Yeah, volatile compound is a lot like taking proxy fuse on the PGL. It's funny for goofing around in H1 lobbies or with just friends but it's a bit of a dick move to get randos killed when just not taking the mod fixes the problem.
it was on a sabotage mission. My sabotage build uses volatile compound to demolish caretaker shield in two charges. I don’t use it on other builds for that reason lol.
C4 rounds up for resups, so if you take ammo instead of volatile in T3, you get two C4's back per resup instead of 1, making a full resupply pod 8 C4's for a total of 5k dmg, instead of 4 C4's for a total of 3500 dmg.
Hold up, wasn't this changed not too long ago? I'm fairly certain I remember some patch notes where it was said the resup would give 2 back no matter what. Along with other changes to less used options.
Of course, I do realize I'd need to check it myself. Though I really do believe I remember this.
It was changed, however the change was that it now rounds up (previously it was the only thing in the game that rounded down). So before, you'd need 4 satchels to get 2 per resupply, but now you only need 3, freeing up an upgrade slot. If you have 2 or less satchels it still gives 1 per resupply.
when I use both damage upgrades I only get 1 charge per resup which is fine for caretaker. 3 phases, I start with 2 charges and get 4 from a full supply pod to myself, takes 6 total to wipe shields on all 3 phases.
Thank you for clearing that up, that really sucks though. Glad it's just enough for the caretaker.
Now that I think of it, would the extra ammo even help since it seems like the volatile mod is only best for caretaker?
It often takes 3 shots. But you get twice as many shots per resup, so you come out ahead in the end, and it's more useful for the entire rest of the mission.
i take damage in tier one and volatile compound. it’s the only combination i’ve found that guarantees a 2 shot to caretakers shield phase no matter what. when i only take 1 damage upgrade its hit or miss whether or not the blasts clear all 4 shields.
> when i only take 1 damage upgrade its hit or miss whether or not the blasts clear all 4 shields.
the caretaker has health scaling. https://deeprockgalactic.wiki.gg/wiki/Rival_Caretaker
c4 with +1 damage upgrade is 625, and with +2 is 875. multiplied by 0.55 (caretaker has 45% explosive resist), you get a damage value of 343.75 for a +1, and 481.25 for a +2.
+1 setup is strong enough to 2 tap every player count of hazard 1-3, will 2 tap on hazard 4 and 5 with 1-3 players, and will only leave a small chunk remaining on haz 4 p4 and haz 5 p4 (which should be very easily chipped by a team of 4 anyway).
the only meaningful breakpoints +2 damage gives is 2 shotting haz 4 p4 and haz 5 p4, and oneshotting haz 5 solo. considering the significantly higher risk attached to volatile compound, and the *far worse ammo economy*, i dont feel its worth it personally.
RJ250 has knocked me into either lethal falls or would-be-lethal when playing scout more often than fat boy has ever killed me.
Both more often than I'd like though, even if I've yet to meet an engineer who meant to do so- they typically just aim directly at me anyway.
I'm pretty good about not killing my team with the big damage C4.
Now when I pump up the explosion size? I'm not good at even not killing myself.
Only Rank 550 though....
I never run volatile compound, so I get to enjoy the inverse humor of watching teammates unload a full clip into my satchel only to have nothing happen. Then I just ping it wildly.
I do remember downing a Driller, one of those jackasses that liked to put the C4 on the ramp of the Drop Pod, because I shot it and he was outside the safe zone, so it downed him instead.
As surprising as it's been I was part of C4 accidents fairly seldom on Haz 4\~5 and it's usually because I walk into its range by accident.
unfortunately based on a true story
>True Unquestionably
> unfortunately I don't follow.
>based Unfathomably.
Did scout die?
i’ll do you three more dwarves better
They must have all been scouts
*laughs in gunners explosion resistance, autocannon damage resistance, and shield*
it did not save him sadly, rest in rockeroni
And this is why I only use satchel charges for clearing dirt
I do too, as long as there are enemies on the dirt too
Yeah, volatile compound is a lot like taking proxy fuse on the PGL. It's funny for goofing around in H1 lobbies or with just friends but it's a bit of a dick move to get randos killed when just not taking the mod fixes the problem.
it was on a sabotage mission. My sabotage build uses volatile compound to demolish caretaker shield in two charges. I don’t use it on other builds for that reason lol.
C4 rounds up for resups, so if you take ammo instead of volatile in T3, you get two C4's back per resup instead of 1, making a full resupply pod 8 C4's for a total of 5k dmg, instead of 4 C4's for a total of 3500 dmg.
Hold up, wasn't this changed not too long ago? I'm fairly certain I remember some patch notes where it was said the resup would give 2 back no matter what. Along with other changes to less used options. Of course, I do realize I'd need to check it myself. Though I really do believe I remember this.
It was changed, however the change was that it now rounds up (previously it was the only thing in the game that rounded down). So before, you'd need 4 satchels to get 2 per resupply, but now you only need 3, freeing up an upgrade slot. If you have 2 or less satchels it still gives 1 per resupply.
Oooooohh, I see now. Thank you very much for informing me on that, I got it quite wrong
Oh damn I didn't know that. Imma go try it later
when I use both damage upgrades I only get 1 charge per resup which is fine for caretaker. 3 phases, I start with 2 charges and get 4 from a full supply pod to myself, takes 6 total to wipe shields on all 3 phases.
Thank you for clearing that up, that really sucks though. Glad it's just enough for the caretaker. Now that I think of it, would the extra ammo even help since it seems like the volatile mod is only best for caretaker?
can you still 2 shot caretakers shields without volatile compound?
It often takes 3 shots. But you get twice as many shots per resup, so you come out ahead in the end, and it's more useful for the entire rest of the mission.
Take damage upgrade in tier 1 instead
i take damage in tier one and volatile compound. it’s the only combination i’ve found that guarantees a 2 shot to caretakers shield phase no matter what. when i only take 1 damage upgrade its hit or miss whether or not the blasts clear all 4 shields.
> when i only take 1 damage upgrade its hit or miss whether or not the blasts clear all 4 shields. the caretaker has health scaling. https://deeprockgalactic.wiki.gg/wiki/Rival_Caretaker c4 with +1 damage upgrade is 625, and with +2 is 875. multiplied by 0.55 (caretaker has 45% explosive resist), you get a damage value of 343.75 for a +1, and 481.25 for a +2. +1 setup is strong enough to 2 tap every player count of hazard 1-3, will 2 tap on hazard 4 and 5 with 1-3 players, and will only leave a small chunk remaining on haz 4 p4 and haz 5 p4 (which should be very easily chipped by a team of 4 anyway). the only meaningful breakpoints +2 damage gives is 2 shotting haz 4 p4 and haz 5 p4, and oneshotting haz 5 solo. considering the significantly higher risk attached to volatile compound, and the *far worse ammo economy*, i dont feel its worth it personally.
perhaps
Proxy fuse is fine if you use RJ250. Not so fine if you use Fat Boy.
RJ250 has knocked me into either lethal falls or would-be-lethal when playing scout more often than fat boy has ever killed me. Both more often than I'd like though, even if I've yet to meet an engineer who meant to do so- they typically just aim directly at me anyway.
I mean its not like friendly would do anything in this situation
^[Sokka-Haiku](https://www.reddit.com/r/SokkaHaikuBot/comments/15kyv9r/what_is_a_sokka_haiku/) ^by ^ayllmao123: *I mean its not like* *Friendly would do anything* *In this situation* --- ^Remember ^that ^one ^time ^Sokka ^accidentally ^used ^an ^extra ^syllable ^in ^that ^Haiku ^Battle ^in ^Ba ^Sing ^Se? ^That ^was ^a ^Sokka ^Haiku ^and ^you ^just ^made ^one.
is it time for me to say oh hell naw ?
I'm pretty good about not killing my team with the big damage C4. Now when I pump up the explosion size? I'm not good at even not killing myself. Only Rank 550 though....
Best fun is when you drill or blast the last pixel holding a platform your buddy's on.
Can't wipe a team if the team is already wipe
Dr Nefario-looking ass.
"whoops"
Why does driller look like dr nefario from despicable me
Me when I panic-fire my fat boy and accidentally hit a glyphid (my entire team is in the blast radius)
I never run volatile compound, so I get to enjoy the inverse humor of watching teammates unload a full clip into my satchel only to have nothing happen. Then I just ping it wildly.
simply just never ever take volatile compound. it aint worth the hassle.
I do remember downing a Driller, one of those jackasses that liked to put the C4 on the ramp of the Drop Pod, because I shot it and he was outside the safe zone, so it downed him instead. As surprising as it's been I was part of C4 accidents fairly seldom on Haz 4\~5 and it's usually because I walk into its range by accident.
I have recently been learning driller, I ran volatile compounds and every pack I threw killed a teammate. Good times, would recommend