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Yes bosco, three deaths. Featuring overtuned particle accelerator drak + gas recycling zhukovs + boomerangs in Magma Core. You know, OPA drak may be a bit overhated. You may think that "no longer having a primary" or "being unable to consistently kill a single mactera" is a downside, but actually it's liberating! It's a bit like letting Jesus take the wheel, except this Jesus is a bit of a party nut who spends his days performing keg stands in his tuxedo t-shirt. He's far too busy turning water into cheap box wine to impress the babes to invest any sort of effort "killing" things. With a biblical primary, the natural pairing is (of course) the Judas secondary. Unfortunately for this Judas, he's not going to get his pieces of silver because the holder of the contract is lying dead in a ditch somewhere from the mythical failed two-clip single tri-jaw breakpoint. At least we have rangs to round out this stellar nativity scene loadout - and as we all know - rangs can NEVER miss. In fact, they are so perfect in their ability to never miss, that you could even attempt a drinking game where you take a shot every time the rangs would perform this impossibility. Surely this suggestion will not result in a lawsuit after you got your stomach pumped from all those egg nog shots. Surely. (My lawyers are recommending I stop suggesting potential drinking games on this children's dwarf game geocities webzone). --- Stage 1: I reset twice early in the mule clear trying to adjust to the loadout and my rustiness - this loadout is really bad at full sending it into rooms because the time to kill on spitballers and the like is really really really really really uh, not good. It turns out there's also a lovely, statistically relevant, scientifically certain correlation between time off from DRG and grapple double takes (the old... flick my wrist to try and grapple, realize it wasn't off cooldown yet, flick back to see the danger, and flick back again to grapple out). This slapstick chicanery is actually kinda goofy and I enjoyed it far too much when watching things back because it happens quite a lot. Anyway, as far as the bubbles go I'm thinking the build isn't too terribly demanding in this niche. Not having to aim and just relying on the ol' spray and pray (to J&J) makes it surprisingly chill as long as there aren't ranged enemies, but the room push felt far more touch and go. The refuel should have been terraformed more of course (that wall to pillar shortcut was a beast), and it's a christmas miracle I didn't die to the goober shot on the aggro resup, but with IW pushing me through the warden spice at the end it all kinda came together even with a lot of micro mistakes. Stage 2: This is the stage where you get to see a full grown man tilt at a children's dwarf game. There was a very gradual buildup of minor annoyances (stretching back to green swarmers and awkward terrain mucking with my ability to break some morkite, to molly sitting just weirdly on a cliff when I wanted to depo) and then this gradual crescendo broke open the floodgates once I started pulling eggs and it felt like nearly everything went wrong. In hindsight, there was a tiny glimmer of luck in having the egg-I-kept-failing-to-open-despite-prepwork be the swarm, but in the moment I was certainly not winning the mental game. I eventually came to my senses and traded IW for the depo and nearly even made it to the hidden mystery sugar to survive, but thankfully if nobody's got me, bosco's got me can i get an amen. Stage 3: I'm remembering how broken 6x2 iota is in escort. The balance choices do NOT hold up from this dated experiment, and this is essentially a 25 minute loading screen. This difficulty is a remnant of the pre-CD2 beforetimes where we didn't have super tight control over balancing for individual map types. In order to offset the buffed encounter spawns (more bugs in rooms makes breaches a nightmare), I had originally made it so doretta was like 5-10%(?) tankier to damage than 6x2's existing buffs. This idea does not really work in the era of repair-first strats and it kinda devolves into immortal dottie. The only time that the stage felt in danger was during the big mactera wave in the heartstone where I lost a plate, and the only reason that was a problem was because it was the counter to this weak build. I'll cautiously propose that this stage may be more difficult in vanilla. Despite all the extra bugs, shock, and awe: it's a lot of bluster without too much actual difficulty. I was able to ignore doretta for 95% of the mission and that's probably not okay. I hope you have a happy holiday season. Cheers. --- Loadout: 22122 Overtuned Particle Accelerator 22211 Gas Recycling Boomerangs Perks: Dash / Iron Will Resupplier / Deep Pockets / Born Ready --- Highlights: 0:00 Build 0:23 Stage 1 13:21 Uplink 17:37 Refuel 22:35 Stage 2 32:30 Stage 3 56:11 Final stats