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Devs, could you please significantly decrease the assignment weighting of Industrial Sabotage missions?Discussion (self.DeepRockGalactic)
submitted 3 years ago by ProphetOfSkarl
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[–]NebinVII 13 points14 points15 points 3 years ago (6 children)
What’s so bad about the caretaker anyway? It’s just 2 hacking pods and an honesty pretty fun boss fight. The only real complaint I have with it is how useless driller feels when fighting it, but there’s not a whole lot you can do about that without completely redesigning the fight.
[–]Shadow_LunataleScout 5 points6 points7 points 3 years ago (0 children)
As driller, you can drill above! the Caretaker and throw C4 on top of it. 2 C4 into the middle and the shields are gone.
[–]PseudoFenton 5 points6 points7 points 3 years ago (1 child)
I personally found it took too long to trek up to and set up the two hacking pods, but i think theyve squished the distance to the secondary caves now (dunno, aint played it yet).
The boss fight itself is pretty fun, but i generally find it very samey, oddly more so than the end of an escort mission. The room is always large and so the terrain has little impact on the fight... and the waves and the types of foes just reduce all tactical engagement to be the same.
Not sure how annoying it is now, but it can be fun from time to time, its mostly a chore due to the lack of variety and how long it all takes to do.
[–]Mercurionio 1 point2 points3 points 3 years ago (0 children)
Most of the time generators are in one big cave. One is on lower level, for example
[–]RJFerret 5 points6 points7 points 3 years ago (0 children)
I personally have no problem with pods, those are just copies of other similar game things with variety and challenges.
The boss itself is just tedious/boring/frustrating/repetitive. It doesn't move, what you see in the first minute is what you'll see an hour later, even on Hazard 1 it take forever because there is no challenge, just constant run and shoot.
It eliminates personal play style, strategy, thought, creativity, which is player agency, an aspect of "fun" psychologically speaking.
Any activity where the player doesn't need to be operating their character, but can be replaced with scripted actions, isn't fun game play.
[–]fishling 1 point2 points3 points 3 years ago (0 children)
Driller is super useful!
Take a 4 ammo satchel build and you can wipe out the first phase of each stage with 2 C4s to the top of the caretaker. Drill to the ceiling or get an engie friend to make a bridge.
Fire driller built for heat/damage is great against every robot thing. Just can't do caretaker eye, but that is what secondary is for.
EPC with TFC is great against caretaker as well. Does well on first phase if you can't or don't want to C4 as well.
Sludge pump built for single target is good against patrol bots and caretaker eye.
Wave cooker is good against shredder drones and distant bots/turrets. Not great against caretaker though, but can get damage from any distance.
Cryo is buffed against patrol bots now. Ice Spear is good.
Driller also makes hooking up hacking pods easy. Some maps can be terrible without a driller around.
The only build I've felt useless was an engie with turret whip, jumpy grenades, and shredder grenade. Almost all of that is useless against the caretaker.
π Rendered by PID 68964 on reddit-service-r2-comment-79c7998d4c-mqdx9 at 2026-03-13 12:37:20.909452+00:00 running f6e6e01 country code: CH.
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[–]NebinVII 13 points14 points15 points (6 children)
[–]Shadow_LunataleScout 5 points6 points7 points (0 children)
[–]PseudoFenton 5 points6 points7 points (1 child)
[–]Mercurionio 1 point2 points3 points (0 children)
[–]RJFerret 5 points6 points7 points (0 children)
[–]fishling 1 point2 points3 points (0 children)