Deep Rock Galactic

Deep Rock Galactic

Is thunderhead autocannon lacking compared to other 2 gunner primary?
outside of NTP oc, do you guys feel it, when you use the thunderhead, i could do better with such and such ?
thunderhead is my favorite weapon, i also know it is strong against grouped up enemy, enemy lined up chasing you, the moment you fight in semi open area you kinda screwed. not always but sometimes due to terrain what not.

so want to put down some idea out that have been gnawing at me like a bunch of swarmer,
i will start with
giving it minigun like gyro 50-60% max accuracy
tier 5B, change it from fear to slow down

here is my more extreme changes
-2 reduce direct, -1 aoe damage, add 110 ammo to base
+1 rof to base weapon, make tier 3A +3 rof
making thunderhead to a twin browning machine gun

Was thunderhead a failed or unrefined version of hurricane if so, should changing it identity from heavy flack cannon to a heavy machine gun with he round, with this its oc can split between more direct oc and aoe oc

based on your experience on thunderhead,
is thunderhead direct or aoe focued weapon?
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Exibindo comentários 7683 de 83
Lord Rumpkin 27/set./2024 às 20:42 
I'm a gunner main and vastly prefer the auto in most cases. This is likely because I play on Haz 5. The minigun begins to feel unwieldy during heavy swarms and your effectiveness diminishes as more bugs surround you, while the auto becomes more effective. The more bugs, the better. You welcome the swarms because you know you're about to delete them, and it only gets WORSE for them the closer they get. Especially if you run that 50% damage resist at max RoF, you get an almost disgusting level of confidence. Makes you feel like a real dad tbh.

Of course there's that whole direct damage thing but we have our bulldog for that.

Run Combat Mobility OC with the 50% damage resist and you'll almost never go down if you keep your wits about you.

God, I freaking love this gun.
HoloSam 27/set./2024 às 21:44 
I agree the Autocannon needs an accuracy buff.

Here's my in-depth thoughts.

Personally I like it, it's my favorite gunner weapon. When I got Carpet Bomber I liked it even more. When I got Mortar Rounds I liked it even more.

I dislike the spin-up of the minigun (with even worse accuracy than autocannon at the start) and the aiming of the rocket launcher (where you can't fire and forget). Firerate buildup makes sense, while the 110 magazine is more than enough. The 5 second reload gets solved by the 5 seconds of Born Ready perk. It wouldn't matter if the reload time was three business days.

Mortar Rounds' sevenfold area damage solves the problem of feeling like you're shooting with a toy. It elevates Autocannon to its platonic ideal. The gravity and friendly fire are good trades. The ammo is fine, probably because the base Autocannon has so much ammo you'll need to resupply half as often as your allies. It's why I like gunner. The option of 50% damage reduction while firing comes in clutch even in haz 5 when something sneaks up behind you.

Also:
- People when Autocannon has 50% movement reduction: "This is the worst weapon ever!"
- People when Lead Storm has 100% movement reduction: "omg so good!"
SCamp 27/set./2024 às 22:04 
I fixed all the problems I had by using 221xx Composite Drums (though Combat Mobility also works). haha AC goes BRBRBRBRBRBR :redbeard:
myxlmynx 27/set./2024 às 22:09 
It's not that good singletarget, but quite good against swarms. A NTP build with the Fear effect is so safe against swarms it's borderline boring.
Bookslayer10 27/set./2024 às 22:40 
Escrito originalmente por OrchidAlloy:
Also:
- People when Autocannon has 50% movement reduction: "This is the worst weapon ever!"
- People when Lead Storm has 100% movement reduction: "omg so good!"
The difference with Lead Storm is that you can sprint jump everywhere and only shoot mid-air in order to completely avoid the movement speed penalty. This is because the Minigun doesn't spin down instantly, you can pause firing for half a second as you touch the ground and then just continue firing with maximum spin-up while in the air.

In comparison, the Thunderhead instantly loses all fire rate bonuses the moment you let go of the trigger, so firing while moving is basically impossible to do effectively. If the devs did change the Thunderhead to maintain fire rate for a second or so before it goes away, then a lot of its mobility issues be solved through skilled gameplay.
Ubi Kayu Rebus 27/set./2024 às 22:51 
Escrito originalmente por Bookslayer10:
In comparison, the Thunderhead instantly loses all fire rate bonuses the moment you let go of the trigger, so firing while moving is basically impossible to do effectively. If the devs did change the Thunderhead to maintain fire rate for a second or so before it goes away, then a lot of its mobility issues be solved through skilled gameplay.

that could work, if dev want differentiate AC and the minigun, accuracy buff (making the spread less wide) could mend positional/mobility issue.
HoloSam 27/set./2024 às 23:31 
I see, the sprint jumping thing makes sense.
myxlmynx 28/set./2024 às 0:07 
I forgot one more downside of the autocannon: There are very few decent builds/overclocks available for it. If you know the best builds, you can make it work. If you don't, you'll likely end up with an underwhelming weapon.
Última edição por myxlmynx; 28/set./2024 às 0:09
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