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How to play the gunner class

Deep Rock Galactic is a cooperative PvE FPS Dwarves Being sent underground to extract resources from the planet Hawkes IV. Complicating this process is planet after wave of native wildlife fighting the planet. It is currently in its second season and has announced season 3 plans. Teamwork is critical to mission success as each class has its own Unique abilities It encourages cooperation. Each class has a job they need to do, and this guide goes over that Gunner Its responsibilities in class and team.

Synergies with other categories

  • Scouts Provide the gunner with much needed light to see where the enemy is coming from.
  • The Engineer Decoy grenade It attracts and swarms enemies, blocking the heat while creating blobs that are excellent for shooting or throwing explosives.
  • Driller’s Flamethrower They can dig tunnels that help prevent the gunner from rolling by melting anything that gets too close, and put enemies in single-file for easy kills.
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Weapons

The default guns that the gunner starts with “Leadstorm” Minigun And “Bulldog” heavy revolver. Minigun is the main attraction here Large ammo capacity and DPS output, but other primary weapons still follow the big gun theme. Once the minigun spins, a heavy stream of bullets pours out Glyphids And armor alike. It doesn’t need to be reloaded, but it can be done Overheats If fired too long, it prevents the gun from firing again until it cools down. Effectively managing the heat in your minigun means bullets never have to stand still for long.

  • Mass Silencer: This style of play is focused Eliminate as many errors as possible, but it specializes in tearing through smaller, more numerous foes. Using the Cold as the grave The mod-kills reduce the heat of the weapon—and Blowthrough rounds Mod—Improves Bullet Penetration—Allows a continuous flow of bullets until killing objects while punching through targets for more damage. For that reason, this Not so effective For Armed threats Overheating still occurs when focusing on a larger threat.
  • Titan Topler: This style of play is focused Eliminating major threats If left unchecked spell doom for the mission. To get through the armor and large health bars, the Hot bullets Added fire damage to bullets fired in ‘red’ on the mod-heat meter – helps deal Additional damage Enemies still catch fire even though there is no weak spot to hit. It requires consistent heat control to be used effectively.

The Side arms All pistols and are best suited for extracting individual bugs that are not part of a cluster. Gunner is with him Weakest when enemies are close Dealing with small swarms of enemies while shooting the minigun is difficult. Pistols are easier to use when up close or on the run, but most of the time the minigun is the hand gun.

The gunner also has explosive options Grenadeswith Sticky bombs It clings to walls and enemies alike before exploding, Fire bombs Dissolves everything in the area for a while, giving area negation, and Cluster grenades It explodes into small grenades that detonate again clearing the area of ​​most signs of life. Each has its strengths and weaknesses, so it depends on personal taste and mission type.

Gadgets

The Shield generator And Zip-line launcher These are amazing gadgets that help make a gunner more one Well equipped classrooms For single player and multiplayer as both gadgets A useful soloist And Help the team. The shield can be very helpful Holding position Or saving a downed ally. Firepower and utility make the gunner one of the most self-sufficient classes since it has the equipment for most situations.

The Shield generator A bubble is a shield Refills shields For anyone within it. When there are too many ranged foes and someone is down—or things are getting overwhelming and the team needs a breather. A shield generator can buy time Make a stand And thin out huge numbers of enemies without the threat of death for a while. Shield regeneration can be a lifesaver in a pinch.

The Zipline Launcher Creates a zipline that can be angled up or down that gives the gunner some level mobility It feels better going down but is going up a bit slower. being beaten while above Zipline leading to a A potentially bad fall, so keep the gap in mind. Ziplines can help make the gunner and his team easier to reach Hard to reach places, but they have another use. During boss fights—or missions that involve holding a room or taking place in a large room—ziplines to the gunner. A bird’s eye view of the battlefield, allowing him to fire on enemies below in relative safety. Layered zip-lines installed around the room allow the gunner to shoot from a vantage point without worrying about The herd swarmed.

privileges

  • Supplier: It may not seem like much, but fast resupply can be a lifesaver during a chaotic wave Being out of ammo is the worst case scenario. A gunner’s usefulness depends entirely on his ability to shoot. This perk ensures you get ammo as quickly as possible so the slaughter can continue.
  • Second Wind: Speed ​​is very valuable Avoiding enemy attacks And does not fall behind the team. Depends on the gunner Positioning To cut herds, and moving fast It helps a lot to change and get position from point A to B.
  • Thorns: This perk does Damage to enemies It attacks you dombi. At that Second stageIt does a lot of damage Kill the swarmers Otherwise large numbers can spell doom for the gunner. This perk kills small enemies and softens anything that gets too close.
  • Heightened senses: A gunner’s main job is to always put out DPS and thin out swarms of bugs, so is inefficient. Cave Leech Or Hara Doom can be spelled out in moments of stress. To be competent to set you free Grabbing can prevent bullets and avoid disaster.

Role in the team

The Gunner Clears the waves When a team works on goals. The gunner has better equipment Protecting teammates Or Holding a placeAnd can use the zipline To reach the goals And things on high, as well as a path retreats tactically. Setting up ziplines for allies or yourself to complete an objective or just activate Makes the area more traversable A good use of time between waves. Above all, the gunner primarily shoots enemies, so is on the lookout Nitra Minigun is essential to keep feed. This class both has more ammo and goes, so little Greedy with refills Running out of ammo during big holds is bad for you and the team alike because other classes lack the gunner’s firepower.

Role in the war

Stands at the gunner front row, supplying a steady lead to any unfortunate swarm of bugs trying to stop the team and their mission. This category has everything it should have Completely self-sufficientBut it has useful tools Help the team survive Plus rough conditions shield And Ziplines. Positioning is important Shooting drastically reduces the speed at which you move, choosing the right time to run and the right time to hold your ground, as the gun takes some time to warm up before starting shooting.

No other class has the consistent DPS that the Gunner brings to the mission. The The minigun is excellent For Killing bosses Or Pushing the waves back Equally. The Grenade The options are also excellent Eliminating large amounts of stuck enemies Quickly. During large enemy waves, try to stand in front of (or above) the allies. Not just doing that Avoids friendly fire But provides Clear line of sight Before the gun turns. The Bubble Shield A second wind and bastion can be provided to fire from safety. In most cases, the gunner should be shooting. The Other categories are more suitable towards Hit and run tacticsAnd The gunner holds the line.

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