#suggestions

1 messages · Page 22 of 1

pure reef
#

ive completed season 4. can you make it so I can select a previous season somewhere and go do that and get caught up on seasons i missed before i started playing the game?

stable plaza
#

I’d like to see the gems in gilded beards for each class color. The lack of sapphires or some other blue gems for my scout is a bummer for otherwise awesome beards!

near glacier
#

Add this scrapped voice line when overheating a weapon
I understand that it wasn't used because they didn't want excessive swearing.
But uhhhh it's funny and weapons don't overheat that often

fallen egret
#

Actually just add back all the unused profanity it’s funny

heady gust
#

Alternatively, give an option to enable/disable excessive profanity.
This can help make the game more appropriate for people who want to play with young audiences, or more inappropriate for those looking to have a funny time.

tranquil marsh
#

Shoulder Carry
Let us pick up and carry downed dwarves! It makes plenty of thematic sense and the potential for awesome moments would be amazing.

Picking up a downed dwarf should be a quick way of getting them out of an awful spot so they can get fixed up somewhere more sensible.

loud hill
#

thunderhead OC: sub-caliber rounds
by making the rounds thinner and harder, as well as adding fin stabilizers, the autocannon deals increased damage to armor and has a chance to ignore it entirely! it is also somewhat more accurate and deals more weakpoint damage, though these modifications mean much of the explosive compound must be removed.

+200% armor breaking
+30% chance to ignore (non-unbreakable) armor
+50% weakpoint damage
0.9x base spread

-7 AOE damage

undone crown
#

Make it so that more enemies spawn during the extraction on haz 4 and below. I mainly play haz 3 to 4 and the extraction is often way too easy with no bugs and the most deadly thing being the terrain. I have noticed that haz 5 extractions have quite enough bugs

tranquil marsh
#

Active Perk: Shield Overdrive
Once per mission you can set your shield on overdrive, doubling its capacity and charging speed and preventing charging from being interrupted. After 30 seconds the shield capacitor malfunctions, disabling the shield for the rest of the mission

broken smelt
#

Seeker rounds buff idea:

Give it more fire rate, seeker rounds seem to be a good choice But due to the fire rate reduction it cripples Lok-1s effectiveness, idk how much does it reduce the fire rate but maybe make it 30-50% of the reduction? It would defenetly make it a lot better while keeping the core of the overclock

kindred kettle
#

Contextual inputs for mobility perks: double-tap sprint while on the ground to activate Dash, and double-tap sprint while airborne to activate Hover Boots.

gaunt canyon
#

If devs are ever gonna add instrument OCs here's a few ideas for engi's plastcrete gun:
🟡 Volumetric Foam: replaces standard platform ammo count with liters of plastcrete. Place 2 points to form a small bridge between them, uses ammo according to distance covered. Isn't so useful in fall damage negation, since takes time to set up.
🔴H4P-0N: increased projectile velocity. Makes platforms bouncy, converting all fall damage into ricochet speed with 80% efficiency. Slows you down 10% if standing on it for longer than 1 sec. Decreased ammo.
(Use with engi's RJ Overclock for some smooth moves)
🟡B4N4N increased platform size, but more ammo. Gives up to 200% speed boost, the longer you walk on joined platform cluster (remains if you jump), but you gain some slide trail when you stop. (basically ice mechanics, but, with a bit shorter glide trail)
Smaller fall damage reduction.
🟡Shattered Gyroscope: very slow RoF, decreased ammo, infinite magazine (still has ammo, just no need to reload) press R to change platform placement from horizontal to vertical

broken smelt
#

"Reactor overload" for shard diffractor:
"Engineer has been sneak peacking on Drillers Ice Spear overclock and thought that he could pull it off, after nights of nonstop work he created an unstable, yet very powerfull laser"

Negatives:
-50% ammo
-1m of effective radius
+0.9s of charge time
-(on the power beam) deal 15 damage to the user

Possitives:
+(upon pressing R) consumes 25 ammo, in exchange you fire a power beam that deals 350 damage to a single enemy

rain falcon
#

More animations for failing a mission

bleak stirrup
#

Zhukov NUK17 balanced OC idea: Run and Gun

rocknstone1.5x damage while running
rocknstone No movement penalty from shooting

totheboneLess accuracy while not running
tothebone0.8x damage while not running

errant scarab
#

Add new loadout icons to represent mission types!

I love using different loadouts for specific missions, but don't often use the base icons and use a mod that replaces them instead.
That being said, instead of freezing on Glacial Strata, I am now point-extracting.

This is a QoL suggestion, and I think would encourage players to use their different loadouts, which can also be especially helpful if you're loading into a mission while it's ongoing.

rose pasture
#

I decided to stagger the Blacklock Lager about a dozen times using the loadout/beer effect glitch and decided to look outside through the window with the whole mess in my view. I realized there can be a halloween feature for the outside of the space rig. A thick, white, haunted fog outside with a few random ghosts at a time, running or walking in a random direction, taken the shape of either dwarves, glyphid grunts, Praetorians or perhaps, the infamous Bulk Detonators.

austere spear
#

gk2 Deepcore GK2 Overclock Ideagk2

Hyper Speed Rounds
rocknstone Super Blowthrough Rounds (+3 Max Penetrations)
rocknstone Much faster Rate of Fire (+4 Rate of Fire)
tothebone Lower Damage (-3 Damage)
tothebone Greater Recoil (+50% Recoil)

 *By increasing the propellant in each round we are able to massively increase your rate of fire, this extra speed makes your shots penetrate any glyphid, allowing you to hit multiple with the same bullet! Because of this each shot deals less damage, and has greater recoil.*

This can either be a new OC, a buff to Overclocked Firing Mechanism, Or a replacement for Homebrew Powder.

I'm Suggesting this because I noticed the GK2 only has one crowd clearing overclock, Electrifying Reload.

Aside from carrying the ROF over from OFM, I wanted this OC to have better DPS then base even with lower damage, since lower DPS is almost never picked unless it has a very strong secondary effect, and I assumed blowthrough wouldn't be enough by itself. You could get rid of the ROF bonus and Recoil penalty if you wanted the OC to be more separate from OFM or GR, but that would also make it less versatile and fun.

I can see +3 Penetrations being a bit to powerful, so maybe the damage or recoil penalty could be increased, alternatively you could make it just +1 penetrations. I ultimately just went with what I think I would actually use in game and have the most fun with.

grand flint
#

Mutator: Sleepy Lootbugs/Lootbug Hibernation Season
The lootbugs are asleep and don't feel the pain when you explode them, meaning you can humanely gather their resources! They also don't move around or eat chunks of nitra/gold laying on the floor.

real geyser
# grand flint Mutator: Sleepy Lootbugs/Lootbug Hibernation Season The lootbugs are asleep and ...

Inspired from this one, what about a GTFO style mutator?

glyphid_smol Screamvine colony glyphid_smol

It’s hibernating season! Disturbing the hibernating glyphids too much will result in them waking up! New plants called screamvine sprout everywhere, sensitive to touch! Touching these plants will cause them to shriek, awakening all of the hibernating glyphids and sending a large swarm after you Minecraft skulk style.

rigid raptor
# grand flint Mutator: Sleepy Lootbugs/Lootbug Hibernation Season The lootbugs are asleep and ...

It sound dumb at first but you pointed the word "Mutator" and it lead to the transformation of a LootBug.
Lootbug : eat mineral on the floor
---Pupa lootbug: The lootbugs are asleep and don't feel the pain when you explode them. Caution: they 're covered by hard amour.
------Flying Lootbug: Pupa lootbug after 2 minutes will transform to the mature form. This Lootbug has amour, can fly and they eat mineral on the cliffs. Quickly shoot them down before you run out of ammos, or gamble your life by waiting for the x1.5 amount of minerals they ate.

stray hearth
#

The miner’s manual claims the septic spreader has a head weakpoint which is

  1. not true and
  2. why isn’t it true?
    anyway my suggestion is give the spreaders a head weakpoint because their sacks are a pain to hit
austere spear
# rigid raptor It sound dumb at first but you pointed the word "Mutator" and it lead to the tra...

Mutator Idea Inspired by the above

⚠️Lootbug plague⚠️
This area was once was incredibly resource rich, but now has been overwhelmed by lootbugs, leading to their overpopulation in the area.

75% chance for a mineral vein to be replaced or half eaten by several lootbugs, with the replacement lootbugs containing the minerals that would be in the vein, instead of their normal contents, this includes crafting minerals, like bismor and enor pearls. Compressed gold, Aquarqs, Bittergem and other non standard or mission objective related things are untouched.

The missing veins and minerals should be obvious so the players know to search for nearby lootbugs, and the replacement lootbugs should stay within ~15m of the vein they replace, to avoid them running off or all congregating in one location.

real geyser
#

New mactera:

Mactera Mactera Queen Mactera

The queen of a mactera colony, this large praetorian-sized mactera is so large and full of eggs that she crawls along the ground. The mactera queen is slow, but contains powerful, Hercules-beetle like jaws. The mactera queen, upon death, releases a swarm of 10 baby mactera hatchlings.

Mactera Mactera hatchling Mactera

The mactera hatchling swarms the player, like Naedocytes. The difference is, mactera hatchlings are ranged and stay at a distance, firing low damage projectiles.

undone crown
#

Make haunted cave more common on Halloween

pure reef
#

make it so my friends can be there and celebrate with me when i promote. i'll never understand why i have to be solo to promote.

also, if i join a mission after a jet boot crate is found, i can still get the jet boots. but if i join a mission after a helmet is found, i dont get the contents of the lost backpack. it discourages miners from joining solo players stuck on long missions and helping them, because they could miss out.

spiral grotto
#

In the Space Rig, have a crappy TV that shows Dwarf television (news, soap operas). To minimise dev time/costs for producting these clips, the TV can conveniently fall in and out of reception.
"Stupid satellite! Now I'll never know if Cliff got married to his sister!"

placid sundial
#

idk if anyone has suggested that, but i think it's a neat idea.
currently cargo crate pool is extremally bloated, and getting all weapons frameworks/paintjobs from is it a very long process.
But, with the new weapon maintenance system, you could add some sort of option to unlock an additional existing franework/paintjob, maybe one every week. or maybe more, who knows, that's the fun of it breather

polar night
#

Make the bubonic beak hat match the paint job like with the other beak mask

lofty flicker
#

ADD gold, minerals limit you can get in a single mission
2k gold is limit and 200 minerals is limit or something like that
fight the cheaters!

vague crown
# real geyser New mactera: <:Mactera:695470887368917073> Mactera Queen <:Mactera:695470887368...

Allow me to add a bit to this

i think its about time we get some new non-glyphid enemies, so lemme throw an idea of mine out, one that i had for quite some time.

The Mactera Goliath - a Massive, armored breed of mactera. while it is slow in comparison to its smaller kin, it more than makes up for it in health and firepower, basically a pretorian with wings.

its head, while small in comparison to the rest of its body, wields massive, powerful jaws that could easily slice through armor, flesh and bone. the mactera goliath is also equipped with massive wings to carry its heavy body.

it spits large, near stake-like stingers, covered in spines that are coated in its own homemade toxins.

its massive abdomen is covered in heavy armor on the top of it, while the underside is fully exposed. "wouldn't that make it easy to shoot?" i hear you say, and you would be correct if this thing didn't curl up its abdomen during flight, protecting it from most if not all angles. "ugh, another armored weakpoint? really?"

i know, i know, the brundle's gimmick is annoying but it aint here, because watch what happens when you shoot its wings down:
if ever without wings, a mactera is just a naked qronar, ready to be shot, right? not in this case, because due to its weight, the mactera goliath cannot allow itself to fly 24/7 unlike other mactera, so it evolved large, strong legs to help itself with terrestrial movement while resting from flight, allowing it to both hunt and prepare for the next takeoff at the same time! so the moment you shoot down its wings, it'll enrage, charging towards you, mandibles open wide, ready to chop you into minced meat, due to needing somewhere to vent heat out of, it will also expose its abdomen, curling it out, instead of in, letting you make flanking maneuvers to shoot it, or ask a friend for a bit of help with taking it down. while on the ground, freezing it won't instantly kill it, and due to its size, it'll take a lot more cold to freeze.

vague crown
# vague crown Allow me to add a bit to this i think its about time we get some new non-glyphi...

Side note: you could make these fellas exclusive to mactera plague missions.

At the moment, mactera plague really isn't all too interesting. you'll always get the same 4 mactera types. brundle, spawn, tri-jaw and goo bomber, maybe a grabber if you're lucky, so adding the mactera goliath to mactera plague missions might give single target/armor breaking based weapon builds some room in this mission modifier, and spice up the mission as a whole.

rough perch
#

weapon charms?

gloomy idol
#

stop making molly go through the fucking metor or drop pod shafts

quasi flare
#

I’ve said it before and I’ll say it again, please please please give us a clear all notifications button. Going through each class and weapon to clear the new paint exclamation mark irks me every time.

sharp badger
#

Drak-25 OC Idea

Unstable Magnetic Containment Cell

rocknstone + Your shots will leave a cloud of lingering plasma upon impact dealing fire damage over time (EPC's mod)
rocknstone + 3 bullet speed
tothebone - 5 to accuracy

undone crown
#

I got an idea for an enemy that shoots silk threads that it can walk on like ziplines. It would also be able to walk on ziplines, and its attack would be a melee attack that poisons and webs the target. Maybe enemies could also walk on its silk, but I'm not too sure. I'd appreciate feedback in #suggestion-discussion

quaint cosmos
#

Make multiplayer free on ps4 or make cross play pls?

tight mango
#

option for engi sentries to automatically return to him when moving more than 60m away

frosty heath
#

-Could the sentries not target Huuli hoarders until it starts running?
-Could Biome hazards not immediately set off Huuli Hoarders and could you give them environment resistances so they don't start panicking from a light zap from the electric crystals?
-Could you make them prioritise staying away from hazards until they enter panic mode?

worthy magnet
#

i'd love it if bosco didn't aggro onto xynarch charge suckers before the bet-c has been activated
it's happened a couple times where bosco has started the bet-c fight without my go ahead and i've died as a result because i wasn't prepared

wooden fable
#

Considering how resistant Ommoran is as a Crassus an Bulk detonator can barely make a dent in it, R&D should consider using it in armor plates as it must be pretty heavy you could get an armor trait with Ommoran alloy that makes you more tanky but slower

dire drum
#

something i havent seen mentioned as an idea before:
let us favourit cosmetic items and make them appear at the top of the list.
head gear especially is super cluttered up and so many i never use, but i always have to search for the ones i actually want to use more often.

elder gull
#

Can we let a capped amount of XP “carry over” from one promotion to another (like 15,000 XP)? This will let people play their favorite classes while doing the promotion assignment.

lofty flicker
#

add glasses
as a person who wears glasses, i want my dwarf to have glasses too

dusk basalt
#

Boltshark OC: Boltbringer
Less ammo capacity
Less special ammo
Regular bolts are retrievable even after having hit a bug.
Bolts pass through bugs and stick into environment.

barren meadow
#

voiceline: "what IS wrong spirit? did you soil your underSCARE HAHAHAHA"

queen tiger
#

Zones of control
while they aren't gaurunteed to spawn each mission set, they would basically be like the rockpox zones but for the different factions (or more) in deep rock
these zones would have the events spawn more frequently in them and perhaps other unique setpieces to each zone
for example:
a rival zone of control would have a higher likelyhood of rival presence warnings, and rival related events spawn in them, perhaps with rival tech machinery/doodads dotting the caves
a Deep rock galatic zone of control would have the old drg tech and events be more common
and the rockpox would generally be the same, maybe with some added rockpox stuff in them

Visually, they would look like the current rockpox zones but themed around each faction, hopefully this would allow for these events to get the love and attention they deserve rather than gathering dust while most players rarely encounter them

pure turtle
#

Boltshark OC: Ballista (Unstable)
rocknstone Bolts pierce ALL enemies.
rocknstone Bolts deal significantly more damage.
rocknstone Bolts fly faster (and further)
tothebone Significantly less ammo
tothebone Significantly longer loading

Very good against dense swarms, and maybe some larger enemies

uneven wolf
#

A toggle for you-hosted games where you can choose that at least 2 people are required to be able to launch the drop pod or the usual one

Would solve the issue of people pressing buttons with no one asking

vocal ridge
#

Joke for Ghost prop voicelone: "You look drunk, I wonder how much booze you drunk, Ah ha ha ha"\

loud hill
#

make clicking on the headlines in the mineral trade terminal actually bring up a news article about it. to make it not too time consuming for the devs, make the main text of the article in a dwarvish script.

i dont know how practical this is but itd be a neat way to add a bit of lore/easter eggs

fallen egret
scenic rampart
#

what if we could customize our space rig with different themes from past holidays cuz i really liked the summer and lunar new year ones

crystal laurel
#

Voicelines for mission control upon failing a mission. I feel like it's weird that he wouldn't say anything despite watching the dwarves the whole time.

Examples: "It was an honor working with you"

"sigh - You tried your hardest, but it wasn't enough"

"No, No, No! Damnit!"

"Not again..."

sick cloak
#

When rock and stoning in the memorial hall the dwarves should have respectful or even somber voicelines for past miners, rather than yelling in celebration like they do everywhere else

undone crown
#

Spitter swarms. Spawns glyphid acid spitters, glyphid web spitters, glyphid septic spreaders and glyphid menaces.

visual crane
#

current armor system is not bad , but imo its not enough , i suggested an armor station , or exoskeleton station, with this new station our armor is split up to 3 places ; chest , arms and legs. all of them have their special upgrades. this can add a lot to the gameplay

austere spear
#

Buncha small OC buff's I would like to see in this or a future maintenance update:
Note: (~ +/- number) is what I think would be a good number to set the referenced stat bonus/penalty to. Eg (~ +1) means set to +1 not add +1 to the existing bonus.

Warthog:
Mini Shells:
Main issue is low DPS, to fix either add a small ROF buff (~ +1), Or reduce the damage penalty (~ -1), and the ammo bonus (~ +42).

Light Weight Magazine:
Good as is but could be a little stronger, maybe give it a bit more ammo (~ +20) or a bigger bonus to reload speed (~ -0.6) to make it stand out more.

Stubby
Super Slim Rounds:
Not a very attractive OC, Making the magazine size bonus bigger (~ +15) would help it be a better pick and fulfill its sustained fire niche better.

Turret Arc:
Friendly fire is annoying AF when someone is using it, so I would have it deal a lot less FF, also Its near useless when using it with solo turret. To fix this I would have it make bullets from turrets that are electrocuted apply the stubby's electric effect.

LOK-1
Armor Break Module:
Lok doesn't really benefit from armor breaking enough to take this OC over another, personally I would rework it, but if not then I would have it stun its target when it breaks their armor. Guarantied stun for 3 to 5 seconds.

Seeker Rounds:
The slow burst makes it hard to pick this OC over another, I would lower the burst penalty (~ x0.75/-25%) or remove it and replace it with a lock on time penalty (~ x0.75/-25%).

Eraser:
The base OC is fine, but due to T5B and T5A you dont need that many locks, and having more can be a detriment, you could fix this issue by making T5B require 8 total locks instead of full. If you wanted to keep the changes to the OC itself, giving it a lot faster Lock on speed (~50%) would also help but may be a bit strong.

austere spear
# austere spear Buncha small OC buff's I would like to see in this or a future maintenance updat...

Deepcore PGL
Clean Sweep:
Good as is, but I would like to see it get a bigger damage bonus (~ +20) to make it a more impactful pick.

Pack Rat:
Literally useless atm, outclassed by the other two ammo OC's. Giving it a bigger magazine (~ x2) would be really funny, and make it a lot more unique and interesting.

Compact rounds:
Due to how T3A works, there's not a reason to pick this over RJ250, To fix this you could change its bonuses around, so it fulfills a different niche to RJ250. One option would be to replace the damage penalty with a damage bonus, but increase the range penalty. ultimately Idk what would be best for this OC, as the issue is more with the base weapon and its relation to other OC's, not with it.

Fat boy:
+1 base ammo, this buff doesn't let you get more from resupplies, or significantly change total shots over a mission, but does let you take damage or range in T1 instead of ammo, allowing for a bit more effectiveness per shot, and a little more build variety.

Breach Cutter
Roll Controll:
Idk how to fix this OC tbh, maybe make the roll speed incredibly fast, so it can be used as a pseudo size increase.

Return to sender:
Making the return automatically occur after half its lifetime has passed would help to make it a lot easier to use. Though with this you would lose out on the manual control so another solution may be better.

Shard Diffractor
All its OC are great tbh, I have no notes.

TBH, I didn't compare DPS or breakpoints to make the best possible suggestion, I just suggested what buffs would make me personally use the OC's more often, so take these sugeestions with a grain of salt.

real geyser
#

Memorial hall rework

Statues change material depending on the level
Level 1-9: no statue
Level 10/25: stone statue
Bronze: bronze statue
Silver: silver statue
Ect

Each achievement gives a little object in the memorial hall, with a wall of achievement that contains a small trinket for every achievement (EG a leaf lovers for completing the tutorial, a little bronze pickaxe for the first promotion, ect).

And finally, a wall full of framed photos of the dwarves every promotion, to keep track of what they look like and to see the progress you’ve made.

These changes will help give a sense of progression and accomplishment, and is something to work forwards to. Also the memorial hall right now isn’t great, it’s four statues you complete within the first 10-20 hours of the game.

visual crane
#

New Seconday for Driller : Nailgun MK2sE

"Management still doesnt know how driller find and chose that for a field like hoxxes , however driller is pretty confident about this weapon, he also asked for a few tweaks in the nailgun for Engineer ,management also doesnt know how engineer approved this"

Damage : 4 per tick
Magazine Size : 75
Max Ammo 375
Rate of Fire (per second) : 13
Reload Time : 2 seconds
Weakpoint Damage Bonus : %20
Nail Reach : 6 meters

  • Upgrades -
    Tier 1 :
    Bigger Nails : 1 more damage , Expended Toolbox : +75 ammo

Tier 2 :
Improved Pressure : nails will go further (+1,5 meters) , Improved Alignment : nails will have less spread , Improved Tube : your rate of fire is increased (+1)

Tier 3 :
Quickfire Ejector : faster reload time (-0,2) , Recoil Eater : less recoil per shot , Battle Frenzy : after killing an enemy you will get a small sprint boost for a short time

Tier 4 : Mega Nails : your nails have a chance to break armor (%15 per shot) , Hell Nails : your nails will do more damage to weakpoints (+%30)

Tier 5 : Concussive Nails : your nail have a chance to stun the enemy (%15 per shot) , Pinning Shots : if there is more than 10 nails on an enemy it will get stunned for 3 seconds.

Some overclock ideas :

Clean : Mega Toolbox : your max ammo and mag size is increased (+75 ammo and +25 mag size)

Balanced : Burst Shots : you will shot 5 nails back to back , your rate of fire is increased

Unstable : Shotgun Module : if you hold the shoot button , you can shot 20 nails at the same time but after that your nailgun is not usable for 3 seconds , you have less mag size an your spread is larger.

versed glade
#

I am fully aware how many times its been suggested, but I still would love to see more loadout icons. They feel pretty restrictive.

summer ridge
#

Idea for LOK1: combine SMRT targeting with max locks in tier 4, and add a new mod in tier 3 such as weakpoint damage or stun.

SMRT is useful but usually outclassed by the other mods in tier 3. Lock speed is picked more frequently in tier 4. I believe my suggestions would make mods more competitive with each other and give better choices for LOK1 builds.

idle stone
#

New Craft Beer: Lopsided Lager
33%
Does one of three things for 10 seconds

  • Flips the player's view horizontally
  • Flips the view upside down
  • Both
pure reef
#

I really, REALLY wish I could choose which monitor the game launches on (multi-monitor setup). However, while searching online for a solution, I found this:
Press "WINDOWS" + "SHIFT" + Arrow left or right - and it seems to work wonderfully

stuck sand
#

allow us to make boosters on the liquid refinery pipes for like 30-50 nitra each (or have like 1-3 randomly spread around the mission like destroyed supply pods) so we can actually go up slopes at a decent speed

broken smelt
#

A wizard costume

You know that one joke where Peter Goes on a "space walk"? That robe, I want a sparcly wizard space robe for my engie

wide torrent
#

Perk ideas that I personally believe would make more of them stand up to Dash, Iron Will, and Field Medic:

Hover Boots: I think these should grant you the same effect as Jetty Boots, except with limited fuel. I don't know how much fuel would be fair, but it definitely shouldn't be infinite. Would be very nice if you could have some button toggle them on or off, so you don't accidentally spend little bits of fuel here and there. Also if you find Jetty Boots in a mission and have this perk on, you should have some improved form of Jetty Boots such as more acceleration, more use before overheat, faster cooldown or something else.
Another idea would be some form of high jump that could be used every 25 seconds or so like Dash with a passive that increases the distance you must fall before you take damage (Much like platforms do)

Shield Link: I would like to shield boost myself. I want to equip the auto cannons 50% damage resist mod, shield boost myself, and jump into stupid situations lol. Also the passive effect isn't great, what if it instead increased you and nearby dwarves max shield capacity by 5 or 10? And make it stack so if you all bring shield link and stand near each other your shields actually feel linked and super powered. Would be nice if this perk did something in solo (Be it solo play or just regular play before people have joined)

Beast Master: I do not think this perk needs a cooldown. Grabbing a Steeve is risky and difficult (even more so on multiplayer) and Steeve doesn't contribute a ton (Although the morale boost of petting him is great, and no cooldown would let me pet him at any time!) Also could be neat to have multiple tamed bugs at once.

#

Perk ideas continued:

Berzerker: I think the coolest part of this perk is the ability to power attack while your power attack is on cooldown. I'd like to see the cooldown of this perk reduced a lot more so I could use it more often (like how dash is usable for cave traversal since you don't need to constantly save it for a swarm) down to maybe 60 or 90 seconds. If the duration needs to be reduced that's fine, shorter effect more often would be a simple change but a big improvement.
Another idea is to really focus on the double power attack aspect, what if it were just an extra power attack on a separate cooldown? maybe even multiple charges, each with a 30-60 second cooldown, and you could run up to an oppressor or something and power attack multiple times super fast without even a bit of cooldown between each.

See You In Hell: This perk seems to be kind of about making you easier to revive, and taking the bugs that downed you, with you. I think a good change would be to make this give you some sort of grace period (5 seconds or something) after you fall to 0 HP where you can still act but are doomed to go down, kind of like a different Iron Will. This would ensure you have time to finish what you are doing, or move to a location that's easier to reach for a revive, or just kill the bugs around you. May be a good idea to prevent revives during this grace period, otherwise this and breathing room might make revive chaining way too easy and effective.

#

Single biggest request is that if perks ever receive some form of overhaul I would like everything to be brought up to Dash level rather than nerf Dash, Iron Will, and Field Medic.

steel lark
#

An accessible "reconnect" option after disconnecting from a server, something like the "Last mission ended abruptly, attempt to reconnect?" message after a crash. Way way too many times have I disconnected from public lobbies only for steam to not allow me to rejoin.

worthy magnet
#

#suggestions message alternate idea for beast master
instead of removing one restriction, remove another
keep the cooldown, but allow multiple steeves if you can manage to keep one around the full five minutes

lost crest
#

Dash is so fun, and with jet boots it is even better.

I understand why jet boots cant replace them, and rn I use hover boots and dash and enjoy it

I think the cooldown needs to be shorter, double dashes cooldown at the most, givd it a bit more mobility while active, you hold jump while hoverin and you go up slowly, you can maybe go side to side, get a bit more up time per use.

Dashing into a jump and using jet boots to carry your momentum is super fun, and is why I get so excited finding them, but with short cooldowns I can dash and jump anyways though not as effective, and break my fall with hover boots, i am constantly on cooldown for both of those and I am havin a lot of fun

I use hover boots to break falls down big pits, save myself so I can get a platform under me when somethin knocks me off a cliff, and to grab stuff thats put of reach without wasting platforms on a concave wall to try and make the bridge.

The stiff controls arent as fun as jet boots, but I do like them, a shorter cooldown, and a bit more movement and longer up time when I needed it would make them a lot more reliable, being able to get back to a ledge so you can climb up after a fall if slowly and vulnerably would be a useful gimmick, or slowly drift around a wall to grab the stupid fossil because you dont have a scout, but half the time I tap them on to break my fall and shut them off immediately, the increased up time and mobility wont effect that but make what its meant to do better, float long enough to mine a vein able to adjust your position to reach it all.

And jet boots for me is a straight upgrade, but the fluidity comes with risk, hover boots are on cooldown or off it, they are active or they aren't.

Jet boots have a flexible cool down in the fuel system, and activation in momentum, you can break your fall but it takes a second to actually slow down, and you may not have the fuel to do so, more fun and fluid, but a but less reliable.

young dragon
#

A new missions type, where DRG is finally starting to root down on the planet and put small bases or operating areas down, since they are sending elite teams even deeper into the planet (rogue core). Make it a wave defense mode, while you’re protecting the new frontier base while it’s being set up. Possibly setting up specialized turrets and have multiple angles and sides to defend.

pure reef
#

it seems i'm hoarding perk points now that ive completed the whole tree. can something be added to the game to allow me to use them for something? like, the season 4 tree turns extra levels into credits, even something simple/easy like that?

stark basin
#

Please make it so Bosco's light upgrade functions constantly, or at least when he's idly following you. It's such a pain having to tell him to light the place up only for him to darken everything again when he's busy.

eternal trail
#

it would be sick if u could combo sweet tooth with vampire and get the speedboost when u melee an enemy (u shouldnt get extra health from vampire just the speedboost))

lost crest
# lost crest Dash is so fun, and with jet boots it is even better. I understand why jet boot...

I think giving hover boots fuel could make the mobility better, burn more to go up, a bit less side to side, a normal amount just floating or going down. While still being a cooldown, just the timer they are up displays as fuel and the mobility potentially having drawbacks in giving you less total up time, but the fuel reserves should be big enough it doesnt matter too much for general use, you get crap gliding, worse verticality, and a good way to break a fall.

I don't think they'd feel right if they controlled like jet boots I've run it in my heads and they are just too different, but I do think they'd feel a lot more useful with the buffs I described

idle coral
#

dark-25 overclock: railgun
the gun now has a charged shot that can can pierce bugs

rocknstone has a charged shot
tothebone less ammo
tothebone overheats faster

high gorge
#

Add auto join random server to fix some server not show issue

#

Like this one for example
People can still join me for some reason and they have no server lag issue

verbal flint
#

This has almost definitely been suggested before, but:

Functional Chairs and a Dice Minigame in the Space Rig.

Let the dwarves sit down, rest a bit and maybe play some dice.

light atlas
#

probably been suggested, but id love a mobility OC for gunner, that would drastically reduce damage, increase ammo reserves, and cause you to gain increasing momentum in the opposite direction of where you're firing for as long as you hold fire.
just give a version of special powder to gunner and driller please scoutmini

undone crown
#

Don't do anything about barrel physics. Its hilarious and even when it happens on a mission, I laugh

austere spear
# austere spear **Deepcore PGL** Clean Sweep: Good as is, but I would like to see it get a bigge...

More OC changes I would like, Driller Edition

CRSPR Flamethrower
Face Melter:
I would replace the tank capacity downside with a sticky flame durations downside (~ x0.5/-50%).
Optionally, you could also replace the Flow Rate increase with a Heat increase (~ +10), though if this is a bad change for those who use it often, then disregard it.

CRYO Cannon
Tuned Cooler:
Increase the freeze power bonus (~ +2) so it hits the 10 cold breakpoint without freeze power mods.

Corrosive Sludge Pump
Goo Bomber Special:
Make the charged shot still lay a few fragments (the puddles from charged shots) if all fragments have yet to be exhausted during its flight. I would say 50% of unused fragments, Eg you have 18 "charged Fragment count", it drops 8 fragments during flight then hits a wall, exploding into 5 fragments. This would allow it to be used in unfavorable situations, without removing its main gimmick.
If the explosion is to strong, you can easily reduce its other upsides to compensate.

austere spear
# austere spear More OC changes I would like, Driller Edition **CRSPR Flamethrower** Face Melte...

Subata
Chain Hit
Either make it apply when it hits any part of the body, or 100% of the time when hitting a WP, as with its current restrictions its to inconsistent to take it over another OC.

Homebrew Powder
Make its range much bigger, I would recommend the same as the Bulldogs Homebrew Powder OC, 75%-200%.

Automatic Fire:
Remove downsides, there's not a point to take this other then QOL, so it should JUST be QOL.

Explosive Reload:
Give it a damage penalty (~ -5) but boost the damage of the explosions (42 > 50). This is so you are less likely to kill a bug before blowing it up. IDK if this change would be good for everyone, I like the idea of the explosions a lot, but if you feel it would make the weapon weaker then feel free to disregard it.

Experimental Plasma Charger
All the OC's are good, might need small balancing tweaks, but nothing big enough to include here.

Colette Wave Cooker
Super Focus Lens:
Change the description so you know how it scales, cause ATM its hard to choose due to not knowing how it works internally.

Gamma Contamination:
Increase the damage penalty (~ x0.25/-75%) but make the chance to apply 100%. IDK why its chance based tbh, if its to strong at 100% then just further reduce the ammo and damage to compensate, and if its not worth the reduction even at 100% then just make it 100% anyway and disregard the reduction.

Diffusion Ray:
Replace the slowdown bonus, as there is already a slowdown mod on T3 that 90% of builds take, so slowdown on an OC is redundant. I would replace it with a small width increase, to further encourage its CC niche.

main leaf
#

its a minor thing but id like to see another beer of the day screen placed so it can be seen from the drop pod, im always forgetting to get the beer just as im getting into the pod and having to go all the way down to see what the beer is, a second screen in this location would be a minor QOL improvement

real geyser
#

New warthog overclock:
engiapproves Explosive slugs engiapproves

”Packing an explosive slug instead of the regular shells has been shown to increase dwarf badassery by 200% and decrease the average amount of fingers on dwarves by two.”

rocknstone Projectiles explode
rocknstone Damage increase by 50%
rocknstone Increased stun

tothebone You fire a single slug instead of a shell
tothebone +1s reload time
tothebone -50% magazine capacity

icy bluff
#

Maybe an in game model of a medal? 🎖️
This way there's a viewable Badge for the players total rank and people can see that and be like wow so cool or whatever.. :P
possible one for promotions as well?
Rock and Stone.
-V lookhere

lunar leaf
#

Idea: maybe for 80 gold a mobile brewery can be called down, allowing for you to craft beers with temporary effects (30-60 seconds?), maybe put em in a to go cup looking mug

static hill
#

Warthog OC
Cut Shells

rocknstone now fires a single slug
rocknstone small increase to damage
rocknstone weak point damage bonus increased
tothebone range heavily reduced
tothebone slower rate of fire
tothebone higher recoil

modest laurel
#

With the Maintance in November, lets bring up a few tweaks for perks and possibly new ones!

BEAST MASTER | Tier 9

Make Spitters Tamable (Getting TO a spitter long enough to tame it is a different question but it would be fun to have it as a option) | Tamed Glyphids move 5% - 10% faster than their untamed counterparts.

SHIELD LINK | Tier 8-9

Add +XYZ amount to the shield total of players in the radius (also have a physical effect to SHOW your linked)

STRONG ARM | Tier 9

More Melee Damage | 5% - 10%

UNSTOPPABLE | Tier 8-9

Gain 5% - 15% Resistance to Melee Damage while holding a heavy item

ELEMENTAL INSULATION | Tier 7

10% - 20% less ENVIORMENTAL damage (thorns, hot ground, ETC)

pure turtle
#

Alternative to @modest laurel’s Unstoppable:

Also: Enemies can not make you drop items.
Final tier: Enemies can not knock you off Ziplines.
Other tiers: Reduces effect of enemy knockback~~ and slows~~

Correction: it does include enemy slows. Maybe that should be included in the description. Also the zipline stuff is too strong

Note: These benefits only apply while you are up, so being downed will still knock you off the zipline/ make you drop the item.

pure turtle
#

Weird idea: Union missions
Specific assignment missions for each section of the union. My guess is the would be equivelant to weekly missions, but maybe just longer? IDK Would need some fine tuning.

vapid schooner
#

something to help players/new players slightly could be blinking green lights on sides of the stationary equipment like heavy refinery or the morkite refiner(don't memorize names aside from Missions) and blinking either the down or up arrow or a middle dot to indicate whether or not the drop pod is higher or lower than the thing in terms of elevation

pure turtle
#

Make the homing drones from the Omen Tower more visible. In comparison to the lasers and the turrets, they feel almost unfair to fight against.
Also maybe make them have slightly less health, so all classes can confidently destroy them without necessarily taking damage. (IDK about this part)

kindred kettle
#

1/200 chance for the Drilldozer to spawn with a black paintjob.
"Aha! It does come in black!"

real geyser
#

When the drop pod lands and the (sometimes nonexistent) driller talks to the (sometimes nonexistent) scout, I feel like we should have the entire crew pitch in, but only if they actually exist.

EG:
scout - Should have stocked up on oily oafs for this mission.
gunner - I don’t want a repeat of what happened last time you drank on the job…

engineer - Hey driller! Try not to burn the corpses too much, it makes it hard to study them.
driller - You get what you get and you don’t get upset!

(For solo missions)
scout - I miss engie…

Some stuff like that, maybe even on solo missions the dwarf could talk to himself or bosco

sour sable
#

Bosco and friends:
Interchangeable variations of solo bots with different abilities.
We all know that Bosco is a jack of all trades type being able to dig for you, try to kill some bugs and poorly light up rooms. But what about having bots specialised in these areas I have no real idea how to implement this but dstare

lost crest
#

I would love beastmaster to be more exciting, as is whenever I pick it I can never even find a guard, and when I do it kills itself often via friendly fire, cause it stands and attacks something with no awareness of fire c4 or that it is attacking an oppressor and letting a horde wail on it.

Just letting it follow your laser pointer or control like bosco could help pull it from bad situations to keep it alive longer, but I'd love being able to tame more stuff, spitters sure, maybe some of the other hostile things like mactera but thats iffy and idk the looooore

but tamin passive mobs for different perks would be really cute, like... cmon just lemme have a lil hexawing pet, cause this perk is already a bit of a meme pick anyways and guard is the only real option, but if passive mobs had different effects or smth it could give cool options... or yknow just hording cute lil critters

||more likely change would just be getting rid of the cooldown so if he gets c4'd I just need to find another guard instead of waiting 5 minutes and theeen hoping a guard will spawn but shhh we could get such cooler thingssss||

sour sable
#

Carried object animation inspect:

What about our carried objects enor pearls, aquarqs, jadiz and alien eggs. None of these items have any inspect animations on them

:For jadiz and aquarqs a simple spin would do fine
:For alien eggs maybe the dwarf is trying to see what's in the egg or pushing away from their body in disgust
:For enor pearls maybe the dwarfs play with the ball trying to balance it on their finger

sour sable
#

:for compressed gold you could have a dwarf hug the precious ore

pure reef
#

The elevator to the promotion room is too fast. Let it stop at each destination just a smidge longer.

sour sable
#

I'm sure it's been said before but
Event lootbugs
loot lootflushed lootgold

:The Halloween event: It could have lootbugs with witch hats, spooky face paint maybe some small bat wings

:Yuletide/Christmas: stick a present on their head, a Santa hat or maybe a miniature version of the snowman helmet the dwarves can wear

:DRG anniversary: they could wear the yearly celebration hat

:Hoxxes lunar festival: a hat based off of that years animal

:The great big egg hunt: maybe just some bunny ears or they could be painted like the Easter eggs in game

:Space beach party:have the lootbugs wear a shark fin or a flower crown like lloyd

:Oktoberfest: let them wear a Tyrolean hat

austere spear
#

Integration of seasons into normal gameplay

DD & EDD
I want seasonal content to still be accessible and apart of normal gameplay, even if many are annoyed at the current rockpox due to oversaturation. Since the the objective's themselves are not objectively bad, but rather quite fun! So how in the future could the content be made less common and avoidable, while not being impossibly rare?

First I would integrate the seasonal objectives into DD & EDD,
A Single or Double Rockpox cleaning, Cracking a Meteor, and hacking a data deposit, all would work great as secondaries for Deep Dives, as they are on the same difficulty as the current objectives, while being quite different to what's already available!

For the Rockpox you can keep it as is, just prevent a triple spike from spawning, and make a double spike less common then a single.

For the meteor, you could have it spawn on mission creation (to avoid waiting for it, and random screen shake at bad times), and the dwarves would have to find it on their way through the cave, cracking it open and getting a new rare resource out from the center. As when S4 ends, it wont make much sense for them to still contain hearts, so a new mission resource, just so you have a thing to grab and deposit when its cracked (I would recommend a reskinned Bittergem lol) would work great!

Finally for the data deposit, it can stay almost the same, But I would add a few turrets in the cave it spawns, just to make it feel less out of place.

And for all three I would prevent them from being paired with Point extraction or Industrial Sabotage. Due to PE being speed based, making a set time event annoying, and IS already having a lot to do, so more time consuming secondaries would take to long.

Just these three new secondary missions would expand the possible combinations for DD/EDD by a lot, making them more varied and unique!

austere spear
# austere spear Integration of seasons into normal gameplay **DD & EDD** I want seasonal conten...

Normal Gameplay

I like the "infected" biome idea, so lets roll with it!

About 33% of the time, a biome will be infected by either rivals or Rockpox (only one of the two at a given time), inside these infected areas, the respective events (Like Rockpox swarms, Data Deposits, Prospectors, Harold etc) are possible, this also means these events ONLY spawn in infected biomes. With half the missions in the infected biome having the warning of the respective infection (Contagion Spike/Rival Presence)

I would also have it be about a 50% chance for a seasonal event to spawn during a mission that doesn't already have the respective warning, but is in an infected region. Meaning a 50% chance for a Prospector, Data Deposit, Harold etc. For missions with the respective warning, still have the events possible, but noticeable more rare then in other infected missions without the warnings.

To make this worth it, I would increase the rewards from the events, making a data cell worth a bit more then a secondary objective, and a plague heart worth a bit more then 1/3 a secondary objective (since you get ~3).

This would make the mission common enough that a new player will see and familiarize themselves with them, without forcing it to be a consistent challenge.

This may be annoying to some, so I would include the upcoming opt out option for past seasons specifically. allowing players to choose to remove the infection mechanic altogether.

Overall I think this would allow the past seasonal events to shine, without being annoying af

Also, optionally lock the opt out behind an assignment that needs one or two missions with either a Contagion spike or Rival Infection warning to complete, so new players don't just turn it off and forget about it.

Also ik the general Idea is ♻️ , I just wanted to make a post with my personal take, that is more thorough then a simple "add it to x".

unkempt idol
#

A mission warning that increases or uncaps the type limit for disruptive and special bugs might be neat! The current limits are great for helping missions feel distinct from one another but an occasional potpourri of every non-boss bug spawn possible in the region could make for an interesting change of pace

amber minnow
#

Got an idea for an "angler bug":
A large ambush glyphid that would be burrowed into the ground, except for a stalk that closelly resembles a Barley Bulb.
When a Dwarf (or something else) comes up to it, it would pounce and attack. A hand scanner would show something weird if the bulb got scaned, though. (Maybe it would display "Barley Bulb?" with the question mark). Attacking the bulb would also cause it to reveal itself and attack prematurelly.
It should only start appearing rarelly around hazard 2-3.
And, if any would appear on the mission, they'd spawn at the mission start, kind of like cave leeches.

dusk basalt
#

Let lithofoam lithovac combo rip away infection boils on glyphids and mactera the same way it does with the corrupter.

This would take care of the balancing issue and make it so ya don't have to drop the tools the moment someone starts vacuuming. Instead, it would encourage everyone to work together against the infected themselves as well as the environmental spread.

frosty heath
#

quality of life reload would be nice
Have reload progress keep if we pickaxe or interact with things like building pipe lines and depositing into molly, unless you shoot then it resets.
Like the Left 4 dead reload mechanic where it keeps progress after shoving so you can shoot after a few seconds of reducing the damage you take.
Maybe have it keep progress up to 80% then you need to finish the other 20%.
Again shooting and swapping weapons resets the reload meaning you have to start from 0%.

You might have to buff the perk "Born Ready" if you do this so maybe while you other weapon is reloading your active weapon gets a 10% damage bonus or something.

sturdy smelt
#

with so much event jiggle and items you can slap, its a crime that you cant slap the lights above the wep bench

hybrid mauve
#

Would be nice to be able to edit loadout on the class selection screen after joining missions

snow meteor
#

Wormhole special should rarely get you into mission control's room

crystal snow
#

scale brigade pickaxe set

in game checklist for overclocks and myabe cosmetics too

eternal mulch
#

Maybe BET-C can accompany solo players for DD's? This could encourage solo players to be more brave in deciding to do a solo DD, as some of us prefer to be solo. (or maybe this could just be an option that you have to pay for maybe?)

hot pilot
#

New Gunner Overclock
Hurricane Missile System
“Little Man”
Engie gave gunner some of his uranium that was a bad idea. (I’m not good with numbers)
rocknstone Larger blast radius
rocknstone More damage
rocknstone Blast leaves radioactive effect on blast area or bug for a few seconds
rocknstone Faster RoF
tothebone Less ammo overall (mag and ammo storage)
tothebone Slower reload speed
tothebone Small chance for missile to explode in your face

raven violet
broken smelt
#

Deepcore 40mm PGL overclock:
"Cryo nades"
"Your weapon might not pack the same puunch as before, But it more then makes up for it in it's new freezing power, unfortunately due to the granades freezing some parts of your gun it makes it harder to reload, the granades aren't cheap either, so make efficient use out of the ones you have"

Positives:
+cryo granades
+cryo mist (on granade explosion)

Negatives:
-50 area damage
-2 ammo
+0.5s reload

verbal flint
empty elk
#

Unstable Hurricane OC: The LOK-1 module
Good folk of R&D borrowed some of the Engie's tech and attached it to your rockets, making them lighter, faster and allowing them to automatically home in onto enemy's fleshy bits! Unfortunately, that means no manual control over rockets and all this sensitive tech requires more care at handling, forcing to tune down fire rate and reload speed
Pros:
+Rockets automatically aim for weakpoints (if there is one)
+50% turn rate
+50% projectile speed
Cons:
-No manual control
+0.5sec reload time
-0.5 firerate

tranquil marsh
#

In the Wardrobe, please give us a toggle button or something so that we can show our dwarf holding our primary and secondary. Having to run back and forth between terminals to try to get the whole ensemble looking spiffy is a pain.

near glacier
#

let us be able to put sentries on doretta

honest fable
#

Please have more helmets work with mustaches. If the mustache clips that’s fine with me. I want to be able to chose the right mustache that doesn’t look like it’s clipping. And if I don’t like any I can just use clean shave. Some helmets look so weird with just a beard.

stray hearth
#

can we be able to disable seasonal spacerigs? the current one makes my computer very unhappy

grand flint
#

Idea to make the cargo crate grind less painful: Crate Booster Cores
A third and rarer variant of the Matrix Core, this allows you to choose 1 of 5 random items to become more likely to appear in your next Cargo Crate/Lost Pack until you get it! Only one can be active at a time and crafting a new one will lose your old one, but you will be given an extra warning before you do it.
(If you get all 5 items on a core before crafting it, you can salvage a blank core from it instead with a small fee.)

sour sable
#

:Event decals on the drop pod :
droppod droppod droppod

In such a beautifully decorated space rig, why is the drop pod left out of the festivities? A paint job or some stickers on the drop pod could really bring some colour to the dark and dangerous caves of hoxxes.

sterile pawn
#

hey i have a good idea for skins and a idea for loadout in provements

#

1: allow the victory drink pose to allow players to change the look of the mug instead of the defult leaf lovers 2: allow cosmetics on the tools like the drill for driller and the other 3 special tools from the classes 3: allow loadout locking so that you can look at other loadout for example if i have a loadout 1 i want it locked to us in the game but i want to look at the others with out loading the other loadouts in the game so that i can look at my other classes and misaround

elfin magnet
#

I kinda wish we could decide the buff we want from the mugs at the Bar based on a mission. The fact it is random makes it hard sometimes to get the buff we'd like for a mission

vapid schooner
#

Likely recycled but haven't checked
Seasonal lootbugs
Based on whether or not it's a holiday like Halloween rn or Christmas, lootbugs will wear a hat like a witch hat, an elf santa hat, some beach floaties etc, like how there's seasonal collectibles to give double season xp

edit: yup recycled

stray hearth
#

Given that bots die when ignited, the temperature they burn at acts kind of like a second health pool. As such, I think it should scale with hazard level and player count like their actual health does. Would make the CRSPR a bit less dominant on rival tech or sabotage missions

grand bobcat
#

how hard would it be to put this game into unreal engine 5?

sour sable
#

:Event Molly:

We need to give our beloved but horribly programmed minecart with legs some love, And what is a better way for management to "invest in better equipment" than to cover her in cool cosmetics for the festive seasons.

I'm sure Molly would be overjoyed to be outfitted with hats, floaties and maybe some cute stickers

near glacier
#

Add more masks for the Halloween event

vague crown
#

Overclock idea: Randowiesser Coating
Class: Scout scout
Weapon: M1000 m1k

"You took your privilege of beer and did the best thing with it: You weaponized literal beer. The Wild effects of Randoweisser now apply to your rounds, letting them do quite a lot of random things, so many in fact, No list would fit them all! But since you do need some beer on the way, it takes up ammo space and the randomness may not always be a good thing... Basically homebrew powder taken to the extreme."

rocknstone Your rounds now do between x0.6 to 1.4x damage
rocknstone 33% chance upon hitting a creature, to apply the shot as if it hit a weakpoint, doing increased damage. If the creature has no weakpoint, deal Double damage instead, Weakpoint damage bonuses from mods will apply to said double damage.
rocknstone 50% chance upon hitting armor, to both ignore and instantly break it, regardless of health. If unbreakable, just ignore.
rocknstone 20% chance for shots to ricochet off anything.

⚠️ Note: All chance effects can proc twice with ricochet. Once on the original point of impact, and another after the ricochet hits.

tothebone you are more likely to roll lower damage than higher damage (65% for lower damage, 35% for higher damage. Whether you get lower or higher damage is rolled for first, then the actual damage multiplier is rolled, between x1 and the minimum/maximum value.)
tothebone x0.5 mag size
tothebone -32 ammo
tothebone Shooting weakpoints does not guarantee weakpoint damage bonus.

🎉 Cosmetic thing: Maybe pitch the "Ping" of the M1000 depending on if you rolled for higher or lower damage, with the pitch being higher or lower accordingly.

outer root
#

add daily login reward

pure turtle
#

Add more stuff for higher promotions. (Like above first or whenever you get a bronze/silver/gold promotion.)
I will assume the overclock grind covers quite a few promotions, however I think it would be interesting if there was something (not cosmetic) for higher level dwarves, or those who finish that grind.
There is a lot of stuff to do in DRG, but once you get to level 300+, much of that content has been completed and finished. It would be cool if there were little things locked off until that point. I don't have any good ideas on precisely what, but I think it would nevertheless be cool.

near glacier
#

New mission modifier:
Lootbug mayhem
rocknstone triple lootbug spawns
rocknstone every 2-5 minutes all lootbugs on the map will either pick a random dwarf, or even molly and start following them

I have no idea why I suggested this it just sounds funny

#

New mission modifier
Swarmer Hive

  • every enemy is replaced with Swarmers, and brood nexus
  • swarmers have a speed bonus
    Damn its already ingame
  • swarmers jump higher
uncut elk
#

got a pretty small suggestion (or at least relatively small). i think it'd be cool if at least full helmets had a toggleable glow region. for example it'm doing some metroid cosplay builds atm but only a few armor paintjobs have a glowing visor or such. you can have a little option next to paintjobs like armors do when toggling sleeves.

strong topaz
#

give bosco a damn movement speed upgrade

ionic coral
#

An active perk that when activated, completely cools down/ reloads whatever weapon you are holding.

undone crown
#

Make the memorial hall contain a terminal recording all your previous losses apart from mission abortion.

  1. It could show the mission type
  2. It could show what killed you
  3. It could show who your teammates were

I have no idea how much of a pain this would be to code, but I can't be the only one who wants a giant wall showing the times that my past self didn't come home.

mild light
#

A few victory moves with the dwarf holding their weapon, like propping a rifle grip weapon against your shoulder or thrusting it in the air. Doesn’t need to be any more specific than general grip type

dusk basalt
#

Terrain scanner options toggle.
Instead of holding the button down, a on/off option would be useful.

It sometimes has an issue where it goes through the bring up/put down animation several times when there's lag.

#

Perk: PPE
Reduces visual obscuring effects such as webs and slime and the ringing audio of near-explosion tinnitus.

"Safety first!"

real geyser
#

i posted it here but automod removed it so ill reword it:

New scout secondary
scoutmini B3LUGA Sound Stunner scoutmini

This system was originally designated for blasting music at dwarven festivals, but we found out it was even more effective at incapacitating bugs!

This weapon shoots a flat cone of sound, with a range similar to that of a breach cutter. It does a small amount of melee damage and stuns for a decently long period of time. While it is not a great source of damage, it can get you out of a sticky situation. As crowd control is something scout severely lacks at, this weapon would help mitigate that issue and make scout a more viable option in singleplayer.

empty wigeon
#

"R?":
Context sensitive pinging: when using the pointer to ping the minehead/Molly after the objective is completed, it'll switch to a voiceline asking the other dwarves if they're ready to leave.

#

"Yeah, You!":
When pinging something, instead of pressing the default key for the regular bark, you can press one of four keys to call for a specific class. Now you too can finally call out the Scout specifically for not getting that nitra! Or ping a place for the Driller to dig while calling them by name. Ooor call out your Engineer as scout for not putting a platform up already!

Controllers can use the d-pad for their dwarf-class select.

#

I don't got a funny name for this one. Add an option in the menu to automatically activate sprinting when moving forward on controller? Please? The stick-clicking game is real, and it's not like we're ever not in a hurry on higher Haz levels.

torpid mortar
#

give us a toggle for gilded beards to select either red or green gems.

lets be honest, sometimes the gem color clashes with the paintjob you have on and you think "damn, i wish the gem was the other color".

fast summit
#

Suggestion for a rework of the Beastmaster active perk:

Inspired by this reddit post: https://www.reddit.com/r/DeepRockGalactic/comments/17knw0a/rest_in_rock_and_stone/ (Pumpkin steeve!)

A rework to the Beastmaster active perk to include some form of rockpox-derived mutagen that applies cosmetics to Steeve to help him further stand out against the other bugs. Default setting could be to paint Steeve in the colors of your currently equipped armor/outfit cosmetics, but possibly adding Steeve-specific cosmetics at a later date, such as holiday themes.

unkempt star
#

Could developer make randon victory moves, but only from selected moves. Idon't wana see some on moves. Thanks

foggy nest
#

Shark and unicorn full costume for the dwarves

limber aurora
#

I have no idea if this or something similar has ever been suggested. But what if we did have some special missions, that were haz 6, called like "elite missions" these missions would be accessible kinda like a normal mission, but you have to be promoted, maybe even have a few promotions to access these. The objectives would be pretty much high risk, high reward.

worthy magnet
#

absolutely serious on this one, i think storms add no value to the gameplay of sandblasted corridors and glacial strata
as far as any experience i've had with them, they only serve to hamper enjoyment
were they to be removed, i'd jump for joy

errant knot
#

A mech suit mission where we fight a giant Kaiju bug monster. One dwarf controls the suit while the rest stand on the shoulders and fire at incoming targets. Also when ever the suits takes too much damage the dwarf in control gets ejected so that everyone gets a chance of piloting the suit.

tribal chasm
#

burning nightmare drak that lets you charge the bubble size and goes through enemies

amber minnow
#

How about a "Surprise" option with Lloyd? When used, he'd pour a random beer from the list of unlocked beers. Perhaps with a special mug shape so you won't know what beer it is until you drink it.
It would still use the resources of a regular order, though.

torpid mortar
#

more biome inspired weapon paintjobs.

i think plenty of us can agree that salt crystal is one of the best looking weapon paintjobs out there. it would be nice to see some other paintjobs inspired by features from other biomes. examples below.

sediment stripes: sandblasted corridors inspired, this one gives weapons the sandy theme of the corridors while adding some stripes reminicent of the walls in that blasted region.

azure lichen: deep, rich blues with pinpoint dots of bright pale green take the observer back to the deep mystical underground forests of the azure weald.

dead ash: almost making the weapon appear to be covered in a thin layer of smothering gray powder with the occasional hint of bright, vibrant, almost sickly green, this paintjob evokes one of the most hellish regions hoxxes has to offer, the radioactive exclusion zone

hollow hardwear: the wooden furnishings and red accents will surely make the viewer relive the nightmares they once experienced in the anomaly that is the hollow bough.

crystaline covering: giving the weapon a near gemstone-like finish of purples and light blues, the paint used here is about just as cheap as the crystals in the crystaline caverns it was inspired by, giving the weapon an ultra-shiny sheen.

malicous magma: spreading cracks, glowing hot reds, yellows, oranges, and a darkened stony base color make your weapon look like it was pulled from the depths of hell itself. or, the hoxxian equivalent in the magma core anyway.

fungal furnishings: browns, greens, sickly colors all around almost make you feel like the weapon itself should have a stench. the price to pay for making your gun look like you let it stew in the goo puddles of the fungus bogs for a month i suppose.

glacial gaudiness: icy blues, snow whites and the occasional dark stone greys almost makes you afraid to drop this one, since it looks so much like an ice sculpture. hoxxian strata doesn't break so easily however.

steep thorn
#

Time limited Hazard Warning: "No Nitra November" would be a funny (and painful) Warning, where instead of mining nitra to get resups, management would periodically drop supply pods randomly around the map for you to pick up.

pine furnace
#

Is it possible to make it so steve stays 5-10 feet away from you at all times unless there is enemies on top of you?.... i dont know how many times steve goes in teh way and block for mining etc

celest girder
#

A new section in the space rig, where the mini drop pods are located, so there will be a random chance that the main drop pod will be on the maintenance, and your team will have to go to the mission in separated mini drop pods, so when you appear on the map, the team will spawn separately.

But the extraction sequence will be the same, using the good old drop pod.

modern coral
#

when getting disconnected from a deep dive, you only get the disconnected notif but you can still continue the stage as a solo mission(I totally didnt randomly DC at the last part of stage 3 DD 3weeks in a row)

stable berry
#

New boss idea:

So it’s a very rare dreadnought, but it’s like a mix between the dreadnought and the bulk detonator; a dreadanator.
It would have 4 ability’s/ attacks

  1. Close range attack- do a big stomp, smashing the ground and releasing those lil bombs like the ones when you kill a bulk

  2. long range attack- dreadnought fireballs

  3. Ability one- dig underground similar the the twins

  4. Ability two- at half health will become temporarily undamageable and will summon a horde of exploders.

When it dies, it will begin “charging up” so the drop pod will immediately drop for you to get on, without pushing the button on molly. And you have a shorter period of time before the dreadanator goes f#cking BOOM

Just an idea, though this is mostly because I think “dreadanator”
Sounds cool.

Edit: one more attack

Will become a glyphid flamethrower and shoot flames out of all side of its body

main leaf
#

Considering how the glyphids hate noise and are attracted to the sounds of the equipment. Is there any reason why the glyphids arent always gathered around the rival tech powerstations, or attacking the patrol bots. They seem pretty noisy to me

high gorge
#

Can we have a friend lists in drg ? So that if we try to make friend so people can be friend just by a simple click not by giving steam id link ?

broken smelt
#

Unstable "Magma rounds" for Shard Diffractor:
"Engineers tinkering with the weapon made it somehow shoot lobbed magma balls that deal twice as much damage in a larger AOE, the magma overheats enemies quicker, shard diffractor now has limited range and reduced ammo pull and mag size"

Positives:
-double damage for both direct and area
+1m
+50% direct target heating

Negatives:
-half the ammo and mag size

  • now shoots lobbed projectiles
empty wigeon
#

"Red Sugar Over Here!":
Don't hog the leftovers! Replace the ping for Chunks Of Red Sugar that have already been broken with the generic "Look Over Here!" callouts with the specific "Red Sugar Over Here!" callouts. Because you can see on the hud your teammate's health is low, and maybe if they hear you're telling them about health rather then looking at a weird plant or something, they'll hop to it!

split bane
#

Bosco attack AI needs some tweaks, so please look into it (the AI) (i provided some possible fixes to these problems):

  • Sometimes Bosco just can't shoot cave leeches. Make it so when it can't shoot, it goes lower/higher so it's line of sight is just a few degrees away from getting blocked by the hanging dwarf, and make it go around it until it can shoot
  • Bosco won't shoot bugs that are too close to Doretta, probably to prevent friendly fire. Make it so Bosco can shoot friendly targets to attack the glyphids, but remove it's bullet friendly fire damage (at least for Doretta), or maybe Doretta blocks line of sight, so prevent it from doing so, at least some parts of it where glyphids are usually attacking it
  • Maybe it's the optimization, but sometimes Bosco can't shoot bugs when a player doesn't see them
  • Bosco rockets are acting weird. Sometimes Bosco can shoot rockets, sometimes Bosco just doesn't and then shoots them randomly after another ping (make it so Bosco doesn't want to shoot a rocket anymore after another order is received), or just shoots a wall. Maybe it has something to do with the distance so make sure Bosco doesn't just stare at it's target, make it fly around a little when it realizes it can't shoot a rocket. For walls i think Bosco just doesn't check if line of sight is blocked and fires when it's close enough to shoot
wooden talon
#

This has probably been suggested before, but can you make BOSCO not auto aggro on xynarch charge suckers? I've lost many fights with bet-cs because of it.

empty wigeon
#

Outside of Haz 5, there should be a limit on how many ranged bugs can be present in a swarm at once. Nobody needs to deal with a carpet of grunts and a stingtail and two septic shredders all simultaneously. If you want to be a masochist like that, keep it to the masochist difficulty!

loud hill
#

mission that's just "kill X medium or larger enemies"?

surreal relic
#

Lootbug riding victory animation

real geyser
#

New stage anomaly: Aggressive bugs

Swarms last twice as long but spawn half as often, and mini swarms are buffed a bit

kindred kettle
#

An additional metallic sound effect when the clip ejected from the M1000 hits the ground. Pretty important part of the garand ping.

eternal mulch
#

Extreme mutations and anomalies that occur VERY RARELY. So rare that it's like picking one number out of 50.
The new mutations would be colored purple, they are very hard, but they give a much bigger pay. To prevent bad missions, there can be only 1 extreme mutation on a mission. I also think it's fair that these don't spawn on DD's. Examples:

  • "Radiation Storms". Every once in a while, radiation will cover a portion of the caves for around 20 seconds.
  • "Dreadnaught Presence". Glyphid dreadnaughts will spawn, but not super frequently, like every 30 or 20 minutes.
    The new anomalies will be colored blue. Examples:
  • "Cargo Dump". 1 to 3 cargo crates can spawn, because that one shuttle pilot keeps dumping his cargo...
  • "Triple XP". Will award thrice the amount of XP.
    Just an idea that i thought could spice up the game.
vale rapids
#

An idea I had would be that the minehead and dotty adopted the skin of whichever the host’s bosco skin is. Just the skin, not the framework of course, just so you’d get to flash the bosco skins to other player.

deft rampart
#

Be able to play drg with the ps vr aim controller pretty please

empty wigeon
#

Nothing But Net: When bringing batteries to cargo crates, full fuel canisters to molly, or large resources like Jadiz or Enor Pearls to Molly, all interactions that don't take any time once you're present, you can instead throw it at them and have it automatically collected, if you've got style! ...And sufficient aim to not completely miss and have to retrieve it.

stray hearth
#

People want something to do with left over perk points right? How about this: after you’ve got every perk, you unlock “core research.” Put points into specific overclocks to increase your chances of finding them. You can put as many points into an overclock as you want but it’s not refundable and you don’t get the points back when you get the OC.

bitter orbit
#

Change the pickup assistance line for bosco when pinging a bittergem/compressed gold to say "Hey bosco, We're rich!"

halcyon dagger
#

I feel like the Zhukov, the second secondary weapon of Scout, should have one or two reserve magazines. Honestly, I run out too quick on anything else not hazard 1.

ancient hornet
sharp badger
#

Driller Weapon Idea

Tesla Cannon

A weapon that will release an arc of lightning after a charge-up time, dealing electric damage for up to 9 enemies in front of you and proc-ing its effect.

The ammo bar will show 0 as your number of ammo. If it reaches 100, it will release the charge and fire. It would be like the shard diffractor's ammo system where the max ammo fills the ammo you have in the "magazine", too

worthy magnet
#

Shard Diffractor Overclock

Shield Heat Integration
By wiring the shard diffractor to your shield, it can be used as a heat sink, allowing for a longer safety window wherein you can fire, this provides a double benefit, as anything that attacks your shield while you're firing will get an eyeful of the burning vapors emanating off you, maybe no well-meaning hugs while you're wielding this thing, yeah?
unfortunately, giving your shield double duty like this puts a bit of stress on it, it takes a bit more time to recharge to avoid any complications

rocknstone +25 charge capacity
rocknstone melee atacks on the shield while firing the weapon return 100 heat on the attacker
tothebone +25% shield recharge time

real geyser
#

New breach cutter overclock:
engiapproves Micro-Thrusters engiapproves

”Installing an array of tiny thrusters into the breach cutter’s projectiles, we can stabilise the movement of the lasers. The lasers will slow down and stop completely upon firing, making useful walls to defend yourself with.”

rocknstone lasers stop completely, and only despawn once three total walls have been placed OR it deals a set amount of damage.

tothebone Much less DPS
tothebone Clip size reduced to 1

vocal hare
#

I'm sure it's been suggested to death, but could we maybe get the ability to hear what goes around us when interacting with all the terminals in the rig? missing out on the drop pod timer as well as ROCK AND STONE

also, it would be neat being able to salute while in the shop/wardrobe so you can see your model do it with your new bling :>

amber minnow
#

Been playing with another person and he suggested something I'll repost here:
A rockpox-infected M.U.L.E. mini-boss.
Would work similar to a Huli, but slower and wouldn't burrow. It would also be MUCH tougher, possibly requiring ressuply pods just to have enough ammo to kill.
Once killed, it would drop mission minerals, as well as gold and a large quantity of nitra.
Maybe it should also give off the rockpox "smoke" to prevent dwarves from just meeleeing it over a long period of time.
This would give players a choice to go for it to get the extra minerals inside it, but at a very high ammo cost, which might not be worth it on harder mission.

rain sparrow
#

I feel like the nemesis could work if it was added to the disruptive enemy pool on rival presence/sabotage missions… For how cool the nemesis is, it is painfully underused in current DRG…

undone crown
#

Pinging a downed teammate should play a voiceline
"Somebody go help him."
"You got to be more careful."
"Is anyone going to revive the poor bastard?"
"Get your mysterious purple liquid ready."

cold shell
#

Instead of having your standard Molly, you could have the option to bring 2 mini mules instead. When you call the mule, you press either 1 or 2 depending on which mule you want to call. That way, you can have one by your side, while your teammates being able to use one as well. But, because they're small, you can only deposit resource quantities of 25 or lower at a time mollymolly

lucid hull
#

I believe it would be cool to find a 'destroyed' bosco in the caves which you can repair

Its is only capable of attacking glyphids so its sort of like bet-c except its just bosco

amber minnow
#

Heh. Just got an idea for a joke achivement you'd get by taking a ressuply from the pod when your ammo and health are already full. Maybe it would be caled "Wasting ammo" or similar.

sour sable
#

👆great

:greed:

When a dwarf takes a resupply when full on ammo they apologise and start sobbing uncontrollably for being greedy engiapproves

kind tulip
#

It'd be cool to see eyewear made into a separate category, combos like goggles and broken hardhat or sunglasses and sixpence cap would bring some much-welcome drip to Space Rig 17

empty elk
#

Add grenade kill voicelines to Fatboy and C4 explosion
"And it went BOOOM"

patent wigeon
#

Pickaxes get a toggle mode one for melee and one for digging think it would help the vampire perk

If that's not possible how about maybe kills add to the berserker duration (but also increase the cool down respectively)

Or maybe some type of melee dwarf that can play as support that can grab agro through taunting or carry downed dwarfs to a safer location

Just some food for thought

sour sable
#

:The issue of kicking: kick

Now this community is wonderful and I've only ever met a handful of bad apples during my time playing the game. But why is the amount of items you get for getting kicked so low (%25 of what was gained while you were there)

This number makes sense for leaches and griefers but for people who got kicked unfairly it doesn't make sense.

The percentage of items received while you were in the match should reflect what you did in the match. If you have an equal amount of kills and minerals mined to your peers, that percentage should go up accordingly. Nobody should carry a team through a mission just to be kicked and robbed of their time for no reason at all

atomic rover
#

I've seen years old posts on reddit and steam asking for an option to remove aim assist on controllers, and i find it disturbing that nothing has been done about it, now i'm another one asking for it. More so now that i found that it's broken (aim assist doesn't work while aiming up or left) but seeing the bureaucracy of bug reporting i already gave up on it.

tawdry nymph
#

A special voice line when pinging the plague hearts like "squirmy wormy" as a consolation for putting up with em so long? then Mission control says something like "only you could find a way to have fun dealing with a deadly space parasite."

undone crown
#

If you quad dip, mission control should have a small chance of sending an empty ressuply down. Let's be honest, there is no reason to take 4 resupplies from the same pod at once. I don't know how this could be calculated, but it would be mad funny

echo wind
pliant mason
#

Long-ish suggestion: Some buffs to Grenades.

  1. Gunner's Incendiary, Engie's S.S.G., and Driller's Spring-Loaded Ripper should have increased Armor damage. (somewhere between +150% and +250%)
    All three of these grenades, while extremely powerful have glaring issues and they all pretty much land on Armor damage being the culprit. Especially against Praetorians, they just do not pull ahead over every other option (damage wise).

  2. Voltaic Stun Sweeper should have a 10% damage increase per hit in a combo. (To a max of +90%)
    This is more to increase its viability in covering large swathes of enemies, since this benefit would hardly see use against things like the Twins or a couple of higher tier Glyphids. There are builds that abuse the debuffs inflicted by the Boomerang, but in most other cases of use such as with the DRAK-25, Boomstick, and Boltshark there's not much of a point to using it besides going full debuff/electrocuter rambo.

  3. Proximity Mines that have their AoE's overlap should detonate at the same time.
    Engineer builds that focus on single target damage more such as the Stubby + Shard Diffractor combo have a difficult time laying down effective area denial without relying on things such as the Turret Arc/EM Discharge OCs, and the S.S.G. helps Engie with up-close crowd control only, so being able to creatively assemble a minefield of Proxies would be excellent as a compromise.

This is all coming from a guy who is a Haz 5 regular with a 95% win rate (not to flex, just to show I know a thing or two), and flexes every class with relative skill.

hot pilot
#

New enemy/mini-boss

I saw these enemy concepts called Mantilids based on praying mantises and perhaps there could be a mini-boss that clings to the ceiling and has an attack where it throws smaller mantilids at you and they also fight glyphids and can be tamed and when the bigger mantilid is killed it drops mantilid chunks which are worth about the same as a sack full of gold and it would be called “Mantilid Elder” and the smaller mantilids could be “Mantilid newborns” and you could find mantilid newborns and regular mantilids roaming around as neutral creatures that attack glyphids and guard lootbugs and can be tamed without the beast master perk

near glacier
#

After killing x amounts of enemys with a single use of Fatboy engi should laugh maniacly

real geyser
solid coral
#

So I've been a BH (Bullet Hell) enjoyer but I would like to give some suggestions to make it less dangerous and finnicky to use. (And make sense imo)

First, change the name from Bullet Hell to Bullet Rain (BR) or Shower of Bullets (SoB), this is mostly so you can tell which OC you're reffering to cus it can get confused for BH (Burning Hell).

And second, richocheted bullets shouldnt hurt you as much especially when need to get close to a tanky bug, bc you can basically commit unalive if you shoot too many bullets and there's other bugs nearby. (And your teammates too)

Edit: I forgot to mention this one too, the richocheted bullets should have an innate blowthrough (+1) so they dont get stopped or blocked making it have more AoE potential (tho that's a weird buff I came up with)

marsh coral
#

Engineer Weapon overclocks affecting the sentry I think would be cool. Turret EM Discharge and Turret Arc coming with a faster sentry build time or something as an example. There could also be a Shotgun overclock focusing on the Turret Whip playstyle that maybe gives more sentry ammo/mag size or smth

dusk basalt
#

Sludgepump OC: Puddlejumper
Large increase to puddle size.
Increase to puddle slowdown and duration.
Decreased direct damage from both single and charged shots.

The idea is for an unstable version of disperser compound. At high haz, current puddle damage is negligible without setting it on fire so why not have an OC focused on it? Think goo-bomber special but tap-fire glue goo traps rather than a line.

unborn hamlet
#

The biggest thing I could ask for in DRG is a "Confirm Join" button when joingin a server. A few times now I've clicked on a server, only for a new one to pop up and get clicked instead. Or, a chance to select your class regardless of when you join. I believe when you join a game in progress, you can choose your class, but when you join at the station, you don't get that option. However, there are times when you join and it should be going to the station, only to launch you into Hoxxes immediately without having a chance to change anything.

dusk basalt
#

... tuxedo/suit&tie outfit.

tribal chasm
#

I am once again asking for changes to the flare gun mod tree. Magazine size, rate of fire, and auto reload add nothing to the tools usage.

split bane
#

Some achievement ideas:

  • Dwarven Legend
    Beat a Hazard 5 mission without any overclocks, modifiers or upgrades (even though it's already hard enough, here's some more difficulty additions: Cave complexity and Length 3, no Bosco, no Anomalies (positive mission modifiers))
  • Oddly specific
    On a Hazard 4 cave complexity 3 mission length 2 Point Extraction mission, when timer is between 17-18 minutes mark and you've collected 4 aquarks and exterminated 5 fester fleas, your health is full and you have 80-99 nitra and 164-182 gold, tame a glyphid slasher and punch a fester flea with your pickaxe twice before killing 6 glyphid grunts in a row, do a 180 and use your mobility tool once

||And before you say something about having 69 achievements make sure you don't want any more achievements and you won't be satisfied with any other number, even 169 or 420 achievements||

craggy hamlet
#

Make promotion cores linked to the class that got promoted

static hill
#

Put a timer on the seasonal missions so we know when they're not gonna be available anymore

undone crown
#

Add more stuff to the memorial hall. Most people RUN in, promote and don't return for another 25 levels. I think some drg history could interesting, kinda like a drg museum

light briar
#

Season 5: at the work in progress area, will be built with some cool stuff. Escort Duty: 1st upgrade, the drill dozer can have Engi's sentries but do -25% damage than they normally do, and Engi can't reload them. 2cd upgrade, Doretta can have swords that when a object (which includes bugs/dwarves) it does 25 damage per 2 secs, but with a down side of a 5% less gold when played. 3rd upgrade, Doretta can have better armor which makes it so Doretta takes -45% less damage, but slower (-50%) does not affect the fuel. Point Extraction: 1st upgrade, it can have the lights turned into sentries, but have 80 ammo, and do +25% damage per hit, also can hit dwarves if smacked :. 2cd upgrade is that it can have rocket launchers, which do +75% more damage than the sentries, but replaces 3 sentries ( or 2/1 if I forgor).On-Site Refinery: 1st upgrade, the pipelines have gotten better maintenance, so the pipes do not break until 70%.If these upgrades have been put on the missions will all give 35% less gold and xp when completed. this section of the suggestion is where the hard upgrades but great xp and gold also PP. Escort Duty:1st upgrade kinda, Doretta got her tires popped! Her movement is decreased by 75% it effects the fuel by 4% good luck tbh. 2cd upgrade kinda, the bugs teeth are sharper! Bugs do 15% more damage when nibbled the Doretta. 3rd upgrade kinda, Doretta did not come here prepared, Doretta's left engine blew up, the right one took 45% damage (55), and the main one took 25% damage (75). Point Extraction: 1st upgrade kinda, the sentries already took it too far! The sentries have 50 ammo. On-Site Refinery: 1st upgrade kinda, pipes never got its help, pipes break at 35,65,87, and 98. 2cd upgrade kinda, it needs more liquid morkite, it increases it by 50% liquid morkite. If these upgrades kinda are on the mission and compelted, +25% more gold, +15% more xp, and +5% PP when the mission is completed

woeful fiber
#

Shotgun "Warthog" OC: Slugger

rocknstone Massive Damage Increase
rocknstone Significantly reduced spread
tothebone Only shoots 1 pellet
tothebone Fire rate reduced

Idea is for engineer to get some serious range, converting the shotgun into a marksmen weapon, the weapon is now harder to use up close due to the fire rate, but packs a punch from afar similar to the m1000

stray hearth
#

can electro minelets get the same buffed electrocution DOT that electric reload/focus shot got?

woeful fiber
#

Pipe Rails in the Space Rig,
So many voice lines referencing it, add in a pipe line start to build tiny rollercoasters around the space rig and give management a nightmare, obviously have them reset between missions, but I feel a decent rollercoaster could be made.

dusk basalt
#

Increase width of goo bomber special charged shot trail for better competition against disperser compound.

empty wigeon
#

"R!"
When pointing the laser pointer at an objective, you can press your Waypoint button to tick if you're ready to go or not. If everyone has ticked it, the objective automatically progresses. Boxes on the laser interface indicate everyone who's opted in to being Ready. (A bit like the MVM interface for TF2, if you're familiar.)

coarse mortar
#

More beer

undone crown
#

Let us pet dreadnoughts, bulk detonators and other extremely dangerous wildlife that are dangerous to be near.

covert lintel
#

new voiceline for when a dwarf kills the skull:
Skull issue!

echo wind
#

New voice line for when a Dwarf double dips: "I don't think Karl would be proud..."
And another for when a Dwarf resuplies while almost full on everything: "would Karl be proud?"

worthy magnet
#

i think what the stubby needs is just two more points of base damage
then it could oneshot swarmers with both damage mods

static hill
#

Add more items like glitch cube that do nothing but confuse people and make them ask for them to do something

pure turtle
#

Rework the Corrupter
It would be fine, if it didn't run away so much. (It's not hard, just annoying to fight.)
Ok a lot of it would probably should be reworked, or it might just be because of how its telegraphed or the fact that the Corrupter combined a prospector with a dreadnought, making it more of an irritation than a cool encounter.

atomic jacinth
#

These are a bunch of ideas around the dreadnought creature type.

Dreadnought variants (in “Elimination” mission):

already existing dreadnoughts, given their attack types are somehow all of the same element: fire. Why not creating dreadnought variants for other elements with behavior and appearance change. For each dreadnought type (original, hive guard, twin) the element could be displayed as simply as monster's clear parts color variants (ice/white, poison/green, electricity/blue, septic/pink). Spawn rates of dreadnought variants would at least be partially influenced by biomes (example: glacial strata would obviously see more ice dreadnoughts spawning).
appearance randomization: for each dreadnought type there could be a random appearance system (a random pick between 3 to 5 faces, 3 to 5 crests, etc).

New dreadnought random encounters (out of “Elimination” missions):

lone bulk sentinel (formerly an hiveguard’s sentinel).
runt dreadnought (kicked of its colony or left behind).
runt hiveguard (kicked of its colony or left behind).
seasoned lone twin (alone, scarred, bulkier).
matured dreadnought (scarred and bulkier creature).
ronin hiveguard (its colony ceased to exit or outcast, scarred, no sentinel companions).
bulk septic spreader (slowish, crawling, very short range monstruous septic spray, leaves a wide trail of septic goo behind itself, most of the time escorted by a pack of regular septic spreader companions).
extra randomized appearance patterns for these dreadnought random encounters: scars, wounds, burns, missing limbs (all testimonies of them being seasoned to Hoxxes dangers).

opal pewter
#

Make overclocks such as Big Bertha or Elephant Rounds (overclocks that reduce firerate in exchange for firepower) have more "powerful" audio when shooting

crimson ruin
# marsh coral Engineer Weapon overclocks affecting the sentry I think would be cool. Turret EM...

Shotgun “Warthog” OC: Beatdown Bolter

Shotgun shots are replaced with single “bolts” that deal slightly less damage than the potential damage of a single shotgun shot, but can reload hit friendly sentries for up to 1/3 their total ammo capacity per bolt while draining the appropriate amount from the shooter’s sentry ammo supply. The supply takes a moment to activate and is gradual however, nearly parallel with the sentry’s own reload rate. Only one bolt can reload the sentry at a time, and bolts will not linger on a full sentry.

arctic dune
#

when legit T6 with tonns of mobs ?

lost crest
#

A random mission selection or a random with filters.

Like I want enor pearls gimme a random missiom with them, or I want sand cave gimme a random mission in there, or I wanna ride dotty gimme a random escort mission

cause the minute I ran out kf assignments my interest tanked.

Then spiked with deep dives... which then crashed when I realised they were set seed weeklies, gimme random dives, I dont even care about the cores n crap, its endgame just let me run random gauntlets all day, throw in all kindsa cool stuff my first run was so hype.

And my second run was so lame cause it was exactly the same.

I dont need anything big, literally just random generated dives so i always have a different challenge, and or a random w/filters normal mission select so I can have the same no thinky loop as an assignment, but either exclude things I hate like a biome, mutator, or missiom type, or include things I like or need like a resource without burning out on the same stuff over and over.

It makes the game better for me and people like me and hurts nobody, so plsssssss

young inlet
#

Community made content.
I don't mean mods, i mean something like what Valve did with Team Fortress 2 - let the community make content, then implement said content if a lot of people upvote it.
AND i don't mean just cosmetics, i mean stuff like weapon overclocks and creatures.
However, for non-cosmetic content, it should be balanced and fit into the game - so you don't get crappy, unbalanced content like ICS maps that you're forced to play.
EDIT - a quick bit my friend mentioned - even just cosmetics would be a good start.

vale rapids
#

Some things about the Hurricane:

I personally dislike the vanilla hurricane, as the homing feature throws off my aim with the projectiles rather than help it, and most of the overclocks, which I find much more fun, remove it in the first place! I suggest removing the guidance by default, keeping it only for plasma bursters as it’s the only OC to benefit from it, and boost the base damage a bit to compensate.

As for Jet Fuel Homebrew, it’s not a bad overclock, far from it, it’s just rather boring compared to the other hurricane overclocks. It’d be a lot more interesting if it was reworked into essentially the opposite of Rocket Barrage: low ammo count and clip size, 1/3 the rate of fire, keep the projectile speed increase, but greatly increased direct damage, area damage, and blast radius, making it operate in a similar vein to more “traditional” rocket launchers, like in TF2 and Quake, grandpa’s homemade Boomer Shooter recipe!

real geyser
#

New Deepcore PGL overclock:

PGL Fine-tuning fins PGL

”Attaching small fins onto the PGL help it navigate through the air every bounce.”

rocknstone Grenades bounce three times, turning towards nearby enemies by 30 degrees each time
rocknstone +50% projectile velocity

tothebone -10% damage

tranquil marsh
#

Adjustment: Minelayer System OC
While I really enjoy the concept for this OC, in practice it doesn't feel right to me. I believe the issue lays in the speed and duration of deployment.

Between the slow missile speed and the delayed activation of minelets, it takes a notable amount of time to deliver the payload. As a result, teammates will often have killed many or all of the intended targets before the minelets are even deployed, causing a tendency for wastage. Additionally, the slower deployment time usually means the player is usually looking elsewhere and doing other things by the time the minelets do their work, so we often 'miss out' on them doing their work and we don't get to 'feel' their impact.

The other side of the coin is the longevity of the minelets, which is quite short. I assume this design choice was to encourage a more active playstyle and usage of the weapon and to avoid creating a gigantic bomb. Unfortunately, this short window of opportunity highlights the speed of deployment challenges discussed above.

Shorter Activation Time
One option that would help would be to reduce or even remove the activation time for minelets upon impating terrain. This would help the weapon feel more reactive.

More Visible Minelets
Increasing the size and/or brightness of the minelets would make them easier for players to notice, making minefields easier to read and allowing teammates to focus their efforts elsewhere.

Longer Duration with Anti-Stacking
Improving the duration of minelets would enable players to take a more methodical and defensive approach to using this weapon OC. As a countermeasure to prevent stacks of minelets nuking heavy targets, make minelets vulnerable to friendly fire. This would cause a limitation to the density of minelets based on their hitbox, and could potentially lead to some interesting gameplay around chain reactions.

worthy magnet
#

Clean PGL Overclock

Embedded Triggering System
by forming your ammo into a sharper, more streamlined shape, it's now able to penetrate directly into enemies it hits
it will sit dormant inside that enemy until it dies, upon which time it ruptures outward and releases a powerful explosion

rocknstone bombs will embed in any enemy they hit on any non-armoured body surface, exploding upon enemy death
rocknstone explosions from embedded bombs deal more damage in a larger radius

pure turtle
#

Make Omen Tower homing drones more visible.

They’re a little hard to see in comparison to everything else

stray hearth
#

The hiveguard bite hitbox is kinda absurdly disjointed. I think the range should be reeled in a bit. I’ve had the things bite me through their butt several times

deft seal
light briar
deft owl
#

If anyone else is suggesting Corruptor Rework, can it only run when we actually start damaging it, and not it's armor? It's hard enough to break off the armor when it keeps running away.

proud hull
#

Legendary promotion rank looks kinda meh. It just doesn’t look like the best rank you can promote a dwarf to. Diamond looks really cool but legendary looks like copper or something. Maybe switch diamond and legendary?

dusk basalt
#

Sludgepump oc: The CLOG
Charged shot consumes extra ammo BUT produces a ball of sludge with enor pearl physics that splatteres puddles onto everything it bumps into. The ball has a 3-5sec lifespan before despawning but duration may be increased by a mod. While active, it can be kicked by other dwarves to move it around and spread the effects more.

Or make it release neurotoxin gas and be able to be lit on fire.

broken smelt
#

Fat Boy buff:

+2 max ammo

verbal timber
#

killing a septic spreader with the wave cooker should have a special voiceline

stray hearth
#

t5 damage resistance for the autocannon is actually a good mod I think, but in multiplayer it still loses out on the support that t5 fear gives your team. So I propose that t5c, in addition to a 50% damage resistance, also makes bugs more likely to target you, acting as sort of a living LURE. Also the name of the mod is just “DAMAGE RESISTANCE AT FULL ROF” which isn’t a fun name

drifting holly
#

give leadburster flat damage not reverse falloff

empty wigeon
#

"Why's It Looking At Me?!"
Add short voice clip barks from your dwarf during Elimination missions as an additional warning whenever the Dreadnaut has selected you as it's current aggro target. This is useful for any dreadnaut where players might be distracted by anything... Like facing the Twins when the other twin is sneaking up on you, or the Hiveguard when you've got your eyes and guns trained on killing the wardens. (Which is to say, the majority of dreadnaut types...)

worthy magnet
#

Shard Diffractor overclock idea

Plastcrete Diffractor
through some simple modifications to the wiring system, the beam is capable of diffracting through the crystals present in set plastcrete, allowing it to separate out into a wide array of light, beautiful, but deadly.
increase in light production to allow this to happen means the beam loses out on some dps
as well, the dps is cut further when it diffracts out into a wide array of light

rocknstone when shooting plastcrete, a wide beam of light comes out the other side, similar to shooting a white light through a prism
(shoot down at the plastcrete from one angle, the wide beam comes out upward at the opposite angle, like bouncy bullets but with a beam of light)
tothebone lowered beam dps

Alternatively if this is too similar to plastcrete catalyst

Diffraction Lense
by modifying the output lense on the end of the diffractor, it's concentrated beam of light is instead made a shining rainbow, being less concentrated means dealing less damage, but having a wider area of effect ideal for dispatching multiple enemies at once

rocknstone heavily increased beam width, coming out the end of the weapon like a flat cone, widening the further it gets
tothebone significantly reduced beam dps

empty wigeon
#

"Look What I Found!"
Replace Dropped Bags as haulable items from dwarves who disconnect with the newer Lost Pack model that sprays the minerals out for you to pick up. ||It was bad enough they dropped out, you don't need to make them continue to be a burden by hauling their crap around!||

empty wigeon
#

I don't have a funny name for this one. For power users: The ability to control sound volume by source. Some sound effects are so quiet as to be drowned out by literally any other sound, including ones entirely outside of the player's control like automatic barks and bugs (Batteries, lost packs), and some noises demand instant attention but are usually drowned out by swarms of bugs (Cave leetches, stingtails. The only enemy with a warning call I can actually reliably HEAR is the grabber.)

stuck hare
#

Suggestion for wave cooker changes

Remove the reload upgrades, give it instead aggressive venting or extra damage depending on heat

storm crag
#

Suggestion that most likely will be told no on but here it goes...

Possibly allowing us to switch weapons and utilitie tools around all characters but does not include the transportation tools?

zenith loom
#

Suggestion: Elite Stingtail

undone crown
#

Here's a suggestion for an overclock that could work on any class, but would probably work best on engineer. Basically, the overclock would reduce primary ammo, but increase secondary ammo or visa versa. Heres an example.
rocknstone +x ammo
tothebone -x primary ammo

Theres no specific weapon that I think it should be on, but as I said, engineer secondaries would probably be the best. This would also make the ammo oc that most guns have more valuable.

undone crown
#

Achievement: No dwarf left behind.
Complete 50 total missions with at least 1 revive during the extraction sequence and all dwarves making it to the pod

real geyser
#

Achievement idea:
drgbeer Dedicated drinker drgbeer

Pay a total of 50,000 credits to Lloyd through tipping.
(If you don’t want to grind just put a rock on your E key or something)

humble finch
#

(There is a high chance that this will not be added but I really want it in the game so why not) Mission Type Idea: Adult Dreadnought Siege. Description: Management is ordering you to kill and adult Dreadnought as it would give a big problem for continuous mining on Hoxxes. The amount of people in this game mode is 5 to 10 player because if there is only 4 players they would be completely overwhelmed by the Dreadnought. The terrain is very big so the players will have a chance to dodge the Dreadnought's attacks. The types of adult Dreadnoughts are: Dreadnought King, And Dreadnought Queen (Being very honest I have no idea for how the type of Dreadnoughts will work but this is a suggestion) The rewards of defeating the Adult Dreadnought is 15k Gold and Xp.

tropic wind
#

An overclock for the m1000 that is essentially a threat scope. All weak points are highlighted considerably brighter (and maybe a color of your choosing?)
Probably a balanced overclock
rocknstone all weak points are highlighted when using a focused shot
tothebone Around 70% focus speed

crude dune
#

LMG Gun Platform skins.

still onyx
#

Suggestion: Host migration when the host leaves the game.

amber minnow
#

Will there be a special christmas beer available?
Would be interesting if dwarves could order a mint and cinnamon flavoured beer with a candy cane inside the mug.

worthy magnet
#

if you aim bosco at a naedocyte roe, he lights it up
this feels kinda silly, it even has a healthbar, i feel like he should definitely attack it

coarse mortar
#

Add a chocalate chip cookie cuz yummi

keen estuary
kindred kettle
#

PGL overclock that makes the gun fire an imprecise, shotgun-like spread of mini grenades, dealing more damage overall at close range or carpeting a wide area with weak explosions from farther away.

vernal atlas
#

Dotty should stay on the drop pod for the rest of the deep dive after you bring her back, she just disappears at the start of the next depth.

eternal frigate
#

Presently, Explosive Chemical Rounds for the LOK-1 will cause an enemy to explode on either the last shot in the queue, or the final shot that kills the enemy, whichever occurs first. When deciding what shot 'kills' the enemy, it doesn't account for the actual explosion damage—meaning that when you kill an enemy before you finish firing, ECR actually did nothing for you in killing that enemy—it only took damage from your gun, not from the explosion.

ECR should account for the explosion damage and factor that into deciding which shot kills the enemy. For example: Imagine you have an enemy on which you have 6 locks. That enemy will take 5 bullets to kill, or it would take 4 bullets and die if the 4th bullet exploded. Currently, the enemy would take 5 bullets, die, and then produce an explosion, having received no explosive damage. Instead, I propose that the enemy should take 4 shots and the explosion should occur and finish off the enemy, allowing you to conserve more ammunition with ECR.

If the target would die only by the explosion damage and require no bullets, you would have to land at least one shot from the current lock-on before ECR takes effect, so there would be no change in its performance on swarmers for instance.

tranquil marsh
austere spear
#

Cool new Mod for the Lok-1, Midflight Locking Mechanism

Hipshots automatically home onto nearby enemies,
additionally unused locks (Like if the original target dies) will still fire, and now auto target to a new nearby enemy, given one is present.
If the original target enabled an effect then the effect will transfer to the new targets.

This mean you lock onto 10 times and the target is killed after 5, the remaining 5 bullets will still fire and hit new targets, and if the original enemy had enabled a mod or OC like T5A, the leftover shots will still carry the effects as if they where targeting the original.
This would increase DPS and give a reason to have more total locks.

For hipshot it would fire like normal, the bullet flying straight till it has LOS with a bug. When it does the bullet sharply curves to hit that bug.

For unused shots they will follow the original path but break off if it gains LOS with a bug, sharply turning just like the above. If no bug is found you don't waste the ammo.

For Seeker Rounds it will just spawn the bullets on the bugs corpse, where they would have impacted, and check for Los, shooting off from there. This could let you turn a bug into a scatter shot which would be a fun combo.

Moving this from #suggestion-discussion to here cause why not.

dusky leaf
#

Was just thinking of ideas for the next season (or a season) and came up with "what if rockpox revived ancient/extinct species of Dreadnoughts?" (Rockpox only to keep continuity if a potential next season. Not more rockpox but more bugs caused by rockpox similar to the septic and stingtail)

#

Dense biozone - giant moth
(Couldn't get it in the screenshot)

naive spire
#

You should be able to pet the origami bird that is on the railing of the launch bay

echo wind
#

WE NEED A CHOCCY MILK BEER

broken smelt
#

"Dragon breath" for Warthog:

Negatives:
-1 damage
-25% spread
-no stun

Positives:
+2 fire damage
+15% direct target heating
+1m blast of fire in a 45° cone (deals 15 damage)

rain tangle
#

add a slingshot weapon that throws grenades

rain tangle
#

give hellfire OC on coil gun the ability to ignite sludge puddles from the sludge pump

oak wigeon
#

different unknown horror spawns (instead of a bulk its a grabber or oppressor)

agile lake
#
  • Add more Character and Job
  • Add Colour Changing for support item
  • Add Colour Changing for Homebase
  • Add Planet or something like that to explore
mild light
#

Cosmetic suggestion: comically oversized gnome hat that hangs low enough to rest against your nose

oblique jewel
#

.new biome respective versions for the stingtail and septic spreader

rose pasture
#

I just realized about the changes in November that will allow control of Season 4 when completing their Season pass and make it mild like the Rival Presence Seasons. Is it possible to allow this system to be retroactive with previous Seasons, so we can choose to live an earlier life of an older Season?
Also, if it's not to much to ask, can it be made to where when a player starts for the first time, the game starts basic and the Seasons open up when their Player Rank reaches to a point, starting with Season 1? The Season passes prior to the current one be something short and simple with only credits and minerals to be gained. Completing the current Season pass and reaching a certain Player Rank will open the next Season.
Another thing to consider, the enemies and mission modifiers related to their Seasons should open up as the whole story progresses, so that greenbeards don't see Rockpox enemies and stuff or even the Rival Nemesis while dealing with Season 1.
The point with all this is simply make the base game and the Seasons be a progressive Story overall.

jagged crest
#

"LUTMIMC" Displacement Torpedo - Driller Primary Weapon
Note: This will need some balancing, so until the boys at R&D tackle it, it's just general ideas and concepts!

  • Left Click rapid-fires a hail of lightweight, basically harmless magnetic nails

  • Use this barrage of magnets to draw a trail on the caves' surface

  • Sends out an innocent-looking Lootbot which eats the nails you set down, as well as any Ores they're stuck to

  • ...Hey, is it just me, or is that Lootbug mimic causing an earthquake as it travels?

Appearance Details

  • Looks like a cute pet cage with a Lootbot inside it
  • "Hey, Driller! Is that a real Lootbug?"

Usage Details

  • Nails fall to the ground if their terrain is destroyed
  • Rapid damage to all grounded enemies within a medium radius of the Lootbot
  • Lootbot travels 5-7x as fast as a Lootbug...Which really isn't much.
  • Can chew through Ores and return them to you!

Playstyle Modifying Ideas

  • Lootbot Shove - Lightweight bugs get Stunned and shoved out of the way.
  • Resurfacing - Lootbot teleports to the first nail you fire after being unleashed.
  • Larger Magazine - Lets you fire more nails before needing to reload.
  • Faster "Munching" - "Eats" targeted minerals faster.
  • Bigger Stomach - Can store more minerals.
  • Nail Damage Up - Look, if you need damage RIGHT NOW, this does the trick.
  • Greater Terrain Displacement - Earthquake radius is larger.
  • Destabilization - Has a chance to Stun bugs by making it harder to stand straight!
  • Deadlier Quakes - Makes the Lootbot's earthquake deal more damage.

Alternate Playstyle Concepts

  • Cannibotism - Sorry, but it consuming Lootbugs only makes sense.
  • Bloodthirsty - I think that Lootbot jUST ATE A GLYPHID
  • Bug Shaker Central - Bugs are shaken by Please use a different name for it than this
  • Calling All Lootbugs! - The Lootbot attracts Lootbugs to you! (Summons Lootbugs from the ground if you don't see any!)
knotty glen
#

Alternative Utility ideas

gunner:
rope swing launcher
-swing back and forth to build up momentum
-boosts launch distance if timed correctly
-reduces fall damage
-can shoot semi-inaccurately while mounted

  • riders become high priority for all ranged creatures

engineer:
drivable hovering platform drone(s)
-can move when issued pings, or players can look
at quadrants on the platform to move it
-player becomes high priority for all ranged creatures
-or ranged creatures can attack the platform to
destroy it

scout:
advanced boots
hold to jump higher,
uses suction to walk on walls/ceilings
-squidward walk sound effect

driller:
breaching robot
-continuously digs in a straight line until
recalled or out of fuel
-a perk could be bio fuel, suck up bug corpses to recharge
and resupply to recharge or just resupply to recharge

hardy gate
#

Full auto grenade launcher primary for gunner. Reasons

worthy magnet
#

in low oxygen, i think machine events should spawn with oxygen tanks on them
it'd make gameplay sense since it's a thing you're supposed to centralize around, and it'd make lore sense since surely drg knew it was a low oxygen environment when they sent these devices down

crimson ruin
#

Idea for a passive perk: lootbug whisperer

When you pet a lootbug, it will always spit up at least one and up to four chunks of minerals from its cache, each chunk having 1.5 of its mineral type as per usual with lootbugs.

worthy magnet
#

pretty please fix bosco rockets
i just watched him sit still for 30 seconds preparing to fire a rocket, and when he did, he fired it at nothing

oak matrix
#

Silly event suggestion for Christmas - Coal Mining

Not something you can find traditionally on walls, of course. In a bit of a budget hiccup, management wants you to retrieve as much coal as you can from present boxes, seeing that the gesture of "sending the naughty bugs on Hoxxes presents" was something taken a little too literally... retrieve the coal, get cash bonuses from the union, maybe a themed drink together with it.

frail scaffold
#

Weapon slots for drilldozer

atomic rover
#

Quick hold action button to grind pipe and quick press to reload, right now there is a conflict with reload and grinding, can't reload while grinding. Or make grinding with the mule button, seeing that there are no mules in that mission. (Controllers)
(((Add a freaking option to turn off that aim assist in controllers!)))

main leaf
#

Embedded detonators /electrifying reload, etc that are stuck in a dreadnaughts squishy place when they go invincible, should still do damage when detonated since its inside the armor

verbal flint
#

Glyphid Rammer:

A large, heavily-armoured bug that charges at the Dwarves, dealing heavy damage and knockback.

It cannot turn while charging and moves slowly when not charging. Before charging, it stands still and makes a very distinct noise, giving Dwarves time to react to it.

DRG has a ton of enemy variety, but a "bullfight" lunging enemy is mostly absent.

atomic elk
#

A perk or armor upgrade that lets you bundle up all minerals you are carrying into a resource bag (like the one dropped by disconnected players).

Separate but connected suggestion: the ability to destroy resource bags so you can carry their contents in your inventory instead.

pulsar sluice
#

idea: custom victory moves option, where victory moves are randomised, but moves are picked from pool of moves chosen by the player.

void violet
#

Here's an idea for face melter to make it genuinely a little viable (not just very situationally preferable) -

remove the clip size penalty, make heat radiance tick on intervals of ammo spent (at least while face melter is on), increase heat radiance range a little bit, and a nice increase in heat per particle. (Say, 30%-40% or so.) Keep the flow rate increase.

In exchange, much lower sticky flame duration (enough that it's not worth using for that), keep the range penalty from before, cut the normal damage increase in half or entirely removed

Numbers will definitely need tweaking at the minimum, but the idea is to lean harder into the "melting faces" part with significant increases in heat (per ammo AND per second) and making the major downside which makes you want to never use face melter into an upside

In simple words, face melter should feel like a big bonfire and it will let you light up enemies even faster and cheaper than normal if you use it right, while making it notably harder than base to manage ammo for because it's easy to overshoot and you can't use it on enemies that are as far away

willow viper
#

Praetorians lack unique callouts when pinged. If Guards can have them, Praetorians should too

near glacier
wispy pier
#

Can we AD quick time on cave leeches and ever other critter that can grab you

prisma lintel
#

Add arm-wrestling

warped sonnet
#

Silly Suggestion: A rare voice line for driller when you do the reload animation for the drills; “Don’t worry guys! I am completely sane and can be trusted with a set of reinforced power drills!”

primal summit
#

one thing, very silly but everyone i spoke to agreed: Give Steeve a beard. It does not have to be customizable or really a beard but you are supposed to shoot the ones Without beards

coarse mortar
#

Drinking leaf lovers special just makes your dwarf implode, add that

zenith compass
#

Just a Random idea but if newer weapons are introduced in the future what about a gun for gunner that instead of reloading it with a magazine it had a barrel that would become damaged the more bullets you shot and would need to take out the barrel and replace it, the gun could still work the same with amount of ammo and everything but it would just be a cool animation.

jagged crest
#

Leaf Lobbers - Alternate Engineer Primary

  • Weaponizes about 4 seasons of leftover Leaf Lover's as a VERY-high ammo catapult weapon
  • A cross between the 40mm GL and the Shotgun, launching repurposed mugs of Leaf Lover's with lids on them as sorta-weak explosives
  • Use the AoE to actually cleanse status effects?...KARL, NO!
  • Yeah, it's gimmicky, but it's a neat addition to Engie's Primary roster (and more importantly we can get rid of all the Leaf Lover's sooner)

Upgrade Ideas

  • Overcarbonation:
  • Bitter-er Buzzkill: Eventually inflicts Leaf Loathing, which makes victims unable to inflict Status Effects for a few seconds
  • Aftertaste: Eventually inflicts Aftertaste, which Staggers victims every few seconds. Nothing worse than the taste of a potent Leaf Lover's in your mouth...
  • Not The Leaves!: The first taste of Leaf Lover's you subject your victims to always inflicts Fear.
  • Mouthwash: Victims become reluctant to bite anything, because it'll also taste like Leaf Lover's! Reduces either Damage Dealt, Bite Attack Rate, or increases Vulnerability to Damage. Stacks with the IFG.
  • Blackout Shot: Chance to Instakill due to a special Blackout Stout overpowering the Leaf Lover's in the weapon. And that doesn't mean "high burst of damage," like Shatter, I mean INSTANT. KILL. (...Though it only Staggers enemies which can't be knocked out.)
  • Acidic Mixture: Deals more splash damage to Armor and Machinery.
  • Drink Jank: Sometimes subjects lightweight victims to Barrel Physics. Hit them with a Pickaxe to see how debilitating - or downright silly - this can get!

"Too Long, Didn't Read" Guide:

  • General Base Stats: Slow projectile, decent AoE, fast reload, decent fire rate, etc. - direct hits for better Status infliction/damage.
  • A lite GL w/emphasis on status effects
  • Unique Gimmicks: Buzzkill (prevent Status Infliction), Blackout (Insta-Kill), Mouthwash (support debuff), Drink Jank (cuz its funny)
worthy magnet
#

cleansing pods should have oxygen tanks on them during low oxygen

stray hearth
#

it’s a bug thing could also make lootbugs explode less violently, making it easier to collect their useful... insides. Same thing when killing frozen lootbugs too

eternal frigate
#

Dwarves should say "Hey now, you're a malt star!" when pinging malt stars.

verbal flint
#

Taking inspiration from Left 4 Deads Smoker, how about allowing Dwarves to "parry" grab attacks with a well-timed pickaxe strike?

Like the inspiration, this would only work if you are facing the enemy and strike at just the right time, so grabbing enemies would still be a major threat.

Maybe it would work better as a passive perk, acting as an alternative to Heightened Senses?

real geyser
#

Sludge pump OC:

drillchamp Nitra Solvent drillchamp

"Dissolving high quantities of nitra into the goo resulted in extremely volatile (but pretty runny) sludge. Be careful with this, we don't want the tank exploding."

rocknstone Goo violently explodes on contact with fire
rocknstone Anything covered in goo takes 1.5x explosion damage (perfect for giving them a taste of detpack)
rocknstone Goo is now a reddish-pink colour

tothebone Goo now no longer slows enemies down
tothebone -25% passive damage

frosty heath
#

There should be a very low chance, when you annoy Mission Control, for him to fake a swarm but still have the music kick in and stuff and after the fake swarm he has some things to say about it.
His attempt to get you moving or get back at you

real geyser
#

Probably a ♻️ but

Contact stun grenade for scout

The contact stun grenade appears to be a small metal sphere with tessellating hexagons supported above the sphere with small stems. When a stem is pressed down, it detonates stunning everything near it. You get six of these grenades, and they have twice the range of the cryo grenade.

undone crown
#

More paintjob variants for hats like the broken hard hat and the officers cap.

real geyser
#

Pickaxe framework unlocked at level 200 called “Karl’s journey” or something

It’s basically the default pickaxe but almost completely broken down with a few blood splatters here and there, to signify the blood, sweat and tears the dwarves have put into their work. It’s back blade is torn off, and it’s handle is fucked up w chunks taken out of it n shit

crisp comet
#

Add fire praetorian for magma core

drowsy goblet
#

Shard diffractor OC that makes the laser speed super slow but do more damage on impact, it would also just be funny to swipe it around to make a wobbly-laser while firing it

near frigate
#

A biome where it’s insanely dark, and it looks like stars on the walls.

tranquil marsh
#

(Flipside of Above)
It would be interesting to find a biome that's remarkably bright. Due to the prevalence of bioluminescent moss, patches of terrain throughout the cave system have a soft glow, making them somewhat easier to navigate. This biome also has a tendency of larger cave systems, perhaps with branching vine systems. Unfortunately, the local wildlife has adapted to the better visibility by developing camoflage, making them difficult to distinguish from the local terrain and fauna. Thankfully, the glare of flares helps to combat this camoflage, making lighting just as important as ever.

sick wedge
#

Please make Molly unable to walk back to droppod using meteor shard wells. I was doing mining as engi and after 40 min. mission I almost had a heart attack when I saw her climb to the ceiling

clear night
#

The Jukebox says “Play: just 2 credits” but also says “Stop: just 2 credits,” so stopping music early should also cost 2 credits as a joke

tired harbor
#

You guys could add a propper crossplatform system, I really wish to play with my fellow Xbox and Steam dwarves!!!

atomic rover
#

Let us heal our pet by petting it. And a temporary buff when you pet it maybe.

Give atleast 1 sec for the last player to take a seat in the escape pod!

echo wind
#

One of the reasons why i love this game so much is the cosmetics.
With how much effort I put into my dwarves to look just the way i like them it's sad that i can't really see anything besides the arms and gun, is there a chance we can add a 3rd person view option? Or would that break the game's balance?

grand flint
#

During the halloween event I think it would be funny if you could have a "nightmare" when you open the game (since you're getting out of bed) where there's something different in the space rig that scares the dwarf before they jolt awake for real this time.
examples for nightmares include:
-One of those fake ghost props flying towards you at a high speed
-Driller throwing a C4 at you as you walk out of your room
-The Abyss Bar is missing
-Harold (lithophage corruptor) in the space rig
-Blacklock Lager effects start as you "wake up" and you see a silhouette of Karl in the distance
-Someone left a Blackout Stout at the Abyss Bar, but as you pick it up it turns into a Leaf Lover's Special

real geyser
#

let us go sleeby snoozy in the beds to spectate a mission

(it gives us funny voice lines like "yawn Murdering hundreds of bugs sure gets you pooped...")

worthy magnet
#

when spectating a teammate while you're down, it's my belief that we should be able to turn the camera around so we're not just looking at the back of their head
if i had to guess, i'd assume it's done this way to avoid people being able to give their teammate free information, like looking straight up while spectating someone and going "leech" if you spot a cave leech while they're focusing on the bugs on the ground, but i honestly don't see a problem with that, this kinda information is never gonna be as useful as another person there to help you fight.

undone crown
#

A random chance for the dwarves to start singing some dwarf song during down times between swarms. Maybe have each of the dwarves have their own lines.

near glacier
#

Extremely rare chance when pinging any object for the dwarf to say "I wonder if I can eat it"

celest girder
#

A new mission type called "Data collection".
The main goal is to defend and maintain a submarine, that collects the data about the cave as the mission goes on.
From 3 to 5 times, the submarine will rise, so the dwarves can repair the damage dealt to it, and also do other regular stuff like mining, pinging compressed gold and etc.
While the submarine moves, the dwarves CAN go outside, but only for 20 seconds, as the O2 will obviously run out, if you will stay underwater for too long.
Note that the submarine can be repaired ONLY when it rises on the surface, meaning that the dwarves will need to defend it from taking damage at all cost.
When the sub will reach the last room, a button to call the drop pod will appear on the mule.
After the pod was called, the submarine will move towards the drop pod's location, and while it happens, a huge amount of bugs will try to destroy the sub, just like in a regular extraction sequence.

NOTE: The mule automatically docks inside the sub, when the players are ready to continue the mission.
The water will not have any physics, as it will be just a certain level of height, where the water will be everywhere.
You CAN dig in the next room where the sub will stop, but take in mind that the mission progress is being made only when the sub itself moves, just like doretta in the escort duty.
The sub will not continue moving underwater if not all players are inside the sub.

I messed a lot with the info, so it will be difficult to understand the whole point of the idea, but i tried my best nice

#

its kind of like an alternative version of escort duty,
just like the "on-site refining" and "point extraction"

junior oyster
#

Make hurricane missles have larger turn rate but bigger max speed in low gravity

dusk basalt
#

Cwc radiation overclock application rework. Rather than chance-based 25% rolls, let radiation apply similar to heat buildup for the debuff to proc when a threshold has been reached.

fickle plover
#

Stingtail corpse skin, you wear the Stingtail armor and horns and for a scout you make the grappling hook the Stingtail hook

leaden bolt
#

Give the driller a beard or hat that has been severely burned

paper ferry
#

Rework for beast master

Honestly, I don't use beast master, but I think a lot of players would like these changes, for both gameplay, and lore:

Instead of taming a beast with beast master, you naturally have one when in a mission.
This grunt cannot die, but does still have health. On depletion of health, the grunt scurries underground in fear, and the perk goes on cooldown.
The perk has a 4 minute cooldown that starts once the grunt digs away, as opposed to the current system of the cooldown just being based on when you tame them, which can lead to cooldowns either being very negligable, or Steeve just dies to a bulk in 20 seconds and now you've gotta wait 5 minutes.
This'll help the voice line "Steevey? I wonder" make more sense, as it's like the Dwarf has rediscovered a good best friend from a previous mission!
Voice lines relating to Steeve dying would be replaced with ones of the Dwarf seeing him scurry away in fear, maybe like ""Steeve! Come back!" or "You're gonna pay for hurting my bug you bastards!"
Maybe even voice lines for Steeve coming back like "Steeve! I knew you'd come back!" or "My little bug friend is back!".
Steeve would dig out of the ground at the start of the mission when the Dwarves land in.

But lorewise I think it's nice to see Steeve not die and be a constant friend for the dwarves :)

austere spear
dusk basalt
#

Active Perk: Sandwich Saver
Long-press reload to sit down and have a snack. 5hp/sec for 10sec. 5min cooldown.

fickle plover
#

Barrel skin for armor, (no context just that)

dusk basalt
#

Perk: Gamer's Rage
Sheer focus on the task at hand creates an aura of fear as bugs sense what might happen should they interrupt it.

5 meter fear aoe around dwarf while performing hacking minigames.

near glacier
#

Dropping into magma core while drunk allows your shouts to shoot fire. Nothing too much maybe like base non upgraded crisper. And this is kinda silly haha but if the jet boots can set things on fire i would like alcohol poisoning to do the same.

jovial pumice
#

minor darktide ogryn reference would be funny

humble swan
#

Modular stuff. It makes everything better. And also support tool alternatives for each class.

slender schooner
#

I miss Beards with cigars or pipes

worthy magnet
#

idea for a new module for the omen
foghorn
Every minute, it sounds a loud horn designed to summon bugs to the location of the omen, originally designed for the omen to use to lure bugs in and then kill them, now serves basically just to make your life harder
every minute interval, the foghorn sounds, and a praetorian spawns somewhere nearby

vivid sail
#

SMRT -> Rename to Lok On Lok Off: Hold reload button to disable locking on, changes rof to a burst or a slow automatic (SMRT is a detriment currently)

pliant mason
#

Suggestion: Free-Range Beer Crafting

TL;DR: Inspired by Monster Hunter's food system, use your excess Hops (beer materials) to craft specialized beers that provide a variety of inherent stat bonuses ranging from additional health, run speed, damage, and shield battery. These beers are meant to further enhance certain builds one may make for any class and make them stronger and less of a pain to play.

For this, there would be a crafting station right behind Lloyd that is just past the Jetty Boot cabinet, or just coming up from the Forge. This station can only be unlocked after promoting a Dwarf once, however any Dwarf regardless of rank can take a Beer from the station when it is made. You can use any combination of Hops to gain an increase in stats, as well as just max speccing in one stat but be warned that the costs can get steep. You can use a maximum of six Hops for a beer.

Barley Bulbs -> +3% Max Health (Max +15%)
Malt Star -> +3 Max Shield (Max +15)
Starch Nut -> +2% Damage (Max 10%)
Yeast Cone -> +2% Run Speed (Max 10%)

While you can use six total Hops for a Beer, the bonuses cap out at 5 from one specific ingredient, requiring at least some form of variation. The bonuses given from a specialized beer do not stack with those served from the Abyss Bar; If you then decide to drink Pots O' Gold after consuming a prior beer, it will overwrite that specialized beer.

real geyser
#

An arcade game where you play a little pixel version of survivor, like the mini game in Celeste

haughty mason
#

Overclock Idea for the Gunners secondary pistol:

Marksmen pistol
Basically ultrakills marksman pistol. Toss coins in the air and hitting the coins automatically goes to the enemies except through walls or armor. Cool right?
Now players can add in a mark on enemies to track where the bullet can land and it does even more dmg and it's even more awesome! Amazing right?

But here's the catch:
dun dun dun!
LITTLE MAGAZINE!!
Instead of having like 6 or 4 in your regular magazine, you only get TWO (one shot if you dare) shots per mag and the capacity is limited to like 25% of it's original capacity. Now players either have to get gud or suck it because it's a high risk, high reward type of overclock and fun is not allowed until you hit that dopamine induced shot and watch the little critters get obliterated

But if we have so little ammo, what about the massive hoard of bugs? And the big bosses?
Don't worry!! If the ricocheted bullet hit's an enemy, it can ricochet to another enemy and keep the cycle going till it hit's an enemy that survives the shot. Problem solved! And the bosses? Pff! Yeah right! Who would use that when you have a minigun and gernades? Right?

Now anyways, with all that said and done, I believe I presented my idea to be the best in the market in this industry and demand an immediate add on to the ever expanding overclocks in deep rock galactic so that I can shoot my coins in peace. checks watch crap, my smart stout is running out. Just add it in and players would love it-
DOeS AnYboDy WAnA PlAy BaRreLl HoOp?! burp ROCK AND STO- passes out

worthy magnet
#

idea for how to keep the base idea of SMRT while it being hopefully more viable
instead of trying to target as vast an array of enemies as possible, the gun attempts to to target enemies of the same type as the one it initially targeted, while keeping the mechanic of the gun attempting to avoid overlocking on enemies
this way, if you lock onto, say, a swarmer, it'll give that swarmer one lock, and if there are any other swarmers in the targetting radius, it'll give all of them one lock as well
in that way, it keeps the core idea to spread out locks evenly
but if you lock onto say, an oppressor, chances are it's the only one around, so the weapon will only lock onto that one enemy
this keeps the gun's ability to lock onto single targets , and in fact, even reduces annoyance of putting accidental locks onto something other than your intended target
this also sorta feigns intelligence on the weapon's part.
the weapon is smart, and so by seeing what enemy you've locked onto, it decides what you're trying to do
lock onto a swarmer and it's clear you're wanting swarm clear, lock onto an oppressor, chances are you're trying to take down a high value target

drifting holly
#

have clean sweep decrease incendiary falloff so its not absolute doodoo only a little

fast summit
#

Suggestion for chat:

"Motivational Mute". A feature I first saw in the hero class based FPS Shatterline, Motivational mute replaces all text chat from a player with randomly generated motivational messages, themed to the game.

DRG has a wealth of such messages already in the script, they just need to be transcribed! Got someone being toxic in the chat? Turn everything they say into ROCK AND STONE!

humble finch
#

This might not be talked about but oh well. Add a ship not a space rig and how to get it is getting to 5 promotions so people who REALLY like the game will be rewarded for their loyalty and dedication to DRG. And I'm thinking for the interior is that it is generally cleaner than the space rig and a lather and clean bar with special drinks and there will be a game room with maybe billiards and more arcade games, there will be a control room, a generally bigger med bay and a drop pod and a drop pod bay attached to the hull of the ship to go to Hoxxes, and in the control room there will be AI dwarves that you can talk to and the ship will be constantly circling around Hoxxes and the name will be the R-908 called The Spearhead and it is related to the Ramrod. And related to it there will be very rare events on the ship and those events are yet to be decided so thank you for listening god bless every body and goodbye.

echo wind
tranquil marsh
#

It would be interesting to lean into the volatility of certain biomes by legitimately making them more or less difficult than others.
Eg: magma core is miserable and dangerous, maybe the dwarves should get a higher hazard pay for their troubles?

Now that I think of it we should bring this up with the miners' union. We should demand a hazard bonus based on biome. rocknstone

proper parcel
#

Changing/Removing the Downside of "Volatile Compound", the Satchel Charge Mod. As it is pretty much no one uses this, the risk of it getting hit by a stray bullet or glyphid projectile and blowing up in your and your teammates faces is just way to high. It is basically a non-option and might as well not be there.

covert olive
#

Change the Mission Control annoying mumbling when Hagsy is about to get interrupted. There is nothing more annoying than a screaming boss at you while you fight endless waves of enemies. GET THOSE BUGS OUT OF HAXXY!!!!

vagrant tendon
#

Hello friends, I would like to suggest a change of mood in the current dialogues, my proposal is that after some arbitrary number of deaths, for example 3 deaths, the dwarves would say the same dialogues but now in a bad mood, an example would be the dialogue: By the beard! would change to By the f**n beard! or some more annoying dialogue. Maybe it's not necessary to use bad words.

loud hill
#

make one of the rock and stone voicelines "rock and stone and beer!"

visual crane
#

new active perk : static improvement totem or S.I.T. for short

With this perk you will put a 250 hp totem to the place you look this totems looks like a little dwarf made out of metal and a red gem in the chest , this totem will improve nearby dwarfs shooting speed and damage by 1.2x for the rest of its health. Dwarfs cant damage this totem but glyphids can and they will show priority if possible. if you upgrade this perks level the health will go +50 and range of it will improve +1 meter for every upgrade with the max 3 upgrades.

You can use this item once in every mission BUT you can pick it up , if you pick it up it will go to a 6 mins cooldown. once the totem is death , its gone for the rest of the mission.

For balancing purposes this totems cant be stacked , so if you have 4 dwarfs with it you can only make a bigger radius but boost will be the same.

some voiceline ideas for using it:
"My grandpa told this is his favorite relic"
"Go! shiny little thing"
"Does anyone know how this works?"

some voiceline ideas if it gets destroyed:
"My grandpa gonna kill me"
"That thing worth a lot!"
"NOO! my shiny little totem"

acly i dont even know if this will work but yeah , just an idea

leaden bolt
#

The ability to remove zip lines and add them back into your ammo (not while people are on them for obvious reasons)

native lodge
#

make the SMRT upgrade be actually smart so with no ocs it does the same as it does now but make it that it has synergy with some ocs like ECR it will stop at 3 and not go higher or executioner where it auto aims for weakspots to conserve ammo and make better use of its damage buff

near glacier
#

Been talking with a mate about it and I have some thoughts on improving gunner's traversal and support tools in subtle but maybe effective ways. I poked around for a bit in this channel, too, but I haven't seen everything, so I apologize upfront if these ideas have been presented before!

Shield

  1. I remember finding it odd that IFGs showed up on the HUD, but not the shield. I want to see the gunner's shield on the HUD!
  2. Another thing I want to see on the HUD is my teammates' shield health, and maybe also a warning when low or depleted. It would be great for a gunner (or any teammate with shield link for that matter) to know which teammate to help out before they're downed, which is the only point at which I get something new on the HUD.

Zipline

  1. Everyone complains how slow it is to go up. I think at this point the dwarves would be willing to be required to put their weapons away to ascend just a bit faster using their hands or some ascender tool. I don't know how exactly to tune the speeds here, but I think it could be a worthwhile change.
  2. Don't knock dwarves off the zipline with just damage! Until the stingtail was introduced, I wouldn't have suggested this, but with it and the septic spreader both being yet another pair of bugs that can attack a dwarf high on a line, I think at this point the zipline has been power crept to the point where the ability to remove a dwarf from the line should in turn be restricted to either a) being downed or b) the stingtail or a cave leech or something that actually physically grabs the dwarf.
distant lake
#

How about when your running to the drop pod with Molly you have to defend her from the bugs. It would remove the ability to sit at the drop pod waiting for Molly. To add into this you could replace the three Mollys on the space rig with an upgrade terminal for Molly. Have health upgrades, recharge the shields of nearby dwarves, etc. Just came up with it while waiting for Molly to dock. Have a nice day.

paper ferry
#

A feature where if pressing E on a turret when putting more ammo in it is impossible through either:

  1. It is full
  2. You have no more turret ammo
  3. You're not an Engineer
    You pet the turret instead :)
sour sable
#

"The passive perk :friendly: buff"

The perk makes any friendly fire you take or deal be reduced 50%. This however does not apply to self damage. I think it should as it would allow builds like the rj250 (rocket jumping engi) to be semi viable in higher hazards

winter atlas
#

getting out of rockpox/being frozen should point you in the direction you are looking, in the same way that getting revived does

timber ibex
#

An animation or pose that plays for when one of your fellow teammates are typing in chat (typing on a PDA located on their right arm or holding an earpiece) just to indicate you aren’t idle if people see that you’re just standing there. Weapons are either holstered or stick to your right hand until you’re done messaging. Obv this will only be shown via third person. First person might be a bit excessive.

Overall I think this might be a good concept to implement into around season 5 and possibly rogue core by chance.

chilly bough
#

endless swarm machine event where once you activate it a machine vibeates to call a swarm away from a refinery elsewhere. glyphid swarmers and grunts spawn continuously for three minutes it could be easy or it could be impossible depending on loadout maybe a terrible idea but im a greenbeard and think a three minute continuous fight could be cool where the onky goal is to survive

tropic bridge
#

Trading Overclocks: not much more to say, but it would be really helpful to get a specific overclock. It would cost resources and credits, like maybe the purple material for that you use for cosmetics

ancient hornet
#

Hats that mostly cover the eyes should be able to be worn as eyebrows like: the eyepatch, Mnemonic Visor, Evil Eye or Night Vision Goggles

wild thistle
#

Sludge pump OC: Oily Mixture

rocknstone Small/medium bugs will slide on your sludge and lose all friction until they get to the other side.
rocknstone So does the driller that created it. Slip’n’slide!

tothebone Sludge no longer slows bugs

fathom gulch
#

An option to turn off voiced dialogue for Dwarves without removing their grunts

vital shuttle
#

well, here is my idea for possible weapon to add for gunner as primary (yes i know it's unlikely to happen):
a howitzer with automatic reload mechanism, straight up ripped from tank. gun itself has no reload, and only overheating, also has secondary ammo type which u can switch by pressing r, kinda like crossbow for scout. there would be quite a lot of different ammo types:
ap rounds- high single target dmg, high accuracy, can break most armors easily
he shell- area dmg, but at cost if single target dmg
napalm rounds- miniature version of flame grenade
neurotoxin payload- i imagined it being more of gas canister making small poisonous cloud unlike oc for autocannons
buckshot- an abomination, oversized shotgun shell. compared to ap round it would have obviously much higher dps in close range, at cost of accuracy, probably oc exclusive thing

there would probably be much more ammo but tbh i kind of forgot some of ideas.

undone crown
#

A voiceline if someone destroys a Mushroom.
"How. Could. You."
"You've killed it!"
"Mushroom!"
"I'm not mad, I'm just really really disappointed."

real geyser
#

New sludger OC:
drillchamp Epidemic drillchamp

rocknstone Sludged enemies spread sludge on death proportionate to their maximum health (grunt would make a small puddle, oppressor would make a huge puddle)
rocknstone +20% burning AoE
rocknstone Puddles left by killed enemies last 1.5x longer than normal puddles

tothebone Double charge shot ammo consumption

young inlet
#

A mute-in-background feature, that mutes in-game audio when alt-tabbed.

golden lion
#

option to disable shout button triggering the laser pointer, I know it's there for controllers, but it doesn't make much sense on keyboard where we have ctrl and x as separate keys, it's annoying trying to have bosco throw something at you and you bringing up the laser pointer for a split of a second just because you held for a little too long

stray hearth
#

Always felt a lil awkward juggling around molly during escort missions, so I propose ditching Molly entirely and instead depositing directly into Doretta. After the heartstone’s been defeated, a modified mule pops out of Dotty that takes all the minerals back to the drop pod

gentle heart
#

Scout secondary: Sonic gun

A gun that makes a massive pulse that can knock back bugs, do some damage and scare them away. Has a charged attack with increased effects and power usage. Uses a power cell.

There could be upgrades for ammo, damage, adding stun and whatever else that sound could do.

Possible OCs:

Ground vibration
Part of the mechanism is pointed to the ground, making glyphids go to where you shoot. reduces damage and duration of effects.

rocknstone Charged attacks now distract glyphids.
tothebone 0,6x damage
tothebone 0,7x effect duration

High frequency pulse
The frequency emitted by the gun has been increased, but that means range and power efficiency is lower.

rocknstone 1,5x damage
tothebone 1,3x power consumption
tothebone range is halved

Active focus
You can change between focus modes on the gun, but the weight means the power cell can't hold as much juice and can't go at full speed when charging a shot.

rocknstone focus can be changed, damage and effect duration is proportional to how narrow or wide the focus is.
tothebone 0,75x cell capacity
tothebone 0,6x movement speed when charging

Perfectly tuned frequency
R&D have found the perfect frequency to have the gun at to stun creatures on Hoxxes. This adjustment completely removes knock back and slightly reduced damage.

rocknstone 1,5x stun duration
rocknstone enemies have a 33% chance to get stunned on normal shots
tothebone 0 knockback
tothebone 0,8x damage

pliant mason
#

Suggestion: A Clean Overclock for the Shard Diffreactor (because it needs a second clean OC)

Overclock: Refined Crystal

"R&D managed to not only give the Heartstone a proper shine, but also selected a piece from thousands that has the strongest energy density; Your beam does more damage with a higher discharge rate with zero strings attached! Thank that one geologist who stuck around for this one."

⬆️ Small increase in damage - (+3 Direct Damage)
⬆️ Increased discharge rate - (+2 to Discharge Rate (aka fire rate))

sick wedge
#

Suggestion: make us able to deactivate Bosco, so he drops to the ground and we are able to get him to the droppod same as Dotty's head

empty coyote
#

we have this tradition with my regular party that we take blackout stout at the end of session and press alt+f4 at moment the dwarf passes out (we call it Logout stout.) This gave me idea: Make Blackout stout to exit the game to desk top and rename it as Logout Stout (or make it entirely new brew)

static hill
coarse mortar
#

Add Karl jumpscare if you drink leaf lovers

atomic rover
#

Buff the zipline, seems trash compared to the others. Add 1 or 2 more ammo, and then double its ammo with the perk Expanded Ammo Bags. Also buff the perk Increase Motor Traction with the ability of being able to boost speed when goind upwards on a zipline.
May have to tweak the other perks too to match the appeal of those buffed perks.

Eddit: found that people have posted the idea of being able to remove the ziplines and reuse them. I like this idea more.

coarse mortar
#

Add drinking leaf lovers special as a reason to kick/ban somebody from your lobby

mossy oxide
#

Add hack-c to leaderboard of Jetty Boot! All the other robots are on there, why not him?

wild thistle
#

Lead storm OC: M.U.L.E Kick Recoil

rocknstone Firing your Leadstorm while on a zip line will cause the recoil to blast you the opposite way, letting you ascend or descend much faster at the cost of ammo.

tothebone Firing your Leadstorm while on a zip line rapidly drains the time you can spend on it.

compact shore
#

A perk that gives you more air mobility
( Similar to something like Quake )
If this is somehow op, making it an active perk with the passive of +x% air mobility with an active of buffing the % for a period of time would make it balanced imo.
EDIT: to specify, air mobility means more air control. Basically makes your dwarf break the laws of physics.
( Due a lack of good examples use this video for a reference of what I mean by increased air control
#suggestion-discussion message)

ebon tulip
#

Make it impossible to spawn Giant Detonator on the final stage of Rescue Mission if you are playing solo. Because it's nearly impossible to kill it without losing the mission by losing connection with Command Center

#

Add skins for Molly that can be set by host of the lobby

gaunt canyon
#

Add a secret rave track to jukebox that will trigger lazer lights and total disco mode on all space rig while it lasts

near glacier
#

Add a little indicator of what killed you when you are seeing your camera when you are down

high flax
#

Add a wave based mission type, similar to Halo Reach Firefight. which could be like defending a DRG outpost from a Glyphid swarm, or maybe the Rouge Core threat

ebon tulip
#

Maybe... the fifth season will be about rivals again?... It's plot will be something like this: "While we were fighting with the Rockpox our rivals didn't waste time and built many underground bases full of robots, turrets and traps (these bases will be fully automated as other rival's things). Let's fight them back and prove again that Hoxxes IV is DRG's property!"
It will add new type of mission: Attack on rival base (maybe some shorter name)
Maybe this type of mission doesn't fit for this game, but it's "suggestions" channel, so i'm suggesting this

tough hatch
#

Add a heat indicator for the jet boots in hub area

queen vault
#

After some time playing with basically every gk2 overclock i want to say that homebrew powders +10% average dmg boost is not very significant, yet random deviations that make you kill target one bullet faster, and therefore waste the next bullet cause you did not see it coming or miss the usual kill by a very tiny bit and having to fire extra one makes it a bit too frustrating for a clean.
So i want to suggest clean alternative that also gives a slight dmg boost, yet takes it in completely different direction and instead of having random breakpoints, it always provides perfect breakpoints.

Introducing Gunpowder Redistributor.
So how does it work? Besides self explanatory +2 base damage, the gun now has a hidden** "damage bank". **Whenever bullet overkills an enemy, the extra damage that did not got applied (of the base bullet, without weakpoint/armour multipliers) gets stored in this bank.
And whenever there is any damage stored in the bank, it gets applied to the very next bullet that hits an enemy without killing it with its base damage. Either all of the stored damage gets applied at once, or just the right amount to kill the target, while adjusting for weakpoint/frozen ect multipliers.
If its still a bit confusing i'll try to explain with hypothetical example:
D5 mission with no modifiers, no dmg mod taken, so gk2 deals 18 dmg per shot. If you shoot a swarmer, which has 14.4 hp the 3,6 excess dmg gets stored in the bank. If you shoot 10 more swarmers back to back you will get another 36 dmg stored in the bank, so 39,6 in total. So after that shooting a grunt in the head makes overclock apply 36 stored dmg to the base 18 to achieve (18+36)x2=108 dmg perfect oneshot, and it will still have 3,6 remaining stored dmg ready to be applied against next viable target.

Overclock also will conserve 75% dmg from shots that dont hit any enemies, regardless if its terrain, ally (less friendly fire) or something else. Its important to mention, cause it allows for "tactical mag dumping". Let say a menace hid the moment you finally found it. Now you can just sit, wait and see where it pops out next or... you shoot nothing. Since 75% of those bullets get conserved and applied to the first bullet that hits the target you can view it as trading ammo efficiency for reduced TTK, so its safer against enemy that shoots you while you shoot them.
I belive it would be a good disign choise to not restrict how much, or for how long damage can be stored in the bank, since it can create cool unique interactions. Like if you are bout to resupply and your gk2 still has over 50% of its ammo, you can just shoot it if you have the time and enjoy a temporary buff for the first couple of bugs that you get to shoot. Or you can do something completely unhinged and fire everything but one mag into nothing to one shot Glyphid twins with 2 tiny bullets. Definitely wacky and suboptimal, but it still follows scouts class identity of having good single target damage and it just seems like a fun thing to do, and im all about that.

solemn walrus
#

Make some welding pack DLC, would be cool 😍

atomic rover
#

After you use the gunner's Shield Generator the game always switches back to your primary weapon, even if you were using your secondary weapon before using the Shield Generator, this can be a problem when your primary weapon is empty. Make remember the game to switch back to the secondary weapon.

coarse mortar
#

Add a button to the space rig that just does nothing

near frigate
#

We need like, 80 more beers. Just keep ‘em coming

coarse mortar
#

Add a beer bodypillow you can buy for the space rig bed

undone crown
visual crane
#

New Mission type called "Liquid Extraction"

Even tho the meteor crash chanced the ecosystem deeply and the water of the Hoxxes either got frozen or vaporized entirely , somehow some of it are still in its liquid form , management got numerous reports from the teams about their locations. DRG designed special container collectors for this liquids and its you and your teams job to gather this liquids. Your success will be important for Us to understand and find deeper secrets of Hoxxes. We are counting on your team Dwarf! Rock and Stone.

-There can be a new biome called "Cave Lakes" or "Hollow Lakes"

-In this new mission type you need to find 3 lake like places and call the new collector pod , with this pod you will gather information and then collect a bit of it as sample But remember , this will make the bugs angry! after you done collecting 3 samples you can call the drop pod for escape.

-With this new lake like places , dwarfs can swim a bit in them , they cant use their weapons but they can use their pickaxes underwater. Since glyhids and macteras cant enter the liquid we need new treats

-NEW ENEMY TYPE : Fishoal (still working on the name), this new enemy type can be spawned in the lake like places , some bigger types even can go to the land in order to defend their home. Bigger ones can be like Fishoal Levaithan , Fishoal Reaper ect.

-New brewing ingredients like Cavemoss , Glowing Coral , Yellow Pondweed , these can be find underwater or near the lakes , with them you can craft new beers that will increase your swimming speed , your breath capacity ect.

-New Passive Mobs can be Nautilus or Crab like creatures

undone crown
#

When down, the iron will activation icon should flash if somebody else has also activated their iron will. I can't be the only one who panic iron wills and then end up staring at my teammate who also did

jagged brook
#

Please add shader pre-compilation step (or at least make it an option), some ue4 titles do that, like high on life (and the game runs smooth as butter)

leaden mauve
#

hear me out, what about a mid air zipline

long shoal
#

Style on the M1000 Classic, which replaces the model with the Winchester

torpid mortar
#

new mission type idea in case the rivals ever return:

profit pilfering

"bad news miners, despite out efforts to drive them off of hoxxes, the rivals are back again. even worse, the scant data they escaped with has allowed them to begin the next phase of their operations: mining and exporting valuable hoxxian resources out of the system. find their mining sites, shut them down, and use the special gear we're giving you to send what profits they've wrenched from the rock up to us for DRG's benefit instead"

this would be an assault style mission where you break into a fortified mining location owned by the rivals. facing new bots, new turrets, and new threats, this mission type would almost function like a modifier.

you would find the rival mining locations in OTHER mission type caves, such as point extraction, egg hunt or morkite refining, the difference being they have already done most of the work and have the goods packaged up for transport. destroy them, defend yourselves while the resources prepare to get sent back to orbit, and get out with the company a bit richer.

you would send the riches to orbit by using a rocket management sends down. strap them on, defend it while the thrusters ramp up to full burn, and then get out once the goods get going.

cave features would include variants of prospector drones geared towards mining or working flying around, nemesis and turret encounters, and a few new things i haven't quite thought through yet. maybe even a new boss encounter or some mini bosses styled around guards meant to protect the working bots.

undone crown
#

Ziplines shouldn't be able to be shot onto the caretaker force field. Either don't allow the zipline to be shot onto it or make it pass through the shield. (Of course the dwarf on it wouldn't be able to pass through)

molten carbon
#

Getting a score of 50+ on jetty boot should add RGB lights to the arcade machine nice

haughty parcel
#

Add new 4 players arcade game like "playing with fire"

stray hearth
#

How about this: The gunner’s zipline gun has a certain length of wire, and each zipline shot consumes a flat amount of it plus the length of the line. This is mainly a consideration for solo, where you really feel the limitations of ziplines e.g. burning an entire zipline to get a vein 10 meters off the ground.

pure reef
#

can you please add a "collections" or "wardrobe" screen that will show all of the weapon mods, pickaxe mods, and cosmetics that i DON'T have. I want to try to collect them all, and it's unbearably tedious to try to do it by maintaining a spreadsheet. I'm asking for this to be base game, not a mod. think World of Warcraft "Collections" tab. (edit: oh, and Bosco)

loud copper
#

can you add the ability to report someone for toxic behavior?

gritty hill
#

A rank beyond legend 3 with a number instead of stars so that you can see exactly how many times you promoted after legend 3.

snow remnant
#

A new deep vibrant red paintjob called Red Rum because it's a ref (watch The Shining !) + alcohol (rum ...) is a third of what DRG is about drillchamp (it would portray some waves because it would make it look like a moving liquid, or something more sinister like giygas's pattern) https://cdn.wikibound.info/7/70/Giygas_BG3.png

hoary tartan
#

Hello miners! I want to suggest a new mission type!
Imagine a mission that has a constant swarm, but also several new "Queen" bugs roaming the map.
Queens don't attack but rather try to get as far from players as possible so the mission is kind of hide and seek.
After killing a Queen you get a certain gem or egg droped that you have to carry in hand and put into Molly. After collecting 4-6 gems/egg you will have to finish your mission as usual.
Easy and fresh I think

maiden harbor
#

maybe buff the LOK-1's base damage a smidgen

near glacier
#

Seismic Lure - Lasts longer then danci boi but increases the chance of dreadnoughts

torpid mortar
#

random encounter idea:

this encounter would only happen during the middle of a swarm, and ideally if we ever get a "glyphid nest" biome only in that biome.

having around a 5% chance to occur once during a level, the ground shakes and breaks open as the largest macro-predator hoxxes has to offer, and the only known predator that feeds exclusively on the glyphid swarm, rises from the depths: the hoxxian bore-worm.

as for appearences think a velvet worm from hell.

living closer to the core than any other creature, this massive worm like creature would be attracted by the increased glyphid activity made by you fighting a swarm, and would surface for a feeding frenzy.

the glyphids recognize the bore worm as their ultimate threat, and in a twist actively ignore the dwarves and will focus on the worm. the worm will preform a few different attacks, such as spraying acid or slamming the ground. you have two choices.

assist the glyphids and drive off the worm before it kills all of them (afterwards getting a 30 second grace period before they all reaggro on you), or let it do the dirty work for you and then try killing it yourself afterwards (unadvised).

this event would happen in any mission type, and would even see boss enemies aggroing onto the worm. even dreadnoughts and the rivals see this thing as a bigger threat than you.

tiny jetty
#

Make a farm for beer ingredients somewhere on the base. By collecting some ingredients, you can make it so that you can make seeds from them. after a while, new ingredients for beer grew.

leaden shard
#

If we can tame glyphids let us tame lootbugs

long shoal
#

Style on the M1000 Classic, which replaces the model with the Winchester

lyric garden
#

Make bulk detonators pettable

tribal chasm
#

fix the flare gun. change mag size, auto reload and rate of fire because all of them offer nothing, fix nothing, and do nothing for the tool.

hazy breach
#

Balanced Colette Wave Cooker Overclock

Tractor Beam

Sucks minerals and carry-able items towards you in a wide beam, as the CWC heats up the force becomes greater.

As a trade-off, it deals slightly less damage in exchange for the added utility.

fluid mountain
#

Those bomb bugs but they throw green goo when they die by exploding

tranquil marsh
#

Game Lobby Flags & Station
An interesting QoL addition would be to give lobby hosts a way of toggling one or more flags to help set expectations for players who would like to join them. Some examples might include:

  • Speedy: get in get out get 'er done
  • Thorough: we take our time and collect all the things
  • Training: greenbeards learning on the job, we go as slow as we need to
  • Achievements: we're working on achievement hunting, these are no ordinary missions
  • Roleplay: full immersion, please stay in character

Implementing this would be an opportunity to add a new station in the lobby where players can easily adjust all lobby settings, such as the lobby name, player limit, privacy, etc.

willow viper
#

Bulldog revolver Framework which gets rid of the/makes the bit under the barrel smaller to give it a more oldschool revolver appearance

stray hearth
#

Anyone else think the ratio of cave leech deadliness to bosco competence is a bit out if wack? It’s less so a problem with leeches than it is a problem of bosco vacantly staring as a leech disembowels you. It ends up feeling pretty random whether a leech kills you in solo, because sometimes you can be at full health with bosco chilling right next to you and still die.

visual crane
#

New perk called Battle Horn its an ancient dwarf horn that upon using nearby teammates and the user will recover 20-35 health and will get a small sprint boost for 1-1,5 seconds depending on your perk level.

you can use this 2 times per mission to recover from bad positions or supporting your team but be careful because once you press the button you will do a 4 seconds of animation that cant be canceled (unless you die) , well numbers can be chanced ofc.

static berry
#

Remember when you take a seat in the pod before the beginning of the mission in the space rig?
It would be cool if we began our missions from the same seat too!
(I think its randomized, but yeah i think it will be neat if that happens)

pulsar sluice
#

add body hair to dwarves
idk why but I feel it would be a nice detail since dwarves are portrayed as rather hairy race

near glacier
#

remove the "wonder if I can teach you some tricks" when petting a dead steeve

pulsar sluice
#

but now the real suggestion
add some real swears please, maybe some adult jokes too
they are grown up men with no bitches in PEGI 16 game and they don't even say "fuck"

tribal chasm
#

Shallow Grotto missions

atomic rover
#

Let us customized the mule (Like with BOSCO, and even add perks!), make some crazy skins with new sfx.
Imagine an R2-D2 (Star wars) skin and the mule making R2 noises, it would be sick as heck.
You could add the terminal for mule customization next to the deep dive one, seeing that there is already a mule thrown there with some tools.

native kite
#

Ghost lootbugs ||to remind us of our crimes||

tight mango
#

mutator "evolution"
glyhpid grunts spawn rarely. replaced by slashers and guards
slashers are 5% faster, have armor covering most of their face and leap like swarmers
guards front legs and face have armor
praetorians and oppressors have a small layer of armor on their weakpoints and make 50% bigger and deadlier gas clouds on death
menace acid and web spitters have 2m AoE splash and fire faster
exploders start their fuse within 3m of the target
bulk detontator's attack and death explosion is 30% bigger, fires 6 more exploding fragments on death

tranquil marsh
#

How about letting us help Hacksy hack the powerstations on Industrial Sabotage? Let 1-2 dwarves interact with the same panels, doing random hacking events in sequence for small boosts to hacking progress. Would be a nice way of speeding up the process, especially if you've got more time than bugs. 😛

coarse mortar
#

Add another arcade game that is just all of doom 1

celest girder
#

Since we have green, and red (its probably orange instead) turrets, it would be logical to add a blue turret type, that will have much less attack speed, but increased damage and range. (Basically a sniper turret)

This will be useful against low-hp enemies on the ceiling, such as web/acid spitters

Also i noticed that one of official DRG posters have a blue sentry, so why not add it into the game? nice

vocal breach
#

I would really love to see more mini games & things to do in the space rig. such as a game similar to Bejeweled but as you play you can see an animation of minerals being sorted. Or loading cargo into a shuttle in the form of Tetris. It would be nice to have more to do in the space rig while making it add to the day to day feel in the rig.

atomic rover
#

Let us customize engineer turrets, its colors atleast.

soft kelp
#

some sort of reward for defeating nemesis

real geyser
#

Add an orange and a yellow barrel from the barrel hoop minigame somewhere into the space rig, and make an achievement where you kick a blue, green, orange and yellow barrel into each seat of the drop pod to represent the four dwarves.

#

New framework: Barrels of fun (name needs work)

Every weapon has a blue barrel haphazardly secured to it as a functional component, with scrap metal making up the rest, similar to waster but toned down. mainly for the memes, but it would look cool. hey, maybe even make it a dlc and bring back the barrel armour but in the same style as the framework.

E.G. A barrel replacing the mixer on the sludge pump, parts of a barrel ripped in half and cut open for the breach cutter's "barrel"

simple orchid
#

some multiplayer arcade games? like pong, or even card games?

#

some sort of clan thing, this one we have for joining discorg I dont feel like im involved at all, every time Im checked for task, its always done, maybe better custom clans, with harder quests, but better rewards?

knotty walrus
#

Instead of nerfing rockpox infection buildup and how hard it is to free one self from it, make it scale with Hazard level.

This way its easier for greenbeards and still punishing for greybeards who should've known better.

undone crown
#

An extremely rare golden mushroom. Can be broken down into 200 gold and when pinged, your dwarf says "We're Mushroom." I am completely serious

exotic kayak
#

As an extra sort of tutorial and single player option: A challenge mode where each class is run through a specific challenge that helps new players really learn how the classes work.
Scout - has to grapple around an obstacle course in a time limit, also they have no shields so they have to be careful about taking too much fall damage.
Gunner - has to survive against a few waves of enemies, including some attacks that have to be blocked by the shield
Driller - has to navigate a series of unconnected chambers in a time limit, using the map and drills to do so. Maybe the time limit is a ghost bulk following them.
Engineer - honestly I don't have a great idea for this, perhaps placing a limited number of platforms to reach a goal point or using turrets for area control.

heavy current
#

All weapons and perks are optional. ...except the armor extra health.
It's not consistent with the entire rest of a dwarf's equipment, where you can just remove all upgrades and play as if you just startet / reset as a challenge or if you've forgotten how difficult 'no upgrades' really is.
So my suggestion is: add a toggle for each set of 5 hp, or the entire bonus hp, similar to the Season 4 toggle after reaching level 100 on the performance pass.

lyric epoch
#

Engineer grenade launcher unstable overclock that gives it 6 shots in the clip at once and more ammo at the cost of reduced projectile velocity, damage, and explosion radius/ damage

strong iris
#

Show us what a matured dreadnought looks like

timber kettle
#

So here's what I'm thinking: Another idea for a future season like my previous space pirates season idea. Season # The Old Magics. As if Hoxxes couldn't be anymore dangerous or hostile, now it is plagued by some ancient Lovecraftian/Eldritch entities, monsters, and or gods. The best way to combat this is for the dwarves to use ancient dwarven magic that can be equipped to their weapons or be found inside the caves. This will introduce new enemies and new mission. Such missions being boss fighting missions like the elimination and industrial sabotage, but their own unique flavors of combat and requirements to initiate combat with these malevolent ancient evils. The dwarves will delve into the caves to retrieve or destroy artifacts at altars/shrines, maybe about three or something, to awaken the eldritch evil that sleeps in Hoxxes trying to wake up. The dwarves will then have to put it down, or at least put it back to sleep again. This potential season will also have several cosmetic items and skins for the dwarves and their weapons such as runic weapon skins in the cosmetic tree and DLC packs that have magic aesthetics for costumes and weapons. This is what I have so far and I'm hoping that the upcoming Rogue Core game is not already touching on eldritch horrors.

charred flume
#

We all know how thid amazing developers like to add things that are not very useful but funny to the space platform, so I hope one day to see a toilet that can be flushed and then be able to see something floating outside in space. we look through the glass 😉

tribal chasm
#

can we make an option to toggle RIVALS into the season zones on the map? Maybe i cans witch to rivals for a bit?

real geyser
# exotic kayak As an extra sort of tutorial and single player option: A challenge mode where ea...

Adding onto this, what if new weapons were unlocked by completing a unique challenge for the weapon? Kind of like providence trials in risk of rain returns but the challenges would be like kill 10 wardens in 2 minutes with critical weak points for the m1k, or defend the drop pod with the thunderhead for 3 minutes without using shields, it would showcase the strengths and weaknesses of weapons to new players while also just being fun challenges yk

lyric coral
#

Spam pinging a tyrant shard makes mission control say something like "You know what? You earned this one."

sleek tartan
#

make a random day Karl's birthday, have free beer and a special assignment

atomic rover
#

Add more Eyebrows, there are too few. For people that don't wear headgear.

vocal breach
#

I would like to see a few more small additions to Salvage Op, just to make it feel more like we were not the first team sent in. I'd love to see some pre-existing platforms and ziplines. Maybe even a broken sentry that could be fixed and re-stocked (but not moved) even some minerals already half mined.

bitter orbit
#

make the tips spammable again so that we can give lloyd another 8 early christmas vacations

onyx solstice
#

let us be able to use our weapons in the space rig, so that way scout will never be safe from driller. : )

undone crown
#

Make it so that Lloyd is disgusted when you order a leaf lover's and hesitantly pours it without breaking eye contact

simple orchid
#

make button on mule electrocute everyone exept host, Im so tired of players that joins and igrores secondary, chests, machinery event, and just call evac

ebon tulip
dusk fern
#

New mission Type: Extermination

The goal is simple, survive and kill a lot of bugs to reduce the population.

Instead of normal waves, we could have a timer of when the next wave will spawn. And it could spawn out of Glyphid nests with hundreds at a time. Giving us time to prepair for heavy battles.

The terrain generation could be a massive room with a few paths that connect to the main room. With Nita and nests more common the further out you are.

This way we could have a mission with the simplicity of a mining expadition and a potential challenge of whatever ghost ship wants. It could also be made infinite by simply giving an option to extract between the big waves and giving bigger rewards for each wave longer you stay.

It can also made to be more complex by adding a Nitra shop in the middle. Spending Nitra you earn between waves for defences or smaller resuplies.

deft owl
#

Can we please change the colors of the Dark Morkite Mug? It looks like a Tunnel Rat Mug right now, so I recommend these colors to change it. The black and blue better invoke Morkite anyway.
https://www.thingiverse.com/thing:4201873

real geyser
#

New mission type:
Outpost Recovery

”We recently lost a mining outpost in this sector, and we need you to get it back up and running. Clear out any nasties and fix whatever needs fixing, and you’ll be on your way.”

To complete this objective type, you need to complete three main objectives, each slightly randomised. The outpost in question is made up of three main “modules”, in the middle of a large cave opening similarly to the caretaker or the heartstone.

Module 1: Power generation
This module can be made up from one of three (or more) objectives.

  1. Reactor startup
    This is the most basic power generation, with the dwarves venturing out into the surrounding caves to find a new mineral: plutonium ore. Bringing it back, they need 100 units in total to start up the reactor. Once the reactor is up and running, a large swarm will occur. Defeating the swarm will finish the power generation objective.

  2. Hydrogen Engines
    The dwarves call down a pod full of hydrogen cells, which they place into the generator. As it is incredibly loud and volatile initially, the dwarves need to protect it. The engine has 6 health bars, each breaking quickly. Each time a health bar is destroyed, the generator explodes killing all bugs around it. Losing the generator means losing the mission. Successfully defending the generator will finish the power generation objective.

  3. Heavy Morkite Reactor
    The hardest one, the morkite reactor needs a constant stream of morkite in order to finish the objective. Around 100 morkite is needed, and having this objective will ensure heavy Morkite, a new mineral similar in shape to compressed gold, spawns in the surrounding cave. This has a time limit of 5 minutes. Heavy Morkite is difficult to extract before the generator is up and running, but the generator contains a mineral scanner used to locate it.

After power generation is complete, only light waves of enemies will spawn with no random swarms.

Module 2: Functions
This module contains the actual functions of the outpost, and the dwarves have to turn it on before extraction. Like power generation, it is one of three randomly chosen components.

  1. Deep Morkite drilling
    Intended to be a more long-term supply of drilling and refining Morkite, these stations were set up with a huge pumpjack in the middle of the outpost. The dwarves have to endure a long swarm, with occasional waves of problems they have to fix such as machinery exploding and pipes leaking. This is similar to on site refining. Once the extraction is finished, the objective is complete.

  2. R&D On-site department
    This suspiciously dangerous R&D department is exclusively for the study of volatile or dangerous materials that cannot be brought to the space rig. Upon activation, the dwarves must protect the laboratory while receiving temporary upgrades to their weapons. The laboratory is not large, and has as much health as doretta. The upgrades received range from damage or attack speed buffs to rerolled overclocks. Obviously, it would tell you beforehand what you got. When the swarm is eliminated, you finish the objective.

  3. Weapon manufactory
    This outpost is used for manufacturing every piece of kit the dwarves are equipped with. This is one of the more simple ones, which consists of a very large swarm. The weapons manufactory is equipped with heavy duty turrets, which bring additional firepower to assist.

Module 3: Extraction
The simplest module, you have to leave in a drop pod like in every other mission.

This mission would be heavily randomised and might not be everyone’s cup of tea due to how combat focused it is, but I think it’s a good blend of tasks and combat.

lyric epoch
#

Make it so on the 3rd or 4th tier, beast master can tame a 2nd glyphid that would have a name that's either a variation of steeve or Alex as a Minecraft reference.
The cool down would be a problem so you could make it so if you have one tamed glyphid already, then the cool down is heavily reduced but if you don't, it's normal, the main problem with this would be people waiting until the first one is about to die, and then taming another to basically never have to wait for the cooldown

candid swift
#

What if nitra is used to create propelant for ammo

real geyser
#

New armour
“Bare minimum”
Singlet + underwear, the pattern on the underwear is unique to every dwarf
Driller - scorch mark + a few tears
Scout - classic pink hearts dotted around
Engie - a giant turret right on his asscheek
Gunner - a few extra rounds tucked away in the sides

nova niche
#

**Suggestion: **
Make Steve smart enough to run away from Exploders.
Make Steve smart enough to avoid avoidable sources of damage in general.

**Why: **

  1. Steve is a bug native so it stands to make sense that he would know to avoid sources of danger on his home planet.

  2. It is just silly how frequently Steve manages to take himself out in the most peculiar ways. From standing on lava until he's well-done, to making the airdrop marker his personal lounge area because NORMAL SOLID GROUND just doesn't cut it for him.

3.I have lost Steve countless times moments after finding him, to incidents such as these. I think Steve could do with some lessons in Safety Protocols, please let the engineers at DRG know.

real geyser
#

Going off what someone suggested in #rogue-core-chat:

New M1000 clean overclock: Quickscoper

rocknstone Damage bonus for spinning while charging
rocknstone -20% charge time

solid rain
#

Petting the doretta makes it 5% faster for 5 seconds, does not stack

pulsar sluice
#

Suggestion: make a boss theme for Caretaker

dusk basalt
#

T5 mod for warthog : Auto-deploy
Placed sentries can be shot to trigger an automatic setup sequence similar to the dwarf standing there holding E.

This gives the turret whip some competition.

atomic rover
#

Add a beer that has any effect of the beers by random.
And darts mini game that you have to play while drunk.

dusk basalt
#

Nah, they're dwarves. Let it be a swinging target ya throw axes at.

#

Just tie a rope to the barrel hoop and a box of axes down there and you're set. Good driller practice.

dusk basalt
#

Special perks that take 2 slots.
Hoarder- resup gives 75% ammo
Prospector- large minerals visible within 5m.
Navigator-Mule pathing visible.
SugarRush-red sugar resets cooldowns.
VIP- hold E to pry open drop pod even if mule isn't there yet.
Multitasking-Tap E to begin repairs, can't move but can shoot while progress is made.

#

Give slashers and exploders the swarmer leaping animation attack.

paper ferry
#

Kinda a half jokey but half serious suggestion just to see where this goes, a balanced overclock for the PGL called "Tuber".

+ Grenades now bounce once off a surface or enemy and reflect entirely off them
+ Grenades now accumulate damage and area radius based on time spent travelling after first impact, provided the second impact directly hits an enemy
+ Direct hitting an enemy deals 20 damage and stuns them for 2 seconds
- Failing to land a direct hit on second impact reduces the damage by 50% and the radius by 25%
- Reduced grenade speed by 35%
- 5 less max ammo
dusk basalt
#

Abnormality Hazard
Everything is twice as slow.
There's twice as many bugs.

Basically play the whole mission in bullet-time, taking advantage of easy weakpoint shots while trying not to run out of ammo.

forest hound
#

Please let us annoy Mission Control if we spam ping the "Goo sack" as well

dusk basalt
#

Thrown large objects stun bugs for 3 seconds.

lyric epoch
#

Make 5th tier of pgl have fat boy

real geyser
#

PGL unstable overclock: Lights Out

"An extremely high-powered stun grenade launcher is sometimes all you need for missions. Try not to slip the trigger, we don't want you going deaf."

rocknstone x2 AoE
rocknstone Explosion now stuns for 6 seconds, slows enemies hit directly for 10
rocknstone +5 ammo

tothebone -50% contact damage
tothebone -90% explosion damage
tothebone Explosion also stuns you if you are in it, for 4 seconds

TL;DR
High ammo stun grenade launcher, huge aoe but extremely low damage. i think it has immense build potential, and it could be an alternative source of stun for a mini shells turret whip build

#

ALTERNATIVELY:

PGL unstable overclock: Riot Shells

"Originally intended to incapacitate unruly rioters and the like, this special shell was deemed "too dangerous" for firing directly at a dwarf's face. Instead, we've given it to you. Give 'em hell, miner."

rocknstone High contact damage (all damage is now considered melee damage)
rocknstone +10 ammo
rocknstone Contact hits stun enemies for 8 seconds, slows them for 4 seconds after stun
rocknstone Knocks enemies backwards

tothebone No explosion
tothebone 15% slower projectile

TL;DR
High ammo but single target stun grenade, knocks enemies back with an insane amount of stun and high contact damage (works with vampire so have fun w that)

pliant mason
#

Suggestion: Next time the Yuletide event happens, put an Elf in here for the funny

tranquil marsh
#

Would it be possible to tone down the bounce from player collisions? Other dwarves' skulls behaving like trampolines can be amusing, but it can also be very jarring or bothersome at times. Eg: Being on the side of a cliff, teammates forehead touches my ankle and I GUESS I'M DEAD NOW 😅

rapid spade
#

make it so the drop pod doesnt spawn in thw wall

marsh ice
#

Thee sound effects and character volume are linked for some reason, if i turn down sound effects then i cant hear my dwarf, would it be possible to make it so that despite the sound effects all the way down, i can still hear my dwarf?

lime marten
#

please swap the tunnel rat and rocky mountain beer effect, they dont make sense lol

fiery marlin
#

Could we please have Wok and Stone be DRG's canonical intergalactic Chinese Restaurant?

bitter orbit
#

can we have the opportunity to do a community q&a with karl (i want to know his favorite drink at the abyss bar)

atomic rover
#

Please, add the setting to change the text box or letters colors depending on what a dwarf is marking for a better quick sense of urgency, a mineral, loot box, enemy, etc. No more a greyed out text box that no one can see. ¡Tired of seeing noobs not heading to the marked loot box, or an entire team being wiped out by a single ceiling snatcher!

pliant mason
#

Suggestion: Reworking the BRT7 - Burst Fire Gun

TL;DR: Of the Gunner's secondaries, the BRT is the weakest not because it's bad, but that the Bulldog and Armskore do its job significantly better in most other situations. It needs to be properly differentiated so it can seem more like a viable individual option.

In my opinion, BRT7 is Gunner's weakest weapon, if not his weakest secondary. It originally did have reasons to be picked over Bulldog; Burst fire was very much new back when it was introduced in 2019. It dealt less damage overall in favor of dealing with smaller crowds of enemies easier than having to use your primary or having to waste Bulldog shots. It even has blowthrough to this day, something Bulldog does not have.

However, once Overclocks came out at the end of 2019, every reason to pick BRT7 slowly began to diminish. Most of its OC's, except for Electro Minelets, are not really anything unique. While yes you can absolutely pump out bigger numbers of damage than the Bulldog in some scenarios, it doesn't make it any more satisfying or impactful as opposed to running an OC on the Bulldog that directly combo's with something from one of Gunner's primaries. Plus, its fate was sealed when Bulldog got Six Shooter, basically turning it into a faster damage option for those not looking for one-shot power. Sound familiar?

This also extends to the Armskore a bit as well, but the difference with the third secondary is that it has many unique properties that are also greatly expanded on thanks to its OC's. Though, if you simply don't like the long reload and charge time for individual shots, you can use Elephant Rounds on Bulldog but that's besides the point.

I won't suggest a complete rework of stats because it would probably start a riot in the discussion channel, but I do have two ideas.

  1. Turn the BRT into an semi-automatic pistol with a mod. This would further differentiate it, and while it does ruin the point of the weapon being burst fire, it would be an option for those willing to look for more consistent damage when they're using the Autocannon for example.

  2. Turn half of the OC's into support based ones. Electro Minelets is a very interesting an unique OC that like Zhukovs' Cryo Minelets, allows you to apply debuffs at a safe distance. If the BRT7 could do more of this somehow, it could very much increase its value for organized teams in Deep Dives and encourage better behaviour amongst teammates in general.

solid coral
#

What if you could see the RoF scaling on the Thunderhead?

Kinda like how the minigun stabilizes over time, wouldnt it be cool of the same applied to the AC (and also it would help with more nerd stats like the decay of the RoF, see when you're reaching max RoF etc.)

near glacier
#

Please make Doretta's head visible on the terrain scanner, I beg

sturdy smelt
#

This one should be semi easy but would it be possible to add the achievement "Managements Favourite Employee" for pc users?

sterile sluice
#

Can we get a poster of Stony Rock in the dwarfs bunk? It would be cool for more of a reference than just the grinding reference.

sturdy smelt
#

Think it would be better to change the new gun tiers to kills and not XP as you can just sit the mission out and not participate, having it as kills would make it more rewarding and make way more sense in general, as well as havening to really use the guns in battle and not just end of mission XP, have it as more kills needed for primary and less kills for secondary, 100 first tier for primary then 500 and so on, then 50 for secondary and so on like that IMO

torpid prism
#

pheromone grenades,
gear mods for gadgets
mabey like thorns for the gunners shield or something

dusky totem
#

I think an interesting new mission type for season 5 would be something along the lines of “Defend the Mining Outpost from The Horde”, where your team of dwarves is sent in to defend what the reclaimers have taken from a massive horde of glyphids. This could also be a good way to implement more than 4-person Co-Op. I don’t really know how this would work, because I’m not a game dev, but I think it would be a cool addition to the game. Also if I can get feedback on what people think of this that’d be welcome. (A bit late I know)

candid gull
#

been suggested a few times but I'm bringing it back, with masks that take up beard slots you could definitely make a few of the glasses cosmetics take up eyebrows. Would add more depth to the customization while improving the eyebrow selection; only issues I'd see happening are stuff clipping into each other (not really an issue tbh) and some hats like the goggle cap becoming obsolete

hard cloak
#

having shield link equipped should make you able to see your fellow dwarves shield so you know when to boost them without them having to take damage beforehand

lyric garden
#

Make the time going back up to the ship realistic

spiral solar
#

REWORK THE ENGINEER SHOTGUN NOW!
Please...

raven tendon
#

2 more loadout slots please 🥺 or 3 perhaps. Would make things a little more convenient for people who spend most of their time joining random missions

near frigate
#

A cool idea would be an underwater biome. Make it so you move like your walking in snow, and there’s parts near the edges you can surface so you can get around easier. Make that be the only environment hazard though, so it’s not too annoying to navigate.

rocky sable
#

Had a few ideas for potential overclocks floating around in my mind as of late. Didn't have any stats in mind for them all, just the basic groundworks.

  1. Hurricane OC that turns it into an M202 Flash Rocket Launcher. [They already have a pretty similar look, which is why the idea came to me.]
  2. Autocannon OC/New Gunner primary that functions like a "Ma Deuce" M2 Browning Machine Gun. [Same as before, similar look caused the idea to pop up.]
  3. Warthog OC that converts it into a pump action shotgun. [More damage, more pellets, wider spread, less ammo?]
  4. Warthog OC that gives it slug rounds. [Kinda baffling this isn't in the game already, tbh.]
  5. Minigun OC that functions like a Gatling gun. [Slower spinup, but you start firing once you start spinning up. Kinda hard to explain, but you get the gist.]
strong topaz
#

stingtails should do more damage after a successful grab. compensation for the stingtail nerfs, because i want them to actually make the game hard to punish you for not targetting them or dodging, so they can do their job as a disruptive enemy

gloomy belfry
#

Invite codes, no seriously using discord which sometimes dosen't work for joining or having to friend people via steam is a hassle and would be nice if I could just join via a code, many games including satisfactory do this and I don't know why DRG donset have them. It would also be good as incase steam or discord goes down tempuary or forever as currently it requries these services to be online to play DRG with friends.

hollow compass
#

For the love of Karl, fix the bug where successful promotion missions just don't count for some reason. I've done the same mission 3 times now

lyric epoch
#

This has definitely been thought of before, but what about special melee weapons for each class and maybe even shields for the heavy classes (gunner and driller)

Gunner could have a spiked hammer and a large rectangular shield. Driller could have battle axe and a small round shield that he can shield bash with. Scout could have a spear that can be thrown and called back to. And engineer could have a halberd

unkempt surge
#

Rename Roll Control to Rotating Death (WIP)
Replace "Rolling projectile travels further while covering a larger area" with "Beam rotates as it flies" and "Extended projectile lifetime"

winter pebble
#

Alternate equipment ideas
Reinforced Power Drills - Boom Hammer, a hammer that upon striking a surface causes a small explosion, uses fuel for each strike, doesn't damage user
Platform Gun - Wall Gun, same thing but the disks of foam are walls
Zipline Launcher - Wall Hooks, dual wielded pickaxe like implements that allow user to climb along walls, able to hang onto to just one of them to use the other hand for guns and stuff but canät wall climb during that state
Grappling Hook - Deployable Bridge, like a thinner shorter version of the drop pod ramp, when holding and looking at the ground it gives a preview of how it's going to deploy, upon placement it stands vertically and starts extending, shortly after that it starts falling over in the direction it was deployed in

tired patio
raven tendon
#

The effect of dark morkite beer should be changed. Instead of extra morkite mined it should be extra valuable minerals (bismor, croppa, etc.), and the effect can take place when players with the effect deposit the minerals so that jadiz and pearls are affected. Could also allow gold and minerals to be mined with 1 hit. I just want to be happy when I see dark morkite is available

tribal chasm
#

25k xp for maintenance is too low 😱

lucid hemlock
#

I like the loadout icons; I don't want to seem unappreciative. Having played around with them a bit, though, I would really like mutator icons as options as well.
(Gold Rush/Mineral Mania and Haunted Cave seem like they'd be particularly useful.)

amber gale
#

isnt it weird that there are cabins for each dwarf there is bar with ton of beers in it but there are no toilets on dwarfs space station ?

forest hound
#

Can we get (1609-1710)Hussar braids for sideburns cosmetics
for reference "The Duellists(1977 movie)"

earnest radish
#

Please increase the visual clarity of the Turret Arc overclock triggering. It takes nearly a full second for the major visuals to appear on a turret. In middle of a fight or at a distance, plus the RNG factor, it becomes easy to waste ammo on a turret that's already emitting electricity.

coarse mortar
#

Add a ability to date the robots

robust compass
#

I have a suggestion: Duergar skintones. Grey and black. That's my request as someone who's about a week out from starting my vtubing hobby as a Duergar.

sick wedge
#

Make it so dwarfes don't run in the memorial hall and have different "v" quotes in there to honour the fallen

half wraith
#

Tier 5a or 5b for the boomstick should be replaced with a mod that gives it a fixed spread

raw merlin
#

New creature, Q'ronar Kelpie

A passive creature that's a distant cousin of the Q'ronar shellback but with space vegetation and small sugar crystals growing on its back. It's lost its ability to roll properly but in return has a thicker exoskeleton to suit its crawler lifestyle

Its friendly until attacked, and can occasionally drop minerals and red sugar when killed

rocky pollen
#

Add an option to scroll in chat

surreal ridge
#

now that hellfire's trail is no longer an all encompassing aoe of death, could you change it so that it can apply to partially charged shots? maybe have the partial charges get reduced benefits from the trail radius mod if that'll be an issue

I think it would be neat if I could use a partially charged hellfire shot to set up for a shot with the new necro-thermal catalyst, since spending 40 ammo just to get an ignition eats through reserves very fast

yes, I know I could use incendiary nades, the hurricane fire mod, or burning hell to get ignitions instead, but I like pairing coilgun with the autocannon and incendiary nades don't really leave enough enemies alive to follow up on

now that its effect has been toned down so much I don't think the massive downsides the oc gives are entirely warranted

kindred kettle
#

Now that the timeline has split, we may need some sort of indicator in the server browser as to whether or not each host has season content disabled.

surreal ridge
#

for some reason the channel description for #suggestion-discussion states slowmode is 30 seconds, but the actual slowmode is set to 2 minutes
not sure if that's an oversight, but I would either change the description or the slowmode to make them match up

raw merlin
#

Overclock for the flare gun:
Flare Fury

+automatic and has a blistering fire rate
+80 round drum mag

-less light
-still has the same damage as a normal flare, but who cares when there's 30 of them coming at you at once?

worthy magnet
#

The Lok-1's Mod tree is broken
it has very few good and fun builds, and the good builds it does have are almost identical to one another.
thus comes the suggestion. I have puzzled out a fully revamped Lok-1 mod tree, something that, to my personal tastes, would give more varied build potential for the weapon
Ahem

Tier 1:
Increased Caliber Rounds: No Changes
Expanded Ammo Bags: No Changes

Tier 2:
Macro Lens: +25 Lock Distance changed to +10 Lock distance.
CCD Array Add-on: Don't know how to modify this to be generally useful while keeping the original spirit of the Mod, suggestions are more than welcome
Zoom Lens: +10 Lock distance changed to +25 lock distance.

Tier 3:
Electro-Chemical Rounds: No Changes
SMRT: #suggestions message In short, prioritizes locking onto targets of the same type as the first target locked onto.
Super Blowthrough Rounds: Can penetrate through enemies en route to it's target.

Tier 4:
Shutter Speed Sensor: No Changes
Aperture Extension: No Changes

Tier 5:
Electric Generator Mod: No Changes
Unstable Locking Mechanism: Flat 20% damage increase on full locks changed to sequential damage increase for additional locks. +1 damage for every Two locks engaged (At Four locks, First shot deals Base Damage, Second shot deals Base Damage +1, Third shot deals Base Damage +1, Fourth shot deals Base Damage +2, So on).
Fear Frequency: Fear AOE is based around the trail the bullets travel, not the engineer who fired them.

In Addition I also have some changes to some underloved overclocks.

Armour Break Module: Effect applies no matter how many locks on the target

Neuro Lasso: In addition to current effects, aggros all affected targets onto you.

If you have any sort of opinion on any part of this suggestion, be it positive or negative, i'd love to hear it.

jagged crest
#

Either as an Overclock for the Corrosive Sludge Pump or as it's own weapon, I'd like to have a way to inflict Fungus on enemies for decent Damage Over Time (maybe synergy with fire/explosives/make mushrooms an extra weak point for bullets)

The reason everyone except DOT lovers care about this is because whenever you ping Fungus'd enemies, your Dwarf says a Mushroom line instead of the usual ones

forest hound
#

Can we get Native American style hair braids for head cosmetics
Like Adam Beach in Hostiles(2017)

solid nacelle
tranquil marsh
drifting holly
#

lets be real triple tech chambers doesnt feel unstable enough and it feels kinda gross
so what if its changed so u can toggle whether ttc fires the two beams automatically after the first

dapper cape
#

Recently used the shotgun Pc for sludge pump, really useful if your using it from up high

Suggestion, less penalties

raven wren
#

Currently, a large portion of the active community are playing higher difficulties than the base game via mods. This is an issue, as it segregates the community into groups. Its never a good thing for a community to be divided into multiple groups; it results in a smaller “community” for every player, makes matchmaking take longer, and generally seperates the community. Modded difficulties do exactly this. We need higher vanilla difficulties.

Hazard 5 USED to function as the penultimate difficulty. But now, years of powercreep, player experience increasing, and new playstyles emerging have resulted in hazard 5 not really being a suitable ultimate difficulty for DRG.

Most new players now straight up unlock Hazard 5 after like 1 promotion and their first overclock and beat it with some difficulty, then completely get used to it quite quick. When I got some friends to buy DRG, they pretty much beat hazard 5 first try after unlocking it (like first promotion hour counts).

Hazard 5 simply isnt suitable now, and warnings dont actually add much real difficulty to the game bar a couple that make it more annoying. Theyre still easy with a coordinated team. We need a type of higher difficulty, even if it isnt hazard 6. There being such a prominent divide within the community is not a good thing. Its not a catastrophic issue, but its an issue that will only increase in time with the content drought we will be dealing with.

Thank you.

left needle
#

Add a difficulty modifier to the game where instead of "Exploder Infestation" it's a "Detonator Infestation". This would increase spawns of ores and give a bonus of 50% instead of 20%. This would only be possible on hazard 4 and 5. It would periodically spawn waves of detonators that you would have to kill. This would be a fun way to spice up the original gameplay which might be otherwise too easy.

PS. Exploder Infestation still exists but Detonator Infestation would also exist too

rapid spade
#

stop making the bloody mini mules spawn in the ground so its impossible to find

near cedar
#

Give back the trail radius bonus for the Hellfire OC on the Coil Gun. Please! At least a little bit, like maybe 0.7 units to bring it up to 1.0. PLEASE.

rocky sable
#

M202 "Flash" inspired Hurricane Overclock - A bit of a follow up to my previous list of overclock ideas. Will probably follow up the other ones as well.

"Quad Launcher" Unstable Overclock

"Some antique weaponry inspired this latest modification from R&D. Vastly decreased magazine size and reserve ammo with the trade off of incredibly powerful missiles with plenty of area of effect."

rocknstone Huge increase in damage and AoE [+16 Direct Damage, +8 Area Damage, +0.8 Effect Radius]
rocknstone Faster reload [-1.5s Reload Time]
tothebone A lot less ammo [x0.11 Magazine Size, x0.14 Reserve Ammo]
tothebone Slower fire rate and projectile velocity [-2 Rate of Fire, x0.5 projectile velocity]
tothebone No missile guidance

Recap of base stats with overclock:

Direct Damage: 32 rocknstone
Area Damage: 28 rocknstone
Effect Radius: 2.2 rocknstone
Magazine Size: 4 tothebone
Max Ammo: 40 tothebone
Rate of Fire: 1 tothebone
Projectile Velocity: 50% tothebone
Reload Time: 2 rocknstone

Feedback's appreciated, first time coming up with a proper overclock suggestion. Cheers!

coarse mortar
#

Make Mission Control reference golf atleast once

glacial shard
#

You know what would be neat? for us to spend minerals during a mission to send Resupply Pods to OTHER players on other missions (as in, not in your current lobby), or even send that resupply to the people playing DRG Rogue Core in the future so the RNG doesnt completely screw them over, along with some prebaked message for them to read that acts like the Dark Souls message system.

To prevent people from getting resupplies for free like, say, some1 doing Haz 1 to gather nitra without any danger and sending resupplies to people on higher hazards (not that they have control on WHERE or WHO ends up getting it), it should be an option where HIGHER Hazard users can use it to help Greenbeards and lower hazards.

rapid acorn
#

Can we spend phazyonite on forging cosmetic matrix cores?

hollow kraken
#

add more GSG crew actual jetty boot scores, both because I think it would be nice to see mention of more of the people who are working behind the scenes, and so I can beat all of you at it (I can't, I am very bad)

worthy magnet
#

What if Cave leeches could target steeve
1: gives another use to the best boi, being a cave leech lure
2: wouldn't necessarily be too imbalanced, since he follows you, you'd be putting yourself at risk of getting leeched before he did, so entering a room you'd still be at higher risk of a leeching than steeve would

covert scarab
#

A built in ready-check system,
I know for PC players everyone already use R to ready check but it isnt that convenient for console players. Plus its nice have the dwarves voice the ready check themselves.

ancient gulch
#

Right clicking with the laser pointer out will make your Dwarf shout "SWARM" or "BUGS", along with perhaps a different color to the ping window so players will know it is distinct from a normal ping.

real geyser
#

professional jetty boot event to celebrate the next space rig anniversary, everyone competes to win a single free beer

atomic rover
#

Add an overclock to SUBATA 120 (and even to BULLDOG) That gives dual wield, of course, with the proper balance to spread, recoil, accuracy, ammo, etc. And can have a +bonus perk, eg: bouncy projectiles, bodkin points, plasma bullets; but one new you come up with.

clear night
#

Why not add a dedicated area in the memorial hall for the lost expanite miners after Rogue Core comes out? There could also be a panel that says something like “Join the retrieval cause” to link you to Rogue Core on steam.
Edit: apologies for misspelling “rogue”
Edit 2: I did it both times aaah

golden mesa
#

Would be cool if there was another way to get nitra instead of mining it or getting it from a lootbug

spark musk
austere spear
#

Simple idea for a clean OC for the Corrosive Sludge Pump I would like to see added,

🔥Ignition compound🔥
rocknstone Puddles automatically ignite
rocknstone Heat up the target proportionally to the amount of damage dealt.

Ik puddles can be ignited, this OC would just do that automatically. As for the second effect, I think heat equal to 50% of damage dealt should be good.

Also this technically is just a better Hydrogen Ion Additive, but I think its balanced since with HIA you can ignite the puddles using EPC Burning nightmare, meaning this OC just gives you the option for convivence and more build variety with your secondary, at the opportunity cost of not taking another better OC.

hardy pivot
#

When you receive a paint set for weapons, you need to individually hover over it ON EVERY WEAPON to clear the notification, which is annoying, and at some point you just don't bother to clear those notifications.

Idea: upon viewing a paint for one weapon, if it belongs to a set, it should count as you viewing it on every weapon for the class it belongs to.

dusk basalt
#

Sludge pump overclock that stuns for 3sec on impact.

Would be great against mactera swarms where ya can't normally wait for damage over time to do the job before a volley from 4 different angles gets ya.

magic grove
#

Kursite Stingtail Event
Groups of Stingtails were fun in lucky situations. The problem was the fact they could singlehandedly ruin a mission at any time.
I think a wave of Stingtails that you choose when to fight, could be fun.

strong topaz
#

Bring back stingtail health scaling but lower the base HP. Also maybe make it a little bit more resistent to explosion and electrical effects because they die way too quickly to them (Maybe 5-10% more)

signal river
#

A new use for matrix cores where you can unlock special particle effects for guns and support tools, maybe you could combine effects to make personalized effects at the cost of more cores. I’m thinking the effects would work like TF2’s unusual warpaint effects, though less lacking. You could definitely reuse preexisting particles like void baskets and pretorian clouds for effects. Effects would be bought with minerals and cores after they are available when a special goal or task is achieved like certain enemies killed or minerals deposited.

limpid oracle
#

Make a heavy hitter type of OC for the GK2. Like it would have less mag capacity and less ammo overall for a huge damage increase. Something like big bertha to a lesser extent

leaden bolt
#

Some kind of way to transfer data from steam to ps5 or Xbox to ps5

near glacier
#

Add a random event wherein the dwarves either discover or an event makes a pod containing an "Abyss Mini-bar" drop into the cave so the dwarves can extend the drinking to down in the caves too. For example a player finds it and drinks the wormhole brew only to be teleported to somewhere else in the cave or jumping around with flintlocks. Excluding randoweiser of course.

forest hound
#

Can we get an achievement for unlocking all the beer recipes?
You can call it "...But beer can never hurt me"

unborn stream
#

More beer like baltika 9

arctic bone
forest hound
#

We should get an Achievement for constantly tagging the Compressed Gold or Bittergem during a swarm in Hazard 5
You can call it... "The Richual"

near elk
#

Hello, could you create a chat reserved for LATAM players? I want to play and it is difficult for me to find dedicated players with whom the server does not explode because they live too far away :b (perdón por el pauperrimo trabajo que habrá hecho el traductor)

molten carbon
#

I love the concept of weapon maintenance, but i think it would be neat for there to be some more depth and variety to how you unlock cosmetics relating to it.
(This unlocks after you’re promoted at least once, due to Overclock access needed)

Essentially, these are specific challenges relating to different weapons and overclocks that you can complete for some sort of class currency. You can use this currency to purchase cosmetic skins. (This is not a replacement to WM, rather an extension to it for higher levelled players.)
Some challenge examples could include:
As Gunner, deal over 1,500 damage to a single target with one tactical leadburster three separate times.
As Engineer, using the overclock “Hyper propellant”, deal the finishing blow to an enemy larger than a Glyphid Grunt Guard from over 50m away ten times.
As Driller, using the overclock “Blistering Necrosis”, help teammates deal 50,000 extra damage.
As Scout, kill 5 Glyphid Septic Speaders with the friendly-fire effect of Pheromones.

light briar
#

Add banking to the pipe levels, would give it a more fun rollercoaster vibe. In general more building missions would be even more fun.

night turtle
#

###BEER IDEA###

THIRD EYE PINT:
Its said when you drink it you'll see something in the corner of your eyes. no dwarf is certain if what it is. But perhaps it isn't all in your head

Management is not responsible for any mental or physical harm done to a dwarf please use responsibly

oblique ravine
#

Revert the majority of changes to coilgun, as it drastically reduces usage of the weapon (especially on Mole and Hellfire) when it already was relatively niche.

modern tendon
#

That voiceline when youre falling that goes “MUMI” should have a small chance to play when you get grabbed by a stingtail

velvet scroll
#

Beer idea: Supercharger Supreme
Effect: doubles your shields for the next misson, think like a full or half health shield for your shield. To prevent this from becoming too op though maybe make it so that when the overcharge breaks its gone for the rest of the mission.

Of course this drink wouldn't do anything for shield disruption but what did you expect.

wispy pier
#

Loot bug whisperer, this perk makes loot bugs irresistible to you and are drawn to your presence

real geyser
#

New passive perk: Physics expert

Melee attacks deal damage proportionate to your speed. Your power attack charges 1.3/1.5/1.7/2x faster while in the air for longer than 1 second
(Would be silly with scout and rj250 engie)

stray hearth
#

Probably not an OC anyone has thought about in a while, but I think exhaust vectoring would be cooler if

rocknstone reduce spread penalty from 2.5x to 1.66x and
tothebone add +66% heat generation

The main idea here is to give it synergy with AV (and hot bullets I guess) because I find AV generally gets outclassed by hot bullets when using burning hell. The numbers given here are just quick estimates ofc

grand flint
#

You know how the Gunner armors MK 1, 2, 4, and 5 have a plate blocking the lower face that disappears if you have a beard equipped?
I want the option similar to the sleeveless armor to just toggle that plate off even if I don't have a beard equipped (or if you have on a helmet that blocks your beard), I think it just obscures the face too much and makes it hard to see equipped masks.

(edit: you could also just add a "beard" that just removes the plate instead of making it a button. Please make sure it works even with cosmetics that block your beard though!)

short comet
#

I mourn Steeve every time I extract without him. What if he came with us to the space rig and would wander around the first floor. Maybe come up to dance with us until our next mission

humble summit
#

i have a idea for a kind of raid boss, a lithophage Dreadnought? imagine if as a last ditch effort to stop being pushed back by DRG the rockpox attacks a major glyphid hive and infects a dreadnought? leading to a massive raid boss, where you have to fight a infected Dreadnought. sounds like a sick way to end the season

wild thistle
#

Ally kills a glyphid mid-steevification:
"NOOOOO!!! I WAS SO CLOSE!!!"

torpid chasm
#

Drop pod cosmetics. (drop pod paintjobs, drop pod frameworks) Also weapon charms.

hearty terrace
#

Feels like flares are too boring in comparison to the variety of other aspects of a dwarfs kit. So I had some very basic ideas…

“At both ends”
Flares are now twice as bright and reach 2 twice as far but last half the normal time. Max flares carried reduced by 1 and recharge time is 10s.

“We’re gonna Ping em’? Fine well mark them… whos Mark?!”
Flares now are significantly dimmer but now function in a similar way to M.O.L.L.Y’s return beacons, sticking in the ground and illuminating a small are around it as well as showing up of the terrain scanner. As a result of this expensive equipment you’ll only be able to have 10 flares out at any given time. Should you place you’re 11 flare the oldest one will be recalled to you like how engines sentries are. Max flares carried increased by 1

“UNLIMITED POOOOOOOOOOWWWWWWWEEEEEEEERRRRRR!!!!!!”
You’re flares now last 5 times longer than you’re average flare! Are 50% brighter and illuminate 25% farther. All this power comes at a cost, you throw flares half as far as normal, and the recharge time is now a total of 48 seconds

“General modifications”
Gorilla Glue: pretty self explanatory you’re flares now stick to the first surface they come in contact with, enemies too! Make them you own living Christmas tree, give Steeve some drip, piss of management by seeing how many you can stick to you’re fellow drunkards!
Moon rock infusion: you’re flares have some seasoned Moonrider in them! They now have only 50% gravity.
Rocket science: kick a still light flare and will flare into the sky and explode lighting up a large area

molten carbon
#

New craftable beer: Mystery Brew

“This strange combination of leftover alcohol is definitely not safe to drink, but disposing of it would take a lot of money, so we’re serving it to you. Drink at your own risk.”
Cost: 7 starch nut, 5 yeast cone, 6 malt star
Strength: random from 1-99%
Mug design: slightly corroded, rusted mug with a warning symbol on the front.

Effect: gives 3-6 random craftable beer effects, all at the same time.
Voice-lines:
“Lloyd! Just get a mug and chuck whatever in there!”
“Lloyd, a round of that funky brew, i’m feeling extra adventurous!”
“Round of Mystery Brew, and leave the sediment in this time!”
Voice line ideas after drinking:
“Ohh, i feel really weird…”
“Yuck! That tasted like rotten ebonuts!”
“Bloody hell, that tasted like a glyphid’s arse!”
“Oh, what’s gonna happen now…”
“Something bad’s gonna happen, i can feel it…”
“Gross, that one had bits in it!”

river lake
#

A card game where we can bet our credit and minerals (in the space station)

paper ferry
#

Rework the "custom coil alignment" upgrade on the DRAK-25 to be a 0.3x multiplier for spread instead of a base 70% reduction, there's only a single overclock on the DRAK that touches spread, that being overtuned particle accelerator which puts it to 233% spread. This upgrade only puts that back down to 163% spread, which is just at 30% reduction in spread, making it less viable to use on the one overclock that makes the spread unbareable, and undoubtedly people would have to pick gen 2 cooling for it.

timber plume
#

Cargo crate victory moves should be given to all four dwarves at once. There is no reason that I should have to get "thumbs up" four times from four cargo crates, it's always disappointing and just pads out the process of getting all the awesome weapon frameworks. You see victory moves for a fraction of a percent of your time playing, and most people just have them set to random anyway. They are not worth the same as a cool framework you'll be seeing for most of the mission.
It has been a couple months since I last got a new weapon framework since I've been mostly playing for weeklies, the last 5 or so cargo crates I've done have been victory moves. It is ridiculous.

torpid chasm
#

Some updates to the space rig: 1) testing range for checking builds/OC etc. Or make it so that there is some kind of VR/simulation machine simulating a cave where you can do the same. You'll also be able to customize things like difficulty, triggering waves etc. 2) New arcade machines along with jetty boot. 3) Update to the abyss bar/A new counter where you can buy actual food.(eg.Glyphid omelette) 4) Some kind of indoor garden where you can grow the beer ingredients.

undone crown
#

The infected framework should change sludge pump sludge to look more like rockpox.

molten carbon
#

What if turret arc allowed you to build sentries on walls?

paper ferry
#

What if we were allowed to build sentries on walls?

unkempt surge
#

WEAPON CHARMS

small kite
#

This is probably going to cause an argument
Other support tools than stock

lyric coral
#

An idea for a christmas-themed seasonal creature: gingerbread glyphids that spit slowing icing globs. The dwarves could say something like "Goodie bug down!" when disabling them.

vale cloud
#

Rocket barrage OC need more missles speed and a bit mag size buff.

vale cloud
#

More new OCs focus on single target damage for Engineers primary weapons needed.

#

The fat boy OC need to be reloaded significantly longer.

soft kelp
#

put an ice rink in for the holidays

real geyser
#

Since the LOK rifle doesn’t have a turret coefficient unlike the other two guns, here’s a suggestion:

Quantum Bullets (balanced)
”Building the bullets out of whatever material phase bombs left behind, your bullets now split into multiple after hitting a steel surface. We don’t know why, but it works.”

rocknstone Shooting your turret fires three bullets (each with half the damage of one bullet) into the nearest three enemies. You can lock onto your turret with three max locks per turret.
rocknstone +50% tap fire speed

tothebone -1 max locks
tothebone -10 mag capacity

raw merlin
#

A overclock that turns your pickaxe to a crowbar

solid gust
#

Unstable breach cutter overclock: Plasma Motes
A bit like the one where you hold the button for it to go forward and release to go back, but the beam does no damage and when you release the button the trail does like a burst of damage, doing less damage the further the beam went

lean shoal
#

custom loadout names. icons are nice but they cant cover everything, and i like them organized instead of just blank
descriptions might be nice, but they are likely unnecessary

sick cloak
#

I haven't experienced a DRG Yuletide yet, but if there isn't a christmas tree decorated with throwable flares instead of lights and a flaregun flare for a star...

Then there should be.

worthy magnet
#

Lok-1 overclock
AI Integration System

by wiring the ai core up to the firing system, it is capable of firing automatically the moment it's reached full locks
unfortunately putting the AI in charge of another mechanism puts a toll on it's memory, so it's incapable of remembering nearly as many targets

rocknstone weapon fires automatically the moment it reaches full locks, and immediately initiates scanning mode as long as you hold down the fire button
tothebone x0.5 max locks

kindred kettle
#

A brief, forced cooldown on the lithovac after holding the trigger down for too long; primarily to discourage constant suction and to give the dwarves who actually know what they're doing some time to put foam on the lithophage spots. Fighting a corruptor becomes drastically more frustrating when a teammate is, none the wiser, actively preventing foam from settling on the shell.

sullen fable
#
  1. Resupplies recharge all thrown flares
  2. C4 is always disarmable. The upgrade is replaced with:
    Redder Wire: disarm c4s 50% faster.
    Magnetic Recall: disarm c4s up to 20m away (functions like engie's recall sentries).
  3. Platforms always reduce fall danage. The upgrade is replaced with:
    Tension Bouncer: platforms function like trampolines
    Mold Module: removed clip (added to reserve) hold reload to rotate platform angle.
hard quartz
#

tf2 engineer costume for engineer

nova remnant
#

Since animation cancels are pretty big and probably not going anywhere, why not just let us cancel by tapping R a second time? Maybe with a cool sound effect or something.

hollow mantle
#

I have an idea for a weapon for drg. What if the drone replicator was a weapon? At base it has 8 drones you can fire. Upon firing, you gain the perspective of the drone and you can control it and crash it on any surface or enemy to deal 200 explosive damage in a 4 meter radius. Upgrades can change the damage type to cold or hot, and 1 of the tier 5 upgrades gives you a 50% damage resist whilst controlling a drone. A unique overclock can give you the ability to fire bullets with the drone, but it now lacks the aoe explosion.

forest hound
#

can we get a head cosmetic where we have a headband with Flare spike thru the head and it's gotta emit light, next halloween, maybe?

craggy hamlet
#

Make cave leeches actual cave leeches instead of the sideways teleportes they are right now
leeches currently can grab you up to an 80° angle

slate ingot
#

Make augmentations for weapons that are visible on them

Not sights, but some homemade stuff or runes or whatever

austere spear
#

Balace, Driller Secondaries

Subata
ATM Subata is in a weird spot, its stats seem good, but it lacks any outstanding qualities to put it above EPC or CWC.

Comparing a Heavy Hitter EPC build (2232x) and an Oversized Magazine Subata build (1221x) both without T5 (I'll get to that next) we see the following stats.
https://karl.gg/asv/12/BBCB-4#/
https://karl.gg/asv/11/ABBA-3#/

We see EPC outclasses in burst DPS doesn't need WP to attain its DPS but has slightly lower efficiency. If we then include T5 for both we see that EPC has the choice between ~15 heat per shot, or TCF, an incredibly powerful utility and damage tool. Subata on the other hand has the choice of, +50% damage to burning targets, Chemical explosions on corroded targets, or +1 blow-through.

Personally I feel that the reliance on statuses for T5, and the reliance on WP for good DPS makes Subata the worse choice in almost all builds.

So how do we fix this? Firstly make the weapon less weak point reliant. Removing 25% WP bonus from the T4 WP mod and adding +3 damage to the base weapon has all the same breakpoints and about the same efficiency and DPS when taking T4 WP, but allows for better DPS and efficiency when failing to hit a WP, or when you don't take T4 WP.

Next I would swap T4 damage and T5 blow-through. This gives you a good option for Cryo in T5, and lets you take blow-through with NCTC which would be a great combo, increasing overall build variety.

Finally the weapon needs a unique niche that sets it apart from EPC and CWC. I think giving Subata high armor breaking would solve this, as well as further reducing penalty to non WP shots, without making WP shots less powerful. Giving the Subata a armor break modifier of 300% (with 15 base damage) leads to ~80% chance to break grunt armor, and 45 damage on pretorian armor (breaking it in 3 shots instead of 8).

Overall I feel that the above changes would be quick to implement, but provide a lot of value and fix the main issue with Subata

elder latch
#

an idea I have been cooking for awhile now: The F-FIG a semi auto burst firing, swarm destroying engi primary! LORE: engi kept getting high amounts of paper work for no reason from management (the fat boy radius is big ok) and was tired of having to sign them. so he scrambles for weapon ideas looking for inspiration, then he found it. A TOILET PAPER GUN! using spare parts from gunner and his sentries he created a deadly paper cutting hell machine. STATS: it shots a volleys a 3 wads of paper each click each wad can pierce one enemy and deals 40 damage -it hold 24 per mag and has 216 max ammo -has a reload speed of 2.4 seconds -deals a dot that deals 5 per second UPGRADES: tier one: damage +10, fire rate -0.2 time between bursts tier two: accuracy -33% spread, more ammo +48, +1 penetrations tier three: dot buff +2, adds a 3 second slow, reload speed -0.4 tier four: armour break +200%, weak point bonus 20%, ammo +72 tier five: add shrapnel to your last shots, +1 penetrations, reloading puts small pieces of shrapnel around you

near glacier
#

make bosco able to build sentry guns

sour sable
#

Not that but ☝️

Bosco should be able to help build the uplink on salvage missions as well as the refuel thingy. But not mini mules (which he can't already)

coarse mortar
#

Give Steeve a little mining helmet he can wear

near glacier
#

add music to the taunt grenade

runic grove
#

May haps add a beer that does the homebrew powder effect that can be ordered like the randowizer?
Therefore all weapons can have the effect and you can free up some of the overclock spaces for new ideas.

forest hound
#

Ya know, Hazard pay bonus is a thing.
Even in our S&M US Military offers that.
If something like an area has [No O₂] AND [Shield Disruption].
Players should get nice bonuses.

versed mortar
#

Sludge Pump Overclock Concept:

Gassy Goo
Balanced

rocknstone Charge Shot puddles create pillars of gas that damage bugs above them and can be detonated with fire
tothebone Increased Charge Time

crystal snow
#

DLC or Seasdon pass(besides scale brigade) that is based on a more medeval look? no real reason for it, i just think it would look cool.

If its a DLC maybe call it the "Low Tech Pack" or "Old School Pack".

vivid raft
#

Mods cannot be removed at the moment. Make mod remover to this game asap please.

torpid mortar
#

not sure this is the best idea, but ive had it in my brain for a few days and i wanna get it out.

NEW OC TIER: broken

now, before you get riled up, broken doesn't refer to how good it is, it refers to the origin of ocs in that tier: weapons with broken parts or malfunctioning bits that change how they function, usually with some highly inconvenient downside that goes beyond simple stats.

each weapon would only have 1 oc of this tier, since management wouldnt want to encourage employees using broken weapons on the job.

examples:

b7rt oc: broken burst module.
rocknstone hold down trigger to fire until you release.
tothebone15% chance for the weapon to continue firing after you release, dumping your entire magazine.

autocannon oc: overtuned shells
rocknstone reduced spread and higher velocity shells make for easier targets to hit and slightly increased direct damage. terrain damage also increased.
tothebone gun now experiences recoil and firing for long enough will set your dwarf's ears ringing.

also, my kaelidescopic devastator oc for the shard diffractor would fit in this tier nicely.

i dont expect this to do well but i had to get it outta my head.

tribal chasm
#

Armor maintenance paintjobs 👀. We desperately need to break away from class colors as is.

winter atlas
#

allow calling the drop pod immediately after depositing the caretakers data

winter pebble
#

Different dice options for drop pod. Some examples:
-Blue dice
-D20 dice
-All 6s dice
-4 dice each in a different class' colour
-Dice made of different minerals
-D4 dice but with class icons instead of numbers

winter atlas
north crown
#

minecraft cave noises playing randomly :)

vestal yew
#

Probably been suggested but, add a reconnect button please.

rain tangle
#

give cryo cannon (and/or any other cryo based weaponry) the ability to cool hot rock from explosions in magma core and from the rockpox meteorites

shrewd mesa
#

Revert the health changes to the stingtail, the cooldown changes are perfectly fine and were enough by themselves. nerfs were excessive.

gentle hull
#

I want them to change the reticle on the warthog shotgun

median oasis
#

in-game player block/ignore option would be great, or a list of some kind. Dealt with a couple of trolls that sabotaged my or other player’s missions. Its pretty frustrating.

high moss
#

Sludge Pump Unstable Overclock: Lithophage Mix-In
(As a driller main, we need more warcrimes, and bioweapons fit the bill)

The boys at R&D have cooked up a strain of Rockpox that's specifically engineered to be as fast-actingly lethal to Hoxxes life as possible without being infectious to terrain, and how better to weaponize it than this. Unfortunately, the greedy little pox must feed on the proteins in the sludge, meaning the sludge is significantly less sticky and can't be set on fire- however this has the upside of making it easier to store, increasing the amount of ammo you can hold slightly.
Changes sludge colour to Rockpox yellow
rocknstone Applies a new Rockpox debuff on direct hits/puddles that does large amounts of damage over time
rocknstone Slightly increased reserve ammo and +25% to mag size
tothebone No slowdown effect at all (Protein Disruption mod gives it a small slowdown)
tothebone Reduced puddle lifetime
tothebone Puddles can no longer be set on fire

real geyser
#

(please forgive me the key between S an F on my laptop is broken)

riller new weapon:
R-29 Nuclear Waste Cannon

The R-29 is a highly effective swarm estroyer, capable of spewing carcinogenics up to a range of 30 meters. The R-29 uses magnetic fiels an revolutionary garen hose technology to wear own any unfortunate glyphis.

The R-29 is a repurpose nuclear waste fuel pump, with a microreactor to power it. Tubes an wires run along the sies of the barrel, giving it a high-techy look. To refuel it, you jam a fuel ro into the sie. The R-29 has a unique metho of reloaing, with it loaing fuel into the mag while you hol the reloa button. The gun uses three ammo per secon, with it reloaing at a spee of 10 ammo per secon.

The projectiles it fires out consists of a wie sprea of raioactive fallout, which coats the terrain as well as enemies. this can sprea between enemies, an makes the weapon highly effective at ealing with swarms. It fires the fallout in a cone shape as well.

outer root
#

Add daily reward

cloud dew
#

Hazard 6 😎🚀

knotty walrus
#

Level 1k Armor, i've played too much and need the status for my hubris

astral nova
#

a skin paintjob like black crag but for weapon where most of the skin is solid black with a bit of red and where lights are also bright red

onyx silo
#

A mod to engineers platforms that make them glow dimly

winter pebble
#

What if scout's grappling gun when hitting enemy pulled said enemy to you instead of you to the enemy or whatever it does right now

outer root
#

Machine at abyss bar which let you brew your own beer with your own colour, mug, effects and beer strength

#

Can we get a DVD (or DRG :)) logo bouncing on a tv in the spacerig? Would be fun watching it till it hits a corner.

royal plaza
#

Give Bosco the ability to guard Rock Cracker Pods by pinging them. (The same way he guards Hacking Pods and the Drilldozer)

knotty walrus
#

I played with a few greenbeards who were really nice, and i offered them my help.
The game crashed, i lost connection, and the reconnect bugged. Now i cannot find them anymore, and don't remember their names.

Please implement an easy ingame way to send Steam friend requests.
As a bonus, a "played last with" tap would be nice, where you could see the player listed you played with in the past few lobbies.

Rock and Stone!

restive siren
#

How about a balanced overclock for the PGL
Buff: blast radius increased and deals more damage
Downside: no impact damage, projectile travels slower

boreal rune
#

I am aware this is purely cosmetic and thus probably pretty far down the list, but facial expressions / lip sync on the dwarves would be very nice. Specifically, I would love to see the driller's very sane face as he's drilling bugs realised in-game, as seen on the key art titled Charge.

near glacier
#

Has anyone ever thought of making it to we’re only the host can call in the drop pod in multiplayer I’ve had a lot of missed materials and secondary mission lost out on because of others hitting the button

zenith onyx
#

I know someone has probably already suggested this but I think it would be cool to have proximity chat on DRG and maybe a walkie-talkie style communication system. I think this feature would encourage people to stick together and if others dislike the feature you could have the option to disable or enable proximity chat.

tribal chasm
#

Implement a half or one second delay on the input for sheild overcharge. It is constantly being used anytime anyone gets near me when i press E and not when I actually want to use it on a player.

uneven mulch
#

Or allow us to rebind the input

tribal chasm
#

Change for Gamma Contamination: when an enemy becomes irradiated, continuing to use the microwave gun on it, extends the duration of the existing status and increases the size of the flat aoe. This would make it so gamma is better used on tougher targets, and can be used to more effectively deal damage to those nearby. Should pair well with the armor bugfix.

bleak pawn
#

Holding down the salute keybind makes your dwarf play a falling voice line. No reason other than it would be funny. "AAAAAH"

civic elm
#

similar to how we can turn off the infected season content, give us the option to turn off sabo missions

near glacier
#

allow rebinding berserk activation

civic elm
#

nade overclocks

worthy magnet
#

the goo in fungus bogs should be flammable, and after being on fire for five seconds or so, disappear

buoyant topaz
#

an achievement for drinking whilst falling into the kick bucket game

nocturne dagger
#

Yellow and blue gemed beards (added to the Gilded Beards) for Scouts and Drillers to have colors match up.

prime pasture
#

A smart gun for gunner would be nice

undone crown
#

Several diagrams in the med-bay showing glyphid anatomy and a diagram of a dwarf skeleton with "rock and stone to the bone" scribbled on it.

fervent mica
#

add a random chance to find a barrel during missions, kicking it into enemies hurt them swarmer barrels kick

devout sorrel
#

I am not exactly sure on the specific quantities to make this happen. But ammo/nitra scarcity should be a lot more prevalent in the game. From both an emotional and gameplay standpoint this would greatly help the game. It would emphasize that we are disposable dwarves doing corporate work. But more importantly, having more ammo/nitra scarcity would greatly emphasize teamwork. Especially on higher hazard levels, the amount of nitra you get is quite a lot, to the point where you can just spam out a bunch of supply pods and never worry about sharing and coordinating with your team about ammo conservation. Like Im not saying that nitra spawns in levels should be almost eradicated, but the amount of nitra spawns in a level should be lowered, proportional to the hazard level, to emphasize team coordination

pliant mason
#

Suggestion: Some pop culture references in the form of rare kill dialogue for some bugs;

Glpyhid Stingtail: "No, YOU get over here!" (based on Scorpion; Mortal Kombat)
Naedocyte Hatchlings/Shockers: "At least we aren't on SR388." (The Metroids' homeworld of the franchise of the same name, which Naedocytes are vaguely similar in design)
Mactera Grabber: "God, they're almost like face huggers." (Face Huggers being a nickname for a part of the Xenomorph species in the Alien franchise)
Glyphid Webspitter: "You're boring me, Spider-Bug!" (Spider-Man, specifically the Green Goblin)
Cave Leech: "Barnacles!" (Referring to the Barnacle enemies from the Half-Life franchise that are very similar to Cave Leeches, can also be a light Spongebob pun)

pure turtle
#

Buff stingtail a little bit.
Make its effective tankiness equivalent to a grunt guard. (I think it matches health, but not effective because of its many vulnerabilities.)

I think the changes were well deserved, but a little too far.

I don’t know precisely what numbers would be changed, but I think it would be its resistances and vulnerabilities.

paper ferry
#

When the player is alone in the space rig, have Bosco be there flying around like in missions. Taunting provokes Bosco to taunt back like in missions.
Customizing Bosco can be done by pressing X to call him over to you and interacting with him, as opposed to the current terminal.
Throwing an object will make Bosco pick it up, then throw it back towards you with enough force to reach you, so that you can effectively play catch with him if you'd like.
If you go in the drop pod to start the countdown, Bosco immediately flies in with you, and will drop with you respectively.

brazen night
#

A second arcade machine that makes you play the wire hack, could help us practice!

static hill
#

Make iron will queue so you don't accidentally end up using it at the same time as someone else. Maybe have it so if someone else is currently holding space to get up yours will be slowed down, or have some indicator that someone else is already doing it so you don't just stand there awkwardly, and then frantically trying to get red sugar/vampire kill/ resupply

tidal thorn
#

will there be an adult dreadnought?

ebon tulip
#

Add a new toast when you hold a beer mug in your hands so that it sounds like Rock and Stone, but instead 2 types of beer were named in it.
For example: Brew and Staut, Beer and Staut or something similar

vague crown
#

On The Lead storm overclock, Instead of reducing stun chance, remove it.

This is (in my opinion) a balanced and simple change to the overclock to make it feel a bit better to use on occasion

On one hand: Removing the stun gets rid of a mechanic of the weapon that could otherwise come in handy in most situations

On the other hand: it's so short it rarely matters, and removing it would get rid of those "feels bad" moments when you roll the 5% on the first few bullets you pump into a pretorian or other big bug, flinch it, and prompt it to end its current task and bonk you on the head instead.

solar sundial
#

Due to the continuous disruptions to the glyphid hives from dwarven operations, what if they had evolved one glyphid as means to alert the hive. An example of this would be a small skittish bug who roams around the caves, once an encounter with a dwarf has happened, it scurry's off, and if the dwarves are unable to kill it, a mini swarm along with a few pretoreans and an opressor show up. This new glyphid would try to attack with the swarm giving the dwarves another chance to kill it.

robust wharf
#

Disable the season progression screen if you disable the season. You have to be at level 100 to disable it anyway, and it doesn't really serve a purpose afterwards

compact shore
#

Rare chance for one of the astroids in the Mission loading screen to be replaced with a barrel

solid gust
#

Some stuff including classic dwarven song diggy diggy hole: driller could say "I am a dwarf and I'm digging a hole!" while drilling, and any class could say "Diggy diggy hole!" when using the pickaxe. Maybe one of the random miscellaneous voicelines could be a dwarf saying "Brothers of the mine rejoice!" or maybe just humming the tune.

undone crown
#

A new enemy that gets up close and then shoots a shotgun like blast of poisonous projectiles.

zealous juniper
#

I love the Weapon Maintenance skins, but a lot of them have nothing that they go well or fit together with as far as armor goes; a simple example is WM1 on gunner. This leads me to an idea:

=unlocking all versions of a paintjob in a class's arsenal unlocks a version fir use with armor.=

As such, level up minigun and bulldog = those get skins.
Level up autocannon, missiles, brrrt and coilgun as well, and gunner gets a new armor paintjob to match.

Same on other weapon rewards, same with other classes. It'd lead to matching sets, and actually emcourage using guns one might just not use normally. My shotgun almost never sees the figurative light of day.

outer root
#

Y'all know that thing then drop pod lands: scout:"can we go back? " driller:"I'm hungry". Why only scout and driller have special landing phrases, but gunner and engi just land quiet.
Add landing phrases to all dwarves

visual crown
#

Add an arm wrestling mini game in the hub.

Cause nothing grows some hair on your chest like downing three kegs of blackout stout, throwing your elbow on the table with the boys, and missing eachother completely cause you picked the wrong left hand to focus on thus causing you to end up falling off the table completely and into the launch tube just before departure so you hold onto the pod for dear life as you drop into the latest hazard 5 deep dive with enough alcohol in your veins to kill a heard of elephants and a soon to be hangover that lasts several weeks but you'll just skip the timer anyway and get blitzed before hand cause being drunk is just your normal operating cycle.

Just as Karl intended.

raw merlin
#

Give driller the ability to mine minerals.

And nothing else :)

Dirt? nope. stone? Nope bugs? In your dreams.

atomic verge
#

Promethean Light/HEL105 Reactant
Flamethrower Unstable Overclock
||Good utility when you lack a Scout's flares||

  • + Significantly increased flame brightness
  • + Allies in the fire get a speed-boost
    • Slightly increased sticky duration
  • - Reduced heat from direct damage
lucid hemlock
#

I would like an overclock that adds radiation to the flamethrower.

I don't care how (in)effective it is. I just liek dealing multiple status effects at once and want that for fire + another DoT.

bonus points if its name is a thinly-veiled reference to Godzilla or some other kaiju media.

torpid mortar
#

it would be nice to see the dwarves say some stuff in dwarven language sometimes, a good basis for the language might be khazalid from warhammer fantasy.

just adds a little peak into dwarven culture we get to see every once in a while.

lunar snow
#

Add voice lines for the dwarves talking back against Mission Control’s constant nagging anytime they do literally anything but prepare for the next mission.

Or just give us more ways to annoy MC, please.

elfin magnet
#

I'm sure it's been discussed, but I think it would be nice to have some mods for working the flares. Nothing has to be drastic, but would be nice if it was a couple of things like the pickaxe has

  • An option to make them last longer
  • let them stick to surfaces if you hold the flare button down (like a torch in minecraft) would be nice if you just want to light up an ore vein or something or leave a "breadcrumb trail" while going through caves with long winding tunnels.
  • We do have a perk for throwing items farther, including the flares, but I feel like that's something that just doesn't get used by the community (happily correct me on this since I just haven't experienced it)
  • Faster recharge on the flares for those who love to run through the missions or long winding tunnels and only need a little bit of light to navigate.
  • I'd make a suggestion to give you more flares, but a quicker recharge would effectively do the same thing.
  • I don't know if there is an object limit for graphics, but being able to have a cap of how many worn out flares on the ground so you don't have certain missions just strewn with finished flares. Could even tweak it that you can run over broken flares and you get a tiny boost in recharge (i.e. 3 flares equals .5 seconds of recharge time.

Now I have noticed some of this stuff would be nice in Solo, even though that's not the optimal way to play. Maybe that's something that can be set up for solo play specifically for those who want something more chill or challenging.

deep marsh
#

upgrade the max FPS from 240 to 360

#

new sabatoge mission where you fight another company run by elves and instead of bugs you are killing stupid elves

torpid mortar
#

people have discussed flare upgrades before, but i think the reason why it really doesnt do much is that they dont widen the scope of what flares can actually do, people just want improvements to make flares last longer, glow brighter, recharge faster, etc.

while those are nice, i think if we are gonna give flares upgrades we should do so in a way that gives them more utility and variety, not just a change to stats.

so heres a few examples of uprgades for flares that i think could make them more interesting and have more uses:

sticky flares: flares stick to surfaces when thrown, allowing for more precise placement for light.

bouncy flares: light up massive caves from one side to another in a single throw to see whats hiding in the dark BEFORE you walk up on it.

warning flares: with a proximity sensor, these flares dim and brighten rapidly when they detect something that isnt a dwarf nearby thats outside their light radius

raw merlin
#

A mod that makes satchel charges explode like cluster grenades, but instead of bomblets its more satchel charges.

Sadly this makes your charges super heavy, meaning you can't throw them very far.
You also have a noticeable delay of 2 seconds before the pack actually goes off as the signal isn't as good.

sharp badger
#

we need a big optimization / performance update for the game

elder latch
#

Glyphid lobster in dense biozone that pitches you and launches backwards when in danger

pseudo vessel
#

Not a fully game thing but Steam added LATAM and MENA regions based off of USD and defaulted prices to USA pricing unless you manually input the new suggested price. Deep rock also seems to have defaulted to the USA price making the game not easily accessible for people from those regions. Just wanted to let you guys know.

mint basin
#

please make trijaws make more noise pls pls pls (give em like a mosquito noise or something -- tired of trijaw jumpscare)

grave fog
#

Please fix the description for the "Just Another Bug Hunt" achievement or make its actual requirements more accessible if that is not possible
I did it the intuitive but incorrect way (depleting the health bars of 2 dreadnoughts (classic+hiveguard) on Haz3+ within 30 seconds of each other) given the achievement wording, didn't get the achievement, and only after some digging found on drg.pleasefix.gg that the achievement is poorly worded and you are supposed to kill a dreadnought within 30 seconds of its appearance (egg popping on Eliminations or appearance on Point Extractions), on two separate occasions. This information does not seem to be readily available anywhere else and I am sure multiple people would have been confused by the achivement unlocking/not unlocking as expected.

real geyser
#

New scout grenade: Piercer Javelins

The piercer is a harpoon-like throwable which looks like four spears arranged in an X shape. The throw distance is much further than other grenades, with about a 2x increase.
Upon throwing, the Piercer splits into four projectiles in a fan shape. These pierce up to six bugs each, and heat up in the air. The longer the are in the air, the hotter they get. Piercing enemies deals high amounts of heat damage, and upon sticking into the ground, they would deal passive AoE heat damage for five seconds. You would have four of these grenades.

obsidian quail
#

Ability to carry Downed dwarfs.

knotty pilot
#

minigame arcade machines that aren't just flappy bird. something like 2048 or minesweeper or anything

patent quail
#

So I have this unstable OC idea ,it's basically TF2 Legions power shot for gunners minigun. You either stay with the name "Power shot" or name it "Lead sneeze"

It activate like icespeer and uses 20 mun (or a reasonable amount mun) and shoots a wide spread, high damage impulse ,after the shot it builds up high heat

+high damage, widespread lead impulse
-high heat build up after shot
-generously smaller magazine

static field
#

very silly thing I came up with after a sweat drenched fever dream

raw merlin
#

Allow us to eat pickled eggs at the abyss bar for 50 credits

stray hearth
#

On the coilgun:
Revert Backfeeding Module and move the -3s trail duration to The Mole. In turn give The Mole more damage per terrain penetrated and/or an additional damage bonus proportional to the length of terrain pierced.

My rationale here is that Backfeeding Module feels like it struggles to find a use case currently, and the Coilgun as a whole doesn’t really have any builds for pure single target damage so I think the mole should be the OC to fill that niche.

atomic rover
#

Add plants to the "mineral trade."

worn spoke
#

replace T3A on Scout's flaregun with a mod that gives a 25% chance to stun for 1 second. driller gets that installed for free in his drill's and that existing mod for the flaregun is a relic of a time long forgotten

granite vapor
#

So In drg 2018 legacy the bosco has a plasma blast gfx, and I don't if this was a thing in the real 2018 version, But I really want to see this in this version of the DRG

undone crown
#

A framework called "the legacy" or something along those lines that uses cardboard and scrap metal to replicate the original models for all the weapons. Would be funny

ebon tulip
#

Add beer called Mountain Brew to the Abyss Bar as Corporate Issue

eternal mulch
#

I just now realized; we don't have any RoF overclocks for the minigun. So, i came up with an idea for one:
"Improved Rotor" - Balanced Overclock
Adding some extra tech has made the minigun's overall rate of fire faster, but as a consequence of the space taken it has less ammo, and it takes longer to spin up to the required speed.
+Faster RoF
-Slightly less ammo
-Longer spin-up time

celest kettle
#

idea: combine roll control and return to sender
if you hold down m1 you can guide the beam anywhere while it spins (like roll control right now) and if you stop holding m1 it will retrace its path backwards

austere spear
#

Add an accessibility setting that makes important sound ques appear as small indicators on the players screen.

The indicator has to be the same level of obvious as the sound, so a grabber can just be subtitles that say "I hear a grabber", were as a leech who is very quiet can instead cause a slightly white vignette on the edge of the screen, the opacity scaling with proximity, bright enough that it can noticed but subtle enough that you have to look for it.

This makes certain perks still viable and helpful with the setting on, but also lets hard of hearing and deaf dwarves have the same experience as a hearing dwarf.

Its also important this is a setting, as many players won't want screen tinge or extra subtitles if they don't have to.

fallow urchin
#

PGL rework
+115% area damage(base gun + AOE upgrades)
+1m radius
-50% AOE damage falloff
Armor break mod replaced with direct damage mod(+60)
Spiky grenade mod removed; replacement allows bugs within 10m away from the initial blast radius to be slowed by 30%, falling off to 10% at max distance
DII mod removed; replacement gives +1 clip size.
Home-brew explosive buff increased from x0.9 - x1.5 damage bonus

OCs: (only changes listed)

RJ250
-75% AOE damage
+2 clip size

Pack Rat
Now removes the need to reload

Compact Rounds
30% AOE damage
-1m radius

Clean Sweep
-50% damage falloff

Fat Boy
-2 ammo
Removed AOE increase
Field lasts for 5 seconds longer
Radiation now does 75% less friendly fire to teammates

Hyperpropellant
Removed ammo penalty

tight sedge
#

add small visual changes to weapon modifications, example: shot speed upgrades to subata making it look more like an uzi than a pistol.
Lenghtened clip for clip size upgrade, accuracy buffs adding scope/ironsights etc

forest shoal
#

add new arcade machine in space rig where we can play chrome dino but instead of dino there is dwarf jumping over bugs or something

hollow kraken
#

I think a mission control line for point extraction before the swarms get much more frequent would be helpful.

Something that lets the dwarves know it's gonna start to get heated. This would help newer players or those who don't know about the point extraction scaling understand that it's gonna get more difficult and encourage them to prioritize the objective

gloomy belfry
#

It would be nice to have Haz 6 and an Ultimate Deep Dive where its 5.5 haz, 6 haz and 6.5 haz but these can only be unlucked when the player is silver level
gives promos byond the first a use
or mby unlokced when its 5 haz 5 in row

unreal osprey
#

I’d like to see some more types of dreadnaught on elimination missions, since having only 3 gets a little repetitive. Here are some of my ideas:

Dreadnaught Darkhunter:
Similar in design to an anglerfish, the Darkhunter will be drawn to any unnatural light sources, which it will then devour. That includes flares… and also the flashlight you always have on. Might want to shut that off for this one. Fortunately, the weakpoints have a slight glow to guide your aim.

Dreadnaught Burrower:
This specimen likes to dig. A lot. Very similar to the sand sharks, this dreadnaught will try to take you by surprise by burrowing under you. Fortunately, landing a few shots while it’s exposed will stun it, leaving it vulnerable while you tear it apart.

Dreadnaught Deflector:
One of the largest species of dreadnaught, but also one of the slowest. However, what it lacks in speed, it makes up for in armor. Due to its complex mineral composition, the armored shell is not only indestructible, but will also deflect most projectiles. And with only a few hard-to-hit weakpoints, ricochets are likely to pose a hazard to you and your teammates. If that’s not enough, hitting its shell will allow it to charge up a powerful shockwave attack.

Glyphid Broodmother:
The Broodmother is an incredibly rare sight, but should not be underestimated. The undisputed apex predator of Hoxxes, these monsters are a greenbeard’s worst nightmare. Combat-wise, they are similar to the regular glyphid dreadnughts, except they’re larger, faster, stronger, and sturdier. Oh, and they can also summon a literal swarm of bugs. Because of the elite threat they pose, and also their rarity, management is offering a bonus to anyone who can take one down. Expect to see an achievement, and perhaps even some unique cosmetics as your reward.

sour sable
#

Steve

Make the "friendly" perk have its 50% friendly fire reduction apply to Steve

icy crag
#

Add a Karaoke minigame to the Abyssbar, wich you need to press in time some buttons to sing a little bit better than worse. Simply funny to see dwarves drunk and singing.

worthy magnet
#

LeadStorm Overclock
Hyperpowered Feeding Tubes

rocknstone +4 Rate of Fire
tothebone Overheats at 25% Heat (Aggressive venting will be 25% as powerful as normal)

tall shale
#

Please change season challenges reroll so that you do not get the green missions again or at least add more possible biomes. Any other mission you can always do at any time but these. They are just annoying and hinder the Game Flow. And a skip button for forging, it takes too long to finish forging.

versed isle
#

Add an option in the weapon selection UI that allows you to mark all of your new items as 'seen'. It can be quite annoying when you have markers telling you that you have paints available on several weapons and you have to go and look at said weapons to get rid of the markers, and then you don't change back to your normal loadout and run off with the wrong weapon.

torpid marlin
#

idk if someone suggested it, but heres the thing:
New ore: platinum
Spawns in 1 - 2 small veins per mission/every 1/2 mission
for every 0.1 unit comparable to 1 (2 maybe?) units of gold

molten shard
#

A new type of dreadnaught: The Nightmare

This dreadnaught has glowing eyes and extremely dark and partially translucent skin. It has blinding speed and the ability to temporarily disable all flares an headlamps. Upon the egg being broken, it will roar and enter its stalking fase. While stalking, The Nightmare makes all flares and headlamps flicker for a moment before shutting them off. It will linger on the ceiling of the cave for a bit before deeply staring with its eyes at the closest dwarf after which it briefly lights up the edge of the targeted dwarf's screen with an eerie blue light and sprints towards that dwarf and tries to tackle them. If it hits it will temporarily put it in a cave leech like stun, stealing that Dwarf's HP. During the attack the Nightmare's weakspot (its back) opens up for attack. If it misses the attack, all lights will be reenabled and it will open up it's weakspot. After being damaged enough or after 4 seconds, it will disable all light again before going back to crawling on the ceiling and restarting the stalking fase.

wild thistle
#

Power Attacking an enemy as you fall increases the damage and negates/softens fall damage

Since Gunner and Driller don't have a consistent method to reduce fall damage, I feel like a universal (but situational) way to kill your fall damage would be nice

normal aurora
#

A clearer display of equipped kit per preset of class on joining an active mission.
Meaning that if I hover over the A, B, C etc letters on a class when on a class select, I can see their general weapons & overclocks.
In the same breath I'd suggest the option to name a preset of your classes other than (or in addition to) the Default A, B, C etc

native granite
#

not sure where i heard it (probably a youtuber)
someone suggested being able to reactivate old seasons (like we can deactivate season 4 right now) to see what it was like back then

id like to add to this: (if its added) this should also activate the old season pass, that way we can limit cargo crate bloat

winter pebble
#

For events that spawn part way through a mission (such as meteorites), have a set point in the mission or on the clock at which point the event is guarented to have triggered by or trigger at if it hasn't done so before.
Now if this already exist then please communicate it more clearly what the point in time is when it becomes clear that an event is not going to trigger.

solar sand
#

Additional phrases for when a caretaker is killed: "We took care of the caretaker" and "In the end he got careless"

eternal mulch
#

Make a separate cosmetic option for glasses and things similar. The glasses from this season look awesome, but i still want to have hair.

cosmic gulch
#

It would be great to be able to clang cups together when drinking with other dwarves. Makes the cheers even better!

icy crag
#

My couple of suggestions related to vision and minerals

-Active Perk: Scouter

This perk gives you an Implant in your Eyes that grants you powerful perception.

Passive: You may see minerals and resources in your tablet in an especific area that increases per level.

Active: When you press middle mouse, you burp and see the waves that you emitted. It gives you temporaly the direction of the nearest special event or object in the map with a great cooldown time.

  • Beer: Snake-Eyes

When you drink it, your dwarf eyes may see the glimpse of shiny materials in the dark more easily, making they shine and sound likes diamonds or stars.

glass gazelle
#

We see Chinese takeout boxes in the Abyss Bar, let’s make them available for purchase!

Thanks to R&D’s programming, Lloyd is now able to make a few dishes from his new food menu! Dwarves love twirling the noodles into a big ball on the chopsticks and shoving the whole thing in their mouths.

Some dishes could include:

-Stingtail Lo Mein
-Glyphid Tso’s “Chicken”
-Bulk Detonator Spicy Noodles

nocturne raven
#

Just a humble suggestion: prioritize a fallen dwarf over any other interactable like pipes, molly, engie turrets, supply pods, etc. You won't believe how many times I've slide down a gunner's zipline instead of reviving a fellow dwarf

manic crystal
#

Victory move (or some other implementation) of Gunner lighting a cigar on the hot barrel of his Lead Storm minigun, burns himself, and drops and crushes it under his boot.

raw merlin
#

Flare fright hazard modifier:

Unfortunately due to a misshap with supplies, our daily shipment of flares didn't arrive.

For now you have to make do with what we have left.

-you have a limited amount of flares you can send out (25 per dwarf)

-when Resupplying, you gain 6 flares

visual crown
#

So... I've been sitting here thinking about what the future weapons of deep rock galactic could be. And honestly the more I think about it the more I gotta applaugh the game devs for the amount of work they put in to make every weapon feel unique opposed to normal fps games where you just get like 30 different pistols that preform slightly differently. It really puts into perspective just how hard that one weapon implementation per class per major update really is as it not only has to adhere to a theme of the class its going to put not feel to similar to an already existing weapon.

ANYWAY.

With that initial kissing up out of the way, I tried to think of some very rough concept weapons just for fun. Note that these are just concepts of what they could do in the future. So very rough drafts. Also I'm only gonna post one at a time as I think of them to avoid any more walls of text then need be.

But the first one I thought of was a gunner primary. Something that fits with him but isn't just a streight up rocket launcher or something.

I decided something akin to the metal storm. An absolutely absurd weapon that fires volleys of 1 million rounds per minute as each barrel can hold multiple rounds.

Now the weapon itself would be very similar. An insane fire rate providing absurd single target damage that could chew through a dreadnoughts armor in no time at all. However it's downsides would be the equally absurd recoil coupled with its low accuracy ( and awkward targetting mostly caused by the row after row type fire pattern) and its rather quick to chew through ammo due to aforementioned fire rate.

It's basically the minigun on stereroids with a really weird firing pattern that requires you to be either really close to the enemy, the enemy be really big, or them being really grouped up together.

The TL;DR of the weapon summery is its amazing at single target damage but God awful at ammo efficiency and swarms.

But again, it's just a very very very rough concept.

pure estuary
#

OC for breach cutter: ground leveler
cuts like butter on terrain, but reduced damage

drifting holly
#

it is essential to the lifespan of this game that bloopy fruit becomes pingable
it doesnt even need a voiceline just the ability to highlight it or smthn

normal aurora
#

Achievement: "Fill er up" or "A healthy dose of alcoholism" or TBD

Fill up the drop pod entirely with empty beer mugs
That or the power field bay beneath the pod

#

The ability to raise the drop pod a bit higher on the space rig, to allow a proper game of football without obscuring anything
(Or just lower the bay itself a little)

undone crown
#

A burst fire overclock for the drak
rocknstone Burst fire
rocknstone Slightly higher damage to compensate for the lower ROF

winter pebble
#

Player brewery:
Add a room full of brewing and aging equipment attached to the same corridor as the football game. To unlock it an assignment would have to be completed after which a brewery control screen is placed in player room, the abyss bar and the brewery allowing the player to begin brewing cycles and check on their booze stocks. There'd be a limit for how much of each brew can be stored and the production times would be measured in completed mission lengths.
New resources for brewing:
MUSHROOM, gotten by destroying the mushrooms that make mission control's head hurt
Hell honey, gotten from glyphid honey nests that spawn in magma core biome
Morkite beans, spawns anywhere with morkite
Frosted grain, spawns in glacial strata
Glow leaf, spawns in Azure weald
Fine sand yeast, found in sandblasted corridors
Spiky tuber, found in hollow bough
Amberry, found anywhere but very rare
Brewers data, gotten from killing enemy robots
The new brews:
All the brews take fine sand yeast along with another ingredient
Shroom Wine, MUSHROOM, takes 1 unit of mission length to brew
Firebelly Mead, Hell Honey, 2 unit of mission length
Bitter Darkness, Morkite Beans, 1 unit of mission length
Glacial Ale, Frosted Grain, 2 units of mission length
Rockshine, Glow leaf, 2 mission length
Space vodka, Spiky tuber, 3 mission length
Ambrandy, Amberry, 5 mission length
Robo brew, Brewers data, 3 mission length
Purpose:
While the easy way of serving at the bar could be taken a more interesting purpose could be achieved with the introduction of a hip flask. The hip flask would allow dwarves to bring alcohol along onto missions and take a sip of the brew inside for temporary buffs but be limited by the amount of sips
Possible effects:
Shroom Wine: Heals portion of HP
Glacial Ale and Firebelly Mead: add frost/fire damage to your attacks
Bitter Darkness: deal more and take less damage while in poorly lit areas
Rockshine: become flare
Robo brew: increase shield capacity
Space Vodka: increased melee damage and throw strength
Ambrandy: gives healthbar a golden shield, fewer sips in flask

sacred plank
#

a jumping spider that follows you around the space rig ::3

mortal tide
#

Please fix armor breaking upgrade (engineer’s grenade launcher)

tribal chasm
#

Shallow Grotto Deep Dives

near glacier
#

Probably crazy, but tldr: DRG horror game prequel where you play as the first dwarves exploring Hoxxes IV.

The striking similarities between the gameplay loop and humor of DRG and Lethal Company got me thinking: what if DRG could adapt something like that to its universe. And I know, copying other games because they're successful is kind of a cop-out, but I think it would work super well for DRG. It would be a prequel, just as DRG is discovering Hoxxes. Think about it: you and 4 other players have been sent to an alien planet that nobody really knows much about. All the company knows is that it has a TON of minerals and maybe some hostile life, so they send you in with mostly mining tools and few weapons. The caves are dark, eerie, and dangerous, and the bugs don't really know what to make of you either. Perhaps you encounter more primitive versions of different species, less adapted to direct combat with space dwarves, or maybe you encounter super dangerous creatures which the company would later hunt into extinction because of the threat they posed. Either way, it would be a much slower, more methodical pacing. This would be before the bugs learned how to fight dwarves in massive swarms, so you might only encounter a few enemies each mission. Your main objective is to learn what you can, take what you can, and escape with your lives if you can. Maybe you could call it The Horrors of Hoxxes or something. Anyway, just a crazy idea I had after playing a ton of Lethal Company. I would love to see a union between these two games which seem to take different angles on the same concept.

main leaf
#

Face melter OC should have +5 heat aswell

main hearth
#

I am sure this has been put forward before but now that sleeveless armors are an option, having tattoos you can earn through progression or assignments would be neat

coarse mortar
#

Add a bowl of peanuts we can eat at the abyss bar for free

solar sundial
#

Been rattling in my head the past few days but what if we had a new mission type that would be part of the deep terminal, however this was called Expanding operations. Basically an incredibly large cave where a new massive point extraction or oil refinery. Lots heavy machinery etc. To spice things up increased spawn rate of dreadnoughts but to make up for it because of the massive size, teams of 8, where two different teams of 4 merge on a single cave. I know it's highly unlikely due to the game being optimized for 4 players and possibly game limitations, but I just thought it would be neat.

normal aurora
#

Have clearer and simpler icons for the victory poses.

It's very hard to distinguish them right now unless I hover over each and every one of them, and there could be a lot, whose places I don't remember or may be rearranged if I gain a new one.
General ideas:
Thumbs up -thumbs up
Ore inspection - ore with a magnifying glass over/ behind it
Lootbug pet - lootbug with heart
Lootbug smack - lootbug with a hammer over it doing the smash effect
Swarmer kick - boot kicking swarmer
Beer drinking one - two mugs of beer in a clanking position
Clapping - clapping hands
Etc etc.

timber plume
#

Boltshark overclock:
Trick Quiver
rocknstone Gain a stock of your unchosen special arrows
tothebone Fewer regular arrows
tothebone A couple less of your chosen special arrow

near glacier
#

turret arc connecting to electrocrystals

worthy magnet
#

mod for bosco rockets that improves terrain breaking
perhaps breaking terrain in a radius similar to fatboy

hard cloak
#

make us able to hold E on ziplines to stand still so we dont gotta spam it

torpid mortar
# normal aurora The ability to raise the drop pod a bit higher on the space rig, to allow a prop...

additionally:
button for raising the pod brings it higher up to the second level in the rig, second level now has a small bridge that leads to it w/ various tools on it

button is labelled "drop pod maintainence docking mode" (optionally; has a sticky note next to it that says "EMPLOYEES DO NOT TOUCH")

various hatches open on the pod showing some nonsense mechanical bits

mission control questions you when the pod is lifted:

"you better not be moving the pod out of dock just to play with that damn ball under it again"

"maintainence on the pod wasn't scheduled for today, which one of you touched the button?"

"i swear if you are messing with the pod again i'll come down there and toss you out of the airlock myself"

near glacier
#

stored xp while doing the promotion missions

spiral grotto
#

Orange cat that lives on the space rig 🐈

Spawns in different location each time.

Pet it for purrs.

Is found either sleeping, sitting, or playing with a chunk of red sugar.

pure estuary
#

add an ability to become mission control (make air strikes and stuff just like commander mode in bf4)

scarlet grove
#

notnice Fix/increase machine event spawn rates or add an indicator to which maps have them, like a gold mutator

toxic breach
#

i just want to have a custom name for my bug when i have the beast tamer perk

trail bridge
#

Please give us HDR controls for peak brightness and paperwhite brightness values. 🥹

This way everyone can adjust it to look good good on their monitor without major optimizations on dev side 🙂

undone crown
#

Everyone should be able to see your waypoints and each class's waypoint should be their own colour. If you find an area full of aquarqs or mineral, it can be annoying to remember where it was so this would be a nice QOL improvement

lucid hemlock
paper ferry
#

Funky idea I had based on stuff people discussed as a joke, what if when repairing a broken supply pod in salvage ops and it malfunctions, you could then do a hacking minigame (preferably the wire cutting one from rival presence missions) to hack it open anyway?

honest schooner
#

10 loadout slots. 3 for each primary and 1 for experimentation/randomization.

coarse mortar
#

Add root beer to the bar

compact shore
#

The mines from the minelayer system OC should only expire after 2-3 minutes.
This OC is supposed to lay down a minefield not shoot a shitty low damage grenade.

atomic jacinth
#

Elimination 2:
The following words are thoughts about a slightly more complex version of the Elimination mission.
First my attempt was to find ways to improve “Elimination” in terms of atmosphere and immersion. But the expansion of ideas brought me to something divergent enough to be a new mission. Also, why change a mission that most players like in its current configuration when you can introduce a new one.

In terms of storytelling, the original “Elimination” would be an attempt from the DRG Company to prevent glyphids from extending their domain to close to its mining operations. “Elimination” would the day+x moment of a small group of dreadnoughts to be glyphids, driven by some urge, settling their cocoons at the same time in a given area.

What about the other way around: DRG willing to extend its mining operations to new areas and stumbling across a very old huge nest. It would be logical for the various cocoons not to be at the same stage of incubation, isn’t it?

Let’s call the mission concept “Elimination 2” for now (the original would be “Elimination 1”).
Given the size of the nest it would consist in up to 10 cocoons rather than 2 or 3 as for Elimination 1. But due to the non synchronization of cocoons, only 2 to 3 would deliver capable dreadnoughts.
When triggered, the rest of the cocoons would just display the death animation of a randomly picked dreadnought: being not mature enough these would be unable to survive the cocoon opening.
As you can see, the greater number of cocoons would be balanced by the low ratio of dreadnoughts at full maturity. Furthermore, it would increase the feeling of unpredictability, improving the suspense and atmosphere.

(second part in the following minutes due to message length limit)

#

Now, let’s talk about spawning in Elimination 2:

about Dreadnought twins:
In nature, the phenomenon of twins is pretty rare. Thus I would recommend to strongly lower the spawn rate of dreadnought twins in general (Elimination 1 and 2). I tend to believe that players would appreciate even more to stumble across dreadnought twins as their scarcity would increase. And the greater respect of nature’s own ratio would increase the coherence and thus strengthen the atmosphere of the game.

about dreadnought hiveguards:
In the Elimination 1 context described above, it is not shocking to have the current (high) cocoon spawn rate for hiveguards, as literally a hive is settling and guards will be highly required.
In the other hand, in the context of Elimination 2, the spawn rate from cocoons would be much lower (5 to 10%). Whereas there would be a spawn rate for dreadnought hiveguards already roaming in the caves.
Let’s say the game would roll for a first hiveguard to spawn at level start with 40% chance. In case of no initial spawn, then there would be some chances to still spawn it in the first 15 minutes. Then a second hiveguard spawn chance in the remaining mission time (from the 16th minute).
Having hiveguards roam freely, guarding the cocoons, strengthens Hoxxes’s Lore, for they don’t wear their name in vain.

about glyphid sentinels:
During Elimination 2, glyphid sentinels would spawn in numbers without requiring the presence of a glyphid hiveguard.

normal atlas
#

The ability to colour your traversal tools and grenades and stuff

atomic jacinth
# atomic jacinth Now, let’s talk about spawning in Elimination 2: > > about Dreadnought twins: I...

Remarks:
It may seems that reducing the spawn rates of some dreadnought types would decrease the variety of opponents for this mission type.
Regarding the hiveguards in particular, it would be balanced by the spawning of hiveguards already free in the caves as described above.
Though we could make this point about the dreadnought twins, I think it is possible for DRG devs to introduce a lot of variants in the dreadnought types. Most of it could be achieved through a strategy of “copy and tinker” what already exist. To read more about such possibilities, I invite you to read my previous suggestion about dreadnought variants:
#suggestions message

Can you be banned for writing that much?
Rocket Stove! It never gets sold!

End of message.

noble whale
#

I feel like the flamethrower should be able to get rid of the frozen status or act as like a heat source much like the thermal vents. or at the very least make the T5 Heat radiance do that. i feel its a bit weird when im surrounded by flames and i get frozen. I hope R&D will consider adding this.
-best regards,
Sticky flame enjoyers

undone crown
#

During a mission, your dwarf should sometimes hum to the music whether it be ambient or swarm

near glacier
#

When someone is leaving game, resources in his pocket should be transfered to the M.U.E.L. Today 3 ppl joined my game, collected Ebonuts and left :/

wintry swallow
#

😎 -Enemy prefixes- 😎

neon ledge
#

I think there should be more arcade games in the back of the Abyss Bar outside of just Jetty Boot.
Something in the style of something like Robotron would make me happy

placid verge
#

I think there should be compressed nitra and it would give 80 nitra instead of like 100 so its the perfect amount for a resup
Also if you ping it the dwarves would yell "Ammo!"

vital shuttle
#

suggestion: there should be some comments from mission control about mass pinging lootbugs or maggots

worthy magnet
#

manually aborting a mission should significantly shorten the mission failure screen and everything

rare kestrel
#

Suggestion: Leveling within the Weapon Maintenance feature of the season pass, it would make more sense for it to allow you to continue levelling an item after you reach the required XP for each level

Currently, if you only need 100xp to finish a level, and you play an entire mission, you'll only get the credit for the 100xp required for the next level up, effectively soft locking the leveling until you claim the reward allowing you to continue levelling further. This can be wasteful of XP and time for certain unlocks depending on the circumstance the player finds themselves in

A change to the leveling system to behave more like the current player leveling system from 1-25 (You can gain more than one level per mission given enough XP) seems fair enough for a cosmetic reward system

last carbon
#

Suggestion add a system where you can pick some over clocks to be marked as “wanted over clocks” and when you get a weapon over clock it has a 1/10 chance to be one of the wanted overclocks. This would remove some of the luck required to get the overclock you want. Maybe you have to have more then 3 overclocks as wanted overclocks so it doesn’t remove all the luck. This is entirely because I want special powder for my boomstick

livid tendon
#

Suggestion: add sandwiches

drifting holly
#

make gurken shucks more common in azure weald
we love gurken shucks way more than callow seeders or umbra seekers or whatever and we need more fun pingable plants that isnt mushroom

ionic coral
#

Wind rosé cosmetics

tribal chasm
#

/Can I get uhhh Stunner Oc for Zhukov and Chain hit for Lok1?

pliant mason
#

Suggestion: Two new Mutators & two new Anomalies

(Mutation) Praetorian Migration: All spawn waves will heavily favor Praetorians over other Glyphids. On top of this, any mutation that spawns more glyphids such as Swarmageddon or Exploder Infestation will also be affected by this one.

(Mutation) Korlok Overgrowth: Only one of this mutation can occur during a rotation. Guarantees at least one Korlok boss fight will generate in the cave, with the potential of two or three depending on length and complexity, as well as the biome. Cannot be paired with Haunted Cave or Rival Presence.

(Anomaly) Midas Bugs: A discolored Midas Loot Bug will appear somewhere in the cave every five minutes, where all terrain it touches turns to gold. Killing these Loot Bugs only results in Nitra being dropped, but the whole drop pool is Nitra meaning it is doubled. Choose carefully whether to chase riches or power.

(Anomaly) Volcanic Activity: Across the cave, lava spouts are all over the place. It makes the cave very hazardous, but can be used to one's benefit. On top of this, seismic activity can occur at random. Cannot occur in the Glacial Strata.

tender sleet
#

New gadgets for each dwarf like for example (making idea concept art for them):

Driller: (Timed Charge) mini c4 for cutting precise holes but get more that satchel charges
Engineer: (Turret Builder) can build modified turrets from rival tech
Gunner: (Damage Amplifier) like his shield generator, maybe make a wall shield for damage
Scout: (Scout Drone) can find specific minerals, like a mini Bosco that only scouts

near glacier
#

We need an invasion of leaf loving pointy eared elves that we get to kill and squash for consmetics during a christmas event.

spiral grotto
#

Bosco automatically builds pipe as soon as it's connected to well (when he's been inactive for 10+ seconds).

ember python
#

buff stubby cause good god it can only function in making your turrets into a manual Land mine and by that thiers better options

dusk sinew
#

Bring back option for proximity mines to damage Robotic Appendage once it's comes out of the hole.

modest zodiac
#

Suggestion: make biome variants for rival bots and the caretaker, it would bring more variety to industrial sabotage missions

near glacier
#

Add a doghouse on the drop pod for steve, after end of the mission steve will lay in his doghouse, and like doretta he will stay in drop pod after this mission

hollow stream
#

add proximity chat

scarlet isle
#

Now that the weapon maintenance system has been implemented, why not allow players to unlock skins they don't yet have through it? Like say, every 10 levels for a gun = one skin for the respective class.

Would make the skin grind more bearable for new players.

near glacier
#

voiceline informing berserk cooldown (like the born ready one)

last dew
#

a lootbug going around in the rig

short fiber
#

Auto-build mod for turrets
-takes twice as long compared to manual building, but can still be built at regular speed if you interact to build.
ie: TF2 engi sentry

paper ferry
#

Since gunk seeds can now be grabbed in the air, can we please make this the case for nanite bombs?

elder latch
#

I would like to see driller and gunner get movement overclocks so I was thinking about a jet pack for driller for the flamethrower it would push you said opposite direction holding the trigger and push you more the longer you held down and for gunner something like rocket riding from ultrakill for the hurricane

near glacier
#

Suggestion: add grunt fights in the abysbar like make a ring were you can bet money or materials for a grunt like chicken fights but grunt fights nice

near glacier
#

add a thing where u can combine cosmetics e.g make it so you can wear ushanka and mnemonic visor at the same time
also make some hair styles its own category bc mnemonic visor looks weird and it would look better with something else for hair

crystal snow
#

Engie shard defractor OC: Polarity reversal
type: clean(?)
turns the shard refarctors current fire buildup into freeze buildup. Of course the amout depends on how much you spec into said buildup.
Not just would it give Engie accses to freeze buildup wich i dont think he has currently but would also make it easier to deal with flying enemies.

short fiber
#

Gunner Hurricane OC:
Heat-Seaking Missiles
+Missiles now lock onto enemies
+Slightly higher turn speed
-Slower flight speed

dense carbon
#

A UI elements next to the reticle that shows the "charge" of certain weapons so that you keep track how much you are using it and to prevent overuse/overheat.

Like for the following weaps:

The "Pressure" of the cryo cannon

The "Heat" of titanium drills

The "Charge" of the shard defractor.

and other weaps that have similar mechanics

(i know that these stats can be viewed on the weapon but i think having to look to the bottom right is a bit distracting especially in swarm/boss fights

maiden patio
# coarse mortar Add root beer to the bar

To give this idea more depth

Company Issue
'Bough Brew
Potency: Regular
Price: 50 credits (Up for change)

A sweet brew, made from fermented root bark from the depths of Hollow Bough. Some dwarves combine it with ice cream for a desert with a kick.

(A cool thing id like to see is this beer served with ice cream and a spoon, similar to Best Wurst with the included. Not necessary, but would be cool to see.)

paper relic
#

For an idea how about a choice to customize the drop pod
With a doretta head
And some statues of missions
Maybe some of the creatures like glyphids and some of the drink we could get and the statues could become gold after doing the mission so many times

worthy magnet
#

Was reading back on the Developer Q&A section on the wiki, and i spotted something that caught my eye
"Maybe there should be a complaint box somewhere that leads straight to the trash exhaust tubes"
i think this would be absolutely amazing
a little terminal with a future-y looking typewriter, you can type anything you want on there, and then when you submit your suggestion, if you run over to the big window, you can see a piece of paper being shot out the trash tube

torpid chasm
#

Bosco overclocks

deft owl
upbeat crown
#

Cross play or cross progression please :)

tiny pendant
#

Movement & Utility unlocks
for example, terraformer drills
** **-holds more fuel than stock drills, but mines slower
** **-mines material (dirt, stone, etc., but not minerals) & holds a large amount(500?) of it (it can not drill anymore once it is full)
** **-you can place this material at any time, as long as you have collected material
** **-still requires fuel to drill, & consumes half as much fuel to place an amount of material as it does to drill it

near glacier
#

Once you lose at jetty boot, you can just destroy the machine out of anger. Like pickaxe to the screen, c4 the rest of it, shoot the remains, everything. In order to play again, you have to pay 1000 creds or something to replace the machine and a new one in a box falls from a chute in the ceiling.

winter pebble
#

add more stuff to the memorial hall, such as
promotion tier banners (for promoting dwarves)
helmets of fallen dwarves (reviving dwarves while drop pod is ready to leave)
candles (milestones)
banners (completed prestige assignments)
ceremonial cloths of the fallen (finding lost packs and/or cargo crates)
not pictured in example image:
flying doretta heads (think servoskulls from wh40k) (saving doretta heads)
Heartstone lights (deep dives maybe?)

heady horizon
#

Just a funny thing to add but maybe if you try jumping over the bar over to Loid maybe he could try getting you to leave via alarm or Mission Control will tell you to leave

drifting holly
#

so for drak get rid of tlc nobody likes tlc and replace it with an oc where your bullets become slow like 20% projectile velocity but they can pierce a few bugs
and thats it
thats the oc
itd be great for the trash clear scout community and itd do wonders for the caves as itd make drak even more fun and we all love fun right

worthy magnet
#

framework set for the pickaxe that turns it into a lightsaber type of thing
hardlight pick

livid arrow
#

Mission Type: Glyphid Migration
Our Scanners picked up a massive movement of Glyphid bioforms. Their slow speed implies they are hosting Glyphid Brood carriers, which would allow us to deal a massive blow to their numbers in whatever sector they were intending to migrate to. Ambush them, and give them a beating they will never forget.

Goal:
Destroy a number of Glyphid Brood Carriers, a unique enemy to this mission. They are large, lumbering glyphids covered in eggs, similar in size to bulk detonators. Unlike all other glyphids, they are non-hostile and will not attempt to charge at or in any way attack the dwarves.

Cavern Setup:
2-3 long caverns lie in parallel to one other, they are already connected with caves, similar to Industrial Sabotage missions. The default biome rock on each end of the caves is replaced with "Glyphid Tunnel rock", which is a mostly decorative change. The drop pod will go down in one of the caves at random. The caves will contain a few enemies by default, but no special enemies.

Enemy Behaviour:
All random enemy spawning of enmies over the course of a mission is disabled, and replaced by "Glyphid Migrations", announced by Mission control. They appear on one end of a cave, march towards the other end, and burrow in the Glyphid Tunnel rock. Each migration contains 2-3 Glyphid Brood Carriers, that have to be eliminated before they are able to burrow on the other end of the cave. Members of a migrations will not aggro until they are attacked or if a dwarf comes too close. Once all members of a migration have emerged, another migration will begin in another cave, continuing indefinitely. When the button to call the drop pod is pressed, migrations will happen in all caves at once.

paper ferry
#

Movement speed bonuses from all weapon upgrades should have their duration reset if you do the necessary circumstances while already under the effect. It's rather tedious to perfectly time reloads/kills to carry on the effect and it kinda punishes some weapon builds/negates the usage of these upgrades

tawdry marsh
#

add some more interaction with biomes, i love all biomes and fun with the laser pointer but it would be fun to throw snowballs in glaciar strata for example

ebon tulip
#

Why do we have a divided dance floor but don't have some kind of rhytm-game? Please add a possibility to play rhytm-game with or vs. your team if you stand onto dance floor's parts. Also you can divide dance floor into 4 parts (like on the first picture) for playing with 4-player team and add dance pad (like on the second picture).

atomic verge
#

Artifacts and long-lost relics from an ancient precursor civilization.
A missing-link between strongbeards and leaf lovers.
Short and strong, like Dwarves. But with pointy ears.

Dig ancient statues up from the ground like Oktoberfest mugs.

They're just garden gnomes 🤣

lucid hemlock
#

I would like to put electrocution (or at least slow) on my Zhukovs.

deft rampart
#

(Bit complex but bare with me)
Customizable Promotion badges
Basically if you unlock a Promotion badge on any dwarf you can put the badge on the other dwarves but the stars on the other dwarves will still be the same color teir and the amount of that dwarf
e.g my scout is ruby(teir) 3(stars)
Engineer is gold(teir) 1(stars)
I put ruby badge on engineer but theres 1 start with the gold color
And i can change scout to diamond but there'll be 3 ruby stars on scouts diamond badge

glad badge
#

can we get a forgiveness button on the kick screen, so you can send a notification to whoever kicked you that you understood and where chill with it

torpid mortar
#

portrait frames

if anyone here has played vermintide 2, you know what these are. a little frame that goes around your class portrait that adds a little bit of customization to your character while not making it difficult to tell what class you are playing or what level you are at a glance for other players. these would be perfect as higher tier rewards, showing your dwarf is a distinguished, specialized and experienced member of DRG.

it would be nice to see something similar implimented into DRG, perhaps as a reward for certain things. i personally would adore one that would look like one side of the caretaker with the middle hollowed out for the class pic to sit in. perhaps a reward for taking down 100 caretakers.

as for the level stars, they could be reduced to a small bar that sits above the frame.

eternal mulch
#

New voiceline when calling the M.U.L.E.
"By golly where's Molly?"
They'll say it in a more fast-paced manner.

drifting holly
#

on drak make t1a not compete with t1c because both are extremely useful and drak needs a buff like that

upbeat crown
#

Just thought of something: Armor for Driller (or anyone really) that is built out of leftover Drilldozer parts! Doretta's head could be integrated into the helmet somehow maybe?

Most people don't like to leave Doretta behind. Now, you can take her with you on your adventures!

proven mesa
#

Im not entirely sure if anyones ever suggested this but:
i love the salt crystal weapon paintjob. so it would be cool to have the other biomes colors as unlockable paintjobs

toxic rapids
#

A drill back blade for pickaxes sounds neat.

vapid hollow
#

probably suggested before, but let us pet hacked patrol bots!

upbeat crown
#

Oh also, the ability to dance at any time would be awesome. Even as a purchasable thing. I'd absolutely love that

onyx glacier
#

We must add a golden lootbug to the memorial hall, his name was, is, and always will be a lootbug named Pet

twilit dagger
#

I think that an awesome idea for rnd to get working on, a brand new lever-action rifle for the engineer, one that focuses on mid to long range engagement. it uses incendiary rounds and holds 8 cartridges and reloads 1 bullet until the internal magazine is full.
I've already thought of a name for it the ' tx-1860 "meridian" '

fleet plaza
#

Certain minibosses should have rewards
Like the nemisis and dreadnoughts that arent on elimination missions

pure estuary
#

achivement idea: knight and the princess
make bosco hold dorrettas head

drifting holly
#

change ag mixture to "anti gravity mixture" because thats what it stands for ag just makes the oc more ambiguous without looking at stats !

native lodge
#

Add the jatatatatatatatatatata from heavy tf2 to gunner when using the minigun and getting 20 kills in one spinup

wild thistle
#

Balanced Stubby overclock: Circuit Overload

rocknstone Firing 4 shots at a fully constructed sentry will cause it to explode, dealing high damage as well as electrocuting and igniting any enemies hit.
rocknstone LMG MKII (singular sentry) deals 2.3x more explosion damage than a Gemini System turret

tothebone Exploded sentry(s) are destroyed and must be rebuilt.
tothebone Watch where you shoot.

  • Since the upside already comes at the cost of having to rebuild your sentry, I don't think it needs any actual stat decreases (other than maybe a cooldown to reconstructing your sentry?)

  • Encourages more forward sentry placement, where after a sentry has spent all its ammo you can explode it and have it return to you.

  • Could also be a Turret EM Discharge rework because in practice, it's just turning your OC slot into turret whip with downsides

solid gust
#

Warning idea: glyphid plaque
Basically the glyphids didnt brush their teeth and have bacteria all over their mouths. This bacteria acts as a little bit of "soft armor" that absorbs damage like unbreakable armor, but breaks in 1-3 hits. Also, any melee attack does either extra damage or inflicts damage over time. The bacteria only exist in the mouth area, so most bugs have mouth plating that does damage and absorbs hits.
The idea came to me while I was brushing my teeth and thought it would be funny if there was a warning that sounded like mactera plague

real geyser
#

New driller weapon:
drillchamp compgold M1-DAS Coilgun compgold drillchamp

”Management has granted you access into a highly experimental and EXPENSIVE weapon. This crowdfunder can take out the largest of targets, especially with synergies with other guns. Oh, and don’t worry, we’re paying for the gold.”

The M1-DAS is a revolutionary masterpiece, firing razor-sharp pieces of golden shrapnel. With a firerate of 3 BPS, it has a slow but powerful firerate. However, any enemies hit will have a slowing effect for the next 45 seconds. This slowing effect is small, but stacks up depending on the amount of gold lodged in your opponent. Each shard of gold in your opponent has a second purpose however, as on exposure to fire damage the gold chunks heat up. Every 10 gold chunks is equal to a +100% fire damage coefficient. (30 chunks of gold, which is 10 seconds of continuous fire, would be equal to 400% fire damage)

The M1-DAS does NOT use your personal stash of gold to deliver hails of shiny yet deadly bullets into your foes, all of the surplus gold is provided by DRG themselves. With a weapon as expensive as this, please use it wisely.

The bullets of the M1-DAS bounce (non homing) on impact with the terrain, once with base kit and up to three times upgraded. Each ricochet does not carry much speed though.

clear night
#

Why not have a voice line whenever an engineer throws a proximity mine saying something along the lines of “don’t step in the yellow circle,” warning their teammates to watch out? Could also work if the mines were ping-able.

short fiber
#

Driller’s drills match armor paint-job

tribal lintel
#

make loot bugs fatter.

pure turtle
#

In a similar fashion to weapons, give tools cosmetics.

#

Make platform flourish (reload with full ammo) more flourish-y

heavy epoch
umbral tapir
#

New Gunner weapon concept gunnergrin

The H1-T5 “Hitter” Heavy Machine Gun
“Management has turned to the traditional style of a Machine Gun with this weapon, creating an Accurate, slow firing machine gun loaded with Armor Piercing ammunition.”

A slow firing, heavy hitting machine gun that essentially combines the non-explosive ammunition of the Minigun, and the slower firing of the Autocannon.
The design would be closer to a traditional machine gun, that being Belt Fed, a singular, static barrel, and a large caliber.
Rather than having a “ramp-up” for maximum rate of fire, it has “stability”, wherein the longer it’s fired the better the accuracy becomes, without the rate of fire increasing.
Designed for piercing the armor of Glyphids and other unwanted armored Pests, this machine gun would focus more on being able to pierce the armor of enemies over doing damage to the fleshy bits.
The weapon would be preferred for missions involving many armored bugs, as the armor piercing cores of the ammunition make it less viable in wounding flesh.

Would also include a unique overclock, Spaller
Utilizing unique ammunition that would turn to shrapnel upon striking armor. It would decrease the total ammo pool of the machine gun, and would do less direct damage to the armor, in return it would act sort of like a shotgun with the shrapnel of each shell damaging nearby Glyphids (and dwarves, if you aren’t careful)

glad pecan
#

I have a suggestion for beer buffs (Today's Special) drgbeer

  • If all current teammates have an active beer buff (Pots O' Gold, Slayer Stout, etc); any joining dwarf should also have that buff.
  • Optional: The active buff could be listed on the server list if implemented.

This would make the transition between old and new teammate smoother as the team won't get punished with a teammate that is:

  • weaker or slower
  • unable to collect as many resources.
surreal oyster
#

Would be cool to have more classes. It does take away from the iconic 4 we already have, but would change overall party mix.

Having a dwarf with a focus on mele would be cool. It still would have a pickaxe like any other dwarf, but has othere mele weapons to pick from, meaning that this class may not have to resupply as often.

  • The primary weapon being a heavy axe or hammer to smash bugs with. This could have charges to use to deal extra damage, or increase AOE or even cumbust enimes into flames. Another weapon could be a chainsaw or some kind of drill/mining equipment that requires fuel to operate. Maybe have them weild daggers or small axes for quick attacks that speed up over time but drain stamina with use, and could throw a few with the reload button.
  • The secondary giving some range for the class, like a croosbow that lobs axes (cause why not). And give it perk/overclock option to sling 2-3 axes at once with less dmg, or quickly throw ammo by pressing the reload button. Or armored fists that fly out a small distance to sock a bug in the face, maybe give it a good stun chance. Maybe a gun axe combo that deals less mele dmg than the primary, but can shoot a large caliber round into a bug off in the distance.
  • Having a berzerk ability to take less damage over a short period of time.
  • Another ability to place a barricade or wall for just some extra cover. Or maybe a totem of sorts to scare off bugs.
  • Grenades that leave a spike trap where it lands, or one that grappels and pulls an enemy to hold it in place. A sonic grenade that pushes or pulls enimes, or just toss a boom box to blast some music for a short period of time which gives a boost to your teamates (and maybe even anoy mission control by dancing on the job).
jagged crest
#

Here's a fun Scout weapon idea I had, not sure if it should be a primary or secondary:

"Eckbert" Solar Speardrivers
The culmination of R&D's latest revelation, alongside their innovation in solar-powered technology: If you can't FORCE a Scout to use their Flare Gun, make them WANT to use it! There isn't a lick of gunpowder in these feather-weight nailguns, which makes them light enough to dual-wield while still having respectable accuracy.

Base Stats (without the boring/broken numbers)
Gimmick(s):

  • Someone in R&D must be a history buff - or maybe a Beowulf nerd - because "Eckbert" is apparently Anglo-Saxon for "Bright Edge."
  • I don't know the stats, but if you're NOT somewhere really well-lit, you might as well be holding a Stubby. The kind without an Overclock, in case you thought I meant anything remotely good.

Ammunition: A whooooole lot.

Reload: Alternating between two of these things means there isn't one.

Damage & Fire Rate (when lit): On the lower end, but not half-bad - somewhere between the GK2 and the M1000

Projectile Details: Really fast, zero-gravity mini-spears recycled from Flare Gun ammunition.

Mod Concepts
Damage Lamp-Up: Spears have mini-solar panels attached to them, charging them as they fly. In other words: the closer enemies are to a Scout Flare, the more damage this deals to them!

AAAA Battery: Named after the quadruple-A battery which lets the SSL function for up to 10 seconds without being near light! Or maybe it's the scream of a sucker who DIDN'T buy this Mod, but needed it.

Shove It Where The Bug Shines!: Can be charged by standing in front of glowing weakpoints.

Ultra Marksman: Toss a Flare, and then shoot at it while it's flying. Just trust me, it'll be awesome.

Aerodynamics: No seriously, TRY IT! Here's some extra projectile speed to do that with!

Overall

  • Neat solar tech
  • Great for stationary objectives
  • Always helps the team by requiring the Flare Gun
elder python
#

parkour game in space rig

quick rampart
#

Please allow for Cosmetics in lieu of Blank Matrix Cores once all Weapon OCs are unlocked.

Weekly assignments and rewards are well paced until all Weapon OCs are unlocked.

Maintaining weekly progress becomes a grind and unrealistic time investment to infuse excess matrix cores.

The grind causes burnout and disincentivizes members of friend groups from continued weekly engagement.

violet shard
#

Add a oppressor swarm

worthy magnet
#

add a system to bosco's ai, wherein if he detects that you're shooting him or hitting him with your pickaxe, he does his best to vacate your immediate line of sight as fast as possible

real geyser
#

idk if its already in the game but if you have rockpox turned on you should still be able to play in public lobbies with it off, i like keeping it on and i havent tested it yet but if most people turn it off then i wont be able to join most lobbies even though i find rockpox fun

dire pond
main leaf
#

Power attacking molly makes her sit down for a few seconds.
Im always frustrated where she sits down, then gets up again and walks halfway up a wall for no reason?. I need to be able to train molly somewhat

wild thistle
#

Clean Shard Diffractor OC: Magnesium Mixture

rocknstone Enemies hit by your beam will light up, revealing other enemies near it.
rocknstone Stuns enemies for 3s after 20 shots have connected.
rocknstone Turns your beam and fire a bit white.

Makes shooting enemies on ceilings/dark places a bit easier, and gives SD a new clean OC (it only has one right now)

ebon tulip
#

Make steam points stuff:
Avatars of each class
Emojis
Backgrounds

crystal snow
#

some sort of harpoon gun, similar to impact axe or the crossbow you csn pick up your shoots after hitting walls.

queen fjord
#

Croppa ping saying "Get to the Croppa!"

urban bison
#

Longer limited time events. For those of us that are busy with work or family. I’d like to have more time to play the holiday events. Halloween was too short in my opinion, could of had one more week would have been nice.

outer root
#

Why there no bathroom at space rig? Add bathroom.
Clean dwarf=happy dwarf

eager sapphire
#

I have some ideas on some new mission types.

First being a standoff mode where you just have to hold the line against massive waves trying attack an or multiple objectives connected to some kindof base, you could have it be a series of sonar towers to map out deep cave systems and undetected liquid morkit, so you end up with a hoard mode where you have to protect the base after every ping, allowing each class to really let loose without constantly having to run around trying to multi task on everything and instead get to focas on combat for a bit until the wave ends.

Second being a glyphid nest detonation, the idea being you land at the entrance to a massive nest, the walls made of the egg nest material how its all fleshy and veiny, the team has to fight their way in and plant an explosive before extracting, the idea being to collapse the nest as soon as they get out, has sort of that alien vibe to it and shows how much of a threat the glyphids actually are and not just rival encursions and plagues, they've hinted at it before with elimination missions that dreadnoughts can become something even worse. so i think it would be fun to see how bad the glyphids can be.

young gazelle
#

Some type of worm enemy
Something like worm enemies in Terraria. They should be able to dig in and out of the Terrain, but not leave a hole (maybe a small one).
There could also be some variations, such as swarmers, armored worms, and boss types.

atomic verge
#

A new category of pacifist bugs/plants, like a pitcher plant or anemone or fly trap, that you can feed 5-20 Nitra for various localized buffs

Can only feed nitra from your personal bucket so you can’t troll your team

  • One plant could basically be a bright lightsource that lasts a long time
  • One plant could create a Gunner forcefield for a few seconds
  • One plant could create a low-gravity AoE that gives a speed boost
  • One plant could create a field that glyphids will avoid walking through, like Engineer Pheromone Platforms

idk, on missions below Haz 5 we end up with unused nitra. Fun effects could spice things up

wind grove
#

M1000 Overclock: Burst Feeding Mechanism; "Thanks to some of the lads down in R&D, the Focus Shot on the M1000 now loads three rounds into the chamber and fires them in a burst, dealing more damage. However, it does take a while to load all the rounds in, and it kicks like a mule."

rocknstone Focus Shot fires a three round burst.
rocknstone Focus Shot deals more damage.
tothebone Recoil is horrible.
tothebone Focus Shot takes a lot longer to activate.

wild hamlet
#

A new type of Deep Dive: Practically works like Crime Sprees from Payday 2, where it is an infinite number of missions, progressively getting harder while your rewards increase.
There are plenty of good reasons to add this into the game:

  -Increased player base and interest between seasonal content
  -Less grinding individual missions
  -Adds a much higher risk factor; Now running 200m to save xXMissionControl420Xx doesn't seem too appealing
  -Increasing difficulty; Higher skill ceiling; Leaderboards
  -Higher variety in mission types (all primary and secondary objectives should be able to appear)
  -Encourages skilled teams of miners; Increases communication as it will be necessary

I think it'd be a pretty interesting addition overall.

neat cypress
#

a weapon framework set akin to the barrel framework for Bosco
I would like to shoot bullets out of barrels

normal aurora
#

Easy QoL: a button on the jukebox to change the song (without turning it off and on again). Could have an accompanying voiceline such as
"Not my style"
"I know a better tune"
Etc

atomic verge
#

New passive skill:
Panic Miner

  • Lvl1) After you take damage from an enemy, terrain takes 1 less swing to break for 3s
  • Lvl2) After you kill or take damage from an enemy, terrain takes 1 less pick swing to break for 3s
  • Lvl3) After you kill or take damage from an enemy, terrain takes 1 less pick swing to break for 4s, and resources break in 1 hit
    (engineer turrets and shredder drone grenades don't count)
wispy pier
#

can we have a cluster explosion mod on the tech for the Grenade Launcher having more spread on a area, be nice if we got mods that changes how the Grenade Launcher behaves such as the Proximity Trigger

opal stump
#

Malfunctioning Bosco units left behind in the caves, charge suckers mayhaps broke them down, we could always use the spare parts, meaning a reward of some kind, credits minerals xp etc

grave cloak
#

Reduce how much Lok-1's seeker rounds overclock slows down your locked on firerate, but stop it from locking onto the same target more than once (or maybe up to 2/3 times) per-lock in exchange.
The main role for seeker rounds (other than as a crutch) seems to be letting you target a bunch of enemies quickly without worrying about hitting armor or terrain, so leaning into that a bit instead of just making it slower might be helpful.

barren sorrel
#

let us find different armors in crates, i want more customization :)
maybe old prototypes of armors, or just custom built ones, who knows, does it need to make sense?

clear night
#

How about a mode for the Lok-1 for passive creatures it normally wouldn’t target (most notably lootbugs, but it also could target things like Naedocyte roe). I recommend binding it to “r” while scanning. It would be helpful for more efficient passive cleanup without getting in the way in regular combat.

empty elk
#

please, please, please, PLEASE,
I cannot stress enough
PLEASE make the heat mods ACTUALLY scale the stat rather than adding/removing fixed percentage

flint tiger
#

Adding a cards table to the launch bay area, to play black jack, texas holdem etc. where you can bet in game credits and gems. This makes wait times/the lobby more fun, yet another side game except this one can be shared.

wicked cradle
#

I was chatting with my buddy, and he has the bug friend perk, and I've just taken perks that help me kill things, so.
He has the power of friendship,
I have the power of this gun I found.
I would like to suggest the voice line interactions:

"We'll conquer Hoxxes with the power of friendship!" says a Scout.
"And this gun I found!" replies the Gunner.

full ivy
#

I feel like the OMEN is way too difficult compared to other events

still isle
#

alternate charge attacks might be interesting in addition to the pickaxe power attack.

Maybe a ranged attack, not unlike the Driller's exes, like a spear or something like a plasma, rubberband slingshot.

Another more different idea maybe a very temporary directional shield, blocking projectiles and some melee damage coming from where the player is facing. I feel this would be fair, as the player would have to time the use of it in reaction to the cues of an enemy launching a projectile/projectiles.

It could work as an energy shield expanding from the player's arm in the shape of a flat disk, like a 2D, shrunken version of the gunners shield.

still isle
#

Some bigger eyebrow options might be nice as well. We have loads of massive sideburns, beards, and especially exaggerated moustaches. But, all the eyebrows are relatively tame in comparison.

The eyebrows of Nicodemus from The Secret of NIHM come to mind when I think of massive eyebrows. Pretty much a moustache above his eyes

umbral rover
#

The dice in the droppod are bells around christmas time 😄

fleet plaza
#

have the fun beers be able to be brought into missions as a small fun experience

pure estuary
#

make something like this but an elf and make it slappeable at the abyss bar

flint beacon
#

Voice pitch slider for each class feels like it would add a lot to the game (especially for those wanting to play as a dwarf of the more feminine persuasion)

naive rivet
#

Season Terminal: Add toggle-buttons for each class in Cosmetic Tree.
Toggling specific class will highlight cosmetic for him.

vestal walrus
#

can we get more ammo upgrades for the shard diffractor ( >Д<;)

paper ferry
#

Buff streamlined integrity check to also release a flame aoe with fear like aggressive venting. At the moment, streamlined integrity check is a very useless upgrade, it shortens drill overheat time from 8 seconds down to 5, but if the player uses magnetic refrigeration (increased cooling), and reaches 99% heat and lets go, the drills cool in 1.83 seconds which is considerably shorter and of course ideal. I think the aggressive venting addition to this upgrade may make usage out of the upgrade and the overheat mechanic on the drills.

undone crown
#

If somebody disconnects from the game, you should be able to hold "use" on them to make them yours even if you don't have beastmaster equipped

unreal osprey
#

Unstable overclock for the Zhukovs: Pulse Ammunition

R&D made a bunch of tweaks to your weapon so that it now fires a special type of light-based ammunition rather than conventional bullets. This comes at the cost of damage, and it’s harder to control, but holy heck, they shoot fast. Plus, an automatic system allows you to regain some of your ammo after firing. Nice!

rocknstone 3x Rate of Fire
rocknstone 0.5x Reload Time
rocknstone No movement penalty while firing
rocknstone Regain 20 ammo after emptying a clip
tothebone -6 damage
tothebone 1.5x base spread

loud hill
#

voiceline for mule depositing - "i wonder what the boys in R&D are up to these days."

wind grove
#

LOK-1 Smart Rifle Overclock: Incendiary Detonator; "We've managed to figure out how to insert some C4, a bit of thermite, and a remote detonator into the rounds. However, the rounds lock on a bit slower because we had to remove some of the hardware to make room for the explosives. Also, the fire rate's been cranked down to keep the gun from exploding."
rocknstone Bullets explode upon reloading.
rocknstone Bullets deal fire damage upon explosion.
tothebone Lock on time is 40% slower
tothebone 30% slower fire rate.

static hill
#

Loki mod that makes hp bars and name appear over locked on targets. Sometimes when it's dark you want certainty you're blindly firing into the right target

slender schooner
#

A random beer button (of course without Leaf Lovers 😄 ) from all, i have learned. Would love to get suprised by Lloyd

lyric coral
#

An overclock for the EPC that makes charge shots knock back dwarves, like RJ250. A synergy with burning nightmare could make it slowly repel dwarves in the radius instead.

barren sorrel
#

favorite-random for victory poses, select your favorite poses and randomize thru them

hushed stag
#

change the a team to the B team
for barrel

dreamy canyon
#

New molly station upgrades like faster molly or giving molly the hability to put ziplines/platforms or getting ancled ziplinelike to molly when retreiving or giving the option to get minimules instead of normal mule
nitra bank added to get a bet-c instead of a mule

vagrant tendon
#

Would be perfect, every time we fail a mission, we end up in the medical room. But who went for the team? There should be that kind of mission, a rescue mission, similar to the mini mules mission but the cave full of insects. It would be like a survival mission, reaching a fallen dwarf and waiting for the rescue capsule to arrive, the same with the other 3 dwarfs. The team could arrive with plenty of ammunition or find supply capsules along the way, secondary mission: rescue lost mule full of loot. I think it would be great!"

lucid hemlock
#

If there's ever going to be fourth primary weapons for everyone, I think what the Gunner's really missing right now is something that feels like it was never intended to be man-portable. The weapons he has now are cool, yes, but they've clearly been scaled down for him to use. Something more ridiculous is warranted.

Like.

Give him a deck gun looted from a battleship, or even just a tank's turret. With a barrel as long as the Abyss Bar, and that he uses like a sniper rifle. With a kickback that'd clearly break a human's bones in a hundred places, or even for other dwarves would at least knock them on their ass, but that the Gunner can use just fine because he's THE GUNNER. Something which, regardless of realism, at least feels "oversized". gunner

fair pike
#

I've been thinking about cores in game. Both my time on console and since moving to pc, I've noticed the blank cores are always gone..

I propose, if a player has zero cores when they participate in a core infusion event; they recieve one blank matrix core for next time.

You'd only ever have one for free at any time for your efforts and goodwill, participating without a core.

engiapproves (love you guys at ghost ship and wish you all happy holidays!)

stray hearth
#

Minor thing, but the embedded detonators “you’ll kill this thing” icon doesn’t show up with floating rocks, even though embedded dets do work against them

serene stump
#

I feel that the M1000 Classic's unstable overclock "Electrocuting Focus Shots" in its current state, feels more like a balanced overclock than an unstable one.
The effect of this overclock is the following:

  • Guaranteed electrocution from focus shots
  • 25% less damage to focused shots

...and that's it, the upside's not really crazy, but neither is the downside (plus, it can simply be nullified by the tier 3 upgrade "Killer Focus").

So to spice things up, I suggest the list of upsides and downsides should be expanded, so that the title of unstable overclock is legitimate.

On top of inflicting electricity with focus shots, enemies killed with a focus shot would trigger an EMP, which inflicts electrical damage equal to 20% of the enemy's max health against nearby enemies.

As for the added downsides, the weapon would have -2 to rate of fire, and x1.5 recoil.

Overall, this would allow the weapon to be a little efficient at crowd control, at the detriment of being a bit slower with each shot, as well as kicking like a mule.

mild magnet
#

I wish there is an 'Rival swarm'. Like rival sending a bunch of patrolbots and shredders with some bugs just like rockpox one. It'll give more diversity while making rival more like... rival.

last fiber
#

Small thing but I want a mirror in my dorm room.

worthy magnet
#

the time at which a glyphid sentinel's pile of death goop visually disappears and actualyl disappears are separate by a decent chunk of time, thus creating "phantom goop" which can slow you down despite not existing, and it's very annoying since i can't see it or try to work around it at all because i can't know whether it's there or gone
i don't really care whether the puddles visually linger longer to match the true effect, or if the effect is shortened to fade away when the puddles do, i just want them to sync up

static hill
#

If the team gets a 4th primary weapon I think Gunner could use a plasma cannon. Slow fire rate, piercing, explodes when it hits a wall. Something like that.

real geyser
#

Bulk Brew / Crassus Cocktail

Bulk Brew is a glowing, yellow "beer" which has the amazing effect of just straight up killing you. Upon drinking it, you say something like "ughh, my tummy hurts..." and then explode violently.

Crassus Cocktail is a fancy beer which is served in a golden cup. It costs a lot, and functions like arkenstout except instead of ice, the dwarf solidifies into gold. It then takes much more effort to break out.

keen karma
#

To mix things up a bit, it might be interesting to have a randomly appearing event on missions where the mission will be much much more difficult if you don't move through a particular part of the cave quietly, without running, shouting, shooting, throwing flares, or using your flashlights. This would subvert some expectations and make it tricky because you would have to unlearn habits. It could be a huge sleeping invincible dreadnought spawner or perhaps a rival turret minefield that will pop up if you trigger it, I'm not sure. I know it sounds kind of not-DRG-like to have a part where you have to be quiet and careful, but it would be immersive and thematic that there are things under there you really don't want to wake up. And then when you are going to the drop pod you can stop worrying about it because you are getting out of there, right? So you run through and wake it up/trigger it. Just an idea.

pure estuary
#

make an ability to craft any core even if u dont have it, but it will be 20x more cost than normal

loud lark
#

70's retrofuturism DLC. Just sayin'

kind wind
#

I think a much more DRG-like implementation of a healing/medic mechanic would be a toxic red sugar serum developed by the same R&D scientists that brought us neurotoxin. This would inflict dot by turning the gooey insides of bugs into delicious red sugar. Depending on the amount of buildup and size of the enemy, you could tweak the amount dropped or even turn a bug into red sugar. I think an effect like this should be available in at least 1 weapon slot for each class, and should come at a steep ammo and/or damage cost. Inspired by the red sugar perk shown in Rogue Core.

wild thistle
#

Shard Diffractor OC: Concave Lens

rocknstone Your beam is significantly wider and taller, allowing it to hit weak points and break multiple armour pieces simultaneously
rocknstone Larger impact splash (1.9m -> 3m)

tothebone Reduced direct target heating (-50%)
tothebone Reduced direct damage (90 -> 75)
tothebone Caps the laser range (40 metres or so? I don't know)

By "wider and taller" I expect a Kamehameha size laser that would probably cover an entire grunt

celest kettle
#

magnet beer: all the barrels in the space rig fly towards you

real geyser
#

If gunner gets a new weapon, here’s an idea:

H17 Arbalest Cannon

”The Arbalest is the crown jewel of bug shredders. This behemoth of a weapon fires a huge burst of grapeshot, which cuts beautifully through swarms. It’s a bit outdated though, so you might have to get a bit ‘experimental’ with it.”

The Arbalest is a huge cannon, with eight revolving barrels filled with grapeshot. The main focus with the weapon is experimental builds, with many mods and overclocks focusing on completely reworking one or more mechanics of the weapon. Examples would be:

Cryogenic Gunpowder: deal cryo damage
Bioreactor: killing an enemy ricochets the grapeshot to another. Can be chained up to 10 times.
Double packing: x2 mag capacity, x2 firerate but x0.75 damage

You get the idea. The weapon on its own is formidable, but definitely combining different aspects can lead to incredibly powerful builds, giving the user total freedom. Also a giant revolving shotgun cannon is sick as fuck.

ivory lantern
#

New beer: antimatter ale
Reverses gravity for 30 seconds
Costs 3 yeast cones and 2 starch nuts

shadow wraith
#

Change the "Aggressive venting" overclock for the scouts Drak into a T5 mod, and replace the OC with a new clean (can be anything really)

This would open up so many build opportunities and make venting a tempting pick

vital pawn
#

pls add a button so that all new cosmetics can be marked as seen

kind wind
#

After season 4 rockpox content rotates out, I think specialized rockpox or rival swarms could be added to all missions with a low chance to occur like the dreadnought event (3%ish). The rockpox swarm could include a corrupter and the rival swarm would have a nemesis. Because these would be unavoidable and provide a steep challenge, mission control could send the dwarves a care package to help out. First of all I think an unexpected dreadnought warrants a free resupply from mission control, this would make the random event a welcome challenge. For the rockpox swarm, enhanced cleansing tools that work on the infected bugs and can do both foaming and vacuuming (left and right click). Lastly for the rival swarm, specialized weapon/grenade loadouts for each class could be sent down with weapons specifically built to deal with rival enemies, the loadouts could be switched back after the swarm or used for the rest of the mission.

unreal osprey
#

CRSPR Flamethrower balanced overclock:
Volatile Fuel Mixture

Another one of R&D’s brilliant concoctions! This time they’ve added a special chemical compound to your fuel that reacts on contact with most toxins. Killing poisoned enemies with direct damage will now cause a small explosion, but igniting a cloud of gas will initiate a massive detonation, deadly to any wildlife in the vicinity. Unfortunately, the chemicals responsible also render your sticky flames unusable, but we’re confident you won’t need them.

rocknstone Killing poisoned enemies with direct damage with cause a small explosion
rocknstone Detonating gases will cause a massive explosion
tothebone No sticky flames

This gives the driller a good reason to bring neurotoxin grenades, and also a very big explosion

loud lark
#

Named loadouts instead of just icons and a single letter

wispy pier
#

Perk - sturdy knees - you're able to withstand greater falls that would Typically Incapacitate a dwarf, while leaving a Dwarf size crater that would Obliterate enemies below from impact, this perk doesn't Negate all fall damage but only Reduces damage from Excessive extreme heights, so you're not Entirely impervious to your hard-core parkour

spiral grotto
#

In Memorial Hall, a big stained-glass window dedicated to Karl.

near glacier
#

dwarfs should be able to slap eachother in the space rig like how you can slap the dice

obtuse tiger
#

While playing around with different armor, beard, and colors I noticed that there is no blue beard color.
Would it be possible to add like a sapphire and/or light blue one?

jagged crest
#

Just a spitball idea, but what if DRG had another enemy faction themed around wind, of all things? If nothing else, as a direct reason to hate those elves we hear so much about, but only see around winter break?

Encountering/having to take out fortified windmills, fighting off an elven-crafted tornado boss, and enemy variety in terms of what crap they'll try to pull with the environment. If you'd rather us have the winds on our side via the delicate touch of [insert new ruthless wind armament here], I wouldn't say no to a new Driller Primary!

We have every other typical element in the game (fire, ice, elec, and of course we have earth), so all that's left is seeing what the winds can do.

modest timber
#

Gunner is a heavy weapons guy. It’s his thing. Machine guns, missile launchers, a handheld coilgun.

When I think of a heavy weapons guy, one of the weapons I think of is a shotgun. A considerably powerful one. Since we already have the Boomstick and the Warthog, I think a fast firing automatic shotgun is the choice for gunner.

I think it would fire about as fast as the Thunderhead does at max, and would be Gunner’s most close range weapon. It would be great at dealing with both large groups and high value targets, but only at close range. Very sharp damage falloff would make it nearly useless at long range, but at close range it could outshine the other options somewhat.

Point blank, if you were firing directly into a Praetorian’s weakpoint, I think it would be comparable to Leadstorm Leadstorm in raw dps, with the right mods. For dealing with close groups of grunts it would be similar to the Thunderhead in effectiveness. It would have a pretty large clip, like the Thunderhead and Hurricane. It would have very high recoil, and would obviously have high spread as a shotgun, so it would be more of an ‘accuracy by volume’ gun.

I don’t know much about real world guns, so I don’t have an analogue, but I think it would look a lot like a Tommygun, but as a shotgun. Larger too.

I’d love any name suggestions.

upbeat crown
#

Please let us put hats on Steeve please I am begging you

glass osprey
#

User HDR Calibration

undone crown
#

Change the voicelines that play during the extraction.

Firstly, Most of the current voicelines shouldn't play if all dwarves are at the pod.

Secondly, new voicelines for when you get to the pod
Example: "Molly, hurry up"

And thirdly, voicelines reacting to certain events that take place during the extraction
"Engis down, remember, leave no dwarf behind!"

pine mirage
#

Add a new feature that able to change MULE's Skin and Colors if possible? but only from the host.

celest kettle
#

make power attack damage scale with momentum

teal cobalt
#

Make Molly run ultra fast to catch up players close to the drop pod. Doing a Deep Dive with Morkite as primary objective and having Molly take 4 minutes and 10 seconds to reach the drop pod sucks. This would also add another use to scouts, being able to rush ahead and open the drop pod to the rest of the group

paper ferry
#

4th upgrade option for pickaxe power attacks where stun chance is increased to 100% and duration increased from 1.5s to 3s

wild gyro
#

slug oc for warthog:

  • pellet damage X # of pellets + 8 damage
  • better accuracy when not moving
  • worse accuracy when moving
  • less ammo

I just thing it is due time for a slug oc for one of the shotguns and it fits the warthog more

paper ferry
#

Make ricochet shots from bullet hell and chain hit, not target the unknown horror.

winter pebble
#

Make it say in the chat who called the drop/supply pod or started the drilldozer and stuff like that in the message announcing that it had happened. This would make it a lot easier to find out who the jackass was that called the drop pod while the other 3 were setting up a machine event or whatever.

loud hill
#

putting a little laser on engi turrets that shows which bug its targeting?

near glacier
#

handheld vitals information (like the laser pointer) to check health without hud

rugged walrus
# vagrant tendon Would be perfect, every time we fail a mission, we end up in the medical room. B...

Mission: Save Greenbeards. Basically random, find and escort some Dorfs with random Equipment, Skins and Movement/Fire-Patterns (the Gunslinger blasting swarmers with grenades, the hook-trigger-happy scout, pyromaniac driller, the fat boy afficionade engineer...) out some dangerous Caves. They shoot and jump like some stupid Bots, but they are Greenbeards anyway. Maybe they need Ammodrops to keep the Mission a bit difficulter. Also an Excuse to drop some more Bugs on the Team. And some are knocked out and need to be carried (and thrown... alas poor Gimli) by Teammembers.

Give Gunner a Blunderbuss. 1 Shot but that hurts more than sticking your Head in a Grammophon. The Big Chunky Brother of the Lead Spray BRT.

Can we get a "Lenses Active" Icon on the Wave Cooker on the Screen near the Overheat Bar instead of having it in white letters written at screen? With some ocs you look more at the Bar than your Feet.

dusk basalt
#

M1000 OC: Classic
A bit more ammo
Shots are fired instantly.
No charged shots.
Louder ping

undone crown
#

A neutral lizard creature that attacks if affected by fear or if directly attacked. Uses melee attacks that electrocute the target.

Reason: More variety in creature designs and lizards are cool. (And are found in caves)

pulsar sluice
#

make buff beer that doubles crafting minerals (magnite, jadiz etc.)
ik that it sounds op, but we have Pots o' Gold in game too

grave cloak
#

Idea for a mobility overclock for the zhukovs:
(willing to take suggestions on name, could have something to do with inertia, dogfighting, or any word for repositioning in the air)

The basic idea is: Whenever you fire in the air, each shot pushes you a little bit.
There are several elements to this, which I hope combine together into a good movement mechanism even though its hard to explain quickly.

-Each shot pushes you slightly upwards.
Taking supercharged feed mechanism can make this happen fast enough that it can counter gravity on its own, but bigger mags or faster reload time might be better for overall control.

-Each shot pulls you slightly in the direction you're aiming. This gives a bit more control over where you go, while also making it tricky to use these to run away from something instead of towards/over it.

-Each shot accelerates you in the direction you're already going. So if you do this after a jump, it boosts you upwards more. Can also take a running start to cross a big gap, or use this to kind of circle around an enemy instead of going straight towards it. (makes it a bit harder to stop your falls though)

It could have a penalty to reload rate or accuracy if needed, but I'm not sure it does.
Unlike special powder and hoverclock, it's intended more for kiting and tricky combat mobility than reaching/surviving what you otherwise couldn't.

worthy magnet
#

passive creatures or plants that terraform, either on their own or if you interact with them
i always figured the silicate harvesters would make sense with a mechanic such as this, where they dig down into the ground a bit wherever they move
here's a concept for a plant that could do this
it'd live in dense biozone or azure weald, and it grows explosive fruit. you can pick these fruit off the vine and carry them around as heavy objects, but the moment you let go of it and it touches the ground, it explodes, dealing 100 damage and carving out a chunk of terrain in size comparable to the carving done by fatboy

solemn cedar
#

pick axe ability upgrades like instead of power attack u can choose to have a spin atack or sumthin or like a pickaxe jump or a pick heal or sumthin, also SATCHEL JUMPING i wanna solider jump across the map

winter pebble
#

New Season Idea: Home Maker
Alright dwarves, management has decided that our presence on Hoxxes is needed and being in orbit just won't suffice anymore. Something about needing to be able to respond fast when it comes to threats down there. Now they wan you to go there and make way for outposts and forward operating bases to be set up.

The first new piece of content is the F.O.B. introduction assignments, there'd be 2 of them, "Breaking ground" and "Settling deep".
Breaking ground is an assignment focusing on making an area which'd be focusing on making an area safe for the squads who are sent down to set the whole place up. First would be an Escort mission to let the scanners see what's going on, second taking out the freshly discovered rival base in Industrial Sabotage, third would be an Elimination to remove a glyphid hive that the rivals were tracking. Completing this unlocks some new missions used in Settling deep.
Settling deep is an assignment about assisting the fresh F.O.B. in expanding it's range of influence and making it less deadly to exist in. It'd have 3 missions in total with the first being one that was also in Breaking ground, second would be a new mission Stabilization and third Trail-blazer.

New missions, Stabilization and Trail-blazer.
Stabilization, a simple mission generating a cave network with multiple rooms, the first objective is to use your laser pointer tool which has been upgraded to scan for areas needing reinforcement to prevent earthquakes. Upon finding such an area you can call down a stabilizer pod, which upon arriving drills into the floor and reveals a big red button, pressing it triggers a few earthquakes (decreased by already activated pods) and a swarm, there'd be no need for any further action with it. Once all pods have been activated the escape pod becomes available. In this mission earthquakes would happen regardless of biome.
Continued in 5 minutes.

rugged walrus
#

I would like to get some Option to "extend" the Pickaxerange so if 2 Dorfs Mine some Wall (or as some would call it "Predrill") they mine faster or get some stacking Combo Area Mining to get that Tunnel faster if no Driller is around.

winter pebble
# winter pebble New Season Idea: Home Maker Alright dwarves, management has decided that our pre...

Trail-blazer, the dwarves would start off in a break room attached to a tunnel connecting F.O.B.s together, mission control would describe the mission while the screen shakes as if multiple drill dozers are driving by, once the door is unlocked the dwarves find themselves at a T junction in a tunnel, 2 directions blocked off by "UNDER CONSTRUCTION" holograms and the third one containing a convoy of a drill dozer and what is essentially a drill-less drilldozer known as a support placer. Different to standard drill dozers they have spare fuel canisters attached to them and a deposit port for oil shale (depositing oil shale would increase the speed of the whole convoy). The convoy would enter 3 to 5 caves dependant on duration and stop in each. The players would have to replace the depleted fuel cells with fresh ones attached to the dozers and do one of the following: clear a danger(swarm, rivals, rockpox, dreadnought cocoon), stabilize area (call in two stabilization pods and survive the swarm), fill chasm (call in an escape pod that instead of having dwarves has a foam deployment system that fills in the chasm).

Advanced F.O.B. system
After establishing the first F.O.B. via the assignment players would have a new screen/menu in a screen to see where else they can establish F.O.B.s by essentially doing the assigmnent again but with a biome lock as well. Establishing a F.O.B would allow players to access the missions in that biome at any time as the F.O.B. has a built in scanner module.

Other changes:
Oil shale added to inventory, when picking up fuel canisters in refuel mode all shale in inventory gets added to canister, can't be deposited into the MULE.
Drill dozer gets new deposit port that accepts only oil shale in exchange for increased speed allowing players to speed the mission up.
On site refining pipes get yellow lights when a malfunction is about to happen, sections can be preventatively maintained in order to avoid complete failiure there.

Sry 4 text wall

rugged walrus
#

I still would like to get some "Rig Assault" mission where spaceborne Glyphids / rival robots land in the Rig and cause havoc. maybe with some new robot troopers, not annoying as patrolers but more like grunts en mass. Of course destroying the Rigterrain isnt that easy and the Missions consist of destroying the landed Broodmother-Dreads/landingcraft/drone controller in the narrow ironcorridors (which still make Driller a need because of Swarmers and shredders) of less well defended remote areas of the rig (as less space = less cost for Company).

worthy magnet
#

the ability to place transmitter nodes on pipelines
currently you cannot put transmitter nodes on pipelines, and they're completely opaque, meaning that you need to find a place where the terrain separates from the pipeline in order to send a signal across it. not a huge problem all the time, but when it is, it's a great big inconvenience

covert lintel
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If we ping the batteries on a machine event, bosco should press them himself.

wet sage
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I would like to have randomness in pump fuel missions. When the pumps need to be fixed, always the same ones get damaged

unreal osprey
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ArmsKore Coil Gun clean overclock:
Graviton Trail

We’ve inputted some brand new gravity-based tech into your gun, and frankly, we’re not even sure we fully understand it. However, we’ve noted some interesting side effects. Perhaps you’ll be able to take advantage of them!

rocknstone Firing temporarily reduces the shooter’s gravity
rocknstone On a fully charged shot, enemies will be dragged into the projectile trail

spiral grotto
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Transformer Turrets

Combine turrets, get unstable overclocks.

e.g.
2 turrets combined = 3x rate of fire (short range)
3 turrets combined = shard diffractor (less ammo)
4 turrets combined = deepcore fatboy (20-second cooldown per shot)

Unpredictable outcomes guaranteed.

static hill
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Stickers and sprays that we can put on molly, the cave walls, drop pod, everything. Why? Cause it's funny.

woeful verge
real geyser
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Rework for haunted cave

A high amount of toxic fungus has been detected. However, it is not very effective on dwarves. Be careful of some… interesting side effects.”

Instead of an invincible bulk that just gets in the way and doesn’t pose a huge threat to the crew apart from being annoying, the cave will go through many horror-game like effects. Each one randomly goes off at a random time.

Effect 1: Lights Out
Everything has gone out! Flares, other players headlights, and all sources of lights shut off with a loud chunk. Your headlight remains on, although weakened and flickering. All music stops, and an ominous ambience drones on. This lasts from 10 to 40 seconds, and any lights gradually flick back on over time. This cannot occur during swarms.

Event 2: Paranormal Bugs
Sometimes, a large group of bugs that spawn will be false bugs. False bugs are hallucinations, which cannot be seen by others. These bugs will act exactly the same, except they will vanish upon touching the player or upon being shot. While this is usually glyphids, it may apply to more sinister bugs lookup

Event 3: Phantom Calls
Every so often, you’ll hear a fake call, whether it be someone stuck in a leech, a “WE’RE RICH!” or a “MUSHROOM!”, or maybe just a bulk or grabber sound. In any case, this will serve to fuck with people, and will be pretty funny nevertheless.

Obviously there will be many more events to make it not feel repetitive, but I can’t think of any right now.

paper ferry
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When bringing out your pinger, the first ping on each individual teammate should be their respective quote to get their attention, like "Hey Engy!" or "Oi, Scout!" and every follow-up ping just follows the current normal system. This way players can reliably get each other's attention when needed without having to wait for certain voice lines. And if the other player doesn't respond, un-equip and re-equip to get that voiceline again :)

pale maple
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Active Perk Idea: “Battle Cry”
Let out a mighty battle cry that sends the bugs running and temporarily boosts the stats of nearby dwarves

Activated by holding V (to rock and stone of course).

Effects: Upon activation, applies fear to any nearby bugs and a temporary speed, fire rate, and reload speed buff to yourself and all nearby teammates.

Approximate Stats at max level:

Buff/Fear Radius: 7.5 m
Fear Chance: 100%
Speed Boost: 25%
Fire rate Boost: 20%
Reload Speed Boost: 30%
Buff Duration: 15 seconds
Cooldown: 5 Minutes

tall yarrow
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Add an armor that gives the dwarves a skirt

spiral torrent
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Can we have a mode, that could be an extra beside deep dive. The mode would be like a extra level, u can do it once but its an infinit run where u can collect all resources. U have with u a special vehicule that a dwarf can control. It can make the collection of resources easier but u need to protect it. The hasard would go higher as the game goes on and the only goal of this mode would be to refill ur stock of minerals

next knoll
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Just a tweak that i can recomend after doing a solo deep dive. If the black box ends up being part of the mission type , and the person is solo. Dont make it constatley have wave after swarm after wave any time you start up the box. I just had to give up because i was running out of time and ammo. i legit had to abandon the box 5 times because the swarm would show up everytime

grave cloak
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Unstable overclock for the Lok-1
"Blastpig"
Locked rounds have been modified to contain micro-explosives that detonate when the target is hit by an unlocked shot, and unlocked shots have been altered to fire the rest of the magazine in a wide-spread shotgun blast.
Unfortunately, a bug in the AI core prevents putting multiple locks on the same target at once, and there's not space for nearly as many rounds in each magazine

rocknstone Embedded explosives in locked shots
rocknstoneShotgun unlocked shot
totheboneOnly one lock can be put on each target when focusing
totheboneMagazine size reduced (by 24?)

wind grove
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New modifier: "Evolved Lootbugs" "The local subspecies of Lootbugs in this area have evolved to consume the valuable resources that dot this cave and spit them back out on death."
rocknstone Lootbugs now spawn small amounts of local resources on death.*

*Does not apply to Enor Pearls or Jadiz.

dusk basalt
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Drak needs some love so how about an OC that fires a slow shot that functions similar to burning nightmare and continually grows larger as more ammo is dumped into it?

Like on click, first shot is slow.
Following shots have normal speed and impacts enlarge aoe of first shot that becomes slow orb of death.

fervent gust
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New beer all based around the different classes the one for driller can be called intoxicating napalm and it can be on fire in a yellow mug

lucid hemlock
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Let us call in a cleansing pod for the Corruptor from patches of active rockpox it's left behind, rather than only from close enough to tickle it.
If they haven't turned to inert rockpox yet, it should not be hard to track down, to say nothing of how - currently - there is no way for rockpox patches to appear outside of Lithophage Outbreak unless it is a Corruptor, so even if you can't see or hear it yet you know that's what's going on.

paper ferry
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An idea to make LMG MKII a worthy and considerable choice: Give it blowthrough rounds, shots fired will penetrate through 1, maybe even 2 targets if that sounds good

main leaf
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T4 mod for the satchels
Shaped charge
Bores a 20m long 5m radius tunnel instead of a sphere
,the increased carve diameter mod moves 1767cubic meters of dirt
the shaped charge will carve 1570 cubic meters, so its basically the same just focussed in one direction. perfect for quick escapes, q'ronar traps, instant emergency stairs for the team.
the maxiumum vertical angle would be restricted to 75 degrees to prevent dropping important mission items like hackC or resupplies deep in to the ground

real geyser
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Balanced/unstable OC for warthog:

engiapproves Shell Cramming engiapproves

”All we did was remove a few screws and hit it with a wrench, but somehow that worked out. Holding the fire button now loads another shell into the barrel, but the resulting lead barrage may cause the gun to fly right out of your hands.”

rocknstone Holding fire results in loading another shell every second, which results in a maximum of 3 shells at once.
rocknstone +10% ammo

tothebone +25% recoil per shell loaded
tothebone Slower reload speed

real geyser
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New driller weapon:
Magma Lurcher V7

The Magma Lurcher is one of the safest weapons for driller to wield. For the wielder, everyone else is in extreme danger. Luckily, that includes bugs. The Magma Lurcher fires a stream of molten rock which coats anything in it’s way. The twist? Lava solidifies into rock, making it a great way to cross gaps or narrow down tunnels. Bugs will avoid walking across lava that is burning, but will gladly cross once it cools down in ~10 seconds. This time can be increased or decreased with upgrades.

The Lurcher operates by using three separate barrels to fire a constant stream of lava. Sadly, the lava isn’t actual lava, it’s a special mixture of chemicals designed to superheat extremely quickly as well as solidify leaving nothing but rock. This means it actually doesn’t heat up enough to completely melt large targets, but upon cooling any bugs unfortunate enough to be covered will take much more melee damage, and be unable to move. “Oh, but isn’t this just a hybrid flamer and cryo cannon” I hear you ask? Kind of. However, the lava functions in a key way. Instead of requiring a certain amount of freeze to actually freeze a target, you just set it and forget it, and the target will eventually be set in stone, no matter how much lava is piped over them. This means newer players can utilise complex builds without having to worry about alternative playstyles, because the Lurcher is extremely rootie tootie point and shootie friendly.

TL;DR:
Lava gun which can build terrain as well as cover enemies in rock

drifting holly
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when repairing make the dink sound happen just a little faster so its easier to dink cancel when ur not hosting because spamming the dink sound is the only way to make repairing fun but currently u can only reliably do it fast as host

stray mirage
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⚫ 🔥 Balanced/Unstable ArmsKore Coil Gun OC: Cannonball 🔥 ⚫
This overclock gets rid of the trail in exchange for raw damage.
I've always wanted the coilgun to just be raw damage. The trail makes it feel weaker and I want my own personal cannon to feel impactful, like the bulldog.

  • More damage (replaces trail damage and adds more on top of that)
  • no trail
  • slightly longer reload
astral sparrow
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Is crossplay in the realm of possibility?

austere spear
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New OC idea for the Coilgun. This new OC would focus on being a more extreme version of the base weapon, and would pair well with Overcharger. Dealing big damage and leaving behind a stronger trail, but costing more ammo.

**⚠️ Unstable: Overloaded Charger⚠️ **
By allowing you to overload the charging system with a new experimental battery the damage potential of each shot has massively increased, but due to its unstable nature exactly how much damage it deals is random. Overloading the charger also consumes more ammo and temporarily disables the weapon.

rocknstone Holding a shot past full charge Overloads it.
rocknstone Overloaded shots deal damage between 150% and 300%.
rocknstone Overloaded shots leave behind a larger, longer lasting trail.
tothebone Overloaded shots consume twice as much ammo.
tothebone Overloaded shots temporarily disable the weapon.

By holding a shot for 0.5 seconds after reaching full charge you activate the overloaded charger. An overloaded shot consumes twice the ammo but deals a random amount of damage, between x1.5 damage and x3 damage (average x2.25). It also leaves a larger trail behind +0.5m, and has a longer duration x1.5. The coilgun will be disabled for 1.1 seconds after overcharging, giving you an effective reload time of 3 seconds (This is effectively 1.5x reload time), though you can instead swap weapons and wait out the ~1 second before reloading.

This pairs well with Overcharger, as that mod gains +12.5 damage every 0.25 seconds (up to a max of 100), meaning with this OC you gain a basically free +25 damage from Overloading. I think this OC would be different enough from things like Triple Tech Chamber and Mole, as it focuses on being a more extreme version of the base gun, instead of a gimic. Mole and TTC also still have more damage, this OC choosing to instead be more flexible, and giving a good trail bonus.

austere spear
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Coilgun Balance
With the recent November maintenance update the most egregious of the issue with the coilgun have been fixed, but it wasn't perfect. The main point of issue being the seemingly useless or at least underpowered nature of Concussive Shockwave and Shockwave.

The former mod, T3A Concussive Shockwave gives the gun a 50% chance to stun target within 1.5m of the shot for 3s. This sounds fine, until you see the other option; Fear Trajectory, 250% Fear chance on bugs within 5m of the shot. This means even a pretorian is guarantied to be feared.

Knowing this how can we buff Stun? I would change the name to Blunt Rounds. This new mod would have a 100% chance to stun, but only apply to targets directly hit by the shot, with the same 3s duration. This gives the mod a niche separate to Fear Trajectory, with Blunt round being for direct damage and target locking builds, and Fear Trajectory being for AOE and Crowd control builds.

Next is T4B, Shockwave. This mod works similarly to the Boomstick's shockwave, being 20 damage in a 3m area directly in front of you. This is terrible, as the trail already deals with small targets, and the other option is Defence enhancement, a huge 50% damage resistance while charging.

To fix this I would change this mod into an AOE focused mod, so it will fill a different role to Defence enhancement. It would be similar to the Bulldogs T3B. The new mod now being called Explosive Shockwave. It will convert 50% of direct damage to AOE Explosive damage, the AOE size being based on the trail radius. It will have a maximum damage range of 0.5m, and a minimum damage of 50%. This makes it an incredible mod for Area damage and a excellent pairing with T5B, but also makes it worse when dealing with weak points and explosive resistance enemies. It's also basically useless with the base trail size, keeping Defence enhancement the better option on builds with small trail size, or direct damage builds.

Thanks for reading <3

austere spear
wind grove
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Shard Diffractor Unstable OC: Splitter Prism; "We've managed to figure out how to split the beam into two separate homing lasers. However, you lose a bit of raw damage, and we had to remove some of the battery components to make room for the hardware."
rocknstone The beam splits into two separate beams.
rocknstone The beams track bugs.
tothebone -35% damage.
tothebone Battery capacity is halved.

wicked tendon
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QoL suggestion:
Option to continue missions with host on mission completion.
4 types of scenarios:

  1. Opt In to always continue (like how it is currently)
  2. Opt Out to always quit
  3. Prompt every single time (after first mission, option can be kept preserved for the same host until disconnect)
  4. Always continue with a game network friend.
    A lot of precious seconds wasted initialising to personal Space Rig after host decides to close their session.
    Hurry up! I ain't getting younger you know!