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Who would I place my vote as the finals MVP for each Dodgebolt (MCC 1 - MCC 11)

Disclaimer: Every player who has been in a dodgebolt has contributed for their team in dodgebolt and deserve to be respected even if they win or not. This post has been made for a fun little discussion and no negativity. Enjoy my little analysis and feel free to leave your opinions. :)
So before we start what is a finals MVP in the context of MCC. What I would consider as the finals MVP is the player who has contributed the most to the team's success, be it they lead their team to victory or close to it. These votes will mostly be subjective but I will take into stats for that specific dodgebolt. Again no toxicity and negativity I would like this to be a fun and positive discussion.

MCC 1 - The start of it all
Winners - Purple Pandas
Possible MVPs - Krtzyy, Kara
Though Kara had taken the final shot denying Rafessor to clutch the 1v2. I think I would give my finals MVP vote to Krtzyy just because of the amounts of eliminations and impact Krtzyy had given to lead their team to the very first dodgebolt win. Him hitting shots to turn the tide into their team's favour and being one of the targets lime had focused on.
Honorable Mentions: Kara for taking the last shot and making the Purple Pandas the first ever champions of what would be one of the greatest Minecraft events ever :)

MCC 2 - The most dominant dodgebolt performance to date
Winners: Aqua Horses
Possible MVPs - Ryguyrocky, Quig
I don't think this MCC is even a question of who the final's MVP is, atleast for me. I would give my final's MVP vote to Ryguyrocky, who some may call the goat of dodgebolt. Ryguy not only got the first ever ACE in dodgebolt history but he also had a KDA of 7/0 across the 2 rounds they won (looking back they had the first ever sweep in dodgebolt). Generally agreed as the most dominant dodgebolt performance to date.
Honorable Mentions: Quig for taking the first shot and sparking the start of Ryguy's run.

MCC 3 - Not the best MCC in terms of team balancing I would say
Winners: Orange Ocelots
Possible MVPs: PeteZahHutt, Vikkstar123
The person I would give my final's MVP vote to here is Vikkstar. Though being more of a background character in the first round, he comes back with a 3 kill win leading his team to be the winners of MCC 3
Honorable Mentions: PeteZahHutt was a good contributer to their team leading his team to the win the first round with a strong 2 kill round.

MCC 4 - The original Dream team ;-;
Winners: Purple Pandas
Possible MVPs: Tommyinnit, Technoblade
Even though Technoblade and Tommy have the same amount of eliminations (3) I would give my vote to TommyInnit but not by much. Tommy taking the first shot and eliminating PeteZahHutt really set the mood and him taking the final shot to win it all against Vikk. Though there is an argument that Technoblade being the main target of Green and him getting a high dodge rate might be one of the main factors to Purple Pandas Victory.
Honorable Mentions: Philza taking important shots changing the tides and him assisting Tommy with the final shot by aiming at a place Vikk might dodge to and potentially clean up Tommy's missed shot.

MCC 5 - PULL A SHUBBLE
Winners: Yellow Yaks
Possible MVPs: Shubble, Quig
One of the longest dodgebolts ever (despite having only 2 rounds) I would give my vote Shubble, again we have a tie with eliminations between Quig and Shubble both having 3 eliminations, so I looked into the impact of the shots. Quig's shots may have been tide changers but Shubble's last 2 eliminations were clutch and have the Yellow Yaks be the winners of MCC 5.
Honorable Mentions: Quig being a key factor to Yellow's success and was a great contributer for their team's victory

MCC 6 - THE CLUTCH GOD
Winners: Blue Bats
Possible MVPs: Fundy, Fruitberries
This dodgebolt is considered as the start of more entertaining/clutch dodgebolts. This dodgebolt was down to the wire and one of the best dodgebolts I have seen. For this dodgebolt I would give my vote to Fundy, though being the first one out in 2 rounds he managed to be the changing factor in Blue Bats victory. Fundy not only got the 2nd ACE in MCC history but also clutched a 2v1 against Orange Ocelots. Truly a remarkable performance.
Honorable Mentions: Hbomb now showing his dominance for future dodgebolts to come he managed to get 3 kills (2 in the 1st round, 1 in the 2nd round) but sadly was eliminated early in the next 2 rounds therefore not being able to continue the run he had going.

MCC 7 - Undeniably a top 2 dodgebolt match with it being down to the wire
Winners: Green Guardians
Possible MVPs: Hbomb94, Technoblade
If you have noticed so far the final MVPs I had voted for were all from the winning team but I feel as if I have to make an exception for this dodgebolt, the person I would vote as the finals MVP is Technoblade. Now hear me out I know about Hbomb's amazing clutch to win it all BUT if you look at it overall Technoblade having a 13 kill performance + an ACE in 3 rounds of dodgebolt while being the main target of every round shows the amazing performance which made this dodgebolt close in the first place. For me Technoblade despite not winning it all contributed the most for his team's success and would be my only exception as the finals MVP on a losing team.
Honorable Mention: Hbomb of course, him being the 2nd best player in this dodgebolt overall and finally breaking the PeteZahHutt curse also has an argument for being the finals MVP in MCC7

MCC 8 - My personal favourite dodgebolt (Arguably the best dodgebolt in MCC History)
Winners: Pink Parrots
Possible MVPs: Technoblade, Burren
My personal favourite dodgebolt, this dodgebolt was a bit of a coming out party for Burren and cemented Technoblade as (so far) the best dodgebolt player. Now who would I vote for as the finals MVP, this is actually a really tough decision for me but I would vote Technoblade as the finals MVP. Now hear me out I know Burren had a legendary moment with his clutch and hot hands but I was taking into account who Aqua was mainly targetting, Technoblade. Yes burren had one more elimination than techno (Burren - 7 / Techno - 6), yes he had a 3 kill round just like Techno and yes he had the legendary clutch moment but if you take into account what happened each round:
Techno's 3 kill round resulted in a win (and was the only round where he wasn't targetted so much, Aqua targetted both Techno and Dream that round) while Burren's 3 kill round ended in a loss. Burren's clutch was set up by Techno since he killed Quig (making it a 2v2) and was targetted and eliminated right after, leading to Burren's famous clutch. And that is the reason I have Technoblade as my finals MVP for MCC8 since he contributed so much not only with his kills but being the main target leading to Burren's hot hands and his team winning MCC8.
Honorable Mention: Hbomb despite not being able to clutch in the final round (but he was close to) deserved a standing ovation for the battle Aqua and Pink had in dodgebolt and a great performance leading to such a close dodgebolt.

MCC 9 - TEAM CHEMISTRY
Winner: Blue Bats
Possible MVPs: Fruitberries, Hbomb94
Another great dodgebolt showcasing the first reverse sweep ever (ever since 3 rounds was implemented) showed an amazing performance for a team that was slept on through the days prior to MCC9. I would vote Hbomb as my finals MVP this time with that amazing 2 round stretch where he hit 5 (?) dodgebolt shots in a row and has cemented himself as the best team player in MCC.
Honorable Mention: FalseSymmetry had a great performance to and showed that the hermits should not be slept on especially with that 1v3 she almost pulled off in the very first round, an amazing performance.

MCC 10 - FALSE SUPREMACY
Winner: Orange Ocelots
Possible MVPs: FalseSymmetry, Cubfan135
Another team that was slept on through the days prior to this MCC, showed the dominance the hermits could do. I have FalseSymmetry as my vote for finals MVP after pulling an ACE in the final round to win it all and having 2 (?) kills each round. #FalseSupremacy
Honorable Mention: Cubfan being the 2nd shooter had a solid performance and contributed a lot for the Orange Ocelots

MCC 11 - DREAM TEAM
Winners: Fuchsia Frankensteins
Possible MVPs: Dream, GeorgeNotFound
This dodgebolt showcased the first ever sweep ever since the 3 rounds were introduced. My vote for finals MVP will most definitely be Dream. Dream with a 9 kill win + an ACE shows that practice pays off and cementing himself as an amazing dodgebolt player.
Honorable Mentions: GeorgeNotFound had 3 kills on 75% accuracy and took the winning shot for Fuchsia Frankensteins a great performance especially with the strategy they had for this dodgebolt (hierarchy)
And that's it! Again this post was not made to hate on certain players but rather to focus on the achievements certain players got! Please tell me who would you rank as the finals MVP for a specific MCC and why? I hope to not have any toxicity in the discussions we might have and I hope we have a positive interaction with eachother! Have fun :)
Note: Every player in every dodgebolt contributed a lot for their team and should be respected always.
Edit: Spelling and Format
submitted by Slirky_Mirky to MinecraftChampionship

600hr+ Master Cryo Driller's DRG Tips & Tricks

I love DRG and wanted to share some tips just for the hell of it. These aren't just for driller but for DRG in general. Enjoy :)
  • Animation cancel your reloadable weapons!
You can right click your weapon while it's reloading. Pay attention to the ammo count in the bottom left, as soon as it changes to full right click and you'll have a full mag ready to shoot. GREAT for the Auto cannon and engi gear.
  • When extracting, just rush to the pod
It's fun to shoot stuff, but I see sooo many players engaging enemies on the extract. When the pod is open please just rush in. Other than minor XP there is no point and you risk being downed and losing survival XP bonuses.
Of course, when Molly is not there you have to wait and fight, but as soon as those gates open, get in and behind the green line.
  • Mine the base of thin minerals/obstacles
Great for Hollomite/Umanite and annoying rocks on Sandblasted/fungus bogs. Mining the base of these formations will destroy the whole stack.
  • Mining the terrain around a mineral stack will instantly delete it
This is a tip, but not one I use as I EPC mine stuff :) The time and fuel it takes to do this, you may as well just mine it normally.
  • Scouts can zip onto the top of nitra most of the time
No need to wait for an engi for most nitra veins. If it's lookin a bit sus you can power strike the top of the rock to make a little standing platform. Dig into the rock a little bit more and you should be good to mine downwards.
  • Dash perk is LIFE
I cannot think of a more critical perk than dash. Even before Iron will and Field medic. The amount of times dash has gotten me out of goo, away from exploders and other major hazards and accross unreachable places. It's just that damn good in my opinion. Scout doesn't need this for obvious reasons (although MAYBE if you don't have special powder on your boomstick).
  • Press SPACE with the scanner up to align yourself on the map.
This is great for aiming at the drop pod and for finding eggs. Despite it being written on the CTRL scanner, I didn't know this until 200 hours ago :P. Very useful
  • Land on other dwarves for no fall damage
A canned generic tip, but very useful. Snow on Glacial also works, also some enemies but I can't recall right at this second.
  • Engineers/Gunners be mindful of your proximity mines/Clusters
I actually despise the prox mines, they're great when used right, but rarely they are. These cause a lot of friendly fire and are super irritating most of the time. No gate-keeping here, but just be aware of placing them around resupplies and high foot traffic areas. You can pick them back up again if a throw has go awry.
Clusters not so much as they are location based, but again a clumsy gunner can cause a lot of damage. YMMV with these.
  • Don't sit on the Engis plasma grenades
As mentioned, Engi is my 3rd most played class, but I've really been enjoying plasma grenades. They're great for clearing swarms that are coming after you. Give them a try, it's nice to have offensive grenades instead of prox/lures.
  • If you have the Carpet Bomber OC for the Auto Cannon
Configure it to max AOE and fast firing and wipe up hordes on all HAZ levels. This build will be poo for Grunts/Praets and other big bois, but with 600+ ammo you can still blast them. I get so many requests for my build when i'm gunner - it's that good.
(I'm not saying it's the best AC build, but certainly great for lazy-effective-spraying). The other classes should be taking on the big bois so it's all good. Field tested on endless Haz 5 and EDDS. Please prioritise web spitters/acid spitters on HAZ5.
  • Drink buff beers in your offline Space Rig, then join a server to keep the buff!
This is cool if you get pots of gold and join a gold rush. This works for all buff beers :)
  • Power strike with your pick when you're revived
As soon as you're up, hit that power attack to do some good damage against enemies that are surrounding you. If you have your power attack configured to AOE damage, even beter
  • Don't be afraid to rez dwarves that are surrounded by enemies
Generally speaking, the bugs eating a dead dwarf will pay you no mind. Most of the time you will take no damage at all. If stuff is chasing you as you approach the dead dwarf they will eat you while rezzing, this can be a problem. Scouts/Cryos can flash freeze for a quick rez too.
  • Field Medic Perk > Iron Will Perk
Controversial, and dependent on who you play with, but Field medic instant revive has been far more useful than iron will. Scout can have it for clutches, but I'd rather take F.M on the other 3 classes.
Newbie iron willers may not have the Vampire perk/be near red sugar and it's kinda a waste. Entirely player skill dependant/location dependant but that's just my 2 cents.
  • Thorns Perk is so-so
I play Haz 3 - 4 -5 depending on the level of chill (but mostly 5). I've deduced that this perk is kind of trash. Instead, use vampire. The cooldown is rubbish on higher haz. You can easily get back HP with vampire power melee attacks rather than using this perk. Avoid damage, run, dash, wait for shields, don't sit absorbing damage as this perk scales badly on higher difficulties.
  • The sprint perk is crap
The speed boost it just not worth it. Take literally anything else.
  • Scouts with Special powder OC
Use this on your shotgun, it gives you incredible mobility and safeguards against failed zips. Scout is my least played class, but I love using this shotgun OC. Blast at the ground at angles you expect to fly in; it's great fun and even negates waiting for zip recharges.
  • Scouts can cryo a mactera swarm instantly
I can happily say Mactera swarms are the most deadlist enemy. They hit HARD and are a total pain. A well placed cryo grenade will instantly kill them. Engi plasmas are also very good for this too.
  • Ping Glyphid Menaces to see them when they re-emerge
Always ping a menace, this is handy for when it re-emerges. The whole team will see it an can take it out.
  • Pinging is never bad
Struggling with overwhelming odds? Team grabbing minerals and you spot an incoming horde? It's never a bad idea to just ping enemies. Visual signposting in the game is OK, but could be better. A pinged heavy and ESPECIALLY a dreadnought can sometimes be a life saver. Ping ping ping, no one will be mad at aggressive intelligence.
  • Ping spam lazy engineers/scout
Mild tox here, but sometimes rampant ping noises can wake up a stoned scout/engi. Can
  • Take out Breeders and spitballers!!
Breeders are #1 priority, they have to go ASAP. The little jellies when left unchecked are a real menace. Get your cryo to freeze it, or get a scout to grapple to it (yep, you can do that) and throw a cryo nade on him
Spitballers can be frozen and dispatched. If I see a cave with these two, its Breeder, then spitballers.
  • Stick to your driller on extract
90% of the time, your driller should know the meta of drilling a safe path to the drop pod [regardless of skill level]. Failing this, stick together on extract. If you play as driller. PING your driller tunnel as team-mates may not know this meta and get lost/over-run if they're following molly solo.
  • On egg hunt, be advised multiple egg pulls can trigger a double horde
Underprepared team and two hordes? Hope one of you is a clutcher XD
  • Have patience, tell folks how stuff works
I know.....it's annoying when an engi is not doing stuff, pressing the pod early, scout's not lighting shit. Sometimes all it takes is a friendly message or reminder. A LOT of my knowledge has been from other veteran players passing down knowledge and it sticks.
A huge amount of stuff is not clearly signposted, and especially dwarf etiquette. Be mindful we were all new once. Being nice is better than being a dick on your server message. Granted this doesn't always work :P Some folk are strangely beyond help.

MASTER DRILLER SECTION

  • Use your map and drills
It sounds simple, but check your map. A quick connecting tunnel can be a life-saver for your team and molly extraction. Guesstimate where foot traffic will be and carve em up. Many maps like fungus bogs have very close tunnels that can save minutes of pointless running around. A good driller should be thinking about this constantly.
  • Cryo drillers - Treat your cryo-blasts like sticky flames and single tap to save ammo
The freezing power still works with single clicking. You can fire at the floor and freeze grunts and above extremely quickly. Single click freezing points on the floor will also quicky freeze swamers. Click click click! Don't bother freezing Mactera goo bombers.
  • Vampire + Barbed Drills + Frozen enemies is AMAZING.
Regardless of Haz level, freezing a swarm of enemies and charging in with barbed drills and vampire will not only destroy those buggers, but depending on mix of slashers/guards you will often come out with MORE health and an easy set of kills. Handy for downed friends.
This tactic is a major carry skill and has helped out many near wipes.
  • Frozen big bois = axe them.
Driller is a support boi, but if you are alone. Get spitballers/praets/menaces frozen ASAP. Axe them in the face and they'll be gone in 1-2 hits most of the time. Failing axe ammo, drill those buggers with your barbed drills.
  • Pay attention if you're driller is cryo
It's tempting to throw an incendiary into a horde, but your cryo-driller can be much more effective. Thermal shock is a thing, but just be mindful of the builds your playing with. I don't mind either way, but cryo denial can be a serious issue on Haz5, but usually those players are mindful anyways - just a heads up.
  • Drillers, learn EPC today!
The EPC with thin containment field and heat pipe is a MAJOR game changer. Scouts and Engis are redundant for mineral collecting when a pro EPC'er is in the field. Be advised, the graphical effect of the thin containment field can be annoying, and even friendly damage attentive mineral collectors. I play on low graphics, and i don't get any warping effects.
This turns your plasma gun into a remote mineral miner, it's hard to master and involves shooting your CHARGED shot at the right time with a follow up shot. Practice on Haz1 and soon you'll be a pro. This also works with terrain clearing for sightline improvements. I can morph the battlefield how I desire.
  • EPC tip - fire at minerals from the side, not AT them
Stand under / above your minerals and fire your charged shot. Even in the dark, the charged shot lights up so you can fire your follow up shot. Firing straight at requires extreme precision and results in failed implosions.
  • Flying enemies that are frozen are insta-killed
Macteras and breeders are no longer a problem with a cryo driller. Goo Bombers take too long to freeze and are not really worth it imo. I tend to run back to team mates so they can be taken down traditionally.
  • Use your axes to clear those feckin fungus mushrooms!
You can clean fungus bog mushrooms with your axe and pick them up again. You can swipe a big group of them if you hit a few side on. It's so useful.
  • Axe Frozen Guards, Praets, Menaces
You can use barbed drills on these enemies, but you are better off taking off a large chunk with axes. Your mileage may very depending on the situation.
  • Sightlines!
Never underestimate the power of clear sightlines. I use a generous amount of ammo just tidying up a workspace. If you've mastered the art of EPC, you can use this too to save on drill ammo.
Crystals/terrain will vanish instantly if there is no connection to the ground. Lots of familiar room types can be easily cleaned up with tactical terrain clearance.
Clearing up a Point Extract minehead/Dreadnought fight area is one of my favourite things to do in the game, it's like starting a new minecraft world or something. Very satisfying and helps everyone.
  • C4 set to carving/full terrain AOE
Great for point extract and hidden gems like Jadiz. Save time by just drilling a minor tunnel into your chosen gem to maximize the radius of the C4's blast. This build is only really good offensively if the enemies are grunts (or better yet, frozen enemies).
  • Web/Acid spitters are a pest
Most of the time these will be out range and you're stuck with shooting them with your EPC. Hopefully your team will be on the ball and help you out. Be advised on HAZ5 these guys are priority #1 and will strip your armor on one hit. I fear these more than most enemies, they are SO annoying.
That's all for now, I may of missed a few generic tips, but I hope this can help a lot of you. Rock and stone!
  • Mild flamer tips
I'm not a flamer main, but I really enjoyed the sticky flame overclocks. You must treat your stick flames like paint. Paint the ground instead of firing at the enemies.
Face melter OC on eliminations is amazing for stripping dread armour.
submitted by roidymagoo2 to DeepRockGalactic

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