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In general, M1000, Thunderhead, Cryo grenades and Warthog can all be beasts that carry you pretty much regardless of other weapons. Especially on lower Hazards.
Case in point, Cryo grenades on Haz5. Demolitionist Engineer has great synergy with grenades due to the class bonuses.
Picking up +Explosion Damage and +Explosion Radius make it into a beast. For the overclocks I had +30% Blast Radius, splitting into three and then the final one that pulls enemies into the blast.
I killed the Dreadnought by standing in a corner and just dodging in that small area. All the other enemies would freeze and die on the outskirts of the blasts, keeping the floor clean for me and my oversized dance partner Mr. Dready.
https://steamcommunity.com/sharedfiles/filedetails/?id=3168216314
For CC, Thumpers will let you go infinite if you manage to bug out the final boss and dodge all projectiles. Nothing will get close. Otherwise cryo grenades in second place.
https://tiermaker.com/list/video-games/deep-rock-galactic-survivor-drgs-weapons-15449369/3747747
This only takes into account listed stats. So some guns with piercing, cones, good OCs, status effects, aoe, and beams with vague timing between ticks may be better than calculated.
The 3d Gunner starting weapon (don't know the name of any of the weapons yet) is probably the most powerful even if i had a boss on Hazard 4 die within 2-3s of spawning with a Turret build.
But it is amazing to actually kite with as it just clears the path to where you are going. I like the minigun as a 3d weapon for that reason.
For example LOK-I gun seems to have an extra lock-timer that makes its dps crap.