Deep Rock Galactic
Lost Oct 9, 2020 @ 7:36am
Best comp for 3?
So me and 2 friends Will buy the game, we dont want spoilers but we dont want to miss on something huge and before se Invest time on classes, what are the best class comp for a party of 3?
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Showing 1-15 of 27 comments
Depends on your mission.
Suzaku Oct 9, 2020 @ 7:41am 
All 4 classes have their merits, so it'd be best if you all swapped as desired, but I'd say the best setup is scout and engineer, with the third slot being either the remaining gunner or driller.

Scout can get around quickly, flank targets, and reach difficult areas. His light gun takes away one of the bugs' greatest strengths; darkness.

Engineer places platforms for the scout to gather resources from the walls/ceiling, and uses the turret and heavy weapons to dish out pain.

Gunner just deals heavy damage to all enemies all the time, and the ziplines are nice for helping the rest of the team get around. His dome shield is a lifesaver.

Driller can quickly dig paths to where you need to go, making an escape to the pod easier, or digging tunnels to areas that a zipline or platforms aren't ideal for reaching. His weapons are great for clearing out swarms, too.
Fifth_Quarter Oct 9, 2020 @ 7:54am 
Can't fault what Suzaku said, there is no week class, all have pros, most of it will come down to what you feel commutable with.

Although as your starting out id try a few runs with each class.
You will get to know what they can/can't do easily and this will help you determine how best to support each other later for a clean successful mission.
RageyPoo Oct 9, 2020 @ 7:59am 
Originally posted by Lost:
So me and 2 friends Will buy the game, we dont want spoilers but we dont want to miss on something huge and before se Invest time on classes, what are the best class comp for a party of 3?

It always depends on the mission. That's why the game is built around 4-p coop. Every class has a special toolset that makes each mission more accessible / manageable.
Gimli Oct 9, 2020 @ 8:06am 
Depends on the mission and overall preference.
Vash(88) Oct 9, 2020 @ 8:11am 
There's no correct answer. You should try opening up your 4th to pubs. Drg has an awesome community. There Will always be rotten eggs, but far fewer than most games
Vault Traveler Oct 9, 2020 @ 8:15am 
Well depends on your mood, without scout its lot darker and you have to work closer together to reach the ceiling.
Snoozie Oct 9, 2020 @ 8:18am 
Depends on the mission. For aquarqs you'll typically want a driller as your first priority, depending on the level generation a gunner would be very important to transport the aquarqs, but you can just replace that with an engineer and a scout.
Morkite missions you'll typically want a scout and engi combo but you'll also do just fine with a gunner driller combo.

Everything is viable in this game but my only real recommendation is don't stick to a single class.
All classes have their benefits and being that people who refuses to switch to a class that would better suit a situation instead of using 2 of the same class. But 2 of the same class of courses also has it's uses, so don't completely ignore it.
Vandal Savant Oct 9, 2020 @ 8:56am 
Point Extraction can go a number of ways, and where I think composition matters the absolute most due to the time constraints. The mission gets harder the longer you're in it.

Driller quickly digs up aquarqs and creates new paths for other dwarves, making him the most important class for the mission, really.
Gunner's zipline really speeds up traversal, and should typically be used to link sub-caves/nearby ledges to the minehead.
Scout can traverse quickly to find secondary objectives and scout out caves fast, which can help the driller make shortcuts.
Engineer's pancake launcher is lightning synergy with scout for getting aquarqs on ceilings quickly, and the turret will have no shortage of targets. Clever use of platforms on their own can also generally make up for a lack of a scout.
Zaddy Oct 9, 2020 @ 9:00am 
The real answer is that everyone should try all the classes and see what they enjoy the best. Ideally you all could swap between all the classes as the mood strikes you. The game is easy enough that you don't usually need to think about meta things like team composition or loadout except MAYBE on the highest difficulties.
Drain (Banned) Oct 9, 2020 @ 10:12am 
If you don't want to stack a class, I'd suggest gunner/engineer/scout. Driller really isn't necessary when you already have 3-4 people to dig.
AxiomDream Oct 9, 2020 @ 11:08am 
If you guys get into the game I expect you will eventually mess with all the classes

However if you're the type of crew that is looking for an optimal 3 player loadout with no duplicate characters I say ditch the scout

Scout and Engineer play off of each other, unless you plan to have both, the other is not as good. However the Engineer at least brings a very useful turret for Swarms and Defensive objectives.

The Scouts main draw is helping mine and get around more quickly, which is useful, but can easily be done without. They have the lowest damage output for fights and the least team utility. If you are looking to go full teamwork and function like an organized team, scout is the easy one to leave out.

Scout then Engineer are the two most common played classes though, people like the scouts grapple hook and the engineers turret. So I still recommend trying them all out to see which one you find the most enjoyable.

Personally, my ideal 4 man team comp is 3 Gunners and 1 Driller. But that is an unpopular opinion for sure.

Lunacy Oct 9, 2020 @ 11:18am 
scout and engi are a given
but I'd put 3rd on Driller personally
digging tunnels and ramps is usually more useful than a zipline, though there's some exceptions on point extraction where zip just makes it a bit faster than a tunnel
pyr0kid Oct 9, 2020 @ 11:32am 
Originally posted by Lunacy:
scout and engi are a given
but I'd put 3rd on Driller personally
digging tunnels and ramps is usually more useful than a zipline, though there's some exceptions on point extraction where zip just makes it a bit faster than a tunnel
i would like to echo that.
DJDiceZ Oct 9, 2020 @ 12:05pm 
One good dwarf can do the job of four bad dwarfs. Don't sweat it and just find something you feel comfortable with.

If you have no gunner, you still have a lot of dps with engie and drillers. They both can clear groups well, while scout can take out priority target. Engie's traversal tool is all you need to get around the map. This team should have no issue reaching any ore and will make quick work of any map.

If you have no engineer, you still have driller to take care of large numbers of enemies and do area damage. Gunner will gun down everything anyway, while driller and scout can work together to get tricky ores/minerals/secondary items. Gunner's traversal tool is powerful and can help you get through massive vertical or horizontal caves, or even use spare ziplines to easily get an out of reach material, but also can be wasted if you don't have the experience to know how to use it.

If you have no driller, engineer should be able to provide defense against large numbers of enemies, with the gunner's defensive tool as an emergency button to save you. Engineer and scout will take every ores away from a cave in a matter of seconds.

If you have no scout, you'll suffer a bit because you have very little light in the caves, but that's also part of the fun and will make the game that much more sp00ki™️. You'll have more damage than you could ever need, and driller/engie will work together to easily get any tricky ore/mineral.

Scout is the only class that truly fills a role no one else can anywhere near as well, lighting. His mobility also grants him relatively high safety and the ability to save a mission that has gone to hell.

Otherwise, firepower shouldn't be a concern of yours, especially if you don't play at the max difficulty, but gunner or engie+driller both are sufficient to fill that role.

Engie and gunner have the best team based tools to help you get around the map, while driller can provide a quick, safe retreat through the walls. Engineer+driller gives you the ability to completely terraform terrain and rework it into whatever you want, if you ever end up in a tricky place to fight in. Engineer can provide a lot of area damage, safety, area denial, and so forth. His tools are extremely versatile if you are creative enough. Driller can do everything you could ever need reasonably well and is very apt at carrying a team by himself.

In short, each class boils down to: Scout to move around and see everything, can take out heavy units with his long range and high single target damage, his mobility is his survivability.

Gunner to mow down and shred bugs with the highest dps, protection that can save a team from almost any situation and traversal tools to move the team around from A to B faster than anything else or even serve as a safe vantage point to fight.

Driller to ignore terrain and just go everywhere you want that isn't a gap, while having the safest weapons for fighting enemies, he's also the best for small annoying ♥♥♥♥♥♥.

Engineer is the most versatile in combat, although his mobility is low, he can deal with medium grunts really well, his traversal tool can be used in many ways, as a bridge, as a staircase, as a fall cushion (with an upgrade), or even as anti-bug terrain.

The closest thing to a support class in this game is a mobile scout with revive based perks, and driller with the second primary weapon which can help allies do more dps. Engie&driller have useful ways to help out of combat, and gunner does a little bit of both.
Last edited by DJDiceZ; Oct 9, 2020 @ 12:06pm
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Date Posted: Oct 9, 2020 @ 7:36am
Posts: 27