here saving axes for situations that would have been made easier by stopping a bug in its tracks or finishing off a particularly pressing threat don't get me wrong they are a fantastic source of single Target damage giving Drillers a much needed kill button when they normally carry much more time intensive extermination methods such as fire and acid I tend to bring axes for sure in two scenarios either I'm using the cryo Cannon and it's too tempting to not take advantage of that sweet boosted raw melee damage on Frozen bugs or My Chosen build lacks a form of quick burst damage well I guess there's a third thing too they can be used very effectively on the floating rocks in the uh armor and Hearthstone defense sequences but like that's neither here nor there an example would be my field dispers build from the CSP video consider your options and choose the axes when it fills a niche you need and yes yes you can bring them just because they're cool too just don't forget to pick up the unused axes after a swarm they the little yellow light stays on when they're still usable if it's off leave it if it if it's still on you still got to charge they're expensive all right I they keep bothering me about this and let's just move on this next grenade has had a rough time justifying its plays in driller's loadouts leading to tweaks by R&D to increase its radius of damage as well as giving it the ability to be cooked in your hand to reduce the detonation time when thrown no for the last time this does not mean that they're edible the high explosive grenade is a poster child of what everyone expects from your typical frag grenade there's a reason why this was all we had access to years ago when we first arrived here at Hoy 4 they were standard issue and readily available and cheap they do what you'd expect them to they deal 140 damage in a 4.3 M radius with a 100% stun effect as well as a 400% armor breaking effect after the short delay of the fuse the armor Breaking part is important though giving you an Express purpose for these things besides obliterating groups of typical chaff anything with substantial armor plating will have plates shredded off from a close-range explosion point of these things letting you deal more unmitigated damage to said Targets this means that group grp of guards petoran and even the occasional mcara brundle make ideal targets of course grouped enemies fit the bill just fine too as an added benefit these things will roll and bounce quite a bit letting you get them into the right spot with a bit of finesse which is always nice this is made even easier now that you can cook the timer to the desired length too so when would you bring these instead of axes I tend to like these for when my current build has plenty of direct damage built in making throwing axes more of a redundant op option for example my non- neonian Ator build from my sludge pump video or even shart that that's a it's an acronym it's from the other video Ju Just go watch it it makes sense in context they filled the niche of mediumsized quick acting crowd clearing they cover less space than neurotoxin grenades but make up with faster damage they do less damage than a direct hit from an axe but have more area a perfect in between option they also have a few fun situ U ational uses as well groups of mcta are susceptible to a well timed and cooked H thrown right into their faces making them a great option for dealing with Airborne threats even including rival shredders since they can't be poisoned like NATO sites with the neurotoxin they also have some utility when fighting a dreadn hive guard you can get all those crystals without having to use up all your C4 or if you don't have many left elsewhere in the mission they can fill the role of swarm clear when you have ammo intensive dreadnut hunting gear equipped not sure there's much else like can say about them now that they've had some love from R&D give them a try and ReDiscover what good oldfashioned handheld explosives can do for you this message brought to you by Deep core Munitions use coupon code frag out to get a 15% off your first purchase of an H grenade six pack deep core Munitions go big with your dig is that all I had to say this next one is a personal favorite of mine I'll admit the neurotoxin grenade they release a 7.5 M wide cloud of flammable toxic gas that applies poison effects to every enemy that passes through the status effect they apply deals 30 seconds of tick damage as well as an extremely useful 30% slow able to hold back the advance of entire swarms the gas cloud lasts for a total of 15 seconds and cannot damage you or your teammates unless you count the explosive combustion that is caused from heat-based ignition sources each creature given the neurotoxin effect will be dealt to total of 360 damage over the course of 30 seconds more if the effect is reset multiple times by the lingering gas cloud or then passing in and out of it multiple times this is in addition to the potential combustion damage which comes out to a modest 65 fire damage as well as being ignited and you know on fire so why do I like this grenade so much this room sized slow and poison effect allows you to effectively negate smaller threats entirely swarmers NATO sites parasites and rockox Lara are all rendered null and void when the gas cloud lingers near them making neurotox in a perfect way to make a cavern more survivable in the chaos of a particularly bad swarm you know so long as no one ignites the gas right away though I should mention as driller you do have an armor upgrade to resist fire damage so you might be able to take the hit just fine you know if you need to now in relation to the ignition as a whole it's not that damage is a bad thing but it can be a bit of a waste if you do it too early if you're careful and patient you can use the fire damage from the combustion at the end of the gas Cloud's linger time to maximize the total potential damage of the grenade and maximize the amount of effective targets that will be another useful tip for these is to use them when drilling into escape pursuers the bugs can't catch up to you at the normal speed of drilling when under the slowing effects of the neurotoxin status making it a great escape tool on the pinch be sure to throw these grenades early and plan ahead with them the cloud takes a few seconds to build up so they are by no means a panic button unless you got nothing left they may be pretty straightforward in their uses but that's the beauty of it really it's some of the most effective and easy to apply and longest lasting crowd control available to you or any dwarf for that matter and as a foil to what I said about axes earlier bring these when your current build has direct burst damage covered and needs help with larger groups of enemies or if you're on like swarm aedon or something they can not only save you a lot of ammo but deal with threats you may not have even seen in the first place the legal and medical team would like to remind you that these are a proprietary blend of special chemicals that harm hawky and life specifically so again they won't hurt you if you breathe them right away there have been zero peer-reviewed studies on the long-term exposure to the aerosol variant of this chemical mixture but they said that like I it shouldn't be a huge deal you know with all the the radiation and fumes you guys breathe in in on a regular basis I should stop talking okay uh moving right along now to driller's newest grenade the spring-loaded Ripper a crude and deceptively simple design that uses stored kinetic force of a tightly wound spring to drag the teeth of its saws across the cave surface and right into your enemies these things pack a punch tearing right through anything standing in their way dealing a Hardy chunk of damage as well as stunning them briefly the catch they travel along any surface gravity disregarded entirely and can return to their point of origin in a straight line This is both their advantage and drawback in one throwing a ripper means you absolutely must get out of the way if it has enough time to clear the ceiling and return behind you this makes them extra risky in smaller caves but also higher in value for their full duration they will Circle the same path around and around if placed right they can block an entire tunnel off and Shred anything stupid enough to walk in if the tunnel's small enough you can even Bait flying enemies into it and it just so happens that you can dig small tunnels not to imply that your tunnels are small I'm just saying they're smaller than like Do's tunnels we've been over this okay let's just keep going all right on the flip side this also makes them an incredibly stupid option when you're trapped in a space where you can't avoid them easily even after the addition of the reinforced boots we got from R&D That season or I think it was when the knee pads came in or something um a runaway ripper in a tight space with you and your team can spell Doom or be your savior depending on how well you place it and how aware you and your teammates are there are also some Oddities to their behavior when thrown that you just need to get used to they go backwards sometimes uh not really sure what happened in the manufacturing process you know what I think someone's just putting them in backwards hang on hey can we get Gerald can we get him on the phone about the the backwards yeah I think I just figured it out okay I'm back sorry they're extremely quick so the safest way to use one is to strafe sideways and toss it jump even makes you a little bit faster this will make sure that it won't hit you at all even in tight spaces one kind of Niche thing I'll do sometimes when I enter a room that's too large to make use of a Ripper's return trips is to dig a trap tunnel this is a U-shaped tunnel on relatively flat ground that goes down about two ticks forward a few meters and then back up this creates a small Bridge of terrain as the ceiling of the tunnel you can now throw rippers onto this terrain and they will spin around on it and Shred bugs as you fight it's needlessly complicated but hilarious when you use it and as we all know that's the most important thing alternatively you can just use the small tunnel to toss rippers as usual and lure bugs into them despite not being in a tunnel proper up to you you they can also do some strange things if you hit abnormally shaped terrain just be careful is all I'm saying they can also do this fun thing with the pipes and cylindrically shaped terrain look look look look look woo there it goes I love that not not sure if it's terribly useful but man is it fun um sorry okay so why bring these over the obvious comparison to axes right that's what I hear all the time well they do something that axes can't do which is sustained high damage area denial axes will always be a safer and less positioning dependent option but in situations where you will be dealing with choke points or even your own self-made tunnels and terrain spring-loaded rippers will be capable of much higher potential damage if used well this is even true in the sense that axes cannot penetrate targets but rippers can a ripper thrown through a long line of glyphid can deal far more total damage than a single axe ever could and that's not even counting if the thing returns a second or third time also remember these things aren't competing for the same job they have entirely different uses don't throw rippers like you throw axes you're going to get yourself killed if you don't want to think about it too much axes are fine but rippers will reward a driller who treats overwhelming amounts of sawblade induced ecological damage as not just his job but an art form now I will admit this next part is about a tool that I don't really have a place for anywhere else and a guide it just it felt right you know you know it you love it you've used it or at very least you've been the victim of it once or twice I'm looking at you Scouts the C4 wait Satchel charge it's called Satchel charge when did we start calling it uh it doesn't matter the Satchel charge is the driller's signature tool of Destruction and a far more flexible one than it appears at that now I'm sure you're well aware that it can be used to carve out terrain with explosions while this use is perfectly fine if it suits your needs let me tell you why you should try different setups on the Satchel in tier one you can decide for more damage radius more damage or one more charge in your pocket all of these are valid options really each having its uses depending on what you prefer your satchels do for you tier three is interesting giving you one one more Satchel or the volatile compound mod which increases your damage but in turn causes it to detonate with damage this is very dangerous but in the right circumstances can turn a charge into a deadly weapon if treated with care well a more deadly deadlier weapon you you know what I mean this is especially true during caretaker takedowns or dreadn fights my advice if you're going to take this mod is to know exactly when you're going to be tossing your charge and use it right away do not rely on set it and weight strategies for this upgrade or you might end up like SC I mean in the med Bay tier four is where the really cool stuff happens though if you've only ever used the Satchel charge as a Terrain moving tool allow me to convince you to try options one and two for a change here the fear and stun upgrades both have a deceptively large radius for their proximity to you and your team you can stall a swarm's activity long enough to revive a team member resupply or simply kill more enemies before they have a chance to respond the distinction of which one you bring depends on the other crowd control options you have or lack thereof stun is a great all round option especially if your build isn't doing much in that regard it can allow for a quick option to take the heat off by locking bugs in place the fear upgrade is more useful for when you have other crowd control actives such as a widespread puddle of goo sticky Flames or neurotoxin the slow caused by these combined with the fear can extend the duration of the fear effects much longer if timed properly buying you even more time mid fight to do what you need to do even if it doesn't kill anything it can be used as a defensive option in a last ditch effort especially during really intense moments like Hearthstone defense sequences or hacking pods I hope these examples give you a good idea of what this tool is capable of and while it isn't a true grenade it can be a vital part of your combat Arsenal rather than just a way to move some rock or assert your dominance over your pathetic teammates okay it's still for that too I won't apologize for art hm oh uh I I think I blacked out for a second there uh yeah that's it that concludes our look into driller's throwables and the multitude of ways you can do unspeakable things to your enemies and that's just with the throwables our next group of class throwables will be those of the Scout partially as an apology see you then and rocking Stone special thanks to my patrons as always a tallo agent Maxwell kiota sasuko flagle blast Auto gyro infar Ray kwi 21 loot bugs octopan raging ripto Sergeant rattle bones steam stuck Dragon Co best yen codex Gabriel PBC the flannel Man Theodore arges and Von boomslang thank you and rocking Stone [Music] again listen I'm s I'm sorry I'm calling so late I I need you to send someone from maintenance to fix this damn fire alarm it's beeping and on low batteries and I just don't have the the the right ones on my floor yes yes it's urgent we got to follow fire C and I keep thinking that someone set a C4 charge in my quarters and I can't sleep okay fine that's that's what the real problem is just can we get someone please G I should have never told them to Ed friendly
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Channel: Siirvend
Views: 16,586
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Length: 21min 35sec (1295 seconds)
Published: Sat Mar 30 2024
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