Deep Rock Galactic

Deep Rock Galactic

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The Scout! Light up the caves of Hoxxes IV
By Mira
A guide for the Scout class mostly focused for beginners, but for everyone to expand their knowledge of this useful class and how to play him.
   
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Welcome!
Hello and welcome, miner! My name is Mira, I am a veteran miner with many hours of experience under my belt and Scout is my main and favorite class. This is my first ever guide on steam, I apologise in advance for any formatting errors and mistakes with editing. My goal with this guide is to help new recruits to master the basics so they can also enjoy my favorite class in Deep Rock Galactic, The Scout!

Basics and your arsenal
The Scout is an incredibly useful class. You are the most mobile of all classes, your weapons pack a decent punch and you are the only class in the game that carries IFGs, a special grenade that slows down Glyphids to a crawl while also increasing the damage they take (If you have it upgraded). Its usefulness is undeniable.

So how to play this class, you ask? Experience is the best teacher, but I hope to help shorten this path. First things first, when you first start the game your weapon and upgrade options will be limited; that's fine, the starting weapons are great to get a good understanding of the class. As you level up, more options will be available, and the class can shine even brighter. Let's look at the weapons you'll have at your disposal.

  • Deepcore GK2
    Your starting weapon, a decent assault rifle with decent firepower. Good ammo capacity but better with upgrades. Good range, too. I prefer the other weapon, but sometimes I go back to this one. As with all weapons, you should always aim for the fleshy spots of the glyphids both for maximum damage and to conserve ammo. This is a good all around weapon and perfect for beginners. However, most of this weapon's upgrades are pretty bad (in my opinion), and its performance falls off considerably in haz 4 and 5. It's damage is very low and the worst offender for those difficulties.

  • Jury-Rigged Boomstick
    Your starting secondary weapon. The boomstick is simply amazing. It one-shots most glyphids if you hit the weak points at close range. Needless to say, don't try to use this at long range, but you still deal decent damage at medium range. The ammo capacity is a bit lackluster and can run out quickly, but if you manage it right, it's the best secondary weapon for the Scout in my opinion. "Fear the Boomstick" is a great crowd control perk.

  • M1000 Classic
    It's a Garand rifle, with great damage and potential, but requires skill and good aim to use properly. It one-shots almost all glyphids if you hit the weak spot, and if it doesn't, then it two-shots them. You should always aim for the weak spot whenever possible, as this weapon doesn't carry much ammo at all and it's very easy to run out. My favorite weapon and one I use in almost every mission.

  • Zhukov Nuk17
    Your other choice for secondary weapon. A dual submachine gun with fast rate of fire and runs out of ammo incredibly quickly if you're not careful. It's also not very accurate so don't try to shoot at things that are far away. This weapon has great damage (more than the assault rifle primary weapon) and is a good choice just as the boomstick is, I'd say it's up to preference.

  • IFGs
    The Scout's grenade. After a brief delay, it creates a static electric field in an area for a few seconds, which slows down all ghyphids nearby and increases the damage they take if you buy its upgrade (Damage increase seems to be bugged at the moment? Needs verification. In the upgrade window it says 0% increase despite having the upgrade). This grenade is incredibly useful during waves as it gives your team a lot of breathing room to move around, kill glyphids and revive anyone if needed. You are the only class with this grenade, never forget to use the IFG.

  • Flare Gun
    The Scout's support weapon. When fired, as the name suggests, it shoots a flare that sticks to any surface, creating bright light that illuminates a big area around it. Another very useful tool that helps your squad tremendously. Whenever you see a large pitch black area, use this on the ceiling, unless it is way,and I mean way too high up, then shoot a pillar or wall nearby. It also helps to spot cave leeches on the ceiling. Whenever you are fighting a wave, shoot this closeby so your team can see the incoming enemies better. Your team will appreciate it, even if they don't say anything.

  • Grappling Gun
    The reason The Scout is the most mobile class in the game. When fired, it pulls you to whatever surface fired upon, allowing you to traverse the terrain quickly and effectively. It has a good range, too, with upgrades. This tool is very useful in all situatons, from mining to kiting enemies and surviving waves. A well known combo is with the engineer's platform gun, that creates a platform under minerals on the walls for you to grapple to and mine.
Gameplay basics and your job as the scout
As the scout, your job is more about supporting your team in all aspects of the mission, from combat to mining and traversing the dark caves of Hoxxes IV safely. At the start of a mission I always like to fire the flare gun at the ceiling or wall at least once to light up the starting area so your team can spot any incoming waves that can happen as soon as you leave the drop pod (Happens mostly at high difficulties), and to spot any minerals lying around.

After the starting area is all mined and clear, you will most likely have to dig through dirt to move to the next area (Unless it's a point extraction mission). Use your regular flares (Default F key) to light up corridors and save your flare gun ammo for bigger, dark areas, as if you use it all the time you will run out of ammo quickly. It's important to know when to use it and when not to. Try to find your balance. However, it's also important to never forget to use it. I have played with several other scouts that never used their flare gun and it was always to hard to see things in the dark caves whenever I played other classes. Remember, your team needs you!

If you have an engineer in your team, he'll most likely shoot platforms under minerals for you to grapple to and mine safely. Try to coordinate with him so your mission can be a lot easier. If there is no engineer on your team, then getting those minerals on the walls can be a bit trickier, but sometimes you can try to cheese it and grapple above the minerals so you can land on them.

Combat

As The Scout you don't quite pack as much firepower as the gunner, but that's ok. While the gunner is busy dealing with the majority of the wave, your job as The Scout is to kill priority targets. I can't emphasize this enough. The Scout works best on the move. This means using your grappling gun to move around and support your team from a distance, not staying with them the whole time. Throw an IFG on your team to help them then grapple away to another safe area so your team has less glyphids chasing them. From this safe area, use the short window of time you'll have to snipe priority enemies, such as the Web Spitter, or the much more dangerous Acid Spitter then either grapple back to your team or another safe area away from this first one when the chasing enemies reach you. If you are using the M1000, you can kill bloat bombers and praetorians in 2 or 3 shots (depending on difficulty), something no other class can do. Remember to hit the weak spots!

Keep in mind that staying on the move doesn't mean to act reckless. There are many situations where grappling away can mean your death, and if you're too far from your team they won't be able to revive you. Sometimes the cave layout won't allow you to grapple away and in this case it may be better to just stay around your team and keep an eye for those pesky spitters (Normally the ceiling or walls). Remember that it's ok to make mistakes. As you play, you'll develop your game sense and do better. Try to judge the situation to determine when you should do what. I recommend using the "Iron Will" perk so you have enough time to grapple back to your team for a quick revive in case something bad happens and you start to go down.
Leave no dwarf behind!
This game is about teamwork. Dig together or dig your own grave. Contrary to what many people may think, the scout is not a lone wolf, and he requires his team to support him, just as his team needs him for support. If someone goes down away from the team or in tricky areas to reach, you are the best one to revive them. Throw an IFG if necessary then use your "Fear the Boomstick" or "Precision Terror" weapon perks to scare away nearby glyphids for a much safer revive. The "Field Medic" perk helps a lot.

This is it, mission complete. You're all running back to the escape pod when suddenly you hear a familiar "Dwarf down!". One of your teammates got caught. This is more of a personal opinion, but I never leave anyone behind, even if it costs the whole mission. The gunner's shield is the best tool for a safe revive, but if that's not an option, the above strategy works wonders in a pinch.

"Don't leave me here!" This line breaks my heart every time. Work with your team so everyone can make it back safely. You are all brother in arms and should care for the other's safety. Use all the tools at your disposal.

Leave no dwarf behind!
Closing notes
This is the first one I write, ever. I appreciate any and all constructive criticism. I hope this guide helped you get a better understanding of how to play The Scout! I might update it with weapon builds and a little more in-depth use of them if people so desire, but I'd say this helps get a good grasp of the class for those that are just starting out.

Thank you for reading my guide! Say hello if you ever see me playing on your team, it's always appreciated!

Together we can do it!

Rock and stone!
16 Comments
Mira  [author] 23 Dec, 2019 @ 6:02pm 
Hello.
Right now I can no longer play the game as much as I used to, if at all, so the weapons section of the guide is severely outdated. I did hear the deepcore got a pretty big buff, which it desperately needed, while the M1000 got changed drastically. Boomstick was also buffed.

Keep in mind this guide is also pre-overclocks. As long as you take the weapon section with a grain of salt, the playstyle should've remained unchanged. Scout has remained my favorite class and the amount of support it brings to the team is quite relevant and nice.

I apologize for not being able to update this guide, and thanks for reading.
Hotklou 23 Dec, 2019 @ 12:05pm 
The Deepcore can be incredibly powerful. As it currently is it has almost zero recoil, and it's accuracy is exactly point-on up until medium range. If you practice to hit almost ALL headshots with the Deepcore, it's damage skyrockets. Even on higher difficulties, you can very ammo-efficiently deal with small groups of grunts with the Deepcore.

As Scout you are not meant to take on the whole swarm - that's Gunner's job. No, as the guide said you're supposed to distract small groups of enemies while you also go after priority targets that nobody else can see/hit from where they're standing. And the Deepcore works perfectly for dealing with these small groups of enemies that will inevitably be chasing you. Just keep on the move and aim for the head.
Mira  [author] 6 Mar, 2019 @ 6:34pm 
In short, perks are up to player preference and play style. I use:
-Field Medic
-Iron Will
-Impact Compensators (Because I grapple around a lot during combat and it's easy to take fall damage. Any reduction helps.)
-Sweet Tooth
-Veteran Depositor (trying to work around the MULE for the damage reduction but it's hard because it's much better to avoid damage by running away than to take reduced damage by staying around the MULE with that tiny range in the perk.)
-Switch Veteran Depositor for Deep Pockets in point extraction missions because there is no MULE in that mission type.

Thanks for reading my guide. Any further questions I'll do my best to answer them ^^
Mira  [author] 6 Mar, 2019 @ 6:27pm 
Hello! @Alyoda. Character perks is up to your play style I'd say. I use Field Medic, Iron Will, Sweet Tooth and Impact Compensators. For the 5th perk I started testing Veteran Depositor recently, the damage reduction it gives is nice but the range is just too small. Being near the mule is often detrimental too so I'm unsure if it's good to use for the damage reduction aspect. Plus, not every mission type has the MULE.

You can definitely use heightened senses if you feel like it helps you deal with cave leeches. Personally I keep an eye on the ceiling at all times so I dont feel like I need it. The more space for ores can feel nice but I like to bring something that helps in combat. I also use voice chat to communicate with my team and to be fair, if you're not paying attention you can certainly miss someone being grabbed in the middle of combat.
Alyoda 6 Mar, 2019 @ 3:41pm 
Hey, this doesn´t particularly deal with your guide but which perks do you actually suggest to play with? I´m 100h into the game now and have the same perk loadout for each class, however I never use the medic one not because it is bad (it is actually great) but I just don´t know what to switch it for?
ATM im running with (don´t know the exact names, but this will do i guess):
- faster movement speed
- more space for ores
- faster depositing
- iron will
- sense to get a notification after a tentacle targets you

I guess the last one is unneccessary at some point but being able to save your team instead of them having to save you is nice :D, also -and I hate to say this- many teams I played with on haz 4+ just don´t give a f*** when you need help, so not having to rely on the team to 100% makes the game a lot easier
Mira  [author] 4 Mar, 2019 @ 9:01am 
The fear may seem underwhelming but it helps a lot, both for a quick revive which has its own fear potential thanks to the medic perk and for making those praetorians turn around in fear, giving you and your team time to snipe their butts easily.

Thanks for reading my guide and for the nice discussion ^^
Mira  [author] 4 Mar, 2019 @ 9:00am 
Continuing because of character limit:

Regarding the M1000, raw DPS is not important to me. I am, like written in my guide, moving around often with the grappling gun and focusing on priority targets. More often than not I am sniping goo bombers, acid spitters, web spitters and grabbers (I have a decent aim). I am not focusing on the main swarm much unless none of those targets are in view, neither is it my priority to focus on the main swarm with raw DPS, that's the gunner's job. And the team can rest easy knowing they won't have to worry as much with those pesky bullet sponges that the goo bombers can be if you don't hit their weak spots with a strong weapon, nor will they have to worry as much about acid spitters mowing their health away in seconds when I am keeping my eye out for those while they deal with the main swarm. Plus. since I am very mobile, I can easily kite away a good portion of the swarm that is following me, easing it up on my team, again.
Mira  [author] 4 Mar, 2019 @ 9:00am 
Hello again. I don't use the AoE damage perk to kill weak enemies with the boomstick. I am very mobile at all times and it's easy to group up swarmers and kill them all with a single boomstick shot. I disagree with penetrating rounds on the boomstick, I very often kill 2-4 glyphids with a single shot. I do agree that the zhukov is a good weapon as well and I'd say it's up to player preference on which weapon you take. I have a lot of success with the boomstick and I tend to stick with it more. There is no single way to play the scout and our play styles may be different.
HeliGungir 3 Mar, 2019 @ 6:28pm 
Boomstick for crowd control? Surely you jest. The AoE damage perk is so weak it can only kill the weak swarmers spawned from a brood nexus. And penetrating rounds isn't as good as one might hope with the Boomstick's damage falloff. Zhukov, on the other hand, can chew through a huge crowd of bugs - even a Praetorian or two - when combined with IFGs, and serve as an ammo efficient way to deal with swarmers.

Deepcore is underwhelming compared to the primary weapons on other classes, but with a M1000 I don't see how you can get the raw DPS and damage per resupply you need to pull your weight in Haz5. Fear on weak spot kill becomes less useful at higher difficulties due to the combination of more bugs spread out across a larger area, their faster movement, and faster recovery from fear.
Mira  [author] 3 Mar, 2019 @ 6:05am 
Hello! @Hell Diguner. I play haz 4 and 5 exclusively. The deepcore's damage is extremely low for those difficulties and not at all viable in my opinion. I have recently started using the zhukov more often, good damage but I prefer the crowd control potential of the boomstick still. I find myself switching between the two often.