Gunner

From Deep Rock Galactic Wiki
Jump to: navigation, search
Gunner portrait.png Just show me where to shoot!
~ The Gunner
Gunner
Gunner.png
Class Details
Icon Gunner
Voice Pitch 90%

The Gunner is one of the four playable dwarves in the game. He is equipped with a minigun, revolver, zipline gun, and a shield generator.

The Gunner's Zipline gun allows for the team to travel across long distances without touching the ground, and even reverse directions while using it, making it an effective tool for traversing gaps and large caverns with relative ease.

About[edit | edit source]

As the Gunner, your position is at the forefront of any battle, cutting down aliens using your high-caliber Minigun and Heavy-Duty Revolver. You are also equipped with an extremely handy Zipline Launcher, allowing the entire team to easily get across almost any chasm or obstacle.
~ Class Description

As the Gunner, you are the firepower of the team. You are equipped with a heavy Powered Minigun, packing high amounts of damage through its constant spray of bullets, while your secondary "Bulldog" Heavy Revolver allows for high damage shots with decent accuracy at any range. To navigate the depths, you are equipped with a Zipline Gun, launching a steel-reinforced cable across any pit or chasm. Finally, you are equipped with a Shield Generator, which allows the gunner to protect himself and others while laying down his devastating line of fire.

The Gunner can choose from three different kinds of grenade: the Sticky Grenade which is able to stick to surfaces for improved accuracy, the Incendiary Grenade which creates a fiery explosion and the Cluster Grenade which upon explosion launches several mini-grenades which instantly explode on contact.

As should be expected, the Gunner's weapons have the most damage potential of any playable Dwarf. His Powered Minigun spits bullets at an astonishing thirty-five hundred rounds per minute, more than capable of shredding any poor Glyphid within range. His sidearm, the Bulldog Revolver, demands high accuracy but rewards with punishing damage when hitting enemy weak spots. His unlockable weapons are equally effective; the Heavy Autocannon is slow but fires explosive rounds and is not susceptible to overheating, making it a much better option against swarms. The BRT7 SMG fires rapid bursts which are accurate to long range and can quickly deal damage.

The Gunner has potent support options too. His Zipline Gun allows teammates to cross large gaps and carry heavy objects without loss of mobility (especially handy on Point Extraction missions) and his Shield Generator provides near-invulnerability to all Dwarves stood inside, providing cover from enemies and boosting the regeneration rate of personal Shields. He is a must-have for Elimination missions, where his immense damage potential is invaluable against a Dreadnought's high health.

The Gunner is not without flaws, however. His Powered Minigun is vulnerable to overheating if fired for extended periods, eventually jamming if temperatures exceed safe levels. This forces the Gunner to use his secondary firearm or his Pickaxe for combat, significantly reducing his damage output. His support tools are limited by low ammo for the Zipline Gun and long recharge periods for the Shield Generator, meaning he has to carefully pick and choose when to use these items.

Equipment[edit | edit source]

All classes have eight pieces of gear, each of which can be individually upgraded using Credit.png Credits and crafting resources. There are currently two unlockable weapons per class. Each weapon has their own assignment. Once an assignment for a weapon has been completed it then can be purchased within the upgrade terminal.

Equipment Base Stats Description
Gatling-gun.png

"Lead Storm" Powered Minigun
Heavy Weapon

Damage 10
Max Ammo 2,400
Rate of Fire
(per second)
30.0
Cooling Rate 1.5
Spinup Time 0.7s
Spindown Time 3s
Stun Chance 30%
Stun Duration 1s
Movement Speed While Using 50%
What's more effective than bullets? A whole LOT of bullets.
With a fire rate of more than 3500 rounds per minute, the Minigun remains a mainstay of any heavy engagement.
Autocannon.png

"Thunderhead" Heavy Autocannon
Heavy Weapon

Damage 14
Area Damage 9
Magazine Size 110
Max Ammo 440
Reload Time 5s
Damage Radius 1.4
Movement Speed While Using 50%
Top Rate of Fire 5.5
Requirements
Level 10 Credit.png 7600 Magnite 120 Croppa 80
A peculiar but devastating weapon. The slow rate of fire is made up for by heavy damage, delivered with glee by the belt-fed .50-caliber tungsten rounds.
The Thunderhead is a somber weapon for the sophisticated executioner, delivering death as inexorably as the passage of time itself.
Revolver.png

"Bulldog" Heavy Revolver
Revolver

Damage 50
Stun Duration 1.5s
Magazine Size 4
Max Ammo 28
Rate of Fire
(per second)
2
Reload Time 2s
Stun Chance 50%
Weakpoint Damage Bonus 15%
A custom revolver firing rounds so large it only holds 4 shots.
More or less nothing can stand before a direct hit from one of these 26mm monstrosities.
Burst pistol.png

BRT7 Burst Fire Gun
Pistol

Damage 20
Magazine Size 24
Max Ammo 120
Rate of Fire
(per second)
2.5
Reload Time 2.2s
Armor Breaking Bonus 50%
Burst Size 3
Burst Speed 0.05 (U24)
Requirements
Level 15 Credit.png 8200 Umanite 120 Magnite 80
More precise than an SMG, with the stopping power of a small shotgun,
the BRT (or "Burt", as it's sometimes called) is highly prized among collectors and connoisseurs alike.
Zipline-gun.png

Zipline Gun
Support Tool

Max Range 30m
Max Ammo 3
Reload Time 1.5s
Max Angle 30°
Movement Speed 250
Fully portable and constructed from lightweight components,
this handy gadget will fire a steel-reinforced tether across any chasm you might happen upon in the depths.
Shield generator.png

Shield Generator
Support Tool

Radius 2.8m
Duration 6s
Shield Regen
(per second)
10
Recharge Time 12.5s
Carried Amount 4
Projects an energy bubble that simultaneously keeps you reasonably safe from harm while recharging your shield.
Comfortably fits a full team inside! Don't get too comfy, however... the effects do not last long.
Pickaxe.png

Pickaxe
Support Tool

Damage 27.5
Armor Breaking 150%
No respectable miner would leave home without it.
Flare.png

High-Intensity Flare
Support Tool

Flare Duration 30s
Max Flares 4
Recharge Time 12s
Flare Color Green
A flare on steroids! Powerful enough to light up even the darkest of caves, and sure to put a gleam in the eye of even the most dour dwarf. What's not to love?
Grenade sticky.png

Sticky Grenade
Throwable

Area Damage 130
Effect Radius 4m
Impact Fear Factor 250%
Explosion Fear Factor 100%
Carried Amount 6
Will stick to any surface or creature, and then explode after a short time. Sometimes keeping it simple is best.
Grenade incendiary.png

Incendiary Grenade
Throwable

Damage Radius 4.3m
Carried Amount 4
Requirements
Level 5 Credit.png 1200 Magnite 10
One of our most popular "handle with care" items. Will explode on activation, covering a large area in roaring fire.
Would almost be cozy if the flames did not burn hot enough to melt steel.
Grenade cluster.png

Cluster Grenade
Throwable

Bomblet Area Damage 40
Bomblet Effect Radius 3.8m
Bomblet Stun Duration 1.5s
Bomblet Stun Chance 50%
Carried Amount 4
Bomblets 9
Requirements
Level 10 Credit.png 3400 Umanite 20
When one grenade just won't cut it. This thing is basically Armageddon in the palm of your hand.
Armor.png

"Barracuda" Armor Rig
Armor Undersuit

Shield 25
Recharge Delay 7s
Explosion Resistance 0%
Regeneration Rate 100%
Revive Invulnerability 3s
Carry Capacity 40
Each set of DRG issue armor is mounted on a highly modifiable undersuit, capable of transforming the capabilities of the armor considerably.
Regrettably, R&D has as yet proven unable to utilize the suit's stillsuit capacity towards onboard production of alcohol.

Basic Tips and Strategy[edit | edit source]

  • "Lead Storm" Powered Minigun
    • Has extremely high DPS (damage-per-second) output, more than capable of tearing through common and special enemies alike.
    • Needs to "rev-up" before it fires. Starts out inaccurate but gains a tighter spread through continuous fire.
    • Vulnerable to overheating - will jam if it reaches critical temperatures, rendering the gun completely unusable for a short time. You can tell if the minigun is close to overheating by listening to the rumbling sounds it makes at high heat, as well as a circular heat level seen on the barrel of the gun (it will pop out if the gun overheats).
    • Blowthrough Rounds make the gun excel at controlling swarms due to firing through multiple targets, while Staggering Rounds make the gun better at handling better enemies such as Glyphid Praetorians.
    • Tap-firing with the Minigun fully revved up helps to conserve ammo while maintaining a high spin, but is not very heat efficient due to the meter rising slightly sharper on the initial click.
  • "Thunderhead" Heavy Autocannon
    • Has a slow fire rate, but uses high-damage explosive rounds with a very large AoE. It is excellent for dealing with huge crowds of enemies and doesn't deal any friendly fire damage.
    • Uses magazines with a lengthy reload, unlike the Minigun which feeds from a single reserve ammo pool. However, the Autocannon doesn't overheat.
    • The Autocannons wide cone of fire makes the gun ineffective at range, but up close it can spray a battlefield and damage many enemies at once.
  • "Bulldog" Heavy Revolver
    • Very powerful precision weapon capable of long-range, covering the Gunners lack of high damage ranged options.
    • Able to kill most common enemies with just one shot when aiming for their weak spots.
    • If you need Red Sugar for health but can't reach it, the Explosive Rounds mod will cause chunks of it to fall from the primary vein, allowing you to collect it.
    • Equip the Deadeye mod for improved accuracy while attempting to flank.
  • BRT7 Burst Fire Gun (a.k.a. Burt)
    • Burst-fire pistol, fires three shots with one mouse click.
    • The Burt's spread recovers quickly, making it an effective long-ranged weapon when fired in a controlled manner.
      • Firing too quickly causes a sharp increase in recoil, which is exacerbated with mods like Longer Burst. Only spam fire at close to point-blank range.
    • Deals less damage than the Bulldog, but has much more ammo.
    • Like the Revolver, the Burt is best used when aiming for weak spots on a target. Upgrades such as Hollow Point Rounds increase this damage.
  • Zipline Gun
    • Creates a long-range cable which can slowly carry the Gunner and his teamates across long distances or over chasms
    • Very useful on Point Extraction missions, as Ziplines can be used to easily transport Aquarqs back to the Minehead.
    • Completely indestructible, but constrained by a very limited ammo supply
    • Slow speed makes riders vulnerable to projectile attacks, which after a certain amount of damage taken while riding the Zipline, will cause you to fall off.
    • Depending on the angle, if you're hit off of a Zipline you can grab back on by pressing and holding E the moment before you begin to fall.
    • Use Ziplines for long drops or unreachable caves.
    • Consider how much use you will get out of a Zipline before firing it as they cannot be recovered once deployed and the Gunner doesn't carry many. Don't spend your Ziplines frivolously, such as for crossing short gaps or collecting resources; jobs like these are better suited for the Engineer's Platform Gun.
  • Shield Generator
    • Shield generators not only protect you from projectiles and prevent Glyphids from entering the space, but they also massively increase the regeneration of personal Shields.
    • Invaluable for quickly creating safe spaces, but is limited by low ammo supply and long recharge time
    • Shield generators are an invaluable tool during Salvage Operations. Remember to use them if enemies are overwhelming the Uplink/Fuel Cell zones.
    • Be mindful of how you use Shield Generators. Not only is your supply limited but there is a cooldown between deploying them.

Voice Responses[edit | edit source]

Class Selected[edit | edit source]
  • "So what if I like really big guns?"
  • "Time to turn some aliens into thin green paste!"
  • "Just show me where to shoot."
  • "It ain't a gun if it don't weigh at least one hundred pounds!"
  • "Born to kill, baby!"
  • "Two thousand rounds of depleted uranium. Aw, yeah!"
  • "Pumped up and ready to kill!"
  • "Trigger finger is itchy again."
  • "I'll kill anything with more legs than two!"
  • "Lock and load!"