#suggestions
1 messages · Page 4 of 1
Please add the "Thriller" dance added for next Halloween
Glyphid trophy hunter armor and headgear to match the weapon skins
This isn’t really a suggestion but it’s more of a pointer
The silicone feeders give hostile bug dialogue when you inspect them with the pinger which doesn’t really make sense to me and I don’t think it should be that anymore
already been fixed in Season 3
I've had this idea for a while, and I want to see what you guys think of it.
I've played a lot of Engineer, and one thing I've noticed about his turrets is that it's commonly difficult to find spots with good sightlines without tearing down a bunch of the terrain. So that got me thinking, wouldn't it be cool if there was a tier 1 upgrade where you could give the turret legs and have it follow an assignable patrol route? That way, it can operate in areas where its vision would normally be obscured, perhaps in exchange for lowered damage, fire rate, or something along those lines.
This isn't a suggestion for the devs, it's a suggestion for people reading the suggestion channel.
There's certain things that get suggested a lot. This is a list of them and reasons why it's very unlikely for them to happen. This isn't an attack on anyone, just something to think about.
1: Add A Shooting Range
It's not happening. The developers have said it's not happening. DRG's internal architecture makes this nearly impossible. If you want a shooting range, install the shooting range mod. Don't suggest the shooting range mod be added as-is, it breaks a lot of base game functionality.
2: Female Dwarves
Unless the only difference is what voice the Dwarf uses, this would take a long time and a lot of effort to get working at the quality GSG ships at. It wouldn't just be hiring a new VA and disabling beards, if they wanted to do it with quality they'd have to redo a lot of animations, models, and every single cosmetic in the game.
3: Melee Weapons Other Than Drills
Flat no. The devs tried dedicated melee weapons during alpha testing. They sucked. DRG is not Vermintide, it's made with very different design goals.
4: Space Rig Customization
Don't hold your breath. I myself would love this, but it's very unlikely to happen any time in the near future. The Rig is actually very well optimized to let you load in, grab a mission, and instantly load out. Customization would have to also be optimized, meaning it would either be limited or very simplistic.
5: Support/Traversal Tool OCs
They know people want this, but have said no. It's for everyone's own good, if OCs were added to T/S tools you would see people getting kicked for having the "wrong" OC. Right now, other than not taking MK 2 Platforms, there's no "wrong" way to build a T/S tool. Add OCs, add a metagame, get people angry for you not following the meta.
If you want to suggest anything like this, make it interesting. Stand out.
If need be, I'll go in depth with all this. Ping me in #suggestion-discussion.
(based on a funny season 3 voice line) ||add a lava lamp to one of the cabins||
Rather than a mission type limitation, limit Dystrum to biomes instead, keeping it out of Azure Weald, Glacial Strata, and maybe Dense Biozone
Hoverboots VI (60 sec) and VII (45 sec). come on you know you wanna.
This one's kinda weird.
Idea:
Replacement for Boomstick auto reload.
"Stuffed Blanks".
When completely out of ammo, you can fire blanks infinitely, limited by reload/fire speed.
Blanks deal the full damage of your concussive blast, but do nothing else.
Why:
Auto Reload on the Boomstick feels like a holdover from the dark times before Born Ready. It's completely superseded by Born Ready. There's very little reason to take it unless you're trying to play Scout exclusively as a utility class. This would give you something to do with the very ammo hungry Boomstick for when you're completely dry besides do the gunsling animation over and over, and I don't think would be that unbalanced. The shockwave mainly exists to kill swarmers and tack on extra damage for when you're performing invasive dentistry with a shotgun, you'd still get to kill swarmers but the range and damage on the shot is basically a slightly extended pickaxe swing.
I think that any way to alter a mission is huge for a game like this. Biomes, mission types, mutators, optional events, random mini bosses, are really the heart and soul of this game. Here is a random assortment of suggestions:
-spend error cubes to add random negative mutators to missions, such missions will yeild error cubes more frequently, and you will get additional hazard bonus for each new mutator. (More than they normally provide)
-
rework the random dread encounter to give extra exp+gold, instead of nothing.
-
mutator "comms Interference"
Supply drops can land anywhere within 20m of where you Call it, mission control Doesn't warn you about swarms. -
event "mineral detector array"
Machine event, race to dig (gemstone name) out of the walls of a cave as the machine pings them, deposit at the machine, while the sound pisses off bugs. -
mutator "Steve colony"
Abandoned Steves randomly spawn at various levels of HP/armor and follow/fight for random teammates. -
miniboss "crystalized drilldozer"
broken dorretta infected with ommoran heartstone crystals. Drills to you and summons bugs, shoots lasers, throws rocks. Defeat by shattering crystals kinda like bet-c. After the crystals are broken, it moves faster and tries to ram you, jump on that little platform behind the fuel tanks and push the button to turn it off. rember to carry doretta's head back to the pod.
(This is what happens when you fail escort duty)
Mutator- "border proximity"
Adds all environmental hazards from a neighboring biome to the mission, enemies from that biome spawn in every swarm. (Sand sharks, frost bombers, radioactive praetorians,etc) You aren't told which biome it will be, but it's limited to which ones you are adjacent to on the map.
On the mission completion screen, add time spent on each special event if there was any
It would be cool if the bugs and dwarves who died from the explosion of the golden detonator turned into golden statues
Warning: Overtime
"We have detected an abundance of whatever it is that you're being sent in for, even more than normally can appear in one cave system. I hope you get comfy for a looong stay, because that's what you're getting here."
Only appears in non-deep dive missions of their longest or second-longest version, making the objective l o o o n g , similarly to the overtime mod. Rewards a hefty 30% multiplier bonus. Note that the second-longest versions can only be affected if the mission type has 3 or more different lengths and that this warning's spawn limitations make it rarer than other mutators.
Anomaly: Bountiful Resources
"A large amount of desired, but non-critical resources has been detected. We're not sure what exactly these are, but if we see them brought back you will see a large bonus on your paycheck."
Adds a random extra secondary objective from the mission type's pool. This is prerolled with the mission, but not shown until you drop in. You can also roll the side mission you already have, merging them into an overtime secondary with a big reward.
being able to R&S while carrying a heavy object like enor pearls or dorreta's head
Frozen Bulk Crassus Detonators drop Compacted Gold on death, scattering everywhere like how cluster bombs are released by detonators on death.
A really small chance that another team's drop pod goes past your cave whilst you're in the mission
lootbugs which have eaten something should be visibly larger and maybe a different colour depending on what they just ate, to more effectively convey their ability to multiply grazed minerals.
maybe have them gently shift and pulse the colours of each mineral, e.g. if they ate gold and phazyonite, they'd glow purple, then yellow, etc. just enough to differentiate from the golden lootbug ofc
A send friend request button
lootbug eating sounds
-Enemy idea- large worm enemy
Name ideas: titan worm, queen corpse feeder, harrow worm
Genus: possibly mactera but could be something else
Weak to: cryo but not that much
Resistances: fire and corrosive
Description: a large worm creature with an insatiable appetite. It measures about the length of 3 dreadnoughts and carries with it the same amount of armor. However weakspots are pocked around there beast.
Miner's manual description: possibly hailing from the hollow baugh, these massive worms have been rampaging through the planet. They carry enough armor to rival a hiveguard and more then enough aggression to match. Fortunately, they seem to nest in certain areas so they're just as rare as hiveguards. R and D surmises that they are an immense threat to employees and the operations happening on the planet, so they will have to eradicated before they run is out of the planet.
This is an idea for an optional elimination target in the form of a large worm enemy. Possibly a multi stage boss with melee attacks and ranged attacks that get increasingly harder to work around. I don't expect this to go far but hey it was very fun to write 😊
Make steeve more viable. As of this moment steeve is my favorite perk, but I dont use him because I miss out on much more critical Perks. Again, I really want to use steeve, I just need to be able to use him effectively.
different crosshair coloring
Ack all button: Acknowledging my gear especially paint jobs is annoying and feels like old Tier1 help desk work. Button to get rid of the red exclamation point on EVERYTHING perks, wardrobe stuff, gun stuff, overclocks, pickaxe parts would be awesome. Either just a "ack all" or a "never tag stuff" button
Mutators:
Ravenous Lootbugs: Faster, also eats nitra/gold off the wall. However the more they eat the larger they become.
Pica Lootbugs: Loot bugs that eat minimule legs and gunk seeds and the like
Warnings:
-Hazardous Workplace: you take more damage from all sources other than NPC enemies (except for fall damage)
-Graveyard Shift: glyphid grunts that spawn have a chance to become spectral grunts that shine a ghostly blue and are transparent. These enemies apply cold to dwarves they hit, eventually freezing them. Spectral grunts can be killed, but must be stunned or frozen first to be damaged (or maybe they just have substantially more health than other grunts. Another possibility is that spectral glyphids cause headlamp malfunctions and disable your flares)
Anomalies:
-Sugar Mines: these caves spawn with more red sugar than normal
-Flintlocke's Caves: shooting this cave's walls may cause a small radial blast, due to the volatile nature of these particular rocks
-Flourishing Wildlife: more neutral NPCs will spawn, including lootbugs.
Revamping Chain Hit (Subata, Bulldog) Overclock to provide a small damage increase for each subsequent shot landed on a target without missing. There would be a cap to the bonus after landing say 5(?) hits.
Made in Abyss biome suggestion: The Great Fault.
A white marble rock environment (3 hit terrain) themed after the 3rd layer of the Abyss. Within it are long tunnels and slim passageways snaking together like spaghetti, tiny critters running around and burrowing. Area rooms look like large cracks and breaks in the terrain. Occasionally, the cave system could pop out into a larger, cavernous crater that cracked from surface to core (hazardous death zone, Bosco units drag dwarves that met their doom back to the ledge they fell from).
The main hazards would be the massive pits, tight corridors, earthquakes, and damage when going up too fast (akin to the curse of the Abyss).
I love both Made in Abyss and DRG and the Great Fault seems like the most unique layer that could be added to DRG, the most different from any biomes currently in game.
I know, crossover and anime cringe, but I just genuinely think having any biome themed after Made in Abyss would be sick.
shellbacks should cool down slower while rolling,if one gets set on fire while rolling he will be forced to stop and come out;a voiceline could play for this too: "i cooked that bastard in his shell,kill him quick"
A new minigun OC sorta similar to the the Hurricane's Salvo Module. The minigun mechanism no longer spins and is now "semi-auto", all barrels now fire at once with each pull of the trigger, like a shotgun, but each "pellet" is a separate barrel.
Traversal tool camo
Just an extra customisation option for your dwarf
A new modifier like: no signal, basically mission control doesnt reach you therefore you don’t get a warning for swarms and you cant see when the drop pod leaves or comes. i dunno could be interesting
💡 A victory pose where the dwarf belches, farts, and then scratches his ass. Maybe sniffs his fingers after scratching and then recoils in horror.
More enemies, especially high priority support targets like the warden
We need a gnome hat with a description about washing things. Please.
buff berserker perk so you can smack like mario with his hammer
remove or reduce friendly fire from engineer mines, they always end up being better at zoning your own team rather than the enemies, i know finding the right place to place them should be a skill but the punishment for messing it up is in my opinion too harsh especially in stationary missions like salvage and escort
Make gunner more bullet please
Beard where it's braided together like how the armored beards are, But instead of Armor it's empty bullet brass casings with a hole drilled out the back where the center cap is for the beard to go through out the other end.
Overclock or Mod for the Bulldog where spinning the gun (reload) when full gives a damage boost on the next shot fired so you can be a cowboy 
An eggnog-themed beer for the holiday season 
I think itd be cool for a stealthy enemy(s) that perfectly camouflages with the environment even while exposed to light to exist
@ruby venture A revision to your idea. A new passive perk: Grenadier. Selecting Grenadier lets you use two different throwables in one mission, with a new option to select them on the grenades screen. However, you only start with half of the total ammo for each throwable, and you only resupply 1/4 of each grenade type during a resupply. Odd amounts (for 6 ammo grenades) get rounded up every other resupply, with the first resupply being rounded up. Switching grenades is done by quickly double tapping the grenade button/key.
add a gnome hat
Thought about moving upgrades around for the boomstick, Yay or nay?
Also thought about fixing double trigger by just doubling all the damage and pellets
and then just halfing clipsize and ammo, as well as a lil more aoe range and stun.
Idea:
A little button in the corner of the Weapon/Tool upgrade menu you can hit to enable completely free rotation of the examined item.
Why:
To let people get a better look at the item they're examining to appreciate the details.
Why not have it on by default:
DRG's item inspection menu is cool as hell in the locked state it's already in, the toggle should be for closeups.
For Dwarves too?:
Would be nice, but kinda redundant. Unless you're a Special Powder+Hoverclock enthusiast, you're not really going to be seeing the top of dwarves heads much.
Change the scale brigade framework coloring so the insignia always gets an accent
Make special powder for boomstick a tier5 modification instead of an overclock so that I can justify using other overclocks for the weapon.
So . . . question, what if you bought the loot bug plush irl, BUT it gives code that you can use on steam and you can get a you a loot bug hat in game, its animated! and other dwarfs can pet it!
Note: Not sure if most users know about this but if you redeem a steam the code will no longer be useable afterwards
mug bin behind the bar that you throw mugs into and it makes a fun noise like Lloyd's tip machine
You should place multiple C4's as Driller at once. Something like Satchel Charges from Half Life 1.
I always wanted to make instant GIANT BOOM for everything, like breaking multiple columns once.
Or, make this as OC, if utility tools gonna get OCs.
Given that we want talking to be kept to a minimum in #drg-gallery and #fan-art perhaps a channel for gallery/fanart discussion or two separate ones? Just an idea I had.
t5 "respec": demolition charges
you get more (2x your current amount) but they're half as deadly, 33% damage and radius of effect, BUT their carve radius is like 50%~66%
[ mechanical limbs / prosthetics ]
Hi, apparently this is not in game (that would have been my first addition honestly) but mech parts to replace what has been blown/torn apart/dissolved/burned etc would be very nice imho. Even a mule leg frame with four digits would do the trick ! (if i was greedy i would dare ask for a throwable hand that could act as a short grappling hook and a flare gun in the forearm. but a pure cosmetic would still be awesome :p )
This should also be done for #drg-memes-no-talk seeing as it gets talked in all the time
It would be nice to have a button or something that can remove the tattoos on the Roughneck and Dawn of the Dread armor suits, so you can toggle it to bare skin
made a little list of tier 5 mod ideas for driller's satchel charge. let me know what yall think!
Tier 5 ... Item 1: Demolition Charges
"'Borrowed' from a construction contractor, up to four of these micro-charges can be placed and detonated at a time, but they do less damage to terrain and even less to the enemy."
- 2x the charges
- Can place up to 4 and detonate in sequence (~0.5s apart)
- 33% damage and effect radius
- 66% carve radius
Tier 5... Item 2: Pipe Bombs
"Didn't need R&D for this one: a roll of double-sided tape and a spare pipe or two, and your charges now stick to enemies and bounce against terrain."
- Can throw charges like grenades
- Charges stick to characters i.e. Glyphids, teammates, Steeve, Dotty, etc.
~ Charges bounce and roll on terrain until they find something to stick to
- Charges do not stick to terrain
Tier 5 ... Item 3: Light Charges
"Thinner packaging and wiring means you can carry another charge and throw them a bit farther."
- Can throw charges further
- One extra charge
a guy named "im kidding" killed all of us and keep saying "russia better" "fuck ukraine" "russia best" so yeah since theres no report channel here im putting my message in suggestion, i suggest banning one of the most failed abort of the world
Hat that's a Crown made of spent brass bullet casings to match previously mentioned bullet beard
Weapon idea: a form of single shot missile launcher that is designed to be similar to an RPG but instead of firing your silly normal rockets that go kaboom it instead fires iron fucking fist that make bugs go splat against the cave wall behind them.
Weapon idea: saw blade frisbee launcher that bounces off walls a couple of times and cuts through shit themed to fit drillers new grenade coming in season 3 with the ever so lovely included possible high friendly fire as expected from driller
some more suggestions, this time for engi's platform gun! enjoy and let me know what you'd change or add
Tier 4 ... Item 1: GLOO Additive
"With a little help from friends in high places, Management has secured the patent for a type of plastcrete that is not only flame-retardant, but slows enemies as they walk across your platforms."
- Platforms are immune to fire damage
- Glyphids walking on platforms are slowed to x66% of normal speed
~ Platforms and launched plastcrete balls are off-white and leave a nice splatter where they land
Tier 4 ... Item 2: Proactive Chemistry
"Adding the acid from an old lead-acid battery to the plastcrete mix means that enemies shot atop your platforms get electrocuted. R&D politely requests you don't ask how it works."
- When shot, enemies standing on platforms are electrocuted
~ Platforms and launched plastcrete balls are coloured a dirty blue by the old electrolyte mixture
Tier 5 ... Item 1: Narrow Ejector
"Fitting a smaller ejector nozzle and charge canister to the front of the gun means your platforms are a lot smaller, but you can place far more of them."
- x200% max ammo
- x200% projectile speed
- Projectiles don't arc
~ Clip size is the same
- Platforms are x50% smaller in diameter
Tier 5 ... Item 2: Inertial Expansion
"By applying a spin to the plastcrete projectile through modification of the ejection system, it's possible to create platforms that align to surfaces in interesting ways."
- Press and hold the trigger to prepare a special projectile which, on collision with terrain, will produce a circular wall whose edge runs parallel to the launcher's line of sight
- x75% projectile speed
Tier 5 ... Item 3: Foam Platforms
"By increasing the nitrogen pressure inside the reservoir, the plastcrete can expand much more without sacrificing structural integrity, so you can get away with using less per shot."
- +8 max ammo
- +4 clip size
Gigachad dwarf emoji
Its sad that there's no beginners discord channel 😦 (that I can see)
Make the pheremone effect on bugs stand out more to make it harder to accidentally shoot pheremoned bugs. It's painful when you pheremone bugs with the crossbow only for someone to just kill it anyway.
Expansion on the suggestion:
Make visual changes for T2 (fall damage dampening) and T3B (bug repellant)
The ability to hold down V to "Charge" the R&S to make it even more stoner rock 
**Never add ANY Kernel-level Access "Anti-Cheats" e.g. EAC/Easy Anti-Cheat, BattlEye. Keep DRG pure of that corporate croppa, please 🍻 **
||Kernel Level Access or "Ring 0" access is physically the highest degree of access possible, which even an anti-virus cannot have or at least isn't supposed to for an average consumer product, it's strictly drivers or hardware software only, but these types of still by-passable by hackers "anti-cheats" are to protect "business" e.g. protect their precious lootboxes and other predatory monetisation ways, NOT the user - contrary to popular belief, seemingly successfully gaslighted into people.||
Wdym by that? It doesn't matter if you're a veteran or a greenbeard you're very welcome here
We do not care about your level, we care if u rock and stone or not
Let bosco harvest secondary objectives because I feel like its not worth doing most of em if not playing as scout. Maybe give him a little inventory? (Make him unload by laserpointing molly?) Alternatively he could make packages of the harvested secondaries, something new or just reuse the packages quitting dwarves leave
i second that; maybe platties with t2 have a sort of "target" patterning, one dark ring at the centre that indicates it's to be landed on
as for bug repellant... maybe give it particles? little stinky particles
Ballistic Mixture
Unstable Overclock for the Corrosive Sludge Pump
- Removes Corrosion effect
- Sludge in puddles and on enemies detonates after a few seconds
My inspiration for this comes from Brachydios from Monster Hunter, with its explosive slime mold. I thought the option of having the sludge do its damage in one big burst instead of the usual DoT would be pretty neat!
a 3rd Subata Tier 5 Uprgrade:
AP Rounds: Ignores Armor on any non boss target but reduces the damage dealt by 25% if it has to penetrate armor
make the scary halloween mask a purchasable item irl
Potential additions:
- Reduced impact damage
- Damage done to puddles/effected enemies agitates the explosive compound, causing it detonate faster
A radiation warning or mushroom cloud icon for the Fat Boy overclock.
What if an electromagnetic pulse (EMP) turned off all electronics during part of a mission? I talk things like flashlights, turrets, shields and all that stuff. Basically creating a "darkness phase". It would be really interesting. I saw some players do "darkness challenge" and the game looks so beautiful and eerie in a nice way. Maybe we could have more silence and echo-y noises? :)
I know, it's a tall order, but I think that could be soo cool.
making anomalies/warnings more visible would be a nice QoL (especially so for console players who can't fix this issue with mods)
Hi, I'm a dumbass. I replied to the wrong post. Suggestion I meant to put down below.
Active Perk idea:
Quick Reload - rapidly tap the reload button to boost your reloading speed by 200% for 0.5 seconds. Cooldown 35 seconds.
Similar concept to this as far as "replace auto reload", see linked post for why I think removing the auto reload mod is a good idea.
Idea:
Replacement for auto reload on Boomstick.
"Steel Shot".
+X% damage versus Frozen and Electrified enemies.
Why:
Gives Scout more options to combo with his grenades besides the rare Fire Boomstick+Cryo Grenade Temp Shock and Dualies+IFG.
How about the dwarfs talk to each other one example I ping Steve saying “your a good boy Steve” and someone else says “not wrong about that” obviously not that exact fraze but something similar to make them feel more alive as a team
A Bosco Framework that's just Bosco with a cardboard box around him. Boxco.
I wish there was a warning voice line from mission control saying "Drinking liquid morkite is strictly prohibited!"
do you guys think SYIH's melee buff should apply to all sources of melee?
A small QOL suggestion:
Whenever you call in any kind of supply pod, hacking pod, or cleansing pod, there's this projected display of a hologram with specific identifying icon for each pod. But with salvage mission fuel cells, it just says: "INCOMING FUEL CELLS" as floating text with no visual hologram FX. Perhaps a small little display change would be neat.
More mini bosses
New mission: Rescue
Dwarves drop on site to rescue 1-4 downed dwarves. They cant be revived, you have to carry them over your shoulder and place them into a medical pod that gets sent to the location. After making sure that the pod leaves the area, the drop pod gets sent it.
Dwarves may be either burrowed Underground, or surrounded by glyphids casually having a snack party. Youd have to scan for your comrades signal, same as youd do with mule Legs.
And of course, you cant toss your comrades.
Replace lootbugs with breathers that spawn minerals
Make the option to choose a miner union be visible in the miners manual, its a bit annoying having the option randomly show up on the screens in the hub area
I'd like the driller to have his drills' reload animation as a victory move, however I can't suggest likewise moves for the rest of the classlist, because who wants to see the gun animations?
Beer that makes you shit yourself
Idea: Add two way conversations that the dwarves will have with eachother from time to time.
My personal ideas:
Dwarf 1: "What got you signing up to join Deep Rock?"
Dwarf 2: "Credits."
Dwarf 1: "Really? That's it?"
Dwarf 2: "Yeah. I mean why would anyone stick their neck out here for anything else?"
Dwarf 1: "I'm in it for the thrills."
Dwarf 2: "It's a wonder you are still alive then."
Another conversation:
Dwarf 1: "So what do you think happen happened to Karl?"
Dwarf 2: "I'd rather not talk about that."
Dwarf 1: "Come on I wanna know what you think."
Dwarf 2: "I said I don't want to talk about that!"
Dwarf 1: "Okay okay... Um... What do you think Karl's favorite beer was?"
Dwarf 2: "Stop talking about Karl damn it!"
Dwarf 1: "Okay jeez I'll shut up."
Beer that makes you throw up
Improve Bosco's pathing to mine towards the connecting tunnel through compacted dirt, moreso than just straight from the point you ping
I'd like to be able to tip loid even when I have a mug in my hand, filled or not
Baby lootbugs, enough said.
Timer to see your next re-roll for seasonal challenges
Timer to see the deadline for weekly assignments.
More timers in general
A countdown timer for new seasons would keep this chat from devolving into "it's midnight on the new season's release date in my time zone, why can't I play yet?" and "what time is it coming out?"
it doesn't necessarily have to be a reload to be class specific. scout could grapple gun in, gunner could scratch himself and knock a shield off his belt -activating it, and engineer set a turret down and sit on it or something.
Engineer turret's lights could get a motor upgrade to allow them to follow the gun when shooting at bugs on higher or lower elevations, would help with target painting for the dwarfes
"Tampering" victory pose: the dwarf comes in, pulls out the hacking device tablet thing, taps it a couple of times and an explosion can be heard, making the dwarf throw the tablet away and pretend nothing happened
A jump boost upgrade for Engi platforms, allows the players to get an elevated vertical distanced jump when jumping upward off of a platform
Inspired by the idea I'm replying to.
Idea:
Smart Rifle OC.
"Wrangler Module".
Unstable.
- Reduces base Target Lock count to 3.
- Massive rate of fire penalty when firing Locked shots.
- You can only apply a single Lock per enemy.
- Sizable rate of fire boost to non-locked shots.
- Massive Lock Lose area buff.
- You can apply a target lock to your Sentries. While a Sentry is locked, applying Locks to enemies will cause your Sentries to fire exclusively at that target. While a Sentry is locked, it gains a large rate of fire boost.
Why:
As the above post points out, Engineer has no turret OC for Lok. This fills that, and fits with the auto-aim functionality of the gun.
The other oddball stats like a rate of fire boost is so you're not stuck with a Lok that can't apply Locks if you're away from your Sentries.
You would get 9 total Locks if you take the upgrade that gives more Locks.
Doesn't this already exist as a Turret upgrade?:
Sort of. Turrets will target enemies you ping, but that's it. This gives you a rate of fire boost, and if you don't want to be a Turret master it's basically Hipster for Engineer.
Rockpox themed craftable beer similar to Arkenstout but for rockpox instead of ice
When in solo and 2 player runs, a small buff to flare recharge would be very welcome.
To be clear, they're perfectly fine in 3-4 player runs, and Bosco is supposed to help, but especially when hiking down long passageways and hunting for Morkite, Fossils, etc in the walls, one can all too often run out of flares before getting to the next location of interest. The need to then rely on headlamps to check surfaces, or risk missing the non-glowy objectives, slows progress down on parts of a map that are, best I can tell, not intended to be that interesting to need to linger in.
I've occasionally had 2 player games, especially in tricky platforming places like Hollow Bough, where "Hang on, I'll let my flares recharge before I come help out" has been uttered - and any time the players are waiting on a cooldown before they can start being interesting again isn't ideal, when larger groups could have taken turns to share their light and get on with it.
more loadout icons (e.g the new toxic icon, medic icon)
For some reason. A bunch of people are complaining about the new toxic symbol. If we add a beard to the skull and crossbones. No one would complain.
Lloyd will rock and stone with a player 
Please updated AMD FSR to 2.1.2 :(
Due to the growing number of cosmetics coming in due to the season passes, I feel it's getting harder to get things like paint jobs and pickaxe parts.
Perhaps an option to disable past battle pass gear from being collected on missions. Or an option to disable one type of cosmetic from appearing (say, weapon skins).
disable use of foam gun after event finish
RockPox Bulk, leaving behind a spike from the explosion
Suggestion: Shredder Swarm Grenade should stack, not cancel out
An immediate problem I saw right off the bat with the SSG is that throwing a new grenade kills previous shredders in place of the new ones. I get why the balance is there, but for grenades that doesn't seem necessary. We can stack the effects of other grenades like cluster grenades, plasma grenades, lures, cryo, etc, so why is the SSG limited to a measly 5 at all times?
- Allow the SSG to spawn more shredders on top of previously thrown shredder swarms (stacks up to 20 shredders with all your grenades thrown)
The Cleaning Pod now comes with a single mop and a single bucket instead of foamers and vacuumsThat's it.
Allow any assignment to be aborted, I got a mission that I need to abort my assignment for so I can get the training to complete that specific mission
This game is so close to being able to pull off PVP if they ever went for it. Imagine extra big cave regions where multiple teams can drop in and can choose to compete over resources or stay in their own sections
Enemies should spawn further away. I find myself frequency pre-emptively wiping out entire spawn batches before they're even out of the ground because they spawn right there. Plus it's weirdly easy for them to sneak up on you when they can spawn right above you
Launch Option
Give us the ability to skip this pop-up every time we try to launch the game, by adding some steam Launch options or something like that.
Yes, you could use a desktop Icon to skip the process, but that's not an option for some people, like me.
Not sure if this is already suggested, but a passive perk slot that increases weapon swap speed.
Imagine if we had audio similar to the Battelfield series or Dead Space where you can HEAR that a sound is coming from down a tunnel, and the reverberation changes depending on where you are and the sound came from. As it is, theres hardly any difference between a sound next to you, down a hall, or through a wall.
I'm sure it's been said, but a surface biome would be pretty sweet
The ability to bet on the success of a mission
A perk or weapon perk to allow sentries to be placed on Molly and of course Doretta
The ping system could be a bit more complex, like Apex Legends maybe we could add intent to pings like "mine here" or "look here", or even specifically tag players with pings so the engineer will finally notice the nitra I've been pinging is meant for his attention specifically
The ability to buy mission modifiers
The ability to copy-paste loadouts so you don't have to remake an entire loadout to just have another loadout with one or two critical differences. Maybe just a drag and drop sort of thing for the loadout tabs
Courtesy of @dapper cape and I: Tv shows on the Space Rig; all live entertainment from Hoxxes I, of course.
Scout: Survival Show
Gunner: Reality Show about selling guns
Driller: Cooking Show
Engineer: Mythbusters-like Show
Sometimes, we could have it cut out bc of 'technical difficulties' aka swarms
Thanks for including me, Edit: anyways, what about the ability to cycle voice lines? On multiple occasions I’ve been trying to say “I know the way” but scout keeps saying “Hey” or something Edit2: I’m on console so I’m not sure about PC
The cancel button when you fail to join a game reloads you into the rig, while you can just right click outside the box and it will drop the 'failed to join' box and bring you directly back to the server menu and skip the reload. Why not just change the 'cancel' button to do the same as right clicking outside the box? Why would anyone want to reload each time they fail to join a lobby?
When you ping a player the first voice line should include the class' name so you actually get their attention
Cosmetic loadouts could be unpaired from weapon loadouts so that you can switch cosmetic loadouts without changing weapon loadout
It would be cool to have a medical mask for an outfit (like we are using now due to COVID).
A perk for a better flashlight or flare regen to compliment the throwing arm perk
new missions, new biome and new enemies
It would be awesome if the drop pod had a station in it to tweak loadouts before it leaves when you get out. So often do I see the biome when the doors open and remember that I should be using a certain weapon perk
The ability to drag your lobby's players (in the space rig) with you into someone elses' lobby from the server browser if there is room
Spotter (Passive Perk): Enemies marked by you using the pointer tool are marked longer and deal reduced (5-10%) damage to fellow Dwarves and Steve. The idea is that since you pointed out a specific dangerous foe for your team, they realistically would be prepared for an attack by it.
very small chance that a popped Dreadnought cocoon releases a gigantic immortal lootbug
will it be possible to play deep rock galactic from steam with a friend on xbox?
If we could maybe not have dwarves drop the foamer gun when using the pointer to tell Bosco to vacuum up rock pox just saying for solo players this is aggravating
Same with the oil shale laser too
On Steam add a controller setting to show Playstation controller button prompts. And ideally add full controller support for Playstation controllers, they mostly work right now but the terrain scanner won't pull up.
Hear me out, this time I got something,. I promise! No, really...
Remember "Lost Vikings"?
Think in a shield that you could use to:
- Block projectiles as a shield normally. Maybe you could drop it vertically to be a standing barrier?
- You could hold the shield horizontally on top of your head and carry other dwarf around or be a living platform. Maybe even to push him upwards.
- You could drop the shield on the floor and use it as a sledge on slopes with less falling damage.
Lower gunnade friendly fire a bit. Maybe give it AoE FF Reduction.
Please add an option to use the old subtitle system, or at least remove the static ones and keep the dynamic subtitles.
For some unknown reason I find the static subtitles mildly more distracting if not confusing since they get quickly overwritten by other voicelines.
I think SCC should add armor breaking baseline to give it more flexibility and to add to the idea of "super powered sniper"
Make the Biohazard helmet's eyes have a default glow color, like gloomstalker masks, that changes with paintjob instead of a plain matte texture
I know it's far in the future but please do leave at least one Sample Container in the rig for when the Plague Fall themed season(s) end. I love the voicelines and the animation.
I noticed the Biohazard weapon paintjob glow colors are different for each class, this should be a must for all weapon paintjobs, it's great
Idea:
April Fool's day joke suggestion.
Have Lloyd be unavailable and the bar closed.
He got in trouble for selling alcohol to miners.
Why:
I got drunk and thought it'd be funny.
Actually showing the drop pod leaving the station more like the intro video during the tutorial
so far, it is decidedly unclear how to raise the prestige of a dwarf 1. more than the first time 2. on other characters when you already have prestige on the "main dwarf".
Coupled with the fact that there may be such a situation that the first week after raising the prestige you will not have an OC on the engineer at all, but 6 on the heavy, moreover, the main character you have remains an engineer.
my suggestion is to make after the prestige increase gives you one personal OC to choose from three
Let us strap two pieces of mission equipment to the sides of Molly for transport, stuff like the Litho-Vac/Foamer, MULE legs, Doretta Fuel Canisters, Transmitter nodes, ect.
Okay theres no way this isn't a repeat, but something above haz 5 would be cool. But I doubt you could just increase the health and enemy count for this to feel right.
Not sure if this is the right place to ask but is there a way to transfer progress from playstation to steam ? And if not is there a plan to implement it in the future ?
@glacial owl no plans for cross play saves in the future
idk if its too early to say this, but I feel like there's WAY more Nitra on most stages, I dont personally like that cuz it just makes ammo management a non-issue
A couple of things to make springloaded rippers better:
- Have them deal contact damage in ticks similar to the way the breach cutter projectile functions.
- Have them slow down a bit when making contact with enemies.
- Reduce the damage they deal to yourself and teammates.
Currently they
- are unpredictable
- don't do enough damage to praetorians and oppressors which is what we want to use them for.
- don't have a reward for lengthwise targetting
- hurt a lot when they hit you
dunno if it's been said, but i encountered a small issue (not a bug) with cave gen. the rockpox infected walls almost completely covered the aquarq's spot in the wall. there was only one blue spot visible on the wall, however i wonder if it could be possible for an aquarq to be completely covered by rockpox, effectively making it unfindable. point is, it was VERY difficult to find. would be nice to have minerals generate away from patches of infection
Make thrown beer mugs interact with the hanging dice in the drop pod
Add gameboy graphics so my laptop doesnt crash every mission since plaguefall.
Make cluster grenades have a static bomblet spread so I don't feel silly bringing it on low gravity
Though, I guess mutations making some effects worse/worthless isn't new. (Shield link on shield disruption)
have the vacuum pull on beards of other dwarves for fun
Please limit the number of possible cleansing pods to two per mission. It doesn't make sense for the corporation to just leave 16 expensive devices lying around, or have so many to spare. There isn't much strategy involved when you have an unlimited number of them
I know I suggested this before, but please add a way to disable the "ears ringing" sound from explosions. Its bad for people with tinnitus. 
Let the vacuum gun suck up swarmers
Blue beard hair colors
We're this close to having beard colors that match every class' primary color, Scouts are all thats left
Would be nice to have a small gauge above/next to the Grenade count to allow us to better track the duration of active Grenades (i.e. how long IFGs, Neurotoxin Clouds, or Ally Shredders last before expiration)
Mini Beards for Bosco
It's a small change but it would be cool:
Make all the talking in gas masks from the DLC sound muffled, like from an actual gas mask
More loadout icons, could even re use the mission icons
Maybe a tiny Hollow Knight reference glitch: there's a 1 in a thousand chance that the Hollomite indicator when it's a bonus mission will instead say Hollowknight.
Two easy to implement balance changes for two of my favorite OC's that are so unreasonably strong that they are less fun to use instead of more:
- Reduce the number of bounces from bouncy plasma on the Plasma Carbine to 1. Because of the way that bounces interact with plasma splash this would make the damag output less obscene.
- Reduce the volatile bullets damage multiplier from 4x to 2x. Because of the ease of applying fire on gunner primaries, and the fact that the damage scales with weakpoint multipliers, volatile bullets on the bulldog is obscene. This change would make it still very strong but more reasonable.
Make the sensitivity on motion controls way higher on consoles. I play splatoon to aim and it feels very limiting in comparison when trying to use it on playstation even on max.
The Engi nade got me an nice Perk idea: Personal Shredders (the name is bad and needs to be changed XD)
You can have 2 shredders (instead of 8 doing only 2/3/4 damage per shredder) as sidekicks.
They need to be charged from time to time by your shield energy.
Each needs 50 shield charge of energy to fully recharge. (faster shield regen boosts their recharge speed) while they charge your shield cant be recharged.
If your shield is full it doesnt go down but lost shield doesnt recharge until the shredders are full.
When the perk is activated they work similar to engis shreders but can prioritize enemies. (Hawkeye style)
They use 4/3/2 Charge per second. If they are out of charge they need to be recharged to be called in again.
on lv 1 they only last 13 seconds and do 4 total damage and on lv 3 last 25seconds and doing 8 total damage.
An Alternative to "Steeve" more uptime but way less damage and no "lure" effect wich steeve has.
Also prob an active perk. Passive could be: If you call molly she will walk 5/10/15% faster towards you.
I see a few complaints regarding the Deep Rock Galactic - Biohazard Pack. They are the only two negative reviews on Steam. It seems the character-specific lights on the armor only glow if you are using the default color the dlc comes with. I'm hoping you can change it so the lights on the DLC helmets glow the color of their class regardless of what skin color you are using for your dwarf. Thanks R&S.
Voice lines for running out of utility/traversal tool ammo
Yeah, I've said it before, but I feel like they're LONG overdue
maybe, as an addendum, you can trigger the lines after running out by attempting to fire while empty?
The balaclava should be a face item, not a head item. I want to wear that and a helmet
Thunderhead sucks ass unless you use both fire-rate increase which is not in the spirit of an "autocannon"; there is a minigun for that.
Speaking of which, for the love of god, the Thunderhead is 20 mm, there is no way you are convincing me that it's .50 cal. The gunners hand does not reach all the way around the casing for god sake.
It should be an accurate, heavy hitting, slower rate of fire weapon. The "spin up" on it makes no sense (and the fact that it has a magazine is a good enough trade-of for there to be no need for a "spin up" vs the actual minigun).
For a good start, I suggest a T5 upgrade for "pin-point accuracy on first shot". Also, the +10% damage bonus is completely worthless in comparison to 50% damage reduction.
Whilst I'm here anyways, please lower the team-killer-grenade's friendly-fire values (the Lead Burster). (It killed my friend through his shield!)
Group all of the holiday and limited event cosmetics at the bottom of the list in the wardrobe.
Building on this, can we have categories in general for cosmetics.
There's quite a few too many beards to sift through at this point.
(If I'd be frank I don't care for getting them anymore.)
rockpox bulk detonator
I would like the 'smoot as always team' mission completion voice line changed when you're playing solo
Plase alter the generation procedure for infection spikes, more specifically to prevent them from spawning on a ridge right against the ceiling in point extraction, its near impossible to cleanse them at that spot and if someone has to swap to a weapon to fight off bugs the cleaning tools just fall to the bottom of the cave by the minehead
The new mission added to the game, cleaning with your crew, is very well implemented and a whole lot of fun to play. You can control the speed of it since your entire team can do it together and it does not take much to complete at all even if its just two people, the challenge is mainly fighting through unique enemies as its not exactly difficult to reach and clean, making the whole experience very fun
So, could we get something similar for oil shales? Because they are the complete opposite of this, half your team cannot interact with the objective directly and depending on the placements it takes very long to complete, the challenge most of the time is not fighting through anything interesting but just reaching annoying spots on the map
Please add a flare throw animation. Nothing fancy, just a little left hand fling. Would be definetly one of the satisfying things in the world
I think for this game to be perfect, we need dwarven work shanties. So you can press a button, when you have downtime, or you mine a big pile of gold, and your dwarves start singing.
I think it'd be neat if dwarves had some sort of muffling filter or other modulation effects applied to all their voice lines as long as they're wearing a helmet, mask, or other cosmetic that covers their mouth. With the new season adding gas masks especially I think it'd be great for dwarves wearing their safety gear to actually sound like they have that layer of protection there. And helmets doing the same and maybe even giving a slightly tinny effect like how Stormtroopers sound. Don't know how easy or hard that'd be to implement but I think it'd be excellent for immersion
It would be nice to see Born ready's time counter, because the voice notification can be missed sometimes in the heat of the battle.
increase the range of the vacuum. the foam sprayer constantly reaches places the vacuum can't
Make that Event Assignments (such as Halloween) from previous years become available to people that couldn't get the cosmetics, for some reason.
beer with cheese in it
Rockpox swarms
let us pet the prospector and ride it like the silicate harvester please
please reduce the friendly fire of the leadburster grenade. I have been downed by a team mate throwing it at least 6 times today.
If you save doretta 100 times you get to wear her head as a cosmetic
next summer event can we have squirt guns in the hub? its fun having lithophage foam blaster fights with your buddies on missions
make salt pits ceiling crystals trigger on only actual explosions instead of just about any time an aoe effect happens, pretty sure i just had one fall because i lit a bug on fire
i think it would be cool if this server had a channel where people can tell their epic tails of playing deep rock. Of course you could just use the drg related chat room but so much is written there it would all get lost. Maybe im alone on this but reading and sharing stories on how someone saved that one greenbeard during extraction with only seconds to spare or somehow survived a bulk on an uplink while the whole team was down would bring me joy and proud,knowing what my brothers and sisters of rock and stone have achieved and survived down there on hoxxes.
As a driller i find myself constantly looking at the map between drilling and its quite disorentating, mabey add an extra mini map thats attached to the drillers drilling tools so you can see the map while drilling
Considering season 2 was an evolution/extension of season 1, I’m suggesting season 4 to follow the same trend. During season 3 this infected asteroid is releasing fragments onto Hoxxes, bringing about events that can be contained. Season 4 will be the great impact of the asteroid itself that has allowed the plague to proliferate. This can be used as justification to introduce a new biome(utilizing previous caustic mire concepts maybe) that is exclusively inhabited by Glyphids and Mactera infected with a matured form of rockpox. Even a new mission type with a more advanced version of the rock cracker event could take place.
Remake the loading screen so you're just actively in the pod with your teammates, can move around and salute, maybe make a window so you can look out and see orbital insertion from first person. Would make the whole drg gameplay loop streamlined and immersive, minus end mission stats screen.
I feel like if the vacuum could suck up swarmers that would be kinda cool
Make Black Crag change to the color of the role using it, instead of only being red. Or make a black crag equivalent for gunner, scout, and driller.
rotational (hourly/daily) inventory on the Store in the rig of cosmetics. Make it so when a season ends, you have a chance of spending in-game currency to get stuff
Replace the lmg gun platform (sentry) Tier 2 reload speed mod with a mod that auto-builds your turrets, albeit much slower than by hand. I feel this would add fair competition to the other 2 mods in this tier while also being pretty fun to use.
An idea to fix Shield Battery Booster on Drak : keep more than 50% of the shield up.
It'll make that OC viable to play by allowing friendly fire, and tank few damage before loosing the boost. Actually that OC is imo almost unplayable, you've to manage overheat AND the damage you take, you also have to wait a little bit after taking damage to be able to use manual heat dump and get the instant recharge, making the whole thing even more painfull to play.
pickaxe/guns have their name and a descriptor on the bottom rightwhile you hold them, maybe add to grenades and lithophage tools? (i'm stupid, its there for the litho tools)
Springloaded Ripper should have a feature where you can press R while holding the grenade button to switch between Directional modes upon landing so it goes either straight forwards like normal, go horizontally 90 degrees left or right from the angle/direction it was thrown from, or rip around in a circle upon landing
any chance for some kind of mod sandboxing so they can be checked for compatibility on client loading instead of crashing the whole game and disabling everything on an update?
Plague themed beer
The ability to link PC and Console accounts.
rippers need to do less friendly damage on god
The update made it so there's far too much nitra on cave gen, and more often than not I end missions with 200 nitra stocked up. And that's without picking it clean.
I have to assume this is just a bug or oversight but either way it needs addressing, please reduce nitra
I think SSG should stack once, a limit of 10 shredders
if the devs abhor this idea they could instead add slight 20 sec increase to the shredder lifespan to make them last 1 minute.
This would make it more useful when the bugs are coming in delayed waves, which often happens
The idea came up when playing with friends: have the saluting voicelines lines swapped for warcry sounding ones when players are being swarmed.
I think saluting and letting out something in the lines of "rock and stone brothers! kill them all!" would be super neat
Can we make the boomerang electric debuff last as long as the stun? Thank you
A weird suggestion for overclocks I think, but maybe it'll be enough to promote a discussion: two hurricane overclock ideas!
Oversized Payload: Missiles gain a significant increase in AoE damage, and splash radius, but suffer a large reduction in fire rate.
Swarmer Missiles: Missiles gain a significant increase in fire rate, have a slight homing effect, and gain a significant increase to max ammunition, at the cost of a significant decrease in damage.
The overall idea for it, is I've always felt like Hurricane struggles with its identity. It feels like it's meant to be a long range weapon, but it feels clumsy to wield compared to higher long range accuracy of weapons like the Lead Storm minigun. It also has a hard time competing at close range with both the Thunderhead and the Lead Storm, because it requires you to aim carefully at targets, as opposed to "fire and forget" methods.
How Oversized Payload helps: It would give the Hurricane the ability to launch heavy, powerful rockets at distant targets, giving it the option of long range artillery (which I honestly think the Hurricane was supposed to be in the first place?). Especially with larger caves becoming more common, it would make for a great addition to be able to hit large swarms of bugs that are attacking the scout across the cave, when you are much safer.
How Swarmer Missiles helps: It gives the Hurricane the much needed "Fire and Forget" ability at close ranges, allowing you to focus on more than a single enemy at a time. While missiles certainly take longer to hit a target than bullets do, the homing feature would allow them to hit more often without requiring constant and careful aim.
The overall goal, is to attempt to give the weapon an identity that the other two have not already made their home. It's a fun weapon, but I never feel like I have a good reason to use it, or even feel like I'm at a disadvantage for using it.
It's too easy to friendly fire by total accident with the lead burster and ripper. They can prove to be deadly on hazard 5 where friendly fire damage is increased. I suggest introducing a base friendly fire reduction to these weapons, if not globally then at least on hazard 4 and/or 5.
This is not okay.
"Let's show them how we rock and stone fellas!"
"Bring it on vermins!"
"They've asked for a fight. Let's really give it to them!"
"Karl would have loved this!"
"Fill them with lead lads!"
"These roaches are no match for us!"
Renaming this achievement "We're rich!"
Make "Wash and Foam" an actual salute
Have explosion damage/radius on Chemical Explosive scale off of enemy health or size.
Doing the new lithophage missions as a solo player (having to tell Bosco to vacuum up the foamed pox) causes you to drop the foam gun, which is actually rather frustrating. It's actually easier to just switch tools yourself.
When given the prompt to place a turret, it'd be pretty awesome if you could flip the placement by pressing reload while the hologram is out.
I would expand on this to say that the laser pointer shouldn't cause you to drop the spray and vaccum.
yes that thing
sometimes I don't word good
frankly just make it a temporary equipment slot.
Pots'o gold rework.
Make it so it increases the amount of gold chunks dropped by ANY means.
This way it will work with golden bugs, lootbugs, Bosco, e.t.c
Cap lithophage spikes to 2 on point extractions. Because of how swarms in point extractions work, the intensity of waves increases the longer you spend in the missions, but if you end up with 4 spikes to cleanse, it could very easily take up precious time and result in the enemy numbers quickly becoming overwhelming. Limiting the spikes to 2 in point extractions would help to alleviate this. One such person has posted about this. https://discord.com/channels/257785731072786435/1037973365551542293
Make the Springloaded Ripper leave a red trace on the rock where it rolled. That'll both be cool and allow to see where you shouldn't step
to balance out the cleansing pods and nitra, why not make cleansing pods cost 40 nitra, or even...80 gold? This should encourage people to be strategic about where they order the cleanse pods. It ||could even solve our gold problem||
Be able to bring a different mule named Melvin
on solo missions, when accompanied by bosco, when he holds an object (pearl, crystals), pinging molly should order him to deposit.
i bet my ebonut that it was suggested before, but its the first for me
Let Lithovacs suck up mineral chunks and put them in your bag
With the introduction of cooking added for the Driller's HE grenades, the feature could use with some QoL. Right now there is zero visual or auditory feedback that the grenade is cooking. Hell, the first person animation doesn't even have the Driller pulling the pin on the grenade, let alone releasing the lever.
Can we get a cook off bar on the screen while holding an HE grenade? It would make it much better to use. On that front, maybe change the first person visual too?
Reclassify the Satchel Charge from a 'Support Tool' to an 'Unsupportive Tool'
Hold R (reload) to place foamer and vac on the ground. So it cant roll around falling down the cliff.
Maybe a specialised class that deals in solely melee? Your classic Gimli-style warrior with different weapons, most melee oriented, like for the top you get:
Warhammer, battle axe, greater
For 2, you get chained blades, a chainsaw, or knuckledusters.
Alternatively, perhaps it ticks down with a sort of timer (like a clock) and you can use that get a rhythm for it.
Make that when you finish one of the loot pools (in my specific case the terrain scanner one), the specific event stops spawning to prevent useless events, or alternatively, merge the two loot pools
It would be cool if the new Vacuum Cleaner could suck up not only foam, but also cobwebs and pools of thick goo.
Make plague macteras 
Can we use the Hellfire Overclock on the Armskore Coil Gun to set fire to goo trails from the Slduge Pump? In my testing it doesn't seem to work but it seems like a feature that should exist :( (unless you set a bug on fire who is in the goo, the bug then sets fire to the goo beneath it sometimes..)
buff patrol bots again, they to weak rn
toggle next to the beard selector in the wardrobe so you can turn the chestplate on or off, would be nice for smaller beards that don't interfere with the geometry too much but still remove the chestplate so you can override it
(also, the Triple Bedazzler doesn't remove the chestplate when it really should, being a larger beard)
gotta throw this ♻️ idea again here but charms or any form of small cosmetics like these would be a great addition, found in lost gear especially as there is a way smaller pool of items in that than the cargo crates (90 unlocks in lost packs and 217 in cargo crates as of now (info taken from the wiki, not up to date cuz missing S2's items but you get the idea)).
These charms should either be for weapons or for "general cosmetic appearance" (like attached to your belt or something of the sort).
And i'm pretty sure we would all love a little Bosco, Dotty, Molly or
on our dwarf or their weapons 
Make it so only 2 contagion spikes can spawn on point extraction missions. That is all
I want to use mini mules. Idk when or where or how. you decide that. Just let me use a mini mule. P L E A S E
idea: lootbugs can eat compressed gold, turning them into golden lootbugs
Shard diffracter clean oc: turret heating
- you can transfer heat to your turrets to make their shots heat up targets
- the turrets can set on fire and while some ammo is now unusable (this effect costs ammo), the turret sets almost anything on fire in one hit. Flaming turrets also get overclocked firing and prioritize spreading fire around crowds equally to maximize benefits from fire spread
NOTE: this would be better as a balanced oc, but sd needs a clean oc
I had a couple ideas for more plaguefall things.
- A new beer, “Plague Plisner” (or some other plague name) that will give the dwarves a hardiness to resist environmental effects (maybe like 20% resistance) or things like stuns and slows. It also has a -30% rockpox buildup resistance.
- A new infected bug, the rockpox bulk detonator.
This behemoth has had the plague infect it and use it to try and spread it to any unfortunate victims it senses, that means you. With the base damage resistance from the rockpox, this bug also has the plague tentacles similar to a praetorian, but instead of just firing (which it has, and will lob infectious pheromones at you and your team) it can also have them form a hard armor that covers the weaknesses of the bulk detonator.
Once it’s defeated, it will explode and leave 1-2 plague hearts in the crater which can be extracted for those sweet sweet scrip
I feel like there should be more interaction with other mobs than just grunts and praetors. It'd be nice to see biome-specific plague mobs, like sandshark pox and so on
Rename S.S.G. Everyone knows that means Super Shotgun
why not add a gun & shield for the engie or gunner or a stungun type deal for the driller or scout (the gun and shield would slow down the user whenever the gun was not fired but would defend the hell out of said user and the stungun would deal low damage but have a high chance of stunning enemies that aren't bosses) i have plenty more ideas and i hope to have enough time to share them soon
For the shredder grenade add a “boioioioioioing” (like a door spring sound) voice line for when you slap the shredder from the shredder grenade.
Add option to mute dwarf in rockplox or someone pls make mod that remove rockpox voiceline
My head hurts after i heard 1000 times ROCKPOX ROCKPOX every mission
And make less missions with this crap
Settings option to mute the game when not focus / alt tabbed please
Be able to place the foam gun and vacuum back in the cleansing pod.
Have Mission Control wonder why some dwarfs are so obsessed with dystrum after completing it as a side objective
Driller's biohazard armor has green gloves (and boots) with the roughneck paintjob instead of yellow to match his class color unlike the other classes. Don't know if this is intended but it looks a bit off imo
Grenade overclocks - one of each variant per grenade rather than 2 (so one red, green and yellow per grenade) with a small adjustment to grenade behaviours
example: lingering plasma on the plasma burster
Remove the fake double amnio witch is on some guns it just confuses new players and make it hard to tell how much resources you have left in a resource management game
Those are minor changes that could have great impact in the gameplay.
-
Molly could be infected by Xynarch Charge-Sucker machine parasites and run away from the players. It would only make sense that the parasite would be able to infect her in the same way it infects Betsy.
-
Molly and Betsy could sustain damage and need repairs as Mini-M.U.L.Es need.
Those two things would make the Dwarves more mindful of where they leave Molly and hunting her down to deposit could be something really interesting. I don't think Management should make this mandatory because it would change the game too much? Maybe just in a special biome?
Doretta has a lot of personality and part of the love we feel towards it is because the crew has to take care of her? I don't know if I am making any sense. Lol
Suggestion: remove this annoying AI feature youve just added to bosco. It keeps getting distracted and trying to protect me from bugs after i issue a command to excavate. Not fun in the slightest.
a minigame where we clean our guns would be absolutely grand lads and ladies would absolutely love to paint my guns however i want too (i wanna make them look like i tossed them in the mud and cleaned them half way tbh)
Because of the reddit post I saw od lithofoamers harmlessly extracting what lootbugs ate
What if Its a bug thing made the lootbugs give you their normal ammount of miners without killing them when you pet them?
Not sure what this would change about gameplay besides pleasing those who dont want to kill lootbugs but also want as many minerals as possible
also its been several years now. For how long must i suffer bosco and mule having collision? remove all collision from bosco and mule, make them entirely permeable by dwarfs, ordnance, and projectiles. its so annoying
this description says it can remove dirt, but its actually pretty shit at that. It should get a bigger terrain damage radius, and making it lose more speed when bouncing should make it a bit easier to time for this as well
another day another banger post, from yours truely
Please reduce the amount of regions affected by Lithophage Outbreak.
It's a cool event but with needing 6 plaguehearts to get 1 scrip, having a 50/50 (6 regions available at any time, 3 affected) chance of your assignment to be in an Outbreak (thus no chance of meteor), AND the fact that it's uncommon to get the meteor, it feels like a more rare event than it is.
Reducing Outbreak affected regions to one or two would give a much better chance of assignments not automatically being outbreak while still giving some variety to what missions you can encounter the outbreak on
Biohazard pack stuff suggestion: make the gas mask lenses glow regardless of paint job. They currently only glow with the Biohazard paint job.
a shooting range that the dwarves can sneak into via the vents where that football minigame is (the shooting range in lore would be a place for R&D to test weapons and tools along with test beers and their effects on the dwarves and other employees of DRG) and to add onto this idea management would not know where the dwarves went when they go into the shooting range and would say something like "where the bloody hell did you go" or something else along those lines
special powder for gunner's minigun and I want to pet mini mules
Keep Point Extraction lithophage spike limit to 3, any other mission type should be reverted to 4.
Suggestion-super swarms
These can appear on hazards 3 and or higher with a very low chance but when one happens the points a swarm gets are increased drastically allowing for massive swarms of bugs this could also work for a mission type or even better a cut in where you have to abandon your objective and get out of there
a mission control dialogue to go with it
"I don't mean to alarm you but the scanner just lit up like a forest fire bugs swarming in the thousands forget the damn objective get out of there we are sending in the drop pod"
Display which weapons someone is using while in the space rig so you can avoid bringing fire damage if your driller is on cryo
Rename leadstorm oc for the leadstorm minigun to leader storm
Inspired by this.
If DRG ever does develop a cheating/hacker problem, resolve it by strengthening the backend. Combat ban evasion hacks and strengthen host ability to keep problem players out of their lobbies.
If you're wondering how a PVE game like DRG can have a hacking issue, look to Payday 2. In that game, hackers can completely ruin a match by disabling enemy AI, hacking weapons to do insane amounts of friendly fire damage (something Payday 2 doesn't even have by default), instantly winning missions, or hacking the mission payout to give effectively infinite money. This might sound good on paper, you don't have to actually try to win or you get to more or less completely skip the progression system, but in practice it makes the game completely pointless. 90% of that game is shooting people or upgrading to shoot people which is taken away by some moron installing a cheat to intakill everything on the map or skipping the upgrades and just giving you the instakill gun. DRG lobbies could potentially end up the same way if malicious actors develop hacks. The best way to combat that is by giving the lobby runner better ways to get rid of trouble players.
My first batch of suggestions for the Traversal/Support Tool Overclocks I mentioned a while ago, for Scout:
Scout:
Flare Gun:
Manganese Flares: Shoot bullets at flares to create an explosive wave, knocking back all enemies in a wide area, dealing slight damage. Heavy metal within the flares means they fly with less speed.
+Flare Bang Knockback
-20% Flare Projectile Speed
Sonar Flares: Periodically, flares will send out a loud sound sensitive to Glyphid ear…holes, causing them to gravitate towards them briefly. Any small distraction from you is one more second alive, miner!
+High Frequency Sonar: 12s
Bioluminescent Flares: R&D has sent some valuable bioluminescent bacteria filled flares to the rig for your use, giving flares a much needed lengthening of light time, but with less flares overall. These deliveries aren’t cheap.
+40s Duration
-6 Max Ammo
Grappling Hook:
Vine Swing Implement: Pneumatic valves allow for the user to grapple to a surface without needing to follow suit. Use this newfound control to swing like a happy ape to your heart’s content. Fear not; firing again will send you to the hook normally.
+Swing Ability
Flesh Hook: Grapple right to your enemies with murderous intent with these new flesh burrowing drill hooks! Doing a Power Attack while flying towards the target will create an explosive result! The heavy hooks hamper the grappler’s max range.
+Hook Can Target Enemies
+100% Power Attack damage while grappling
+100% Power Attack radius while grappling
-10 Max Distance
The scaling for Point Extraction is still insanely too brutal for solo. It is physically impossible to complete all of the objectives in a max complexity/length lithophage Point Extraction mission while solo without ending up in a literally permanent swarm. It really needs to be adjusted for number of players.
Point Extraction with lithophage outbreak and difficult terrain is horrible. You absolutely NEED to prevent the Outbreak from spawning on Point Extraction, or better - slow down the pace at which bug waves appear SPECIFICALLY for the expeditions that are both point extraction and infected. It really isnt fair for solo play any other way
Balance Concept: Remove Special Powder, and add the affect of it to the Jumbo Shells OC for the Jury-Rigged Boomstick
Make the lithofoamer a second secondary once picked up (kind of like ordering an ammo drop, but on the direction of your sidearm) to prevent me from having to drop the gorram thing every time i need to tell Bosco to suck it.
In my opinion, Special Powder is good to the point of being very hard to justify other OCs for Scout's shotgun. Adding the effect of Special Powder to the Jumbo Shells OC brings Special Powder to the level of the other OCs, and makes Jumbo Shells more in line with the others. Plus, it just makes sense for the super powerful Shotgun rounds to have insane recoil that sends you flying if you jump and shoot.
Please make Mods not automatically enable themselves after they've updated.
I am not that happy with the promotion assignments featuring random mission types because you can't do them together anymore, even if you start them at about the same time.
It would probably be better if they would cycle like monthly or so, so that they still feature different missions, but if one of your party members has the same promotion you would be able to run them together again
Water. Just water, like pools or rivers of liquids so our dwarves in full armor could drown.
Give engineer another turret like the rival burst turret and give it like infante ammo but slowed fire rate
New Oppressor sound is cool but super loud, could use some volume tuning imo.
Add a PP bonus to the rewards for the weekly assignments, maybe 2500/5000 for each one
A custom "Mission Failed" Screen if the entire team dies to the rockpox (Could be in season4) :
Instead of just standing there Injured like usual a medical team in hazard suits carries your remains covered by a blanked in a medical (idk how the thing is called in english where you carry injured people to the emergency 😅 but i guess you know what i mean) and putting you down.
Nothing gory or even something you can see but you only can guess what happened to you when you lost to the Rockpox and it took over you.
Increase the new gunner grenade's arming time up to 2 seconds, but increase firing density. Currently, it feels terrifying to throw, because you know you need to run for cover, but also need to get up close to make sure the grenade lands close enough to targets. This solves both problems by making it easier for both you and allies to get to cover, while also ensuring the grenade does damage to enemies.
(In terms of firing density, the goal is not to add more bullets, but to make these bullets fire in a tighter angle. It feels like the grenade would be more useful if a portion of the bullets didn't fly towards the roof, as opposed to a more shallow angle.)
I play on both controller and K&M, it would be nice to have separate hold to sprint options, I prefer to play on hold to sprint on K&M, but toggle sprint with controller.
Make a custom mission for the season 3 plauge, where we are sent on one of the meteors directly , have to fight an unholy infectious abomination (to gain special samples) and then blow everything up on our way out. Kinda like Industrial Sabotage , but hopefully with less waiting events (for example: Clean 1 spike , fight the boss , plant explosives)
minimum of 6 more loadout slots, theres 11 armors you can wear. Or some other outfit system to fit with the 6 weapon loadouts.
We should get craft beers. I think a lot of us out there have stockpiled a great amount of ingredients we can use for beers that essentially are for haha funny moments.
We should be able to craft our own beers that have mission effects and maybe also haha funny stuff with it too.
Bit of a weird suggestion. This would be a perk. What if you could eat the bug you killed. Depending in which one would grant a special buff for a minute. Dreadnought would give fire immunity, grunts give night vision, lootbugs highlight minerals. If you over eat or try to eat too many kinds of bugs you gain higher bug aggro or a debuff like take more damage for a set time
Also, We should get the option for real mules, let’s keep up with tradition.
Engineer turret modification options:
*Tier 4 modification: Armor Buster
-Turrets gain +100% armor breaking bonus (stackable with Hardened Rounds), but the targeting system is modified, causing it to only fire at bugs with armor plating.
Tier 4 modification: Pest Control
-Turrets gain +10 range, but only target Swarmers, Shockers, Shredder Drones, Rockpox Larva, and Carnivorous Larva.*
Why these specific modifications? The reasoning, is that it allows engineers to pick apart enemy lines, eliminating nuisances from the fight, without having their turrets waste ammo on enemies too resistant to their attacks.
Crossplay across all platforsm would be fun i feel like. From ps4 to pc. since it only works for windows 10 and xbox. Do you think it would be nice to have? Atleast an option to prio console or something in that direction to play with.
Please add more perks, its very underwhelming that there are no new ones- Still so many perk points left over!!
When dwarves pick up a lithofoamer, they should have a chance to say "More satisfying than power washing!"
make the other dwarves get a bit nervous whenever somebody presses x and/or coughs (for rockpox reasons)
make the meteors land on every infected mission after about half an hour so that we don't have to farm for hours or make it so that we can tell which missions will have the meteor land on it so that we won't be farming for the entire season
Add in a Voiceline that's like like "Rock and Stone!" But instead it's "Suck and Foam!" during lithophage missions
the grappling hook should let you swing tbh
New paid DLC - "The call of the past". Basically steampunk versions of weapons and armour
Like in the art of this wonderful individual #fan-art message
Problem: In singleplayer, it looks like the intent was that the player hold The Lithofoamer or Lithovac and Bosco holds the other tool. You then use the laser pointer to direct Bosco to use whichever tool you're not holding. This causes the player to drop their tool, which they then have to retrieve. This means the player has to then pick their tool back up... this means I gain literally no efficiency - and since I have to wait for bosco's AI to do its task I actually lose efficiency - compared to just swapping between the two tools myself.
Suggestion: Recode the lithofoamer or lithovac so that I don't drop them when I pull out the laser pointer or recode bosco so that if he's holding a tool he is constantly on the lookout for things to spray/vacc, the way he already is constantly on high alert for glyphids.
A new callout when picking up a lithofoamer that goes "doesn't taste as good as an oily oaf"
i think it would be nice if we could shove the tactical lead burster into a glyphids face or weakpoint for huge single target damage and let its face/weakpoint explode from the insane amount of bullets
Not really a bug so I am putting it here: Some of the store pages for the cosmetic packs list a RAM requirement of 6 MB. Just thought it was funny https://store.steampowered.com/app/1283090/Deep_Rock_Galactic__Dark_Future_Pack/
model 1887 type shot gun for engi any one?
question/possible bug: got 2 plagueheart rockbreaker event within one mission, a refinery mission. one of the 2 landed on a built pipeline and we were unable to repair it until opened (infinite wave + even wave).
room decoration
The Silverfox hair color has been reverted back to how it was before: the hair, moustache and eyebrows are brown, while the beard and sideburns are gray.
Could we please have a separate item similar to Season 2 Silverfox, with the hair also using gray? I found it a really cool midpoint between the normal colors and the two "elderly" colors, but now the entire thing is too dark overall. Asking for a variant because I know there were people wishing for the revert to happen 🙂
Pic for reference.
While the new biohazard dlc suits are nice, there's one thing that disappoints me a bit, for the new engineer suit specifically, it's less noticeable on the other suits.
When you have either a mask or no beard equipped, there's a nice centre piece on the suit, as soon as you equip a beard, no matter if it's short or long, it'll go away, making it look as if something is missing (which there is).
As seen in the example, the shorter beard should not remove the centre piece at all.
Would it be possible to allow a resupply pod to trigger a dreadnought cocoon if it passes through it?
Let Lithovacs suck up the Rockpox farty clouds left behind from dead infected enemies.
add steam and xbox cross play
Because of how big the Spacerig looks there has to be more than just the small area where we usually are. I would love to see more of it one day/even a glyphid or rockpox outbreak where you have to save it. I know its not the main focus of digging and stuff but still would be cool if there would be more than just a 3D model of it there.
damage upgrade for scout flaregun
just put on on the gas mask
Unsure if something like this has already been suggested but
New Mutator: Fauna Displacement
Biome variants appear outside of their natural habitat (e.g Frost Bomber in Magma Core), it could be explained in-universe that the bugs are escaping their natural habitats which have been overrun by Rockpox.
Model 8187 for engi
I feel like the tubes on the Plague Helmet should match the color used by the tubes on the Biohazard armors. Am I alone in this? Feels weird that it doesn't already, unless the preview is bugged.
new mission warning that gurantees a korlok tyrant weed spawn,could be called dense flora for example
A mix of hyper advanced tech and Runic magics! Rune inscribed bullets, and maybe even a few magic enhanced modifications?
Dwarven magicks like runes. None of that knife eared shit.
You should be able to pet (or high five) Bosco
Loosing progress when switching assignments is not something that fits the game very well in my opinion. I have multiple friends I'd like to do missions with and we are often not in "sync". It would be nice to be able to simply pause/switch the current assignment instead of having to complete/abort it. This would greatly enhance playing with friends for me (and probably all others who play with friends more regularly) and I don't think there would be any downsides (If I'm missing some, it would be nice to know what purpose "binding" a player to a questline serves. But maybe it simply is a relic noone has bothered to re-evaluate yet) - Would be very nice if you could give this some thought (or maybe find an entirely different solution - maybe just allow the player to accept and progress in all missions at a time (similarly to Warframe). Thanks!
I realy want Weapon mastery skins.
Like a golden Paintjob for 100 Missions with each weapon, so you are motivated to switch weapons once in a while.
There should be a context sensitive action where marking the button makes your character say a line "Everybody ready?" or "Sound off if you're ready!" and other people pressing salute causes them to affirm that they are.
Please rethink the lithoplague spikes. Compared to season 2 events which were optional and rarer, all dozen assignment missions I've done since the update have had mandatory hoovering in them. It could be a neat change-of-pace optional event, but having it every... single... mission up to 4 (3?) times is excessive in my humble opinion. Reduce the number or make it optional. It feels like if Rival Communications Routers had spawned 3x per mission in season 2 and you had to complete all of them every time.
If they scaled with player numbers at least that'd help, only one spike for solo for example.
Perhaps an optional/toggleable sound que for when a dwarf is downed?
Idea:
Power Attacking a fellow player will still deal no damage, but cause them to complain about you hitting them.
Why:
Comedy.
Suggestions for lines:
"Owww! What did I do?"
"EUGH! What was that for!?"
"AUGH! DO I HIT YOU WITH MY PICKAXE?!"
"That bloody hurt!"
"QUIT FRIGGIN' HITTING ME!"
"Pro tip hotshot: I'M NOT MADE OF MINERALS!"
Half-mask for scale bridge helmet. So we can still rock our beards with it.
Crouch - Crouch is a pretty important feature.
Why:
Sometimes, I just need to teabag the dreadnaught after an intense fight.
Maybe have some kind of check to keep meteor strikes from popping dreadnaughts? as funny as it was, I still almost had my pub team get wiped out by meteors setting off two of the three cocoons way before any of us were ready to fight. With other ways to accidentally pop them (exploders, machine events, engie mines being set off, etc.) it feels like the player's fault, so it's odd that this stands out as the only way to set them off somewhat randomly...
Suggestion: Tossing another Shredder Swarm Grenades causes previous shredders to explode violently rather than pathetically malfunction
I previously suggested the grenade should stack (which I still stand by) only to learn that it's limited for performance reasons. Instead of stacking the grenades, what if throwing a new SSG detonated the previous shredder swarm?
Imagine a situation where all the shredders are already attacking a large swarm of enemies, but they aren't dealing enough damage to take them down. Blow them up to deal heavy aoe to all enemies at once rather than individually one-by-one and only as fast as individual shredders can damage them. And after that, you get a brand new posse to replace the brave souls who sacrificed themselves for your benefit.
A simple compromise to avoid multiple flashy entities lagging everyone's game but also allowing a benefit to stacking the grenades. Plus whats cooler than an army of flying robo-piranhas? An army of EXPLOSIVE flying robo-piranhas!
- SSGs thrown during the duration of a previous SSG causes the previous shredder swarm to detonate, dealing large explosive damage to enemies near each drone.
The Cleaning Pod is sentientThat's it.
Add a shaved eyebrow option in the shop! We already have shaved options for all other styles, so why not complete the bald look?
Rockpox infected Lootbugs
Same but instead "Vac and Foam"
to boot, ive actually wanted some magical elements in the game. the only parts of the game where i can say there is very likely magic going on is the wardens, omoran hearthstone, and the beers. It kinda feels like, in a universe with dwarves and elves, they ought to at least have some thaumotechnology. Maybe this could even be the theme of a season, where weapons get some thaumic upgrades, OCs, and thematic warnings/mission type and battlepass
Bosco assignment (unlock cool shit for bosco by doing some solo missions)
cabin customisation would be so freakin cool
please revert the neurotoxin icon back to the original one. the previous one was a lot better
I know some already have said this but:
-I think adding the option to be a woman, without creating new classes would be really cool!!
There's a lot of room to explore designs and fun character dynamics there. Being a bearded girl would be dope.
-Make blue barrels give you points when you throw them into the ring :3
Been having a lot of fun with the game, and I like the direction they are going for, just some silly ideas uwu
Modify the Double Barrel overclock to still maintain the two shots fired aspect, but in addition it provides a much larger radius blast wave and small (10-20) increase to blast wave damage to emphasis the force behind both shells. This would also make it the only Boomstick OC that focuses on AoE, giving it some flexibility.
The Season 2 pass had the names of each weapon that the framework was for inside the tooltip, but the Season 3 pass doesn't seem to have the same: they all just say "weapon framework" and nothing else. If the names could be added back, that would be great.
I liked being able to know exactly what I was using my scrip for at a glance, instead of only seeing the class and having to think about which gun it might be based on that. It's not a huge slowdown, but it's less convenient to the point where I noticed it almost immediately.
I would love to see paints for the traversal and utility tools, frameworks would require a lot of work but changing the colors should be easier to implement, when making a themed set for something its always those two things that stick out from the other colors used.
Fix typo on plastcrete catalist (more of a bug report than a suggestion but still)
I dunno if there's a rationale for why backpacks have pickaxe parts and nothing else but it really feels bad getting the Empty message still a whole season later and still needing like 100+ cargo crates. (Even if the weapon framework pool got shared, maybe?)
Idea:
The ability to ping yourself.
Suggested keybinding for this:
Ctrl+X.
Why:
Being able to draw attention to yourself by hitting X is great, but the floating subtitle goes away pretty fast. Pinging yourself has utility for all four classes, as listed:
Ping yourself after launching with Special Powder to let your Engineer find you when you grapple into the wall without annoying the hell out of teammates by mashing X for ten seconds. As a bonus, make sure the guy you recklessly grappled back into the cave to save after Molly docked knows where you are.
Ping yourself while you're running to start an Drop Pod tunnel, or tunneling between two large cave systems. Simple but highly useful. Your buddy pinging you as Driller is already a godsend, ping yourself to get that perk for free.
You're the base builder. If your team isn't too confident in themselves or would rather hunker down and let bugs come to them, your sentry setup is their bastion. Ping yourself to be the beacon on top of that bastion.
Call out to your teammates to get close so every second of your Shield Generator gets used, or to get their attention to let them know you put the generator down in case they miss it.
Suggestions for voice lines, all delivered as loudly and as desperate/angry as possible:
"OVER HERE! NOW!"
"EVERYONE! ATTENTION!"
"EYES ON ME!"
"LOOK AT ME!"
Clown-Makeup skin colors
infected dreadnought would be cool
can we have a maggot/larva from hox In the med bay inside of a terrarium just as a cute lil detail
maybe be a small rat inside the maintenance tunnels
Something that makes the station more alive feeling
Slugs OC for the scout shotgun
It's a shotgun, where the slugs at??
Gimme some two shot shit missiles to go fire at prehtorians. Just like a real shotgun
Add rainbow hair color, just feels like something that needs to be in the game
We have all those big ass afro's but I can't have clown hair
Allow host to disable friendly fire in public/private lobbies. Include filter options for server list.
Right now the only way to disable friendly fire is an approved mod, and there definitely are people who think it's funny to deliberately teamkill. (i've seen this done to a player level 1 during this free event, wouldn't surprise me if he didn't end up buying the game if this is his experience)
Let me eat the xenofungus
Move LOK-1's attachment point closer to the weakpoint for Glyphid Warden and Patrol Bot, since it's nigh impossible to curve your bullets into the weakspot if either of those are on the high ground (which they are 80% of the time)
Support Tool Paintjobs
Move the mod for reduced spinup time of the minigun to tier 1 or 2. It's one of those mods that makes the gun noob friendly so it should be available early on.
i think more biome exclusive enemies would be interesting
Can we get more optimization options? Like for example, reducing particle effects to a minimum where only the ones relevant to gameplay are left, I know mods can do this but mods become outdated with each update and whenever a new update, especially a new season drops I can't play the videogame because the game gets literal spasms whenever I look at the Rockpox particles, for example. Also not to mention the Arbalest&Lacerator, ugh...
Let us pet hacked shredders.
I think it would be fun if the dwarfs yelled at Molly when she gets shot at
Could certainly use something for later-game to make gathering crafting minerals and gold more appealing. I'm sitting on mountains that I could never spend. I'm aware that promotions get ridiculously expensive later, but maybe that's not the best way to handle it. Perhaps something like how a lot of games do, like needing to re-purchase upgrades as you promote? This could also incentivize trying new builds, and make finding minerals exciting again. Not sure if anyone else is even seeing a similar issue to this, just thought it might be good to mention.
A way to remap the controls of Dash perk because hitting Left Shift twice in quick succession is hard especially if using laptop keyboard and/or membrane-type keyboards.
boss healthbars while downed
Increase meteor spawning chance. Didnt get a single one in 10 games. 20 if you count experimental. How am I supposed to finish the cosmetic tree? [EDIT: Nevermind they dont spawn in lithophage outbreaks thats why]
Shamelessly inspired by Titanfall 2. I miss you, Legion.
Idea:
Minigun OC concept.
Balanced.
"Power Shot".
- Slightly longer spin up time.
- Press R to charge up and release a short range mega shotgun blast.
Blast innately has super blow through and a high stun chance. Blast is significantly powerful, but costs ammo to use and causes a significant amount of overheat.
Firing a Power Shot while airborne causes you to go flying backwards from the direction you shot in, similar to Special Powder.
Why:
Minigun is outstanding at single target damage, but other than rapidly mowing down single bugs has no specific use in hordes. This would give Gunner a little AOE he can control the usage of, and give him a method of getting out of a bad position that has to be paid for. Gunner, more than any other class in the game besides Scout, lives and dies by positioning once combat starts and things other than Grunts start spawning in, but other than Dash doesn't really have any specific combat mobility options. This gives him one that fits with his character of solving problems with bullets.
Why not just use Burning Hell?:
Fire is good, but it sometimes becomes an anti-synergy you can't fully control. Bullets always work. Plus, other than killing stuff in your way, Burning Hell has no mobility.
Wouldn't this discourage zipgunning?:
Yes, and that's fine. Zipgunning is a meme strategy that happens to work because you're playing the highest DPS class in the game. If you're desperate to stay out of the way of the bugs and want to use this, use the recoil boost to grab your zipline.
Autocannon OC:
Flying Dutchman (Hope i spelled it correct):
When falling and shooting you only fall with 20% of the usual speed and take no fall damage.
Instead of exploding shells you shoot now cannonballs that are strongly affected by gravity but also have a ton of Momentum and can bounce up to 6 times.
Each Bonce does impact damage and AOE Damage but it gets slower with each impact. (They do more bounce like a rubber ball in reallife (just heavier) than the plasma projectiles.
+Slow Fall and no fall damage while shooting.
+Cannonballs (12 Impact and 10 AOE Base damage (AOE 1.1x the base size)
-While in "Feather Fall" You take 100(Maybe even more)% More damage from all melee enemies and the DR Tier 5 Upgrade now only reduces the taken damage from Ranged enemies.
-50% Longer reload
-25% Smaller Magazine Size
Keep in mind that melee also means Dreadnoughts and the Stomp as well as Naedocytes/Shredders Etc.
Also regading balance the strong gravity makes it impossible to use against airborne enemies but better against the ones on the ground.
I think this could be a fun OC 
(Ofc no stat/thing is meant as fact, everything can be changed/Adjusted)
You shouldn’t know there’s a Nemesis in a mission before the pod has landed. I feel like 90% of the time I hear the Nemesis before the dwarves have even left the pod. Maybe delay Nemesis’s voice lines until the dwarves have left the first room. Also, Nemesis should be a mysterious threat, not something that shows up on the map. Edit: by map I meant the terrain scanner
right, saw a sniper turret concept here before so here's my take on the stats and functions for it:
Sniper turret would be a 3rd option for Tier 1 turret upgrade, presumably made from salvaged sniper rival turrets in terms of the design.
- RPM and ammo (turret magazine and carried ammo amount) would be decreased
- significant increase in range and damage
- maybe prioritising crit spots when within Line of Sight, possibly given as a synergy for equipping Hawkeye System too
was thinking about how the mini mules aren't implemented out of the salvage missions, it might be cool if there was a "race against the clock" type mission where you don't have a mineral bag, but instead mini-mules run around picking up the resources you mine. it could take place in a cave that's "falling apart" so basically deep rock is trying to have you get as much as you can before it collapses. there could be a timer before collapse, and your goal is to get enough resources to get paid but also make it back to the drop pod in time. this would explain why you have to salvage mini mules to begin with, since this mission would be "especially dangerous"
A cute thing to add is special voice lines when you ping steeve like "Thats just not any glyphid, thats my new best friend!" or something like that.
Dual energy shotguns for the gunner that apply burn, they don't need to be reloaded like the detractor or the plasma charger but overheat as they're fired. When inspecting the gun, he throws them away like Reaper and pulls out two new ones. When throwing away the guns, the gunner will sometimes call out "Why'd I do that?" Or "Out with the old in with the old" before pulling out the new pair
Make gasmask's googles glow with other paintjobs!
Allow electric bolt on the bolt shark connect to electrocystals?
A warning that removes swarms, but increases glyphid spawn rate signifigantly
Suggestion
An extermination mode with limited nitra where you have to kill say 5,000 grunts or some combo of mobs
you should be able to pet the mini mules in salvage operation missions
Frenzied battle cries after killing big groups of enemies
Mod for the Satchel Charge - Breaching Charge: Instead of a circular explosion the blast is focused in one direction; Toward the wall it is attached to, creating a tunnel or hole without cratering the ground and ceiling around it.
Make the scorpion mask paintable (I already suggested this, but it's kinda sad that only the balaclava got an paintable variant)
Could we have an obnoxiously tall hat? I'm talking Doug Dimmadome levels of hat here.
some kind of extra warning if youre above where a meteor will be passing through. ive been killed with no warning twice now.
ability to disable and enable health bars on specific enemies
Suggestion to add more icons to the loadout buttons
Please give us an infection meteor deep dive.
When the missions cycle on a timer, you could have the meteor deep dive show up once every few hours.
Mission control spots a infected meteor on a collision course with and They send the dwarfs in to do 3 missions and the last mission is usually an escort mission where they have to destroy an infected heart which destroys the meteor after they jump out.
You make all the enemies on the map infected enemies making It difficult then you make the map 70% infected terrain with 10% of the entire terrain being hallway sized rich ore veins. This makes the mission reward seem to be more for the ore rich meteors.
mode where you can invade other players as a new type of bug like elden ring etc
LOK-1 OC to toggle on/off manual aiming
tap fire
New mission mutator: Micromanagement:
"Management is performing an audit of your Nitra usage for this mission. Your usual level of wastefulness won't cut it here."
Effects:
•You start the mission with 50% ammo.
•Supply Drops cost 100 Nitra, and have a 3 minute cooldown.
•For every 100 Nitra that you end the mission with, the Hazard Bonus increases by 10%, starting at +50% and going up from there.
A Lithophage-based mission to stay around after s3 like how industrial sabotage did
Some ideas:
- a unique drop pod come equipped with necessary equipment instead of a drill on the bottom (drill removed because you go down the hole of a meteor)
- working you way down multiple small cave systems an cleaning up meteor fragments that split off of the primary one that you destroy at the end (similar structure to industrial sabotage)
rockpox blisters eating contest- dropping onto a giant meteor fragment that is en route to Hoxxes to get samples that can only exist in the vacuum of space, before cleaning up the contagion spikes
- giant walking dread with infected meteorite lodged in its back
Bootsy Collins' star shaped glasses ffs
Update and perfect the tutorial. With more new players coming in then ever and the game having a very good reputation I think the tutorial needs a big overhaul.
Sure this game is easy to pick up and play but some newer players feel like they just get thrown into the fire and are confused of what to even do and drop it which is a shame.
a shooting range to test builds in the ship
Plague blistered tentacles that grow out of the ground while clearing Rockpox. These whip at the player
I know that I'm not the first to consider an infected Bulk, but:
Glyphid Bulk Plaguebearer:
Confirming the worries of our Glyphid exobiologists, a variant of the Rockpox has found its way into the development of the feared Bulk Detonator. The result is a walking infection vector, constantly shedding a pathogenic haze and erupting in a blast of spores when its volatile internal chemistry finally escapes containment. Keep a healthy distance, team; you don't want to be swatting away Rockpox with this thing rumbling down on you.
Similar to a regular Bulk Detonator, but slightly slower. Rapidly spreads infection to dwarves within a radius about 2x that of its stomp attack, forcing players to stay away from it. With slightly slower speed this should be easier to do; the main threat is becoming immobilized by Rockpox while it's coming towards you. This radius might expand as it takes damage (or maybe as its weakpoints are popped) making it more dangerous when wounded.
Oh, and when it explodes on death, maybe it covers the blasted-out space with a thin layer of infectious Rockpox? Kinda like a Crassus Detonator but evil.
Could add a little more menace to the Lithophage Outbreak warning. The existing Lithophage enemies are pretty weak individually and are only a threat as part of large swarms.
New Warning: Brittle Armor
Warning Bonus: +50%
You take 10-15% more damage from all sources, including friendly fire. Don't forget to bring your Lead Bursters and Rippers. 
Stack with Lethal Enemies or Shield Disruption for maximum chaos.
I'd like to see an option to auto-lock onto flying enemies when trying to use the pointer; trying to mark shredders is a bit troublesome.
alright listen, I absolutely love the new grenades, especially Engineer's new shredders. I've always wanted more technical, robotic stuff in his arsenal. make him the mad mechanic of the group... so for the longest time I've wanted him to have different turret types, atleast two others;
A Grenade Turret, and a Flame Turret.
if anyone remembers The Dwarf Engineer in Warhammer Online? THAT! give me that by god
Change Lithophage Outbreak modifier to only spawn one contagion spike per mission. However, the spike covers a larger radius with higher cleaning required, and automatically triggers a Rockpox Swarm when you place the cleaning pod.
Make the Meteor event(not litho outbreak) more difficult, feels a bit too easy to maintain both of the meteor crackers
Make scout boomerang more lenient on when it goes to attacking enemies versus returning to you. Also doesn't seem to want to attack bugs if you throw it in tight corridors i.e. driller tunnels.
I don't think I would use it myself but there is a red beard colour for the red engineer, green and emerald now for the gunner's green theme and blonde and ginger that kind of go well with driller's yellow style but no blue/ice beard for the scout. I gave him the ice skin with the white beard with the new platinum skin which works for my style but what do y'all think, would a blue beard be a good suggestion for the people going for colour themes?
TL;DR - Add blue beard.
Add a place for Steve on ship :c I dont want to leve him. I named him > I got attached
pls help
Add an astronaut helmet that maintains cosmetics that fit underneath but removes ones that are too large. Also same thing but with a hazmat suit top.
I would love to see a rare event where 3 or 4 meteorites come down, like they do now, but instead of creatiing an event they just make huge explosions transforming the landscape dramatically
They could be like explosions similar to bulks but 4x powerful 🙂 Would be amazing to see IMO
Add random mission options. Two filters: one for zone and one for mission. Small bonus to multiplier (10% for each random filter). Would let you target certain resources or missions.
New higher difficulty option that has about the same number of enemies, with the same stats as Hazard 5.
The difficulty increase instead comes from integral formula changes to each mission type.
For example: Point Extraction:
•The Minehead does not have turrets, and can be damaged by enemies, and subsequently be repaired, like Doretta. If completely destroyed, the mission fails.
•After completing the objective and returning the Minehead, it takes 5 minutes for the Drop Pod to arrive, instead of 2.
I think the sawblade for driller is awesome but is almost completely unusable in multiplayer, i have been downed more times with it than bugs this season. All it needs is a nerf to its friendly fire damage for it to be a great grenade but in its current state is more of a team hazard than a viable weapon.
1 in 1 trillion chance to see mission control enjoying a oily oaf by the jukebox
S3 lookin good
Cleaning tools could be more user friendly, all in one,
primary fire foamer, alt fire vacuum (for better solo cleans)
Stick it on a Tether (like Lloyd) even if it only visual
to link it back to the cleaning pod
Cleaning Pod could consume tool post Pox cleanse (voluntarily?) While fun to throw around the tools after, it detracts from mission cohesion to be able to use foamer & vacuum after cleanse. may prevent dwarves spraying foam after fully cleansing while they could be shooting bugs/mining.
It'd be thematically appropriate to dispose of hazardous waste into proper receptacle rather than littering, could have the cleaning pod launch into orbit like Hacking Pod (thus not obstructing caves/minerals/objectives for less grief) How else will management collect more specimens?
thanks a fuckin bunch developers, this is exactly what we needed in s3 when we crash or lose connection in deep dives with friends
Add a section to the server select screen that lists recently joined lobbies. That way you can easily rejoin lobbies that you lost connection with.
Pink color options for armor and weapons
Buff the vacuum to have the same range as the foamer
New anomaly (when the bug is fixed); Nitra Abundance, makes nitra spawn like it is currently. Or as Flynn suggested, nitra bugs
Make it so you can crawl around after you are knocked down so your teammates don't have to travel Homer's Odyssey to heal you if you die in a high up area
achievement for spending over 1 million credits on beer/tipping lloyd
Make plasma burster missiles overclock for gunner's Hurricane actually burst and deal splash damage when hitting the ground, as currently missiles magically disappear whenever they hit the floor, nullifying the already small benefits of the oc
Something weird about season 3 stuff is that currently 6 of 9 available mutator missions are lithophage, occupying 2 of 6 active zones. This leaves players wanting to try something different with 4 zones and 3 mutators to choose from.
This is less choice than we had before which, if you want to argue is warranted by narrative, is fine but here's something else that's weird:
Having completed the 2x assignment missions players wishing to unlock the season pass cosmetics will probably want to focus on plague hearts from meteor strikes, which can't happen in lithophage warnings. This leaves players with an incentive not to choose the missions that're currently taking up 6 of 9 mutators and 2 of 6 zones if they want to earn scrip.
This seems like an odd design choice to me (feel free to ping me in the channel below to explain something I may be missing) but it would be nice to see some kind of rebalancing that would a) reintroduce richer choice of mutators and/or b) perhaps actually incentivise engaging in lithophage warnings after the assignments are complete, if they are going to occupy so many mission slots.
Now that i've done it a couple times on accident because of this weeks bug I think unlocking a bonus matrix core mission after every promotion assignment is done would be a good way to encourage more promotions. maybe every other or every third for balance.
I have some suggestions related to the new season (mostly) but would like to start off by saying that I very much appreciate the new content and that I think the devs are some of the best in the industry. Also that DRG is for sure one of the best games out there. I recommend it any chance I get.
-Neutralization contagion spike-
Size/spread of foam, would be better gameplay and feel more smooth if it covered a bigger area easier. Also extending the range (even if just a little) of the sucking tool perhaps.
In the contagion spike missions the ordinary main objective should be dropped completely as neutralizing 2-3 of them along with completing the second mission and hopefully the new event is sufficient for one mission in my estimation. That would even justify 4 or even 5 of them in one mission, putting the new season in focus!
Could be cool if you could decide to instead of neutralizing it, you could instead break it like a dreadnought cocoon but with a lot more hp. And by that spawning a huge wave of infected bugs, alternatively a chance of a dreadnought? And by doing so avoid the neutralizing phase. This would work very well with the suggestion to remove the standard main objective, as this in my opinion would fill that place perfectly as a main objective.
Give bosco both of the neutralizing tools for somewhat more efficient cleaning? Although that might make the event kind of redundant or atleast take away half of what it is.
and part 2 -Comet event (and a little industrial sabotage)-
One comet event should reward one token not ⅔ of a token.
Making the event comet more common or at least predictable? Only got it once in like 10-20 missions. So if you made contagion spike neutralization the Primary objective, the comet event could be the additional hazard.
Maybe adding a random cosmetic or weapon oc to each completed industrial sabotage gametype (because of its difficulty and length) even if only on haz 4/5, aswell as the comet event on any difficulty, would be fair in my estimation. Especially the comet event since all the other “machine” events grant this and it would hype up the event even more aswell as highlighting it. And if you are worrying about giving away too many cosmetics/weapon ocs too quickly, well don't worry. I have 600+ hours in the game, always doing the machine events if possible, and have never run out of cosmetics to unlock. Making the content more accessible for people with less time on their hands seems like a good thing imo.
-Nades!-
Make the scout grenade the dps (crowdcontrol?) alternative, i.e. insta killing at least base grunts (not the armored ones) yet stunning tankier enemies.
More info about the new nades would be helpful, i didn't even know the existed before i saw them being used in game and i can imagine it now being obvious for a new player how to try them out.
Thank you for your time :)
The meteor event should require 3 rockbreaker pods to crack, with suitable scaling adjustments to compensate. 2 rockbreaker pods often drop in the same spot and result in a boring defense, when the intent appears to be a chaotic defense mission where the team has to juggle multiple objectives to complete the mission.
💡 Variants of the Biohazard Pack armor frameworks that don't have the jars of piss leaf lover's special medicine juice stuff sticking out of them
Glyphid frost exploders.
Add unique color per class for their legendary rank (red for Engi, Green for Gunner, yellow for Driller, and Blue for Scout).
I myself may never get to legend (600 hours and almost everyone at platinum) but having stylized border colors look very fitting, especially for those who become the best of the best. One mod I have is color change for borders, making platinum rank jadiz and it looks very nice on gunner, so I would recommend at least changing the red color on Legend Rank to each class unique color instead of a major design overhaul.
New option for the Platform Gun, to offer it more combat utility.
Cryo Foamer Additive: after careful study of the Glacial Striata's Cryo Foamers, R&D has developed a way for the platforms to chill out Glyphids while leaving your teammates unaffected.
+Platforms now slowly freeze any Glyphids that walk over them
ADD OC TO GRENADE 
voicelines regarding brood nexuses, breeders when being attacked by/killing what they spawn should not play when the source of the spawn (brood nexus/breeder) has already been destroyed. if this can't be done I'd remove the voice lines since they can be confusing as you're looking for another breeder/brood nexus when there is none.
QoL suggestion
Either: ability to copy and paste loadouts
Or: independent weapon/tool/gear cosmetic loadouts that aren't all under one category. As an example, being able to have a gk2 loadout B, while having cosmetic loadout c and Zhukov loadout A. This allows for mixing and matching different weapons for the task much easier.
The current adding more loadout slots simply becomes more to manage, and more to forget about over time. While I might create a loadout E with the small rocket icon for something like explosives, Its hard to remember what it brings, and if it's up to date with weapon rebalances.
I'd much rather have 3 (or more, never hurts) independent loadout slots so that I don't
A: need to rebuild an entire loadout to change the perks on two weapons
B: need to use a different loadout for a presaved costume, which might have gear/perks/grenades I don't prefer to use
Since most weapons have builds that specialize into cc/dps/specialty, would it not make sense to allow you to pick and choose a dps gk2 and a cc boomstick, while being able to easily change to a cc gk2 and dps Zhukov's without reselecting perks/having a premade loadout?
This post is obviously long but tl;dr make loadout slots specific to the item and not the entire dwarf
When not all players are in the main drop pod when the mission starts there should be a voiceline from the one still on the space rig like : oi you forgot me!" and then when the mission is loaded in the one that was not in the drop pod will be dropped via solo drop pod into a different part of the map then you'd all have to reunite
I have realized that you can turn off your flashlight but other than being able to see glowing rocks a bit better I don't see the point, I though it would be a good idea to add a enemy or something that relies on light to locate/trigger an event
What about some special voicelines for when we take radiation damage (same way we have that for when you walk on hot rock) ?
uhh can we get a confirmation whether if we want to kick/ban players?
I did a goof and accidentally banned someone instead of kicking them
Idea:
Holiday lines specific to the Season occuring when the holiday happens.
Why:
Flavor, and as a reminder that the company doesn't exist in a void.
Examples:
Mission Control, upon spawning during Christmas celebration for the first time:
"I'm sad to report that management has ordained that you and I both work through the holidays to beat back the Lithophage. I know your frustrations- I wanted to spend time with my family this year- but our work in curing Hoxxes is simply too important. I will be personally ensuring that you're given extra time off as soon as it's available and that your holiday work will be counted as overtime. Merry Christmas, Miner."
Dwarf, upon picking up a Plague Heart during Halloween:
"Eugh! Definitely a trick, not a treat!"
Mission Control, warning of incoming meteor during Christmas:
"Incoming meteor! Clear the blast zone unless you want to spend the holidays dead!"
It would be nice if we could toggle off the custom DRG mouse cursor in-game and just use the default OS one.
Something that would maybe be nice would be if the default volume when opening the game for the first time was a bit quieter. Someone I know complained about how loud it was.
we cant salute with empty mugs
would be nice
The PC chat box on console, make it like L1 or LB in the map
We need special MC reaction for putting all the barrels into the drop pod.
MC might sound very pissed off, and after that until you start a mission MC won't say anyth.
After his rage quit dwarves may say this:
"Damn, guess we really pissed him off..."
"Was it fun? Yes. Was it worth it? Yes. Do I want to do that again? Yes."
"So... What now?"
can we get the lithofoamers on the space deck? They are really fun to shoot and all the beer on the space deck is making a mess.
Can we please stop auto-enabling mods that get updated? I had the mod disabled for a reason
Remove Industrial Sabotage Missions from promotions, they are quite literally the longest missions even with the changes made to cave gen size and newly nerfed bots, regardless they are the toughest mission that require decent teamwork when considered with online play, just a terrible decision all round to have them as a casual promotion experience
I wish we had a a wishlist like this
Pretty please with a cherry on top make it so that you can interact with the drones in the medbay
I want to say hi to our little robo friends who keep us alive
If you amazing people at GSG don't feel like doing that, then maybe have them do bosco's animation for whenever you rock and stone
You don't need to do this at all, you already put in so much work and make an amazing game
Just a fun little idea :)
Edit: Maybe of Lloyd's animations as well?
If you feel like it, you could even give them little doctor's coats and stethoscopes and whatnot.
Slide a new skin color in each battlepass. One new beard color is not nearly enough to satisfy our drip passion !
Would be nice to be able to hide regions from server list.
I'm only interested in playing with local (South Africa) players - for ping and language reasons - yet I'm seeing China lobbies listed with the Close Search Distance filter even though they have 200-400ms ping
Additionally, being able to see details such as which "Friends are playing" would be great
A rather far-fetched suggestion but if there is ever another season focused on late-game content it would be fantastic to have a customisable space rig akin to payday's safehouse, where the greybeards can spend absurd amounts of their unneeded resources for the rig drip and different statues/things around the base
More flavors of Leaf Lovers Special, like Rosemary and Thyme and Crazy Berries Mix

The more i play engineer the more i realise we need an exosuit with all the tools in the game. To make it balanced and fair you can remove the other classes.
Industrial sabotage change: Only require one power station to be disabled to bring down the force field. If you bring down the second power generator, then some of the Caretaker's abilities become disabled/longer respawn/less lethal (e.g. the Robotic Appendages or spawning enemies/turrets/phase bombs on transition). This allows players to attempt the harsher fight for a faster mission completion, or to optionally disable both for an easier fight against the caretaker.
I think it would be cool if the contagion spikes could slowly spread their influence in the caves (and I mean slow ) to make it feel like a looming threat. The spreading could even wait until players are within a certain distance so you don't have to speed-run a mission with Lithophage Outbreak.
Make Drillers platinum colour scheme follow the same way the others do.
For example using Scalebrigade Armour, Platinum makes the accents on Scout's, Gunner's and Engi's armours their respective class colour, except for driller where instead of making the accents yellow, it makes them white
A mission where the Dwarves have to construct automated machines down in a cave system (turrets, scanners, ore drills, factories, some kind of transit system, ect.)
Throughout the mission they'd have to collect and bring specific materials to a building site and assemble them.
Once the machines at the site are built they can leave with a drop pod
Overclock: Unstable
For: Shard Defractor
Lightning Chain Ramp Up
The Shard Defractor will chain lightning across 5 targets to start, then slowly ramp up by +3 per second of firing
+25% movement speed
There is absolutely no AoE
-1 DPS
No heat generated
By replacing the Ommeran Heartstone chunk with a chunk of electric crystal and introducing so particularly reactive gases, the shard defractor now produces a beam of pure electricity. This sends a lot of the gun to shit and reduces the direct damage and absolutely removes any AoE.
Overlock idea: Unstable maybe?
For: Sludge pump
Radioactive waste
now deals radioactive dmg
less ammo in the magazine
less total ammo
goo blobs fly shorter before falling
this machine in the space rig should be interactible and should dispense canisters that shatter on impact and make a glowing mess on the floor
Probably been requested before and maybe not even possible but changing how magazines look depending on your clip size would be neat. Would probably only be for the bulldog, m1000 and maybe the lok-1
You should be able to use LithoFoamers on teammates to cure them. At the moment it's every dwarf for themselves with the rockpox if you get infected and there's nothing teammates can do to help each other. That's, like, the complete opposite of what this entire game encourages you to do.
I suggest the LithoFoamers should have the ability to cure players of rockpox at any stage of infection (incomplete status or 100% infected and ensnared) to deplete the infection, similarly to how you can scare off lithophage enemies. Additionally it'd be nice if you could see a rockpox infection meter above player heads or on their class icons on the bottom left so you can coordinate your efforts rather than just "spy-checking" teammates for infection every once in awhile.
Suggestion:
- Teammates can cleanse teammates inflicted with rockpox.
- Teammates ensnared in rockpox can be freed faster by being sprayed with LithoFoam (similarly to mining frozen teammates to free them faster).
- Rockpox status progress can be seen as a large indicator floating above teammates's heads OR the class icons on the bottom left blink yellow to indicate infection before turning solid to indicate being snared.
Overclock: Balanced or unstable
For: the Grenade Launcher
Smart munitions
Shots that hit terrain become spider mines that automatically searches for and run towards enemeies before detonating. Will either detonate on impact with an enemy or till the lifetime of the nade is over (thinking 5 seconds)
increased direct hit dmg
less total ammo due to heavier shells
heavier ammo, drops faster
less aoe dmg and size
suggestion : achievement for jumping from the barrel in spawn into the flaming hoop. achievement for drinking everything the bar can offer, achievement for "accidentally" harming a team member.
I think it'd be nice to have an 'opt out' on seasonal events and stuff. Maybe some kind of toggle to turn on and off, so I can play the normal game solo and 'reactivate' the current content when friends want to play. Ideally this wouldn't be separate save files or versions of the game, just a 'hey, the infection/rivals/new thing™ isn't a factor for you while it's off' kind of thing.
I don't know if this should include the season pass, but I wouldn't mind taking the L on slower season progress if it meant I was just allowed to play the game I like without the new stuff i'm not interested in holding half of the biomes(and most of the missions in said biomes) hostage.
robots, ones that are made for the dwarves, perk? or something you can call in? 140 nitra for one?
Overclock concept for the Lok-1
DM-G/R (Damage/Designated Marksman Rifle) 🟥 (Unstable) 🟥
Signifigant damage increase on single shot
Lock on shots have a 50% chance to stun enemies for .5 seconds
Higher magazine capacity
Single shot takes 3 ammo per shot
Lock on shots deal signifigantly less damage
The concept is to make this gun more of a DMR style weapon, similar to the M1000, but also add some utility to the weaker lock on.
Overclock: Unstable
For the grenade launcher
Cluster munitions:
grenades explode into 4 smaller grenades that each explodes again.
less total ammo
the aoe of each greande is smaller
the aoe dmg of the primary explosion is decrease
grenades drop faster
The grappling hook's "Safety First" gear mod should change it's Risk of Accidental Death stat from High to Moderate.
(Posted by u/skulblaka on Reddit)
Warthog 210 OC:
Explosive Pellets:
"R&D Took notes from their explosive bullets and now packed your pellets with a small ammount of explosives, but they detonate on impact and because of the added weight and size you cant carry as much with you.
+Explosive Pellets (each pellet deals its usual damage in an 0.5m radius as AOE instead of kinectic damage)
-35% Ammo
-1 Magazine Size
A fez hat would be very nice.
(1/10) you could bring back the season event bonus counter from the previous season just to have something to fill up, you could also make one similar to the current one but for the seeds you get from the hydra, and then just give them all levels for everytime you fill them up like the crafting level, even if they don't give you anything it would just be nice
(2/10) extra type of weekly deep dive called like hyper dive or even just a single stage where you have to pay an error cube to unlock it for the week, make it difficulty 5.5 or whatever last elite dive level is and make it enormous level with as many mission types as you can squeeze in simultaneously and have a timer that switches one modifier every minute and have a second modifier that switches every 10 or something, make it have many events etc just make it crazy
(3/10) going back to the first point it would be cool if bulk detonators came in many different colors and when they died they dropped a gem particular to their color and then have a progress thing where you need one of each color to finish a set that levels something up, once again even if it gives you nothing but an arbitrary number to level up it would be good enough <but it would be cool if the different color bulks had elemental properties>
(4/10) add more visible ranks, like after the 3 red stars you could start back over at bronze but it be crescent moons or something
Vertical wall placement of the engineer
supply pods could mine down a bit to level the ground after all 4 resupplies are used up
The new disintegration death animation introduced in S1 or S2 where enemies just puff into ash and downright get Thanos snapped out of existence is awesome. However, it was shoved into EVERY death animation relating to fire or plasma. For plasma related deaths or really intense fire-related deaths this makes sense, but for just dying of afterburn it's a bit much. I like feeling like a badass, but that feeling is incredibly diminished when enemies ALWAYS die that way regardless of what I'm doing.
Suggestion:
- Deaths caused by plasma (ex. Plasma Carbine, EPC) or intense heat (ex. aoe damage from Aggressive Venting, direct damage from CRSPR w/Facemelter OC) should all cause enemies to flinch, burst into flaming embers, and disintegrate.
- Deaths caused by minor sources of heat (ex. afterburn) should all be reverted back to regular flaming ragdoll deaths, maybe with a decreased corpse lifespan since it is burning.
- Certain enemies due to their size and/or strong armor shouldn't be capable of being disintegrated.
- Regular corpse despawning should be reverted back to the original light orange design rather than the same disintegration decal.
More in-depth details about this suggestion here: https://www.reddit.com/r/DeepRockGalactic/comments/ynuofb/suggestion_revert_the_disintegration_death/
(5/10) it would be awesome if there was some type of modifiers that were specific to the secondary objectives, like the flees could be rainbow colored or the gunk seeds could be super bouncy or the ebonuts could explode slime etc
(6/10) it would be awesome if there were more psychedelic effects you could get like the way when you are super drunk, that could even be one of the secondary modifiers for mushrooms but i would like it to be available as an anytime option as well and stackable
(7/10) similar to the multicolor bulk idea, it would be cool if the hearthstone could be either circle square or triangle shaped and maybe be 3 different colors and each combination has a slightly different set of challenges to it instead of the same 4 waves everytime, and likewize there could be a point of collecting all 9 possible shape-color combos, on top of leveling it up you get paintjobs for the drilldozer maybe in 4 sections, and when multiple people who have different paintjobs play together it randomly assigns one of their sections each or something
(8/10) it would be nice if there was a daily assignment, even if it was just one random level that gave you more xp than usual or something
Bosco enters the drop pod with a little animation when you finish a solo mission
Thanks for caring devs. DRG new perk ideas/tweaks Overhaul.
Passive
Strong Arm – increases the strength at which you throw grenades. This increases how far you can throw grenades. Reduces power attack cooldown – 5/6/7 seconds.
ItsABugThing – lootbugs drop red sugar. 5 health.
Equipped – Resupply gives 10/15/20 % more ammo for your equipment slot. (+1 C4/shield at all perk levels for driller/gunner.)
Grenadier – Resupply refills grenades.
Healthy - +10/15/20 Max Health (Needs) balance testing. Ideally, you would be able to take one more grunt hit on haz 5.
LongFallBoots – Lower fall damage. (Also has cosmetic effect) Now we’re thinking with portals
GunBoots - -60% explosive damage to self. Fly high soldier
Environmental resistance – At Mk3. Buffed. Reduced duration and initial damage of web spitters, and acid spitters.
Pain React – 3 second speed boost after being hit by a melee attack. 50% stun resist.
Digger – Area damage to terrain from pickaxe hits increased by 50%. Terrain requires -1 hit to destroy.
Veteran Depositor – Combined with Deep Pockets.
Last Dwarf Standing – Whenever a teammate goes down, the remaining cooldown on active skills is reduced by half of the skills total cooldown. Ex. 90 second cooldown, as if 45 seconds passed while a skill is on cooldown.
Mk II: Speed buff for 30 seconds when a teammate goes down.
Mk III: If you are the last dwarf out of a team of three, speed buff lasts until a teammate is revived, skill cooldown is refreshed.
Mk IV: Whenever a teammate goes down, 1 minute of reduced fall damage and reduced self damage.
Mk V: Revive speed is 20% faster if you are the last dwarf alive, for any team size.
possibly a bug, but beard physics should be enabled in the wardrobe and mission complete screens
(9/10) if the hydra had different color tentacles that like shot ice and fire and poison and little robots and when they died exploded those things that altered the terrain around them
(10/10) any of those collectibles i mentioned above could add up to unlocking paint jobs for stuff in your lobby, or you could go further and make it so they are the crafting materials for vials of ooze that you use to grow sum kind of pet alien in a test tube and there could be a new mission type that involves each dwarf bringing their own special molly into the level carrying their personal test tube and you set them up in a location and protect them while they absorb sum kind of energy from something i dont know it just came to me now im sure there could be something to it <i could go on forever with stuff id like, but allot of it i think would be easily implemented using existing assets and add so much to the game> <as far as weapons and balancing goes im perfectly satisfied with whats already available, i'm much more interested in developing the game modes and environments and possibilities> <also someday in the future i would love for their to be a game that has everything deep rock has but that is a giant open world with bosses and base building like terraria but definitely focused more on fast paced action than tedious crafting>
A new daily special drink called Weyene being a pun on both wine and eye, that illuminates objectives and rare materials so they're visible in the dark
Once again I am asking for a companion mini-mule, just a mini-mule with a crudely drawn smiley face on it.
Driller Primary weapon: Harpoon Gun
A 1 shot per magazine weapon that attaches a harpoon to a single target. While you don't move to far away from the target the targets gets electrical (maybe combined with fire through mods or OCs) damage over time, which becomes more the longer the harpoon is connected. It also applies electrocution.
This would give the driller a single target option, to make his secondary and grenade aoe options shine more.
It also sticks to drillers theme by being close quarters and being a weapon themed around a status effect.
Bonus unstable OCs I got an idea for:
- One that allows you to have multiple targets harpooned at the same time, but removes the increasing of damage over time.
- One that does the damage in an aoe around a harpooned target, but makes the damage become less instead of more over time.
Both would transform the weapon from single target to aoe and add a very different option in that for driller. The stable and most likely the balanced OCs would lean more into the single target damage. - like for example: You don't need to stay connected to the target anymore, but the harpoon only does damage for a shorter amount of time. (balanced)
It sucks when you are on a different mission to your friends. It should suck less
Just thought about how cleaning up infection spikes can be annoying if the team doesnt communicate
if you can have the cleaning weapon displayed on the icon of the dwarf carrying it
(if the gunner is carrying a foamer, a foamer shows beside their portrait like when someone call molly)
you can have much more effective teamplay since its easier to coordinate between players.
DRG really excels in communication without voice chat, this could be a little quality of life thing to help uphold that
could be expanded to all holdable items, but definitely doesnt need it
The new BoM magazine penalty is too painful.
can we get some Christmas lights on the fuel lines for Christmas
since we have the top of the whole gasmask for the new head gear, could we have the bottom part as a variant ? where you just have the month piece, where you ca have another head piece with
left handed gun holding
I would like to be able to see the Season Challenges of players in my lobby.
Make lithophage warning a mission type, as ai feel it's too unique to just be a warning. Maybe more/bigger spikes as well, and more infected enemies. Flesh it out more, y'know?
It's mostly a bug but please remove collision from the "shells" that comes with the pumpjacks (on site refinery). Those protective pieces are purely visual but because they are ejected with force once the pump lands on the liquid morkite well they collide extremely fast with the player and can end up killing him in the same way the cone bough do : by throwing the dwarf at extreme speed in erratic directions.
Small cosmetic suggestion for the return button on the M.U.L.E. and the Point-Extraction/On-Site Refining Rig: and new button press animations. Right now, the animation is simply the dwarf pressing and holding the button down with two fingers. I think it would be a little more amusing if, instead of that, the dwarf in question slammed his fist down on the button instead, to give an example.
Can you please make turrets not be able to see you in a sandstorm, because you really can't dodge 'em either
The leadburster really shouldnt bounce off bugs
Difficult to chuck it in a group of bugs and wipe them out if it bounces off and activates shooting at a useless angle...
Hoverclock 2 for crossbow
Why limit the high IQ movement tech to one gun when you can have it for two
Also only other semi auto scout gun so it makes sense
I suggest that the maggots get wriggling animations
Hello! I realised, the scout's flare gun's t3 auto-reload upgrade is frankly, beyond useless, and deserves to be replaced, possibly with something like making the flare brighter, making each individual* flare illuminate a larger area
make haz 2 and up their own unlock through assignment I don't want greenbeards on my haz 4/5.
I know you can just WiKi this stuff but having it in game would be convenient.
In the cosmetic shop on sections if you hover over say "Head Gear" it says something like 5/70 to tell you how many you own and how many you're missing.
My suggestion would be to add this to the overclock system in the build menu as well. Not spoiling WHICH overclocks you are missing and what they do, but just a simple 1/15 or however many that particular gun has just to keep easy tabs on your completion progress on the overclock grind.
Only suggestion I can think of is to
buff
the clean overclocks on the Gk2 because they're hot garbage lmfao and don't add anything new or fun to the gun like elec reload, BoM or AI stability engine.
Make attacking Nemesis say "I have come to destroy you".
Add a victory pose where you bring a breather with you after your mission and you pet it
Make Lythophage Clean Up a Side Quest instead of mandatory quest.
Increase rewards for doing it.
It takes far to long, exceptionally difficult when on ceiling or high walls.
Stacking this mission type on-top of current mission mandatory really drags the game.
give maggots a 1/10000 chance to explode on death
The Tier 4 ammo mod for Scout's Zhukovs should be moved to Tier 3 or the ammo mod should give significantly more ammo. Nobody in their right mind would give up Blowthrough or Weakpoint Bonus for +100 ammo.
Alter the plague heart scrips by ether making the meteor strikes more common or make it so that it only drops one plague heart the gives you a scrip (same as with data cells). It just feels like you have to complete double the amount of challenges just to get the same amount of rewards
I suggest to add emotes in-game like the characters have in TF2 (taunts), I think that it makes the game funnier
Water to the abyss bar, and no not elvish crap, just water, designed to mitigate the effects of beer so your able to handle the side effect without toppling over after a few slammers.
basically, drink, re-hydrate and repeat to your hearts content. Allowing a much longer binges.
Which promotes healthier drinking that leaves less of a hangover. I imagine it could even allow someone to combat knockout stout.
a water cooler could work.
TL:DR, drink water, get less drunk so you can have more beer. without killing your buzz like leaf lovers does
Mission type where you hunt down and kill a single adult dreadnaught.
There is no way that DRG can destroy EVERY cocoon. The adults are smarter and stronger, and a LOT faster. They avoid you by burrowing around, and harassing you throughout the mission. How it harasses you depends on what kind of dread it is.
you have to go around and collect samples of it's DNA from various tracks, broken DRG equipment, rival equipment, the remains of DRG teams, and other evidence, then set up a bio scanner to get a lock on the dread. (This is loud and causes a swarm-battle).
You then get a marker on the terrain scanner where you can go to find it's nest (spawns in the walls like a backpack, has a tiny cocoon) and force it to fight you face to face.
Other possibilities:
-R&D wants it alive, so you use special tools during the fight to sedate it, and you then have to haul it back to a waiting heavy cargo drop while bugs attack
-the dreads sometimes are lithophage infected, or have rival cybernetic enhancements. These just act as simple modifiers to the fight.
- shuffle around the names and 3d models of the young dreadnaughts from the elimination missions to make the adults look really distinct and menacing from the babies. Maybe a hiveguard matures into a hivelord who summons menaces, wardens, and sentinels, has 5 pink crystal things, etc. Go crazy.
plague infested "living weapon" framework for the next season's dlc
can we get a little blanket and maybe a pillow here? its the coziest place on the rig and i like to take naps here,but its not easy to fall asleep on the cold,hard floor
new warnings 1: regards this means all the materials are gone only 0.1 nitra,gold,etc. it has a 25% to happen. 2: rivals this means there are 3-7 rivals coming to your area and they have weapons of your kind with grenades like modern grenades, and if they come, they are now a primary objective so watch out boys.
Foamer and vac should have a "build in" laser pointer so you can point and mark stuff without dropping the equipment
make all the overclock icons into preset icons/add more preset icons
have zones infested by lithophage actually be reflected on the environment of the caves instead of exclusively near the heart's area, mostly patches of lithophage infested rock spread around the cave system and other doodads for aesthetic purposes
Let us pet Bosco and other Dwarfs, a high five, slap, or something might be better suited here though.
Clear variations in the promotion messages could be interesting. Each new tier should have an unique promotion message that "somewhat" shows Management's gratitude and respect. Like for the promo Bronze 3 -> Silver 1, there should be a special message from management kinda along the lines of "You have continued to prove your worth to Deep Rock Galactic and have ascended one more rung up the ladder. With all that, Management proudly salutes you." These messages would escalate in respect and honor as players promote (only to a new tier, not different messages for each promo within a tier). I think it would add more to promoting and add to the feeling of seeing that honor badge change.
Make cleansing foam not deal damage to lootbugs.
Make cleansing foam deal more damage.
A voice line for mission control about comba charm
It would be cool to get Rescue Missions to go in and grabbed downed miners. It could also be a good mission to get BET-C as a support Mule. Just the mental image of throwing unconscious dwarves like compressed gold was a funny to me.
Let us do damage with the oil shale collector, for emergency self defense when refilling Dotty
suggestion: option to "add friend" in-game
Beer throwables to slow down the bugs and make them bump into each other
suggestion: update cosmetic skins for plaguefall so that more armor skins have glowing goggles and other bits
Mission Control voicelines for when the entire team passes out drunk or when a certain amount of beers have been drank before a mission
Wave Cooker Power Supply Overdrive buff: the additional rate of fire provided by the lens should be "free" rate of fire, and/or the overdrive should reduce the ammo cost of shots taken during it such that it gives more overall damage ticks than not using a lens. This allows it to compete with the wide lens option in providing increased ammo efficiency against a specific type of target: the wide lens allows each ammo point to hit more targets, while the overdrive results in more hits per point of ammo spent.
Really crazy ideas,
Grenade mods. Some people don’t like the new boomerang? Add more enemies or let it re stun the same enemies. Like, 1,2,3,4,5,6,7,8,9, wait a few seconds, 1,2,3.
More pickaxe mods like faster swings or farther swings.
New weapon ideas
Scout: since his primaries are rifles maybe a burst rifle for longe ammo efficiency, like if the GK2 and M1k had a kid. For secondary, maybe a saw launcher like Far Cry, Gears or ULTRAKILL. I’ll edit this post to add more stuff.
Engineer: If engi has a shotgun, SMG and rifle, why not an actual sniper with ricochet rounds bouncing betweeen targets? For a secondary, what about a jackhammer, dealing like 5 times pickaxe damage and 3 times as quickly with the same range.
Driller: honestly, an air cannon shooting gusts of wind and or mini tornadoes would work. Also, a mini version of an excavator, grabbing chunks of rocks and hurling them for hunky damage would be neat.
Gunner: hear me out, gunner gets a cannon. An actual, pirate era cannon but portable. For a secondary, I can imagine a detailed shield meant for holding off enemies or boosting teammates up without an engi.
Burst fire overclock for the GK2 that sacrifices recoil & accuracy for a higher rate of fire and maybe damage (fires 3 shots per click). I really want a burst fire gun but don’t think making a new weapon is all too worth it, so adding it as an overclock would be nice.
context: wormhole special
They should add a distillery behind loid or in the steam tunnels or something where you can do like small craftable perks or something
This could include ingredients like honey which they could add as a resource from the beehives we already kill
Tree bark (they make moonshine out of bark)
Fruits from Biozones or the Irradiated zone
it would be pretty cool i think :)
Elemental Insulation perk should slow down how fast rockpox can stun you
A way to pet Molly or more ocularly just a pat or double path and say some Dorvin voice line.
i want demon core 40mm's, meme for reference, side affect to weapon overclock being blindness for 30 seconds, and health damage if to close like the fat boi
💡In the Server Browser, missions that were launched in a Meteor Fall Zone/"Red Zone" should have some indicator (perhaps outline the mission type headline in red) to signify higher chances of meteor strikes. Missions often overrun the map refresh timer and you can't always rely on that to find Red Zone missions when hunting Plague Hearts.
Idea for new mission type: Payload Delivery
You have to guide a train of 3 carts through the caves. They cannot be destroyed but can be broken requiring repair to get them moving again.
There is a front cart with turrets for defense, a middle storage cart for depositing minerals (no mule here) and a back explosive payload cart for use at the objective point.
I am not sure on how large the carts would be, but having them be larger, sedan sized carts might make it more interesting. the rails would correspondingly be larger, and would have some mechanism that clears away terrain around them when they are placed to fit the carts.
Edit: it might be better if the storage cart is in the back so that once the train reaches the rocket it can simply back up into it. the train would be fairly fast and make tons of roadkill, but on the return trip it would move at a slower pace since its weighed down, and be more vulnerable to attack, playing like a short escort mission
Mission structure:
-mine rail minerals and deposit them in the storage cart
-use them to build rails to the objective
-throw explosives that come from the payload cart to break apart the objective minerals and retrieve them
-start the retrieval sequence and defend the carts as they travel back to the start of the railway where a rocket will take the minerals away
-press the launch button at the rocket platform which also calls the drop pod
Rail minerals are not rare, (distributed like oil shale) and you can deconstruct the rails to retrieve them. Deconstruction takes two hits like pipelines, in general building the rails is quick and easy. The carts can be called across the railway like molly (traveling to the nearest point on the rail to the call point), though if you do try to deconstruct the front rail when the carts are on it, the carts will automatically travel back off them, making deconstruction of a long series of segments simple.
You can ride the rails in the same way you ride the pipelines.
lithophage outbreak should not be a possible warning for point extraction missions. its more infuriating then fun, and borderline unplayable on haz 5
i think that rockpox infected enemies and non-infected enemies should fight each other
the option to create a DRG account (optional and could be integrated into your steam/playstation/Xbox account) which could allow you to carry progression across multiple platforms. could also make joining other on different platforms much easier. im probs the only one who wants this I'm just sad I have over 100 levels of progression and a buncha overclocks on my PS4's DRG account but now i gotta start over since i got DRG on my PC since it runs far nicer and looks allot better
(Very much inspired by season 3 - I imagine these suggestions could easily stay after-end-of-season too (Surely we won't get every single bit of infection down afterall)) I could see these being rolled out as season 3 progresses possibly?
Rockpox bulkdet
A modified version of the bulkdet that have been affected by rockpox - Acts as a breeder; Spawns smaller infected enemies, like the worms or infected glyphids from what would otherwise be its explosion sacks
If the sacks gets destroyed before maturing, it will just release a bit of a cloud of the rockpox-gas-stuff (I was thinking similar to C&C tiberium veinholes when they get shot)
This second part of it, I'm less sure about, but to keep in the spirit of a bulkdet;
When it would normally explode; Perhabs any combination of these:
-Release a number of infected as a mini-horde where it died
-Infect the area with rockpox that needs cleaning up
-Release a lot of clouds similar to the proposed behavior when the sacks gets shot
Rockpox exploder
Variant of a normal exploder that releases a cloud on explosion, similar to the proposed mechanic of shooting the proposed rockpox bulkdets sacks
Rockpox oppressor or dreadnaught variant
(If the latter, maybe let it be a special variant of egg for elimination version)
Basically a shiny version of the base variant, but infected similar to the rockpox praetorian (weakpoints of rockpox exposes the rear or something along those lines)
The gimmick comes from it infecting nearby landscape as it moves, that will periodically grow infected enemies. Mechanically likely the same as the proposed rockpox bulkdet's sacks
Either needs to disinfect the area after-the-fact, or it is linked to the mob itself
Rockpox-infected korlok tyrant
An entire bossfight, either as a miniboss, or as a standalone mission-variant;
Very similar to the Industrial Sabotage caretaker, but based around a korlok tyrant that have been "supercharged" by rockpox
There's a couple ways I imagine this can be taken;
- It is effectively shielded (Maybe by the same type of rock as the meteors) untill "secondary areas" are taken care of, basically like industrial sabotage's hack objectives
- It is effectively shielded by the rock-type, and you have to use bombs (Similar to the bonus event where you toss bombs), or call down those rock-breakers that are currently used on the asteroids
- It is always-available, but strengthened by "secondary areas" (Optionally with these secondary areas producing adds)
It would mechanically be a lot like a normal tyrant, but optioanlly have its phases rely on the asteroid-armor somehow, or not.
It might also have special sprouts that releases that proposed gas from the exploders
It might also use a similar mechanic to the proposed terrain-sacks from the proposed rockpos dreadnaught/oppressor, with sacks that breeds enemies
Rockpox-turret
Using the same sack-spawning- mechanic as the other proposed enemies, flings projectiles of these sacks around as players gets in proximity
Rockpox-veinhole
Basically a ripoff of C&C tiberium veinholes, producing the proposed toxic gass when attempted destroyed, and otherwise grows enemy-spawning sacks, and generally slows players down walking on it (maybe)
How about a mission where you become the prototype testers of the mini mules. Let’s say each one can hold 400 resources before needing to be emptied at the drop pod.
The objectives can just be a mix of Aquraqs, Morkite and Ommeran Gem, (ebonut properties but like 500 health or something.) If you fail, you’re sent as another team to go grab the collected resources with a very long adventure with the cave closing in on itself at the end (it’s the same cave as before) using Molly.
Call it Mini Mule testing or something
minor visual Easter egg
if you look outside the space rig, you might be able to catch a rockpox meteor entering orbit/crashing into hoxxes every now and then
Would love a competitive aspect to each mission that awards extra xp to the player that collects a certain % of Nitra/Morkite/Eggs/Aquarqs/Gold, player that goes down the least, etc
Ideally, each player in a mission would have their own secret objective to complete that wouldn't be revealed until after the mission is completed or everyone dies
sprays
collecting collectibles such as Boolo Caps, Fossils etc contributes to a pool that, upon passing a certain threshold, rewards the player with a version of that collectible in their quarters on the space rig; e.g. boolo cap / apoca bloom potted plant, magnifying lens with a fossil under it
Whatever the outcome of Rockpox in S3 - Keep the decontamination sprays in the space rig permanently. It's a cool addition to the liveliness of the base.
A victory move that has your dwarf cutely pick the petals of a small potted orchey shy :)
and then smashing it to the ground
I think there should be an option to select multiple assignements (at least two) as it can be really frustrating if you want to finish a assignment with friends and need to wait for them in order to progress
an arcade air hockey table in the space rig.
A victory pose during which your dwarf pulls out a lost corporate marine helmet and gives it a moment of honor
Please consider khuzdul dubbing. I'm pretty sure our khazalid cousins will still understand us.
after playing other classes after promoting it feels way too slow to lvl up
so it might be good to add a 10% increase to exp after the first promotion only
Give driller a reliable way to kill rockpox enemies with his primaries I beg
- Rockpox-infected bugs become weaker to DoT -- their immune systems are weaker or something
- Make area damage (flamethrower/cryo) able to pop blisters if its over a certain damage threshold
It sucks going into a normal, non-outbreak mission and then you get a rockpox swarm and you're almost useless.
With these changes, it means you can still be somewhat competent in case an unexpected rockpox-swarm occurs while not forcing drillers to always build for dealing with rockpox-enemies
Have a "recall" button on the cleansing pod for the cleansing tools (not currently held by any dwarf) if we misplace them, and also have them be automatically recalled to the pod when done with the associated spike and launched back to orbit
Latter prevents accidental pick up of random tools mid swarm/attempting to revive someone/taking a supply drop and is lore friendly too!
Probably alr been said, but it mentions in the bestiary about the rapid evolution of the bugs, so why not have the bugs adapt to the rockpox. A new variant of the goo bomber that still sprays goo but the goo also neutralizes rockpox blisters, like a natural lithofoam. Dwarves can suck the foam up with the lithovac as well. Would be really cool to see the rapidly adapting environment to attack the lithophages as well. Maybe a foam glyphid as well, aadding a new slowing enemy while also helping against the pox. Like a give and take synergy with dwarves
Driller needs voice lines for when his Drills are out of fuel, so that they don't have use chat to tell their team. All the other traversal tools (with the exception of Scout's grappling hook) have the "out of ammo" lines.
But while we're at it, we might as well add lines specifically for when a class is out of ammo for their traversal tools. So that the rest of the team can know it without having to be looking at the person or to hear the tool's sounds to know that it was the traversal tool that ran out of ammo, which could be important to distinguish from the Primary and Secondary weapon's ammo.
More Biome Specific Bugs
bugs that only exist in a certain region if the game:
Magma Core:
Q’ronar Volcanic Shellback, same as normal shellback but you take heat damage from being too close because of magma shell and shoots lava instead of acid
Crystalline Caverns:
Glyphid Thunderer, a praetorian with electric related attacks
Fungus Bogs:
Lush Cave Leech, a cave leech which looks exactly like it’s environment aka overgrown which can spawn on any surface not only ceiling
Hollow Bough:
Korlok Emperor Weed, same as the tyrant weed but made of the spiky vines from hollow bough, and instead of shooters it spawns stabbed vines to defend itself
SandBlasted Corridors:
Nayaka Serpent, a worm looking enemy that attacks in the same way as the World Eater from Terraria
Azure Weald:
Mactera Botonist, a mactera that has plants growing all over it which shoots at you vines that stun you and then flys away and camouflages in the terrain
Challange modes for deep dives
Keeps the seed for that week but adds a mutator to all 3 stages. Ontop of any mutator the stages already had. But you get even more rewards
Playable after you beat the normal one
Sludge Pump OC:
Medical Goo(Idk a better name right now):
"R&D Changed the contents from waste products to a mixture of medical brews and skin oils, While were for sure not down there to get a Spa it can prove its usefullnes in dire Situations. But for the benefit it lost most of its Corrosive and Damaging Properties. Also it has a lot more weight so you cant carry as much around with you"
+Medical Goo (Shots on enemies only deal impact damage and slow them down) Shots on dwarfs heal 1HP when the effect ends (4 seconds base i think) and standing in a Puddle (leaving Resets the timer) heals 1 HP every 2 Seconds.
-10 Impact Damage
-All Corrosive Damage
-25% Ammo
-2s Puddle Lifetime
Add more Explosive Spores in Sandstone Caverns. I never actually get to use these against enemies because there are so few of them. it's become stratified in larger caverns
The latest update moved most subtitles to the bottom of the screen, which I love, but this introduced an issue where a lot of subtitles are overwritten before they are allowed to expire.
My proposal is: Make them Source Engine-esque, where subtitles move out of the way if they haven't expired yet. Also, if a dwarf says something else before his previous subtitle expires, delete the previous one, so as to get around having too many on-screen at once.
EDIT: I made an error in the animation where Gunner's line appears on the 2nd line instead of having Driller's already present line slide there, but you get the point.
some underwater sections in levels, with barotrauma vibes? Like drilldozer mission, but inside submarine? With need to fix it, and go out for fuel
Sludge pump oc
Solidifier compound
Makes your goo Solidify very quickly trapping even big enemies in place. However its notably less lethal

Sludge now applies a solidify debuff. That functions like heat or cold. When filled the enemy is stuck in place and unable to move or attack for 4 seconds
Solidified enemies take 400% more armor damage
Solidified flying enemies die immediately
Solidification rates
Small enemies: on contact with a puddle or direct it
Medium enemies: 2 seconds of Solidification or 2 direct hits
Praetorians and patrol bots: 5 seconds of Solidification or 7 direct hits
Oppressor, Naedocyte breeder, spitballer and brood nexus 7 seconds of Solidification or 10 direct hits
Dreadnaughts
Solidification lasts 1 second
10 seconds of Solidification or 15 direct hits

No armor breaking
-35% corrosive damage, effect and puddle duration
Voice line when waking up at the infirmary: "Shoulda turned left at Albuquerque!... Wait, what the hell is an Albuquerque?"
Just a random thought for the most part, not exactly thought-out, but anyway.
A new regular, annual or semi-annual developer-crafted challenge, special assignment, deep dive or something like that.
Or in other words, Deep Rock Galactic corporation trying to kill some of its most problematic employees/after a certain retired driller decided to try shake things up.
A set of manually selected combination of mission anomalies and warnings, sort of hand-crafted challenge, from the developers to the players, annually or semi-annually, sort of like custom mission on DRG's experimental branch. A very high-risk, but also quite rewarding, if not materials-wise, challenge-wise or adventure-wise. I don't know, for added fun, replayability and in a sense, interaction or ways to connect with the team behind the game, if that makes sense.
e.g. Golden Bugs plus Haunted Cave and Regenerative Bugs in Hazard 4 - 5 Magma Core, cave; complexity 3/3, length 3/3, Mining expedition.
With chance for every event boosted or the odds being better for multiple events to occur in the same mission (?).
Just more achievements in general would be nice! Nothing happens if you achieve mighty miner let alone max out 👍
Hey. As you know, the markers have two types of pings due to BOSCO's rocket commands. Alternative right-click pings don't have any other purpose currently, however I had an idea to divide the pings towards fellow players into regular goofy pings with left-clicks and the ones that give proper advice with right-clicks.
Example in practice:
#1 left-clicking a friendly Scout would make the player say something like "You make this team really wholesome!"
#2 right-clicking the same Scout would prompt a voiceline such as "You got a flaregun! Use it!"
It's not necessary since people can just say/speak the same stuff in chat but I find that idea more immersive, which is one of the major reasons why I love this game so much.
One of Mission Control's 'The swarm is here' lines talks about showing the bugs our "special handshake"
Why not give us a handshake that is activated by two dwarves saluting at the same time while facing each other?
Add a visual indicator for the born ready perk, as the audio cue for it is hard to make out in the heat of battle. Plus, impossible to make out for those who are hard of hearing. It could probably be similar to the pickaxe recharge icon.
i know it’s not as funny but try reducing friendly shield damage for the leadburster shots, it’s excessive and trolls can just team wipe right out the gate
the shredder can stay as is though, that shit is hilarious
obviously this would be very difficult to create, but a custom mission making interface would be really cool. I wish I could apply rich atmosphere and haunted caves in the azure weald for instance.
I don't know why my suggestion was deleted (maybe because it was a link) so here it is in text.
Imagine: season 4 Blightmare. It begins with the meteor in full crashing into Hoxxes. Not the shards of it that have been impacting Hoxxes, but the actual plague-daddy meteor in full. It leaves a massive crater that becomes the epicenter known as the Blightmare.
Meteors no longer crash down but there are new missions in which mission control needs you to perform border control to keep the Blightmare from consuming all of Hoxxes. Miners must go down and crack meteor shards (which no longer land as events but are there already from the massive impact) to get plaguehearts for continuous research and clean up blight with the season 3 tools at the borders on "border-control" missions to prevent the spread into other biomes.
The zone has a grim-dark theme. The air is thick and littered with pathogen spores similar to the ash from radioactive exclusion zone. Plaguehearts can be found in the walls of the cavern as well, due to the massive impact of the comet-proper, and can be dug out for bonus exp and money similar to compressed gold or Jadiz. The walls of the cavern are covered in tentacle-ly growth, larval eggs, etc.
A new biome with all kinds of new infected flora and fauna. Similar to how Hollow Bough has stabber vines and such.
Let's get some infected spitballers that spit those parasites like what the infected glyphids shoot at you. Getting hit instantly encases you in infection, making you an easy target for a follow-up shot if you're not quick to break free.
(Part 1 - more after the timer)
(cont'd)
Fungus-bog-like plants that puff out infection spores when you get near.
Make all the glyphids the plague variant (but reduce swarm size). Add plague versions of Mactera who again shoot those plague spikes at you.
Maybe a completely new enemy type. Infected dwarf zombies? Similar to StarCraft's infested marines. Remember all those dwarves who are dying in season 3. The ones mission control talks about in the new season assignments? They've been infected and drawn by the hivemind in the meteor to come defend it. Fighting our fallen and unceremoniously risen comrades is a common occurance in the Blightmare. Not true sentience, they crawl like glyphids with plague-y appendages but are clearly the remains of miners.
Make it so that missions there always have the infection modifier and it can be a way to consistently play that content when the season ends.
Also I just really love the name "the Blightmare". Haha.
And it solves a lot of issues. It solves the issue of how to keep and use mechanics that were developed but don't make sense post-season. e.g. Meteors crashing down don't make sense when the meteor goes away, but you can re-use the gameplay of meteor cracking. It allows people to continually play the content, and it limits it to an area people can avoid if they don't want to play it (unless an assignment takes you there).
I think it would be a lot more interesting than merely rolling the missions/events into the general world randomly and occasionally as was done with the Rival Tech. It made sense for the robots, but we have some special opportunities with this meteor and a possible hivemind.
make scorpion mask use armor paintjob
All rival bots (turrets, shredders, nemesis and prospector) should be able to be frozen for the 3x damage like patrol bots.
Right now shredders and turrets have their cold resistance way too high, they will die before the cryo cannon freezes them, or you need to spend like 4 cryo grenades to freeze them. And the Nemesis is straight up immune to freeze entirely (I think the prospector too).
This change would help to make these robots more enjoyable to fight (like it did for patrol bots).
By the way, if you are wondering why freezing shredders would be useful; it's because you could throw a cryo grenade at them to kill them faster with your weapons (a lot of weapons don't normally instakill shredders, and there's usually a lot of them to kill). Apparently shredders instantly die when frozen, so it makes even more sense to be able to freeze them reasonably.
Mission type focused on catching a specimen of enemy for R&D. either an entirely new unit or an existing one, at the leisure of the devs.
This would be an endless mission type, similar to PE or OSR, where the players influence when the mission ‘ends’. Growing hordes but more opportunities to capture specimens means risky gameplay leads to more reward.
Target Specimen would have Steeve-esque damage reduction, to prevent trolls from purposely killing target specimens.
Potential interference from Rockpox / Rivals? (Rival robots attempt to capture/kill specimen, Rockpox worm attacks, etc)
Capturing more of this specimen rewards the mining team (multiplier?)
Add "I wonder if it's edible" to the list of dystrum ping lines (because dystrum looks yummy)
volume while game in in background, aka mute while tabbed out
the percentage of the infection needed to be cleaned before the infection dies to scale with number of players
or
the number of infestations to scale with the number of players to make it more bearable for solo players
If we ever get weapon frames and colors for the traversal tools and such, a frame for the drills that is just two forks with spaghetti on then or two mixers would be entertaining
add cookies sandwiches and spacerig steeves
knight armor, dragon armor and gun cosmetics, barrel armor, and crystal armor.
(Prefacing that I'm a Linux gamer using Steam's Proton)
Please add an option to manually select a specific display output. This would make the game easier to set up for us to play on the couch; Windows gamers would of course also benefit.
an open world aspect to drg would be fun
make the scrollbar in the equipment menu the same width as in the shop. It's a bit to stressful for me focus on hitting that narrow bar.
U should make the game crossplatform while reciving updates at the same time.
Add water biome please
remove cooldown on scanner ping voicelines
The flaregun ammo should stick into enemys, so that they carry the light around with them. I think that would fit nicely with the rapid fire options etc.
Unlockable "reinforcement methods" i.e. new, funny, and cool ways for your dwarf to join a mission in progress.
Inverted
Your dwarf just happened to be in the area and has dug a tunnel straight up to join the party.
Long Lost
Your dwarf was stranded in space after a tragic airlock accident, and has finally crashed to Hoxxes as a dwarfsicle for the rest of the team to defrost.
Gone Native
Your dwarf has been lost underground for days and has been forced to don a hideous Glyphid disguise to survive, which they shed upon meeting the team.
Wormholed!
Your Dwarf drank a Wormhole Special and ended up here. Might as well make the most of it.
Explosive Entry
Driller Only. A C4 explosion that totally didn't kill your dwarf's old team caused a cave in and dropped them into a new one.
Doing the Things a Spider Dwarf Does
Scout Only. Your dwarf swings in on their grappling hook and snaps off a one liner. Classic Scout.
What would this add to the game?
While the current drill pod entry is very cool, making it into a new cosmetic category would add pizazz to something that has become common by now. Plus, having a personal entry method would incentivize joining more games in progress, and having a quick fill-in from rando dwarves is one of this game's best features and should be emphasized.
when using Scout's Jury-Rigged Boomstick, if you only fire 1 shot before reloading it should eject 1 shell instead of both of them.
mission control lines for when you’re taking too long in a mission
30 minutes: “Pick up the pace team, we’ve got deadlines to meet.”
45 minutes: “What’s taking so long down there? Move it, miners!”
1 hour: “Take your time, it’s not like there’s something important to be done.”
Rockpox infected area should be at least 2 times bigger than now. Currently it does not take effort or time to deal with it, and does not make any meaningful difference to the mission.
This Praetorian got stuck on a Kursite Grinder.
Rather than suggesting that this get fixed, I instead ask for something.
Let us pet Glyphids that are perfectly still. I want to pet Giga Steve.
Please make the voicelines for throwing the Springloaded Ripper or the ripper itself louder.
Currently it's too easy to miss hearing that one has been thrown, which makes it easy to get teamkilled by it.
make lootbugs unkillable and just make them just puke up their guts when their health runs out
slightly better chance for machine events, rare minerals, cargo crates and lost helmets when playing on assignment missions
(to prevent exploiting this could limit to ALL players needing the assignment)
less aneurysm in error messages please
A very odd, but personal suggestion:
-The ability to "attach" large resource chunks like Plague Hearts, Gold Chunks, and Eggs to the Gunner's Ziplines.
The core reason for the benefit, is that the gunner's ziplines, while they can be used for keeping safe above above waves of enemies, does not have the versatility that other class abilities have.
The second reason, is because of what the gunner is at heart. He's the guy who carries heavy weaponry, and is adept at hauling it around. Wouldn't it make sense that his tools are also useful to be a sort of "logistics network" for heavier resources as well? It would make a huge difference in missions where Molly is not available, or where you need to haul several aquarq at once! Let me know what you guys think!
-additional suggestion: if the player fires another zipline while standing close to one of the "anchors" created by the first, the two ziplines become linked. This means that if you (or mineral chunks)hit the end of the first zipline, they are then transferred to the next zipline. This could lead to a large network of ziplines to move large resources much farther distances without needing to take them off of one line, and putting them on the next.
more larger beard options
Morkite Mug.
Please make the Cyborg cosmetics not shave your eyebrow.
https://docs.google.com/document/d/141YQ2A2N1MA3243xLhVmoYULHXnLUIgm7ZHS1Sy2Q-w/edit?usp=sharing a suggestion or two about reducing the amount of RNG in engineer's arsenal, all feedback welcomed!
More stuff to trade for points on Steam, like emotes, backgrounds, stickers, etc...
I know everyone and their lootbug have been saying this, but the new Driller grenade needs friendly fire reduced insanely bad. I threw it during an escort mission, it got stuck between the ground and Dorretta. Whoops! Part gone in less than half a second. That would be bad by itself, but consider this: The drilldozer takes 10% friendly fire damage. Half a second with 10% damage. The grenade needs a serious friendly fire nerf.
Additionally, one suggestion I have to boost its viability in open spaces is to disable the grenade being thrown twice, similar to the boomerang only having one out at a time. When removing this feature, add another function to the grenade button: swapping the direction of the grenade's path. Make it viable in open spaces by simply doing that to have a small kill zone.
Couple Suggestions:
-Make it so the "It's a bug thing" passive perk vacuums the minerals you get from loot bugs (specifically the ones you pop with the perk) directly into your inventory. I've always really liked this perk because it's fun to use, and I think making it more reliable while still having some downsides (5m range, full inventory would counter the vacuum effect) would encourage more players to use it.
-Give Bosco a modifier that allows him to grab secondary objective resources (Apoca Blooms, Boolo Caps, Fossils, Ebonuts etc) and give them to the player one at a time. The modifier could be an upgrade to Bosco's arms, making them into prehensile claws or even hands. This would greatly help solo players who lack the mobility to grab resources that spawn in the ceiling or in high places.
Make Steeve appear in the Mission Results screen after a mission, similar to how Doretta is when you bring it along inside the drop pod.
A highlighted path for the spring loaded ripper could help with avoiding it. It can be hard to know where it is and where it’s going especially during fights.
make it so if youre not in your seat when the pod drops, you start with a little bit of health missing (you bumped your head because you didnt wear your seatbelt)
Make bullets able to collide with flares so that any ricochet effect can be triggered off of them mid-flight
No practical reason just for style points
Make bulk detonators pettable to incentivize players to approach them
Add a perk that eliminates your own outgoing friendly fire - either as an upgrade to the existing Friendly, or If that would be too strong make it a separate one that doesn't protect you from others
I have no idea whether this is already the case or not, but
💡 When all available scrip from turning in Plague Hearts has been claimed, increase the Plague Heart performance points bonus
It'd be great to have a place to test out loadouts. With the ever expanding arsenal, it'd be nice to go to a place on the Space Rig to test weapon mods, overclocks, perks, etc in various geometries and against dummies.
It would be super cool if LithoVacs could vacuum up slow goo (environmental goo and bomber goo)
Tool Alternatives:
Each of the miners has several grenades and weapons now. In fact, we even have 4 NEW grenades. I think it's time we get alternative tools. to change what they do outside of their direct combat options.
Scout - Option to take Flare Grenades, and replace the flare gun with permanent light posts (kind of like heavy's zipline posts, but a floodlight or something) or something else. They get less flare grenades than flare gun shots, but get a utility tool that brings something else interesting to the table.
Engineer - Option to take a platform grenade/whatever, and possibly replace the platform gun/turret with a bouncy foam sprayer or something else.
Gunner - Option to take a Shield Grenade, and replace the shield generator with Something. Them and the driller have a very specific class identity so it's hard to figure what to put on them
Driller - Option to take a excavation grenade (which does a detonation similar to the plasma gun detonation, as a grenade, with a larger radius but very reduced damge, mostly in heat.) and replace the satchel charge with something. again, very hard to fit something into their class identity.
For driller maybe instead of satchel charge, he can get a elemental shield on his arms that blocks % damage and does some form of elemental damage. You could play him like a tank, and it would be useful given him drilling a tunnel and plowing forward with the rest of the team behind him. It also compliments his kit since his is based on elemental damage. Just word for thought.
There should be a rock pox drink that lets you carry more because you grow tentacles
put a lot more bombs inside crassus detonators
I would love it if there was a 'fear' debuff that is displayed on enemies (similar to poison, on fire, stunned, etc)
an ability to see your previous performance passes, it would be easier for green breads to see how far they are in older passes
being able to grind previous passes would be cool. could make it a dlc
Holding down the salute button causes your dwarf to perform their selected victory pose at any time.
Not sure if it's requested already, or already in season 3, but dying to the hoop in the space rig puts you in the hospital gown outfit. Would save having to throw a mission to see it.
More funny craftable beer
- dark morkite rework/buff: Simply make it so that it also multiplies the amount of nitra and crafting minerals you mine.
The option to name your loadouts, or atleast make more icons.
idk if its have alredy been propose but it could be fun to have shield overclock
Hello. My suggestion has probably been mentioned before but what if during assignment selection you could also select a locked in hazard rating for said mission. Example you select hazard level 4 for your assignment and then going forward mission under that assignment need to be done on level 4 to be completed. I feel like this would be a nice way to reward sticking to harder difficulty’s more and that maybe brewing reward should be given for locking into the higher difficulties such as 4 and 5.
Add the ability to Salute in the wardrobe, pickaxe customization and equipment terminals
figured i'd follow up my little series on new support weapon gear mods by addressing the zipline launcher! enjoy, and let me know if you'd change or add anything
Tier 4 ... Item 1: Be Kind, Rewind
"Due to the complexity of the apparatus involved, ziplines have long been permanent fixtures in the caves of Hoxxes. Due to a breakthrough involving a sewing machine, a fishing pole, and a significant number of overstretched analogies, however, this is no longer the case."
- The pylon end of ziplines now have reels attached to them which, when activated for 5s, detaches the end of the zipline from the surface it's anchored to and quickly rolls it into a floating unit (think like the shield generator or recalled sentries) which returns to the Gunner's inventory
- Only Gunner can activate this function, and only on ziplines that particular Gunner deployed
- -1 max ammo
Tier 4 ... Item 2: Point Defense
"A common user error when aboard the zipline is the failure to account for projectiles, especially from Mactera. R&D hopes that the provision of a miniature point defense turret should help remediate matters."
- Each player has their own little burst turret atop their zipline clip
- The burst turret can fire three stun rounds into any enemy in a 2.5m radius, prioritising Mactera and spitters, and will spread the burst between multiple targets with a 50% chance of stunning
~ The miniturrets have a cooldown and reload of 15 seconds
- -1 max ammo
Tier 4 ... Item 3: Motor Regearing
"By squeezing a capacitor into the housing and upfitting the motor and gearbox assembly, you can now boost speed while climbing in directions other than downhill for a brief time."
- Riders can now get a brief burst of speed on ziplines when riding them level or uphill
~ Effect is less pronounced uphill (lasts half as long)
Rig/Armor Mod option to make your personal flares last longer
skins and frameworks the hammer, repair tools, bucket and molly
Radial lantern upgrade for Molly.
Give Dotty’s head a little symbol on the terrain scanner (like pearls and jadiz) so we have an easier time finding it.
Please make the new permanent eye glow on the Biohazard gas masks a togglable option.
Has someone suggested before that you really, really, really shouldn't get booted from your local instance if your connection fails when joining a game? It is really obnoxious to have to wait through that screen and run back over to the server browser screen in order to find a new game.
Could we change the turret selection UI to be a different color other than white? It's really hard to tell at a glance which turret you're recalling
Can we go back to all the helmets using the "heavy" armor and only use the "slim" version when a big beard is equipped underneath? I think this "feature" was a bug, because it got changed and removed, but for months i thought that was an intended system, and i think that way of dealing with clipping was way more flexible and less problematic than locking armor attributes to the helmets.
Today I have joined a group of players who were playing football with the secret ball. And I expected Mission Control telling us to stop it and go into mission... Only to find out that he doesn't care about dwarves playing football. I think that he should have some comments for it, like he has when dwarves are dancing instead of going to work.
Pls add pvp mode It will be so cool in this game
kind of a pipe dream but i like the idea of an engi grenade that's literally just a fence that gently pushes teammates away and gives bugs a zap + "electric field" effect like IFG. they'll also prefer to path around so you can instantly create labyrinths of torment as well as OSHA-approved sheer drops
Some new biomes would be fun to explore. I’ve had four roving about my mind, and maybe one day we could see them:
The Surface of Hoxxes - Barren, with large mountains, low gravity, and a beautiful landscape of stars. Perhaps an environmental effect where tiny meteors rain from the sky, forcing you to take cover under terrain.
The Moon of Hoxxes - no idea what would go here! But management is awfully greedy, and who knows how much material is here.
The Nest - It’d be cool to have a biome that’s just one giant organism, belly of the beast style. Fleshy and gross, maybe the corpse of a giant queen?
Finally my favorite idea: The Old DRG forward base - I remember that early concepts for the Space Rig had it actually reside on Hoxxes. What if that happened? DRG’s first attempts at mining Hoxxes with a forward outpost that merges the sci fi elements of the space rig with the fantastical feel of dwarven keeps and ruins with statues and such. The base is now taken over and has seen better days, but there’s still a lot of loot to discover in its ruins.
Hazard Idea:
The Rumbling
Creates earthquakes that cause the cave to shift, literally changing the map
Some alternative support gear. Like extra-bright searchlight for scout or remotely controlled drone for engineer.
BOSCO classes, chosen at terminal
Driller: same as current.
Engineer: rockets replaced with temporary platforms. Main weapon replaced with shotgun.
Scout: rockets replaced with lower intensity Scout flares (but still brighter than normal flares). Primary shoots slower but hits harder, similar to M1K.
Gunner: rockets completely removed, has one extra revive. Main weapon fires 1.5x speed.
Steve death voice line ideas: "Steve lived a bug, and died a dwarf" "steve you were my bestest friend" "Im gonna need an entire round of blackout stouts to get over this" "Fly high steve, fly high"
saw in the patch notes that headwear can now use "slim" armor variants. The Corporate Marine helmet might need this, especially when paired with chunkier suits like mk4 gunner.
a join request system
A chance to just randomly fall in the space rig(can get back up)
Either if you're too drunk or going fast without stopping
Boss Ideas:
Korlok Emperor Weed
A subspecies of Tyrant Weed that spawns only in Hollow Bough and is made of those spiky red vines, and instead of shooting healing pods and turrets it spawns stabbed vines and goo launchers
Q’ronar Tank
An extra large Shellback which has indestructible armour which can only be broken by luring it to bombs that management placed randomly around the map, once the armour is broken you can actually kill it but it gains more attacks
Glyphid Abomination
A creature made of a bunch of dead glyphids being controlled by a parasite which uses corpses as defence, upon getting close to it you will take damage because of the toxic gas being emitted from the corpses, to kill it you need to destroy all of the parasites weak points, upon death it will release a huge toxic gas cloud
The Ancient
A creature based off of the fossils found on Hoxxes, a once thought to be extinct creature actually still exists (I do not have any ideas for what it could look like or what attacks it could have if all we know is that it was BIG and had a rib cage)
ERROR
A bunch of error cubes spawned next to each other and caused a rip in the space time continuum creating a a strange being, I imagine it having tentacles that of which change the appearance of the biome when touched (e.g your in the fungus bogs but then it touches some of the walls and turn it into ice) and if you get to close it, it will suck you in and teleport you into a different section of the cave
Cavern Basalisk
A giant worm/snake creature that can move through terrain like a ghost, only was to defeat it is by going into the belly of the beast, literally, let it swallow you and you will have to go through a mini game which requires you to damage its vital organs with your pickaxe, while travelling through the serpent you will take acid damage become of its stomach acids and if you don’t get all the organs in time it will poop/barf you out and you’d need to do it again
Option to center the HUD elements in a 16:9 display area for ultrawide screens, like 21:9.
A change to
Gold; for
Golden Chunks now to spawn in virtually every Gold Vein, providing the same glow and added detail of golden shards on the surface, but be generated less often, however, overall offering more gold than before, whatever percentage that'd be, all for more of a reward, incentive to spend time and effort mining gold, and for a more interactive experience, if that makes sense.
Gold Rush, as a result, be even more rewarding and not so, I don't want to say boring, tedious and depressing payout-wise, depending on the cave/biome even with the Pots of Gold, but . . . yeah, that's been my experience for the most part, and I hear increasingly more players' experience too, so, I think this change would honestly be an all-round W, a very worthwhile addition into the game, which should be easy to implement too, well, sounds like, but I've no idea, I'm not a game dev.
A more creative solution or way to address the rising complaints regarding Gold and encourage mining it, dwarves skipping it very, very often these days, and at the same time, I believe, regardless of that, a good change that will benefit Deep Rock Galactic's mining experience and improve activity's satisfaction.
what about giving Engi's turrets a little symbol?
Add a small blast radius to the Voltaic Stun Sweeper. It wouldn’t electrocute or stun, it would just make clearing out swarmers a bit better with it (all of scouts other nades are able to clear out swarmers and the shredders got an AOE so why not)
Add some MOTIVATION to mine gold (it has depreciated for most players and more and more people are beginning to ignore it!)
a outgoing mic volume setting. cause for some reason i am unable to make my mic louder other than using windows settings.
Add a mobile app so you can customize your load outs and look at the progress of the dwarves and assignment board missions
Allow us to place sentry on the back of the drilldozer
An option to make calling the drop pod a host(if they aren't downed) only thing or an option to make it so that everybody (except one person or 2/4 are downed) has to ''ready-up'' like in TF2 MvM before you can call the drop pod really annoying to get some people calling the drop pod on one of those aquars mission when you have just cracked open a meteorite.
Clean the Bosco "blister bot" skin from outgrowths of rock pox because they: 1-do not look good, 2-growths on the right leg sometimes glitch (unnaturally far stretching at strange angles)
An underground fight cage in the space rig for custom Boscos to fight Pokémon style battles. Random loot can be new attack moves.
Add a page about minerals and resources to the miner's manual, otherwise for 4 years we have been digging strange minerals (except for gold) and so far we know nothing about them except for the name and areas of the Hoxxes where they are, it would be interesting to know for what DRG uses umanite, bismor or hollomit and distrum
Some sort of option (with a cooldown) to "respawn/resend" mission critical pods or boxes for when some troll purposefully tries to screw over the entire mission by drilling the uplink 100m straight down.
I think it would be a good idea to increase the volume of Ripper grenade's passive buzzing noise while it's moving?
It has a really good and loud enough sound for when it breaks down, but currently it is kinda hard to hear it coming before it's too late and you already got run over by the chariot. Double that with the fact that this grenade is often used while there are other sources of noise around you.
This will at least partially lower the casualties amongst the players ,while still keeping the fear factor caused by it.
Add a shooting range so that way we do not have to go to a low mission to test out stuff like the grenades
Upgrade for Bosco that spits him into two weeker versions that do everything slower but can be commanded sperately kinda like the turrets where you tell one to do something and it does it and then you hit command again and the other one does it and so on and do forth
Tiny fake beards for Bosco.
maybe a mod menu for console, similar to that of games like snowrunner, i dont know how hard this is to do but just a suggesting because i loved the mods on pc
i think it might be time for a secondary mission tab in the miners manual mission area now, especially as its physically in the player cabins and unmissable and used more, its quite confusing having the warning be under the main missions, easy solution would be, secondary tabs for secondary missions like fester flee and machine events/random encounters like rival/weed bug boss
Delete all season 3 missions. It is so boring.
Please add back the non-glowing eye variant of the biohazard masks, as an alternative variant. It looked really cool without the glowing eyes when paired with different skins. I understand some people like the glowing lens, so it doesn't have to be reverted, but please add a non-glowing option for those who preferred how it was before, even if it was a bug.
Voicelines for when you ping a Core Infuser but have no Blank Matrix Cores
A higher debuff for disobeying the “No Dwarves Left Behind” rule
Make it so the boomerang simply will not target swarmers, larva, or jellies. This will help it accomplish the intended effect in a mixed cluster of enemies without worries of bounces being eaten up by little enemies.
i'd love to be able to turn off new item notifications and the little red ! for cosmetics
Cosmetics: currently DRG hats only have blue letters. It would be great to have green, red and yellow for each class respectively.
A mactera grabber that could either carry grunts or swarmers, and drop them on you
For the love of god, please tweak the generation of the poison spore fungus, if you HAVE to be in a room that is HEAVILY populated with them and you don't have a good way to destroy them (as a scout especially) without wasting a majority of your ammo it becomes an angry nuisance instead of just being another environmental hazard and kills the mood.
Sabotage with 1 power station only is the best solution imo for a mission than is in deep dives and assignments
Rival tech that's been stuck together in a horrible amalgam with the stuff that infected betsy
Honestly just more corrupted tech mini bosses would be fun to see like Bet-C.
I saw the Mini-mule over by the bosco station, and it gave me an idea.
As an alternative to Bosco, you can instead get a Mini-mule as a companion instead (name pending). The main differences between the companion mini-mule and Bosco are this:
Of course, the mini-mule can not fly. However, it does inherit the ability to defy gravity and climb up any surface. Also, the mini-mule has no guns(?), so it'll have to rely on melee-ing the enemy by using its legs or ramming them, or just have no primary attack function at all.
Instead of mining the ore and spilling it wherever, the mule can dig up the ore (although slower) and fill up a limited storage within the mini-mule. When that fills up, the ore would spill everywhere just as how Bosco likes to do it. The mini-mule would then have to deposit it's inventory at the main Mule before being able to scoop up ore again. Also, (if this doesn't make it overpowered) The Mini-mule can also scoop up those pesky roof bonus objectives like Apoca bloom, Fossils, and Boolo caps that end up on the roof, which are difficult and costly to reach when playing solo.
As an alternative to Rockets, the Mini-mule will be able to lay Mines. The Mini-mule will only have one rechargeable mine, but has the same effectiveness as a standard Bosco rocket. An alternative to the standard mines (like how Bosco has cryo rockets) can be that the Mini-mule can run to where you point it to, and create a fire trail to where you point it to next (like a TRON light cycle)
It boils down to this: Bosco is the more offensive-support while the Mini-mule is more defensive-support.
give turrets an upgrade to fire like a shotgun in two round bursts
An emote where your invisible and them appear in a cloud of purple smoke with a cool cape like a magician
The Extension: but then you trip over and spend the rest of the time sitting
more base ammo for the warthog
When we get kicked from a game, add into the kick message window a button which open's host's Steam profile page so we can block him, like it now works with the "ban" button when kicking a player. As I don't have intent of playing with hosts which kick me out of their game for no reason and just waste my time.
Make it so if you collect the head of the drilldozer you get a small bonus of say 500 credits or so
I like the spirit behind the change of the Driller's new grenade aim reticule, but I find it significantly less useful then the original. Especially on low-gravity missions, the arc can really change on the runaway lawnmower, and a static png that doesn't even seem accurate on some terrain isn't useful in comparison.
Make it so you can call another hack pod and stuff like that but make there be a charge for each extra you call down with voicelines like " fine you can have another (object you called for extra of) but it's gonna cost you"
Often times when pressing V to rock and stone the dwarf will say nothing, this is quite annoying after a while. It wil perform the pickaxe swing but not the voiceline.
This is as much speculation as it is a suggestion, but with every new content update, the quantity of perk points that are just not possible to spend is going up and up. Maybe it's time for perk overclocks? have them require perk points to forge, or really, something to use this ever-growing pool of possible points for.
add an "apply to all" button to pick axe customization to apply one aspect or the entire pickaxe to all classes' pickaxes. Add an apply to all button for weapon frameworks and weapons colors, as long as the weapon modification is unlocked. This obviously should not apply the framework or color to weapons where that framework or color is not unlocked.
idk if this has been suggested before, search didnt come up with anything.
Would it be possible to change the Coffee Stain Studios animation to be lithofoam, instead of standard white? It would be a cool change to fit the S3 theme.
with the new dlc helmets being changed to always have their eyes glowing regardless of armor paintjob, it would be a cool toggle if all helmets had that option. similar to a potential toggle for a "bearded/beardless" armor toggle
why are the naedocyte cave cruisers hostile dialogue when you scan them ):
Let me hold sludge pump charge for as long as I want, it prevents you from sprinting anyway
IFG's 'Weakening Strength' needs a name change in order to properly convey what it does.
Currently it implies that the bugs are weakened and will do 30% less damage, when in reality it increases the damage we deal to them.
The stat should probably be something like 'Increase in Damage Taken' or 'Defense Reduction'.
Can we have a room for screen records of trolling. Just got done with a haz 5 when driller called in the drill ship early and tked everyone while doing an objective to make us lose... Would be great to squash these kinds of players from this great game.
I hope this is not a repeat request but in case it isn't then it's probably the smallest and most insignificant change in DRG history but this little thing never made sense to me. Why don't re-supply pods refill your flares too? Almost pointless but it would be a nice quality of life change for non scout players to have their flares maxed and ready after a solo fight of wasting ammo and flares just to speed things up. I am a scout myself so I just flare up everything, but I'm looking out for my fellow non scout rockers and stoners playing solo here. 🙂
TL;DR - Supply-pods should refill your flares as well if they are currently all used up and charging.
Love the aviator sunglasses from the new Maverick hair, but would like to wear them with other things. Would it be possible to implement them as eyebrows that could be paired with other things?
make engies new grenade stack so I can have more robot buddies
The ability to move at walking speed while hoverboots are active. Just to give the already poor perk some fun functionality.
A pet loot bug aboard the space rig in a lil terrarium.
Add the default armor paint jobs to the loot pool for lost packs so that we can wear them with DLC armor
move the Bandana to eyebrow's because it covers all the eyebrows and it would open the door to new outfits and could be mixed with certain hairstyles, example hairstyles include but not limited too: box fade and ponytail.
https://cdn.discordapp.com/attachments/849394263623991346/1039760292260872295/image.png
Gunner's revolver is cool and all, but I feel like his other secondaries are a bit lackluster compared to it. Maybe a few upgrades/overclocks could be tweaked or changed to make them more viable?
Played gunner recently, and i noticed that the zimpline is underused.
Then i thought: "would be nice if we could send stuff down and up with it".
I photoshopped the idea i have in mind.
(of course, the harness would have to be bulky, and of course the items would end up at the end of it, if there isnt a teammate to pick up the cargo)
"Bulldog" Heavy revolver Magic bullets + blow through rounds working like we all think it should, ricocheting off surfaces until it's penetrated targets 3 times/bounced 3 times.
I think this would help promote a bit more build diversity when using the OC as currently it's only ever run with explosive rounds.
There is 0.1 % chance for the pickaxe to be stuck in the minerals for a few seconds. With a big push out it creates an extra large mineral bonus.
Edit: By using the Power Axe move this can be faster.
make gunner's tactical leadburster proximity based mine or tweak it's throw distance
Gotta love throwing it for like half a meter and sometimes it just bounces off air particles right back at me
Or atleast make it have longer fuse time so you can actually take cover like description of the grenade suggest
Considering how in the bestiary it says that Oppressors are a mutation of Praetorians, wouldn't it make sense to have a radioactive/frost Oppressor as well? 
Dorretta's head showing up on the Terrain Scanner
Give all carriable objects a live outline when pinged, instead of the static ball marker.
Rock and stone, miners!
I have an idea that can increase the already active interaction of players with each other. It happens that there is not always enough simple communication in the game. It would seem that this is a cooperative game. But often we connect to random houses not in order to have a good time or chat, but in order to quickly complete another mission and forget about it. My suggestion is a shared hub! A large station where players can find a team, chat and drink beer! The idea is quite extensive, so that a variety of side innovations can be tied to it.
What, in turn, to do with the player's station? - Let him decide for himself! Why not add some customization of your station. Players accumulate a lot of money, and there is practically nowhere to spend it. Decor prices can be high, but in moderation, so that players do not accumulate millions of useless gold. Players will be able to show off not only themselves, but also their "home"!
I second this,we need to be able to decorate our space rig especially for the times where there are no events
To be able to just chill with players together would be amazing
Is there a way to queue the M.U.L.E.? It would be really nice to be able to call it to you, but give other players a chance to mark that they're finished depositing. So you could say, "I need the mule, but it can come to me after that dwarf is finished with it."
I’d like to give a suggestion towards “support” (quotes because sentry and C4 not the greatest support tools)
I have 2 ideas for the types of support tools
- Solo based
2)Team based
Let’s go with Solo… Backpacks - Scout – Projector/Lamp. 2 modes
First mode works like really strong flashlight – higher range, higher brightness, maybe bigger degree of coverage. Second mode turns scout into “Flare” which brightens area around scout. - Driller – since C4 is all about big AOE coverage, his backpack will create explosion around Driller. Upgraded version will create bigger explosion with fear or cause status effect (fire, ice, sludge, electricity) on bugs
- Gunner – personal barrier that is connect to Gunner with less radius but higher duration, so he would still work as revival tool for fallen dwarf.
- Engineer – shoulder mounted sentries that could be upgraded to several targets tracking or stronger (railgun-ish) variant.
But since it’s team based game, variant for that: - Scout – echo-location device. Works similarly to Flare gun, but instead of light dwarves now see “echo” of terrain. Upgraded version would be able to ping minerals or points of interest + enemy entities.
- Diller – throw able charges that would have lesser destruction but could be used for tactical use, make-shift mines if you will and could also stick to bugs. Upgraded version could be more area damage oriented or shaped charge for greater direct damage
- Gunner – defensive matrix. Instead of dome of protection this device protects certain degree in front of the position set. More charges longer duration. Upgraded could be put on other dwarves or have AI-module that automatically changes direction of view to scare of bugs or deflect projectiles.
- Engineer – drone based sentries. Instead of being immobile, will use propellers to move around/patrol area. Upgraded may move with other dwarves for extra firepower.
had to trim down due to character limits
this old unused pre-alpha creature as nitra/mineral carriers that camouflages in the walls but becomes hostile when hit with a pickaxe and drops the resources on its back when it dies similar to lootbugs! can also be exclusive as a warning (mineral mimics)
The additional ability to turn Ripper Grenades 90 degrees, if you desire, when it is held in your hand and you are stood next to a wall -- so that when placed the grenade can travel along the wall in a straight line, rather than up the wall, across the ceiling, down the opposite wall and across the floor as it currently does.
I think this would add a lot of depth to the grenade in it's current state and would reduce the situations where you want to use a ripper grenade, but doing so would put your team mates at severe risk (such as in tight tunnels), so you decide not to.
For a grenade based up on skillful placement I think raising the skill ceiling in this way would bring positive results and would be a great way to expand the creative uses of the grenade and truly bring it into a place where it can shine without being a major friendly fire risk. Currently the only way to make the grenade travel on the Z axis is by sticking it to the ceiling or floor, I think it would be really good for the grenades capabilities if it could travel along the Z axis on the wall too.
New type of mission – Alloy forging
First goal is to locate [Liquid Material] site. After calling machine parts, it required to assembly forge on founded well.
Second goal is to supply materials to forge. It could be (1) on-site mining, dropped cargo rocket with (2) liquid/(3) solid components or (4) both mining and cargo.
Depending on second goal, alloy extraction method can be different:
• For (1) it can be that M.U.L.E. connected to the forge that supply and extract resources.
• For (2) it can be pipe for supply and collect results by hands.
• For (3) it can be conveyor belt that connected to cargo ship and works in two ways: move with materials to forge during supply and from forge to cargo during alloy extraction.
• For (4) M.U.L.E. is moving between cargo and forge automatically. Miners need to deposit ore to cargo for supply.
When all material is supplied, Dwarfs can start third goal - forging. During this process, swarm of enemies will attack site, trying to stop the forge.
Method of forge protection depends on second goal:
• If it (1) or (4) then Dwarfs needs to protect the forge
• If it (2) or (3) then Dwarfs needs to protect pipe/conveyor belt
As special feature Dwarfs can speed-up forging process by manually hammering alloy.
After third goal is finished Dwarfs call for extraction shuttle and escape.
Lore-wise it can be that [Liquid Material] have special prosperity that allow to create high-grade alloys. The problem is that it loses it properties after several hours and could be processed only on-site. Information about [Liquid Material] maybe found from rival’s data-cells.
Regarding Lithophage Outbreaks and solo players:
When playing solo the cleaning pod should drop a special version of the cleaning tools. The LythoFoamVac. Primary fire foams, secondary does The Succ™️. This would help tremendously. No more juggling or relying on Bosco (who is very janky for that). Would definitely streamline the process for solo players (yes, those exist).
a long range weapon option for engi around S4-5, maybe a burst-fire rifle primary or a sniper/railgun heavy
New achievement: boredom is the greatest enemy
- complete a haz 1 mission
sometimes a lack of opponents is more threatening than a surplus of opponents
Could the pickaxe get a longer upgrade tree? Maybe even some overclocks? Personally I’ve always loved my trusty pickaxe for mining but especially murking glyphids
Gunner primary weapon:
Triple R Shrapnel Cannon.
All that space debris in Hoxxes' orbit has to be used somehow, no? R&D whipped up this bad boy, firing walls of space debris at your foes.
It's a heavy shotgun. Fire rate about half that of base Hurricane, close range with high stun.
Some hoxxes regions have rain,
why not add a 'wet' effect that will apply to everyone when it rains and will reduce the damage from corrosion and fire, but increase the damage from cold and electricity
Two things. Firstly, as a variation of steens idea, could we have pools of water here and there, maybe even with hidden stuff? Also, could we get overclocks for more items? One idea is one that greatly reduces the drill’s fuel but killing enemies recharges it
More versatility for gunners: add the ability to launch vertical ziplines.
You could use the zipline as it currently works but you could also aim at a 90º angle to the celling/any rock formation above you (84º angles if you use the angle mod for the launcher).
This gives more versatility and ways to deal with rough terrains like this paint sketch. This would be a welcome additions for all players, specially solo players (everyone knows that solo missions as a gunner are painful)
More infected enemies, in a smaller update during the season, some ideas:
exploder: when it explodes it covers the terrain in temporary plague boils that also explode, all giving direct damage but also the infection status
goo bomber: large goo sack swelling, and slower movement speed in general, goo still causes slowdown but also the infection status
oppressor: back is covered in many plague boils that need to be broken before exposing its vulnerable backside, the boils regrow to protect its backside if left alone, much like how dreadnought fights work but with much less health than one
brood nexus: spawns plague larvae instead of swarmers
what about a crab as an enemy,it could be something rare like a bet-c. it could be a combination of different crabs we have in real life,like the hermit crab,so it would have rock armor on his back and the snap crab (i think thats the name),which would give him the opportunity to snap so hard he makes dwarfs deaf for a short time,maybe there are even more that could be combined into a mini boss
I had a fever dream last night so here goes. I call it the nayaka hydra
I think this could go well in sandblasted corridoors
So basically it goes a bit like this. They finish a swarm and driller takes scouts resupply, so scout goes out to look for some red suger. At the bottom of a pit he sees some of the stuff. It's a darker shade than usual, but doesn't think of it. He grappled down and mines it. The ground starts rumbling and a pit opens up. He looks forward and sees a behemoth of a rock. It had six arms, seems part stabber vine, part rock. This... Thing also had bulb things on 2 of its arms. They open up and launch a yellow spore thing at scout, and it leaves a toxic cloud where they hit. The rest of the team who fell down the hole immediately start shooting at it, but the bulling just ping off its thick rocky armour. Gunner looks down to see he's being dragged down into ground by tendrils the rock seems to be controlling. Driller sees this, and hesitates. Bad choice. One of its spiked claw arms pierce through drillers chest, and he starts to decay like a glyphid corpse. Engineer starts trying to shoot his platforms to get out of this pit, as he's doing this, a spore shot heads directly for him, incapacitating the engi, and he gets dragged into the mouth of this beast. "So this is how Karl died..." Said scout, the last one left to battle this monster
Ps: to deal damage you shoot the off 2 of its arms, then you shoot the crystal, then it's eyes and mouth open and you shoot them. (You deal more damage to the eyes but they move around)
I just saw someone react with korlok, I think it would be better to be part of the korloks. Thank you @civic coyote
Engineer primary weapon:
KA-5 Gyrojet Rifle
Engineer stole a little tech from the Hurricane, and merged it with a little bit from his LOK-1. The result is rocket powered bullets. Be careful, now.
Slow fire rate, fully automatic rifle. Bullets are NOT hitscan. High base armor break.
Drunk class
oh no one of your fellow dwarfs forgot their traversal tools,
a new class without the ability to get traversal tools however they have a wider range of weapons and their pickaxe power attack recharges 0.75x faster.
they can get a main weapon from any class and a secondary from any class
they can only get 1 of the support items from a class but its nerfed ex
shield is a personal shield that repels bugs around you for 5s
C4 mini explosion
light gun (i forgot the name) lasts short
sentry, shoulder mounted cannon 2~ shots
I would like rock pox to have more teeth, at this point it's a very minor debuff even on haz 5 that does some damage. It's very easy to not get infected and the whole outbreak event does not feel worthy of the +50% xp difficultly modifier, especially when you compare it to what rival tech was like to gameplay (which I enjoy it being something you have to really plan for).
I think a easy solution would be to apply a (random) debuff that lasts the whole level if you get infected, making rock pox very scary. Possible debufs include:
Loss of run
half ammo capacity
half carrying capacity
drunk effects
large weapon spread
elemental weakness
What I like about all these ideas is they should be easy to implement code wise as they are all mechanics already in the game. The main thing to add would be an indicator/ui to show debufs. You could even have the dwarf end up in the medical ward at the end of the mission if he got infected.
A harder solution to code but I think would be an amazing experience is that the rock pox actively spreads. And based on how much it spreads makes more rockpox enemies spawn. This would create a time pressure on the mission to go find the rock pox before it gets too out of hand, also making the mission much harder.
I love this game and I love the concept of this season. I also think the asteroid event is pretty fun and cool! I would love seeing the main outbreak event have more weight to it because I do think the foam and cleanup is fun.
Are Overclocks going to be a thing in the future for other pieces of equipment like Engi turrets and grenades and armor rigs?
If so, a Nayaka Trawler overclock for Driller:
↑ - If drills encounter terrain that would block/cancel velocity, velocity and drill speed become equal.
↓ - Drill speed/velocity decrease by 10% per tick of drilling (not applied when tunneling from standing)
↓ - Drill area is reduced by 10-20%
This would allow Drillers to do a sort of Dolphin type maneuver when falling from high distances to negate fall damage. Or, dropping from a high ledge into the floor to tunnel down to the next floor faster.
Change proximity trigger to detonate when releasing fire like breach cutter to make it more reliable and not detonate on three swarmers
Audio indicator that shields have started recharging and finished recharging. Especially helpful for minimal ui enjoyers. An example of would be Halo shields recharging audio. It starts audible but the more full the shields get the more the sound fades out.
Driller primary weapon:
Toxic Mist Projector
Using the core systems of the Sludge Pump, driller made his own weapon, firing streams of noxious gas at his foes.
A stream weapon, like the Flamer and Cryo Cannon. Short range, medium damage. Sprays out gas similar to a Praetorian's vomit.
Buff the ripper to have bug tracking while deployed like a heat seeking buzzsaw, or just do donuts in a circle after Exceeding a certain distance in a straight line so it could still deploy normally but your not in the killzone
A Scarlet Weald.
Make Lithophage Outbreak bloom into its own Biome, that local fauna and flora adapting or hybridizing to create new life, the infection taking permanent root in Hoxxes, please, don't remove it at the end of S4's.
Sort of like Aeonia and Haligtree, becoming their own, unique ecosystem, unique fauna and flora.
(sorry repost, was redirected to suggestions)
- Missing mission objective for Industrial Sabotage at mission terminal.
- Fizz sound when picking up an empty mug.
- Random pitched voice lines when drop pod first arrives.
- Dwarf says things like "go fetch" for Bosco when just dirt patch.
- Ballet dance breaks waist when saluting.
- regenerative bugs/volatile guts/golden bugs applies for rival bots (aren't bugs).
Operator
A dwarf equipped with a BOSCO Drone variant with a similar DPS to a sentry. He shares the Shredder Swarm grenade and has two possible secondary weapons: A Reprogrammer Ray and a Drone-Purpose Laser pointer.
The reprogrammer ray can hack into a still-operational hostile Drone or turret and hijack it for personal use with takeover times varying from technology to technology. The pointer turns your personal combat drones (including BOSCO, the mini combat MULE and reprogrammed shredder Drones) into machines that can be properly controlled and directed toward a specific target.
This class lacks proper traversal tools and will oftentimes rely on his teammates to get around, though his BOSCO can still mine ore veins with the pointer.
For primary weapons, they should be relatively light as the real DPS of this class is transported with its drones. They should be effective for fighting off a praetorian and anything smaller.
An easy way to balance this class is to limit the battery life and ammo on his drones.
it would be cool if the ripper could steer towards laser pointer pings(or maybe special targeting pings made by pressing grenade again while a ripper is out)
(I know this has probably been suggested a thousand times already but I feel it should really be considred for a future update)
Instead of the devs manually picking and choosing what helmets and beards use the slim versions of armors I feel a button to toggle between the two should be added.
I'm assuming the current system the devs have is all or nothing meaning the devs can't individually set what armors a helmets/beards uses the slim model on. Having a button in the cosmetic menu to toggle between the full and slim armor would fix this problem by just letting the player pick whichever they think looks best instead, plus it'd also let people who prefer the look of the slim armors to use them for any helmet or beard setup and not just the ones that clip into the armor.
Autocannon Over Clock
Name: Jackhammer
Type: Balanced
+Massive increase in AoE damage
+Moderate increase in AoE
-Massive increase in spread
Note: This takes the natural inaccuracy of the autocannon to the extremes in exchange for a devastating spray 'n pray shotgun style of gameplay. While the Big Bertha maybe better at range and armor shred, this OC would out match it in damage and wave clear in close quarters because of it's AoE nature, retaining it's natural magazine size and fire rate.
Nah too op
a manual toggle for the armor upper chest pieces
Illegal Modifications
After a player has purchased all modifications for all weapons in all classes, the player will receive comms from an unknown dwarf rather than management. Someone formerly in hire for DRG, that is 'nudging' them to some DYI equipment handywork, in return for a small favor (an assignment).
After completing the assignment, players can use a new resource to "upgrade" existing modifications to Illegal Modifications; Modifications generating a greater result, but at a drawback elsewhere. Examples are;
- +42 Max Ammo -> +63 Max Ammo, but -5% movement speed.
- x0.5 Base Spread -> x0.25 Base Spread, but -25% rate of fire
- 2x Turret Count -> 3x Turret Count, but -50% ammo capacity per turret
Players can buy their first, or swap between normal mods and illegal mods, by clicking the same modification again after selected.
Please add scale brigade as a weapon paintjob....
Add the option to toggle off the full health text pop-up when you mine red sugar and you get to full health for minimal UI enjoyers.
Scout secondary weapon:
Breaker MiniGL
R&D see the poor state that the Scout is in when dealing with groups, and wanted to remedy that. Thus, the micro grenade launcher. Enjoy.
Fires small grenades that have a short fuze that activates when hitting terrain. Small AOE, medium damage.
make that the shredder grenade show how much left until your swarm dies . also allow us to deploy at least two swarms (just cuz that will be cool)
The Hurricane launcher needs a new mod at Tier 2, currently the faster rocket speed or armor break isn't really a great choice.
Mini Nemesis Bosco Skin
(Including Voicelines)
If the lads at GSG ever expand the biome pool again, anything with a black and white look would be really cool! Something like tar mires or marble [im not smart enough for 2nd word 💀]
Make dwarves feel bad for hacked bots that explode (similar to steeve)
I really enjoy the changes made to the GK2 in season 3. The weapon feels a lot easier to use, its build variety has gone up tremendously, and it's overall a lot more viable to take over the other 2 options in the scout's primary slot. These suggestions aren't because the weapon is bad, but simply because I think they would help make the weapon even easier to use and help it synergize with its oc's just that much more:
- Swap Increased Caliber Rounds and Hollow-Point Bullets
- Move Hardened Rounds to tier 3
- Move Stun to tier 4
(and nerf hipster a little pwease :3)
(just like a mild decrease to the ammo increase and a decrease to charge shot multiplier)
Minigun Unstable OC- Joyride Rounds.
~ bullet spread starts off minimum and grows bigger upto 600% while shooting.
+prolonged shooting increase fire rate massively
++Pushback on Gunner when shots fired. Jump and aim down to use the minigun as a jetpack of lead. As fire rate increases you get pushed more rapidly and can even move upwards.
-- decrease in damage
++ Huge increase in ammo (you will be using alot more ammo
Turns Minigun into a more mobility focused tool that can still act as a minigun for burst fire use. Would totally toss money into DRG if gunner had a tiny bit more mobility.
Has there been a big demand for more space rig games? More to do in the abyss bar between a string of missions would be great.
New Achievements!
Thar be gold! - Deposit 2000 Gold in a Single Successful Mission.
L33t Haxx0r - Successfully defend the Hack-C without it going back into it's pod.
Undertaker - Defeat a Caretaker on Hazard 4+ without any dwarf on the team going down.
Novice Electrician - Successfully disable the Self-Destruct on a Rival Comms Router
Cool Guys Don't Look at Explosions - Finish off a Glyphid Bulk Detonator with a Melee Attack from the pickaxe, and not die to it's "Final Blow" attack.
Who's your Master? - Have a Tamed Steeve, a Friendly Patrol Bot, a Sentry Turret, and a Shredder Swarm all deployed at the same time.
Job Security - Complete all Rival Presence events at least once. (Rival Presence warning; Collect the Data Cells from a Prospector, a Data Deposit, and a Rival Comms Router; and complete an Industrial Sabotage Mission).
Ringing in your Ears / Up Your Arsenal / Give me the Booms! / One-Hundred Plus Gazillion - Unlock all Weapons and Grenades.
??? - Be saved from a Mactera Grabber, only to Fall to your Death.
Not Your Friend - Defeat a Nemesis without anyone on the team being grabbed on Hazard 4+.
Moving Violation / Moving Bait - Have a Mactera Grabber or Nemesis steal a L. U. R. E. that bugs were attacking.
It's Raining Gold! - Kill 5 Lootbugs at the same time with a single attack.
Share the Pain! - Defeat the Glyphid Dreadnought Twins with them healing only once.
It's Honest Work / It's Only a Flesh Wound - Successfully Complete a Hazard 5, Length 3, Complexity 3, Lethal Enemies, Shield Disruption, Escort Duty Mission in the Magma Core without a Gunner on the Team.
Power Wash Galactic - Kill a Bug with the Lithofoamer
The Liquidators - Complete all Lithophage Outbreak events at least once (Lithophage Outbreak; Meteorite Impact Event; Survive a Rockpox Swarm)
Grease Monkey - Successfully complete the breaking phase of a Meteorite Impact Event without either Rock Breaker going offline
Tipping Lloyd randomly changes the special drink, but causes the price to triple each time. Reset after mission completion. It should probably be host only, for our sanity.
Make it so mods dont auto-enable on updating.
make a stupid drink called dum stout. the player that drinks it, becomes stupid for 10 seconds, the iq of the dwarf will get to -99999999 and will say this. WHO ARE YOU GUYS!, has any one heard about ooga boogas?, MONKEY GO CRAZY (goes crazy runs, jumps, kicks barrels) OOGA BOOGA, OOGA BOOGA! And so, it costs 6 malts stars, 13 starch nuts, 2 yeast cones and 1 barely bulb (maybe or not it's up to you)
Bright red skin tone, call it something like "Tomato" or something like that
A new slider in options to control how often dwarves say unprompted voice lines, like a percent so it's less frequent outside of ctrl+click tells
Idea:
Give Dwarves a rare chance to say a voice line upon walking through the sanitizer mist doors are spewing right now.
Why:
Funny Easter Egg.
Line suggestions:
[Gagging sounds.] "It tastes like soap!"
"AUGH! IT'S IN MY EYES!"
"I just washed this crap out of my beard, come on!"
"Is this what that bloody gas mask is for?!"
"This better not strip the paint off my gear!"
"If it wouldn't get me fired I'd smash that damn sprayer!"
"I'm not one of those idiots that thinks Roxpox is friendly, but isn't this a little much?"
"RRRAAAAUUUUUGHHH! WHY WOULD YOU MAKE SOMETHING OUT OF ALCOHOL YOU CAN'T DRINK?!"
New weapon framework/skin Gaudy, looking for something that paired with the supporter paintjob looks like I fell in the cheap fake gem bucket at a craft store
A weapons testing lab in the Space Rig....
I feel likes it's been ages since we've gotten a new beer. Maybe some kind of assignment from loyd to a new one?
In my short time playing the new season update I have never been so displeased with DRG. I was convinced for some time that the devs of DRG couldn't come up with a bad idea but today is proof that I was wrong.
Starting point: a good mechanic should not remove the player from the core gameplay loop. The new tools used to handle the contagion are balanced almost completely out of having other hands available to shoot at assailing foes or other nuisances. This essentially gimps a player into handling the contagion while the others fight off the anything else. Problem: solo players now can only rely on bosco, and will toss the foam thrower when they command him, essentially losing the thrower whenever they need him to do his job. The solution above making the thrower double as a vacuum on solo play only raises the question "why don't they just use this during all contagion missions?" as it seems too convenient to not have. You could give this to bosco where he both foams **and **sucks away the contagion, but this would remove a lot of the engagement from the contagion altogether at least on solo play.
Another issue is the contagion is essentially not optional for missions that are stationary (point extraction, liquid morkite). It completely necessitates removing you from whatever you're doing to go squirt stuff at the ground for a bit and get infected a bunch of times then the game permits you to carry on.
Lastly it's just unfun or unengaging at best. Especially on solo, it's just punishing and I finally closed the game mid mission because the map generation was awful, and I was sick of dealing with the contagion. Not being able to react to anything and having to choose between bosco fighting or to go get the stupid foam thrower that I had to drop either to command Bosco to suck it up or to defend myself is just painfully unfun. Moreover, I'm not sure how to fix it without trivializing the contagion as a whole on solo.
More icons for weapon loadouts (preferably the same icons as missions/anomalies/warnings)
Simple Suggestion: ability to open settings menu on the startup News Screen. My poor potato PC cannot handle the default high settings it gives me, being able to change the settings while in that news screen will save me so must frustration of crashes resetting my settings
Sell us the deep rock medbay underwear
Let bulks destroy contagion blisters. Its already kind of disappointing that satchels or nukes can't carve the infected rock but if that feature is there I guess its because of balance.
But bulks are rare, tanky and hard to control. Its only fair.
be able to tame other types of glyphids
blue hair color
My suggestion is to ignore the complaints about this season. This season easily tops 1 and 2. As a long time DRG veteran the games never been in such a good spot and this season absolutely rocks (and stone)
Bosco explodes when someone joins my party. This saddens me. Send a fist sided drop pod for them to leave in plz. Ty.
The Leadburster needs a siren/radius warning when its thrown, something to let teammates know to get tf out of the projected landing area
Hey I'm sure a bunch of people have probably already suggested this but I'd love for there to be feminine dwarves as well. I really love this game so far (even though I just started playing), but I'd love it even more with some girl power! :D EDIT: I think if more feminine player models wouldn’t end up being added, I think voice lines would be great too.
I think there should be a TV in the bar section of the Rig. All it would ever plays is the dvd (or DRG equivalent) screen saver that bounces around, and everyone watches until it hits a corner.
I would enjoy the wave cooker more if it could do weakpoint damage normal nongrowth weakpoints when the center of the reticle is on a weakpoint.
I wouldn't be surprised if this was already suggested but I couldn't find anything with the search function. If this seems familiar I apologize:
A lever action rifle for one of the dwarves, I'd say scout but i'd like a lever shotgun for engi tbf
dual wield shotgun secondaries for gunner
I'm unsure what other elements are left that Driller isn't able to commit warcrimes with atm, but whatever they are give him those >:D
...I dunno I giant power wrench for engineer? something techy of course but I kinda dried up on ideas :P
Minor change but there should be a "placer pistol" Idk what to call them, the ones that you temporarily get when placing pipes, cables and asking for a cleaning pod, but for the turrets with engineer. My reasoning is that it would just make it look more professional and finished like it's part of the game. Idk why but when everything just disappears on screen and you have nothing in your hands but an outline of a turret kind of makes it feel like a third party mod for some reason. Again minor but would look cool I guess.
TL;DR - Cable placing hand tool while placing engineer turrets.
Cigar cosmetic, c'mon
The "Headcracker" halloween cosmetic should use your pickaxe fashion
give scout a pistol (i'd say maybe a derenger with high damage mid fire rate and low ammo count also somewhat accurate) and add a new environment (like some sort of "sweet underground" where red sugar is abundant and the bugs can heal off the chunks on the ground or something like that) and one last idea i had is new driller primary that is effectively an energy rifle that can shock enemies and stun them making them more vulnerable to pickaxe attacks but when you keep using the shock rifle while the enemy is stunned the rifle is less effective (i already have a bunch of overclocks in my head for the weapons)
An area on the spaceship for you to test out weapons on dummies. Newbies like me would love to try out our new weapons without having to drop into a mission.
can you add a settings in options that causes your dwarf to only say the positive lines regarding lootbugs, however you can still hear other dwares say the negative lines but when you ping the lootbugs it's always the positive ones
for Industrial Sabotage, I understand the changes, time wise it is ok, but I feel like the cave generation now is so short, there feels like there is no lead up to it, there should be some build up, make it feel cool and mysterious, like discovering something down in the cave, not like just arriving directly to it
Give Drillers flamethrower mod "Heat Radiance" mod a visible flame aura, like a flicker.
Make veteran depositor work for any repairable objective like the Drilldozer and Rock Crackers, just to give people who are filling those duties more room to do so.
New space rig activity like backstreet lootbug races with stakes as minerals or credits. Because game have "lootbug lover" victory pose, where dwart let free lootbug.
Small suggestion, 4 voice lines that are for bitter gum because In game management uses the same lines when interrupting the "we're Rich" spam, because . . .it seems off that management is calling bitter gum "Gold"
Add who programmed M.U.L.E. in frequently asked questions
For the love of every green and gray beard . Make Bosco fly faster when carrying things . also keep him highlighted when carrying things . I love playing solo and this will be just great QoL .
(The LOK-1 laser doing contact damage sounds fun tbh)
LOK-1 Smart Rifle Unstable Overclock
Tractor Beam
The smart rifle lock-on lasso damages enemies that make contact, are targeted or walk through it
Laser applies heat to targets
Enemies have a slight gravitational pull to the lasso when near
Lower damage output from bullets
Significantly longer reload time
Deep dives should give xp towards the battlepass for all three missions not just it counting as one long mission
Deep Rock provides this intelligently made info graph by one of our top esteemed members of the R&D department. Rock and Stone.
Bulldog revolver animation tweak: when firing rapidly, Gunner fans the hammer like a cowboy
Gunner secondary weapon:
Doorbuster Breaching Shotgun
Three shots per mag, manual pump-action. Fires specially manufactured buckshot. Blast away the little buggers and breach the armor of the bigger ones.
Revert the change to leadbursters so they stick on bugs again, that was legit useful.
why dont we have a map editor yet? like what trackmania has, and that creates this giant community of people who create challenge maps and others who try to beat those maps, possibilites of that would be insane
like super strange tunnels, floors completely out of magma fire or whatever
Overal weird whacky tunnels and funny or challenging situations
Cause now the only really challenging thing is the weekly edd. It'd be extremely cool if we could create our own challenge maps
A chance to do a head rub when petting things?
I haven't gotten to mess around with it yet since I'm only tier 30, but maybe make it where the plague doctor mask's lenses will glow for each class when you have the new Biohazard dlc's paintjob on it? 
A button to undo randomizing customizations (Accidentally randomized my pickaxe build due to flicking too hard)
Poxxed detonators creating infested area on death
I want to suffer
I'd like the gunner to be able to grab objectives on his zipline it feels really bad when you can't on solo play D:
Engineer secondary weapon:
Lightningbolt Lock-On Launcher
A large, shoulder fired rocket launcher. Fits a different niche than the PGL, with higher damage and a lot less ammo. Must lock on to a target similarly to the LOK-1, but fires in a top-down attack, boring through terrain if it must
New celebrations:
Roses being thrown at you
could the lead burster have the same physics of the IFG? every time I throw it, the lead burster will bounce off the very tip of the toe of a random glyphid and land on the other side of the room 8 seconds later, if it was like the IFG it would glue to the floor way faster and without so much hustle
Love the idea, and have bosco salute before entering Pod. Have the new player come down the same hole that bosco used to leave?
Remove the caretaker from deep dives. Or make it take x2/x3 damage. It's just so cumbersome to deal with compared to multiple dreadnaughts.
please add a Mod Priority system that you can reorder
for example: say i have a mod that alters all of the music in the game and one that just alters the swarm music
mod priority would let me place them like this:
- Swarm Music Replacer
- Music Replacer
so that i get the new swarm music alongside all the other music changes from the other mod
Falling bug bodies should accelerate instead of moving at a constant speeds. Dead bugs hitting the ground from high should make a splatter, leave a stain and maybe lose some limbs
This has to have been suggested already, but a special button for scouts to call for a platform. Marking objects over and over can seem rude and typing while running for your life isn't ideal
Increase Nitra back, definitely not to the exact values, so there's not as many . . . people complaining quote: game's too easy now, which doesn't make any sense whatsoever by the way nor does it hold up under scrutiny, it must be at least somewhat increased, maybe by a resupply or two's worth of Nitra, because it is INSANELY scarce in some levels now, like, Jesus Christ, GSG.
It actually feels like it's even LESS than BEFORE Season 3 and Plaguefall, I've never almost lost a mission, or two as a matter of fact, because we've ran out of Nitra, and I've been playing on and off for roughly two years. SOMETHING's wrong, and what changed, as far as I'm aware, IS Nitra.
Much like with a tad too conservative Hurricane's max ammo, you overdid it, again, but in the even worse direction than before this supposed "fix", and personally I don't want to HAVE TO run certain perks and OC's (e.g. Compact Feed Mechanism) for more ammo to HAVE to increase the team's odds and skip a resupply for others' sake, I want more freedom and NOT be under such pressure purely because there's no Nitra left and we're running low on ammo, as opposed to something fair, like insufficient experience running Hazard 5, which is NOT fun.
Who do I gotta bribe to get as many loadout slots as I need? I’m nowhere near a power user but even 6 isn’t enough for all I want to do.
Since full Plague DLC headwear now uses "slim" armors - the biohazard DLC is basically a false marketing at this point as the dwarves portrayed are not the dwarves we receive. Either the marketing materials should be changed or the change should be reverted. Preferably the second option, cause that's what we were purchasing, come on
A small QoL feature I would like to see in the shop is just a "buy for all" for equipment. Where if you want say a beard style for all dwarves, you can just select that and pay the collective amount so that all dwarves get the cosmetic at once.
people have suggested the Medical Gown armor for ages, but i have a different suggestion
let your equipped armor paint job show up on the gown
Please
A movement overclock for Gunner and Driller
Please
Their families are starving
M60 for the gunner
I really like the addition of the ban button for hosts, as it makes it so we don't have to see toxic players as much anymore (and it's really creeping up there,) but I'd love to see a block button for Steam for non-hosts. Sure, it wouldn't be able to do anything about them in the current game, as only the host has that power, but making it so you don't see them again would save a lot of issues in the future. I love this game so much, but the last week, especially on launch day, was one of the most toxic experiences I've ever had in gaming. And it shouldn't have to be that way. But right now, I'm bordering on quitting for a while because I can't trust people to not be assholes. Sorry if this suggestion turned ranty, I just didn't know where else to post it.
we should be able to pet Molly
Deep Rock Galactic OST part 3
I couldn't find this so my bad if it's already here but, I think there should be an option to mute the audio when in the escape menu, currently all the audio will still play but it'd be nice to be able to have it muted just when in that menu.
New weapon framework based off the new Biohazard armor sets? Maybe using the little green vails and pipes attatched to your weapon so it looks sorta chemical
Shield Link, its range expanded to 10m (or more, a hidden, unwritten synergy with Shield Battery Booster for players to discover via experimentation (?)) and one additional effect, to also reduce own and ally's shield recharge delay by 1s.
Manual Heat Dump to not trigger user's shield collapse when using Shield Battery Booster for a better and intuitive synergy.
things id love to see
Upgrades for the rest of our equipment. nothing too crazy. or go crazy, I don't mind either way tbh
Perhaps a survival style game mode/mission type where you get Nitra on kill or something like that.
This might just be my eyes, but gunners flares seem REALLY dim. it might just be the color tbh. I know there's a mod that makes all flares emit white light though
maybe a matchmaking system where it matches you with random miners. totally unneeded but would be cool
so this is a CRAZY one that prolly wont be received well but perhaps a perk that allows you to take another classes primary or secondary
Less RNG in obtaining OC's. either let us choose the specific OC we want at the end of machine events OR let us choose the specific WEAPON for the class we choose to get an OC for. I love that Haz 5 doesn't need OC's to do but the amount of time it takes a fresh player to obtain even just the few OC's they really want is unbelievable. its my only legitimate complaint I have with the game tbh.
Allow the ability to kick people out of missions during the extraction phase.
update to the abyss bar that let's us buy snacks/sandwiches along with our beers, but most importantly a new table 1-4 dwarves can sit at... to play The Deep Rock Galactic Boardgame
make it so we can choose whether a mod is enabled or disabled when we load it in, i dont want to have to re-disable all the approved mods i have every time a new season comes by
Mission Control Lines for too much friendly fire.
"That's it, we're are signing you up for mandatory anger management classes"
"Do you need a medical screening? That was your own teammate!"
"Shoot the bugs, not each other, this isn't training, these rounds are live. And Expensive."
It'd be very convenient if we could quickly deposit things such as Enor Pearls, Aquarqs, Compressed Gold, and other heavy objects by throwing them into the MULE, Minehead, Refinery, or Drop Pod from afar.
new class a dwarf with a jetpack
Let us put default framework paintjobs on other frameworks.
why isn't this already a thing?
The new Engi throwable is maybe the least skill based throwable in the game currently, it is simply a throw and forget grenade that gains little impact from the player's decisions as the shredders just automatically pick what to target. It's not quite up to par with grenades like the LURE and especially the Proximity Mines. I think you should be able to use your laser pointer to mark enemies and have that tell the shredders what to focus on. It would make the grenade more fun and engaging to use and can even make it more useful when you have specific enemies you want to target, like Wardens, spitters, and detonators.
I was thinking about how cool it would be if there was like different DRG ships along the skybox of the planet while you’re overlooking the glass part of the ship towards the planet itself. Constantly replaying an animation where pair of 2-4 dwarves are sent out to the planet’s surface to start a mission.
It would make the game feel a lot more community focused, as it implies it’s not just you queuing up and leaving on missions, but also hundreds of dwarves at the same time.
Seeing something like that added to the game would be cool and would make the game feel so much bigger than what it already is. Seeing as we’re exploring regions of the planet, I believe it would help sell the DRG experience as a real mining operations company with multiple mining ships constantly sending out dwarves.
Thank you for reading this through!
Rock and stone!
When a meteor falls, it should preferably not spawn on the ceiling of the cave. This leads to shennanigans that management most certainly will not approve of.
It’s very in-character for management to tell you to “figure it out” all things considered
Have the balaclava cosmetic be a beard option so it can be worn with open faced helmets. it would be epic.
Correct me if I'm wrong, but no one uses strong arm if anyone it has to be rare to give up a whole perk slot for something to do with flares. Wouldn't it be better to delete that perk or give it some other properties that I'm not sure of and make it so that tapping your flare key throws as normal but you can also charge the throw by holding it much like you do with heavy objects. Then of course move the "Turn off headlamp" to another key which is another feature rarely used if I'm not wrong.
TL;DR - Make flare tossing chargeable and rework "Strong Arm" perk.
Can we please get utility overclocks I even got some ideas of the top of my head
A way for us suggesters to see if the devs looked at/took an interest in our suggestions. Like a special emote or verification of some sort. (Otherwise we’re throwing darts at a dart board and no one’s keep track of points)
I'm probably not the first person to say this, but a Bosco statue in the memorial hall
Yall should add a shooting range to the station
Four new assignments:
ADP-B317 Adventure - Driller
ADP-B317 Adventure - Scout
ADP-B317 Adventure - Gunner
ADP-B317 Adventure - Engineer
Completion Awards:
+ADP-B317 Framework and paintjob matching the class (after doing the Driller assignment, the play will receive the corresponding Driller themed Bosco skin and so on for the other classes)
+Extra Credits and Crafting Materials
+2 Blank Matrix Cores
+1 Cosmetic Infused Matrix Core
+1 Overclock Infused Matrix Core
+Bosco will like you more
Unlock Requirements:
After promoting a dwarf for the second time, that class's corresponding assignment will be unlocked.
Missions:
4 solo missions, does not matter what mission type or location.
-More personalized things should be added into the game like custom rooms where you can spend your own money to decorate it or custom drop pods like sea of thieves and their ships
-you should be able to paint and upgrade Molly
-increase allowed number of players per server to 6
-rockpox cleaning isn’t very fun
-more mission types
-being invincible/hard to hit isn’t a fun boss mechanic
-weak points are ok but don’t make it the only way for damage
-decrease resistance on an enemy when you aren’t shooting at a weak point
-the game should give more of a warning when you are about to get grabbed
-more cosmetics
-you should be able activate more then one mission at a time
make cosmetics like the Balaclava and The Abyss not remove my dwarf’s eyebrows
With the third season here, I'm starting to wonder about the sheer amount of content GSG is planning to add. Don't get me wrong, I love it, and I'm very excited for it, but I'm also a seasoned greybeard who has played every major update on release. I wonder if new players are going to start to find all of the content overwhelming. Right now, in one mission you can have 1) a primary objective, 2) a secondary objecting, 3) a Seasonal objective (Contagion Spike), 4) a Machine Event, and 5) various others like Cargo Crates. That's a lot for a greenbeard to take in.
I wonder if there would be a way to "segment" content somewhat to make things more manageable. Maybe something like a small pseudo-campaign to introduce the Rivals and the ways they impact a mission, then another pseudo-campaign to introduce Rockpox (after S3 is over), and so on. It might be fun for new players to get a bit more context for these seasonal additions, and they might also benefit from not having all of these new enemies, etc. thrown at them on Day One.
I would like to add the two Cyborg cosmetics to this list
Basing this off a Reddit comment I found. But how bout a rare regular swarm of Glyphids in the Crystalline Caverns? They look like Ebonite Glyphids, but they’re all the colors of the crystals growing there and break as easily as them? The dwarves calling them useless and worthless moving crystals as they kill them too.
Promoting a dwarf should reward a blank core, in homage to the current bug that lets you refresh the core hunt assignment when you complete a promotional assignment, as well as helping to alleviate the current bloat of content locked behind cores.
"Teetotaller" achievement for doing 10 missions in a row without having a beer in between.
assignment and DD/EDD Sabotage must get rid of either one or both power station, its still too long.
Simple one: hold reload on platform gun to rotate platforms 90 degrees, turning them into walls.
A toggleable setting in the wardrobe to force the use of "slim" or full armor versions in each loadout. Some headgear options look fine when paired with most armors without the need for slimming, but clip pretty badly with certain other armors.
Having a way to limit FPS while the game is unfocused would be pretty nice. Sometimes I want to keep the game open in the background and go do other stuff in the meantime, but it keeps eating up CPU which makes my PC laggy. I think it would massively benefit those with lower-end PCs.
Yellow Flamethrower overclocks need a serious rework. Neither one fundamentally changes how the weapon works, and without one of its two strongest Overclocks (either one of the reds) the Flamethrower falls behind a fair bit. The yellow overclocks should make small but fundamental changes to the way the weapon works to make them unique enough to be interesting; right now they're plain stat exchanges that are never especially appealing. Consider alternate fire modes or changes to the flamethrower's main attack. A good example would be a yellow overclock that allows you to fire a 'burst' of flame that will deal heavy burst damage in a line but cost a small chunk of the current tank.
When you go into the headwear section, everything that uses the equipped paintjob should be marked with a little paint bucket icon. When at the main selection screen, there's a little box next to each customization tab indicating what it is, the box would be in the same position and size, it'd just be a paint bucket to indicate that the headwear uses equipped paintjob
Hello!
I have some quite interesting ideas:
Since late game you can have many perk points, why can't we spend them on minor upgrades like:
- More health (1 perk point for +1 maximum health up to +20)
- Pickaxe damage (1 perk point for +1 damage up to +10)
- Pickaxe attackspeed (1 perk point for +1% attackspeed up to +10%)
- Extra flashlight (10 perk point for +1 maximum flashlight)
Also at the Equipment terminal -> Upgrades for Grenades and Flashlight!
For flashlight ->
- You carry one less flashlight, but lasts longer! +30 sec! / +3 more flashlight carry capacity, but all flashlight time reduced by 10 second.
- Your flashlights now stick to the wall! / Your flashlight is recollectable after expired.
- Flashlight gives more light / Flashlight produced faster (Production time -3)
ALSO DIFFERENT ITEM INSTEAD OF FLASHLIGHT!
LANTERN!
Never expires, but need to fuel with some nitra over some time!
Carryable!
Only one per mission.
Just like old times!
If you like my ideas, give me a thumbs up!
Rock & Stone brothers!
every weapon that has some sort of display to show how much ammo/charge left. Why doesn't gunners shield? it even has some kind of display. Why not put a number with remaining charges in (except for zero since the display is out of power anyways) Or like roman numbers for a twist (IV, III, II, I)
i mean that would be a cool cosmetic change, but in the end i don't know how much effort that is to implement.
On the other hand they implemented the cryocannons fully functional measuring instruments (except that the blue max ammo gauge only updates when the weapon is off screen or when you take a resupply - or is this a bug and it worked flawless earlier? i never paid enough attention while in combat and just realized that like a week ago or so)
Hello!
I want special playlist for custom music! If I understand correctly, you can replace already existing music. It would be awesome if we could add music we love and game would choose from this pool randomly during game.
Why? After 600 hours game started to be boring to me. Nothing much, just natural way of things. However, when I downloaded new music pack mod it gave second wind to the game!
Suggestion to change Bio-Mass Converter(T5 Shard Diffractor second mod) from a once per 0.25s effect to a charge-based effect, as in, instead of needing to kill something in a 0.25s window, assign four charges to the mod(which refresh every second) which are consumed per(medium or larger)-kill.
Just annoyed at how many times the Diffractor tends to kill things in close proximity at about the same time and still getting only three ammo back from, for example, half a dozen grunt kills.
Suggestion to add more variety to bulk detonators, may be one that explodes in a cross pattern shooting much further then then the regular detonator, would be fun.
Or a detonator that would explode into smaller detonators
How about being able to damage enemies by throwing heavy objects at them? ie Enor Pearls, Aquarqs, Gold Chunks. It shouldn't be anything overpowered, of course.
Maybe some sort of utility weapon that can be loaded by mining and stockpiling excess red sugar you mine that you can then use to disperse heals to teammates?
Active Perk Idea:
Power Flashlight:
Passive: Your Mounted Flashlight has a 10/15/20/25% Longer range and a 5/10/15/20% Bigger area Coverage.
Active: Press (Button) to Overcharge your Flashlight for a short period. This causes your shield to disrupt but increases the brightness and range of the flashlight and gives 100/200/300/400% More light for 20 Seconds (while that is active the shield cant regenerate). All enemies in the initial light Flash get stunned for 1 Second and every enemy slowly heats up when in the Lightcone (Heat gen is the same for all levels and could be half the rate of an Flame arrow of the Boltshark OC (so just small enemies get ignited)). This skill has an 6/5/4/3 Minute Cooldown
Gives the puny flashlights on your suit a new Job. Also even at max level it would still give way less light than a scout flare but can support you a bit/ help you out in some situations.
Change CRISPR's sticky flames' "model" to the incendiary grenade flames.
Meteorites should NEVER be able to land AFTER the drop pod is called. I got this one after it landed. I was literally unable to do it. Even if I had completed it, (which i didn't. there were too many bugs due to the bugs spawning constantly after a drop pod is called and the swarm that spawns during the cracking, I wouldn't have had enough time to deposit the plague hearts into the sides of the drop pod. I'm unsure if I should report this as a bug, I'm simply putting it here for now because I assume that this while may be unintended, it probably is not a glitch or something that the game wouldn't allow, instead an oversight.
https://steamcommunity.com/app/548430/discussions/3/5294572213363890967/
Short version: Accessibility ideas regarding the scanner and one regarding the spent flares.
4th season ( big feature idea) could add a bunch of techy adjustments to bosco and other things that are automatic. Like a sort of simplified box coding language like scratch. You could tweak your lok-1 to target mactera first or lock all bullets onto one enemy to get that sweet sweet explosion. I don’t know how this would be implemented for multiplayer aside from lok-1 but I’d love to have my bosco buddy take out all the swarmers and electric fuckers while I clean out the grunts and bigger bugs. I just think it’d be a neat addition and make haz 5 bosco more reliable.
Absolutely pointless but would be extremely fun I think. The dwarves are already a meme that don't take their job too seriously, I know we can rock and stone already but there should be a feature where if two or more dwarves rock and stone in close proximity a button prompt should pop up and if pressed you either high five OR there is a low chance of a rare animation where it goes into 3rd person like the dance area and you all air guitar on your pickaxes and yell a solo like "PEEWWOWOWOWLOLOOOO!"
Again absolutely pointless but come on, it would be fun as a morale boost in hard missions that have gone on a little too long.
Adding compass to the terrain scanner. For communication reasons.
Brother, theres a Nitra vein on the ceiling.
Which way?
Northside
Driller secondary weapon:
Retro-fitted Nailgun
Driller took a construction tool, a little bit of help from Engi, and a whole lotta random bits and bobs. The result? A quick firing Nailgun that can pin the bugs to the wall. Enjoy.
Complexity 1 industrial sabotage needs more nitra. Currently the amount spawning is about half compared to complexity 2, and that seems too stingy for the same amount of combat involved.
tinted black glass for "The Abyss" cosmetic like in the first promotional image
Could we get labeling on the rock cracker pods? it can be hard to know which one needs fixing. Like the labeling on engineer's turrets. They could have a 1 and 2 above each when using the laser pointer
Hello !
Well that's kind of weird but i played a lot recently and i just have a dream about it and I got a mission idea through this dream.
The mission was a Hold up.
The players arrive on the planet (as usual) and they need to locate a nest where the alien produce a ressource (like honey) and they need to harvest it. The mission give acces a new tool which dig vertically with a metal pole (like a fireman pole).
You need to use this tool because when you start harvesting the nest, a large number of "alien "comes, but like a flood (big aoe of brown texture) and hit the player and slow him.
So in a way to succeed , you need a plan where you make room above the nest , prepare the fireman pole and start harvesting. You can collect a strict number of Honey and you need to go back and forth to molly while the nest fills up. (you can use gunner shield etc to help you).
At the end of the mission when you call the pod , All the cavern fills up with the brown texture + usual alien and you need to rush to the exit.
occasionaly having barrels instead of astroids in the scene when going to the planet
Hurricane 3rd Upgrade Option Ideas:
Tier2: Flak Missiles Explode close to an flying enemy even when you woulv missed it (around 1m distance max)
Tier3: Autoloader (-0.5s Reload time)
Tier4: Dirty Fuel: Leaves a 0.1m trail of damaging field behind the rocket similar to the Coilgun (but WAY less damage (1 per 0.25s)) for 3 seconds.
Neurotoxin Grenade should last longer and obscure your vision less, and maybe increase the carried amount by 2.
a buckshot overclock for the PGL, basically turn it into a big shotgun.
Edit: a piercing effect would be good so you could essentially blast a line of glyphids
ability to use text chat while loading next deep dive, and during end credits
Boomstick Reload Change
Currently, the way reloading works is that it only starts when the weapon is ready to fire again.
This hardly effects most weapons, but without the ROF upgrade on boomstick, a large amount of time is added before reloading. Thus resulting in the Tier 2 reload speed upgrade being much worse than intended, as the reload is delayed.
I have minimal coding experience, but here's my idea to fix this:
For the Boomstick, add a post-firing check that detects whether or not the current magazine (barrel?) shell count is zero. If it is empty, make it start to reload. The check would run once 0.1 (or less) seconds after firing have passed. This results in reload starting immediately regardless of ROF.
Starship Trooper themed cosmetic DLC
So I can "do my part"
I know it's copy righted, just make up a name, Starship Trooper is so generic it sounds like a parody of itself
Voice lines for when a pretty new player is joining. Maybe between lvl 1-10, all welcoming lines where the dwarves encourage their new coworker.
Giving each character a passive, engineer can repair things faster, scout can have more information on the 3D map, driller could be able to ping nitra or something trough a wall and gunner could move faster with objects and trow them further (the gunner and driller ones weren’t thought out as much and would change) each character plays generally the same, but with passives you would be able to specialize more
I petition a setting that shows what song is playing currently
Can we have Bosco pick up Molly, like a special WWE tag team move, that way he can drop her on top of a Detonator and one shot it. Like a warplane dropping a nuke except its Bosco dropping Molly. Once per mission of course.
This might be controversial but I think for the slim version of the mk1 gunner suit the bars that are next to your head should be removed. Theres just too many mustaches that clip through them and its pretty jarring to see. Now that I think of it the mk2 also has the same issue but its less obvious.
Please can we use our error cubes to swap missions? - I for one do not like drilldozer missions and would love to re-roll them at a cost
Maybe to re roll daily mineral deals or beers(random not chosen) but not missions
I love dotty missions, it's fun bombing everything with fat boy
I need a way to give Molly slightly more complex orders for solo play. Particularly a way to order her to stay still and a way to send her to a spot in anticipation with control/ ping. Her moving around constantly is an active hindrance
DRG phone app where I get a radar feed and get to play as mission control having to target resupply drops and call out incoming swarms for when on the go. If it somehow can connect to an actual game that'd be the bee's knees.
might have been asked already, if so im sorry, weapons that have elemental damage should show what that damage is, ie fire for the crysper ext..., but it would moslty be importante for weapon that do dual damage type, like the wave cooker and the omoran lazer, also could be usefull both for new player to let them understand damage type, since bug damage res is shown in the beastiary, and for future weapons that might have dual damage type
this is probably an old request, but a visual queue/effect of some sort for the cone effects/auras some mods and overclocks give weapons would be very helpful (basically visual effects for burning hell or the flamer and cryoguns elemental aura mods)
instead of having the class shown twice in the laser pointer, make it so that it reveals the name of the player you are pointing to, this could help identify players easier if there's more than 1 of any class and you need to know who is who
Calculate how often someone kicks someone so when someone is in the join game screen, they can avoid joining a avid kicker. Call it the kick rate
could the lights above the equipment terminal please be made slap-able?
what if there was a way to get an empty core from events like crates or backpacks?
Season 4 suggestion: lingering rockpox infestations have caused advanced maturation of dreadnaughts, allowing them to reach their full size.
Type of mission: Train in training
Players land on a map, there two train stations. The goal is to connect them. Doretha comes back, drilling a tunnel from one station to the next. Goal is to protect and refuel the drill and then build the railway back to the first station, just like you build pipes. But the construction is loud, drawing attention of the bugs. The finale is to escort the train from one station to another in a quick ride.
This
I was in the middle of typing my own proposition when you posted yours. Maybe it could pair up well?
When solo, you can order Bosco to shoot rockets with ppm on laser pointer, but this has no use on coop.
What if you could use this to ping just certain person or class?
You click ppm on the Player to select them. When you ping something with lpm, this ping will be highlighted just for this person + your dwarf will says special quote.
Example.
You target Engineer, dwarf calls "Engineer!"
You later point at the wall and dwarf says: "I need one of your pancakes there"
Alternatively you can scroll while equiping laser pointer and select the Player from the team list (avatar will be highlighted), so you can call teammate who is far from you.
Dunno, I just miss the option to call more personalized pings without using chat, because sometimes you may have no time to do so.
Not being able to attack the Caretaker itself is, I suppose, understandable, but Engi's shredder nade should be able to target its tentacles.
Can we get an Ork Tusk accessory so we can pair it with the green skin make our Dwarves look like Warhammer 40K Orks?
I've always felt that Engineer's turrets are the most sluggish parts of central gameplay. I'd like to suggest that they can automatically deploy at a slower rate, but can be sped up by interacting, similar to the TF2 Engineer's Sentry Gun. When I'm playing with my friends, we always have to wait for ages for the Engineer to place their turrets before we begin a swarm event or boss fight.
I'd love to suggest a new grenade for the driller, if/when more grenades drop in the future.
The grenade is like a portable blackhole OR Seismic Wave Generator. that'll attach to where it lands and dig out ores or anything within that radius. It can be used as a utility and within combat. (The issue is creating a bunch of holes trying to eradicate a swarm, so maybe it can only dig out ores, or take a few seconds to dig out terrain whilst it charges up. Or maybe the grenade has a failsafe reducing the seismic waves due to detecting lifeforms.
I'm sure it's been thought of before, but it'd definitely be a unique grenade that isn't solely combat focused. I can't see why it'd be an issue, since the EPC has that function if you build into it.
***(TL:DR: EPC Thin Containment Field Grenade) *** with a few ideas that can make it slightly less advantageous.
pls no hate ❤️ rock and stone!
Add breathers everywhere, potentially different breathers for each biome that are still breathers but they look a little different.

Do you guys remember Hox Iron? The original mineral in the alpha later replaced by Morkite? Have you ever wondered what happened to it? Find out now with this proposed Driller Primary! The great and mighty ARMSKORE SLAG SHOT!
This is a great, big weapon that shoots heated and propelled Hox Iron. The molten metal impacts terrain with enough punch to leave a dent, splattering out the molten iron in a rainstorm around the impact point! High single target damage, explosive AoE effect that applies a bit of heat. The catch is rotating barrel where you need to reload each of the four cylinders one by one, making it have a lengthy reload period compared to other guns.
Potential mods for the weapon (outside of the usual damage, ammo, armor break, ect.) would be things such as a Rusted Shot (applying slow and corrosive DoT), Boiling Metal (more heat damage on the spray), and a Duplex Trigger (shoots a round upon pressing AND releasing the trigger).
This weapon would naturally fill a niche in Driller primaries that isn't yet filled. Good single target damage at a powerful range. The balancing factors would be the slightly lower ammo pools, low magazine capacity, and lengthy reload speed.
An option to tell Molly to follow you, because it is utter cancer to wait when your inventory is full and then Molly is just chilling 300miles away in the old cave section
If time and money permits (so not this season), would the dev. consider a set of alternate missions (and locations) for the Rockpox concept?
I'd love to be able to right my way out of a cyro-chamber, down through the bowels of the Space Rig, to the Drop Pod.
Or from a docked pod, lug cleansing equipment around to clear out an infestation.
Or to a "boarding torpedo" hot breach, fight my way though to (or potentially sneak if necessary; imagine creeping through a cavernous room with six slumbering BET-Cs all Rockpox-infected) the main launch bay, to recover something of importance...
...like Lloyd...
...and fight my way back to the torpedo.
You could balance out the potential class-mobility issues by having certain walls be destructable by the Driller's grinders, while the engineer might be able to repair broken lifts and ladders. The Scout should be able to spiderman around freely from a mobility perspective, while the Gunner would still have their zip line.
The Engineer S.S.G Grenade feels a bit too strong when directly compared to the other grenades released in S3. Considering it's automatic targeting, very generous duration and high damage, I suggest one of the following changes:
- Reduce the number of drones from 5 to 3.
- Cut the damage of the drones by about 25% (They currently 2-3 hit basic Glyphids on Haz 3)
- Reduce the duration by about 25 - 33%~
- Reduce Max Grenades from 4 to 3.
As it is right now, I feel as thought I can just use them with absolutely zero thought and are so general use in their strength that they outshine other options.
NERF HIPSTER
- Reduce Hipster ammo bonus to 1.75x
- Reduce focus shot bonus on Hipster by 10%
I think that Driller and Gunner could use a tweak for their new grenades.
Leadburster feels pretty incosistent for how all of the other gunner grenades feel, since it is so prone to bouncing off a bug or teammate and landing somewhere it either does almost nothing, or worse and bounces around your team. I think the only tweaking this needs is not bouncing with bugs. If it could be consistently throw into and under a swarm, I believe it would make the grenade a comparable choice to the other options.
I am not really sure where the buzzsaw fits into drillers kit. It has some good single target damage when it hits the same bug over and over. Also good swarm clear if you throw it through a choke point. But it has to compete with the consistency of axes for single target damage, and all of drillers primaries clear chokepoints by default, and many times leave behind a damage and slowing effect. I have seen lots of response theoretical changes being "Just turn and face the wall" but if you are in a situation that warrants a grenade but that grenade requires set up, your primary can probably clear it in the same amount of time. As others have suggested, having the buzzsaw toss forward a bit and travel perpendicular to the driller allows it to be an instant reaction without disrupting the flow of combat. Another possibility is that the buzzsaw spins in a small circle where thrown, reducing the range but making it very consistent to plan around.
New Perk Idea: Mineral teleporter
Passive: Idk maybe larger mineral bag
Active Ability: Teleport the minerals in your inventory directly into the mule/minehead (3-4 minute cooldown)
The performance pass is way too hard to level up. It should be easier than it is right now. Right now it rewards constant play (daily missions) but even if you constantly play it is too tedious to gain progress. I feel like im not gaining enough progress for my time spent playing. I think the tiers of the performance pass should have less xp to unlock or they should be scaled at different xp levels instead of all at 5000
weapons testing lobby, like splatoon or TF2, in theory it's simple, just a separate area in the rig with a trigger to enable selected weapon setups, and make it so that you can't hurt anyone past that point
xynarch bosco
Point 1: Add a cosmetic variation of the Goggled Headwrap consisting of just the pinhole goggles, no headwrap.
Point 2: Add other combos, IE the vanilla goggle+cap with Goggled Headwrap pinholes substituted for the original.
Point 3: add more goggles. More. MORE.
💡 -Bernie Sanders voice- I am once again asking for a full-helmet version of the Reclamator Helmet
A few Steeve ideas
Commanding Steeve
A pretty simple one, if we highlight an enemy, Steeve will prioritize it. It would be the same as the Hawkeye Turrets or Bosco basically.
Acid Spitter Steeve
I don't really see much difference between an Acid Spitter Steeve and Slasher Steeve in other than what range they are at (they deal the same damage) and enemies can just as easily attack them back. Also it would make it so Steeve isn't always impotent against Macteras and Naedocytes.
Acid Spitters may be hard to get close to but that doesn’t mean they shouldn’t be called Steeve
Steeve Cosmetics (Accessed through the terminal for Bosco or through the wardrobe)
Giving Steeve a hat or skins or other additions would not only be a fun mechanic to distinguish your favorite Glyphid. It would also help to spot him out amongst the swarms and reduce friendly fire. The glimmering sheen on him helps but can be hard to spot sometimes.
Also when you equip them you could have a funny line of Mission Control asking you why you are packing those extra clothes in your gear.
Sorry if this has already been asked but, could you add the hospital gown as a standard accessory?
An idea for buffing gold that I came up with: Make it jut out of the wall slightly like most other minerals.
That way, its easier for a solo Scout or RJ250 Engi to perch on top high up veins in case they're solo, their teammates are occupied, or if said teammates are ignoring their pleas for aid
Sentry T5 rework:
As of now, there is little to no use case scenario where Hawkeye should be used over Defender system. Defender gives much more DPS and has downsides easily manageable, while Hawkeye, albeit a cool concept, is left in the dust. Here's how I propose to fix this discrepancy:
Moved 2 damage from Defender system into the base weapon
Hawkeye Reworks:
- Sentries now get even more range (+7.5m on top of the bonus already provided)
- Pinged Targets take 100% priority
- Sentries can target pinged enemies from any range
- Sentries attacking pinged enemies gain an additional Weakpoint Bonus of 25%
- Sentries targeting pinged enemies will ignore armor
- There is a 5 second cooldown between pinged enemies being targeted
- Turret whip will not gain the extra WPB
I want there to be rockpock infected detonators once killed will blow up and spread the disease infecting bugs around it that rabidly chase you
Let BOSCO grab fossils please
new voice line for the leadburster (gunner minigun grenade): This is my Gun-nade grenade
I suggest that you revert the changes done to face cosmetics, where some now trims the armor down slimmer now. It's ruined my gunner loadout and he was my favorite class 😭
At least add a toggle plz.
Unpromoted dwarfs say "What's this?", "I wonder if it's edible" and other voicelines like this when pinging machine events.
Please give us some sort of lore. There’s so much to this game and I just want to know about it.
In missions where the host bought a special beer but there weren't 3 other dwarves in the rig, Molly should have a little beer keg so that the late joining dwarves can get beer. Also opportunity to bring in more voice lines and community over sharing a beer in the caves!
lizard planet
Please allow Phazyonite to be used in other ways, such as using it in core crafting, as well as buying cosmetic items - a choice of
“Heads up, the cave you’re headed to contains a distinct lack of both Gold and Nitra. Don’t worry though, the cave is overrun with Lootbugs. They should be capable of providing all the Gold and Nitra you need. Happy Lootbug ranching!”
New Anomaly: Lootbug Infestation
Gold and Nitra are missing from the cave walls, but lootbug spawns have been turned way up (400%-500% maybe?)
I think being able to add decals to your armor. Nothing too crazy, something simple to help make your dwarf stand out a little.
Exploders in glacial strata have a icy color palette and do 50% damage but freeze anything in the explosion radius
a victory pose that copies the pose of the person next to u
Radioactive bulk detonator, basically a much more powerful fatman
Maybe this is a stupid idea but it would be very helpful to making the engineer a useful and viable class on par with the others to play into his role as an engineer with room set up. As of the current update the engineer just isn’t a useful class compared to the utility of all the other classes. The engineer had excellent damage but other than that all of his utility is out matched by the other classes that can just do what he does but better. The engineer is very situational right now but to help it would be nice to possibly add something like an alternative firing mode to the platform gun that lets him set traps and instead of only flat circular platforms, give him the ability to make walls. To balance the walls you could make it so any enemies can slowly break through them so an engineer can’t just completely section off a tunnel. This would be helpful to all classes and would give breathing room while in a tunnel letting the team focus on one side of a tunnel for a short period while the glyphids break through the other end slowly. It’s just an idea though. I really like the engineer and want to use him more but when seriously playing this game I just can’t see a genuine reason to play him. I’ve found that the most viable set up for a four player mission on a deep dive or any mission is to have a scout, driller, and double gunner and I feel that the engineer needs some serious change to help him be a viable option. I feel like the game was originally intended for all four classes to be used not just 3
Bug or not I don't know but maggots are immune to breach cutter. I can't believe I never realised it
Could we get an indicator on the sever list of whether or not a mission is in a meteor zone?
make it so i can choose which over clocks i get or atleast be able to narrow it down, i dont wanna grind hours on end just to randomly get what i want
Just as an interesting idea which I don't know if anyone has listed before, but imagine a secondary for scout or engineer that will allow you to heal your teammates using red sugar crystals in range. You like, vacuum them up into the device, it collects the same value and properties as red sugar crystals, and may store around 200~HP, I guess depends on the upgrades.
And because it's a red sugar crystal, whoever has the sweet tooth perk gets additional healing from this device.
But to just put it shortly, it's a medic gun.
💡 Space M60 weapon framework for gunner's Lead Storm minigun, something like the Heavy Assault Rifle from Doom 2016. Just a big fat ugly beast for that big fat ugly beast called Gunner to lug around. Single-barrel (if necessary rig the spinny bits and barrel latch thingies to invisible sections of the model to keep animation rig compatibility).
Maybe call the framework the M6000 Classic 
Warning: matured population
-increased chance for enemies to be replaced by veteran variants (grunts becoming slashers or guards, spawns becoming trijaws or brundles and (if i remember correctly) praets becoming oppressors)
-maybe a small boost to praet spawns
Essentially, grunt and mactera groups are much more dangerous and you deal with more oppressors
Clown mask/makeup/hair shape for the April fools day event or something. But as a small idea, which sounds very specific for a cosmetic is, if the person in the lobby wears clown cosmetics, if they press X, there's the chance they will emit honking sound or just say "Honk Honk! Ha-ha-ha".
I do however see this backfire because there are some people who have a severe phobia of clowns.
🤡
Here is idea to buff zipline launcher
First we need to understand, why it needs a buff. We will compare it to other mobility gadgets.
Grappling Hook:
- Amazing mobility and speed, fast cooldown
- Only useful for scout, cannot help your teammates
Drills:
- Best option when you need to get rid of obstacles or dig through
- Requires dirt and terrain to make tunnels, cannot make tunnel in the air, bruh. Also could take some time clearing the area or digging a tunnel.
Platform gun:
- extremely flexible, can make bridges, stairs. Can save from falling. Close holes in the floor, platforms near minerals in the walls for scouts. Can control how bugs will behave with certain upgrade, allowing to build better defense.
- Takes time. You can not control how platforms will be created (only horizontal platforms, no vertical platform).
And now...
Zipline launcher:
- Amazing effective distance, quick deploy, fast descent. Can save you from falling.
- Low ammo count, extremely limited in angles.
See the problem? Zipline is useful only to overcome long distances, where it is easier, faster and much more ammo consuming to shoot one zipline, instead of building long bridge on digging a tunnel. It's useful, but situational. Not always mines are long enough to make zipline work... but they are high enough!
What if zipline launcher will have second firing mode, where it shoots not ziplines, but ropes. It won't be limited by angle, and will lower a rope to the floor from impact point, creating a 'lift'. It will have similar uses to zipline: quickly overcoming long distances. But instead of horizontally, it will make it vertically.
Add omen towers to the automaton faction in the bestiary, betsy's lonely in there 
New dreadnought variant - Poxnought
Attacks:
- Melee.
- Spore vent. Creates a large cloud of lingering pox spores.
- Pox shot. A single-target arcing pox shot, like those used by rockpox praetorians. The tendril that fires these acts independently of the dread, so it can fire shots in any direction including during other attacks.
- Pox mines. Three arcing projectiles in a fan pattern (similar to the Hiveguard's mortar attack, except that it fires three shots at once in a fan). On hitting the ground, they remain as pox mines which will explode if approached - we strongly recommend destroying these from a distance.
- Pox purge. A blast of sludge, similar to a Praetorian vomit attack. Especially dangerous because it creates a long-lasting area of pox on the ground.
The Poxnought's attacks focus on area denial, making the room you're fighting in progressively more hostile, thus restricting movement so it becomes harder to avoid the poxnought's melee attack.
Phase 1: Break the lithophage shell
The moment a Poxnought emerges, mission control will send down a cleanup pod with the familiar lithofoamer and lithovac. Apply foam to the dreadnought, then vac it off to break up the impervious outer shell and reveal the boils. When the shell breaks, the dreadnought releases a wave of larvae.
Phase 2: Burst the boils
You know the drill by now: When dealing with pox enemies, shoot the glowing boils. You won't be able to get them all in one go - the dreadnought will regenerate its lithophage shell at least once during the fight.
Phase 3: Burn it down!
When all the boils have been destroyed, the dreadnought is at its most dangerous. It is continually losing health in this phase and only uses melee attacks, but it moves much faster and continually leaves a trail of pox behind it. Every part of the dreadnought can be damaged, so just pour on the firepower and finish it off.
New support tool: pull-up gun
Can pull-up:
- Miners
- Heavy objects
- Small and medium bugs
I suggest it for Gunner.
have an idea guys.
Since the flares do not despawn, can we make the magazine/fuel canister the same too? it would be nice to see spent mag on the ground, and it's not really affect FPS very much.
I noticed that Rival Tech weapon frameworks always have red lights no matter the class when using Dark Future paintjob
However, this is not the case with the newest Biohazard paintjob. The lights correspond to the class colour. Can this feature also be present on the Dark Future variant?
Unstable Jury rigged boomstick overclock
7000 nitra express
"Experimental bullets loaded with a potentially unsafe amount of pure nitra. Ridiculously destructive and more accurate than pellets but recoil is immense"

Ridiculous increase in damage. +150 damage
X0.5 base spread

X3 recoil
-60% ammo
1 pellet
allow chat between deep dive stages
"Stinger System" T4 upgrade for Engi's sentries (maybe as a replacement for Hawkeye system):
+7.5 Rate of Fire (from 7.5 to 15)
+90 Max Ammo
-66% Reload Speed (from 2s to 6s, or from 1s to 3s)
Sentries deploy automatically at a slower rate and can be sped up manually (maybe over 15 seconds?)
Currently, Defender System's extra damage makes it an easy choice over Hawkeye; this upgrade would have a fast-paced "place-and-forget" playstyle to contrast with Defender's "lockdown" playstyle.
Auto-deploy and no angle restriction make positioning less important than Defender System, and a higher fire-rate gives it a similar DPS boost while burning through ammo much faster (with a small ammo count buff to compensate), encouraging the Engi to recall and replace sentries instead of reloading them.
Barrel chug victory pose
Mod loadouts are rather annoying to use. A few complaints:
-
I wish they didn't always show every single mod you're subscribed to all of the time. It would be nice to be able to filter them somehow, like hiding all Approved or Sandbox mods.
-
I really wish that loadouts didn't save every time they changed. In particular, this means if the game ever crashes, all the mods are deactivated, and the game saves the loadout in that state, so I have to manually go through and reactivate every single one, assuming I even remember which ones I had equipped.
-
There should be an option to deactivate all mods without setting up a specific loadout for that purpose. This might require a shift away from the 'loadout' paradigm shared by the characters, but that's probably for the better.
Miner's Manual entries for all of the weapons?
for season 4, a Pox Ommoran as an alternate Escort duty mission inside infected regions. not entirely sure how the fight would progress, but I feel like something like this would help drive home the rockpox as an infection of the planet as a whole.
deep dives and elite deep dives should log what players have been in it, in case a player crashes and the abrupt session window does not pop up, they can join back since they have been to the deep dive
AxisKronos had a really cool idea in a video yesterday in that the number of rockpox infected regions active at any one moment could depend on how many players are doing the modifier. More players would push it back and leave only 2 regions, and so on.
A small idea for a cool but tough challenge achievement / assignment
The good, the bad and the lootbug
In hollow bough, complete a mission (alone or coop) using only the heavy revolver, you must save a dry thorn thumble by kicking it in the drop pod and pet a lootbug at least once
“Hello team, today we have a… sigh rather unique albeit pointless assignment to deal with, someone up in management has been watching too many movies again, and apparently thought it would be a good idea to homebrew their own using your bodycam footage, so please, let’s just get this over with quickly, retakes are the one thing we don’t need, and there's more important stuff to deal with”
“Great job team, the footage has been directly uploaded up to management, and your compensation has been delivered, a... crate of hats and a fistful of credits... keep it up, team... sigh"
Reward 152 credits, “Glyphidboy rancher soft-chitin hat”
“No sun will get in your eyes as long as this huge brim is there to stop it, oh wait, there’s no sun down there in the caves, oh well, a stylish choice nontheless”
Simply rewards a comically large-brimmed cowboy hat
A nice single-mission challenge, doable on whatever difficulty, and with whoever you want (as long as you use the revolver, then you’ll complete the assignment for yourself) that doesn’t reward a whole lot except a nice hat, or as nice as the wearer considers it.
New idea: "Mark all as seen." I'm manic about clearing all ❗ in my HUD and it bothers me when there's tons after unlocking a model or paint set.
Small platforms on doretta that Engineer sentries can snap to
If the sides of the drilldozer are destroyed, the sentry platforms are too
This is kinda broad for a suggestion. But I think Stun and Fear weapon mods should stop being put in the same tier. Stun is almost always the objectively better option, and too many weapons put them together as if they were equal in value.
In particular I think the Gunner's Coil gun and Driller's Satchel charge suffer the most from this.
Fear on the Coil Gun is a direct detriment due to making bugs leave the trail area as opposed to staying in it thanks to the stun.
And the satchel charge stun provides an objectively better crowd control than fear, that does not disperse enemies, lasts longer, has the exact same range, and competes with the same carving mod.
Don't know how well this can go for people who have computers with low specs (me), but how about experimenting with pools of liquids? Something like lava lakes in Magma Core for example. or quicksand in Sandblasted Corridors.
I’ve thought of a way to make adding new drinks interesting. As seasonal content, an intergalactic beer festival is happening near hoxxes, bringing new beers from across the stars to our dwarfy brethren. Management would prefer the dwarves not partake, but cant exactly stop them. You can make it like a lost miner event, where you find an empty mug/recipe page that could lead you to casks or you find a “micro brewery” (molly that has been modded to brew beer also works) and you have to hold out while the beer is being made before your very eyes, and depending on what the event/mission is, you could either get a buff beer, or a cosmetic beer and you unlock them as you go
A beer that allows you to see a glimpse of HOXXES(like a vivid image?
Make industrial sabotage have only 1 power station, or make hacking quicker. I stills find industrial sabotage taking much longer than any other mission, and now that it’s in assignments and dives, I am not having nearly as much fun doing assignments and dives. I’m too preoccupied hoping for anything other than industrial sabotage
-make lithofoamers on space rig usable and add sliding physics from ice on glacial strata to foamed areas (i want foam slide party with friends)
Mactera Queen multi-stage boss.
Biome specific missions, like uranium processing in radioactive exclusion zone or a vine infestation pruning in hollow bough
more old nordic cosmetics
Can we smack the union console with the repair hammer when its not working, which is often?
A little game in the space rig where you have to hit the other dwarf with a pickaxe but they can protect themselves with the pickaxe
I've suggested this in the past, I'm suggesting it again because I think it's a legitimate problem that should be addressed.
Idea:
Add a line of text or indicate in some way in the Bestiary that hacked Patrol Bots will slowly die even if they never get hit by anything.
Why:
It doesn't do that right now. I've met a number of dwarves that think an Acid Spitter and their bot got into a shootout with the bot somehow losing.
Suggestion for the notice:
"Unfortunately, the machine's firewall is unhackable and doesn't play well with our rewiring methods, causing it to slowly destroy itself from the inside out. A hacked Patrol Bot provides respectable fire support, but will self destruct after a period of time."
💡 Allow us to slap or pet Glyphid Menaces. They often glitch out at low health and just sit there, not tunneling or shooting, so decking one in the mouth for their troubles would be pretty funny.
💡 An alternate Pickaxe Power Attack animation, that occurs randomly in place of the default power attack animation but extremely rarely, where the dwarf just rears back and throws a haymaker. Imagine socking a glyphid in the mouth and breaking its jaws, or punching a jadiz out of the wall
some kind of card game, for example, poker
AC OC:
(Carpet bomber rework because its (imo at least) inferior to most other OCs (mostly neurotoxin) and too similar to Frag/Splinter rounds.
Mortar Rounds:
"R&D Took notes from their failed "Bet-C" Project and made a smaller variant of its Sticky Grenades for Your AC....Just try to keep your teammates out of the area"
+Mortar rounds (slightly affected by gravity (dont deal impact Damage but explode after 1 seconds of terrain impact with x2 the usual size in Aoe. And It gets a flat 8-10 (balance idk) AOE Damage Bonus.
- x0 Impact damage
-110 Ammo - (+1s Reload time)
Achievement suggestion, Scouts Honor: complete a haz 5 mission with a team of 4 Scouts.
So this might be ridiculous so feel free to downvote as I'm not too sure myself BUT... make the Stubby a secondary on Engineer and make the Shard Diffractor a primary. My reasoning is that the Diffractor isn't really picked as a secondary as it can't compete in crowd control compared to the Breach Cutter and if you want a little less crowd control but more mobility you go with the grenade launcher and jump around with it. I haven't seen many engineers pick the Diffractor (apologies if I'm wrong). As for the Stubby, I don't know there, just felt the most reasonable to take out of the primary pool to the secondaries.
But this way you could have a build with the Diffractor as a primary which as insanely good for single target damage, focus and range, then you could run the Breach Cutter as a secondary and pretty much have the perfect kit for all scenarios. Also it would be cool to be an all tech laser based Engineer, but that's just me.
Again I am a Scout main just trying out the Engineer so I might have no idea what I'm talking about or this idea might be dumb or overpowered even, who knows. I'll let the votes tell me.