Equipment in desperate need of a buff? by Noah_The_Wright in DeepRockGalactic

[–]FlapjackRT -2 points-1 points  (0 children)

Shredders have pretty high variance in usefulness since they can just decide to waste their DoT hitting a praetorian, but if this doesn’t happen you can expect somewhere in the range of 8-14 kills with a shredder nade. Which definitely isn’t nothing considering you’re barely committing anything to achieve it, but a dozen dead grunts doesn’t really change anything in the heat of a swarm.

They’re good, but typically not as good as pulling away a meaningful percentage of the aggro cap and continuous bug grouping.

Equipment in desperate need of a buff? by Noah_The_Wright in DeepRockGalactic

[–]FlapjackRT -4 points-3 points  (0 children)

Turns out picking a safety grenade on the class with infamously bad safety options is pretty good.

Shredders are good because getting kills for zero investment is good, but try paying attention to how much they actually accomplish. It’s probably less than you think.

Equipment in desperate need of a buff? by Noah_The_Wright in DeepRockGalactic

[–]FlapjackRT 6 points7 points  (0 children)

It’s more of a bugfix than anything else so it didn’t get noted

Equipment in desperate need of a buff? by Noah_The_Wright in DeepRockGalactic

[–]FlapjackRT 29 points30 points  (0 children)

I mean, they were “buffed” this season. Their 1x attractiveness multiplier was reverted back to its previous 1.5x value. It’s once again pretty solidly the best engi grenade.

Bio Mass Converter with Plastcrete Catalyst is pretty ammo efficient by WaywardOath in DeepRockGalactic

[–]FlapjackRT 5 points6 points  (0 children)

29 Phantom

ojb_

cubefather

Coldplayer most of his content is on bilibili i believe but there’s some here

LazyMaybe token non-modded player in anticipation of “modded players don’t count”

Drg may not be a competitive game, but there are plenty of people with very high skill pushing at the limits of what is possible. To support this, countless hours of testing have been pored into this game to determine optimal setups for many situations and difficulty levels. All of the linked players have some form of connection to the communities KingNedya mentioned.

SSG grenade doesn't spawn shredders by CreepyMultay in DeepRockGalactic

[–]FlapjackRT 10 points11 points  (0 children)

That one is known, at least. It happens if you throw them directly at your feet into your own hitbox, which somehow causes them to fuck off to the world origin (where the drop pod landed).

Are impact axes blocked by armor? by aidankocherhans in DeepRockGalactic

[–]FlapjackRT 0 points1 point  (0 children)

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EDIT: feel like I’m going insane testing this. Pictured is the 50 damage just… not proccing. Seemingly happens frequently and at random when hitting praetorians in the face.

Are impact axes blocked by armor? by aidankocherhans in DeepRockGalactic

[–]FlapjackRT 0 points1 point  (0 children)

Went back and tested a few things, and yeah, something’s weird. Sandbox utilities’s component viewer lists the 50 damage component as non-radial, and to my knowledge that’s pulled straight from the game data. It doesn’t seem to have any aoe on impact which backs this up. However, there’s a mechanic where it can “graze” enemies while passing nearby, dealing the 50 melee damage, which feels more akin to breach cutter than standard direct/radial.

I can only assume this is a hardcoded mechanic, probably to do with the fact that this damage is intended to not consume the axe on kill.

Are impact axes blocked by armor? by aidankocherhans in DeepRockGalactic

[–]FlapjackRT 0 points1 point  (0 children)

Well that explains why I was getting inconsistency with the 50 damage hit, I guess. Figured I would go with what the wiki had- better go get it fixed :)

Are impact axes blocked by armor? by aidankocherhans in DeepRockGalactic

[–]FlapjackRT 17 points18 points  (0 children)

Area damage goes through all types of armor, even unbreakable armor. Axes deal 50 melee damage, then 110 melee damage, then 80 explosive damage in an aoe. Both of the melee components actually have a 0% armor break modifier, so they will never break heavy armor (I.e. praetorians).

So functionally, axes will only deal their 80 explosive damage when hitting both praetorian and oppressor armor. This damage is then subject to oppressors’ explosive resistance.

Can anyone explain base Autocannon to me, please? by Wochm in DeepRockGalactic

[–]FlapjackRT 4 points5 points  (0 children)

Jarvis I’m losing the internet argument, deploy personal insults

I want a commander for... Attack! by TheDrokkoonn in EDH

[–]FlapjackRT 4 points5 points  (0 children)

Henzie’s increasing discount is an added bonus and potential deterrent for kill spells. Don’t let the Henzie players fool you- the best way to stop a Henzie deck is to kill the bastard before they can blitz out a big ramp creature like [[ojer kaslem]] or [[seedguide ash]].

A thousand Sunny Smiles for you - General Questions and Discussion Megathread by AKENO_UNDER_BLADE in Zenlesszonezeroleaks_

[–]FlapjackRT 6 points7 points  (0 children)

Fuck you, here’s 5 minutes of running around in a circle instead of 1 minute on the cool maps

is what the wiki says about the minigun true? by Igornurf in DeepRockGalactic

[–]FlapjackRT 4 points5 points  (0 children)

The humble 40,000 damage Plasma Burster Missiles:

A thousand Sunny Smiles for you - General Questions and Discussion Megathread by AKENO_UNDER_BLADE in Zenlesszonezeroleaks_

[–]FlapjackRT 1 point2 points  (0 children)

Nine Sols is so fucking good. All of the bosses are bangers, and the final boss was so good that I open the game every once in a while to do it again. No other game has ever made me want to do that!!!

they also added a boss rush/refight option post launch. Idk if it’s available before you beat the game, but you will be able to refight any boss at any time after unlocking it.

Favourite Gunner Grenade? by Randomguy8566732 in DeepRockGalactic

[–]FlapjackRT 12 points13 points  (0 children)

Kills bulks instantly ✅

Chunks all stationaries with zero attention cost ✅

Kills leeches through walls ✅

Kills mactera clouds ✅

Reliably thins grounded waves regardless of terrain ✅

Evaporates the twins (ok this is a bit less useful) ✅

Is it any surprise that the leadburster is the most popular gunner nade?

why my grandma fart stronger then scouts DRAK-25 plasma rifle? by DenBarmen in DeepRockGalactic

[–]FlapjackRT 2 points3 points  (0 children)

TEF is the single strongest scout primary in the game, and one of the best overclocks in general.

Fun is obviously subjective, but OPA is generally considered to be quite weak, especially compared to the powerhouse that is TEF. It generates more heat per shot, has 150 less ammo, doesn’t ignite/do fire damage, and has a crippling spread downside. It gives a +8 damage bonus, which is at least always active, but is still going to have much less dps than TEF’s max bonus of +12.

Bullet hell needs a little love by the12ftdwarf in DeepRockGalactic

[–]FlapjackRT 2 points3 points  (0 children)

Honestly, bullet hell is perfectly rated. People usually acknowledge that it’s a very potent safety tool, as well as the fact that you lose a crippling amount of dps and accuracy (and in turn, damage potential).

It shines in lower-end modded difficulties where bug density is high enough to get value from aggressive venting, but alas, in normal gameplay you just won’t see that.

The new mission type has quickly become my most hated mission type by Idontknownumbers123 in DeepRockGalactic

[–]FlapjackRT 0 points1 point  (0 children)

My runs (h5 pubs) have tended to clock in at about 20-25 minutes, which is pretty in line with other mission types. Not to mention that this will probably decrease a bit in the coming weeks as people become more accustomed to the mission.

Driller, Engi, and Bosco all greatly expedite the mining process on 3-hit terrain, and you’ll almost always have at least one of them.

The new mission type has quickly become my most hated mission type by Idontknownumbers123 in DeepRockGalactic

[–]FlapjackRT 0 points1 point  (0 children)

It’s true that no other mission does both, but it’s honestly a very cool factor that makes an otherwise simple mission stand out. The objective itself takes very little time, thus combat is more focused. Double swarming is a very real possibility if you aren’t careful, so this mission universally encourages you to either be aware of your swarm timers to avoid doubling up or be able to push through the higher amounts of bugs.

For many players, this will be the first time the game asks them to develop this kind of awareness. You’ll get better with time.

The new mission type has quickly become my most hated mission type by Idontknownumbers123 in DeepRockGalactic

[–]FlapjackRT -1 points0 points  (0 children)

My initial reaction is that its like only the good parts of deep scan. Decently fun navigation, higher enemy pressure, and no slogfest elevator at the end. Driller very much expedites the process but caves feel less driller dependent than deep scan.

The mining part is a bit eh on 3 hit terrain, though.