深岩银河

深岩银河

Bookslayer10 2023 年 4 月 17 日 上午 11:40
What's the hardest weapon to use?
I'm interested to hear some opinions on how hard the various weapons in game are to use. Just going over the highlights would be interesting, but a ranking of every weapon in terms of skill required to be effective with it would also be amazing. I'm just interested to hear what everyone think are the highest and lowest skill floor.

I think that grenades should be included as well, and even the powerful OCs that completely change the weapons.

I think out of all the classes, the weapon that is hardest for a new player to use would be the basic coil gun, because of the charge and reload combined. It's also extremely weak, but I think that even with the power boost from Hellfire, the coilgun is the most difficult for a new player to use effectively.
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正在显示第 16 - 30 条,共 35 条留言
BaronVonNapking 2023 年 4 月 17 日 下午 2:21 
引用自 Paintbrush
引用自 LordNapking
You can do that with your back facing them (or atleast tell yourself you're doing it)

Schrodinger's weakpoint
I guess I can see it's maybe a tiny bit more complicated than the other main guns then.

But still, can't miss...
最后由 BaronVonNapking 编辑于; 2023 年 4 月 17 日 下午 2:21
Chibbity 2023 年 4 月 17 日 下午 2:51 
Hardest weapon to use?

The EPC definitely.

I mean...you have to wash your hands clean after literally every use..it just get's tedious.
最后由 Chibbity 编辑于; 2023 年 4 月 17 日 下午 2:51
phenir 2023 年 4 月 17 日 下午 3:01 
引用自 Aratorin
引用自 LordNapking
I never understood, can someone explain to me what part of the lok1 is hard to use? You just lock on target and run the other way while shooting, right? And then when a single bug comes too close you tap the mouse in its face

Without the SMRT mod optimizing the number of locks, especially against mixed groups, is challenging. Too few and the target doesn't die, too many and you waste ammo.
Don't use smrt. The gun already stops shooting if a target has extra locks. It interferes with overclocks that need certain number of locks. It's just a bad mod to use, take something else on that tier, like blowthrough.
Aratorin 2023 年 4 月 17 日 下午 3:18 
引用自 phenir
引用自 Aratorin

Without the SMRT mod optimizing the number of locks, especially against mixed groups, is challenging. Too few and the target doesn't die, too many and you waste ammo.
Don't use smrt. The gun already stops shooting if a target has extra locks. It interferes with overclocks that need certain number of locks. It's just a bad mod to use, take something else on that tier, like blowthrough.

Huh, that's interesting. Nothing about the weapon indicates that, but I went into Haz 1 with it specced for max damage to test, and you're right.

Do the unnecessary extra locks still trigger the mods that depend on number of locks, even if the bullets aren't fired? I never really used them, because most targets already died with less than the required locks.
最后由 Aratorin 编辑于; 2023 年 4 月 17 日 下午 3:19
Rayalot72 2023 年 4 月 17 日 下午 4:30 
引用自 Aratorin
引用自 phenir
Don't use smrt. The gun already stops shooting if a target has extra locks. It interferes with overclocks that need certain number of locks. It's just a bad mod to use, take something else on that tier, like blowthrough.

Huh, that's interesting. Nothing about the weapon indicates that, but I went into Haz 1 with it specced for max damage to test, and you're right.

Do the unnecessary extra locks still trigger the mods that depend on number of locks, even if the bullets aren't fired? I never really used them, because most targets already died with less than the required locks.
Yes, that's exactly why SMRT kind of blows, unfortunately.
GIRL 2023 年 4 月 17 日 下午 4:33 
I can't get used to the Shard Diffractor. Not sure if it's a single-target weapon, a cannon fodder clean-up tool, or a crowd control weapon. It just feels weird to me.

Same with Scout's crossbow. Too complicated. If I can't just "fire at enemy, enemy dies," I don't really like it as a weapon.
SCamp 2023 年 4 月 17 日 下午 4:34 
引用自 Aratorin
引用自 phenir
Don't use smrt. The gun already stops shooting if a target has extra locks. It interferes with overclocks that need certain number of locks. It's just a bad mod to use, take something else on that tier, like blowthrough.

Huh, that's interesting. Nothing about the weapon indicates that, but I went into Haz 1 with it specced for max damage to test, and you're right.

Do the unnecessary extra locks still trigger the mods that depend on number of locks, even if the bullets aren't fired? I never really used them, because most targets already died with less than the required locks.
3-lock and full-lock mods/OCs are negatively affected by SMRT when dealing with injured/low-HP targets. This is especially true when dealing with swarmers/naedocytes with Explosive Chemical Rounds, or trying to get full-lock bonuses from Unstable Lock Mechanism and Executioner against a praetorian with "low" HP where there are potential ammo savings (from large damage bonuses) by being able to fire off full-locks.

Common Lok1 quirks:

1) SMRT mod is next to useless as it prevents "overlocking" a target past the amount needed to kill it; overlocking is useful for 3-locking and full-locking low HP targets.

2) Electric Generator Mod mod applies electricity to the first shot that hits a target when it has 3 locks on firing. (Interaction with Electro-Chemical rounds: The electricity-applying shot will not receive ECR's damage boost, all subsequent shots will as long as electricity is in effect.)

3) Electro-Chemical Rounds mod is two separate damage boosts. The damage is from each is also tied to the element they were spawned from (and elemental resistances apply). Electrocuted targets will take +20% bonus damage as electric element from a shot; targets on-fire will take +20% bonus damage as fire element and a some amount as heat (temperature) that will prolong the on-fire status effect. Enemies that are both electrocuted and on-fire will get +20%/+20% bonus elemental damage (both of the above, separately) for a total "+40%" bonus damage. (This mod completely works with single-target.)

4) Explosive Chemical Rounds OC explodes when all locks on a target are consumed via firing (assuming they met the 3 lock requirement); IIRC the shots don't need to hit the enemy that is ready to explode (but the shots need to be fired).

5) Seeker Rounds does not teleport to the target. The bullet loses all hitbox collision with everything (including the map geometry), only able to contact the locked target. It will break armour that it makes contact with it, but the armour will not affect the bullet. Pierce does work with it, but not in a positive manner: The bullet ghosts all targets and will only able to pierce and hit other targets after it connects with the locked target.
最后由 SCamp 编辑于; 2023 年 4 月 17 日 下午 4:38
Qua2ar 2023 年 4 月 17 日 下午 4:41 
Epc: It's the only weapon where you time your shots.

Using TCF to kill a scout mid flight takes skill. Bonus points if you use your axe to trigger TCF.
最后由 Qua2ar 编辑于; 2023 年 4 月 17 日 下午 4:44
NeloDante 2023 年 4 月 17 日 下午 5:13 
Crossbow with cryo OC and M1K with focus builds. EPC is overrated on the "hard" department, all you need to learn is timing since you don't need to aim meanwhile the two I mentioned are definetly much harder to properly use (and they are quite strong mind you).
Polaris 2023 年 4 月 17 日 下午 5:37 
引用自 vindicar
EPC or Stubby. I still can't figure out how to use them with any effectiveness at all.


For epc, my favorite is to run heavy hitter, and make the epc do fire damage, pair with corrosive sludge pump and you can light it on fire, still does plenty of damage to priority targets too


For stubby, run full electrocution build, that status slows bugs, does damage over time, and the stubby can also be upgraded to electrocute other bugs near the target, a few bullets into a swarm, and many of them will start lagging behind, and the damage isn't bad, pair this with my favorite overclock "turret arc" and you can play tower defense in DRG ;D
Qua2ar 2023 年 4 月 17 日 下午 5:55 
引用自 NeloDante
Crossbow with cryo OC and M1K with focus builds. EPC is overrated on the "hard" department, all you need to learn is timing since you don't need to aim meanwhile the two I mentioned are definetly much harder to properly use (and they are quite strong mind you).
No they are not, mechanically speaking EPC is objectively harder, it's the only weapon where you need timing. It's not hard to use, but compared to the rest it's hard(er).

With the weapons you mentioned you only need to aim, with EPC you need to aim and time your shots. You still need to aim, even with it's big aoe explosion, since if you want to use it efficiently you need to hit a group of bugs, not just one.
Frisky 2023 年 4 月 17 日 下午 6:09 
引用自 ⎛ Alucard ⎞ ✟
Flare Gun
A lot of Scout players seem to struggle to use it.
NeloDante 2023 年 4 月 17 日 下午 6:10 
引用自 Qua2ar
No they are not, mechanically speaking EPC is objectively harder, it's the only weapon where you need timing. It's not hard to use, but compared to the rest it's hard(er).

With the weapons you mentioned you only need to aim, with EPC you need to aim and time your shots. You still need to aim, even with it's big aoe explosion, since if you want to use it efficiently you need to hit a group of bugs, not just one.

Shooting a big ball in the general direction of a bunch of grunts coming and then shooting it again after learning the timing Vs actually aiming to the weakspot of each different unit with RNG movement.

Yeah, sure thing.
CCShad 2023 年 4 月 17 日 下午 7:18 
Hurricane feels like it has the highest skill ceiling, LOK-1 in theory isn’t that difficult to learn, it’s just commonly misused because people don’t understand it still requires you to line up the angles to hit weakspots (The gun has like 3 weakpoint bonus upgrades/ocs, if you aren’t hitting weakpoints it becomes a joke in terms of ammo capacity)
SCamp 2023 年 4 月 17 日 下午 8:26 
引用自 NeloDante
引用自 Qua2ar
No they are not, mechanically speaking EPC is objectively harder, it's the only weapon where you need timing. It's not hard to use, but compared to the rest it's hard(er).

With the weapons you mentioned you only need to aim, with EPC you need to aim and time your shots. You still need to aim, even with it's big aoe explosion, since if you want to use it efficiently you need to hit a group of bugs, not just one.

Shooting a big ball in the general direction of a bunch of grunts coming and then shooting it again after learning the timing Vs actually aiming to the weakspot of each different unit with RNG movement.

Yeah, sure thing.
EPC's projectile colouration and textures doesn't provide good depth-indication. And it's much harder to pull off in actual-game scenarios where players have to move and driller has to fire from two angles to get a TCF explosion off. And the entire process requires two projectiles.

Meanwhile aiming at bugs? All of them having generally predictable movement and most having weakpoints openly presented to the player, glowing in fun colours? With most weapons in the game being hitscan weapons? It's not that hard. DRG is just another aim-trainer/OSU clone like every FPS on the market. "just click on heads 4head"

It's not even a multiplayer game where enemies can freely manipulate where their weakpoint hitbox will be (Example: Overwatch, especially with support characters who WD+Crouch so their head hitbox lerp in unpredictable circular/zigzag patterns).
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发帖日期: 2023 年 4 月 17 日 上午 11:40
回复数: 35