Deep Rock Galactic
makagoez Jul 2, 2023 @ 6:40am
scout build with no overclocks?
guys can you help me with setting my loadout like deepcore 11122, grapling 1123 etc / btw i have overclock to boomstick that reduces spread but also reduces ammo
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Showing 1-7 of 7 comments
Aimee Jul 2, 2023 @ 9:04am 
The Deepcore is a bit of a struggle to make good without overclocks, but having the Shaped Shells overclock for the boomstick is pretty good.

For the boomstick with shaped shells OC, take the following modifications;
T1.2 - T2.2 - T3.3 - T4.1 - T5.3

This build lets you shoot through up to 3 targets and kill normal grunts and slashers in one shot. You want to line up your shots if you can get the chance for this build for the best effect, but that shouldend be a problem considering DRG is a horde shooter.
The Fire damage will also damage armored grunts enough to be able to finish them off with a few shots from your Deepcore. And It helps with bigger targets like praetorians and oppressors, make sure to let the fire damage tick away if you can.

For the Deepcore its best to get some CC for better waveclear, but there are 2 decent builds for it stock.
First one is an accurate waveclear build, where killing targets makes your weapon accurate and allows you to move faster for better kiting.
Take the modifications; T1.1 - T2.1 - T3.2 - T4.1 - T5.1
With this build you want to finish off targets by hitting weakspots like grunts mouths etc. And it will make your weapon more accurate when you kill targets, as well as on the first shot. The best playstyle for this is to tap fire the weapon, so dont hold the trigger down.
The extra movement and accuracy lets you easy move away from enemies while still shooting them. Your IFG grenade helps with this build even more.

For this other build you can stun targets and its a bit more player friendly because of that, but deals less damage and has a bit less killing potential.
Take the modifications; T1.3 - T2.1 - T3.2 - T4.1 - T5.3
You can switch T2.1 Damage out for T2.2 extra ammo if you feel like it. It wont change much of this build, you get little less burst damage but ever so slightly more total damage from it.
This build lets you consistently stunlock targets, including praetorians (the big ones that puke) if you hit them anywhere they dont have armor. (mouth/glowing backside).
The bigger clipsize and faster reload helps a lot with keeping in the fight, but your accuracy is less good than the first build so you want to fight enemies a bit closer if you can to be able to shoot weakspots. The stun will allow this, just be careful with bigger waves since you cant stunlock them all at the same time.
+ Burning targets from your Boomstick, can be stunlocked so you can let the damage tick away more savely.

Hope these builds help a bit.
Rock and Stone! :pickax:
Last edited by Aimee; Jul 2, 2023 @ 9:13am
gimmethegepgun Jul 2, 2023 @ 10:44am 
If you're fine with all weapons, just no OCs, what I use for a really good generalist weapon is DRAK 32122. This is, however, very poor against high value targets.
I pair it with Boomstick. Pretty much all of the upgrades are fine, just take Super Blowthrough Rounds.
Doctor Teo Jul 3, 2023 @ 2:07pm 
In general, I'd prefer the M1000 Classic if running with no OC's, and here's the reason:

The M1000's biggest strength is being able to kill 4 grunts in a single focused shot. As long as you take armor breaking in tier 2 and Super Blowthrough in tier 4, two hip-fired shots or one focused shot will kill a grunt and its three friends behind it, no matter what your other mod choices are. Overclocks don't change this, so if you ever pick up something like Hoverclock or Electric Focus, you are still using the same playstyle you did when you didn't have any OC's at all.

The two other weapons are fine without OC's if you're just starting out, but there's a huge gap between a GK2 that has AI Stability Engine or Bullets of Mercy compared to stock, and while the Carbine isn't bad vanilla, it's a world of difference when you get Aggressive Venting to burn everything around you on 'reload', get virtually three times the ammo supply with Rewiring Mod, or take advantage of the newly buffed Shield Booster to amp your damage by almost half. Compared to that, the M1K is a solid weapon, OC or not.
Ittrix Jul 3, 2023 @ 2:22pm 
lets see. Non weapon wise...

Oh, quick note, 'x' is generally used for 'up to you'.

Flare gun I'd go 123 or 222. They're the exact same build. There's lots of wiggle room for how it 'feels' but going one into ammo and one into light duration works as a baseline. The fire rate isn't low enough that you'd need to buff it, and while a bigger clip isn't hugely helpful it technically increases ammo capacity so it's a good pick.

Grappling hook I use 2123.
Two range increases to 30 lets you really navigate the caverns. It's about enough that with a hop you can grapple off most ceilings and let go early to get out of a rough situation.
Overcharged Winch lets you get a ton of movement speed and let go early. Lets you use the grappling hook as a bigger jump, basically. It's helpful for a lot of advanced shenanigans.
Bypassed Integrity Check lets you grapple more often. Good for really flying around, good for being able to click the ground sooner when you're falling to your death.

if you're *really* falling a lot x1x1 is safer, but less effective.

Armor rig I'd go 3x11.
More mineral space is good on scout, but you can go one of the other two if you're struggling to stay alive. Paired with deep pockets perk I find it's the difference between one trip and two.
Shielded tttechnically lets you take more chip damage from small enemies, and Healthy ttechnically lets you take more burst damage from big boys, but the difference is so tiny it's practically just preference. I'd recommend Healthy but. It really doesn't matter.
Damage shockwave is good for swarmers, and scout is generally bad at AOE, so that's your last row pick.

Pickaxe is 11 for damage, or 12 if you use power attacks to nook yourself into mineral veins an engie won't help you with a lot.
Last edited by Ittrix; Jul 3, 2023 @ 2:25pm
EmperorC3 Jul 3, 2023 @ 2:53pm 
M1k: 13213 for general use
Boomstick: 21211 swarmer clear and panic button. Quickswap instead of reload
Pickaxe: 11 or 13 for mining
Flare gun: 113
Hook: 2122
Cryo nades
Armor: 3213
Perks: Deep pockets, Vampire, Thorns, Iron will, and Field medic. If you die a lot, thats fine, just replace Iron will with "See you in Hell"

I used to play with this build in haz5 no problem. The damage isn't great compared to other no OC classes, but you'll be able to defend yourself while mining. Add hoverclock and special powder OCs for max mobility scout.
BaronVonNapking Jul 3, 2023 @ 3:40pm 
You mine minerals and pray the bugs don't find you.
(And shoot the occasional flare)
Sokaku Jul 3, 2023 @ 4:10pm 
+1 for OC-less m1K over the GK2. GK2 really shines with AI Stability Engine which feels more like a real assault rifle. :)

The m1K will clean grunts up to HVTs. Blowthrough is good, but you might count the number of times you get more than 2 grunts etc. in line on one hand. You will want to run Boomstick /w blast wave and White Phosphorus to manage mass-swarmers and spread some burning love. For grenade on this build I'd recommend either the Boomerang, Cryo, or on higher hazards (4+) Pheromones. Cryo used to be king at most hazards given the insta-death for fliers and pretty generous radius. It's still a very good pick, but you get 8 boomerangs with a generous stun which will make Mactera a sitting duck. Pheromones got a big buff a few updates ago where affected enemies fight back so this grenade is free damage and distraction. With the numbers you'll face on higher hazards, it's distraction and damage potential goes up. It's even better on Lethal Enemy modifiers.

Also, when you get Special Powder and Hoverclock, don't waste running them together. Special Powder is brilliant for getting around, but you can also use it to cushion a fall by blasting down on the way down. Most of the time you should have a grapple recharged anyways so it's m00t. Quick reload on the boomstick can mean in the very rare/stupid times that you happen to spend 2 shells and a grapple to get up somewhere, it will be reloaded before you reach the ground. Hoverclock's gimmick is for catching a landing after you've grappled somewhere high up, but you have to time it near the ground as when it runs out your momentum doesn't reset. With micro-managing you can use it without spending ammo but honestly it's more trouble than it's worth, and sacrifices so much potential you could get out of the m1K with other OCs.
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Date Posted: Jul 2, 2023 @ 6:40am
Posts: 7