Deep Rock Galactic

Deep Rock Galactic

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ULTIMATE GUIDE TO GUNNER
De DRAGO DRACUL
a simple guide to being a gunner that will be the stone that keeps the wall standing. WE ARE THE ROCK IN ROCK N STONE.
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WHAT IS A GUNNER?
So what is a gunner? well that's both a simple and difficult question.
The GUNNER is one of the 4 classes and actually least used one at that. Gunner is your typical "heavy'" class boasting huge weapons and similar styled secondary's. Gunners main job is protecting the squad with shield and helping with terrain movement via zip-lines
MAIN WEAPONS
LEADSTORM
First we have the lead-storm a mini-gun, i mean cmon which heavy doesn't have a mini-gun.
#Has huge ammo supply
#Solid damage per second with good stopping power
#The leadstorm is the first gun you will start with, its a all round solid weapon and needs a eye kept on the overheat meter. If one bullet aint enough u aren't using enough bullets.

THUNDERHEAD
second weapon to be unlocked. slower fire rate but a devastation damage output. Hey! who had the idea to have a duel cylinder cannon as a weapon ? GIVE THAT DWARF A BEER!!

#Deals massive AoE damage but has a long spin up time before firing
#Low ammo count compared to the mini-gun
#Has the some of the best collections of over clocks

HURRICANE
Ground to air/ ground to ground missile launcher. sadly nukes were out of stock....It is a portable multi-tube rocket launcher with a targeting system including a laser designator, allowing for its rockets to be manually guided after launch.


#Lowest ammo count of all primary's
#built enemy targeting system
#Deals direct and area damage as well
SECONDARYS
BULLDOG REVOLVER
The old big iron. what gunner is without a heavy revolver?

#Low mag size
#Strong damage per shot
#Average firing rate

BRT7 BURST FIRE GUN
The Burt fires three bullets in a rapid burst with one pull of the trigger. Whats better than 1 bullet , well 3 of course even the dumbest gunners knows that.

#Fast rate of fire
#Big amount of recoil if used too fast
#Good armour damage/weak spot damage

ARMKORE COIL GUN
A handheld magnetic coil gun. Launches tungsten rods that penetrate enemies *he he* also leaves a residual trail that damages enemies. Some might call it sci-fi but for gunners its die-fi.


#Highest possible damage than most DRG weapons* (dps per shot)
#Needs to be charged up
#Has electro trails that damages enemies
#Can and will penetrate terrain and enemies. armour is more like a suggestion.


Now each weapon has many tiers aka upgrades but there isn't a set of " right tiers" and the sheer possible combinations will take forever to go over just pick what is right for u but there are certain builds that require certain tiers to be their best so keep that in mind


UTILITIES
UTILITIES
okay each class and 4 sets of utilities
#Terrain traversal tool
# Set of grenades
# Armour
# Class specific item

ZIP-LINE LAUNCHER
A hand held zip-line launcher it allows to bridge huge gaps and allows upwards and downwards travel. Tho its the slowest of all traversal tools when going up but when going down its the second fastest, can jump from zip-line to zip-line so u can pull off some amazing moves. JUMPING FROM MORE THAN 60 FEET AND UNTO A ZIP-LINE TO NEGATE FALL DAMAGE ISN'T RECOMMENDED !!"cool af and doable tho"

#Slow incline
#Has a max and low angle limit
#Need to be on stable ground to use

GRENADES
Gunner comes with 4 sets of grenades
#sticky grenades explodes with a chance ti cause fear
#Incendiary grenades that aoe burns a good size of terrain and any bugs that are in said terrain
# Cluster bomb a 2 stage grenade that explodes into additional bomblets that deals explosive damage over a wide area
#Leadburster the king grenades and friendly fire. fires multiple projectiles in a sphere pattern. Throw and pray.

ARMOUR
All classes have the same armour values and upgrades paths. Only difference is the unique looks.

#Gunner has the heaviest looking armour set of all
#Latest dlc added capes but gunner is the only one with a half cape ....
#Shop bought armour sets shows gunner carrying different sets of ammo

CLASS ITEM
Without a further or do, the shield generator !! The most useful utility of all. It deploys a sphere shaped shield that protects from almost all damage except a Glyphid Praetorian's breath attack which can damage through a shield

#Can protect whole team it comes in 3 sizes the largest able to protect a whole squad and certain objectives
#It doesn't negate damage but rather forces enemies out of the shield radius and boost armour regeneration to such a point it heals any damage taken instantly. Be warned you can still take enough damage to be down whilst in a shield
#Blocks any and all projectiles

Only thing stopping a total wipe is and always will be the gunners shield. Good gunners throws down shields for squad mates mid battle protecting them while the gunners mows down the enemies unprotected. Gunners main job be in the front and clear a path and support a team.



OVERCLOCKS PART 1
OVERCLOCKS
What is a overclock? A over clock is a modification that can be used to change how a certain weapon works some are harmless giving a small boost to weapons stats while others have a heavy price for the power they give. Each weapon both primary and secondary have multiple overclocks .

How to obtain?
There are 3 ways to get them. From assignments or from the deep dive or elite deep dives and lastly promotions. These methods give 3 types

Blank matrix core = used to craft over clocks which can be done after a machine event is completed in a mission that randomly spawns

vanity matrix core = a vanity item such as beard / paint job

overclock matrix core = a pre crafted over clock

once u got one of the latter u can go to the forge station in the lobby and craft a overclock which will then be avaible permanently

There are 3 types
Clean overclocks = small boosts to stats
Balanced overclocks = better boosts or more effects but has slight degrades/ downsides
Unstable overclocks = huge boosts to stats and greater effects but comes at some times player killing downsides

LEADSTORM

CLEAN OVERCLOCKS

A Little More Oomph!
+1 Damage
-0.2s Spinup Time
"Get the most out of each shot without compromising any of the gun's systems."

Thinned Drum Walls
+300 Max Ammo
+0.5 Cooling Rate
"Stuff more bullets into the ammo drum by thinning the material in non-critical areas."

BALANCED OVERCLOCKS

Burning Hell
+Burning Hell
+50% Heat Generation
"Turn the area just infront of the minigun into an even worse place by venting all the combustion gasses forward. However, it does overheat rather quickly."

Compact Feed Mechanism
+800 Max Ammo
-2 Rate of Fire
"More space left for ammo at the cost of a reduced rate of fire."

Exhaust Vectoring
+2 Damage
x2.5 Base Spread
"Increases damage at a cost to accuracy."

Rotary Overdrive
+12 QUIK-CHILL Coolant Charges
-25% Heat per Coolant Charge and Removes Overheating
+3 (+6) Rate of Fire
+75% Heat Generation
"Overtunes the electric drive pushing the fire rate to its limit! But the resulting increase in heat buildup requires a mechanism allowing injections of Quik-Chill coolant fluid by pushing reload. This coolant reduces heat buildup and can take the weapon out of an overheated state. Only a limited amount of coolant can be carried, and must be replenished via resupplies."

UNSTABLE OVERCLOCKS

Bullet Hell
+75% ricochet chance on bullets
-3 Damage
x6 Base Spread
"Special bullets that ricochet off all surfaces and even enemies going on to hit nearby targets. However they deal less damage and are less accurate overall."

Lead Storm
+4 Damage
x0 Movement Speed While Using
x0.25 Stun Chance
x0.5 Stun Duration
"Pushing things to the limit this overclock greatly increases damage output at the cost of consistently stunning targets and the kickback makes it almost impossible to move."


THUNDERHEAD

CLEAN OVERCLOCKS

Composite Drums
+110 Max Ammo
-0.5s Reload Time
"Lighter weight materials means you can carry even more ammo!"

Splintering Shells
+1 Area Damage
+0.3m Effect Radius
"Specially designed shells splinter into smaller pieces increasing the splash damage range."

BALANCED OVERCLOCKS

Carpet Bomber
x1.35 Area Damage
x1.45 Effect Radius
-7 Damage
"A few tweaks here and there and the autocannon can now shoot HE rounds! Direct damage is lower but the increased splash damage and range lets you saturate an area like no other weapon can."

Combat Mobility
+35% Movement Speed While Using
x0.7 Base Spread
x1.5 Rate of Fire scaling
+0.9 Starting Rate of Fire
x0.5 Magazine Size
"Fancy custom ammo drums improve weapon balance making it more accurate and easier to handle on the move while the improved feed motor increases the speed with which the max fire rate is reached. All this however comes at the cost of magazine capacity."

UNSTABLE OVERCLOCKS

Big Bertha
+12 Damage
x0.7 Base Spread
x0.5 Magazine Size
-110 Max Ammo
-1.5 Top Rate of Fire
"Extensive tweaks give a huge bump in raw damage at the cost of ammo capacity and fire rate."

Neurotoxin Payload
+Neurotoxin Payload (50% Chance)
x1.25 Effect Radius
-6 Area Damage
-110 Max Ammo
"Channel your inner war criminal by mixing some neurotoxin into the explosive compound. The rounds deal less direct damage and splash damage, but affected bugs move slower and take lots of damage over time."

Mortar Rounds
Weapon fires mortar projectiles
x7 Area Damage
x1.25 Effect Radius
-14 Damage
x0.318 Magazine Size
x0.318 Max Ammo
x0.5 Top Rate of Fire
"The weapon has been reworked to fire heavy mortar projectiles. These modifications slow down the rate of fire significantly -- but even if you can't carry as many, the high-explosive rounds more than make up for it in damage. Just remember to account for drop."

HURRICANE

CLEAN OVERCLOCKS

Overtuned Feed Mechanism
x1.2 Max Velocity
+1 Rate of Fire
"With some slight tinkering, both your weapon and projectiles are faster."

Fragmentation Missiles
+2 Area Damage
+0.5m AoE Radius
"With a thicker casing your missiles spread more fragments at higher speeds, increasing AoE efficiency"

BALANCED OVERCLOCK

Plasma Burster Missiles
+Plasma Burster Missiles
x1.3 Turn Rate
x0.5 Direct Damage
x0.5 Area Damage
x0.5 AoE Radius
x0.75 Max Velocity
-108 Max Ammo
"Turn the battlefield into a plasma apocalypse with these penetrating multi-burst missiles! They fly slower, don't hit as hard, and there is a limit to how many can be controlled at one time, but in the right hands even a single missile can do a lot of damage."

Minelayer System
+Minelayer System
Missiles are now unguided
-36 Max Ammo
"When your missiles hit the ground they are planted as mines that explode when damaged or if enemies are in close proximity. Keep in mind that the new warheads do not have guidance. The total ammo capacity is also reduced."

UNSTABLE OVERCLOCKS

Rocket Barrage
x3 Rate of Fire
+216 Max Ammo
x0.5 Horizontal / Vertical Spread
No Missile Guidance
-8 Direct Damage
-9 Area Damage
"Unleash a torrent of small unguided rockets. What they lack in sophistication and explosive power is more than made up for in the sheer volume and rate of fire."

Jet Fuel Homebrew
x2.5 Direct Damage
x1.5 Max Velocity
Projectiles Start at Max Speed
x0.5 Area Damage
-0.5m AoE Radius
x0.75 Magazine Size
-72 Max Ammo
"Grandpa's recipe. Highly unstable and heavy, but works like a charm! Your missiles get a much higher top speed and reach it instantly. The extra energy greatly improves direct damage but all that extra fuel reduces the missile payload capacity. Due to the extra weight both magazine and total ammo capacity are also reduced."

Salvo Module
Holding down the trigger now charges up a shotgun like blast of faster, unguided missiles that get a damage bonus the more missiles are in the salvo
"Enables your weapon to load up to 9 missiles and launch them at once! As an added bonus the overloaded exhaust ports increase missile velocity and boost damage based on how many missiles are in the salvo. However the missiles in the salvo cannot be guided."

Cluster Charges
Missiles can release 7 bomblets by holding reload
x2 Direct Damage
x2 Area Damage
x.44 Magazine Size
x.44 Max Ammo
-1 Rate of Fire
x0.5 Projectile Velocity
"Each missile has had their explosives replaced with cluster munitions, and will eject these bomblets when you hold the reload button. The heavy payload has reduced the forward propulsion power of the missiles, as well as both total ammo and magazine capacity. On the bright side, all the extra weight and explosives mean the missiles hit like a truck if you don't release their payload before impact."
OVERCLOCKS PART 2
BULLDOG

CLEAN OVERCLOCKS

Chain Hit
+75% Ricochet chance on bullets that hit weakpoint
"Any shot that hits a weakspot has a chance to ricochet into a nearby enemy."

BALANCED OVERCLOCKS

Homebrew Powder
+Randomized Damage
(between x0.75 and x2 damage)
"More damage on average but it's a bit inconsistent."

Volatile Bullets
+300% Damage Vs Burning
-10 Damage
"Fuel on the fire! These rounds are extremely effective against burning targets but at the cost of direct damage dealt to unaffected creatures."

Six Shooter
+2 Magazine Size
+6 Max Ammo
+2 Rate of Fire
+0.5s Reload Time
x1.5 Base Spread
"An updated casing profile lets you squeeze 2 more rounds into the cylinder and take a few more rounds with you, but all that filling and drilling has compromised the accuracy of the weapon and it takes longer to reload."

UNSTABLE OVERCLOCKS

Elephant Rounds
x2 Damage
x0.5 Base Spread
-12 Max Ammo
-1 Magazine Size
+0.5s Reload Time
x2.5 Recoil
+71% Spread per Shot
"Heavy tweaking has made it possible to use modified autocannon rounds in the revolver! The damage is crazy but so is the recoil and you can't carry as many rounds. Also, only 3 rounds fit in the gun and reload time is a bit slower but base accuracy is improved."

Magic Bullets
+Magic Bullets
+8 Max Ammo
-20 Damage
"Smaller, bouncy bullets ricochet off hard surfaces, hitting nearby enemies like magic! Overall, the damage of the weapon is reduced, but you can carry a few more rounds due to their compact size."

BRT7 BURST FIRE GUN

CLEAN OVERCLOCKS

Composite Casings
+36 Max Ammo
+1 Rate of Fire
"Lighter rounds that permit a shorter delay between bursts and you can carry a few more of them as well. What's not to like?"

Full Chamber Seal
+1 Damage
-0.2s Reload Time
"Meticulous sealing lets you get a bit more power out of each round and the attention to detail improves how easily the magazine slots in."

BALANCED OVERCLOCKS

Compact Mags
+84 Max Ammo
-1 Rate of Fire
+0.4s Reload Time
"You can carry even more ammo but the rate of fire needs to be toned back to avoid a jam and please take more care while reloading."

Experimental Rounds
+9 Damage
-30 Max Ammo
-6 Magazine Size
"A new shape to the bullet delivers a lot more damage but it's odd size means fewer rounds in the clip and a bit less ammo overall."

UNSTABLE OVERCLOCKS

Electro Minelets
+Electro Minelets
-2 Damage
-12 Magazine Size
"After impacting terrain, these high-tech bullets convert in to electro-minelets that will electrocute anything unfortunate enough to come close. However they don't last forever and the rounds themselves take more space in the clip and deal less direct damage."

Micro Flechettes
x2 Max Ammo
+30 Magazine Size
x0.5 Recoil
x0.5 Spread per Shot
-11 Damage
"Convert the BRT to fire small flechettes instead of slugs. Increases overall ammo and magazine size as well as reducing recoil but at the cost of raw damage."

Lead Spray
x1.5 Damage
x4 Base Spread
"It ain't pretty but this overclock will tear apart anything that gets close, though it gets a bit iffy at range."

ARMSKORE COIL GUN

CLEAN OVERCLOCKS

Re-atomizer
Spread target ailments to enemies behind them
"A charge so powerful it splits and rebinds atoms in hit enemies, spreading ailments to other targets behind them. The amount of power required slows down the reload process significantly."

Ultra-Magnetic Coils
0.5m Trail Radius
+1s Trail Duration
"Extremely magnetic coils able to store more energy. The extra energy increases the radius and duration of the trail left behind by the projectile."

BALANCED OVERCLOCKS

Backfeeding Module
+320 Max Ammo
-3s Trail Duration
"The electrical flow is reversed by adding a tiny module onto the battery, increasing the amount of power it can store. However the extra efficiency of the reversed flow results in shorter lived trails."

The Mole
Damage bonus for every terrain pierced
Greater penetrability
x0.8 Charge Speed
"R&D are proud of this one. A bullet that uses the traction from impacting with terrain to generate energy, making it travel further and do more damage. The extra energy required to fire The Mole comes with the cost of charge speed."

UNSTABLE OVERCLOCKS

Hellfire
Heat up enemies at an average of 68.6 Heat/sec (for fully charged shots)
-200 Ammo
x0.7 Charge Speed
-2s Trail Duration
"By using a highly volatile injection fuel a full charge pushes the trail temperature so high it will quickly ignite almost anything. The huge amounts of energy required increases charge time and reduces battery capacity, while shortening the trail duration."

Triple-Tech Chambers
Fire off residue energy up to two times after shooting
+0.5 Reload Speed
x0.7 Charge Speed
Stronger recoil
"Prototype chamber tech that allows the weapon to fire off residual energy up to two times in quick succession after shooting, at half the energy cost and 75% damage of a normal shot. The extra shots don't penetrate and the heavy modification takes a toll on the energy flow, reducing charge rate and reload speed."

MACHINE EVENTS

CORE INUFUSER

FORGE
*
There are over 150 overclocks currently ingame and the combinations of upgrades is in thousands so what ever overclock your use isnt right or wrong but unstable overlocks are considered mainstream.



GUNNER STRATS
So here is a bit strategy and suggestions for my fellow gunners.
*
Gunner is the least mobile of all classes so don't waste time getting resources that isn't readily accessible if not necessary. You will fall behind if the squad moves on.

Either be in the front or the rear when in the squad so you can protect the team as being in the middle will just result in friendly fire.

Zip-lines can be tricky, getting right angle might call for either scaling up walls a bit or backing up and always remember that if u angle it to high you will have the slowest incline. Its sometimes faster to jump off and immediately jump back on a zip-line when travelling upwards it saves time in certain cases. Setting up zip lines before boss fights or events can help the team a lot giving them ways to stay safe from certain enemies or attacks so don't be stingy

DASH is a must have alongside IRON WILL. Those 2 go hand in hand.

Shielding is important current meta is having a shield that's size is 2 . If its one its too small to be any use and while size 3 is best it has the longest refresh time so pick wisely.

YOU AS A GUNNER IS THE SHIELD THAT STOPS THE TIDE!!!
You might not have the highest firepower or highest mobility but you do have the best weapons for long battles and and a huge ammo stock allowing you to mow down hordes before you run out. Protect your team and if that fails ..KILL EVERYTHING IN SIGHT!!!! ROCK AND STONE!!!
AUTHORS NOTES
well hi Dragongod aka Ayoub Kamal here. Self proclaimed gunniest gunner in hoxxes IV. Hoped you enjoyed the guide took a long time to really get it going anyways hoped this guide helped in any ways and pls don't forget to like and rate the guide every bit helps.

MY BUILD?
Well its a bit of a weird build i use bullet hell on leadstorm with armor pen as a tier pick. Its a bit of a unpopular OC that is very versatile but takes a hit to damage. It allows me to fire and hit enemies around corners or even from other side of huge cave systems. Great at clearing swarmers and having no issues with swarms just fire and forget really lol

I also use coil gun with triple shot OC with over charger for most damage possible. It does insane damage but kicks like a mule tho also for max damage and kills sometimes you need to bait enemies or line up your shots

For perks i have
Dash
Iron will
Thorns( ik its hated )
Resupplier

If u have a suggestion or want me to add anything or make a different guide let me know

like i said its a weird build lol anyways got mining to do ROCK AND STONE!!!
all images used belongs to original owners and said rights aswell. i hold no ownership over images that arent my own screenshots

11 commentaires
DRAGO DRACUL  [créateur] 16 nov. 2024 à 7h05 
it does count since it is neurotoxin same for the grenade
LavishInUncertainty 15 nov. 2024 à 15h53 
Does the contagion transmitter from the wake cooker count as neurotoxin or is it a different status effect?
DRAGO DRACUL  [créateur] 15 nov. 2024 à 6h55 
thanks seb
DRAGO DRACUL  [créateur] 15 nov. 2024 à 6h55 
lavishuncertainty thanks for the reminder i edited the grenades section. but subclasses are more like builds instead of actual subclasses even tho neurotoxin has is basically a gunner only status (driller does has 2 sources of toxin tho)
LavishInUncertainty 14 nov. 2024 à 19h19 
Also note that gunner has 3 subclasses: normal gunner, neurotoxin payload, and volatile bullets
LavishInUncertainty 14 nov. 2024 à 19h19 
What happened to sticky grenades? Do they just not exist now?
Seb 14 nov. 2024 à 15h50 
Very nice and put together guide man. Rock...and....stone....!
DRAGO DRACUL  [créateur] 11 nov. 2024 à 7h05 
rock and stone
El Moreno 11 nov. 2024 à 6h17 
ROCK AND STONE TO THE BONE BROTHER!
TolgrathTTV 6 nov. 2024 à 14h47 
hey man, pretty solid guide. If I ever have the courage to use gunner in any substantial manner I will def give it another look through! :)