Deep Rock Galactic

Deep Rock Galactic

What are your solo engineer/scout builds at haz 5?
I remember recently trying my favorite classes engineer and scout at haz 5 because I was playing an archipelago which required I do some haz 5 missions, but felt I got overwhelmed too easily since the weapons I used on them (plasma rifle scout, smg and the laser secondary with engineer, I tried smrt rifle but takes too long to lock on) felt like they weren't great at taking out groups so I got overwhelmed by groups so easily. Though I didn't have an issue when playing driller with cryothrower, or gunners missiles or auto canon.

So I guess my question is, can you make engineer and scout solo work on haz 5?
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They can most definitely work on solo haz 5, just takes more brainpower, and I only play Gunner, so my opinion is invalid lol
You can make every class work solo Haz 5, I don't really have any advice for you though; since I don't play co-op games solo lol.
sam 3 marca o 14:05 
LOKI (smrt rifle) ECR and Plascrete catalyst (laser) or the clean ocs on the grenade launcher is what I tend to run as a solo engineer. Explosive chemical rounds are great for swarms & long range once you get used to only firing with 3/4 rounds locked on. Plascrete catalyst is a pain to use sometimes but its pretty efficient, powerful, and inflicts very low self damage (will hurt teammates quite a lot though), very good for swarms and decent for single targets. Clean OCs on the PGL are always nice, and if you’re going solo the L.U.R.E. is pretty handy for grouping up enemies and distracting them. If the LOKI with ECR is too much of a hassle using the warthog with turret whip is a great option as well, especially if you have the quick deploy time for the sentries.

Without overclocks, I’d suggest shotgun w/ turret whip and the grenade launcher or the breach cutter- The LOKI and laser arent great without overclocks.
They most certainly can work, and indeed work well. I reckon the main thing is to prioritize blowthrough/splash damage as either class - blowthrough can double, triple, or quadruple the total damage output, if you can line up shots well. Horde clear is the biggest issue as either class when doing hazard 5 solo. Engineer is easier to build for the purpose, but Scout is a little iffier. Blowthrough is amazing for hordeclear as one bullet can hit multiple bugs, softening the entire horde rather than shaving off the edges.

If you're confident in hitting weakpoints, M1000 with Hipster OC and blowthrough can do wonders to a horde, as can the GK2 with really any overclock (I personally like AI Stability).

Scout's pheromone grenades can take loads of pressure off you - lob it at priority targets in hordes or at hordes themselves and they'll be busy with eachother, leaving you to pick off the ones still targeting you, or blast the distracted horde with the Boomstick. Engineer's L.U.R.E. or Plasma Burster are good pressure-relieving throwables to take a horde off you quickly. Distracting the bugs is such an important thing in solo because you don't have teammates to draw some attention; for this very reason bugs can close distances fast in Hazard 5 if you're not careful, or lack the firepower to clear them. :lunar2019piginablanket:
you can find sucess with all classes in solo but generally scout (and sometimes engie) are going to be the ones where you might find more challenge

I have a lot builds for solo engineer but when it comes to a more serious loadout I run:

2,3,1,2,2 light weight rounds stubby
3,1,2,2,1 overdrive booster shard diffractor

LUREs for grenades, gemini defender sentries with ammo and armor break

stubby electric arc is used to slow down hordes of enemies and set up damage bonus vs electrocuted targets on the shard diffractor overdrive for quickly killing larger enemies, LUREs are used to either buy time to set up my sentries in a tight spot or force enemies into killzones/away from my defensive point
Ostatnio edytowany przez: Frisky; 3 marca o 14:23
EricR 3 marca o 15:18 
Początkowo opublikowane przez Dewutt:
I remember recently trying my favorite classes engineer and scout at haz 5 because I was playing an archipelago which required I do some haz 5 missions, but felt I got overwhelmed too easily since the weapons I used on them (plasma rifle scout, smg and the laser secondary with engineer, I tried smrt rifle but takes too long to lock on) felt like they weren't great at taking out groups so I got overwhelmed by groups so easily. Though I didn't have an issue when playing driller with cryothrower, or gunners missiles or auto canon.

So I guess my question is, can you make engineer and scout solo work on haz 5?
Well it doesn't matter... the only build that is important is... Bosco.
Bosco will carry you no problem if you have difficulties ;)

Joke aside... I'm not sure about the Scout, but for Engie I use something close to what Frisky suggest ↓↓↓
Początkowo opublikowane przez Frisky:
2,3,1,2,2 light weight rounds stubby
3,1,2,2,1 overdrive booster shard diffractor

LUREs for grenades, gemini defender sentries with ammo and armor break

stubby electric arc is used to slow down hordes of enemies and set up damage bonus vs electrocuted targets on the shard diffractor overdrive for quickly killing larger enemies, LUREs are used to either buy time to set up my sentries in a tight spot or force enemies into killzones/away from my defensive point

I could add to the strategy with the Stubby Electric that it's pretty useful to electrify your platforms and slow down grunts or kill swarmers.
I will usually put a platform at the base of a resupply, turrets, etc.
Ostatnio edytowany przez: EricR; 3 marca o 15:21
Początkowo opublikowane przez EricR:
I could add to the strategy with the Stubby Electric that it's pretty useful to electrify your platforms and slow down grunts or kill swarmers.
I will usually put a platform at the base of a resupply, turrets, etc.
Isn't that only possible with a specific overclock?
solo engie really wants to run stubby, particularly with electric arc, as it provides huge safety against groups of grunts by slowing them down. this gives you breathing room and buys time for your turrets to finish off injured enemies
from there you want to take shard diffractor as its long range and hitscan beam covers for the stubby's low range and inaccuracy. shard also has the T5A mod that does bonus damage to electrocuted enemies which is an obvious pairing for stubby
for build specifics, since youre alone its usually better to go with something more generic rather than trying to run a really niche loadout and relying on teammates to cover you for circumstances you can't handle (which is why i think solo play is boring)

solo scout isn't a good time no matter how you build it. he just isn't a waveclear class, he's not designed to take on hordes alone. if you absolutely insist on solo scout though, try electric reload GK2
EricR 3 marca o 15:40 
Początkowo opublikowane przez Iluszachane:
Początkowo opublikowane przez EricR:
I could add to the strategy with the Stubby Electric that it's pretty useful to electrify your platforms and slow down grunts or kill swarmers.
I will usually put a platform at the base of a resupply, turrets, etc.
Isn't that only possible with a specific overclock?
Yep, thanks for telling me. I should have looked before I said that.
So it's the Micro-Conductor Add-On overclock indeed.

I'm not really a build specialist like some of the players in here.
I don't know any names of the mods, OCs, etc.
Początkowo opublikowane przez SLIP LIKE FREUDIAN:
solo engie really wants to run stubby, particularly with electric arc, as it provides huge safety against groups of grunts by slowing them down. this gives you breathing room and buys time for your turrets to finish off injured enemies
from there you want to take shard diffractor as its long range and hitscan beam covers for the stubby's low range and inaccuracy. shard also has the T5A mod that does bonus damage to electrocuted enemies which is an obvious pairing for stubby
for build specifics, since youre alone its usually better to go with something more generic rather than trying to run a really niche loadout and relying on teammates to cover you for circumstances you can't handle (which is why i think solo play is boring)

solo scout isn't a good time no matter how you build it. he just isn't a waveclear class, he's not designed to take on hordes alone. if you absolutely insist on solo scout though, try electric reload GK2
I wasn't exactly trying to make scout work solo haz 5, I was just curious mostly if you could really
Początkowo opublikowane przez EricR:
Początkowo opublikowane przez Iluszachane:
Isn't that only possible with a specific overclock?
Yep, thanks for telling me. I should have looked before I said that.
So it's the Micro-Conductor Add-On overclock indeed.

I'm not really a build specialist like some of the players in here.
I don't know any names of the mods, OCs, etc.

No worries lol, MCAO is still a great recommendation, especially for solo. Another crazy-powerful Engi OC (in the same vein as MCAO) would be Turret EM Discharge.

Początkowo opublikowane przez Dewutt:
Początkowo opublikowane przez SLIP LIKE FREUDIAN:
solo scout isn't a good time no matter how you build it. he just isn't a waveclear class, he's not designed to take on hordes alone. if you absolutely insist on solo scout though, try electric reload GK2
I wasn't exactly trying to make scout work solo haz 5, I was just curious mostly if you could really

Scout works perfectly fine in solo Haz5 if you don't build him like a traditional Scout. I have a DRAK/Crossbow build that clears crowds like you wouldn't believe.

BUILD: BRUSH HUNTER Type-C "OUTSKIRTS" PRIMARY: Overtuned Particle Accelerator 21121 (DRAK) SECONDARY: Quick Fire 21121 (Boltshark) OTHER: Pheromone Grenade // Berserker + Heightened Senses / Iron Will
OPA DRAK with Plasma Splash gives you the short-range wave clear necessary to handle small-to-medium packs of grunts, but it does take a bit of skill/experience to understand how to use it.

For precision DPS, you take Quick Fire for the crossbow -- which one-hits Mactera, Spitters, and Slashers if you take the damage mod -- and pretend that it's your primary weapon. It's like a side-graded M1K Focus Shot.

When the real crowds show up, you bunch them together with a pheromone grenade then drop a couple of Chem Bolts into their ranks, then spray the cluster with OPA until you activate a chain reaction of Chem Bolt explosions that will quickly wipe out a huge number of basic ground troops.

The build is somewhat techy and high-maintenance, but once you understand how you're supposed to play it you'll start racking up hundreds of kills. AFAIK, the biggest thing that trips people up is that our secondary weapon plays the role that Scout's primary weapons normally play: precision DPS for high-value targets with flexible range.
Ostatnio edytowany przez: Iluszachane; 3 marca o 16:20
So, it seems that your biggest proplem is crowd control, so first thing first, I personally find the engeneer's weapons quite boring, except for one.
Engeneer: I ususally go with the balanced oc that reduces your spread, and go out with a 22211 for a solid&balanced warthog biuld, and for the crowd control I use the Grenade launche (obviously) with a stable OC for more dmg and radius, and I go with a 22131 biuld. I recomend you using the plasma burst grenade, since it clears out easily:steamhappy:
Scout is for me the squishiest class, and the easiest to overwelm, so heres the biuld.
he basic ones, the GK2deepcore and the shorty; For the GK2 I usually go with a 32211 (battle cooling my beloved) for a stable and reliable biuld, with the AI unstable OC of course; And for the shorty I usualy go with a Jumbo shells OC with a 12213. Use the feromones grenade so your life can be easier and I think youre good :steamthumbsup:
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