DRG 6x2': big dumpy #2 (true solo engineer)

Описание к видео DRG 6x2': big dumpy #2 (true solo engineer)

No bosco, one iron will revive. Featuring mini shells warthog + hyperpropellant pgl + plasma bursters in Fungus Bogs.

This is a challenge request from Hayang (‪@EKUAKI‬) and it fits rather nicely into my "big dumpy" series. In case you missed the first video, these are loadouts engineered to be stinkers. In contrast to my first upload of this series and with a commitment to self care, I've allowed myself to take strong perks, choose the easiest biome, and it's only 200 morkite. What could go wrong?

Before I hype it up too, too much... you can tell this isn't an ojb dreamt up build because it actually has useful things in it. For one: plasma bursters. These are my babies and I think they're critically underrated by modded players. They're the most fun engy nade to use, and that upside has positioned them directly into the majority of my usual engy builds so that I have the experience to abuse them. It's an on the fly spammable breach cutter shot that does AOE fear (an upgrade over breach's already strong stun), that you never have to reload. They buy aggressive resupplies, safety while pushing, and decent wave clear in a pinch. This isn't to say the other engy nades are worse or anything, but plursters are pretty GOATed and no one can convince me otherwise. I personally think they're one of the strongest choices in this particular challenge and if I was making this stinker myself I would have maybe chosen LUREs or Shredders instead, because plursters hard carried my damage output.

The other elephant in the room is hyperprop. I'm not sure if this is the biggest dumpy we can get on engineer's secondary given that hyperprop still pulls off some miracles now and then. My understanding is that Hayang chose it based on the very tiny ammo pool in comparison to some of the other PGL cleans. I find it has just enough ammo to scrape by while having occasional access to the thing it does best (like pushing into stationaries or deleting particularly troublesome bugs like goobers or menaces or wardens). Granted, these things are all done by something like the breach cutter too (which has more ammo and does more generalist stuff too lmao), but that's the catch in trying to pick bad OCs: you're basically locked out of weapons like breach entirely because the base is just super strong on its own that it's tough to make it bad. In Hayang's defense, I don't know what I'd choose as the worst. I think the choice is reasonable given my own relative lack of engineer experience, but given how terrible PGL felt in my greenbeard 6x2 series, I expect there's a clean or something that gives that level of Buddhist nothingness. Because hyperprop felt like it did just enough to keep me happy.

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Now we get to the suffering.

Mini shells is a fantastic example of why ammo efficient loadouts are a complete and total bait. The horrific breakpoints waste so much time trying to clear things that you get constantly pushed back because the dangerous things won't die. Even point blank against a basic mactera or something: you're gonna get hit. Not only is the damage horrifically bad but then you lose stun too lol. It's a beautiful cherry on top of a pile of rotten cherries. What does that analogy even mean? I don't know. All I know is that mini shells absolutely sucks and it should never be taken by anyone of sane mind. And before you say "it's actually pretty solid with turret whip", no, please stop. Please get help. It's not. Running out of warthog ammo due to excessive turret whipping is not a thing, and you'll run out of turrets far sooner due to the forced cooldown between whips. If you only have one overclock for the warthog and you're stuck in a room with hitler, shoot mini shells twice.

Speaking of turrets and whips, I'd like to whip myself over this despicable turret build that Hayang scientifically manufactured. Even when fully built up and raring to go... it does nothing. It's not worth the effort constructing it nor the effort refilling it. It's... yep.

But we haven't even gotten to the main event, and why this loadout feels like it's earned the title of a big dumpy. That is "Disabled Inertia Inhibitor" on both the PGL and the platforms. The flavor text claims it's useful in "high speed applications" but this is the funniest lie in the whole game. The only thing this beautiful modification does is force you to stand still when you shoot or else you miss. I eventually forced myself to stop moving when shooting hyperprop, but couldn't destroy my muscle memory for plat movement. Plat parkour is not a thing. Plat bridging is not a thing. Rapid holds with plats are not a thing. Inertia is really the biggest struggle I felt while playing, and it sucks more than mini shells could even dream of sucking.

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Loadout:
21112 Mini Shells
12323 Hyper Propellant
Plasma Burster

Perks:
Dash / Iron Will
Resupplier / Deep Pockets / Veteran Depositor

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Highlights:

0:00 Build
27:29 Final stats

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