#suggestions
1 messages · Page 21 of 1
Achievement specific rewards
You got all the barrel related achievements? Barrel helmet
Roller coaster? Liquid morkite stained armor paintjob
Happy feet achievement? Boombox victory emote
Car pool? Silicate harvester hat
Obviously my ideas aren't the best but you get the gist
dwarf head weakpoint 
Allow flares to be embedded into team mates so they have light as they run (the flare gun not regular flares)
Idea for a new mission modifier, Beer Garden. Brewing ingredients are much more abundant (1.5× to 2×) in missions with this modifier.
New victory animation where the dwarf pulls out a lootbug and shoots nitra and gold out like a submachine gun while making gun noises. He then puts the lootbug down gently
Dwarf eye color coresponds to class.
Perhaps a hottake: I don't care what (vanilla) hazard level you're on, Gunner primaries Hurricane and Thunderhead should be able to one-shot grunts in the face if you spec them specifically for the maximum amount of direct damage dealt (including overclocks).
I say those weapons specifically because they're big heavy guns that don't do the amount of damage they feel like they should, but generally, I've been playing to be about player level 100 now and damage mods have always felt like crap. Either they feel necessary to take to make using the weapon just tolerable or they barely do anything at all (hooray, an enemy that took 10 shots to kill now takes 9!). Yeah, there's something to be said about ammo efficiency, but most damage mods are in the same tier as ammo mods and if you do the math it's almost always more beneficial to take more ammo anyway, and overkill damage on an enemy is just wasted ammo.
(You can
me all you'd like - I assure you I'll play the game till I'm player level 1000 and my opinion on this will not change. When it comes solely to putting holes in things until they're dead - no weird big brain builds relying on status effects or niche mechanical interactions - most of the guns just don't feel satisfying for me.)
Perk change:
Sweet Tooth's movement speed buff can be activated by any healing source, such as Vampire, resupplies, and resurrection.
Speaking of legs: How about if Glyphids can get their legs shot/blown off, slowing them down? They got plenty to spare, so 1 or 2 missing legs isn't gonna do much at first, but eventually it'll add up.
I suggest adding more Hat slots, I wanna use my Balaclava, my helmet, and my Night vision goggles at the same time which adds more options for customization
I have a little idea, instead of having the leaf lovers beer in the bar, (to return sober yes yes), we can have a water dispenser somewhere instead
3 mission ideas that have probably been suggested befor
- you need to hack a rival drilldozer/mule and take over their mission or the contents of their mule
2.you need to wipe out a hive of glyphids so maybe there could be a new boss like the queen glyphid or something similar
3.glyphid capture you have to capture say a praetorian or even a special mutated glyphid so it can be studied by deep rock
please let me know what you think of these ideas
Slight idea that I have: During deep dives, if you find hover boots, they should follow on to the next parts of the deep dive too.
Allow engineers to rotate platform before placed...
4 more arcade cabinets to add. Each of them will have a game based on an old classic while still remaining faithful to the concepts of the boys.
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A sort of Galiga-like featuring an 8 bit Gunner shooting up at fester fleas and glyphids of various colors and difficulties the longer you play.
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A cabinet like Dig-Dug and you're playing as the Driller that has to find gold, gems, and eggs. Then at random there can be a Bittergem you can collect and the driller in the game can say in a little compressed 8-bit "We're rich!"
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A Tower Defense game featuring (obviously) Engineer and different variations of the turrets based on the different upgrades you can apply.
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Finally a cabinet based on the 1988 Bionic Commando featuring Scout where you can swing from platform to platform and stomping on glyphid's to raise your score
Make blowthrough rounds on the lead storm have 2 penetrations instead of 1. Its a good upgrade, but I feel it could use a little more. (Gunner main here, so I know why guns.
i'm sure much of what i'm about to write here has been suggested at one point or another (some of them echo ideas that i heard from youtube critiques), but i wanted to compile my overall thoughts on how to improve gameplay, balance and other such things after joining near the end of the last season and playing this season extensively:
part 1 of 2
-rockpox enemies nerf: i don't know if it's just me, but rockpox-infested enemies feel like absolute bullet sponges compared to their uninfected counterparts. praetorians and goo bombers in particular are nightmares to deal with.
spreader nerfs: the biggest issue that i (and many others i've seen) have with the spreader as of now is its targeting range. there have been many times when i've been flat out sniped by a spreader that i am not in sight of, and when i'm dealing with three or four of them at the same time, it becomes a literal carpet bombed warzone. engi platforms should also be able to completely cover up their goo with a single shot to allow for safe passage, as they currently need like two or three to do so, by which time the goo has likely dissipated.
-stingtail nerfs: i've found my methods to make these guys less annoying, but they're still a pain to deal with when i'm unprepared. i think i recall them having heavy armor now, which feels like a bit much in terms of protection. i feel some sort of medium armor would be more fitting alongside a slight reduction in health. making their tail a weakpoint that can be shot off to disable their grab attack would also be a nice counterplay method.
-make contagion spikes their own mission instead of tacking them onto others as a necessary objective. this is just a baffling design choice to me. i think contagion spikes are hard and labor-intensive enough to warrant having their own missions, especially when they overtake the actual mission i'm supposed to be doing.
part 2 of 2
-create some sort of exchange for excess perk points. i already have all the perks and more points than i know what to do with, so i can't possibly imagine how many the older players currently have. even if it's as simple as 100 credits per point, i'm sure it would still be a welcome addition.
disconnect rejoin option: this has to have been suggested before, but i wanted to reiterate it as someone who doesn't have a great computer for gaming purposes, as i tend to experience more crashes than most. having a button to quickly rejoin games i disconnect from would be extremely welcome. plus it always seems to be a gamble whether or not i'll be able to rejoin a game upon rebooting, but i'm not sure what can be done to make that work better.
-decrease the rarity of past events and balance them out with current events. story time: when i was playing last night, i came across an event i had never seen before despite having 260 hours put into this game. it was some sort of rival presence event (guessing it's an old season 2 event) where you had to hack/deactivate three different satellites before they self destructed. i was unable to get to a single one on account of it being spread across different elevations and having a corrupter present as well. i have no idea when i am ever going to encounter this event again, and there's the very real possibility that there are more events like this that i have never seen before because they're hidden behind stupidly low encounter rates. i've done enough corrupters and meteorites to last me a lifetime, but it frustrates me as a newer player that i am very unlikely to come across these relics of the past.
that's pretty much all i have for the moment. i absolutely love this game, but these are some of the main things that drag it down for me. thank you for taking the time to read my massive ass post here. rns
Let Bosco carry us to higher places!
👤 Most of the time, you have multiple players to create paths or easier routes to places. This is significantly harder as a solo player.
⛏️ Since Bosco can't grab every material, I can't always send him up to get something for me, but the distance might be difficult to traverse on my own.
⚖️ For balancing, this could probably be gained through a Bosco upgrade, either as a high tier or in the same tier as the rockets upgrade.
💪 Ants carry 50x their body weight, who's to say Bosco can't do the same? DRG Dwarves are ~1.5m; assuming a Dwarf is ~60kg (based on height-to-weight averages), Bosco has to be ~1.2kg to carry a Dwarf, which I find an underrealistic weight for the little tin guy.
"Up, up, and away!", "BOSCO, let's fly!", "Whee!", "Don't drop me, drone!"
i know its probably been suggested before, but it would be nice to see some of the xynarch charge suckers we find on BET-C units on the electrified crystals in the crystal caverns.
they dont even have to be an actual, damagable creature, just some really small ones on a few crystals.
maybe with a mechanic where crystals with charge suckers on them dont glow as much or do as much damage.
Lootbug shake and pickaxe throw victory moves are both pretty neat. How about a little bit of a combination where you throw a lootbug into the air and throw your pickaxe at it, causing it to pop.
(And no, I don't care about lootbug lovers)
Add slot of every primary gun to have a trinket, like on Keychains n stuff. You can get them in elite deep dives tho or some other ridiculously hard way to obtain such a useless thing. (It'll make them more valuable, therefore more personal) please doe, don't make em use random chance drop from blank matrix cores or something... It'll be better to have them almost unachievable, yet guaranteed at the end.
I think if you get jetty boots in a Deep Dive it should carry over through all of the missions.
Shield Link shouldn't cause shield debt after it ends (if you take too much damage)
Also, fix it giving 85 shield? 25 x 3 is 75.
An option to quickly apply a selected paintjob to every weapon in a loadout slot.
Mark all as seen for cosmetic unlocks so i don’t have to go into every weapon whenever I get a new weapon paint
Update the steam trading cards, the glyphid exploder is called the suicider, the web spitter is called the glyphid spitter, and praetorian says pretorian
Please remove Korlok Tyrant Weeds, or remove their ability to heal.
I don't WANT to suggest removing a feature or enemy, but even after knowing exactly the best way to kill it, it continues to be THE frustrating, unfun event-enemy. Not even the most frustrating because there's not an enemy in DRG beside the Tyrant Weed I find frustrating on any haz-difficulty
Have the rate at which healing pods heal the Tyrant Weed scale with proximity to the Tyrant Weed (more distance = slower healing), with the healing effect being further reduced if there are obstacles or terrain blocking the line of sight between them.
The miner’s manual should really mention that stingtails predict your movement with their grab attack. It’s pretty crucial to know for dodging them but if I hadn’t been told I don’t thing I would’ve ever figured it out. At least not in any reasonable amount of time. Especially because basically all of the other “projectiles” in the game don’t predict your movement.
New special cybrorg dreadnought idea
Rival Cybnought
Rival tech has been doing unholy experiments on hoxxes wildlife, and this is one such creation. A genetically augmented, cybernetically enhanced, artificially grown dred, bred specifically to be deployed at established drg mining facilities in hoxxes(or to quell other local hostile life). Our job would be to stop this monstrosity before it matures.
Visually, the egg itself looks more synthetic, and the organic base is replaced by some rivaltech platform that sustains the experiments growth.
The Cybnought has 2 phases
Phase 1: can shoot sweeping lasers out of its eyes and missiles out its ass. If you get too close it'll project an electric discharge.
Phase 2: it grows 4 extendable arms out its back. 2 have rotating saw blades that swipe/slice you away if you're close enough, and 2 with energy blasters.
You have to shoot off the metal plating to expose/destroy the first layer of vulnerable inner wirings/tissues to enter its next phase.
It'll also occasionally contract its limbs and curl up into a spiky ball that rolls around at high speeds for a little bit, shooting lasers and missiles in random directions as it goes.
After going through both layers, you'll expose its inner core, and the cybrought will start shooting more/being more aggressive in a desperate attempt at self preservation.
Once you damage the core enough it'll explode, bringing an end to the abomination (but be careful, the blast site is radioactive)
One message removed from a suspended account.
❗Add an indicator above terminals with new items or updates
[Suggestion(s): A Few More Mission Types]
Currently, the variety of missions is good, but after enough hours you start to feel some repetitiveness. So, here's a few suggestions for some new missions:
-Wave Defense: Sometimes, one just wants to simply shoot bugs. Wave defense would be a mission where you have to defend an objective for as long as possible. I'm imagining that maybe you're defending a mining rig as it continually sends up rockets of liquid morkite from a practically endless well before it gets overrun by glyphids and rendered inaccessible. Increasingly more difficult waves of glyphids appear on a regular basis, but in order to extract as much morkite as possible, Mission Control provides supply drops free of nitra before every wave. Dwarves would have to defend the rig in a similar manner to doretta, and could call for the drop pod to escape with their lives at any time.
-Ruin Raiding: Up until now, the environments in the game have always been caves, which to be fair are very varied, but a more drastic change of scenery would certainly be nice. Alien artifacts have been hinted at for a while now, and I think it would be appropriate to go grave robbing on an archaeological expedition into some alien ruins. The ruins would be a very different environment to normal caves, and I'm not entirely sure how a mission of this type would play out, but a fun concept.
-Big Boss: There are a variety of bosses in the game, but to me the only real boss fight in a traditional sense is the Caretaker. The elimination bosses are fine but sometimes annoying to fight, and feel more like mini-bosses. I want a entire mission that's dedicated to ONE enemy, which might just work best for being an ending mission for deep dives. Maybe the boss could be a a brood-mother type boss, or maybe you could fight the end stage of a Dreadnaught, as it is hinted that the ones fought in elimination aren't even mature yet.
Overclocks in multiple weapons
- A mirror in the dwarves' rooms/near the wardrobe allowing them to comment on their own appearance.
- a fire extinguisher that launches you wall-e style
- something equivalent to the ping tool on the spacerig
I had a random idea for a new biome, while most places go deeper, this is really shallow, but perhaps 10x as deadly. Bringing some of the lore about Hoxxes into focus, while still being in a cave. As well taking one of the main mechanics, light, and turning it on its head.
Shallow Crags
"While most of the minerals of Hoxxes are found within the deepest depths, one of our survey drones found a huge deposit of the stuff within the largest mountain range on the surface, likely made from tectonic activity. It might not seem very daunting considering how shallow it is, most miners expect the deeper the more dangerous, however it is perhaps one of the most hazardous places to be, save from the Magma Cores. With Creus beating down radiation and the surface being sulphuric hell, its quite a dangerous spot. However the wealth of minerals in this mountain's caves are worth the risk."
The biome itself is modelled slightly after the Shallow Grotto (tutorial level) with stalactite filled caves and crystals, though a lot more hazardous. The main threats here are the planet itself and contains radioactive variants of bugs. The name of the game in these caves is to be careful with light, as there are many hazards relating to it.
Minerals
Umanite (abundant), Enor Pearl (Scarce)
Hazards
Radioactive Light: Slight peeks of sunlight shine in from holes of the ceiling. While a potentially welcome sight in the caves, it is for naught, as if you step in it, you take radiation damage. The only way to deal with this is plugging them up with the platform gun, and then you're stuck with darkness yet again.
Sulphuric Vents: Vents coming from the ground and walls spewing out noxious gasses, any dwarves in range will be poisoned., however it can be ignited for a few seconds, dealing large amounts of fire damage to anything nearby before returning to normal.
Electrocrystals: Similar to the Crystalline Caverns, the electromagnetic storms in the region have electrified some of the crystals in the cave.
New Bugs
Sulphuric Exploder: The exploders in the area seemed to have absorbed the sulphur in the area, making their explosives rather terrifying. Explodes in a wider area, and after exploding, leaves behind a cloud of flammable toxic gas. Don't want to get caught in this.
Heavy Praetorian: A glyphid praetorian that has adapted to the shallow and hostile caves, taking on large amounts of protection in order to survive at the cost of its fleshy insides being easier to destroy. It's armor is harder to crack, but it takes a lot more weak point damage.
Ocular Menace: A strange species of glyphid menace, this one seems to have evolved some kind of eye structure due to its location near the surface. While not too different from a normal menace, it can spot dwarves from a long distance and attack them with deadly barrages of sulphuric acid. However, they can only see them while lit up, and they glow quite brightly so they can be spotted in the darkness easier. Hide in the dark or behind cover to stay away from its wrath.
Make it so we can drink a buff beer and it stays with us when we join a late game
a rescue mission where you save downed dwarves and not mini mules
give molly guns
I've seen people talking about korlok tyrant weeds again and i think my only real 2 problems are:
healing through terrain making some korlok fights nearly impossible to win, and
having a completely unpredicatable boss encounter with highly specific weaknesses that can spawn blocking objectives.
"ok, but random dreadnoughts do the same thing!"
no, dreadnoughts do not. dreadnoughts have no specific weaknesses besides heavy single target damage, they don't spawn during active objectives, and they can only really go after one player at a time, which gives a team more breathing room. any team can deal with a dreadnought without too much hassle reguardless of build.
korlok tyrant weeds however can be a nightmare for those with a build not suited for it, you have no possible warning one is there, they can block objectives, and the sprouts are strong enough to take out an entire team without having more than 1 or two focused on each dwarf at a time. they also eat up ammo due to their unrestricted healing, unlike the twins.
i have a few suggestions:
damaging healing pods slows/stops the healing that pod is giving
each section of the weeds health can only be fully rejuvinated once (this means it basically has double health if you ignore the pods, but not infinite). this gives players an option to brute force it if its impossible to locate or access a rogue healing pod, at the cost of massive ammo consumption (kinda of like balancing the health of the twins, giving players a skilled way to avoid the excess healing)
or, ignoring those, make tyrant weeds into their own mutator/warning so players don't have one thrust on them unexpectedly.
these i feel are fair. it doesn't take away any mechanics of the weed, doesn't actively debuff it, but stops the "infinite healing korlok deathloop" that so many players have experienced while leaving it a powerful threat on hoxxes, not to be trifled with.
Okay, hear me out now.
VIC-E
A Bet-C with flamethrowers instead of explosives
TAX-E
a small, broken robot which spawns randomly and needs to be repaired, similar to jet boots. Tax-E, much like the name, can carry the player similarly to a cave angel. however, this time it can be controlled. Only one player can ride it at once, and it can carry large objects. This robot would help with mobility in classes like gunner or engineer who cant get up steep cliff faces easily, and would help in point extraction. It does not fly on it's own, when it is not in use it sits on the ground. It is not very fast, but would be a huge help to anyone who finds it.
Rename Fire Bolt OC to Pyro Bolt for Crossbow, sounds cooler and aligns better with Cryo Bolt
I'd like to suggest a target range in the hub, so you can test out guns, loadouts, and abilities without going in missions.
Sandwich bar that gives health, shield, or weapon buffs depending on which three sandwiches you buy
I think (just me probably) that paint jobs for all of your equipment would be rather neat
weapon loadouts! each weapon would have a set of loadouts that remembers the overclock and the modifications.
new missions pls
what about like a deep dive but not split in 3 missions and instead like one big continuous mission with 6 objectives
nah i got a better one - biome specific missions like something with electricity in that biome with those crystals that shoot lightning
Make breaking/digging stuff more fun by adding pieces that fall of when you break them and stuff
Adding to the idea stalagmites that break off from the ceiling when to much explosions occur on the area, the stalagmites should deal damage
introducing rare types of breathers like one with tongue (licker), teeth (chomper) and eyes (watcher) and super rare one with all options combined, but normal teeth will be replaced by denture studded with golden teeth
There should be a nest of spiders in every mission that will be hard to find but ones you destroy it less spiders will spawn
I don't have any balance changes but I would like Engineer's sentries to be pettable. Perhaps when a Sentry is fully loaded, you can press the interact key to give it a little pet like a Lootbug or Steve.

I am not a game developer so idk how hard this would be to impliment but I'd like to see it on the next update :D
pre-alpha gun frameworks for april fools
i just think they're neat
Let the driller stick his satchel charges to other dwarfs. I wanna send my scout on a suicide mission
I love mini-M.U.L.Es, but its sad how they always stick to molly. Maybe make them randomly choose between molly, a dwarf, bosco, bet-c(if there is one) or steeve(if you have one). It would be a cute detail. Then they would obviously go back to molly she goes to the pod.
Let us name our sentries. Not only would it help with confusion related to who's sentry belongs to who, but it would be a nice touch.
New inspect animations to replace some of the more boring ones
Warthog - The engie takes out a shell and tosses it back and forth between his hands like Connor in the opening to Detroit become human
Boomstick - Scout says something like “Hmm… jammed again.” and completely disregards gun safety and looks down the barrel.
Stubby - Engie pulls out a phone and presses it against the gun, which causes a charging symbol to display on the screen.
Deepcore (scout) - Scout picks up the gun and points it forwards and goes “pew pew pew” and then puts it back
Satchel charge - Driller pulls out two more if he has them and starts to juggle them. If he does not have the required amount, he is disappointed. If his max ammo is smaller than 3, he pulls his arm into a throwing position and pretends to throw it as a warmup.
Make aquarqs possible as a secondary deep dive objective on on site refining and maybe salvage operation. Both have large caves and on site refining doesn't have a M.U.L.E.
Probably been suggested plenty of times before, but make Glyphid Stingtails larger (around praetorian size). This would fix several issues.
A. People would target them more. Stingtails are intended to be an extremely high priority target.
B. It would make more sense. They have the same health and armor type as praetorians, yet they're the size of grunts.
C. It's cooler 😎
have a toggle in settings to disable the seasonal ambience in the space rig /
automatically mute the ambience when in the memorial hall to pay respects to our fallen dwarves
A widowmaker (tf2) like overclock for one of the games shotguns, giving back a shell for every 4 pellets or so that hit an enemy? The downside being significantly decreased ammo overall
Adding to this.
Cryo Cannon - Driller raises the cryo cannon to his face and fires it for a split second before going "Oooh, that's nice." If there is no ammo, he's a bit disappointed. Guy's gotta remain cool in that armor with engines attached to the back of it.
Grappling Hook - Scout pulls out the hook from the barrel and says something about how he loves it, before putting it back in.
M1000 - Scout opens the breach, forcefully unloading the clip, making the ping noise, before he catches the clip midair and puts it back in. Just so he can hear that ping more also being a bit of a showoff as he can grab the clip from midair.
EPC - Driller puts his finger up to the charging wheels at the bottom while charging the thing up, much like engi touching the breach cutter's arcs, he goes ow and pulls his hand away.
Zipline Launcher - Gunner spins a zipline pole around like a staff and makes some martial arts noises.
BRT7 Pistol - Gunner points his pistol in front of him going "Brrrrrrrrt!" like one of the voicelines for his minigun.
make data cells worth performance points again
it feels bad knowing that doing a data deposit gives you nothing these days, and that killing a prospector only rewards you with a paltry amount of crafting minerals
dwarfs have a 50% chance to sneeze if near an azure wealds gurken shucks when it spews pollen
Dragon Piercer Cannon:
Class: Gunner
ammo reserve: 20 (plus the round in the chamber)
damage: A FUCKING LOT
reload speed: OH GOD ITS SO SLOW
armor pen: LOOK AT THE NAME
explosive: YES but not to much
Make it so that drinking two smart stouts in a row causes the dwarf to be enlightened, saying things like "I see the other side." or "Karl, is that you?" Before getting downed.
This would give a lore reason for the fact that they don't just drink multiple smart stouts to figure stuff out.
Something similar could be implemented for wormhole special.
Add optional boss fights from normal missions as objectives in deep dives.
i know it's been said a bunch before, but it would spice up an otherwise bland challenge. as of now, it'll always be one of the 8 available missions with either morkite, eggs, mini mules, black box or dreadnought as a secondary. so something like a korlok Tyrant weed fight as an objective (like lets say the objective is collect 3 tyrant shards and a weed will spawn somewhere) or crack a big meteorite that has already landed to deposit 3 pleaguehearts, or hacking a data deposit (cannot be a secondary with industrial sabotage, too much hacking) to deposit the data cell would be a very welcome addition to deep dives and elite deep dives alike in my opinon.
make right stick click on controllers bound to both salute and push to talk
click to rock and stone, hold to speak
Let us make keybinds for active abilities. Berserker is way too easy to accidentally activate
When completing a machine challenge, open 4 slots on the core infuser anyway, even if you have less than 4 party members.
Of course, you should only be able to infuse one, but its the biggest bummer ever when you join a game with a machine events someone already completed, and you don't get to infuse a core.
Please do the same with cargo crates and lost packs. Just because my friend was late, doesn't mean he can't get the loot.
Make it so that repeatedly pinging an error cube makes mission control react.
"What the heck is that."
"What have you found team?"
"Hello? Are you alright?"
"No, its not edible and I don't know what the heck it is."
Just some examples.
I remember seeing a glitch that a youtuber experienced where the Boltshark had a really quick load, so I thought, what if that was an overlock.
Repeater Mechanism
Unstable Overclock
"By attaching a motorized winch to the bolt guide and modifying the bolts to be easier to load. The Crossbow has now turned into a full on repeater, firing bolts at a fast rate, as long as your arm can keep up. Though due to the modifications to the bolts making them smaller, the overall damage has been decreased, but you can stick more of them into your quiver."
+Incredibly fast reload.
+Increased normal bolt capacity.
-Less bolt damage.
I think this would bring an interesting sort of playstyle to the boltshark, the name of the game is to launch as many bolts down range as possible. I think it'd be a fun addition, as a sort of secondary version of the M1000's Hipster, though of course firing slower and using projectiles rather than hitscan. It might also work well against crowds, just sort of launching a volley of bolts into one. This would also allow hotswitching, swapping between bolts really quickly.
pounding 2 wormhole specials teleports the unfortunate dwarf to an alternate voidlike dimension. they see vague hallucinations, spout voicelines similar to blacklock lager, and hear distorted lithophage creature noises (meteor groans, corruptor screeching, etc), and then combust like when they throw themselves in the barrel hoop. they wake up in their cabin afterwards.
"Hmmm...rnd will have their hands full with this"
"Hurry up team... it's giving both you and me a headache"
"Hmmm... if it's rival tech well have to see"
"No don't try to eat it... you'd probably lose your ability to drink beer"
"just so you know if we catch you trying to eat it, we're revoking your company insurance"
if you pass out from smart stout you remain smart for a mission
Ability to smash bugs with your head
I guess it would be fun 😋
engineer's platforms should be able to cover corruptor puddles and negate their damage
new framework idea: ancestors pride
make your ancient hold-bound ancestors proud with this new framework. false stonework, gilded bits and bobs, and sclupted facial reliefs of ancient dwarven heros, this framework is meant to make your scifi killing machine look like a relic from the ancient past, passed down lovingly through the ages from master to you, generation to generation. dont dissapoint them with it.
a bit more intensive, but a pickaxe based on this idea would be cool as well.
Let us throw sausages during Oktoberfest
Let us knock on RnD's door and get annoyed complaints from Mission Control
New Silly Enemy Flavors (and minor Bestiary Changes)
Praetorian Guard "Nest Guard"
What happens when the Specialist Glyphids Mature? Praetorian Specialists. Example here Praetorian Guard. Tankier than the Average Praetorian, But with a Juicy Weakpoint. Equipped with a Reportedly "Unbreakable" Frontal Shield, Equipped on the front two larger legs. typically picked up to move quicker. Exposes its Head During Bites and Rather Slow attacks.. Also Can Dig through Terrain but Very Slowly. (1/2 Normal Oppressor Speed ETC)
TL;DR: Oppressor Lite (Picture below) ||Dont mind the shottyness, i am currently sleep deprived :3||
Praetorian Slasher "Assassin"
In the Other Direction the Slasher, The More mobile of the Siblings and More Relentless.. Notably Able to Spit Acid like a Acid Spitter Instead of Vomit the poision. Quicker than a Normal Praetorian aswell (Considerably faster than walking.), But Lighter armored. Only Equipped with Light Armor on a Majority of its Body Only Featuring the Heavy Armor on its Sides and Front, Not Top. Weakpoint is Still there But Does LESS damage, Recommended to Joust with it. Get it to Begin to Charge and then Step right to the left or right.. Packs a Punch as Always..
Heavily Recommended to Engage at a Elevated Position
TL;DR: Oh shit, Dreadnought Lacerator!
**Stats 4 Nerds 🤓 **
Praetorian "Nest Guard" Praetorian "Assassin"
Base Health: 825 (4x WP DMG) Base Health: 650
Cat: Special Enemy Cat: Special Enemy
All Biomes All Biomes
Regular Speed Faster than Dwarf Walking speed
Attack(s): Attacks(s):
- Bite - Bite
- Slam - Crippling Slash
- Push/Ram (Long Wind up and Follow through) **| **- Charge (if Hitting wall Stumbles out of it STUNNED for 3-8s)
- Acid Spray - Acid Spit
- Death Cloud - Death Cloud
- Death Cloud Explosion - Death Cloud Explosion
- Dig (Extra Slow moment)
Resistances: Restances:
Pierce (40%) Fire (10%)
Explosive (10%) Cold (5%)
Weaknesses: Weaknesses:
Corrosive (10%) Corrosive (5%)
Melee (5%) Piercing (10%)
Armor: Heavy + Unbreakable (Frontal Arms) **| **Armor: Heavy + Light (Top)
And Beastiary Change... Just Add Glyphid Sentinels With the Hiveguard If not just by themselves.
Make it so that volatile guts doesn't hurt you, or hurts you less than how much it does now.
Personally I find volatile guts as a warning more so than a mutator, since on higher hazards the bugs swarm you and are more often close to you, and if you kill them, you get punished for it by getting hit, like suddenly every bug a budget exploder, exploders included. Sure, it might lead to some neat chain reactions but most of the time you just take damage from doing what you should be doing (aka killing the very bugs that are close enough to kill you), hell, you lose health when using you power attack, not even vampire could get you enough health back to make up for the explosion. so taking reduced damage from the explosion or none at all is something I would find quite nice.
new gunner weapon, pulse laser
shoots out a burst of 10 hitscan lasers in front of it, similar to the microwave gun but more shotgun than smg. fires at a consistent rate and uses a kind of battery mechanic like the shard diffractor. fires at the same speed as the warthog. the aiming rheticle is not very large, slightly larger than a lootbug that is relatively close to you. the rheticle shape is kind of oblong but with squarer edges. with upgrades, it would be able to pierce, deal fire/radiation damage, and have a much larger battery.
Minor QoL addition: jetboots reset overheat to 0 when dying to the barrel hoop in the space rig
electric damage rework, it ignores shield however when you are electrocuted you gain shield like its recharging it
minor QoL change: make the recharging colour for active perks something thats actually visible. its impossible to know at a glance how close an active perk is to being available in 90% of the game.
New OC for Drak/ rewiring mod rework
Perfect cool
Balanced OC
during overheat if you press R at the right timing (similar to star Wars Battlefront overheat) you instantly cool and get small RoF and heat generation buffs for a short time. If you fail you extend the overheat time. (If you trigger overheat with manual heat dump the buff is shorter depending on how much heat you had)
more heat generation
slightly longer overheat
Maybe also some other small buffs and nerfs but I am not sure
Every biome should have a "heat". In warmer biomes, living things would defrost quicker and in colder biomes, living things should defrost slower and extinguish faster. You can't tell me that it takes the same amount of time for ice to melt in the magma core as the glacial strata.
similarly to that, things should overheat quicker in magma core and cool down faster in glacial strata
A little idea for Halloween cosmetic
Drilldozer costume hat, made with cardboard, duct tape and some other stuff that you can find on hoxxes and mining stations. Reminds of miners beloved machine.
Can we get this season's paintjob (brushed metal) to make the eclipse trooper helmet's visor glow in class specific colors, just like monochromatic? I want to look sick, ty 🙂
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goo sack beer
make use of perk points in form of bullet modifications
basically poor mans overclock if you can't just get rng to drop stuff for ya, affecting the bullets rather than how the gun works, there would be a couple of modifications for each weapon of each class, giving them comboing effects with some overclocks, for example double poison damage if you have poison overclock on gunner killing stuff faster or having knockback bullets that if exploded push you back + magic powder on scout
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MACTERA CAUSTIC GRENADIER
"A bizarre member of the Mactera family with quite the mouthful of a name, the Caustic Grenadier is an evolutionary offshoot of the Trijaw which eventually regained their singular maw, but retained their ability to create explosive spines. Unlike most Mactera, when a target is identified, the Caustic Grenadier will land on a nearby surface to plant itself firmly in place before twisting its entire lower body overhead in a 'reverse prawn' position, aiming its abdomen at the opponent before firing a single, powerful spine packed full of chemicals. On impact, a violent acid-base neutralization reaction results in a lethal detonation with the capacity to rend both prey and predator asunder. Similar to the Bombers, the Grenadier is too large to dash and has difficulty hovering in place due to its awkward shape and hefty mass."
GLYPHID INFERNAL PRAETORIAN
"Much like how the Glyphids of other extreme biomes have developed a significant integration of the conditions into the body, the Infernal Praetorian strain find residence in the scorching Magma Core as one of the new key species in the area. Instead of producing acid, these subspecies are capable of synthesizing large quantities of flammable, adhesive fluid which they spray and ignite with a small electrical spark created using an array of electrocytes, dousing prey in a roaring fire reaching several thousand degrees Celsius. On death, the leakage and ignition of their chemical glands results in a flaming pool engulfing their carcass."
Cooler idea, Give 4 Class-specific Bag hats.
Driller : Drawn on Drilldozer / Exploder Face on the bag
Scout : Drawn on Mactera Grabber / Lootbug
Engineer : Drawn on Rival Tech Patrol bot / Shredder
Gunner : Drawn on BET-C / Oppressor
If you glitch out of the space rig Mission Control should say “now how in the he- acctually I don’t want to know.” Or something similar
I would love it if glowing Helmet lights could be toggled on like the armor sleeves.
Add Halloween goo sack beer, that would be cool if it could leave goo slime steps on the floor
Overclocks oh boy!
Warthog: Adaptive focusing barrel
- Hold fire button to decrease spread to max 25% over 1 second. Release to fire. The full auto upgrade lets you shoot while decreasing spread.
PGL: Cluster Munition
- 2 more grenades per shot
- 15 degrees of spread
- 0.36x area damage per grenade
- minus 1 meter of aoe per grenade
M1000 Classic: Hypermodular Bullets
- Focus shots can use more ammo depending on how long it is held. Each extra piece of ammo used increases focus shot damage by 50%
Boomstick: Hypercooled foam pellets
- all damage inflicts equal amount of cold
- less damage
EPC: "Bubble" Explosion module
- 2x charged shot area damage
- 1.35x larger charged shot radius
- 80% less charged shot self damage while shield is up
- charged shot instantly explodes
Subata: Illegal 45 cal modification
- 15x damage
- 92% less ammo and magazine capacity
- 4x reload time
When the host bails on a mission, let there be a drunken slur effect while a new host is selected and the map is reloaded with roughly the same progress. Kind of a pain being 40min into a mission and have it all for naught while being unable to assault the host who left the dwarves behind.
I had an interesting idea for a skill based OC for the M1000.
Supercharging Capacitors
Unstable Overclock
"By attaching supercapacitors to the internal circuitry of the EM coils, you can store charge from the previous shot to power up the next. Due to the jury rigged design, its manual and can mess up by not activating at the right time. When timed correctly, it will greatly increase the power of the next charge shot. When timed incorrectly, it does nothing. The changes to the gun's design leaves little room for ammunition and increases charge time from the extra wiring."
+Adds a bar that appears after a charge shot, with an indicator and a success zone. When timed correctly with a right mouse click while the indicator is within that zone, it increases charge shot damage, charge time, and allows enemy piercing for the next charge shot.
-Reduced Clip Size
-Increased charge time.
I saw this mechanic in Risk of Rain 2 and thought it was a very interesting idea. So, what if it was added to the sniper rifle, the M1000. While it may sound sluggish, it makes up for it in damage numbers and can easily be timed to a rhythm. While it won't have too much use if you don't know how to use it correctly, its mastery will be worth it as the damage and piercing will take out bugs with ease. Of course you can still use the normal fire without issue or wasting the charge you gained, just that the reduced mag size hinders it a little.
Think it’d be nice if the mole for the coilgun leaned a bit harder into single target damage so I propose
greatly reduced trail duration (-2 seconds or so)
increased bonus per terrain penetrated and/or added bonus proportional to the length of terrain penetrated
maybe get rid of the charge penalty but it’s pretty negligible anyway
This has probably already been said but I think it would be neat if there was another tier for beast master to where if a normal grunt Steeve kills 5 other grunts he could evolve into a slasher, or if he is has less than half health for 90 seconds he would evolve into a guard.
weaponize lootbugs
having been reminded that breathers are based on an irl animal (a specific species of predatory tunicate), and upon reading that some species of predatory tunicate can be eaten, i had an epiphany.
BREATHER BREW:
"brewed using the stalks and lips from breathers culled from the radioactive exclusion zone, this beer usually shocks those who taste it. expecting a plantlike, grassy flavor they are instead met with a marine, almost shellfish like taste that has turned many a stomach. but, the drink has a pleasant tingle to it and the drinker feels almost sturdier afterwards, making it (almost) worth the effort of choking it down"
breather brew, being made from an organism living in one of the most hazardous locations hoxxes has to offer, gives the drinker a flat 35%% reduction from damage taken from non-physical damage effects. fire, acid, explosive, everything but outright physical/melee damage gets knocked down a peg.
Please consider adding an option to completely mute the mini-M.U.L.E.s and nothing else. I have a sensory processing disorder, which is triggered almost constantly by the sounds the mini-M.U.L.E.s make as they walk around. Mechanically, Salvage Mission is my favorite mission type, but having to deal with the sounds of the mini-M.U.L.E.s simply makes me dread having to play it.
let us use laser pointers on the spacerig
Tbh what I'd want in DRG in future season is discovering new flora caused by aftermath of rockpox basically entirely new biome that isn't full of rockpox and is actually really interactive, like rockpox that evolved to not be hostile as it's the only way it could survive (main reason why rockpox is a problem is that it makes mining harder for DRG so it needs to get rid of it) perhaps we could also see some really cool new bugs as a result of that biome
Imagine glyphid grunts but they can extend their bodies and hit your from greater distance
It's basically natural selection thing lol
I’ve noticed that if a big meteor lands on a mineral vein, you can sometimes get some chunks inside the meteor itself, which is pretty neat. I think it would be cool if a similar mechanic was implemented with contagion spikes. Like after each spike when the meteor opens up there are some minerals inside (nitra, gold, and biome specific). It’d offset the extra nitra needed for a spike and would make 3 spike missions feel like less of a scam because you’re rewarded independent of the mutator bonus.
we need more armor paintjobs that completely shift the classes colors, or at least almost.
i know the main idea behind having most armor paints incorperate that classes color into them is to make it easy at a glance to tell which class is which, but when all it takes in a game like drg is tapping or holding control to figure that out i dont think its too big an issue.
also, it would make it even easier to match up armor and weapon paintjobs. the weapon paints can shift completely away from the core color for a class, so having it paired with an armor that only somewhat matches those colors, hindered by the inclusion of the classes color, kinda fucks up the look.
mercury bulwerk is a great example of this, and personally one of my favorite armor paintjobs out of all of them, another being pretty in purple.
You know what would be cool? Creating an optimized version of DRG for mobile devices. Or even Nintendo switch for that matter. And cross-play could also be a big one. Or at least the syncing of accounts on different platforms to take your DRG experience on the go with you. I think that'd be really cool.
tbh, having the option to selectively mute general sounds in the game would be amazing for people with similar issues. just make a whole list of sounds used in game and give em a client side only on-off toggle.
although in the mean time you could check the mod pages and see if they have anything that might help. for example the sound replacement mods might be able to replace it with a sound that doesnt give you as much issue, like the squidward walking sound mod.
you know what would be cool? creating an optimized version of DRG lol
What's not optimized to begin with? I can run it on a laptop with Intel HD Graphics, 4GB of RAM and an 8th gen intel i5.
And get 30 fps most of the time (excluding rockpox)
make c4 bounce off the drop pod

there should be an overclock that removes the targeting system on the lok-1 smart rifle
Fourth Primary suggestion for Driller: You could make some sort of electric launcher that has a short windup after pressing the trigger before launching a blast of electricity that releases an explosion on impact. It would be a pretty long gun thats mainly two prongs that extend out from the base of the gun, with electricity arcing between them. And when you fire a big charge of electricity get released from the base and speeds up as it travels along the gun before blasting out. For a better example of what i mean for the gun's shape, look at winston's gun from overwatch.
A little thought train of overclock ideas:
Falling icicle
Cryo Cannon: Shoot the roof to create an icicle, similar to the ones seen in Salt Pits and Glacial Strata.
(Whether it be by pressing R, or continuous firing on the roof, I don't know)
This would serve a similar purpose to the Ice Spear, but perhaps stronger or cheaper, to compensate for the extra step and timing
Similarly;
Dripping Goo
Corrosive Sludge Pump: Charged shots applied to the roof will drip for some time.
Alternatively, or additionally even, shooting the goo would make it fall.
And with that alternative in mind;
Reactive Puddles
Corrosive Sludge Pump: Charged shot puddles, when shot with normal shots, will deal direct damage to all enemies in the puddle.
(You could take the concept of puddles being interactable in many directions. It could also be reload based)
Allow the carrying of downed teammates!
💪 This can help clear a swarm on their body, get somebody to a safer spot for a revive, or just have fun and throw your friends around!
⚖️ This could be balanced with it being only from a perk (a new or existing one).
🚧 This could also come with limitations, such as shorter jumps, no sprinting, and/or no weapon/tool usage.
"I've got you!", "My Karl, you've put on some weight.", "Hang tight!"
"Don't let me fall!", "You better not drop me!", "If you throw me, so help me Karl..."
it would be nice to have the dwarves actually respond to stuff mission control says. you could have it so when mission control says something one or two of the dwarves in the current group get a response voiceline.
for example:
"youve got 4 , 8, 12, a LOT of aliens heading your way!"
responses:
"you heard em lads, grab your gear and dig in!"
"crawlies incoming, squish or get squished!"
"time to earn our paychecks!"
"i really wish i had a beer right now...."
Please make the scorpion mask conform to suit paint 
Perk Prestige
After acquiring the last rank of a perk (or all perks in the tree), you can add 0.1% effectiveness to said perk or lower it's cooldown timer by 0.1 seconds to spend loose perk points.
I'm going real low on purpose considering the huge amount of perk points you can acquire, honestly could turn this into 5-10 perk points to prestige it or even more so you don't basically nullify the cooldown or make the perk incredibly OP. While INFINITE STEEVE would be great, it would wreck the balance if done poorly.
This is just a suggestion obviously, and balancing would be hell especially since Greybeards would probably have hoards of perk points (could jack up the prestige price even more). Or adding a hard cap on how much you can prestige the perk so there's still a limit.
An idea for a mission type I had while talking with some friends
Dreadnought Scavenging
"Attention miners, R&D found a fresh adult dreadnought corpse, you will be sent with a set of tools and a launch platform, your goal is to extract usable body parts for them, make sure to keep them intact, and good luck."
You'd be sent with a pod containing tools, laser cutters, circular saws, syringes
You'd have to manually cut and extract certain parts, such as the chitin, organs, certain body fluids like blood
The parts would then be put on specialised cargo rockets before being sent back to DRG
Could also have a system where each failed extraction would give slight reward reduction
I arrive yet again to request A Shaved Look eyebrow- we literally have a shaved hair, sideburns, moustache and beard cosmetic. please GSG, we must go completely bald.
New statistic for how many times you've saluted
Option to use the default paintjob with frameworks, i want to use megacorp on my default shit but the megacorp paintjob looks like shit 90% of the time
To add to this, what if I want to use builders choice paintjob on my milspec weapon? Similarly to GSG guardian where you get both a framework and a paintjob, I think all frameworks should give it's paintjob to the weapon that you have it for.
a moustache that gives you face paint, the face paint is dependant on the class (scout is a cat, gunner is spiderman, engi is a butterfly ect)
Suggestion for Engineer's sheredres grenade
Sheredres notification icon in the engineer's HUD
How it works: An icon in the shape of Sheredres appears above the sentinel icon, this icon will indicate that the Shereders are "ACTIVE" or "NOT ACTIVE".
Reason: It has happened to me and my friends that during large swarms using engineer we have thrown the grenade but worrying about keeping us alive, we forget to check if the Sheredres are still active or if they were destroyed, this causes us to sometimes spend another grenade losing the first Shereders that were still operating or forgetting to throw a Sheredres grenade because we were busy with the swarm.
Ayo devs! Make it so every explosion comes with confetti particles at April 1st
Make sunglasses, goggles ext. in the eyebrow slot
Add the game soundtracks to Apple Music 🎵🎵🎵
There should a separate hair and hat menu because when i put a hat on it looks weird staring a bald head
April fool's event where a shipment of wind-up walking gag teeth needs to be recovered. The situation is so genuinely ridiculous to mission control that he's somehow in a good mood whenever they're mentioned.
Please more cool sci fi helmets! I fucking love interstellar goon and also gloomstalker, they look so amazing but sadly there’s only like six full helmets you can find without overclocks and I don’t want to do the fat boy grind mark II just to get another cool helmet. Some more shit in the store goes a long way as well
Make the weapons, pickaxe, and outfit loadouts seperate, because I just want to switch between pickaxes or weapons but want to have the same outfit, and I don't want to copy things over and back and it's just too complicated
Playstation 4 crossplay. Need i say more?
maybe some form of bin or rack to deposit mugs into? i wanna make Loyds work a bit easier
Sniss' latest video shows that the game could really benefit from more glasses cosmetics. We only have a couple, and they're both opaque (and one is just straight-up broken too).
We should be able to pet dottys head after being placed in the drop pod
I've been playing a lot of Vermintide: End Times recently, and I'm wondering if we could get some dwarf cosmetics in honor of Baldin Goreksson? Maybe like a similar helmet to his Level 1?
I had a very silly overclock idea for the Jury-Rigged Boomstick.
Bouncy Shells
Unstable Overclock
"Replacing the pellets in the shells with ones made of particularly elastic spring steel, you've just created something that is as chaotic as it is deadly. The pellets from your shotgun blast can now ricochet off of surfaces and bugs alike, potentially into the hide of a bug. This crime against gun safety has less stopping power than normal buckshot and generally is more chaotic leaving the barrel. Just hope it doesn't come flying back at you."
+Pellets can now ricochet off of walls and enemies, generally in the direction of nearby bugs.
-Less pellet damage.
-Highly increased spread.
What is the point of this idea? Nothing much, mostly just for fun. It will help missed pellets hit other enemies and generally do more damage to crowds overall. I just like the idea of a ricochet overclock for a shotgun of all things and seeing a bunch of bullets fly around in multiple directions. I think it'd be very fun.
New weapons+nades idea:
Driller:
Arc Zapper;
A area gun that chains lighting between enemies.
Reinforced Power Fists;
A remodelled Reinforced Power Drill with metal fists inplace of drills to punch enemies in the face.
Rainbow Cloud;
A grenade that makes a cloud that adepts all elements that are in it.
Engy:
Force Field Gun;
A gun that shoots out a force field pushing enemies away.
APD-A157c "Nica";
A drone that follows you and attack enemies in different ways of how you mod it.
Hand Nuke;
A small nuke in a grenade.
Gunner:
"Death Rain" Auto-Shotgun;
A automatic shotgun with extreme high damage and short range.
"PP" Pulse Pistol;
A pistol with a mini reactor in it, never runs out of ammo that overheats, bad damage, slow recharge and poor fire speed.
Deepcore support: shield;
A drone that seek out dwarfs to increase max shield and shorted the cooldown of their shield.
Scout:
Deepcore TS3;
A true sniper with zoom, low ammo and high damage.
Jackhammer;
A weapon that deals melee damage based on how fast your moving.
Deepcore support: Boost;
A drone that seek out dwarfs to boost their move speed and jump height.
A somewhat rare chance to find a large crafting mineral, like maybe 3-4 times larger than the average? Maybe these would be embedded in the walls with parts sticking out, which you would have to dig out
a "conspicuously shaped lootbug" that has eaten an entire gemstone and as a result has taken shape of it. killing it will drop the gemstone (jadiz, pearl, compressed gold, bittergem etc)
rival tech bosco framework
Voicelines for when dwarves eat a glyphid via vampire.
"Holy **** that's sour."(praetorian)
"Eww, that's not red sugar… Wait, is it?”(septic)
"Tastes like rocks."(oppressor and Harold)
"Hot, hot hot!"(dreadnought)
"Blugloplognihgolp(pop rock sounds)..."(exploder)
"Nomnomnomnom.... bubble pop sound"(webspitter)
"Oh yeah, that's refreshing."(Macca spawn)
"Can someone bring me a macterra? This thing's stuck in my teeth."(Stingtail)
"Sour ass kids."(Juvenile Qronar)
"It's time for a lobster roll!"(Qronar adult)
"BLURGNUGLUGLOPH(big pop rock sounds)!!!"(bulk)
"Ow, my mouth, my mouth!"(Harold)
"Crunch... Ouch, that stings."(Any rockpox enemy)
"Ohhhh that's tender... falls right off the cartilage."(Naedocyte breeder)
God this game is so Buggy! Why not add some More!
Glyphid Entrapper
Simular to the Ant Lion It Digs a hole in the ground, typically with soft slippery soil around it. Flinging the Soil at its prey (which happens to be a dwarf in this case) to force them to fall into their powerful jaws to possibly eat. Relatively Slow due to this lifestyle, Only supporting two frontal legs. built more for digging. Seems to have Set up way prior to any Dwarf contact in the cave... Simular to a cave leech Easily triggered by anything passing through, that includes Mactera and Lootbugs.
Stats 4 Nerds 🤓
Glyphid Entrapper
Base Health: 450 (WP in Mouth)
Cat: Stationary Enemy
Biomes: Salt pits, Sandblasted Corridors, Fungus Bogs.
(IF Forced out of Respective Pit due to explosives) 3/4's Speed of Oppressor
Attack(s)
- Bite
- Sand Spit (Slows Dwarves on Hit, Stuns Non Dwarves on hit.)
- Tongue Spit (Drags Dwarves [SLOWLY] Towards the Glyphid, Hitting the tongue with a pickaxe 2-3 times will force it to release the dwarf. Drags Everything Else Quickly, that includes mactera.)
- Burrow
- Sand Screen (Effectively Praetorian Death Cloud)
Resistances:
Pierce (20%)
Heat (10%)
Cold (10%)
Weaknesses:
Explosive (25%)
Armor: Heavy + Light On (NORMALLY HIDDEN) Rear
Image below of a Antlion, what inspired this. (Spoilered for those who dislike strange looking bugs)
simple suggestion
if the dreadnoughts are babies....
a mission with a singular adult
"we missed one and it's come back to bite us"
Enor Pearl eater, a Lootbug ball
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I’ve seen some more suggestions relating to Stingtails and Septic Spreaders, so I’ll put my two cents here for both:
For the stingtail, having its grab take longer to occur/launch while giving it a telltale audio queue that it’s about to happen (such as it’s tail clicking like “crk-clkclkclk-!”) would make it easier to tell the presence of. Also for the weak spot idea, hitting it would deal more damage but it’s only present when it’s just about to grab a dwarf. Hitting it makes the attack stop and causes its spot to be hidden again.
For the septic spreader, just making it need to move a bit before it can fire again would be a big help in most cases. It can at least help determine where it is behind cover due to its abdomen sticking up a bit.
My recommendation for stingtail is to slow their grab attack rate and (if possible) make them unable to grab through other bugs. Stingtails being entirely hidden behind the bulk detonator it keeps grabbing you toward is more unfair than the pretty much instantkill grab nemesis has (on haz 5)
(edit) Would also be nice if septic spreader projectiles could be shot down, like many other hostile projectiles already in the game
Marst - 12 Modified Hive Module(Unstable)(Autocannon)
- You shoot glyphid spawns. They deal the damage that would be done with your shot with each attack and prioritize glyphids over players(Attacks players when no glyphids are present). They are otherwise normal glyphid spawns.
- Rate of fire halved.
- No direct or splash damage. Spawn damage is only affected by direct.
- Mag size halved.
- Max RoF reduced by 30%.
- Swarmers hate you.
Microballistic Missiles(Unstable)(Warthog)
- Fires heat - seeking missiles that will track and destroy nearby weakpoints. Each deals the damage of 1 pellet.
- Rate of fire increased by 20%.
- Reload speed tripled.
- Missiles in midair hover for two seconds to arm before tracking. They cannot deal damage before this.
- Missiles cannot attack bugs without weakpoints unless they are placed on top of them. They will still attempt to strike the weakpoints of bugs that had their weakpoints broken.
Smokescreen Minelet(unstable)(stubby)
- Shots hitting the ground leave tiny smoke mines that detonate into a huge cloud of smoke that deaggros any glyphids caught inside it for 20 seconds, and any dwarf inside cannot be aggroed upon.
- Ammo reduced by 30%.
- -2 damage.
The Flame Lance(Unstable)(M1000)
- Instead of firing a shot, charging shots causes the scout to charge forwards and erupt shrapnels of the charged shot with great force from its barrels. Damage scales with current speed, and as such you can gain a head start by jumping off a cliff or using special powder.
- Damage doubled.
- Magazine reduced to 1(Muzzleloading)
- Reload speed -25%
Voicelines when throwing the Shredders grenade or being attacked by Shredders referring to them as "mosquitos"
counter suggestion: we need engie to say some more voicelines when throwing shredders in general (although "go forth my little minions" Is a pretty damn good one), and it would be nice if he referenced the bits/funnels from gundam in one or two, since the little autonomous deployable drones are a great parallel to those.
"blend em up fellas!"
"tear em apart little lads!"
"funnels! deploy!"
"make em into mush!"
add back the ability for a bulk detonator to spawn in the tutorial
aside from being funny this would also teach greenbeards how to deal with important enemies, a lot of newer players don’t know how they work the first couple times
I've noticed that pinging some certain types of enemies with the laser pointer gives advice on how to take out the enemy (i.e. the bulk detonator), and I think more voicelines like that should be ingame to teach greenbeards how to take them out if they don't get the visual hint (i.e. praets, oppressors, and dreadnoughts could have the already ingame "Shoot it in the ass!" voiceline. With that addition as well, it'd be neat to have a hint (for those who still have it on) that mentions that you can find out how to take something out by pinging it.
that/mission control chiming in if you’re on a lower hazard level
(i get a lot of beginners who don’t even know to use chat joining has 1/2 games)
A new lure voiceline for the nemisis:
"Exp-p-plosives plac-ced"
"I m-made a plat-form, now get the nit-tra"
"I-its godd-amn overheat-t-t
"Let the-re be li-i-ight, by my bea-"
Just some more lure voicelines for each class.
The tank division beard should be also partnered with armor paintjob
vocal clarity for the nemesis relative to distance?
the further away you are from it, the more convincing it sounds because its harder to discern the errors- sounding almost exactly like a dwarf except for an off pitch
as it gets closer its voicelines change to the broken, stuttering ones
you should be able to reroll overclocks by merging 3 together for all of the ocs we dont want
secret lootbug "garden" digger dug out space to in the rig
basically this would be the place where you could take care of your own lootbugs, give them hats, feed them gold (spending cash to give em a chunk) and allowing us to feed em beer including the effects of special ones
giving them smart stout will make them say "rock n stone" as this is the only thing they hear all the time from more intelligent creatures than them
Not sure if this was suggested before...
Adjustable tip amount for Llyod, say, 5-50, maybe even 500. Make it rain for our favorite bartender.
Also, maybe a secret animation, or Llyod pouring one on the house, for when you make the maximum tip.
If you keep pressing the button even when it’s at 500, it will eventually break past that barrier and let you tip any amount you want (I will give him my 300,000 credits)
New sludge pump overclock: Coalescent Biosludge
Special microbes imbued into the goo causes a reaction upon an enemy dying in the goo, causing it to expand slightly and increase the lifespan of the goo by a second. However, the sensitive nature of the microbes leads to -50% range and -50% contact damage.
Stats:
+15% goo passive damage
-50% goo contact damage
-50% range
- spread on kill
This overclock would be great in choke points, and similar to vampire it would only proc on certain enemies, so you can’t cover the stage in goo on a swarmageddon mission. The amount it spreads is very little, so it is very effective in tunnels, tight corners and against large swarms. It may need more balancing and drastically changes the play style and ammo efficiency of the sludge pump.
i dont know if this has been suggested already but, this is an idea for drg survivor maybe every class could have one of their special tools like scout could get his grappling hook engi could place sentries. you could activate the tool with shift.
New modifier: Gas leak
Large cracks spawn throughout caves, creating zones which will explode violently if ignited. Additionally, some cracks will be spewing fire due to a stove-like effect.
Boomstick balanced overclock: Tri-tube barrel
Pack an extra shot into your gun! Adding an extra barrel to your gun increases the amount of shells loaded from 2 to 3, with an additional extra 2 pellets per shell. On the downside, your shotgun now has +33% recoil on top of a wider spread.
Season 5 (rogue core season) could have instead of lithophage corruption areas, it could have rogue areas where the dwarves have to go a little bit deeper than normal leading to fighting whatever is going to be in rogue core (maybe stuff similar to the heartstone?)
Adding to this, have your pickaxes be visible on your dwarf, like on the back, so that it does not look like you just pull it out of nowhere (taken as an idea from a YT vid) and so you can showoff your pickaxe
Hover Overclocks for the GK2 and Drak
I like these weapons, but the Hoverclock for the M1000 is so useful and I would like similar OCs on the other two weapons as well, maybe even that when the Drak overheats, you begin to fly a little
I don't know what are the plans for next season. Given recent trend with 2 seasons per theme we should get a theme that lasts for 2 next seasons.
I had a idea for such theme:
A big transport ship of human kind meant to voyage into deep space to settle a colony, not only crashed into Hoxxes but phased into it's crust and mantle after failed hyperspeed something. DRG makes some kind of a deal with gov of human kind to retrieve survivors and cargo.
Effect: Across cave now there are scattered big supply crates using bag_of_holding technology (same thing as Molly) ||source: I made it up|| and very sturdy lifepods carring humans (very sturdy thing).
Mission or event concepts:
- Heist/Salvage2 - using huge MULE variant (that blue one on the rig - made bigger - BULE) dwarfs go into the caves guiding the BULE to the big supply container. You can't just deposit those things into Molly, since there is significant size difference AND because of how bag_of_holding usually works (||Search up what happens in dnd||) . BULE needs not to take the container, but to set up a process of retrieving the cargo from container, into itself. So it would essentially work like Black Box when dwarfs defend it while swarm is in progress.
- Rescue - In some caves lifepods carring comatosed survivors where detected. Dwarf are meant to find the pods, and drag them by towing in paires (or very slowly alone, BOSCO can help) with a help of some antigravity tethers or something. Thoes things are quite big and need to be towed to... The Droppod you entered with. The moment the lifepods are gathered, the Droppod will eject remaining dwarves (no cheating with safezone) while the compartment where miners sit in is being reformed into a cargo compartment. Loading, swarm, defense etc. At the end... TBC in 5 (Nitro not found)
(...) At the end first droppod is retrieved while Dwarfs await a new pod to be sent down to them (we know DRG has multiple, you can cheese Egghunts on solo and Salvage uses old pod for retrieval). Some details might be changed, it's a suggestion.
As you might have noticed, both are similar to salvage. I think we had this mission type for a while and the longer it exists, the weirder it is from lore standpoint. It's a great mission type, don't get me wrong. But the fact for many seasons there are some dwarf teams send with miniMULEs, inviting them to split up and perish in the phatomless tomb, feels weird. I suggest a new season decreases frequency of those missions to have them replaced with gameplaywise similar versions.
3. Elimination2(placeholder name) - except cargo and human ship carried robo-wardens meant to pacify aggresive lifeforms. Hoxxes being Hoxxes activated them and the are not considering dwarves friends - they are meant to be the equivalent of fighting another dwarf (AI controlled). They would use a number of weapons similar to those dwarves use and be chosen at random (1 primary and 1 secondary). They can be honestly just an obstacle or be target of a mission. After defeat, retrieve some components from them.
To the Company Management:
I know we are dwarves and mining is what we do, but could we get a why we mine? Like yeah, DRG is a interplanetary mining company and all, but what are the minerals used for?
Gold and Nitra is pretty obvious, but what about the rest?
Sometimes I get a little down on the moods and just want to sit at the Abyss Bar for the rest of the lifetime, so knowing the reason why we do this might help me pick up the pickaxe again.
Yours,
"Sometimes I wonder if mining is all there is to life"
End season 4 within the next couple of months with a QOL update that just returns the game to a neutral state as it was before the seasons system. To tone down a bit on the rockpox and maybe increase rivals sightings a bit in return, to have both of them appear sometimes but not nearly as often as they did during their respective seasons.
A full year for one season is too much, a small break inbetween would be perfect.
The tank division beard should be also partnered with armor paintjob
what about a new boss?
I have a suggestions
Name: Party starter beer
idea: abit like the randomizer it would give you a permanent beer effect like being big, constantly dancing, or even slowly building up coldness, or maybe even teleporting around
why?: well it would be another little fun thing to add besides just going drunk in missions and seeing how well you do in a mission if 1 of the funny beer effects
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"I popped a l-l-lootbug, lets get the m-m-erals"
"Wee woo wee woo, the c-c-cute pol-lice are here"
"Bel-l-lieve in st-t-teeve"
Evidently the new DRG updates will focus more on polish, balance, and bugfixing than content. I'm fine with this. But for the balance department, please give a clear direction and expected baseline levels of power for the weapons, overclocks, and classes. Minelayer System can currently effortless solo entire Haz 5 4 Player swarms. How hard is Gunner expected to carry the group’s firepower? DRAK-25, Scout’s best primary at the time, was heavily nerfed in Season 02, but then GK2 was buffed to be better than DRAK ever was in Season 03. Is Scout supposed to be offensively powerful or not? Some Overclocks, like Minelayer System, Explosive Chemical Reloads, and Electrifying Reload are wildly overpowered and so ridiculously efficient there's no reason to use anything else. While others, like Flow Rate Expansion, Roll Control, and Minimal Magazines are so inconsequential they add nothing, or even nerf your kit.
Where is dwarf power expected to be? Are we supposed to be nigh-unkillable gods, or should the game be a massive struggle to win even with the best loadouts? The things above that line should be brought down, and the things below that line should be brought up to it. I don't like being strictly worse for trying new loadouts to shake things up. And I'd rather not have a repeat of Update 34, which brought some of the most notoriously OP OCs into existence while claiming to "balance" the game.
Let us hit cave leeches with a pickaxe once it pulls us in close enough
A mimic Lootbug ( i the sense of Dark souls mimic chests), idk how i would work tbh, but sounded good too me
pickaxe customization idea
A drill shaped front blade, possibly rotating but if that’s not straightforward to do then one that is fixed would still look very nice
friendly fire lines when it gets shot.
Season 5 suggestion: a anomaly called not rouge, a waring called it's rouge. There is a 2% chance of a mission with not rouge to black out, and the flares/headlight won't work so u have to rely on scout's flare gun. If there is a normal mission there is a 5% chance to black out, and the flare gun will emit -25% less light than normal. If there is a mission with it's rouge it will black out with a 8% chance, and the flare gun will emit -75% less light than normal. If you complete the rouge core drg game it will nolonger bother u, unless your friend didn't. (also will be in season 6)
Please consider releasing a mid season balance patch affecting the rivals, rockpox, new enemies, and old overclocks. With the immense delay til next season a mid season balance patch would be a brilliant stopgap measure
With the massive radius of the radioactive Praetorian and the freezing status of the frost Praetorian, regular Praetorians feel pretty weak. Maybe a buff would make it on the same level as it's variants
make it so we can go back to the other updates/seasons, but no progress will be added to the main account.
new anomaly: sensitive eyes
the bugs in this cave seem to be unused to harsh light. they will avoid bright lights such as flares, explosions, and bright enviroment features (glowing plants, glowing crystals) and are more scared by explosions
we need a free roam gamemode similar to GTA
New robot related anomalies:
Weak firewall - hacking robots is automatic/easier
Strong firewall - hacking robots is impossible/harder
Give us the glyphid queen hatchling. I saw it in a drg historian video and here are my proposed stats.
Health: 1250
Attacks: run away and summon a swarm, run away and summon a dreadnought.
It would mechanically be like the huuli hoarder, except for the stun and electrocution resistance and also the fact that it wouldn't drop goodies on death.
If the hatchling escapes, it either summons a swarm or very rarely, a dreadnought. On kill, the next swarm will be noticeably smaller.
I kinda see why it never made it into the game, but I personally would love to see it make a return
adding to this, i think it could have some sort of important status like the tyrant weed, bet-c and corruptors
upon shooting the thing, a health bar appears at the top of the screen coupled with a timer
If season 4 is going to last for another 9 months before season 5(as announced in their dev stream), then Please rebalance the frequency of rock pox events and rival events. Rock pox stuff are way too common and rivals stuff are way too rare.
It feels like <10% of the time we get rival events while >90% of the time we get rock pox events. Please make it more 50/50 so the rock pox isn't so overbearing while we wait for season 5
Love this game. Always plays it with my friends. But I always wondered why the classes are not more... different ?
Like the more you gain XP in a class the more adaptably for this classes you get.
Not a skill you just add on a skill tree or equipment but more of buffs that adds up with your level (copper, silver, gold, etc...) and are tied to the class itself.
Just a few examples of ideas:
Scout - Can take less damage on fall, jump higher, etc
Engineer - Best at constructing pipes and other device (faster, better health, more leeway when placing pipes, etc...)
Miner - Better quality map and a lit more accurate.
Soldier - Recharge and manage ammunition way better (faster recharge, more ammo in a cartridge, more guns accuracy, etc...)
don’t leave drg in the dust
So exited to see another DRG game, that I can't wait to join and help in early access from my favorite developers. Love the concept, and have enjoyed gunfire reborn coop.
Love the coop emphasis and company values. Just sad I'm no in Denmark to see them in person.
Hard to wait till 2024 to get a chance of checking it out. Good luck rock and stone.
For victory move "random", give the option to either exclude options or a simple pick 5 to randomly rotate through
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Upon reaching 100 in the performance pass rather than simply earning money for continued levelling allow players to earn items that they might have missed from previous seasons.
New Gamemode Idea
The rockpox mutates further, and dwarves can be infected. The dwarves would be NPCs, not the players. They could also be able to somewhat use the guns? The point of the mission would be to gather certain ingredients eg. Malt stars, ebonuts, and other edible materials to send to R&D to create a vaccination for the rockpox. Kind of a lame idea, but I've had this in my head for a while now, and I just wanted to share it
easter egg for kicking all barrels into the launch bay? maybe a cosmetic?
In the midst of all the chaos happening after the season 5 release in a year, and how people dislike rockpox mechanics, perhaps being able to deactivate lithophage warnings, or maybe just rockpox as a whole in gameplay setting for hosts after clearing both Critical Corruption assignments could be handy, because let's be real, nobody likes to deal with rockpox after nearly 2 years. However, to balance this out, perhaps making lithophage warning missions have another reward instead of the hazard bonus to incentive players to keep doing them (I don't know what could be the reward though). Deactivating this also deactivates any other event that features rockpox, such as meteors, corruptors, rockpox swarms, and whatever else, so the drawback of not doing lithophage-related stuff would be not getting the extra xp, season points, scrips and whatnot.
What happens to the missions with lithophage warnings though? They get replaced by the same mission type (if it's an Escort Duty with Lithophage Outbreak the warning could be replaced by another mutator instead, or maybe just nothing instead). Seems like the only reasonable way to get "rid" of the rockpox without really ending the whole season before the release of Season 5, but that's only an idea.
How about some new weapons and pickaxes
Votes during streams on cross game cosmetics from the other published games
Another Bosco suggestion but hear me out
In solo when the player enters the green zone of the drop pod Bosco quickly makes its way into the drop pod as well but if it is too far lets say 50 meters the pod will leave without bosco in typical drg fashion
lastly maybe bosco starts in the drop pod with you? but how it enters is fine right now
Clown mask with a rainbow wig (and maybe suit), because the idea of a veteran combat miner deciding to wear a clown getup to work satifies my silly mind.
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Like dorettas head, you can bring whichever steeve you've tamed onto the dropship, where they will have a temporary idle location on the rig (where you can pet them) until you start your next mission
Make Steeves canonically immune to rockpox.
Certain mission gives each dwarf a personal mini mule that hold 1.5x what you can, and are told to go deposit but automatically follow you / return after dumping minerals in either Molly or a drop base
End Season 4 around mid-late November and have a period of time without an active season just so the lithophage could take a backseat until Season 5 is ready. Dealing with the meteorites and rockpox during every other mission has become extremely monotonous, and we've already been doing it for almost a whole year now. (And to be blunt, it was never really a whole lot of fun to begin with.)
You can launch rouge core from inside DRG and vice versa
A mimic bug, it can be a storage crate, mini mule, maybe batteries, maybe chunks of minerals? I feel like dwarf-made objects makes more sense but anything for a lil scare
Report system for toxic, griefing and other exploitative actions
Give us a pickaxe shaft that has c-4 on it as a reference to a bug where detonating c-4 as you step into the drop pod attaches it to your pickaxe.
using beast master on a rock pox infected bug cleans it of rock pox
Hold E to remove Rockpox/Frozen status instead of mashing A and D (Can also be a toggleable accessibility option)
Give the Fat Boy a mushroom cloud when it explodes (if it doesn’t have one already)!
A second rework of the fuel cell stage of salvage missions, rather than being a repeat of the uplink stage, I think it'd be a lot more enjoyable (and make more sense) to work like defending the rock crackers or Doretta, defend the fuel cells from bugs, if it takes too much damage it folds back up and you need to repair it. Or, if the devs still want a failure state, taking too much damage will instead lead to an atomic detonation, destroying the drop pod, and the dwarves
Got another idea for how this could change. The more fuel pipes that you lay down, the longer the refueling process.
The idea of the glyphid rammer could be adapted to be a shield for other grunts with hard armour or impenetrable armour
Just let us exchange error cubes for infused matrix cores, this would make overclock grinding slightly easier and give them a purpose. You could even say that R&D wants them so they’ll give you a matrix core to hand it over.
Cross play for steam and PS. If a small and struggling indie company like Blizzard can do it, the bearded chads in your studio can do it too. Jokes aside, my brother is a console player and I'm a PC player. Would be nice if all your players can play altogether.
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A new engineer tool or utility. The ''Ground Thumper''. Like in real life when you thump the ground worms would appear. So what the ''Ground Thumper'' does is aggitate grunts and those grunts will come out of the ground and attack its own kind. But dont get too close to the aggitated bugs as they will still attack you.
Edit
It could also be a grenade utility of any kind.
Can we add in game bubble text?
Magenta exploding plants in the Azure weald. Would fit quite well into the biome and would let you kaboom enemies.
New bug ideas:
-Suicide bomber, a flying exploder.
-Tremors bug, burrowing tentacle bug able to strike from all surfaces and only attackable when unburrowed or with explosives
-Stalker, camouflaged bug which is barely visible and only revealed when attacking
-Bombardier beetle, armoured bug with flamethrower capabilities
-Mantis, leaping bug with pinning and damaging capabilities
-Scythe wing, dive attacking with knockback
Just to name a few 😊
New Mechanic: Homebrews!
Homebrews are a new type of consumable upgrade for our favorite tin can! Each player can bring one Homebrew to any given mission that applies to Molly. Each Homebrew is a small buff, but when combined, can turn this donkey into a real powerhouse! (Yes, they are stackable!)
Homebrews can be bought at the Equipment Terminal using a variety of crafting minerals. A new tab will appear showing 3 of them available at any given time. This selection of 3 will rotate every half hour as new missions rotate in.
Now the fun part, some example HBs! The numbers between slashes represent how many dwarves take the specific Homebrew with them
Tightened Locomotive Pulleys - The M.U.L.E. moves 7.5%/15%/22.5%/30% faster.
Investment Return Module - Gain 35/70/105/140 Gold for every 80 Nitra deposited.
BUKK-14 Proprietary Defense Initiative - Activates a taser on top of Molly that electrocutes bugs within a 1.5/3/4.5/6 meter radius!
Binaural Beat-cons - Standing within 1.5/3/4.5/6 meters of a beacon dropped by Molly during extraction will provide a 40% resistance to all status effects!
Thickened Deposit Chute - You deposit 6%/12%/18%/24% faster!
Keep in mind... Homebrews disappear after completing a mission with them
Okay love the idea of Rogue Core and may be tempted to try it down the line, I'm actually happy that you're not pushing the team to develop both at once and wear them out in the crunch. I was certainly hoping that another season would be coming soon as a new theme would be appreciated, I haven't been delving too deep into Season 4 because I'm over the theme and I'm ready for something different.
My suggestion would be that I'm hoping that the season can be rounded off in such a way as to create some finality to the current infection theme, and the maintenance updates for DRG can tweak the mission variance enough so that both the Rival presence from S1-2 and the infection from 3-4 will remain for players to still enjoy, but maybe each one is only present in one Biome at a time. I have a preference towards Rival as I loved fighting the robots but I know that everyone else will have their preferences too 😄
This is some exciting news and I'm looking forward to hearing more about Rogue Core, DRG and the future of Ghost Ship Games! Keep up the good work guys!
Ill echo what others have said - PLEASE end rockpox. I started at the start of season 3, i have about 1500 missions played according to my stats and around 400 rockpox warnings completed. We've all had enough of that gimmick, make it a normal warning on par with rivals and make corruptor as rare as prospector
Press E to pick up and throw the maggots.
Lava maggots explode on impact.
Others poison cloud or just splatter for comedic effect.
Loot bugs should have have a chance to drop 2-6 of both biome minerals, found in the biome you are in, and 5-15 health equivalent in red sugar, without us feeding any of the minerals or red sugar to them. The Loot bugs live there so they should have eaten at least some of them by themselves.
Able to Feed Steeve beer from a personal flask, (he gets drunk + rockpox immunity)
the higher the difficulty the more biome hazards? that would be fun
Boomstick Unstable Overclock: Split Shells
"To show you the power of rock and stone, R&D have sawed your shells in half! Now you'll only fire half a shell each time you pull the trigger, perfect for conserving ammo when you need to."
+2 Clip Size
2x Max Ammo
0.6x Pellets
-1 Damage
In solo salvage missions, change behaviour of septic spreaders to not shoot from behind cover and reduce grab range or grab attack frequency of stingtails. Keep it normal in other mission types and player numbers
this, do i have to add more? (i made this myself)
SUGGESTION
sandwiches
More Karl lore.
You can equip a Bluetooth speaker to play music from the jukebox in the spacerig, which after pressing a button to interact (I don't recommend "E" for this as someone could use it to troll) you will be able to dance , just like on the spacerig. Maybe add an option to paste in a YouTube link to play custom music (although this may lead to ppl playing not so nice things, but I put faith in this community) 
Pickaxe Cliffhanger perk.
Holding pickaxe strike lets it stab in and hold dwarf in place.
Uses include but are not limited to:
Stabbing wall to slow fall.
Hooking into praetorians and other large bugs to rodeo around, maybe shooting into a weakspot as ya ride.
Taking goo bombers for a ride.
Waiting on wall for grappling hook recharge.
Holding onto Molly as they go up the supply pod tunnel.
Holding onto the drop pod as it goes back up.
Cave-leech tug-of-war.
Day 3of asking for PS4 crossplay
Can we have a better flashlight? Not something that makes the Flares useless, but something slightly better than what we have
It's useless to the point it might as well not even be there.
And I always find people pretty much spam flares because you need to be right up against a wall for it to even be useful
Just up the intensity a little, the range is fine.
I looked, the mods make the flashlight too bright
flashlight modifications and overclocks would be funny
sludge pump OC idea
I like the corrosive damage but i also like the flamethrower so why not add both together and make the slugepump rapid fire big puddles of goo
+70 ammo
+rapid-fire
-cant the charge shot
-2 seconds of DoT
few suggestions for possible turret overclocks:
blank canvas - allowing engi to modify his sentry based on what he needs, give it more damage, give it more ammo or give it more frequent shooting, it'd reduce the amount of ammo and damage in exchange tho
superglue - sentry now sticks to ceiling and walls and if engi touches it, he temporarily gets glued to it so he can replenish ammo
blunt force therapy - all of the ammo now becomes rubber, it breaks armor easily and stuns enemies on random occasion but deals absolutely no damage
Add a few more keybinds for talking to other dwarves? Yes I use voice chat but you shouldn’t have to have a mic just to differentiate your shout (X on keyboard) between “Listen to me”, “Follow me!”/“This way!”, and “Guys help I’m getting mauled by an Oppressor”
While bosco shouldn't be able to "die" in solo, maybe there could be something that temporarily knocks him out. I'm thinking a rival tech enemy that fire a bomb which disables your shield and bosco when it hits you.
falling from high heights and landing on a bug should squish or damage it while reducing the fall damage you take
when this happens, your dwarf should retort with some voiceline
"Gotta clean my boots after this"
"Eww, there's guts between my toes!"
"Squish em' good"
"Mamma mia"
That reminds me
Since you can already bounce on big enemies, what if they had a damage multiplier for pickaxe attacks from above.
I already use this strat daily for dealing added damage to dreadnaughts without getting hit by them. Plus it just looks cool
Risk and reward type deal. Maybe it could scale with fall height
Since next season will take a while, i think it would be a good idea to rotate the current seasons. A lot of new players havent experienced the Rival Incursion/Escalation, and older players might want a change of pace. Switching between seasons 1-2 and 3-4 every 2-3 months would allow the game to stay more dynamic while we wait for DRG:RC.
Ok so
Bugs have resistances and weaknesses to certain things, like bulks having massive explosive resistance while oppressors resist all exceptions melee
What if we had a mission modifier that expanded on it, like critical weakness except it multiplied both resistance and weaknesses by x3 or such
new grenade idea
Radioactive Implosion Device (R.I.D)
an impact grenade that briefly stuns and applies a radiation DOT to all creatures in its small-medium AOE.
radiation effect similar to the one applied by the Gamma Ray OC for the wave cooker.
a panic-button grenade sort of like the plasma burster or cryo (possibly for driller)
possible lines while throwing:
"time to get R.I.D. of you!"
"R.I.D. dy or not here it comes, HAHA"
Maybe end the current season shortly after the Christmas holiday event (giving one last chance for people to complete their performance passes with the 2x multipliers) and move into an "offseason" until June.
During the offseason make the rockpox events (meteors, corruptor) rarer as well as the lithophage modifier. Perhaps lithophage can be about as rare as IS or rival presence and rockpox events about as rare as rival events (prospector, data deposit, comms router). Maybe make rival events a bit more common and have rockpox events match roughly in rarity (maybe not counting small meteors in this calculation). Move rockpox swarms to only lithophage missions rather than possibly also appearing in random missions.
Then add an additional incentive to the events beyond just some XP. Change the season terminal so that during the offseason you can turn in data cells and plaguehearts for random seasonal rewards. Perhaps 1 data cell = random s1 or s2 item, and 4 plaguehearts = random s3 or s4 item. This wouldn't replace getting them from cargo crates/backpacks/shop/cores/etc., but would add an alternative method. If you have all the items from the pool already then you get minerals instead.
Daily challenges could be kept around as well. Have a "do 2 IS missions" and/or "do 2 rival presence missions" that gives a random s1/s2 item, and a "do 2 lithophage missions" that gives a random s3/s4 item. The generic challenges could just give minerals or credits or phazyonite or something not directly related to the seasonal items.
This could also be an idea for when the game inevitably goes into more of a LTM where GSG are done with adding major features or new seasons. At that point they could even reshuffle things around and move a lot of the seasonal stuff to exclusively redeeming seasonal event items and out of the existing loot pools (e.g., cargo crates) to be less overwhelming to new players who pick up the game and to keep the seasonal events rewarding.
People have been suggesting lootbug swarms that trick you into thinking it’s a real one for awhile so I thought I’d throw in the some voice lines
Regular swarm voice lines for the announcement
When the lootbugs emerge: “oh, never mind false alarm just some lootbugs enjoy the company”
“Sorry team it’s just a few cuties softly you would not believe how similar their reading are*
“What a pleasant surprise, just lootbugs team, I won’t report you to management if you decide not to shoot them”
N’yaka pup, a baby trawler that is the size of a glyphid which digs through the sand and does passing hits to you and inflicts stun, has significantly less health but can swarm
One small detail I'd kind of love even if it might be really hard to do on GSG's part is add an intro to when you get back from a mission by having the pod ascending into the Space Rig and the doors opening back up instead of just reappearing at your sleeping quarters.
Maybe so that the host can't just thrust you into another game force it so that everyone has to leave the pod before a mission can be initiated or something, but I think it would be really cool to make it more seamless of a transition from mission completion to Space Rig than what I assume is an off-screen time skip of the lads taking a small break in their quarters.
Suggestion
Cross-play between steam and consoles.
That is all
Small thing; Electrocuting Focus shots having the chance to arc to other targets would be a small buff to the M1000 overclock that I'd honestly like to see
To my knowledge the Stubby is the only weapon with electricity arcing as a possible mod and its really helpful, applying to this specific OC would be a welcomed buff
Make Bet-C prioritize marked enemies
Reason: currently they will use bombs on small enemies while walking past bigger threats
planetary regions that have a specific mineral cough cough magnite cough cough shouldn’t be able to all go out of range at the same time
Maybe a new addition to pathfinding for the bugs, where they'll lie in wait at a choke point or set up some sort of trap for the dwarves to fall into, besides just spawning out of the walls.
New boss suggestion
So it’s a bulk detonator crossed with a dreadnought, a dreadanator, it would have a very low chance to spawn from a dreadnought mission, and when killed it would explode in a boom 3 times that of a bulk
How about like a pretorians attacks depend on the biome that could be applied to other mobs like the detonator and others
Instead of making Rockpox as a random mission modifier after Season 4 end, make it as usual biome modifier on a map like it is today, but instead it will only affect only 1 biome per rotation.
Also how about Rival Presence modifier rework?
It can also affect the whole biome per rotation, and missions with this modifier will have additional main quests to turn off Rival Power Stations or to turn off Security Systems.
Fuck it new grenades?!?!?!?! omg omgg omg!!!!!
1 for each
M.O.L.E Expendable Drills | DRILLER
Digs a Straight Line Upon Contacting Ground, Is unaffected by gravity for the time it is touching the soil.
Deals Damage to enemies upon Contact, Lowering the Timer based on Size of enemies (I.E, 1s Small, 2s Medium, 5s Large (Prae), FULL Massive (Oppressors, Dreadnoughts ETC) lasts 5-20 seconds.
1-3 Grenades
SHIMR Lighting System | SCOUT
Upon Contact with Terrian, Shimmers in a Light display. Stunning all enemies in the duration of the event, while illuminating the surrounding area. Enemies will not be knocked out of this stun until it ends or are for some reason or way, removed from the area.
Lasts 5-15s
3-6 Grenades
REPULSION Disruption System | ENGINEER
Emits a Buzz that Inflicts fear on all enemies in range, while those who are out of said range refuse to path into the area like the gunners shield. Emits a Knee high hologram to display the range. Does not prevent Range glyphids from attacking into the area. Lasts a Solid 10-25s.
2-5 Grenades
TETHER Web Grenade | GUNNER
Upon Being thrown for 1-3s, If in 3M Proximity to Land it will shoot out a system of tethers. Depending on the Amount of enemies in range they will be slowed from 30% - 100% as the Tethers grab onto them, Depending on scale of the enemy this can be multiplied.
Small Enemies will Immediately Die on contact with the tether. Medium 0% Difference, Large (Prae in size) 10% Midigation (effected less), Massive 30% Unless 100% Slowdown prior to change. lasts 5s-30s.
*Holds itself in the air using said tethers, Connecting in infinite range to the roof to hang there.
2-3 Grenades
Ooh! Fancy Fancy! All Grenades Done... Some Scrapped Concepts that were yet to be Fleshed out here! here!
LITTLE BUDDY™️ | ENGINEER
Deployable Turret in a grenade, temporary. doesn't last for long, works like normal turret.
EMBEDDED TERRIAN EXPLOSIVE | GUNNER
Minelayer Mines from the Minelayer™️ overclock in grenade form. like 12 total.
VEIN MUNCHER | DRILLER
Throwable Pickaxe that takes out 2x the size of A powerattack mine distance of terrain, that includes minerals
FISH | FISH
"you know what that means? 🐟 "
AND THATS IT.
Ah Why not also add New BOSSFIGHTS! (And me myself dont consider dreadnoughts real bossfights. more minibosses myself, caretaker is a TRUE bossfight.)
LITHOPHAGE BASTION | LITHO DISPATCH
A Large Cluster of Lithophage Asteroids, left unchecked can merge into what can only be described as a Monster. Purge it before its too late miners! It on its own is already dangerous, but it has supporting breeding grounds, leaving it by all means Invincible until they are destroyed, split into three distinct types.
HIVE
Spawns Lithophage related stuff, grunts, larvae, ETC. Features no attacks to personally defend itself other than a Slow, easily dodgable Whip with a lithophage piece.
FORTRESS
This one wont roll over and die, Whipping and Spearing through the ground with lithophage to those who attack it, better armored too. might require some special tools to crack it open.
WARDEN ASSIMILY
the Most Horrific Of the Grounds, a Bunch of Infected wardens all assimilated into a mass. buffing all the enemies around it. Similarly it wont roll over and die, sending shockwaves through the grounds and summoning support.
THE BASTION ITSELF.
To think it wouldn't fight back itself, Whipping and sending shockwaves through the ground, it WONT go down without a fight. sending spears up through the ground to attack dwarves who attempt to hurt it. Summoning Reinforcements while it Re-Generates the lost blisters... which is to YOUR benefit, Simply shoot them until it reveals the fleshy bits. The room it resides in has been changed by the spread of the rockpox there, featuring plenty of hazards. Most Notably Infected plants, Like the trapcactus. Changed to fire with rockpox remade spikes.. The mass that is the Bastion Writhes with Unlife, Assimilated mouths biting and Screetching. Claws still scratching at dwarves that come too close.
STAGE 1 | WRATH
It is Primal After all, thinking with not a strategy in a world. Simply personally attacking the Dwarves with all its might. Whipping Dwarves and Spearing them. Revealing a Few Juicy Weakpoints to throw Stuff at the dwarves to do more damage. until it is felled to 2/3 health it will continue this, summoning reinforcements every time they are depleted and closes itself up.
STAGE 2 | STRATEGY
Upon reaching the marker, it will continue its attacks. using some two at once, Like a Whip and Spear. forcing a dwarf to dodge twice. Summoning lesser support while it attacks, Allowing no Breaks for the dwarves until it is opened. Closing slower than before, If it manages to close once more it sprays a inert type of lithophage, Simply smoke screening itself as it re-enforces itself.
STAGE 3 | CRESENDO
Upon dropping finally to 1/3 health, It will close up for a bit. Doing rapid attacks while summoning enemies, although these attacks care not for what they hit. Damaging its own re-enforcements until it exhausts itself.. Cracking open permanently, still doing attacks while opened, infact more.
STAGE 4 | THE SILENT DEATH FOR THE GRAND
Upon Death, it Rots rapidly. revealing the core of it. plaguehearts, most importantly Infected korlox weed cores, Granting much XP and Credits.. Its simply time to leave. the Area has been cleared of all rockpox. All Rockpox related enemies and things in the cave is immediately removed, all infected plants wither. Its Simply time to leave the mission and return to the space rig. the lithophage infection is at best, gone from this part of hoxxes. Management will reward you for undergoing such a task.
(STAND ALONE LEVEL LIKE CARETAKER, NOT A RANDOM WARNING THING! Also side note, The Bastion itself will NOT infect you unless your VERY close no annoyance there!)
Next boss will be in the next message! Yes! Already used Nearly 4000 here! (Possibly tommorrow it will be written!)
easter egg idea: after holding a oily oafs for 5 minutes without drinking it, the sparkle effect goes away and your dwarf complains about how its gone flat.
"ah damn, the beers lost its fizz!"
"i shoulda drank this sooner, not nearly as good now"
"loyd makes good beer but they gotta up the carbonation"
Because auto mod is being absolutely awful (theres no words that SHOULD be disallowed in it) so forced to do google doc.
https://docs.google.com/document/d/1rtU0vPVp5xAe7JIlHkwOLY259KDoeNEbFn21cD1zCYA/edit?usp=sharing
promise no malware 👍
TL;DR;
Dreadnought Eradication
Press button to call adult dreadnought of 1 kind over and pray you dont get your knees kicked in. (more nitra and large cave for it)
You gave me an idea for a new beer. "After receiving complaints, management has given a new beer for Lloyd to serve" This beer would be extremely carbonated and as a result of this, your dwarf drinks the beer in small sips
I posted in the fan arts but quality was bad , so there is my new misson type , weapons and new armor system ideas :
First of all , New mission type called "Territort Extermination" , in this misson type you need to find 3 opened cocoons , after you find the 3th one , a new area will be placed in the mission , you need to dig there to acces. You can find one of the 2 New Bosses , Alpha Dreadnought or Mactera Queen.
Alpha Dreadnought is a hybrid of the other Dreadnought variants , thick armor , fire breath and he can summon waves. killing it will not be easy.
Mactera Queen starts the fight on the ground , crawling and laying mactera eggs around , after shes in %50 health , she will open her wings and starts to fly , but she cant lay eggs in this form. her tail is pretty deathly in both close and long range.
Both of them are pretty big so dealing with them is not easy , DRG found a way tho , new throwable called "Impaler" after you enter the territort you can call the "Impaler Pod" 1 for each dwarf , if you throw it and hit something , it will create a line between the place you throw and the victim , making the victim unable to move the other way , making them exposed to weak spot damages , Impaler cant hold them forever so you need to be quick.
Enemy is Strong so We Must Be STRONGER! My Other Suggestion is the İmproved Armor System , instead of only your chest now there is 3 main parts in your armor , Chest , Legs and Arms. Chest is nearly the same , in arm upgrades there can be things like throwing speed , reload speed , pickaxe damage , ect. In leg upgrades there can be walking and sprinting speed , fall damage resistances , jump boost ect , you can acces this by the new Armor Terminal. There can be special abilities for armors.
İ don't have much space so my new weapon and perk suggestions will be in my next suggestion.
Increase the Jet Boots spawn chance if certain enemies are in the spawn pool for that mission, so that Jet Boots are more likely to spawn in missions with flying enemies / enemies that are annoying to fight if your build has bad movement. If RNG gives you a terrible spawn pool, you would also be more likely to be given the tools to deal with those enemies.
Some examples of enemies that would increase Jet Boots spawn chance: Rockpox Corruptor, Mactera Grabber, Mactera Goo Bomber, Naedocyte Breeder, Glyphid Stingtail, Glyphid Septic Spreader
dovakhin (last dragon born) hat
all dwarf cosmetic
Some more uses for nitra. Idea: you could use nitra to call in more things than just a resupply pod. 1. A light launcher, has 5 shots, light last 2x longer than scouts light and light up more. Costs 30 nitra. 2. A heavy turret with 200 ammo, can be replenished by engineers. Costs 100 nitra
having a beast master perk increases chances lootbug dropping you nitra or gold after petting him 
Add collaboration beetwen DRG and Darkest Dungeon
Can we get an early release of the Halloween update, please? (Yes, this is the third year in a row I'm requesting holiday material early. You guys make great holiday updates, what can I say?)
Suggestion
Better AI for Molly
She just gets in the way
Another suggestion:
Depending on what you have in your canister, the minerals that show up when depositing varies based on what you had in your bag
the pheremone canister describes the pheremones it uses to make the bugs go crazy as including dreadnought bile, but during elimination missions, we only ever murder the dreadnoughts and then get on with our day, so i propose, what if after killing a dreadnought it drops a big sack of bile that you deposit
One more suggestion
Flare upgrades
You'd be able to upgrade them and increase their brightness, decrease recharge, throwing force, etc.
A variant of the stingtail with a mace instead of a grabber tail. When it attacks, the dwarf that gets hit gets a concussion for a few seconds, mimicing drunkenness.
Rockpox bulk detonator and Rockpox Spitballer (btw i just thougth about it so im sorry if its a repost)
moer beer plz
Overclocked perks:
For example vampire gets more hp but if you dont kill something with a melee you start losing hp slowly or get a slow debuff.
Or another thing get more hp but the more you gain the drunker you become for a few seconds after killing something
For a dash: instead of speed you warp forward some distance but you get a 1 or 2 sec slow after.
Etc..
Instead of flare upgrades, why not have a beer for that?
No idea for a name, but it would have to be a "Lite".
It would do one or more of the following:
- Increase maximum number of flares by one
- Increase flare duration
- Decrease flare recharge time
- Increase the brightness of the flashlight
rockpox stingtail?
Custom named glyphids (For the people who don't like steeve)
a huli hoarder X crassus bulk? (basically a crassus but when it explodes it surrounds the area in the biome resource's instead of gold)
Name
Abraxus Bulk Detonator (idk feel free for to make it a different name)
Balance
for the balance part i think it should be about same rarity as crassus but with a bit higher health pool & slightly smaller explosion radius, this beast would also have a slightly bigger fireball, half of his weak spots would be replaced with minerals for extra difficulty, but if you would be near him you would get more movement speed (like if the mission was a rich atmosphere mission)
Attacks
Standard Bulk attacks as nothing is really different
What makes him special
Mainly its the resources you get from him, resource collection is a tough grind so its nice to have a chance to get a bunch of resources. But also his difficulty is a lot higher than a standard bulk, this could pose a real threat if miners aren't paying attention, this would also be the 1st enemy to give you biome resources (as hulli hoarder is a bug not a enemy), but either way this would be very rare and i think thats fair for resources. I would say that this bulk would be a rewarding challenge for miners, you can get extra resources for killing a very tough enemy!
Killing a crassus detonator while its frozen is just sad... Not that I've ever done that. I suggest that a frozen crassus detonator drops compressed gold on death. Not only would this give compensation for when the driller panics, but it would also be an alternative way to get gold from a crassus, even if 1 compressed gold is way less than the blast radius of a detonator
add kursite bulk detonators for haz 5 kursite grinder events
Crossplay pls, i wanna go dwarving with my friends
New and improved perks.
We can tip Lloyd, but what if we could send mission control some gold. He has to deal with us all day so some precious minerals would be a very nice gift.
Maybe some good old voicelines
"You're giving me... ... your gold?"
"Maybe you lot aren't as greedy as I thought."
"We're rich!"
"You'd give me your gold? I'm flattered."
Of course the best way for this to work is to have a mission control room on the space rig which has been suggested before.
Why can i only tip loid 5 credits at once? Plz allow to tip more like 10, 100, 1.000 and even 10.000
uhhhhhhh add more funny mission voicelines for mission control
Repeatedly pinging a crassus detonator makes mission control react
*Yes team, just kill it."
"You'll be rich after the kill the damb thing."
"If you don't kill it, you won't be rich, you'll be dead."
"You won't get the gold from pinging the thing."
Repeatedly pinging a golden lootbug make mission control say
"Yes team its special and cute, now get back to work"
"Okay i get it its shiny, now please go back to work"
"You won't get rich from looking at it"
"Just leave the damn thing alone and get to work miners"
I always wanted an OC for the hurricane that felt like it really deserved to have unguided missiles. That is, the missiles are so jacked up with explosives they can’t fit guidance. I propose yet another rework to guidance cutoff/rocket barrage:
PGL rounds
“On a very late night someone in R&D had the “brilliant” idea to combine a grenade launcher with the hurricane, and thus was born this unholy abomination. Your gun now fires miniature PGL explosives. More powerful and more unwieldy than ever before!”
unguided missiles (of course)
greatly increased effect radius (like +1 meter or so)
greatly increased damage
reduced weapon spread.
greatly reduced ammo capacity, magazine size, and fire rate.
I think it would be cool if it was loaded one round at a time like the PGL, but I’m not sure how that would work so instead no reloading at all but missiles load into the magazine one at a time automatically
Give a 5 second timer before the drop pod takes off at the end of missions when everyone is inside, I've left too many dwarves behind because they died right in front of the ramp while everyone else was in. . . Truly shameful...
Prior to Update 33, 6 out of 8 biomes were within scanner range, leaving only 25% of Hoxxes IV inaccessible at any given time. After the addition of Azure Weald and Hollow Bough, the maximum number of available biomes at a given time hasn't changed... but now 40% of Hoxxes IV is inaccessible. This feels a lot more constrained, especially if there are particular biomes that you prefer not to enter, or when there are season challenges that require you to complete missions in specific biomes.
Raising the number of accessible biomes to 7 or 8 (as well as the total number of available missions) would be nice. If spreading the playerbase too thin is a concern, the server browser's functionality could be improved (by adding search filters, etc.) to make it easier for players to find each other.
im not sure how feasable it would be but i think it would be nice if their spawn rate was tied to cave generation, recieving a boost in certain conditions.
caves with very high ceilings and wide open spaces would make much more use of jet boots than the cramped corridors of say a mining expedition in the fungus bogs.
of course some place like the sandblasted corridors would need some kind of reduciton to spawn rate due to the fact high ceilings and massive rooms are a common feature for the biome, to make it even with the others.
a way to reconnect to a game you where in right before the game decided that "nope not today" and kicks you out of it for connection problems?
i keep getting kicked out of games at like 30% chance for "connection issues"
i can play any game without having lag from games like warzone to roblox, but DRG? nope, it just dies every now and then.
so at least having a way to get right back into the mission the game forcefully pulled you out would be nice, cause for me its at a point where the game is almost unplayable in multiplayer, and its particularly annoying when doing deep dives, as you can assume, i was in a deep dive with a single friend, and the game died right at the last mission mere minutes before writing this, and we discovered that you cant invite people in deep dives, causing me to join the discord and complain about it here.
while i understand that people might exploit it to save up on resupplies, starting with half ammo on everything or even quarter ammo when joining a game in progress might make it less abusable ?
A few ideas to make Rockpox less annoying
-
No longer roots you in place at full infection. Instead, it prevents you from firing your primary and secondary weapons. (the pox gets in your guns, jamming them) Hold E to remove the effect
-
Number of biomes infected with Rockpox at any time reduced from 2 > 1
-
Contagion Spikes are now considered secondary objectives (not sure about this)
-
The Lithofoamer can be used to slow bugs down and the Lithovac can be used to suck up goo from Goo/Frost/Rockpox Bombers, Goo Sacks, and Goo Puddles
-
Rival enemies (except Nemesis) now prioritize targeting Rockpox enemies over dwarves
-
Reduce max amount of spikes in a mission from 3 > 2
Tritylite deposits are too easy, maybe make the bombs do less damage and you could deposit tritylite shards instead of the mission completing immediately
add passive creatures that act as prey for the glyphids. You could see glyphids hunting and half-eaten carcasses of the creatures. They could even burrow away when a swarm is about to start, giving players extra warning.
The fridge at the bar is pointless, maybe give it some use by adding sandwiches for the dwarves
big worms in hoxxes that either are unkillable borrowing guys or part of an anomaly where theres random tunnels with loot in them
Glacial strata variant enemies are cool and all but I’ve increasingly come to dislike them because they discourage build diversity. Fire weapons being the objectively best pick is neither here nor there, but the main thing I don’t like about them is that they make cryo next to useless. Like if you’re playing driller in the glacial strata you basically only have two primaries, and that’s just not fun really.
So, I think glacial strata enemies should have a nerf to their cold resistance. They should still have some cold resistance, just because it’s easier to freeze stuff in the cold biome, and it’s probably alright if they keep the fire weakness too. There will still be some players who feel compelled to always take fire to the glacial strata, but at least you won’t be doing objectively worse than you would in a different biome with cryo.
lure for engineer has a dnace animation of him hitting the griddy
perhaps we could see some fester flea variants?
considering how fast fester fleas reproduce, they would be perfect candidates for targets of the glyphid swarm. a fast, multitudinous prey species that reproduces quickly and can feed on plant matter from just about every biome.
Custom Sandwiches 🥪
🧑🍳 Mix ingredients (up to 3), choose a bread type (only 1), add a dash of Lloyd's Secret Sauce, and you've got yourself a custom sandwich with effects!
⚖️ These meals would last throughout your next mission, but be expensive enough that their usage wouldn't be too abusable.
Examples:
🍞 Worm-Whole Wheat: Sandwich lasts one extra mission
🥯 Reinforced Rye: Ingredient stats increased
🫓 Leaf Lover's Lavash: Ingredient stats decreased, but gives an extra ingredient slot
Red Sugar Cubes: Regen HP every second
A Dash of Rust: Molly walks faster
Nitra-Infused Space Ham: Resupplies cost less
Ground Apoca Bloom: Flares recharge faster
Morkite Sauce: Pickaxe holes are larger
Not-So-Bittergem: Effects take longer to affect you
Inspired by #suggestions message. Imagine the possibilities!
Buff seeker rounds, make it a 25% decreased fire rate instead of 47%
Adding on to your sandwich mechanic the abyss could serve things like burgers and other things that will do effects like the craft-able beers but with the added benefit of being food for your miner
As a sendoff to the rockpox seasons could we perhaps get an event towards the end where we use litho cleaning equipment to clean up the station for a cleaning themed cosmetic?
DRG's 6th Anniversary Party
Maybe a Rivaltech stingtail robot thats like a mini boss
New driller secondary: Pulveriser cannon
The pulveriser cannon is a unique plasma weapon (because plasma weapons are underused). It provides long-ranged heavy bursts of damage as an alternative weapon to the subata or the microwave. It fires fast but heavy bolts of plasma-coated bullets which deal various elemental effects depending on the mods and overclocks. The firerate is slow, but it can be upgraded to be much faster, similar to the warthog.
It is a plasma revolver which has a large, sturdy frame surrounding the cylinder. it has no barrel. The gun has 9 bullets per mag, and the reload animation is similar to gunners revolver.
Notable mods:
tri-motor array: fire three shots at once in quick succession.
(these 3 mods are on the same upgrade level)
corrosive payload: shots put a small layer of corrosive goo on the ground.
brimstone charges: shots deal burn damage.
permafrost cooling: shots deal cryo damage
Notable overclocks:
Dual-layer bullets - x2 mag size, reload speed +30%
Disco Ball - Hitting a large enemy causes three smaller bullets to fly towards different enemies, but less damage and ammo.
Elemental minelets - shooting the ground causes a small minelet to appear which explodes into whatever element you have upgraded.
(btw for the image i was making it in blender but i couldnt be bothered to do the rest so i drew it, but think industrial tools with a revolver barrel inside of it, and i know it looks like a nerf gun but just imagine it but techy)
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Better idea: Dystrium lootbug
One message removed from a suspended account.
Add a Daily Deal Infuser Next to the Forge.
Using the same system as the Daily deal at the mineral terminal, add a daily deal to the forge, it would offer one Cosmetic infused Matrix core every day. The random core would be the same for everyone. To get it you would have to trade a Blank Core and some credits/minerals OR a blank core and some phazyonite.
Cosmetic cores often give the best cosmetics, but are usually not picked at machine events since they only have a small chance to give you what you want. This would give more access to the pool of matrix core cosmetics, letting you get want without having to roll the dice. It would also be great for those who already got all the weapon OC's and now have a huge stock of blank cores.
Add rammer from the board game to drg
flare upgrades: fast burning flare: much brighter but burns out faster. sticky flare: flares stick too grounds, walls, and bugs!. rally: when dwarfs are in the light of the flare gain a buff too stats (does not stack). longer lasting flares: take up more space but last much longer and larger. crackling flares: flares confuse bugs when they get close.
Nitra loot bug, not much to explain here
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Ok so, I think scout and engie don’t have very good grenades. Granted, most of theirs are S tier grenades but the things I love about gunner is chucking down a leadburster and clearing a cave, but scout and engie don’t have those instant damage grenades. So here are some ideas. I am gonna make an extra grenade for every class though.
-
Micro-missile deployer
This grenade fires out 10 micro missiles which automatically aim for the nearest glyphids. This would deal quite a lot of area damage, and would be a good fit for engineer due to the good crowd control Engie excels at. -
Insta-contact grenade
This grenade detonates instantly upon touching a surface, making it good for taking out swarms or for throwing down cliffs. You would get 6 of these. It would make sense for scout, as he is often on the move quite a lot and just sometimes needs to chuck a grenade and forget about it. -
Chopper grenade
A grenade which, once deployed, starts swinging two blades around. This acts as a stationary spring-loaded ripper, which is great for protecting choke points and dealing with swarms. It would be great for driller as he can set up tight corners and funnels for enemies. -
Shrapnel grenade
This is a pipe bomb-esque weapon which has a small explosion with a high amount of shrapnel which punctures through enemies. It inflicts fire damage as well, and is pretty much a flaming instant leadburster. It would be for gunner.
after playing a bit of alien swarm again some of the deployables i found would work really well in drg, with both being coop swarm shooters
-
ARMSKORE TESLA COIL:
a deployable tesla coil which constantly electrocutes all enemies that walk into its detection range, allowing you to greatly control crowds and keep targets at a snail's pace with damage over time -
SENTRY VARIATIONS:
YETI, WYRM and BEETLE sentry systems -
the yeti system changes out bullets for a specialised projector modelled after the cryo cannon, allowing sentries to fire a short ranged jet of cryogenic steam to freeze enemies solid
-
the wyrm system changes out bullets for a flamer, plain and simple. spews out a roaring inferno to incinerate targets and medium to close range
-
the beetle system changes out bullets for a 20mm grenade launcher, firing miniature grenades to blast crowds of bugs to shreds, albeit with a limited ammo capacity
-
X27 COLETTE DAMAGE AMPLIFIER:
a support deployable similar to the gunner's shield, but instead of boosting defensive power, it boosts your offensive power by amplifying the damage you deal. excellent when used proactively instead of reactively- set one of these up just before a swarm arrives to tear through enemies and thin the wave before they know what hit em
New anomaly, poor signal
No messages from mission control, pointers don't work, Mule walks slower, drop and supply pods take longer to arrive. Might also affect sentries and friendly robots (shredder grenade, hacked robots) and mission-related pods (Hacksy, communication uplink and so on)
add the BAR not like the Pub bar but the Browning Automatic Rifle from WWII but make it futureistic and give it to the gunner
add the cigar
Minor repeatable events. For example:
Rival stronghold. Instead of appearing randomly all over the planet, the rivals decide to massively increase their presence in a certain region. Whenever this region becomes accessible, it will be infested with rival-related warnings and secondary missions. The event can have global and individual progression meter, one or both. The individual one works similar to the season objectives, where players receive rewards for certain amounts of rival-related actions. The global one is like miners' union tasks, but upon its completion the event ends.
The Grand Hunt. Glyphids react to DRG's operations by increasing dreadnought spawns. Chance of getting a random dreadnought instead of a swarm greatly increases, some missions can have second primary objective of killing a dreadnought like in a deep dive. The event can be either biome-restricted or global and also have global and individual progress of dreadnought farming.
It can give cosmetics, even unique, and since it is repeatable, nobody will miss out.
Rockpox elimation variation:
"Decomatamination"
Scanners have found a cave taken over by rockpox. We need you to scrub the place clean before it get any worse but be prepared, the rockpox isnt going down without a fight"
Most bugs are their rockpox variant
Instead of dreadnaughts. There are rockpox hives. Giant corruptors with weaponized tentacles.
Hives are anchored to 3 spots of the room they're in to expose the hives armor which has 2 layers, whenever 2 layers on one side are broken. It summons rockpox bugs
The hive itself has 3 attacks. Trying to spike with its tentacles. Summoning several larva and lobbing rockpox gas balls at dwarves.
While the hives tentacles can be shoot and killed like any rockpox enemy. They regenerate quickly but still give some breathing room
Fights with a hive has the dwarves managing breaking armor with dodging attacks while dealing with the tentacles and occasiona rockpox bugs
A hoarder variant that, instead of fleeing on sight, starts racing around, eating up any minerals it sees, then spitting them back at the dwarves for small chips of damage. It could actually be useful if there's a bunch of minerals on the ceiling and you don't have a scout/gunner.
A biome where-in we fight inside the carapace of fallen glyphid kaijus
A Stubby Buff/rework
Let us order dishes at the bar, or add a cafeteria for it. I would love to try some glyphid egg omelet or mactera meatloaf. Plus, dishes would work great with beer on the side.
Add some new Pickaxe cosmetics 
I'd love to be able to add visual customization of the lobby. Each host has their own design, the bar might be one style and the launch pad another, etc. Both big and small customization slots ranging from entire areas as a theme but also (as an example) change details like how the Tip Jar looks.
Overclock idea: Heatwave
Class: driller
Weapon: Colette wave cooker
"Stuffing some dome-shaped tinfoil between the wave generator and the lens crated a stalling effect that condenses the microwaves and generates more and more heat as energy builds up. What happens when you suddenly remove the tinfoil? All the stored up energy will be shot into the lens, magnified, and completely and utterly radiate and roast whatever poor sap happened to be in the wave's way. Does generate alot more heat and costs more energy to produce the advertised effect..."
instead of manually firing, holding down the fire key will charge energy,
And the energy fired will be in a big, powerful burst.
slightly reduced overheat duration
significantly reduced cooling rate
(this is an upside and you'll later see why)
you can't shoot. Shots will be released on overheat.
less max ammo
reduced rate of fire (takes longer to reach overheat and thus longer to actually fire the charged shot)
Note: even if you don't shoot, ammo will still be consumed and heat will be generated, but not stored.
Had this complex Idea in my dome and I thought it might fit, helping with driller's single target damage options available (and boosting cwc in viability)
Make it so you can interact with the drop pod seats to sit instead of awkwardly phasing into them.
I know support tool overclocks aren’t a new idea, but here’s my take:
⚠️“Volcano”, balanced overclock
For: Driller’s satchel charge
➕75% of damage converted to fire damage
➕Lingering fire AoE
➖Drastically reduced terrain removal
⚠️”Grapeshooter”, balanced overclock
For: Engineer’s turret platform
➕Shoot three bullets at once
➖Smaller burst
➖Shorter targeting distance
➖Slightly smaller magazine capacity
🛑”Triple projector”, unstable overclock
For: Gunner’s shield generator
➕Three smaller shields are activated around the generator
➕ Increased duration
➖ Much smaller individual shield size
➖ Longer recharge time
🟢 “Dazzler bulb”, clean overclock
For: Scout’s flare gun
➕ Enemies that move too close to active flares are stunned
petting lootbug sticker (i want it BIG)
RGB pickaxe skin 
Make the game fully crossplay between all platforms, I would love to play with my steam buddies but I'm stuck on xbox for now (and make the roguelite cross too 😘)
Warnings (non season related) should be in assignments either weekly or promotion
Sumo Wrestling Ring in the lobby in which the dwarves can push each other when inside the ring, where the dwarves can compete to see who can rock and stone the hardest
Make the swarm go away once the refinery fills, please?
cross play we need it
Double Barrel should have a big BOOM sound fx when you shoot it. (If Fat Boy has a different sound, why shouldnt an actual Double Barrel shotgun have a big BOOM)
Add the availability to choose different reload style for weapons, i know its hard but it would be coll.
Let us pet mini mules
Release jetty boots on mobile, alongside with bunch of minigames like hacking a patrol bot etc...
You can make the app minimalistic, if players would want any more features like savable progress or battle pas etc, just download the drg on pc. Would help promote the game even more and a fun thing to kill some time
If you guys can, then please improve the performance on Xbox Series S a bit so that it almost always stays at 60fps. Also, there's this method of rendering for the Nintendo Switch version of Alien: Isolation that makes it look a bit better by not making symettrical lines and chain link fences and stuff look weird from far away, so I think you guys should use that rendering mode, too.
I'd love to see some more markers of dwarf activity in Salvage missions, maybe like half-mined veins, driller tunnels or even bunkies, maybe some nitra canisters, etc. Always thought that lil bit was just missing
Alternatively, add random chances to get a special reload, like some FPS games do. Imagine going to reload your Subata and Driller just throws it and pulls out a new one.
a "friendly ghosts" map 'buff' (mirror to ghost cave), 3-5 friendly steeve souls, these are souls of steeves that gave up their life for the dwarves like a true hero
Message got deleted for some reason but will cross play eventually be added to the steam version? It would be really awesome
ok the pitch -- customisable space rigs and drop pods, Think of the cosmetics, new items for cargo creates, lost gear and matrix core events no more boring mineral matrix cores. everyone can have there own unique space rig and when you join a game in lobby you get to see the hosts rig. you could even DLC some of the cosmetics.
make the smart stout line "drillers dont eat rocks for breakfast" end with "they actually eat crescent shaped pears"
disable family sharing on the supporter packs i feel guilty for sharing my library with the dlc attatched to it
A firing range with different lvl of bugs to test dmg
season/mission type themed victory animations
i know we're well past the point of the rivals, and next season ain't gonna involve rockpox either, but for whatever we're to meet with beyond those horrors, some victory moves where we show triumph over the hyper-specific enemy would be cool
some i had for past seasons are:
-pulling out the core of a patrol bot and kicking it around like a soccer ball
-pulling out a shredder and crushing it in your bare hand
-getting encased by rockpox, and then breaking out with gusto
Have a few APDs throwing a party in the room where the bouncy disco ball is, or add an adjacent room.
A betting machine in the rig to gamble
mor bug (pls)
Biomes warnings
•warnings that only happens in a specific biome
•it would not spawn in every mission generation they would be kind rare
•high risk high recompenses
•Crystalline Caverns:
Name: Eletric Onslaught
electric glyphids (because of the cristals)
You suffer more Eletric damage
•Salt pits
Name: Q'ronar rampage
New type of Q'ronar which are bigger and stronger, when they hit Walls all near falling crystals falls
Falling crystals are bigger and more frequent
•Fungus bogs
Name: I ain’t sure for a name in this one
New enemy
Viper glyphid: spits venom on you and spawn poison fungus, when killed all near fungus became dead also
And also fungus give more damage
You suffer more poison damage
I will do the other biomes later because now I am tired
Passive Ability: Nitra Nelson
I: Your familiarity with the overall state of Nitra has taught you some things you can use to get more out of it. You now gain +2 bonus Nitra everytime you mine some.
II: You now gain +4 bonus Nitra
III: You now gain +6 bonus Nitra
IV: You now gain +8 bonus Nitra
Passive Ability: Ore Goggles
Ore nodes are highlighted normally and are outlined when you pull out the scanner in a limited range, upgrades increase range. This is for those who never have a scout to light up caves, or maybe your scout just doesn't like to.
DRG dwarf voiceline for after RC releases:
"Those Reclaimer bastards have got no class."
Don't know what would trigger it, but you can't deny it's true.
New driller primary. Heavy Tesla cannon. Hold fire to shoot a constant beam of electricity in a 10x5 cone. The gun passively builds up charge that increases the damage by 1.25 for 2,4,6,8 seconds depending on charge level. It takes 14 seconds to charge to max, 2 seconds for level 1, 5 for level 2, 9 for level 3, and 14 for level 4. Has 1000 ammo and consumes 20 ammo per second fired and deals 60 damage per second. 0% stun chance
Upgrades
T1 Add 150 ammo / decrease charge time by 2 seconds 2,5,8,12 / increase range by 5 meters forward, 4 meters wide
T2 increase damage by 10 / decrease charge time by 2 seconds (if stacked 2,4,7,10) / decrease ammo consumption rate by 5
T3 electricity arcs to nearby enemies / electricity slowdown increased to 50%
T4 Adds 25% stun chance / increases movement speed while at max charge / increase damage by 10
T5 killing enemies decreases charge time by 2 seconds for 8 seconds (stacked 1,3,5,8) / increase damage multiplier to 1.5
A new enemy type or maybe boss where it’s a big worm I think worms would fit the underground feel alot and a new mission type where you can stop smth dangerous from entering hoxxes so you go on the surface and defend it
Idea for season 5:
Not too sure what rogue core means but it probably means the core of the planet has some sort of sentience so what if the core pulses up and down like a heartbeat, sinking and raising some sections of it? This would mean sunken missions have harder enemies, are darker but are more mineral intensive and raised parts are more irradiated and have higher stage hazards. This cycle repeats every 30 minutes, with a new section being raised, sunken or normal. This would act similarly to Rockpox, and the weapon skin could be a reclaimer set with more modern, tactical looking frameworks rather than the sci-fi weapons we have in the base drg. The enemies in sunken areas will be much harder, with less grunts and swarmers and more praetorians and guards.
Dreadnought Tinkerer
Breifing:
This variant of Dreadnought wandered Hoxxes IV for a long while after it hatched from their cocoon, collecting the remains of drilldozers, supply pods, left behind engineer turrets, even rival tech. It has used this vast collection of technology to make it stronger. This variant is especially dangerous to encounter, so Management reccomends avoiding them if you want to get out alive.
Survival Guide:
If you have absolutely no choice but to fight this Dreadnought, we have prepaired a few tips you can use to your benefit.
- Mind the turrets on their body, as they can seriously harm your group, as well as other allies.
- Focus on the sides rather than the back. The back is their weak spot, so they made sure it was well armored. The sides, however, can weaken their weak spot's plating.
- Always make sure you're not extremely close to the Dreadnought. They can seriously harm you with their turrets, yes, but that is significantly better than getting your beard tangled in a drill.
Skin for the pickaxe that makes it a Minecraft one. Y'know, for the funnies.
since gyroscopic aiming is quite good once you get used to it, we need a few benefits. A gyro pause would help as we have no real way to pause the gyroscopic system and re centre the controls. Also flick stick could help alot if it was It implemented. Consoles needs a few reworks on controls but these are the main and biggest ones that can be changed to make console and mouse and keyboard simmilar. Rest in peace xbox players who dont have gyro aiming
A rockpox infected lootbug - instantly kills you after open.
There's a divide with some people insisting that gold is a waste of time, and the other that mines it because it's fun. I think theres a middle ground to improve this
Instead of buffing the amount of credits recieved for gold, making it 1 hit to mine and increasing gold carrying capacity to 60 would encourage people to mine it when they see it by being less of a time sink, without making it mandatory or buffing the overall credits gained per mission all too much.
An archive section in the Miner's Manual where you can read and play back mission briefings and season assignment mission completion lines from past seasons, both to help newcomers get up to speed with the ongoing "plot" as well as to let others go back in case they accidentally skip or forget about key points.
skin pack dlc or fresh content too fit with the new DRG game coming. LEFT BEHIND SKIN PACK: a pack that has ruined gear and patched together gear with scratches and bite marks tattoos. pretty much a skin and clothing pack that shows the war the dwarfs have too go thru too survive on hoxxes if they are left behind and must fight till they somehow get rescue.
There's currently three major annoyances in my every match experience that drain my will to play each week, ranked in severity.
- Industrial sabotage should not be in assignments.
- Rockpox is now too punishing, both on status effect and ammo economy post-buffs (At least from my perspective as a haz 5 player) and drag encounters to a painfully dull pace.
- Ziplines should at minimal be faster than walking. There's a million changes I'd make for the ziplines, they're that bad, but at the very least I shouldn't be depressed at the few times this thing gets value being on par with using a dash cooldown.
A new warning: Silent bugs
It does what you'd expect it to do, Most creatures have extremely quiet sounds. Unaffected creatures are special enemies like mactera grabbers and boss enemies like dreadnoughts.
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Lightning cannon for Driller like Winston's from Overwatch I'm talking coiling lightning from bug to bug IT WOULD BE SO FRIKING COOL!!!
Can we please get playstation/pc crossplay? I know the games out for a while now but I wanna play with my buddies
a ladybug-like type of bugs, friendly and common in all caves like lootbugs
their gimmick would be allowing you to slowly glide in the air (im talking gunner zipline kind of slow) and you wouldn't be able to fly up, they'll fly away sometimes from you to feed on stuff like red sugar or sth
Please put the drg soundtrack onto Apple Music! I don’t have Spotify premium but I do have Apple Music and I am begging you GSG I need the dwarven classics in my playlist
Unlockable messages like with cargo crates and lost helmets that show that not everyone who goes into Hoxxes is a one-dwarf army.
Ex. Day one at DRG. Not much is going on, plenty of morkite
Day 2. I dont know where Dave went. I think a bug got him.
day 3. I'm the last one. A leech grabbed Daryl, and an oppressor ate Kevin's top half. I'm hiding in the broken drop pod. Send help.
i dont know what day it is send help please theres so many help me please i dont want to die please
they found me
I think, since Hoxxes is said to be dangerous, there should be evidence of that.
Hot dogs
Do some disco lights when you yeet that weird ball from the basement into the kick a barrel game ring
GREEN PERKS
green perks are class specific perks that are meant to change the playstyle of your dwarf. I originally wrote a whole essay about archetype's but it was too complicated so I simplified it into this.
Keep in mind that this suggestion was made for fun and is not a serious suggestion
Driller:
Pyromaniac:
- take less damage while inside of fire
- deal 90% of your usual damage
- deal more damage while inside of fire
- sticky flames cover 1.5 more space
- when hitting an enemy directly grenades will leave a small pile of oil on the floor which can be ignited
Snowman:
- frozen enemies will remain frozen for a max of 2 seconds
- frozen enemies killed by melee will slow nearby enemies ( stacks up to 50% slowness )
- enemies near you will slowly freeze
Demolitions expert:
- satchels do less damage
- satchels stick to enemies and apply fear to those enemies ( similar to gunners sticky grenade )
- satchel velocity is tripled
- you and your teammates take 70% less satchel damage ( excluding the scout )
- smaller explosion radius
The mole:
- three times more drill fuel ( calculated before mods )
- reduce power attack cooldown by 7 seconds. ( stacks with bezerker )
- while drilling loose 20% walk speed
Gunner:
Geneva convention destroyer:
- after 10 seconds of nonstop firing of your primary weapon’s bullets will induce fire damage that applies fear when enemies are lit on fire ( heat per bullet calculated according to fire rate )
- after staying in the shield radius for 5 seconds, take no fire damage for 15 seconds.
- while on fire patoriens and bigger bugs will spread a trail of fire to any surface they come into contact with ( lasts for 2 seconds )
( gunner has more perks the message is just too long will send soon )
( will make engi and scout abilities later )
Simply emotes
Suggestion: Add a firing range.
The new m1000 overclock the longer you hold the focused shot the more damage you do, ad up to 25-40% extra damage
Less ammo
Slightly reduced damage.
Its didn't perfect and could be OP so will require changes
Last man standing:
- While all other teammates are down, gain +10% damage resistance
- while all other teammates are down gain +10% damage
- after firing your gun at bugs for 2 seconds nonstop while walking backwards gain +50% more speed when walking backwards.
- For every 5% of your maximum hp you lose gain +1% damage
- Killing an enemy with melee gives +5 hp back ( does not stack with vampire )
Grey beard:
- All of your fear effects are doubled
- Reload 1.5 times faster ( calculated before mods )
- When saluting, all bugs are more susceptible to fear for a 5 second time range ( 20 second cooldown ) ( indicated by the salute being louder, and the pickaxe being raised faster )
- Revive 5% faster
- Can pet Molly and Bosco
- Can tame Q’ronar younglings
How about Upgrades changing parts on guns?
Ie: The last line of upgrades for gunner where it would change the shape of the heat meter or end of the barrels on the Minigun.
Thunderhead Cannon OC
Name: Indiscriminate Fire
Loads cannon with buckshot.
No explosion AoE
Less magazine capacity 55
Pellets per shot 10
50% movement speed while firing
Make stingtails hang around under leeches pulling you to them. because why
Extremely detailed drawing
An Unstable Overclock for the m1000 where its just one round BUT it deals a tremendous amount of damage
You should be able to carry downed allies to safety if they got downed in a sticky situation such as fighting a Dreadnought
for the next holiday event wherein a longbeard freighter loses their cargo into the pits of hoxxes, please describe it as a severe and continuous lapse in their judgement
More pumpkins
This is a serious suggestion: Longbeard Freighter, as a gesture of apology to DRG for their continuous loss of cargo shipments, decided to allow for one cargo shipment, absolutely free of charge. However, instead of using it on something important, management decided to use it on cheap holiday goods. This turned out to be a smart decision however, as per their pattern, the shipment is once again lost to Hoxxes.
Players in the same mission should hear the same music
New Mission Type: A rescue mission where enemies are more common and the goal is to safely escort or carry a dwarf out of a cave. Bonus points if there is a chance the dwarf will be able to help, but also a chance he'll be totally unconscious and require more effort to rescue.
A suggestion add dyeable parts of cosmetics to take fashion to a new level
Weedeater Perk
By running more power through the dwarf's shield, light vegitation within a short range may be vaporized.
Perk removes things such as vines, grass, small mushrooms, etc that appear to be there for environmental decoration but tend to block view.
cargo crates make a spooky sound when opened during the halloween event (like cave leech or grabber) to scare people
The more bugs you killed the more active rockpox skin become.
Mirv PGL (Cluster grenade OC for PGL)
boomstick OC: pheromone powder
adding pheromone powder to the shells means every enemy affected by the blast wave also gets the pheromone effect! however, this means the blast wave and overall damage is reduced due to the reduced powder load.
+all enemies damaged by the blast wave also get the pheromone effect
-1 pellet damage
-75% blast wave damage
(I know that DRG doesn’t need and will never have a fifth class. I also will assume that playable MC has been suggested, but this is still my original take on the idea.)
If MC was playable: introducing, the Manager class!
Default primary: Handgun with high damage at the cost of slow fire rate, low accuracy, and terrible shot recovery. Meant for high health targets.
Default secondary: Tranquilizer rifle with fast fire rate and fast reload time. Doesn’t deal much damage but has ridiculous stun %.
Support tool: Heavy duty scanner which will highlight any objectives or minerals in a wide radius for your team. Can place and display multiple waypoints.
Mobility tool: Boost ring cannon which can launch rings a short distance. These rings take a few seconds to arm, but once they do will hover above the ground and apply the dash ability to anybody who moves through it. Only three can be active at once, and they have a set lifespan which depletes each time it is used.
Grenades will fill support roles similar to scout nades.
replace blowthrough rounds for the subata with auto fire mod (then remove auto fire as a OC)
Active Ability: War Cry
I: Your "motivational" shouts have encouraged your team to fight 'till the very end (of the ability)! For 30 seconds, your team will deal 20% more damage and will move 30% faster!
5 minute cooldown
II: For 30 seconds, your team will deal 20% more damage and move 30% faster!
4 minute cooldown
III: For 30 seconds, your team will deal 20% more damage and move 30% faster!
3 minute cooldown
IV: For 30 seconds, your team will deal 25% more damage and move 35% faster!
2.5 minute cooldown
A dreadnought variant that doesn’t go around obstacles in the short range, but always digs/bites straight through them, homing in on a single dwarf at a time. Becomes vulnerable when it overexerts itself though prolonged digging/eating.
Mission Idea: Area Reclamation
Basic Premise: "Listen up, Miners. A rival company has decided to take over an area we use for Greenbeard training. Your goal is to destroy all rival threats in the area, hack the power station, and get out. There will only be rival tech in the area; the locals do not go here often. Still, be advised, the area is heavily guarded. Good luck, miners."
Step-by-step:
- Eliminate all major rival threats.
- Disable the main power station.
- Call in the drop pod and leave.
Note: The major threats are more powerful than normal rival tech, so be weary.
Other Note: There is a high likelyhood of around 2-3 major rival threats in the area, so handle this like an Extermination mission.
What if: Stingtail Dreadnought
Charges until it hits and chunks out a section of wall, temporary opportunity to shoot at weak spots after several impacts.
Tendril phase where heavy tendrils slither after dwarves, tips are dangerous but rest can be grinded on like refinery pipes.
The longer the fight goes on, the more of the area it destroys, possibly breaking into other chambers where other bugs might join the fight.
Breach cutter overclock ideas. Harder to use but could increase damage against single targets. Would need some playtesting/balancing
Let Him Cook: The projectile travels at half speed.
Node Resonance: The projectile repeatedly contracts and expands in width. It gains DPS when it's narrow, and reduces when it's wide. (About 1 expansion/contraction cycle per second)
it would be awesome if we could get a "training" area with 4 vr headsets hanging from the ceiling
the host would input a few settings such as hazard, biom, mutators or if a specific event will show up and then the team can play a fabricated mission (just like if it were a real one)
that way we can always replay past content, literally train for hard enemies like korloks or just make an absolute hell mission to see what we are capable of
Lok-1 overclock: "Difference Engine"
Less base damage
Increased damage for each type of enemy that is locked before firing
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an overclock for the plasma charger that makes a charged shot act like the bfg
it passes through enemies while also emitting arcs of plasma that constantly damage nearby bugs
probably a reduced explosion size
A grenade that sprouts legs and chases after a nearby enemy, causing them to run away in fear and exploding when it catches up.
Molotov beer mugs
Random idea: Add a slots machine so we can earn some extra money or spend some / Make a new beer that turns you into a glyph grunt
For the flare gun's tier 2 mods, replace supercharged feed mechanism with blowthrough rounds.
Note that I don't want super blowthrough rounds. I just want to be able to shoot a bug on the wall or ceiling and not have my flare drop uselessly to the ground.
make the neurotoxin grenades burn for longer after having there gas clouds ignited
add a sort of custom game type thing where (mainly for console players) instead of having to mod the game (which is so complicated on consoles) you can tweak the game settings. Increasing spawn rates, add more of different types of bugs, create guaranteed boss spawns, increase character damage, increase/decrease different types of damage (stun,shock,cold,fire,ETC), Tamper with gamemodes like having multiple major bosses (caretaker,dreadnoughts,korlok weed) and tamper with there stats like health/damage/resistance/ETC, and this one sounds far more difficult. a potential level maker, thought id get why thatd be out of the picture seeing as itd be hard to make,use,control,test, and probably understand. (sorry for constant typing, ive got alot of ideas i wanna write before forgetting)
A new mission type, Rescue. With black boxes being in the game as an objective they could be used to pinpoint the location of a missing miner crew or maybe just a single one. Molly would be replaced with a stretcher like robot (or multiple depending on how many miners your saving) that cant be deposited at, simply because, there is no mining, and i know that sounds bad but here me out. beyond gathering red sugar and nitra for supply drops, there will be little to none minerals left behind, implying that the dwarves your saving have already stripped the area of its recources, and the issue of no minerals being gained is solved by the the drop pod being filled with them already, you wont need a mule because the team your saving already used theres and got all the loot on board. The new stretcher will be pushed like in escort duty (maybe moves faster depending on how many people are near it), you'll push it to the drop pod, load the team you rescued on board and get in with them to leave, rewarding you with minerals, coins, and maybe something else... i wouldnt know what tho. youll as usual have to fight off waves of bugs, lots more the any other game mode, but as a bonus, seeing as the previous team already had a struggle. Supply drops,ziplines, driller tunnels, and other ability based things may already be placed or in use to lighten the load on your abilitys so you wont be constantly drained of recources and nitra
A passive perk that gives you damage resistance whenever interacting with things (pushing buttons, repairing, reviving teammates, etc)
I think this would be really handy for situations where you can't complete an objective or revive someone without dying
Let players choose an overclock for the class when they promote it for the first time
New achievement: Oops!
Kill a bulk detonator with another bulk detonator.
A beer that contains corrosive fuel from the sludge pump
breach cutter unstable oc: fairy light devastator.
"if you love the breach cutter but are tired of having to work out the angles due to being limited to a single direction of firing, look no further! this modification allows you to manually guide the line, and it even boosts the line's duration! however this modification takes up a LOT more room, and we had to make the line give out less power as it hits enemies so it would stay around longer"
manual control over the breech cutter line (similar to the hurricane), moves around 60% as fast as the normal breech cutter line (line turns to match controlled direction change)
extended line duration (75% longer time)
line moves slower
60% reduced ammo capacity
20% damage reduction
New Acievement: Misplaced?
blow up 3 team mates with a satchel charge (seperate achievement for blowing up 3 scouts)
Since the jetty boot cabinet is technically simulation training and not pure recreation. I suggest increasing the number of games played before mission control comments on it negatively. Perhaps adding some compliments for getting a high streak or beating your best
"Your skill is improving, i hope it pays off planetside"
Things like that.
New Achievement: Betrayal
Have a Bulk detanator, or Crassus Bulk detanator, explode and deal massive amounts of damage to a dreadnought
New Concept: Hidden Objectives
Hidden Objectives would be easy but hidden goals that cant be seen but can be guessed. Some would be harder and depending on the difficulty of the objective and the hazard level, the rewards would change. The mission itself would hint towards the goal, such as, macterca plauge might have a goal of freezing mactera with cryo grenades. or O2 might have a goal of time spent either away from Molly or Near Molly. This would encourage people to play into modifiers and give bonus loot for being creative or thinking ahead. a scout would be encouraged to use cryo grenades to help clear out mactera and they would get rewarded for it, rather then them using a build that doesnt help at all or sometimes a build that hurts. Lithophage could have a Hidden Objective that requires you to clear a contagion spike in a certaion amount of time either from mission start, or from finding it, and mineral missions could have goals for mining all the morkite necassary in a certain amount of time either with or without dark morkite (hidden objectives arent required to succeed there just potential bonus rewards for doing an objective in a unique way)
"bonus" core hunts that refresh daily once you run out of shit to do on the assignment board. would help making the overclock grind easier and would give people above level 100 things to do.
Mineral Use: Error Cubes
The error cubes, seeing as they are very rare, can be used as overclock unlockers that when enough are gathered can be traded in at the mineral exchange for one overclock of the players choice. it explains there strange nature and common lack of use, as overclocks would require a lot of error cubes to be forged out of them, and since there so rare, overclocks cant be printed like money using them
New Achievement: Sour
Deposit X amount of bittergems/ Gain X amount of Coins from deposited bittergems
New Feature: Blank Terminal
once a week or once a month depending on how the devs want it, a machine in the main hub can be used to insert a blank core, since machine events never happen when you have blank cores, it provides a guaranteed, although very very limited, free blank core use. it could also have a weekly refreshed challenge you have to do first to unlock 1 use (uses cannot be stored across weeks)
New Achievement: Malfunction
Be Downed by a Bet-C's attacks, AFTER its been repaired and cleansed.
New Achievement: Laborer
Deposit over half the recourses needed for the objective, on your own (does not apply to aquorqs,eggs,or any objective where you have to grab and carry the items).
once again im sorry i type so much but i like sharing my ideas... i got alot (and the blank terminal idea is seperate from this achievement one)
New Overclock: Shockwave
this ones definetley different, its for the satchel charge. Now i dont know how to work out stats so im sorry on that one, but the main idea is. The satchel charge gains more ammo (upwards of 2 extra or just 2 extra) but the damage is reduced quite a bit making it much weaker but more readily availabe, ADDITIONALLY the satchel charge deals knockback in a shockwave, that launches all non bosses back dealing minor damage for each second they spend airborn, and the damage is dealt upon landing. IF the enemies hit a wall before landing on the ground the take no additional damage from hitting the wall, but will be stunned. and they will take the appropriate damage when they do hit the ground afterwards.
since gold is virtually worthless at higher levels, maybe we could see a return of the gold frenzy mechanic from early drg builds
in a way it'll be like nitra- both are optional consumables that are used to help you within a mission, although instead of supplying you with health and ammo via supply drops, gold would be used to potentially enhance your stats, enabling a better chance of survival for more drawn out missions
the more you upgrade your dwarf through the gold frenzy system, the more expensive each consecutive upgrade would be, unlike nitra which has a fixed cost throughout the mission
very rough and could use a lot more refinement, but the base idea incentivizes gold mining and makes it a more useful resource than how it is in its current state while also making missions a lot more dynamic by providing you with greater customization capacity in which you can build your stat upgrades to complement a certain playstyle
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Once you get a score of 50+ on jetty boot, the arcade machine becomes RGB 
With the whole rogue core thing coming out, how about we let DRG deep dives go a bit further to have some interaction with related content. Folks have been asking about difficulties past Haz5 for awhile and devs are saying that the rogue core dwarves are an elite group compared to the base 4. How about we send a few pods down and let players see just how hard it really is in the base game?
I hope season 5 opens with the ramrod destroying the lithophage meteor.
Afterwards you get an incoming message. 'We took care of that little problem, now let's see if we can fix the rest of your mess!' (laughter)
The DRG classes could have a unique response too.
Engineer: 'I could've build a laser to destroy it myself, but management wouldn't let me'.
Driller: 'Should've just send a droppod filled with C4'.
Gunner: 'That's a big gun'.
Scout: 'By Karl, not them!'
more options to reduce effects/graphics in old gen consols to have better frames at higher difficulty (on haz 4-5 I average 20 frames)
Had an idea with a friend for a mission using the big mule from the Space Rig :
A mission where you follow the mule and it leads you to buried minerals like a truffle dog.
The team would have to follow it around just like they follow Molly on their way to the Drop Pod. And have to deal with it's spider-like behavior
WTB proper melee implementation into the game, with different weapons, attack patterns, and upgrade trees.
A dwarf can initiate a vote to spawn a jet boot crate for 80 gold, the vote only succeeds if 3 or more dwarves vote yes. That way, there's an incentive for veteran players to get gold as well, there's an optional tradeoff of mission rewards for what is probably the most fun addition to any video game, and jet boot crates won't be solely RNG based anymore (Plus it'd make getting pots o gold far more exciting).
smart stout line
"Cognac ergo sum, i drink therefore i am... drunk"
Give Bosco the (toggleable) ability to call out and/or mark something extremely dangerous within his line-of-sight, like a bulk detonator or a korlok.
Item Transportable Zipline:
I don't know if they'll ever add more Upgrades for "weapons" like Gunner's Zipline, but I want to trow my idea out there.
My idea is an Upgrade / Overclock that would allow a Player to strap an "Item" to the Zipline.
Basic Function:
A Player could press "E" near a Zipline while holding a "Large Item" (Aquarq, Bittergem or Battery). This could result in a little animation of the Dwarf tying the "Item" to the Zipline. The Zipline would then transport the Item to the end of the Zipline and drop it to the ground.
Possible ways to Balance This:
- Limit amount Items "Carried". ( 1 / 2 / 3 Items )
- Reduced Zipline speed for Items. ( -25% / -50% )
- Items that are Accidentally Shot by Emeny's / Dwarfs will fall off the Zipline.
- Reduce Ammo for Zipline. ( 2 / 3 )
- Zipline has a higher Angle. ( +10% / +20% )
More dramatic Options:
- Items fall off when a Dwarf enters the same Zipline.
- Dwarfes have Reduced Speed on Zipline. ( -12% / -25% )
- Even further Reduced Item-Speed when going Upwards. ( -12% / -25% )
- Items can only be Transported Downwards.
( These don't need to be All implemented Simultaneously. These are just some Options. )
Use-cases:
This would be useful in Salvage Operation, Point Extraction and Egg Hunt Missions to transport Items with your Team. It would also be useful when Items need to be transported in Vertical Area's. It is sometimes really difficult to transport Items high up. Especially when the Level Terrain is absurdly vertical and there is a mini-mule or something on top. This Upgrade would result in an extra option for Team Compositions when doing "Item Based Missions".
This Zipline-Upgrade would also allow for more multi-tasking. So could a Gunner transport the Mini-Mule Legs up while defending a Swarm. And when the Legs arrive a Scout could scoop them up and continue Fighting. So could progress be made in the mids of a Swarm, instead of everyone dropping their Items when a Swarm is announced.
(Also useful when there is a Stationary Base)
Thought Process:
I don't have any programming knowledge and thus don't know how balanced or buggy this idea is, but I believe this could be really Unique option when Balanced properly. Especially when choosing between another "Utility Based Upgrade" or just a Raw Speed-Boost. Do I want to blaze through Caves while potentially carrying only One Item or do I want to transport Multiple Items whilst fighting a Swarm?.
This idea is a bit out there, but I think being able to have a more "Utility Based Upgrade" is more Interesting then just "More Speed" or "Reduced Fall-Damage".
New Feature: Armor Core's
these could be found on a new type of random spawn. similar to the lost gear that gives you cosmetics, this new spawn would give you an armor core, an item similar to an overclock that grants you drastic changes to your characters armor and inturn there playstyle. A scout armor core could reduce fall damage by half or entirely but remove sheild entirely. A gunner armor core could make them move faster but they take longer to regen there shield. while some would be minor and some major, they are meant to change the game by making the characters more survivable depending on how you play, like how the scout armor core would save pretty much every scout atleast once per mission. These could also be implemented into a new sort of deep dive system, and im not saying we need another type of deep dive... just maybe replace the blank core you get in an elite deep dive with an armor core.
When calling the cleaning tools for Harold, include jet boots in the cleaning pod.
Edit: Because [lore TBD], these jet boots:
- overheat twice as fast
- cool half as fast
- stop working 2 minutes after equipping them.
New Grenade: Overider
a new grenade for the engineer that allows him to disable or take control of the rival tech (burst turrets, snipers,the wall emittting things). they wouldnt be controllabe like bosco where you ping something and they shoot at it. they'd be random and wouldnt favor a target for its health,damage,danger, or anything like that. alternatively just make them be shutdown when the grenade hits them, cause the rival tech can be annoying sometimes. the grenades would stun bugs briefly to avoid the grenades being useless on non industrial sabotage missions and they would work on bet-c's aswell to stop them for a bit
New Beard Cosmetic: Tangled Shredders
A fairly long beard, with three Shredders stuck in it. The description states: “I thought it was just an exaggeration!”
Gas clouds, like driller's neurotoxin and praetorian death gas, stops sniper turrets and patrol bots from aiming at you.
It would be interesting if the “automatic heat dump” weapon mod for the drak synergized with aggressive venting. Triggering this way could be slightly op, so the vent could be slightly weaker to balance it out
I know I've said this already, but we need to clean out the fridge at the abyss bar, and stock some sandwiches in there
Flashbang grenade for driller which stuns teammates as well 
Balanced overclock for m1000: triple threat
Charging the m1000 now stacks bullets into the chamber with a limit of 3, with the amount of ammo used being one per bullet and all three being fired in a horizontal spread. It loses its bonus damage for charged shots to compensate and magazine size is decreased by 2 due to the specialized feeding mechanism, but reload speed is slightly increased due to its lighter weight.
More Rock and stone voice lines
expanding on this:
"alright team, this time around we're sending you with a specialized mule to search for an immensely precious resource, (insert name here). they dont show any physical signs like aquarqs as to where they are buried, so you'll have to rely on the mule to "sniff" them out for you"
objective: find three of x material and deposit them, then leave.
upon landing the larger mule will make a b-line for the cave, and after plopping itself smack dab in the middle, it will send out a scanning pulse after you press the button. this pulse will anger local wildlife, so prepare for a hefty swarm.
after this pulse, the mule will walk to and then sit on/near one of 3 deposits of x material, dig it out of the wall and deposit it.
repeate 3 times (perhaps with the third scanning pulse attracting something big, woooh!), and then leave.
since molly/ M.U.LE stands for "mining utility lift engine", i propose the new specialized mule be named S.A.L.L.E(scanning array lift/locator engine)
Dear devs, please rework welder's helmet in game. Rn it would leave you blind for life if you try to use it. Besides there's already a decent looking welder's mask lying somewhere around space rig as a decoration. Also would be cool if it would go down while fixing doretta/building stuff
I'm an irl welder and have full arc welder's delight pickaxe, it's a shame I can't find proper cosmetics for my dwarf.
It would be cool if every class had a different canister. Scout and engineer having more light weight canisters, while gunner has the regular canister and driller has a more bulky canister. (If I say canister again)
1% a lootbug swarm spawns lol
an m1000 overclock that makes charged shots knock out chunks of terrain
increased charged armour breaking
can destroy terrain roughly equivalent to hitting the terrain with a pickaxe
x1.5 charged shot ammo cost
we've found a way to feed more ammo into your weapon to increase it's overall hitting power, anything hard in your way is soon to be nothing but splinters!
Unpatch re-atomizer. I want elite steeve guard back
Change reatomizer into an OC that swaps a shot enemy with a random variant of similar value. (Doesn't work on dreadnaughts/caretaker)
Slashers/Guard/Grunt/Webber/Spitter all get a tier.
Praetorian variants/Stingtail get a tier
Oppresor/Bulk get a tier.
Goo bomber/Brundle/Breeder
Ya get the point. See a bug ya don't like, shoot for a chance to get something better. Random percentage chance of it being an elite hazard variant just to balance things out.
Alternatively, let it be the gun that lets you have multiple Steeves. Maybe some code that if there is a Steeve, the bug follows a dwarf. If more Steeves than dwarves, they follow the Mule.
New scolding from Mission Control when standing on the Mission Selection Terminal. Something along the lines of
"The Mission Selection Terminal is a precision instrument. It is not a table for your beer mugs. Please refrain from standing or jumping on the holoprojection surface."
Just for the sake of killing confusion for new players, I think the "High-Intensity Flare"/"Medium-Intensity Flare" should be renamed to just "Flare" in the Equipment Terminal. I've run into multiple Greenbeards that unironically think the flares are different in any way besides color.
I think we should be able to swap out flares for low/medium/high intensity
Low recharges fast and holds 6 max, but is half as bright as medium
Medium is what we have now
And high can be 1.25x as bright as medium with slow charge and 3 flares
im not sure if this is in the game but it would be really helpful to make a button to copy and paste pickaxe cosmetic loadouts just to make it easier if you want to have all your classes have the same pickaxe
New QoL Feature: Cosmetic Codex
A pokedex like thing that can be found in the miners manual, it will lists every type of cosmetic and how to get them. It would have different sections for Pickaxe,Framework,Bosco Color,ETC and maybe even subsections for each pickaxe part type. it'd lists how to get the item like Pass, Cargo Crate, Lost Gear, Event, or limited time aswell as locked meaning you cant get it.
Smart Rifle buff?
since you were pretty vague, here are some ideas i thought of to buff the smart rifle
- more ammo, it runs out very quickly
- it should either automatically lock onto weakpoints like the caretaker's eyes or an oppressor's ass
It would be nice if the engineer platforms when stuck in walls had about a 70:30 split of material in the wall and platform to stand on, instead of half the platform just not forming. Where did the plastcrete go?
New Voice Line
During the Halloween event, have a chance for a new voiceline where when they ping a boolo cap you might say BOO-lo cap
To Expand on this:
An ability to mark an item in the codex for a certain amount of phayzionite (is that how you spell it?) and marked items would be the next item you get from the source.
Example: You want the milspec autocannon and don't have it, you mark it for a certain cost of phayzionite and the next time you find a cargo crate, you will get that milspec autocannon.
that way not only is phayzionite given more uses (and value) but it massively reduces the cosmetic bloat, since phayzionite has many sources, you could even say future season passes will help you get frameworks/matrix core cosmetics/gear items from previous seasons, making older content (which in the future there will be more and more of) easier to access, without being locked behind a ludicrous grind.
Playstation 4 crossplay. Need i say more?
New Boss: Dreadnought Listener
A very sound sensitive boss that is dependant on loud noise to find its pray. While simply moving will not alert the DL gunshots and explosions will, the louder the stronger, for example, if a scout is randomly shooting off bullets at the same time a driller sets of a satchel charge it will be attracted to satchel charge since its louder. If you salute it will be drawn towards you, allowing you to spare your ammo instead of using it to attract it, and using the scouts flare gun will constantly attract it but only if no other sound is being produced (since the flares sound like there burning constantly, it ends when they burn out tho). The DL will have massive and large armor coating its entire body preventing it from taking any damage, and its large size and protections scares off any other bugs making it so that the only sound is coming from your team instead of any left over bugs. The large armor prevents any damage, BUT once it investigates a sound its ears will be exposed and when enough damage is dealt, its armor plating on its back shifts to cover its ears, revealings its back weak point, its sent into a panic upon having its back exposed and will rapidly attack, during this phase the only sounds that can attract it are loud ones (C4 explosions, and stuff) but they dont do much beyond change its general attacking area, its large body allows it to dish out devastating attacks and when its done the armor shifts back into place on its back allowing it to be baited around again ( this is a dumb idea but i like the concept of a sound sensitive boss, i just dont know a good way to implement a weakspot or methods of attracting it)
Bulldog cylinder model change depending on overclock (3 round cylinder for elephant rounds and 6 round cylinder for six shooter)
I know this has been suggested already, just adding my voice to the crowd of people who have wanted this for ages
Overclock idea for the gunners bulldog heavy revolver:
"Deadeye"
magazine size hard set to 6
Increased base accuracy
pressing left click at the same time as right click will fan the hammer, rapidly shooting all bullets left over in the magazine
significantly less damage
significantly less accuracy while using fan the hammer
+1.5 second longer reload after fanning the hammer
Mission idea: similiar to elimination, this would be a combat focused gamemode. You would have to use a special pod to sound an alarm. That starts a swarm and you have to kill a specific amount of bugs, then leave.
Lore: there are too many bugs (the killing rate is lower than the repopulation rate) so you just need to kill them off in high bug population areas.
Even though this idea is prob bad, i think it would be good as maybe instead of testing range. You could enter a specific gamemode for trying guns. The pod wouldnt leave and would stay. Another pod would land where you could switch alarm on and off. Would helps with learning guns and enemies.
The good part is that its easier to imploment for devs, than an actual training place.
Idea for a DeepCore GK2 overclock. The numbers are to get an idea of what this could be and to just get this idea out here. I thought it could be fun to have.
Unstable overclock: Deepcore GK2
Double tap (or) Split shot
"R&D have somehow found a way to put 2 bullets into 1 shell, increasing the bullets per second. They also had to reduce the fire rate to stop the gun from jamming, don't whine about it just get back to shooting the bugs."
Shoots 2 bullets at once (1 ammo per shot)
If both bullets hit, chance to stun target for 1.25 secs (15%) (3 secs if both hit weak point. +10%)
Chance for 1 of the 2 bullets to pierce 1 enemy each shot (33%)
-3 damage per bullet
-2 fire rate
X1.25 bullet spread
-6 mag size
-72 max ammo (maybe make into a percentage?)
A pretty bad suggestion: Shallow climbs.
Pretty much the opposite of deep dives.
Instead of doing the main objectives, you do secondary objectives and get overclocks for it.
I like the idea if a bug gets stunned while its on the ceiling or steep wall, it falls off and takes a little extra fall damage.
Mission control commenting on whether you go on a mission drunk or sober
With new jet boots ingame, there's no way devs didn't add rocketeer helmet
While I'm against the zipline boost working upward, I would like it if you could downward boost while looking upward. This would let you shoot enemies behind you while riding downward.
what if perk points could be used for more small "permanent" buffs, i.e you could use perk points to make your permanent run speed faster, make reloading quicker, more power attack damage, increased beer effects (beer status effect multipliers increased), more health and so on, i think it would be a fun way for graybeards to feel they get some progression
A mod suggestion channel seperate from this one. It feels awkward posting possible mod suggestions in the same channel frequented by the devs.
New Perk ideas
Handy Hands : All building related moves (pipes , repairs , turrets ect.) and reload speed is now faster.
Shoulder Pass : you can throw things faster and further like flares , grenades , big gems. , also your pickaxe damage is increased.
Field Camouflage : Its an active perk , that when you use , you will be invisible for the enemies for 4-8 seconds depending on your perk level, (5-4 minutes cooldown)
Shield Overdrive : Its an active perk , that when you use , you will get %300-%400 shield that drains slowly , it will take 10-20 seconds to drain depending on your perk level. enemies can damage it too ofc. (6 minutes cooldown)
Tomahawk : Its an active perk , that when you use R and L click instead of Power Attack you will throw you pickaxe to your cursor , dealing heavy damage and it will stick to the place/enemy , you can pick it back but if you cant , it will come back to you after 15 seconds.
Perk: Mushroom Stomp
Landing on bugs deals damage. Damage scales with fall damage.
Get caught by stingtail? Flung into air with almost garunteed fall damage in the next second or so? How about ya intentionally put your boot down right on their damn head!
Possiblity to buy cigarettes from LIoyd on space rig for 50 Credits.
-
Hold "X" to take cigarette
-
You inhale a cigarette by LMB and when you release LMB you exhale smoke. You can inhale and exhale 8-10 times before cigarette run out.
(If you hold LMB for too long, you will start coughing and the dwarf will choke out smoke)

Quick sketch of mechanized suits I wanna see in the game (you can customize weaponry and onboard systems)
The dB "Loudenboomer" Sonic Cannon
A gunner primary that consists of a massive LRAD that blasts enemies with powerful sound waves.
Functions like the opposite of the M1000: a quick tap of the trigger releases a long-range blast of noise that can push smaller enemies around; holding the trigger creates a short radius of constant damage (like the Cryo Cannon, sans the freeze).
I posted this in rogue core suggestions but it would also be cool in deep rock.
I’ve played drg for a decent amount of time, and cave leaches have always been scary. However I have started to notice a pattern (or gone crazy) dealing with them. I’ve noticed cave leaches like to hang out above mineral deposits. I cannot say how my many times I’ve said “ooooo shiney” and ran twards some minerals only to get a free bungee jump ride.
This got me thinking, why is the leach above minerals? Did it know I want them? It doesn’t grab glyphids, so Is it hunting dwarfs? How did it get above the minerals in the first place? Based of this line of questioning I have 2 assumptions:
- Cave leaches are after dwarfs
- They can move around a cave, even if we don’t see it. To basically set a trap.
Based of this I have a boss concept. The king leach, or leach king, not sure which.
This creature would either be a very big leach(king leach), with new features that has grown after consuming the most experienced miners, or the leach king, a mass of tangled leaches that has started to work together. The leach king could be a result of a scout zipping through a cave with cave leach cluster and all of the leaches tying a knot.
Basically this leach thing would be so big it no longer needs dwarfs to come to it. It comes to the dwarfs. This thing could be climbing all over walls with its extra limbs like a giant spaghetti octopus. You could call it’s area the leach’s lair. I’m sure this would be frightening especially if it can grapple miners like nemesis.
Flip paintjob color
add dis to da game
Pressing e while holding a leaf lover's causes you to pour it on the floor in disgust. Mission control will berate you, but you won't be forced to drink one if someone orders a round.
Alteration to buzzsaw grenade physics.
When thrown at 45 degrees in a tunnel, it should corkscrew in a spiral down the tunnel instead of doing a loop for repeated friendly fire.
A beer that is a small, hollowed out comba bud. The beer would be cyan, the foam would be a grayish tan and have little pink glowing dots. After drinking the beer, you could have the option to eat the mug.
This could probably be for some event? Maybe Space Beach Party?
For “Queen fights” or are a power up
have explosive chem rounds explode in intervals of 3 when a target has over 3 locks, rather than only exploding once at the end (causes an explosion after 3 rounds, after 6 rounds, so on)
makes it less of a headache when fighting tankier enemies as you dont have to constantly lock on off again just to create an explosion
i was using a controller for the first time on drg through steam and im still getting used to it.
anyways, idk if this is something i overlooked and i havent seen this suggested yet. the down arrow (default) is meant for both equipment 4 and resupply pod. can they be separated into two different functions so i can assign a different key? i'd rather be able to choose controls for each individual function than have them stuck as definite pairs
A unique animation for when a goo bomber/prospector/nemesis gets crushed by a large mining rig, prefferably with the nemesis cursing up a storm in anger.
people have suggested antlion or trapdoor spider-like bugs before, burrowing into the ground to catch dwarves unaware. so this will be my attempt to make my own unique variation based on a concept i thought of out of nowhere.
this creature would be essentially a cave leech parasite, the lore being it forces cave leeches into a symbiotic relationship by prying young ones off of cave ceilings and storing them in their mouths.
then, it creates a burrow for itself, covers the outer plating of its maw in matching vegetation and sediment via glue-like saliva, and lies in wait.
unlike leeches, these creatures would be near invisible, and have a much closer range before opening their maw and letting the leech within catch their prey for them. the only hint one might give from a distance as to their location is the subtle twitches their maw makes when they breath, causing bits and pieces to move in odd ways. perhaps even a breathing noise could be heard from a distance, a creepy cousin to the eerie cave leech hiss.
not only that, but if the leech within is killed, the creature would dig its way out of its burrow and attempt to escape, running away huuli hoarder style to another part of the cave where it may try to burrow and hide again, waiting to try and catch more prey.
idk if it should be a glyphid or not, but ive attached an image of a tyranid haruspex to get across the visual i had in mind better.
can we make it so that cave leeches can't grab you from 10+ meters away when you're not even under them? I got grabbed by a leech from where the waypoint/indentation in the scanner was, even though I was:
- really far away horizontally
- nowhere near under him
it wouldn't be a huge deal if this were the only time it's happened, but this has happened to me a few times, and depending on where they drop you it can almost cost you whole missions
(thankfully there was some red sugar so it only cost my iron will this time)
fix the special beer description
what if there was 0.001 chance that the current wave just spawns like a dozen loot bugs that chase you, they cant hurt you they just nudge you around until killed/pet. management be like "ive never seen this on the radar before, buckle up, this is gunna be tough" and then you see stuff digging out all around you and its just loot bugs.
lol what
An option on the mission assignments to be put with 1-3 other random dwarves and go through mission after mission. With the system choosing the easiest or hardest mission available (or random) on the map. So when we have no more deep dives or missions left til Thursday, we can just play without having to choose lobbies and such.
Or a Greenbeard assist option where you’re sent to a mission at random that has a green beard as host doing beginner missions. Maybe a double xp as an incentive for helping.
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Elite lootbugs during elite threat: They're tankier and will even call for backup when attacked, but when killed they release the jackpot, a whole bunch of gold, Nitra, the minerals found in the current region, and even a touch of Red sugar.
Some variant of shotgun for the Gunner. Probably an overclock.
All the other classes have some form of shotgun.
Engie has the warthog, Scout has the boomstick, Driller even has the sludge blast.
I'd suggest rather snakeshot for the revolver or something for the autocannon.
I started playing around with the Randoweisser and after a few missions with it, I thought up an achievement related to this called Randomeister: Complete 50 missions while under the Randoweisser beer effect.
There are a few weapons in the game (scout grapple, driller drills, gunner shield, maybe some others) that allow shooting immediately after swapping to them, without waiting for the weapon swap animation.
Suggestion: Allow this instant use to work when throwing heavy items and these weapons are already equipped. It's technically possible to do this already by simply swapping to a non-instant-use weapon and back, this would just make it a bit more seamless.
Can we get a message wheel? Hold v and select what you wanna say? Or maybe hold left click when you ping something/someone so you can actually get their attention instead of a nonspecific line? It's annoying when you ping someone and you just get "fancy armor" at that point it's easier to just shoot them to get their attention. Maybe let us select "Driller, can you get to that?" "Gunner! Give us a Zipline here, we need to get across!" "Engie! We need a platform here!" "Scout! Go get that you nimble bastard." Something like that
new perk slot idea
green perks are team focused and effect the whole team, examples could be whole team revives faster, deals less friendly fire damage or small damaged reduction bonus when near teammates. etc.
expanding on this idea, i dont think these perks should function like regular perks, and have one limitation: all players need to be currently up for the perk to function.
another thing is that perks of this kind should not be combat related, and any percentile buffs should be minimal in the extreme to ensure perk stacking doesnt make them op.
perks will still stack, but will turn off completely if any dwarves go down.
some examples:
"lift together" : all teammates deposit minerals 5% faster
"worker's song" all teammates mine 5% faster
"dedicated helpers": all teammates relaod 5% faster
the theme being that the perks are essentially the dwarves helping each other out via motivation or passing each other ammo, etc.
i think to make return to send a bit more desirable as an overclock, it'd be cool if instead of turning around and heading back the exact way it came, instead it lived up to the name, and returns to the engineer, what i mean is, it turns to meet the exact position of the engineer when they release the trigger, thus, you could choose what direction that little slice of death travels in
New line for the drill reload animation
"It's like two baby dorettas!"
"High Impact Rounds" overclock for the Armskore Coilgun that removes its innate blowthrough on enemies in return for plenty of raw damage, so I can get the satisfaction of the railgun-like Hyper-Propellant in an actual magnet-based gun.
I love loadout slots I have 7-9 loadouts per class I desire more slots
Overclock for the breach cutter:
Energy hook. On firing the weapon, if the user keeps the fire button held down, they will be "hooked" to the beam and travel with it (or maybe directly below it). Releasing the fire button will allow the user to unhook from the beam, but they will also unhook if they take damage or if the beam dissipates.
This allows for some pretty crazy movement, in the same vein as special powder. Also in the same vein as special powder, the overclock is balanced by the ammo consumption that this movement requires.
Energy hook would provide another option for mobile engineers besides special powder.
edit: yea i know this is just a grappling hook. But imagine engi with a grappling hook. How good.
He're an idea for all those error cubes. Use them as currency to reset countdown timers on things like core hunts and deep dives so I can keep getting goodies
it would be funny if we keep error cubes as they are right now and dont do anything with them, literally just there to confuse people 
flamethrower unstable overclock: similar to how snowball functions, consume 25 fuel to shoot a dreadnought fireball (holding lmb will charge the ball instead of spread flames)
Crassus Glyphid Exploders 
Overclock idea for the Armskore Coilgun:
"Electric railway"
massive boost in damage
shoots out a beam that electrcouts enemies
beam is much thicker
tap fire button to shoot out a small low damage beam
full charge of the coil gun costs double the ammo
max ammo reduced
double the charging time ( calculated after mods )
Overclock for the BRT-7:
Lubed up gears
Holding the button makes the BRT fire automatically, like an SMG
+50% clip size
+50% max ammo
-50% damage
-15% firerate
-15% reload speed
Overclock for the Autocannon that boosts damage and/or fire rate, but pushes you backwards as you fire it.
Not as much self-knockback as something like Special Power, so you can't use it to fly.
Firing it backwards while going up a Zipline speeds up your ascent.
Overclock for the Plasma Carbine that lets you shoot at your Flare Gun flares to create a burst of electricity, similar to EM Discharge.
Overclock for the Cryo Cannon that accelerates the Power Drills cooling rate as you fire it. Perhaps also for a short time after.
Maybe using the Drills increases its re-pressurization rate?
Having a cold-based weapon interact with a tool that builds up heat just makes sense to me.
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Alternate idea for a Plasma Carbine Overclock that interacts with the Flare Gun:
Solar Panels
Damage and Heat Buildup/Drain is improved when standing in a well-lit area. However, standing in darkness will have the opposite effect.
(The light produced by your headlamp is not enough to prevent the debuff.)
Coil Gun Overclock
Strange Shot
"R&D has discovered an alloy with some... unusual properties. Passing through high-power shields produces a very interesting reaction."
Firing through the Barrier created by your Shield Generator causes the shot to explode on impact. Explosion size and damage is dependent on charge.
Guys, you know Torgue Weapons from Borderlands 2? Specificly Ravager, the 4 barrel Explosive shotgun. I want that as an overclock for Engies shotgun
I dreamed of a system, that motivates greybeards to earn more money and collect resources while not giving them additional bonus or like that.
It's called "Donate for Karl"
The references are from 2 other games, HELLDIVERS and HADES.
In the other co-op shooter game HELLDIVERS, there are also bonds between players like DRG, but it's because their gameplay affects the 'war effort' and all players work for a same goal.
While winning the war itself is almost meaningless in the term of actual reward, it gives motivation in roleplaying term, and I think that's pretty cool.
And in the Roguelike game HADES, you have promotions. After unlocking everything, you can spend your resources for promotion. The promotion requires a lot of resources, while the reward is just another UI theme and a new title for MC, which don't affect the gameplay.
So in "Donate for Karl", dwarves can donate their excessive resources to help initiatives who are trying to find Karl. The amount of resources donated are announced all around the server, and there can be some reward like... profil icon or something? idk. Or maybe nothing at all.
The point is, that this system can help greybeards to be motivated for "mining". Collect golds, magnite, enor pearl and whatsoever. And yeah, make them feel like they're contributing to something. Whilst this system itself is just a placebo but still... I think it's gonna be cool and I would pour all my credits to help find Karl.
Okay, this one is very experimental.
Flamethrower Overclock:
Biofuel Converter
"This unique additive converts burning bugs and rival tech into additional fuel! Unfortunately, we had to reduce the size of the fuel tank to accommodate the extra weight."
Smaller Tank Size.
Applies a unique debuff to enemies that are lit on fire. (You need to build up this debuff separately from the fire)
Killing these enemies with melee damage will restore a small amount of fuel to your reserve ammo.
Based on the Rewiring Mod for the Plasma Carbine.
Does NOT allow a player to farm infinite ammo. It costs more ammo to inflict the debuff than you get back from kills.
Admittedly this would require a ton of fine-tuning and loophole patching.
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let us point ziplines straight downwards to create "elevators"
I feel like Magic bullets on M1000 would be broken, so I'm up to the task to make it so.ething else
Gamblers Choosing:
If you score a head/weakpoint shot you get the ability to ricochet your bullets to 8 different enemeis, applies to your cherged shot only
Negatives:
+2s of charge time
-75% of your max ammo
-body shots (when charged) deal 0 damage
-50% slower movement
Positives:
Ability to ricochet bullets to enemies in the range of 8m, hitting their weakspots
+50% weakpoint damage
+1 Luck (1% chance to not consume ammo)
Buff the coil gun. How? Not sure, but it’s just poopy rn
"Bellfed crystals"
Allows you to use the maximum of your shard diffractors ammo pool, downside being lowwer damage
-10 to both direct and area damage
+your ammo pool is your magazine
Can you add a reference to the burning flames team captain from Tf2
After second or third promotion be able to use two staple overcclocks at one but they are -20% or -30% effective when together
Decided to sketch out a rough idea of Drip's suggestion. "Prickly Pint" (name by @urban horizon )
A dried out husk of a Comba bud , would sound like a gourd, the dwarves didn't want to forget the idea so they haphazzardly bolted a handle made of 2 bolts, 1 pipe and 2 pipe caps along with a grinded out huge bolt to the bottom of the bud to create a mug.
Buyer beware, frog not included in the actual drink*
(I swear, I will find a way to make a good Driller Overclock that synergizes with their Tools)
Sludge Pump Overclock:
Oily Concoction
Drilling enemies covered in Sludge greases the mechanisms of your drills, improving their efficiency for a short while. During this time they deal more damage while also building up heat and consuming ammunition at a slower rate.
However, the sludge has a harder time sticking to enemies.
An overclock for sheder granade
more shreders are being relesed +2-3
the base damage is decreased
Give us stickers so we can customize drop pod and molly!
Or company sanctioned spray paint/chalk to "mark the cave with warnings" and not to "draw on company property or draw unapproved imagery."
But for real, it would be cool if we could have sprays, like a stop sign, a beer, Karl was here as a reference to Kilroy was here, just some stuff like that
What about a pong machine in the space rig so you can play pong with your friends
suggestion based off of this one
what about, an overclock for the breach cutter that turns the blade of plasma into a walkable platform
and it like, leaves behind a little trail for a bit, like persistant plasma, but instead of dealing damage, it acts as a floor until it dissipates
this is basically just a platform, but longer, and narrower, so say you need to get somewhere right now, and you can't afford to take the time placing down a whole army of platforms, just shoot out a plasma plat and saunter to safety
New armour paintjob. Camouflage color scheme that changes main colors depending on biome you're dropping in.
Also impact grenades?
Those that explode as soon as touching the ground
Adding on, what about this idea as a rework for HE grenades, also tripling their terrain carve
"hardlight slicer" unstable breech cutter overclock
"find your platform gun just isnt quite doing it for you? with some heavy modifications, we've altered your breech cutter into a hardlight bridge launcher! pull the trigger and send out a semi-permantant bridge made of pure light that can support the weight of a whole team of dwarves!"
mining lazer replaced by hardlight bridge extruding beam, automatically starts the bridge at around foot level and follows where you aim it. can be walked on, but not shot through. bridge lasts around 8 seconds
enemies that get caught in the bridge take a small ammount of damage but an immense stun
25% more ammo
damage is crippled, -70%
rate of fire reduced, - 40%
magazine size reduced by 2
figured i would try making something based on your idea, i hope this sounds good. turning weapons into movement tools is fun, plus this gives the cutter a bit of utility as a pop-up shield of sorts.
New overclock for the boomstick
Steel cannon
Slug deals x5 damage of a pellet
-50% spread
x2 mag size
it makes a really fucking loud boom when you use it
You fire a single slug
x2 reload time
This OC would deal a lot of single target and be a very effective sniper or glyphid annihilator
If you’re not gonna let us rejoin sessions, can’t we at least get our rewards when disconnecting from a session?
If we have turret whip and turret arc, heres an idea:
Turret snipe (lok-1)
shooting your sentry with a tapfire puts it into “lock mode”, and locking onto any other enemies causes the turret to tandem fire at those locked enemies. This lets you deal twice as much damage to enemies that are locked on, while using your turret.
+30% extra locks
+10% lock speed
+50% reload time
-10% firing speed
This OC helps to control swarms and deal more single target damage, which is helpful especially on bossfights like the korlok, corruptor and dreadnaughts.
Unstable overclock for the PGL: the Spear Missile
Projectiles home in on enemies
Lower projectile gravity
Higher damage output(?)
Lowered reload speed, slightly lower projectile speed, smaller AOE
New subata OC: Supersonic Propellant
+15% damage increase
+3 blowthrough
-30% firerate
-4 mag size
By packing three times the amount of gunpowder per bullet and hitting it with enough force to break a leg, the bullet now tears through any flesh it comes across. However to prevent the entire magazine from exploding in your hands, we had to space the bullets out a bit. Try not to lose a toe or two with this one.
Surplus Supply Exchange: essentially lootboxes that you can pay for with phazyonite on the space rig. Starting at 10,000 credits/50 Phazyonite, paying up to 50,000 credits/300 Phazyonite (rates subject to change) increases your odds of getting a lost-loot item with the maximum being a guarantee.
Other drops include brewing ingredients, minerals, and barrel-kicking permits (joke item that the supply workers put in to annoy Mission Control, is never the only item).
i had some frame work ideas. one of them would be like just the bare parts of the weapon like with the buldog you could remoe some of the ecses structure on the front of the gun or hollow out and replace the giant grip on the deepcore with some mettal bars and do the same for the buttstock. Maybe it would be called bare framework or something similar. also why is the bottom tube needed for the m1000 clasic? i thought it stores ammunition in a vertical pattern by the little box, not inside the tube, because thats what its usual used and is commonly used in shotguns.
Native support for ps4/ps5 controllers, or an option to display ps4/ps5 button prompts would be amazing.
Replace the armor break mod on the PGL with one that changes the damage falloff from center from 50% to 25%. With 1 area damage mod, it let's clean sweep kill grunts to almost the edge of its radius, and gives pack rat and compact rounds builds a reason to not take the incendiary mod on tier 3.
"By harnessing the might of an oppressor the boys at R&D have made this monstrosity for our favorite rock muncher! I present the 0-presr Ground Thumper!"
This weapon sends shockwaves through the ground to deliver devastation to bugs. Some of you may be wondering "What about mactera?" Well fret not! By switching modes by pressing R you can change between earthquake and boulder! When you shoot while in boulder mode a Rock is flung up out of the ground directly at whatever you want squished! This Stone is great at pulverizing pesky mactera and even those nasty cave leeches.
Some overclocks include but are not limited to
Dread faults
In sacrificing earthquake mode you can now send shattering lines of jagged stone at your foes!
Rock and Stone
Your boulder becomes smaller rock and stone, great for rapid weak point punishment!
Let flares stick to enemies/team mates similar to sticky grenades. When stuck to team mates they fall off when they burn out/if you hold e. I can't tell you how many times I've lost a
because I didn't get a ping on it and couldn't keep up. This could also help with the twin dreadnoughts with their annoying habit of burrowing and how easy it is to lose track of them sometimes.
let dataracks and datacells be used as a recourse for something, idk what tho
When you run out of grenades you should be able to throw rocks and stones because an unarmed dwarf is far from helpless
These are simply mined from all terrain and you can carry 4 (damage varies from terrain used)
Iceballs, 20dmg
Snowballs, no damage, minor cooling effect (perfect for snowball fights)
3 hit Rock, 25 dmg (same as a pickaxe)
2 hit rock 18 dmg
Fungus peat, 5 dmg
Radioactive crystal, 5dps in aoe (including dwarf)
Hot rock, sets your hand on fire and you drop it while cursing.
Sand, disintegrates in flight and deals no damage (dwarf could shout "pocket sand!")
Active Rockpox, builds rockpox on the target (and you) and greatly annoys mission control
Mushroom, no damage, just a bouncy rubber noise on impact
Give us an option In the settings that when you press to throw a grenade, you will instead hold it and fire with whatever is bound to the fire button.
If you're gonna attach velocity inheritance on these things at least let me use my part of muscle memory that handles the stuff instead of a button press that could potentially be inaccurate and ruin what I originally planned
Edited Note: and if you think this will screw around with animation cancelling for spamming impact axes as driller, it won't, just press a single additional button with a separate hand.
a TV on the rig that lets you play your most recent match from your and your teams perspective (being like 100 bucks worth for use)
good to basically track your mistakes or just watching your gameplay when ya got food and can't really play
an enemy that shoots spikes towards you deals more flesh damage than shield damage :3
A new overclock for the m1000.
Idk what to call it
On focus shot, empty clip in rapid succession
Focus shot spread drastically increased
Slightly longer focus time
This is just the concept. I don't know how to further balance it without making it overpowered or useless.
(Basically like the original panic attack from tf2 combined with the salvo module overclock, but on the m1000
revamp on-site refining
- when the map generates and the locations of the refinery and wells gets picked, find the distance between the wells and refinary, save that number as D[1, 2, 3]
- when the player places the pipes and cancels, keep the hologram of the pipe and if the terrain changes to let the pipe exist, change it from red to blue
- change the length cap to 18, and have a guage next to the length on the little tool you hold that depending on the length of the pipe, shows you danger level, 0m-7m low, 8m-14m medium, 15m-18m high.
- when you start refining, the game rolls a random chance that any one segment of pipe bursts based on how long it is
- the game also rolls a random chance that a pipe jams based on how many segments of pipe there are and how close the total length of the pipe is to the originally calculated one (D[1, 2, 3]), to clear a pipe you have to go to the pump on the well and fix it there
- when a pipe bursts, slow down the refining process by 1/3 per pipe
there should really be a replay option, or at least an inspect map option from the last round
Let Bosco be affected by Pots O Gold and Dark Morkite
We need shooting range where we cant test out guns and overclocks on bugs
1% chance for, when you ping a rockpox corruptor, it shows up as Harold.
additional Dreadnought bosses, Prospector Cyborg Dreadnought and Rockpox Dreadnought
maybe an additional mssion type where another group failed to exterminate the dreadnoghts and we finally find out what hatches out of these eggs once they're actually ready
Since stubby is nearly useless, let's give it an overclock that makes it better
Shock Trooper:
Engineer overcharges his bullets making them living lightning, each shot he fires is like a miniature thunderstorm, unfortunately, due to the amout of geat it produces the parts start to melt togheter, making it hard to reload, aditionaly, due to the bullets being mostly made out of electronics now, it's harder to make them, giving him a shorter supplly
Positives:
+Changes damage typing from a normal bullet to Shock
+50% chance to cause an enemy to be electricuted
Negatives:
-reload speed is increased by 1.2s
-40% of your total ammo pool (affects the upgrade in tier 2 [I belive] as well)
-1 direct damage
Okay, this has happened many times. You have no assignements and don't know what to play. What if there was a quick-play button that chooses a random server on the current mission board? Ofcourse filters could be included, such as server, hazard, biome, mission etc...
Dwarf makes burbling drowing noises if talking while drinking beer
[Suggestion] I've been playing DRG since before Season 1, but it was already Season 3 when I got my wife to join me. While we are waiting until next summer for Season 5, can we do a rerun of seasons 1-3 for those newer players?
New mission idea:
Grand hunt
The mission revolves around the idea that a previous team of dwarves were sent to kill dreadnoughts, and failed. And now we're here to track down the maturing dreadnaught before it grows up to it's adult form.
Mission will work like this:
The dwarves will be dropped off, and will have to find S.A.L.L.E ( from this suggestion btw #suggestions message ) which will spawn somewhere in the middle of the map. Upon reaching S.A.L.L.E, ( also know as Sally ) the dwarves will activate it, triggering a short wave defense sequence similar to salvage operation. After the scan of the cave is complete, the dreadnoughts location is pinned on the map.
Upon reaching the dreadnaught, the dwarves will fight it.
There are three variations of the dreadnaught based on the original "baby" dreadnaughts you fight in elimination. ( reminder that the dreadnaughts in elimination are technically fetuses) I will expand on these dreadnaughts in a different message but I don't want this to be too long. After that the Mission ends normally, book it to the drop pod, mission ends.
I am once again asking for a Big Autocannon accuracy buff
Make this weapon feel like an actual gun and not a hungover leadburster with an identity crisis.
It feels like a hassle to juggle the lithofoamer and vacuum, especially when fighting the corruptor. I really feel like the equipment should be consolidated into one equipment pickup that both vacuums and foams which stays with you for the length of the mission in your item rotation until you choose to drop it.
The Rockpox concept in general feels like it needs more work which is unfortunate because it's really cool
Also something to add, with the addition of the corruptor and all the new Rockpox enemies- and I felt this way before this season- but I really feel like all aoe attacks from enemies should have a clearer indication of where and when damage is coming. It sucks that some enemies get clear indicators on the floor with circles that denote where damage will be but other enemies don't- and with all the new particle effects from the new rockpox additions it makes it even harder to know what's coming and when
Again I just feel like rockpox needs some tweaking to be as fun and cool as the other parts of the game are. Rn it's just not very fun and it's a shame because this game fuckin rules otherwise. I'm really excited to see what comes regardless💜
The ability to request a lil smooch from the fellow dwarves <3
A new random boss enemy: The glyphid ancient.
The glyphid ancient would essentially be a dreadnought, but better. It would have similar attacks, but far greater stats. To find the ancient, look for bony formations in the walls. Upon killing it, you can hit its corpse with your pickaxe to break off samples for r&d. In terms of lore, the ancient is an extremely old variant of the glyphid that was thought to be extinct, but as it turns out, some survived. I don't really know any details, with the main points being that the ancient is found in the wall and that you can deposit samples once you defeat it.
(An important note is that its high power is made up for by the fact that it can be completely avoided)
new minigame on spacerig called hammer lift , you need to press random buttons to gain strenght , if you can do it you will lift the hammer , there can be levels for them and the final one should be Karl's Hammer , which is near impossible to lift. any reason ? no , any benefits ? no is it cool ? yes.
The Caretaker makes dubstep sounds
if someone joins a mission in progress while wearing the Scary Rubber Mask (Mission Control Mask) Mission Control should have a unique voiceline where instead of saying "another dwarf is joining your team" he snaps and yells something like "Enough with this shoddy mining! Let me show you how I would do it!"
give face melter its range back
Give Stingtale a 5 secund cooldown betwin the grabs
Tool suggestion: grav pad. Works similar to turrets in deployment and building with limited uses as it's ammo. Reduces gravity even more than low grav so you really have some hang time to mine those hard to reach minerals.
Also change scale brigade so the no arm version still has the shoulder pads. The heads are arguably the best part of it
Since we already have mini shells, why not Bigger Shells?
More damage and pallets But it makes you have half the mag size, you get half the ammo and your recoil is stronger
Porbly a bad idea but what about alternatives or overclock type things for support tools ?
Engineers platforms now bounces you back if you hop on it
Gunners ziplane now can be place upright creating elevators (kinda)
Scouts grappling hook now pulls things towards him but the range is smaller
Drillers drills now can be used for melee attacks but its digging power is heavly decreased
Make jadiz and eno pearls give more resources per mineral.
I have 5000 thousand croppa, thousands of umanite, and like 50 of jadiz and eno pearls.
( edit: I have 300 hours on the game this is not a matter of new player, I actually use my materials for oc )
Since Bittergem is used mainly for gold, why not make it into a cosmetic item
Bittergem themed Weapon frameworks, cherecter skins and colores
A small tiny change that i would be more than happy if the game added would be if i could enable auto sprint in the base game. I really really wish you guys add a small QoL feature like this for me
Add supporter edition Leaf Lover’s Special 
Cryo Cannon balancing
Atm cryo cannon is in a weird place, it is both extremely powerful, but also incredibly weak, this is in some part due to how it handles upgrades, specifically those relating to temperatures.
Bugs freeze at intervals of 10, or rarely 5, so having a weapon that has temperature upgrades in increments of 1 is very weird, additionally having temperature start at 8 means that taking only 1 of these upgrades is basically useless.
Another contributing factor is T5B, Cold radiance is incredibly powerful (60 Freeze per second is a lot), so much so that most good builds revolve around it. Because of this, flow rate and freezing power are discouraged on most builds.
In my opinion the best solution to this would be buffing the base guns freezing power, making upgrades be in increments of 5, alongside reworking cold radiance.
How I would do this is simple, Make the base freezing power 10, and have each upgrade give +5. Then make cold radiance not apply any additional freezing, instead it would act as a range increase, letting your cold hit those within 4m of you. This would make it dependent on your freeze power and flow rate.
these two changes would give you the same freezing power on a full freeze build as it did before, but allowing it to scale with flow rate and freeze power.
Also if you are touching the cryo cannon you might as well change T5A to make it more competitive, I would recommend raising the chance to shatter overall, and giving it a floor (maybe around 40hp) where shattering is guarantied.
The changes would look like this:
Increase base freezing power by 2 (8 > 10)
increase freezing power given by T1C and T4B by 4 (1 > 5)
Reworked T5B, It no longer stacks, and now only acts as a range increase
Increased Shatter chance of T5A, and bugs under X health now always shatter
if you feel high freeze power at range is to powerful, simply give the gun freeze power fall off, starting at around 6M, Falling to a minimum of 50%
Also if you do rework Cold radiance, it may be a good idea to also rework Heat radiance on the Crispr, to keep them consistent.
DRAK overclock - Experimental Lens
High damage boost to projectiles
Projectiles burst into 10 smaller ones in a frag grenade fashion towards enemies, they don’t do enough damage to kill a grunt but enough to take out a swarmer
You fire a single projectile
Large decrease in firerate, weapon is semi-automatic
Large decrease in ammo and mag size
This would help scout clear out swarms of smaller enemies while providing a hefty boost to single target, making it ideal for high-difficulty missions like point extraction and industrial sabotage. The lower ammo pool provides balance, but overall this is a buff for the weapon.
Hot Choco Beer for Xmas in a marshmellow mug, after the dwarf drinks the beer they eat the mug
Special seasonal beer that gives you 20% freeze/cold resistance and makes the dwarf happy untill the effect wears off
New set of frameworks: Ommoran Plating
Regular weaponry reinforced with shiny plates of Ommoran on them. Some weapons have chunks of heartstone, and weapons often have outgrowths, floating pebbles and beamers.
New 'enemy' type: Lil Lootbug
A younger, smaller version of everyone's favorite emergency nitra provider.
These young lootbug pups are more playful than their larger counterparts and will gleefully attempt to throw themselves at dwarves for a piggyback ride.
As cute as this may seem, they're still heavy and a slow dwarf is a dead dwarf with all the other hazards of the caves.
Lil Lootbug makes squeak and wiggles before pouncing a short distance to dwarf. If 'attack' connects, lootbug attaches like a backpack and slows dwarf speed by 25%.
Lil lootbug may intercept webber/acid spitter/menace shots until its HP reaches 0 where upon it falls off, makes a sad squeak, and then explodes.
Lootbug lovers Skin Pack:
Dwarf costumes will be in a colors of lootbugs with plush lootbugs all over them
Weapon frameworks will have either metal or plush lootbugs all over them, or try to mimic how a lootbug looks
Leaf lover’s Special T-shirt. Putting it on will make the dwarves say things like “Ew, get this shit off of me!” And “I’m not some damn pointy-eared elf!”
Only for those who have zero pride
Valentines day themed skin pack
All pink, cupid like accesories on darfs skins
Weapon frame works with heart arrows and metal hears on the sides, all pink as well
Why make up overclocks for movement and utility tools when you can just overclock all in one?
Give us BOSCO overclocks!
Please up the spawn rate on the key events, I’ve spent 12 hours of gameplay and only got 4 which I failed all of them. Either because it was late on a haz 4 point extraction or simply the randoms didn’t know how to handle the gun tower. I have about 20 blanks and can’t use them because of the stingy spawn rate of key events and I’m starting to lose the will to play.
Make exploders and bulk detonators fall from roofs and ceilings when they die. Firstly, it would be rather humorous, secondly, it would make a bulk detonator on the ceiling a little more threatening and thirdly, it would make sense that they lose their grip.
industrial sabotage should be implemented as a potential secondary on deep dives
how? well it's easy, because it already exists in the game
the prospector data deposit! :D
M1000 OC: K Bullets
OC Type:
Balanced
Description:
Replaces the ammunition with a reversed bullet designed to cause spalling, while it wont damage the armor much it will cause the inside of the armor to fragment into the target causing lasting damage
Stats:
+K Bullets
- Bullets go through armor
- After hitting armor bullet deals 1.5x damage (stacks after focused shot multiplier)
-Less penetrating power (blowthrough max penetrations reduced to 1 extra if selected)
-Less armor break (x0.2)
simple idea : When enemies in hole from mine-head or on-site rafinery while cargo rocket launch they wil be stunned & they cath fire if rockets pass them
if a detonator spawns near you, you should make one of the detonator call-outs
Make it so that the number of contagion spikes is shown on the mission terminal. There is a large difference between 1 and 3 contagion spikes
Deep dive secondary: A broken down dotty perched against a heart stone- the previous team died, but now you have an opportunity to amend their mistake! Repair the dozer, and crack the heartstone. (Escort duty boss fight only)
Please let us Rock and Stone without dropping Dotty's head. 😦
Or just any heavy objects
buy brewing materials from credits
add an in-model ammo display for the cryo cannon for hudless play. I think it's the only weapon without one, a bit confusing as to why?
Give us more traversal overclocks. Rj250 and special powder are so much fun. Only problem might be I only use them cause I like going fast
Re-add the diagonal tunnel from the spawn room that used to generate on Elimination missions before Season 1. I think it made the mission geometry more unique and was interesting to play in.
for multi-monitor setups, it would be nice to choose which monitor to launch the game on. it always launches on my primary and i have to manually move it to the monitor i want to play it on every time I launch the game
2 different cryo oc's that do similar things;
a clean that makes the ice trail last 1.5 seconds longer, and also makes dwarfs move 10% faster when walking on it
or
an unstable that does that, but also increases the freezing power of it, at the cost of reduced normal freezing power (would basically even out if bugs are walking on the trail) and also increases the pressurization rate so you cant shoot for as long and just frozone across caves
A crowbar in a hidden area of the Space Rig that allows you to open the barrels. Most barrels are empty, but some can contain easter eggs or other things, you can get inside of empty barrels and be kicked around.
The strong arm perk should buff how far you can throw grenades/shields/c4
Another idea, make the trail last waaaay longer, and apply ice physics to the trail so you can skate and ramp off of stuff
Increase the amount of dirt the HE grenade digs up slightly, just enough to knock down some red sugar or something
New modifier: Electrical disruption
Randomly in the stage, your shield will be depleted, your flares will shut off, and your light and HUD will be disabled. This effect lasts for around 15 seconds, and during then all music playing will stop. After the ~15 seconds have passed, the stage will resume as normal. This will happen once every 10 minutes or so, and will provide a creepier atmosphere to stages. The dwarves will react to this, saying things like "Hey, who turned off the lights?"
The tank division beard should be also partnered with armor paintjob
The lithofoamer should be highly effective on rockpox glyphids
It would make it so nice and make rockpox better to deal with
of course, it could be argued that the game becomes less hard but the devs could just make it so it turns them into normal glyphids
Suggestion:
Each character has a 1 time special ability summoning a vehicle, or suit based off its class, this would require alot of nitra and can only be used once a game, for each person. E.g, gunner would spend 300 nitra for example and summon a exosuit fitted with 2 minguns, a semi auto cannon using the gunner pistol ammo, a rocket launcher on the back and requires maintenance like a rock cracker pumpdue to its high health and power this is also will be done to prevent any damage done to the suits health, and any damage to its actual health cant be fixed, but, engineer with a perk can fix any suit or vehicle up to 25 health only, armour like the drilldozer can be fixed until its destroyed like the drill dozer
New friendly wildlife for radioactive exclusion zone: Creeper eye
The wall eyes have mutated! Small creeper eyes can be seen darting around like crabs, crawling about on their little tumour-filled legs. They have 8-10 legs sprouting out of a spherical body, with one large staring eye fused to the top. Their flesh is filled with lumps and random sprouts from exposure to the harsh radiation. They crawl around exceedingly quickly, leaving tiny splashes of violet-crimson liquid wherever they go. If you manage to catch one, pressing E will let you pick it up like any other large object. This will cause the eye to try to escape, which it does in 5-10 seconds. Creeper eyes are seen around large patches of wall eyes, usually on the walls or floor. They are harmless, and are naturally scared of dwarves.
nerf septic spreader :(
Add a fart button
Probably suggested before but if GSG doesn't want to do some complicated reworks of the Corruptor or anything since it's easily the least fun seasonal event to interact with perhaps just guarantee jet boots spawn on whenever a Corruptor has spawned since they're both determined on mission generation. Ideally the boot crates could be placed near the spawn point or just a bit before the Corruptor's spawn room but just having something that'd give the players more ability to give chase against the flying tumor that scampers off when you spray oxi-clean on it would be nice.
#suggestions message Inspired by this idea, give it some love.
New friendly creature:
Electric Spiders.
Electric Spiders can be found in Crystal Caverns. When interacted with, the Electric Spider will crawl on your Dwarf's hand, stare at them briefly, then crawl up their arm and settle on their head. Electric Spiders give passive resistance to Electric damage, by way of eating the electricity. But watch out- if it eats too much, it'll burst from gorging itself.
Physical description:
A generic spider with big puppy eyes, no/very small fangs, and a rounded marble-like Electro-Crystal instead of an abdomen. It should look harmless enough you wouldn't want to shoot it. Should crawl slowly.
Bulk detonator swarm 
Rarer than a dreadnought, but possible on all mission types. Spawns 10 detonators.
Wizard robe armour for Halloween event. so many cool loadouts could be made with some robes.
Some voicelines for pinging the black box
"I shudder to think what happened those guys."
"Either this place is dangerous or there were a bunch of greenbeards down here."
"I wonder what happened here."
"Poor bastards, couldn't take whatever hit them."
"BLACK BOX!"
A map of the space rig on one of the display terminals, with R&D, Mission control, docking ports and more. The space rig is so cool but I feel like it’s so under-utilised
A plushie lootbug in each of the miner's quarters. When you press e on them, they make a light squeaking noise as you pet them.
A few explosive barrels on the space rig that explode when you kick them dealing damage to you and pissing off mission control.
Give us hidden glyphid and loot bug plushies around the station we can pet
character specific victory poses - Hear me out
driller showing off his c4 or doing the drill reload/inspect anim
scout with his flare gun or grapple
engie setting up a turret
gunner dropping a shield
you could do so much more with these too, like the scout grappling off screen at the end, or the driller throwing his c4, engie making a small staircase with his platforms so hes a foot taller than the other dwarfs, gunner shooting and then floating a little in the air on a zipline
these could be so dope and add a little extra character flair to the victory screen
Beard idea: Botanical Tyrant
A long, thin, jiggly beard similar to massive braid, except it isn't a braid and instead is embedded with several fragments of Tyrant shards across the entire thing, only to be tied off by a jewel hosting a particularly pretty tyrant shard fragment, hanging off the end of the beard.
Will a bit of hand drawn illustration of the idea help visualize it?
(Edit: excuse the mediocre handwriting, I think it's readable and if not just ping me in #suggestion-discussion I'll go into a bit more detail)
a moth like creature
it would fly around and be almost completely silent
it doesnt attack but may land on you
if it lands on your face however, it may block part of your screen and you need to spam e to get it off
More armor upgrades
Bring back barrel armor
Please make perk activation a keybind, or an option to have it as a keybind. I don't want to use dash/beserker all the time by just pressing sprint twice or accidently using power attack during cooldown
Unique voice lines when revived by multiple dwarves at once.
Rock and stone voice lines when pinging the black rock in glacial strata
“Rock!” “Stone!” ect
————————
Overclock for the bulldog - Dirt digger
Bullets dig up dirt they hit, about as much as a pickaxe hit
+50% clip size
+50% firerate
-50% damage
+25% spread
cannot mine minerals, only dirt
jumping spider cabin pet ::3
Some quality of life ideas for the Engi's turrets
1st - When using the Gemini system it would be really nice if the turrets had the numbers on their sides and/or had their number displayed above them like the rockpox equipment.
2nd - When pinning a turret it shows you the range and the arc it can fire in (if using Defender system).
3rd - When a turret runs out of ammo it starts using a red siren-like light (one that rotates in 360 degrees on a horizontal axis) to better alert the Engi that their turret is out of ammo.
Collette Wave Cooker overclock concept: Sparking wavelength
%33 electrocution chance
slightly lowered fire rate, damage output
Let me keep Steve as a pet or a hat
Beard or mustache that adds a cigar to the dwarves mouth
Seasonal Challenge Reroll timer / countdown.
We shouldn't need to keep track of the time we rerolled a challenge yesterday to know when to log into the game today. Also make rerolls once every 21 hours so there is no time slippage.
Have certain mission types or difficulty levels allow you to keep Bosco with higher numbers of players, either because it's just that hard or because you need a floaty boy to help with certain mechanics. If you're playing a really hard mission solo, maybe give the player two Boscos, why not.
Give steeve a hat
Red sugar pouch so you can collect red sugar to a certain capacity
On that idea maybe for the crossbow you can stock up red sugar syringes and fire to heal teammates or maybe Insta revive from distance at the cost of a special shot
inspired by this:
unstable boltshark oc: med-stim syringes
"tired of your teammates walking headfirst into a pack of slashers and having to go out of your way to pick them up? make up for their shortcomings from a distance with arrows loaded with medicine, stimulants, and a sprinkle of red sugar for the ultimate pick me up!"
normal arrows heal 20 health per shot when shot at other dwarves (dwarves have around 125 health without buffs, so around 15% health healed)
"special" arrow can produce an "iron will" like affect when shot at downed dwarves.
+15% more normal arrows
damage massively reduced on all arrow types
fire rate reduced by 20%
can only carry 1 special arrow at a time, cannot be stacked by resupplying similar to satchel charges.
the trade off being of course that despite being a powerful tool, it still requires you to have good aim to be of any use.
Role pls
Make The elite bulk detonator's blast range and carve Bigger.
As of now, the elite bulk detonator is extremely rare, but doesn't pose much more of a threat than a normal detonator. In comparison, elite mactera spit much faster, more often, and more projectiles at once after drinking 20 cans of random energy drinks and zooming around the place at mach 7, combined with their increased health and they are now no longer vulnerable to strong oneshots to the weakpoint making them significantly more threatening than the average.
What does the elite bulk detonator, the mother of all things explosive get? Some extra speed (like all elites) and +1.5 extra carve radius.
Instead, make it an actual massive threat, even more so than a normal bulk.
Here's What I think should be done to make this seemingly ultimate threat as it should be:
Increase carve from +1.5 radius to +5 radius. Same for blast range.
Slowdown resistance.
More health (elite bulks literally have the same health as normal ones according to the wiki)
To compensate, slightly reduced speed.
TL;DR Stronger Elite Bulk Detonator.
It would also be cool if elite bulk detonators turned the ground into hot rock on death instead of slag. (Would make no difference in the magma core, but still)
when rogue core comes out and the ramrod is officially parked right next to our home away from home the spacerig, i implore you to make wormhole specials sometimes teleport us into the ramrod
turn reatomizer into an unstable and make it a like 1s trail duration but the trail's status is based on the first target's statuses
sorry back at it with a sick suggestion
new epc oc where u get like a ton of ammo right but as you charge it rapid fires normal shots
Rework return to sender so instead of the beam going back to the point where you fired it from it instead returns to wherever you're standing when you make it come back
How about focusing on better optimization of this game?
Lok-1: Make it so blowthroiugh rounds will follow the path of the laser en route to the enemy you're targeting instead of changing trajectory and firing in a straight line. Alternatively, make seeker rounds damage anything in its path to the intended target since this movement behaviour is already a feature of the overclock. This would encourage a more aggressive playstyle with the lok-1 where you line up a bunch of glyphids with the laser at close range and then take them out in one hit.
Warthog overclock idea:
Name: inferno shells
Type: balanced
33% of damage converted into fire (like on broomstick's t5)
Deals 25% more damage on burning enemies
Fire rate -0,5
Max ammo -15
-1 pellet
Description: "RnD created shells that can burn your enemies! Ofcourse, it affected your gun and ammo compasity, but we still think you will have a BLAZING experience"
Revive canteen upgrades.
T1 More health on revive / small damage boost on revive / movement speed buff on revive
If we get anything relating to rogue core and the reclaimers and we ping it, one of the voice lines should be "Reclaimers? More like ReLAMERS!"
It would be cool if mission control reacted in a shocked, impressed way if you kill a korlok weed with a resupply pod (very effective tactic)
Since I enjoyed doing my previous beard idea, here's another one.
Beard idea:
Down-Under Thunderdome.
"Like a fierce storm cloud, strapped to your chin!"
The beard is pretty average in terms of size (length to height) and shaped a bit more like bulbous full, but this one is instead made up of 5 lightning/electricity (⚡) shaped strands of beard over a puffy cloud shaped background beard of sorts, with a few spikey bits on its edges (made of beard as well).
Bit of hand drawn illustration right here vvvvv
New driller primary:
Ex8 Fission Repulsor 
A heavy fissile accelerator powered by nuclear fuel rods. With a small nuclear fission reaction propelling a spew of highly radioactive particles into the face of anything nearby, this nuclear war crime pairs perfectly with driller’s arsenal.
The weapon fires pulses of radiation, with range similar to the flamethrower. A glowing green cloud is propelled forwards, inflicting radiation damage on whatever unfortunate bugs (or dwarves) that happen to be standing in the way. The weapon would act like a heavier, semi-auto wave cooker, but instead of having high accuracy it would project a field of raw damage directly in front of it. The radiation sticks to surfaces for 4 seconds, dealing constant damage.
The weapon takes in raw fuel rods, which can be seen inside of the gun. With each shot, a small green explosion is seen through a small reinforced glass window in the barrel, and a cloud of vibrant green mist is vomited forwards. The weapon is similar in size to the sludge pump, but with many different pipes and heavy lead casings.
This weapon is similar to the sludge pump, but focuses more on wide area damage as well as being cool.
Continuing this, Mod Tree Balance for the Crispr
The Crispr is pretty well balanced, and its mod tree works, but it has an issue. Sticky flame builds are too strong compared to Non sticky flames builds. This isn't an issue where sticky is OP, its an issue where not using sticky flames actively hurts your ability.
My solution to this comes in three parts, general balancing, OC changes, and changing the mod tree.
For general balancing I would want to address 2 issues, 1 the gun lacks enough ammo to rely on direct damage and heat unless you take all ammo mods and OC's. 2 The gun's Mods that support direct damage aren't effective.
To fix this I would do the following.
Remove T3C (Increased Ammo), add 50 ammo to the base gun (300 > 350), and add 25 ammo to T4C (+75 > +100).
This gives you the same ammo total, but allows for more build variety overall.
Improve T4A. Its low chance makes it very inconsistent and hard to use, as sometimes it wont fear a bug at all, but others it will fear them to early, causing them to run from your flames before burning. To fix this I would give it a 100% fear, but only against targets that are on fire. This gives it more synergy with a direct heat build, and makes it more consistent, without making it extremely powerful.
Improve T5B, just make the explosion still occur of they are killed within 1-3 seconds of you damaging them, since atm setting them on fire can steal you explosion, which makes no sense for a flamethrower.
Finally just like the changes I suggested to to Cold Radiance in the Cryo Cannon post, make Heat Radiance a range increase, instead of a stacking effect, and add some of its effects to the base gun to compensate.
Maybe add 1-3 damage and +5 heat to the base gun and +5 heat to T2B. TBH its not as strong or defining as Cold radiance, so the effects moved from it to the base gun don't have to be proportional.
Out of characters, so Ill continue when I can message again.
For OC changes
Firstly change Face Melter
Swap one of its downsides (preferably tank size) for decreased sticky flame duration. ATM its downsides only make it less fun, and don't enforce a build type, or change how you play. So this change solves two issues at once, It now has more build defining identity, and it is also more usable.
Next Decrease Sticky Fuel's ammo penalty by 25 (-75 > -50) and have it give a bit less duration (+6 > +4), so it fits better with the new Mod tree.
Mod tree changes:
I would recommend the following changes to its mod tree:
Swap T3B (sticky flame slowdown) with T4B (extended sticky flame duration)
Swap T2A (Increased Damage) with T3A (Increased flow rate)
The final mod tree would look like this:
T1: High Capacity Tanks : High Pressure Ejector
T2: Oversized Valves : Triple Filtered Fuel : Sticky Flame Duration
T3: Unfiltered Fuel : Sticky Flame Duration
T4: It Burns : Sticky Flame Slowdown : More Fuel
T5: Heat Radiance : Targets Explode
With the following changes:
Increased base ammo (300 > 350)
Increased base damage (11 > 12)
Increased Base Heat (10 > 15)
Removed Tank Capacity Downside from Face Melter OC (-15 > -0)
Added Sticky Flame Duration Downside to Face Melter OC (-0% > -50%)
Decreased Sticky Fuel's ammo penalty (-75 > -50)
Decreased Sticky Fuel's duration bonus (+6 > +4)
Moved Sticky Flame Slowdown from T3B to T4B
Moved Sticky Flame duration from T4B to T3B
Moved Unfiltered Fuel from T2A to T3A
Moved Oversized Valves from T3A to T2A
Removed T3C (more ammo) from the mod tree
Increased Heat given by T2B (10 > 15)
Increased ammo given by T4C (75 > 100)
Changed T4A, Now has a 100% chance to Fear, but only against targets that are On fire
Changed T5A, No Longer applies separate heat/damage, now acts just as a range increase
Changed T5B, Now explosion chance occurs if killed within 1 second of being damaged
I came up with this in an hour so it's def not perfect, and can 100% be improved. but it seems like a good start.
Gimme customizable drills
I wanna hold a hold a praetorian steady with big ole' hydraulic grippy claws while I cave it's head in with an impact drill.
I wanna slide up a sheer cave wall with screw propellers like some awful tree creature
I wanna pin glyphids to the fridge with nailguns the size of my head
I wanna use an earthmover to fling boulders at the scout
New perk life saver: adds a Bosco like drone with whom the player can interact in coop as if it was single player, will explode after reviving the owner. The drone is a stock version of Bosco with less damage compared to it. Additionally if there are multiple players with this perk the damage dealt by the drones gets cut by 25% if there are 2 players with the perk by 50% if there are 3 people with this perk and by 75% if there are 4 players with the perk. So it is basically Bosco who sacrifices himself to revive you and who gets weaker if there are more than 1 of them in the lobby . No random critz.
ROCK AND STONE
New Beer: Rockpox Rye. Slows down the rate at which you get infected.
bulk crassus detonater but minus bulk?
coats explosion area in a material of the zone or just nitra
Reticle customization. I very often lose track of my reticle because it has fixed opacity (especially when shooting grunt weakpoints repeatedly with GK2 or M1000). Color change and type change would be nice QoL changes, but opacity control is a must.
A beard that merges with the hogan so I can have a Walter White beard
New achievement: "reformed"
-remove 30 barrels from the launch bay, while not kicking them yourself in for 3 missions. (The 30 removed barrel counter resest after the 3 missions are done)
New achievement: "Maintenance exam"
-remove ALL barrels on the rig from the launch tube
New achievement: "Whack"
-Whack the side of the drop pod really hard by kicking a hammer.
The lederhosen isn't visible in first person. Please make it visible
Satchel OC: Synchronized Detonation 
OC Type:
Unstable
Description:
A newer and fancier detonator allows for the snychoronized detonation of multiple explosives. For your own safety we've reduced the power of these explosives, but in exchange you now have triple the amount
Stats:
+Increased satchel capacity (x3)
+Synchronized Detonation
- Allows for up to 3 satchel charges to be placed and detonated at the same time
- Can swap between satchels and detonator by pressing R
-Reduced damage (x0.3)
-Reduced blast radius (x0.3)
-Reduced carve radius (x0.3)
New machine event where you fight fully pupated dreadnought using mech exo suits that drop from above. (You pilot them)
i wanna pet the paper crow in the space rig
After losing connection, I hope the game can give me 1min or 30 sec to rejoin the same room
Armskor railgun oc ideas
Charged shrapnel (unstable or balanced): at full charge blast a large amount of shrapnel that leaves a cloud of the "trail" at impact (-range,-charge speed,+damage,+trail aoe)
Torsion beam (unstable): at full charge the beam attracts small to medium enemies to the trail with a magnetic force (-ammo,-charge speed,-direct damage,+trail damage,+trail aoe, magnetic field)
I require the ability to pet the dreadnaught twins while they are in their healing stage.
Add snails
Make a big boss to fight at the end of an deep dive like one of the dreadought eggs had hatched and you need to exterminate it or have that as a new mission type
new driller gernade: thermite
not sure how to flesh it out but it would be cool
maybe it could be a mod for c4? anyone got ideas
in faux tender voice "count your days little guy"
"i'm gonna kill you soon, just you watch me"
"never thought i'd get up and close with something this ugly"
"ough, anyone else smell that?"
New Acheivement: Get a high score with Jetty Boot (might already be a thing, but I forget)
Overclock idea for Scout (Probably M1000)
Glowing Bullets
Outlines targets on hit (Similar to pinging an enemy) for X seconds
New biome in the future to contain resources Bismor & Magnite to farm.
The screenshake from meteors being able to be removed
If you didn't calling Molly for the long time the lootbugs will swarm it.
Unstable Oc idea for the CRSPR FLAMETHROWER
"The furnace"
massive increase in damage
increased magazine size
heat meter system
Have Lloyd react when a player toasts or rock and stones near the bar :D
Make a button for Lloyd to clear drinks so you don't have to drink leaf lovers if someone orders it
during summer, add a freezer or something near the bar you can interect with for 10-20 credits, when you do so your dwarf gets an ice cream you can eat. 🍦
Cant imagine im the first to mentone it. Return timer is to short. Yes with driller in team, but sometimes the random return is whole Type 3 Dungeon back in 3 minutes. Singleplayer have just 4 flares and have to fight, run, open map for direction, when moly just move somewhere vertical and such. Its rly a pain. Just double return time, or tripple or remove it. I cant imagine someone wouldnt like this change. Edit: I speak about low hazard. You haz5 Elites could do it in a minute. But for new player its just a reason to delete and refund the game.
crspr oc that spreads the flame of the gun, but decreased pressure and more ammo is used
Add mission the extraction of methane, A feature will be repair the pipe line in 1-2 minutes untill the gas feels the cave and you take damage (I literaly thought about this in a 2 minutes so it sounds bad)
Make more interactions with the medical APD in the med-bay. Maybe a thank you, or a salute.
something about molly's gotta change during haunted caves, because currently trying to separate her and the unknown horror on solo is an absolute chore, especially if you're not playing scout
maybe make her faster for these missions only
A smaller, planet similar to Hoxxes that functions as a new biome. It’s an all in one, with elements from all the biomes: it can come with radiation crystals and bugs, thorn vines, hoxquakes, blizzards, anything! It’s not a total mashup, only a random selection of elements will be seen in every mission (minerals too, although these can be seen on mission select).
Let us burn down shrubs and other plants like we can with cobwebs. Being able to clear fungus bogs of all the vines and hanging grass that obscure vision would be fantastic.
Also allowing fire to propagate would be nice too
crisper oc that makes the gun not need to reload but give it a damage downside (-5?)
A upgrade slot upgrade
Mactera stingtail Glyphid bulk detonator
CRSPR OC: Direct Fuel Channel 
OC Type:
Balanced
Description:
Hooking up the fuel reserves directly to the flame thrower allows for more sustained flaming, though this makes it harder to maintain pressure causing lower a flow rate and range
Stats:
+No need to reload
+Tank size is converted into max ammo (maybe x1.5 to make high capacity tanks still worth selecting?)
-Small reduction in flow rate (-20% to -40% Flat Reduction)
-Small reduction in operational range (-1 to -2 Flat Reduction or x0.8)
Make the amount of loadout slots be equal to the amount of overclocks there are for a single weapon. Currently there are few weapons with 7 overclocks, but there are only 6 loadout slots meaning i have to constantly swap a loadout back and forth between overclocks which can get tiresome (and can lead to errors where you forget to change your upgrades for not only that weapon but for every piece of equipment in your loadout).
A very minor nitpicky issue, I know, I just think it's something that would be nice to have more of (I also want more slots so I can have more costumes for my dorfs)
add kabuto helmet
and menpo beard
Find Karl
I want an achievement called Friends in Places: have Bosco, Molly, a turret, a Steve, and a hacked patrol bot, all at the same time
armour break module shouldn't require you to get to full locks before it's benefits have any effect
imo it's a bit more trouble than it's worth to break armour, not to mention how long it takes to engage all twelve locks
with executioner and a little more aiming, you can easily outmatch armour break module with almost no added effort
if armour break module just had a flat increase in armour breaking no matter how many locks you had engaged, i think it'd be more desirable
Lok-1 oc that synergizes it with the turret, since warthog and stubby both have turret synergy, but lok-1 has none
Turret Signal Spiral
With some adjustment's to the lok-1's targetting system, it's capable of recognizing the turret's radio signal, and targeting it's bullets to circle it until some unlucky creature wanders into the spiral of death
however, this comes at the cost of it's ability to target normal enemies effectively
the lok-1 can target your turrets, and bullets fired at a turret will circle it until they hit something
+3 blowthrough
x0.7 targeting distance
We need more wholesome interactions with mission control.
Add flares upgrades. Something as a bit faster recharge would be nice as it gets annoying when you run out of them and have to wait like 15 seconds with minimal light. Its not that big of a deal if you're in a team but in solo you just gotta rely on Bosco or be a sitting duck
Make re-atomizer carry steeve and elite stat effects once again 
Pheromones used to be really crummy, now they cause bugs to almost completely ignore you. Pheromone bolts are fine more or less, but phero-nades almost completely take pressure off of you and your team for their entire duration, and I think they warrant a nerf. Just dial back the strength of the aggro to something more in line with LUREs. And while you’re at it give LUREs a buff but I’ve already said stuff about that
Unstable CRSPR OC: Blowtorch 
Description:
Holding the reload button quadruples the flow rate and activates the newly added hyperpressure valves for a short period of time. This combination turns the usual stream of fire into a much smaller, yet much more potent blowtorch-like jet of flame that will melt through any insect you focus it on no matter how tough. Bigger pressure tanks allow you to compensate for the blowtorch's extreme fuel usage, while also being generally convenient. As to not have the whole thing blow up in your faces, safety restrictions force the mechanism to reset after a short period of time, with manual reset being impossible before that point. Time the activation wisely, and try not to use this near any oil shale.
Alternate firing mode: blowtorch
(Damage: +16)
(Quadruple the fuel consumption)
(2m reach while active, narrow beam so you can only realistically hit one enemy at a time)
(Doesn't leave sticky flames)
Bigger magazines (+25)
Cannot switch back to normal firing mode during the 10 second usage limit
12 second delay between reset and next activation
Change Driller Neurotoxin grenades so they can be lit on a tick based system instead of any ounce of fire damage, limiting what can set the cloud on fire to a lot narrower list than purely anything that does fire damage.
I've come up with a few ideas on how to make the springloaded ripper better to use.
- REMOVE the damage cap (or increase it heavily)
- If the damage cap was removed, the duration of it should be lowered in exchange
(Current duration is 7.75s, lower it to maybe like 6.5 or 6.25) - For each cycle that the ripper does (e.g. in a tight tunnel or a bigger one like on Escort, the friendly fire should automatically decrease by like a 10% (has a hard cap of 40% friendly fire) if a teammate is hit once and subsequently for each cycle that it repeats.
Just one idea and I think the ripper would be amazing to use, not all of them. It has a niche, but I feel like even at that niche it just gets outclassed by his other nades (HE Nades might be the only exception but even those feel more consistent and fun to use, but that's a subjective opinion).
New grenade for engineer:
E-Y3 Pulse laser 
A handheld, disposable laser useful at slicing through crowds. The E-Y3, upon being thrown, roots in the ground and fires a strong, cutting laser at anything in front of it. The laser pierces through bugs, and stays there for 5 seconds dealing plasma and fire damage. You get 6 of these grenades.
USES:
These grenades would be good at cutting down swarms, and would make great chokepoints. It would be a handy complement to engi's kit, as he is great at thinning large hordes of enemies. They can also be pointed directly at dreadnaughts to deal extremely high damage.
(yes, i drew it in ms paint, imagine that but way more detailed)
rockpox lootbug
I dont know if, why, or how this could be added. But a techy rifle called the LMD L5 "Ribbon Gun" feels like a great engineer gun. But also maybe redundant? I have been tinkering with the general vibe and design of it for a while now, callin it a Cassette Splitter Rifle, since it loads 5 chamber cassettes and can fire all 5 chambers at once, mirroring a splitter laser rifle that has a wide beam for cuttinf stuff.
If you add the leadstorms stacked caseless ammo, each cassette could hold way more ammo, could be an upgrade, since there is no fire select it has a few overclocks already being the splitter, or firing full auto down the barrels becoming an innaccurate low damage lmg, hell could turn it into a laser splitter with an overclock that changes heaps of how it works.
I dont think its redundant or makes anything else redundant, its not a precisiom rifle like the scouts m1000, or a proper lmg like the gunners gears, it doesmt have shotgun spread, nor the weak and innaccurate smg feel, and the lok would still feel way different.
To expand on this idea, the weapon could be energy-based with an overheat mechanic but pressing reload will change the spread pattern. First would be horizontal, then vertical, and lastly an X for a tighter spread
Rather than get upgrades to decrease the chances of overheating, perhaps there would be more upgrades that provide benefits to completely overheating instead? Like it firing one last powerful shot before the battery component fries and needs to be replaced, or adding a chance to do heat/fire damage for a short time after overheating?
Okay so after playin and thinking on this, gunner could have a full auto belt fed grenade launcher arcing projectiles, maybe with a fuse? lower ammo then other primaries but higher damage. Classic THUMPTHUMPTHUMPTHUMP
BANGBANGBANGBANG energy
I was thinking about the idea to switch it in game but I dont think its really that useful the spread is tight and the enemies canr be dismembered so it wont have the breach cuttwr effect of clearing a swarm, just personal preference which could be done with an upgrade slot.
And half the fun is that its a ballistic weapon by default, a 5 chamber cassette with 3-5 rounds shoved into it, again could be an upgrade, as would be giving it a 6th chamber and barrel and ammo to compensate, maybe an oc?
Then two big overclocks could be taking away the splitter shot for full auto turning into an lmg which this game doesnt really have and nothing in engies kit overlaps with much. little precision but it makes the somewhat limited but powerful ammo capacity into a weaker but longer lasting auto.
25 splitter shots turns into 125 full auto shots with 5x5 chambers 75 with 5x3
and a unstable oc that drastically reduces ammo but turns it into a energy weapon with incen that does stupid damage cutting it down to 1 shot per chamber, so 5 shots for 5 cassettes then reload, could have an upgrade makin it horizontal with increased spread that is useful but not crazy for stock but really shines with this as a mini breach cutter.
so far no ideas for scout or driller primaries to go along with these two. But i genuinely got sad when I released they werent in the game after chattin with a mate about them.
As for aesthetics, thumbhole stock, batteries in an x shape on the back, smaller ammo box that might collapse and expand as it runs out of ammo, barrels look good as is otherwise hearshield, and get rid of the foregrip, I think a scope would be good but could go either way. It can have a redline laser pointing where the barrels for aesthetics.
Also a seperate and weirder idea I had, was for alternative kit, I think for the gunner it was switching the shield for an ammo box with one pip with either a long recharge or very limited amount of uses, for giving someone that extra ammo they need if there wasnt any left in a resupply or if you dont want to call the resupply yet but someone <the driller> has run out of ammo in the middle of some nowhere corridor, or just if you havent been able to find nitra and really need the boost.
though I couldn't think of a similar alternative for any other character <And I dont use the shield much if at all, and only see it used for revives, which my shield stun and see you in hell both cover pretty well anyways so I might be biased against gunner here
make ALL creatures have an elite version. Can't wait to see elite Lootbugs eat up huge amount of gold and spray gold bullets at you.
I very rarely see someone using the single sentry mod, it deals (almost) the same total damage but with higher intervals, which makes it waste more ammo while getting the damage out slower because its only 1 sentry.
So id like to suggest a small rework.
Include Tier 3 B (the stun mod) in the MKII mod and make it focus high hp targets (giving it Tier 3 A (the armor break mod) as well would make sense in my opinion)
Now it isn't competing for its purpose with the Gemini system.
Instead of mowing down many small bugs you get to slow down tanky targets significantly and make them easier to fight, while being a bit worse but not unusable against many weak targets.
lootbug mimics that turns aggressive and can destroy you if you damage it 2 times or more.
Maybe have "It's a bug thing" perk give a chance for normal enemies killed around you to explode
For the idea above, perhaps the chance would only apply for swarmers, nanocytes, and worms?
Not so hot take:
Make dash a default ability
Why?
As you all know, dash is the most used and useful ability in the game, Ive only seen a few builds in 200 hours of drg that do not utilize dash. It is the most basic bland, and downright good ability in the game.
Making dash a default ability ( with increased cooldown obviously ) would allow players to experiment with more abilities and give even more variety to the game and not make every ability setup just dash and ironwill.
Implementation:
Instead of dash, another ability which relates to mobility could be added, maybe something that reduces dash cooldown by a significant amount, or maybe even give it two charges.
In conclusion:
Making dash a default ability ( with a longer cooldown ) would allow more experimentation and variety for your average dwarves playstyle.
I know this has been suggested before, but:
Overclock idea: Dumb it down
Class: Engineer 
Weapon: Lok-1 Smart rifle
"sometimes, all that fancy tech gets in the way when you need something straight forward that gets the job done. remember that semi-sentient camera attached to your gun? yeah, its kinda gone now, and in its place is a straight forward firing mechanism, just like every other generic weapon. and hey! since you wont need to carry any more batteries for the damn thing, you have more space for ammo! brilliant!"
Increased Max ammo (+72) and Mag size (+12).
Full Auto.
⚠️ Note: shots hit on anything (be it the armour of creatures or the creatures themselves) will count as a lock, to allow mods such as the electrocution mod to work properly, meaning if you hit 3 shots on a target in quick succession, they will get shocked.
No more locking system.
slightly reduced fire rate
Edited note: i know this might take stubby's role a bit but let's be honest. Lok-1 already heavily outdoes stubby and the damn thing has long been overdue for a buff, both directly to the gun and its overclocks.
A biome idea where there is a very little amount of bugs but they are super scary and big.
Also the biome being dark, earie, and spooky, the lights aren't as good here.
Just want some more horror stuff in the game. Something like rogue core stuffs.
Add a 4th pickaxe mod (or replace larger aoe) that inflicts pheromones on yourself (similar to classic dreadnought swarmer ball). this can be used to take agro of your team to fill a support playstyle i bet many players like to play. a huge use case for this could be using it for dreadnought missions to take agro and let your team be the leading dmg.
i think this would bring a lot of playstyle variety in just 1 mod.
Dealing enough damage to compressed gold should make it decompress.
Spider/Octopus like creature that lurks in dark parts of the cave, moving very fast and occasionally imitating rock patterns when it sits still, like a stick bug. 50/50 dangerous, reacts to light and loud sounds, won't be trying to hunt you down actively however. Some varieties carry an egg cluster on their back. Highly territorial, burst into swarmers and web the near standing dwarves after death.
More of a jumpscare thing tbh. Spawn frequency of a stingtail +/-
Ideas to make the dwarves more unique, something like class passive perks but they innately have them.
The numbers are just to put something down.
Surely the dwarves have unique skills and stuffs.
Driller: swings pickaxe 10% faster and 10% harder (dmg)
Because he is all about digging and hitting bugs with melee.
Scout: 5% move speed on the ground and less affected by biome events by 5-10%
He is about speed and pushing through tough areas to scout out the surroundings.
Engi: builds and repairs 10% faster (not his own turrets)
He knows how to craft things and he must repair them often.
Gunner: [I dont really know so this for now]
when resupplying he gets an extra 10% ammo for both guns.
He is all about the gun going Brrrrr so he will find a way to get more ammo to keep his guns going Brrrrrr for longer.
I really wish i could give bosco a high five
Can i change my dwarf eyes please?
I wish you could drink Leaf Lover's Special very quickly after Blackout Stout to avoid blacking out.
Would be funny if there was an achievement for that
I wish there was a way to tell exactly how many C4 you have without the hud enabled/with minimal mode on. i really like using the ammo counters built into the weapons, and you can only tell if you have c4 or not. i just wish i knew exactly how many i have without having to hit ctrl or whatever
Please give dwarves a way to dump out unwanted beverages. Even if it's just a sink that players can interact with while holding a drink; there has to be a reasonable way of disposing of Leaf Lovers' Special when somebody accidentally (or maliciously) pours them up. Dwarves needing to drink Leaf Lovers' or jump into the hoop so they can order a proper round isn't just unreasonable, it's inhumane. 
LOK-1 unstable overclock: Refire module
Locking onto targets now fires immediately upon locking. The lock remains on the target, but when you reach maximum locks it resets and you can lock onto enemies you’ve previously locked onto again. As a bonus, you gain 20% more firerate but you lose 20% lock range. This helps to provide a balance between the precision of the locking system while also helping to dish out more damage.
suggestion to prevent further bloating of the cosmetic loot pool
what if instead of frameworks, cosmetics, and the like just being put into the shop or the loot pool, some of it was put into special contracts
for example, there could be an Engineer: Infected Contract, where completing four or five contract missions awards you with the entire infected framework set for the engineer, and so on for every class
and with something like the furious patch, well that could basically just be a straight copy and paste of the heavy duty fixer assignment!
Drop pod protection for dwarves joining a mission. Keep running into the issue of game loading, get audio of the pod drilling down and the hatches popping off but bugs down the dwarf before the screen stops being black.
Nature Friendly perk
all creatures (thats are not a Glyphids or Mactera) deal 40% less dmg to you
(its includes: Carnivorous Larva, Stabber Vine, Cave Leech, Spitball Infector, Deeptora Bough Wasp Nest, Nayaka Trawler, Q'ronar Youngling and Q'ronar Shellback, Korlok Sprout, Naedocyte Shocker, Naedocyte Hatchling)
A feature where if you annoy Mission Control with mushroom or gold over and over again, he will eventually get so angry that he has and outburst and just disappears for the rest of the mission. And once you get back to HQ he apologises about his anger and that he is currently in therapy for it
a moustach that's more dishevelled and unkempt
i like the messy beards, like the savage full, but i can't find any moustaches to fit them because all the moustaches are a lot more groomed
I've mentioned this in general before but Im going to make this a suggestion either way about Rocket Barrage
+216 max ammo should be lowered to +180
the 36 max ammo that was removed is put into base mag size as an upside
now you can choose either with the funny 12 RoF since you have by default 72 rockets without T3A or get T3A and have a massive 108 mag size
This might sound kinda overkill and may push Rocket Barrage a bit (or over the top idk lmao) but I feel like picking the RoF is a fun use for it yet if you decide to use the full mag with T3B you literally have about 3 seconds of constant fire before needing to reload (which I feel like Gunner should have more sustained fire since its literally in his name)
Please add an option on the season terminal to toggle between previous seasons, becuse many people have already completed this season's tree and would like to go back to the other seasons, and unlock thats content. Since the seasons are all free, I think it should be possible to go back and unlock those too, and not just available through cargo crates, since those too are overfilled with too many drops.
Just having the option to choose a season and be able to unlock items from its tree and progression would add a lot of content to play until there will be new updates, and it would help with the overflow of the Cargo Crates
The season itself can stay the same, I just want access to the previous terminals and unlocks
has anyone suggested before making stingtails and septic spreaders have a vastly reduced targeting range but only while on walls/ceiling. I think that'd help with how op those mobs are if they spawn directly above without changing the way they play too much
Cross platform account connection for universal account progress
Give stingtails glowing tails so they actually become visible. septics are plenty visible and thus aren't bad to deal with because you can see them from the other side of the cave. stingtails on the other hand somewhat merge into a wave and grab your shit without knowing where they are. stingtails being barely visible combined with their sound cue not playing quite frequently asks for some visibility change.
Put goggles and sunglasses in the eyebrows slot. You put masks in the beard slot and everyone loved it. Your dwarf would have the default eyebrows while goggles or glasses were equipped
hey guys, just gonna suggest this for Deep Rock rogue core. Movement abilities, the most fun ive ever had in drg was using hover boots scout with jury rigged boomstick. more moevement abilities the better, it'll feel better for everyone. honestly. just do it 🙂
Costumes/masks themed around some of our robot buddies
A mini mule hat
Bosco mask
Dorreta mask
Hack-C hat (he'd sit on top of your head in a lil chair)
Maybe even a patrol bot hat?
Supportive Boltshark Arrow OC: Adrenaline Arrows
"By claiming it's for combat purpose by coating your arrows with them, R&D finally did the dwarves a favor by allowing beer on missions, technically. Though, a stash of licked beer-infused arrowtips is not enough to get noticably drunk unfortunately, but hitting a dwarf directly will sure wake them up"
The purpose is to create a support-centered OC which trades available ammo for the ability to support your fellow dwarf. As to not affect the health economy, arrows increase shield-regen and a brief move speed boost. It doesnt affect damage output directly so you'll be hitting the same breakpoints but the support value justifies reducing ammo amount, as it also increases stun duration to enemies to give it an unique combat-purpoe as well.
+Arrows dont deal damage to allies
+Shooting an ally with arrows grants a 10 seconds 25% shield-regen rate and 2 seconds of increased movespeed
+1 second stun duration
-25% reloadspeed
-6 ammo (flat reduction)
New mission type or a side quest with a structure to be found in caves randomly: The glyphid nest:
The goal of the objective would be to deploy a research station close or inside the glyphid nest and capture certain species/variants of glyphids to a cage and send them to orbit. That would be done using a special tool, like a taser to stun the creature and then carry it to the cage, perhaps with the help of some kind of robotic arm or a moving platform. The mission itself would have random objectives, such as: "Capture 10 glyphid grunts." "Capture 1 glyphid warden." "capture 3 glyphid web spitters." "Capture 1 glyphid praetorian." - about 2 of those would suffice. The goal would be for DRG scientists to further examine glyphids.
Now for the glyphid nest:
The nest would be massive if it was a separate mission type, and smaller if it was just a side objective (like extracting plague hearts from meteorites). I imagine the nest to consist of a main lobby with the entrance and many corridors, with chambers of different purposes on the sides. There would be the egg chamber with glyphid eggs, the chamber for food storage, the chamber for rest, and a chamber for an optional boss, like the queen (which would be a dreadnought glyphid). The anthill itself would be made of some kind of organic material, such as beeswax (but in this case it would be called the glyphidwax).
OPTIONAL: A mechanic introduced in the nest o'glyphids would be a behaviour that grunt sized glyphids (acid spitters, web spitters, grunts, slashers and guards) exhibit. They would repair any damage done to the nest. They would also prioritize fixing the nest over fighting intruders, because naturally, there would be a ton of glyphids in the nest, so in order to reduce the quantity and extreme difficulty of fighting them, you could distract them by for example your driller C4ing a part of the nest.
Nothing except glyphids would spawn in their nest.
The swarms in the nest would work differently. The usual trigger for swarms would be removed, and instead you would have to face smaller waves of glyphids constantly upon alerting them (for example breaking into the nest, deploying the station or excess noise [excluding dwarf chatter]). Killing a lone glyphid would not trigger a wave. Also, the waves would be announced by a loud glyphid scream instead of mission control (that scream could but doesn't have to be the egg collection sound).The waves would run out after some time, after which Mission Control would announce that the nest is empty now. Because of that, you would have to focus on the objective of capturing glyphids instead of just killing all of them. The timer of waves and the amount of glyphids inhabiting the nest would depend on many factors, such as: hazard level, solo/team mode, size of the nest.
To have a breather after destroying a nest, upon exit, you would not encounter any glyphids (but could still encounter a spawn of macteras or other enemies). The swarms would also not be triggered until the timer runs out. Example: The research station would take 2 minutes to go back to orbit, and the timer until another swarm spawns would last 3 or 4 minutes.
Since rockpox can take control of glyphids, maybe there could be a small chance of finding a rockpox zombie dwarf as a boss fight after a rockpox swarm. Slow, shambling, but powerful enough to be somewhat scary.
Serious addition to this: call it the "Jungle Juice Drain", where the beer can be recycled into something more useful/edible. Maybe the revive canteens are the extracted ethanol mixed with red sugar?
Or make a new beer that's a mix of all these. Gives a random effect and has an alcohol content from 0 to 100
So when do we get an Elf game where you harvest wood and leaves and use silly peaceful fey magic and bows instead of guns and bombs? 🧝 Or an Elf class who was sent to Hoxxes as punishment and has to rely on pointy ears and leaf loving to survive.
Add a perk or pickaxe upgrade that scales your power attack damage and AoE size with your horizontal and vertical momentum while airborne.
Why? It feels and looks awesome to jump at enemies with the Grappling Hook or RJ250 and power attack them. It would be great to encourage this type of mobile gameplay by giving it a practical, tangible advantage in the form of increased damage. It would also be a natural counter to the Stingtail, which many players hate fighting. And it would synergize well with many of the existing speed abilities (Dash, Faster Hook Retraction, Momentum, Battle Frenzy).
New neutral critter for the dense biozone. The coral crab.
This crab like creature would hide in a shell with cave coral and other dense biozone flora growing on it. It would start out in a resting form, but when you get close, it wakes up and slowly walks somewhere else before going back to sleep. Attacking it causes it to throw globs of sludge at you that deal damage over time. Press [interact] to pet it. When enemies get too close, it'll shoot acid (dealing very low damage, but slowing them) at them before running away.
This would be a nice little critter to add to the atmosphere of the biosphere. 
Beer hat with two cans of oily oaf taped on and a straw hanging down
add a poker game table that you can actually play and bit on with other players in the lobby
Add a slot machine that has a 0% chance of winning to teach people that gambling makes you poor.
ok a green beard idea
beast wrangler achievements
100 of each tameable glyphid type and 50 patrol bots for a total of 4 achievements
you must also have 2 different promoted dwarfs
special assignment for after all 4 are obtained: master beast wrangler
4 grueling missions that when completed allow you to tame a pretorian every 15 minutes and it takes twice as long to tame than a normal glyphid.
risk is dying alot quicker
reward: pet pretorian with no Stat boosts
bad idea but I wanted off my mind
Targeting Cards for the Turrets
A new Addon tier for the turrets that modifies the targeting AI to better suit the engineer. My suggestions would be
- Focusing on the target in range with the most hp. Automatically switching to it's next target when an enemy with higher HP moves into range. Meant for whittling them down and picking off armor for your teammates to come in.
- Focusing the target with the least HP. Ideal for Hawkeye system, neutralizing small fellas before they can get to you instead of shooting that oppressor across the map and wasting ur turret ammo.
- Manual control, wrangler style. The turret follows your laser pointer while active, firing once it's over a creature (or teammate)
alternate guns for like the other guns. I wish each dwarf could have more variety of gameplay, like a different movement gun for scout or like a engi gun that shoots blobs of the plaster instead of a platform
Console player here I know this probably will never happen but being able to see where my platforms are going to go ahead of time as Engineer would be an amazing quality of life improvement
custom frame around the character icon or the ability to use previous promotion frames
Really random but I found a dope song that could be a cool swarm song. The name of the song is at the speed of light.
Biome filters in the server list, or crafting material ones, whichever works
According to adventure time, there are four elements, fire, ice, candy, and slime. Driller already holds dominion over three of these four, so if more primaries are ever created, I propose driller’s be candy themed
An upgrade for the zipline that give it a 100% vertical shot, it fires under normal limits, but if you press r it switchs to shoot the spike intk whatever is above you, good for scaling pits and rappelling up to tall ledges and quickly and safely getting down, its pretty slow to go up though. This keeps the zipline itself balanced the same way while adding vertical cables to his kit which I am sure will be used for cheese but the ziplines are already used for that so I dont see the issue there. It cannot be used to fire straight down so it doesnt add rapid descent until you have spent the time going up the slow way, and it may not even be that useful but it would at least be cool, and rigid enough it shouldnt break anything.
if you had a team of gunners and drillers, one could jump down, break the fall with hover boots and fire up a line for the others to get down safely.
if there was a ledge at a weird angle with resources or objectives you could fire a lime straight up to climb quickly and even have an engi platform under the line as a safety if there was a chance of being knock off
you are in a tunnel under your team, driller carves a hole for you into the floor and you fire a rope up and now you have a firemans pole.
but its still a good elevator for transporting heavy items, if very slow, and a way to cross chasms safely without drillin a path or platformimg a bridge, the zipline still does what is meant to.
It just also adds an explicitely vertical movement option nobody else can. I think if this was a tiered upgrade and not a default change, it could be a big change that competes for the better ziplines people want.
Either your ziplines are way faster, or you get a new mobility option, everyones happy, especially gunner mains who can either 'I must go now my people need me' into the roof, or Zoooom across the caves at slightly faster speeds then a crippled turtle <and if the upgrade is optional for speed then fighting dreads isnt broken>
tinfoil hat cosmetic
Phermone gun?, can be framed as sweet while not technically an element idk could work out pretty well
if I come back to this idea with notes imma be so mad I swear
so much potential for a primary that exists to mess with enemies, could have lure effects, could be a more reliable way cause chaos in the waves, could be chemical warefare for the war criminal character
I dislike that I want to see the itterations of this idea
Ammo box idea, if its on a 5 minute cooldown, and has a small supply of ammo that all teammates can take bits out of it works as an alternative to wasting a resupply when nobody needs it but just want a top off while on the move, or for a specific player, like driller to get a refill on somethin like his drills.
If it was made to have technically 50% of a players total ammo but only filled whatever they were holding and did it dynamically so they could take a little and share the rest it could be such a versatile gadget.
I feel bad about wanting to replace the shield, on harder difficulties it may be more useful but so far I have yet to need it, and have only seen it used for revives. The ammo box could be a perk instead but that feels way to powerful for the slot and jt really feels like a gunner perk... cause gun is job and keeping the team locked and loaded suits him. maybe the shield being a perk could be an interesting change, it'd be weaker but safer to waste on breathing room and revives. if it were just for revives it could be a if you go down a shield goes up on button prompt, but i dont see why it couldnt just be a small weak shield for emergencies you get once every few minutes
"q'ronar's never getting it's shell back"
(a dwarf, upon killing a q'ronar shellback (one day (hopefully)))
banana shaped armor
Expanding on the ammo box idea.
It by default holds one 200% ammo, and a dwarf has 400% 4 weapons with 100% each. But it can be used by everyone draining the supply bit by bit rather then using the whole thing. It will give you ammo for whatever you are holding, it can totally refil 2 weapons for one dwarf, top up a dwarf at 50% on everything, or 2 dwarves at 75% on everything.
It could be just a cooldown, an ammo printer you get the box every 5 minutes, could have a limited supply, could have both like the shield but I like that the least. Needing at little bit of nitra to deply but having no limit could be an option but I like that less, making it cost 20 nitra wouldnt be terrible though.
Printer upgrade that lets it slowly create more supplies over time giving it a higher total amount of ammo but over a longer time. It could operate like the turrets as a placeable thing that you manage, maybe having a total ammo pool that only refills off of a resupply pod, you pick it up and it restocks over time for a cooldown, or you reload it like the turrets. There are lots of options, and potential ugprades to change how it may work specifically so balancing can be handled in a lot of ways.
Having upgrades that compete with each other for functions, and just make it more versatile for you team, like having 4 grenades attached to the side of it since the pool wont refil nades, more total ammo, like having it go from 200% to 400% enough to fully restock one dwarf, quicker cooldown/more uses/more printer reserves depending on the system used.
Having it be disposable with a small boost would be fun since you can throw it and give whoever needs a top off that little boost before calling the pods in a better position when the team actually needs that ammo, having it be something that requires a bit more effort to manage with better payoffs that would be a lot cooler, if more complicated to balance out. Combined with the vertical zipline it would make gunner so versatile.
we need gunners cigar
Changing the shield to a gunner grenade it he worst idea to come of this, better would be an active perk you can throw that is smaller and weaker but anyone can have it, so gunner mains wont lose their shield, its just a bit different, might offer real competition to the dash/ironwill meta, a mod gave me the idea for the shield to be ontop of a resupply pod, which is a cool idea especially if only last a few seconds, but that isnt a good replacement, just a neat idea.
Having it be an active perk for when you go down to pop a shield on your body so the shield res thing still works might be more balanced for the perk system, that could also be made into an upgrade for your armour once or twice per mission pop a shield while down to make reviving you easier. <if the extra weird stuff like this became utility overclocks I wouldnt complain either>
I dont wanna take the shield away from people who like it, but gunner utility is just the worst, c4 is funny, drills are clutch, grapple is fun, flare gun is so helpful, platform gun is so versatile, turrets are so useful <and just cool to look at>
the zipline gun and shield suck next to this stuff. I rarely see the shield used for anything besides panic, temporarily keeping a swarm off something like hack-c, or to revive someone, you cant shoot through it so it doesnt even fit the gunner. the zipline gun is just not that useful and when it is, its barely useful, low ammo so I dont even wanna use it half the time since 1 wire is a quarter of all the ammo if comes with. to move rocks its faster for me to dash and then just throw the rock up whatever ledge and platform up to it, crossing chasms is the same, its only good situation is to speed down across a big chasm or chamber, and jet boots, dash, and the grapple hook all do that about as well. The zipline getting more versatility with verticality, and the shield becoming a perk or passive, with an ammo pack replacing it just makes gunner feel so much more useful on the team
Let us hear leeches again! It used to be the case that the leech's sound source was the tentacle and you could hear it as it got closer if you paid attention, but at some point this was changed so the sound source is the base of the leech, making it impossible to hear unless you're near the ceiling. The ability to hear leeches is especially important for solo players because the flashlight can't reach the ceiling, flares are used for ground-level visibility so can't be wasted on checking ceilings, and Bosco is much more helpful mining minerals than it is lighting up areas. So please, GSG, make the leech's sound source the tentacle again! 🙏
Also cosmetic stuff, being able to use either end of the pick heads on either side, I love my lil axe, letting the default gear skins be used on other things, I adore the coilguns colour, and right now it is being used on a lot <not all> of my gear because its exactly what I was lookin for when I got supporter skins, they are too over the top this one is perfect, I have mods that do it, but it would be nice to have by default, even if they need to be bought/forged extra after purchasing the weapon.
Make drillers drills match his armour colour pls <or just let us customise the utility, just with paintjobs would be really cool>
If flares ever get unlockable upgrades, please let a smoke tail be one of them, I used a mod for it and its actually really pretty if a bit rough, being able to use them to tag stuff is a neat bonus, idk its not good enough to be a default thing, but as an optional upgrade it might be neat.
An option to have the flashlight off by default, I know that sounds dumb but this game is so much prettier without it, and I keep forgetting to change it till halfway into missions, couldnt even find a mod to help, just a little switch in the gameplay menu, its already off by default in the spacerig.
Not cosmetic technically, but about Dotty, have her head make noises so she is easier to find I have spent actual minutes lookin for her and thats fine solo but I cant always trust my team to wanna wait for me to check every single pit in the big room, then double check cause I didnt see her. And pretty please lemme put a turret on her, there is a mod that has basically done it already <but its overkill 4 turrets, tail rails, and floodlights> I just want a spot that I can mount a turret too as engi, cause they feel kinda useless on the move. It can shoot chasers, and guard while refueling, but cant actually hit anything attacking her, and its only one turret <makes mk2 a bit more useful for dotty>, I understand if this one is bad for balancing tho
give hack-c a score on jetty boot and make it stupidly high
After triggering 2 swarms ( haz 4 plus only ) in less then a minute in egg hunt have mission control say something like:
"If you survive this I owe you 5 credits each"
Fireflies. Either as a positive trait to missions lighting the cave up more, or just as a biome feature.
more random bits in the caves to show DRG's been there before, stuff like metal crates, old pickaxes, left-behind weapons, the remnants of refineries/mineheads/heavy drop things
also big tunnels that are clearly made by a drilldozer/drop pod, but the pod and dozer arent around, just the hole
Biome/RockPox Affclicted DreadNought
Depending if the Dreadnought spawns in a certain biome, it will have similar traits
-Radioactive Exclusion Zone: Dreadnought would have radiation based attacks
-Glacial Strata: Dreadnought would have Ice based attacks
-Fungus Bogs: Dreadnought would have goo based attacks
-Crystalline Caverns: Dreadnought would have electric based attacks
-Liphoage Rockpox Afflicted Places: Dreadnought would be infected with Rockpox and have Rockpox based attacks
So I have a controversial suggestion. New mission modifier: Mimics
Mimics are an invasive creature that can thrive in any environment, and unfortunately, hoxis is one of them
How it works: throughout yhe mission map are numerous Mimics, posing as regular objects. If you approach(or damage) one, they go Tasmanian devil noises and damage you if you are too close. Fortunately Mimics actually lack any form of movement, so once it's revealed itself, it can't do much else. Really annoying tho
What CANT be a mimic: important objects(anything required for a mission, side mission, or event), anything smaller than half a dwarf's size, crate batteries, lootbugs, normal enemies, unmined minerals
What CAN(and probably are) Mimics: caryable resources(pearls, compressed gold, jadiz), medium to large sized props(breather sized and above), random "piles of loose minerals"
One important note: if a mimic DOES hide as a resource, destroying it will spawn a small ammount as compensation
plastic american cheese beer that makes you stick to whatever you bumped into for instance if you jump up and it the ceiling with your head you'd be stuck to the ceiling with your head for a second or two also the mug would look like toast (preferably just colored brownish beige like grilled cheese)
edit: ONLY IN THE SPACE RIG
Overclock idea
"Lobbed artillery" for Autocannon
"Your rounds have became heavier, they no longer will travel to your targets, at the cost of fighting your own ammunition you will be reworded with bigger and stronger explosions, aditionaly, by making bugs expiriance hell on their soil, you will cause them to fear the explosions"
Positives:
+1.2m of range
+14 area damage
- fear
Negatives:
-20 mag size
-80 ammo
-PGL like projectiles
-no direct damage
Leadstorm Machine Gun OC: ChainSAW
A lot more ammo.
Increased terrain carving.
Gun overheats faster.
Slight damage reduction.
"Stubby" Overclock: Electric Cherry (Name is a WIP current name is a COD Zombies Perk)
+Whenever you reload the dwarf releases a small electric burst to enemies in their immediate vicinity (2m) Which will also momentarily stun any enemy that is touched by the burst of electricity.
+3 Damage
-The gun will no longer deal any electricity damage from bullets instead all electricity capabilities are converted into the Electric Reload Burst with the damage from this burst being based on the amount of Electric Upgrades the player has selected in the weapon mod slots.
-100% Electric Damage
-15 Magazine Size
Make it so that abandoned resupply pods don't take so much time to repair. In the time that it takes to repair one of the things, you could of mined enough nitra or repaired some mini-mules. I imagine abandoned resupplies are meant to be a last resort thing, so please reduce the time it takes to repair them.
Berserker Active Perk, Adjustment
Currently very difficult to justify using because the cooldown is very long, contributing to 'too good to use syndrome' and often leading to reckless aggression while trying to make use of the full duration. I believe that reducing the cooldown and the duration will make the perk much more usable without becoming too strong. Additionally, changing the activation to a separate keybinding (or at least having the option to do so) would be a huge QoL improvement for many, since it is currently very easy to accidentally activate the ability
Cooldown: 4 minutes --> 2 minutes
Duration: 10 seconds --> 5 seconds
Activation changed to separate keybinding
In one of sniss’s videos they talk about error cubes being used like unusuals in tf2 so I’d like to throw in my suggestions for what it could do.
Some terminal on the space rig would prompt you insert a cosmetic and a error cube. the error cube would then be used and the cosmetic would gain a effect. you can choose to turn it on or off as well in case you hate the effect. All classes get it. I’m just doing hair color because I have a lot of ideas
Hair color: 1. another color will be added as a gradient like silver fox. **2. ** a fading effect such as rgb, 3. sparkles, sparkly! **4. ** glowing, it glows! 5. unique hair like morkite, chared, galaxy, ghostly, etc.
I can’t tell if this is
or 
Not sure if this has been mentioned before but
Abort Event:
Can happen on any mission type (probably near the end) basically calls drop pod early, drop every objective and get to safety.
It's not that DRG doesn't care about it's employees, they just care about the mission more so they're willing to sacrifice them for potential loot so what's so bad that they'd call for an abort mid-mission?
Multiple Spontaneous Dreadnoughts
Multiple Meteors
Detonator nest
Just a huge swarm (regardless of haz lvl)
Maybe all of the above?
Starts with mission control cutting out as we realize we were just mistakenly dropped into a dead zone that's also a bug/earthquake/meteor shower hot spot
It'd be a cool "Oh crap-" moment if it's a rare event.
And DRG, seeing the value in their miners for once, actually consider escaping a success and you get an exp boost for making it out.
No new enemies required and the timer for other stuff is probably reusable here, so this wouldn't be too hard to implement right?
as a Scout main and a fan of movement speed in games, with the vast variety of movement in the game, I think it would be cool if the game has some type of slide feature that'll act as a cool tiny speed boost depending on the angle you're sliding in
not fast to the point where it breaks the game but something comparable to Borderlands 3 where it doesn't even give you extra speed unless you're sliding down
Can we be able to disconnect pipelines from a pump jack in case some absolute moron messed up the pipe
Add modding to console
this is a very silly concept but a negative modifier that makes bugs a smaller size and strength, but twice as fast or something like that? kind of like the one pvz minigame where the zombies are small but fast. i am not expecting this to be implemented in any way but its a thought i wanted to share. it might be better as a mod but i have no coding experience
Lithophane enemies should ignore the drilldozer, rock crackers and hack-C, since Lithophane acts like a parasite/fungus I don't see why it would care about any machinery.
New Grenade Ideas:
Scout: Implosion grenade, where it pulls all enemies together, but doesn’t explode, so then you can shotgun it.
Gunner: like the leadbuster but only in one direction. Not as flushed out.
Driller: Cause all enemies in radius to have volatile guts modifier, causing them to explode when they die
Engineer: Homing Swarmer the explodes on impact.
Traversal Tool Overclocks:
Gunner: 1. Very fast up and down but can’t shoot. 2. Goes slow up and down but invincible while on zip line.
Driller: 1. Ranged drills, work as melee for vampire, and instead of fuel, ammo. 2. Drills in front but covers up behind, kind of making a ball around you.
Scout: 1. Damages anything grapple goes through. 2. Physic like an actual grapple, can extend or retract rope.
Engineer: 1. Trampoline but less ammo. 2. Platform at angle, like a ramp.
Making praetorian spit accurate to it's visuals or making it more narrow
Driller Primary, a chemical weapon maybe a mix of pheremones and neurotoxins that just wreakw havoc on the bugs, plenty of potential for upgrades and overclocks amd function. This idea is not very fleshed out, as is it seems weak but fun, it could shoot spikes leaning into the candy gun joke, have a lure effect, and cause chaos in the swarm.
Balancing this would be pretty tricky cause it is kind of a gimmick weapon, but if its fun to use it doesnt need to be super powerful, and the way it is delivered has options, could fire a projectile, grenades, spikes, shrapnel, could be a thrower like the cryo and flamethrower, or maybe even a laser or lock on, and it's effects altered in weird ways by oc's
It could be a weaponised version of rockpox since rnd has been studying the plaguehearts since dayone, <could even get grenades out of the rockpox idea> designed to expire quickly so it won't spread. Have those spikes be like little meteors, you can shoot them with your secondary to cause the aoe to burn like the bigger ones when you take them out. - I oughta expand on this idea more later
it's not a gun i'm particularly invested in I wouldnt use it cause i like flamethrower too much, but it is a neat idea.. i mean cmon it's bug spray
"is it true you eat rocks for breakfast?"
"me? no. but my gun? ABSOLUTELY!"
(driller secondary, for those who've always wanted driller to carry something that can pack a punch that's not a grenade or his c4)
a true piece of dwarven engineering, thought up by the best minds in the deepest holds, meet the rockmaw hand-cannon!
dug up from ancient dwarven blueprints and upgraded for the modern era, this single-shot gun can deliver a mean punch to anything at almost any distance! in true dwarven fashion, it even uses the ground around you as ammunition!
no ammo, no problem! point at the ground or a nearby wall and the gun will extend outward, take a big bite, and compress the hell out of the chunk of material into a shot that can put down a grunt in one go
(relatively) high damage, can one shot grunts at default w/o weakpoint dmg
(relatively) high stun, not as powerful as say a impact axe but close
single target only, no splash damage
no ammo pool means you can only hold one shot at a time, wont be refilled at resupply pods
heavy shot means it fires on an arc, think the pgl but even more dragged down
slow reload time, 4.0 seconds.
inspired by the cannon from generator rex, or at least the loading mechanism/basic concept is. gif below as an example, but imagine the front of the gun extends out instead.
Add perks/buffs that correlate to the Miners Union you're in.
Ex: Cave Crawlers are combat based. Buffs for more damage, reduced damage taken
Mighty Miners are more all arounders. Buffs for health, speed
Dirt Diggers are resource based. Gain more minerals when mining, 1 less pickaxe swing on terrain, wider area damage, and faster Power attack charge
I think it would go great with a perk update/rework and could be used to add more varity into builds. Plus after each month you'll be able to switch Unions so you can test them all.
Joke suggestion: For the april fools rename Driller to Griller
I'd like more dlcs please.
Pheromone OC for the sludge pump.
Reduces base damage, but longer puddle duration.
New sludge pump overclock:
Gasoline Substrate 
”Mixing a lot of gasoline and a smidge of thermite into the sludge makes it incredibly volatile, enough to burst into flames and burn when in contact with heat. Keep in mind that due to the expensive fuel, it’s not practical to supply you with much so you’ll have to be a bit more ammo efficient.”
Sludge ignites and catches on fire, dealing extra fire damage and acting like sticky flames
charge shots now spread 15% more sludge around
burning sludge disappears 20% faster than normal sludge
-35 max ammo
May need a smidge of rebalancing but it’s just a general idea
Devbros, please change indication of how much ammo n stuff other dwarves have.
Instead of using 4 bars that occasionally flick, better to use each bar for weapon/weapon2/grenades/tool and they could have like a loading progress bar, but reversed, also changing colour from green to yellow to red and null, as they deplete
QoL suggestion
when out of grapple range (e.g. 25.7m) and holding the trigger, automatically grapple when you get in range of the grapple point instead of having to pull the trigger again when you get inside range
also:
a really expensive beer, i have 10mil creds let me treat the boys to that top shelf premium brew 🍻
"Lead storm" Powered Minigun
Pistol Rounds | ⚖️ Balanced 
"Just by swapping out the barrel sizes and adding a different loading mechanism allows you to use Pistol Rounds that can fire more often and quicker also that means you can stuff ALOT more ammo into your gun, at the draws of them not hitting hard.."
+7800 (3900) | x4~ Ammo 
3x (90 / 45) | ROF 
0.2x Heat Per Second 
0.2x (2) Damage 
2% Stun Chance
(Goes up to 4% Upon using Improved Stun)
0.2x (20%) Armor Break 
"Thunderhead" Heavy Autocannon
Railgun Assisted Round Accelerator | ☠️ Unstable 
"By doing a Illegal modification by replacing the barrels with the Autocannon with ones that have ArmsKore coil gun accelerators inside them it allows your rounds to travel at Extremely high speeds, Ripping through enemies and terrain alike, Though this comes at a cost of making your rounds solid metal aswell as Requiring to be still to allow the rounds to properly accelerate... R&D insists you dont shoot this at anything or anyone you want intact."
Rounds pierce Terrain 
5x Enemy blowthrough 
+7 Damage 
+200% Armor Breaking 
Area Damage & Direct Damage are Combined into Kinetic 🟡
Cannot move while firing 
0.25x Ammo in Mag 
0.5x Ammo in Reserve 
0.5x Rate of Fire 
+3.5s Reload time 
Any Balance Ideas / Changes to it can be Pinged to me in #suggestion-discussion
Can we have the ability to throw our pickaxe and pick it back up?
For the haunted cave modifier could we have different sounds other than the standard bulk detonator sounds, why not go for something super spooky or lean more into horror a bit, the sounds should echo throughout the entire cave system at the same volume and intensity so you don't really know where it is. The caves are haunted after all.
Also make it so the Ghost bulk has stalking A.I. instead of "I follow dwarf".
Might make the presence of the ghost bulk scarier and more threatening and more engaging.
chance for dwarven ghosts to spawn? could maybe even help a bit like showin you where an objective is, scarin the big bad off, or just fuckin with the grunts when a swarm hits before fading away ||Ghost of steeeeveee||
When petting Steeves corpse, you should say a mourning voiceline. For example
"We will never forget you."
"Rest well steeve."
"You were like family to us."
Buff the damage dealt by the shockwave modification on the coil gun + possibly the aoe. It's a really cool modification that could open up a unique way of using the weapon if given a bit of a power boost. An overclock would be cool too, but that would be a bit limiting since you wouldn't be able to combo it with something like triple tech chambers.
A new overclock for the sludge pump, Sludge trap.
Type: balanced
Manual detonation Charged shots do not break into fragments unless damaged
More fragments
This would essentially let you lay a sludge trap that you can shoot to maximize the shots potential. Of course this would need some balancing, but I feel like this would be a neat idea
When you use the marker on steve it should treat him as ally and say nice voicelines, because it treats him as a normal gliphid and my dwarf always insults poor little steve 😭
New victory move:
Dwarven mischief 
The dwarf presents some nuts and bolts, says something like “you’ll never guess where this came from” and then a spotlight smashes directly into the ground in front of the dwarf, startling him.
The tank division beard should be also partnered with armor paintjob pleeeaaase
A new voice line for engi when using fat boy in radiated area.
"I am going to make this place even more dangerous for living"
Stat tracker for Escort Duties completed with Doretta saved
New victory move
The dwarf grabs 2 random beers (that the player has unlocked) and chugs them letting out a loud burp.
Victory move where the dwarf just starts breakdancing
Make that so we have to start the discussion about the suggestion not in the other chanel, but open the new branch at the suggestion to stat the discussion.
My language isnt perfect but I hope you get the Idea.
Make it so you can call in a jetboots case for ~160 nitra, and turn the naturally spawning jet boots pack into an abandoned one like the abandoned resupply pod
If you rock and stone while alone on the space rig you should hear distant dwarves respond. We can hear them partying during events so they're definitely there
2 suggestions
1 new beer: caffinated beer
If you drink this on your first mission of the day you get a 10% health increase and 5% increased movement
(If you drink it after your first mission with it it gives you a 100% speed increase in the space rig for 40s
2:everytime you rock and stone in the abyss bar Lloyd will salute you like how bosco does at the end of missions
new glyphid suggestion [ no concept art yet. im lazy right now
]
Name : Hot Rock Dreadnought
Where To Find : In the magma core [cause it fit's]
------stats------
: 4500
With Scaling : 9000
[it has the same amount of hp as a regular dreadnought
]
: 350 [regenerate's every 2 minutes]
Siesmic Slam
: 20-60
Attack Explodes
Strong Bite
: 15-35
strong knockback
Fireball Spit
: 25
Set's player/glyphid on fire for 5 seconds dealing 1 damage per second
Fireball Barrage
: 25
Set's player/glyphid on fire for 5 seconds dealing 1 damage per second
spit's 3-5 fireballs instead of 1 but these fireballs move slower
------------basic special----------- 
explode's upon death
Dig's into the ground ever now and then
has armor protecting abdomin
-------possible rewards----------- 
2000-3000 credit's
500-1000 XP
200 Season XP
------possibility------
0% on harzzard 1
10% on hazzard 2
20% on hazzard 3
40% on hazard 4
60% on hazard 5
ROCK AND STONE!

We need to have more Meme Overclocks! (Note, none of these are meant to be good and by all means SHOULD feel awful and dumb to use but is fun)
MK1000 Classic
Matchlock Loader | ☠️ Unstable 
"Going Old-School with this modification. changes the firing to work using flint and Ye'olden Blackpowder, Hits MUCH harder at the cost of ammo and being unable to fire without charging the weapon aswell as requiring a Significantly Longer reload."
1000% Charged shot Bonus damage
Charged Shots only take ONE Ammo opposed to two
400% Armor Breaking
Cannot Hipfire
-85% Magazine Size
+3s Reload
35% Max Ammo
2x Focus Charge time
Corrosive Sludge Pump
Rubbery Mix | ⚖️ Balanced 
"By Solidifying the Mix into something comparative to rubber it can break falls and in a bonus of allowing you to jump off it a bit higher at the sacrifice of it staying on enemies for less time."
Reduces fall damage when falling on Puddles
50% of Fall Distance is Added onto Jump Height If Jumping Immediately (If not very Soon) after Landing
75% Puddle Lifespan
85% Effect Lifespan
"Lead Storm" Powered Minigun
Forward Venting | ⚖️ Balanced 
"By Venting Heat Forward while shooting it Keeps the heat down but with the Byproduct of Flight! The Routing for this takes up a bit of space inside the gun aswell as removing some of the Reinforcements to prevents the gun from Rattling."
Pressing Reload initiates a Manual Rapid Heat dump
- Heat Dump Rockets you In reverse of Aim Direction (Strength Based on Heat%)
- Heat Dump Does a 6m Shockwave that Applies Heat & Direct Damage
50% Max Ammo
-3 Damage
2x Base Spread
Any Balance Ideas / Changes to it can be Pinged to me in #suggestion-discussion
Remember, these are INTENDED to be slightly underpowered or outright silly and/or Niche.
No Engi Meme Overclock, they already have fatboy. (theres nothing new or interesting i think could come to the table for funny silly OCs)
get rid of gemini/mk2 turrets because lets be real nobody is using mk2 and lets change them to different types of turrets
ya got the like electricity turret which would work well with shards electricity dmg increase mod along with stubby
maybe like a flame turret
or if ur feeling spicy @ gsg you could add a MANNED turret where u have to sit in a turret and shoot it manually and possibly other dwarves could also participate in such tomfoolery
Engie Deepcore PGL overclock:
Rebounder
”Honestly, we aren’t sure how we cooked this one up. This single overclock made us ban blackout stouts in the entirety of R&D. Holding down the trigger after firing prevents you from reloading but makes the grenade bounce after exploding. Every bounce after the first consumes one ammo but increases the damage. Have fun with this one.”
Grenades bounce after exploding while holding the shoot button
Grenades gain +15% damage every bounce
Grenades consume one ammo per bounce, and after running out of ammo the grenade will finally detonate.
so goo bomber special right
make it so that holding charge drops goo below the dwarfs feet
suddenly gbs becomes twenty times more fun and is a way more unique way of playing than the mess that is current gbs
so goo bomber special right
make it so that it shoots out 2 lines of goo instead of 1, it would make it match goo bombers a lot more and gives it a bigger edge over alternatives for spreading your sludge everywhere such as disperser compound
counter suggestion:
ALL armoured beards should have a toggle that enables them to either remain default or match armor color.
Ima be honest. They should have a option to use your purchase hair colors to have multi colored hair
Seasonal pass idea:
Paired updates every 1/4 of a year (3 months): 1 class gets instrument overclock and the other gets cosmetic tree.
Example:
First 1/4 of season
Engineer gets last 2 turret upgrades turn into overclocks (they basically are) + 1 new "smaяt ass" For the turret. [Increased turn rate, reaction speed and targets weak spots, but is unable to shoot large bugs, due to them being out of focus for such enlarged lens]
And gunner gets whole seasonal pass dedicated to him (25 levels instead of 100)
Next 1/4 the roles change: driller + scout, so everyone could have at least something etc
Also just a wacky idea, but let us have some tactical pieces (grips, sights, lazers) that are just purely cosmetic, but we can attach them however we like on our guns.
Give goo bomber special more velocity. I want to actually be able to carpet bomb my enemies with sludge, not create little lines of acid
Different flare options. Slower recharge but bigger lighting area, faster recharge but smaller aoe.
For any action that speeds up if more people are doing it (reviving, building a pipeline, etc.), indicate how many people are helping you under the progress bar
victory pose where the dwarf pulls out a couple of minifigures of a glyphid and a dwarf from the board game and start hitting them together, kind of like that doom easter egg of the demon with the doomguy figurine
Petting Steve heals his armor (not health)
Map creator:
"Operations terminal" Where you can tweak map generation, install mods and place items. Has no rewards (minerals etc) but let's you try out different game modes without installing anything on your main build (from coop horror survival to pvp, depending on mods)
Technical process:
- create schematic in editor
- install mods if needed
- upload.
- whoever connects to lobby first, downloads zip schematic from your machine and hosts the lobby.
- mods are installed temporary, will be deleted after leaving lobby
- Operations gamemode has separate reward system from main one, in order to prevent farming minerals and abuse of drg economics.
Instead you can only receive OP-XP local xp currency that will indicate how much operations you played.
So this is just a random idea that may be possible with mods but Im gonna share it anyways.
New anomaly: Region Mesh
Basically, if you do a mission on a biome at some point, its going to change the biome that you're in.
For example, if you do a mission/DD in Azure Weald at lets say, the next room/cave you're going to end up in a REZ cave and the next is Crystalline Caverns etc.
This is a very confusing one and the reason as to why I chose to make it an anomaly is so if you end up in that cave, the next one is guaranteed to provide another random anomaly like gold rush, low gravity etc.
This is a weird and maybe terrible idea but maybe someone considered making this a mod so who knows
One of community creations idea: hive assault.
Bring out the heavy guns! Battledozers, Heavy support MARV mechas, manpads, explosives, lazers and constant swarm of bugs. Tear through petrified soil, burn everything on your path.
Operate turrets, optimize drone control, develop means of production and defend your base equipment, slowly advancing forward - to hive queen larvae.
The bugs are relentless so management temporary gave access to most destructive weaponry of drg. Nuclear warheads, poison gas, heavy plazma burners shall provide players with absolute skirmish of a gameplay. A hardcore experience, comparable to last deep dive stage. Work together, or die together. Rock and stone!
Can we get mini mules to head back to the drop pod as soon as they're fixed?
Having them follow molly is sometimes inconvenient.
Subata balanced OC:
Permafrosted Gunpowder 
”Stuffing some gunpowder into Glacial Strata for a month or so left us with a sort of permafrost that does wonders at clearing out bugs.”
Bullets freeze enemies
Killing a frozen enemy lingers the effect slightly, cooling down anything that walks near
-50% damage
A nice QoL change I'd like to see would be for bugs to have a larger 'footprint' when climbing through the caves. The pinpoint footprint causes some very jarring movements, most noticeable with larger enemies. This can be especially frustrating when it makes weakpoints incredibly difficult to aim at due to the enemy model rotating at unrealistic speeds. I believe that a larger footprint that takes the average surface beneath the enemy might help reduce this behavior.
An interesting alternative might be to cause large enemies to destroy sharp terrain, rounding out edges so that they can walk over them more naturally.
The simplest solution might be to assign enemies a measure of momentum that limits how quickly they can rotate, but this could result in cheesy behavior that could be taken advantage of.
Prevent dreadnaughts and praetorians (plus oppressor) from hiding their weak points in terrain, at least for any extended period
The future of OCs. Merge.
Merge 2 OCs (same weapon) to get perks of both OCs (though likely a bit watered down for balance). The effects might also not be a perfect mirror of the parent OCs, in case the combined effects don't make sense.
Just as an example:
Rocket barrage + Homebrew Jet Fuel (hurricane) = high RoF, high flight speed, no guidance, moderate direct damage, reduced splash damage and radius. Specific numbers should be roughly 65% of the parent OCs values.
Might have to restrict which OCs can pair with what (to prevent anything TOO silly)
This must have been suggested often but a rockpox infected dreadnought would be cool to see
Infected detonator
Rockpox glyphid stew in a big pot on thanksgiving, tastes like rock and stone, just like mama used to make
Kursite fruit. To the best of my knowledge we don't know what kursite is or how it forms so I propose it's a fruit, or at least starts as one. The kursite plant attracts praetorians with small mug sized glowing fruit. The praetorian eats it, and slowly begins transforming as the fruit hijacks it's body similar to cordyceps. Once the fruit has sprouted it's hard and mineral like, but inside is seeds to sprout the next kursite plant. I think this should be a side objective, Chopping down the kursite tree, or at least throwing away any fruit on the ground. Just break the tree and deposit X quantity of kursite fruits into molly to complete the side objective.
The reason I'm thinking about kursite this way is because ebonuts are either a byproduct or source of the ebonite affliction for glyphids so there's some of my thought process.
Should be able to tip Lloyd while holding a drink.
Shooting a praetorian in the mouth with a platform gun while its spitting should fill its mouth and block it from performing vomit attacks again, it would also inflate its "cheeks" in comedic way, like a hamster
After weapon name and info disappears, remove their HUD detection so there isn’t a useless space between sentries and your ammo, the damn HUD already overflows with just one sentry, I hated it when I still used Gemini.
There should be away to empty the bar if someone orders a bunch of drinks you don't want.
okay so instead of just making new weapons why not add a new weapon crafting system like warframe did but instead of crafting the parts yourself and then going to Lloyd for him to glue it all together we could do an assignment to get a gunsmith license and get some free secondary weapon parts after it so that you can craft a tiny shotgun that any class can use
A new movement tool for each class
Could have ome of those fully matured dreadnaughts we hear about as the main boss fight, and they are dropping everything they can to help you kill it and take the nest out, drilldozer could be armed for battle but it probably suits more for it to just be dotty mining into a much harder dreadnaught cocoon, dropping a defensive platform to aid you and maybe makin resupply pods cheaper or just firing them randomly during the fight to ensure you take down the massive monster before it can interupt any other operations. It could be an absolutely terrifying fight takin traits from the dreads and bulk and mayne the ghostly thing or just gouging through walls to get at you, or goin invisible. And too double down it is worse then a normal dreadnaught, but you still had to drill into the cocoon so there can be an elevated sense that they can still get bigger then this. The main issue is making it a good fight, having it tank ammo and encouraging you to pummel it by dropping pods <which leans in to it being a big deal management has opened their purse strings to ensure it dies now!> without it being tedious or boring. I think having to fight a swarm at the same time definitely helps since you are in a glyphid nest and shootint at absolutely everythint running out of everything just to stay alive.
The details dont matter specifically, I want it to feel tense and overwhelming and have the atmosphere to back it up, you are going into the lions den to poke a bear with a stick, you know its going to suck in advance, and so does management and they are doing everything in their power to make sure that nest is destroyed and you come home safe. And you get the feeling this time you were lucky cause it could have been bigger the nest could have been worse.
as a side I know people are a bit sick of rockpox, but it is aesthetically cool when its not constantly being shoved in your face, and can give atmosphere to a dreadnaught or nest, seeing the pod and all those roots infested, and whatever heavin monster comes out, growing with the infection making it a lot better formed then just blisters on a bug, and more twisted then that wandering seed thing. It'd be cool as hell, making it fun is the trick.
And a nest being one of the most dangerous places you could choose to go in hoxxes being infected, but you dont know that till you get inside, crack it open and realise the plague hit it first.
I think the issue is also just dissonance, the mini mule mission is about a dead team of dwarves who's gear you are recovering, but you don't feel that very often while playing the mission, the plague is really cool and a pretty existensial threat.. but because video game it feels more like a chore then a threat, i have to let myself see it for what a horrifying concept it is actively.
What if season 4 concludes with the rockpox meteor slamming into the core, awakening it and finally destroying the rockpox meteor (ofc sprinkling a couple lithophage meteors around as slight encounters)
RGB beard color, with the name 'RGBeard'.
add the option to make beard colors monochrome(?)
like the jack black colored hair i forgot what the specific name is but its brown and the beard is very obviously more gray
while its cool sometimes i want just the gray or just the brown from it
Let me remove the sleeves of really heavy armor for fun please
Rockpox meteor slams into hoxxes, making new biome to mine in.
Add a voiceline for when you ping Steeve. Currently, using the Laser Pointer on Steeve will prompt your dwarf to call for violence towards them. Poor Steeve. 
add a sludge inspect animation where driller eats the sludge
make it so that breach cutter can break terrain like the description says
New breach cutter OC:
Triple-slot frame 
Fire three shots in a fan shape
Extra ammo
Reload time +30%
Class idea: “Brawler”
Primary would focus on small damage
Secondary would be melee focused like swords, hammers, maces, etc
Utility would be a sort of stun that boosts damage
4th slot would be a heavy hammer that deals large aoe damage and has to recharge like the shield generator
Grenades would be stun, weaken, drain (steal health from enemies to give to you) and a net
Maybe when you leave after a solo mission kind of like grabbing Doretta’s head you can grab Bosco or Bosco just flies into the drop pod or something like that (I just want to know he’s safe)
Since its already deep into the rockpox season, it seems R&D need to get off their arses and come up with some new equipment, while the lithofoam+vac was the first thing they came up with that works, it has room for improvement.
also, lithofoam should decrease the rockpox meter when applied to dwarves + speed up the breakout stun on allies
The vac should absorb rockpox gas from the air
More perk beers, E.G Pot o' Gold, but with some that increase shield HP and Recovery, Overall mineral gain from mining, faster movement speed OR a personal favourite, one which negates all stuns and slow downs from enemies.
Can we get 2 perk beers as the special instead of just 1? Keep them random and we can only have 1 perk, but it makes it so you at least have the option if the mission isn't a mining mission and dark morkite is the special.
a follow up would be letting you keep the beer bonus for as long ad you survive, giving you a sort of streak, they wont stack but you can eventually have every buff, and you lose them if you fail to extract from a mission, making no dwarf left behind have a bit more weight since they'll lose their streak if you leave them, and giving a bit more continuity to runs makin those run endet caves all the more tense
Mission control begging you not to redeem google play card
Fully pupated dreadnought is a great idea, but I think it belongs to different gamemode. You probably have seen MARV already (pic related).
- Drop in
- clear the bugs out of your location
- build you MARVs via blueprint system (choose weaponry)
- advance to dreadnought location
those Mobile Assault and Reconnaissance Vehicles [MARV] are equipped with most reliable dwarf tech available, designed to decimate most heavily armed targets.
4X Twin Charge Armor Piercing High Fragmentation [2C-APHF] rockets.
40-mm naval dual autocannon "SARMAT" designed to repell and stop any advancing movement of the dreadnought.
Work in progress:
20-mm "4A-6-FORGE" Heavy rotary minigun, with advanced target tracking, designed to destroy projectiles mid-air.
4gauge double twinned floating barrel heavy shotgun autocannon with pneumatic recoil dampening
And many more stuff is coming, but for now it's only in theory, so if you know a modder that could help me code this in a mod, I'm gonna be forever grateful to you. Rock and stone!
New cryo cannon OC:
Nitrogen compound 
You can skate around on any part of the floor you’ve frozen
x2 frozen ground radius
less damage
Unstable Overclock for the cryo cannon
Frost burn
Deals fire damage
Still cools enemies
I don't know what the logic would be, but the idea is to make the cryo cannon more viable in the glacial strata. I know the stats that I just proposed are extremely basic, but you get the general idea
At level 20000+ a dwarf will be able to drink backout scout and it will feel 99% of his drunknes
New Perk: Karl's Constitution
You stay conscious after drinking a blackout stout.
People would use it. You know I'm right. XD
Give us an ammo taking counter so we can see which leaf lover is double dipping without asking, also would probably deter the sneaky ones.
a little light above each pip on supply drop with the class colour would probably do the job
A similar idea I'd love to see would be for the ammo sleeves to be numbered or lettered. eg: A/B/C/D. That way each dwarf can claim a letter or a number, making it easier to keep track of which resupply pods they've used.
Fuck it we ball! Perks! More of them!
After your Second Promotion your out of perks! Thats no fun, just accumulating stars like that. Lets Expand it!
For note we Currently have 9 TIERS of perks. (As in each localized group of them)
IMMOVABLE | Tier 10 - 12
Decreases Knockback and Pulling from Enemies by 5% / 9% / 10%
KARL'S LEGACY | Tier 10-12
If a Dwarf goes down near you Gain Small Movement Speed Increase and Moderate Damage & Speed Buffs to Melee attacks for 5s / 10s / 15s. The Radius Is 5m / 6m / 8m. The timer will end prematurely if outside of the Radius for too long.
CONSITITUION | Tier 10-12
If a Attack would kill you you are only brought down to 1 HP / 3 HP / 5 HP if your health is high enough (30/20/15)
ITS JUST A BUG THING III | Tier 10
Lootbugs within 7m of you Violently explode Dealing damage to enemies and other lootbugs around them
LACED ARMOR | Tier 10-12
Enemies who attack you are Inflicted with Corrosive for 2s / 5s / 7s with a minor delay between coatings. this still counts if you are down.
RESOURCEFUL | Tier 10-12
Get a 1% / 3% / 5% Chance to get extra resources from mining. At Tier 12 Gain a extra 10% Ammo from Resupply pods.
BLOODLUST / INSAITABLE | Tier 10-12
When killing any Creature gain a small movement buff of 5% / 10% / 10% for 3s / 5s / 7s
Piggybacking on this, if each supply is assigned to a dwarf (parties smaller than 4 have the rest unassigned and up for grabs) and you don't need the extra ammo or want to gift it you can do something to donate your portion
stupid idea, but being able to tame (or phero) grabbers will make them grab dwarves when they're super high in the air and then slowly lift them down
Could we have the Corruptor's rockpox puddle thingies completely disappear when a certain amount has been reached please?
I had a small cave chamber that was blocked by a dirt patch and a Corruptor spawned in that small cave chamber, it took a while to get to it as well, I very almost crashed when I got into that cave chamber I had like 5-15 FPS. I couldn't see the floor either just dead rockpox puddles.
Press E on a dwarf if they're wearing a big hat to slap it
It’s a bug thing rework to make it drop more Nitra and/or Red Sugar so it isn’t automatically the worst perk in the game
Could we have the following feature:
- Addition of filters for the Forge : After a lot of deep dives, matrix core hunts and machine events , my list has become quite long and having to scroll a lot to search for an item its kinda annoying. An addition of filters, similar to the ones in the map selection could help. Maybe the filters could be : Class, primary weapon, secondary weapon, weapon skin, taunt and cosmetic.
- Addition of a quick option in the pickaxe customization to equip Set pickaxe if you collected all the part of a set, so you can view the various pickaxe sets and even start to modify your pickaxe starting from that set.
- Addition in the statistics of the items obtined from the lost gears and cargo crate, along the weapon and cosmetic cores .
perk interactions
similar to the charm interactions in hollow knight, equipping two specific perks at once gives you something more than the sum of their parts
examples i thought of:
- spiky steeve (with beast master and thorns equipped, the thorns effect will also apply to any bugs attacking a steeve)
- speedy sucker (with vampire and sweet tooth equipped, killing enemies with a melee weapon will give you the sweet tooth speed increase
- elemental shield (with elemental insulation and thorns equipped, you'll deal thorns damage when hit by an elemental attack, even if it's not a physical attack)
- first wind (with dash and second wind equipped, dashing will cause the second wind effect to kick in the moment you activate dash (in addition to dashing))
voicelines for after eating the sludge:
"mmmm, spicy!"
"just like mama driller used to make it, hehe!"
"not quite thick enough, needs stirring"
Rework/Remove Gunner ziplines and replace it with not necessarily a better ability, just more of a movement ability than what ziplines currently are
I can see why a lot of people would be against this, as not every class needs to be good with movement. However, the gunners ziplines are so inconvienient to use that I find myself not even using them while playing Gunner in many scenarios. It doesnt have to be a better ability, so to speak. I just feel like in 90% of scenarios, its faster to just dig with your pickaxe to wherever you are going. They feel like more of a utility ability than anything, as they are more useful for Omen towers, Caretaker fights. They arent really used for movement other than maybe carrying Aquarqs back.
Let me pitch another idea. A beer but it’s a random effect. Picture it, the “Gambler’s Draft” it’s dirt cheap but it applies a random effect ranging from -5% to +100% Credits.
Lootbug racing as a feature in the hub
How about a quick play feature, where I can plug in the Haz level and itll just..throw me into a mission of that Haz with whoever has one posted
PGL is kinda bad underpowered tbh 
My solution to this issue? Double its damage
Is this a well thought out solution? No, but it be funny and would make it less bad underpowered lol
Increase base weapons area damage: 110 > 200
Increase damage bonus from T1C: +20 > +50
Increase damage bonus from T2A: +20 > +50
Sorry I said it's bad lol, I didn't mean that its unfun or not viable as is, just that its underpowered compared to the other secondaries. Also I know double damage is a bit overkill, a mixture of stat increase and OC balance would obv be the best choice lol.
pgl is good, however i think this is a much better rework:
+3 base ammo, i always thought the breach cutter had a weirdly high amount of ammo compared to it (ofc this would massively buff fat boy and hyperprop but that can be adjusted)
a slight increase in range
Ok here's an actually reasonable suggestion.
I want to achieve 2 things with this buff, Hitting more breakpoints, and to allow for more build variety.
Increase the ammo by 2 (8>10), makes it a nice round number, and gives more flexibility to vary picks in T1 and T2.
Increase the base damage by 15 (110>125), and the damage given by damage mods by 10 (+20 > +30).
This achieves a few things: Extends your grunt kill range, it lets you kill slashers without a damage mod or OC, allows you to kill acid spitters with only 1 damage mod, and with T3A allows you to ignite guards at base or with 1 damage mod when taking Rj250.
These two changes massively increases the viability of the damage mods in T1 and T2 while not making them the outright best choice.
Finally increase the range by 1m, as 3m is pitifully low for a grenade launcher.
With these changes you would also want to edit a few OC's.
Pack Rat atm doesn't really have a use, I would replace it entirely or give it a secondary effect, maybe a reload speed bonus.
Rj250 doesn't really need more ammo, so I would change its ammo multiplier from 1.7 to 1.5 (15,18,21 > 15,18,21)
Increase Hyper Propellant's ammo reduction by 1 or 2, as it also doesn't really need an ammo buff atm.
Decrease Fat Boys ammo reduction from .3 to .4 (3,4,5 > 4,5,6) this gives you the ability to take more range in T1, or more damage in T1/T2.
Finally Give clean sweep a bit more damage, (+10 > +20), as this would let you just barely ignite pretorians if you take both damage mods and T3A.
Finally a mod tree change:
Remove the armor break mod, as its bugged in such a way to make it a terrible pick, and replace it with something that can compete with Incendiary Compound for a general build. Maybe a mod that increases the minimum damage, or a mod that lets it carve terrain. Anything to make Incendiary not a must have on most builds.
These number aren't perfect, but should make the gun a lot more versatile without spiking its power.
Any chance to move eye cosmetic in eyebrows section, just like with masks? Like goggles, eye patches, night vision devices and etc? The possibilities would be neat
an overclock that turns the GK2 from full auto to burst
it would work like this:
damage increased by 10%
gun becomes a 5 shot burst
recoil is reduced by 15%
max ammo reduced by 35
name: fire switch(just a thought)
let me know what you guys think
Hmm, perhaps spare/mini-pipeline launcher? Would have a green stripe pattern to distinguish it from regular pipelines and would also be much smaller in terms of width
Could u make it possible that you can pick up stuff while on a Zipline and also can transport larger objects via zipline
Thx 🙂
New driller secondary:
CN6 Rebar Launcher 
The CN6 is a formidable tool in the right hands, with accuracy high enough to hit a swarmer from 100 meters away! This rebar puncher, left over from construction on the space rig, does devastating single target damage at a high range! Firing a 30 centimetre rod straight into the brains of any high-health glyphid in sight, this simple pistol has much more firepower than at first glance.
Ammo: 36 bullets
Mag size: 1
Reload time: 2s
Damage: a lot
Piercing: Three bugs
Description
The CN6 is a small pistol, about the size of the stubby. Loading a huge piece of rebar into the front and a high-explosive cartridge into the back and pulling the trigger fires out the rebar at nearly supersonic speeds. The back of the gun opens up like a tank gun, and the rebar can be seen poking out the front.
This gun would be used to pick off anything far away that driller’s flames, sludge and ice can’t reach. This includes wardens, goopie glyphids, and those pesky menaces.
Some upgrades increase the blowthrough, while some increase the armour break. The most notable mod creates an explosion on contact with a status effect from drillers primaries, dealing that damage type to anything around it.
I just thought of an couple extra features to my zipline rework. Being able to load heavy items onto the zipline itself, even if its a slow interaction to mount it, cause they tie stuff to molly all the time so why not tie it to the zipline, whether it auto dettaches or not is makers choice, either way it is a limitation and strength, if they stay on then it blocks the end of your aire till you clear some space, and if you are force to be off the wire to grab things that can make things dicey. ez fix to make the moving heavy stuff trait... yknow worthwhile compared to havin mule and dash and just hoofin it.
And being able to connect the wires to each other, maybe niche and getting it to flow might require bigger changes, but just the fired hook attaching to a deployed pole, maybe having mission equipment equipped with poles for the gunner to attach to, and then you will automatically go along each connected wire, letting you change direction. Being able to attach it backwards is a harder sell, again maybe doable by a slow interaction with the fired hook to move where it a short distance from where it was fired and create a pole there.
Leans into a weirder idea, being able to take those wires down, I dont know how I feel on this thought of it whike writing, you have a limited supply of cables, potentially more lax anchors, what if you could take down the cable to conserve ammo?
I think being able to attach gems directly to the wire, extend it via junctions, and have a fully vertical mode is enough to make it way more fun, and make the limited ammo more justified, I do think 6 shots would feel better tho.
Drones from the omen tower dont take damage over time from the corrosive sludge pump, i think they should
Contagion Spike should have a core infuser inside it
Photo mode because why not (exclusive to solo for obvious reasons)
I think the Rockpox Corrupter should have a simple tweak where getting rid of all but one boil still removes the armor layer instead of needing to clean all boils. Similar to how you don't need to clean 100% of a Rockpox spike.
Dear developers!
I would like to propose to you the idea of introducing “cases” for phasionite
I, as an experienced miner, have accumulated a lot of phasionite, and have already bought the entire store.
I would like to know where to spend it and here is my proposal!
In these “cases” you can get almost everything: skins for weapons and pickaxes, coloring of armor and weapons, various minerals in different quantities, different numbers of credits, overclocks, beards, mustaches, hairstyles and victory poses
Almost everything!
Let in these “cases” you can get what is already on sale in the store. But with enough luck, you can get something cheaper than it costs in the store.
And by playing with probabilities you can get all kinds of fun
I hope my proposal will be noticed 🙂
So there is cave complexity and mission length for each mission, each can be level 1, 2 or 3. I think if they made one more of those and it would be called 'bug behavior', that would be kinda cool
Maybe if it was level 1 there would be less swarms and the bugs would have a lower chance to immediately see you and aggro you. Level 3 could make it so that there are more swarms and bugs would be able to detect you easier.
Just gives a little bit more variation to missions. You could be like hey this one is level 3 bug behavior, it would be kinda fun to do a haz 5 mission with increased swarms
Maybe this could end up being a warning instead. It could be called aggressive bugs. More swarms and bugs would spawn more often and hunt you down easier.
Hi fellow developers!
I have this small Idea which I've come across many times now, when I forged an overclock.
Since the first time I forged an overclock I thought I needed to spam the Attack Button (left click) so it would go faster 😅 (Only realised it after the 3rd time xd).
So I tought it would be nice to improve the Animation of the dwarf hammering to forge the overclock, so that if you press nothing maybe the meter goes up slowly and the dwarf uses the hammer rhytmical with big pauses but if you spam/ click the Attack Button the dwarf hammers faster (according to clicking) and the progress meter scales accordingly.
I really think it would be a nice detail that also helps you forging many overclocks faster :)
Hey devs, just wanted to chime in on difficulty stuff that's been bothering me a bit lately.
I've been a longtime player of DRG since mid 2019, so I've been around for some of the most important additions to the game. I've seen many different types of boss-like enemies and actual bosses be added over the years. However with recent seasons putting some to the side because of the amount of stuff that can generate within a cave at once, we've lost a lot of the difficulty that comes with missions especially around Haz 4 and 5. Therefore, I'd like to propose some changes to make certain boss-like enemies be more common as a reaction to the rockpox more than being artificial difficulty. Here's what I'd personally like to see;
Korlok Tyrant Weeds: I don't see these things anymore. I don't remember if you toned down the spawn rates or adding lithophage corruptors made them even more rare, but they need to be more common at least on Haz 4 and 5. They can be castratingly difficult, yes. I've had my fare share of bullshit with them mostly due to cave gen and swarms. Those things can be fixed with certain conditions in the future, but for now they should be like a 1/16 chance of being found in caves on Haz 5 and 1/32 on Haz 4, with a 1/64 chance on all other difficulties.
Nemesis: I've seen this bastard one or two times from playing the current season after an extended hiatus out of the 50 or so missions I've played. Of all the Rival Tech that should be muted during the Rockpox arc, this boss shouldn't. It's honestly not that difficult of a miniboss and in my opinion it deserves to be a thorn in players' sides, so here's my suggestion. Every time a Bulk Detonator is rolled to spawn, there's a 10% chance it spawns as a Nemesis instead. Some seeds that spawn a ton of Detonators would benefit cause it would keep players on their toes.
Random Dreadnought Spawns: These should be more common lore-wise as a response to the rockpox. I don't know the exact conditions for them to spawn outside of Elimination, but they should be a bit more common on Haz 5 to add to what should be generalized chaos.
TL;DR - Korloks, Nemesis, and Random Dreadnoughts should be more common because the higher Haz levels seem too easy rn with how skilled the playerbase is in the long term. I can get away with random builds because I know how to handle these difficulties, and they need some tweaking.
Part 1: The Problem
The Weapon Maintenance 'system' in it's current form is nothing but UI clutter and utterly redundant.
But there are more skins! don't you like free skins?
Sure. But there are already four ways I can think of in this game that you could add those skins.
- The Season Tree already explicitly does weapon specific skins. Just add the skins to that.
- The Equipment Terminal includes weapon specific skins connected to unlocks. It would be a bit of UI work but it could be rolled into that.
- The Mission Terminal includes cosmetic rewards. Free skins could be added there as seasonal missions.
- The Forge also does cosmetics. No reason why free skins couldn't be thrown in there.
If you wanted to just insert new skins in to the game there are several pre-existing ways for that to be achieved and most of those don't require any aditional UI work.
Though now a new way has been included. Weapon Maintenance. The UI work has been done. Only there isn't really anything new about it, it's just another tab. You don't actually do anything new to get the unlocks, you just play as you normally would and they will arrive.
You can play with weapons you don't normal play with! isn't that new?
No. Not really. First off, you're already not playing with those weapons for a reason, why would you want more skins for guns you don't even like using? Secondly, okay maybe you're more a completionist/collector and you do want skins for guns you never use. Then you play a couple of rounds with a gun you hate to get a skin you'll never use. Not exactly content. How does it merit an entire new UI tab?
The answer is. It doesn't.
Part 2: The Solution
Add unique weapon challenges. One for each gun for each season. Each challenge with it's own skin unlock. Something actually new to do that changes how you play in a mission.
Caveats to this:
- Any challenge should always be something that requires you to switch up what you're doing. Which is to say, you shouldn't ever just earn a challenge by accident doing what you were doing anyway.
- Challenges should not be cumulative between rounds. Any counters should reset for each mission.
- They should always require successful mission completion. No dipping in to cheese a challenge then die for your skin.
Possible examples:
- With the M1000 get 50 weakpoint hits in a row. Missing or hitting a non-weakpoint resets the counter.
- With the Armskore Coil Gun kill 5 enemies with one shot 10 times.
Numbers of course could be tweaked. They don't have to be something utterly frustrating to achieve, I don't think DRG is that kind of game.
Wouldn't this require more work from the developers?
Yes, but why do half a job? either make a new system or don't.
I don't want to jump through annoying hoops!
Sure, but playing with guns you don't want to play with is no different. It's all optional skin unlocking ultimately.
Steeve follows the laser of the pointer like a cat
I've been thinking about the Corrosive Sludge Pump and how it dissolves enemies, should it also induce a vulnerability debuff to enemies afflicted with the direct DoT, even if it's a weapon mod of such?
CRYO CANNON OVERCLOCK IDEA 
Name: Scatter Shards
Type: Balanced
Description: The cooling chamber has been pumped up and now will spew ice shards into frozen enemies that scatter out when they die to melee attacks. Unfortunately this thicker ice takes longer to come out, so make use of the benefit as much as possible.
Frozen Enemies killed with melee attacks will scatter ice shards into enemies away from the direction of the killing blow. The shards can pierce enemies.
Slower fire rate
SLUDGE PUMP OVERCLOCK IDEA 
"Carpet bomber"
Type: balanced
when shooting the sludge pump directly at a wall, it will shoot an extra barrage of sludge at the opposite direction with double the velocity
goo puddles have slightly better slow rate
: slower charge rate
lower DoT
Description: "with this bad boy you can cover more ground with your corrosive sludge. Give those buggers hell"
you know what this game could do with?
reflecting projectiles
i don't know how exactly it'd be implemented, but catching a mactera's dart and chucking it straight back is a concept that simply can't go unexplored
I think that egg hunt is the worst mission type.
I think a way to make it wayy more exciting would be to add a boss once you collect all eggs, I mean, we already hear it roar whenever you pick up an egg
It could be called the Glyphid Queen and is bigger than a bulk. It could have an attack where it slams its legs down and splits the ground similar to an earthquake. It could also have attacks similar to those of a dreadnought such as fireballs etc
This could also be a new mission type where you have to go into the queens nest and steal something like eggs and has new bugs and is absolutely crazy.
Active perk: Steel Muscle
Cooldown: 4 minutes
Flex the entire body for 0.5s/0.6s/0.8s/1s, during flexing you can't do any actions, immune to knock back and take 30% incoming damage.
"Never underestimate muscle of a dwarf"
Glyphid Oppressor and Stingtail will send us to the fly if you're hit and I think this new perk will help a lots. Each person with different reaction speed will use the perk at different level.
gk2 overclock idea
Airburst Rounds - UNSTABLE
DESCRIPTION: "These human-made bullets were banned by nearly every single army around the galaxy, and for a good reason. These bullets will explode on contact, releasing a deadly blast of shreds that will damage anything in a cone-shaped area behind where the target used to be. However, the rounds will greatly impact the gun's accuracy, recoil, and magazine size. Also, be careful when using them, as they are infamously known for being excellent regarding the matters of friendly fire."
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- Bullets will explode when they hit a target, dealing direct explosion damage and damaging anything behind it in a cone-shaped area
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+25% recoil
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+25% bullet spread
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-15 magazine size
This overclock basically turns the gk2 into the modified AKM form the movie "Elysium"
PLEASE can we have a secret laughter track for when you get swarmers from a pumking where its just mission control laughing🙏
you know since the community generally agrees that the rockpox is a bit too much(?) why not fix the issue by making it so that the cleansing pod tools can be used on other dwarves to help them break free/reduce their rockpox debuff? Having players interact by rescuing one another from being frozen/being grabbed is really cool so why not do the same thing here?
you could shoot bubbles on the ground and any dwarf that makes contact with it would get their debuff reduced while removing the bubbles they touch or you could use the vacuum to directly reduce the debuff from someone else faster
When New year's comes, maybe we could get the inner tube glyphid as a hat?
I think Rockpox just being another warning in the pool when out of season will be too rare for what is basically a mission type.
If someone wanted to fight Robots they could always go to Industrial Sabotage but Rockpox doesn't have anything similar so I think it should still be guaranteed to show up on like 2 missions.
Return Pumking King to the game, not everyone could get it (me too)
Skins, cammos, upgrades and over clocks for grenades, and for the utility and traversal tools, minus the upgrade bit for those since they already have some
I am probably not the first but I would LOVE having missions where you have to protect the space rig, like the parts where we have access to is a small amount of the whole space rig so I'd love to play missions in the other parts of the space rig or a little bit story or so maybe
For helmet events the character will make mention of getting their gear home, but you get a bunch of minerals and a cosmetic part that you all keep. So you aren't really getting their stuff home, it feels like you're taking it. Can we strap their backpack to MOLLY and maybe at the end of the mission it can show up in the space rig with a sitcky on it to "send to family" or something like that? Kinda like with Doretta's head and "fix me"?
People hate the hover boots perk. I've seen a lot of rework suggestions and here is my own.
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Make its activation more like jet boots. The main problem that people seem to run into is that they activate it too early or too late. So instead, holding down the activation button should make you hover and releasing makes you drop
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Unlike other perks that have a cooldown or limited uses, give hover boots "fuel" this would give you limited use, but would make the first part of this suggestion more possible.
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Change the activation button. C isn't very easy to reach in a situation where you're about to become naedocyte jam.
This is my rework suggestion and I'm sure that the 3½ people who use the perk wouldn't mind.
A Dash of Rust: Molly walks faster
Nitra-Infused Space Ham: Resupplies cost less
Ground Apoca Bloom: Flares recharge faster
Morkite Sauce: Pickaxe holes are larger
Not-So-Bittergem: Effects take longer to affect you