Multi-Choice M1000 Classic - Technical DRG Archives (2024)

Post Info
Authoru/Virryn__
Post Date2022-07-12
Original Post LinkBUILD BREAKDOWN: Multi-Choice (Scout's M1000 Classic) [MODDED: Haz6x2]

This breakdown post will be a bit different from the others I've written so far. The M1000 isdebatably the most well balanced weapon in DRG, in that it has the most competitive overclockoptions available to it out of any weapon in the game on modded difficulties. As such, this postwill be considering multiple overclock choices: Active Stability System, Minimal Clips,Hoverclock, and Electrifying Focus Shots. In this post, I'll be referring to this setup asMCMC (Multi-Choice M1000 Classic).

For useful M1000 (both Hipster and normal) breakpoints, see M1000 ClassicBreakpoints.

Scout is, for the most part, the king of precision, and the closest thing that Deep Rock has to asupport class. While the other classes rely largely on their weapons and usually end up using theirequipment sparingly or as a last resort, Scout is unique in that his mobility is a necessary part ofhis core combat loop. It is apt, then, that we look at one of the weapons that complements hismovement the most: the M1000 Classic.

All numbers in this post are taken from karl.gg.

TL;DR

  • 231XX is high skill, high reward.
  • Tier 4 has some interesting distinctions that I'll go into more detail on below.
  • Stun and fear on Tier 5 are both very good picks.
  • Blowthrough paired with IFGs and fear can be incredible crowd control.

Why MCMC?

Hipster is a powerful option on Hazard 5. The large ammo pool combined with decent grunt clearcapabilities and fast-acting DPS on Praets and Oppressors give the average player a lot of leeway interms of choosing what to spend their ammo on. Where Hipster struggles, however, is against thekind of high importance targets that are at the top of the priority list in modded games; Menaces,Mactera, Shellbacks (if you're not taking Armor Break), Wardens, etc. Hipster loses a lot of itsDPS at mid- to long-range because of its hipfire spam requirement.

MCMC, on the other hand, leans much further into focus shots, while still retaining the utilityof a quick emergency hipfire. This is the most versatile setup with the M1000, largely because ofthe breakpoints it hits. Some important ones being:

  • Hipfire headshot and focus shot bodyshot grunts;
  • Focus shot headshot slashers (and guards if you have WP damage);
  • Focus shot bodyshot acid spitters; and
  • Focus shot weakpoint shot Mactera Spawn and Trijaws, to name a few.

MCMC consists of 4 options: Active Stability System, Minimal Clips, Hoverclock, andElectrifying Focus Shots.

  • Active Stability System is my personal favorite. It trades a slight bit of sustain (a slower reload speed) for slightly faster burst (faster focus speed) which allows you to get in and out of situations that much faster.
  • Minimal Clips gives you a fair nudge in the direction of sustain, with more ammo in the mag and a faster reload speed, allowing you to possibly kill another dangerous target before a reload, while also letting you get back into the action faster with a new mag.
  • Hoverclock, after you learn it, gives Scout even more mobility options, though compared to Special Powder or Dash, Hoverclock is largely a defensive tactic.
  • Electrifying Focus Shots trades a small bit of focus damage for a DoT electric tick. While this DoT (especially the slow portion) can be powerful against things such as Praets or Goo Bombers, having to trade focus shot damage for it means that you will end up having to wait for the DoT to tick for certain enemies to die. The most egregious example of this is Acid Spitters; while they will still die as they would to another MCMC OC, they will be alive for a few extra seconds, which could allow them to get a shot off at a teammate. Personally, I see no reason to take this overclock over another choice, though I believe it does still hit all the important breakpoints.

Tier 1

A fairly boring tier, we have Expanded Ammo Bags and Increased Caliber Rounds, which give+40 ammo and +10 damage respectively. A newer player may benefit more from having a larger ammopool, but if you're playing modded you're likely not a new player.

Verdict

Take option 2 T1B Increased Caliber Rounds.

Tier 2

This tier has 3 options, but sadly it's the most brainless tier on the gun. Fast-Charging Coilsgives us +25% more focus speed, Better Weight Balance reduces per-shot spread by 30%, maxcrosshair bloom by 20%, and recoil by 50%, and Hardened Rounds gives us 220% armor breakpotential.

  • Faster focus speed is nice to have, but is overshadowed by armor breaking by a wide margin.
  • As long as you're not hipfire spamming, the M1000's spread and recoil are easily manageable.
  • Armor break is incredibly helpful against not only Shellbacks and Brundles, but also Grunts, as their bodies are indeed armored.

Verdict

Take option 3 T2C Hardened Rounds.

Tier 3

A more interesting but ultimately pretty obvious tier: Killer Focus, a 25% focus shot damageincrease, versus Extended Clip, which gives us +6 bullets in the mag.

  • Focus shots are the bread and butter of this setup. More focus damage helps out quite a bit against plenty of enemies; Spitballers, Goo Bombers, Menaces, Praets, the list goes on.
  • A larger magazine lets you kill more per mag, but you have a grappling hook. You can easily reposition to get some breathing room and reload, without having to give up a sizable damage increase.

Verdict

Take option 1 T3A Killer Focus.

Tier 4

Here we have a hotly debated choice. Super Blowthrough Rounds gives the gun +3 penetrations onboth focus and hipfire shots, while Hollow Point Bullets grants us +20% weakpoint damage.

  • Blowthrough, combined with T5 fear and an IFG, can be used to repel most enemies back through achoke over and over ad infinitum. It can also have ammo efficiency and TTK benefits, as often onmodded, two Spitters or Mactera end up lining themselves up for blowthrough shots. You can alsousually group up Praetorians and get some heavy damage on them, and it's fun to blow right through aMactera charging up at you and kill a teammate chilling across the map.
  • Weakpoint damage gives you a notable breakpoint in that you can kill a Hazard 6 Menace scaled upto 4 players with 4 focus weakpoint shots, as opposed to blowthrough which needs an additionalhipfire shot. This is most relevant for Active Stability System and Hoverclock. WP damage also givesyou a nice bit more stopping power against Spitballers, Oppressors, Goo Bombers, Dreadnaughts,Wardens, etc.

Verdict

Personal choice. I prefer option 2 T4B Hollow Point Bullets.

Tier 5

The most playstyle- and build-defining tier on this weapon. Hitting Where It Hurts gives yourfocus shots a 100% chance to Stun whatever it hits. Precision Terror gives your focusedweakpoint kills a 100% chance to inflict Fear on enemies that can be feared, within 4 meters.Killing Machine reduces your reload time by 0.75 seconds if you reload 1 second after a kill.

  • Stun is an incredibly powerful status effect, and can be used both offensively and defensively. Ithelps hit follow up weakpoint shots on Wardens, lets you stop a Menace from barraging you or yourteam, forces a Praetorian to stop spitting, and causes Goo Bombers to pause momentarily, even ifthey're spraying goo on the ground.
  • Fear has two main uses: forcing ground back through a choke (or just generally away from you), andforcing Mactera to turn away from you and your team for a bit of breathing room. If you're notrunning cryo grenades and find yourself consistently mown down by Mactera, consider taking Fear.
  • A faster reload sounds nice, but on a class with multiple fast repositioning options and a weaponthat already reloads pretty fast, a slightly quicker reload quickly becomes redundant. That,combined with the fact that the same effect can be achieved with animation cancelling, means KillingMachine really isn't worth taking.

Verdict

Take options 1 T5A Hitting Where It Hurts or 2 T5B Precision Terror.

Secondary and Grenades

White Phosphorous Boomstick gives you a lot of up-close burst damage, while also letting youutilize fire spread to thin out a swarm easily and efficiently, and giving you a lot of ignitepotential for a Volatile Bullets Gunner on your team. You can also takeCryo Bolt or Fire Bolt Boltshark, which let you deal with stationary enemies and grunts wellrespectively, though sadly Fire Bolts are much too slow to get much ignite value out of for theGunner. Embedded Detonators Zhukovs is an option, but they're really only powerful againstPraetorians and Oppressors, which are almost never the main focus of a combat engagement; you willhave enough damage against them with the M1000 itself.

Cryo grenades and IFGs are both very competitive picks. The choice largely comes down to how yourteam deals with Mactera. If the Driller is skilled with Thin Containment Field and the Engineeris running Inferno, you're probably fine taking IFGs, and if you really want to you can take Fear ontier 5 to make up for them. If your team struggles with or has limited options against Mactera,cryos are quite powerful as Mactera clouds show up often on modded difficulties, and have the addedbenefit of taking out Breeders, as well as the ability to flash-freeze a teammate's body for an easyrevive. However, you lose out on the team-wide benefits of IFGs, which can be used to practicallylock down a Bulk before it reaches an objective (Doretta, a nicely-prepared Salvage objective,etc.), or can be utilized to block off a team's flank from encroaching enemies that the otherclasses haven't yet noticed.

Playstyle and Tips

An MCMC user needs to be focused on keeping their team alive. You are Overwatch; you are theearly warning system for your team, looking in while picking off dangers from the outskirts of thebattle before zipping in and letting loose a few Boomstick shells at a pack of slashers and a cleanhipfire headshot on a grunt that was about to take a piece out of somebody. Play with and aroundyour team; mirror their movements, stick with them, try to support them if they take a wrong turnand become vulnerable.

  • Grapple often. You have no reason to be near the swarm; don't feel bad about fleeing to draw a flock of Mactera away from the others so you can pick them off more safely yourself.
  • Without the proper setup, you have almost no swarm clearing potential. In a team scenario, you should never shoot at Grunts first if there are other enemies on the board. Only take them out if they're an immediate danger to you or someone you're watching.
  • Whether you have Stun or Fear, use them both as often as necessary. Two bullets spent on a Praet's armor plate aren't two bullets wasted if they blocked that Praet from inflicting heavy damage to an unsuspecting teammate; likewise, focusing a Mactera Spawn over a Trijaw to proc Fear may save someone's life, even if you thought the Trijaw was the higher priority target.
  • Use IFGs often. You have 6 of them, and you get 3 back per resupply. Hand them out like candy. The Engineer's stuck in a pit with bugs running down on him? Chuck two at him, now he has much more legroom and time to kite them around. A line of grunts have strolled through an unnoticed hole in the repellant? Fastball an IFG at them, and they're out of commission for anywhere from 5 to 15 seconds.
  • Grapple in the middle of a reload if necessary. Bullets in your gun are nice, but they're useless if you can't spend them because three Trijaws unloaded on you while you were slashed in the middle of a reload. Reposition, then strike, not vice versa.
  • Flare often. Press 4 and Mouse1.
  • While this is largely a focus shot build, hipfires are still fair game. Headshot Grunts, bodyshot Web Spitters, and waste 3 bullets missing a Swarmer that you could have just pickaxed, all without remorse. Just make sure you make up the misses with hard hits.

Last update: 2022-09-12 18:59:58

Multi-Choice M1000 Classic - Technical DRG Archives (2024)
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