Elite Deep Dive 1-14-2021, Deep Rock Galactic
This week's elite deep dive with a decent public team.
Scout build uses electrifying reload, which really helps save ammo, not just for yourself, but for the rest of the team, as I gave away my ammo pickup to teammates from a few of the resupplies. You basically paint as many targets as possible, then reload to add 12 damage a second over 4 seconds, and also an 80% movement slow effect. The slow effect is a great team advantage against bulk detonators, as it is available on demand and you can keep them constantly slowed if desired.
This is basically the scout's job: focus on doing what only the scout can do, and otherwise don't be a nuisance. Let the big dogs eat. The other 3 classes are the better damage-dealers. People who play scout and lay on the trigger with assault rifle all game are wasting ammo that could have been used more effectively by other classes. Save your ammo in case you need to kite and clutch, as the scout is by far the best "last man standing" class, analogous to Handmaiden in Vermintide 2. In this sense, the scout is the game's superfluous class, especially in a deep dive where you will not have fossils or ebonuts as secondary objectives, which the scout excels at (deep dives have 2 primary objectives, never a secondary).
For scout perks, I use resupplier (faster resupply, more health gained, and auto reload), vampire (+5 health steal when killing medium or large enemies with melee), and deep pockets (+15 backpack capacity, from 40 to 55). For actives, i use hover boots and vampire. With a good team in an elite deep dive, you probably don't need hover boots, but I like them in public games since you can occasionally self-serve a high mining job without begging for platforms. With a good, observant engineer, you don't need hover boots really. Berserk synergizes with vampire, and with the scout's slow grenade; you can destroy medium size groups of grunts with multiple back-to-back power attacks. This is one of the scout's only true forms of area attacks.
Other than mactera plague mod on a the bulldozer mission, which is always really difficult, this deep dive wasn't too bad. The gunner made good use of shields to protect the dozer from the regular mactera, which do insane damage against the dozer on 5.5 difficulty. The gunner's ability to protect the dozer, including "steering" bulk detonators away with a shield, makes the class essential on elite deep dives, where there is almost always a dozer mission.
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