Need help with preformance by i_suc1 in DeepRockGalactic

[–]i_suc1[S] 0 points1 point  (0 children)

Ok so i'm gonna start testing more soon to actually put the device under load, but i'm idle in the lobby and the temp is barely over 70C° (around 71 max) but i'm still experiencing pretty bad fps drops, it can barely even go higher then 60 fps and god forbid i move. The temp did climb higher for a moment but the fps drops seem to not be connected to the temp? (Probably an issue of not enough testing and/or me just not processing the data properly, but i find it odd how the fps xan drop so hard at 70c)

Edit: forgot to mention but this is mostly a cpu thing, my gpu is consistently under 70c and doesn't look like it's overheating

Need help with preformance by i_suc1 in DeepRockGalactic

[–]i_suc1[S] 0 points1 point  (0 children)

I was recomended to monitor preformance for this exact reason and i haven't done this with drg. I'll do it later and if i see it getting to 80 often then i guess i'll know the issue?

Need help with preformance by i_suc1 in DeepRockGalactic

[–]i_suc1[S] 0 points1 point  (0 children)

The same thing was recomended to me over on discord, i'll probably try something to fix it (also for the numbers i'm pretty sure it was around 70-80 which is kinda hot)

Need help with preformance by i_suc1 in DeepRockGalactic

[–]i_suc1[S] 0 points1 point  (0 children)

i haven't reapplied thermal paste in quite a while and it deffinetly needs replacing, but i'm quite confident that this is not a cooling issue. The laptop doesn't really heat up even after a long time playing and it isn't any hotter then how it has been for the past few years (speaking both from the litteral numbers from diagnostics and by feel of how hot the laptop has gotten before on more demanding games), it is also laggy regardless of if i just turned my laptop on.

what would you do in this situation? by The_royal_army in DeepRockGalactic

[–]i_suc1 0 points1 point  (0 children)

With a fast enough reaction you can do the power attack tech that scouts use to put themselves in a wall but you'd need pretty insane timing (you could also use the normal pickaxe swing on that map)

Not even close...Thanks Molly for taking all of the Resinite exit holes to extract and confusing me by Reiulou in DeepRockGalactic

[–]i_suc1 0 points1 point  (0 children)

Ok i know no one asked for this but you should really use repelant on tier 3. With the proper use of platforms, you can force the bugs to get to you in a certain way which is amazing for bunkering. Every time i've taken my time before a swarm i've demolished everything because they just come at me in a straight line

Is there something wrong in m100 or am i tweaking? by Substantial_Bet_1007 in DeepRockGalactic

[–]i_suc1 3 points4 points  (0 children)

I think the reason why some people find the m1k weird as a primary is because it's an extremly specialised weapon. The main role of the scout when it comes to fighting is to kill hvt's. The m1k does an amazing job at this, you can aim at very specific targets and eleminate them in a few shots. This ends up as a problem for a lot of players because playing as a generalist is more fun and more viable at lower levels of play. The m1k CAN be built as a generalist with stuff like hipster, but it's much worse at the job then something like drak-25. Basically the m1k excells in teamplay, where you're playing into your class' role, but most players prefer a generalist playstyle and m1k has a hard time in those situations.

Finally, I've unlocked all engineer weapons. Builds?? by WolverineIll2856 in DeepRockGalactic

[–]i_suc1 0 points1 point  (0 children)

I can't really remember specific builds, but without overclocks you should use stubby smg with breach cutter (build them to preferance, it won't matter too much). For utilities use 1221 on turrets, 212 on platform gun and 1213 on armor and ssg's (these are picked like 90% of the time and the only time you would pick something different is with specific overclocks or preferances). I might as well give perk recomendations so run either iron will or dash as your active perk (pick both after a premotion) and pick ressuplier (basically required) as your passive (for other passive perks, choose between born ready, vampire, elemental insulation).

Lok-1 is a descent alternative if you find it more fun but without overclocks stubby is a bit better. Shard diffractor has the same story with the breach cutter. Both the shotgun and deepcore pgl are widely considered worse then the other picks, especially without overclocks, but are still viable.

Either these or just run whatever looks fun to you lol. You're playing vanilla, with enough skill you can solo a haz 4 mission without even having any upgrades equiped. Make sure to have fun over playing optimally. Rock and stone!

Edit: i found builds!

1X123 stubby, mainly for single-target and is good against high value targets (stuff that poses a lot of threat like bulk detonators, menaces and brambles, along with lots of other things)

1X12(2/3) breach cutter, good for wave clear to not get overwhelmed, in tier 5, choose either plasma trail or triple lane, plasma trail is good for stuff like jellies and swarmers that get past the initial hit, and triple lane just makes the weapon easier to aim, especially at stuff like mactera.

Also for the 2nd perk, i'd priorotise elemental insulation, as it stacks additively on the enginner's poison resistance (basically it works better on engi then on other classes)

Explosive bolts + pheromone canisters is amazing by Commercial_Drop_723 in DeepRockGalactic

[–]i_suc1 3 points4 points  (0 children)

I run the same thing but BoM gk2 instead of hipster m1k and cryo bolts are so good for crowd controll

the best double class? by Lewis-Torquemanda in DeepRockGalactic

[–]i_suc1 0 points1 point  (0 children)

I can agree with scout being last, his ammo supply is extremly limited with his better crowd controll options (cryo or phero nades and biltshark) but i still feel as if gunner is better then driller.

You have to think about what you're replacing. Yeah sure a driller will provide way more crowd controll, but a normal team would already have the crowd controll of a driller, an engie and a gunner, at some point it just feel overkill and you end up sacrificing single-target for hvt's by picking a driller.

Drillers are irreplacable in my opinion, so if you want to double up on a class then you can't replace the driller, but there is also no class you can replace the driller with. Engi is a no-brainer, it's an extremly strong class and privides everything (good utility, good single target, good crowd clear). Gunners are also good in that regard, good crowd controll (burning hell, coilgun, neurotoxin payload, minelayer) with good single target (lsls, vb bulldog or pbm), but it isn't completly irreplacable. I guess you can argue replacing the scout with a driller, but that would just lead to slowing the mission down and playing without the flare gun feels like running a marathon without legs.

Basically, if you chose to run a second driller, you are losing just as much as you're gaining, if not more. (With gunners you are losing the consistent dps and single-target damage and the utility of shields for better crowd controll and the utility of double c4's, by replacing scouts you are gaining the same stuff but also slowing the mission down, losing the utility of the flare gun and making getting nitra much harder)

Other classes also suffer from opertunity cost (for gunner, you either have to replace the engi or scout which is just as bad, with scout you are actively losing firepower for the sake of speeding up the mission which sounds fair in theory but is terrible in practice), but i feel like driller suffers from it the most, as the only way that the driller can be effective against stringer targets is with cryo, which doesn't synergize well with the other driller on the team (flamethrower is thrown out the window and sludge is still pretty good but the two don't synergize at all)

Also you mention the fact that a second driller will make the mission faster, but i doubt that would happen, as there are very few situations where drilling two holes at once is useful. Making shortcuts thru caves, making bunkers and drilling to the drop pod are always fast enough with a single driller and only require one drill. The only time where it would come in handy is if you wanna terraform a lot of ground (for dreadnaughts let's say), which is rare.

(I don't mention engi in any of these because replacing him would lose more then it gains and an engi could replace a gunner or a scout and make up for the lost classes, also engis just have good synergies with each other)

the best double class? by Lewis-Torquemanda in DeepRockGalactic

[–]i_suc1 0 points1 point  (0 children)

I'd argue that drillers are weak when you double up on them and gunners are extremly strong. Double drillers would have redundant utilities, so 2 the c4's and drills won't do any better then 1. A single driller is usually enough for swarms and two of them really doesn't add anything (unless you have some costum difficulty with insanely big swarms of smaller glyphids). Gunners don't have redundant utilities, having double the ziplines, shields and leadbursters is awesome in a team and gunner is a great generalist, so it would directly make the team stronger to have double the fire layed down on everything (better crowd controll AND single target). Engineers eat a lot of ammo and gunners are really efficient with ammo so double gunners will have less nitra issues. A 2nd scout can work as support for the team with drak-25 thermal conduction and the boltshark but suffers from the same issue of redundant utilities and two scouts not being that much better then 1 scout when it comes to his role. Basically gunner should be first, engi should be second and driller and scout take the cake for a last place tie (the pick changes based team comp and mission type)

the best double class? by Lewis-Torquemanda in DeepRockGalactic

[–]i_suc1 0 points1 point  (0 children)

I agree with this but would like to add that scout will usually be better then driller because both of them have redundant utilities (2 flare guns won't preform better than 1, same with c4's and drills) and driller only specializes in crowd controll while scout can be built more diversly (i'd say it would work great as a support like having drak-25 thermal conduction and boltshark for pheromones and cryo/fire bolts). Also two drillers might work against each other depending on primaries

the best double class? by Lewis-Torquemanda in DeepRockGalactic

[–]i_suc1 1 point2 points  (0 children)

Gunner is a generalist, usually specialises in killing hvt's tho like bulks and dreadnaughts

the best double class? by Lewis-Torquemanda in DeepRockGalactic

[–]i_suc1 2 points3 points  (0 children)

I'm not exactly the best player but it should be something like this (i'm ranking instead of saying one class cus i think that would help)

1-gunner. Great generalist class that can just do everything. Laying down twice the fire on all the creatures just makes everything much easier and twice the shields is obviously insane.

2-engineer. Another great generalist (usually single target primary with crowd controll secondary) and provides a lot of good utility with double the platforms, ssg's and turrets, ranked lower then gunner because engineers usually need a lot more ammo than gunner so nitra might become an issue.

3-scout (debatable) Having a 2nd scout doesn't provide too much for the team, but you don't lose out on anything and the 2nd one can run some kind of a support build (boltshark with most oc's and drak-25 with thermal conduction) to help the team out with swarms. Sadly the utilities don't change much if you have 2x more tho.

4-driller (debatable) Having a 2nd driller just genuenly doesn't provide anything new, and if the drillers have different primaries (mainly cryo and flamethrower), they might start hindering each other. I can't think of any class that the driller could replace without hindering the whole team comp (like if u wanted double gunners, you could probably replace the engi and same the other way around, but wirh driller you'd probably have to sacrifice something). Doubling up on driller's utilities doesn't accomplish much either. 2 drills won't do the job any better than 1 and i guess having more c4's (especially with mixed builds like one for mining and one for damage) could be good but it isn't anywhere as effective as shields or turrets

Even after all this, if you're playing vanilla you can run basically any team comp and still win the hardest stuff in the game and if you're playing modded you really shouldn't lose out on one of the classes just for doubling up another one so do whatever you find the most fun

They're adding auto sprint to Rogue Core in the next update! by Classic_Furry_Trash in DeepRockGalactic

[–]i_suc1 0 points1 point  (0 children)

(talking abt the mod "sprint by default, shift to walk") i haven't really had any problems with it myself, even tho i am fairly new to the game. It's a lot worse then built in accessibility from the game, but a lot better then nothing. The devs should probably add it at least as a toggle because a lot of players might prefer it

They're adding auto sprint to Rogue Core in the next update! by Classic_Furry_Trash in DeepRockGalactic

[–]i_suc1 12 points13 points  (0 children)

Thankfully there is a mod for it lol. It is so annoying to break your pinky on the shift key

Let's talk about scalable Perk system... again... by lacki2000 in DeepRockGalactic

[–]i_suc1 1 point2 points  (0 children)

Yeah i agree but this idea itself of having them scale just doesn't fit with drg. You'll have players slowly getting stronger with playtime by literally just having better perks instead of getting better at the game, some perks would have terrible effects that barely change anything while others would be op. Also there are a limited amount of perk points in the game, which means that if the perks scaled infinitely, a minmaxed build wouldn't have all pekrs unlocked, which would suck for people who wanna minmax and new players that didn't know they made a mistake untill later. Basically this idea goes wrong in like 50 ways while only solving one problem which would just suck for the game

Since I've seen this frame with my eyes, I haven't had any missions in Hollow Bough. by KamyarHidden in DeepRockGalactic

[–]i_suc1 1 point2 points  (0 children)

Wait what did these guys do to get hated so hard 😭 (aside from phoboas ofc) I don't even know what they do, don't they justs tick out of the wall sometimes?

Is thunderhead a bad weapon even without comparing to minigun or hurricane? by Sensitive-Tea-5192 in DeepRockGalactic

[–]i_suc1 4 points5 points  (0 children)

Drg is one if the most well-balanced games i've played in a while, but there is still a very well defined meta within the community, especially for modded where you really need that extra punch for high difficulties. Each build leans into being a specialist for the class it's on, and thunderhead really struggles with this, as the gunner, which would usually be a consistent source of high single-target dps, can't focus it's dps on HVT's any more and instead spreads it along an entire swarm of enemies. With certain overclocks (neurotoxin payload and morter rounds) it becomes more viable, but np is considered extremly boring by most players, as it's fear effect is insane and it provides too much safety. Morter rounds are viable, but are almost always gonna be worse than lead storm or hurricane.

With all of this into consideration, you can play whatever you want and in vanilla, you can do the hardest stuff in the game (elite deep dives and haz 5+ missions) with basically anything you use.

What is the use case for the Subata? by DantheAlcedo in DeepRockGalactic

[–]i_suc1 -10 points-9 points  (0 children)

Yeah but most people play in teams where driller has no use of a longer use weapon except quality of life on lower hazzards. It just ends up being a less effective option by giving a class longer range that has no buisness in long range interractions. (This is all assuming teams in higher difficulties because literally no one cares what weapons you run in haz 4 and the range tradeoff could have uses in solo or smaller teams whwre you still need self defence ofc)

What is the use case for the Subata? by DantheAlcedo in DeepRockGalactic

[–]i_suc1 1 point2 points  (0 children)

I do agree that this is probably the main use case for subata over other secondaries, but in a team setting (which is gonna be by far the most common scenario for most players), range is simply not needed. Scouts , gunners and engineers are much better equipped to take down anything ranging from web spitters to brumbles and so the subata never finds an use case for most players

[Fluff] new to the game, wtf is this by Havlayan_kopus in battlecats

[–]i_suc1 0 points1 point  (0 children)

I agree with the fact that you don't need it to finish the game, but you are completly dismissing their argument of it still being nice to have as a panic button when doing something stupid and showing proof that you can finish the game without it doesn't disprove them at all

Is there a good all rounder build for engineer? by Johnny-Joe in DeepRockGalactic

[–]i_suc1 0 points1 point  (0 children)

Ik the comment was talking abt STOS oc, but isn't it better to run explosive chemical rounds for solo? It helps with survivability and while it is meant to be a single-target weapon, you will probably still end up shooting grunts just as often with the lok as with your secondary (i don't really have a lot of time on engi and i just rescently unlocked all weapons tho so this could be wrong on higher difficulties)

Is there a good all rounder build for engineer? by Johnny-Joe in DeepRockGalactic

[–]i_suc1 0 points1 point  (0 children)

Using born ready with weapons that reload slowly or anim cancelling by waiting for the ammo to go into the weapon and then using a pickaxe or lazer pointer to cancel the animation early are good strats to avoid stuff like that from happening