Deep Rock Galactic
New overclocks - Pre-impressions
I wanted to voice my impressions on the new overclocks coming in Season 5. Now, we don't have stats yet, so my impressions will mostly focus on theoretical use cases. There are quite a few things I wanted but also a few issues I've noticed.
Gunner:
  • Cluster Munitions: This seems quite fun but also very clunky. The description specifies holding reload, so you have to do quite a lot of prediction when it comes to rocket setup, especially since there doesn't appear to be any guidance. It also states that the missiles "hit like a truck" on direct hit, which would add a direct damage role if the Hurricane didn't already have a lot of direct damage overclocks.
  • Rotary Overdrive: A burst damage OC is pretty interesting for the Lead Storm, but the description is rather vague. Does the OC increase heat-buildup per shot or does the increased heat merely come from shooting faster? Also, does the OC affect any other stat? If it doesn't provide a minor increase to total damage, it might not be worth using compared to Gunner's other OCs.
  • Mortar Rounds: They made Bigger Bertha, nice. A projectile with significant gravity would take some getting used to, but could be incredibly fun. The issue I have is redundancy: Why use this over Big Bertha or Cluster Munitions?
Scout
  • Burst Fire: I wanted a burst fire mod for the Stubby for a while, but I'll accept one for the GK2. It seems like it'd be a good choice for precision gameplay without being as radical of a change as AI Stability Engine. A minor gripe, though, is will the magazine be a multiple of 3 if you have the mag mod? How about without it?
  • Marked for Death: An issue that stuck with me since it was first teased is that it increases focus shot cost while decreasing mag size. The main issue is will you be able to take advantage of the mark yourself without it being less efficient than base M1K? This is obviously a team-focused OC, but could a focus shot into emptying the mag with hipfire be enough with this OC to outdamage an oc-less build that does the same? I would accept just the cost increase, but tacking on a mag reduction seems overkill.
  • Conductive Thermals: I love me some status builds, but there are some issues: How do you take advantage of the effect? The best I could think of is the electric damage bonus mod on the Zhukovs. Also, does "sensitivity to temperature changes and shock" mean a boost to status chance/buildup or the effectiveness of those status effects?
Engineer:
  • Pump Action: It changes the animations, which is just about all I wanted from this. Also, giving the weapon blowthrough and boosted damage would give the weapon a bit of a crowd-clear niche (and also make T4 armor break potentially useful) Is it enough to pry MPA away from me? I don't know.
  • Hyperalloy Assembly: Small spread, massive recoil. Sounds funny but I don't see the point.
  • SmRt Trigger OS: Smaller lock-ons fired faster sounds very similar to a burst-fire rifle, with the added caveat of homing bullets. Seems very conventional, which would be good compared to the natural unconventionality of the base gun.
  • Conductor Bullets: Turret Arc is no longer just "EM Discharge at home". The ability to electrify platforms in addition to turrets gives a ton of area coverage, though I'm going to forget to take the bug repel mod off the platforms.
Driller
  • Scorching Tide: Okay, so the area's huge and it comes out fast. I thought it would be redundant on the flamethrower, but it looks quite ridiculous. It might have the Overdrive issue of "being a clean disguised as an unstable" if there's no downside to the base usage to compensate, but I'm sure there is because only Engie gets to have stupid things.
  • Crystal Nucleation: It sounds a lot like Sticky Flames, but with ice. Sounds neat, but why use it over sticky flames?
  • Volatile Compound: Name confusion aside, it makes the sludge explode when the temperatures get high. How do you get high temperatures, though? The only way I could see it happening is Burning Nightmare, which might be good but it wouldn't be flexible.

That seems to be all of them. They seem pretty alright for the most part. I would also like to see a few changes to existing OCs, but I can talk about those another time.
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Showing 1-15 of 30 comments
kestrel Jun 4, 2024 @ 1:02pm 
Originally posted by Detective Useless:
Cluster Munitions:
i think the lack of guidance is intentional, you can do well over 1K damage with only abt 10 rockets if you time it right
it feels clunky sure, but i kinda like it, it feels like a high-skill-cap option. plus it gives T5C an actual reason to exist

Rotary Overdrive:
minigun heat generation is time based, not per-shot, so faster firing is a universally good thing
i like RO a lot actually, the increased RoF is a nice DPS buff and the fact you can apply coolant immediately after an overheat makes this OC great for aggressive venting spam

Mortar Rounds
you'll use it because it's a +%700 damage boost for -%60 of your max ammo lol
it is for sure getting nerfed

Burst Fire
mag size is 45 with T3B and 33 without
honestly though it sucks, for a burst fire OC it just has worse TTK on the majority of priority targets scout is supposed to be taking care of. you can't even 1-burst a mactera spawn. it's useless

Marked for Death:
i agree that both increasing the cost of focus shots and adding a mag size penalty is too much. it should've just been one or the other (preferably the former)
the effect isn't even that good, it's only a +%55 damage boost which is not that much in exchange for the instant TTK provided by focus shots. also because focuses do no damage, you can't stun enemies with T5A which is incredibly stupid, i'm hoping that's just a bug
i guess it'd be ok with jumbo boomstick or gas recycling zhukovs but other than that scout doesn't have many good followups for it. i'd rather just be killing HVTs outright for my team, not stomping on its toes and saying "there you go, now you kill it" to my gunner

Conductive Thermals
each shot increases the rate of temperature gain/loss and the amount of elemental-based damage to enemies by %5 - don't know what the maximum is but it stacks in the same way as subata T5C where the duration does not refresh with successive stacks

all you need to know is this OC is crazy busted with fire/cryo bolts on the crossbow
1 magdump allows you to ignite dreadnoughts with just two fire bolts, it's absolutely mental, they are for sure gonna nerf this (and more than likely they'll nerf VB bulldog too once they see people instagibbing dreads with it

Pump Action
it actually does synergize really well with T4A, you can onetap grunts even to the armour. finally, warthog armour break is useful
i would say it's closer to cycle overload than MPA though, and of those two, CO is better for HVTs whilst PA is better for crowds

Hyperalloy Assembly
remains to be seen if it's any better than EM refire booster. i would assume the per-shot damage to be better but the DPS to be slightly lower

SmRt Trigger OS
it's terrible. it uses too much ammo, it takes forever to kill even just grunts, you can barely control the ♥♥♥♥♥♥♥ thing even with macro lens and it doesn't allow you to electrocute enemies unless you take T4B. it's the worst of the new bunch by far. basically anything on the LOK1 is better than this, even no OC at all would be preferable


Conductor Bullets:
Turret Arc is no longer just "EM Discharge at home".
idk about that, it's still significantly worse for less payout than EMD
this isn't even really a rework, it's just adding an extra effect to turret arc it didn't have before. it's still stuck with its atrocious ammo/RoF penalties that absolutely kneecap its role as a utility OC
just, at the very least, give it the same penalties as EMD, at least then they could be slightly on the same playing field

Scorching Tide:
it basically is a clean in disguise yeah
whether that's a good or bad thing is up to you

Crystal Nucleation
remains to be seen why use it over sticky flames. they seemed to put emphasis on "regrowing" the crystals by shooting at the same spot once they start to fade, but that's no different from just reapplying sticky at the same spot
they benefit from freeze power mods though so it might be good? i honestly can't say. and regardless if it's a useful OC or not i do think it's kinda lame they just went with "sticky fuel, but cold!" for the new cryo OC, it's too easy of an idea. i would've liked something more unique


Volatile Compound
yeah burning EPC is basically your only option if you want to solo ignite your puddles. it's hard to pull off, but pretty rewarding from what i've seen. you can oneshot mactera if you let the DoT wear them down a little bit before igniting them

I would also like to see a few changes to existing OCs, but I can talk about those another time.
it is pretty disappointing that we didn't see any balance changes this update
guess we have to hope we get some breadcrumbs thrown at us in subsequent experimental patches
Bookslayer10 Jun 4, 2024 @ 1:36pm 
Originally posted by kestrel:
allows you to ignite dreadnoughts
Wait, WHAT?
Frisky Jun 4, 2024 @ 2:05pm 
cluster missiles and mortar rounds make my brain feel good
phenir Jun 4, 2024 @ 2:07pm 
Originally posted by Detective Useless:
Now, we don't have stats yet,
The experimental exists and you can play it right now.

I only played with 2 OCs, the lok1 and the autocannon.
Lok1 is interesting. It basically makes you tap fire but with homing shots. So, it's a thing that exists. The dps against crowds seems like it could be funny because firing 4 bullets at once but engi has other, better options for crowds. It's not really specializing or anything so if you just like the base gun, you'll probably like this, like neuro lasso.
Autocannon is probably overpowered in it's current state on the experimental. It gives +66 aoe damage in exchange for like 300 ammo and all your direct damage. So you're launching pgl grenades rapid fire and you have over 200 of them. Sucks at anti air obviously and it's kind of awkward at shooting at enemies directly above you on ceilings or if you are against a wall (like in the new mission type). Also makes craters so gunner can join driller in mining ceiling minerals lmao. This thing is gonna make absolute mess of terrain during swarms.

Didn't play with it but the AR OC looks useless. Just use AI if you have it. 1 less damage but +50% weakpoint? Nice balance.
Last edited by phenir; Jun 4, 2024 @ 2:18pm
Victor Jun 4, 2024 @ 3:53pm 
Kind oi looking forward to trying some of the OC's. Especially for Driller.

Scorching Tide just looks like an incredibly easy way to make quick and consistent sticky flame rows with the right set-up to compliment it.

And honestly the cryo OC offering "sticky ice" might bump the weapon up for me, from being my far-behind 3rd preferred combo hard-dependent driller primary.
It at least seems like it could be fun to use.

Now if they could just offer an OC for Sabata that would be versatile and potent enough for me to want to use it over a wave gun switching or epc set up.


For scout, I think I "burst" with gk2 anyway, never really saw the draw to the OC's that offer more stability, but depending on the associated upsides could be cool.

I don't like the idea of the marked for death on the m1000 honestly. To me that weapon is already dependent upon it being abie to do high burst/decent mag dump dps at pick axe range.
Less mag for dumping damage into the backs of prets, oppressors or bosses, or to panic finish a slasher, less ability to take out septics, menace and wardens Yourself, slower pace to shoot and scoot, and slower focus so you can't pick off a kited row of grunts in a rhythm? Sort of removes all the best things the m1000 can do.

What's the upside then, that it would offer more team damage on a dread? An IFG seems a decent damage buff all on it's own, just shoot it and do the said extra damage yourself.
kestrel Jun 4, 2024 @ 5:03pm 
Originally posted by Bookslayer10:
Originally posted by kestrel:
allows you to ignite dreadnoughts
Wait, WHAT?

yea if you stick them with 2-3 fire bolts they will reach their ignite temperature and not even their natural cooling will be enough to outpace the sheer amount of heat going into them
granted it's not %100 consistent without more fire bolts (4-5 seems to guarantee it) but it does indeed work and allows them to be hit with VB

i tried the same test with cryo bolts on oppressors but i wasnt able to keep them permanently frozen despite the DRAK debuff apparently dealing hundreds of temperature per second
Old Shoe (Banned) Jun 4, 2024 @ 6:00pm 
GSG hates the Lok1 so much man :(
All it needs is more ammo but they still haven't buffed max ammo after all this time. The ammo mod (T1B) is mandatory and there is no reason to use the damage mod (T1A) over it, definitely doesn't help that ECR and Executioner cut your ammo down even farther.

I doubt they'd ever do this but all they'd have to do to make this new OC bearable is increase ammo significantly and reduce damage to compensate. Otherwise this'll be another OC that pretty much nobody will use like Neuro-Lasso.
Last edited by Old Shoe; Jun 4, 2024 @ 6:03pm
Chibbity Jun 4, 2024 @ 6:05pm 
Originally posted by Old Shoe:
Otherwise this'll be another OC that pretty much nobody will use like Neuro-Lasso.
https://www.youtube.com/watch?v=sA_S7q2-i9I
Bookslayer10 Jun 4, 2024 @ 7:26pm 
I just tested the Thunderhead Mortar Rounds overclock. It's certainly powerful, but it changes the projectiles so they actually do friendly fire with their AoE, so you can't just shoot at your feet like with the normal Thunderhead or Hurricane Minelayer. You need to keep the enemies in a sweet spot, not too far away so you can actually hit them with the projectiles, but not too close so you don't shred your own health. Definitely harder to use than Minelayer, but I still really like it. The AoE damage boost is massive and probably worth the ammo hit, I need to experiment more with the build options available.
MrPurple33 Jun 5, 2024 @ 12:07am 
I'll have to get and Fully Test all of the New OCs, but Two of the Gunner Ones Look Nice-
The Mortar Rounds for the Autocannon, and the Cluster Munitions for the Hurricane-

There Might Me a Problem with both of those for Me Personally Though- Both those OCs Look Excellent In Tandem with a Team, even a 2 Dwarf Team, but I Play Mostly Solo,
so They Might Leave a Solo Player more Vulnerable with Close Up Damage- I have a Great Setup with the Burst Pistol where It's Almost as Good as an Engie Primary or the GK2 or Drak, so that Might Cover It, But I'll Probably Have to Stick with the Dependable OCs I have now, and Pull the Newer Ones Out when I have the Time to Link Up with a Team

I'll See Though- Always Gotta Test the New Toys
Last edited by MrPurple33; Jun 5, 2024 @ 12:08am
SCamp Jun 5, 2024 @ 2:07am 
Originally posted by Old Shoe:
GSG hates the Lok1 so much man :(
All it needs is more ammo but they still haven't buffed max ammo after all this time. The ammo mod (T1B) is mandatory and there is no reason to use the damage mod (T1A) over it, definitely doesn't help that ECR and Executioner cut your ammo down even farther.

I doubt they'd ever do this but all they'd have to do to make this new OC bearable is increase ammo significantly and reduce damage to compensate. Otherwise this'll be another OC that pretty much nobody will use like Neuro-Lasso.
The new SMRT OC actually would make Unstable Lock Mechanism and Fear Frequency more usable if it works as I expect it does. Those two were hard locked onto Executioner and Fear Frequency were really niche as it is. (And it may counter some issues with SMRT mod due to limited ammo spent on targetting.) Also it addresses the fact that T4 is a near useless choice on Lok1, as T1B conflicts with mod and OC functionality; T1B basically was only "chosen" in order to make 3-locking ECR easier to perform (aside from niche CCD/Zoom ECR build that barely sees use on PC in favor of Macro ECR spam).

SMRT OC should also help players actually manage their ammo and have concentrate on target priority because it plays slower. Though it would probably build up bad habits because the fire-on-max-lock mechanic would distract/inhibit players from using the bullet line mechanic just like how Seeker's "ghost through obstacles/armour" makes players misinterpret it as "bullets teleport" and distract from using the bullet line mechanic to shoot weakpoints.

===

Regarding ammo, I use T1A just fine. In terms of total damage they are roughly the same. It's just a choice between DPS and slight copeflexibility when needing to shoot enemies that are at less HP than a single bullet's damage (and ECR, which ammo is just a medium to get more explosions). Lok1 leans heavily into single-target killing. It also has a +3 penetrations and/or ECR if you really want to put some effort in grunt clear. Learn to stop shooting swarmers with Lok1 and use the rest of your kit. This is a skill issue. (Also Executioner only takes away 12 ammo.)

Lok1 has an unusual skill curve and players are getting gate kept because they have the false assumption that "auto-aim = no skill/effort needed". This has been the case since it's been released.

===

Barely anyone uses Neuro Lasso because the slow effect isn't very pronounced unless committing against few enemies; it's over-classified as "unstable", which hurts its reputation as that implies there are large downsides/upgrades or gameplay deviations, where it should actually be reclassified as "balanced" in regards to typical gameplay experience. "Secret clean."
Jack Jun 5, 2024 @ 4:02am 
Only one overclock on weapon, and even not for all weapons. Not impressed.
elire01 Jun 5, 2024 @ 4:23am 
Having given all 3 of scout's OC a proper try I have to say that I'm incredibly disappointed with the direction GSG is taking the class into.

Scout isn't a offense supportive character at his core and should not be treated as such. I'm afraid that both Deathmark and Conductive Thermals significantly gimp his individual potential in exchange for gimmicks that need immediate and heavy follow-ups from other classes.

They fail to benefit scout in any meaningful way and aren't powerful enough to warrant using as a support tool because having a functional damage oriented scout is more than surpassing whatever bonus they provide.

Burst fire is comparatively underwhelming to both other GK2 overclocks and M1K as a whole. It's neither good nor excessively weak and could really benefit from some form of damage increase, preferably % stat increase would solve this but I'd gladly welcome a gimmick that increases damage of every subsequent shot hitting the same target.
Qua2ar Jun 5, 2024 @ 4:31am 
Originally posted by SCamp:
Originally posted by Old Shoe:
GSG hates the Lok1 so much man :(
All it needs is more ammo but they still haven't buffed max ammo after all this time. The ammo mod (T1B) is mandatory and there is no reason to use the damage mod (T1A) over it, definitely doesn't help that ECR and Executioner cut your ammo down even farther.

I doubt they'd ever do this but all they'd have to do to make this new OC bearable is increase ammo significantly and reduce damage to compensate. Otherwise this'll be another OC that pretty much nobody will use like Neuro-Lasso.
The new SMRT OC actually would make Unstable Lock Mechanism and Fear Frequency more usable if it works as I expect it does. Those two were hard locked onto Executioner and Fear Frequency were really niche as it is. (And it may counter some issues with SMRT mod due to limited ammo spent on targetting.) Also it addresses the fact that T4 is a near useless choice on Lok1, as T1B conflicts with mod and OC functionality; T1B basically was only "chosen" in order to make 3-locking ECR easier to perform (aside from niche CCD/Zoom ECR build that barely sees use on PC in favor of Macro ECR spam).

SMRT OC should also help players actually manage their ammo and have concentrate on target priority because it plays slower. Though it would probably build up bad habits because the fire-on-max-lock mechanic would distract/inhibit players from using the bullet line mechanic just like how Seeker's "ghost through obstacles/armour" makes players misinterpret it as "bullets teleport" and distract from using the bullet line mechanic to shoot weakpoints.

===

Regarding ammo, I use T1A just fine. In terms of total damage they are roughly the same. It's just a choice between DPS and slight copeflexibility when needing to shoot enemies that are at less HP than a single bullet's damage (and ECR, which ammo is just a medium to get more explosions). Lok1 leans heavily into single-target killing. It also has a +3 penetrations and/or ECR if you really want to put some effort in grunt clear. Learn to stop shooting swarmers with Lok1 and use the rest of your kit. This is a skill issue. (Also Executioner only takes away 12 ammo.)

Lok1 has an unusual skill curve and players are getting gate kept because they have the false assumption that "auto-aim = no skill/effort needed". This has been the case since it's been released.

===

Barely anyone uses Neuro Lasso because the slow effect isn't very pronounced unless committing against few enemies; it's over-classified as "unstable", which hurts its reputation as that implies there are large downsides/upgrades or gameplay deviations, where it should actually be reclassified as "balanced" in regards to typical gameplay experience. "Secret clean."

Neuro Lasso is one of the Overclocks of all time.
elire01 Jun 5, 2024 @ 4:38am 
Originally posted by Qua2ar:
Neuro Lasso is one of the Overclocks of all time.

This awful overclock on an awful weapon is one of the most perfect examples of how disconnected Lok1 concept is from the actual in game use.
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Date Posted: Jun 4, 2024 @ 12:27pm
Posts: 30