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I have unironically played with bronze 1-2 dwarves who have better game sense and coop skills
than individuals like this. I whole-heartedly believe that strictly sticking to a main and neglecting other classes LESSENS your capabilities and makes you more of a burden to your team. And that's not even to mention how you're basically speedrunning game burnout.
That said, please don't glorify picking a main past the first prestige. I don't want to see any more greenbeards fall victim to pipeline. I would rather see dwarves who push themselves to learn and grow out in all directions for themselves and the entirely of DRG.
(sorry for the split comments, the 1000 character limit is a PAIN)
"...there is an inherent advantage to finding and sticking to a main, at least until your first promotion."
This is entirely true and I have no problems with it, barring the "at least".
"Finding your main" is completely unnecessary and does not in the least matter. This is heavily-coop based game which utterly praises teams that have deep understandings of the limitations of themselves, and the limitations of their partners. If you main a class and neglect the others, you will directly hinder your growth as a dwarf as you gain significantly less first-hand experience with the inner workings of every other class.
Playing a class and understanding a class go hand in hand, you can not play without learning something new, and/or refining your already existing knowledge, just as you can not properly refine or learn new knowledge without playing said class. (cont)
Dealing "massive" damage to big and dangerous targets is a fat overstatement. Maybe if you're playing with critical weakness, or in haz 3, 3.5, or 4, then sure he can deal fair damage against big targets. But by no means is it massive, unless you're making a weapon build specifically for that purpose.
"A high skill ceiling class". Found the scout main(just a joke :P). You could say that any class has a high skill ceiling and be correct. Adding that feels a bit deceptive, or demeaning towards the other classes. (cont)
I also would not consider c4 ammo-inefficient. Upon carrying 4 you then gain 2 per resupply. Each c4 can be used to clear out a large surge of enemies, stun big dudes, or rapidly clear out terrain/minerals. It's a very useful utility weapon with big potential, and it's only ammo-inefficient if you yourself don't use it efficiently. (cont)
Driller's primaries are not "by themselves" weak against high-health targets. It's all about how you build them, and what enemy you pair them against. Cryo is the only half-exception here as it's literally built to be a combo tool, yet it does have 2 overclocks that directly give it major damage opportunities. (cont)
I wouldn't say gunner's primaries are equal in power for doing everything. They all lean towards their own respective styles, and said styles naturally reflect different manners in which they're better or worse at killing bugs. For example, the lead storm is superior at single target damage, and the hurricane is superior at crowd control.
Also, who in the world thinks blowthrough or armor-break are "no-go" mods? Blowthrough directly increases the amount of targets you can hit, armor break allows for more effective indiscriminate firing, or better dealing with things like nemeses.
Yeah and gunner isn't an anchor, if anything he's one of the only expendable classes because of his support equipment. That doesn't mean he isn't a good class though. (cont)
- Enjoy killing tough, tanky targets at a ridiculously high speed
what about the like
5 overclocks that let you do that?
what about the existence of axes?
cryo cannon?