Doloc Town Drone Module Tier List (Community)
Combat barrels, support chips, and utility loadouts ranked for ruins, patrols, and farm support.
Disclaimer: This community tier list is not official documentation from RedSaw Games Studio. Drone stats, slot layouts, and module names can shift with balance patches or Steam Workshop mods. Use it alongside the drone combat map guide and your own hangar inventory at Cal’s engineering bay.
In Doloc Town you typically field one active drone at a time, swapping chassis and attachments at base. Basic models offer a weapon slot; advanced frames add engine, support, and chip sockets. Battery powers both movement and firing—modules that drain faster can leave you helpless during Old City Ruins platforming. Rankings assume vanilla 1.0 and a player who alternates exploration combat with farm automation unlocks from Mechanic Mody and Gunsmith Cod.
Tier criteria
| Category | What we measure |
|---|---|
| Combat DPS / safety | Time-to-kill on ruin drones and wildlife |
| Battery efficiency | Shots per recharge cycle on long expeditions |
| Utility | Lighting, loot magnetism, auto-reload, farm task speed |
| Blueprint cost | Tech Points, ingots, and materials gating |
| Synergy | Pairs that work with stun → burst or shield-pierce combos |
S tier — core modules
Fast-Fire Bullet Console — The workhorse mid-game barrel. High rate of fire with manageable drain when you pause between packs. Community consensus places it in S tier for map exploration before you unlock exotic energy weapons.
Auto-Refill / Battery Regen chip — Keeps you in fights without retreating to camp. S tier for anyone doing nightly ruin runs; slightly less critical if you only drone-fight during scripted quests.
Stun / Shock module (close-range) — Short-range stun opens swarms to follow-up bursts. Pair with flame or pierce for scrap bonuses noted in advanced combat guides. S tier for platforming-heavy routes where aiming is awkward.
Headlamp / Flood utility rig — Night expeditions and cave nodes punish visibility. Utility S tier because it prevents fall damage and missed loot—indirectly saves more time than a marginal DPS upgrade.
A tier — strong specialists
Pierce / Shield-Break beam — Hold-to-charge attacks shred armored scavenger units. A tier because of wind-up time and battery spike; unmatched in Old City elite patrols once you learn telegraphs.
Flame DoT barrel — Excellent after stun setups; weaker alone on flying targets. A tier for players who farm scrap from ignited wreckage.
Extended Magazine / Capacitor engine — Fewer reload windows at the cost of slower regen. A tier on long horizontal ruins; B tier if you already run Auto-Refill.
Loot Pull / Collection support — Quality-of-life for ore and gel farming. A tier for gatherers, C tier for pure story rushers.
B tier — niche or transition gear
Starter Launcher (worn drone package) — Fine for first bugs outside Doloc Valley; replace once copper and gels flow. Keep a spare for nostalgia, not DPS.
Melee bash attachment — Fun for small creatures; outclassed once battery ranged modules unlock.
Overclock engine (glass cannon) — High burst, frequent downtime. Speedrunners only.
Farm Hauler chassis mods — B tier until automation stations need drone travel between indoor hub and upper terraces—then rise to A for logistics saves.
C tier — skip or meme builds
Duplicate low-tier barrels — Selling old consoles clears inventory; do not craft duplicates for damage.
Max-range sniper on short maps — Doloc’s side-scrolling arenas favor mid-range tracking; extreme range modules often whiff on vertical targets.
Pure cosmetic drone skins — Zero combat value unless you count morale.
Modules you cannot socket yet — Combat chips sitting in storage are C tier until you upgrade chassis—bank them, do not tier them against equipped gear.
Recommended loadouts
| Scenario | Weapon | Support / chip | Notes |
|---|---|---|---|
| Doloc Valley patrol | Fast-Fire Console | Auto-Refill | Learn dodge timing in tutorial arena |
| Old City Ruins | Pierce beam | Stun + Headlamp | Carry stamina foods |
| Scrap farm route | Flame barrel | Loot Pull | Ignite after stun for bonus drops |
| Post-automation farm | Farm Hauler mod | Battery Regen | Less combat, more platform transit |
Upgrade path
- Complete hangar intro and basic priority unlocks for combat blueprints.
- Craft Fast-Fire or equivalent before pushing deeper walkthrough chapters.
- Add Auto-Refill before farming materials at night.
- Swap to Pierce + utility light before Old City story finale in version 1.0.
- Revisit tiers after Workshop mods if authors rebalance drone HP pools.
Related pages
- Drone combat guide — controls, lock-on, and arena practice
- Old City Ruins — new enemies and loot tables
- Tool upgrades — pickaxe tiers when drone is recharging
- Crafting hub — ingots and wires for module recipes
- Daily checklist — when to charge drone before night runs
Your best module is the one that gets you home with full inventory and half a battery bar. Adjust tiers when RedSaw patches—or when you git gud at manual aim without auto-fire.
Frequently Asked Questions
Quick answers to the most common questions.
Is this drone module list official?
No. It is a community guide for vanilla 1.0. Module names and stats may differ slightly in your language patch or modded install.
How many modules can a drone equip?
Early drones often have one weapon slot. Advanced chassis add engine, support, and chip sockets—check the hangar UI for your current frame.
What is the best early combat module?
Most players prioritize a reliable fast-firing barrel, then add battery regen or auto-refill before tackling deeper ruins.
Do utility modules matter for farming?
After automation unlocks, hauler and transit mods save real time moving between indoor hubs and upper platforms, even if you rarely fight.
Why does my battery drain so fast?
High fire-rate barrels and overclock engines spike drain. Pause between packs, upgrade regen chips, and eat stamina meals before long routes.