Deep Rock Galactic
Netaris May 7, 2020 @ 7:13am
C4 bridge, a good tactic ?
I've been very satisfied with my previous topic on bunkers. It was a good exchange so far and I've gain a lot of thoughts from it. So, I want to make another topic in the same spirit, about the driller again, but also the engineer this time. I observed in my games that salvage missions are, by far, the missions where I see the most of the wipes in hz5 / elite deep dives games. That's why I've begin to think about ways to make them easier to manage, without unvolontary creating a burden for the team. I think my best idea of all was this one and I want to have your opinion on it :

What is a C4 bridge ? It's a defensive structure, who try to recreate the pros of a bunker without the cons. His goals are to offer some cover from ranged ennemies, funneling ground ennemies and, contrary to the bunker, offer more room to move than restricting mobility as a bunker do.

A little schema gonna be more clear than a long description : https://zupimages.net/up/20/19/qdpn.png

- In red, the objective to defend.
- In black, the ground level.
- In grey, what the driller have digged.
- In orange, the engineer's platform.

This structure allow you to take cover under the engie's platforms against ranged ennemies, allow you to use the tunnel between the two craters as a shockpoint if needed, allow you to move on 2 levels instead of 1 without leaving the objective bubble, 3 if the soldier put some ziplines. This structure dont force anyone in the team to be on a special spot, the other players can move freely into all this, it only offer more possibilities to defend yourself and impose constraints on ennemies, not on players.

So, I'm curious, what your thoughts about it ?
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Showing 1-11 of 11 comments
Cactus-Cat May 7, 2020 @ 7:25am 
Looks like an interesting strategy. I did somthing similar but less complex in the past when the objectives weren't affected by gravity.
Sadly most players aren't interested in complex terraforming in salvage missions.
ViperClaw May 7, 2020 @ 7:32am 
Every reduction of your line of fire and its range and every reduction of potential ground you can traverse to kite during an emergency (while being able to look around to confirm the given situation) hurts. Standing inside a crater does exactly that, unfortunately.
Last edited by ViperClaw; May 7, 2020 @ 7:34am
ゲ-で May 7, 2020 @ 7:45am 
Not worth it most of the time.
DarkFire May 7, 2020 @ 7:57am 
Interesting idea. I'd be worried though about how long it would take to create after the team receives the notification that a swarm is on the way.
Chibbity May 7, 2020 @ 8:04am 
No preformed defense is ever really that good of an idea, because it often won't be possible or ideal given the terrain.

Forget the canned blueprint defenses, each situation is unique and requires its own unique solution.

Although it's certainly fun to discuss these things it's just theory crafting which like all theory crafting; is of limited use in actual practice.
Last edited by Chibbity; May 7, 2020 @ 8:04am
ViperClaw May 7, 2020 @ 8:11am 
Funneling enemies in itself is pretty neat and i see what you are trying to do. But i was also talking about the potential for it to go south. In such a case, a more universal/versatile form of defense would most likely be better and more failproof.

Any and every potential to decrease the success of a mission is not worth it in my book. Crippling your own line of sight and ways you can kite is never ever worth it.

I would also always stay away from fighting near ledges and even the crater ledge right next to the platforms could get swarmed more quickly than you think. With enemies you would otherwise have seen beforehand, but now they had a chance to slip under your sight by going through the crater..

It still has more downs than ups in my opinion. The craters can become a big problem to the point of becoming deathtraps for yourselfes when things get hectic.
Last edited by ViperClaw; May 7, 2020 @ 8:12am
Lunacy May 7, 2020 @ 8:33am 
I'm sure in practice most of them will just walk over the platforms regardless of bug repellent if they're that close. Also you make it look like it's floating which it can't do.

You could however expend a bunch of resupplies on throwing axes, throw them at the floor to create a platform, and C4/dig everything under them since they float.
Last edited by Lunacy; May 7, 2020 @ 8:33am
I just want portable stationary shields for Dwarves. :P
Good strategy though.
Vault Traveler May 7, 2020 @ 9:53am 
I think it is a nice Idea but every tactic we will discuss here is always under the condition that you can do it without lots of pre requirements.
ViperClaw May 7, 2020 @ 10:16am 
Originally posted by Ad Victoriam !:
Like ? I mean, I'm a relatively new player to the game, I'm in a learning process right now. If you have some tips and tricks to share I will be happy to read it.

K.I.S.S. (keep it simple stupid) principle.

Obstacles:

Eleminate every obstacle blocking your line of sight/fire and always create enough ground around the objective so that you have the most ground to move, while still be able to hold the bubble. Flat ground = You can use grenades more reliably and you profit a lot more from penetrating shots. Curves like the walls of a crater are often hindering in comparison. If you dig into a wall to create room inside the claim bubble, because it's right next to the objective you can drill a slight slope upwards and free the ceiling for better l.o.s. That slope will allow your team to stand at different heights and increase the chance of having a free l.o.f. at all times.

If you have to create ways up or down, create long, even ramps/slopes that can be used with penetrating shots in mind while holding the objective.


Ledges and Corners:

Get rid of closeby ledges by increasing the ground outwards with platforms (If you have a chasm behind it, especially), "pushing" back the ledge to a distance that forces the enemy into your sight before it can reach you. Or drill the ledge flat so that you can see the enemy as early as possible while it's walking up your ramp, before it has a chance to reach you. Same goes for closeby corners of walls. Close corners and ledges will lead to enemies being hidden until they pass said corner (ledge) to appear right into your face before you had the chance to spot and kill them earlier. That's why i've said "stay away from "ledges".. or get rid of them when it comes to defending objectives.

Because the alternative would be to run to said ledge/corner to look around it. This would waste precious time and binds you too much on that side of the claim bubble, and if a shellback knocks you while standing right on the ledge, you could even fall and die if there is a chasm behind that ledge..

In my experience (I almost have 1000 hours in the game. I play on every Haz level and with every class.) A good line of sight is the most important thing there is. The better you can see, the earlier you can react to the enemy, thin out the herd and the more control you have in the long run.


Platforms:

You often have some walls closeby, set up a few platforms above the head level of your team without them being in the way and place your turrets there. Players can stand on them to have a free line of fire and jump down if they get pressured too much (If every player stands on the same level you will block each others line of fire). If you want to use repellend platforms you could set up a line above you along the wall next to you to prevent melee enemies to swarm you from above, rather than at ground level taking out the most dangerous direction of enemy pressure.


Zipline:

The Gunner can often set up a Zipline in an angle which allows him to hang above the objective while still inside the bubble and above everything else, having the ultimate oversight. He will be the first to notice when the team is about to get overrun and he will be exactly the right one to throw down his shield to get rid of this kind of pressure. Same goes for pushing Opressors or Bulks back or stopping them in their tracks temporarely.


These are the most universal tips i can give. Every spot is different. And you should always keep in mind that you can drill objectives down, so if the objective stands right on a ledge leading down a chasm it often can be better to dig the objective down and free the ground around it when its at the bottom of that pit.


I hope you are able to follow. It got a little more than i have anticipated.
Last edited by ViperClaw; May 7, 2020 @ 1:11pm
MeatShake May 7, 2020 @ 12:15pm 
I do stuff like this on lava biomes when I have lots of extra C4. The pits become perfect swarmer killers if they have no other choice with pathfinding. Trenches in general are great with driller, toss in a neurotoxin and it both funnels them all in and effectively doubles the damage from longer exposure in the gas.
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Date Posted: May 7, 2020 @ 7:13am
Posts: 11