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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.
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.
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.
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.
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.
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.
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
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.