#deep-dive-discussion
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Hello! I gotta question, what are the new 3 new miner union roles and how to I access them? I'm new to the game btw
https://www.deeprockgalactic.com/miner-community-faq this link has the information you're looking for
Ah, thank you!
duo is probably the easiest way to do EDD
BET-C isn't pre-seeded?
wait EDD still scale?
yeah, my first duo EDD is 28 minshttps://discordapp.com/channels/257785731072786435/626770765525680170/626844957646520320
huh, maybe solo gunner/driller is my best bet for getting that lvl3 core
any recommendation for solo? strats?
Weekend runner or what ever that perk is will def help running to drop pod and getting away from swarms
Ninth attempt at a deep dive was a failure. Joining randoms doesn't work. Or I'm cursed. ๐คท
where is the upgrade terminal? i only see drone and equipment
i just want everyone to know that @covert heath is the most fucking cursed player i ever played with
DD stage 3, 3 bulks lmao
first time i even faced a bulk on DD
Welp lost last stage of the elite deep dive because the MULE takes 4 minutes to get to a droppod
just drill4hea- oh wait.
You're not cursed. I'm cursed. 3 bulks on the last stage of the normal deep dive and that elite deep dive can fuck right off to the core of hoxxes. Stage 2 we died inside the pod
Bruh I can't beat it for the life of me
@covert heath stage 2 dying inside the pod is kinda standards due to the shitfestof a spawn-
//
I hate to be a leaf lover, but if this is the standard for deep dives than they need to be easier
tbf, the elite deep dive should be beard-brakingly hard, it took my one group 3 tries, but we eventually did manage to survive the spawn on the elite stage 2 (barely died at the end of stage 3 but still possible) Also for all we know, considering we've only seen one of each type, this may not be the standard
that's true I suppose, but that second mission was the hardest thing I've ever done in my life
seven attempts and I still havent gotten past
time to switch up builds and routes
what's the difference between elite and regular? Is elite just Haz5? Are the rewards any different?
everything is the same except map seed and difficulty
so, same overclocks and stuff then?
4.5 / 5 / 5.5
got it, thanks
Does EDD scale for 2-3 people?
everything scales
deep dive too easy, deep dive elite makes me scream constantly in terror
I'm sure I echo many opinions lol
Edd stage 2 is by far the hardest elite dive stage, 3 is positively relaxing in comparison.
Enough so that when doing it i couldn't help but feel it was odd to jot always have a swarm of exploders on our ass at all times.
I got done with elite deep dives 30 minuets faster then the regular one
I just did my first deep dive. Failed on the 3rd stage
EDD scales yeah
I think EDD Scales just fine
we just need a map that isn't
seededto be super scuffed
so next week will probably be fine
unless the devs are like
if stage 2 EDD
spawn 18000 spitball infestors on nspawn
If stage 2 EDD
Bulk detonator spawn rate: always yes
I do feel like there were two guaranteed bulks on the normal DD stage 3, soooo....
there isn't
i've done multiple DD3 without encountering a single bulk
other then that tiem 3 spawned
heartbreak, died solo map 3 EDD after the second mini mule.
shockers mixed with a wave just made it so i ran out of revives
So doing the elite for the first time
Gunners are so scared to drop their shield
especially when that 2nd mission door opens...
Elite 2 is an absolute shitfest. Really horrible gen on that seed, methinks
of course, can't be as bad as having 3 bulks on the uplink of the normal DD (Radish can back me up on that...)
the 2 spitballers and brood nexus right out the doors
The nexus isn't so bad. The spitballers and the vast population of 4chan wannabes are more annoying
Not to mention one person wasted an ammo resupply and no one actually got ammo before moving on
the nexus only gets pissy once you blow it to beer and back
So I started the next mission with 2 shotgun shells
and tell your gunner to DROP THE SHIELD
elite 2 is only a shitfest because of shit players
it's always been like this and will likely always be like this
Like I think Im doing ok, then everyone goes down at once cause they didnt pay attention to exploders
and im stuck trying to kite and revive everyone
gotta find better people
with no ammo
it's the exploder + jellies that makes it bad if your engi doesn't have proper turret technique
I tried with driller and made sure to cryo it, that seemed to work wonders
Elite 2 is a shitfest because the swarms literally never stop.
the objectives arent that hard tho
At least when i played it there was literally no downtime.
Yeah the objectives were not much trouble, it was just really damn annoying having to deal with constant waves of glyphids and exploders.
that's a judgment on the poor quality of players
I've tried the elite dives 5 times
won 4 of them
it's not that difficult if players don't lollygag
Edd stage 2 is possible, yeah, just not exactly fun as it has absolutely zero chill.
and dont die alone
Stage 3 was a cakewalk in comparison.
EDD only needs 2 good players
apparently, you wont run into the spitballers and some mobs if you went solo
I feel like it's less 'weeding out the unskilled' and more 'this mission's seed is a bit bonkers with super-low spawn timers and constant barrages of exploders.
Yeah. That.
e l i t e
Some seeds screw you, some seeds spoil you
Please shut up, that doesn't make the seed any less crazy.
It wasn't fun, just made the game a slog because we kept having to run from exploders while doing objectives over and over and over.
as long as engi keeps a turret up in a non retard spot, you can play footsies with the exploders all day
solo map 2 still has the breeder and brood, but no spit...i think, i forget if there was one under the spawn
it only gets bad when engi is dumb, there isn't adequate jelly clear, and you get stunned when the exploders come
Yeah i was the engi, the issue was for the damn exploders and glyphid swarms to stop for even a second so i could set the damn thing up.
was gunner popping shield on you?
but yeah solo digger is pain when it comes to shockers
It was literally a neverending flow of bugs and exploders.
I think we were all too busy running around and avoiding being blown up to remember gunner shield.
It petered out slightly after what felt like ten minutes fortunately.
Was a looooot of running around but we did manage to get that beat and then the third cave.
send me an invite and as long as you are within decent ping range of the west coast, I am reasonably certain I can carry with gunner as long as you can keep turrets up
Will you please shut up about implying players not following your specific strategy are somehow bad? It's really getting annoying.
EDD stage 2 isn't unfair. It's a weeding out section.
I even managed to get up a turret once but it didn't do enough to make a difference in the horde of bugs and exploders that kept coming in a constant flood.
There was quite simply too many targets for my turret to do much in that instance.
Sure it'd get one or two, but what about the other twenty racing past?
engi can't do much alone
gunners job is to first kill the spawn room, then keep the ground based enemies low enough that the sentries can deal with the jellies
Engi even with a turret set up can't do much in the first place, at least at the start.
It was that bad.
...
I'm saying engi can't solo carry without a good gunner.
If your gunner was bad, you will lose no matter how good you are at engi.
And i'm saying we were being fucking swarmed like it was mating season for half the glyphids on the planet non-stop for at least five minutes straight.
Okay. I've won this thing 4 times by now with randoms.
Complete with exploders every fifteen seconds or less.
It's not impossible. Something is being done wrong.
๐
We must have had vastly different enemy seeds on that then, because what I had was absolutely insane and i'm pretty sure shields were used just to be able to revove people.
every seed is identical
I know damn fucking well it's not impossible, because we cleared the freaking stage.
if you won, why are you complaining?
The cave generated is identical, the enemy seeds aren't always the same.
alright, do you have screenshots to show kill count?
Seriously, is my somehow beating that suddenly making me saying there was an absolutely ridiculous flood of glyphids and exploders nonstop invalid?
For me, if I win, it wasn't unfair.
We couldn't stand still because we literally could not kill them fast enough to keep a clear area for severla minutes straight.
It's called elite for a reason.
You have a bafflingly bad grasp on 'unfair'
Perhaps unfair is the incorrect word. "Unreasonable" would be better.
That besides, it seemed ridiculously out of place for deep dive considering mission 3 was vastly easier by miles and miles, so i feel like it was straight-up an absolutely crazy seed with the spawnrates.
tbh i don't even really mind theexploder spawns since half the time they clump up so much
I agree in that sense. Misison 3 should have been harder.
also yeah even if it's haz five stage 2 spawn rates was a little funky
maybe it had to do with how the map was set up
game be like "oh you revealed the entire map"
Stage 3 has way too many chokes.
time to send all the preset enemies after you
When i played it we had exploders so often we could barely go five seconds wihout more coming in all while in a neverending swarm.
er i meant that the exploders would explode all of them after one dies
but i only played like twice so
Stage 3 also doesn't have half of hoxxes on your tail every second.
that's just my 2cents
It wouldn't have mattered if STage 3 had stage 2 spawn rates
the map is too chokepointy for that to matter
that, and shield disrupt as a mutator was nerfed
I miss the old shield disruption
Anyway my opinion is that stage 2 was a bit of an anomaly with this EDD, what with the crazy high spawn speed and the insane difficulty spike, only to go straight back down again afterwards.
i wonder how spawning works in this game
I agree that it's an anomoly. I disagree in the sense that I believe all the stages should have been stage 2 in difficulty.
i don't think spawnrates are tied to a seed, so i think it was more of an malign stars aligned
The only thing weird about stage 2 was the range of that leech.
Never seen a leech grab that far.
I am not saying EDD should be easy, I'm saying stage 2 was way out of place for its difficulty and spot in the stage list.
Spawns are not seeded. Some enemies like leeches, brood nexus, and spitballers will appear in the same place because they're placed with map generation, but otherwise it varies
Figured it was something like that, dig.
It makes sense that they would put the hardest stage there
So either the spawns really are as rieixulous as when i ran through there with my team or we just got a really, really, really malicious director.
Also, draconic, you need to watch the language man. That's quite a few f bombs I've read through
Well, how many kills did the engi have in the end?
Unless he hit 1000+, it wasn't that bad
the only time you can claim you have terrible spawns is when 3 bulks spawn on your ass during extract0
i mean what
(i'm meming)
And i would be less frustrated it feel would stop brushing off my every single point and argument with something along the lines of elitist 'but you did it, didn't you?' And 'well i think it should have been a lot harder'
I think you at least get 2
I've seen 2 every time on regular DD last run
I love getting a bunch of bulks, they're so much fun
Anyone else have grabbers pull them right out of the pod on 1?
not that it killed anybody
Seen 2 bulks every time on normal dd too.
@lucid silo yeah, happened to me once in the EDD
๐ค
and got two bulk spawn in normal DD too.
@harsh mountain must be hax
Just making sure it was working as intended.
or magic
maybe i'm hallucinating
yes you are
but i'm pretty sure i would remember a bulk
I didn't get any bulks
the bulks were mating in a hidden tunnel
Bulks aren't guaranteed
took em out of action
even though I wish they were
Certainly felt like the 2 bulks were guaranteed.
that's just rng for you.
though it may be possible that this is just variance for me
it was kind of annoying to have the first bulk spawn in the hallway while we were getting to the main room though lol
salt pit is an easy biome anyways
the pinballs are merely annoying, but don't kill you
jellies on the other hand, are both annoying, and get you killed
the rats of the sky
just EPC 4head
fair
maybe 200-300 of those were jellies
EDD is maybe the first time I've actually told somebody that it might be a good idea to go gemini
just for jelly coverage
wew
apparently there's also a bug where sentries refill on ammo between missions
gemini is probably better on DDs tbh cause you have to worry less about weather or not there's nitra around the corner
what with preseeds and all that
I'm seeing everyone on here talk about EDD 2, but I'm pulling my hair out as a solo gunner on EDD 1. I just can't seem to get enough damn morkite.
Like, I've gotten past it a couple of times, but just barely. And then I go into stage 2 with damn near nothing and get stomped out the gate.
just ignore all the mactera and ru-
Yeah, I know. Gunner ain't great. But he's what I like to play.
minerals veins spawn in the same locations all the time
problem is stage 1 spawns a ton of grabbers
and the grabbies have long ass reach now
yeaah
See, I saw something where they said they changed how many aquarq spawned.
almost feels bugged
i'm pretty sure they diddn't chainge aquaraq spawns
And I think that helped. Cause I tried it again today and had no problem with the morkite.
Hm. I saw the patch notes, but that was last friday. Idk. I died at 140+ morkite about 8 times and then breezed it today.
we all need that low gravity +rich atmosphere but with uh idk, low oxygen and haunted caves?
Low grav + rich atmosphere with auto cannon. Mmmmmmmmmmmmm.
would volatile guts+parasites make the parasites explode too?
I dunno if parasites is even a real negative mutator
all it does is inflate the sentry's kill count
parasites is pretty mediocre yeah
though i'm a driller cryomain so you know
they're already dead
Is anybody else struggling with the elite deep dive?
lots of people are
The 2nd stage
I like a challenge, dont get me wrong
but doesn't stop peopel from complaining
Yeah, even when I finally did the 1st, the shellbacks were fucking me over.
The room in which the mules are located is burned into my memory
But, that's solo gunner for you.
don't shellbacks ignore shields buggily?
i mean it's guess it isn't bugged since i'm pretty sure all force shield does is make that area generate liek infinite fear
I have Elephant Rounds on my pistol and I havent noticed a difference when shooting shellbacks
which is why bulks and such ignore it
When you spawn, gunner throws a shield out the door and him + scout focuses down the spitballers
Engi sets up sentries in drop pod door
Driller follows in and helps gunners, then starts flaming the grunts
Once spitballers are dead, focus acid spitters
Then gunner goes to the dirt entrance and focuses down the breeder
cause you can't fear them
if you want ez mode, best team comp is probably engi + scout + 2 gunners
you mean driller?
If anyone wants to give it a try sometime, hmu, I still need to complete it :c
brainfart sorry
EU
time, more or less
just a cosmetic then
I would argue stage 3 is easier than stage 1
I keep dying on Stage 3 myself, even with a full-stack team.
mactera hit like a truck this update
Anyone have tips for stage 2 I've made at least 5 different attampts with no progress
scroll up
So the last matrix core is a guaranteed cosmetic?
yes
also, the overclock I got was the most hilarious minigun mod I've see yet other than the brass beast mod
Niiice.
I got the +2 damage for x2.5 spread mod, myself
If I use the better accuracy Tier 1 Mod I literally just have both Tier 2 mods with the overclock with mildly more spread.
It's nutty
you can recreate nearly every TF2 minigun with mods
Yeee
The other overclock was the stability AI mod for the Deepcore
Having literally 0 recoil is fun
Just beat the EDD on the first attempt, got lucky and my team kicked ass. But dang was that fun, the devs are killing it. When DRG hits that sweet balance of constantly fighting for your life, but you still win somehow, it's pure magic
welp
was about to come in here and say how easy solo deep dive was
but got combod by a fucking spit baller at the very end
and lost on the final stretch
Those spit ballers just dont fuckin die
3 attempts in a row, last one taking an hour, dont think I'll try again
Tho I know I can do it
now that im aware of that BS spit baller
First mission was the hardest by far with the mactera and confusing ass cave with little nitra
my curiosity would have gotten the better me and join this ASAP ๐
I did but its a bunch of low levels
Anyone up for Elite Deep Dive? Died 2 times yesterday once in stage 2 and one VERY frustrating time right after finishing all obhjectives in stage 3 ๐ฆ
I found solo to be easiest
with cryo driller
The first mactera mission is hardest, but you can usually kite most of it pretty consistently with the increased move speed while bosco has your back
who needs credits or exp?
I need BEARDS
hairy braided open oiled customized wild manly dwarvish beards
give them to me woman, give them all
Shouldn't elite deep dives give better cosmetics or overclocks than deep dives?
no
its just for 'elites'
if you did that, everybody would go OMG we need to do elite deep dives and toxic crap
you finish it, youre elite, thats reward enough imo
okeh
I mean it's just haz 4 with bugged XP that adds up to only half the listed reward and no crafting materials ๐
excluding mineral containers, the "you opened a duplicate item in your lootbox" trash that devalues your time
It keeps people not good enough to play them away from it
We don't want to get flooded by people who can barely make it out of a haz 3 missions.
It's hard enough like that with randoms already.
Also it is not "you" who is not good , You just do not have the proper Upgrades and modifications to be up to par , your skill will only take you so far
Shots fired to the greenbeards
It really is the upgrades though
I play with greenbeards all the time ๐
A lot of weapon imbalance would be relieved if the impact of mods were partially transferred to the base stats of the weapon
If there are greenbeards in the game, and nobody complaining about their skill - are they really greenbeards? ๐ค
e.g. Gunner magnum, without no movement penalty a lot of rookies have a hard time justifying taking it out
Accuracy in general is a little odd but I expect it's for console port reasons.
I'm not sure about that, I mean, most overclocks are sidegrades with a slight buff to make them feel like an upgrade yet make the weapon itself feel different, however many weapons simply aren't in a good spot right now and no amount of overclocks will do them any good
BRT, Subata, Drills without top tier Bezerker/Vampire perks, AR, Stubby off the top of the head
Spread and innaccuracy tends to be in common here next to the alternative just having big damage and not an accuracy downside to them
The AR being natively as accurate as the MK1000 so you can start hitting weakspots from level 1 would go a long way for its relevance
I got a mod for gunner's burst gun, it's ammo at the cost of damage, emptying a clip never felt so disappointin
you dont know what you're talking about if you think anything on that list but the AR is weak
well, besides the drills
but they're labelled "support tool" for a reason
There's still no reason to take the BRT over the magnum though when you can snipe on the move with the latter
And every automatic weapon that doesn't get MORE accurate the longer you hold the trigger does have an issue of needing mods to suppress their bloom
Specifically talking grinding to get mods asap, if it was base stats then it's more specific balance talk involved outside of this discussion
What world is this where people say the magnum is better than the BRT?
you don't snipe with the BRT, you use it as an actual sidearm - to not waste ammunition on individual enemies that you would otherwise need to spool your weapon up to kill. even then, you can mod it for very reasonable accuracy that'll kill most things you need it to at long range, it's not going to kill an acidspitter but meh
anything larger than a spitter you want your primary for anyway
you don't snipe with the BRT, you use it to replace your primary
lol?
Even then you're wasting so much ammo and taking longer to kill compared to pick axe
if you can't aim at weak points i suppose you're right
I think the problem with BRT is its economy
Not after the first shot you can't, and some mods only make it more wasteful. If it was more a weird rhythm to firing it then it would be better, not bloom. It doesn't make any sense for SMG type guns.
Take the bonus damage on hitting all shots of a burst, and the BRT turns into a second primary weapon for the gunner, tons of ammo and murders everything.
And then we go beyond the scope of discussion which is base stats of guns
Which is the point, you gotta get mods to get good
that's literally the entire point, yes
But even then that's BS because if you can get t2 mods with the magnum, it's still better
okay im done
I like to one-shot annoying spitters at a distance rather than pretend I'm out of ammo for some reason on my primary
if you can't see that each gun has different roles, IE that's the point of a sidegrade
then I can't help you
try an aim trainer maybe
Yeah, it's CounterStrike competitive or uninstall, no inbetween
Target Prioritization needs to do more damage to the thing it is hitting or something, Its a finial tier upgrade and all it allows you to do is Choose to target a specific Enemy. Kinda lame
I see it as a "turn off restricted firing angle" mod
but then you just pick a wall before you build and hey it has no angle restrictions
^^
something close to 110 degrees angle would make it more limited instead of "everything you can see on screen is where it will shoot"
Buff to target prioritisation is you stick a specific attack mark on an enemy so e.g. slap a dreadnought's weakspot with it, and the sentry will ONLY fire if it has a clear line of sight to that spot
They're so dumb wasting all ammo on invincible armour and their whips don't help either
To compensate for DPS drop add some fire rate increase to that targeting mode
I think just a little Extra damage or Faster attack speed . Cause the alternative to it is 100% damage . Thats too good to not use compared to the other
I mean if you do use Target Priotiozation let me know and tell me Why Cause I honestly Can not see a reason to take it Over The other
@warped adder finished it entirely or just the 1st one ?
Its because You end up having 6+supply drops at the end
Well, dunno about you but the 2nd mission was hellish for me
two spitballers right out of the gate + non-stop wave of enemies, plus exploders on top of that
was a lot to take in
a Large factor will be RnG with the Mutations and such , I imagine some weeks The deep dives will seem hellish
Gonna see some rescaling done also probably with them also
Yeah, the second stage is a bit bonkers with the spawn rate.
The exploders would be fine if there wasn't also a seemingly neverending wave to go with them.
Hey guys, I have a question about elite dives. Ive just tried it for a few times and I'm not sure if the weave is infinite on the 2nd map?
Heck, maybe the devs accidentally made it so each spawn of exploders also spawns a mini-wave? Would explain why the bugs never seem to stop coming.
is it normal for the whole elite dive thing? the normal was way too easy but the elite one is pure hell
Just try to rush stage 2, stage 3 is much, much calmer and actually has downtime.
hm
That's what I feel is the safest approach anyhow.
okay, so thats some unique behaviour on stage 2, im glad
Yeah, it's pretty much just an anomaly in the 3-stage chain.
without the exploders i could handle the infinite normal weave but together
Stage 3 isn't easy though, a lot of shockers, but at least there's pause between waves.
My friends and I havenโt been able to beat stage 2
We got close once, but thatโs it lol
4 attempts at it last night. Will be doing more today.
Gotta be always on the move on stage 2.
For sure
And the first map is annoying as hell lol
We actually end up not calling a supply drop, and just not killing anything after we get the aquarqs
Just kite the rest of the time lol
Saves on resources.
Which are desperately needed in stage 2 lol
what is a 'community terminal'?
Screen just to the left of the Abyss Bar.
ty!
Stage 2 seemed like a pretty darn small cave compared to the others, despite the nigh neverending waves of glyphids
honestly i think that's why the spawn rates were kindafunky
game was like: oh you basically uncovered 100% of the cave at once
director: time to send the entire map's worth of spawns at you
haven't found 2 that bad but keep losing at 3
EDD or DD?/
edd
no shields is so punishing if someone goes down
no rare resources
no crafting materails and the such?
good
there is gold but gold's kinda a meme if you're doing DD
seeds are preset every week so you know
nitra and health preserves between floors
there is actually no survival bonus
iirc, so you really should just leave people behind during escape
but otherwise DD isn't that bad if you have a semi competent team
was it a hoarder
sounds like a glitch in the matrix
That's what I was thinking (hoarder), but it usually spits out more than 3.
we're going to take you out
doesn't loot hoarder dorp stuff as you damage it?
yep
holly spawn in 1 stage when ur 4 man team
^ thats the most likely
seems possible
though if they were shooting the hoarder, it wasn't making that goddam screeching sound
thing pierces through walls
maybe the scout triggered it from very far away
she has a wierd spawn u activate her by accident mostly
is it worth doing deep dives instead of regular missions even if you already got the rewards?
nope, you cant get minerals in deep dives
true
false. i got 78 bismor in deep dive yesterday. because i killed a violet treasure bug.
those that are big like dreadnaugh and run around making a pig sound
when do deep dives reset if i may ask ?
i got into a room with 12 lootbug and 1 hoarder. quite the treasure. not counting all the gold and nitra vein.
DONE, omg getting a good rando team for EDD took to many attempts. hazard skin for scout so I'll say that was worth
Can someone explain how difficulty works on the Deep Dives?
Is the normal set to haz 3 and the Elite set to haz 5?
I'm almost certain Elite is 4-5, dunno about normal Deep Dives
Just seems odd that there's no hazard associated with them
The deep dive difficulties are 3 - 3.5 - 4 & 4.5 - 5 - 5.5
Yes
Having this be shown in-game would probably be a good idea
They decided to stop showing it in-game
cept atm it feels like 4.5/8/5.5
that's just due to map gen.
5.5 is a much easier map gen then 2
er
i mean 3 is
Quick question - when doing the long deep dive assignment, does everyone receive same overclocks?
the answer is no.
Okay, thanks a lot ๐
all the OCs are random
3/3.5/4 is a way better progression then 3/3/3.5. God, Haz 3 is so boring.
Elite deep dive's kicking my ass.
first part isn't that bad, but the spawn for the second part has wiped my entire team 3 times over.
two spitballers and a brood nexus right off the bat, suddenly spawning in is brutal.
do i get a complimentary box of tissues?
The difficulty spike was surprising between regular and eltie deep dive
and I say that because I solo'd the regular one
regular deep dive is ๐ด, I felt like I was playing hazard 3
I'd say that going solo is easier than in team
Played both is solo and only had troubles in Elite's 3rd stage
solo'd the regular as driller because drill main for life
tried elite as engie and that didn't work too well
spent 20 minutes trying to find the last morkite
while being chased by a swarm
If you are not playing scout e suggest you having a light upgrade on Bosco
usually I'm okay with finding morkite, it was just really high up out of my sight
just Biozone things
yep
I rememver first thoughts about Biozone
It was so cool at first sight
and then it fastly became the worst biome for me
I think my least favorite has to be magma, it's the framerate graveyard for my computer
big oof
same problems
but at least you can put up a zipline in a cave without hearing "ITS TOO FAR"
best is split between glacial because ice levels are tops and radioactive
really hoping radioactive is next week's seed
I've done 3 attempts with a couple of randoms on elite
last one was a success, thankfully.
i've failed three elite dives in a row with randoms
so I'm taking a break rn
maybe will try it again later, solo scout if I have to
I'm still ~80 and most of the guys I was running with were 60-70
Never saw one person above 100 in my games, all 30 to 70 in rank
Just failed 5 times in a row on the second part of the elite deep dive and it's starting to get extremely frustrating
was contemplating the bunker strat for stage 2
2 was just a pain, between the normal waves, the exploder waves, then the egg spawned swarms. just finding down time is impossible if anyone goes down
at this moment all of my EDDs with randoms have been successful
the big issue with my EDDs so far is stage 2's start - two spitballers and a brood nexus right in front of the pod
no gunner's shield lasts that long
i din't encounter any issues with any of the EDD stages to be honest
that's great to hear mate
guess EUW randoms are just extremely efficient
probably, west US ain't doing well
regular deep dives are easy, but I haven't done an Elite yet. How much more difficult is the Elite compared to regular?
It's the difference between haz 3 and haz 5
๐ aight
I've been also running into that real shit issue with the fourth dwarf getting stuck in the drop pod
way too much
same
only ever seems to happen to the driller too
for me its pretty much random
Whew, it took 9 tries, switching to solo scout, and 8 lives on the last try but finally beat the damn thing
I'm just glad none of the spitballers camping the pod show up in solo
they don't? Huh. I'll have to try it.
no wonder you guys have trouble with EDD, i have this one scout that literally never kills anything
he doesn't even shoot at spitters
rip
yeah ive been stuck on it for a couple trys now
lot of people just rage quitting .... kind of disappointing
its worring that theres are quite a few people who cant do h4 and yet EDD is easier to access than h5
I mentioned something along those lines the other day. It'd be nice if you had to have haz 5 unlocked before you're allowed to start an EDD.
H5 unlocked and at least 5 successful missions on h5 after that
Or maybe that is too much control
๐ค
i wouldnt think so since edd is 4.5 to 5.5 haz
3 maps in a row with persistent ammo and health. So for all intents and purposes, more difficult than a single haz 5.
its yes and no. The amount of nitra we get in edd makes ammo and hp a non issue long term.
the difficulty is the short term of staying alive through waves/set spawns
ehhh
at that point
just turn EDD into an asignment
like how haz 5 is an asignment
in which case i think 5 might be too annoyingly long for players.
i forget how long the normal haz5 assignment was though
there's way too much nitra
and all of the nitra is just there along the way of the objective
this makes ammo in EDD a non issue
Deep dives are kick-ass, it took me multiple tries to beat that elite one
Looking forward to the next set of dives.
on paper keeping nitra through all 3 missions sounds interesting but in reality you end up with 3 extra pods
I beat it first try and I don't know what to play the game for until the refresh ๐ค
it's partly a matter of nitra quantity but mostly the fact that it's easy to get nitra as a whole
I wish I could grind overclocks right now because I only got skins and bad OCs
I think they might balance individual deep dives to have different challenges, maybe next week will have very little nitra
well they need to balance modifiers in general
for some reason deep dives don't all have red modifiers
and not all red modifiers are equally dangerous
The EDD was fun, stage 2 out the gate was a BIT much though, instead of being a fun challenge that part was just slow and dull
you just stand in the pod slowly chipping away at the metric fuckton of enemies in relative safety
Is EDD haz 4 or 5?
different for different stages, 4, 4, 5.5 is the stuff I've heard thrown around, though I'm kinda convinced that stage 2 of this week's EDD was haz 5 at least
Are mutators set in stone?
Yes. You get the same mutators each mission.
Also, it seems like Third Stage is hardest. We always die to the first swarm without fail.
Been like that for the last six tries.
I did mine solo scout, but scout also has pheromone grenade which is just all kinds of busted
I do agree that nitra shouldn't be as common on stages 2 and 3, because I dropped about 3 pods since I had no other way to deal with the jellyfish swarms other than grenade
So you want nitra to be less common because...you woulda died?
To anyone that completed the EDD, can you help a brother out? I've been stuck on the third stage for the past three days.
there should be no haz 4 on EDD
I can certainly give some advice. Hunt for nitra stage one, but don't stay any longer than you have to. Try to be ammo efficient. Be extremely careful out the gate on stage 2, best hunker down in the drop pod until you've killed most everything. Third stage those tunnels are real dangerous, be careful of friendly fire. What's been killing you stage 3?
If you're with a driller, bunkers are a good way to get through stage 3
The first swarm.
Most pubbies don't have mics or coordination so the amount of bugs just overwhelms everyone.
Autocannon is a very efficient way to take out most of those swarms
esp if you have the overclock that increases AoE
I've got an overclocked minigun.
are you a brother who calls himself Queen Frau aka 2 words for female
lucky
uh what
@hollow iris Well I've never once felt like I've been in danger of running out of ammo, which seems antithesis to one of the main points of deep dives
I've managed to get overclocks for the brt and revolver and autocannon, but not the minigun.
I mean, if you're not wasting ammo then yes you will have plenty
Are you suggesting you want to run low on ammo regardless?
Or do you just want to be able to waste an hour or so of your time by using too much early without knowing?
More like the threat of it happening isn't really there
it's because you can pickaxe your way through the low difficulty stage 1, and if you fail it's no big deal you can start over right away
and keep all the excess nitra
That's also true, just power attack everything and shield tank
We were ammo starved up until the very last bit of stage 3 and we beat it <45 min, dunno what you're talking about
I mean if you wanna play slow, melee and save nitra then yes, you will have a lot of nitra
Both deep dives I did had like 200-300 extra nitra at the end, and plenty each stage
I don't understand how this is a fault
when I finished EDD we had enough nitra for 2 extra pods
it's not about playing slow it's about difficulty settings in mssion 1 being so low that it's easy to do
Especially considering shield disruption and low 02 exist
this kind of playstyle gets you killed in haz 5
I had enough for 6 resupplies at the end of my first edd
what are the stages again, with modifiers
seems there's way too much nitra to me
^
I know one had shield disruption
Ahh I see so you want it to be totally inaccessable if you dont cheese
but shield disruption has nothing to do with being starved with ammo
or, maybe, there's too much nitra
Hard disagree
there's no need at all to cheese it lol
Stage 2 was the easiest
You have rich atmosphere which is kite city, along with a big room map
Stage 3 was easier than stage 2 tbh
remind me what were EDD stages
You want to be forced to play ammo starved instead of being able to save ammo
And be rewarded for being frugal
4.5/5/5.5
modifiers?
rich atmosphere exploder infestation shield disruption
Isn't stage 2 the one with you spawning among two spitballers, a brood nest and dozens of exploders ?
it's easy
Oh wait my bad, stage 1 was rich atmosphere
yes that was stage 2
Easy for you yes, it took me ages to find a group that didnt just wipe immediately into 2
The sheer rate of waves on stage 2 quickly ate all your ammo
tbh I didn't even realize it was shield disruption until a few minutes into the mission lol
also we get it, you're better then most players
stage 3 I don't even remember
regular h5 missions often times just feel harder to me than the edd
may just be me tho
I'm not flexing, several people are saying there's way too much ammo, as in, many extra pods
Yeah and several others are saying its fine
and several people also say that they can't beat it.
it also has to do with the weapons you use and how you modded them
those people are firing at the ceiling
Different people have trouble with different things
I've heard a lot more people talking about how they can't even beat it than people who say it's too easy and there's too much ammo
The fact they can't do as well as you doesn't mean jack shit in terms of balance
not beating doesn't mean they failed to beat it due to ammo problems
I didn't say it did
wiping in no-shield zone is logical
Ammo was definitely scarce
in my plays of it
Yet we still beat it, got the 45 min achieve
Felt like enough scarcity to make things really tense, without getting unfair
I guess in my defense, one resupply is actually two because I did my first EDD solo, but even on my second runthrough it seemed perfectly fine
๐คท what can I say, we drowned in nitra at the end
Anecdotal evidence does not mean you're the arbiter of who gets to win, my dude
Almost seems like there's different players at different skill levels and different levels of coordinations (I was playing with randoms, like most other people in the game), and saying that everything should be harder because I'm better than everyone else is not the most productive way to balance a game
Quite unfortunately that's who the devs have been listening to
I have nothing against you if you want harder
Anyways, anyone use the minigun overclock that makes you unable to move?
But EDD are already bullshit sometimes
it's pretty good from what i hear.
And if you want the OPTION to play it harder sure
it's bullshit because modifiers, not nitra
But don't keep gatekeeping and locking more people out
Haz 5 is fine cuz its a small % bonus for people who want more
EDD is already an issue
honestly i'm like 30% sure the Minigun overclock that makes you 40% stronger doesn't actually even root you if you fire while jumping.
yeah so just jump fire like usual if you're kiting
probably a straight upgrade in that regard
I mean look, if you just think "there shouldn't be positive mutators in EDD" that's totally fair, getting rid of rich atmosphere wouldn't have made this week's EDD unfair
I'm still not sure how I feel about the reduced spread reduced pellet overclock for scout shotgun
It's one of the better OCs
also you've found me out, I have a direct line with the devs, whispering in their ear right now
If it takes away pellets its probly not worth
Shaped shells is probably bad
-2 pellets -35% spread
it's not just positive mutators, it's treating all mutators as identical having double XP mutator does nothing to change difficulty
if you wanted to do ranged damage, use the m1000 not a shot gun
the game already knows not all mutators are equal yet they forgot that in DDs? ๐ค
A slug shotgun OC might be neat though
Yeah, I usually use the shotgun for wave clearing not ranged
IMO Boomstick should pierce by default
does boomstick need a buff?
With punchthrough it's good for warriors and shit and then you can follow-up on the weakened enemies with the power attack if you want
cave leech cluster is +15% xp/loot while exploder swarms are +25%, yet it's treated the same in DDs
weak red = strong red, but also yellow = red and 2 mutators = 1
Boomstick's better now for sure cuz of the cone thing
not really consistent
But I still don't get its range/exact firing angle
The cone thing?
TFW you finally get a good group for Elite Deep Dives and you fall through the map on the last stage
were you driller?
I'll help if Europe
you're fucking sorry?!?
hey guys
just passing by to point the fact that people who complain that there's too much nitra in EDD are those who have an easy time with them already. Meaning you end up with a lot of extra nitra because you're already very good with saving ammo.
So the nitra is not the problem in the end.
That's fair
That's not true for me - I knew there was too much nitra but with a good team I still struggled with EDD
That's usually how it goes with players. The same players who say EDDs are easy tend to be the ones who only play with pre-made stacks
Thing is : the game is too easy for a minority of people
but if we make a special difficulty just for them, other people will complain that it's too hard.
(just like what happened with haz 5)
Should just allow people to be able to slap on mutators on their missions
yep
Games too easy? Now you have no shield and lethal enemies. Enjoy :)
we need customisable difficulty in private lobby
That could be a good thing
(exception of positives mutators ofc)
(otherwise it would be way too easy to grind those minerals and gold)
gg
GG's

A lot of it has to do with how much you can ration yourself. If you don't want to use vampire and the pick and you shoot. Every. Single. Bug. Yeah you'll run dry
The same as refilling when you're only 60-70% down, you're 'wasting' ammo. Make use of your secondary to spready yourself further. And don't forget to use grenades and consumables. There's no point in sitting on 4 grenades.
Also keep in mind that nitra spawn rates are to help not put the game in an unwinnable state. The caves are dark and some classes may be solo, or missing a scout. Or they never put a flare in just such a way as to highlight a node or two. Missing an extra large nitra node or even a small one can mean missing 30-50 nitra.
also depends on upgrade path.
Yes, that too. There's a lot of factors and the devs need to include it all. I would also guess that while the seed is not random, swarms might still be, so you could get a 'harder' EDD then someone else purely because of swarm make up and comp.
Having swarms of prats or wardens, or a bulk, is far more ammo consumptive then one of swarmers, exploders, or even a normal one
yet alot of the randomness of the enemy spawns can be heavily mitigated by simply communicating with your team before and during the mission
Yes spawns will change diff
Yes, that's the point.
Can't make a random experience too difficult because sometimes the director will roll all ones, or sixes, or whatever, and then you get 5 bulks back to back or whatever.
And if you perfectly tailor the seed so it's all hand cultivated people will just 'solve' it
i really don't now how the ai works in this game cause it doesn't feel budget based
Well arent some of the hardest parts of the seed already static
not really
well ok that's a special case
but in DD3 some people fight 3 bulks
some people fight 0
which is just funny
and terrible
cave leeches and spitballers will spawn at the same place
because they are generated with the level
leaches and spitballers are part of world gen ye
3 bulks is just a teamwork check lol
other than that, it's all random
all in all I think the balance nitra is fine
if you're doing good, you'll end up with a lot of extra nitra
if you have a terrible time and/or bad spawns, you might still struggle with ammo
so yeah, no point in nerfing it as it can't really be weighted accordingly to start with, due to a lot of randomness
is it really alot of randomness though
I've only done the DD twice, with a single successful run, but they all went mostly the same. Nitra was thin, but strong play let us have more wiggle room.
seems like haz 5 nitra rates are fine
The driller can go melee build
Impact axes proc vampire, which also implies they proc beserker
And the drills are the same
All it needs is some form of 'get off me' to prevent a swarmer or whatever fucking you up from behind
i mean tbh drills are pretty good to get swarmers off
if you don't have an epc and don't wanna soin up cryo
otherwise they're pretty bad ammo effiency
Why is impact compensation V so many perk points for 1% less fall damage over IV?
Am I missing something?
Secret bonus jump on enemy damage (I wish)
It seems completely worthless
14% fall damage reduction isn't even particularly good in and of itself considering the other perks imo, but I could be wrong
Falling is dangerous but not 14% dangerous
Rather have zipline speed or sprint speed or not die for 9 seconds
Actually, question, if you heal while under Iron Will do you still go down?
Nope you're alive again
Any HP regen takes you out of iron will
Yeah that's what I thought
However, you're no longer invincible
Vampire here I come
And Iron Will goes into cool down
But then usually you just get slapped and die for real
Typical scenario is that you vampire a grunt and a swarmer gnaws your ankle, killing you
Buuuut sometimes a sugar node is just close enough or you can resupply in time
Or you get the swarm just right to pluck a grunt in time to live
I mean if you can't clear what's hitting you in 9 seconds of shooting them, or just melee like an idiot as soon as iron will goes up, that's kinda dumb
But not what I have in mind
More like wait to melee until it's almost up then hopefully by the end I've made some space
Iron will is most effective at securing a revive or for driller kamikazi
Or the scout grappling to the HP and continuing a kite
Gunner by the way, so I could also shield into melee
Yes, an effective use
Fun game, some of the perks are pretty cool and others are snooze
Kinda was expecting more variety with perks but they did the variety stuff with the weapon mods, so not really complaining
The 'useful perk' list is pretty short
I imagine perks will get their time in the spotlight eventually.
Revive speed, iron will, vampire. Beserker synergizes well with vampire. After those the usefulness sharply declines.
I feel like zerker is anti syngergy
Zerker and vamp are amazing
But I guess also the health gain is minimal and it's better to be at full health than have better melee
You can stay mid level HP with strong melee.Well, usually
I mean I think it'd be pretty crap for leviathans
For who
I accidentally joined a Lethal 4 mission at level 3 for hunting leviathans
I couldn't figure out why I kept getting one shot
You're not meant to use beserker as a permanent strategy, it's mostly useful when you're on iron will and plucking grunts off to get yourself out of 'die to swarmer bite' territory
I prefer the term Isabuff

๐
re falling damage
i think the reason why the perk levels so god awful is cause it's additive probably?
and there's other fall damage reducing stuff like engineer platofrm and
just an upgrade that makes you take 33% less falling damage
and it could also mean you could fall 14% farther
which is
a distance
but yeah it's kinda bad
I believe it's simply 14% less damage
Unless it stacks all previous perks on top of each other, which I doubt
The only one that can really make use of it is the scout
Because then you'd sprint 50% faster
it doesn't no
It's 8 perk points for 1% less fall damage over IV
you know
load speed is a meme
but i kind of want taht 30% damage res at t5
when you're next to molly
the aoe's probably too tiny
though
5m is 5m
But 30% actually isn't very much DR
Consider that if you get cornered you go down in about 3 seconds
pair it up with gunner with the uh
Now you go down in 4 seconds
when max firing speed
30% DR
to become
molly turrent build-
yeah it isn't much especially cause it's a small aoe
but it's funny
Now you go down in 5 seconds
Also that assumes its additive and not multiplicative
The unload speed could be useful if you had any reason to unload in combat
But it's not like carrying ore makes you slower
If I were gonna design perks they'd have a little more oomph, but then I'd probably make them OP, so, whatever
But I always look at game design as the more tools I give the players the more challenge I can throw at them
No it wouldn't be flat buffs like that, well, some would be
But I'd make perks provide unique game changing mechanics, like zerker and vampire do
+25% defense while playing with steam friends
i wish it wasn't tied to t5 though
I would make fall compensators actually scale well
But rather than just reducing fall damage it would increase the distance you fall before you take damage
Perks need a few buffs yeh
10% less fall damage AND you start taking fall damage after 5m more
And scale up to 35% less fall damage and 12m more
Maybe start at 3m
That also

