Deep Rock Galactic
Lead Storm with Bullet Hell T3 upgrade question
What do/would you use when using the minigun with Bullet Hell? In most cases blowthrough is incredibly useful on minigun but I seem to recall reading on this forum that after the first hit the bullet loses all special properties which would make that upgrade a complete waste. If that's true, stun or armor break?
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Showing 1-15 of 40 comments
Chibbity Jul 29, 2022 @ 2:12pm 
I prefer Stun personally, Armor Break is almost never worth taking.
ALWASY USE BLOWTHROUGH! It’s easily the best upgrade for the minigun. Its to useful to pass up. Gives the single target damage gunner primary a bit of crowd clearing, but the of Blowthrough cannot be understated. Also it is a must pick for bullet hell because when you shoot through a bug the bullets pass through it and ricochet into another enemy. If I’m being honest bullet hell needs damage to hard for me to use it, which is a real shame because it’s a very cool OC in a weapon with so many dull OCs.
Originally posted by Chibbity:
I prefer Stun personally, Armor Break is almost never worth taking.

Armor break sounds cool on paper, but I find it underwhelming in practice. What are you going to pierce? You are aiming for weak spots anyway. Brundles aren't that common, Preatorians have naked butt and their armor can't sustain that much fire from heavy weapons anyway. And Oppressors don't care...

Stun it is then.
Originally posted by Superstes:
Originally posted by Chibbity:
I prefer Stun personally, Armor Break is almost never worth taking.

Armor break sounds cool on paper, but I find it underwhelming in practice. What are you going to pierce? You are aiming for weak spots anyway. Brundles aren't that common, Preatorians have naked butt and their armor can't sustain that much fire from heavy weapons anyway. And Oppressors don't care...

Stun it is then.
Try Blowthrough. Its so useful. Try it out and never look back.
Aëtius Jul 29, 2022 @ 2:23pm 
blowthrough is mandatory with bullet hell as it gives it another chance to proc the 75% ricochet
Originally posted by Aëtius:
blowthrough is mandatory with bullet hell as it gives it another chance to proc the 75% ricochet
Its also the best in T3z even when using burning hell where many people say stun if useful i say “nah! Blowthrough is ALWAYS useful”
Chibbity Jul 29, 2022 @ 2:24pm 
I can't really speak for how Bullet Hell and Blowthrough interact; I don't know the specifics.
Originally posted by Chibbity:
I can't really speak for how Bullet Hell and Blowthrough interact; I don't know the specifics.
Shoot bug. Bullet go through bug. Bullet bounce into another bug. I’ll have to look at the wiki again though
So it still works? I thought that Bullet Hell comes with an automatic blowthrough (as in Target 1, ricochet into hopefully Target 2) but after first target it loses any special properties.

If so, then dedicated T3 Blowthrough upgrade does absolutely nothing. If not, then Blowthrough is a must and will absolutely shred swarms.

When playing Gunner I prefer fiery minigun or autocannon with neurotoxin. Sometimes I take conventional rocket launcher. This wacky build is fun but the damage is a bit lacking. Still hilarious though.

Edit: The description of the upgrade states only a few things 1) bullets ricochet off surfaces and enemies, 2) bullets ricochet into nearby targets, 3) stage 2 bullets are less accurate, and 4) stage 2 bullets are less damaging.
Last edited by Siphonophorous Shenaniganry; Jul 29, 2022 @ 2:32pm
Aëtius Jul 29, 2022 @ 2:36pm 
the leadstorm is a hitscan weapon, when you fire it shoots a raytrace from A (the muzzle) to B (the impact) instantly.
if you have blowthrough this raytrace will continue forward once if it collides with an enemy.
each time it collides with anything there is a 75% chance that it spawns a ricochet (this can only happen once)
the ricochet is a new raytrace that is spawned from A (the impact point) to B (an enemy within 6 meters), it cannot spawn a new ricochet and it also steals the visual tracer and makes the old, straight, raytrace become invisible - which is probably where the confusion on if blowthrough works or not comes from.
Last edited by Aëtius; Jul 29, 2022 @ 2:54pm
Originally posted by Aëtius:
the leadstorm is a hitscan weapon, when you fire it shoots a raytrace from A (the muzzle) to B (the impact) instantly.
if you have blowthrough this raytrace will continue forward once if it collides with an enemy.
each time it collides with an enemy there is a 75% chance that it spawns a ricochet (this can only happen once)
the ricochet is a new raytrace that is spawned from A (the impact point) to B (an enemy within 6 meters), it cannot spawn a new ricochet and it also steals the visual tracer and makes the old, straight, raytrace become invisible - which is probably where the confusion on if blowthrough works or not comes from.

So Blowthrough is good but for different reason then I thought.

My initial impression (based solely on those visuals) were that a bullet hits target A, has a chance to ricochet and that projectile would benefit from the T3 Blowthrough upgrade.

But you are saying that bullet hits target A, with T3 Blowthrough continues (preferably into another bug) AND ALSO has a chance to ricochet into a nearby enemy, That's cool. One never stops learning. Thanks.
MistakesMade Jul 29, 2022 @ 2:45pm 
https://deeprockgalactic.fandom.com/wiki/Ricochet
Interaction with Blowthrough Upgrades

For weapons like the Minigun and Revolver that also have a Blowthrough Mod, it becomes necessary to explain how Ricochet interacts with the Blowthrough mechanic.

The key to understanding how these two mechanics interact is recognizing that a successful Ricochet spawns a new Hitscan path from where the Ricochet was activated. Although the tracer will visually follow the Ricochet's secondary path, the original Hitscan path continues along its original trajectory. This means that if a bullet with both Blowthrough and Ricochet were to hit an enemy, it would continue straight through the enemy regardless of Ricochet succeeding or failing on that enemy. If Ricochet were to succeed, it would divert the visual tracer but the original path would invisibly continue into another enemy or terrain behind the first enemy.

However, if the path impacting the enemy does NOT roll a Ricochet, it can roll them on subsequent enemies, with the same null effect as if the first was a Ricochet, or with the terrain, which WILL result in a valid, damage dealing Ricochet.

Keeping it simple (assuming I understood it correctly), Blowthrough takes priority over ricochet rolls assuming a bullet hasn't hit the pierce cap, even though it doesn't look like it.

edit: ninjad by peeps above
Last edited by MistakesMade; Jul 29, 2022 @ 2:46pm
Neurotoxin payload? REAL dwarves use the hurricane!
(In all seriousness use what you like. Nuerotoxin payload gives gunner a supportive play style that many like. I just find it a bit too OP)
Frisky Jul 29, 2022 @ 3:06pm 
armor break is actually pretty good on bullet hell i think, every bullet that bounces is basically going to hit a armor spot every single time so ignoring the armor damage reduction makes it a bit better for guards, grunts and praetorians

granted at the end of the it's bullet hell which IMO has a lot of it's own issues like it's massive damage penalty so Idk too much on it given how little I use it
Originally posted by Frisky:
armor break is actually pretty good on bullet hell i think, every bullet that bounces is basically going to hit a armor spot every single time so ignoring the armor damage reduction makes it a bit better for guards, grunts and praetorians

granted at the end of the it's bullet hell which IMO has a lot of it's own issues like it's massive damage penalty so Idk too much on it given how little I use it
I respect your option, but my answer is B L O W T H R O U G H !
Also I don’t find bullet heel to be that effective, but it sure is hell of a fun time to use.
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Date Posted: Jul 29, 2022 @ 2:05pm
Posts: 40