Deep Rock Galactic
Still on my grenade launcher bs
So after my previous thread on Hyperprop, I decided to just use Clean Sweep 11131. Tried out the other two options on the middle tier, armor breaking seems useless and i think the faster grenades mess with the proximity trigger, but I'm not sure about the fire either. Seems to kill the normal grunts about the same as the normal boom, but I can't quite judge what it does to the bigger ones. Any info and advice?
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The advantage of fire is almost no fall off, works great for anything smaller than a Praet; it's definitely for swarm clear rather than HVT's.

Personally I love Proxy+Fire+Clean Sweep, that's my go to PGL build for general use; although I run 12121.

Just practice airbursting the Proxy in the middle of a swarm, you'll be surprised by how many bugs you can catch in it.
Ultima modifica da Chibbity; 6 mar 2024, ore 13:07
incendiary halves your raw damage, but the heat it inflicts isn't affected by falloff. you actually don't need any damage mods to make up for the mod since the heat inflicted will guarantee grunts and slashers burn to death
you're trading immediate killing power for the ability to bring much more ammo and ensuring a consistent killing radius - provided you dont mind waiting for fire DoT to do its thing. i recommend the stun mod alongside incendiary since it locks them in place (this also ensures the bugs stay hot due to heat spreading)

faster grenades is the only real pick if you dont want to use incendiary since AB is just worthless with a pure AoE weapon like PGL (unless you have HP). it's not a great mod, but it's ok for killing macteras since you dont have to account for grenade travel time
they work fine with prox trigger in my experience but i host all my games. any issues you might be having could be down to latency. try hosting and you should be good
Aoe explosion has damage fall off
(The further the enemy, lesser the damage)

Fire dont have fall off and since heat spreading is a thing, you end up killing way more bugs than you are supposed to.
Slashers die to it
Guards are a pain for aoe pgl anyway.
Incendiary doesn't do that much damage to larger enemies, you'd need to match their "set on fire" temperature and they tend to have higher on-fire thresholds to meet and/or they have fire resist. For Fat Boy, it's just a small loss of damage depending on environment but you lose out on 1-shotting the few enemies in the 400 HP range. For Hyper Propellent, that's a specialized robot killer. For everything else, it sets grunts on fire (higher base damage means grunts have less health and die faster, but are less capable of self-propagating heat for setting/keeping other grunts on fire).

A good reason to consider Incendiary is that you'll deal less friendly-fire damage when taking the PGL as swarmclear. It takes the edge off of danger close Fat Boy shots and can make them slightly more survivable, for example.

Incendiary goes well with max ammo RJ250 if you're just hinging on fire killing things (can pick proxy fuse or direct hit depending on what you are using it for) and you do much less damage to yourself. Just pick a single-target primary to compliment.
Ultima modifica da SCamp; 6 mar 2024, ore 15:34
As said, PGL can be set up for AoE to kill lots of fodder, single-target, or something somewhat in the middle. IMO without the Hyperpropellant OC I would focus the PGL on swarm clear where AoE size + fire does a great job. Just don't waste it firing at Praetorians and the like. Set up your primary for handling the bigger targets. This is where things like the LURE can be extremely useful to group up fodder to be incinerated, and turn big-bois around to shoot 'em in the heinie.
1 2 1 2 2 with compact rounds.
My to go build for all Haz levels. Ammo efficient, yet packing a punch.
Takes good care of the smaller bugs and the ones hit that survive the impact, usually burn out, although it lacks damage against the big bugs so use a primary to compensate for it. I have it paired with pistol whip shotgun and Mk2 turret, ready to bring the pain to the bugs.
So how does proximity trigger work exactly?
Messaggio originale di alexshiro:
So how does proximity trigger work exactly?

It detonates the grenade when it comes close to an enemy?
Unless you don't have other options then avoid stock PGL and overclocks that barely change it.

A case has to be made for RJ250 Compound overclock because it provides a good mobility option alongside making PGL objectively better.
It takes a few seconds to arm, then detonates when close to an enemy. Is it any enemy anywhere in the blast radius? Is the sensor radius smaller? Is there any smartness to it so it detonates on more enemies, or do i need to git gud to hit more enemies?

Also it doesn't explode on impact anymore, so i guess bouncing the grenade behind corners or at enemies behind me while running becomes a viable strategy?

Messaggio originale di elire01:
Unless you don't have other options then avoid stock PGL and overclocks that barely change it.

A case has to be made for RJ250 Compound overclock because it provides a good mobility option alongside making PGL objectively better.
Actually the green Clean Sweep is making for some of my cleanest PGL runs. I don't trust myself not to launch myself into a pit. What do you mean alongside making it better? The mobility is what it adds, the rest should be downsides?
Ultima modifica da alexshiro; 8 mar 2024, ore 5:43
Messaggio originale di alexshiro:
It takes a few seconds to arm, then detonates when close to an enemy. Is it any enemy anywhere in the blast radius? Is the sensor radius smaller? Is there any smartness to it so it detonates on more enemies, or do i need to git gud to hit more enemies?

Also it doesn't explode on impact anymore, so i guess bouncing the grenade behind corners or at enemies behind me while running becomes a viable strategy?

Yes, any enemy, anywhere; in a small sphere around the grenade. Yes the detection range is smaller than the blast radius.

No, you need to git gud about making your shots count; like I said, aim to airburst it over packs. It works especially well on ceiling and wall groups.

It doesn't explode on impact, and will bounce, however it has a lifespan; and will explode after a bit if it can't find any enemies.
Ultima modifica da Chibbity; 8 mar 2024, ore 6:39
Messaggio originale di alexshiro:
Actually the green Clean Sweep is making for some of my cleanest PGL runs. I don't trust myself not to launch myself into a pit. What do you mean alongside making it better? The mobility is what it adds, the rest should be downsides?

The minimal stat changes provided by clean sweep, pack rat & compact rounds are generally worthless because they don't accomplish anything in particular that isn't already provided by RJ250 compound which also provides that insane mobility.

I'd suggest running RJ250 compound with the following upgrades
Tier 1:Area of effect
Tier 2:Area damage
Tier 3:Heat
Tier 4:Area of effect
Tier 5:Spiky Grenade

Fire is essential here because it makes it able to kill all enemies that you'd usually want to take out with it stockish variants of PGL.

In other words it kills the same enemies on top of providing a massive benefit to ammo, reload speed & mobility and as such is simply the superior option to other stockish PGL overclocks.
Clean Sweep 4Lyfe.

I don't want my grenades moving me around, I would take negatives to my stats to avoid that; it's goofy.
Ultima modifica da Chibbity; 8 mar 2024, ore 6:40
treating a mobility mechanic like a negative sounds like actual skill issue
Messaggio originale di elire01:
treating a mobility mechanic like a negative sounds like actual skill issue

Needing more mobility sounds like actual skill issue lol?

Maybe you should try not insulting anyone who disagrees with your opinions, people might actually take you seriously; just advice.
Ultima modifica da Chibbity; 8 mar 2024, ore 6:54
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Data di pubblicazione: 6 mar 2024, ore 12:59
Messaggi: 63