New drink - "Tranquilizer"
Puts the dwarf to sleep in a standing position for a short period of time. A dwarf can say something funny when he wakes up and in his sleep.
New drink - "Chameleon brew"
Makes the dwarf invisible for a short period of time.(invisible glyphids?) A dwarf can make fun of other dwarves or just say funny phrases.
New drink - "Lloyd's stout"
It will cause hallucinations in the dwarf in the style of the "Pyro" trailer (from TF2).
Maybe you should change the effects of the drink "Blacklock Lager" by adding ghosts of glyphids and macters crawling and flying inside and outside the station?
#suggestions
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Nishanka boltshark x-80 OC: "Hourglass" arrows
OC type: 🟥 UNSTABLE 🟥
 STATS 
Main arrows will be swapped with "Hourglass" arrows that will generate slowing aura around it (8 radius)
"Hourglass" arrows will slow down enemies by not much, but will massively reduce projectile speed, basically stopping them in the air
◻️ If projectile can be affected by gravity (like septic spreader projectiles) then "Hourglass" arrow will stop it entierly and reset its momentum, meaning that it will fall straight to the ground when effect is done
◻️ Arrows is retrievable from enemies and from terrain at any moment
Max. ammo capacity of main arrows will be reduced to 1, and ammo capacity upgrades will only increase it by 2
Collosal decrease in direct damage(dmg reduced to 15), and effect will not trigger if hitted an enemy
Big decrease in main arrow flyspeed
Arrows arc is increased
Make the shield link extend to 15 meters instead of 5
so uhm you know how the lights on your aromor change depending on the color pallete you use?
yea so i got the dark future armor dlc (the one with neon lighs on the armor) and those lights straight up dont.
would be cool if they did
"Warthog" Auto 210 OC: Plasma shells
OC type: 🟥 UNSTABLE 🟥
 STATS 
Pellets can penetrate enemies up to 3 times
Can set enemies on fire (20% burning status with 1 shot)
Less spread
Medium increase in direct damage
Ignores armor
Cant break armor
Less pellets (by 2)
Less firerate
Massive decrease in stun chance
I was remembering the times the drop pod got quality of life updates like the way Molly has a way to dock inside and actually having to plug in the fuel cells so they weren’t just wirelessly charging. I propose that little thrusters be added to the base of the drop pod (near the drill) that would fold out once it’s ready to leave so it doesn’t just levitate upwards to go back to the space rig and rather it propels itself out of the cave.
I am once again asking for Neurotoxin nade to not be so flammable. Everytime I use it a magical firebolt from the scout, lazor beam from the shard diffractor or so help me a fire nade from the gunner magically zones in on it and makes it useless. Drillers shouldn't need to only be running impact axes as a good nade type.
New Beer: Groggy Glacier
Potency: Medium
Exterior - The beer has two scoops of ice cream on it, and blue frozen-like fluid in the mug
Mug - Completely solid ice mug similar to the ice pickaxe
Effects:
Freezes the player after drinking the beer
After being broken from the frozen stage an effect similar to cryo minlets are left as your foot steps
My Proposition:
I WANT ICECREAM DRINK IN SPACE RIG
Concept by me
🍨 "Frozen to perfection" ❄️
There should be a cockroach bug and dreadnaught added to the game 😈😊
I think that an interesting feature or at least one to make playing without a specific objective would be the addition of a random mission select button where the game would pick what mission you play and possibly even what difficulty it would be. I think this could make playing without wanting to accomplish any specific task a little bit more interesting
I was talking about my Meteor gun idea to a friend and he came up with the same conclusion as you. This meteor gun would be a better fit for Engineer.
Here's his idea.
Mobile Experimental Turret Electric- Radiant or (Meteor)
The gun would be a secondary and you would only have one. It would be a tesla coil gun that have the Shape of a arm gun (like metroid).
It would have two modes.
FIRST MODE-( equiped )
In this mode you use the gun as a normal one. Press the trigger to shoot. Its an energy weapon with a battery so it shoot until it overheat and need to cooldown to shoot again.
While equiped you can press (R) too throw the gun on an allie or your own turret.
The gun would then follow the dwarf or stay with the turret until its empty or until you reequiped the secondary and press (R) again.
SECOND MODE-(unequiped)
If you have your primary equiped the gun would then flot around you and shoot the nearest bug.
The gun as an area of effect type of shooting on all mode you dont point and shoot. Since its electricity it just bounce and try to reach the nearest location to go in the ground. So the gun would shoot multiple fast arks in a cone shape form in front of you.
Stats
Unknown.
We are not that aware of all the stats in drg. But im sure you guys could help us with those.
Thks for reading and ur feedback if any.
I had an idea for a slight tweak for the pickaxe mechanics cuz I know some fans of the game would like a melee option
My idea involves being able to tweak your pickaxe at the space rig much like you are able to switch weapons at the equipment terminal. Since the pickaxe is only used for two main functions: mining and close range attacks when being swarmed by...well swarmers it would lead me to believe that it would be possible to make variations of those two functions without upseting the games
meticulously crafted balance. This idea would also grant the ability to host a plethora of new cosmetics to further make your dwarf one of a kind. This Idea would have 3 categories.
Warpick: generally really good at base melee damage offering a additional .5x extra damage to enemies however the downside is that this pickaxe sucks at mining and requires an additional hit to break up terrain and minerals
Mattock/shovel: on the other side of the warpick this tool would be great at mining and removing terrain however would have a .5x damage reduction to enemies.
And finally the pickaxe: the thing we already have and use currently in DRG a happy balance between mining and damage to enemies.
Note: this adjustment would only apply to the pickaxe itself and thus these bonuses/deficits would not be applied to the drillers impact axes or his drills and would be available for every dwarf/class. Additionally daily special drinks from the abyss bar (namely the pot o' gold, dark morkite, and skull crusher to name a few) would only effect the stats of the pickaxe by an additional .5 making it a total of 1x if using the warpick or mattock/shovel respectively.
Thank you for reading and I hope to hear any feed back from fellow fans and players and/or the DRG dev team.
This is truly has become one of my favorite games and I can only hope for its continued success.
And to my fellow dwarves...
FOR ROCK AND STONE!
elite threat cave leech
Wave mode. Survive rounds, like heaps of swarms round after round.
Every 10th round survived grants a reward of credits?
Not like a mission format, but a gamemode you can just play infinitely.
"Warthog" Auto 210 OC: Chitinshot shells
OC type: 🟥 UNSTABLE 🟥
 STATS 
Every shot the damage dealt is the chance to add a shell to the magazine (can load more than 1 if chance is above 100)
Dealing a killing blow doubles the chance to add another shell (if one shot kills multiple enemies the effects are multiplicative)
x3 mag capacity
Manually reloading can only insert up to 3 shells
+1s reload time
Friendly damage dealt removes chance to add a shell (if chance is negative then removes shell)
Pretty much all classes have you stick to a specific armour colour scout is probably the class that suffers most from this however its definitely noticeable on other classes so going forward I’d like to more armour paint jobs that can completely change up a classes armour colours
New "Secondary" mission option for Deep Dives based on Point Extraction.
It would consist on getting an x amount of Aquarqs within the mission, and would be less than 7. Maybe 4 or 5.
It will differ from Egg Hunt secondaries as they dont trigger swarms so there could be a random number of those in the map. Would make a really fun combination with On-Site Refining as Primary, but could work with pretty much anything.
It could also instead be an option for regular secondary missions and make the rocks not Aquarq but sonething else, but I think maybe that wouldnt work as well.
dark future pickaxe paintjob
Tame warden with beast master and have it shield boost teammates
If alternate mobility and support equipments were added, here are a few ideas I had:
gunners zip line could swap for a climbing rope launcher/ elevator line. Much more vertical angle but less horizontal
Drillers drills could be subbed out for hydraulic mining fists. Digging speed is slower than drills, but has better dps.
still thinking of more alts btw
Zombie Glyhids when?
Glue gun
Can we freeze robots mid air instead of having to change an entire build to patch up the problem or freeze them so slow they just explode
I'd like to freeze the robots
More medieval armor
Scale Brigade is good but some variety wouldn't hurt.
1 image is all that’s needed
I'm not sure if this has been suggested, but there should be a new glyphid that gets a massive speed buff if you damage it (rage mode). I'm talking like glyphid to exploder speed. Closest thing I can compare it to is newspaper zombie from pvz
i think it would be nice for it to be we can build pipes from pumpjacks
hear me out, formal wear attire outfits for each class. Would pay for it to be a DLC
Crossplay plz
I was thinking of one thing deep rock galactic has: if we have a bulk detonator like a long-living exploder bug, there can be more long-living bugs. gamemode, where you have a long-lived Steve as a bodyguard. I think about long-living things so often; there can be so many things living on hoxxes, maybe for 1000 years; maybe somewhere on hoxxes there is a massive highly mutated rock pox meteorite; or even a glyphid nest with the size of a space rig. What if somewhere on Hoxxes there is dreadnought cocoon on the final stage? Or a breed of mactera with a cave angel, or even a gniffer. There could be bugs adapted to terrible conditions, which will be scary for even the most experienced miners. This makes almost infinite content for DRG, but it still requires money and time to create.
Steeve cosmetics
add a voiceline for driller for when you press R with drills where he just laughs hysterically or something insane like that lol
listen, i LOVE the cosmetics so far in game but with valentines day around the corner....where are all the CUTE skins? i want some absolutely adorable outfits for my manly dwarves. Also, will there ever be any customization within the ships main lobby area? being able to personalize that or even just our own lil tube would be awesome. custom fuzzy dice, bed sheets, pillows, ottomans, stuffies etc.
Could we get a Rockpox armor set to go with the weapon frameworks?
Separate the inputs for "ride pipe" and "construct pipe" in control customization.
Sometimes when I try to do one, it does the other.
Since coffee stains studios published drg and goat simulator, is it possible to have a crossover between the two?
make karl appear as an angel npc in missions of hazard 5 or elite deep dives, kinda like the sly marbo of drg. Imo the idea of karl sustsining his detrimental injuries and walk it off like a chad and instead spend the rest of his days watching over his fellow dwarven comrades. like you can only see little instances where jumps ceiling from ceiling trying to avoid player sight. when all dwarves would get down in haz 5 he would come as a fast sillouhette kill the group of glyphids harrasing a dwarve in a millisecond revive him in 2s and vanish in the shadows, and making him appear very rarely will also play to the lore aspect of the game and prevent players from depending on him too much. would also be funny if dwarves had a reactionary line like "Karl is with us none can harm the dwarves!"
Can we tame a praetorian?
idea for a voiceline interaction:
Steve: in a British accent "bloody hell that wa-"
dwarf: "AM I INSANE OR DID STEVE JUST SAY SOMETHING?!?"
balanced overclock that extends cryo cannon's reach
Apility to change the colors of equipments.
do i really have to say more
Add a Barell that has the Picture of a Elf face on it
Raise the fire rate cap on the DRAK-25 from 20 to 22, so that people can still utilize the full potential of feedback loop on high DPS builds on any overclock aside from impact deflection. Currently all DRAK-25 builds aside from impact deflection and shield battery booster would be reaching a fire rate of 21, but it is capped at 20. Impact deflection reaches 19 so is okay, whereas shield battery booster suffers more as it would reach 22. I definitely think this would be far from overpowered, especially considering the DRAK is regarded as not as powerful as Scout's other primaries usually.
cosmetic idea: a Jojo reference (inspired) with a hat and the whole suit
May not be a great idea but what if there were really big mineral deposits like the compressed gold or enor pearl but even bigger that won’t fit into/onto Molly. You would have to call down a separate mini cargo rocket thing that you strap it into before sending it back up. While holding it you would move even slower. They would be around the same rarity as the bitter gems and alien artifacts. Could also have a variant for a new secondary objective like locate 2-3 large deposits of whatever they get called. Idk how good it would be but I think that sounds pretty fun. Edit- the size would probably be close to the same size as an ammo drop pod or those meteor fragments that you get pelted with occasionally. I just think it would be fun to add another rare event thing to be surprised by occasionally:)
More beer
I know it's intentional, but it doesn't make sense that an infinite horde spawns after refining is over but before the rocket is launched (and the Drop Pod is called). The cave is otherwise completely silent. Please consider either making the infinite horde only start after the rocket is launched, or please make Mission Control actually say some dialogue warning you about the horde and warning you to press the button ASAP.
I mean hear me out but what about a dwarf with big hammer and that can heal fellow dwarfs of give damage boosts or smt with big hammer just seems like it could be cool as shit to be a dwarf smiting insects with a giant hammer
When we ping steve it says enemy. It must be changed. We love steve he is our friend 😦
Make it so after saving Dotty in a mission you can walk up to her head on the space rig and equip it as a hat for 1 mission.
New Engineer weapon:
HV3 Mineral Rifle 
"We decided to let you prototype one of our newer... 'experimental' weapons. It's solid, but expensive."
Overview
The HV3 is a huge, bulky rifle engineered by the finest minds in Space Rig 17. Mixing various elements you find in the mines with the inner workings of the rifle grants different unique effects. This is achieved through upgrades. Mixing and matching minerals to stack different effects gives this gun extreme customisability, especially with the inclusion of overclocks.
Mineral Upgrades
Mineral upgrades can range from Bismor Casing to deal extra damage, or Nitraglycerin Gunpowder to increase bullet penetration but limit firerate. These upgrades all do unique effects which can really customise the shooting experience while also providing a little bit of backstory on what each mineral actually does.
The Rifle Itself
The rifle itself is a heavy twin barrel assault rifle, which has tubes and open circuitry plastered around it. It fires similarly to a weapon like the deepcore, except with a small magazine and quick reload speed. It alternates shooting from each barrel, with a small "pew" sound like the windmill rifle from Roboquest.
Turret Synergy
As most engineer weapons have some sort of turret synergy upgrade, the HV3 has a tier 3 synergy mod. This mod allows each turret to gain the same mineral upgrades that you have equipped on the HV3. This leads to interesting combinations of different effects, and lets you further upgrade and customise your turret if you really want to.
when using iron will have the dwarves sometimes say "Karl, I ain't joining you yet"
A new mission type where your team have to go throw large tunnels from a nest it would be like a new boss fight you would go and destroy 3 areas in the nest such as where the eggs are born, food supply and living quarters you would have to blow them up with a machine, then at the end you would eliminate the new enemy the queen I was thinking of a bug connected to the wall with a giant sack appearing around it and you would destroy it by placing bombs into it while hundreds of waves come in.
Unstable Overclock for the Sludge Pump: PMB (Praetorian's Morning Breath)
Somehow applying the Crispr's fuel ejection function onto the Acidic glob launcher, it is essentially a flamethrower but its sprays acid in an arc
Has significantly more Ammo
Does constant Acid Tick damage when being fire
Can Create a pooling Acid Puddle that can grow the longer you spray at it
Can no longer Tap Fire, Needs to Hold to charge and fire the Spray
Takes a short amount of time to spawn an acid puddle on the floor
Takes Longer to unleash Charge Shots
More info about the world of deep rock, maybe a log hunting system like in lethal company, or a news station/newspaper that you can read. The wiki says that Deep Rock Galactic (the company) has some of the most lucrative planets under their control in the outer rim. Deep rock has so much potential for an amazing universe with so many different viewpoints, it could become on the level of the MCU and Star Wars
Balanced Overclock for the Warthog Shotgun: Maggot Slugs
Management has approved the request of both the Engineer and Gunner to give the Engineer Slug shells for use in the caves.
Significant Increase in Ammo bags
Effective in Long range Combat
Significant Increase in weakpoint Multiplier (goes up to a max of 120%)
Only Fires 1 pellet which does 40 Flat damage
Removes Spread from firing Shells
Longer Reload Time (+0.5 Seconds)
Less Shells fired per second (+0.1 Seconds)
New Mission type : Crash Site escape
Lobby's Drop Pod Malfunctions by some other force (prolly the Rogue Core) and stops in a tiny cave system for the dwarves to get out and gather resources each accompanied by a mini mule while the pod remains there to be fixed and goes deeper (Deep Dive Style), but the catch is there only so much time before the failed drop pod's crash alerts e stupidly large glyphid horde, big enough to warrant a full team withdrawal
It's basically a mission against time as you go deeper down you get more resources to bring back and or replenish but after lets say 30-40 minutes, you are required to get out of there, no mule button, just get to the pod after 30-40 minutes has passed or be left behind
Suggestion; implementation of adding friends more easily through Steam In-game. Met some cool cats in a public lobby, and we exchanged steam friend codes, but with the in-game chat only staying open for a little bit and having to switch windows back and forth as I copied, it took ages just to send the friend codes. Maybe some sort of button in the esc menu to click on a current teammate to send an add friend on Steam, or at least open up a Steam window with their profile on it to send your code to faster?
Balanced overclock for the M1000: Hyper compression chamber
2x focus shot damage bonus (multiplicative)
focus shots consume 4 ammo.
slower spread recovery speed
A no-horns variant of the Bolted Marauder hat to be permanently available in the cosmetics shop. If the horned versions are to remain exclusive to special occasions, then so be it. But newcomers are going to want to join in on the viking helmet craze.
a hat (and possibly beard) based off of the dwarf from the diggy diggy hole animation. "dwarven royalty". most importantly, let it keep the eyebrows we have equipped on!
disallow rock and stoning in the memorial hall, replace it with more appropriate voice lines such as "I'll miss you friend" and "To those we lost"
Random mission mode.
Dont tell me what region, dont tell me what objective, just send the player into one and then tell the player.
as a suggestion we need more lootbug content.
I’ve always noticed the little moons in the loading screen into the mission you’re playing so what if we get a new biome that is on one of those moons. There is a close one to where it looks possible even though it’s unlikely
"mute on unfocused" option in the settings.
Okay, people, just listen. How about... we give to driller... A FRICKING EXOSUIT?!??! HUH?!? HUH!?!??? As a driller main, this is my dream. So, this costume is set for a main weapon, escorting a drop pod to and from the mission. It has more drill damage, no overheat, more fuel, and bigger holes, and can drill resources. If costume gets to many damage, driller leaving a costume and fighting with secondary, but to fix it, he needs to take a main weapon, what changing on something like repair tool and reparing a costume. About fuel, then it running out, we need a ressuply and pour it in the "mecha" and its working again (but u can move without fuel, because i think its to cruel yo leave ur costume in a hell hole). And for tier upgrades: u can make it stronger armor, more damage and all this, but most interesting: underbarrel flamethrower and bio-fuel (it gives u a little bit of fuel, then u killing a bugs in a close combat, about 0.2 or something) SO-O-O-O. WHO IS THE SAME INSANE DWARF, WHO IS READY FOR A MECHA IN THE DWARF VS BUGS GAME, HUH!?!???_)($($(
Remove repeating seasons 
A mission type on the surface,
_Seismic penetration _
Partially inspired by Ark survival aberration, the surface is extremely dangerous and is deadly in direct sunlight, fortunately there are numerous asteroids flying overhead to provide shade, however, in the shade, the glypids emerge.
The mission would be travel to 3 points and plant explosives to explode the surface, then defend a special crust breaker machine while it penetrates.
The purpose of this mission is to allow DRG to break into new unexplored areas on hoxxes to allow more mining.
Possible extra feature, permanent low O2 but 4x slower drain.
Tldr. Mission on the surface, place bombs, defend drill, avoid sunlight. Glyphids attack during eclipses
Repaired Betsy should sometimes use her shield to protect the dwarves.
Gunner should have a 50cal handgun that is a hammer.
Cost 5 ammo To swing.
15 ammo by magazine from start.
..
One overclock for that gun could give, electricity dmg To the gun so we could Feel like Thor.
...
Hear me out: If you try to rock and stone while drinking beer it makes gurgling noises
Unstable Overclock for the Deepcore GK2: Hellfire Mayhem
Upon doing some extensive research and various tests, Management has allowed the GK2’s ammunition to be coated with Hoxxes Lava, but at the cost of holding more magazines and a significant increase in recoil, with a decreased fire rate.
Bullets will apply burning to enemies
Big boost in damage
Less magazines to carry
Much more increased recoil
Decreased fire rate
I just want a setting that lets u skip or quicken the failed/successful mission screen
testing build and just spending like 30-40 seconds just waiting to remake the build or retry the stage just sucks when you do it 10 times in quick succession
[edit] turns out this was suggested 5 years ago and i did not look far enough back
New biome based on this:
Eclipsed Grotto
A newly discovered ecological miracle, hidden away in the depths of Hoxxes’ moons. Originally claimed as glyphid free, some rogue dwarf brought home a pet glyphid, who then escaped and started an entire colony on the moon, therefore kickstarting the whole “no glyphids on the space rig” policy.
The grotto is an unfamiliar, alien landscape with extreme gravitational distortions among other hazards. The terrain is rocky and sharp, with dusty white stone coating everything. Deep green lunar ferns can be seen wrapped around stalactites and stalagmites, with bright yellow glowing bulbs hanging off of them.
The Grotto has extreme gravitational distortions, with small areas that defy physics and allow the dwarf to free float around. If the dwarf is in one of these gravity bubbles, they can propel themselves around by firing their weapons in the opposite direction.
Indicator that tells you if Steve is alive or not:
-Steves health meter is an icon of the type of Steve he is.
How much health is gone is shown by grey filling his icon
For example
Hey guys. Im unsure if this has ever been suggested, but is there a way we could get something like:
A) minimal mission control, where no text box appears mid screen
And or B) mission control muted or otherwise make it so it doesnt block out other sounds? When you turn its volume all the way down it still muffles other sounds
Edit: as base options. Currently play on Console
An Option to mute when out of focus, also known as tabbed out.
I dont want to have to go to my sound mixer to mute this game every time i want to watch a video or listen to music while chilling in the lobby waiting for buddies.
Native lifeform containment unit on the space rig. Basically just some cells where glyphids and lootbugs are stored, maybe even some where scientist are trying to see how the insects reproduce and how exactly lootbugs store/produce gold and nitra
Balanced Overclock for the Jury-Rigged Boomstick: FOUR BARRLED BLUNDERBUSS!
By using the extensive dwarf research of taping two guns together, we've figured out how to add two more barrels too your gun. just don't point it at your fellow dwarf, or there wont be any dwarf anymore.
Four barrels making you shoot twice as many bullets
Gives fear to any nearby enemies when you fire
Less magazines to carry
Much more recoil
Increased reload time
A really small change that I think would be a nice QOL!
I run many different loadouts, and sometimes I forget which grenade I have equipped; with some that look similar it can be pretty hard.
Much like when you hold a weapon in DRG it says the name at the bottom right, it would be kinda nice if your currently held grenade's name was displayed bottom right while you hold it. I'm no Karl and don't remember what every grenade does by look, but I do by name, and it would be really helpful for new players too I think.
Modernized frameworks
These would make for example the gk2 look kind of like an Ak or the m1000 look more like the garand
Two new types of filters for searching open servers - by bioms and by missions.
Since we have season challenges that requires certain type of them, it would be easier for us to find game quicker
Or maybe anyone could make a mod with those filters, pls 😁
I may have Suggested this in the past but going over the idea again (with better fleshed out stats and a more cohesive idea), meme overclock for the m1000.
M1 Retro Refit
⚖️ Balanced / ☠️ Unstable | M1000
"Taking from the long since past changing out the firing mechanism that uses a black powder-like substance to put more kick into the weapon to deal significant amounts of damage to any bug shaped creature at the cost that the Ammo, due to being specialized, requires special factories to make so its in limited supply."
+500%-800% Focus shot bonus
Significant Decrease in reload speed
Focus shots only cost 1 ammo
🟨 Sound change for firing
-7 Magazine Capacity (Magazine size Mod increases by 2 Ammo)
Can only fire focused shots
60%-80% less Spare ammo
ALOT OF RECOIL™️ (opt)
Extra note:
this is just turning the m1000 into a musket
a charge meter for the m1k that wraps around the reticle as you hold it down to indicate when it's done charging the focus shot, maybe something like the HE grenade fuse timer but in a much tighter radius
helps with timing shots + cool factor + useful for supercooling enjoyers
it would be nice to see some more predatory plants dotting the caves of hoxxes. the spitballer i dont think really counts as its not actively hunting for nutrients and just seems to try and kill anything big enough that gets slightly too close, even if it would die too far away from its "roots" for its decaying corpse to nourish it.
"beartrap" style flytraps, pot plants that have grabbing tendrils to scoop up unwitting creatures to be digested, etc.
(i guess the stabber vine kinda counts?)
Sound gun as a secondary for scout.
The gun does low dmg, like really low dmg. Short, cone shape, range like a shotgun.
But it as 25% fear, stun, confuse bugs or shread armor.
Confuses bugs would attk other bugs.
The gun would only shoot a small wave of sound eatch time you press the trigger as a semi automatic weapon.
But overclocks and maybe upgrades cpuld change this.
...
What do you think.
rework supercooling chamber
a big complaint i see is that supercooling chamber feels a bit underpowered for what you sacrifice in taking it. so, taking from another weapon, i think that can be remedied by making you commit to the shot more in exchange for more firepower.
transplanting the overcharger mechanic from the coil gun would give the gun more oomph like people want, but now you are stuck in one place for longer, meaning positioning is key before you take the shot, as otherwise your gonna get mobbed by the bugs. the overcharger would activate right after you finish loading up the charged shot.
tldr, adding overcharger to supercooling chamber would give you more damage like people complain they want in exchange for having to be smarter as to when and where you charge up at.
i want to be able to pet molly >:(
New Mission Type: Equipment transfer
In short - rescue doretta's head the mission. 1st you have to get to the extraction point and then carry 1 heavy object back up to the drop pod/somewhere near it. Players have to juggle the object between them in order to do it effectively. Spawns are increasing the longer they stay in the cave system. It's one object so it isn't as painful as a certain fight, also your target destination is not running away from you.
Unfortunately it's just a concept. The object could be a special data cell, a piece of special equipment (expensive part needed in a rig) or something entirely else. Something which can't be strapped to molly.
Could we get the option to customize our room's/bay's interior? and pet molly as what @outer swallow said
We have little variety of beers, where in all that's holy is the food? (wurstbeer does not count)
maybe a hot take, but i feel like TCF EPC just has so much utility that it makes driller's other secondaries kinda a bad choice regardless of their combat efficiency. you never know when you are gonna need that ceiling red sugar or aquark
and i also feel like c4 kinda has limited utility compared to everyone else's support tools
how about making driller's support tool something like TCF? with way lower dmg but keeping the ability to destroy terrain remotely and more than 2 times per reload. a c4-like detonator would prolly make more sense than shooting it down tho.
||c4 could become a grenade type whenever another 4 get added||
https://i.imgur.com/5wiGFXA.png My ally once again launched the capsule ahead of time... I still had nitra in my pocket, and if I had time to hand it over, we could have called the supply capsule. And so the rocket flew away and the nitra remained in my backpack. It would be great if the allies had numbers on the side of how much nitre he currently has in his pocket. Then it would be possible to understand how much nitre the team really has + hint to the allies that it should be handed over.
Add a gnome
It does nothing and serves zero purpose
Have a 2% chance to fart or burp randomly just for a funny jumpscare while running or standing
Combine unstoppable and second wind perk
Glyphid idea: he will throw explosive bags, that will destroy terrain and deal lot of damage, and when he prepares to atack, you can shoot that bag at his back and he will explode, dealing damage to surrounding enemies and dwarfs, and die
Rework battle frenzy to apply the status effects for 1.5 seconds instead of the current 2.5 seconds, but the duration is reset everytime you get a kill while the effects are still active, giving an actual "battle frenzy" feeling and not so much "every 2.5 seconds I can get a speed and accuracy boost for 2.5 seconds and can just shoot a maggot to move around slightly quicker"
(Funny enough, the wiki mentions chaining kills being a way to "reset" the timer but this does not appear to be the case ingame)
While I'm in this channel though, another idea I think some gunner mains would like. Can we have minelayer missiles blow up gunk seed pods on direct hit as opposed to making a mine on them?
Idea: The room you spawn in when you emter the rig depends on the class you are playing, solo or not
But if there are more than 1 of a certain type of dwarf (for instance...2 engineers, a scout, and a driller), the scout will spawn in the scout room, driller will spawn in drillers room...but the 2 engineers spawn locations will be randomized between the other 2 spots left
(Thought it would be a nice quality of life change that i personally have wanted for a while sinply because it makes sense...and would be cool instead of always spawning in gunners room specifically solo, and in a random room in multi-player)
Tier 4 mod suggestion for the Lok-1 Smart Rifle:
A 3 round burst mod - locks three rounds at a time rather than one, but reduces Rate of Fire and greatly increases the Lock-On time too compensate.
Give Industrial Sabotage the Escort Duty treatment when it comes to mission length.
A reason some people dont like Sabotage is because of how time consuming it can be even at the smallest caves.
Maybe make it so mission Length 1 only has 1 hack-c, while Missiok length 2 and 3 have Hack-C
1 Hack C wouldnt make the mission too short when most other mission types can be cleared really quick.
I feel that also adds to how varied these missions feel.
Fun Idea a friend thought of. During the post-mission stats breakdown allow the players to vote for player with best cosmetics. It would be a fun little harmless interaction which fits well with the random kindness which we see alot in the game. It has no affect on stats or score.
Randomizing button in weapon framework/skin customization
Okay, how about, we can go with beer effects on a mission, like be little or be on fire
It’d be nice to have the ability to mark all cosmetics as “seen” as much as I love clicking into loadouts every time I complete a weapon maintenance or get a new cosmetic. It could be on a per console basis (wardrobe, loadout and pickaxe) so you don’t accidentally mark something seen that you care about.
Hello. I propose to make a new way to use "Perk Points". For example, so that they can be converted into some other currency.
could it be posible to show the jetboot ui when equiped in the space rig?
Pets take on the attributes of their owners, so why can’t Steeve?
Have Steve take on the new passive perks of whoever tamed him.
You can have a Boolean value for the perks to only apply perks that Steeve can use.
Or make it to where Steve can perform the task connected to said passive perk.
The passive perk Unstoppable is a good example of this: Steeve could carry a heavy object with a move speed debuff applied.
being able to transfer excess minerals/resources between party members through something like the mineral trade
New perk: Look Ma, One Hand!
Shift heavy objects to your left hand to shoot with your right!
- Shoot while carrying heavy object
- x0.25 accuracy
- x0.3 reload speed
Idea: I know everyone hates Rockpox, but i believe it would be cool to add the lithophage spikes as some sort of secondary deep dive objective, as they pretty much already have the same function is lithophage outbreak missions, and it wont be garunteed for every weeks deepdive so all it would do is add some extra variety to deep dives and give black box a friend in the ol "secondary objectives not based on any particular mission type" category
The upside is that you dont even have to make liphophage a new mission type, it csn remain a warning, and a secondary mission in deep dives
Could we maybe increase the electrocute chance of "Overcharged PCF" to 20% instead of 15%? I think it's rather underwhelming and very scarcely makes an appearance
This sparks a idea!
a "Tip" System
TIP SYSTEM
"Show your fellow dwarves some extra kindness for their help on a mission or simply lighten your pockets by giving some to someone else, Split your tip or reward a special person!"
- Select up to 100~ of one kind of Mineral OR up to 500~ Credits to tip to everyone (divided into 4ths, your 4th would be taken as "tax") or a Single person among the group (Full goes to them, no tax)
- Can only do one tip per fully completed mission (or failed mission, must not be aborted)
- Promotes showing some gratitude to other dwarves other than just buying a round
- Tax could be reversed where its split into 1/3s for spitting and a 15% is taken as a handling fee tax for a single person.
- Tips can be given by anyone, host or players.
- NOTE: The tips come from YOUR own materials, if you gift 50 bismor you will lose 50 bismor and the second party will gain said.
TL;DR: gift some materials to your friends or just random people to give a thanks per mission. (or just lighten your pockets)
Biome Idea;
Tidal Grottos
Grayish-blue sea caves, with large fossilized shells and small tidal pools and puddles of water. Could possibly have swimmable areas, where oxygen is an issue and you move slightly slower but can move in any direction. Using the code for Ebonuts, could find large clamshell-like passive mobs to crack open for materials, possibly replacing lootbugs or serving some other purpose.
Would allow for more variety in mobs with aquatic variants and new families of creatures. Perhaps a giant hostile water strider, or a sea snail that causes poison when attacked? A sea urchin that can't be melee attacked without major repercussions due to damaging spikes, or an aquatic counterpart to the Naytara Trawler? Could also incorporate bioluminescent coral fans, or a new mob with a bioluminescent lure like an anglerfish has.
(addition, credited to @quasi horizon. Some form of air pocket grenade, to allow for easier movement within aforementioned water areas. Perhaps could be a drop from the clamshell mobs?)
We make Drillers C4 stick to players, so if u play with friends you can lather your scout with C4 and have a flying NUKE to throw at the bugs and leaf lovers
add a option to heal Stevee, I'm tired of crying over the death of my best friend Stevee
Biome Idea:
"Robot Factory Fields"
Looks Like: Blue caves with enormous orange holes.
Special Deco: Rival Mining Equipment, mining nets, cargo boxes, wrecks of nemesises and caretakers.
Geography: Little Peace which is between Fungus Bogs, REZ and Azure weald. Depth: 1.5-2.3 kilometer.
Recourses:
Abundant - Croppa
Scarce - Enor Pearl
Unique Hazard: +30% chance to the Rival Presence Mutator.
Unique Enemy: Deeptora Rockeaters Bumblebee Nest (Health: 1300. Attack: 2 Insect Swarms. Resistance: Fire +20%, Potion +60%. Weakness: Explosive: -50%)
Missions Amount: 2-5
Unlocks with Fungus Bogs and Radioactive Exclusion Zone
Replace the manual heat dump upgrade on the plasma carbine with a cooldown on kill upgrade, like how the drills and minigun have.
Or do something to make the drak usable
Add a firing range so I can test out my awesome guns
Make the new mod rule tag all the "Shout mods" to Approved, people keep spamming nonsense voicelines to confuse the mission which make it no fun and lack of Rock and Stone communication throughout the game.
Biome comments from the dwarves at the start of missions.
"The mushrooms are NOT edible. Take my word for it."
"Did you know that the walls really do taste like salt? Try it!"
"They really should have put better insulation in these suits."
Overclock idea for the hurricane;
9 BANG
Fires 9 missiles at once that lock onto random enemies (if there isn't 9 in your fov, multiple missiles will hit a target) and do massive damage, the trade off being you can't guide or tap fire them as well as them traveling much slower and having less maneuverability than normal.
(I know it's similar to the Salvo module but it's an inspiration from the original Ratchet and Clank and its R.Y.N.O)
Idea for a "special event", since I don't know what else to call it. (Basically something as random/likely as encountering a machine event, lithophage meteor, etc.)
It's a liquid well somewhere on the map, for which you can call a pumpjack and mini cargo rocket. The rocket will land somewhere a distance away, like lithophage rock crackers, and then you connect a pipeline to the pumpjack. After a brief excursion while the pumpjack does its work, you can send the rocket and reap the rewards. Not to mention, having a short pipeline to grind on for travel will be fun.
On-site refining is one of my favorite missions, and I think the chance of throwing a mini-event of these in the game is tantalizing.
I think liquid nitra would make the most sense--a good way to get a hefty chunk of ammo for your efforts (maybe 120?). Perhaps on missions which require mining morkite or dystrum, a liquid well could contribute to the mission quota or simply give a bonus.
If we want to go even farther, an argument could be made for gold and regional/biome resources. (Enor slag, bismor sauce, jadiz nubs, liquid phazyonite, magnite, croppa...)
Hurricane Rocket System Overclock:
Rods from God
Balanced Overclock
Instead of accelerating, rockets now rapidly decelerate, until about half speed
Much higher initial velocity.
"Dead Drop System." When you switch off the Hurricane, all airborne rockets immediately turn straight down. "Dead Dropped" rockets have much larger AoE and have lots of direct-hit damage depending on drop distance.
Add robot head to minerall trader and let me punch it with E
New DRG Resources (Middling Ores):
- Icotite (Rarity: Middling (Glacial Strata Only)) (Used for Upgrades and Overclocks with Freezing Effect.)
- Rokkotite (Rarity: Middling (Magma Core Only)) (Used for Driller's Weapon Upgrades and Unstable Overclocks.)
- Kramsino (Rarity: Middling (Dense Biozone Only)) (Used for Balanced Overclocks and buying Season 3/4 Cosmetics)
- Aattisite (Rarity: Middling (Salt Pits Only)) (Used for buying grenades and equipment weapon upgrades)
- Nopniminte (Rarity: Middling (Radioactive Exclusion Zone Only)) (Used for Scout and Gunner's secondary weapon upgrades, Engineer and Driller's primary weapon upgrades)
- Matricite (Rarity: Middling (Sandblasted Corridors Only)) (Used for LOK-1, ArmsKore, DRAK-25 and Collette Wave Cooker overclocks)
- Qanasum (Rarity: Middling (Azure Weald Only)) (Used for Promoting and Armor Upgrades)
- Sesappite (Rarity: Middling (Fungus Bogs Only)) (Used for Secondary Weapon Upgrades)
- Viprinite (Rarity: Middling (Hollow Bough Only)) (Used for Engineer and Gunner Weapons Overclocks)
- Oscamosite (Rarity: Middling (Crystalline Caverns Only)) (Used for Primary Weapon Upgrades)
Which ore you want to see in game?
- Icotite
- Rokkotite
- Kramsino
- Aattisite
- Nopniminte
- Matricite
- Qanasum
- Sesappite
- Viprinite
- Oscamosite
- All of them
- None of Them
Just a thought:
Legendary Beast Encounters/Events
-Enemy isnt something you kill but more of something you fend off, or leaves on its own after a period of time.
-Reward for fending off the beast properly gets you a beast influenced skin of the equipped gun weapon(or a part of said gun to craft it using forge)
-Make these difficult and uninfluenced by hazard level
-two options regarding it properly fend it off(for reward) or run(no timer but if left alone for a period of time it leaves on its own. Hell even make the event itself to run as best you can and survive.
This would need to go through a heavy balancing checks and preventative measures so a reletively new player wont risk encountering it, among other things. However think sea of thieves kraken/megalodon and while technically unkillable it can be fended of thusly killing the event per say and if left undamaged for a period of time it leaves on its own or something like that. But a warning like the old nemesis ui warning would be fun. (Not talking about huanted missions, Im talking a random event)
New Creature idea (attention: this idea was made before season 4 in the February-March 2023):
Glyphid Star Leviathan
Event Creature which walking on Hoxxes IV Surface.
Size: Length - 2000km, Width - 550km, Height - 250km. Place where he walking is shown same as rockpox active infection zones. It means chance to Evacuation, Mission Control beginning evacuation, because Star Leviathan may Crush you with leg, evacuation is similar to end of every mission, but for compensation you can get an ×4 Resources: 30 Jadiz -> 120 Jadiz, 10 Bismor -> 40 Bismor. 2 Malt Star -> 8 Malt Star, 4000 Credits -> 16000 Credits. Chance of Evacuation - 1/10 in the biome where he walking.
I have no Design of this creature((
im gonna rework this.
"miners, a new creature has invaded hoxxes. given the fitting name of a "star leviathan", these damned things survive by absorbing heat from stars, but this one appears to be on its last legs, and has chosen hoxxes molten core as its final meal. destroy the legs its burrowed through the crust before it turns hoxxes into an unlivable iceball and makes operations here significantly more difficult"
random event where you can find a pillar of nebula looking material stretching from crust to core. assault the pillar until it retracts into the air with a screech, pillar will fight back by creating ameoba like tendrils to whip around and mess with the dwarves heads (think blacklock lager sounds/visuals).
after the creature leaves it left some arms behind, which will be the in lore reason as to why they can still be found after its defeated.
also, creature visible on hoxxes surface from the space rig.
More Dialogue for Active Perks:
Berserker:
"ROCK AND STONE, UNTIL IT IS DONE!" (Reference to "rip and tear")
"I'LL TEAR YOU APART!"
"KARL TAUGHT ME THIS ONE!"
"HÖG-ADUR UNGAR, HÖG-ADUR UNGAR!" (guttural Dwarven battle chant)
"AHAHAHAHAHA!"
"LET'S DO THIS KARL-STYLE!"
Dash:
"I'm outta here!"
"Catch me now, bugs!"
"Faster, legs! Faster!!"
"Turbo mode, go!"
See You In Hell:
"GET OFF ME, YOU BASTARDS!"
"SEE YOU IN HELL, BUGS!"
"I'LL TAKE YOU ALL DOWN WITH ME!"
Shield Link:
"Stand strong, brother!"
"This should keep ya safe!"
"Dwarves together strong!"
"Let's see 'em bite through THIS!"
Instrument as weapon !?!?!?
Driller- guitar
Can play some chords too dmg enemy.. could have stun or armor breacking as upgrade
Gunner- drum kit
Low sound that make the ground Shift or something
Engineer- piano guitar
Sound he make could bounce multiple time and do small amount of dmg. The dmg is redouce every bounce.
Scout is singer.
Sonic scream as alternat fire
You have like a sound wave that enrage enemy so they fight amoung themself
...
Ok its very not balance but it would be great...
I think xD
Have the glyphid inner tube from last year as a hat.
counter suggestion: sell a real life version as drg merch.
i would pay good money for a drg glyphid floaty.
i personally adore industrial sabotage, but i think it could be made more interesting by adding more phases and a new mechanic to the arms.
more phase variety will make the boss fight less likely to be familiar which will improve some of the monotony some people complain about. ideas such as the caretaker shutting up and calling in a swarm of bugs to do the dirty work for it as a last resort come to mind.
and c4 dropping cheese can be made a bit more interesting and skillful i think by having to rely on your team a bit more for it.
how so? well, the caretaker has arms. it could grab things if those arms stay active. so, if the arms are still up and it detects a dropped c4 on its head, it could grab it and toss it the way of an unsuspecting dwarf.
now you have to coordinate with your team and ensure all the arms are inactive before you start giving the caretaker a headache. to make this easier the caretaker should also probably make a noise when the final arm goes down, annoyance or a pain noise would be ideal.
DRAK-25 Plasma carbine OC: Overcharged shots
OC type: 🟥 UNSTABLE 🟥
 STATS 
Projectiles can infinitely pass thru terrain and enemies
Projectiles will create create plasma particles on contact with terrain or enemies (duration: 3 sec. damage per tick: 5 in radius of 2)
Medium increase in direct damage (by 4)
100% accuracy and no spread
Massive decrease in firerate
Massive decrease in projectile speed
Decrease in ammo capacity
Big increase in overheat duration
Put Jetty Boot on IOS/Android let me link my account so it saves my scores in drg.
Have eyewear be a separate cosmetic slot. Mayhap i would like mining goggles AND an afro
a new company standard backblade option instead of just having the front and backblades be the same thing (i would honestly pay full money for it)
Warning idea: "Infestation!"
i thought there should be a generic "challenge increase" mutator, so here it is:
"We're sending you in fairly deeper than usual team, which means we are diving deeper into Glyphid territory. as such, you'll be seeing far more of them than usual, and a bigger variety of them as well. Good luck miners."
~ Mission control, probably
Effects on the mission:
- 1.33x spawns
- there will ALWAYS be 1 guaranteed Mactera in the spawn pool.
Hazard pay: +30%
Flares for Bosco
Add a tier 2 mod that give Bosco Scout's flares instead of rockets.
mission warning icons for marking loadouts?
A passive perk that reduces the slowdown from hitting an enemy with your pickaxe
Nerf the coilgun more or just give a huge buff to Bulldog and BRT7.
Because compare to gunner's other secondary weapons it has default abilities to blowthrough the terrain, ignore creatures armor that can do some serious damage to Shellbacks, while on the Bulldog and BRT7 even when you equipped Elephants rounds and Lead spray you can't never do a burst damage to them like Coilgun can because of their weak armor breaking stats. And even when you hit the weakpoint of big targets with Elephant rounds or Volatile bullets (strong recoil and have to chase around their butt) on the other hand Tripple Tech, The Mole and Necro thermal buff on burning target can still aim effortlessly in their face and do more serious damage than the Bulldog can. Bulldog and BRT7 really deserve their buff in weakpoint stats reward to compensate their recoil and base spread. Moreover the trail effect on Coilgun outclass other secondary guns effect in cc especially fear because it's the only good gun to give a big damage and have strong effects applied to entire a swarm. So what is the real reason to choose other secondary guns now?
New Biome: Glyphid Caves; Basically, imagine Hollow Bough, but with a more eerie feel to it, kind of like the Xenomorph hives in Aliens. Walls are covered with purple biomass, looks disgusting, but easy to dig through. Double Glyphid spawns. Increase Swarm chances. No industrial sabotage, or Rival events. Egg Hunts and Elimination missions have a 1.5x chance to appear. Also, an extremely rare event, called the Brood mother. Kind of like a Dreadnought event, but the Brood mother can summon multiple different types of bugs to aid it in battle.
New random uncommon enemy
A bigass worm(think tremors)
-does a pass through the dungeon. Leaving a cave in its wake (obviously block off exits once it reaches a certain distance from the cave.
-Add a danger zone through effected areas in advance, as well as a warning from management. And a cave rumble effect similar to the meteors.
-Damage is scaleable with hazard, and a high knockback
-Also does major damage to glyphids caught in its track.
-Obviously make sure it doesnt interfere with certain events and points of interest.
-Due to its design it alters the cave structure adding shortcuts and detours.
-Obviously ensure a variety of sizes, but not to small to have no effect and not too big to effect core gameplay
~Note: Due to its design, ensuring its not too destructive that it causes performance issues would be important
This is wishful thinking but some more work on the ping/communication system.
Atleast on ps5 opening chat is a little annoying, bot only that but typing is hell.
I play scout and frequently theres times where Im trying to get a teammates attention (eg telling engineer theres a material I'd like a platform for.) While thats not an issue when playing with experienced players theres a magnitude of situations where Im frustrated because its super hard to get their attention.
The usually progression goes as pinging> furious pinging> A chat> more pinging> (getting infront of player or shooting them) getting misunderstood and all hell breaks loose.
To fix this Im suggesting some form of communication wheel.
Eg. Send a alarm to a specified player that you want their attention (you player Icon pops up on the top middle of their screen)
I know this has already been said a lot by others, but I’ll throw my hat in the ring.
Please either Rework or Buff Dark Morkite. There is little to no incentive to having this on Mining Expeditions. It barely gives you a boost to getting Morkite.
Personally, I think the drink would benefit from a boost. Just like Pots O Gold. Make it on par with that.
honestly i feel like they should just make morkite a rare resource that spawns and can be used as a way to deal more damage with your guns (I.E. putting some on your guns tip for it to be more accurate or do more straight damage) or can be used to buy weapon skins in the market and in place of morkite there could be Razite, a silver, glowing mineral that can be used for fuel, booze, tech, and many more things but it is uncommon so can only be found in mining expedition missions with another resource that, when mined, will give you more pickaxe power for mining and swinging at enemies
something that instantly kills cave leeches so that we can stop watching the cealing for 50 hours in the caves
A "personal records" section in the KPI terminal to track records for certain things achieved in a single mission by each class. Personal records could include:
- Most gold collected by team in a single mission
- Most nitra in depository upon mission completion
- Most resources deposited by player in a single mission
- Most teammates revived
- Most kills
- Most damage dealt
- Most damage taken
- Least damage taken
- Fastest mission completion (records for each mission type?)
- Longest mission
- Most bulk detonators encountered
- etc.
Employee Notice: New Beer Available at the Abyss Bar!
Golden Guild-Fellow
||hey graybeard! Got too many credits laying around? Show your graditude to the Greenies by ordering a special treat!||
Cost: 10,000 credits
Potency: Regular
In Gilded Glory, you are frozen similar to Arkenstout, but instead you are Golden like the statues in the Memorial Hall
As you "wiggle" your way out, with a sparkle, you switch between various poses from Victory Emotes and Dances. As if you are a posing statue. So you might start doing a Balarina Spin, then Flexing Emote, then Handstand Emote, then Thumbs Up, etc
https://tenor.com/view/its-time-to-get-in-shape-johnny-bravo-pose-dance-gif-15972740
add an alternate Scale Brigade helmet that isn't just a mask and instead covers the entire head (and maybe gives some badass dragon wings to your character that flap while you're in the air)
Stupid idea but a pingable voice line for golden loot bugs of the dwarves saying "he full of gold!" in reference to this image
add a dedicated head hair slot and a dedicated eye slot so that we can have hair without needing to use a specific item that we don't like and can have glasses or something like that weithout being bald or needing to use a hair style we don't wanna use
add the rouge core starter pistol as the scouts pistol so that we can finally have a pistol for scout without needing to use mods (or just add a modular weapons system so that we can make our own primary and secondary guns and maybe just maybe a way to make melee weapons that aren't the pickaxe because it kinda sucks to be restricted to the pickaxe for melee)
When a dwarf is wearing a full helmet/mask/face covering, it would be neat if the voice lines were all slightly muffled or distorted, to help build immersion.
New Beer Idea
Korlok Bloom
Potency: safe for work
Cost 3 Barley Bulbs
"A result of RnDs research, made with light beer, red sugar, and grounded tyrant shard. Sweet and refreshing, the Bloom is filled with everything a growing dwarf needs. One mug will leave one filled with energy and vitality."
This beer gives a constant 1hp/sec regen which increases to 3hp/sec after not taking health damage for 15 seconds. Greatly improves long term survivability, but don't expect it to save you in combat.
Rare chance for a lootbug swarm. Mission control would simply yell "STAMPEDE"
Make any bullets that appear in weapons or on armor not change color with the skin (they stay looking like brass)
Mod for driller's satchel charge that acts like a more powerful RJ250, with a moderate damage penalty.
It'll launch you pretty far, but it's still a big block of C4 and will still cause health damage if used as such, excluding the landing.
Unstable overclock for Gunner's Minigun (and maybe for other overheating weapons) that, instead of overheating, puts you in overdrive mode where you can deal more damage at the expense of movement speed and accuracy
Change the season pass over level 100 to give something besides 500 credits. Crafting minerals or beer ingredients on every other level, or every fifth level, heck every tenth level would be majorly appreciated.
A bright red skin colour called "Anger 'Management' practice".
goblin mercenaries
Add a Confirm? prompt to the Reset Controls buttons in settings
let us iron will out of being passed-out drunk in the hub (you will still be drunk and pass out again after it runs out)
Simple idea the drunker you get the more dmg you do and less dmg you take balanced by impaired movement and poor sight. With risk of best output near passout threshold
A system similar to the weapon maintenance system, but for missions. After playing 100 specific missions, you unlock a framework or something like that.
I think an archeological expedition type mission would be really neat. Having to explore caves to find ruins, whilst guarding a drone that takes pictures and gathers samples of things. Maybe have the little guy where a fedora and call him IND-E. The drone can have around 225 health, but very weak armor, and no weapons. So it’s kind of a baby sitting job as he’s collecting dirt to examine. Maybe exploring ruins left by a lost civilization would be a cool thing for the next season too? Also yes the archeological drone can be pet.
Proximity-based voice chat? with the option to have the host of the mission enable it?
Well honestly I love this game, so there isnt anything I would change, u guys did a great job. My personal preference would be damage meter at the end of the mission and a new class/dwarf - more content is always fun. Also seperate game statistics at the end of the deep dive, which would encompass all 3 maps at the same time.
randomly finding broken bosco units that are rusted but can be repaired and can revive you ONCE and can shoot at enemies but it can be broken again by the bugs (but can still be repaired twice more)
the next season being steampunk would be absolutely fantastic, i would love to see a full steampunk engineer or a full steampunk gunner, maybe even a few steam based enemies like bipedal robots that shoot you with a revolver and throw HE grenades, helicopter drones that fire a small burst of subata rounds and release spikes onto the ground below them, a big mech boss fight that has a minigun, a grenade launcher, a drill punch, and a long range rifle, all of which, use liquid morkite as fuel and needs to be destroyed via dropping bombs into the fuel tanks to blow them up but needs to be stalled by shooting the engine first
Weapon Idea: ADAM
Hello miners, welcome to your introduction to the anti-dreadnaught armor mutilator or ADAM for short, this weapon is designed for use against threats of dreadnaught and above, though, you aren't authorized for the "above" missions quite yet, the ADAM is chambered in a 14.6 MM cartridge and is loaded using a bolt system, it is slow, but worth the wait as, these heavy cartridges do explode on contact with anything solid enough to keep a tank crew safe and do stun or injure anything less than a dreadnaught, if not outright kill it, it is highly accurate, highly deadly, highly expensive, and highly heavy, the weight of the ammo itself also doesn't do it many favors, be on your toes and on the move, and be careful, rock and stone
alright lets get down to the basic stuff
its an anti tank rifle for the most tank class in the game, its meant to deal with dreadnaughts on the lore but it can be used for anything, its got low ammo, low reload speed, low everything that isn't damage, accuracy, terror, and stun, its also gonna one shot any team mate you hit with it so BE CAREFUL, also aim it away from your face, i don't know how you'd aim it at yourself in this game aside from aiming at your feet, but people find a way to do anything these days, rock and stone
new grenade for the driller
JUNK: its exactly what it sounds like, its literally just throwing trash at enemies, it throws anything ranging from literal junk to pieces of equipment to ACTUAL equipment (like grenades and ammo and ammo BOXES) to minerals. the grenade regenerates but can be sped up with picking up nitra, its not a good idea but its an idea
A way to order jetty boots for missions. After a lot of time there is nothing to spend materials on, it just gets stockpiled forever and you can't do anything with them, including credits.
Would like to have a “random favorites” option for the mission completion emotes. I have ones I like but I don’t want the basic ones in the random part so it would be nice to have that option to just do the ones you really like.
1/4 experience for unlocks, but pick your own missions. I've played about 40 hrs in DRG and I appreciate going on random missions for unlocks and rewards, but DRG is missing that Left 4 Dead feeling of just picking anything you want and running it. I feel that 40 hrs is plenty to learn the game mechanics and missions, and I should have an option to play my way without feeling that I'm making zero progress on getting new guns and gear.
It'd be nice to have a heavy progression penalty for going my own way but knowing that even if I'm ignoring it the missions are getting something done if slowly. You could even halve the unlock speed for staying in the same biome but picking a different mission, halve it for picking the same mission type but in a different biome, and then add those together for a full 1/4 progression speed if you pick a different mission in a different biome.
I think the initial requirement of going through all 10 missions to unlock mission types is completely fine, but requiring it absolutely for unlocking stuff is stifling for people who love DRG like me but aren't going to spend 400 hrs in it.
After a certain amount of tips to Lloyd you should be able to bribe him or something to change the special, refreshing the lobby can be a little annoying or just getting stuck with something that wont be as useful for the mission.
Giving like 500 credits to randomly change the special would make the whole special system feel a little more reliable than it is now. You could even have an option to use the brewing ingredients (which I feel are highly underused) to request a certain special next time you get into the hub. If your friend needs to do a point extract mission after your mission then you can give Lloyd the request in advance to make it back breaker or any other drink
Give the engineers swarm grenade some sort of timer showing how long you have left until it’s depleted. Playing with other engineers makes it hard to figure out who’s swarm grenade is active or just expired, especially when in a swarm. The amount of swarm grenades I’ve wasted because I didn’t realize my swarm grenade hasn’t expired… It would be a lovely quality of life update for the engineer that I think would be appreciated by everyone.
add a pet slot so that we can have pets and we can interact with them like steeve but they aren't just a steeve clone, let me go a bit more in depth
when we get promoted, we get access to the perk system, a system that allows us to put up to 5 perks on a specific loadout on any dwarf that we have promoted at least once, i suggest that upon reaching silver rank in game, we get access to the pet system, a system much like the existing perk system but with some differences that i will get into now.
the pet system is made up of a few different pieces, the pets, their "equipment", their abilities, and their own cosmetics. the first piece i'll talk about is the pets: the pets are a dog, a cat, a bird, a raised by dwarves glyphid, and a mini-mule made for combat, these pets all come with their own ups and downs, the dog is well rounded because its the first pet you get, its got the basic stuff (bite, scratch, bark, dig) but it also has a small caliber turret on its back that functions like the full auto subata with a slower fire rate and only 8 damage instead of 12.
the cat has the same stuff as the dog but in place of the bark and dig, the cat instead has growl and purr (growl being identical to bark and purr healing the player by a small amount every few minutes), the cat also comes equipped with a long ranged rifle much like the M1K but with half the damage.
the bird has a scratch, a cry, and a small crossbow, thats it.
the glyphid functions exactly like steeve but this one has a duel turrets that function like the NUK17's.
the mini-mule is literally just a BET-C with a deposit on its ass side and its significantly weaker and smaller and can actually take damage
now for the cosmetics because i already talked about the actual pets: the dog has a little backpack that can be customized (not enough space for the rest of the suggestion)
as a continuation to this
the dog also can have its breed changed in the pet menu. the cat has a few different hats on its head and its breed can also be changed to fit the user preference. the bird has a small console on its back that is turned off and looks like a gameboy advanced but dwarven, the bird can be changed in the pet menu. the glyphid has a small explosive on it because its experimental and not fully tested just yet, its type can be changed to fit whichever the player likes the look of most. the BET-C mini-mule has a bit of scrap from a few rival drones, the paintjob can be changed depending on what the user wants
this will cause the beast master perk to be removed but its not really going to be a massive thing for the game anyway if the pets are added because you can have the glyphid pet and a bunch of others along with give a way to use perk points that we don't need if implimented with pet perks
you could also just have it be an update for the bosco system but i wouldn't do that personally
Perk idea: forgot to shower
You are so stinky you scare away even the bugs.
Triggers upon reaching 20% health. Cooldown of 40 seconds.
(Getting killed from above 20% to 0% will still trigger the perk but it doesnt safe you)
just a random idea for something funny, you can take dwarven beer out on missions and waste it on the bugs, this makes them drunk and "kills" them
One more red and blue perk slot for a dwarf when they reach max promotion.
skins for equipment
I'd love to be able to pick up a second beer to bring to my friend who's always glued to the equipment terminal
Scouts slow field should slow down enemy projectiles as well
A armored upgrade for driller that he takes less fall damage
New nads for gunner
Bean can × 4
By throwing this at ur feet or on an ally you give them temporary hp but bug or more attract by the person reveiving the beans.
If multiple dwarfs are in the explosion area the bonus hp is divided amongs them...
Would be better for gunner
I'm sure I'm not the first to suggest it, but a basic shooting range to test out weapons in the hub would be excellent.
The hub world is already one of the best I've ever seen, but this would add a lot of additional fun and functionality.
add an overclock that makes the shard diffractor laser bounce of surfaces and maybe even bugs
Nade ideas.
|
Driller: the quick deploy cement sphere (or dcs grenade for short)
Taking a page out of engineer's book. This grenade upon impact with any surface will expand into a 3 meter sphere of plascrete. this violent Expansion does tend to kill things around the impact point
However, due to the different method of curing, it dissolves shortly after being deployed
Carried Amount: 4
Damage: 85 kinetic
Lifetime: 10 seconds
Friendly fire: 20%
|
Ima see how this one does and then do the others if it does decently
Maybe more pickaxe upgrades
3 new weapon ideas
Gunner weapon: B4ll155t4
Slot: Primary
Magazine size: 5
this gun isn't really even a gun, its just a Ballista that was given a few upgrades, it now fires a pointed tungsten rod with an elemental/explosive catalyst on the end of it so that if the rod doesn't kill the enemy, the explosion or the element within the catalyst WILL
high damage and accuracy but low fire rate and a REALLY long reload time because you're loading 5 tungsten rods with bombs on the end into a massive fucking crossbow made to defend against artillery that you're just lugging around and using a single hand to reload while also wearing REALLY FUCKING HEAVY ARMOR, the fact that you're 1 handing the fucking ballista is already stretching what is reasonable for space dwarves
Scout weapon: Mules Leg
Slot: Secondary
Magazine size: 6
this gun is a futuristic mares leg, its got decent accuracy and damage, it fires fast but could be faster because of the sick ass animation it has for racking another round and its got a dangling charm that says "Bugz Bane" and a carving with the letters B+K in a beer mug on it
its one handed and is racked by doing the flip thing you see in all the games these days, its reloaded via loading in the bullets one by one thus allowing you to fire right after a single round is placed within the gun
Engineer weapon: Air Burst Shell Module
Slot: Secondary
Magazine size: 2
this functions similarly to the LOK-1 in that you hold the trigger to prime and release to fire, this weapon fires smart shells linked to a range finder that is linked to the trigger, once the trigger is pulled, the range finder is activated, the range finder will find a specific range for awhile until it reaches the max, when it does, the gun fires, the shell breaks, causing the air burst, it also has a big ass lazer that will show you the range and the exact point the shell will break at
looks like a shotgun, isn't a shotgun, nuf said.
Hi! I've been wanting to make a suggestion about the hover boots key for a while now, and I searched through a lot of messages in here mentioning similar issues. A lot of people have complained about the hover boots being bound to the C key, but it's actually bound to the whichever key you have set to call for Molly. By default, that key is C (I have mine set to Q, please don't ask). Many have also suggested having space set instead, but that would just change the regular spacebar bind from jumping to calling Molly instead. Because of this, I constantly call Molly by accident over and over. It would be great if the hover boots and calling Molly were separate binds! The only other mention of this I could find was from @sleek kestrel back in April 2020 and @worldly coral in May 2022. Disconnecting the hover boots bind from calling Molly would greatly benefit players who use this. Considering many of us use hover boots for movement and life-saving purposes, it would be great if we didn't accidentally steal Molly from teammates or jam up our exits by Molly as often as we do. Others have suggested having it set to a double-space bind, which would be a nice solution - if it were separate from calling Molly!
why does every class get electricity except driller? this cannot stand!
primary weapon idea: the ZUZ-TE5L4 COIL
this weapon is a massive tesla coil that shocks bugs in a cone in front of the user, its able to be fired continuously and draws energy from a battery pack, however continues usage threatens to fry the circuitry so there's a built in limiter to prevent trigger happy dwarves from electrifying themselves.
the electricity is capable of chaining between enemies and can shock bugs trough their chitin armour, has a chance to stun enemies directly hit by the coil and pressing R will rearrange the coil to instead directly electrify the user and the surrounding area (thankgod for rubber soles). this uses up energy constantly but at a far slower rate than if actively firing and also generates heat, bugs around you are electrified and damaged, and bugs who hit you during this mode take electric damage. however as mentioned before, the user themselves are being electrified and take a small amount of self damage during the mode, however they are not slowed down and electricity from other sources wont slow you down either.
now some ideas for upgrades: (wich arent just damage or ammo upgrades)
negate the self damage taken, or, the electricity also slowly heat up bugs
more chance to stun on direct hit, or, chain electricity has a chance to stun as well
increase the electric range of the alternate mode, or, heat generated also increases damage done
now some of you might be thinking; 'wait a sec, thats just the Thor from drg survivor' and to that i have to say, shut up
I feel like the engineer turrets are really weak I've played many dozens of hours of engi and a lot of mission types with a lot of turret setups and they're all kind of a joke I think, there should be a level 4 upgrade that makes it fully automatic instead of burst fire that would resolve much of the damage and fire rate issues and it would make the turrets more viable.
upgrade for the engi turrets to be different kinds of guns instead of just an LMG i want shotgun turrets or rocket turrets
Obvious suggestion is obvious but... Cross platform between XB S|X, PSN & Steam? I, myself, am a PS5 user. I've got friends that play it on Xbox & Steam, the opportunity to hop into a lobby and grind with friends would be swell.
Got bored, so I'm revisiting this suggestion to refine it a bit.
AutoCannon Mod Tree Rework
This just touches on the mod tree, as that's where a lot of the biggest issues arise when build crafting for the gun. The following is a revamped mod tree using all the same mods, that would have minimal changes for existing builds, but allow for more personalization, and less awkward decisions.
First, what are the mods you most often want to pair together? Knowing this will assist in helping to decide what mods should compete, since with a given build you want the core mods needed for the build to all be available on different tiers, but to allow multiple options in a tier to fulfill the role of a core mod to allow for customization and preference.
In execution this means: mods of similar power and importance should be grouped together, we should avoid grouping multiple unique core mods in one tier, and we should make sure to have multiple options that function on a given build in a tier.
Before the other changes I would recommend one mod be removed entirely, this mod is mostly redundant, and moving it's bonus from the mod tree to the base weapon both brings the base weapon more in line with the other options, and reduces bloating in the tree itself.
T1A High Caliber Rounds (+3 Damage) is being removed entirely. In its place 3 AOE damage is being added to the base weapon. Due to AC lacking an innate WP bonus, AOE damage is actually often stronger then direct damage, hence it adding AOE damage instead of direct. This also allows Splintering Shells to reach 15 AOE damage, hitting the swarmer breakpoint.
Finally here's the configuration for the mod three I think would fit best:
T1: High Capacity Magazine / Supercharged Feed Mechanism
T2: Tighter Barrel Alignment / Improved Gas System
T3: Expanded Ammo Bags / High Velocity Rounds / Shrapnel Rounds
T4: Hardened Rounds / Loaded Rounds / Lighter Barrel Assembly
T5: Left as is
petition to be able to pet the drones in the medbay
Here's a quick rundown of why I put each option where it is:
T1: Currently Magazine size is extremely oppressive due to it outclassing the other two options in overall utility. +110/+55 ammo and shooting twice as long before reloading is stupid good. Because of this I moved the other mods away, and moved a ROF to its tier. Now its a genuine choice, choosing DPS or efficiency. On OC's that don't restrict magazine size, ROF becomes a really enticing pick.
T2: Overall a solid tier with interesting choices. The main issues where that the other ROF mod competed with damage, so this was the only viable spot to take ROF, and that having two different ROF mods in the same tier was confusing. This was totally solved through the other changes, leaving this tier very solid.
T3: Two damage mods competing with a ROF mod was a strange decision. You would almost never take ROF, as damage and ROF both increase DPS, damage just doesn't need time to ramp up, and also increases efficiency. This left the ROF mod useless. The other issue was AOE and Direct damage competing. You basically always took direct damage unless you where running Carpet Bomber. This created a stale and annoying tier. Moving the extremely powerful ammo mod to here, and swapping the AOE damage for AOE size has made this tier a lot more interesting. The ammo mod gives an absurd amount of ammo so its actually a solid choice here, especially if you take ROF in T1. Additionally AOE size allows you to pick and choose between direct damage, AOE, and ammo on AOE builds, as each has unique merits.
T4: Finally this is where I stuck all the weird mods lol. Originally it was very cut and dry, you take AB on direct damage, and AOE size on everything else, but the swapping of AOE size for AOE damage, and the addition of ROF scaling make the tier a lot more competitive. On AOE builds the latter two are solid choices, and on direct damage builds, all three help to increase DPS, leaving it totally up to personal preference.
I think further tiers to the memorial hall would be nice. After you promote everyone once, it never changes again. For example, I think, after you promote a few times, something like a personal statue of each class that you can customize with your cosmetics, which appears in the memorial hall of whatever server you're in, would be really cool.
Whenever you fight the heartstone you can see oil ores around the cave. so, what if you had to refuel while defending the drill? I think that would be pretty cool and make it a little bit more challenging
Started playing two weekends ago, so this is probably a repeat suggestion.
The idea of having one of the Engineers Turret Upgrades to be 1 Small Turret and a basic version of Bosco(needs a different name) but it cant dig.
You would have to set it up as normal but to resupply its ammo/missile you have to recall it.
PS: why can I not chat in the normal chat and it just chucks me to this channel instead?
Have the music played during black box uplinks and satellite uplinks be a swarm playlist as opposed to an escape playlist. Satellite uplinks are a bit weird with escape playlists given that you're not really escaping just yet, moreso fighting for your life like a swarm, not to mention the music just stopping once you're done, before it just starts again during the fuel pod refuelling, but of course fuel pods will continue the music afterwards so they're fine.
This game NEEDs some Dark Elves (Drows) Camp or Ambush and Driders (Human/Spider Hybrid) 😄
I've recently started playing more single player, and being unable to do the funny pings is kinda depressing.
The fix would require nothing other than splicing together already-existing voicelines
"Look here, Bosco! Mushroom!"
"Boooscooo! We're rich"
I know this sounds pretty dumb but what about a physical class?
Brainstorming some ideas for new primary weapons that would be distinct from the form factor each class has right now.
The form factor trends right now: Scout=Rifle, Engineer=Light Firearm?, Gunner=chainsaw grip bfg, Driller=chainsaw grip fluid sprayer
Scout
Cyber Shurikens. Small star-shaped blades with a slight homing effect. They have a progressive reload, like shotguns in TF2, where it takes multiple animations to fill the weapon. Might be thrown, or fired from a wrist-mounted contraption.
Engineer
Plasma Lance. A shoulder-mounted plasma weapon. When tap-fired, it produces a cone of plasma like a shotgun at close range, but the longer you charge up a shot, the more focused the beam becomes, until it's a long-range beam that can do a lot of single-target damage.
Gunner
Plasma Cannons. A pair of gauntlet-style launchers which lob gravity-affected plasma orbs, dealing splash damage at medium to long range. Biggest AoE of any Gunner primary but also lowest RoF.
Driller
Nanite Replicator. A rifle-sized launcher fires a canister of deadly nanomachines at a target. Then, the driller can hold down the fire button to laser-guide his nanite swarm around the cave. The nanites have a limited battery life, but are able to replenish it with enemy biomass. Once the swarm perishes, or if you just want to make it larger, hit R to load a new canister into the launcher.
Bio-Engineer All purpose Nanite
Or
BEAN
...
grenad for gunner.
This grenade let a cloud of nanite. If a dwarf stant in the cloud the nanite can heal him for a fix amount.
If a bug stant in it since the nanite are program to heal à dwarf. The modification the nanite do in a bug harm them. The deal the same amount of dmg as the can heal a dwarf.
Bean X 4 i dont know for the stats so if u feel like it you could add them.
have the class icons have a picture of the players dwarf of that class's head rather than the default image, but still having the coloured ring around it to show the class it would easier make it easier to recognize players if more than one were playing the same class
"All i got for promoting to Ruby 3 ||(or what'ever the max promo is ACTUALLY called)|| was this lousy t-shirt" armor set, gotten at max promo for a class. meant exclusively as a light joke.
(Note the armor set would just be like T-shirt with beer stains included and some casual attire pants. with like knee guards/shin guards... to say the least under-armored)
A biome that’s more overgrown and lush and green. Unlike the swamp biome it would have more light without any goo or anything and would have different types of trees (earth like trees that are less alien) and would in general be a more open cave maybe with more animals too idk
enemies that are a bit more spider-looking
Please buff Beast master. Steeve needs some love!
3rd active perk slot for 50-150 perk points
search bar for cosmetics, ive too many hats 
catalog/checklist for frameworks
Ik this has probably been suggested before but upgradeable flares would be nice. Just simple buffs like lasts longer or glows brighter, carry more of them, or even sticking to surfaces. I feel like I'm always out of them
When mods get automatically disabled, can we have some sorta button to press to re-enable the mods that were disabled? Just to save us the time of having to retick all of them.
Credit to @humble remnant the goober cause she inspired me to do it after her game just crashed
A bit controversial, but lead storm kinda sucks. And I don't mean meta wise, but fun wise.
So I suggest reworking it so it's actually worthy of the name "lead storm"
5x fire rate
triple the ammo
can't move while shooting
significantly less damage
longer overheat recovery time
slightly more spread
( Also tweak heat buildup )
This would make you an actual turret while being more fun and still sucking like the original oc.
Add another class fr
a perk that would let you carry downed dwarves on your back to get them to safety
knight helmet cosmetic
Active Perk: Mule Wrangler
"Ok Molly, sit! stay.... stay... I SAID STAY!!!"
Passively:
- The distance you can move away from Molly before she tries to automatically follow you is doubled.
- Molly moves 50% faster when you use "Call Mule" to place a marker for her.
Active: 2 minute cooldown- Hold down the "Call Mule" button, like Engineer Turret Recall, to have Molly teleport to your location (Stunning nearby glyphids).
- On Point Extraction/On-Site Refinery, this button teleports YOU to the platform.
I would find it cool if there was like a tuxedo cosmetic or a different suit or sum
New plasma rifle unstable overclock idea for the DRAK-25: volatile ventilation
holding down reload will release steam in a radius around you, and immediately cool down your rifle
the more heat you have built up, the more damage and range the steam will have
upon overheating, your rifle explodes, dealing damage to you.
overheating also locks you out of using your primary for 15 seconds after exploding
I think this would be a fun way to change up how the DRAK can be used and optimized, as well as be a great utility if the scout is either unexpectedly swarmed or needs to revive a teammate surrounded by bugs. Also yes this really is just Robo-Ky’s 6H.
A surplus bonus for gathering more objective materials than what was requested
Rework chance-based proc effects(on upgrades and overclocks) to be instead applied after a predetermined amount of hits
i.e. if a weapon has a 50% chance to electrocute, poison, etc. just have it apply on every second shot instead- removing rng
Button for copy/paste specific weapon look or loadout(mods + overclock)
Is there any use for those "star-points" after you got all passive and active perks? Maybe some exchange terminal for rare cosmetics
New voice lines for grenades referencing wizard spells.
I CAST FIREBALL- gunners fire bomb for example
ELECTIO CONFUSIM (Lure)
VICARIUS (Prox grenade)
RUPTIS PLASMONIUM (Plasma burster)
FILUM EXAMEN (Shredder swarm)
(credit to Rival tech fan for this list. )
A Few active perks to spice up the perk roster as the current Active perks rarely get changed around 4-5 of them.
Survivalist
Has up to 3 stacks that 1 is recharged each 5 minutes with a 2 minute use cooldown if triggered
When a attack would knock you down it will bring your hp to healing threshold (if below it'll just ignore the attack leaving at current hp) and your shield will instantly re-charge to max, increasing resistance to damage while your at it for 10 seconds.
No dwarf left behind
Gain increased melee damage, Movement speed, Resistance to all forms of damage and Double recharging shield speed (and shorter time before it charges again) when a dwarf goes down within radius (5m-10m) for 10s-30s
Only applies Lesser resistance while nearby downed dwarfs after timer.
has 4 charges to be used, after only passive stat works.
Conspicuous
Has 2-3 uses to Draw attention from all bugs in Large radius to you instead of your teammates, who will NOT leave you for 30s - 1 minute (aka above all else they'll prioritize you and will use all available means to get to you)
Passively increases the chance a bug will specifically target you over a teammate, larger enemies will favor you over your teammates
Rough stats and concepts, likely if added to the game will be fleshed out and cleaned up.
for the pumpkin season i would enjoy seeing skeleton costumes (or just a bunch of bones strapped to the dwarves)
whenever you complete 4 missions for a teammate's advancement, your own advancement gets advanced by one mission.
could be indicated similarly to player level.
obv wouldnt apply if its also your own assignment mission.
A variant of the dragon head with a beard flowing out of the mouth like fire.
An accessibility option for the boltshark where instead of remembering your last bolt type used, you always switch to your default one when equipping, and pressing the secondary weapon keybind again would switch arrows
Mini Mule companion instead of a Bosco, like the fellow Dwarves mentioned in Salvage Missions had.
Unlike Bosco it can’t mine, but the Mini Mule moves to wherever you laser point, collecting any fallen resource chunk it moves over. Either it goes to you when you ping it, or if you ping it or a deposit point it deposits the stuff it gathered.
It could also have a weaker version of the Bet-C weapons
Maybe an upgrade that gives it a chance to active either a short lasting lure or fear, or it activates if you point and right click it
An idea for a mobility tool. It could be something you find in mission like the Jet Boots, but I originally wrote this for a theoretical 5th Dwarf: climbing gear (two of the pickaxe looking thing specifically)
You use it by hitting Primary fire when against a wall and use wasd to move, and you stop/fall by pressing jump or getting hit. If you primary fire when not against a wall you swing them for small melee damage
Upgrades could be stuff like climbing speed and damage. Maybe one that lets you mine surfaces as you hang off the wall
If used too long they start to break from stress/strain, like overheat? Maybe four (sets) of them, and a final tier upgrade that gives fall damage resistance if they break
a plaguedoctor robe would be awesome for halloween
Not sure if someone has already said this idea but here i go. i got an idea for a mission where you have to repair a tank like vehicle by finding part's scattered around the cave and once it's repaired you got to go destroy four massive nests of bugs with the tank witch is player controlled and each weapon can fit a dwarf ROCK AND STONE1
Stubby owerclock idea
Electrocution capacitor rounds
when applying electocution on enemies, aditionaly they also get new stackable electrocution debuff that will deal 4 dps per stack and won't slow down, and when another electrocuting bullet will hit an enemy with this debuff it will add a stack and reset duration
+25% electrocution chance
-2 damage
-3 firerate
-20% ammo
This could be a fun and effective single target damage option that stubby lacks and it will come with decent crowd control. It will also work with tier 5 elecrtic arc mod for more crowd control
Maybe we could change the bonus on "Exhaust vectoring" for the minigun to be a +6 ROF increase, giving it just around the same DPS (current is 476, this would be 480) but with an actual meaningful boost to kill speed compared to what "a little more oomph" does, seeing as changing the damage boost for the sake of breakpoints doesn't seem to be an option for exhaust vectoring. EV has bad accuracy but at least with this, it would also be able to stabilise slightly quicker too, and cram out more shots per % of heat.
Unstable OC for “Leadstorm” 
Regenerative Overheat
When your overheat meter is red, you can press r to release all of that heat in a barrage of firey bullets. barrage duration increases based off of how close you are to overheating (min is 0.25 sec, max is 1 sec) after the barrage is over, you can begin firing immediately as the barrage drains your heat.
———————————————-
+ 4 damage in fiery barrage
+ 50% rof in fiery
barrage
all bullets are fire bullets in fiery barrage
————-
-2 firerate
-2 damage
+75% heat gain
cooling rate reduced by 50%
Feel free to tweak the stats
overclock for the lok-1 witch works with hawk eye turrets, the turrets attack the enemy with the most locks (unless you use that smart upgrade then the turrets would be smart too) dealing +1 dmg per 2 locks
Buff Bodkin Points Overclock for BoltShark (Scout's crossbow), only 3 targets with nerfed damage - its funny for red overclock.
Suggestion:
- Much more targets.
- Faster reload.
- Let it work on special bolts too.
- More damage (-75 damage, realy?).
Use any combination of written (not only some thing one), and it will make overclock more fun to use.
i know it is a-lot to ask for but i would really like a quick menu select for the space rig so you don't have to run around to each panel. this would elevate the repeat bug that prevents me from accessing the union panel.
some kind of exp buff for unpromoted classes after you finish your first promotion would be nice. it makes sense to drip-feed the first handful of weapon unlocks while greenbeards get used to the fundamentals, but if you focus one class and then have to come back and grind classes that don't even have power attack yet it doesn't feel great
Fun dwarf voiceline when collecting a resupply
"When a dwarf asks for a resupply, you ask how many"
Super omega mullet air style.
Hell yeah bruda !!!
2 huge monsters that hate each other slightly more than they hate dwarves; harmless until you either interrupt their fight, or one kills the other (leaving it weak enough to finish off.)
Being able to shoot nemesis once if he grabs you, and have a small meter on how much you have to shoot him before he lets you go
Some fun movement overclocks for the other two classes who didn't get one
(In reference to, Special Powder & RJ Compound)
Leadstorm
Unstable ☠️ | Blowback Rounds
Fired shots apply backwards (relative to cursor direction) force On ground (to a lesser degree) or In air
Backwards speed is increased as firerate increases
You can jump while firing
x4 Base spread
-50% Damage
-25% Firerate
+175% Heat Generation
"By using a little bit of extra gunpowder and routing the gasses forward towards the end of the barrel allowing you to use your shots to "Fly", this stresses the Firing pins quite a bit so we dialed your firerate down a bit."
Sludgepump
Clean 🥬 | Trampoline Compound
Puddles neutralize fall damage (if you land on them)
Puddles add fall distance to your next jump's height off the Puddle, this affect will be lost if you step off without jumping.
🟨 Puddles glow in the dark (Puddle alone only glows doesn't emit light) and are turned a soft cyan
"R&D snuck a little sample of a new mixture out for "testing" purposes, Originally for recreational use to be sold off as extra revenue. Made from a reactive material which when you apply force, once that force stops it'll reform back into its original shape with equal force, conveniently that means you can drop onto it and be flung back up at high speeds."
let strong arm have further c4 throw distance and perchance axes too unless it already does that in which case buff the throw distance on strong arm
be able to join a deep dive after you got disconnected from the server would be cool. Sucks to have your internet bug out after 3 stages of a deep dive
I have no idea about how game balancing is done or how it works but I feel that having a deposit thingy on the drilldozer would be kinda cool
Could a turret system be added to dotty. like the point extraction platform, set amount of ammo. 2 mini turrets on the sides, once that side takes permanent damage the turret is no longer functional
Have like 50 shots for each
HATS FOR STEVE, also turret placement on top of doretta
Please fix message when someone triggers the horde to display player information (e.g. [player name] called the Drop Pod!) instead of just displaying "Drop Pod inbound!"
It is hard to track which player triggered the Drop Pod without asking the peoples
Seasonal hats for Doretta.
Make tamed bugs roar when you rock-n-stone at them, like as if you were petting them
voice line from mission control when a supply pod or some other call down and things like the mine rigs lands on a tough enemy like opressor or Nemesis and thus kills them.
"Perfectly calculated" or something like that
a new addition for the lobby. like jetty boot but like space invaders. have it as a dwarf at the bottom and glyphid acid or web spitters as the enemies.
thought it could be a fun addition to that area
add a memorial for Karl. or some graffiti in his honour
New daily special beer
Lead Lover's special
"Nothing like shooting more bugs! This relatively modern brew will put a serious kick in your pants with it's distinct metallic aftertaste"
Resupplies give +70% ammo*
(versus just 50%)
*Not set in stone haha
Assignment missions for the longest while have been a factor that drives players away from partying with eachother so they can complete their assignments with the limited screen time they might have. Would be really cool if the devs could make it so that when partying you end up having common assignment missions to progress with together.
I want to be able to pet fellow dwarfs. Just like good old dudes therapy session that consists in punching shoulder and awkwardly smile
change the bending on the pipes in onsite refining so that they won't place in such a way that the rig itself could block riding them
edit: I know how to place pipes cleanly, I just don't want to wrestle with the pipe in order to make a sharp turn right at the start and have it deliver you to the platform so whoever put the greenbeard reaction you can go and try yo make a pipe do a sharp turn right off the platform
spitballer, portable, implant, ecosystem, tank,
Or SPIET 1
Secondary for Engineer
Ammo X 6
Each amunation is a small ecosystem canister. By puting them u force a small spitballer to grow in a tank.
Those spitballer are chamicaly modified to stop growing after a couple seconds, and all those modification kill them slowly so after a number of shots u Will need to recharge an other canister.
Since it smaller the Ball they spit are smaller too.
But we manage to upgrade the dna of the plant giving them many more option.
Tier1; fire element, ice or poison
Tier2; more ammo, AOE or rate of fire
Tier3; Spitballer grow faster or longer elemental effect
Tier4; more ammo, AOE dmg or after exploding the ball can leave an elemental zone
Tier5; canister contain a second smaller Spitballer or more Spitballer life time
The gun work by being a connection to the canister that contain the Spitballer. By sending electricity into the canister you can force the Spitballer to shoot.
Again i have no numbers but we could talk about them in discutions if u all want.
R&S
a new drink called "Karl's own recipe" that gives you a bit of everything and and also makes it so that every special event that can happen is a 100% chance for one mission, to counter the fact that this is OP, the drink will be costly as hell and also rare to the point that if you see it once chances are you'll not see it for at least a year or two
Subata: place the measly +1 blowthrough in t5b into tier 2 to compete with ammo and damage. Add a new tier 5 upgrade that causes frozen enemies to violently shatter and explode when killed, damaging enemies and spreading cold in a small radius
I like the idea of "Karl's own recipe" (on paper) But its a bit unbalanced and stale.
Here's some tweaks and stats that should balance it out more, also hopefully playing more into Karl being a near god entity.
"Karl's Own Recipe"
Grants all Daily Beer effects at once.
(OPT)Increased chance for Machine events / Special events
Brings you barely below the blackout threshold, and automatically locks you there (until a leaf lovers is drank which cancels all of the beer's effects, including the positive one, blacking out or dying wont cancel it).
Rare, You would likely see every other daily beer 5-10 times before it pops up ONCE.
Expensive, At minimum double the price of the most expensive Daily Beer.
(Also written more Cohesively)
blast jump with firecrackers
Hey again. Anyway,
New voiceline upon killing a Goo Bomber, Septic Spreader, Acid Spitter, Spitball Infector, and whatever other creatures drop goop that I'm forgetting about
"There's poupon everything!"
gilded mustaches!!
think something like the braided abundance mustache with little gems/gold at the end instead of elastics
A tinfoil half as headwear
Upon pinging the mushroom multiple times, it'd be hilarious if mission control would just say, in a very tired tone, "Mushroom." And that's it.
Let us pet the Bet-C
I need me a drg themed uno on the rig
unique class specific armor paintjobs for completing all of a weapon maintenance tier (or even just for every 6 done)for each season
even if it is just something similar to the weapon maintenance skins, though more unique class paintjobs would be lovely, they can be some of the coolest skins for each class
I feel like this would give further incentive to test out other weapons that you may not use normally for other rewards
More derelict drg machinery!
Broken bosco: old bosco's that where left behind rather than self destructing during the early days of exploring hoxxus. (They werent aware of charge suckers yet)
Can be fixed up and will act similarly to hacked patrol drones, chase around players and shoot at nearby bugs.
They will have a limited lifespan.
They will react to rock and stones but cannot react to pings or missile commands.
BB-Y (or bobby): broken down mules made for mining instead of fighting, used to acompany Bet-C's during the early days of hoxxus.
Repairing one will only give you a random crafting material, between 20-40, and some nitra.
Suggestion for a new Unstable Shard Diffractor Overclock (Name and stat suggestions can obviously be adjusted or changed for the sake of balance):
Name Suggestions: Neutron Star / Promethean Obligation
Cons:
Charge Time +0.45s
Direct Damage -25%-35%
Effect Radius -0.3
Pros:
- Neutron Star / Promethean Obligation
- 50 Mag size
Neutron Star / Promethean Obligation:
Hold Reload Button for ~1s to consume 25 Ammo and fire a (very) slow moving Energy Ball forward. The energy ball deals continuous Fire-DoT to enemies near it, explodes on contact with enemies or terrain and lasts for ~8s. (Base Explosion Damage ~ 150)
Firing the regular Shard Diffractor Beam at the energy ball charges it. Every point of ammunition absorbed by the ball increases it's size and explosion damage by 10% up to a maximum of 750% (So 25 ammo for the energy ball and 75 ammo for the max charge). At max charge the explosion should be similar to that of a Bulk Detonator.
Happy cooking.
Edit:
Some Extra Things:
The Energy Ball explodes early upon reaching max charge and will explode mid-air once it's duration runs out, regardless of how much charge it has. The explosion will just be a lot weaker and less cool without high charge.
probably suggested before but maybe steam marketplace support?
Dwarves are known to die CONSTANTLY in these caves. What if, (unlocked after a promotion or two,) you could make a saved game with a dwarf class of your choice, who starts at square one, and can only fail so many missions before they are not retrieved, and are, reportedly, dead.
new Darff: so what if me make darf a farmer he can plant plants that can heal you or kill bugs just like a engeneers turets and he will have a riffle simmlar to a scout(he will be mortly support for heal and help in missions)
more stereotypically feminine accessories could be really fun:
- a flower crown (maybe a seasonal hat for the easter event?)
- a beard braided with flowers in it (picturing something like Rapunzels braid in tangled)
- A little tiara headwear item
theres definitely a lot more you could do with it but yeah.
A version of the dragon hat with the scale brigade skin, unlocked once you have both.
More "Unknown Horror" variants to spice up Haunted Cave missions. (1 randomly selected variant to appear per mission.)
Slasher variant:
- Similar to a Glyphid Grunt Slasher, but moves and attacks significantly faster.
- Invisible in the darkness except at close range.
- Vanishes and relocates itself after taking a moderate amount of damage. Phases through terrain if trapped in an enclosed space.
Grabber variant:
- Behaves mostly the same as a Mactera Grabber. Unkillable, but will retreat when shot at (or when broken out of using Heightened Senses).
- Turns invisible while retreating. Becomes visible again when it starts pursuing a target.
A melee build for driller (or different character)
- a new primary: A 2 handed hammer with its own power attack and upgrade path
- upgrades for damage, atk speed, power atk radius, etc.
- works together with the vampire perk
- upgrade for life steal for more survivability
Add haz 5
Driller grenade
Jelly trap
We totaly forgot about this experiment, and we put it a side since we tough nobody would be foulish enouhg to bring a living dark hole in combat.
...
Seems like we forgot about drillers.
Nads x6
This blob grenade is a very hungry gellatinous traps.
It can stick to any surface, ground, wall or ceiling.
The blobs, do overtime damage when matter pass through it, slowing it at the same time.
After being feed enough the blob explode in smaller particule that Last for a small amount of time, slowing enemy.
The amount of particule created goes between 3 and 7. Those puddle stay for 45 or 50 sec up.
...
Again no dmg number cause im still learning but hey let me know what u would do, could help me for next suggestions.
if it wasnt clear the blobs dont move, they just exist where you throw them.
R&S
the M10
this is an obrez version of the M1000 that is always fully charged but has a higher recoil, lower clip size (in gameplay only), and is less accurate, its still a beast up close though and it will absolutely serve its user well
secondary weapon for the scout/driller, the idea of this mod is to make it so that the scout has a hand cannon to deal with bigger, badder enemies, when his drak or gk2 won't make the cut while also making sure that the player isn't forced to use the M1k for in place of the drak or gk2 while also having something that is capable of dealing large amounts of damage without needing to get too close to the enemy so that you ensure all of your shots hit
in the case of it being a driller gun, the gun serves to keep the driller from needing to use his flamethrower, C4, or grenades on big enemies unless they're part of a swarm
was originally going to say gunner secondary or engineer primary but the driller has the revolver and the coil gun while the engineer has all of his secondary weapons
Branching skills
General Idea: alternate upgrade tiers for skill that improve on parts other than the original, possibly branching off at different levels
Example with Beast Master:
Tier 2b: Able to tame an additional grunt (Alex)
Tier 3b: Able to tame an unlimited amount of swarmers and spawn (taming one will tame other nearby ones as well, all are called Tiny)
Tier 4b: Dealing damage to a swarmer/spawn has chance to deal no damage and to tame it and others near it (doesn't cause cooldown)
Tier 2c: Able to tame spitters, stingtails and mactera spawn
Tier 3c: Able to tame macteras excluding goo bomber and menaces
Tier 4c: Able to tame stingtails, praetorians and goo bombers
Tier 3d: Able to rebuild rival turrets, hacking rival bots takes one less step
Tier 4d: Rival patrol bots less likely to be fully destroyed, hacking the bots takes an additional step less
A visual indicator for the engineer's fall damage-reducing platforms;
We've all had that thought midair. "Is this platform I'm about to trust my dwarven feet with truly upgraded? Am I sure this will break my fall?"
Changing the platform's visuals could be something as simple as changing the platform's color, or even just the edges/other differently colored parts for example.
I do trust in my fellow engineers to use this upgrade, however the possibility always is in the back of my mind when I'm about to break my fall with one...
Sandwich stand/shop in hub. The descriptions hint at "sandwich storage" a lot and being able to grab a sandwich with your beer between missions would be fun
Would there be a way to get the grappling hook to actually attach to moving objects?
BORE blunderbuss as a secondary for gunner.
Could have the hability to be load with anything like rock and Stone.
Pressing x while bosco is holding something should make him bring it to me not drop it
How about when you rock and stone you can equip voice lines for your pickaxe to say like a robot is there or a part of a pickaxe will move when using it. Even if it’s in a supporter pack or high up in the FREE battle pass that I thank the devs for; I would love to have pick animations that I can watch wail running around.
Potted breather in the abyss bar
A Hot Potato game in the Space Rig.
A large, throwable ball or other object, preferably kept in or around the Abyss Bar. The ball has an invisible timer, set to a short but random time, that only counts down while it is being held by a dwarf. When the timer reaches zero, the ball releases an electric charge that downs the dwarf currently holding it. Pass the ball around in a circle and hope you're not holding it when it goes off!
Could be a way to choose who buys the next round, with the loser (after his friends revive him) paying up. Ideally, getting knocked out by the ball won't sober you up like the barrel hoop does.
Or order a round of drinks before playing, and the last dwarf standing gets to drink all four.
Or any number of other games you wily dwarves come up with!
Could have voicelines for when a dwarf first picks it up ("I'm arming the potato!", "Who's ready to get zapped?", "Time to chuck the spud!") and should definitely have a Mission Control voiceline clarifying that this is very much not an officially sanctioned DRG pastime and they will not be liable for any injuries you might incur and where the hell did that thing come from anyway?
If thrown into the barrel hoop, the scoreboard will display "Hot Potato".
"Big Dwarf" big boss bandana clothing item. If we don't already have one that looks like it
a fully bald option for the head, where eyebrows are also shaved off
dumb idea i had of a rocket launcher that shoots mini drills.
good for breaking armor and for mining stuff from hard to reach places
the family jewel
its a beer that turns you into a bitter gem
I think you should be able to bring Steve back to base
Or maybe you could give Steve a little hat or something
also tricone roller driller skin
Change the ‘Dark Morkite’ beer so that it also affects liquid morkite missions.
It is the only stat beer that is only useful to one mission, being morkite missions. It would be completely understandable for this beer to also work in oil refinery missions as this missions resource is still morkite.
To affect the beer, you could maybe make it so that the refinery process is much quicker during the mission, or even make it so that less breaks occur with this beer active. Whatever way to implement this, it would greatly increase the value of the least useful beer!
There are a bunch of reference hats, so maybe an Elden Ring reference hat
Whatever the end result would be of an Ommoran Heartstone getting infected with rockpox.
Would be kinda cool to have a modifier called like “overtime” or something like that. Where there would be more than just 2 objectives to complete. Like 2-3 secondaries and 2 primaries. Or something where there’s just a lot to complete. I know it’s kinda like the deep dives but instead of it being weekly and broken up into 3 stages it would just be one big mission. Idk how doable it would be but I think it’d be fun to have a huge mission with a bunch of stuff to complete before leaving
i am once again asking for Shallow Grotto appearing randomly in Deep Dives
A new more defensive game-mode where the team has to defend some sort of device from several waves of enemies similar to escort missions but stationary and more akin to a tower-defense type game would be really cool. It might incentivize players to build/dig things like trenches or bunkers depending on the surrounding terrain and really use the entirely destructible environment to their advantage. It might even give some underused weapons/overclocks a new niche (Stubby's Turret Arc/EMP oc's for example but there are plenty others).
Players would have to manage searching for resources like Nitra during down-times and then shore up their defenses for the next wave of enemies, There could also be a new ore that can be used to call down turrets instead of resupplies. On higher Hazard/Mission Length levels there might even be multiple objectives in different locations that have to be defended, having everyone stumble from Objective A to B trying their hardest to keep them functioning.
If done right it could make for a very hectic and chaotic mission type that is a whole lot of fun.
Edit: I understand not liking my idea but for those reacting with Caretaker: My proposed mode idea isn't even close to being similar to sabotage. Vs the Caretaker you have only 1 objective, instead of protecting it you have to destroy it and there aren't really "waves" except if we count the bosses 3 phases. And if you mean the hacking drones, let's be real those take like 30s. I want a real defensive mode that warrants actually manipulating the terrain to your advantage. A "protect the thing" mode that's long and difficult enough to really urge players to get creative.
Make a beer permanently alter your vision in missions? (if this exists then me dumb)
When playing with randoms the host gets a confirmation, when someone presses the button (all host has to do is just say yes or no).
I was just in a point extraction trying to separate a gold ball<crassus> and some idiot random pulled the trigger on the missions I'd love to have a confirmation (reason for downvotes? #suggestion-discussion )
Improve bossco’s AI to fire rockets, cuz as of rn if he doesn’t fire a rocket he will standby until he can, even if he is not remotely near the enemy pinged, he will try to “fire” a rocket.
Rare chance to say "Prepare thyself" when kicking a barrel
They should add more mission types
make dash base kit
(once perk rework happens)
(if there is still a dash perk it could improve it somehow like reduce cd)
we all know about bosco and we love him to bits that much is true but what about his sister? allow me to introduce to you, ADA
ADA is similar to bosco in that she assists the player in all things, but she does it differently, she attacks via fast melee attacks and instead of shooting rockets, she buffs the players pickaxe damage (both base pickaxe and the power attack) by 10% and she is able to pick you up a max of 6 times instead of 4, she is able to mine, carry, and light things but not as well as bosco can though she can be upgraded to be better at these things but still not as good as bosco when he's fully upgraded, as she is mainly for combat and support in combat, not mining
in summery, she's a more effective guard with her strong melee attacks, buffs and 6 revives than bosco with his guns, missiles, and 4 revives but she isn't as effective at mining or carrying
Make gold more valueable. Make it worth 5 credits. ❤️
would be nice to have a colour theme that fit with the lunar festival hats, like they have almost have all the colour of the dwarf, could just had green in the eye and boom, all four dwarf colour in one hat. now we just need the armor colour thats goes with it !
Upgradable drop pod?
Can we get a "Primal Blood-esque" Armor Paintjob? I've just gotten the weapon colors yesterday and I will probably never unequip it, it just looks too good (It makes the weapons look like the Monado/Veiled Sword and I like that). I'd love to have a matching Armor color that's a deep metallic red with those neon blue details.
q'ronar trainwrecker--biome-independent variant of the q'ronar shellback. instead of rolling around aimlessly, it focuses on a dwarf, charges a spindash, and rams into them at extremely high speeds.
More ways to manipulate the environment would be nice, like maybe some overclocks that change terrain in unique ways
What if dwarves say, "We are SO rich!" or "we're RICH!" when pinging a bittergem
(I know they already say it, I just meant for the saying to be greatly exaggerated in the case of the bittergem)
Give a matrix core to character you play on rn? I am engi main and all times I got gunner cores instead of engi
You will add a quest for MK6 armor soon. So, how about to make 4 assignments for each class and make all quests only for that class. I mean, you complete all missions playing gunner and get gunner armor, all quests on driller and get driller's MK6.
Scout grenade
Security. Hardware. intervention. Embedded. for Logistic. Defence.
or S.H.I E.L.D
Nads × 4
Once thrown this small disc fly in a straight line, searching for bugs.
If it meet a bugs Turn into a Thunder shower throwing electricity to the bug on those around it.
This work by creating an electromagnetic field in a cone shape that either way amplify shield or damage bugs.
Edit: the name should be change But for now i dont have idea.
This might’ve been suggested before idk but in the manual it says that the hive guard is made when it’s interrupted during the evolution process or whatever, so a new mission type that’s similar to elimination and industrial sabotage (I have 2 ideas for it)
-
You have to call down a drill that will drill a hole into the egg and you have to defend it like you would with hack-c, then some type of pump is send down that fills the egg with a corrosive liquid that pops the egg (big explosion) also there’s guaranteed one dreadnaught (any type) to spawn either during the drill or pump segment
-
Similar to the first one, but instead you call in machine that uses a laser to weaken the outer shell and then crack the egg open (be like hack-c where you protect it again. But it would have a paused section in between the laser and breaking the egg where you have to press a button to actually trigger the fight so you have some time to get minerals and stuff) then there would be a boss fight with this big dreadnaught
Possible names for this dreadnaught (I wouldn’t consider it the queen of ghlyphids)
Dreadnought overlord
what about a fungal spider that when killed emits a small cloud of spores that can harm the player?
I think a grenade sort of like driller’s axe that’s a hammer with high damage on hit that releases a 0-damage sound wave to stun glyphids in an aoe
One of my friends had this idea based off of this, for the first one there would be a timer counting up and depending on how fast you get the drill into the egg it changes the boss fight. Basically if you take too long to drill it (based off the timer) then the fully evolved dreadnaught comes out, but then the faster you drill it out the weaker it would be (still being it’s own dreadnaught version and strong, it would just be a weaker version of the final form)
Can we get a fungal cosmetics pack? Mushrooms and what not
There are some overclocks I use quite often, but others I never use at all. Maybe something akin to weapon maintenance for each overclock, but with one tier that unlocks a framework? Maybe they could look like how you would modify the weapon to use the overclock with, like sticky flames would have an extra sticky fuel tank, some of the ammo increasing ones would have a lengthened magazine, double barrel could have the end sawed off, etc.
Once unlocked, you could use them like any other framework, with any overclock equipped.
Perk idea: vile presence
Petting a lootbug makes it vomit up all its minerals and inflict it with fear.
(Atleast you dont have to kill them)
Trying a grenade idea again as I screwed up last time. Pressurized chamber: does low-medium damage and launches targets up, but has no friendly fire damage and can act as a pocket rocket jump in emergencies
I would love it if you would also be able to see the server name in the menu so you could find the lobby again if your bad connection kicks you or if the search works for both server name and Host name. Most people use custom server names and since you cant see them after i tend to forget them really quickly.
Ok weird passive idea xD
Perk name: its senses are based on movement !
While not moving and shooting you have a X% chance that the bugs ignores you !
Grenade idea for scout: neurotoxin throwing knifes.
Throwing knifes equiped with neurotoxin injectors.
Upon hitting enemies in un-protected areas, it deals a small amount of damage along side a short stun and a long lasting poison effect that slow and damage the affected enemy over time.
The throwing arc would be similar to the impact axes but it has a smaller hitbox. Hitting enemies in armored areas will deal significantly less damage and wont inflict the poison effect.
I had this grenade idea for a while but in hindsight its basically the boltshark poison arrow as a grenade, dont got high hopes but id like to hear opinions.
Make Jet boots stay on users throughout deep dives and maybe BET-Cs
Update/change the beer toss victory move so the tankard goes into the camera win screen
For April fools instead of a ghost bulk make headless ghost Doretta chase after dwarves with distorted Doretta noises. Ghost of all Dorettas left behind.
Can we have an option to give bosco / Lloyd some of our owned hats ?
I have an idea for a driller primary: the W.A.L.L combat shotgun. Essentially what differentiates it is that it has significantly more pellets that form a rectangular spread that has above average range and travels slowly when you don’t have the shotgun equipped
Have a Rock and Stone sequence.
Each person turn by turn goes
NOW... ROCK... AND... STONE
Kinda like Sea of Thieves' instruments where u all join together to make one sentence
earth quake warning
50% haz bonus if the mission is longer then 20 min,
after 20 min a series of cracks (like in magma core) follow each player for about 5 seconds and start up again after 10 seconds this repeats until the end of the mission. idk if this makes sense or not might edit later
What if we found a new variant of the heartstone and called it like "Dark Heartstone"( for example) and it had a blueish purple glow and coloration to it but it's a rare variant and it's also a harder boss fight to get it but once procured you then would get a Shard Diffractor upgrade mission to install the new crystal shard that outputs way more power and damage
A new gun for gunner called the smoke bomber would be nice and it would shoot a small ball that can set fire pheramone or poison to enemys depending how you spec it
More shotguns
A timeout mechanic where if you have lost connection you will have 30 seconds to reconnect (from tf2) and IF that fails you get moved to solo in the same cave
give scout a pistol (the gunners pistols and drillers one pistol work just fine for scouts secondaries so i think that it'll work out just fine)
Give us a helmet of Dorettas head
I want a scout ar (gk12 or something) overclock that like ejects whole clips in one click. I don’t know how to balance it but it would be so cool
Goofy alternative lines for pinging the Drop Pod.
"Does the front look like a face to anyone else?"
"I bet Drillers are jealous of this thing!"
"Ever wonder how it goes back up?"
"GET TO DA DROP POD!!!!!!!!!!"
"I kinda wanna ride were Molly is!"
Unstable OC
"Blunderbuss"
"Unloads the entire clip extremely quickly, but kicks HARD"
higher rate of fire
More ammo
massive recoil
you get pushed back a few meters every use
Greater spread
*thanks Blueender077
Should also add
greater spread
Another overclock idea:
Unstable Overclock for gunner’s revolver or maybe whatever the orb launcher is called.
‘Electromagnetic Rounds’
pulls both you and a struck enemy to a midpoint between you
electricity buildup
small damage debuff
after using 8 ammo you lose a small amount of of shield and get stunned
And special voicelines for when you pat dotty while wearing it.
Here’s my (probably) final idea for this, so the new mission type would play on the idea of a fully (or almost fully) evolved dreadnaught (The Dreadnaught Overlord) there would be a bigger egg (not huge but still pretty big) that you have to call a laser down in order to get through the shell and break it, while this is happening you have to defend the laser while also fighting off bugs and stuff (there would also be a very high chance for any kind of dreadnaught to spawn) once the laser is done it will stop and you have to click a button to proceed, when you click the button it will fire a rocket into the egg breaking it and triggering the boss fight. The thing that makes this mission different is that there’s a timer that counts up from 0 once the drop pod lands at the start of the mission, the higher the timer gets, the stronger the version of the dreadnaught that comes out (maybe 3 or 4 versions each being progressively stronger and bigger with some slight design changes) once the timer reaches a certain point (long enough to where you don’t just wait for it to get there but not too long that it never happens) then the egg will hatch in it’s strongest form.
The idea was kinda hard to explain, also I’m typing this is class so if you have any ideas or anything just ask me in discussions
On the last Sunday of every month, management throws an obligatory pizza party as a "Thanks for all the hard work!" (Getting the union off their backs) Does effectively nothing, other than putting a pizza box next to Lloyd that the dwarves can eat from, as they give half-hearted appreciation comments.
Make a deep dive about killing a full grown dreadknought
add a wide brim cowboy hat to the next battle pass and add a dlc pack that has wizard reskins for guns and armor
i was thinking about this a little bit for a few days now.
so we all know that dark morkite is a beer infamous for its use in only... a single mission, right? well, i thought of something.
instead of increasing the yield of morkite, why doesnt it increase the rate at which you mine at? it would make mining terrain and minerals faster. alternatively, it could increase the area mined with the pickaxe (similar to the power drills) which would have it to where it takes less hits to extract a mineral node/vein.
then again we already have alot of pickaxe-oriented beers (pots, dark morkite, rockys, slayers, skullcrushers) so instead of just increasing morkite yield it could increase the yield of nitra or something. although that would definitely be overpowered.
New Warthog OC:
FL4K System 
”Installing old loaders, chambers and just about everything else into your gun turns it from a regular shotgun into an industrial weapon of war! Just mind the weight.”
Highly increased pellet amount
One pellet will always be perfectly centred which will explode on hit
3x mag size
Very high recoil and massive spread
No full-auto and slightly less firerate
-30% move speed for one second after firing
I'm sure it's been said before, so before all you buggers put ♻️ on this post, I'm expressing my concept for the idea.
A new cosmetic slot for tattoos.
Having to put on a certain armor set for certain tattoos can mess with the vibe you're going for with a character. For example, the tribal tattoos on the Dawn of Dread armor are amazing. But, then you have to wear the armor, which doesn't always vibe with the other cosmetics you might like. Roughneck is easier to pair stuff with, but same issue can apply.
Second, that's the only tattoos we got. Roughneck, and Dawn of the Dread sets. That's 8 sets of tattoos, with only Scout and Driller getting a second, separate tattoo on their left arm in the Roughneck armor.
If we had a tattoo slot, we could mix and match tattoos from different sets to other armors and other characters. The jagged-toothed skull motif in the Scout's Dawn of Dread tats is extremely scary, but what if you wanted the wavy designs from the Engineer? This would also open up new cosmetic update ideas, with adding tattoos to new Seasons' Scrip tree cosmetics, overclocks, or even the Supporter DLCs. Wouldn't you want a shiny GSG logo on your Gunner's arm in gold or silver ink? (Edit; had an idea, could also make certain tattoos glow in the dark, and could be explained as using the bioluminescence of certain Hoxxes wildlife in the ink.)
Lastly, this would greatly affect the newish addition of sleeveless armor sets. Being able to drip out your character in new ink with the half dozen base game armors that can remove sleeves, as well as the four in DLC that have partially sleeved armors would be monumental. Add to that switching the classes' tattoos around, and add a few extras? Easily hundreds of new cosmetic combinations.
Enemies that look a bit more like normal spiders
🕷️
How about mini daily assignments which is just 1 mission like a mini daily assignment for matrix cores and other stuff
Make music with the help of a symphony orchestra and post it as DLC. I think the community will appreciate it
OC ideas:
Deepcore pgl: hot rocks
By replacing a portion of the explosive payload with a liquid flammable fuel, each shot will leave behind a burning pool of fuel, but due to the weight increase in each shell, the grenade velocity suffers, as well as the explosion itself
-slightly reduce explosion radius
-reduce explosion damage
-greatly reduce velocity
+Shell apply heat
+Burning area
Effect duration: 5 seconds
prevent bugs from rotating sideways during a basic attack, or at least slow it, sometimes it's literally impossible to get behind praetorians and dreadnoughts in solo missions even with dash
In the unlikely event that a nemesis stays alive until the mission's completion, it gets angry and spews insults at the dwarves as they're leaving.
Mount (Ziplines, pipes) should have the option of being a separate bind from Interact (Revive, catch items, deposit, start buttons, etc.). There's been enough instances where I've been trying to do one and it gives me the other because the two interaction points are right on top of each other to where I feel like having them separated would help.
(Revision)
OC idea: thunderhead autocannon.
Flak Cannon.
Each shell now comes equiped with a miniature proximity sensor that will automatically detonate the shell when close to bugs, to account for the fact the shell no longer direct hit bugs the explosive payload was increased and payload shell thinned out
-lose direct damage
+Alot of explosive damage and radius
+Flak system
Hovering over someone else's assignment mission on the map should show what assignment they're doing and their progress.
A dlc idea : business suits. Enough said.
Loading screen that shows the dwarfs messing around
A proper fishing hat with tackle and hooks
New Deepcore GK2 balanced overclock:
Pinpoint Magnets 
”R&D have been playing around with magnets recently, and installing a few in the barrel have helped your bullets reach a few more meters per second, although the magnets do alter a few other things.”
Tapfiring deals 1.7x damage, and pierces one extra enemy.
Your first shot every 0.75 seconds is always accurate, and deals high weakpoint damage.
Continuing to fire leads to higher spread, which takes longer to recover the more you fire.
Tapfiring firerate -25%
With this overclock, you can choose whether you want high-precision, high damage shots or if you want a regular, swarm-clearing gun.
Cat ear cosmetic, please. I really love cats. if there is one already please tell me
Can we have a DRG Board Game tie-in Cosmetic where each dwarf has their corresponding mini braided onto the end of their beard or mustache?
An option to favorite victory moves so when you pick random it only changes between the ones you like
Could you have it where the drill pod and the drill that gets the hearthstone could have some of there own cosmetics which are changeable by the server owner/host
Ok revision of this that makes it a little simpler.
First off to unlock it you have to complete an elimination mission on haz 4 (or maybe 5)
The mission would start off as normal and the main cave area would be bigger kind of like it is in elimination sometimes, there’s a bigger egg in the center of the map that you have to call down 3 pods _(essentially rock cracker pods)_ and defend it while it’s cracking, once it’s done you just have to hit the egg once with your pickaxe or shoot it to open it and start the boss
Evolution stages- there would be a timer that counts up from the start of the mission that would change the difficulty of the boss the longer it goes.
*stage one: would be pretty much a slightly stronger hive guard but bigger and with a different set of attacks
*stage 2 would be even bigger and stronger with the same set of attacks as the previous
*stage 3 would be the strongest version that is really big, and a new set of attacks from the previous ones _(maybe once the timer reaches a certain time like 30 mins or smth than it will just hatch without the cracker pods)_
I’m thinking it’s possible for dreadnaughts to spawn in swarms with a low chance but this mission type would also have a much higher hazard rate so you get more money and XP from it
make weapons in the spacerig something that we don't need to mod for because it sucks that we need to get into a mission if we wanna test our guns
The cost for the for the randoweisser is too high considering that it makes the game much harder
hear my out. fire turret for the engie.... less range than a regular turret but its fire. you can also do the same but instead with ice
You know how DLC Weapon Skins like the Decontaminator stuff have their own separate color scheme that can be applied on other weapon skins? I'm thinking, what if all the NON-DLC Weapons Skins also had a separate color scheme to be equipped on other weapon skins?
Example 1: the Milspec Weapon Skins all have a distinct paintjob to them that some might like to see on a Mechanized skin or even the Default variants. Imagine a Decontaminator "Bulletstorm" skin with the Milspec color scheme.
Example 2: The Default Color Scheme of a weapon such as the Scout's Zhukov Nuk17 dual-wield machinepistols would look fantastic on its other skins like the Mechanized and Custom Engineered variants.
[A better analogy would be how The Company Standard Pickaxe has a separate paint job associated with it.]
a literal suggestion box in the landing bay, that just instantly ejects any slips of paper put into it into space (or throw them through the fire hoop in the barrel minigame)
Improved platform physics, like closing the geyser or any thing like this, also should be nice to can do vertical platforms, it should help in case when driller come to pod In end of the mission and your team want to leave bugs behind
Bulk detonator-like Dreadnaught
New voiceline for ordering bosco to dig dirt, the "bosco help me with the minerals" isn't that accurate
alright you lugs, have a look at this:
 **"Warthog" Auto 210 Shotgun:**
**"Experimental Gunpowder"**
**Type: 🟨 Balanced 🟨/🟥 Unstable 🟥
(ig with this many stats, it would probably be unstable but who knows)**
"Management does not know about this overclock and it would be in your favor, that it stays that way... Upon ignition of this gunpowder, it will produce more gas and fire, due to the white phosphorus mixed in the powder, which makes the Warthog even more deadly and in a short range of the barrel exit, it will set anything on fire. literally. ANYTHING. However those shells have to be loaded very carefully, for obvious reasons... Also those Shells a bit lighter than the normal ones. Good thing R&D printed "Point away from face" on the boxes..."
 Stats 
1.3x Pellet Damage
+10 max. Ammo
Sets things ablaze within a 5m cone
1.2x Recoil
1.4x Spread
0.75x Reload speed
0.9x Fire rate
make the corrupted rebreather from the s4 pass not remove the "upper plate" of armour
A pickaxe shaft skin that's just an (inactive) satchel charge strapped to the standard pickaxe shaft, as a reference to the Satchel Charge exit glitch (y'know the one.)
Transmission Interception Event:
With a 5% chance, once the dwarves attempt to call the droppod, all transmissions from mission control are immediately interrupted, and no drop pod appears. The button on molly remains and can be activated repeatedly, to elicit confused/panicked reactions from the dwarves. After a few seconds an unknown voice appears over the intercom and mocks the dwarves, and the Transmission Interception Event with the following effects starts:
-Mission control will no longer announce anything, and cannot reach the dwarves. (Resupplies can still be called for gameplay reasons)
-A wave starts, but will not end
-A signal jammer appears within the caves, disable it to reestablish connection to mission control, who will be very happy and immediately call a droppod
-Grant 30% hazard bonus
-As well as one of the following effects (randomly chosen)
2 dreadnoughts spawn
An endlessly respawning Nemesis attacks, rival tech joins the spawn waves
Two random warning mutators are activated (excluding Cave Leech Cluster )
Five small lithophage meteors strike the map, one contains the signal jammer, the other are empty, infected glyphids join the spawn waves
One unknown horror spawns for each player
Nerf him as much as you need to keep it fair but I would donate my right kidneys for an Oppressor Steeve (Yes, I'm the same guy who posted the meme)
followup idea: you can use the Beastmaster perk to ride bigger Glyphid variants (like the Praetorian and Opressor) and command them. Getting off the glyphid will make it flee and dissapear. You cannot fire your regular weapons while riding the Glyphid.
You are not immune to damage while riding a large Glyphid, but the Glyphid will be the primary target. You'll only really get hit by projectiles or AoE.
Cannot be done while you have a Steeve. Gives you the same cooldown as obtaining a Steeve.
If we can enjoy some beers we should be able to enjoy some food too, implement a nachos machine to the ship please!
Since this game is mostly first-person, cosmetics are often used to show off to other players. Why not, while in the space rig, have our boscos fly around so we can show off their skins/colors too, before a mission?
bosco speed boost upgradde?
Redoing an old idea. Format taken from here. Give it some love.
 **"Lead Storm" Powered Minigun** overclock:
**"Long Range Mode"**
**Type: 🟩 Clean 🟩**
"By adding a specialized trigger and timing mechanism to your minigun, R&D have come up with something wonderful for the ammo-conscious machinegunners out there: a stabilizer that can be easily activated and deactivated in the field. When toggled on, your minigun will no longer fire until full stabilization is reached. The wonderful engineering-work means that you don't lose any functionality when switched off. The downside of course, when switched on, you'll have to stabilize fully before you fire."
 Stats 
❕ Pressing R swaps the Minigun to Long Range Mode.❕
While in Long Range Mode: Minigun does not fire until maximum accuracy is reached.
While in Long Range Mode: Since the minigun isn't firing, no overheat will be built up during this time until bullets actually come out of the barrel!
(Passive Long Range Mode
: When turned on, you don't shoot until you stabilize. It'll take longer to actually shoot bugs.)
Why?:
Gives Gunner an option to lean into single-target damage with his best primary for that purpose that isn't just "FUCK YOU MORE DAMAGE", and has a niche outside of mag-dumping into a Praetorian's ass when used outside of Elimination missions.
Still shamelessly inspired by Legion. I still miss you, big guy.
We love DRG for the procedural generation, the spirit of the explorer, the unknown in the depths. When selecting a mission already indicates its type and modifiers, most of the mystery is already lost. This is especially true for missions with a drilldozer and a data cell. They are very formulaic.
I suggest adding a mission - explorer or reconnaissance. Mark it with a question mark on the icon. How else will the corporation find out about the location of certain resources? After such missions.
This mission should be completely random, have maximum map difficulty and size. Duration 40-60 minutes.
During a mission, you may encounter several types of items from secondary tasks, or any events from the main tasks related specifically to exploration and collection of resources. Morkit, alien eggs, Aquarq. Modifiers are unknown.
That is, the dwarfs are engaged in reconnaissance and generally do not know what awaits them ahead and are preparing for anything! An hour-long adventure in a complex cave and complete uncertainty!
Bonuses are awarded for each collected item and all minerals are rewarded! Items are not marked on the map, there is no need to collect them all, the more you find, the greater the reward.
The final evacuation event can be triggered upon reaching the final cave, where there are a lot of resources.
Once again, the main thing is complete unknown, a huge cave and a lot of minerals as a gift.
A random mission button, like the randoweiser. completely blindly selects a mission, tells you NOTHING about the mission until your ingame. the mission WILL still be a mission already generated on the map just you get no info on what mission it will be (or it could be a completely unique mission but i think it'd be better to do random already existing mission).
OR it could be selected separately to hide the mission, two buttons. one for random mission and another for hiding mission details (biome, secondary & primary, mission type and modifiers). haz stays for obvious reasons.
TL;DR: random mission button + hiding mission details. (tells details once in mission)
Thinking about a full-fledged separate terminal with guilds. That would be better than small screen on the wall... right? 
warthog unstable oc : halo
whenever you fire it it shoots a halo combat evolved warthog, driving included
ADD VERTICAL-ONLY MAP GENERATOR
One of the new perks should be increased pickaxe damage while in the air, I want to market garden a Praetorian.
OC idea:
Drak plasma carbine: rubber ball
(yes its basically just impact deflection but different)
trough a small addition to the internal component of the rifle, each ball now has additional mass making them slightly follow the laws of gravity, and they also react violently when contacting any surface, pushing themselves away
+4 projectile bounce
projectile are affected by gravity
-2 damage
1.3x spread
boss/event suggestion part 1:Beelzebul the planet eating loot bug.
Phase 1:normal faze
attack 1:mineral breath:beelzebul charges a breath attack,once fully charged,a breath of mineralsis shot is a horizontal movement,only escape is hiding behind rock chunks
attack 2:shrapnel shots:beelzebul shoots 3 big chunks of minerals at random spots,each chunk exploding on impact to the ground or wall.the explosion creates small chunks of shrapnel ore around the explosion,the attack has a charge before it activates
attack 3:spick slam:beelzebul will chose a random part of the battle field,there are three parts on the battle field,each being a rectangle,once chosen,beelzebul will slam into the part,creating a wave of spikes in that rectangle
attack 4:loot bugs UNITE!!!!:a sworm of barbed loot bugs and mineral cannon loot bugs will charge the dwarves.These loot bugs are the product of the loot bugs retaliating for the death of there brothering,they are not friendly.
attack 5:Beelzebul will get closer to Hoxxes lV.a bunch of red areas will appear on the battle field,after a few seconds,anyone standing in the red areas will get clawed by Beelzebul.
After surviving long enough,a large groupe of space rigs will appear,they will then send a barrage of drop pods at Beelzebul,dealing 25 percent of his hp.
part 2:After this,phase 2 starts
phase 2:retaliation
after the attack,beelzebul will destroy the group of space rigs.he will then turn his focus to Hoxxes lV once again.Now with a few new attacks along with the old ones.
new attack 1:Storm of spikes:after a long screech,multiple large red markers will appear, a few seconds later,Large mineral spikes will fall in the marked areas.
new attack 2:morkite geysers:in marked areas,Beelzebul will stab there in hoxxes lV.After a second,large geysers of liquide morkite will shoot up,burning and launching anyone.
after surviving long enough,he will stab one of his arms into hoxxes lV,the arm gets stuck in the proces.A few seconds later,the large groupe of destroyed space rigs will fall from the sky,slaming themself into the now trapped beast.dealing 50 percent of his Hp.after this he gets unstuck.starting phase 3.
phase 3:desparation
Beezebul is now desperate,adding 3 attacks.beelzebul will only use these 3 for the final phase.each attack is used in order and only once.
Final attack 1:CHOMP CHUNK:Beelzebul gets enraged that these small dwarves keep evading his attacks,he recks half of the playing field by ripping it of and eating it.
Final attack 2:meteor spit:Beelzebul sucks in a large amount of rock and stone,after a few seconds he shoots a meteor,any death is now permanent(by the way,in the erlier phases,you have 3 lives,if you loves them all,then you have to wait 3 minutes before respawning),you can still spectate after losing all you final three lives,losing all your final revives will reduce you rewards.
Final attack 3:final eye:Beelzebul opens his final 7th eye,a circuleur zone appears,any dwarf in the zone will get damaged.but after this attack,Beelzebul exhausted all of his energy,leaving him open to the final hit.
Final cutseen:as Beelzebul collapses on Hoxxes lV from exhaustion.the dwarves watch as a huge swarm of Doreta’s that finally got the armour upgrade charge forward to Beelzebul’s 7th eye,dealing the final hit.Beelzebul is finally defeated,but not dead,beelzebul retreats to a far planet.as the battle finishes,you can hear a gunner say
-DORETA FINALLY GOT THE ARMOUR UPGRADE
.after the gunner speaks, a scout is heard saying
-MAYBE WE WILL FINALLY GET DOES KNEE PADS.
As a small groupe of drop pods arrive to return the dwarves to there respective remaining space rigs.The dwarves arrive to a large reward.(Dwarves who died in the final phase will not get as much creds.)
Mission idea: **Motherlode **Missions. Very rare mission type that has supremely high mineral rates. Lots of just about everything!
The caveat? It's directly in the path of a super swarm. You've got 5 to 10 minutes to mine whatever you can (plus whatever side missions) before the dropship pulls out. The longer you wait, the more deadly the swarm, to the point it's dropping Oppressors, Hiveguards, Arbalests, Lacerators, even Detonators and their Crassus variants.... and maybe even an Unknown Horror just to piss people off. 😏
A secret achievement for Rock and Stoning a collective total of 1000 times in a mission with your fellow dwarves
Please add the option to overwrite save files between other saves
I made the mistake of creating new save file which my current game switched to new save file and the Main Save cannot be deleted, its progress is also behind compared to new save.
when a dwarf with iron will is down and everyone else is in the pod start a 10 second timer for the dwarf to get up so people don't have to wait for 5min until the pod timer reaches 0 because someone with iron will decided to afk as soon as the pod is called.
Just have the resupply fill up your flares already
Suggestion:
New non-Daily Special beer type: Suicidal Steinbier. Name may need work.
Effect: Instantly kills the Dwarf that drinks it and respawns them in their medical gowns.
Why:
1: Comedy.
2: For the Dwarves out there that want to go to Hoxxes in their boxers, here's a way to do it! (Shockingly, no, jumping into the Hoop doesn't respawn you in the medical gown.)
Very minor and unimportant change but for the decontaminator set change the colour on the armour so that the colour of the underarmour is white. For some reason its a horrible green colour right now that isnt shown on the colour swatch icon and doesnt match anything else in the set, all the other colour swatches for the guns, pickaxe and bosco are mainly white with orange and blue accents with absolutely NO GREEN. The green simply doesnt fit and blends with the blue too much.
so we have cave leach clusuter, why not spitballer cluster too?
Add a mech like a robot dwarfves can get into to wipe out hordes but it will cost 150 nitra for each robot and you can refill its ammo and health with resupplies this would be a dun factor to the game of course has to be balanced
Gnomes should be a propaganda depiction of dwarves in the game
We must be able to use bigger mules as seen in the space rig, perhaps for a mega mission similar to industrial sabotage because it's longer
I came up with an idea of a horde mode if it's interesting
so basically, it's the setup for the Salvage missions
on a routine mining expedition suddenly your Drop Pod gets hit by an EMP from rival tech, with MC panicking not knowing what to do. when you land, instead of regular mules, every dwarf has their own mini mule.
"but the caves will run dry of resources in no time!" hold on.
bugs, and lootbugs, drop valuable minerals that quickly weigh down the player and they have to deposit in the minis constantly. the amount of minerals stored away begins to act like a currency to use in-game during the horde missions for purchase of different upgrades throughout the horde mode, all bought at the drop pod.
"what about resupplies? surely you'll run out of ammo eventually"
well, sometimes MC will reestablish contact with the lost mining team and send down a resupply pod, free of charge, that allows them to fully restock their health and ammo supplies. but there's a catch, a team-wide challenge has to be completed in order to unlock the resupply.
when it comes to waves, you can either go for the "true" horde experience of unlimited waves, or what Killing Floor does with set waves that get increasingly difficult (5, 10, 12), with a final boss that allows the dwarves to escape
A bosco skin which is less bosco and more just doretta's flying head with some limbs, perhaps a reward for not leaving her behind on a solo mission
I'd like to see a system where you can accessorize Steve. There could be small but cute things like a wig, a necklace, cool shoes, abdomen tattoos, hats to things that are potentially more useful like a turret mount. Could vary depending on class and could require special crafting materials that are found and used in-mission.
Also, in addition to the interaction where you can pet Steve's head, there should be an interaction where you pet Steve's abdomen.
I've been looking at a certain Unreal Engine feature for a while now and I was imagining what it would look like in Deep Rock Galactic. You may or may not be familiar with it but it's called motion matching. It basically takes character animation to a whole new level, making it way smoother and more realistic. I do think it would be difficult to implement, needing to create all of the poses and animations for it but I do think it would make missions and just interacting with other players in general a whole lot more immersive. I'm not entirely sure if it's supported in UE4 but I know a demonstration for it in UE5 can be found here: https://docs.unrealengine.com/5.3/en-US/motion-matching-in-unreal-engine/
Sludge pump OC idea:
Volatile goo
-Unstable-
"Upon lighting the goo on fire, it explodes with the wrath of 30 mighty dwarf hangovers!"
(Since we know the sludge is pretty much dwarf poop, it would make sense to be explosive due to the sheer amount of alcohol inside)
goo explodes upon ignition
larger fragment count
significantly less direct damage
longer charge time
players can pet molly if they press the interact button on her headlight
My friend had this awesome idea to add a firing range in rig to test out loadouts with maybe ability to commit some dwarfy (drillers would know) antics
N.o.v.a
Net. Orbital. Vacum. Arsenal.
Gunner grenade
This grenade creats an implosion, dealing a small amount of dmg, after imploding the grenade keeps a vacum effect for a small amount of time and then explode for an other small amount of dmg.
Warning this can attract dwarf too.
Im new here, sorry if this has been asked before. I would really love it if the engineer-platforms would deploy faster.
Reason: The deploy animation is always finished earlier than the falldmg reduction gets active. I can never guess right when its safe and it has let me down on many unintentional falls. (Disabled inertia inhibitor can only help so much, and it also takes ages to be ready to shoot when selecting the gun)
Pet drilldozer when it drilles, as well when it is in the droppod
A Shooting Range for testing weapon upgrade, very original I know
New Beer: Holiday Hangover
Description: "Even management allows us to enjoy the holidays. With this extra alcoholic batch of eggnog, whipped cream, and a ginger bread man on the side, this will get you in the Holiday spirit for sure!"
Price: 75 credits
Available only during the December holidays.
Appearance: Holiday Hangover is in a green and red mug. Instead of beer foam, there is whipped cream, and a gingerbread man on the side. Dwarfs will eat the gingerbread man before drinking.
Order Quotes:
"Happy Holidays fellas! Round of Holiday Hangover on me!"
"Ay Loid, round of Holiday Hangovers please."
"Christmas, New years, whatever ya celebrate, Let's wash it down with some Holiday Hangover!"
"Round of Holiday Hangover, and can you put Extra Whipped Cream in mine?"
"Let's get merry! Round of Holiday Hangover please!"
"Let's get festive with some Holiday Hangover, ay lads?"
Matrix core:
after receiving all overclocking modules, instead of issuing an empty matrix core, issue 1 more cosmetic core
and make a similar system for Cargo box and lost package
Hurl-4
Hyperkenetic unrestrained rubber launcher 4
Or
Hurla
Primary for Engineer
We created small computers ammunition capable of controling the bugs for a small amount of time.
The only problem was To find a way to launch them, since they can not be expose to explosion. Thats where the hurl-4 come in handy.
Those small computers or BB, Brain Buggers, give To Engineer control over the bugs that receive it.
For an amount of time, this bugs can Attack others. Only problem the computer can fry the brain of the bug over time killing it in the process.
Tier1: More controled time/ More fry dmg/ Quicker brain connection
Tier2: More ammo/ Armor breacking / Hacked bugs
Tier3: More fry dmg/ Hacked bug( the bug do more dmg)/ More controled time
Tier4: Self destruction (hold R)/ More ammo/ Hard shell(the computer is retrievable once)
Tier5: More controled bugs (max: 2)/ Can control one special bug
Again I dont have any numbers or stats but, I'm sure someone can help me with those!
R&S
Suggestion:
Let us Shout with the Terrain Scanner out.
Why:
1: To let other players know you're not just AFK if you're really far away and checking your scanner.
2: An alternative way for Drillers to get people's attention for the Drop Pod tunnel besides pinging the rock a thousand times.
Line suggestions:
"Lemme work this out..."
"Measure twice, dig once..."
"Where the hell am I?"
"Where did everybody go?"
New armor pack inspired by dwarves of „the first age” to go with the skull cap and heritage miner. The armor would look scaly (kinda like gunner mk5 suit) and have bear skin on the shoulders (thats just my suggestion, its up to boys in gsg to decide)
An idea for a thunderhead overclock: Super feeder, increasing the max ROF by 4 and increasing base mag size. but with all that extra firepower, you can only move at 10% speed while shooting,reload time is increased to 6 seconds and it takes 20% longer to get to max ROF
I have been wondering a bit about the promotion rewards.
Wouldn't it make sense to have rewarded OC and cosmetic tied to the promoted class if possible?
Haven't really been sure of where to ask this. Or if it has been answered already.
"Thunderhead" Heavy Autocannon OC: "Matroshka" shells
OC type: 🟥 UNSTABLE 🟥
STATS
Main shell after making contact with any surface will explode into 10 smaller shells (in radius of 10) that itself, deals 20 damage on impact
Smaller shells will explode into 2 consecutive explosions (in a span of 1 sec), first one will deal 20 damage (in area of 0.5) and second one will deal 15 damage (in area of 2.5)
Massive decrease in firerate
Massive decrease in accuracy
Every shot will decrease accuracy even more
Massive decrease in magazine capacity (total of 33)
First shell will not do any direct damage
AoE damage of first shell is decreased
Idea inspired by the shoot-downable Septic Spreader projectiles. I think it would be cool to be able to shoot the Sludge Pump charge shots with the Subata or be able to manually make it scatter in the air so you can make it rain goop on the bugs.
Мissile system "Hurricane" OC: Buckshot rockets
OC type: 🟨 BALANCED 🟨
STATS
While rockets mid-air, pressing R will explode them, dealing AoE damage and unleashing 12 pellets (each pellet: 0.5 dmg) in high-mid accuracy
Medium increase in rocket turning rate
◻️ Pellets will shoot in front of the rocket
Small decrease in explosion radius
Medium decrease in rocket speed
an extra reward when you hit battlepass rank 200, like a gun color or smth
Maybe an additional line for when the terrain scanner gets updated with the location of the animal statue? I was so confused and thought the game was bugged and discovering lost packs. Y’know like “the terrain scanner just got updated, lets go find that statue!”
removing rng on promotion, its a character specific event and i just got 2 driller overclocks from a gunner promotion
new mission infected factory a mission where there is a factory which was used by drg to produce boscos and other bots such as betc and molly which now has been corrupted by rockpox on this mission you have to fight multiple infected bugs ,robots and modified bugs which now not only are corrupted by rockpox but also were modified by the factory to have turrets on them and some other drg tech . Dwarves get sent there to both defeat the rockpox factory and collect a computer containing the ai which originally was supposed to control the factory also there could be a new boss called abomination basicallt a bot/rockpox titan containing some of the tech creating a look of a deformed dreadnought(factory was made for earlier expeditions because they thought it was safe)
upgrade for engis platform gun that gives it bouncy platforms
What if the grapple hook pulled bugs to you?
Hurl-4
Hyperkenetic unrestrained rubber launcher 4
Or
Hurla
Primary for Engineer
We created small computers ammunition capable of controling the bugs for a small amount of time.
The only problem was To find a way to launch them, since they can not be expose to explosion. Thats where the hurl-4 come in handy.
Those small computers or BB, Brain Buggers, give To Engineer control over the bugs that receive it.
For an amount of time, this bugs can Attack others. Only problem the computer can fry the brain of the bug over time killing it in the process.
Tier1: More controled time/ More fry dmg/ Quicker brain connection
Tier2: More ammo/ Armor breacking /Laser pointer ( can select a target)
Tier3: More fry dmg/ Hacked bug( the bug do more dmg)/ More controled time
Tier4: Self destruction (hold R)/ More ammo/ Hard shell(the computer is retrievable once)
Tier5: More controled bugs (max: 2)/ Can control one special bug
Again I dont have any numbers or stats but, I'm sure someone can help me with those!
Phero = many bugs killing one bug
Hurl-4 = controled bug trying To kill other bug
Not the same
A lootbug petting zoo on the space rig.
Valentines Day event idea I have been thinking about and shopping around reddit with. It isn't totally thought out but I think it could be fun and thematic but not necessarily realistic to add into the game.
Valensteins Day, the time we celebrate the legend of the great dwarf Valenstein, who embraced intoxication in all of its forms.
Some say during this time small creatures named Brewpid fly about the caves of Hoxxes IV, they look like small flying dwarves but armed with hammers, perfect for smacking Deep Rock employees with. Unfortunately, this makes them a little more amorous as well as a little more intoxicated with each hit. The higher ups want you to contain these creatures for study so be sure to deposit them into the m.u.l.e. when you finish... grounding them so we can give you a nice bonus to your Performance Points at the end of your missions.
We also thought to decorate the space rig with the influx of cash from this kerfuffle, complete with glamorous rock candy treats and some confetti and some shi--- erm decorations. (I have no idea how they would decorate the space rig)
During this time we could also earn pink and cutesy cosmetics for the more pretty inclined from the event assignment.
Could there be an eyebrow option where they're just shaved off? I would like to cosplay chatacters like Akuma and Leo Whitefang, and they do not have eyebrows
Impossible ! No one ever suggested "I will be back" and "Asta la vista baby" as voicelines for the Nemesis death
Although a copyright infringement might be possible I don't know
Still waiting for more perks to spend my stars on. It's been at least 2 years since I've unlocked all of them and I have a barrel full of stars I can't spend. 
Fall resistance perk
Merch Suggestion: Olly Oaf Beer Plushie.
Suggestion:
A small credit bonus for reading the Miner's Manual cover to cover for the first time advertised in the pause menu, and on the Miner's Manual terminal. Call it the Orientation Pay.
Why:
To encourage fresh installs to actually read the damn thing. The Manual isn't perfect, but it's a hell of a lifeline when you're still figuring out how to play. Unfortunately a lot of new players:
- Don't bother,
- Don't know it's there,
- Don't care,
- "Would rather learn by doing than reading" (actual Greenbeard quote after being asked "why didn't you read the Manual" over not understanding basic gameplay aspects)
So a small incentive to actually read it would help in making them actually read it.
some voicelines or something that tell the player point extraction gets harder with time, ive seen too many newer players unaware
have the special beers require brewing ingredients that are not just barley bulbs, the other brewing ingredients are not relevant in a practical sense right now
Suggestion:
When it "rains" during a mission, have the dwarves passively complain about the "blasted rock piss!"
Subata OC idea:
Crystal Pistol
One day, a drunken Miner had the bright idea of putting ice cubes from the Abyss Bar in his handgun so he could cool the Glyphids' blood. Then it WORKED.
(+) Rapidly accumulates Frost on the first target
(-) Bullets fly in an arc (they had to remove the gunpowder to not melt the ice bullets)
(?) No damage to Frozen enemies...Because they go right through 'em. (Does not consume pierce)
Might have been said before but I'm not sure.
Depending on how much gold is in a gold chunk, it would glow stronger or weaker.
For example: A gold chunk with 10 gold would glow slightly brighter than a 5 gold chunk.
That way you can easily determine if its worth it to jump down that hole and grab that gold you see.
Same thing would apply to any material.
When searching for headgear in the customization menu, there should be a filter that filters out headgear by what the customization restrictions on them are (i.e. Industrial Visor being filtered out if someone wants headgear where they can wear their mustache and sideburns).
make it so engineers get a buff on reparing things
Suggestion:
Give refinery pipelines variable construction times depending on the length of the section. So a longer single section takes more time to build than a shorter one, which is faster.
Suggestion: make it so you can unlock skins for molly
Two potential ways to improve Supercooling Chamber.
Suggestion 1, 🤮:
merge it and hoverclock and leave all stats exactly the same so you have to take scc if you want hoverclock this is very good and balance rock and slash or stone
Why:
why not
Suggestion 2, 🐴:
Enhance the effects of your T5 mods.
Hitting Where It Hurts: Base Stun duration goes up to 6 seconds and ignores Stun resist.
Precision Terror: Proc Fear on all bugs in an 8 meter radius and ignores Fear resist.
Killing Machine: I don't know why you'd do this, but your faster reload be even faster. Yay?
These could probably be tweaked, this is just the general idea.
Why:
SCC is more balanced than it used to be, but it still feels weak outside of trying to do a billion damage when you shoot a Grunt's mouth or a Prae's ass. This would give it more power without being an outright "MAKE IT DO MORE DAMAGE" buff.
I had an idea for a scout primary while I was getting ready for bed, and will now speedrun getting this concept into suggestions before I sleep. Here is (low quality) concept art: #fan-art message.
I don’t have a name for this, but it’s obviously a scout primary.
Anyways, mechanics:
- 3 second charge period during which you can lock on to one target.
2)once a full lock is acquired, a beam of electricity will connect between the player and the target. All enemies caught in the beam will have electricity applied. The target will also get electricity, and take significant DOT. - the beam will last until the player releases the fire button, the target leaves the guns scan angle, or the gun runs completely out of ammo. Once the beam stops, the gun will enter a medium length “recalibration phase”.
That’s kind of it
Also I think a cool overclock could be one that causes the target to ragdoll and be floated around to wherever the player aims. Probably at the cost of ammo cost per second fired and functional range
countersuggestion
show the manual entries for current
- warnings
- biome / typical enemies
- mission type
on the loading screen in a way ppl can read through them, until they manually close the menu.
could be semi transparent to see when the droppod opens
New perk
Name: Bug Kicker
Type: passive
Effect: Upon killing a bug with a pick attack you automatically kick it in the direction you're looking dealing 10%/20%/30%/40%/50% of it's max hp to anything it hits in melee damage atributed to you
I want a perk that makes my dwarf glow-in-the-dark.
I would love to see some more passive creatures in the caves. Imagine a little ape fellow in fungus bogs, or a frog like creature in the dense biozone. I think things like that would make the game feel more alive. (:
Hey everyone
As a former greenbeard, the first thing I remember wanting changed is contract clarity
This is a very short-lived problem, but when I first started playing engie, I got the level to start the stubby assignment. I saw it, but the weapon looked like a scout weapon to my TF2 player eyes, and I didn't bother try to unlock it.
I think one line saying what weapon is for what class on assignments would be helpful and easy to implement.
As I started, I constantly walked back to the season terminal to check what class each weapon belonged to, as it said so nowhere else.
Maybe add a line in statistics that tells you how many OCs you found, on top of the ones you crafted.
Suggestion:
For Season 5, have class-themed Platinum pickaxe paintjobs (red/platinum, blue/platinum, green/platinum, yellow/platinum) to match the Platinum armour and weapon paintjobs from Seasons 3 and 4.
Full sets are always nice.
Probably it was already mentioned, but I think you should have the option to reroll one of the missions in an assignment, similar to how you can reroll the dailies.
it is non-sense that regular bugs can't get into the gunner's shield, but robots and q'ronars can. can we change it?
also - let's increase the frequency of the geyser so the break between bursts will be shorter then the time of reviving a dwarf (i refuse to elaborate further)
I am once again asking for Shallow Grotto content, added to the map for missions or as a random stage replacement in deep dives
Would be funny if there was an achievement for bringing Doretta's head back during escort duty.
Suggestion:
Could there be any achievements for collecting the DrillDozzer's head at the end of the 'Escort Duty' mission
Individual tutorials for new players for each class, highlighting their utility and motion tools, with a small horde at the end to show the class' combat options
A sound cue 1-2 seconds before the Gunner's shield generator collapses.
An optional detail to have you/your teammates covered in glyphid blood after a mission. The amount of blood increases with kills
Suggestion: A stealth based mission so that the toggleable headlamps finally have a purpose to be used as off
I know that this is asked for death, but I wish that there was a 3rd deep dive that resets like regular missions, but does not give overclocks/cores
Animate the bullet belt on the Heavy Auto Cannon so when you're shooting it actually feeds into the gun rather then being stationary
Scarf cosmetic - like the masks that already exist in the game, so would fill the beard slot
Re add the bug on the LOK-1 where if you used your pickaxe during the inspect animation, the eye would keep floating and doing the animation
What if the mini mule primary mission also becomes a secondary target, As the mission states that other dwarfs lost their lives there and there would only be like 1 mini mule there. ?
Pretty simple: A way to forge multiple cores in the forge. I've got a bunch of Skins and Accessories to forge but don't have the patience to individually click through each and every one of them. Would be nice if there was a 'Forge All' button or just a way to select multiple to forge at once.
when missions rotate, there's every resource available (i.e. for magnite, there is at least 1 out of the 4 locations it spawns in)
I'd love more ambience in the caves, an echoing drip of water, stone rumbling, distorted bug screeches, maybe some sound similar to minecrqfts cave noises and lethal company's paranoia sounds
A mission modifier wich give you a pretoria steve for every dwarf with the perk if no one has the perk u get a bet-c or some patrol bots(depends on missions type).To "balance" this there barely any nitra or resources in the cave. The idea is that its a used cave youve already been to.
Firing range to test out OC's and guns combos on different targets
Plus point if it has option to see all OC's that gun has, and try them out so you could have an idea what particular OC is all about.
"jar of beard oil"
collectible, like err cubes. does nothing.
Event Concept: Cross-Biome Invasions
Hoxxes IV and its incredibly competitive ecosystem should allow for numerous bouts of infighting between biomes and their inhabitants, so let's turn it into a mechanic!
An announced swarm has a 10% chance of being replaced by a Cross-Biome Invasion Event (CBIE). A CBIE usually takes the form of a hazard not native to the biome you're exploring, but rather one from an adjacent biome. Refer to the image to see which biomes are susceptible to which invasions!
Now for the actual contents of the invasions:
Azure Weald - Triggers a swarm. Grants Magic Hole effect for all creatures and dwarves in the cave system for the duration of the swarm.
Crystalline Caverns - Triggers a swarm. Electric crystals erupt from the ground in the room with the most players, lasting indefinitely.
Dense Biozone - Triggers a special swarm of Naedocytes
Fungus Bogs - Triggers a swarm. Grants Rich Atmosphere for all dwarves. All bugs spawned will be immune to neurotoxic damage.
Glacial Strata- Triggers a special swarm of Glacial Strata-exclusive bugs (Frost Praetorians + Frost Bombers). All Grunts spawned will be resistant to cold.
Hollow Bough - Triggers a swarm. Several Stabber Vines erupt from the ground in the room with the most players.
Magma Core - Triggers a swarm. Several Magma Geysers erupt from the ground in the room with the most players, lasting indefinitely.
Radioactive Exclusion Zone - Triggers a special swarm of R.E.Z - exclusive enemy variants
Salt Pits - Triggers a special swarm of Q'ronar Younglings and rarely Shellbacks.
Sandblasted Corridors - Triggers a sandstorm. Several Deeptora Honeycombs erupt from the ground in the room with the most players.
Engineer + other dwarf voice lines for preventing a fatal fall with the platform gun.

“That was close!”
“Gonna pat myself on the back for that one!”
“These platforms are awesome!”
“And I stick the landing!”
“Not today medbay!”

“Damn fine reflexes”
“I coulda died there!”
“I live!”
“Engineer, I buy your beers tonight”
New mission type: Payload
Cave type is laid out like a morkite mission where you have to go deep through a number of subcaves. Like 2 or 3 layers deep depending on mission length. Alternatively could be flat like with Escort, but with dirt walls instead of needing Doretta to dig through.
Phase 1:
You start at the top, by a cargo rocket and lay down minecart tracks as you go, like laying down Refining pipes, (devs can decide if they just get placed or need to be built). Your goal is to connect it to the Payload cart at the lowest/farthest cave, and then phase 2 begins.
Phase 2:
The payload has a dome around it that you have to stay in, like with Salvage missions. As you stay in the dome, the payload moves up the track you made. Meanwhile enemies are spawning in and swarming you (cause the payload shakes the ground and they can feel it or whatever flavour they want to have.)
Winning:
The payload reaches the top, loads the cargo rocket, and blasts off. Then you get to leave.
Q: Why not just driller a super quick line?
A: The subcaves could have checkpoint buildings you have to connect to instead of going directly to the payload. Devs can balance this a number of ways.
Q: But you can still just use driller.
A: Yeah, you can do driller shortcuts on most missions. Go for it.
Q: What if people make the track super long and the mission takes forever?
A: Lol.
Q: What if the cave layout sucks for laying track?
A: Driller, Engi, or pickaxe time, just like every other mission you have to build stuff.
Q: Do you fail if nobody is in the dome?
A: If the Devs are cruel, sure, but they could just make it not move or something.
Mission control getting mad at you for marking both a mushroom and a compressed gold chunk.
Mission Control Voice lines would be like:
You’re marking both of them now!? Ugh, can’t you dwarfs just take one mission seriously?
You dwarfs find new ways to annoy me everyday.
Bloody hell If you dwarfs start saying “we’re mushroom!” or say “we’re mushroom rich!”
sigh I can’t wait to use my paid time off.
(or)
sigh I hope I’ll be getting a vacation soon.
Dwarfs, if you keep this up, I’ll have management stop paying you for every gold chunk you get! Now back to work!
I've lost hours of my life over the last few weeks to griefers.
Patterns that could be detected by the servers when they occur frequently:
- Frequent team wipe
- ...especially team wiping and then immediately leaving (often working as a pair)
- ...especially after joining a mission late
- Leaving mission with all the nitra
- Host disbanding the team when the mission is nearly finished (+30 min dotty mission with pots of gold + crassus, +3k gold in bank, disbanded as soon as we popped the gold)
- If they've got a stupid username or server message, that also seems to be a signal
- Host goes afk mid-way thru mission, and sometimes cancels at the end
They usually say something dumb in the chat logs if you also hold on to those
Suggest rather than banning, just putting the children in their own matching pool so they can fat boy each other.
It's been fine for years, but it's now frequent enough that there's a sense of dread when I boot up the game.
add variants of lootbugs so there can be variety for them.
im thinking crafting material lootbugs but it might be a bit unbalanced so i would make them as rare as golden lootbugs
Im surprise we dont have a rock and Stone type of armor set.
So here my suggestion!
It could have a weird runic vibe, using metal, rock and Stone.
Could have framework too
Can we have more loot bug victory moves? There sooo cute!!!
Can we get an in game friending system because tons of people have cross platform friends and can’t consistently play with them and it would be cool if you could just invite them like on PS network
A headgear that looks like the drop pod.
Your beard spills out the open entrance.
Could the Neck Guard cosmetic be moved from a beard cosmetic to a sideburn cosmetic? I think it would look neat with stuff like the new Corrupted Rebreather or the Industrial Facemask.
Hazard stripe beard color.
platforms should be able to plug the holes that blow sand or snow out and blow you across the cavern
"oiled up" victory move
deep breath
New mission type: Horde
Preface:
This mission type is inspired by one of my favorite things to do in another game, “Second Extinction” - an FPS horde-shooter where you drop onto the planet surface, fight and kill dinosaurs, then make a mad dash back to an extraction pod to go back to space. It was announced, released into alpha, delayed, delayed again, and finally after stringing us along for two years, canceled completely and shut down.
The thing I liked doing in Second Extinction was this one optional objective in one corner of the map - basically, there was this toxin pump with 8 canisters, and upon starting it, the pump would start pumping the toxin into the caves. This resulted in all the dinosaurs that were in the caves to come screaming out, and you had to eliminate them before they destroyed the toxin pump. Then, once you’ve cleared the wave, you could start the next canister, which would cause more dangerous dinos to come out of the cave next. Complete all 8, and get better resources as rewards.
But thats from a different game!
Sounds great for a normal horde-shooter, but we are dwarves! We do more than just shoot bugs, we also mine stuff!
How DRG’s version might look:
You drop into a mission, and locate a hive. This hive is filled to the brim with all kinds of glyphids who are all affected by something that makes them all invincible, while in the hive - so if you try to walk in, they will instantly kick you to the dirt and back out the front entrance (so your teammates can rez you)
To force them out of the hive, we ask mission control to drop in a toxin pump. We collect nearby ingredients for toxin - some from plants, others from minerals - and dump it into the pump, to then mix the toxin and pump it into the hive.
Naturally, the big bad boss bug who rules the hive doesn't want to come out and deal with us right away, so it sends a horde of grunts to fight us and destroy the pump instead.
If you beat the normal minions, refill the toxin pump, and pump more toxin into the hive, then the big bad bug boss sends higher-level minions to go fight us instead.
Defeat those, and the big bad bug boss throws its… pincers? Up in defeat and comes out to fight us itself.
If you defeat it, then you can make it into the hive, which is now devoid of glyphids. I wonder what kind of treasure horde might be left behind in a hive like that?
(Also the mission title has a double meaning - Horde of glyphids, or horde of treasure?)
I want a perk where if I get electrocuted, my shields recharge instead of getting damaged.
Voice modulators for any full-head helmets in the game, and the ability to search for cosmetics buy name with a search bar
blue salt - looks and acts like red sugar (but blue). overcharges your shield
possibly a bestiary page for the glyphid sentinels?
Barrel helmet
A fail animation wich is the dwarf walking up normally but a cave leech somehow made it into the rig and snatches them up last second.
Extra points if a succesful dwarf next to them points and says "you!" Before they get snatched
Make SMRT have a minimum lock number of 3. So it will always put at least 3 locks on a creature, but the maximum will still be whatever it takes to kill the creature. This will make it work with ECR and T5a much better, though it would still be bad for Executioner.
This would be most noticeable against things like Swarmers. Right now SMRT will paint 1 lock on each one, making ECR useless. This one simple change would instead make ECR excellent at obliterating Swarmers, but against Grunts you'd still have to get the timing right to not waste ammo.
If this change nerfs "vanilla" Lok-1 builds too much, then make it a special synergy where equipping ECR increases the SMRT minimum locks.
Shrink the extraction timer with hazard level, because the timer doesn’t really affect the game at the moment. I want extraction to be the big finale to a mission, and I think that was the intention.
Edit: I just made it back to the drop pod with three whole minutes remaining after Molly went up two different supply tunnels and I had to ride an entire magazine of ziplines. Almost no bugs spawned (hazard 4) the whole time. Please make it harder!
Alot of people have suggested ideas for the beast master perk such as taming praetorians with a massive cooldown, but one just hit me i dont think anyone has mentioned yet.
Perhaps you could order steve around. By pinging certain enemies for example you could sic steve onto em.
Or maybe if you hover over an enemy with the laser pointer it gives you the option to hit space and send steve after it that way you can still ping things normally? This could even be extended to order steve to go to certain areas so you can keep him safe from runaway resupply pods.
Could be nice to have some easter egg in drg that are spellrogue reference. It could be a good opportunity To give a wizard like vibe To some aspect of the game.
Like driller could have a nade that Feel like an elemental spell (idk the element)
Engi could have a primary that is just a dice like thing that flot in your hand. It would creat a small area that surround you and dmg enemi. It obviously use mana as ammo xD
Gunner could have a primary that is a "heavy wand" that shoot plasma like energy.
Scout could have a nade that creat a wind wall, it would fear enemi and deflect or redirect projectile.
We could have even more like a magic missile spell like grenade or a secondary that is dust or sand blast gun but magic xD
New voice line for the dwarves when they kill an rockpox enemy "I feel so bad for the bugs! They should have worse!"
Silly idea for haunted cave very rare chance to have a Karl sighting
Rj250 for hurricane lol
not entirely sure its "scientifically accurate" (although lets be honest we dont care about that TOO much), but it would be kind of neat to experience some "weather" events while on the rig that you could see through the window.
the rig passing through a mass of water droplets, giving a sort of raining effect/noise, some fog, maybe even somtimes getting close to the asteroid belt around hoxxes. not really a necessary feature but i think it would breathe even more atmosphere into the rig.
Idea:
Potential method to make Glyphid Stalkers more interesting to deal with.
Have them sneak up on Dwarves using their burrowing and camo to infect them with a pheromones debuff, drawing the aggro of other bugs.
Why:
To make them more interesting than Spy TF2 as a Glyphid, make them a cross of Spy TF2 and Boomer L4D, minus the explosion.
Also, to add a "disruptive" enemy that doesn't mess with movement by yanking you around.
This would also also give some interesting strategy to moment-to-moment gameplay by forcing you to quickly decide if aggro getting drawn to you is good (Cryo Cannon Driller with Vampire) or bad (low health and no ammo) and reacting accordingly.
"What the hell is a Glyphid Stalker?"
Stalkers are an unused but fully functional enemy. Currently, their behavior is effectively a Slasher mixed with a Menace, with the ability to cloak to partial invisibility to close the distance. They unburrow, do one VERY highly damaging melee hit, then immediately reburrow.
They're functional enough Dwarves have unique lines for Pinging and killing them (that aren't placeholders, "STALK THIS!" "RESTRAINING ORDER SERVED!").
Idea: Bring out the original DRG out as a top down shooter with missions, coop and shooting ouirselves. Me and my friends would rock that.
When you reach level 25 and before you're able to promote, any XP you gain using the level 25 dwarf won't be used. I feel like that XP should be routed into something instead of simply being lost, but I'm not sure what it could be.
Taking inspiration from some Minecraft mods:
Idea: XP Overflow.
When you max out on a Dwarf, you can continue gaining XP at a reduced rate. This excess XP is stored in what I'll call the XP Tankard. You can withdraw XP from the Tankard with any Dwarf to level up, so you can earn XP for your Level 20 Driller, Level 8 Gunner, and level 24 Engie as your Level 25 Scout. You may also withdraw XP from the Tankard for the class that earned it once you Promote, so if you do what I do and wait until all Dwarves are level 25 before promoting, you can withdraw XP to level up the Scout you used to earn it.
Make it so that if someone buys today’s special, the buff is applied to players who join afterwards. This would make it so that you don’t end up with half the squad being buffed and the other half being buffless.
The nemesis rarely mimics mission control, but it's the "blah blah blah" placeholder lines.
An achievement for completing an entire mission start-to-finish without killing a single lootbug
A stat that counts every glyphid turned by beastmaster. I want to know what # of steeve im on.
Zhukov NUK17: Blink (Unstable)
Ever feel like running and shooting is just too slow? We’ve got you covered! The custom piece of tech we’ve added to the bottom of each clip will teleport you to wherever you’re trying to go! Our modifications also make it easier to move and reload, although we had to remove some bullets from each clip to make it fit, and the balance might be a bit off. That shouldn’t be a problem though, right?
Teleport 10 meters in the direction you’re moving after emptying a clip
No movement penalty while shooting
0.5x reload speed
-20 combined clip size
x1.5 base spread
Could we get a bonus of xp, cash, or both for killing a Nemesis? I realize their purpose is to kill and be avoided, but shouldn't the head honchos have bounties on these things? They're predatory robotic abominations, and should be destroyed by any means necessary.
Class specific victory animations.
Scout: grapples down from out of frame and salutes.
Driller: walks up with drills in hand and clashes them together above his head spraying sparks everywhere.
Gunner: starts to juggle multiple grenade types and throws a sticky grenade behind his back that then explodes.
Engineer: walks up and throws a empty beer mug in the air that gets shot by a sentry
I am loving the game, I wish the game had proximity chat with the option to speak over a radio (that sounds like a radio)
I think you could do a lot with reverb and the like and The current voip while "Functional" I think it is stale and also requires quite a bit of mixing on the players part to get them to comfortably hear other players who are talking in combat.
In the same vein, perhaps having more emote functionality would suffice to accomplish the same thing.
a duckbill mod for double barrel shotgun, it would work great with penetrating rounds mod
Overclocks to traversal tools?
adding overclocks to traversal tools would really make it more interesting with your picks, example having a shorter zipline but it goes faster or an overclock to the platform gun to if you shoot it at an enemy they get foamed which does something, ex slowing and weakening (or something else) i am also aware that not too drastic of changes can probably happen as to not break the core gameplay dynamic between the dwarves, so instead maybe just more upgrades for them instead would also be cool.
Reworks to old seasonal content to make them more impactful to average players
Its quite the shame that the seasonal content is entirely rng if you actually get it or not, so far the most impactful season themed addition is industrial sabo, the two mission warnings are practically unseen outside of their season
Lithophage outbreak can bloat missions far too much at times and could be made into its own mission type similar to on site refining
Corruptor should have a more valuable plagueheart if it's going to remain as a miniboss
Mini meteors reworked as a hazard similar to hoxquakes (and without the screenshake) or at least give some kind of reward like a lootbug minerals woth of loot
Meteor itself could be made into a secondary objective or a deep dive objective, could be seen as a mini version of heartstone
Satelite and data deposit can be reworked the same, serving as deep dive versions of the respective mission type
Not sure with nemesis or prospector drone, maybe nemesis appears if you take too long? Probably a better way to incorporate these two elsewhere
An additional use for phazyonite and matrix cores after buying all shop cosmetics and getting every weapon overclock
Sure its fun seeing how much of the resource you can hoard but it would be nice to be able to use them on additional things, or even adding them to them the mineral exchange
Unstable OC
Shard diffractor
No name for it
BONUS
Pressing (R) make the gun shoot an magnetic type of rock that attract the ray of the gun on the position of the said magnet.
You can shoot the magnet on friend or foe. The effect Will change if you shoot a bug or a dwarf.
When you unload the gun you can swap weapon and still keep the shard diffractor shoot until it empti the battery.
The effect on dwarf.
- more shield
- more shield recharge
- if shield break while the effect is on the shield breaks in a big area stunning enemi
The effect on bug
- slow
- electrify, on death cause a small electricity AOE
MINUS
Less dmg
Less total ammo
Cant stop shooting
had an idea for a weekly event, "crisis management".
simply enough, once a week on a random day, hoxxes gets a bit cranky and starts giving the dwarves more issues. warnings are most likely to show up, random events like nemesis spawns and quakes in biomes that usually dont have them occur, etc. just something to spice things up for a short while, with of course a minor bonus from management for our troubles.
Make electric status affected enemies have a decreased turning radius.
The Electro Minelets overclock for the BRT7 would be much better if it prevented Oppressors and Praetorians from turning around so quickly. It's strange how the enemy is slowed to a crawl but can still snap around quickly. This could also apply to other status affects that slow enemies movement.
Most won't agree maybe but for season 5 it should have like
THE SEARCH FOR KARL THEME
We already have the SSG, so why not more rival tech weaponry? Introducing the new engineer secondary:
RT-01 Missile Launcher 
Salvaging the rocket pods from broken Rival Tech robots, we have designed a weapon to make short work of anything trying to claw its way towards you!
The RT-01 fires a small swarm of 3 guided warheads, which make their way around terrain to the nearest bugs. With a mag size of 9 and a max ammo of 27, you can fire this bad boy three times before stuffing more inside of it. To account for its low ammo, each missile deals high single target and burning damage to reduce the enemy to cinders.
The RT-01 is a tri-barrelled gun, with designs of rival tech weaponry and steel plating. To reload, the engineer pushes a lever forwards along the bottom of the gun. This causes 9 casings to eject out the front, along with a rack which the ammo sits on. He then places another 9 casings onto the rack, and slides the lever back in place.
Overall, the RT-01 would be a high-precision, high range, and high single target gun that would pair nicely with defensive tools and eliminating enemies that the shotgun or turrets cannot reach. It would be similar to the grenade launcher, but with a much different playstyle focused on dealing much more single target damage.
Suggestion:
More V key voicelines!
portal gun event
how about a "duckbill" overclock for the shotgun(s). An overclock that changes the spread pattern from a cone to a fan. (edit: maybe allow piercing as well)
victory animation idea: "an eye for a really big eye"
the dwarf carries in a big ol, broken as hell caretaker eye plate with both hands, sets it down, and leans on it smugly.
"job done!"
An overclock for the smart rifle that disables smart locking in exchange for full auto, and more ammo
5 player mode, to allow groups from mobas or mmorpgs to play together
I just realized; we don’t have a sombrero hat. We should have a sombrero hat be the event hat for this summer’s event, with an alternate form that’s one of those tortilla hats with the nacho cheese dip in the sombrero brim.
proximity voice chat
Idea:
Unique voice lines for killing a bug while airborne.
Why:
Why not?
"Coming through!"
"AND HE STICKS THE LANDING!"
"God damn that was a good shot!"
"Got the mactera at it's own game"
"Personally I prefer the air"
"That's one for the compilation"
And
"This vertigo is making me a good shot!"
Might also be good candidates.
We have fire, ice and sludge, so the next logical(ish) step would be crystal! Introducing Driller’s new weapon:
E72 Magnetite Railgun 
The Railgun is a more vanilla take on Driller’s arsenal, with a focus on single target long range projectiles. The Railgun fires a single crystal at high speeds into the face of any bug and/or dwarf in front of you! This crystal deals hefty single target and sticks directly into the enemy, afflicting them with a new ‘crystalline’ status effect. This effect doubles the damage of electric and radioactive weapons, allowing for some serious combo potential. However, if high single target damage isn’t your thing, firing a crystal at a wall or a floor will cause it to shatter into 16 tiny shards! These shards will not give the crystalline effect, but will certainly turn your opponent into a pincushion of crystals. This shotgun blast will bounce up to 5 times, and will probably make its way into the brain matter of a glyphid. In this state, it cannot deal friendly fire (just to be nice).
The Railgun is a heavy-duty force of nature, fabricating the crystals it uses as ammo directly inside the barrel of the gun. The gun consists of a long steel tube, with a reinforced glass window to view the crystals. The gun resembles a bazooka in a way, except for the fact that bolted onto the side is a small crusher. The Driller reloads this weapon by grabbing a bucket full of various minerals and dumping them into the grinder, where they are then compacted into the titular crystals.
Overall, this provides a balance to Driller’s general arsenal and gives a new use to weapons like the microwave cooker which may be overlooked by new players. It also gives a good balance between area and single target, which can help driller make the best of any situation.
Cliffhanger Dwarven Class (Female - Yes, that can wear beards)
-Main Weapon: Dual Pistols (of some kind), Thorn Gun, Dual Mini Flamethrowers
-Side Arm: Thorn Whip, Throwing Stars (?), Magnum type gun
-Traversal: Wall Climbers (can basically move like a glyphid, up walls and ceilings, just a lot slower and can use (E default button) and pickaxe while climbing)
-4th Equipment: Crystal Break (break 5 crystals gathered for an effect)
-Grenades: Hammer Throw (throws an electrical hammer that bursts in a direct damage AOE, electrifying all in the area), Fester Flea Grenade (flies towards the nearest target to explode), Thorn Grenade (throws thorns everywhere), Plunger Mine (plunge a mine into the ground, wall or ceiling, depending on where you are, to explode; does not damage dwarves)
I gave this quite a bit of thought, but it doesn't have to be used. Just a fun little suggestion and mental exercise.
Space rig barrel and other moveable prop reset for prop hunt?
Silly shard diffractor OC seeing as it just came to mind
| Shard Diffractor
☠️ Unstable |
Inversed Power Flow
"Taking after the thing it came from, this Overclock reverses the flow, sucking power OUT of the shard instead of pumping it in, which allows you to rip a chunk of rock out from a wall to smash over the head of a unfortunate bug. Just like the Heartstone!"
Pressing R enables inversed flow
Inversed flow upon attempted activation, if there's a wall within 10m of where your aiming a rock similar to those seen used by the Ommoran (but significantly smaller) will be pulled out and moved within 1-2m Infront of you, pressing R without firing the rock will simply drop it. if you fire after short charge up the rock will be rapidly thrown towards whatever 6 or more legged bastard you want, dealing high damage with AOE, The rock will do AOE even if dropped, it forfeits all direct damage though.
Does include fancy effect to show the rock is held
Inversed flow costs 15%-25% Max ammo
Slower recharge rate
Slightly reduced total ammo
Longer "spin up" before firing
(loose stats, obviously in game this would be subject to change)
Fix wave cooker so the hit box is actually a cone, matching the reticle.
update fsr2 to fsr 2.2. Currently there is a lot of shimmering and ghosting in fsr2, and fsr 2.2 fixes this.
(this isn't a major thing, just a small qol change)
Will they ever add steam cross play?
Idea for the breachcutter:
"Mine it!" Balanced Overclock
"Since a lot of dwarves asked for this, R&D returned the frequency to a level, where it can break sediment rock and kill some of them bugs in the process"
Each shot will crack the thing it hits
Slightly increased ammo capacity
Less damage
Less beam-lifespan
New damage types:
Mobs now can deal fire, poison or EMP damage over time. Each type of mob deals one of the DoT. This can be left for players to discover or there can be a menu option to see what each type of mob does.
Each type of mini-boss can deal one type of DoT and they have unique abilities. Options for unique abilities could be:
1 - EMP Pull > Pulls player towards the boss and slows movement for 2-3 seconds.
2 - Root > Roots player in place while dealing poison DoT for the root duration.
3 - Fire Spit > Spits fire towards player, burning the ground. Player takes damage if steps into burning ground or get hit by fire itself.
4 - Avalanche > Tossing rocks towards the player and player takes bleeding damage or gets stunned if get hit by rocks.
These changes requires player to be lot more tankier or mobs to be nerfed compared to before and my suggestion would be changing exactly that. No more getting two shotted but making the map more punishing - requiring more skill to complete. Buffing armor and movement speed upgrade options on all levels (common, uncommon, rare etc.) would be another great addition. If mobs to be nerfed, no changes to player damage but if not, player damage should be buffed.
New armor system:
Armor now have upgrade options for every DoT type. There are two pieces of equipment that requires unlocking for each character, each piece providing +%25 resistance to each DoT type, for total amount of +%50 resistance. These armor pieces requires fragments to be collected on the map and those fragments could be available after completing those otherwise useless side-quests. For example; after completing four side quests in a run, a fragment to collect/dig-up becomes available in the last map. If player to dig-up this fragment, it takes longer than mining regular resources, making mining upgrades more rewarding in the process. After collecting 3 fragments, an option to merge them to create an armor piece becomes available. Those armor pieces could be:
1 - Chest: Fortify poison resistance, fire resitance, EMP resistance. For the total amount of 3 chest pieces to collect. Each of them providing +%25 resistance to their respective damage type.
2 - Leg: Same as chest armor but for legs.
These armor fragments requires meta-upgrade gems to merge into one piece or be embedded into a body armor.
For example "Fortify Fire Resistance for Driller Chest Armor" would be: Completes 4 side quests (x3) > Unlock a fragment for the final map (x3) > Collect the fragment (x3) > Merge fragments into an armor part using gems (x3) > +%25 resistance to fire damage for the chest slot. Repeating it for the leg armor makes it +%50 to fire damage resistance. Same process for other DoT types.
balance adjustment for super cooling chamber idea.
add charge shots cost 3 ammo
lower charge speed penalty to x0.75 instead of 0.6. slightly lower ammo penalty x0.7 ammo instead of 0.685.
(I feel the overclock is a little too limiting. the charge speed penalty makes shooting at even 2 or 3 targets that arent tanks slow but the weapons current state a full mag is enough to kill praetorians and leave an oppressor with on deaths door. Those changes trade the time spent charging for time reloading. making the overclock a little better at more than 1 target at time at the cost of total magazine damage. current state you get 3 charge shots or 5 charge shots with the clip size mod. with the changes you get 2 or 3 charge shots)
Ultimate abilities:
Ultimate abilities can become available after killing certain number of mobs or it can be time-based. Ultimate becomes available at level 10, each 10 levels after that providing an upgrade similar to weapons.
Engineer: Calls for a drone strike. Drone strike creates an EMP zone, slowing mobs in that zone and applying damage over time. Longer a mob stays in the zone, higher the damage it takes at a logarithmic rate. So damage starts very low but starts to hurt more and more over time.
Gunner: Character spins around like a juggernaut after using the ultimate. +%50 to fire-rate and weapon damage while ultimate is active. Lasts for 4 or 5 seconds. Upgrade for this ultimate could be longer duration.
Scout: Throws a Caltrop Grenade that creates sharapnels and deals bleeding damage to mobs in the explosion zone. Bleeding damage is based on percentage of health. An example would be dealing -%6 of health for 10 seconds for total amount of -%60 health for regular mobs and -%3 of health for 10 seconds for the total amount of -%30 health for bosses.
Driller: Character takes only %10 damage while ultimate is active and can use his hand-drills to apply high damage to the mobs standing on his way. Animation would be like mining a resource but for attacking mobs. Also mining speed is highly amplified during ultimate, making it available as a strategic mining tool if needed or for those who want to be greedy at the last moment before leaving.
YOU KNOW WHAT'S ACTUALLY NEEDED FOR THIS GAME?
KILL CONFIRMS, in a sense that, there is no satisfaction in killing enemies, not audio clues, not even visual clues, and it may seem a stupid or seemless change, but i think satisfaction from killing enemies is just not there in this game and i think that's why.
Ofc, it doesn't need to be a loud sound since you'll be killing a lot of bugs and it could be annoying, but something minimalistic could work pretty well, also a combo chain for hords could be pretty cool too, what do yall think?
Let scout grapple onto macteras! If them not being stationary is a problem, then apply a full stun until the grapple ends
if you overdo an objective by enough, management rewards your hard work with a free beer coupon (inspired by the reddit posts that are like "my company gave me a $10 starbucks giftcard for playing a major part in them raising over $10 billion")
support and traversal overclocks could be really fun,
for example for flare gun: flares don't burn out, but ammo -50% or something
what if each character had a small passive buff:
slight speed boost for scout
slight health and/or shield boost for gunner
sligh capacity boost for driller
no clue for engi
a supportive passive perk slot for engi turrets
Examples:
Damage reduction near the turret.
Reduced fall damage near the turret.
Move faster and/or slowdowns are less effective near the turret.
Shield Link passive.
Reload faster near the turret
etc...
A idea for a new passive perk:
"Group effort" / "team work"
(Does not stack if teammates also have it equiped)
Grants a 20% speed boost to each of your teammates if at least 3 of you are around 5-10 meters from each other
(The numbers can be switched around),
Is there any possibility of making it so we can choose the "theme" of our lobby? Like when there isn't an event going on (Christmas, Halloween, Lunar new year, etc.) I'd like to be able to choose one of those themes and just have it get overwritten when a new event comes around. The spacerig feels so empty when there isn't an event going on.
I know that upgrading flares was removed to balance for scouts flare gun, but what if instead we could get overclocks for the flares? Example, flares explode when they burn out, or you get an extra but they can't be thrown as far, or lose one flare in total but they recharge faster.
This has probably been said before, but I like the idea of a new mouthpiece accessory slot. Mainly for different types of wacky and zany pipes to have your dwarf smoke with. Maybe even other things like a toothpick, a rose, wheat, or a slice of toast.
"Bulk detonator special" for the engineer's grenade launcher, only one ammo and just causes a bulk detanator explosion. The projectile is so heavy it just dropps and explodes at your feet
Smack me with the ♻️ if you've seen this before.
Idea:
Additional options for Bosco beyond Rockets for his T2 upgrade slot.
1: Flare Gun Flares.
Does what you think. Right click terrain, Bosco puts a Flare Gun Flare into the terrain.
2: Mineral Bags.
Gives Bosco an internal inventory for collecting minerals that you can see by holding CTRL. Right click terrain, Bosco will chuck a Mineral Bag there containing everything he's picked up. If his inventory is full, he'll start dumping minerals on the ground like normal.
When you have Mineral Bags, pinging Molly will make Bosco empty his inventory into Molly.
"How would this work with the Rocket upgrades?"
Extra Rocket:
Flares: Adds an additional Flare.
Mineral Bag: Makes his Mineral Bag bigger.
Fear The Rocket:
Flares: Enemies run away from flares similar to Banshee Bolt shots.
Mineral Bag: Increases the size of the Mineral Bag.
High Frequency Explosion:
Flares: Flares shot directly at targets destroy all armor plating on the target.
Mineral Bag: Increases the size of the Mineral Bag.
Cryo Explosion:
Flares: Flares now put out an AOE chill effect, like Cryo Bolts.
Mineral Bag: Increases the size of the Mineral Bag.
Bigger Explosion:
Flares: Increases Flares' AOE effects.
Mineral Bag: Guess.
Fast Regeneration:
Flares: Flares recharge faster.
Mineral Bag: Bosco empties his inventory much faster.
[Most of them would probably need to be renamed.]
Mentality:
Take Flares, get more utility with Rocket upgrades.
Take Mineral Bag, Bosco becomes a flying dwarf with Rocket upgrades.
Either way, you're giving up the safety of a big fucking explosion that can wipe out a LOT of shit for you if you're getting swarmed.
Add a reverse button for riding on pipes within Liquid Morkite missions.
As said, add a reversal button like Gunner's zipline. Can connect it to the recurring themes of skateboarding and calling it/voicelining it as a kick flip. When doing it the animation could be a little kick flip jump onto the otherside of the pipe.
Whilst jumping back onto pipes can feel great to do, it can be real annoying and lose yourself if you're not real careful. This would make it much more simpler and safer.
Suggestions/feedback for Hidden Dwarf
- Make players unable to bounce off of player props
- Seekers can shout out a countdown on first press
please add a toggle for the jetty boot machine im tired of people playing it when im trying to start missions 🙏
ahem @shut anvil
Make it so when pinging compressed gold or a mushroom there is a 1% chance a dreadnaught spawns
-can spawn multiple dreadnaughts with bad rng
Some new guns for each class.
More specifically an lmg style gun for the gunner would be nice, though I'm not sure what you'd add for the others
it would be really fun if there was splitscreen co-op on consoles.
"reloading" the satchel charge/detonator switches inbetween them allowing you to deploy multiple charges at once
Add snake game to dropship and a random chance for a snake cosmetic to appear (Chinese new year stuff) or even a general snake 🐍 🐍 🐍 🐍 🐍 🐍 🐍 🐍 🐍 🐍 🐍 🐍
Please add a cosmetic item for having Deep Rock Survivor.
Because cross-promotions are nice and make people feel special.
(Example: Vermintide End Times costumes in Vermintide 2.)
People are certainly going to love it.
add another filter setting for the full server list which shows servers with seasonal content disabled, can be hard to find those lobbies since there's no indicator unless you join from the mission map which already filters them
rebalance prop hunt.
- hunters regenerate balls at 1/minute
- game has 5 min time limit
- after 3 mins, hunters can use a "ping" ability that marks nearby props every 30 seconds
- props cannot use jet boots
New beer (duno what to call it)
control a mini bosco on the rig
can be used as a competative rcbosco minigame if you can shoot down each others drones
In my opinion it will be cool if instead of having to start a mission by entering the drop pod, how about you start the mission when you click a button in it? It will start the countdown as normal and if you leave the drop pod it stops, this will allow adding of cool feature to the drop pod like a panel to see the build of every player in the lobby
a handheld naval cannon primary for gunner, reloads after every shot, super high damage
If the mission has Phazyonite, let the Huuli Hoarder drop Phazyonite.
The combination happened to me today, and I was surprised it wasn’t already a thing.
A way to delete/reset a character
A variant Huuli Horder that only offers minerals you can't find in your region. Call it, like, a Huuli Roamer or something.
we have a mineral terminal to buy and sell minerals so why a brew ingredient thermal
Every biome should have some type of exclusive enemy or creature. One idea I had was a Crystalline Oppressor who had crystalline armor that deflected any bullets and projectiles that hit it at your teammates(might be a bad idea). Another idea is an Azure Weald-exclusive glyphid that eats your flares. Why should the Glacial Strata and the REZ get all of the fun?
More special gliphyds depending on the biome, It could be a way to demonstrate how the Gliphyds have adapted to the Hoxxees environment. It would also give more dynamism when seeing where you should do a mission, And it would make players have to think better about their equipment when entering a deep dive.
I saw on Reddit a variation of the detonator, which in addition to exploding left a crater with radioactive stones and a radiation "cloud" (obviously in the radioactive exclusion zone) for example, but that would be more like a variation of enemy.
Something small, i noticed when someone leaves a mission, they leave a bag with their minerals in the ground, I think it would be really cool if fallen miners you found on missions (those that you scan a helmet in the ground and marks it's position in the terrain scaner) leave this same bags with minerals, and had the biome minerals and some gold and nitra (maybe mission minerals too, and also that fancy mineral used for buying vanity that I don't know the name in English, but in a lower quantity if the mission has them)
A training room with"gliphyd dummys" in the space rig to test out the weapons and overclocks you unlock before starting a mission, also it would be a nice reason to add MORE VOICE LINES like:
"At least this doesn't stink like real bugs when they explode"
"I wish my aim was this good down there"
"Take that you dumb dummy!"
(Management) "so you decided to train instead of kicking barrels or drinking at the abyss bar? Impressive..."
Also this could be a mini game or something, but some weapons would have advantage so idk if it's a really good idea
And maybe it would be funny if there was a dwarf mannequin in a corner but your dwarf doesn't shoot him, instead he says "it's not fun to shoot it if it's not real"
(it's 1 am in my country and I'm inspired, sorry for posting so many things, also sorry if my English is not so good, anyways, I'm going to sleep now, good night you beautiful dwarves)
Title of suggestion:
Reduce racism and hate speech in DRG list of publicly hosted server names.
How does the suggestion work:
- Restrict DRG-listed public server/lobby names to Steam profile names (as per default)
- Add a filter for language of communication (Any/English/Other/etc)
What sparked this suggestion:
I have seen hatespeech/racist public server names multiple times. When I click on the host's profile, it's usually an innocous Steam profile name. No action can be taken against their promotion of hate/racism within DRG. I have also been kicked from lobbies mid-game because I speak English instead of a different language.
Effect on innocuous players:
By implementing this suggestion, players would need to update their Steam profile names to change their server/lobby names. Innocuous players can still mention their rules (Hazard 5.5x2 mods, ask if ready, etc) in their server/profile name.
With the language filter, the language factor stops being a trigger for racism or kicking players mid-game.
Effect on racist/hatespeech or language-specific players:
Offenders can also update their profile name to customize their server/lobby names. But they would be subject to Steam rules and can be reported to Steam as per current practice. Steam can take action against them by banning them from changing their profile names.
Offenders can remain racist/hatespeech in their ingame chat and/or griefer behaviour. But at least their audience would be restricted to 3 dwarves (vanilla/no mods), instead of 10,000 players currently in-game on Steam.
Language-specific players get to play only with players who speak a specific language. No need to kick players they don't understand.
Effect on GSG:
Less racism and hatespeech in DRG list of publicly hosted server names. GSG does not need to handle any reports/bans against hatespeech/racism. Reduced potential legal liability in facilitating racism. Better matchmaking in regions where players speak a variety of languages.
Suggestion: Make finishing the season tree easier to finish (aka make scrips easier to obtain after finishing the season pass) (new to the discord so lmk if this has been suggested before)
How?: 3 ideas
- Make the level 101+ reward be scrips until the player finishes the tree/owns enough scrips to finish the tree
- Make the level 101+ reward be scrips and allow players who have finished the tree to cash in scrips for 500 credits each
- Add more scrips to the season pass or add more bonus scrips for collecting plague hearts, once again, let excess scrips be cashed in for credits
Why?:
Personally I'm pretty busy, and often times I can only play drg like once or twice a week. This works fine for the core hunts and deep dives, but as it currently is I can only earn one or maybe two scrips a day, if I remember to add two more missions to my session (and honestly most of the time I forget to). I know I can't be the only player who is a little annoyed by this and I think it would be a nice quality of life update.
Idea:
Inspired by the fact the current "Player Of The Month" is...Red Dead Redemption 2, somehow...a monitor in the Abyss Bar advertising random crap like the cabin posters do would be cool.
If a Dwarf presses E on it, random voicelines could play.
"Gotta get me something like that!"
"Waste of money!"
"I'D BUY THAT FOR A CREDIT!"
Concept art, and where I think the monitor should be. Do not try this at home.
Suggestion: Relocate the weapon framework and paintjob dropdowns to the bottom left corner or shift it higher somehow to have a complete view of the weapon.
Playing DRGS got me wanting upgrades on a row for the turrets with Flamethrower, Plasma bounce damage or Armor Break for normal damage.
Suggestion for DRG: Survivor.
It might seem minor. But it would be greatly appreciated if you either change Fullscreen windowed/add windowed borderless. As it's generally frustrating, that the games full pauses, when you access anything on a secondary monitor.
Suggestion:
Add a (toggleable) "Now Playing - [Song Name]" notice that pops up and fades when songs start/stop playing.
Why:
DRG's OST is amazing and I'm sure people would love to find the exact song they were rocking to during a memorable swarm. Failing that, imagine, if you will, the hype of popping a Dreadnaught cocoon and seeing the text pop up in the corner:
NOW PLAYING - FIGHTING THE SHADOWS
or, say, right as evac starts:
NOW PLAYING - I WELCOME THE DARKNESS
tweaking the balance for the difficulty modes my squad can easily handle medium difficulty barely any effort but then we bump up to hard and it feels like going from the bugs in helldivers to the automatons we havent been able to complete anything other than the resource gathering mission on hard difficulty
make the drg legacy edition optional free dlc instead of a beta to reduce file size
Hello, I have a question about the wardrobe. Why does Neck Guard (beard slot) remove armor from chest? I understand why long beards do this, but Neck Guard is not that long. Moreover, similar masks do not interfere with armor.
Picture 1. Long beard (no questions)
Picture 2. Neck Guard
Picture 3. Similar in size mask.
Hi, hope u're doing well, please, let me pet my comrades
increase the chance of a bulk detonator being replaced by a crassus on gold rush missions
Add this corruption mission type from S4 assignments as possible mission for Weekly Assignments and secondary Deep Dives. I don't think it's fair or fun that Industrial Sabotage is in but not Contagion
implement the sleeveless armor system but for headwear to switch between masked/unmasked variants
would save space in the wardrobe, minimize scrolling, and I think would just overall be a good change
Add more loadout slots, please. At Least up to 10
An Overclock suggestion for the EPC (somewhat inspired by the Plasma Cutter from Dead Space):
Widened Plasma Muzzle (Unstable)
Upsides:
- The projectiles from uncharged shots are now noticeably widened (changing them from spheres to ellipses), making them easier to hit with. Note: Not quite as wide as a Breach Cutter shot, but still enough added width to make an accuracy-difference.
- Uncharged shots gain +150% projectile speed.
- Uncharged shots deal +80% damage.
- Uncharged shots gain +3 penetrations.
Downsides:
- Uncharged shots can no longer hit weakpoints.
- -2 rate of fire.
- -50% cooling rate.
This is meant to be a "crowd control" counterpart to Heavy Hitter's single target niche. It would pair particularly well with the Burning Nightmare mod, but would also work quite well for TCF (the projectile speed in particular). It could even work decently with Plasma Splash if it exploded on each target struck, I guess?
What do you think?
i think it'd be cool for seasonal events to add the decorations from themselves to the pool of prop hunt props for the duration of the event
I must become persimmon
Right now, Driller’s mobility tool makes him the king of melee/vampire builds. Also his throwing axes. Also his Cryo cannon. It’s a lot of different things
Every elemental damage type is available across multiple classes. But anyone other than Driller speccing into Vampire/Berserker is… very suboptimal.
To close the gap, just a little bit, without doing a huge system overhaul and developer time investment… maybe just a grenade for the other classes that counts as melee damage?
A harpoon for gunner inspired by the giant spikes on his zip lines? Maybe with the utility of pulling heavy carry-able objects?
A velocity-based beam-sword for Scout so he can cosplay Market Gardener Soldier or Attack on Titan? Maybe with added utility of being a walking light source for a couple seconds?
And yes, the utility is meant to match Driller’s utility. Dealing zero damage with the “melee” grenade should refund ammo. Those axes are so helpful outside of combat…
No, my examples do not have to be the final product. I’m just jealous of melee builds
Goofy OC idea for the AC 
Unstable Overclock
Name: Overstabilized Barrel Assembly
Description: The guys at R&D were too curious messing around with the barrel assembly and adding a gyro stabilizer similar to the minigun, resulting in this abomination making the weapon feel almost like a laser beam.
This huge improvement however does come at the cost of not being able to make the weapon any more accurate while having significantly less ammo.
0.35x base spread
It cant get more accurate (taking T2A wont do anything)
-220 max ammo
Let us change the beam/fire colors on the plasma cutter, shard defractor, and flame thrower
Would it be possible to put the glyphid inner tube from last year on top of the year 6 anniversary hat?
what if the drg team made a beer line and sell it in stores
Idea:
Add elves
_ _
_ _
_ _
_ _
_ _
_ _
as a picture on a dartboard somewhere in the Abyss Bar.
Why:
More decoration. And funny.
inspired by DRGS version of electric damage
make electric damage and the electrocution debuff be a small range chain lightning effect but heavily nerf the slow of it and reduce the raw damage dealt.
this also leads into a change for the stubby. take 2 of its base damage and turn it into electric damage, each shot now chaining 2 damage
electric arc can become +1 electric damage
EM refire could remain as is or be nerfed by 1 electric damage. combining all of that giving 5 or (4 if refire is nerfed) total electric damage
let me hide the boss health bars and outlines please!
Step 1:
Have the Flare gun apply 100 heat to the enemy hit.
Scout already has a variety pack of status effects, why not?
Also, the flare gun is a terrible weapon. Low damage, low fire rate, low ammo, and hitting an enemy makes the flare drop to the ground, which is way worse than the ceiling. If you’re desperate enough to switch to flare gun? Let them set an enemy on fire.
Most importantly, it would be funny
Step 2:
Because scout has voltaic stun sweeper, Cryo grenade, pheromones, bolt shark, Cryo minelets, and a flare gun… Scout seems to have a theme of “random status effects, go!”
New Overclock for the M1000
Co-Morbid Penetrators
“The Boys in R&D have found a way to synchronize glyphid physiology in all the worst ways. Have fun spreading misery. Maybe shooting through a coworker could make a glyphid drunk?”
+10 max penetrations (focus-shot)
Comorbid Bullets: transfer all status effects between all bugs hit. Killing one bug will stun all other bugs hit.
-66% focus-shot damage penalty against non-afflicted bugs
I want a train mission!
basically you are on a big multicar train that is plunging into the planet and occasionally can get stopped ect, maybe a have a giant flying boss or a worm for this misson.
Probably been sugested before but a "spectate" mode for the props in prop hunt so that they can watch the hunter. It gets pretty boring just sitting in one spot having no idea what the hunter is doing
my take on this:
🚄 Cargo Transport 🚄
"Years ago, we set up train lines around Hoxxes to bulk-carry minerals to extraction points. However, they mysteriously went offline. We managed to locate one of the dormant trains, and we need you to fix it up and complete it's mission one last time."
The cargo transport mission would be a unique, linear mission type with elements from salvage operations and drilldozer missions. The player would drop down into a savage operations style cave, and locate the train. It has three carriages; the locomotive, the cargo, and the defence.
The Locomotive
The locomotive would be old and worn down. The first third of the mission would consist of the dwarves refuelling and fixing this. Fixing would require small minigames like the wire cutting minigame.
To refuel the train, you need to request a fuel drop. This is similar to the salvage operation refuel, however it is about 3x quicker and does not require the dwarves to stay in a zone. Completing both the refuel and the repairs will allow the train to start.
The Cargo
The cargo is the main objective, full of wealth beyond your wildest dreams. It is a huge, reinforced carriage which the players can walk on during the mission. You can deposit into the cargo as well, therefore a mule is not needed for this mission.
The Defence
The defence is a heavy artillery turret situated on the back of the car. It can be enabled, but has a limited amount of ammo. It is large, slow and very helpful against praetorians and the like, but is not great against swarms.
After the players get the train online, it requires all four players to stand on the train to begin. Once online, this begins the second phase of the mission. The train begins to move, which causes a swarm. The train is much faster than a glyphid, however some will climb onto the train, and the dwarves will need to climb on top of the carriages and deal with it. If someone falls off, the train will start and will resume after they get back on. This can lead to some tense moments where the players are balancing fighting off a swarm and picking up their friends. The train will stop once more halfway, as it will need to be refueled. The swarm will stop momentarily and you will need to redo the refuel sequence.
The final phase is when the train has reached the extraction point. A large rocket sits at the very end, and you will need to build a tube from the train to the rocket. Once the tube has been completed, you can start the final sequence of loading and launching the rocket. You will need to fight off enemies for 2 minutes before the drop pod arrives, leading to a high-stakes last stand. Once the drop pod arrives, you are free to go.
This is a combat/setup gamemode that incorporates unique elements as well as elements seen in other mission types. A fast-paced high stakes theme is only seen in a few missions, and in my opinion they are the most fun missions. (sorry if this is a wall of text, i do think this would go hard in drg though)
An annoyed mission control voice line for pinging the GOO SACS. Maybe it's just me... But i always ping GOO SACS quite a lot and it sure seems like mission control would be none too fond of it.
Inspired by personal distaste with the season frameworks:
Idea:
Allow us to spend Scrip to unlock standard weapon frameworks at a higher cost (2 Scrip would be fine for this).
Why:
I don't like the Infected weapon frameworks. I appreciate the work that went into them, but I don't like them, so I have a lot of unused Scrip just sitting in the Season Terminal collecting dust and doing nothing from not unlocking them. I would love it if I could use that Scrip to buy frameworks I don't have that I really want. To keep the normal system of "go find cargo crates" alive, I think ordering custom frameworks should be more expensive.
add an easier way to track how many OCs you have/are missing total
and maybe achievement for getting all of them
Suggestion: Include in-game moderation or restrict lobby names to Steam profile names.
Reason: Every time I log on, I see some variation of a racist/hatespeech lobby name on the DRG server list. I believe that GSG would like DRG to be a welcoming, non-discriminatory environment for players of all nationalities and races. Given how frequently this happens, if GSG truly has no tolerance for racism/hatespeech and has the creative, technical and financial resources to prevent this, GSG can build and maintain a solution.
Links to screenshots with lobby names saying "fucking China" and "No SOUTH Korean" are below.
https://steamcommunity.com/sharedfiles/filedetails/?id=3165843840
https://steamcommunity.com/sharedfiles/filedetails/?id=3165818093
M1000 overclock
Name: MOAR PINGS
Type: Clean
Effects:
Clip size is capped at 1
Reload time is decreased by 80%
A take on a shotgun-style weapon for Gunner:
”Arbalest” Heavy Flak Cannon 
”Ripped straight from the olden days, this beast was used for allegedly taking down entire enemy bunkers. However, with it almost being ripped off of whatever supports it was mounted to, it’s now designated for bugs. Have fun with this one.”
The Arbalest is a huge cannon made from steel, sheet metal and whatever else has been cobbled onto it from a sloppy repair job. This beast fires a smart shell which detonates in front of any enemies it detects, allowing for you to shower the enemies with countless shards of shrapnel. The shells itself are mostly dormant, and if they do not detect an enemy they will explode upon hitting a wall.
This absolute unit of a gun resembles an artillery gun, and at this point it is just as dangerous as one. Where a mount should be is a handle, with a huge revolving cylinder at the base.
The Arbalest has a unique method of shooting which allows for both close range and long range if you’re skilled enough. The shells aren’t the fastest due to decades of wear and tear, so the shells exit the barrel in a bit of an arc. This provides a risk/reward for attacking targets at a long range.
Overall, it would be a fairly simple gun. All of gunner’s weapons are fairly basic and get the job done, and are in one way or another rooty tooty point and shooty. This provides a stark contrast to the existing gunner weapons, providing one which requires skill to be used effectively while still catering to newer players. Also flak cannons are cool as shit.
I personally think that the four damage and ammo mods on the Stubby should be combined into two singular damage and ammo mods, and then in the place of one of the former pairs of damage and ammo mods, two new mod types should be added: A duration mod (+1s to +2s electricity duration) and blowthrough rounds (+1 penetrations). This would make the Stubby feel a lot more diverse and much more on par with the power of Engineer's other primaries.
Guys i have mega super duper suggestion for all of you greenbeards and long time players as me 1k hours + .
TRINKETS on guns . Thats not that hard to create, and will be massive to player base.
Imagine fighting hordes of enemys and you have that shiny trinket vobling around. A ? rock and stone for this one?
⛏️
Make Dorettas head visible/show up on the map, after Doretta explodes.
Every few thousand years on earth, the magnetic poles flip, causing some craziness in any rock that contains magnetic metals
With that in mind, somewhere in the distant future of DRG 2, i suggest a Biome, or Mutator if you want to make things easier, called:
.
Gravitic Flux-Point
Somewhere near the magnetic core of the planet, surrounded by odd metallic structures (think Pyrite), there is a phenomena whereby different sections of the cave will have different directions of gravity. Think Super Mario Galaxy or Pocket Golf.
Each gravity zone is indicated by a glowing line of rock/crystal that runs along the wall, floor, or ceiling of the cave.
||The change in gravity could be as subtle as a 15-30 degree shift, or as sudden as 90/180 degrees. Whichever makes the most gameplay sense.||
Instead of blast plants or radiation zones, there could be:
- A dark-matter plant that has a visible bubble around it. All dwarves and projectiles in that area have 10x gravity
- Fiber-geodes that, when hit, create a cloud of fiber-glass that will slow bugs down or reduce fall damage. To help with unexpected gravity falls
- Gravitic crystals that all point in a direction. Can be broken with bullets. Hitting them with your pickaxe changes your personal gravity to the direction the crystals point
I love the idea, but it needs tweaks.
M1000 Overclock: PING!
Type: Unstable
Effects:
Dramatically increased normal and focus shot damage
Increased reload speed (slightly? not sure.)
Dramatically reduced magazine size (down by 75%. that's 2 bullets)
Reduced ammo capacity
Slightly reduced focus speed
Quote: By modifying the gun to use a much larger caliber, the M1000 does a heck of a lot more damage. This does mean, however, you can only fit so many rounds in the gun, and carry less overall. It also makes the gun bit more unwieldy. But you at least get to hear that satisfying "PING!" more often.
Some sort of giant centipede-like enemy, one that has its segments follow in perfect formation unlike the Shellbacks, that just crawls like one big mass
- Possibility of being able to crawl through terrain like a Trawler, which could make it fit into Sandblasted Corridors
- Could also charge, making just touching any of the segments hurt the Dwarves, creating a sort of damage barrier/wall. Breaking the armor on its segments can remove this property on just those segments (a fully naked Centipede could only hurt Dwarves with its head)
- Lorewise could be related to the Stingtails
Could yall put like some Ramadan decorations us Muslims would really appreciate it.
I don't know how to put formal ahh messages so that's all I could do hope the staff will notice this one.
Also Ramadan is in 16 days 🙃.
Here’s an idea for a new lost equipment. A Power Pick! It’s basically a bigger supercharged pick axe that replaces our existing pick when found. It can break through rocks quicker and does a lot more melee damage.
Grenade for scout or driller
Nades x6
Wired
Electrify
Ball
or WEB
When this spherical object is thrown it deploys like a spider web.However, this web develops along three axes, so it can cover a larger area.
Inaddition, its cables can electrify any life form that passes between them.
The web grenade thus releases waves of electricity until it runs out of power.
Something simple: dwarves talking to each other randomly in parties.
It would be really cool to hear some little dwarf to Dwarf conversation of 3 or even 2 lines, it would make the the game a little more alive, also there is some times when voice lines happen at the same time in the same player, so you hear the same dwarf saying two different things at the same time, it's kind of annoying
"I hope that wasn't on purpose...
-it wasn't my fault!, You got in my way!" (Friendly fire)
"If we discovered a new mineral, you think we get to name it?
-then I would call mine Karlium!"
A simple perk: leave no dwarf behind.
It is a passive that will activate when extraction starts and if one of the dwarf or more is down it will grant you 2x weapon damage 3x melee damage this goes also with the super hit cooldown will be faster and the revive will be 10% faster but once all dwarfs are revived the perk will have a 15 second cooldown and that’s all I have
Cosmetic/QoL Suggestion: Toggleable Helmets
I find the helmets in deep rock a double-sword; you get a cool look but take away half of the customization options (No beards, mustaches, eyebrows, side burns, beard color, and sometimes skin color).
Make helmets have a toggle option like sleeveless armor where you can toggle between half helmet and full helmet. Not only does this give more freedom and fashion options, it can also combine existing helmets that are split between two separate cosmetics (i.e. the goggled headwrap)
Dread idea:
Dreadnought Mother.
Has the weakspot more elevated onto the back top similar to the warden (it's an evolved form of it)
Weakspot has classic dread cover that goes down once the swarm is defeated (standard 2-3 repeat)
The health would be lower focusing mainly on killing the swarms as the challenge.
It spawns and warden like buffs a decent sized swarm (scaling depending on Haz) including the standard Glyphid enemies and maybe Sentinels if you're ever to reuse them.
Drillers whole theme is heavy machinery so it would be a good idea to give him orange beacon/rotating light as an unlockable hat cosmetic
mission type: infiltration
its a rare type of mission
basically you get sent into a large colony of glyphids. the goal is to defeat the glyphid queen (boss-type enemy) and kill glyphids (lets say from 100 to 250)
i haven't thought about glyphid queen much but something like the combination of prospector and hiveguard
now since we're talking about GLYPHID colony, then the only enemies that you will encounter are going to be glyphids. no mactera, no cave leeches, no lootbugs, no nothing, only glyphid-type enemies (this means you won't encounter any enemies that can grab you, so might as well add a new type of glyphid that can grab your butt). the spawnrate of glyphids is increased (obviously).
now, why is the mission rare?
let's say that the infiltration is located in the radioactive biome. every single other mission in that biome will have a special warning that increases the spawnrate of glyphid-type enemies. (including detonators and nexuses). it also increases the spawn rate of swarmer tunnels.
New Gunner grenade:
Impact Claymore 
This bite-sized ball of shrapnel carries enough of a punch to shred the face of anything you point it at! Upon deployment, the claymore detonates immediately upon hitting the ground, dealing a high-damage explosion clearing any swarms in front of it. This would be a quick, close range way to get rid of a bunch of glyphids, and when paired with the right engineer, can be a devastating tool of destruction fit for a walking arsenal.
two mission modifier ideas:
-
Lootbug Mania (0.001% chance)
this modifier makes it to were all the enemies and other bugs in the stage just turn into lootbugs. -
Bulk Party (also a 0.001% chance)
this modifier makes it to were all the enemies and other bugs in the stage just turn into Bulk detonators.
(also make sure to code it to were both cant happen at the same time)
bulk detonator but a mactara so it explodes in to goop
i still think that phazyonite should be added to the mineral trade after you buy absolutely everything in the store
or maybe making phazyonite able to bypass the prices on matrix cores or promotions? that could be neat
add a spectator mode for the hiders in prop hunt, so they can watch the seeker
would make it more fun and interesting
The ally revive button should take priority over the zipline and mule in case they are too close to the fallen dwarf. I've run into the problem of a fallen dwarf under a low-lying zipline several times now, in which case the only way to help an ally is to dig under the zipline, and in stressful situations this is not possible. This situation has not yet happened with a mule, but it is possible.
Hibernation Mode
Do you want to mushroom but don't want Bosco to light it up? Turn on Hibernation mode! A simple keybind/action can be used to turn it on. Once enabled, Bosco will refuse to engage in all future commands and enemies until Hibernation Mode is Disabled.
This way you can we're rich, and mushroom to your little dwarf heart contents. Also It's good for certain situations were you want to avoid killing an enemy I guess.
An aditional function is for Bosco's missiles to recharge faster when in Hibernation. To balance this, once you enable Hibernation you must wait at least 5-10 seconds before you can disable it again.
Incase all that above wasn't balanced enough. You could have Hibernation be an upgrade you buy.
Dont know if this has already been said but me and my friend noticed the props are always in the same order meaning we know what prop the hiders are. Be nice for a way to change prop ( assuming there isnt already I may have missed it) or fully random props
New overclock: EXTREME recoil for the leadstorm minigun
+50% faster spin up rate
now fires so hard you can’t hold stop it and it begins pushing you in the opposite direction you’re firing
+50% secondary ammo capacity
+50% ammo capacity
-50% damage
-100% bullet spread
+25% heat buildup
Scouts arent the only ones who get to fly through the caves. Now we can make your minigun shoot so hard you can fly too (depending on how you aim). Careful not to splatter yourself across the walls
It’s a big thing T3
Loot bugs now move towards you
plasma refit overclocks for all the kinetic-based guns (does not include elemental ones like sludge pump or flamethrower but thats something for another time)
universal upsides:
no reload (battery go brrrrr)
downsides:
less ammo all around
weapon specific upsides (just some basic ideas):
Lead storm: plasma lasers go brrrr ig?
im sorry i lost my train of thought while making this and i completely forgor everything
More plant enemies, giant carnivorous flower that swallows dwarves whole would be really funny
Ability to downgrade perks. Under some very specific circumstances, it may be more desirable to have a reduced kill radius for the "It's a bug thing" perk, for example.
how about a game terminal additional to the jetty boot where you can play DRG survivor?
(yes I know I can also play the real thing 🙂
Let the Xynarch Charge Suckers (that Things who stick on Bet-Cs and never make other appearances) highjack some Doretta going in overdrive the Team has then to take down or chase behind through the Caves.
New Overclock Idea for the Lead Storm Minigun: Shield Dynamo 🛡️ 
"By rerouting some of the power from your minigun's motor to your armor's shield system, you can now supercharge your shield while laying down the heat! Just be sure to mind the weakened motor though..."
+Shield regen is faster and less delayed the more stabilized your minigun is
+Gain damage resistance at max stabilization
-Spinning up takes longer and spinning down is faster
I want a perk where you get armor in addition to your shield. The armor does not regen like the shield and would be repaired when you resupply.
Another New Overclock Idea for the Lead Storm Minigun: Fortress Protocol

"This new system allows you to shunt excess heat and energy from your minigun to your shield generator while deployed, increasing the uptime of both significantly! Unfortunately, this needs the shield generator to be deployed in order to work, and we needed to adjust the ventilation systems to compensate so they're worse than nothing while your shield's down."
+Heat buildup is much slower while shield generator is deployed
+Shield generator duration expires far slower depending on minigun stability
+Heat buildup is much faster while shield generator is not deployed
Jury-Rigged Boomstick Overclock:
Duckbill Muzzle:
By cutting some notches out of the end of the barrels, we've changed the spread pattern to more of a fan. The extra penetration helps too. It does kick pretty hard now, though.
Type: Balanced
Changes spread pattern to be shorter and wider
Increase penetration
Increase recoil
An idea for the armskore coil gun overclock, bouncy bullets, upon hitting terrain, the bullet bounces off up to 4 times, slightly aiming towards the closest enemy's weakpoint, still penetrating a lot of enemies but not terrain, I would also reduce the ammo by 50% Bounces have a slight delay and each bounce the damage lowers by 15 or more
Biome specific roaming bosses (possibly as a warning or just a fuck you [could also just be a little like warning ontop of the biome stating that a large abnormal presence is detected])
with a nice juicy fight for each of them akin to a dreadnaught, built around the regions stylizations.
heres some bestiary information on each, attacks will be left in the air.
AZURE WIELDS 🟣
"Mobula Titan" / "Mobula Skywhale"
BESTIARY NOTES
"A titan of a mobula cave angel, but with it comes some issues. due to the tremendous size it tends to get some strange properties, the gravity around it is significantly lowered to the point you might aswell have no gravity. it is said to be a benevolent deity of the caves which carves the dirt out of the way for the other creatures. its harmless unless you attack it, these underground deities are rare and there's no point in eliminating them. (miners report they look like the night sky)"
CRYSTALINE CAVERNS 
"The king of Hoarders"
BESTIARY NOTES
"a surprising creature who dwells in the crystalline caverns, digging out a little nest of resources and theworthless crystalsget some use, tended to be covered in the materials it gives it a formidable armor akin to that of a earth crab. it wont attack you if you dont get close to its home, if you do get too close it'll give a few warning snaps with clawed arms. be aware if you ignore its warnings, despite being related to the huuli hoarders it wont back down without a fight and defend its hoard to the death.if you are able to be sure to kill it the wealth of resources they hoard is worth a fortune."
DENSE BIOZONE 
"The Gardeners"
BESTIARY NOTES
"a harmless group of odd dreadnaughts, more intent on tending to the strange crops of the biozone. despite their strange lifestyle they still are dreadnaughts and will fight back if provoked. a notable detail to check if they are the group is look for the lush vegetation on them (which makes their size appear much large than it is).. from autopsies they have a parasitic plant growing into their brains splitting them from the hivemind, just a benefit to us...though R&D does want samples its advised to just leave them be."
FUNGUS BOGS 
"Goo plague bearer"
BESTIARY NOTES
"Due to some goo mishaps a rare amalgamation of goobombers tends to form over years assimilating into what could be called a centipede, killing everything that gets in its way. assimilating species to its mass. especially the nasty toxic plants.Management issued a kill on sight order, if your up for the challenge or not it will come for you and try to assimilate dwarves to the mass, lucky for you and your suits it can't."
GLACTIAL STRATA 
"Frost Giant"
BESTIARY NOTES
"This monstrosity is nothing to scoff at, a bulk detonator who freezes while exploding creates something only considered the perfect killer. due to the freezing the explosion fails, which leaves the bulk detonator "dry" something that cannot explode but no less uses the cold to its advantage, assimilating some functions from frost praetorians and spitting ice aswell as being able to form ice spikes and use controlled explosions to launch them at unlucky dwarves.It can be escaped but if possible execute it ASAP."
HOLLOW BOUGH 
"The Dryad"
BESTIARY NOTES
"Do not be mistaken, they may be only dryads for their tendency to take bugs and suck out their blood (or in mythology lifeforce) and will do it to dwarves too. hideous centers of the creeping vines in the hollowbough, despite being the sources there is many hidden in deep caves around so killing one does nothing. but its worth getting rid of the risk of the area.they wont be much issue if you keep your range.
Magma, Rad, salt and sand will be in next message (running out of characters)
MAGMA CORE 🌋
"Tristitia"
BESTIARY NOTES
"A gold armored beast with intimidating control over fire said to be a ancient arbalest, torching everything it its path shaping the very caves it lives in into even worse of a hellscape. watch out for fire balls and hit and runs, it keeps up tradition.kill on sight, its a significant threat to all of mining in the core."
RADIATION EXCLUSION ZONE ☢️
"Haagenti" / "Avaritia"
BESTIARY NOTES
"Said to be a cursed being with something from reading ancient literature, a situation of MIDAS's curse. it seems to turn the ground it walks onto gold, liquid gold which has a strange property of when stepped in turning everything that stands on it to gold until it breaks out from the thin layer of gold. be careful about your greed for this one, it immits a sickening amount of radiation. like a bunch of lead decaying.it poses no direct harm but it can be annoying scooping gold out of machinery, more a pest than anything."
SALT PITS 
"Q'ronar Ancient"
BESTIARY NOTES
"Q'ronars in reality technically never die of age, they just get large enough where its difficult to shed and die of being unable to escape their shells. but in a case where a Q'ronar gets help shedding or just manages for a long peroid of time makes a supermassive Ancient Q'ronar. due to the size rolling is impossible but it be unadvised to assume them slow. they seem almost mythical growing spikes of salt from it.deal with them soon as possible, their large size can block tunnels making work impossible."
SANDBLASTED CORRIDORS 🏜️
"Jörmungandr"
BESTIARY NOTES
"Those wind tunnels dont just pop up on their own, a colossal worm like creature leaves those in its wake (rumor has it its a ancient bio-warfare project using maggots, but this rumor was made up while the dwarves were blind drunk so take it with a entire ocean of salt). unfortunately they are getting annoying throwing equipment around, if you spot one exterminate it on sight. management is getting annoyed that they continue getting infirmaries being filled up with cases of broken legs."
Note names can be subject to change and definitely the notes will get their own changes with reference of images.
More 'challenge beverages'
I don't ever see people using randomwisser as well so perhaps you could tie some 'make shift' looking cosmetics to challenges associated with it as a fun and inconsequential way to encourage people to use Randowisser and other drinks of the sort. My first idea and is something possibly along the line of leaf lovers and quite possibly even is an attempted conjoined partnership between R&D and one of the breweries...
Combuster kombucha chemically engineered tea 🤮 that is a result of the partnership. Results in a...
random release of a cloud similar to the neurotoxin grenade but on a smaller scale. Can be burned
dwarves will build gas when not moving until they reach critical mass after 10 seconds and explode being shot in a random direction plus taking that damage plus whatever fall damage
Primary for Driller
Name : Spore Blaster MX-1
The Spore Blaster MX-1 is an organic weapon developed by Deep Rock Galactic utilizing recent discoveries in extraterrestrial genetic engineering. The arrival of Rockpox has led to significant advances in biotechnology. The Spore Blaster MX-1 uses spores retrieved from Hoxxes IV, which have been modified to prevent any environmental contamination.
The weapon has a living structure that regenerates slightly after each use, reducing the need for reloading but requiring a delay to "heal" between shots. This regeneration is also very demanding for the organism, so the acquisition of "ammo" from pods helps the Spore Blaster to recover and at the same time create more spores in the process.
However, this process cannot access the total amount of spores that the Spore Blaster can either contain or create.
- Projectile: The Spore Blaster fires spore capsules which, upon contact with air, activate and spread rapidly, forming a dense, cloudy mass that disintegrates any organic material within a small radius. This cone-shaped radius quickly spreads among infected insects thereafter.
Alternate Firing Mode: (Press R to switch mode) The "Incubation" mode allows you to fire a capsule that, instead of exploding immediately, adheres to the surface or enemy and germinates after a short delay, releasing high-speed filaments capable of piercing armor. These filaments slow down the affected enemy and after a certain amount of time explode into a dense cloud.
- Sight System: The weapon has a natural bioluminescent sight system, which adapts to the environment to provide better contrast and improved aiming in the dark caves of Hoxxes IV.Thus the organism is able to lightly illuminate in a 180 degree angle in front of the person who equipped it.
FOLLOWING
The Spore Blaster's usage requires a tactical approach. Dwarves will need to manage the weapon's "life," wait for the regeneration of organic materials for optimal usage, and strategicaly place incubation capsules to trap hordes of Glyphids. Ideal for infestation zones and crowd control.
The Spore Blaster would have very little impact damage, short range, and low precision, however, it would have several enhancements related to its damage over time (DOT) or its regeneration, allowing it to be a constant, effective, and unique weapon.
R&S
An unstuck button in the menu because there are multiple places you can get stuck in in the lobby
New Gunner grenade:
Bullet Refractor 
"Using top-notch tracking technology, this throwable allows you to have a constant stream of bullets hailing down at your enemies, no matter how bad your aim is!"
The refractor is a small throwable which refracts any bullets shot at it to nearby enemies. However, the bullets (or rockets) do lose quite a lot of speed after being reflected. Any bullets reflected lose 35% of their damage (or 35% speed in the case of rockets), but will instantly be deflected towards any bugs. The deflector lasts for 15 seconds, or until it deals 800 damage through reflections. Any teammates using traditional bullet, rocket or plasma weaponry can also use the reflector (sorry driller!)
In the case of bullet weapons, there is a 20% chance the bullet will split. This causes the bullet to target two different enemies, however each one deals 32.5% of a normal bullet. This is a hefty damage cost, but it is worth it for the extreme defence the refractor provides.
New perk related to "It's a bug thing."
Greatly increases the chances of a lootbug burping up gold or nitra when you pet them.
Endless waves of enemies in a firefight type mode
Put it on the surface with a fancy deep rock stylized sky box and boom
Awesome game mode forever
My idea of a rework on how the victory/fail screen music works
Since it feels awesome when you leave the game when the music starts going hard, why not make the mission music continue during the victory screen? It could either make it a toggleable option, or the victory music could play after the regular song is over. It feels super awkward when you extract from a difficult mission and the music gets really good, and then just fades out and is replaced by the decent menu music.
While the thought I had isn't an endless mode
A new mission type where the glyphid activity in the area is unusually high and the team gets sent for 'extermination duty' where there is a set number of 'agitator' devices needing to be activated to start drawing in bugs. Once you clear the last device there is one last agitator that draws in a dreadnought? (Or calls in a much larger wave of bugs) and once that's done and dusted. Call in the drop pod
Idea:
If Driller drinks Rocky Mountain, his Drills passively use less fuel on top of the normal effect.
Why:
Rocky Mountain on Driller feels like a bit of a waste since his drills outclass his pick in everything but mineral gathering. This would give you a reason to get excited for seeing Rocky Mountain instead of going "oh, not slayer stout, rip".
"Why not just make the drills dig faster?"
Due to a quirk of how the drills work under the hood, making them dig faster doesn't actually do much. If your drills dig faster than you walk, you end up with the nasty side effect of your drills spinning into empty air and wasting fuel. It also doesn't effect drill melee damage at all.
Cardboard armor set and weapon framework.
Just 'imagine' how much more effective your armor is now that its made of cheap, cardboard used to package the armor itself
Overclock Idea: Turret Supercharge
Shard Diffractor [Unstable Overclock]
A turret whip style upgrade that allows for massive damage in bursts.
As you shoot your turret they will build charge, once you stop shooting they will unleash heavy fire damage depending on how much charge you gave them.
After being Supercharged, your turret cannot be Supercharged again for another 10-15 seconds. To give it time to cool down.
Stats:
Turret Supercharge
Significantly less damage
Much slower recharge rate
Less battery capacity
I'm not sure it's a good idea to allow multiple engineer to Supercharge 1 turret, but maybe it would be fun.
A way to balance the idea, is to decrease the efficiency of the charge with multiple engineers.
For example: if 2 engineers charge the same turret, the turret would only get 75% of that charge.
Only making it worthwhile if you really need that extra burst.
I'm still wondering how it could be abused, but I think it could be balanced enough, with a few tweaks.
Let me know what you think!
Mission terminal filters so you can find a mission you're looking for quickly (i.e. filter Gold Rush missions)
add a mirror to my dorm please im begging
make mission start instantly, rather than after the countdown, if all dwarves get in the pod
Mission modifier: hazard entity warning.
Mission with this modifier are garanteed to spawn atleast 1 miniboss. (Korlok, infector, prospector, bet-C).
Its a modifier thats just really good for earning exp.
Since we dont really have that.
And we have like 3 modifiers that help with gold gain
New mission anomaly:
⚠️ Fragile! ⚠️
A high concentration of fungal spores in the area has turned the rock brittle! Every shot, fall and explosion damages the ground, altering the playable surface! Weapons like the lead storm that already break terrain will break it 2x faster, and standing on terrain for too long will slowly deform it.
Depending on the mission, the area may become difficult to manoeuvre, however on the plus side all terrain now breaks in one hit!
New weapon ideas for everyone (1/2)
Double Tap Rifle
A new primary for Engi, this high-accuracy twin barrel weapon fires two bullets at super high speeds, killing huge lines of enemies through its unique ability to pierce any enemy it kills. Perfect for crowd control and longer range.
84E Assassin Pistol
A new Engi secondary, this silenced pistol deals high weak-spot damage but low armour damage. It has the ability to “distract” enemies by shooting the floor hitman-style, which will cause 3-5 enemies to stop focusing on the player and instead walk towards the impact point.
F-0G Shrapnel Cannon
The shrapnel cannon is a new primary that pairs well with the rest of Driller’s arsenal. Firing a barrage of microscopic scrap metal, this beast of a weapon has a charge up time of half a second before launching a wide spread of damage. After the shot, a cloud of toxic metal dust will linger, dealing slow AoE to any bugs in the area.
Gauss Pulsor
The Gauss Pulsor is an extreme defensive secondary which aims to incapacitate any bugs in the way. It lets out a belch of sound and electricity, knocking anything back and shattering armour. However, it does not deal any damage apart from a small amount of electric damage. This would be useful with weaponry such as the flamethrower and sludger.
Third person view
Season 5 or 6 suggestion: biological firearms, 2 gimmicks. Instead of ammo, meleeing the week point of pretorians and oppressors, etc releases a resource that can be used as ammo (collected by walking over it) and when you add upgrades to the weapon it decreases the effectiveness of each individual upgrade (one upgrade starts at 300% strength, 2 goes to 200%, 3 goes to 150% etc)
I want a mechanic that rewards ammo expensive builds, its not currently viable because taking too much from resupplies is just hurting your teammates, and i figured the second suggestion would balance out the tiers where there is only one reasonable upgrade (like the weakpoint damage on leadstorm) where instead of just always picking the best upgrade, you need to weigh if its worth reducing your other upgrades
Make stingtail's sting attack a projectile, that can be shot to prevent the grab. (Also will make it easier to dodge at longer distances if it's speed will be constant)
Drak's Shield Battery Booster OC (yeah, I know, it was reworked recently, still can't make myself like it)
Every shot charges shield for 1 point, without affecting recharge delay
It nothing to charge (shield is full or shield disruption is active):
+4 damage
x1.5 heat
Permanent: (same as for now)
+100 battery
x0.5 Cooling Rate
x2 Overheat Duration
Overheating disables shield
For now it's nearly impossible to have a benefit from it because of friendly fire, septic spreaders, damaging terrain, etc. What I suggest gives a good option for close combat, yet managing heat becomes even trickier.
Every once I a while the collision or latency will cause my Dwarf to go flying in some odd direction. Doesn’t happen to often so not a big deal. But, would it be possible to make the dwarves react to going a such a high speed? Like this speed is way higher than the zip line or falling. Maybe some voice lines that show just how confused they are about physics on the moons Hoxxes.
When playing prop hunt, the memorial hall message shouldn’t be played
I think a horde like mode from Gears of War would be sick
”Impact” Light Grenade Launcher
Launching a burst of three low-strength shaped charges, the Impact provides necessary area damage and crowd control that is vital towards the scout’s arsenal, while allowing the scout to utilise their immense mobility alongside the weapon. The charges deal stunning impact damage, and have a wide but low damage AoE. To make up for this, there are three grenades shot at once. (They also bounce and go “thunk thunk thunk” when they fire)
Compact Bow
The compact bow, while simple, can be an incredibly powerful secondary. It’s gimmick is that the damage a fully charged shot does is increased if you are moving at a certain speed. With a limited quiver size, make sure to hunt down those glyphids with precision and style.
S12 Hi-Tech Rifle
What this gun lacks in size, it makes up for with sheer power. Everything from a thermal sight to even a laser scope, this high precision assault rifle is a welcome addition that contrasts the “point and shooty” theme around gunner’s heavier weapons.
Dual X-70 Heavy Pistols
Two desert eagles blasting at bugs, what could be better? These two bad boys are the result of gunner’s surprisingly persuasive speech on why he needs cooler guns to management. With an ammo count which holds just enough to cover yourself in a swarm, it’s the perfect fall-back duo to get yourself out of a pinch. The drawback is, while it does pierce a lot, it deals almost no damage to heavy armour.
Neat idea, although the idea of powering up a single powerful shot seems somewhat similar to the turret whip, I'd suggest making it empower the turret while firing at it:
Shooting your turret will add 2 fire damage and heat on every shot
If there's multiple turrets, will chain to other turrets, empowering them and each turret has faster turn rate to enemies (3 max)
Shooting a LMG turret will slow down fire rate, make it full auto and fire a laser at its target, while shooting at a normal turret will make it fire full auto with bonus damage
Significant decrease in damage
Significant decrease in attack rate (time between damage ticks)
Decrease in ammo
For each additional turret in chain, reduces the effect power (1st turret gets 2 bonus damage, second gets 1.5 and third one gets 1, only one LMG turret can fire the laser)
I believe it will be somewhat balanced because youll need to keep firing at the turret for it to receive benefits and if you don't use a turret it's a straight downgrade, requiring setup for damage. Good for defence, horrible for offence
QOL suggestion
As of right now, radial damage hits one armor piece, deals full armor break damage to it, then deals 25% armor break damage to other armor pieces. While this is intentional to prevent dwarfs from just stripping off all the armor instantly, it makes armor breaking feel a little underwhelming on explosive weapons.
My suggestion is to make it so that instead of dealing a static 25% damage on other armors, make it so that the damage scales with distance based off of how far away the 100% damaged armor piece was.
(I have no way of testing to find exact numbers so these are just to get the point across)
How it would work is the armor that is closest to the radial damage source would take 100% of the armor break damage, then the armor pieces that are right next to it would take 75% armor break damage, then armor pieces right next to those would take 50% armor break damage, etc.
With this change, radial damage sources would still deal reduced armor damage to far away armor pieces, but they would deal more armor damage total.
Pirate hats
Have the dwarves occasionally sing a bit out of the deep rock shanty.
New achievement:
The Ways Of The Glyphid 
Unlock your inner spider by showing those glyphids who makes the better web! Jump from 5 different ziplines without touching the ground to unlock this achievement.
Just a half-thought out idea; paintjobs for the traversal tools and/or throwables. This might’ve been brought up before, but idk
if yall aren't gonna buff the electric dot on the stubby ever could you at least have a higher proc chance for tier 5b? fixing tier 1b helps a little but electric arc is still a chance of a chance to activate, and it doesn't feel good fully investing in electricity on the electric gun and still having it take almost half a mag to proc sometimes
seriously, the lok1 can get consistent electric procs without rng, why can't the gun that's literally made for it?
Make "Stubby" have a guaranteed electrocution shot after n shots without electrocution (number of shots can be changed with mods and owerclocks)
Achievement Ideas:
Didn't mean to do that!
Down yourself with your own explosive.
Who said Dwarfs can't fly?
Stay airborne for 3 minutes without landing.
Now THAT is a real Dwarf!
Kill a dreadnaught with only a pickaxe.
Brrrrrrrrt
Reach X rate of fire!
The Big Bang
Deal X explosion damage in a single hit!
Stop, stop, he's already dead!
Apply X negative effects on the same enemy.
For some of these I wasn't sure what exact number to put, so I just put a placeholder.
Let me know what you think! Some of these are not really the best in my opinion, but I'll leave that up to you guys.
More achievement ideas:
Professionals
Play a game with everyone wearing the same outfit (excluding armour).
Good Sport
End 20 games in a row by saluting in the drop pod.
Close One
Win a mission where everyone was downed at the same time.
Cheesemonger
As a team, place a combined amount of 128 platforms.
Greenbeard support
Win a game with a completely new player.
Infighting
Block a robot’s attack with a bug, or vice versa.
Specialist
Unlock every weapon maintenance for any class.
Minor Completionist
Unlock the golden statue for every class in the memorial hall.
Paying your respects!
Salute in the memorial hall.
an option for 3rd person view, something like in minecraft preferrably, allowing you to look all around you
Even more achievement ideas:
Chain Reaction
Cause an exploding plant to chain react at least 25 times.
Sportful Hunting
Salute after killing a large target.
Generous Drunkard (mr beast)
Tip 10000 credits.
Mineral Maniac
Obtain 10000 of a single mineral.
Perkfect... Get it?
Obtain every perk.
Barrel Hoarder
Kick every barrel into your own bedroom.
A True Dwarf
Kill a Dreadnaught with just your pickaxe, on hazard 5, by yourself.
Would be cool if my dwarf has face expression, the mouth would move whenever he speaks, he would blink from time to time, smiles upon killing an enemy or gets mad/sad when takes damage / fall from high height etcs
If the devs ever feel like Hollow Bough need another enemy variant I propose a spiked shellback inspired by this incredible creature named Pink Dragon (it is a like a centipede so don't watch if you don't like long insects with many many legs) ||https://www.youtube.com/watch?v=xStWwPcGQVg||
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Achievement idea
Contraband
Kick a regular barrel into the barrel hoop
Management literally gave you barrels specifically for this…
Voice line for petting doretta: "you're a good dozer, dotty!"
Hey everyone! I have enjoyed DRG for a long long time. And have been loving lethal company since release. Very different games but LC gives me a similar feel to when I first played DRG. I am here to say that a proximity chat system similar to LC’s would be so interesting when exploring the caves, and I think it could make the gameplay more immersive!
Another half-though out idea; what if there was a spider-inspired glyphid that could burrow into the ground, cover itself in a slightly off-colored version of the surrounding terrain and act as a trap. It’s mechanics would be similar to the trapdoor spider
make saving dotty give 2 credits
Would we be able to get a new forging animation?
Make saving dotty cost 100 credits cause of repair and added uplift weight costs. Only the true chads will save her, like us.
If you find all of the things in a certain item, it should then fill with stuff you'd normally find with another item type. Example: If you find all the pickaxe parts, where the lost miner helmet yields the "it was empty because you have all the pickaxe parts", it should instead fill with something you don't have. A weapon framework or armor paintjob or something.
Right now, if you find all of one thing, and you still have a mountain of other stuff to find, it'd be nice to be able to help bleed away the backlog of stuff to find as there's no other outlet. And honestly by this point in most players' gameplay (100s of hours), you should be able to open the gates and let it flood in. It's okay for players to find All the Stuff. 👀
Personal experience! I think I'm about to the point where completing events will yield nothing, even though I still have stuff to find. Which is lame and just going to make me not want to do events. Would be far cooler if I could still progress in collection regardless. (And I ran out of miner helmet stuff a long time ago.)
Dialogue for slapping the Gunk Seeds
“What is Management even doing with these?”
“It’s warm,..”
“Does this hurt the Gunk Seed?”
“I feel Management is just trying to make up for something with these.”
For Battlepass quests: have it so that you don't get a new quest at one specific time of day/night, but rather any time during that period. In other words, I entered today with 3 quests, one of which was nearly completed, but when I finished that one I now have to wait 20 hours for a new one; my suggestion would refill the quest log with 1 quest per 24 hours, meaning I get 1 additional one despite not finishing one 4 hours ago when the timer expired. Basically I want more excuses to play and not have to pay attention to an arbitrary refresh 'time.'
The glyphids that throw the red substance, they need to be nerfed in terms of damage dealt, it's really annoying
add cardboard boxes to the space rig
could be cool if there was an arcade machine in the space rig where you could play Survivor if you have it while still in DRG
Would be funny to have jetty boot pay you some credits depending on how far you get, or if you beat it entirely (if that's even possible)
So this is a crazy idea and would probably not get implemented. But every time I play engineer I think about it so I wanted to throw it out there.
The sentry guns have two tier-1 upgrade options. You either opt for a stronger sentry gun, or the ability to deploy two. I think it’d be interesting to have a third option where engineer can deploy the sentry onto his back. This would be neat for the game modes where you’re constantly moving around without really defending a single point. I would love this in the game.
Curious to hear other people’s opinions on it?
I think a silly propeller hat cosmetic would be fun 
I think prop Hunt lasts a little too long, to help with this I think The amount of balls hunters get should be doubled and a 10 minute round timer should be added
We should have a mission where we get to ride in a vehicle similar to the elephant or mammoth from the halo games. Obviously the dwarves wont be able to drive it but they could be able to use turrets on the vehicle. this would only be for one half of the mission though the other half would involve setting up a base out of the large vehicle you used to get to the large cave. The reason to set up this base would involve somehow mining expinite, because in the rouge core teaser there's prebuilt bases, and rouge core takes place after season 5 which I think would tie nicely into the lore.
Buff the Septic Spreaders to have the range of a Sniper Turret and the HP and damage of a Bulk Detonator
Additional Weapon Slot: Prototype Weaponry
We already have some pretty powerful weapons.. but what if we had stronger ones?
What I'm thinking is we add a third weapon that you can select in the weapon terminal.
There are some catches though:
1: You cannot customize upgrades. (Excluding paint jobs)
2: You cannot refill ammo. Once you're out of ammo, you're done.
3: It costs Nitra to obtain it.
The fun thing I had in mind was that you don't spawn with your weapon, but instead, have to order it with Nitra.
Once you order a Weapon, a supply pod drops to your location. You take the weapon inside and start blastin.
You can drop your weapon once your ammo has depleted, or throw it at bugs, dealing a little damage.
You can call down another weapon once your ammo expires. However like the Beast Master perk, there is a cooldown.
Calling down some firepower would cost around 60 Nitra, but is well worth the price.
If all of that wasn't quite the kicker for you, here's another idea.
Instead, you did spawn with the weapon. However it has no ammo.
In order to change that, call in a Heavy Resupply that refills 50% of your heavy ammo.
Heavy Resupply's do not provide Primary ammo, Secondary ammo, or health.
Some weapon concepts:
A heavy railgun that specializes in single target. (Like the Coil Gun but with a hint of hyperprop)
A healing gun that can heal your teammates. (if the target takes damage it will break the connection)
An autocannon turret that attaches to your shoulder and targets the nearest bug. (think Thunderhead if it was shoulder mounted)
An electric gun of sorts that chains lighting between enemies. (Applying debuffs as it goes)
This idea is strictly theoretical. I have not thought about it that in depth.
I don't doubt for a second that this is a lot of work to make, as well as balance.
How and when you unlock said weapons is up to the devs if they ever decide add it.
Maybe make it craftable?
Suggestion:
Remove the ability to bounce on player heads while they're transformed into props.
It currently lets players cheese the prop hunt minigame as Seekers by finding others more easily.
Dialogue suggestion: have dwarves comment on the absurdity of DNA structures rarely generated in caves as to communicate something of importance or interest to the player.
Suggestion: give players a way to bring steeve with them in the drop pod after completing a mission. maybe have them sleep on a little pet bed in the space rig or somethin
Have a full on season or seasons tying into DRG Rouge Core as a good way for promoting the aforementioned game before its release. This one has probably been brought up already.
Adjust wave cooker's contagion transmitter proc rate from 10% to at least ~25%; as it is it's underwhelming given the setup and the fact most enemies die before it does anything
A change to its a bug thing:
Starts out with just killing lootbugs in a radius, but as its upgraded it also takes the gold a lootbug would normally drop and instead converts it to nitra (at a maximum, 40% of the gold would change to nitra or something like that) but probably make it so it doesn't count eaten gold otherwise you could end up with a ton more nitra than normal by feeding lootbugs a medium sized gold vein (or maybe have it be eaten gold converts at a much lower rate, like 20% maximum)
If this is too OP for a passive slot then maybe change it to active and have it only activate-able a few times per mission where for a small duration the kill field effect is active along with the conversion.
this would probably take a ton of tweaking to get into a balanced state, as if its underpowered it'll be relegated to the same place as the current version of the perk, but overstat it and everyone will be running it for the extra ammo
(also, i feel obligated to say sorry to lootbug lovers)
ability to save loadouts for individual weapons
Some perk ideas:
Adrenaline Rush
Gain a small damage boost for a short time upon killing a large target.
Tiers: (+5% 3s) (+7% 4s) (+10% 5s)
Powerful Flares (I know it has been said before)
Flares you throw will have an increased radius, and duration.
Tiers: (+5m +1s) (+7m +3s) (+10m +5s)
YOINK!
Gain a speed boost upon collecting an item. (stuff like ebonuts)
Tiers: (+5% 5s) (+10% 10s)
I feel great!
Gain 0.3% speed, damage, and damage resistance, for every percent of drunkenness.
Here you go little one..
Grants the ability to feed lootbugs. Because yay, lootbugs!
You may only feed a lootbug a max of 5 times. Don't wanna over feed the thing!
(Witnessing a lootbug you fed die with give you a debuff)
make subata full auto by default. its just carpal tunnel inducing rn and i dont think mashing button fast adds anything to the gameplay.
burst fire mod would stay semi auto
Bit of a simple idea but my take on it:
New mission type:
Extermination 
”A dangerously high amount of bugs have gathered in one place, and we need you to take them out. If you make it out alive, there’s a hefty bonus with your name on it.”
Extermination is a simple, combat oriented mission. You drop down into a large cave, where a swarm immediately starts. For about a minute or two, the swarm calms down and you are free to pick up any resources that you can find around the cave. But as soon as the swarm stops, it starts up again. This progresses until a certain quota of bugs are killed, making this mission take 20-25 minutes on average. A simple combat-oriented mission is rare in DRG, as even things like egg hunt and point extraction have additional goals. This mission tests the survivability of the dwarves, and how good they are at hunkering down and eliminating any targets that come their way.
The cave layout would be similar to Point extraction, with a large open space and smaller caves on the outside. However, the dwarves will not be assisted by additional turrets. This creates a short, simple, high intensity mission which is perfect for those days when you really just want to kill some bugs.
It’s a commonly thought of concept, but I think it is a necessary addition to the game, especially how it still manages to provide a role to every team member, with most focused on killing and scout providing support and minerals and whatnot.
make driller's saw nade controllable after it's thrown if the button is held down, similar to roll control
I know a 5th class is highly unlikely, but I think I've made a fairly unique take on the subject. After a crafty dwarf managed to sneak their beloved Steeve onto the Space Rig, R&D managed to get a hold of it before Management could, resulting in an abomination known to Management as the Mutant, but to the dwarves as Steeve 2.0. https://docs.google.com/document/d/1zNtbKwCpi0QeT6FWgOUSpaoxsKLy0HQ4VuaHt5bcUsc/edit?usp=sharing
Holographic image of a dwarf when placing down pipelines so you can see if you'll bump your head on a roof and get forced off
qol cause i don't wanna eyeball it all the time
Suggestion:
Direct player-to-player interactions when facing each other at close range while pressing the v key/doing a salute.
For example high-fiving, doing a secret handshake, fist-bumping them, etc.
Just did a mission with jet fuel homebrew OC for the hurricane, im gonna say its not worse than rocket barrage but it is a bit underwhelming in terms of damage, currently it takes 1 headshot and 1 bodyshot to kill a haz 4 grunt and i believe it takes 3 rockets for a haz 5 4 player difficulty, it is satisfying to hit headshots so i would add 50% weakpoint damage for the OC and remove the ammo penalty because it has way too little ammo. Comparing it to the salvo module, it has 6 more damage per rocket, less AOE, less ammo and less mag size most of AOE gets to be converted to direct, making it even less effecting against groups, and sometimes even singular enemies like praetorians
A Collection of Weapon Ideas i came up with, with full upgrade trees n' overclocks. (in separate txt files for easier readability)
TL:DR for each (as well as voting emotes for them, as just a simple y/n for such a wide variety isnt suitable. left is good, right is bad)
The Refractor Laser Machine Gun for Gunner:

A mix between the Drak-25, Lead Storm, Shard Diffractor and Colette Wave Cooker, made to be a versatile weapon with wildly differing types of specialisation based on just upgrades alone
The PRR-M300 "Karl's Gusto" for the Scout:

if hyperprop and Supercooling Chamber were a weapon, this would be it. this recoilless rifle would completely undermine scouts horde clearing ability in exchange for a hyper specialised single target deletion tool
Fuel Spike Slinger for the Driller:

Warcrime version of scouts crossbow, it fits with drillers gist of area denial and horde clearing speciality while not going with regular DOT's like his other primaries and properly gives him access to radiation as an effect
Modified Drak-10 Plasma Battle Rifle for the Engineer:

A semi-auto Drak-25 with an under barrel grenade launcher that relies on what grenade you equip, making it change quite heavily from a quick burst (PB's) to increased sustained damage (Shredders) depending on grenade type
and overclocks are things i just thought could work well:

(also if you think i nailed everything or completely missed, then obviously the regular
and
will do)
What if Mission Control would get angry and yell at the Dwarves if, after collecting the Omoran heartstone, instead of depositing it in Molly, they'd start playing ball with it and throwing it around?
Sound weapon for Engineer
SECONDARY
Sound disruptor mk-1
The Sound Disruptor is a weapon that R&D has been trying to develop for a long time for two reasons. The first reason is that it is a weapon that allows the dwarf who uses it to be more effective in the mines, and the second reason is that it is easy to protect the teammates of a dwarf who uses it.
A few ear shells have been distributed for your listening pleasure.
Description: The sound disruptor is a weapon that uses sound and air to function, making it very cost-effective in combat. However, R&D has decided to use a bit of nitro to ensure the range of the projected sound waves. Thus, a nitro capsule allows the shooter to function in combat situations for a relatively long time.
Attribute: The sound disruptor has a modular cannon, allowing the weapon to switch from a very short-range mode with a wider radius to a long-range mode. This long-range mode can reach priority targets; however, it does not increase damage. Quickly press R to switch between modes.
combat maneuver This weapon allows its user to quickly defeat the armor of several bugs in one single strike. However, this ability comes at a price, the sound disruptor inflicts little impact damage and has a long cooldown time if the weapon is overloaded. Holding the trigger allows air and nitro to accumulate in the "lungs" of the weapon. Once the desired percentage is reached, releasing the trigger will activate the weapon.In addition, the shot can have different effects on the bugs in the sound range.It can scare, paralyze or taunt.
Thus R&D gives you an eco-responsible weapon that is partly biodegradable and allows better performance.
R&S
Three quick suggestions:
Both suggests are as of v1.38.96389.0, which I believe to be the latest release. If these are changed in a later release please just say that.
- Camera shakes cannot be set to 0%, which can cause problems for photosenative people. I know theres a mod for it, but I feel like it should be base game.
- Photosensativity mode does not disable muzzle flares for weapons. Normally this is fine, but for some rapid firing weapons (notably most gunner prinaries) it can create a strobe effect which is again problematic.
Keep up ther great work, this game has some of trhe better accessability opotions I have seen so far ;3
Like how minerals, ammo, and health move between stages, I’d love to also see EDDs compound the Warnings after each level.
Stage one - elites
Stage two - exploders + elites
Stage three - cave leech + exploders + elites
This could also be balanced by compounding Anomalies, and even pickups like Jet Boots.
Maybe this could be a toggle for EDD
(For context mods, I did not mean to say that BobbyO’s idea was bad, I was gonna type this out in response to what I said, but I forgot about the timer)
Give every class a generic weapon that’s very bland, kinda like the subata or scouts AR but just give every class a generic weapon in case none of the other weapons really pair with the over clock or something. Like they all get a double barrel slug shotgun or DMR with basic stats, just in case if the player likes the gear of a class but not the gun, for example Gunners primaries.
Call it the “Company Borrowed” and bam.
Dislike how Engi’s primaries don’t have too much range? Bam. Dislike a certain aspect, bam. I think this can also be said the same for the gear like equipment. Give every class like a small healing pad or a small jump pad, something generic in case you don’t fancy the Drills or Zipline, you play a slow scout or maybe you just don’t wanna bridge with engi.
TL;DR, give every class a small overlap weapon/equipment in case they don’t like it or something.
Indicator for when the Thunderhead has reached max fire rate for QOL
make the dwarves always 100% drunk
How feasible is a hazard level 6 where you:
-don’t get bosco
-have to be alone
-grabbers and leeches don’t make sound
-you have half as much time to get to the drop pod
-you get 5x more minerals/credits at the end of a mission
-perks are disabled
-events/ items like rocket boot crates are disabled
- dreadnoughts are more common
-you have only 1 flare
-all enemies have twice the amount of health and deal double damage (for elite enemies it is x4 and same applies to bosses)
I am not expecting this to be put into the game I just think this would be funny or a meme difficulty for dwarves that want to do something nearly impossible
Also double fall damage because funny
Class specific passive ideas:
👁️Scout: “Fight or Flight”, 5/10/15% damage and speed boost when your shield breaks/is empty (like during Shield Disruption)
🔧Engineer: “Tech Wizard”, Build pipes, fix DRG equipment, and hack technology twice as fast as your coworkers
💣Driller: idk yet
🔫Gunner: “Lock and load”, Your first full mag/1000 rounds (ex: Leadstorm) deals bonus damage after refilling at a resupply pod
I was just dreaming big, or maybe Lethal Company influenced me, but can you imagine 5 people in the lobby? 4 go on the mission, 1 stays in a room with an interactive computer being able to send supplies, scan the area, indicate possible locations and help while in that lobby, it would be interesting to see how cooperative people would be with this, with/without Voice Chat
Wish you could pet doretta's head on the spacerig after the mission, if you took her into the drop pod.
Horribly crafted suggestion. (Sorry)
But if was ever a 5th class having a high mobility jet pack would be cool.
Or just an add on to a class for a mobility tool.
Crazy idea cz it's 2am, ""Illegal Mods Dealer" found in the space rig hidden somewhere the management doesn't sees him.
Sells a random tech upgrade for a mission, like daily beers but for weapons or stuff, like
-Lower flare recharge time
-slightly more shield
-pickaxe mines a larger area
Or even some things for specific classes, like
-grappling gun can pull heavy objects slowly
-drills can mine minerals
-turrets stun
-shield hurts enemies hitting it
This upgrades obviously would be expensive if they're that good. I think it would be a crazy way to make the game more interesting, and different within the missions. Also I think this illegal mods should be bought in packs of 4 like beers, but everything is randomized, cz obviously a scout can't get a platform upgrade. So it's like a "yes or no" trade instead of a "Wich one?" Trade
Also, if they're illegal it could be some mods that had some downward effects, something like
"Drills dig faster" but in the mission you discover that when overheated it hurts you, but the dealer doesn't tell you that, because "you buy at your own risk"
I want axe blades on the front of my pickaxe.
Why: because it would look cool.
Why 2: the blade is right there.
Why 3: tomahawks are based.
Let lootbugs burrow towards large mineral deposits, allow them to eat the minerals, and have the lootbug glow the respective color of whatever it is they ate.
Popping them will yield more jadiz/enor/gold/whatever than what would have been acquired by depositing the chunk.
Hosts cannot disband the group once return drop pod is called. Host did not go back to the pod and went down. Rest of the lobby was already in the pod and had no ammo.
Weapon Idea
Arc Catalyst Sidearm for Scout or Engineer

A secondary swarm clearing weapon that excels in multitargeting.
They weapon fires a stream of lightning that chains between enemies if they are within 5m of the target. (Max of 10 chains)
The weapon targets like the Lok-1 where it scans for enemies, except it will target in a small radius and priorities the closest enemy.
The weapon has a "charge time". As you hold your arc on enemies, the charge damage increased from 50% to 100% over a period of time.
Edited part: I forgot to mention, it would have a range limit. Can't be too powerful.
There could also be an unstable overclock: Concentrated Arc
High damage single target.
Significantly increased damage
Enemies in the way of the arc will take 25% damage and get slowed (This won't affect how much damage the target takes.)
You cannot arc between enemies
Slower charge speed
Here's another unstable overclock idea: Charged Shot
Similar to the Coilgun but more electric. Electric sneeze lol.
Increased damage
Increased firerate
+5 max targets
You have to charge your weapon before firing (Charge speed upgrades could decrease this.)
Less ammo
Large delay before you can charge again
Last overclock idea I promise: Electric Boom
Inspired by electric mechanics in Remnant 2.
When targets take damage they accumulate charge, once they reach max they explode with electricity (How fast they charge is tied to how much damage from the arc they take.)
Targets effected by the boom will get stunned, and pass off their electricity evenly between nearby targets
Less damage
Slower charge speed
Undo the Stingtail nerfs (mostly)
While i do believe the grab rate of the Stingtail was deserving of a nerf, everything else was much less so.
Stingtails were fine before getting nerfed, but people Whined about not knowing how to deal with it (Because they didn't want to "waste" a mod slot on armor breaking) and it got to the point where the Stingtail went from an actual threat, to a common fodder enemy, akin to grunts, except with a mediocre grab thats easily dodgeable.
I believe the (vast majority of the) Stingtail nerfs were underserved, and unnecessary, despite the "outcry" on reddit and such.
for next season to reduce the amount of times we see lithophague but still see the meteor events have the meteors drop a LeadHeart or something different instead of a plagueHeart. i find the meteor stuff very fun but the lithophague is getting old.
Came up with the perfect way of buffing Rocket Barrage
1.5x mag size (36 * 1.5 = 54 quick maths)
You get up to 54 rockets without T3A and with it, you get 90.
So the choice isnt just defaulted to T3A, cus they funny RoF might be more competitive now.
maybe some daily challenges similar to the weekly stuff just to have something to do every day but like idk
Engineer's 5th Grenade Concept:
Kamikaze drone
Half a second after the throw, the drone takes off, finds the nearest target, rams it and explodes, causing damage to everything around it. Deals bonus contact damage (like an impact axe in comparison) The drone's priority target can be set using a laser pointer.
-
Driller Primary:
A weaponized version of the platform gun made for driller. Not sure what to name it (possibly the mixer) but acts kind of like a rapid sludge spraying weapon that damages enemies. When they die they turn into breakable platforms that are close to like a block of concrete or ground. They become statue like but form enough to become a platform of sorts. However the platform is temporary and decays after a few seconds. Overclocks for the weapon would include buffs to the time they stay "solidified" / draws others in to distract / or can explode with enough damage causing shrapnel. -
Gunner Primary:
Recoilless (name w.i.p). Single shot canon like weapon that shoots an explosive rod through multiple while also acting as an explosive upon impact after a set time which can be detonated. a higher penetration however parabolic trajectory than the armscore simple pump action sort of chamber but reloads a small "Nail" belt into the gun. Over clocks would include further projectile with a smaller explosion / charge-able version with no explosive / a sort of cord that connects all shot enemies that detonates in a line however only explodes those that are connected. -
Scout primary:
Nail gun. Putting management to look towards budgeting. They reuse modified construction to modernized destruction. Slower firing clip fed with a sort of small circular mag based shooter that can switch between a charge shot for a harder hit or somewhat mock up of smg. Sort of similar to engys SMG body type with a few unique things to it. Over clock ideas would include nails slowing down enemies hit by literally making them to the ground sort of thinking / A rapid fire lower density nail / unstable red hot shooter that slowly causes fire damage. -
Engineer primary:
Zap rifle. Energy based battery fueled shotgun that chains multiple enemies or just simple pump action lightning bolt no need to reload but can require a bit of cool down for stronger shots letting the wattage build up on its own before firing. Overclocks would include a constant overcharged lightning bolt that requires to rebuild energy before every shot. / A bypass that can dangerously enough arc to more enemies or dwarves without telling the difference. / a sort of mode that takes damage gathered into shield and increases damage based on damage taken. / And a lower firing single focus mode that stuns.
( It is my first time sharing so please don't be harsh I just love sharing my ideas. Feel free to give any feedback I'm very open about suggestions. c: )
a new driller primary
Tornado Canon
R&D decides to mix the cryo canon and the flamethrower and make a device that through the rapid heating and cooling makes a tornado that gets bigger as you hold it. it would have two different ammo, the fuel for the flamethrower and the liquid nitrogen for the cryo. (this would only suck up bugs not allies)
some OCs im thinking are
Earth Shards unstable OC
the wind created in you machine is so strong that it collects shards from the ground to cause more dmg but with the drawback of less range and lower chance to suck bugs in. (P. E. the shards would have some DOT effect)
+20 dmg
-10 range
Earth Shard trait
Fire Tornado balanced OC
R&D tweaked the mechanism to make it use more flamethrower fuel than nitrogen, causing the tornado to catch on fire burning enemies caught in it with return of less dmg.
+20 more fuel usage over time
-15 nitrogen usage
-20 less dmg
+Fire Tornado
Blizzard is a Raging balanced OC
through lots of tweaking R&D turned the nitro fuel ratio to bump more for nitrogen, causing a blizzard storm.
+30 more liquid nitrogen usage over time
-20 fuel usage
-15 less dmg
+Blizzard
Tornado Alley unstable OC
through trial and error R&D has made a over clock that allows your tornados to be larger than normal, with the drawback of less dmg and more usages of both fuels.
+35 more fuel and nitrogen usage over time
+50 max size
+25 growing rate
-30 damage
Special Gears clean OC
this simple over clock allows you to charge your tornados faster and adds a little more dmg.
+20 dmg
+15 growing rate
High Velocity Ejection clean OC
Boosts the speed at which the Tornado launches, allowing for faster deployment and covering more ground.
+20 tornado spin rate
+25 tornado velocity
Buff the damage boost for the thunderhead at max RoF from an unnoticeable 10% to a respectable 25-33%. Whatever’s balanced, i just want more than 10%
A few things about the hidden dwarf beer:
-
you can press Ctrl to highlight the names of dwarves to show exactly where they are. it's kinda lame to just be able to cheat at it. even then, if you press it before the hidden dwarf starts, it continues to highlight the names of the dwarves, so you cheat without even wanting to
-
If you're in prop hunt mode, the text for entering the Memorial Hall should not show up for anyone. it gives away where someone is hiding, probably equally lame as the Ctrl problem
And so Driller shall have:
“Loose cannon”, Killing a bug scares all other bugs close to it, with the fear duration scaling based on creature size, going up to 10 seconds after killing an Oppressor
more cave procedural presets to give more variety. I've seen plenty of the same cave in a different biome, would slow the gameplay loop burnout
This has probably been posted a lot of times already and I don't quite know how it would be done but we need a Wind Rose Crossover. Either ingame or maybe as a song. 
The ability to customize your room.
We've been able to make close connections with our dwarves because of customizing. But what if we could feel more cozy with our rooms?
Now since this is management owned property, we won't be able to change certain things. (Walls, floors, stuff that's important.)
But it would be nice to have some custom rooms for our dwarves.
Some cosmetics could include:
A Steeve doggy bed ||(Because he is a good boy.)||
A Doretta head ||(Dotty has been through a lot.)||
Posters of epic dwarven rage ||(Maybe they could show off how cool Karl is.)||
Light options ||(Not stuff too unusual, but colors like blue, white, and maybe orange.)||
Carpets ||(Maybe some epic ones too.)||
Beer mugs ||(No explanation needed.)||
Pet Lootbug ||(So we don't get lonely.)||
With all the similarities ive seen between helldivers and deep rock galactic, aswell as the memes for it, i think a great way to go along with this joke would be to have a reference to the game itself.
It doesnt have to be anything major, maybe just a small chance to have a helldiver helmet in place of a regular scannable helmet we'd normally find, and have a small chance for it to appear.
Or you could take it one step further and make a armor paint job similar to the ones helldivers typically have, though thats probably pushing it.
Promotions can be done in multiplayer lobbies. This is just because my friends and I usually make a big deal of it and dress up in our “nicest” load outs for a ceremony
Engineer | Warthog
🥬 Clean | "Silly Slugs"
Random status effect using 50% of the damage (both good and bad status for the bugs, like Fire [or heat] and the Regenerative bugs effect.)
Shells deal their respective damage types based on effect (Fire for heat, Freeze for cold, ETC)
"R&D had a bit of chemicals laying around and decided it to stuff into some empty shells, nobody knows what chemicals were put in but have fun with it! don't tell management, it probably violates at least 12 health and safety rules."
warthog has a severe lack of status effect stuff, even stun is barely there, so why not just give it all of them! with 🌈 GAMBLING 🌈. all status effects should have a equal percentage to pop. (or slightly biased to negative effects)
Crosshair heat gauge
Mechs
Somehow
It don't matter to me
...what if we had explosive pickaxes?
got inspired by helldivers 2, Killing floor 2 (pulvirizer) made in abyss, (blaze reap, i do NOT reccomend watching that anime) and Bloodborne. (boom hammer)
having a way slower swing speed, but large impact zone to mine out larger chunks (requires ammo, 5 magazine wise, 20 ammo). prehaps requiring a hammer-like mechanism similar to a flintlock weapon to prime it before allowing the pickaxe to have said explosive property? (also, a possibility for explosive jumping if it would be class specific, like for the Scout or Driller)
maybe a few more purchaseable upgrades for the pickaxes? like a bigger dig radius or maybe more damage (when not power attacking) or maybe even mining speed upgrades
leave the helium tank on the space rig after the 6th year anniversary ends i beg of you
reason: funny
i think the drop pod hitbox or carving could use some work, often if you need to go around the drop pod and there's a wall you'll have to mine the wall out even though it looks like there should be plenty of space
add lederhosen and yuletide armor paint jobs
minor QoL: show active buff beer in the pause menu
i like to have the class icon UI element disabled for less screen clutter but this would be nice for the occasional time you forget what beer you got so you dont have to enable the UI element to remember
Please prevent Doretta from triggering Korlok Weed and Bet-C
2 missions in a row now i've failed because a miniboss DURING a swarm RIGHT BEFORE the refueling time
I can't fight 200 bugs and a miniboss and repair doretta and refuel her
Add a sound que to overclocks like homebrew powder and other similar random damage buff/nerf mods/ocs.
For example, if a shot falls under the normal damage of the weapon, the shot sounds weaker and is less loud. Meanwhile shots that do more damage than normal via homebrew and the like sound more powerful and a bit louder.
When hiding as a prop for Hidden Dwarf Beer, Hunters can jump on your head and bounce off, giving away your propiness right away. 😦
Maybe make it so that cannot happen? Thanks!
maybe recycled but we NEED to be able to pet engineers sentry guns.
i was just thinking about how cool an anniversary pickaxe would be and realized that the 7th anniversary event should have a pickaxe shaped like a 7
Primary for gunner
Printed Electronic Ammunition Systeme
Or
P.E.A.S
R&D is proud to present the Peas Shooter, the first weapon capable of printing its own ammunition.This weapon can print projectiles using a raw material that is abundant on Hoxxes IV, rocks and stones.
Mechanics The weapon works in three stages. One, the raw material is processed to create a malleable material.Two, it is transformed to become a projectile.Three it is sent to an air chamber where it is propelled.Depending on the modifications selected, the projectile can have a different impact, its temperature can also be controlled and more.
Modification Several modifications can be attributed to this weapon. A cooler can be mounted on the printer's muzzle, allowing the projectile to be harder and thus inflict a greater amount of damage or impact. If the cooler is not installed, the projectile is ejected at a high temperature, allowing it a chance to pierce enemies. Other modifications can be added either to the duplicator and/or to the air chamber. These modifications improve the weapon's performance in terms of its rate of fire, ammunition creation, and storage.
ProjectileThe P.E.A.S printer can contain two different projectile models. However, R&D provides three additional ones in addition to the weapon's base model. Thus, the Pees shooter user can select a second projectile model that better represents their combat style. Quickly pressing (R) allows changing the printed projectile style."
-1.Hollow-point projectiles, these projectiles are less costly in materials, which allows for increased longevity of the raw material in the weapon. Moreover, when they hit the target, they explode into several pieces that have a chance of hitting adjacent targets.
-2.Heavyweight, these projectiles are twice as expensive in materials, however, their impact damage is also doubled, and they have the ability to break armor.
-3.Trident tooth, the head of these projectiles is printed in such a way as to have three points. These points enhance speed and penetration. Thus, these projectiles increase damage; however, they take a little longer to print.
under barrel
-1. Masterkey Pressing and holding R switches to masterkey mode, which is a shotgun.
-2. Harpon Holding R will cause the user to enter harpoon mode.This mode is characterized by its simplicity and effectiveness against single targets.
Note that both of these modes use the same resource as the main mode.Therefore, it is recommended to use them with caution as they can consume much more of the said resource required for the weapon to function.
Only one mode can be selected when modifying the Peas shooter.
With this weapon the future is now. Rock and stone miners
[UI adjustment ask] make class icon pips on class specific armor paintjobs for clarification as some newer players may get confused about some paintjobs not being universal
Victory moves, where the dwarf interacts with beer mugs, the mug model should be replaced with another one, since now the mug model is leaf lovers' mug. This makes every dwarf with this movement a leaf lover, which is inadmissibly. Rock and stone, brothers
a victory move where the dwarves shoot down a leaf lover mug with the basic pistol from rouge core without even looking and another victory move where the dwarves headbutt a stone and crack it in half, revealing a small bittergem inside
add a male/female toggle to dwarf customization
(it wouldn't change literally anything visually and the voice would still be the same because dwarves.)
To make gold useful and make people mine it more, add a menu that comes whenever you call a supply pod, at the top of the supply pod will be a button which when clicked on will open up a store page for purchasing certain items like jetty boots, certain beer buffs, certain upgrades (hp,shield,temporary speed boost, doubling perk abilities etc) for that mission using the gold in your reserve (the gold you mined in the mission not your general savings)
Add more engineering options into the game, like building a mech or swapping parts of your turret (barrels,different ammo types) while in gear terminal.
Another idea; make it so that final level on beast master makes it so that your steeve will be incap'd and not dead when lost their hp, and you rev them like a dwarf, with them gaining hp slowly by killing enemies
Let us create Underwear patterns for the gown (or in general) that would be on our dwarf(s), instead of randomly chosen patterns.
Why: Why not? In my opinion it would be really cool to create custom Underwear colours and patterns with existing armour/weapon paints, and existing icons (Mission icons, perk icons, mod icons, loadout icons etc)
It might only be visible on your dwarf when wearing a gown, but I still think it would be a good way of expressing yourself or giving your dwarf just that extra bit of personality.
this might also be recycled but, what if we could rotate engineers platforms on the x y and z axis? would make for some really cool stuff like fortresses or houses and stuff, making forts as engineer is amazing and being able to put walls on it would be absolutely exquisite. plus it would make cheesing the caretaker much easier. 
Every player that reaches 10k hours played and sends a proof in the form of a photo would get a personalized voice message from Mission Control congratulating them
So, I kinda have 2
1 would just be a toggle for player highlight. I just wanna be able to see where my team mates are at all times
The second, more complicated.
I think the drak plasma rifle would be better if it got a rework. Increased damage, but it's now a 5 shot, semi auto fire, with increased heat generation.
I suggest this as it would make it more in line with what scout does, High damage to priority targets in a short amount of time, instead of it feeling a bit off in its line up
I mean, the M1000 is great single target, and the base assault riffle is good croud clear, but the drak just feels a bit out of place is all
this is more of a complaint but the ability to transfer my progress from my gamepass to my steam acount since i bought it again to play with friends and realized that i cant tranfer progress despite both being on pc
Toggle for run by default, our fingers are tired
• Something of a low gravity bounce pad in azure weald, similar to the low gravity pits but much smaller
• A plant in hollow bough that screams or something when u get near it, and has a chance to apply the fear effect to glyphids who get near it
• A plant that acts like a gunk seed in a certain biome, but when you shoot it down it explodes on contact with an enemy or terrain (like a mactera)
Make it to where it explains in the game that swarms grow in time on PE missions. Because people dont know especially newcomers and it gets pretty intense on haz 4, 5. I took 37 mins killed 503 bugs solo on haz 4 with engineer on a PE mission but i thoguht i had time for secondary objective and minerals, clearly not because i didnt know swarms grow with time and boy was it stressful. So now that i knew im happy to announce i completed haz 4 solo with driller and it now takes me on average 12 mins
Maybe a weaponsmith perk? It would basically just reduce negative effects of OC's by 5-15%, while on clean OC, it increases their buffs by 5-15%
make its a bug thing work on bulk detonators
bioshock reference here but: what if there was a overclock for the crossbow that when you fire it from where youre standing it makes a tripwire and with the electric bolts its gives a electrical damage boost, ofc with double ammo consumption if the tripwire lands
What about a overclock of scouts deepcore G2k that gives it a high amount of blowthrough so you can hit a bunch of bugs at once? With a steep damage penalty and probably something else as a downside. (Maybe give a slightly larger mag size and/or ammo to compensate for the low single target?)
Bossfights
So we all know the point off killing Dreadnaughts is to prevent them from becoming more dangerous.
But what if we had to fight a fully mature Dreadnaught?
What I propose is a weekly "bossfight" in a way.
Every week a boss is selected. Each being an upgraded version of the Dreadnaught they are based off.
This is heavily inspired by Remnant 2 and it's bosses mechanics. As well as Destiny 2 and it's raids.
The bossfight doesn't have generating terrain, instead, it's made beforehand. ||(That way you can implement more dramatic fights, without having to worry about wacky generation.)||
Each boss would have its own "lair", so each week is something slightly new.
However it does have mutators. Not stuff that helps you whatsoever though.
The bossfight itself would differ between bosses, and it would be on a high difficultly like haz 6 to force people to prepare.
Killing the boss completes your mission, and you will be rewarded heavily. ||(It would give you some overclocks.)||
I'm not sure how you actually start the fight. But I'll leave that up to the devs if they decide to make this.
I don't exactly know what the devs have in mind for how the Dreadnaughts react, but here's my best attempt.
Glyphid Dreadnaught
The Dreadnaughts armor is now stronger than ever. Breaking it will prove to be difficult.
The you must call down a special armor piercing weapon that will be able to hurt the Dreadnaught.
The weapon is quite heavy however, so it would be rolled in on a tank.
You must delay the dreadnaught and keep it in the area of the weapon, in order to fire it must charge.
Once the weapon is charged it will target the Dreadnaught. Then, boom. ||(A little idea I had is for the player to have to pick up cells to charge it.)||
The armor is now broken, and you can now damage the Dreadnaught.
Once it reaches 2/3s health, the armor regenerates. So break it again.
This happens again with 1/3 but once you break through one last time you can kill it.
After you kill it you are free to leave. But make sure to set up a beacon so the research team can come investigate.
The ability to manually toggle the neck guard/ upper torso armor thing off or on. Some pieces of head gear clip that piece or armor, and others obscure beards that we want exposed. Sometimes it would be nice to be able to choose if we want it there or not like how y'all did the sleeves.
Give Elite enemies palette swaps to make them feel more like unique threats.
Bulk Detonators: Burning red instead of orange.
Mactera: Bright pink wings/weakpoint with a deep purple body.
Spitters/Menace: Albino white body with red highlights.
Guards/Slashers/Praetorians: Orange/deep red gradient, mimicking the Dreadnought palette.
Make Arbalist's color even more orange/yellow so people can tell them apart easier.
You can tell who is Lacerator and who is Arbalist via behavior but sometimes you don't have the time to check that.
Give the haunted horrors attack inflict maybe frost or something? Fire seems weird for a ghostly blue spirit.
barrel mimics that eat your leg if you try to kick them
(sponsored by management)
When losing connection to the match, make a prompt appear that offers you to reconnect.
Similar to the one that appears when the game crashes and you reboot the game.
Make it so you can put paint jobs on power drills.
Don't get me wrong, I love the general design but it just stands out when you for example have all white loadout and a pair of big, yellow drills
My friend and I came up with the idea of mini mules mimics, which are a glyphid swarmer that got into the body of mini mule and it triggers only when you start scanning it for the presence of legs around
Another idea for the first of April is to make special swarm of loot bags that will slowly crawl to the players and will bite at 1 damage, also Mission Control will announce it like he didn't see treat on his radars but something is definitely wrong
A sludge pump overclock that makes it bounce instead of just splattering on the ground
(you could probably do some funny stuff with bouncing it off the walls)
Ultra Heavy Sniper Rifle. The Bore. Basically a single shot hand held cannon. Penetrates through enemies, will go through even armored enemies into other armored enemies but hitting weakspots will still do more damage. The ultimate one shot big damage gun that you want to position yourself well to use against big enemies. Low ammo, takes like 4 seconds for it to cycle out a shell and load a new one with the gun hydraulically pressing back together. Would be good for the Scout.
I think a steeve garden akin to sonic adventure 2’s chao garden would be a really fun addition. In terms of a way that it can fit in with the general vibe of the game it can be some kind of thing R&D set up, and you can volunteer to feed the glyphids being kept for research purposes.
Im sure its already been said before but itd be really nice if when fighting the twins their health bars were always on the same side. (Ie Lacerator is always on left, arbalest is always on right)
Add a straw hat cosmetic in next season pass so I can make luffy
Hide a ongoing game of the tabletop version in the rig
add fsr 3 if possible. If it isn't possible, then update fsr 2.
||this is a ♻️ moment specifically because I keep asking for this (I keep asking because I have an AMD card )||
engineer primary: Gorgon Laser
this semiauto laser rifle is one of the engineers own creations using a laser cutter, a broken lithofoamer, and enough energy to power the space rig for a day. the engineer has created a pinpoint accurate and highly deadly weapon that can make even the dreadnaughts fear for their lives. its got a battery instead of a magazine so you won't need to reload, just cool off, and its got a large capacity for ammo to support the powerful laser. the issue with this weapon is the low rate of fire and the amount of heat it generates, being able to cook a turkey in meer seconds after only 5 shots. be careful with it, it's a very heated weapon.
rock and stone
so how did you guys like the idea?
Referring to how the devs said they're working on a way to go through previous seasons, I came up with this
My idea is when season 5 comes around: make data cell events more likely in rival presence and the same with plague hearts in lithophage warnings, and after they're collected you can use them as a scrip of sorts to unlock an item of your choice from a respective performance pass
this would also help thin some loot pools and give more player agency in unlocking things
Can we please, interchange armour parts between classes and armour version?
ive suggested this before but why not again, why not a filter for when a cosmetic was released/season
Active perk: Sugar rush
(Passive) 10/20/30% more healing from red sugar veins
(Active) Hold E while missing health to heal yourself for 10/15/20% of your base health. 3/2/1 minute cooldown, at max rank, revived teammates start with twice as much health as normal
Engineer overclock for the grenade launcher: "Little Man"
Unstable Overclock
Pro + Con: Creates an irradiated zone on impact which hurts the bugs but also players
Con: Impact radius is randomly sized from normal to small.
Con: Deals more impact damage to players than bugs.
Audio option to disable game sounds while tabbed out of game. 🔊 🤫
add a way to fix the drilldozer head or maybe make her into a talking gun
redesign the NUK-17's so that the magazines line up with the shell ejection ports
Suggestion:
In the space rig, the stack of champagne glasses next to the smackable "dwarf" at the Abyss Bar should be moved.
Smacking the thing breaks the glasses and causes Mission Control to get angry. It's not MY fault they were put there!
I suggest we be given the option to pick which slot for our primary and secondary. There are times I want to have my laser AND my grenade launcher. Imagine each dwarf with their different weapon options, like the gunner with their minigun and their missile launcher, or scout with the shotgun and crossbow. Or driller with flamethrower and cryo gun. More player creativity for loadouts.
balance idea for Seeker Round: remove +0.5s reload time penalty, reduce mag size by 12, adds 1.5~2x damage
Keybound callouts for flares/platforms/ziplines?
Subata overclock idea: Dual-wield. You wield two pistols now. That’s it. Why? Cause it kicks ass. Stats TBD but larger mag and slower reload sounds sensible
Make elite lootbugs a thing, and when you kill them, they drop more minerals than a normal lootbug. Lazy suggestion, I know, but elite lootbug fnuuy.
Can we get an armor set that gives you a prosthetic arm
It would be cool if we could customize doretta, like whoever is hosting the mission can customize her and you could change colors and maybe different head shapes, but it might be hard to implement
Clean PGL overclock "Hydrogen containing explosives"
Description: "By injecting hydrogen into rounds you can compensate for damage falloff. Also add a bit more explosion radius"
+0,5 explosion radius
+No damage falloff
I have an idea,its just a brain fart,BUT. imagine a new mission:
INFILTRATION
Break into and go trough an abandoned,corrupted rival base while trying find a reactor that is about to meltdown and contaminate the sorrunding area making mining impossible with all the radiation and Mangement does NOT want that.(so you are on a timer)if you do not reach the reactor in time the mission fails.(i would imagine a good 20mins would be fair)there would be scattered ammo pods,not full ones little and hidden hidden,they would only refill25%ammo.
Do yall think this would be decent?
Here's a concept for Engi's shotgun, based off of the idea from bio mass conversion on the shard diffractor:
Carnage casings:
- Drastically lower mag size (like maybe 1-3 shells? With the mag size upgrade? Idk)
- A longer reload time
- But increased damage (maybe just for weakpoints?)
- AND everytime you get a kill (on a medium or larger enemy) with it it instantly reloads 1 shell from your reserve ammo into your mag. (Maybe make it only one shell max per shot? Or not, to encourage multikills?)
Tldr: keep one tapping grunt heads to keep going, but lower sustained damage on heavy targets.
Rig QoL: make the jetty boot kickable and doing so will restart it
make Bosco stop protecting doretta's body after the heartstone is secured
Add shooting range to the space station
Perfect for gun testing and aim practice
Unique Mission control voicelines that are only present in solo missions or if you land on your own in an open public server.
DRG Survivor already has this, and I think it would be a good idea to carry it over in the original game. It's a bit weird that mission control talks as if there's more than one person when you are down there on your own.
E.g. If a new player joins, mission control will switch voicelines from "Ok miner" to "Ok team" and vice versa if a player leaves and you're left on your own again.
A secret sticky note in the stats tab that keeps count of how many times you’ve brought doretta back
Perk change:
It's a bug thing - loot bugs will crawl towards you. When in close range, they spit up their minerals in a little pile before turning around and fading away, "escaping" rather than exploding.
Suggestion: take the Mk6 armor back to the drawing board.
- not enough little greeble details
- gaps between the armor plates are way bigger than the Mk5 suits
- the armor panels especially on the chest just look slapped on; they don't seem to be part of the whole structure the way Mk5 and Mk4 do.
- the ribbed spring-like sections look strange, and are just kinda boring? they also seem to bend weirdly
The steam vents and the backpacks are pretty nice I guess
Add a takeoff effect to the drop pod When you start a mission, it looks a little strange that it takes off without anything to propel it
New primaries:
Gunner-cannon that works like a revolver with 6 shot drum
Driller-Tesla that target multiple enemies that has a slow effect and triggers electricity
Scout-railgun that has infinite range and pierce
Engineer-nailgun with minor pierce and 100% stun
Imagine a nuclear variant of the bulk detonator and as it walks it would leave a trail of radiation and when it explodes or does it's attack that as well would leave radiation, another idea is that it would have a field of radiation around it to indicate its as I like to call it "too close so I must release a blast range" like how the other 2 (crassus and reg bulk) have floating particles. It would also have increased speed like the radioactive exploders. Maybe lowered health as to make it not too unbeatable.
Ordering a Hidden Dwarf while solo should spawn the prop beer instead of the hunter beer
scout secondary: R-899
weapon type: smg
this weapon is simple, sleek, and can spit bullets faster than Lloyd can pour a brew. it has a large magazine capacity of 60 rounds and is extreamly deadly for anything within range of its 45.ACP ammunition. it may not be accurate but its more than able to deliver death to any enemy
to sum it up, its inaccurate but its got a fast fire rate it also have 60 rounds in the mag and the reload is as follows: 1-eject spent magazine from the grip of the gun. 2-put in a new magazine. 3-pull back the slide ring. 4-ENJOY. i hope that you enjoyed this weapon idea, i know that the NUK-17's exist but i just feel like they don't fit the smg category as much as they fit the machine pistol category nor do they feel like they would really work for clearing a swarm, and my goal for this weapon was for close quarters swarm clearing when you had nobody else in squad. its just meant for clearing out the enemy when you have no team to do it for you.
Turning on the gravity recalibration as a hunter should make the prop team instantly win
Please move some of the goggles and glasses to the "Eyebrows" tab in wardrobe.
There is a large number of headgears people don't use just like they didn't use the respirator from Season 1. And besides, most of these items either remove or completely cover the eyebrows anyway.
Alternatively - add a secondary headgear slot so we could stack various cosmetics like it was done in Team Fortress 2.
COLLABORATION with HELLDIVERS 2
Could you make like in the 10th Anniversary, do a mission (1 mission pro Hat) to get the last 10 Anniversary Hats?
crazy ragdoll knockback for enemies killed with hyper propellant
Separate Resource/Progress Resets
I have played this game for over 3 (almost 4) years and I really wish we could reset specific items/stats from DRG. I had the unfortunate experience to join a cheater lobby and got a ridiculous amount of cores, money, and minerals. At the time I didnt know you could revert your save so now I am permanently stuck with a broken save that I worked hard for my progress.
If we could separately reset certain items like Matrix Cores or Minerals, without starting a new save and losing all your levels/unlocked matrix cores, it would be greatly appreciated.
It would help cases like mine, or people who intentionally cheated and regret doing it, or veteran players who just want a harder challenge and earn their spoils again
Suggestion:
A "quick play" feature, where you can set desired parameters and then automatically join a multiplayer session that matches, if there is one.
Because I just want to shoot bugs and mine with strangers without having to manually browse each mission, and then each session for said mission.
Armor breaking for shotguns sucks (maybe less for boomstick but definitely for Warthog)
Warthog's T4 mods are horribly unbalanced and makes the AB pretty much worthless (and in some cases very inconsistent).
So heres some ideas to not make it complete obsolete:
- Implement the +1 damage T4B mod for Warthog at base (lets be honest, everybody takes it and is also a nice indirect buff to minishells but also warthog in general)
- Instead of damage, T4B can either be something like reload speed, perhaps more mag size or a unique mod for it.
Some ideas like Battle Frenzy but for Warthog, if you shoot a certain enemy, your turrets will also shoot that target (Hawkeye System can finally receive a rework since this exists now) or applies some sort of status effect. (Or I guess homebrew if the devs are feeling quirky that can kinda work too i guess)
poster of "today's special" somewhere near or in the cabins
the event's fancy decorations cover the "today's special" display 🥺
Maybe revise the design for the MK6 Driller suit? It could use some bulkier armor, particularly around the shoulders and arms. Its silhouette appears very similar to that of the MK3 suit, which is a little disappointing after coming from the MK4 and MK5 suits.
for a future cosmetic DLC, may i suggest cyborg stuff?
tatoos in the customizing place
Steve and Doretta deserve statues in the memorial hall
It might have already been suggested but maybe a memorial hall rework?
-
The Statues
As it currently is, reaching level 10 adds a golden statue to the memorial hall of that class. 40 levels does not take long to reach, it will at most take 15-20 hours. I think a levelling system where reaching level 10 adds a stone statue, and each tier of promotion upgrades the statue all the way to ruby. I also think the statues need to be updated, as a lot of the weapons and skins models are outdated. -
The Trophies
Each achievement has its own unique trophy that will be displayed on the shelves lining the hall. They don’t have to be trophies, they can just be props. They don’t have to be tied to achievements either, as saving doretta could move the doretta head into the hall rather than next to the upgrade terminal. -
Updated voice lines
Saluting in the memorial hall could be seen as disruptive, so what about having a smaller, separate pool of voice lines of the dwarves silently saluting and honouring the fallen?
Overall, this would give players a visual sense of progression as well as a much-needed overhaul to the memorial hall as well. Other players would be able to see it, so you would be able to boast off your flashy statues and achievements.
A new plant enemy: Constrictor Vine
A coiling vine that grabs you when you get too close (like 5-10m?) and constricts repeatedly to damage you. I feel like it should lash out at bugs too.
A twitching coiled up sub-species of the vines found in the Hollow Bough that has been more successful in spreading through Hoxxis. Found in Hollow Bough, Dense Biozone, Fungus Bogs, and Azure Weald.
Cross Platform!!!!!
Guys , we really need crossplay. I wanna play with my friends, but we can't because this game dont have cross platform.
I don't think I'm the only one who had this problem. The game can really get even more online if you add cross-platform
gunner secondary
Name: kan 50cal or Karl's Candle
*Mechanical and ballistic:
This heavy pistol uses electronic components to ensure its operation, as it has a single-shot mode. Holding the trigger of the weapon allows it to accumulate a large static charge.
Subsequently, the weapon adjusts to this amount of static electricity to determine the number of projectiles that will be fired.
Thus, the user can choose to use this pistol as a semi-automatic weapon, a burst-fire weapon, or a weapon capable of emptying its magazine in a fraction of a second. Additionally, the (KAN-50) has very little recoil.
(KAN-50) has another type of ammunition, which is a heavily modified missile that can be adapted to the end of the weapon's barrel. Holding (R) allows you to place one of these Rockets. The user has 6 of these Rockets.
Tier1 - (more ammo) (faster static charge) (more precision)
Tier2 - (electrified bullet) (static bullet goes faster) (faster rocket load)
Tier3 - (more ammo) (weak point damage)
Tier4 - (Rocket has more AOE) (more Rockets +2)
Tier5 - (fire Rocket deals less damage, sets fire on impact) (ticking bomb explodes after a while) (more impact dmg bullet/rockets)
I usually keep my complaints to myself but, ever since I missed the year 5 hat, I've been salty about how I missed the year 5 hat. I was one mission away and needed to go the heck to sleep, came in the next day and the whole assignment was gone. I'm saltier, since I missed this year's Chinese New year hats for the same reason. Once upon a time, if I had an Assignment selected, I had the assignment until I finished it, regardless of the event reset. Now, y'all reset the event and the assignment gets wiped. I'd love to finish assignments during the events but, I'm an adult with adult responsibilities, who plays games for fun and stupid digital hats. Let us have our dumb hats.
During April fools day, a single dwarf replaces mission control for the day.
grenade skins so that we can make our grenades look like other stuff
cross saving between all devices or at least xbox and steam
new modules for the omen tower
I think a chain lightning gun for driller would be a lot cooler, especially if it were built around one of those electro crystals from the crystalline caverns
Honestly driller is probably a better class to have a weapon like this. I think the devs might be hesitant on giving scout too much crowd control (hence the relatively low max damage) so driller is probably the best class as their kit already centers around crowd control and status effects
Remove the hazmat suit from the Prop pool you physically cannot hide with that thing
Add a super hidden new mineral and whoever finds it first gets to name it, and it could become a second objective type thing like for the start of season five
ambient music
we all know the feeling when theres a event going on for DRG and its all nice and giddy the space rig is lively with music, then comes the end of the event and suddenly the space rig is filled with a eerie and quiet ambiance that just feels too uncomfortable
it wouldnt cost much to add ambient music to the space rig, we have a jukebox already so why not have the music from the jukebox be heard all across the space rig?
A way to adjust volume for certain things. (Maybe there’s a mod for this, who knows)
I know others like to listen to the game volume, soundtrack, and all that. But they could be loud and drown out teammates.
I know you might be saying “Then just boost Teammates Volume/lower game or music volume”
But there are those who are Hearing Impaired. Like me.
Have an option like this
Boost Special Enemy Sound Cues
There can be a volume slider for each enemy that has a distinct sound cue, like Mactera Grabbers, or Cave Leeches, Stingtails.
This way, they can lower the game volume, while still having those sound cues on a good enough level so that they can hear them. Besides, we all have those loud Teammates.
A possible new mission type where the rival company sets up an attack on the space rig and you fend them off with jet boots repairing the space rig as you go
Had an idea for a new biome:
⚡ Shattered Rift ⚡
(rewrite)
The Biome
The Rift is a unique biome, composed almost entirely out of black granite. This pitch-black rock takes 3 hits to mine, and has a glossy near-pitch black consistency. The Rift takes place on the topside of the detached section of Hoxxes, and has an average depth of around -900m.
The Hazards
The Rift is home to a huge concentration of incredibly conductive materials, and at the heart of it all is a massive deposit of magnetite. This is the heart of the Rift, allowing the area it is in to "levitate" off of Hoxxes. The entire biome is a naturally generated electromagnet, leading to some strange things occurring. Electrical crystals, floating rocks, and high-strength magnetic fields are a common sight. However, due to the immense amount of pressure on the electromagnetic field, once every ~5-10 minutes it will shut down everything. Lights, flares and even the music shut off with a clunk. The rift is silent, and just as suddenly as it happened, everything flickers back on and the music resumes as normal. The only things keeping you company in the darkness is your headlamp and the quick footsteps of the glyphids. This cannot happen during a swarm, and only lasts for 10-20 seconds.
The New Enemy Type
The extreme magnetic fields are not good for anything, so the bugs have developed a new way to aid themselves against the harmful waves. Many creatures such as praetorians, guards and exploders have a new unique Petrified variant. Petrified enemies have tougher armour and slower speeds, but do not underestimate them. These tanks feast on the granite, extracting what energy they can from the rock. Praetorians spew a slurry of minerals instead of their usual acid, slowing down anything in the way. This slurry will also pool and solidify into new terrain, although not much. Petrified exploders will not explode normally, but instead will fire out a wave of sharp shrapnel. The bulky plating does impact the explosive power by about half.
Driller armor paintjobs with softer colors. I've noticed the driller paintjobs tend to be very striking and harsh on the eyes, and the ones that aren't that are just a muted yellow or light grey 9/10 times.
I know it would kind of be ripping off helldivers 2 but capes would be awesome
Mechs. I need them.
This has probably been said before, but:
What about if you unlock all weapon masteries for a certain level, you get an armour skin for that class, of that rank:
so if you get heroic on all weapons for scout, you'd get a heroic (themed?) armour skin
the one issue I can see is in team/class recognition, so maybe not. idk
(This one will probably be impossible to implement without complete overhauls to dwarf code)
[Passive perk: Magnet boots]
Trough the power of electrostatics and more than a few broken back. You can now say goodbye gravity! (May cause extreme nausea and confusion)
When trying to walk up slopes exceeding 60°, stick to the floor and no longer slip down, you can keep walking up slopes and walls as long as the angle doesnt exceed 90°, Point of view will shift accordingly.
For it to activate its needs to be a smooth transition from floor to wall. It doesnt work by jumping unto a wall.
let us remove backpacks just like sleeves. Add back related cosmetics like capes, specific backpacks, dotty head cosmetic on your back for saving dotty 10 times etc
Awhile ago I made a suggestion to add boss battles.
This is a continuation of that idea.
These attacks are not based off a specific Dreadnaught, Excluding Burrow.
Attack Ideas
Rock Split
The Dreadnaught slams on the ground and casts a wave of hot rock towards what they are aiming at.
Upon colliding with a wall that exceeds 60° it will cause a large explosion.
Cluster Bomb
The Dreadnaught shoots a large projectile into the air.
Upon colliding with the ceiling or after its fuse expires, it explodes into smaller explosives that spread outwards. ||(Kind of like a detonator death.)||
Ring of Fire
The Dreadnaught slams into the ground, and causes a massive wave of fire to spread out.
It goes from a small ring and expands over a very short period of time. Range limited.
War Cry
The Dreadnaught screeches loudly, disorienting all dwarves nearby, and damages dwarves too close.
For certain Dreadnaughts, This will summon minions.
Burrow (Twin exclusive)
The Dreadnaught digs into the ground, but as it moves it casts away rock that damages Dwarves standing on it. ||(Like the normal burrow but it damages Dwarves)||
The Dreadnaught cannot be damaged when burrowing, but cannot burrow if the ground is too thin.
Shrapnel Shot
The Dreadnaught fires a large projectile that explodes on impact.
The projectile will split into shards that will slow any Dwarf that gets cut.
add stacking for shield links active so you can effectively ubercharge one dwarf to have insane shields for a short amount of time
Glyphid Stalker. Same health and lower dps than the septic spreader, can go invisible. Likes to hang out on ceilings
large, slow, crablike enemy that can have static mobs like spitballers or brood nexuses on their back
Jumping onto this
Mechs: A new equipment piece that goes into the armor slot, have to be called down in a pod costing [PLACEHOLDER] resources, while having mech equiped no bonuses from armor are gained
Equipment in mech: All mechs dual wield a version of the class' current primary weapon that's fitted onto the mech, the mech's weapons do not require reloading and run off a seperate ammo pool but can still overheat, you cannot resupply in mech, the reserve ammo and max heat for mech weapons has been increased (atleast doubled)
Mech HP: mechs have a shield and regular hp bar, both are larger than a dwarf's, red sugar has no effect on a mech, (maybe mechs could be repaired similar to doretta), when a mech's hp bar reaches 0 it kicks the dwarf out along with a resource container and self destructs, a self destructed mech can be mined for some of the resources used to call it down
Mining in mech: mechs are additionally able to dig larger holes while requiring fewer hits to break rock compared to pickaxe
Resources in a mech: picking up resources in a mech puts them into the pilot's inventory unless it is full in which case it is diverted to the mechs inventory, picking up a carriable object in a mech places it on it's back, a mech can carry 2 carriable objects at once, carriable resourses can be equiped for throwing by selecting 3rd and 4th weapon slots, resources from the mech's inventory can be drained from a port on it's back
Class equipment: each mech has unique secondary support option dependant on the class as follows
Driller: quad drills that drill mech size tunnels
Gunner: an activateable bug repellent system with a front facing projectile shield
Scout: jet boot style boosters
Engineer: either 1 or 2 sentries mounted on the mech
Engineer alternative: when exiting the mech it enters sentry mode and shoots any nearby bugs autonomously
Brood Nexuses are so useless and harmless in general to the point they literally arent worth killing, since they serve as a great safe spot where you can stand but bugs cant climb. I suggest that they are reworked to present an actual threat to the dwarves instead of spawning one singular swarmer every minute.
Maybe Nexuses start out at their base rate of spawning, but ramp up the rate as they remain unkilled. It caps out at some point, maybe 5x the vanilla spawn rate of swarmers over a period of 5 minutes or so.
flares upgrades, anyone
New hazard: visual error
Your HUD stops working and you don't know your current health, your comrade's health, ammo, team depository, terrain scanner, ping tool won't display your friend's location nor your ping to others(dwarfs still say their lines) and your goal progress (mission control says to you the desired amount of stuff and side goals)
Mission modifiers ideas:
-
Weather front:
The frequency of bad weather happening (blizard, sandstorm, rain...) is doubled, and it lasts 20% longer. -
Weed overgrowth
The mission spawns with a large number of Spitball Infectors and at least one Korlok. -
Mined out area
This area has only 25% the chance of spawning crafting resources, while Nitra and Gold veins spawn only half as often and tend to be smaller. On the flip side, the chance of finding damaged supply pods is vastly increased.
Anything to do with like rock and roll so it can be called deep ROCK galactic. Thats literally it. Unrelated but like in haz 5 on liquid morkite missions, when the pipes are leaking, if the percentage of completion actually went down it would be cool.
A rock as a grenade
Add a voice line for the corruptor, along the lines of "Spraying the corrupter with the foam! Remember to let it soak before you suck!"
Corruptor fights get drawn out because players suck too early, so this would help to teach them.
skins for stuff like grappling hook, driller gloves, and zipline gun.
April fools event where you break a dreadnaught cocoon and a swarmer with a funny hat comes out.
Electric Bolts can shot twice before reloading
This has probably been suggested many times before, but cross progression. I have played the game on the xbox app for a long time, but some friends recently got the game on steam. Im more than willing to buy the game on both platforms, but wish it was possible for me to have my progression & cosmetics from my account on xbox to also be on my steam account.
Another mission modifier idea:
- Brewer's paradise:
Doubles the chance for finding beer ingredients.
some lore for why all the props on the space rig make you fly everywhere
make reload penalty on trifork and bodkin not affect special bolts (i.e t1 mods)
i hope that once Season 5 drops, we'll be able to see the Ramrod from the space rig's windows
More members of the nayaka family 🤤
Let's flood mission control's room with helium.
yeah so how about we change goo bomber special from what it is to the following:
-charging sludge drops a puddle beneath your feet about once every second
-charging no longer slows you (possibly even provides a small speed boost)
-keep x1.33 sludge duration
this is all to change goo bomber special from an IMITATION of a goo bomber to letting drillers BECOME a goo bomber
like and subscribe to this post if you wanna become a goo bomber
add a company standard back blade so that it isn't the frontblade just slapped onto the back
What if when you switch between weapons and it briefly shows the name of the weapon you're holding, it also showed the symbol for the Overclock you have equipped? So if you go into a mission and aren't immediately sure what build you had on when you loaded in, you just look with your eyes and then you know! :DDD
Mission modifier where there is no (or much less) nitra but a LOT more lootbugs. Perhaps call it "lootbug nest" and there's a shortage because they ate it all.
Lootbug infestation where there are literally no ores they eateded it all 🤑
It would be neat if we had a Space Rig soundtrack player, what I mean is that we would have a way to play various songs used from events in the space rig and it would save and stay that way as the host till the host changes the soundtrack, Im just sayin this cause the Anniversary Soundtrack is immaculate in the Space Rig and its really nice to listen to as youre just doing whatever especially if you liked any of the event soundtracks instead of the default, ofc this would kinda take away from the specialty of the events and you can remedy this yourself but still, I think itd be neat
New player experience is not good right now in terms of resources. The balance is way off. I'm rich without ever trying.
I remember this game at release when finding and digging out a jadis was an exciting mini-side-quest. I could unlock something for that. Now the only thing granting me progress is levelups and I instantly buy everything I can.
It'd be better if the first assignment, instead of giving you insane amounts of resources, gave you a token that quadruples the next bismor or pearl you dig up. Then it'd be connected to what you do inside missions instead of making mining redundant
A visual cue that indicates when a gunner shield generator is about to go down would be nice. It could slowly transition to a different colour. For example, gradually turn to a shade of orange or yellow along the span of it's duration.
add inspect animations for weapons that are different depending on if the weapon has ammo or not
EXAMPLES:
GK2: check the mag and then look the weapon over before returning it back to the original position (ammo). check the mag and then the chamber, say "need more ammo", look the weapon over and return it to its original position (none).
BULLDOG: check the ammo in the cylinder, look the weapon over and do some gun tricks before returning to original position (ammo). check the cylinder, say "damn, need more", return to original position (none).
SUBATA 120: check the mag and put it back in, do some tricks, look the weapon over (ammo). check the mag and the chamber, look the weapon over, do some tricks, say "time to call for ammo", return to original position (none).
LOK-1: check the mag and the AI, tune it with a screwdriver, look the weapon over, return to original position (ammo). check the mag and the AI causing it to lock but not be able to fire, tune it with the laser pointer, look it over, mention the lack of ammo to the AI (i call it SAM), return to original position (none).
these are just a few animation ideas i had, i hope you guys and gals enjoy them
Expanding on a previous suggestion to have Doretta not trigger mini bosses
please, for the love of god, don't have new dwarfs dropping into the mission trigger minibosses
2 of my last 3 missions i spawn in and immediately trigger a Korlok/Prospector
UPDATE: DROP NUMBER FOUR, PLEASE DONT SPAWN US DIRECTLY BENEATH MULTIPLE LEECHES.
MY LUCK JUST SUCKS
Rename "Double Barrel" overclock to "Boomstick" so we can Boomstick our Boomstick.
Drunken stumbling should be disabled during Prop Mode
Make your own shuffle for victory moves
Please I beg you for DRG the Nintendo Switch version! 
Do I REALLY need my frontal armor plate to be removed to wear respirator? It's not that big.
Weaponized organisme: secondary
Driller: an electronically and genetically modified mushroom designed to create spores that only attack the creatures of Hoxxes. The weapon is activated by squeezing it. This weapon cannot be aimed when activated. It creates a deadly spore cloud around its user. Therefore, each use of this weapon creates a toxic area. The weapon can be activated for an extended period, allowing the user to create a trail of spores in the process.
Gunner: R&D has successfully genetically modified several Nayaka Trawlers babys in order to create torpedoes. This weapon has a long recharge time as it acts as an incubator. Furthermore, R&D has merged their DNA with that of an Exploder, creating the perfect torpedo. The weapon operates by targeting it at a specific target, after which the trawler takes care of the rest. It is possible to increase the lifespan, reduce gestation time, and much more.
Engineer: Created in a laboratory, this mixture consists of a acid spitter and a hexawing gniffer , with an integrated weapon that can attack on its own. It automatically targets the nearest enemy or the one with the lowest HP. It can prioritize the enemy pointed at by the laser. Several modifications can be made.
Such as increasing the protection radius, its damage, etc. It also allows the user to have their primary weapon in hand, however, it must return to be recharged.
Scout: R&D has found a way to transport a portion of a deeptora into a weapon. This weapon is capable of creating clouds of bees. These bees are genetically modified to attack anything that is not a dwarf. The shotgun has a short range, but it is possible to modify the bees so that they stay in place for a longer time, cover a larger area, or move around. It is also possible to enhance the weapon itself.
Note that there is no tier created, however these weapons could be found to be heavily modifiable due to their base bonus (tier), their OC, but also by their ability to interact with other players.The reloading of these weapons would be done either by a needle containing DNA or by the integration of an egg for the creation of a next bullet.
An overclock for the stubby that causes the electricity from the bullets to interact with platforms, allowing for them to become more elastic, making them bouncy.
(I just want to rocket jump and bounce around the caves.)
You'd have to make them have a very distinct visual difference. To avoid confusion.
Give the engi turret Conductive Bullets as an option
(the one that increases damage against electrified targets)
New enemy suggestion
They should add a hybrid version of the bulk detonator that has the stingtail lasso
Beer idea:
A beer that gives you one extra charge of any active perks, while decreasing their cooldown by 25%.
Please make the Anniversary throphy into a pickaxe or at least a pickaxe head
this golden 6 with two mini pickaxes is too good to pass on
New passive perk idea: Grenadier
You get an extra grenades
Lv 1) 1.25 times the throwables.
Lv 2) 1.5 times the throwables
Lv 3) 30% (?) Damage resistance to granades? (I don't know if this could be coded from how damage is calculated, so maybe a small damage buff or duration buff?)
Pickaxe upgrade idea: Mjolnir System. Alters your power attack so that using it causes you to throw your Pickaxe and hit the first terrain or enemy it meets and then come back, effectively making your Power Attack ranged! If this needs a downside, then it could also increase the power attack cooldown
New Driller grenade:
T2000 Carpet Bomber 
”Stuffing as many micro-explosives into one bomb proved to make a surprisingly good improvised weapon! This impact grenade is sure to deal with any bugs near you with less aim and more explosives.”
The Carpet Bomber is a grenade which releases a 4x4 grid of micro sticky grenades, dealing high concentrated damage to anything in the vicinity. When the grenade hits the ground, it releases the grenades in the direction it was thrown, like the C-foam grenade from GTFO. Each grenade has a small blast radius, but deals high damage and can kill a grunt and deal hefty damage to a praetorian.
There should be a special voice line for Mission Control. Much like how when the group pings a gold clump or big mushroom and he comes in the tell you to stop there should be one where he dose the opposite. Specifically for when the group all salutes with Rock & Stone, there should be a line where Mission Control either joins in with the salute while informing the crew to get to work or one where he says Thats enough Rock & Stone now get back to work!
An emote wheel
make cave leeches easier to see for new players and for people who forget about them also make it so that they can't latch onto you and down even if you're at full health because it is so fucking annoying when you get downed due to bosco being weak as shit and only killing it after its taken off 50-90% of your total health
A top hat & monocle cosmetics for the next New Years’ event. Maybe an armor paintjob in black & white in the pattern of a tuxedo called “Formal Attire”. I realize asking for an actual tuxedo cosmetic armor is a bit much.
Make bosco speed up at a constant rate if you are dead until he reaches you and revives you. Prevents the caretaker softlock, and a bunch of other ones
add a contract in the dwarves cabin that specifies the terms and conditions of working for DRG and being allowed to keep the weapons, armor, and all other equipment that the dwarves have access to up until retirement
Here's an idea: "Karl Mode"
You play as Karl, an invincible dwarf, moves at a higher rate than other dwarves, and instantly revives. Good for when you got someone into DRG and you're already promoted. Only usable in multiplayer modes and only usable by the host. Ideal to inspire new players to keep playing and unlock Karl mode to help other new players down the line.
Karl looks like a bigger version of the dwarves, but wears golden overalls and shoulderpads with lights on them, also a mining helmet with a fog light.
Karl uses your current loadout so you have comfort as Karl who can do anything.
Karl can detect minerals on the map, and marks their location automatically for all players to see.
Karl cannot use any perks aside from bigger bags. But can one-shot Praetorians and below.
Once more, only usable in multiplayer modes, you don't personally collect minerals, it's so your team of new players can do a dig properly, and be inspired by Karl's legend.
Cape Options for, uh, um, reasons?~
make it so that when you complete an elite deep dive stage but you die before reaching the pod after it's landed, you can just move on once you get back to it from after the stages completed before it (as in you can call the pod right after landing in that stage and the drop pod leaves so if you die from a bullshit reason like getting trapped by glyphids and mauled by an elite threat guard with 5 other bugs or a salt spike falling on you, you won't have to go through that stage again because you will have already finished it but died before reaching the already landed drop pod) this would only come into effect for a solo player who's lost all of their revives before the pod was called
add more "low tech" weapons
When you're out of grenades and destroy some terrain you acquire a "rock" throwable, it does low damage and will be discarded when you acquire actual throwable weapons
slight warthog rework idea:
by default the weapon will now shoot automatically when holding, but at a much slower rate then spam clicking. full auto will still work like it does now but with a slightly higher firerate boost. (maybe like 1.5 instead of 0.5?) (and maybe nerf turret whip a little bit it feels a bit too strong right now)
i hope this will somewhat balance the 2 upgrades a bit instead of just "always pick turret whip unless you dont want to get carpel tunnel"
option to have the flashlight automatically turned off
add "login" rewards where launching the game and getting into the spacerig gets you a small reward until you reach a milestone at which you'll earn a cosmetic in the form of a special armor, a weapon framework pack for all classes, a pickaxe, and even cosmetics for bosco (also hats)
Suggestion:
A weapon overclock for the Engineer's Shard Diffractor, which halves or removes the time it takes to begin firing when you pull the trigger, but at the cost of some damage.
an actual helmet for the scale brigade armor instead of the mask we have now that offers no protection from behind
an escort mission where we escort a killdozer to kill a glyphid brood mother by tossing bombs into tunnels and taking out hiveguards and other glyphids
My take on a rework of everyone’s least favourite hazard:
⚠️ Parasites ⚠️
In my 500 hours of DRG, I have never once enjoyed a parasite modifier because of the parasites. Some warnings are fun, like exploder infestation, but parasites genuinely make me dislike the mission I am playing. In its current state, it just feels like worse swarmageddon.
The Parasites
These parasites were brought to the planet by the dwarves. The worms thrived among the varied climates and mass amount of bugs, slowly mutating them and taking over their bodies, like Rockpox but nowhere as severe.
Bugs infected with the parasite will appear as normal, however upon death the parasite will take over. Any bugs infected (50% chance for grunts, 30% for larger enemies, and 10% for bulks) will revive roughly 5 seconds after death and will relentlessly chase the player, although they are much weaker and slower. Most grunts will die in one shot, but it will still be a hassle to deal with in larger swarms. The only way to fully kill an infected bug without it reviving is to destroy the face. The enemy can only revive once, and will stay dead afterwards.
Can we please get a higher quality Sign for such an important message. i have maximum graphics and it looks pretty bad
we need this helmet. I want to make senshi from delicious in dungeon ^^
https://pbs.twimg.com/media/GDAreVubYAE2SVW?format=jpg&name=900x900
Can we get a radio on the Drop Pod? So that host can switch the ambient music before each mission maybe? Or so it like selects before it takes off?
When you mark another player with the laser, a message could appear in that player's screen, saying that you are calling him, that way laser communication will be easier and more fluid
Make ziplines have a slight glow/green flashing light across the rope so it's easier to tell where a zipline is when you're trying to catch ziplines from up high
It would be cool if there was an anomaly that instead of spawning minerals, you encounter a lot of lootbugs together that have eaten the mineral (they can't move), and only have that mineral inside, multiplied by their usual 1.5, giving the players more minerals, but without knowing what are they finding, and having to gather the ores all around, making it a little more messy
Bosco going into Defend mode when selecting rock crackers or the hacking pod like he does when you select doretta
Would be nice if the Mission Control weapon unlock quotes (or any completed assignment quote, really) played even if you click out of a finished assignment.
I can’t have been the only one to have closed the assignment completion screen immediately on a whim due to being blinded by excitement from unlocking a new gun, right?
Also on that note, a way to replay those quotes would be nice since I can’t seem to find them anywhere for some of them.
Suggestion:
Shift the pickaxe power attack recharge indicator slightly up on the Y axis, because it currently overlaps with the Engineer's turret UI when two are deployed with the Gemini System upgrade.
more weapon maintenance skins?
i’ve only played for a couple days after they were introduced and maxed out all of them with how much haz 5 i was playing
Mining Passthrough: For a game about dwarves digging up resources, there sure isn't much point digging together, huh? Other dwarves get in the way! Well, there's at least a quick workaround possible for that... Hitting a dwarf with your pickaxe will briefly buff their digging speed while you're doing it, so that you're contributing to digging something out even if there's a teammate between you and them. Finally, you're not just pointlessly mining out the edges at compacted dirt walls!
Hey, That's Your Job!- Add the ability to call out for a class-specific team action with the terrain scanner. Bearing in mind that controller is the most restrictive to work around for adding new controls, you can use the D-pad while the pointer is out: Flare Here, Platform Here, Zipline Here, and Dig Here, for the most locationally-specific, commonly-used requests.
I dumb idea but give Bosco a mini pile bunker like fists from armor core
Probably a bad idea, but a overclock for the gunners minigun where it splits into two slightly smaller miniguns and you get to dual weild them. It should increase fire rate, and accuracy/stability but decrease damage. (This is probably already an overclock that is just on his regular gun.) it'd look cool tho.
Passive perk idea maybe?
Friendly miner: when at X meters of another dwarf, your mining speed and his mining speed will multiply by 1.5
I think it would be cool if lootbugs have a way to drop their minerals without having to kill them, so I thought about adding... Poop
Lootbug poop, a "heavy item" that lootbugs will drop when the dwarves pet them. It will contain all the minerals the lootbug has inside but without the 1.5x, and leaving the little cutie alive to gather more resources. (Something like the bag players drop when leave the mission)
This poop doesn't necessarily have to look like poop, remember lootbugs eat minerals, so what about a sphere with pretty colors depending on the mineral that the lootbug has eaten the most?
I think it would be a good idea cz lootbugs can be usefull when playing modes like the liquid morkite, in Wich a lot of minerals get around.
Also It would be good if lootbugs received a little more moving and speed, so they can eat in a larger area
(This could be a trigger to a LOT of voice lines too)
Drone suggestion: B.E.A.R.
It's a drone to replace bosco, gets it's own sets of skins like Bosco, but it does not fly. It can however replace both Bosco AND molly. Great for single player when you need to gather secondary resources like Ebonuts, Apocablooms, boolu caps, etc. Digs slower than Bosco and has significantly shorter range.
It has a set of missile launchers in it's back, able to fire up to 4 missiles in it's battery.
A perk is it can draw the attention of bugs, however it has it's own health pool and will go down if it takes too much damage. But it'll self-revive in a short while. It has AOE attacks so even when completely surrounded, it can hurt everything! Unlike Molly however, it won't climb surfaces when extraction is called! Instead it will follow a path you can walk or climb depending on your class.
Upgrades include things like dual-flamethrowers, a Cryo-bomb fart (With loud ripping fart noise like a whoopie cushion), and a shield generator to protect you if you're closeby and low on health.
New bug suggestion: Lootbug Queen!
The Lootbug Queen is a hostile bug that will attack EVERYTHING around her EXCEPT for lootbugs. It'll be a larger bug with minerals sticking out of it's body due to eating so many, and will lay eggs that hatch into lootbugs. She can solo a Glyphid Dreadnaught, but she can also be brutally deadly to any dwarf. A hostile bug to everything bug lootbugs, and has the ability to stun and pull flying enemies to her.
Infected Lootbug Queen will spawn if a Lithophage infestation is detected. The infected Lootbug Queen will birth infested lootbugs, ALL HOSTILE to EVERYTHING, including infected glyphids and regular glyphids. The infected variant has a shell you need to foam and suck to remove in order to damage it.
She births as few as 1, to as many as 5 at a time!