Deep Rock Galactic

Deep Rock Galactic

62 ratings
The Aggressively Lazy Gunner
By Arc.Relm
This build employs aggressive laziness that revolves around the gunner's dynamically tactic skills. Thanks to the Season 2 release, this is a revisited (not revised) Lazy Gunner build.
   
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"Hurricane" Guided Rocket System: 32123 Minelayer System
I've come to realize that my previous guide might have been a little lengthy, so allow me to not take up your precious time as you decide on a new gunner build to try:

THE AGGRESSIVELY LAZY GUNNER!
NOTHING has changed about my picks for the rocket launcher since the previous Lazy Gunner guide I wrote:

(Haha! Look at this dude!)

Why focus on single targets?

You could be locked at pointing at compressed gold, calling out mushrooms, and slapping gunk seeds between your repeated and tiring bellows of "C'MON GUYS! ROCK AND STONE!"

While at the same time, racking up the top kills in your team and your matches? Sign me up!

UPDATE:
Tier 1's "Increased Blast Radius" buffed this hurricane build significantly. Instead of a +0.6m radius, it is a +0.8m radius to a total of now 2.2m per missile, translating to 3.3m per mine.
Armskore Coil Gun: 22223 The Mole

The Aggressively Lazy Gunner operates with the Armskore Coil Gun, which changes the overall strategy and feel if you have tried the Lazy Gunner build (see the guides that I've created).


By replacing the BRT7, we end up with something arguably stronger different. We obtain a greater damage output, unrivaled accuracy, the option to conserve ammo, and have a stun-like function.

What do we lose?


Tier 1: Larger Battery
This build focuses on ammo conservation, meaning we're receiving the damage boost by shooting behind the safety of random obstacles, instead of having the damage boost of Extra Coil. Additionally, thanks to Tier 2, Optimized Magnetic Circuit is obsolete.

Tier 2: Controlled Magnetic Flow
Being the aggressively lazy gunner that we are means that we're not always going to put 100% into our shots. Shots can consume 10 ammo if charged at 25%, which is 92 effective shots. No worries about going gung ho on our shots, our reload speed will pace us.

Overcharger will take away from our ammo conserving ways. Improving Feeding System sounds good on paper, but the delay is relocated into the charging speed.

Tier 3: Fear Trajectory
We abandoned STUN? Yes, we did. The coil gun can now deliver 250% fear at a 5m radius (thanks to one of the latest updates), which opens up some effective breathing space in the heat of battle.

Concussive Shockwave gambles a 50% chance at a weak 1.5m range for a puny 3 second stun. Just enough time to reload. This modifier is worthless if it doesn't engage.

Tier 4: Shockwave
Since we're not really focused on charging to 100% most of the time, I don't see Defense Enhancement playing a major role during a match. I guess the extra 20 damage can delete some nearby weaklings.

Tier 5: Electric Trail
So here's our stun substitute. It's not stun, is kind of like stun, has a "stunny" vibe, screams "lightning".

This compounded with the default trail DPS makes for a effectively annoying tail of the bullet. Slowing enemies to 80% speed while tickling their funny bone, I cannot see the other options playing any better role.

Necro-Thermal Catalyst is very conditional and as a reminder: AoE will be totally mastered by the Hurricane. Dilated Injector System doesn't bare enough significance to encourage me to use it.

Conclusion:
We have a nasty weapon that can maximize on your laziness, allowing one to explore the caves and yet able to do surprisingly intense damage to the creatures hurting our friends. While not a ideal anti-air weapon, this gun is able to make mactera swarms survivable.

Will it hurt our friends too? Maybe. Take the good with the bad.
Equipment (Everything Else)
I was going to write some detailed stuff about the equipment choices of my build, but I got incredibly lazy figured that anything you select here will work as long as you are comfortable with your choices.
Tactics & Strategies
Hurricane: The guy she told you not to worry about
Usage steps:
  1. Deploy mines
  2. ????
  3. PROFIT
Things to keep in mind:
  • Mines take a second to arm. Judge where the glyphids will be.
    (easy if they are chasing you)
  • The 15-second lifetime of a mine is comfy.
  • It's easier to prevent an enemy's approach rather than to attack directly.
  • Mines cannot be stacked/shot onto each other.
  • Fighting in narrow corridors your forte.
Weaknesses?!
  • Hurricane against Oppressors or anything bigger is not very effective due to their explosive resistances.
  • Hurricane against anything that flies is also tough do their speed and dodgy behavior that is too fast for your slow rockets.

Armskore: The other guy she also told you not to worry about
Usage steps:
  1. You think: "Hurricane won't help me here."
  2. Pew-pew-pew
  3. PROFIT
Things to keep in mind:
  • Try to always shoot through a wall.
  • I estimate that bullets can go through 30m of terrain.
  • More walls = more damage.
  • Charge level affects damage bonus.
  • The range of fear is crazy large and effective.
  • Shocking enemies is better than stunning
Shocking Possibilities:
  • Taking an oppressor down to 50% health in a single shot
  • Taking down an ally to 0% health in a single shot
Win-win.

Weaknesses?!
  • Reload takes some time, you must make the shot count.
  • You might accidentally hit your allies with this one.
Wrapping up this guide
I find that this build works perfectly in Elite Deep Dives. I hope you all enjoy!
13 Comments
Mark, The Devourer 26 Jun, 2023 @ 8:26pm 
Hey dude, Cool guide! I made a hurricane guide myself, because I am obbsessed with the weapon :P

I must say, I don't really think nitroglycerin is a good option. It's a meme and not a very funny one. In my own tests, I've found the reminisce damage gained from the rockets do not make a difference in game play.

Stun is easily the best mod in this tier. It is just really good and consistent. Plus, stun on an AoE focused build such as minelayer is VERY good.

However, call me crazy, but napalm rounds is actually good on minelayer. I KNOW, it sounds crazy, but it works well. If you don't mind sacrificing some damage you can use this mod to use heat spreading to kill you enemies for you! Plus it's pretty fun.
Arc.Relm  [author] 8 Jul, 2022 @ 8:40am 
@SnowingFate that's true that the damage would be hard to noticed, I did my testing using the "Sandbox Utilities" mod along with the mod that lets you see damage output in numbers. I didn't see any difference in values with the missiles in flight for about 4 seconds versus attacking a bug at point blank when running the Minelayer System OC.

As a comparison, I ran the same test without the Minelayer System OC and saw a notable difference in damage output with the same distances.

I appreciate your offer to ask around and will look forward to any news regarding this.
SnowingFate 8 Jul, 2022 @ 5:35am 
@Arc.Relm Considering the damage bonus gained by nitro is +1 AoE damage per 0.75s in flight it's very hard to notice in the first place. My Assumption that the missiles fired from hurricane minelayer aren't the normal missiles and maybe the devs forgot about it for nitro? but then stun and fire work as intended so probably they didn't forget about it and was intended. I'll ask around and find out.
Arc.Relm  [author] 8 Jul, 2022 @ 1:47am 
@SnowingFate Following up, now more educated on the functionality of Nitro Rounds after some heavy testing today. Interestingly enough, it seems that Nitro Rounds has zero effect when used with the Minelayer System OC.

My observation is this: Rather than losing bonuses when a missile turns into a mine, the bonuses are not applied at all. Not even to direct impacting hits, where the missiles never get the chance to become a mine.

The modifier works as intended when not using the Minelayer OC, which tells me that either this was the intention of the developers or a big fat bug, since it's not affecting missiles in flight, which is the literal description of the modifier.

Will this be fixed? *shrug* :D
Arc.Relm  [author] 7 Jul, 2022 @ 2:57pm 
@SnowingFate this is a very interesting mention that has brought me a strong curiosity. I'm not aware that this is how the nitro mechanic behaves. Programatically speaking, it makes little sense to hardcode a damage output, yet have the Napalm-Infused Rounds deliver its effects. I'm fascinated.

To be clear, I'm not at all overlooking your comment nor am I trying to contest anything right now. But I can say this: I am now compelled to run more thorough tests through mods. My impression is that you have done tests of your own. This is something I'd like to see for myself.
SnowingFate 7 Jul, 2022 @ 1:41pm 
@Arc.Relm once the Rocket turns into a mine it looses all damage bonuses from nitro and reverts to base damage, you can test this by going into hazard 5 and spawning in a slasher and trying to two shot it, if the +1 damage bonus worked then minelayer would add 2.75 damage per tick and with the slasher having a 30% vulnerability to explosive cause the mine to kill the slasher in two shots. As it stands Minelayer is 6 damage short of killing it in two mines. Fire would be able to kill it in two shots but you loose out on bigger targets and the slasher will probably run into another mine anyway
Arc.Relm  [author] 6 Jul, 2022 @ 9:57pm 
Continuing with my rambling...
I'm glad that you brought this to my attention because I realized that my math was incorrect in the screenshot above! The damage range is from 66 or up to 93.5 damage per mine, instead of 83.5.

I do not recommend stun for this minelayer system build for two reasons:

1) The "bunch up" is fine but it is arguably less ammo conservative as any bug stunned too far at the edge of the radius may not make it to other mines placed in front of it resulting in more mine deployments from a player.

2) The stun is a 25% gamble, which (to me) is a waste, when you can be dealing far more damage and wiping out more bugs. I leave stun-like efforts to the coil gun for the reasons mentioned in this guide.
Arc.Relm  [author] 6 Jul, 2022 @ 9:50pm 
@SnowingFate
Thank you for your comment. Nitroglycerin Rounds does work with the Minelayer System. The math works like this: for every 0.75 seconds that a missile is IN FLIGHT, it will receive +1 area damage up to a maximum of +10 area damage. When said missile turns into a mine, it will no longer receive additional bonus damage. The additional damage is included in the OC's multipliers of x2.75 area damage. That is potentially up to +27.5 area damage on top of the 66 area damage that the missiles will do.
SnowingFate 6 Jul, 2022 @ 7:23pm 
Minelayer does not work with T5 3 nitro, I suggest stun as it will let the other mines arm or bugs to group up more
ADumbChicken 25 Jun, 2022 @ 10:15pm 
this is fucken hilarious and makes me wanna try gunner just to eventually achieve this level of pure laziness