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DRG 6x2: a walk in the park (true solo gunner)

Автор: ojb

Загружено: 2025-07-16

Просмотров: 458

Описание:

No bosco, one longsucker incident. Featuring lead storm lead storm minigun + homebrew powder bulldog + cluster grenades in Salt Pits.

Your true self - your magnificent, shimmering, fully-realized self, is trapped beneath layers of mundane existence, societal programming, and spiritual inertia. The cosmos demands more than just wishing; it demands energetic alignment, a vibrational frequency so pure it can cut through the densest of karmic blockages. To fully actualize and reach the climax of your engineer potential, you must become sentry. Plant your feet in the rocks and stones. Inhale like sentry. Like the elves to their flammable trees, you will become one with the earth, and clay, and salt, and sand. Exhale like sentry. You must unbind yourself from the strictures of jumping - of moving - and unlink the shackles of the spacebar. Become one with the floor. Feel the weight of gravity like a warm blanket. Nothing can hurt you here. You cannot break your ankles. You cannot climb those mountains. You are the pebble now, a petrified fixture of the landscape. The air belongs to the elves.

The zipline, the relic of your past, is a prison. Without spacebar there are only two ways of release: a gentle tap from the enemy. Or the rush of speed down to its end. You cannot detach upwards, you can only slide deeper into the dirt, and mud, and silt, and gravel.

Released from the temptations of the cursed air, you unlock new methods of communing with the denizens of the deep; a floorbound acolyte can bend rivals to their cause with a sway of the hand! Defying death is the way of the old - a mysticism entrenched in the usage of the forbidden spacebar - so reject it. You have no need for dying.

It is time to dissolve your shadow self and transmute these negative energies into pure, unadulterated gold. As you plant your feet into the bedrock and become one with the stones, you exalt one last demand to the fading dark:

SO LONG, SUCKERS

---

It's been a while since my last challenge run, but this idea seemed too interesting to pass up that I had to try it. As you've probably gathered by now, the main gimmick here is unbinding spacebar in the controls menu. There are some intentional build restrictions to keep things interesting (shoutouts to cold as the grave LSLS 😎) but there were also some build shakeups that arose naturally too which was neat. Like many of the offbeat challenge runs I've completed, I'm walking away both a bit humbled and feeling like I've learned something - so all in all, that's a solid outcome.

This all started from the goofy idea of playing LSLS without bunnyhopping - a true stationary sentry gun simulator - and it evolved into a bit of a spiritual successor to my unbind-WASD run from a few years back. It turns out the rabbit hole went a bit deeper as unbinding jump had a number of further complications than I anticipated. As the embarrassing prelude hinted, I didn't foresee how much this restriction would affect ziplines. In my head I had pictured using zips to get out of holes and obtain the proper elevation needed to win, but it turns out they were literally only for going downwards as the primary method of detaching yourself is also bound to spacebar. You can eject yourself but only by holding W and zooming down towards the lower end; if you're not speeding with the W press, you won't fling off. This is a remarkably large restriction and made the challenge much harder.

This run is also a bit unique in that it brings out the greenbeard vibes in a big way. Besides moving like a greenie (i.e. not being able to abuse the strength of constant jumps), this is also an unironic steeve pick because of Iron Will only being triggerable by holding space. Dash is still great of course (even if it's weaker and has shorter range), but of the other meaningful active choices (Berserker, See You in Hell, or Beast Master), steevo genuinely felt like the best option lol. I flirted with the idea of Berserker, but out of the two stupidly long cooldown picks that gsg should rebalance lower, I concluded that figuring out when to use the power attacks was too much thinking and brain no want thinking.

As far as passives go, I probably should have relented and traded my baby deep pockets for elemental insulation, because a lot of failed attempts lost to praet spit as so much of my kiting knowledge relies on jumps to get the proper dodge positioning. Here you can't really jump over the death beam or jump on top of it to push through, you just kinda facetank it and die.

(continued in pinned comment)

---

Loadout:
32312 Lead Storm
21321 Homebrew Powder
Clusters

Perks:
Dash / Beast Master
Resupplier / Veteran Depositor / Deep Pockets

---

Highlights:

0:00 Build
0:21 Mission start
18:36 Extract
19:57 Final stats

DRG 6x2: a walk in the park (true solo gunner)

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