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What about your secondary weapon?
Is your 13212 ok without overclock? I don't have any.
My secondary is the wavecooker, 12112. It's meant for things at extreme range (cave leeches) and critters such as swarmlings and jellies, which sludge can have a hard time dealing with. Boiler ray tends to clean out critters instantly. This also doesn't need an overclock, but I use Mega Power Supply.
Edit: I honestly wouldn't touch an elite deep dive without overclocks. Not unless you were REALLY confident in what you were doing.
C4 + Scout, duh.
Without overclocks you will indeed suffer on dreadnote killing.
11132 cryo cannon is really good. It will freeze everything you can touch with Cold radiance (4m radius). Team must follow up and shoot ice figurines but croud controll is really good. Can freeze dreadnotes too but those thaw allmost instantly so it needs burst weapons from team to follow up.
32211 sludge pump is good option to do something good on dreads without overclocks as you will slow them significantly. Good for any ground bugs too - large areas of strong slow and decent damage over time.
13231 flamer is very good to set ground on fire which will slow and burn away grunts and even praetorians with great ammo efficiency but against air targets you wont be good and on dreadnotes you might aswell just feed your resupply piece to teammate good at single target killing.
Secondary to any of those will be 22222 Experimental plasma charger. If you can land Thin containment field fireballs you'll be golden against Mactera and have little extra against grunts. Plus it terraforms really well which is nothing untill you are crammed into terrible area where its everything.
Also Stun effect on Satchel charge (2112) is very potent. Learn to jump+throw it so it flies further and faster and you'll have instant stun with really big radius and serious damage at epicenter.
Poison cloud grenade can kill huge amount of bugs if placed accurately. It will also slow pursuers when you dig away through terrain or revive teammates.
Drills (1111) is another weapon you can whip out at any moment. It does area attack with good chance to apply stun and fear effect (stun and fear will stop praetorians belch for example). Pair it with Vampire perk and you'll get a bit of health when you shred bugs with drills. Drills are eligible to weakspot damage so try drilling grunt in the head.
No; always run Cryo and blame your team for you being terrible at it.
Unless you meant that cryo was not very helpful against dreads, which would be entirely correct. It just obliterates anything besides a dreadnought.
For this EDD as driller, I recommend the sludge pump
As for general advices about driller in EDD
Aside from sabotage being a nightmare or a breeze depending on your build and the need to have something that can fight dreads if they are in the EDD
There isnt really anything different from usual
As driller, your role is to make sure crowds get deleted/debuffed while also making bigger bugs life a nightmare
Your drills (and C4 with one upgrade) are extremely usefull to not only create paths, but also make room
Being able to reduce the possible paths for the bugs and change the terrain in your favor is always welcome
Though even that isn't set in stone since driller builds have a tendency to let you break his weaknesses
For exemple, "driller lack range"
Well yes and no
Mostly yes
But not fully
Since, 20 meter crspr, cryo snowball/ice spear, and just sludge in almost every case are a thing
But yeah, there is a point where trial and error is the only way to improve.