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Dwarves of DRG are excellently balanced against each other and all bring something valuable to the team. Gunner's fighting capability is sustained firepower at medium range, single-target or AoE depending on loadout, due to his large ammo pool.
His most useful tool is the shield, of course, which saves missions from failure again and again, and the zipline is excellent for getting whole teams of dwarves to awkward locations above or below safely and quickly, despite being the most awkward to use traversal tool.
Mobility is key, however, and keep in mind that you can jump and shoot at the same time. Most enemies in the game can be kited easily until haz 5, at which point some of them will overtake you, but that's when you zip away or shield.
If you need a point locked down, Engineers save the day.
When you need to get everyone through a maze quickly, Drillers know the drill.
If you need someone to act as (C4) bait for the other classes, theres always the Scout.
If you only have the minigun and bulldog unlocked right now, I'd say modify the minigun for maximum damage (taking the damage mod over ammo actually saves you ammo in the long run by killing stuff faster), and get the explosive rounds on the Bulldog for Swarmers.
Handy on high haz.
Must-have on modded difficulty levels.
Gunner's shield means breathing space for the whole team, which is unnecessary when the mission itself is a walk in the park.
Same goes for any other class really, but gunner specifically scales the best when it comes to higher difficulties while scout scales the worst, doesn't mean you wouldn't want either of them on any given team though.