Deep Rock Galactic

Deep Rock Galactic

Rullekake 7/fev./2021 às 23:37
Haz 5 tips
Hi guys.

So me and 3 friends started with this game during the Christmas holidays and have been having a blast. We progressed through the different difficulties and have now reached haz5. (Have yet to reach deep dives and neither of us have any overclocks)

Currently we are struggling a bit, but even though we lose 8/10 missions we all agree that it's worth it for that sweet rush when we hit one of those 2/10 missions. I've tried finding builds and strategies to help us out, but the information I've found has been quite scattered, especially when it comes to haz5.

Any tips on builds and strategies are welcome!(Especially on Gunner, as that's my role) Fighting Dreadnoughts are one of the points where we struggle so some tips on this would be great as well!

Thanks!
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Exibindo comentários 115 de 26
Ailen 7/fev./2021 às 23:55 
Escrito originalmente por Rullekake:
Hi guys.

So me and 3 friends started with this game during the Christmas holidays and have been having a blast. We progressed through the different difficulties and have now reached haz5. (Have yet to reach deep dives and neither of us have any overclocks)

Currently we are struggling a bit, but even though we lose 8/10 missions we all agree that it's worth it for that sweet rush when we hit one of those 2/10 missions. I've tried finding builds and strategies to help us out, but the information I've found has been quite scattered, especially when it comes to haz5.

Any tips on builds and strategies are welcome!(Especially on Gunner, as that's my role) Fighting Dreadnoughts are one of the points where we struggle so some tips on this would be great as well!

Thanks!

Don't be greedy about shields, ziplines and grenades. You can spend shild for your own survival, or throw 2 incendeary\cluster grenades at once if you need to stop a big wave really fast, before somebody get hurt. Don't forget that ziplines a battle tool as well as a traversal one.

Do balanced loadouts, where you have single target + AoE combo. Gunner can allow himself to do that. Watch carefully what Overclocks you want to use as Gunner really has a lot good OCs that you can combine, and they can affect your playstyle pretty hard.
Última edição por Ailen; 7/fev./2021 às 23:56
Mika gunhild 8/fev./2021 às 0:16 
if you brave enough to try haz 5 then you will not have problem doing deep dive

the only tip i can give you is coordinate with your team, your job is to provide a sustain fire for the team so you should be the last guy who died,if your team like to rush then use 2 2 tactics, 2 guy (you driller) wander the cave, 2 guy (engi and scout) doing minerals and secondary

for weapon, just use autocannon with carpet bomber OC, easiest build to use with almost no effort

if you are familiar with haz 5 then you should also try elite deep dive
Dozey 8/fev./2021 às 0:46 
Always know what's around you. Don't stop moving. Have a retreat plan. Use bottlenecks to your advantage during swarms. Area-of-effect weapons rule in Hazard 5.
Vault Traveler 8/fev./2021 às 0:54 
Strafe jump is your strongest movement tool, especially as gunner.
Penhad 8/fev./2021 às 1:08 
try and keep your team together or at least close by at all times. Wandering off is possible in lower difficulties without too much trouble, but in Haz5 it's a ticket to hell not just for you but for your team also if they have to come revive you. Also, if a swarm comes when your team is split, there's a strong probability that most of the swarm will be focused on one or 2 players while the others get few bugs to dispose of.

Oh and Gunner, thanks to his shield, makes a very powerful lifesaver with the apropriate perks, I personnally use Field Medic + Iron will and Resuppliers + Sweet tooth. That makes me able to save almost any desperate situation: if all 4 go down, I Ironwill rush to dead friends, instant rez one and throw shield before going down and either rez a second one or find sugar or resup to not even go down again.

For boss fights, as gunner you're likely to be the main source of damage to take them down, particularly if using a single target build like most minigun builds are. Set your battlefield up preemptively: choose a big enough room and prepare some ziplines to hover over the fight, lead the boss there if his egg is in an impractical room or corridor. As gunner your main focus should be to shoot the big butts. from your ziplines you can also throw your shields on a fallen dwarf so that your other comrades can rez safely. Avoid reviving by yourself in that situation, you're more useful shooting the bugs, and you would loose precious time getting off of your zipline and going back on it.
Última edição por Penhad; 8/fev./2021 às 1:21
R.- 8/fev./2021 às 1:08 
Yep, I see some good tips above.

Just one more general rule: Be reasonably generous on 3 things: Shields (gunner), flares (scout), and nitra (resupply). I've seen too many failed missions caused by stingy players.
Última edição por R.-; 8/fev./2021 às 1:10
Heron 8/fev./2021 às 1:18 
Learn to use the dash perk. Bugs on Haz 5 slow you immensely when they hit you. Dash is a great tool to get you out of that and provides useful traversal capabilities on top.
@Rullekake, you can also increase team's success (=) and survival possibilities with perks. There are two (four) death denial active perks.
1) Of course Iron Will as you can get back into fight, especially if you find a way to get some health while it is active (there is a bug though that can kill you on IW end regardless HP gain).
2) Dash. Yeet yourself away dead end, get over a gap. Escape approaching enemies and defend on a better position.
3) Hover boots. I find it being situational and sometimes replace-able with dashing over a gap and so on (if you manage to see the hole before you are already falling down).
4) Grabbing enemies denial perk (hightened sences, IIRC). If you die to leeches, grabbers and sandsharks way too often then some of you should pick it.

Scout does not need the second one (*). If you have 2 active slots, field medic + IW for scout look like a pretty safe choice.

Using IW is high responsibillity. In some cases you better save it. Sometimes, your team will benefit more if you press it "RIGHT NOW". Be patient and learn to understand if the situation is viable for your team.


You can use all the active slots for survival perks but they are not the only option. Beast master is a very strong one. Tamed grunts are both a source of nitra-free damage and a lure for the enemies. In most cases, the best option is grunt guard. Taming slashers is not much worse, but you better do it only if there are no exploders in the mission and/or have regenerative bugs mutator. How many BM perks does a team need? Dunno. On the one hand, steeves synergyse with themselves and are extra "lures". On the other hand, having four steeves limits you to 1 team survivability perk.

These are only 6 active perks mentioned by me. I'm not ready to recommend the other active perks.

* - I've seen a hazard 7 solo scout mission. Scout had dash equipped, it was pretty usefull. As of now, I think you can assume your scout does not need it.


Mara Jadewind 8/fev./2021 às 2:43 
Team coordination and made use of your surrounding. Conserve ammo and let the right people do the right jobs.

Find a good spot to defend yourself when swarm incoming is announce you do not want to position yourself in valley of the dead, best is find some bottleneck, always remember to tactical retreat.

Combo ur team weapon, eg Scout use the Cryo made for swarm of mactera and invading swarm of bugs, driller sticky flame and froze and gunner eliminate out those frozen bug asap so the other classes can conserve ammo. Engi turret setup and use their weapon em as swarm or giant killer.

Overall you need to find your team compability and how to work with each other best in order to have challenging yet good time in haz 5
Are you lost? 8/fev./2021 às 3:25 
-Prioritize getting the first 80 nitra (especially on solo), you want to have the option to restock ASAP when things go wrong

-Ammo upgrades often increase your weapon's total damage more than damage upgrades do. You might kill things a bit slower but you will survive for longer

-Always keep moving to stay alive. Don't get cornered. Make sure you have somewhere to pull back to when the situation gets hectic

-Mini mules have chance to create short swarms, once when you approach them and once when you repair them. Keep this in mind during the beginning half of salvage operations.

-The glyphid AI tries to surround you, so its okay to quickly look behind when enemies are approaching. There might be a stray slasher coming for you.

-Prioritize killing macteras and acid spitters quickly before they get a chance to shoot at you, those things will do big damage from a single shot

-In multiplayer Field Medic is a must have, I use it on all classes. The 30% faster revive speed makes it a lot safer to revive someone before the swarm gets you

-Resupplier perk is great to get you a lot more of your health back after you get revived, I use it on all classes.

-Try to always keep a healthy distance from the glyphid grunts. But if you get surrounded, the scout's grappling hook or the Dash perk are excellent ways to get out of trouble.
Última edição por Are you lost?; 8/fev./2021 às 3:32
Topzchi 8/fev./2021 às 5:04 
Escrito originalmente por Rullekake:
Hi guys.

So me and 3 friends started with this game during the Christmas holidays and have been having a blast. We progressed through the different difficulties and have now reached haz5. (Have yet to reach deep dives and neither of us have any overclocks)

Currently we are struggling a bit, but even though we lose 8/10 missions we all agree that it's worth it for that sweet rush when we hit one of those 2/10 missions. I've tried finding builds and strategies to help us out, but the information I've found has been quite scattered, especially when it comes to haz5.

Any tips on builds and strategies are welcome!(Especially on Gunner, as that's my role) Fighting Dreadnoughts are one of the points where we struggle so some tips on this would be great as well!

Thanks!

don't die
no need to thank!
Addison1024 8/fev./2021 às 8:08 
https://www.youtube.com/watch?v=3FAWDK1qA4I
That video could help^
also, make sure you have overclocks and weapon mods on all of your gear before you do haz 5. You could do it without upgrades, but it won't work as well.
zverozvero 8/fev./2021 às 8:59 
When team is low on overclocks crowd controll and splash as was said allready is very important. As gunner go for Bulldog sidearm with splash, toxin and maximum munitions. Only other class that can provide toxin is driller - with grenades limited to 4 (+2 per resup). Any large target you see you can slow. Any smal-ish (not worth full grenade) clump of grunts or swarmers got too close can be nuked by quickly emptying clip of explosive rounds.
And on escort - take max radius on shield. Its less uptime and longer cooldown but it can cover most of dozer.

For Dreadnouts, stretch ziplines up high in open room (starting room would fit if imap is triwsting tunnels otherwise) so you can have vantage over its weak spot and if it aggroes on you it'll try to climb on nearest to you column or better - ceiling exposing its back alot. It will also attemt to shoot you down with fireballs which he guide-shot a bit so tose can sometimes be juked by changing zip direction. Just be ready to catch line again if ball hits so you dont drop. Works well for singular praetorians. Twins are... well... dont get caught by unburowing slasher nor let arbalest get too close. Otherwise its Benny Hills run around. Cant get wrong with dash and second wind against any of dreads cause repositioning is key and only scout can hook away at will.
Última edição por zverozvero; 8/fev./2021 às 9:05
DJDiceZ 8/fev./2021 às 9:32 
Good responses.

Know which weapons/tools to use and why/how you should use them.

Minigun has strong single target damage, and can interrupt enemies. It will easily take out any type of enemy, but may struggle if a lot of enemies come rushing down the team at once. It is a strong weapon against Dreadnoughts and should chew through them like butter.

Autocannon has the ability to deal massive aoe damage, allowing it to near instantly kill groups of grunts of any size, making it easy to isolate and finish off high threat enemies, against which the Autocannon does acceptable damage at full RoF, but nowhere near as much as a Minigun aimed at a weakspot. Autocannon is decent at taking out the armored part of the Dreadnoughts.

Revolver is great at killing a single target quickly and efficiently.

Revolver and Autocannon both have access to Neurotoxin, which as far as i can see, is a status that works on Dreadnoughts, which means it will do constant damage, and should also slow them. These are worth considering.

BRT7 is great for DPS, and can be a very solid secondary for Dreadnoughts.

I recommend trying out a Minigun/Revolver build for Elimination, but if you want to bring the Autocannon, then pairing it with the BRT should give you the mobility and single target damage you need to help take down Dreadnoughts.

Minigun build for Elimination: Leadstorm or A little more Oomph OCs. Take hot bullets and blowthrough rounds. The other upgrades don't help for the dreads, whereas these help for swarms that might come to bother you. Otherwise, go for DPS.

Revolver build for Elimination: Neurotoxin/Weakspot damage/Elephant round + Damage upgrades are recommended

Autocannon build for Elimination: Firerate, Damage and Radius with Big Bertha or Carpet Bomber. Carpet bomber can hit multipler Hiverguard weakspot at once, and should still be good to clear our swarms.

BRT7 build for Elimination: Damage/Shorter Delay/Damage/Weakspot Or Ammo/Longer Burst with either Composite Casings or Micro Flechette.

In elimination, you may use the zipline to have a good angle and a constant view of the Dread's weakspot. It can be great to take them down fast, but watchout for the fireballs. Take one and you're going down. It may be worth to have two layers of cross shaped ziplines, so you can switch direction, and if you fall, you can grab the one underneath.

Use your shield without restraint, especially to help you or teammates revive/resupply.

Be mindful of whether the Dreadnought is targeting you or not. If it is, you may want to prioritize running and dodging. Even better if you can have the Dread walk to you with your allies behind, so they can hit it easier.

For perks and other things you want in Elimination: Cluster Grenade. They are the most capable of damaging a dreadnought and will come in handy if you have to take down the trash. Born ready perk if you use autocannon, and make sure to use it. Resupplier may be the difference between life or death, so it's a strong recommendation. Sweet Tooth, Second Wind, Depositor or a passive of choice will complete the third slot nicely. For actives, Dash, Shield Link, Iron Wield and Field Medic are the best choices.

Escrito originalmente por Heron:
Learn to use the dash perk. Bugs on Haz 5 slow you immensely when they hit you. Dash is a great tool to get you out of that and provides useful traversal capabilities on top.

The damn glyphid slashers. They can be brutal.
Última edição por DJDiceZ; 8/fev./2021 às 9:39
Niczu 8/fev./2021 às 9:35 
Escrito originalmente por Mikakunin:
if you brave enough to try haz 5 then you will not have problem doing deep dive
This. Regular DD is only Haz 3 - 3.5 so its much easier than Haz 5.
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