Deep Rock Galactic

Deep Rock Galactic

125 ratings
Hazard 5 and everything below [Outdated]
By Ewgene
A guide on how to survive and thrive on Hazard 5, and thereby all other difficulties.
   
Award
Favorite
Favorited
Unfavorite
About this guide
Currently this guide is fairly outdated. I will most likely write a new one at some point. Meanwhile it may still serve you well

This guide is standardized for Hazard 5. Everything feasible on Hazard 5 is applicable everywhere else.

First off, I'd like to shortly clarify what this guide is about and what it's not about. This guide is targeted at mostly players who have spent a few hours in the game already, but it should work for any experience level. I will assume you have a basic understanding of the game as I focus mostly on how to succeed as any class in any mission. I'm not going to explain to you what an enor pearl is or what a brood nexus does; there's about a million guides out there for that already.

What this guide contains
  • General tips and strategies
  • Tips per mission as every class
  • Tips for perks, mission buff/debuffs and enemies
  • Focus on practical approach

What this guide doesn't contain
  • Bare basics
  • Deeper numbers and stats
  • Weapon mods and builds
  • Bosco

Why doesn't it contain these 4 things?

Because I'm convinced that if you are skilled as a player, you do not need excessive knowledge on much else besides core gameplay. There are some who will endlessly discuss what builds are best, exact damage and health numbers, etc. but this is all a waste of your time, especially if you're just starting off. It does not matter what weapons or weapon mods you choose. There is no universal best, play with what you find useful and what works the best for you.

Focus on getting good with your movement, tactics and decisions instead. It's really not a hard game, once you know what is needed to bring any mission to a success.

Also I chose not to include Bosco, both because I don't have much experience with him and because I simply don't enjoy playing DRG solo. This is one of those games you ought to play with your friends.
General tips
  • Hazard 5 requires you to hustle. You cannot permit yourself to stand around gawking and dawdling. You have to keep moving, keep pushing objectives and get through waves fast.

  • Enemies hit hard, your shield and health go down in no-time even to a few small to medium enemies.

  • Promote the character you're playing hazard 5 with at least once for the extra perk slot.

  • Do not stand still when you're getting overwhelmed: kite. Get used to constantly moving around and dodge as much damage as possible so you can keep your shield and health in good condition for when you have to revive someone and live to keep going. Add in some jumps to make enemies miss even more. This is especially important on no-shield missions.

  • On the note of reviving, keep as many players up as possible. Teamwork, especially in the form of firepower, is mandatory on hazard 5. You need all the firepower you can get to fend off the waves of enemies. Keep an eye on your team, not just by the icon because these frequently get bugged out and it shows as if they were still on their feet.

  • Grenades scare enemies, therefore if you're about to revive someone while being chased by the horde, throw one on the spot and buy yourself precious breathing space.

  • If you're about to go down, either due low health or Iron Will activation, make it as quick and easy as possible for your team to get you back on your feet, e.g. when you're about to go down on a platform near the ceiling or anywhere up high and awkward, just jump down to your teammates. If you're in a flat section with hazards around (especially spitballers), quickly dig yourself in so you don't trigger them to shoot at you or teammates trying to revive you.

  • It is more important to win the mission than trying to get everyone in the pod, as lame as that sounds. Sure it's honorable to endeavor everyone to make it, but the penalty for dying in a mission is not nearly as big as losing the mission entirely. Don't risk losing the mission over one or more teammates if you cannot reasonable revive them.

  • Overheating with anything (except charged plasma pistol shots) is always a bad thing. Always strife to stop using it right before it overheats because the regular cooldown is always faster than having to wait for the overheat cooldown.

  • Watch where you put your feet. It sounds ever so obvious but still the source of many a player's deaths. Especially important when kiting with airborne enemies as you're inclined to look up and keep looking up, missing where you put your feet.

  • Try to equalize your weapon, secondary weapon and equipment usage so that if you're up to the point of having to resupply, nothing is wasted.

  • Take occasional looks at your team health. Many players don't communicate when they are on Iron Will and about to go down. When you see someone's health bar being empty, take into account they may not find a leechable enemy, a resupply pod or red sugar in time and might go down in a few seconds.

  • You can grab apoca blooms or boloo caps while on a zipline if you jump off of it and then instantly mash "e" until you get it, so you don't risk falling off. You can also use mash "e" whenever you expect to get hit while on a zipline because that makes you fall off, but not if you quickly press "e" again.
Perks
Take Iron Will and Field Medic for all characters. The rest doesn't matter a huge lot but these two are absolutely vital for you and your team's success. There's pretty much no reason not to take them.

Just throwing it in to be sure: the duration of Iron Will fully upgraded is 9 seconds, and the cooldown is 45 seconds.

Personally I use perks that augment the usefulness of Iron Will for the remaining 3 slots:

  • Vampire can get yourself back up from Iron Will because of the health it adds. To do this successfully however, kill a medium sized enemy or larger with your pickaxe after you've let your shield recharge a bit, otherwise any next hit gets you down because of Iron Will's cooldown. Make sure to quickly hunt down some red sugar afterwards.

  • Resupplier makes you get resupply charges twice as fast. Useful to get yourself back up via a resupply. As a bonus it also instantly reloads all of your guns and tools, if applicable.

  • Sweet tooth adds bonus health to every bit of red sugar you pick up, which is useful when there's not much around, plus it makes you faster for a short while once you pick it up.

    Other useful perks:

  • Impact Compensators take the sting out of some of your afflicted fall damage, though it's also a good idea to make it a habit to watch where you put your feet.

  • Weekend Athlete makes you move 12% faster. Useful for pretty much any class, except for scout perhaps because he should be busy using his grappling gun a lot.
As for the other perks that I didn't mention, I don't personally consider them to be that very useful. They are perks that are handy versus perks that will save your life, more than once.
Surface and airborne enemies
Surface enemies

Warrior and veteran warrior

  • Do not underestimate the damage they do, especially in groups or combined with other enemies. They are the most common and often come in large groups. Allow direct contact as little as possible.

  • Grenades will scare away warriors. Make use of this if you are being chased.

Swarmer

  • Same as warriors, keep your distance when taking them out, especially on no-shield missions. One or two don't do much damage but more than that can very quickly drain both your shield and portions of your health.

  • Since swarmers are faster than warriors, focus more on getting away from them as main priority.

  • Grenades are very effective as they can instantly kill them. Simply throw one right down onto the ground if you are being chased.

  • If you trigger a spawner wall (purple wall with holes), simply wait for the chirping sound to cease, then throw a grenade right at the middle of it to instantly kill them all off.

  • Engineer's grenade launcher is very helpful against swarmers

Exploder

  • They usually come in groups, so simply shoot the first few which will then cause a chain reaction of explosions with the rest.

  • If you are being overwhelmed, simply run through them and let them explode one by one, since exploding is their only means of attacking.

  • Exploders are the easiest choice for getting yourself out of Iron Will with Vampire since you only need 1 hit with the pickaxe (2 hits or a headshot for driller).

  • Be careful with melee killing exploders when not jumping because it will momentarily slow you and possibly make you take the hit.

Web & acid spitters

  • They pose a threat mostly in the form of silently sitting high up and shooting their stuff at you. Take care of them soon as you notice them.

  • Both scout's flaregun and rifles are excellent for dealing with these.
Praetorian

  • Once you get in close range, they will stop for a second before spraying acid. Try to lure them to do this, then move to their side and do as much damage to their abdomen as you can, since the abdomen take considerably more damage than the front. Don't worry about immediately killing them that way. Simply back up a little and finish them off up front, so you don't get bitten or clawed.

  • Armor breaking is also useful against praetorians so you can create more spots to shoot them from. You don't have to focus on tearing their armor up, but any shot landing on it will peel it off and expose more shootable spots.

Q'ronar Shellback

  • Enemy that is exclusive to the Salt Pits and Radioactive Exclusion Zone.

  • Armor break is incredibly helpful against this enemy as their armor is very tough and during their rolling attack they expose no weak spots.

  • Focus as much gunpower as possible on them when they stop rolling and come out, exposing all their spots without armor.

  • Try to trap them in a hole where they get stuck.

  • Be careful when trying to revive someone with a shellback nearby, as it can knock you away and interrupt the process.

BET-C

  • You can easily recognize them by their radioactivity-like beeping noise. They will sit on a random spot in the cave, and when you get close or shoot the parasites, that's when it becomes active.

  • Just like the dreadnaught, surround it and keep attacking the parasites while dodging the projectiles shot at you.

  • In general, always fight it because once it's down, it's yours to keep for the remainder of the mission and will actively hunt down enemies.

  • Once it's yours, try not to cross its path whenever it's attacking enemies because it can hurt you still.

Airborne enemies

Mactera spawn

  • Wait for them to stop airstrafing, then simply pump their glowing bellies full of lead. Both the scout's bolt action rifle and the gunner's revolver can instantly kill them with 1 shot.

Mactera Grabber

  • Make quick work of grabbers, especially on salvage missions. Try to take them down before they get scared off, if reasonable possible without taking many hits from other things.

  • Make sure to mark them whenever you can, as they don't make a any noise apart from the screech at every 3 seconds and are often easy to miss.

  • Be careful not to stand in the way of a fleeing grabber, as they can still grab you if they fly directly through your position.

  • Consider not immediately shooting a grabber if they grabbed someone and are flying over an abyss.

Mactera Goo Bomber

  • Simply shoot them until they die. They are tanky and their goo sacks can be destroyed, preventing them from leaking goo once they die. Simply jump dodge the projectiles they shoot and be careful not to end up in their goo and be slowed.

Naedocyte Shocker

  • Enemy that is exclusive to the Dense Biozone and Glacial Strata.

  • They are extremely weak but come in large groups. Start gunning them down early on.
Stationary enemies and environmental hazards
Stationary enemies

Spitballer

  • The projectile speed of spitballers is very fast on hazard 5, so fast that you can no longer reliably dodge them even on medium range. Make sure you don't catch them with your face and wait for them to spit and miss before you attack.

  • Try not to wake them up (either by proximity or gunfire) because once they are awake, they will keep shooting projectiles until everyone is out of sight and greatly increases enemy reinforcement.

  • If you are about to go down, get out of the line of sight of spitballers so your teammate can safely revive you.

Brood nexus

  • Use their weak points (the eyes). These deal great amounts of damage if you pop them, conserving your ammunition.

  • Throw a grenade right after destroying a nexus so you can quickly wipe out the majority of the swarmers.

Cave leech

  • Their biggest advantage is a player their unawareness or being occupied with other enemies, especially since their tentacle can reach very far. Every time you enter a new area, quickly check around for leeches and take them out soon as you see them; they are very weak.

  • Their grabbing angle is a bit ridiculous, since they can also grab you at an angle greater than 90 degrees and even through bits of the ceiling. Don't get too close to an unexplored overhanging ceiling from an elevated spot.

Environmental hazards

Exploding Plant

  • Damage will make them swell up and explode, dealing a lot of damage. One pickaxe strike from any class but driller is enough to trigger the reaction. They will cause a chain reaction with nearby exploding plants.

  • Some say you should keep them so you can use them during hordes or versus a dreadnaught, but the damage it does to yourself versus the damage it does to enemies is vastly different and not worth the risk. Clear the area of them, especially if a horde is approaching.

  • Be careful not to dig directly underneath them, as this will make them explode instantly and without them swelling up first.

Ejector Cactus

  • Getting near it will trigger it to shoot needles in every direction. Do not underestimate these needles because they hurt plenty.

  • Simply shoot them from a safe distance. Digging underneath them is also a safe way to dispatch them.

Ground Cactus

  • Not a big deal but they can be annoying, especially on no-shield missions. A few shots or pickaxe strokes will destroy them.

  • If these appear around the mining head during point extraction, take care of them quickly.

Spike plant

  • Not that dangerous but the poison effect is lingering for quite a while, so simply dispatch it soon as you see one, especially when a wave is approaching and/or it being hard to dodge.

Poison Plant

  • They often come in groups and release poisonous fumes when you get close.

  • If these appear around the mining head during point extraction, take care of them quickly.

Glyphid Eggs

  • They often come in large numbers. Soon as one is damaged or destroyed, it will hatch a swarmer and cause a chain reaction with the nearby eggs, rapidly creating a group of swarmers.

  • Simply be careful and ignore them if they aren't on your direct route. If you have to deal with them, especially when it's a really large group, simply let a driller deal with it.

Radioactive Crystal

  • Hazard that is exclusive to the Radioactive Exclusion Zone.

  • Breaking them in the middle with your pickaxe is the quickest and most reliable way to deactivate them. Driller can simply drill through them and certain weapons such as the revolver with explosive shots can deactivate them too.

  • Keeping radioactive crystals (that you don't have to pass frequently) intact can be useful for damaging enemies, most notably swarmers.
Mission buffs/debuffs
A few buff/debuff effects to take into account when selecting missions. The buffs give you the benefit of what it says, the debuffs give you extra XP against a tougher mission.

Buffs

  • Double XP: to get the most out of Double XP missions, do a long mining expedition on hazard 5, with any debuff. This will give you the most. It's not nearly as valuable as on other mission types.

  • Mineral mania: more minerals spawn, that's it. It also works for hollomite.

  • Rich Atmosphere: very useful when it comes to kiting because you can easily outrun anything. Make use of this. Also be careful not to be overwhelmed by the movement speed because while you're a lot faster, you still take the same amount of fall damage.

  • Low Gravity: the one mission where this is notably useful is point extraction, since you can very easily get anywhere as any class without much use of your tools. Fall damage also becomes much less of an issue.

  • Golden Bugs: every enemy you kill gives you 1 gold. My favorite buff because you have to change literally nothing in your playstyle yet still get rewarded. Hazard 5 is going to throw a lot of enemies at you, so it's payday.

  • Gold Rush: makes more gold spawn in missions. Gold in general isn't worth that much but if you have the time, go for it and scrape it all.

  • Critical Weakness: weakspots on any enemies, dreadnaughts included, take more damage. Always useful, especially on elimination missions.

Debuffs

  • Cave Leech Clusters: except on point extraction and salvage to an extent, cave leeches are a nuisance since they spawn on every ceiling the AI director can slap them on, so constantly be on your guard and always warn your team when you get grabbed, and also use that time to look around for other leeches/other hazards for your teammates. Having a scout on your team who is aware of his flaregun's importance is valuable.

  • Exploder infestation: Exploders are constantly demanding your time and attention and especially on salvage this can be a problem, but just as normal, shoot the first few approaching you so they trigger a chain-reaction with the rest of the exploders. Every time you hear the rumbling of enemies spawning, be on your toes as it may very well be a large group of exploders.

  • Mactera plague: This will add a lot of mactera enemies to your mission, and thereby requiring more airborne attention. Especially goo bombers and grabbers are a nuisance, not just because they are tanky. It is another debuff to be reckoned with as it will eat away at your ammo and attention; put focus on killing everything timely. Scout and gunner are particularly good at leveling waves of these.

  • No-shield warning: Since you get revived and will have just a sliver of health remaining can be absolutely devastating on hazard 5 because it means you will go down from 1 hit of basically anything. Conserve your health as much as you can and be on the lookout for red sugar. Try not to have full health when getting ammunition yet unless you're moving on or are completely out.
    I would advise against taking up the challenge of doing a mission with this debuff if you team up with randoms, especially the kind not very good at the game yet, because this will likely not result in victory.
Mining Expedition
General tips

  • Next to regular waves of enemies, mining expedition has a larger wave, just like on egg hunt. Whenever one of these hits, it will always be announced. Treat these seriously on hazard 5 because the AI director will throw a lot of enemies at you. Don't sit in a small crater or dance around a deep cliff.

  • Consider walking back a bit before calling in the drop pod if you are in very deep.

  • If a driller starts to dig up to the pod at the end of a mission, follow and protect him (and the rest of the team). Splitting up is not a good idea.

Scout

  • Whenever you enter a new cave area, sniff out any cave leeches with your flares and subsequently deal with them with your rifle.

  • In the event of the journey back to the pod being jeopardized, you are the best chance of your team to still reach the pod, even when everyone is down, as you can use your grapling hook to get past everything.

Engineer

  • Every time a wave hits, big or small, you ought to set up your sentries. Should come as no surprise.

  • If a wave hits and you're near a cliff or other obstacle adding depth, augment the walking space and platform the whole thing up.

  • Be proactive when it comes to resources: place a platform under every single one you can't immediately reach so a scout can easily and quickly get them. They should never have to ask for them.

  • Make platform walkways over slime and lava floors.

Gunner

  • Your shields play a crucial role whenever a wave of enemies hits because you can create a temporary refuge for your allies and buy you time to kill off enemies whilst preserving your health. Beware that on no-shield missions, the shield will not block damage such as praetorian acid. Consider using grenades to make them turn away from you.

  • Place ziplines when the cave goes down, so you can easily get back up via them later (if you're not being escorted by a driller tunnel).

Driller

  • Try to stay on the front of the team when exploring the cave so you can quickly get rid of dirt walls and drill around slime or other such obstacles.

  • You can operate independently when it comes to minerals as you can dig straight towards them. You can also dig behind veins of minerals and get them that way.

  • You are very valuable at the end of a mission because you can drill straight for the pod, dodging a lot of spawning enemies on the way back as well as environmental hazards. On 40 fuel, your drills can drill for approximately 100 meters. Therefore, if you are more than say 120 meters from the drop pod, consider walking back a little bit before starting to drill up. Also make sure your team knows you've started drilling.

  • During drilling back to the pod, occasionally check the scanner for any open cave segments to drill into to save time and fuel. From there either go straight to the pod or cross the area and start drilling again.

  • If a wave hits you in an unfavorable spot, consider drilling out obstacles or walls to create more walking space.
Egg Hunt
General tips

  • Every single egg will spawn a small wave of enemies. Be aware of this fact and take your time dealing with them.

Scout

  • Consider taking time to deal with waves or do the secondary objective if you have one or more drillers hunting eggs already.

Engineer

  • Set up your sentries in the immediate vicinity of the egg you found as to be ready for the wave it creates.

  • Same as with all other minerals on/in walls, place platforms underneath them for scouts to quickly access them.

Gunner

  • You can use your ziplines if there's an egg somewhere high up in the wall or ceiling. Just put it on a wall, then dig yourself in so you can stand and keep digging or span another zipline.

Driller

  • Driller is incredibly useful on egg hunt because he can simply drill to every single one of them while using the map. Make sure however you quickly grab the egg and bail because you'll soon get flooded with enemies in a confined space which is a direct Work Safety violation.

  • When drilling into the ceiling, keep checking your map and drill slowly to prevent falling to your death.
Elimination
General tips

  • Dreadnaughts have as weakness that they are slow and only target one player at a time, and often misses if said player is adequate at dodging (or literally continuously running away). Have someone in every wind direction so that its behind is exposed to as many players as possible.

  • Don't forget that you have grenades when fighting dreadnaughts.

  • Respect its slam attack and take distance whenever it's roaring and bits of rock begin to levitate because it hits hard.

Scout

  • Your IFG grenade can also slow dreadnaughts when they have armor and weaken them with it without armor, making them even less of a threat.

  • Your weapons deal a lot of damage to dreadnaughts after the armor is off. Make use of this.

  • Obviously, you can use your grapling hook to constantly dodge dreadnaughts.

Engineer

  • Don't bother too much with your sentries because they will often hit the dreadnaught's armor and aren't that powerful to begin with.

  • Focus on dealing direct damage with your primary and secondary guns (and grenades), since they pack quite a punch.

Gunner

  • Your gatling gun makes relatively quick work of dreadnaughts. Just keep gunning down its behind, really.

  • Your shield makes everything even easier. Drop one soon as you get hit by any of its attacks.

  • Consider spanning a zipline high above the ground so that it cannot reach you so you can safely mow it down. Be careful of fireballs hitting objects behind you when doing this, however.

Driller

  • You can make eliminations very fast by drilling directly towards where the cocoons are. Bear in mind that by doing this, you will likely miss nitra and other minerals. You can also simply go the usual route via dirt walls and drill the last bit that might be standing in your way.

  • Place 2 satchel charges on the direct area of a cocoon and wait for someone to pop it, or pop it yourself. Wait for the dreadnaught to spawn properly and then lure it right over it and detonate to easily get rid of its armor.

  • After detonating your charges on it, just let your team deal with it while you can help with clearing the area of other hostiles or lure it towards you (= away from and thereby facing the team), since you deal negligible amounts of damage to it with anything but your satchel charges.
Point Extraction
General tips

  • At the begin of the mission, consider waiting in the pod for a minute to relatively safely eliminate the starting wave of enemies.

  • Clear the mining head of obstacles, such as the listed environmental hazards but also geysers and obstructing rocks or crystal.

  • Focus on locating and digging out aquarqs first, then on getting them to the mining head, as doing the latter is easier than the former when you're in a hurry and under attack. Also consider throwing aquarqs down if you dig them out from height.

  • At any moment you can, call in a resupply near the mining head. You will find a lot of nitra so don't be afraid to make use of them either. Try to put them in multiple directions.

  • Don't hold yourself back when using your tools, as point extraction missions always feature a large amount of nitra.

  • There's the eternal struggle of players calling the minehead in too early. Probably all of this can be solved with communication. As soon as your team hits the objective and you still have to deposit minerals or know minerals are still to be found, immediately type "wait" or something similar. If you do not, expect players to launch it sooner or later. In that same vein, look at what your team is doing before launching. Personal rule of thumb, if I type "ready?" and nobody replies within half a minute, I launch (after looking around of course).

Scout

  • When it comes to vertically generated caves, you are very suitable for tackling everything at height, both the main and side objective.

  • Keep an eye out on sniping acid and web spitters far away, especially when the cave generates upwards.

Engineer

  • Your platforms are very useful for bridging gaps and creating paths when you or your team is carrying aquarqs. It's also useful for creating a surface to stand on for aquarqs high up in the walls or ceiling.

  • Consider putting some platforms around or on the mining head to create fall breakers, taken you bought the upgrade (and you should).

  • You can also make a platform bridge if there's no (adequate) gunner around to span ziplines.

  • Create platform stairways on the walls, spaced closely enough to jump upwards whilst carrying aquarqs.

  • Place your sentries underneath the mining head. This will make them take care of the enemies that like to sit and bite on the underside of the grating.

Gunner

  • Your ziplines are of great value on point extraction because of a few things: it allows you to carry aquarqs and other heavy minerals on it, you can reliably scale vertically generated caves with them and you can break your fall on them from any height.

  • Soon as the mining head lands, span ziplines in multiple directions so your team gets a headstart. Also shoot a few up and down if you expect players to need one there sooner or later.

  • Don't hesitate to span a zipline to reach an aquarq high in the wall or ceiling (see gunner tips on egg hunt).

Driller

  • You can make pretty quick work of the main objective by drilling straight towards the aquarqs, even at height.

  • Create tunnels towards the mining head so you can quickly carry the aquarqs through it.

  • When the mining head lands in a confined bit of rock, simply drill out the obstacles.
Salvage
  • Arguably the hardest mission type, salvage can be pretty tough on hazard 5 because of the endless waves near the end, and the risk of instantly failing the mission if your team goes down or gets away from the zone. The preparation before the uplink and refueling are crucial.

  • It is crucial both the uplink and the refueling phases get done as quickly as possible, because enemies will not stop spawning before they are done. Stay inside the zone as much as you can.

  • That said, it is still okay to quickly leave the zone for grabbing health/ammo or to dodge exploders.

  • Make sure to get at least two resupplies, one for the uplink and one for the refueling. Hunting nitra is very important in this mission. The more, the better.

  • Call the resupply on the approximate edge of where the zone will be. If anyone needs it, get the ammo charge that points away from the zone first for convenience.

  • Never start the uplink or refueling if there is not any resupply present on the edge of the zone.

  • Never start the uplink or refueling if one or more players are away from the zone or worse, downed and away from the zone.

  • Make short work of mactera grabbers, as they can pick you up and take you far away from the zone, especially lethal if you have less than four players. Mark them if you can so that nobody will lose them from their sight.

  • Try to conserve ammunition in the salvaging process so you can use most of it for the uplink and refueling phase.

  • Hitting the mules or uplink/fuel cells with more than one person at a time is useless: it does not add any building speed. Don't waste your time on it.

  • Preserve ammo charges primarily for the gunner because of his shield.

  • Once the refueling phase is finished, enemies will not stop spawning until extraction. If you cannot hold them back, kite around and try ending up on the pod's entrace when the timer expires.

Scout

  • Keep both the immediate area and further into the cave well-lit during the uplink and refueling phase so you and your team can timely deal with newly incoming enemies.

  • While gathering mule legs, focus on getting nitra for the team, preferably with an engineer who has platforms at the ready.

  • Keep throwing IFG grenades right over the edge of the zone to constantly slow and weaken enemies, allowing breathing space for your team. Consider saving them for a bit when gunner has his shield up already.

Engineer

  • Your platforms are very useful during the uplink and refueling phase. When either the uplink or fuel cells spawns/lands on an edge or worse, on a single pixel in the sky, make an island of platforms around it. Also reinforce the bottom if you have enough platforms so exploders don't immediately create a hole in it that's wide enough to fall through. Also keep "repairing" the floor with platforms, especially on magma core.

  • Block off any tunnels in the ceiling with platforms, including those created by resupplies.

  • Try to place your sentries above your team so that they can't accidentally end up in the line of fire and halt their shield regen (e.g. on a platform on the resupply).

  • Consider putting platforms between the rescue pod and the crater it dug because you can slip in there and get (momentarily) stuck. This is especially dangerous for players that are playing with high latency.

Gunner

  • Try to use as few shields as possible during the mule salvaging; conserve as many as possible for the uplink and refueling.

  • Your ziplines are great for quickly getting the mule legs to the mules, for yourself and for your team.

  • Your shields play a huge role in the uplink and refueling phase, therefore make sure you have enough to make it through. Use them just before your team is about to be overwhelmed; try to hold out as long as possible without using one.

  • Communicate with other gunners, if any others; avoid using more than one shield at a time at all costs. You can do this by simply agreeing that one person depletes all of their shields first before the other uses them.

  • You only get one shield back from the resupply. Never grab ammo before having at least one extra slot for a shield. If necessary, wait for a wave of enemies to hit you during the uplink and refueling phase.

Driller

  • Create tunnels to all of the mules so you and your team can easily and quickly get the legs to them.

  • Drill out the wall near the uplink/fuel cells so you have more space to dodge enemies around. Drill a bit extra for when you need to briefly step outside the zone. Also take care of other potential obstacles that block the view around the zone.

  • Keep flaming off the edges of the zone so that swarmers and other small enemies won't get a chance to get in.
Ending
Thanks for reading, and if you have any questions or remarks, put them in the comments.

Take in mind, these are all my points of view and everything described in it is what has kept me alive in the past. Deliberately disparaging/unconstructive comments will be removed without notice.

STILL WORK IN PROGRESS
33 Comments
timothyburton 5 Jan, 2022 @ 11:19pm 
Cool, thanks for letting me know.
Ewgene  [author] 4 Jan, 2022 @ 7:24am 
@timothyburton: It's both: shields are being used up and they also have to charge inbetween each throw. This change was made likely because they were deemed as too OP when they came out.
timothyburton 3 Jan, 2022 @ 9:46pm 
Wait, you only have limited shields as gunner? I thought it just recharged and you used it again.
Ewgene  [author] 30 Dec, 2021 @ 11:06am 
@Yeti: Yeah, I would argue that as long as you know the core principles of the gameplay, you can just use them to survive any situation. The new missions only need a little bit of understanding about what to do and then you're good to go. I'm still not interested in DRG enough to sit down again and type out a few more walls of text.
Yeti 30 Dec, 2021 @ 7:59am 
Still tho, just take the lessons learned from here and apply them to other missions; you don't need everything spelled out for you.
Ewgene  [author] 30 Dec, 2021 @ 3:57am 
@MineKnights: No way, really? What gave it away, the giant headline of "WORK IN PROGRESS" at the top plus mentioning the word "outdated"?
MineKnights 29 Dec, 2021 @ 10:58am 
this is EXTREMELY old u are missing the other kind of dreadnaught,the escort mission,and the on sight refinery
i3 22 Sep, 2021 @ 3:57am 
Very nice guide
Yeti 26 Feb, 2021 @ 7:23am 
Solid work
Ewgene  [author] 30 Sep, 2020 @ 10:04pm 
@Electrum55: yeah I can't really be bothered to update it anymore because my interest in the game subsided a lot. It's become kind of boring if not for updates.