#suggestions

1 messages · Page 25 of 1

static ore
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LOWER THE SOOED IN THE BASEBALL KICK WHERE YOU NEED TO KICK THE BALLE INTO THE HOP UNDER 100 AND GER MORE THEN 300 OR MORE

latent thunder
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New Mission suggestion: "Hive Regicide"
You have objectives like take out the Praetorians guarding Dreadnaught eggs, and after that, the Queen's lair is open. The Queen can only be faced on Hazard 3 or higher, and one "Hive Regicide" mission pops up per zone per day at random. It stays in that zone regardless of the reset timer. Having it's own timer of 24 hours separate from the region/zone. It remains active until either the 24 hour timer ends, or you kill the queen.
The Glyphid Queen is a large bipedal bug with a giant glowing weak point attached to it, and it spawns an endless swarm of Glyphid grunts, with every 25% reduced spawning first Praetorians, then Oppressors, then a pair of random Dreadnaughts to guard her as her HP drops. After her HP reaches 20% she'll dismount from her weak point, and you'll have her charging around as a threat! She can pick up and throw dwarves at random once mobile!
Cavern is SATURATED in minerals such as Nitra, Gold, and has secondary objectives littered next to each mineral node.
"Fall-in miners! This mission is one Karl himself commissioned to test your worth! Everyone at DRG is ordered to commit an act of regicide against a Glyphid Queen! She'll be heavily guarded, and you'll be neck deep to put it lightly. Kill the queen, and you'll receive a handsome payday!"

short fiber
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Sync the first and third animations that use only the hammer.

rich dragon
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Turrets on Doretta. 🛐

hallow widget
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throwing hammers

latent thunder
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Our Terrain Scanner needs to be able to ping where secondary objectives are located. Give them a blinking teal or a silver color.

past breach
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Swap the little "Ghost Ship Games" intro when you open the game with the one used in DRG Survivor, that one is the same but with better quality and a higher framerate.

mossy crypt
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bunny suit for easter event??

mild light
#

Might be silly, but weapon maintenance skins or even frameworks that make the gun look heavily used/worn/damaged, as though you are not maintaining tour weapon all that well

pallid kernel
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The way Mission Control queues his voice lines up has a few byproducts. Sometimes, it makes him play unnecessary voice lines for certain things if you do stuff too fast; for example, broken pipes when you fix them in quick succession. It always plays each one, regardless of how fast you get them all running. Another quirk is with the gravity calibrator; it launches so many props around that he spouts off like 20 voice lines, one by one. If both of these were fixed it would help the dialogue feel a bit more streamlined.

latent thunder
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Upgrade Bosco to give infinite revives, or add other kinds of drones to fit a Damage, Survivability, and Support roles. AND THEN raise the revive count to infinite! Because as it is, Bosco is punishing to solo with! You get a max of 4 revives with Bosco, when with any player, you get unlimited revives!

paper ferry
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Make the recoil dampener on the Stubby also reduce the spread per shot by 35%, because recoil upgrades on most other weapons also affect spread (although usually base spread rather than per shot) including the GK2 which most people don't actually no (it doesn't say and I really wish they updated that). Would also give the upgrade some use considering Stubby's recoil is minimal to begin with

muted moat
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a-rad-chnid-a-day

Keeps the BOSCO away (if you have experienced radiation poisoning, ask APD at med bay for help) ||or something, dunno, h8 radiation 4evar||
y'know, some sort of rad away, if by stroke of luck engi with a fatboy and rad-away beer comes up at the same time
better safe than... eh, as if fatboy engies are ever sorry 🤣🤣🤣🤣🤣 jk

real geyser
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New Bulldog overclock:

bulldog Haemoglobin Reactant bulldog

”Coating the rounds with a blend of chemicals allows any blood to bind to the bullet, allowing for further shenanigans! However, the coating reacts violently to other bullets, so we can only afford to keep one bullet chambered to stop it from detonating in your hands.”

rocknstone Killing an enemy pierces, but splits the bullet into four additional bullets in a spread which deal 0.5x damage. Chains.
rocknstone +10 damage

tothebone Cylinder size reduced to 1
tothebone Max ammo reduced by 25%

halcyon tinsel
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Make Dark Morkite Beer appear only when your assignment is going to be a mining mission. (dont increase its chances, just make it only happen for mining missions).

I've never taken it once in my life.

timber slate
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I just thought of an idea for DRG. "Robot dwarfs" these dwarfs are from the rival tech and are basically dwarfs. Their goal is to complete your mission before you can. (Still pve not pvp) the robotic dwarfs can be downed like the players once all of the robotic dwarfs are down they can be scrapped for parts (different mechanic where you can make your own robotic dwarfs) if they complete the mission before you they have to escape but if you eliminate them and enter their drop pod you win the mission

light mortar
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I had a overclock idea for cyro cannon, i didn't thought of name or stats for it but, its basically the cyro cannon has neurotoxin mixed inside of it, making it slow down bugs and damage over time but loses freeze power greatly.

tepid flint
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HEAR ME OUT! A new mission and area on the space rig. The mission? Go out and kill a certain amount of bugs or maybe even a new bug and deposit them in a hunting rig or even molly. This can also involve a new boss or large ammounts of swarms. Then on the space rig near to the bar there will be a Hack-C grilling glyphid steaks or something. This will be called “the abyss mess hall” or something and you can purchase meals made out of ingredients found on hoxxes

versed glade
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Make a voiceline that sometimes triggers when you get in “the hot tub” on the top of the drop pod in the space rig. A couple I could think of are,
“Ahhh… nice and toasty!”
“It burns so good!”
Or there could also be some recycled voicelines that trigger when you step on hot rocks or something.

final siren
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what about a new hazard? (thats the right term here?) let say an opposite team of miners invade some of your missions? they would be AI (pls keep pvp out of this game) controlled and goblins (they appear to be a thing in this game). the ...side objective(?) would be to fill your quota before they do, or kill them because obviously their efforts to fill their own quota would hinder your team's of course. they are not hostile until you get in their way. been playing this game for only a week but the ammount of missions it has makes the grind very fun actually

zinc yoke
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One more tier of promotion borders, specifically the vaporwave border mod but in the base game. I dig colours like this (pun intended) and it looks cool

lyric coral
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A lootbug mask with the same type of jiggle physics as the mission control mask.

shadow yarrow
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make the pitch increase from helium flasks and underhill deluxe stack

peak shore
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Suggestion: Mactera Dreadnought

Today I was just wondering "what about a Mactera Dreadnought?", for me personally, it feels like all dreadnought are basically the same, some tweaks here and there, but all still very similar in how we fight'em. Then came the idea os an mactera dreadnought, a flying enemy, that can have habilities like grab the dwarves when they get too close to it, and maybe fly above us and shoot some goop so it can make us slow to easily shot us with it's powerful projectiles. Like a mix of the Mactera grabber, Mactera tri-Jaw, and Mactera goo bomber. This could be a fresh air in a 3 Dreadnought mission.

plain fox
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I'm excited that the game may receive new weapon overclocks soon :)

There are a lot of cool balanced overclocks that have also been made by the mod community. Maaaaaybe you could reach out to any [a few] mod authors who fall under that category? Ask them if they want their creations to be officially implemented in game. Assuming it's all feasible on a technical and legal level.

More overclocks for the game, less effort on the development side, more community engagement. I don't see any losers in this interaction, so that's why I'm bringing up the idea.

I think maybe the only caveat would be the mod authors potentially wanting some kind of recompense. Maybe an ingame hat? Or free DLC? I imagine direct monetary compensation isn't really an option.

rustic canopy
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Ok so random idea for the pgl add a mod (or oc) that has 3 smaller projectiles that have reduced damage, radius. and higher velocity.

prisma laurel
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new Biome: Stone bark forest (workable name).

basic Description: The Stone Bark forest roughly 1100-2100M below the surface of Hoxxes is the single most horrifying place for dwarves of any kind to well. While the Hollow bough is a large petrified tree inside of Hoxxes, the forest is just that, a biome that is reminiscent of a lush forest (of sorts) with thick but soft razor grass that covers a majority of the cavern floors (the miner's gear is suited for this.) large portions are covered in stalagmite formations that resemble trees akin to ever greens while most are benign, occasionally a significantly larger formation can occur housing a precious mineral recently discovered on Hoxxes (insert idea). Interspersed between these formations are large clumps on dense and tall razor grass that can prove trouble some to move through, burning it down is an effective answer, however unlike most Flora in Hoxxes it doesn't produce toxic gasses instead it alerts the "protectors" to the presence of the miners.

New Enemies: The New "Protector" class of enemies are the most horrific, vile, degusting creatures yet encountered on hoxxes (aside from the bugs of course). Made of a simple living stone these enemies have vaguely humanoid shapes akin to the hated leaf lovers, flower sniffers... ELVES! (some what joking). The three variations so far encountered are as follows: a small Knee high creature that scuttled around on all fours biting and clawing to take you down, the second is more recognizable in shape, fast and weak they rush in in twos or threes with hit and run tactics, exceedingly infuriating to deal with, the third kind of protector we have encountered is the Brute, this thing is large bulky and slow, akin to praetorians or Dreadnought class Glyphids these creatures can both take, and pack a large punch. we have found that all variants of the "protectors" are weak to melee and explosive type weapons, especially terrain deformers (auto cannon). (1/2)

prisma laurel
# prisma laurel **new Biome**: Stone bark forest (workable name). **basic Description**: The St...

To aid you in this new arm of our operations Management has decided to acquire new blood at great cost to us. Your team will now be given a fifth member (not a 5 person lobby, just a new class) The Medic.

New Class: (color: white/purple) While all of our miners are hardy and never need additional help on their missions Management as seen fit to increase our ranks on the space rigs by hiring a new miner. this new miner will be equipped with various field assistance equipment, first and foremost a supply of Red sugar stim packs (Support item life shield/flares), that should ease some (25%-33%) of the discomfort of your jobs. They will also be outfitted in a few side arms including a hand gun with hardened foam rounds that burst on impact and lock down the targets slowing and eventually stopping them for a short time (3 sec) and a dart gun that allows the transfer of health from an enemy target to an ally(?), a smattering of grenades including a small gravity altering bomb that will pull together various enemies within the effected area. Primary firearms will include a weaponized version of the rock pox meant to weaken and debilitate the Glyphid swarms, and a repulsor gun that fires damaging waves of energy that force the bugs back, tech we ripped from our rivals that we received from all of those data cores. Their "Leopard" model armor rig grants them all of the same wonderful benefits as yours. For traversal ease they will be given climbing gear allowing them to scale sheer walls for as long as the battery holds, this should make obtaining those hard to reach apoca bloom easier to find. We hope to see you welcoming this greenbeard into the fold like an old friends... Now get back to work. (for personal flavor/fun, i'd like for it to be a female dwarf with a 10 pack-a-day smoker voice.) (2/2)

trim willow
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Idea for (part of?) an eventual perk rework: Perk upgrade/tweaking system

Could be organized in a system similar to current weapon upgrades/overclocks, or as a skill tree etc with limited options.

For example, instead of the current Iron Will tiers where they just increase in duration each time, you could have an upgrade system allowing you to trade off between more options:

  • How long Iron Will lasts
  • Whether IW reloads weapons automatically
  • Whether IW recharges other perk cooldowns (such as Berzerker, Dash, etc)
  • Move speed or jump height in Iron Will state
  • Speed at which you revive teammates/take resupply/etc
  • "Overclock"-like upgrades with both upsides and downsides, such as something like: While Iron Willing, you automatically get Vampire but you cannot pick up Red Sugar. Or, x1.5 slower time to take a resupply, but you become immune to grabs and knockback. Etc

You could imagine similar trees for Dash, Berzerker, and other active perks. Resupplier is literally already 3 perks at the same time, so there's plenty of room for tweaks there. Strong Arm could have upgrades for throwing distance, whether it affects grenades, or make your power attack better. Veteran Depositor could upgrade deposit speed, or the mule damage resistance radius/strength, etc.

Maybe there could be combo interactions between currently separate perks, like equipping Friendly at the same time as Shield Link would give an extra bonus somehow. There's a lot of room for adding more depth to the perk system. I think you get the idea.

gusty crater
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Face melter is incredibly boring. this is stupid because the name sounds cool.

I feel like it should just be reworked entirely. Reminder: this is an unstable overclock. its in the same tier as overclocks such as fat boy. Instead of being a small boost to the weapon's raw dps (easily outclassed by heating and tempshocking with microwave), why not just double down on the damage aspect to the absolute extreme.

Lower range.
Lower heat.
lower tank capacity.
BUT.

Multiplicatively increased damage the closer you are to an enemy.

Basically, if you are right up in an enemy's face, your flamethrower will do double damage, something like that.

This lil gimmick would promote a different usage for the flamethrower where one would get up close to an enemy, melt their face down, and get out after their mag quickly runs out.

This could also synergise with the heat radience and target explosion, where they would do more heat and damage respectivley based on distance to the user.

Would be neat and make flamethrower not feel incredibly overshadowed as opposed to whatever this is (seriously am i crazy or is this just outclassed by everything?)

rose pasture
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Perk Rework Idea

Developing perks that are decent and worthwhile can be a challenge, especially when that overshadows more perks. Considering the abundance of Perk Points and limited choices to have perks, instead of making more choices to pick, why not add more picks allowed at a time? Hence, the Perk Allocation system.
The idea is a player that starts out will have a few allocation points to utilize. The amount for all dwarves increases as the player unlocks the 2 extra perk allocation perks, providing 3 points each, and promoting a dwarf the first time adds another 3 allocation points to that dwarf. Given the odd- numbered amount of leftover perk points, the idea of a new perk that requires all other perks unlocked and it costs 1 perk point to unlock, is that for every 10 perk points accumulated adds 1 allocation point to all dwarves.

Each dwarf starts with 6 Allocation Points, and there are 22 perks.
The categories below is a rough draft.

Primary Perks (3-point Allocation) 18 Total

  • Perks that are team related and life-saving
    Heightened Senses; Shield Link; Field Medic; Hover Boots; Iron Will; Friendly

Secondary Perks (2-point Allocation) 18 Total

  • Perks that provide healing and combat conveniences
    Berzerker; See you in hell; Beast Master; Thorns; Resupplier; Born Ready; Elemental Insulation; Vampire; Sweet Tooth

Tertiary Perks (1-point Allocation) 7 Total

  • Left overs perks, generally providing navigation and mining conveniences
    It's a bug thing; Second Wind; Deep Pockets; Unstoppable; Strong Arm; Veteran Depositor; Dash

Overall, I really don't expect this to be canon as is; it's all an idea for perk reformation.

smoky wadi
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A pickaxe mod that gives temporary movement speed buff upon killing an enemy.
You sacrifice the damage, area, and constancy of the other mod options, for a better emergency escape plan.

Alternatively, give this as a stat on the bezerker perk. Whether this is only active during the rage is up for debate.

timid fossil
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Why is there no way to see what my unlocks do in DRG: Survivors, unless I'm blind. IE in milestones, I've unlocked the Squint-EE5, but it doesn't say what that artifact does. I can not look at my dwarves and their weapon loadouts and chances. If someone hasn't played DRG they don't know what the weapons do. If you want to go into a game with a loadout in mind because they are all the same weapon type or damage type, and the dwarf doesn't even get that weapon in their choices then your plans are shot. Some of the biome goals are weapon specific, how am I supposed to know who has that weapon in their possible inventory choices? This page could also have the cosmetics instead of randomly finding it in the settings menu to be able to show the supporter pack to goldenize your dwarves.

smoky wadi
#

Cosmetics that can be unlocked with all those excess perk points you accumulate.

rotund holly
#

what if we had a cave buggy

quiet turret
#

Cross save... I'm about to go on pc from ps4 and I really don't want to buy all the skin packs I buyed again

rotund holly
# rotund holly what if we had a cave buggy

Expansion

The cave buggy would be a rare vehicle that all 4 team members can ride in, it can climb walls but it has limited suction power and will fall.

It's main use if for large open caves but also general fun as being able to go on a joy ride with the boys would be a great experience in drg.

twilit wolf
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Dark morkite beer it's annoying when ur not doing a mining mission, it appears 90% of the time when u r not doing that mission and it's the only beer that works only for 1 mission type, kind of ruining the versatility and cycle of the daily beers. I think it should be bought in a different way or get a new way to get its buff. It's the only beer that doesn't do anything at all if you are not playing mining expedition.

dusk basalt
#

A way to hide rank when joining lobbies.

wooden skiff
#

different voicelines for different versions of things

ie
opened cargo crate
"grab your loot here"
"popped crate here"
"opened cargo crate here"

steeve
"this is steeve"
"our personal bug bodyguard"

shot down gunk seed
"dropped gunk seed here"
"grab it!"

empty resupply
"this is useless now"
"all ammos used up"
"this supply is worthless!"

strong spoke
#
  1. Customizable mule

  2. Customizable abyss bar / Rig / sleeping quarters / drop pod.

  3. Another company using robots to dump trash into hoxxes and feeding the bugs which make them breed more or mutate through chemicals.

  4. Rivals weaponizing the Rockpox (maybe reveal the rivals to be elves as well)

  5. Goblin space pirates.

  6. Ghost hunting mission, kinda like ghost busters to stop something like a haunted cave from happening.

  7. Make Boost beers more expensive for not being the special of the day which would allow players to drink anything they want but at a greater cost.

  8. A mimic bug that can kidnap a player, down them, and take their form while spouting nonsense to lure other players in (much like how jockeys from left 4 dead 2 would kidnap players into other places against their will)

  9. Have trophies that are tied to your achievements appear near the promotion terminal with harder ones being carved from bitter gem and easier achievements being made of rocks and stone as an example.

  10. The shooting range we were promised at some point but never got.

Thanks for reading this list of insane suggestions.

oak wigeon
#

an over clock that makes the lead storm turn into a charge shot gun

cyan herald
#

Can we just keep the jazz that is playing in the event in the lobby? I really like it, and my friends agree

hidden barn
#

Can we all agree that Driller has the worst armor specialization? How often does fire come up, outside of magma core and friendly fire? It could be expanded into insulated armor - half damage from fire, heat, ice, cold, and electric. Shouldn’t upset anything, even combined those are rarer than explosions or falling.

latent thunder
#

Engineer turret perk options.

Minigun turret:
Fire rate: LUDICOUS SPEED!
Damage: About normal per shot.
Deals a lot of damage quickly, but it takes the longest to build up.

Sniper turret:
Fire rate: SLOW
Damage: Instant-kills your typical Glyphid grunts, and shatters armor for Praetorians.
Deals instant death to most enemies, but has a slow rate of fire. Ideally more of a support turret for large groups in wide open caves.

Flame turret:
Fire rate: Moderate
Damage: Fire damage and can cause sticky burn debuff.
Good for mid-range, can benefit from gemini turret (Will make Engineer exclaim a unique line when both flame turrets are built)

Cryo turret:
Fire rate: Moderate
Damage: Moderate, can insta-kill flying enemies.
Ideal if you want to cool off the bugs, also makes you resistant to fire damage.

Ammo capacity for Engineer and turrets... I think leaving that to the developers is best...

hallow widget
#

infected dwarves as targets in elimination missions

4 types:

infected scout (equipped with the GK2 and a random secondary weapon it can also grappel and power attack with a rockpox pickaxe)

infected gunner (equipped with the leadstorm and a random secondary it can also throw a frag)

infected engineer (equipped with the sentries and the auto-shotgun it can also use turret whip)

infected driller (equipped with the subata and infected powerdrills it is also able to charge at high speeds but can be dodged with ease)

all weapons are the infected variants and have rockpox effects when damaging players

i hope that you enjoyed this suggestion and i hope it does get added

near glacier
#

Weapon skin: Airsoft
Just gives the guns little orange nibs on their muzzles. Because they're just toys, right?

latent thunder
#

Support items for every class.
Since a medic class is out of the question, why not some medical items for each class to use instead?

Biotic grenade: Used to generate a healing field for the Dwarves. You throw it at your feet or the feet of the dwarf who needs the most healing. Adds health regen.

Armor perk/mod: Regenerative bio-graft: Triggers a small health regen functionof 1% HP per second.

Bosco mod: Medical injection. After taking damage bringing you below 50% HP, Bosco will hit you with a healing injection.

Other grenades I got in mind is the Sonic-Bang, which makes Glyphids walk in circles disoriented like those hit with a flashbang. Disorients glyphids for a duration of 10 seconds. If used on larger glyphids, they'll turn away from you to expose their weak point!

latent thunder
#

Tier ten perks. Because it's an even number, and a small boost to certain perks would be appreciated.

rotund holly
#

Grappling hook overclock that let's you drag in players and carryable items.

Would make scout a little more team focused

real geyser
#

for season 5, heres my idea for a DLC:

err23 Specialists Pack err23

Ever felt like you were cutting down swarms of bugs with precision and finesse? No? Then the Specialists pack will make you look like you know what you're doing!

R&D presents the new, top-of-the-line suits available for everyone, the specialist's uniform! Equipped with spec-ops night vision, laser scopes, tactical flashlights and really anything that R&D would think to squeeze in there, the Specialist's uniform will turn any group of rowdy dwarves into the sleek and stylish special operatives any company needs! The DLC comes with a paintjob, a framework and an outfit.

The Outfit
The Specialist's helm is a tactical heavy duty helmet equipped with a H.U.D, a side-mounted flashlight and a set of (nonfunctional) night vision goggles. The helm takes after the dark future helmet, but less pointy and a bit more flat. It covers up the face, and has a brim like Master chief but if he was fat and drunk. The Specialist's suit offers a wide variety of pockets, ammo packs, and most importantly, a toolbelt to store your various rockets, mags, and the stray sandwich or two. Both the helm and the suit come in a sleek midnight grey and black. Those bugs will never know what hit em.

The Frameworks
The Specialist's framework adds just about everything you can to a gun. Rails up the wazoo, iron sights, red dots, random bits and bobs to make it look cool. Of course, this will also give a sleek yet mechanical vibe to the gun.

The Paintjob
This paintjob, for everything from armour to bosco, is also in the same midnight grey and black colour scheme. It would go incredibly hard on just about everything as well.

boreal rune
#

Considering we are on Space Rig 17, that means there should be at least 15 other stations orbiting Hoxxes (Spoilers for S03: ||Space Rig 5 got hit by a lithophage meteorite, so that one's missing, of course||). We've ought to see at least a few of them when looking out the Space Rig's window, no?

Gonna include someone else's idea here because it was deleted, but they could even be animated to show drop pods, personal drop pods, supply pods, and other things leaving from and arriving back at the rigs.

wooden gate
#

Gunner overclock idea :

Lead storm -
Turbocharged:
Spin the barrel up so fast that it doubles as air cooling

rocknstone 25% firing speed boost
rocknstone 10% heating rate decrease

tothebone 33% increase in spin up time
tothebone 25% increase in max spread

All numbers are open to tweaking, it feels more like a true lead storm

paper ferry
#

Thermal feedback loop tweaks

To those who aren't fully aware, thermal feedback loop is a tier-5 upgrade on the DRAK-25 which is used more often than not. It increases the rate of fire when above 50%, but doesn't say how much by ingame, only on the wiki, which is +5.
There's an issue with this however, the DRAK-25 actually has a hard coded fire rate cap of 20, when max fire rate builds would technically be reaching 21, 22 if using shield battery booster, leading to wasted potential, and weird situations like the impact deflection overclock, which is maxxing out at 19, effectively making it only a 5% DPS decrease in exchange for the deflection property which is an insane trade.
I propose this idea:
rocknstone +3 fire rate when above 50% heat
rocknstone 1.1X direct damage/splash when above 50% heat (specifically a multiplier, rather than a base increase in percentage so that certain overclocks don't suffer more or less)
tothebone 1.25x heat buildup when above 50% heat (specifically a multiplier, rather than a base increase in percentage so that certain overclocks don't suffer more or less)

Let me know what you think in #suggestion-discussion

rough vector
#

suggestion for a new set of enemies. How about introducing the toads?
Sure the bugs may be prolific, but this doesn't mean they have natural predators and the toads are bigger and eat all the insects they can find. They are indeed hungry and can eat everything (even themselfs). But if a toad appear, could be good as a "temporary" ally while he/she fight against the bugs for his "lunch time" but of course if there are no insects the fight begins. I can imagine them stronger like oppressors or the "plants", focusing more on jumping and generating shock waves or even causing earthquakes. If a dwarf get caught from their sticky tounge, is time to liberate yourself fast or the frog eat you.
I'll call them "Crumble"

rough vector
#

the best part? A hole can be dangerous to explore if a toad make a nest nearby. Maybe you think is just another place to move from another area and you need to mine, when BOOM, the Crumble emerge from the ground and start to attack you.
Note: not all Crumble are enemies. Some are frienemies, others are neutral and mind their own business. Or can be potential allies since they don't mind to eat dwards but only the bugs

pulsar sparrow
#

Suggesting a change to gunner's zipline:
Changing direction is done with movement input, freeing up interact input for interactions.

restive slate
#

I suggest adding a "collect all" button for the season terminal

smoky wadi
#

A leadstorm overclock that makes it into a burst fire weapon. You have to charge up and then release a stream of bullets at a maxed fire rate.
(Depending on how long it was held down)

Unfortantly this idea is pretty similar to Salvo module, or the EPC.

(This isn't my best idea. I know)

If held for too long it causes an overheat?

zinc fractal
#

Let us climb the statues in the promotion room please. That square is blocked from moving around on.

spiral torrent
#

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

Repost

lofty flicker
#

Suggestion for Cryo Cannon OverClock
(i need some help and suggestions about what to change in this idea)
(If some artist could draw ICE POP OC icon, please do it)

frosty mural
#

Couple ideas, going to split them into different posts so you guys can react to a specific one.

Mission type: Rescue Mission

"We've gotten reports that a fully mature Dreadnaught is inbound on one of our mining operations. Your job is to pack up the equipment, and get out of there before it arrives."

The mission is simple, you're on a timer. Once that timer is up you lose. It's kind of like a speedrun gamemode. You're required to pack things up and place them onto a rocket, then escape once you've done that.
If you run out of time, the dropship will not come and rescue you. (To avoid even more company damage)

The special thing about the optional mission is instead it's a optional rescue.
Get all the important stuff out of there, and if you want you can rescue more stuff if you want a bonus.

As the hazard level increases, the timer decreases.
There are still constant swarms, but the mining outpost is equip with turrets.

There could also be a fun stat that shows your best time.

frosty mural
#

Mission type: Drilling Operation

"We've detected a very large pool of liquid Morkite, althought it is located in a Glyphid nest. We're sending you down with an armored refinery to extract as much of the Morkite as you can!"

People have asked for a kind of "survival" gamemode. This is it, except with some changes.
This way people don't have to go into point extraction if they want a survival gamemode.

You are dispatched along with a large Morkite refinery, and must refine Morkite.
Once you reach your quota, you can leave. However if you choose to stay you will face stronger and stronger enemies.

Basically you have a normal refining mission, but if you wish to refine even more you can call down another rocket and do it again.
Every time you call down a rocket, your hazard level increases by 0.5. ||(Bonus will stay at the original hazard level, but you get a large reward depending on how long you stayed)||

It's your job to extract when you feel you can't handle anymore, or when you are out of Nitra.
You can only extract when the rocket is full, to avoid players leaving the fight.

Since this is basically a normal refining mission with a twist, you can tie 5 pumpjacks at once. ||(This also helps speed things up) ||
Additionally you could be rewarded Nitra for a full rocket. Just to keep topped up a little longer.

The problem I can't seem to figure out is:
What if the player doesn't decide to stay? Since you can tie 5 Pumpjacks, it's a quick win.
Maybe you have to refine 2 rockets instead.

rustic canopy
#

A stronger "nemesis" of sorts. "Our rival company has upgraded their "dwarf hunters" with new weapons and equipment in order to drive us from Hoxxes IV. your task is to cripple or destroy this new monstrosity and bring back valuable data on the rivals plans" have this as a new mission where the new "nemesis" is chasing the dwarfs as they crack a heavy duty instillation for valuable info while having the secondary objective of neutralizing the "nemesis".

languid silo
#

In the "key performance indicators", after being fully completed the milestone card should stay but be repalced with a counter for that metric. For example after completing the "Low O2 warnings" one to completion, instead of disappearing the card should change from "n until more perk points" to "n low o2 missions completed" (total ofc).

Of course some would be near useless, like unique craft bears brewed, but some like deep dives completed or specific anomolizes/hazards could be cool to see stats!

keen bluff
#

I'm sure this one is as old as Hoxxes, and i don't know how difficult it may be, but please can we get split screen multiplayer?
This is the perfect split-screen co-op game, with no split screen. It makes me sad.
So sad, i need more than a few blackout stout to drown my sorrow in

R&S, and thanks to the devs for such an awesome game as is

normal fossil
#

hey, a small QoL suggestion, i play on controller and my right stick has just a hair of vertical drift so when i enter the equipment menus and hover over a weapon, it cycles through them at lightning speed. a way to slow that down or a variable speed based on the stick deflection would be great, would also make sticks a much easier way to navigate menus

latent thunder
#

Class promotion, new support equipment quests!
This is basically an outline for each class to get a new upgraded or side-grade version of their support equipment.

Gunner: Tesla Coil. A new bit of equipment, you unlock it with your first promotion. The Tesla coil generates an electric field that zaps enemies. Just don't touch it yourself or you'll get a nasty shock...

Driller: Alchemist bomb. Once it explodes, everything in the blast radius turns to Nitra! The blast radius is fairly small, but overall worth it.

Scout: Adrenaline shot. Increases all stats, and makes you able to swing power attacks with your pickaxe without a cooldown for a short while.

Engineer: Hover-turret. A hovering turret to command to locations with the laser pointer. Comes with mods to be either a minigun turret, sniper turret, flame turret, or cryo turret.

slow spire
#

Suggestion: since I finished getting all the cargo crate rewards, it would be nice to add some missing weapon frameworks, which are:

  • Corrosive sludge pump (missing custom engineered framework)
  • "Bulldog" heavy revolver (missing glyphid trophy hunter framework)
  • BRT7 burst fire gun (missing custom engineered framework)
  • DRAK-25 plasma carbine (missing scale brigade framework)
tiny dove
#

a cosmetic beard where the tie at the bottom is a drill or drill piece.

latent thunder
#

Split the headwear stuff between hair styles and hats.
There are some hats I want to wear, but it makes me look bald, and I don't like the bald look.

modern tendon
#

New buff beer: Builder's Booze

This beer increases the universal build/repair speed. Pipelines. Mules. Salvage Links. Turrets. Etc.

autumn tartan
#

Wondering what y'all think but I really like the music in the lobby rn for the anniversary. Any chance this can be on all the time or even an option to turn it on?

hallow widget
#

beard option: bosco nest

its a small shelf on the dwarf that has a chain going around the neck the chain is connected to a small shelf with a deactivated bosco unit on it

paper ferry
#

Warthog upgrade change

Repost of an idea I had yesterday but with minor changes based on constructive feedback
Maybe move the choke upgrade into the slot of recoil dampener and combine them as a single upgrade? Would give more usage to recoil dampener, and fit the pattern of most weapons reducing spread with recoil upgrades. The stats of both would be slightly changed into the below:
rocknstone 0.5X recoil
rocknstone 0.75X spread

celest kettle
#

platform gun re-balancing idea:
move both firerate and disabled inertia inhibitor to a separate new upgrade tier because both of them are more quality of life upgrades and neither are ever really worth taking above ammo / repellant

hallow widget
#

a 3rd option for the warthogs 5th modification that gives it a cold status effect

near glacier
#

Helldivers crossover

solar vault
#

engineer Deepcore 40mm PGL OC: Frost Nova
OC type: 🟥 UNSTABLE 🟥

                        ![rocknstone](https://cdn.discordapp.com/emojis/406463574266085387.webp?size=128 "rocknstone") STATS ![tothebone](https://cdn.discordapp.com/emojis/559737610906370048.webp?size=128 "tothebone")

rocknstoneExplosion radius is increased by 3 meters
rocknstoneExplosion damage converted into freeze (10 dmg = 8% freeze status)
rocknstoneExplosion will left a freezing mist that will freeze everything in it. Has more freezing power if incendiary compound is equipped
rocknstoneProjectiles gravity is massively decreased

◻️ Any armor breaking upgrade will still do its effect in its damage radius
◻️ Cosmetic touch: upon firing grenade it will emit very bright cyan light (so bright that you dont see the grenade itself)

totheboneExplosion damage converted into freeze (10 dmg = 8% freeze status)
totheboneMedium decrease in ammo capacity
totheboneMassive decrease in projectile velocity
totheboneNo stun
totheboneNo fear factor

While i was writing this i forgot that OC existed which was the same thing so yall might as well dislike this into oblivion

near glacier
#

make it so we can take back bots to drop pod like betsy (bet-c)

vernal sedge
#

Pickaxe overclocks

halcyon tinsel
sick wedge
#

When there are some downed dwarfs still in the caves, but everyone else is in the droppod it should have 5s countdown before it leaves. That way if your team is waiting at you in the droppod and you get downed they have a chance to rescue you

opal flower
#

Suggestion

Add all the missing things to Deep Dives, such as resources and the chances of various things, such as cargo crates and events, except for the death tower, but have them have like a +15-25% chance of happening compared to normal.

And it'd be nice to have the normal chances of those things happening be upped by like 10-15%.

Because I think it's been several months since I've seen a cargo crate.

But back to the main point.

I just don't think it's entirely fair to paint the Deep Dives as some big end game thing, when it's currently just 3 missions in a row and that's it.

And I will dismiss the speed running naysayers, the ones just try to rush through the 3 missions in an attempt to get "the best time" or whatever.

jolly sky
#

Suggestion:
Beards with rocks, stones, and dirt caught in them.

hidden wren
#

Add a parkour course to the Space Rig with a button you can press at the end that does something funny, like play a loud noise or annoy Mission Control.

old marsh
#

give sludgepump acid the ability to weaken armor for easier breaks, sludge globs should be applied directly onto bugs tho

spiral torrent
#

Since the devs want a crossover with HD 2 I think a good thing would be some sort of contract, where the dwarfs of DRG give some minerals in exchange of some tech plan. Since dawrf are greedy and good craftman they would probably give some mineral in exchange for any "good" tech the human have.

lofty flicker
#

Emotions and Taunts
give dwarfs an ability to dance during matches, dancing on dead dreadnoughts body or dancing next to the drop pod

marsh compass
#

a drg MOBILE spin-off game would be great. Would love to have more drg on the go.

devout plank
#

let's add Q'ronar shellback ghost to haunted caves 😎

rotund holly
#

Official and toggleable proximity chat.

Would be a thing the host could toggle for some extra challenge or fun.

Would also change in certain scenarios such as in a large cave there would be an echo, or if you breathed helium or if rich atmosphere was on you would have a high pitched voice.

It would also be filterable in the join menu.

hidden wren
#

HD2 crossover: the ability to add a cape to your armor

scarlet furnace
#

Bugs attacking partially repaired leaking pipelines regresses their repair progress

urban sequoia
#

Idk if they would ever add oc’s for the platform gun but I have two ideas:

Non-Stick coating
rocknstone makes all poisons sludge dissipate on it way quicker then normal (good for goo bombers)
tothebone friendly sludge (from the sludge pump) and fire also won’t stick to it

Inverted Barrel:
rocknstone fires a vertical platform instead of horizontal
rocknstone increased total ammo capacity
tothebone decrease magazine capacity
tothebone smaller platform size

naive pike
#

make engi able to carry 6 lures instead of 4

jolly sky
#

Suggestion:
Masks and hats designed around the passive fauna of Hoxxes IV, for example a Breather sprouting from the top of the head. breather

dusk basalt
#

Mission Type: Glyphid Culling
A mass of glyphids are disrupting access to key areas of the caves. The mission is a simple one miners. Thin them out. We've sent in several neurotoxin pumps to flush them out but the solution keeps clogging the lines. Carve your way to the pumps, perform any necessary maintenance, and fend off the swarm until evac arrives.

Cave gen template: Elimination
Swarm scaling rises over time.
Recycled pumpjacks in main areas.
Hold E to restart jacks.
Neurotoxin cloud similar to driller grenade appears at pumpjacks that have been activated.
Pumpjacks may be damaged and temporarily disabled.
Extraction timer begins after X number of pumpjacks are activated, allowing the swarms to build up in size before the end of the mission.

pallid kernel
#

Lower the placement of prop hunt props with respect to the player so that they're actually flush with the floor. As of now they kinda hover a bit.

dusk basalt
#

Perk: Dorsal Deterrence
Increase pathing size of area directly behind dwarf by 2m.
(Let footsteps carry effect)

We're not going to ask why. Even the most fearsome bugs will at least try to walk around and attack you from the front.

rough vector
#

We need a new arcade room. Would be cool to test all the minigames for hacking, but also i don't mind to add a flipper/pinball table

faint comet
#

would love a shooting range/training room of sorts. I wanna test out my new loadouts before semi-blindly committing to using one during a run

lofty flicker
#

paints, skins, frameworks for support tools

fluid panther
#
  1. Engineer should be able to use turret ammo to reload the aquark platform turrets.
  2. The anti-grab perk should work against the stingtail.
  3. The Shard Refractor should have some effect on the ommoran beamers... I dunno what, but it should.
  4. There should be an achievement for having a Steve, Bosco, a turret (2?), and a Betsy all at the same time. Maybe call it "Alone in a Crowd" since you have to be playing solo for it.
  5. There should be an alternate item for the Scout's flare crossbow: a hand-held spotlight. You trade limited time burn but no need to hold it on the target, for the opposite, unlimited light time, but you can't walk away.
#
  1. Stop letting things dig-spawn from the sides of drop pods or platforms. I don't know why this bugs me so much, but it REALLY does.
tribal chasm
#

Shock radiance armor perk

dusk basalt
#

Ability to spin up minigun without firing.

#

Hold E to pick up and carry lootbug as heavy gem.

fluid tundra
#

PINK Armor paintjob

tired briar
#

Be able to high-five other dwarves

supple moon
#

I would love a way to be able to thank my teammates like for example if a driller drills a hole I can thank him for helping me instead of endless pinging

spiral torrent
#

Idk if it could be an oc for the flametrower or its own thing but a smokegun like the beekeepers have could be funny it would obviously be for driller.

near glacier
#

Special end screen stats for each player in different missions:

Mining Expedition: morkite Morkite mined
Egg Hunt: BroodNexus Nest defenders killed(Enemies from egg swarms)
On Site Refining: 🔧 Pipe-work done(Pipes layed, built, and repaired)
Salvage Operation: shieldgen Zone kills(Kills during holdout)
Point Extraction: aquarq Carry time(time spent carrying aquarqs)
Escort Duty: engiapproves Doretta repair done
Elimination: dreadegg Dreadnought damage dealt
Industrial Sabotage: caretaker Caretaker damage dealt(vents included)

smoky lantern
#

HD2 crossover ideas:
Insert some front line news from HD2 into the news feed at the Mineral Trading Station.
Insert DRG mineral prices somewhere into HD2.

Depending on the HD2 lore, some mineral-rich planets could have a model of a DRG Space Rig off in the distance. Hoxxes is not the only mining location. And vice versa, perhaps a Super Earth transport escorted by Helldiver Destroyers could make a visual appearance near Hoxxes, trading minerals for e. g. Terminid oil.

HD1 had the M2016 Constitution bolt action rifle that was based on the M1903 service rifle, lore-wise it was issued to every Super Earth citizen on their 16th birthday. As HD2 is set much later in the timeline, perhaps they could have transitioned to the M1000 instead.

DRG really should have a Helldiver helmet, it's the easiest item to implement. Mining Union emblems and the Deep Dive emblem could work for HD2 capes. Also the HD2 black and yellow paint scheme could work in DRG, though maybe it would look too similar to MegaCorp and Dark Future?..

Another easy reference could be a vending machine from HD2 on the Rig.

dapper cape
#

DRG should add a uh, how do I say this…monkey flea eating. I think the Act Man said it best in his L4D2 video

“You get my back now, I’ll get you later” or something

Just have like, a small bonus if you save a teammates life from a mactera that didn’t see or maybe a glyphid they just didn’t see.

Maybe call it “get down VIP” or something. Just a system that allows people to promote saving teammates and watching their backs

dusky canyon
#

Medical dwarf (Medic)

Its main is still to be decided but for secodnary I was thinking like a pistol like gunner and driller

Its grenades would also be normal option of grenades

His traversal tool would be an utility limited range (same range as scout's grappling hook) portal gun (yes it will have ammo) it can be used by the entire team. It cant be used by bugs. (Update, I forget to add that it has a limited time for it to be open, it will close.)

Its special weapon will be an grenade launcher/spray, if you click it will shoot out an small ball that sprays liquid red sugar and if you click and hold it will just spray liquid red sugar, its ammo can be dug from redsugar and collected from resuply pods. (It wont heal the person that deployed it)

The medic will also have various overclocks for all weapons.

placid iris
#

Maybe allow us to drag our teammates to safety instead of implementing a medical dwarf, I've had a few cases where some dwarves were "unrevivable" due to them getting downed outside of cover in the sightline of some big four legged terminator robot.

paper ferry
#

Maybe swap the abundant/scarce rate of either crystalline caverns or hollow bough? This way there isn't 2 biomes with the exact same mineral spawns, and there's another way to get bismor more reliably

celest hill
#

Helldivers 2 and Deep Rock Galactic crossover?

rocky sequoia
#

Electrocuting Focus Shots should be a ballanced overclock

Currently EFS has only one penalty -- -25% focus shot damage (that would mean that fs now deals 1.75x dmg instead of 2x). This penalty is a little bit smaller than Hipster single penalty -- -17 dmg (-30% of stock dmg).

Hipster is more fitting to be an unstable overclock, because significantly changes how gun plays compared to EFS.

tame token
#

I've noticed that if you are about to lose your connection, you can either restart the game and get an option to reconnect or you get booted in which case theres no option to rejoin and you lose all your progress from that mission. It would be game changing if we could get that option to reconnect as soon as I'm back on the ship after a connection loss.

midnight relic
#

add breakcore to the jukebox

gilded remnant
#

A seperate difficulty setting for Swarm Size, some dwarfs just wanna kill as many bugs as possible at a lower difficulty for satisfaction.

Hazard 1 - 5 adds higher chance for more difficult species of bugs, stats, effects etc. with a small built in Density modifier per setting. (I guess this is kind of what it already does.
Density 1 - 5 adds a pure swarm size multiplier to whatever level the Hazard is set to.

kindred kettle
#

Gag beer that gives dwarves ragdoll physics, causing them to clumsily tumble around when the player attempts to control them.

gilded remnant
#

Assignment for Engineer to unlock different turrets, taken from Deep Rock Survivor.

Seismic Repulsor: deals area damage on the ground around it and slows.

Krakatoa Sentinel: Flamethrower, sets bugs on fire.

split crater
#

I don't know if I am alone with this. In the settings there is an option to "Prevent Latejoin Character Duplication". This works during missions only. But I want an option that you can prevent character duplication in the lobby already. With this I don't have to ask to others if they can change to an another class. This option would help me a lot to build a balanced team with randoms.

rotund holly
#

Room customisation?
Like you could put plants or posters up, maby even that lava lamp the dwarfs always wanted.
I'm sure the creative folks at gsg could make some really interesting decorations.

Bonus: You could have it locked behind an assignment that would give you a decorating permit.

fallen sleet
#

QoL suggestion: Option to share the same pickaxe configuration with all 4 classes instead of setting it for each class

thorn birch
#

i want a izinagi's burden overclock for the m1000

misty orchid
#

Would love for more loadout slots if possible 🙂

limber vine
#

Doretta achievement for bringing her head back or something? I cant ever bring myself to leave her head behind and ive always grabbed it even if its been an inconvenience and hassle.

brisk pasture
#

it'd be great is in the future we got a weapon with doretta based lore and you need to collect some of her ehads to unlock

idle stone
#

The lifts on the Space Rig should stay on the floor the player is on, and wait for the player to step on them before going up/down

atomic verge
#

CRAWLer Airburst System
Overclock for the Hurricane Rocket Launcher
||inspired by the XM25 airburst grenade launcher||

tothebone Rockets no longer accelerate
tothebone -33% magazine size
rocknstone Upon switching to another weapon, all airborne missiles will "Airburst"
rocknstone "Airburst" missiles have 2.5x explosion radius, and act like mini Leadburster grenades, shooting shrapnel bullets in every direction
.
Shoot rockets through the air above a swarm, like Goo Bomber special, change to your pistol, and watch all the missiles shred the bugs
.

coral wasp
#

make it more clear for noobs that they need to select a roll in welcome or have a rules channel or something that is clearer discord side as to how to gain full server access

plush onyx
#

Here's a couple gunner primary overclock ideas:

un-depleted uranium rounds
an overclock for the lead-storm that spreads radiation but does less damage

dragon spit
An overclock for the thunder-head that burns the ground and fires both cannon barrels at the same time but fires much more slowly and gives the shots an arc turning the auto cannon into a napalm mortar.

Anti gravity burst
An overclock for the hurricane guided rocket system that would stop the rockets Infront of the user shortly after fired making them hover Infront of the user as long as the trigger is held down (enemies who walk walk into the missiles will cause them to detonate) when the trigger is released all rockets will stop hovering and fire out all at once to be guided as normal.

surreal thistle
#

Create milestones and functionalities for the extra perk points besides stockpiling them for an update that adds more perks. For milestones, reaching certain milestones of earned, unused perk points will give you trophies for stellar performance that can then be seen in the gallery. For functionalities, stockpiling unused perk points improves your reputation within DRG; resupply costs and rewards earned can be improved slightly by chance of "luck" or "generosity" from DRG, with the chance being effected by number of unused perk points (ie resupply can cost 60 nitra instead of 70 when lucky, and rewards can be 1.1x greater than what they would normally be)

surreal thistle
#

Or perks points can be used to a limited amount to achieve a seasonal perk, ability, or gadget. Whatever that goal is, the perk point requirement would be much greater than the perks already available. To be honest, the idea of spending a bunch of perk points to unlock a goofy ahh Rn'D amalgamation like a weaponized foam gun that replaces your primary weapon, can't be upgraded or overclocked, plays pretty badly, but still usable for every class, sounds very appealing.

austere spear
#

A quick and dirty OC idea, made with help from the wonderful collaborators in #drg-chat message

Thanks to @paper ferry for additional balancing advice in #suggestion-discussion message

Unstable OC for the Autocannon autocannon

🎒 Backpack Feeder🎒

rocknstone Fire ammunition directly from Ammo pool
rocknstone x1.5 Max Rate of fire
tothebone x0.75 Rate of fire Scaling
tothebone Removal of Magazine

random pine
#

Couldn't sleep for 2 hours because I was overwhelmed with ideas for a possible fourth set of weapons, so here they are 🙂

Scout

Primary
Dart gun
Looks like an MP-40 from the future with a clip on the top or side.
Fires darts in single or burst mode, 3 at a time. Features - very low armor penetration and the ability to stack. Stacks do gradual damage, the more stacks the more damage. Against larger targets the damage is lower/stacks accumulate more slowly.

Secondary
«Zapper» from DRG Survivor.
Releases chain lightning that hits a very large number of targets, there is a chance of stun. Can be made supportable with overheat, single or multi-charged.

Throwables
Scan Grenade
After detonation, flags bugs in a large area, making them more visible and also increasing the incoming damage on them. Optionally, you can add a health indication for tagged bugs.

Gunner

Primary
Сannonball Thrower
A single-shot gun that throws cannonballs (variations of cannonballs can be added in weapon enhancement), dealing high area damage. Highly dangerous to bugs, allies, and yourself, as well as low throwing range in normal mode. Possibility to clamp attack to launch the cannonballs at a longer range.

Secondary
Mini Rocket Launcher
Releases a swarm of missiles at random targets when the attack is clamped. The missiles do a small amount of damage to the area. Special feature - effective against groups of bugs, large bugs and bosses alike (provided all missiles hit the same target), but this is compensated for by low ammo.

Throwables
Bully Gloves
Instead of a grenade, gunner gains power gloves that deal crushing damage in melee combat, with a limited number of hits.
Alternative
Roaring Bull Grenade
Throws a bulky grenade that, when activated, moves away from the original throwing point and creates explosions at short intervals.

#

Driller
Primary
Plasma Emitter
Emits a beautiful wavy stream of plasma, which after a short while spreads to a neighboring bug and so on down the chain. With each new target, the delay before the wave spreads decreases and the damage to the first (and possibly subsequent) target increases.

Secondary
Nailgun
Fires piercing nails with a huge spread. The nails remain on the surface and inflict stacks similar to those of the Scout Dart Gun.

Throwables
Bouncing Grenade
A grenade that bounces off surfaces in a random direction and creates an explosion on each impact. An example of a successful use is to throw it vertically upwards, after which it will bounce in one place, hitting incoming hordes of bugs.

Engineer

Primary
Railgun
Very long charge before firing, during which you can't move, huge damage and penetration. A "full-sized" analog of the gunner's experimental railgun.

Secondary
Kamikaze Drone Station
A backpack with drones that periodically reproduce, and a laser pointer. Drones only attack when pointed by the pointer, and must be pointed until just before they explode. Drones periodically spawn even when the pointer is removed, 3 drones can exist simultaneously.
Alternative ranged attack drones, such as in DRG Survivor, may be considered.

Throwables
Portable firing position
At the point where the grenade hits, a twin machine gun turret is deployed that is the envy of the gunner. You must sit behind it to use it. Very high damage and rate of fire, limited ammo. When the ammo is depleted, it is destroyed. The turret can be operated by anyone.

whole fern
#

The mod that shows +1 of amount of promotions as a little number next to the player name beyond triple legendary (https://mod.io/g/drg/m/promotion-levels-after-legendary-3-indicator) - I really wish that was just an optional game feature and didn't have to be a mod.
Seems like something that could be implemented rather easily into the game itself as an optional or even default thing to show.
Kind of annoying how promotions beyond triple legendary visually show as nothing by default without that mod.

real geyser
#

It’s already been said but we need a rework or rebalance for the LOK. The LOK is one of my favourite guns, but it is absolutely terrible unless you use one of two incredibly specific builds. It runs out of ammo very quickly, cannot hit weak points for shit (making it garbage against bosses like the caretaker), and generally does almost no damage. The upgrades are not good at all, with most barely helping or even providing more of a downside than an upside. The clean overclocks for the gun are also trash, and a simple buff of the mods and base ammo will fix these. Currently, playing with the LOK feels great. Mowing down a horde of enemies with one quick burst like that one scene in iron man feels amazing. But then you realise you’ve spent half of your ammo on a single oppressor. At this point, literally any other weapon is better. Blow through and smart rounds are useless, one of the upgrades needs a second tier 5 upgrade to be useful half the time, and it’s still not even good at taking out enemies right next to you. The LOK is one of my favourites, but since the two slightly good builds take lots of setup and overclocks, this gun cannot be used effectively at all by someone who is new to the game.

main portal
#

I honestly would love to see a weapon that takes inspiration from the Flak Cannon from Unreal. I mean, we have the Sludge Pump which is based on the Bio Rifle from Unreal, so why not have one a weapon based on one of the best shotguns in gaming?

near glacier
#

Combine the Unstoppable and Strongarm perks. Reason being, in modern deeprock their benefits are individually less useful compared to most other passive perks, and these two specifically have a similar theme, both even benefitting heavy object carry.

fresh bear
#

the ability to freely edit your player rank title after player rank 100 or so

whole verge
#

Hats cosmetics (as in actual casual or dress hats for example). It would make a nice variety to loadouts since currently we don't have much in that department.

sleek kiln
#

After all of the resupplies have been consumed, the pod is removed, either by exploding, flying back upwards, or drilling down till it is flush with the floor

terse lion
#

If you bring back dottys head 50 times you should get a dotty themed helmet that is basically just her head

celest kettle
#

very bad boomstick oc idea: scattering shells
instead of hitscan the boomstick shoots a whole bunch of very fast projectiles that bounce across the room, pretty much exactly like the impact deflection overclock for the drak.

spiral torrent
#

Nerf gun skin for our weapon !!

weary steppe
#

Maybe add little weapon charms to customize our weapons with. They should hook on the left side of the gun so we can see them bounce around as we aim jump move etc in mission. Easy season pass loot or could be in the lost helmet/ cargo crate loot pools. Plenty of things can be charms little miniature dwarfs glyphids beer mugs pickaxes various dwarf gear.

lucid hemlock
#

I would like to pet and/or play with this decoration, thanks

urban bison
#

Horde mode mission type or a mission type where u kill lots of bugs. The idea is instead of bugs doing more damage in harder difficulties there’s just more of them.
You can make it better by losing connection with Mission Control and your objective is to regain connection and survive.

short fiber
#

Make the hanging light decorations into static props for performance buff

light briar
#

Season 5 weapons (both Primary and secondary.) Scout: a new primary weapon for him will be a smg (credit from Lady lex Avos.) His secondary will be a high caliber (blast through Praetroin armor) pistol. Engi: his primary has laser rifle (high caliber laser one shots all type of grunts] [generated half of the heat meter. If charged all the way.]) Engi's secondary is a turret pistol, it shoots and damages like the turret, but with more mag capacity and ammo. Driller: his secondary is a freeze gun, which expected freezes and is like the microwave but freezes except for exploding the guts (no Driller primary suggestion.) Gunner: his primary is a dual Minigun, slows him down about 75%. Is like the minigun. Overheats. Less acuracy.

keen bluff
#

1700s-1800s weapon frameworks.

(please)

meager cipher
#

We need an achievement for kiling one of every enemy type with the pickaxe

neon belfry
#

GREAT IDEA, here me out for the prop hunt allow the props to flip through the pov of the other props and the seeker to, while being able to see ppl through walls, plus a time limit.

short fiber
#

Change See You in Hell’s passive to any non friendly damage gives you an overall damage boost.

remote knoll
#

limit low oxygen mod to missions that have structures, or extend 02 time on ones without. morkite mining with a team on low-2 is absolute garbage.

keen forum
#

PGL unstable PGL
bouncing betty

  • projectile now bounces 2 times, creating an explosion on impact each time
    (if prox trigger is selected, projectile acts like proximity mine but faster - explodes on proximity with an enemy but has a tiny delay before it can trigger again - the projectile will still bounce 2 times total, and create an explosion on the last impact if it did not already explode 3 times)
    (projectile will deal direct damage to enemies it passes through while retaining trajectory instead of bouncing off enemies)
  • decent radius bonus
    - drastically reduced projectile velocity
    - slightly less damage per explosion
    getting jiggy with it
halcyon tinsel
#

Can the lithopage sprayer things look like waterguns during summer

deft rampart
#

If you are playing solo with field medic you should get 1 self revive instead of 1 instant reveive (because you have nobody to insta revives exept yourself)

wanton plover
#

Could we get a Dark Future Skin for the Pickaxe please?

granite rapids
#

Integrate some of the most commonly used verified mods into the game, such as weapon heat crosshair, more visible steeve, better downed logo, etc. (with mod creator's permission ofc)

near glacier
#

Audio cues for weapon heat
Progressively intense beeping for the plasma carbine and plasma charger, chugging motors for the drills, etc

odd token
#

Yo it would be cool if DRG and Helldivers could be in the same universe (Possible collab?)
Right for DRG our enemies are giant bugs and the rival tech (basically robots)
same with helldivers
Giant bugs and robots
I mean the universe is big
who knows
Honestly I just thought it would really cool
Maybe be its a bad idea, idk I just kinda want to share my thoughts

wanton plover
#

Maybe have Anniversary Trophies rarely show up as ones from previous years, have Mission Control comment on apparently not getting them all. For amusement, to reuse models, nostalgia, and just to see them again.

winter pebble
#

Helldivers 2 crossover idea:
When we get capes make one that's called "Democracy Diver cape", it'd look like the Helldivers 2 default cape and when wearing it elite deep dives would be called Hell Dives.

sleek arch
#

i got an idea, a grenade for gunne (idk) thats just a beer mug filled with some leftover blackout that makes bugs get drunk and walk around randomly, with a slight chance of them getting stunned for a bit

winter pebble
#

For April fools add orbital weapon targeting grenades. After they go off mission control just asks you if you're so dumb that you forgot that there's like a kilometer of rock above you

main portal
#

Definitely should do a Warhammer 40k cosmetic collab that brings cosmetics based on the Leagues of Votann, aka the squats (tho technically not, but the leagues of votann are a redone version of the squats from older edition reintroduced back into 40k), who are 40k's version of dwarves.

meager knot
#

What I'd love to see from hiveguard: commit to the spawning thing, its a really neat concept
-get rid of the phase with singular weakpoint. It doesn't need 2 of these phases, just remove one, and the 3 weak point phase is more unique, so I would elect to keep that.
-decrease the overall health of the dreadnought, however.

-then, make it have 2 or 3 summoning phases per 1/3rd of its health
-2 for the first health chunk, 2 for the second, 3 for the third
-keep the sentinels as its default spawn, it will always spawn these, no matter how the game randomizes.
-it will always spawn sentinels as its last spawn before going to weakpoint phase.
-for its other spawn, it will randomly choose to spawn any other non boss glyphid, akin to a smaller, shorter version of enemy specific swarms
-this could be grunts, swarmers, or praetorians
-on the third stage it will not spawn the same thing twice.
-killing all of the enemies in a phase will cause hiveguard to spawn its next group of bugs, and also will reveal 1 of its weakpoints on its back
-so for phase 1 and 2, it will only have 2 weakpoints, being the ones on the sides, and the third stage will use all 3

This is how i would change hiveguard to be more unique, by removing all the thing it shares with the normal dreadnought, and doing more of what hiveguard does that unique.

You could also have the size of the enemy group it spawns change based on hazard level.

hearty chasm
#

When a player fails to make it to the Drop-Pod in the Rig: instead of being in the Drop pod at mission start, they spawn in their own mini drop-pod, like when hot joining.

remote knoll
#

mogging dwarf victory pose

paper ferry
#

Can we have kills made by the heat exhaust from Burning Hell trigger "Cold as the grave"?

short fiber
#

Have the season opt out only exclude missions and not entire regions

near glacier
#

Maybe getting some upgrades for our flares?

sleek arch
#

maybe an upgrade to the grapplrhook that makes you swing like spiderman not fly, at the cpst pf range and cooldown

short shale
#

I know flare upgrades have been brought up before but let me offer specifics:

One tier. Three options.

  • Longer light duration
  • One more flare (or maybe faster recharge insead? not both tho)
  • Larger light AOE
rapid shadow
#

I have idea where solo missions would be played as new class avaleble for solo only (maybe carl or smth) the new class i have in my mind could be melee but thats just an shower idea.

warm stag
#

Could the Dark Future armor paint instead be either all black-grey for all classes, or give Gunner his own highlights? Really takes the wind out of my sails that Gunner has no highlights in his dark future armor set, the icon for his paintjob even is a bright neon green with the black-grey

tiny dove
#

Robot enemies that mirror the dwarfs. Driller robot would pop out of the ground randomly and attack you with drills and flamethrower. Scout you grapple to you are grapple you to him and fight with an assault rifle. Engineer would appear randomly and make clones of himself attacking with high tech weapons. Gunner would appear randomly, fight with a minigun and could give himself a shield.

lone mountain
#

assignments need a rework, because right now they're boring and restrictive. maybe have challenges to complete in a mission, or things like the season challenges to give you more freedom, just anything other than what we have now

lethal cobalt
#

Make more characters like one that’s a medic

rotund holly
#

Bug farm in the space rig, so I can canonically take Stevee with me.

And Bosco should have a dock he goes into when you leave.

lyric coral
#

Put pogo sticks in the space rig.

mild crane
#

the ability to pet the dreadnaught twins during their invulnerable healing phase.

lyric coral
#

The ability to slap the hiveguard while it's invulnerable.

shut ferry
#

Add bi-weekly dives please I'm begging

dull lagoon
#

add more weekly (or even daily) projects so people dont run out of things to do rocknstone

terse epoch
#

Overclock (Unstable): Burst Fire Conversion
For: DRAK-25

rocknstone Fire a 3 round burst
rocknstone Connecting all three rounds into on target causes the target to be stunned.
rocknstone +50% damage to stunned targets.
tothebone Weapon no longer cools down passively.
tothebone -1 Damage
tothebone +20% heat generation per shot

Converting the DRAK to have a burst fire, the plasma coils have more time to charge and stun, as long as all three plasma bullets from the burst connect. However, this increased time to charge the next burst disables all weapon cooldown, reduces damage slightly, and increases the heat generation of the gun.

clever charm
#

Bug zoo. You can capture various creatures and take them back with you to the rig to either sell for a small amount of cash or put them in your own private viewing gallery that you can customize with various flora and fauna.

lyric loom
#

“Killing” loot bugs causes them to fart out all the loot inside them and then dig underground to “run away” (just despawns) instead of straight up exploding. This suggestion is solely because my lil cousin gets genuinely sad whenever she kills one lmao.

rain mountain
#

Could we get more loadout slots please 👉👈 I know we already have 6 but I wish to create more dworfs and I see no downsides to it 👉👈

shut ferry
#

Add two deep dives per week instead of one

brittle ravine
#

Make the Stingtail’s grab attack “breakable” via bullets or power attack (if timed well) similar to Spitballer’s projectile

naive pike
#

make the weapon framework/paintjob selection window not block your view of the weapon you are modifying

shut ferry
#

Instead of the deep dives resetting once per week have them reset twice

I.e add more deep dives that can be done in a week

hallow widget
#

allow us to see a list of missing weapon frameworks so that we can tell which ones we're missing without wasting time on the wiki

pseudo monolith
#

A rat hat. It's just a Rat on top of your head sitting on the default hair of your dwarf.

last dew
#

add a "select random weapon" for changing different weapons between missions

rough vector
#

Since we have a dance floor near the juke box, how about introducing a "disco" inspired costume set for a "friday night fever"?

pallid kernel
#

Make it so that anyone dumb enough to drink a leaf lover's loses their daily special buff upon consumption (assuming the daily special was drank prior).

slim cypress
#

Make the Thunderhead have a base ammo reserve count of 550, but reduce the amount of ammo gained from the T1 ammo upgrade from 220 to 110.

keen pasture
#

Supporter 1+2 havers should get a slightly different pickaxe icon that's like two of the badges as stacked coins. Just like a double edge on one side.

dusk phoenix
#

There should be an achievement for getting the disco ball in the barrel hoop. (It's surprisingly kinda tricky)

mild light
#

Skin Texture/complexion along with existing skin colour, ex: 'Coal Miner Soot', 'Smooth and Moisturized', '6 O' Clock Shadow'

echo gale
#

Increase flare capacity to 5 instead of 4 + make them upgradeable (shorter recharge time, longer duration, being able to carry more etc.)

wide pollen
#

Overclock (Unstable): Hell Incarnate
(need help for a better name).
For: Minigun aka "Leadstorm"

rocknstone 3+ Rate of fire

rocknstone small bonus to armor breaking

tothebone Extra heat build up

tothebone huge penalty to base spread and accuracy

Description: small overclocking of the firing mechanism, shortening the barrels a bit and widening the firing tubes will cause the bullets to fly out with extra ordinary wrath, but at the cost of accuracy and heat generation.
Note: the company does not take fault for any 3rd or 4th degree burns caused by the exhaust heat.

sick monolith
#

Make rockpox bug not that strong its anoing when u get sniped or demolished. Pwease

near glacier
#

Giving extra xp for killing praetorian, detonator or another big bugs

heavy marlin
#

The abillity to pick up downed teammates so you can take them to safety?

fiery hearth
#

Add nitra drops to lost pack stash spawns.
To further encourage going for them? No. But rather, as a reminder: if you sit on all that nitra in your pockets, the next lost pack could end up being you and your crew's remains instead! (not really but its about sending a message yknow)

wanton plover
#

Megacorp skin for BosCo

steep halo
#

Don't know if it's translated right, but I would love to clink/nudge the beer with my friends.

winter pebble
#

Replace flares equipment with "Illumination gear".
Modifications and unlock rank:
Rapid Recharger (2) - -20% recharge time, -1 flare slot
Extra Flare Storage (2) - +1 flare slot, +20% recharge time
Wide arc (5) - +10% wider flashlight area
Precision focusing (5) - +20% flashlight effective range
Unstable flare housing (10) - flares increase temperature in a small radius and can ignite things, -2s flare duration
Endothermic compound (10) - flares reduce temperature in a small radius, - 2s flare duration
Claw caps (10) - flares stick to surfaces and enemies, flares deal impact damage to enemies
Rapid bulbs (15) - turning flashlight on stuns enemies who were in the lightcone at the time of activation, -50% flashlight (de)activation time
Gleam bulbs (15) - enemies and ore within the cone of the flashlight glisten alot (even if out of effective range)

pale tartan
#

My suggestion would be to allow the players to add upgrades to the space rig making it look more cool just like you can add cosmetics to your appearance and weapons. You can unlock these cosmetics via loot boxes in caves.

near scroll
#

I was high and spent a whole mining mission trying to open a jetty boot crate. Lucky I was in a lobby so the rest of the team completed the mission and then continued to laugh at me.
Maybe decrease the number of jumps needed to 6, because that's as far as I got..

paper kettle
#
  1. Me and my crew have a bad tendency to forget to grab the plaguehearts after we crack the meteor so I was thinking that if you leave the mission and left the plaguehearts behind, Mission Control could comment on it
  2. Another little arcade mini game like Jetty Boot but this time it's pacman. Pacman could be a lootbug, the dots are gems and the ghosts could be the dwarves.
  3. Can we have a lootbug pet on the station? And a bee skin for Steeve
winter pebble
#

More accessibility options for jet boot crates.
some folk may have a condition or something that makes the flappy bird difficult, so here're some alternative ideas. Ideally you'd select the method in accessibility tab

  1. Pong - move a platform side to side off of which the jet boot icon will bounce back up
  2. Dino game - obstacles are coming from the right and you gotta time the jumps right similar to the dino game on chrome when no internet
  3. Space invaders - use a platform gun to stop a bunch of over heatet jet boots from hitting the ground (would only have one line of boots as opposed to the multiple lines that space invaders has)
  4. Snake - pilot a jet boot around as you go for resting spots while avoiding the ever growing trail of glyphids on your tail
oak sparrow
#

While playing solo, add the ability to ping the Ommoran Heartstone to have Bosco focus on stopping its attacks (Shooting flying rocks and mining the laser crystals).

hushed moss
#

A promotion badge selector (someone in ruby could present visually as gold, brass, diamond etc.) and perhaps numerical identifier to all promotion tiers (not just anything beyond ruby 3) would be nice.
-I like the diamond tier more than the ruby tier, I assume it's just a color preference, haven't really thought out why.
-Most casual folks wont memorize the math for the tier numbers, so it'd be kind to have that number simply displayed as well, likely as a personal preference option.

tepid lagoon
#

its probably been suggested a lot already but ive seen about 2 people now that cant get anything from lost equipment cause theyve already unlocked all the stuff from it, so what if when you unlock them all you could get like extra credits from them instead while waiting for new cosmetics to come out?

spiral grotto
#

Add an observatory telescope to the Space Rig.
If you're lucky and diligent, you might spot a rare asteroid that lets you play a crazy mineral-mania mission that'll make you rich!

hallow widget
#

fourth relic armor because we have the frameworks but we don't have any armor to match it

real geyser
#

a bunch of quick drg weapon ideas i had

driller H-21 Crystal Cannon driller
(primary) A tri-shot, homing crystal cannon. each barrel points to a different bug, and tap fires quickly. crystals stick in the ground and are white-hot, burning bugs that they touch or get stuck in. low area but high damage

scout Voltaic Rail Rifle scout
(secondary) a high damage, high pierce weapon similar to the coilgun but with very little ammo. shots reflect off of walls up to twice with very slight homing (think ultrakill piercer) while electrocuting.

gunner Ballistae AM Cannon gunner
(secondary) the AM stands for arm mounted. it is a single-shot, huge ass rod sent flying into whatever is near. huge single target, but huge recoil and knocks you back. might be a bit too similar to the coilgun but can mitigate some amount of fall damage or boost you up a bit (just a little).

engineer Viper Short Rifle engineer
(primary) a medium firerate semi auto tapfire weapon using nanobot bullets. slows and damages enemies on hit, while having a turret coefficiency which, when shot, automatically builds the sentry. if the sentry is shot when it is built, it will redirect the bullet at any bugs (and rotate very quickly) and apply the same slowing effect and a bit of extra damage, with additional damage on enemies with the slowdown. this has no cooldown, but will consume an additional 2 sentry ammo for every shot.

boreal patio
#

New mission types; 4 in fact.

  1. Rescue; sounds simple. Rescue trapped miners from a job that went wrong and escort them to a special 8-man drop pod. Rescued miners can mine minerals and fend off enemies alongside you. As such; swarms are bigger and more frequent.

  2. Espionage; infiltrate a rival company outpost and steal important data tablets. DON'T THROW THEM!!! They shatter when thrown. Earn bonus money for every intact data tablet; and a penalty for every broken tablet

  3. Assault; hot-drop into the frontlines of the corporate wars as you enter a rival tech complex. New robot enemy types, and now we see the employees of the rival tech faction, GobTech. Kill the enforcers, destroy their base and extract before it blows.

  4. Reclamation; GobTech is stealing our minerals and pillaging our supply pods, so it is up to you miners. drop into no-mans-land, defeat GobTech robots and goons, reclaim the supply pods and minerals, extract.

waxen dew
#

Just a small little voiceline, but I thought it would be cute. Could the dwarves sing the line from The Archies' Sugar, Sugar, whenever they eat red sugar?

"Sugar, do do do do do do"

glacial breach
#

Mb if this reads horribly i wrote it up from a couple visions I had. DRG new mission idea
Find a rough diamond thats being defended by bugs. Call a refinery
Refinery comes in multiple parts that have to be linked and assembled.
Each part does a different chunk of the refining process eg: Cleaning the diamond, cutting the diamond, polishing the diamond. And once one part of the process is complete you then have to put the diamond into the next machine. If you put it in the wrong order the diamond is spit out unchanged and the machine has to be repaired (parts of machine fly away so you have to find them) and if you wait to long to move it to the next part of the process an ever increasing swarm appears until the diamond is put into the next machine (Lore could show that bugs think of this kind of diamond as a deity, hence why deep rock wants it because it could help to control glyphids)
After diamond is fully refined, the dwarfs then have to reconfigure the refinery into a makeshift ‘diamond drop pod’ so that it can be retrieved. Doing this calls the main drop pod and the dwarves can escape.

This new diamond could possibly have some lore connection with the error cube or bittergem, maybe the three objects need to be combined to create some kind of super weapon.

wild horizon
#

I saw an early build of DRG that had the ability to call down floodlights in a similar way to resupplies. I thought it would be cool to reintroduce the feature somehow as it would create more uses for nitra

marsh zenith
#

New perk: the best plan, increases the bounce height when you bounce off another dwarf

pliant flicker
#

Change to acid and web spitters: minimal distance they can spit from 10-15 meters ( to avoid situations where they spawn in your face and instantly spit at you)

tawdry trout
#

A perk that gives you a mini mule would be nice. It could act as a more personally accessible deposit point for missions like point extraction when you get forevermore away and just found a lot if Nitra or even just found a large vein if gold with Pots ‘o Gold active. It could have the limitation of only bucket deposits and no large items to keep it balanced, though an upgraded tier to allow large deposits could be added too. Would also help for when the scout steals Molly from across the map

tiny grove
#

Very small and somewhat unimportant suggestion.

When calling the drop pod with the Mule, there’s a very VERY small chance that the red dices inside the drop pod are instead replaced with tiny error cubes you can slap err23

naive pike
#

minigun OC that lets u fly by shooting under u

wide torrent
#

Miner Adjustments (Warthog)

I believe Miner adjustments should be buffed. The mod is just not as powerful or exciting as turret whip. It was also indirectly nerfed by the input buffering update, but unlike hipster (which was accordingly rebalanced) miner adjustments was left untouched. The buff I personally would like to see is a number of minor improvements across the board. There's obviously many possibilities but to throw out an example off the top of my head:

+Reduce base spread by 20%
+Reduce recoil by 20%
+0.5 fire rate
+1 damage
+Fully automatic firing

Turret whip is pretty great, so you could probably give even one or two more minor improvements and the mods would still be neck and neck.

outer root
#

If R&D has access to insect pheromones on hoxxes, they can create some crazy stuff. Irl pheromones can do anything! In DRG, you can buy pheromone canisters to make bugs attack each other. If DRG has access to that technology, you can make pheromones that can literally scare out the shit of all bugs on hoxxes. If R&D can make bugs attack each other, they can make a pheromone to control the phases of the lives of any insect. I think it's a big plot hole because making such pheromones would save thousands of dwarf lives and could cut expenses. I suggest expanding pheromone technology in DRG. I think in real life and in the DRG universe, both technologies are very expansive, so it would be nice to spend some minerals or credits. Or add a hard promotion that can be completed only on haz 5, which can give you access to that expensive pheromone tech.

ripe root
#

Had a crazy idea where we could get a "blessing" or a temporary upgrade for one particularly hard mission where one character tool would get a significant buff (For example, brighter flares, increased destructive power, more damage, etc. )

forest isle
#

Giving Bosco OverClocks could encourage more people to try out solo.
On top of that, I feel like Bosco as a whole just needs an overhaul.

sterile summit
#

Maybe add a gamemode where we actually use mini mules. For example the mini mules act as a regular mule, but are for each individual player to use and possibly have a limited inventory. Various perks and possibly overclocks augment the mini mules

real geyser
#

New machine event:

morkite Positrite Processing morkite

”Years ago, we were testing a new experimental warp technology using some form of condensed particles called positrite… I know just as much as you do. Anyways, something went wrong and mass amounts of positrite were jettisoned from the space rig. We need them back, and we have sent down special processors to process it. Good luck miner.”

Positrite is an exceedingly rare mineral scattered around Hoxxes, with the ability to traverse dimensions. Activating the Positrite processor will send out a pulse every ~10 seconds, teleporting in a few new deposits of Positrite. Positrite will randomly appear on the walls and floor, and the dwarves have a limited amount of time to mine the deposits before they teleport away, the Positrite must then be deposited into the processor, and a minimum of 300 Positrite must be collected.

Positrite is a bright blue and yellow mineral, which emits a glow. It appears in crystals, which are formed in tooth-like blunt shapes similar to those hexagonal rocks you can find at some beaches.

Collecting what is basically a dimensional energy crystal can’t have good effects for the dwarf, so upon picking up a certain amount of positrite, some strange things may happen. The dwarves may shrink or grow slightly, teleport, or start floating. These effects are not permanent, and will last for about 10 seconds. All the while, a small onslaught of bugs will attack, causing the mad dash for positrite to be even more hectic.

As a reward for a decently difficult machine event, the processor will spit out a chunk of hardened mineral sludge, which will give some randomised minerals when deposited (usually 30 gold and nitra and a bit of crafting minerals).

raw vale
#

Make a six-shooter 6 rounds in a barrel, as it shows 4

agile kraken
#

make bosco say we're rich when he unearths a compressed gold chunk

finite tundra
#

"Warthog" Auto210 Unstable Overclock:

Combustible Buckshot

Works much like Electrifying Reload, the primary difference being, of course, fire, rather than electricity.

rocknstone Add heat to targets hit on reload (based on number of pellets hit)
tothebone Less pellets per shot (in other words, less damage, less heat potential)
tothebone Smaller magazine (-2 mag size)

upbeat glade
#

make warthog auto on base (literally has auto in the name)

knotty quartz
#

Everyone's talking about Helldivers crossovers, but I'm really surprised DRG never crossed over with Shovel Knight. Seems like a match made in heaven, you could just have it be a pickaxe assignment to get the pieces for a shovel-shaped axe, or a classic horned helmet. I say this as positively as possible, Yacht Club seems eager to crossover with just about anybody.

lilac socket
#

Add paint jobs to utility (grapple hooks,drills,and etc.)

naive pike
#

you should not be able to trivially spam dot+fear

quick cosmos
#

New mission type idea: Experimental Equipment
A mission where equipment was being experimented by the company and require collection, the traps themselves are disposable but the data of how they did needs to be collected.
You could have it as a High risk/High reward quest as the traps could go well or terribly.
Good Results: A Lootbug stuck in a cage
Huuli Horder trapped from a harpoon turret
A damaged patrol bog that you can hack

Neutral results: A turret that doesn’t shoot and just points at everything
A something that’s just stuck to the side of a Goo Bomber
A broken trap that you just need to find the memory bank.

Bad results: A giant bear trap stuck to the back of a dreadnought which stops it from shielding but reduced its hitbox from the trap
The trap makes a screech and attracts a swarm
A trap catches an unsuspecting dwarf.

And you could have more around then the amount needed to complete the quest so people could take the risk if they desired a higher reward, or deal the consequences.
Even further you could synergise it with events like the Prospector Data Deposit and have an experimental robot called Hacks-E that could be %50 faster or slower than regular Hack-C

wild thistle
#

“Nest Assault” mission where you move through a long, straighter cave. You have to shoot important things like glyphid nests/early dreadnought eggs or whatever other objective ideas there are. A large swarm of bugs (or just one massive, all consuming bug) eats up the cave behind you so you have to run, gun and mine as you complete objectives.

Eventually you can reach a safe room of some sort where you can call down resupplys and downed dwarves get revived (if they get left behind they fall down through a drop pod).

This continues 2 - 4 times depending on mission length. If you fail to complete all the objectives in those runs you either:
A: Just fail the mission
B: You get to do a last, but significantly harder (you’re going too deep into the glyphid nest) run in a last ditch attempt to complete the objectives

naive pike
#

make HE nades actually carve a decent area the description even says they are supposed to carve terrain but its kinda just a fart aoe

celest kettle
#

i think it would be pretty funny if sticky grenades shot out the spikes after they explode

keen bluff
#

I know many people are asking for an oppressor steeve, but what i think we need is a mactera grabber steeve. Even if it has absolutely no benefits and no use. Bro's already trying to hug us all the time, poor guy just wants a friend.
Also grabbers are the cutest mactera, and i will always think that

prime wyvern
#

Add graffiti in missions

slim cypress
#

Unstable Leadstorm OC: Bladed Barrels

rocknstone Enemies within reach (slightly more range than pickaxe) when fully spun up will be shredded by the barrels of the weapon, dealing massive damage

rocknstone Gain damage resist when fully spun up

tothebone Reduced accuracy

tothebone Takes longer to fully spin up

Blades are meant to shred enemies up to around Praetorians relatively quickly (think of using Driller's drills on frozen enemies)

Probably not going to be a great OC, but the idea's still fun nonetheless

real geyser
#

New balanced GK2 OC:

gk2 Counterweighted Rounds gk2

”Installing a heavy counterweight into each bullet allows for greater stability without any of that fancy schmancy AI core stuff. As a bonus, the weighted bullets pack more of a punch.”

rocknstone Recoil is reduced to entirely along the X axis, forming a line rather than a circle of shots.
rocknstone +3 damage

❓ Each bullet in the magazine will improve the stability, leading to a higher spread when the magazine is emptier.

tothebone +0.4s to reload time

rough vector
#

You know what? I feel the whole hub space station could have it's own skins. Sure the hub need always to show the season and the current seasonal theme, but i don't mind if we can have custom skins as alternative decorations and textures. After every missions i did, i start to feel a bit annoyed by the same old rusty space station, The 6 year anniversary really makes me wish i could buy that decoration and keep the hub very fancy.

finite tundra
#

Shard Diffractor Balanced Overclock:

Blue Lens

"A cyan piece of glass in front of the laser makes the beam blue, which, apparently, makes it cold."

rocknstone Grants cold properties to the shard diffractor.

rocknstone Modifications that would enhance heat enhance the cold factor.

tothebone Obviously, lose out on heat properties.

dull solar
#

A new robot at the station:

Mu-retta

"Combining Doretta's head and the body of mini-mules to motivate miners"

rocknstoneWhen turned on, she will follow the dwarf and make Doretta sounds, as well as carry 2 mugs of beer.

❓The muretta will perform the functions of a cat: it can be turned on/off by holding down the "F" key and stroking by pressing the "E" button. And through the Bosco change terminal, some of its details can be repainted.

totheboneShe will not give any bonuses, it will also be impossible to take her on a mission.

carmine widget
#

Cave Liich

Say a certain number of cave leeches are killed (conditions for spawning could be adjusted): there's a chance that an old evil is awoken by the cries of its relatives: The Cave Liich.

It would basically just be a cloaked, hooded personage with a cave leech face and arms with nemesis-like playstyle, but I think teleporting, magic, and SFX could really make it fun, and maybe something to be a reason to leave a cave leech hanging if the spawn conditions are specific enough.

nova loom
#

A minor suggestion, but I'd like it if the voice lines for power attacking only played when we actually hit an enemy or if there were different voice lines for power attacking terrain. Feels weird for my dwarf to shout "DIIIIIIIIIIIIE!" when hitting some random piece of terrain. Could be some funny voice lines about smashing terrain instead.

ripe mason
#

To celebrate s5, make a live event where all crassus bulk dets are 10x more common for 1 day before the new season, like a live event

trim rose
#

Could you think is a good idea to have a Neon-Beard for cosmetics ? grazie mille !

onyx solstice
#

Make bittergems have a 25% chance to be a mineable mineral. It should resemble umanite, but instead of being green, it'd be pink. it should also spawn in a cluster of around 20-30 crystals, each of them glowing with a bright, pink light. One crystal should give around 50-110 bittergem. The crystals would also be the size of regular umanite. When pinged, dwarves should shout "We're rich!" like they do with compressed gold and the bittergems we have now. It would take around 5 hits to mine a singular crystal, sorta like bedrock or compressed granite. Make them be surrounded by common rock in glacial strata only. When they're in glacial strata, they should warm the dwarves whenever they get close to them, kinda like those steam geyser things you find there.

fresh cobalt
#

make a cowboy/western style skin pack for the dwarves, I'd love to see how a heavy bulldog revolverbulldog and the boomstick double barrelboomstick would look, Rock & Stone! rocknstone

paper ferry
#

If a glyphid warden is aware of dwarven presence and hasn't connected a beam with anything for 30 seconds, allow it to do its "call for help" again, so that rogue ones actually serve a purpose still, and it isn't so much a one time use anymore, would also give reason to care about rogue ones while fighting other bugs

nova loom
#

I'd like to see the ledge grab action revamped a bit because I can't count the number of times it's wound up pushing me backwards away from the ledge I'm trying to climb onto, very nearly getting me killed by whatever is chasing me in the process. This tends to happen if the terrain you're trying to climb onto has even one small piece angled away. I'd love if this just reliably pulled us onto the ledge we're grabbing. Halo Infinite absolutely nailed this. I don't want to fight the physics, I want to fight the bugs.

normal aurora
#

minor suggestion
I have hard time seeing the lil dorf icon at mission select for parties that have 1-of-each option for characters. And I figure it only by the time I am a char select and can't pick the dorf I want.

Therefore a simple solution: Make the lil dorf icon at the empy slot with DRG Orange, instead of the same DRG Gray

nova loom
#

I'd like either one of the two: 1. A visual indicator for when sprint is active or 2. Pressing sprint a 2nd time doesn't toggle it off and it instead only ends if you stop moving (which is how a lot of first person games handle it, including minecraft). I ask for this because I can't tell if I'm sprinting when airborne (there's no increased weapon sway when in the air) and am never sure if I've hit the turn threshold on the analog stick that sprint has ended or not, leading to me sometimes toggling it off when I press it again. I suppose a 3rd option would be for sprint to work like a true toggle where it's always on once toggled on, even if you stop moving. Again, I don't want to fight the controls, I want to fight the bugs.

boreal field
#

Dwarves should bounce when they jump on a lootbug

rough vector
#

Some skin costume suggestions. The far west skin set with:
-Prospector
-Cowboy
-The Bad Guy
-Vaquero
-Sheriff

solar vault
#

engineer Shard Diffractor OC: "Implosion" system
OC type: 🟥 UNSTABLE 🟥

                      ![rocknstone](https://cdn.discordapp.com/emojis/406463574266085387.webp?size=128 "rocknstone")STATS![tothebone](https://cdn.discordapp.com/emojis/559737610906370048.webp?size=128 "tothebone")

rocknstoneTarget with full fire status effect that would be hit by Shard Diffractor, will explode, dealing damage (150 damage) in big radius (3 radius) around the target
rocknstoneMore direct heating
rocknstoneExplosion will also set enemies on fire by 25%

◻️ Explosion doesnt kill the target that it came from

totheboneThe explosion deals twice less damage to the target that explosion came from
totheboneExplosion will not heat the target that it came from
totheboneNo AoE from laser itself
totheboneLess direct damage
totheboneDecrease in charge capacity

lyric coral
#

Add whoppee cusions in the rig for April fool's.

junior stump
#

Minor suggestion: add a toggle for teammates highlight, with maybe different colors. During intense fights, I missed some opportunities to detonate a c4 because I checked using laser first to see if there are teammates in the radius.

pseudo cargo
#

buff the thunderhead please I know not much of game design but I know that the thunderhead is under performing

edgy flame
#

can we allow the lithopage foamer to deal a small amount of damage or slow down any lithopage monsters stuck within

hollow compass
#

Alternative support tool ideas:
Scout: Stronger flashlight batteries, makes you and your teammates flashlights shine brighter for a bit
Engineer: RADAR, shows enemy locations on terrain scanner
Driller: Teammates’ pickaxes swing and break terrain faster, as well as digging larger holes
Gunner: Supplies on a budget, a mini resupply that refills 75% of all teammates’ ammo but doesn’t heal them

uneven comet
#

add farmer hat

also a colorable cowboy hat would be nice too

hushed sedge
#

hi lads
Sometimes mission control says: "glyphid swarmers incoming! I guess you just woke them up! Put your stomping boots on!" And there no stomping boots in game,i suggest adding blue perk like spikes but you actually need stomp enemies to deal damage

sterile summit
#

An overclock for Engie’s 40mm grenade launcher that lets him launch cluster grenades

vale smelt
#

err23 "Prevent Latejoin duplication" err23

  • Why is that tucked back in the settings of the host?
    It would be FAR easier to be able to toggle this when choosing missing or deep dive. Some missions you're kind of ok with it, some you want all the different dwarves? gunner scout engineer driller
    Also, can we call it "Allow duplicate classes" or something? The "latejoin duplication" seems confusing in my opinion.
light vessel
#

Make Bosco pettable

teal solar
#

Different types of boscos specially designed for certain missions.
Gun bosco - heavy weapons great for damage but terrible at building mining etc
Normal bosco
Builder bosco- especially great at building not really got at damage
Etc that’s just a Few ideas

simple dune
#

Howdy, i am wanted to present you my idea:
Like it was in the game, Glyphid dreadnaughts is “Newborn”, it’s can be interesting to see final form of all dreadnaughts, what can be really terryfying and powerful, so dwarfes need to play in team to kill that type of Glyphids

golden mesa
#

Change how the Kick system works. Like when someone wants to kick a dwarf out of the lobby, the other dwarves need to vote if they want him to leave or not. Cuz im getting a bit annoyed by being randomly kicked for no reason.

pseudo cargo
#

ok so I have an idea for a thunderhead rework instead of it having High explosive rounds why not make it fire high damage rounds that pierce multiple enemies

quick cosmos
#

What about a way to change the speed you swing a pickaxe (affecting the dmg too) just so you can line it up to music, setting it to a certain bpm so you can swing to some dwarfish jams.

calm igloo
#

Free dlc that gives special leaf lover mug but make it super ugly like actually horrendus looking

real geyser
#

New Driller weapon:

driller HERCULES Rock Cannon driller

Utilising a chunk of the ommoran heartstone, this beast can pick up rock from the environment and throw it at any nearby enemies, just like the heartstone! This power-guzzling weapon has two modes, one for defensive tap-firing and one for launching a full-on boulder. The cannon utilises a unique battery system, where each mag has 2000 units of charge. Picking up a rock, charging a rock, or holding a rock drains battery, however some actions drain less battery than others. A battery cannot be replenished, but can be reloaded. The driller brings 6 pairs of batteries with him thankfully, and replaces them every time the battery’s dead.

The tap fire mechanism will quickly pick up a rock from the ground around you, and fire it. This will deal serious damage and armour breaking to anything in front of you, and has a moderately fast firerate. Charging a rock will accumulate more rock, and releasing it will cause it to roll forwards like a Q’ronar, damaging anything in its way with heavy damage. It will break if it hits a wall or too many bugs. As this takes terrain out of the environment, it can be used to dig. The large and small projectiles do carve out some holes on impact, too.

finite tundra
#

Active Perk Idea: Special Favor.
You've got a friend who works in manufacturing, and he's pulling a couple strings for you.
Once per mission, when you prepare to call a resupply pod, you can hold E, then click, and it'll cost you 10 less nitra. Has 4 more tiers, which reduce the cost by 5 more. (In other words, you can get it to cost 50 rather than 80.)
If you ask me, it's strong, but not too strong, especially stacked up against other powerful perks like Iron Will.

vapid shore
#

being able to put someone else as team host/ automaticly put someone else as team host when the host leave

real geyser
#

New hazard:

⚠️ Busy Site ⚠️

"Due to a high concentration of minerals in the caverns below you, we've chosen to... "bypass" a few safety regulations to meet our quotas quickly. We will warn you if anything happens, so just look out."

Drop pods, resupplies, cleaning pods and more are inbound! Every ~7 minutes, one of these items will soar through the ground past you, creating hazards akin to the meteorites. Maybe if you rock and stone to a drop pod, the dwarves inside will rock and stone back.

past breach
#

Add something to the weapon-unlock assignments that says which class they're for, and whether the weapon is a primary or secondary.

static peak
#

After looking at a clip I saved of a bug I saw gave me an idea for something, quick sand in the desert area, I'm not sure how it'd work in game or how you'd save someone of they got stuck in it, but for whatever reason it made me think of that idea

agile kraken
#

armor overclocks as basically overclocks for your character would be cool and could switch up gameplay more

soft kelp
#

make it so we can click on other players in the menu tab to see what build they have/what overclocks they are running or whatever

raven saddle
#

make it so we can upgrade mule (add weapons or smthing so that its more useful other than getting in my way when im running from a glyphid bomber)

pure sandal
#

New Gunner overclock to "Thunderhead" Heavy Autocannon:

Sighting System MKII (Balanced/unstable Overclock):

"After a lot of effort, and a few rounds of beer, R&D developed a new target acquisition system, making the weapon much more accurate, or less... Chaotic."

Effects:

  • Dramatically reduces shells base spread
  • Decreases the time needed to reach max dpm
  • decreases maximum ammo
vale quartz
#

a perk that stops any slow from pickaxing an enemy

hallow widget
#

add armor that makes you look like a cowboy (also add an actual helmet for the scale brigade armor)

real geyser
#

New mission:

morkite Lithite Mining morkite

"Lithite, a highly potent energy source, has been detected in small patches in the region. Due to the small amount, we will need you to drop down to three different caverns to collect it. Good luck, and happy mining."

Lithite, a scarce mineral, has been detected within the caves of Hoxxes. As opposed to the normal mining mission, Lithite Mining acts as sort of a mini deep dive, with the dwarves exploring mini caves and calling down the drop pod three different times to go deeper. The dwarves need to explore a sprawling cave in order to find the Lithite, which is a glimmering, bismuth-like ore. It protrudes from the walls like Nitra, however special machinery must be used to drill it out. A deposit of Lithite is in the cave, and drilling them summons a swarm, which the dwarves must defend against. The drills are extremely sturdy, so they do not need to be protected. After the drilling is done, the dwarves call the drop pod and it takes them deeper. This is repeated two more times, and after the third lithite chunk is collected, the dwarves can extract. Each wave gets progressively harder, with the third Lithite wave being the hardest. Each wave is longer as well, leading to a challenging mission type.

sick cloak
#

New Machine Event: Crop Harvesting

Upset at the growing cost of shipping in supplies for the cantine ("Those miners eat almost as much as they drink!"), management had R&D whip up "auto-farmers" capable of planting and tending crops down on Hoxxes to supplement their food stores.

The farms work fine alone until the crops' final stage of growth, when the smell of the crops attracts bugs by the horde. Thanks to just a little genetic tinkering from R&D, the crops won't enter their final growth stage until a specific nutrient slurry is applied. That's where the miners come in.

MC: "I see you've found one of our auto-farms. Dig up the crops as they grow and load them into the harvest basket to make sure the cantine has enough slop to keep you fed."

The auto-farm looks like a large collection hopper in the center of a circular field of dirt. Activate the Core Infuser and the hopper will extend a long sprinkler pole with a wheel supporting its outer end. Insert the batteries on the basket to begin.

The sprinkler pole rotates around the dirt patch spraying a nutrient fluid on the ground below. The pole can interfere with the dwarves as they try to dig up or deposit the crops.

Crops pop up in random spots around the basket and must be dug out of the dirt and deposited to complete the event.

The event can be one of five possible crops, and each crop draws in different enemies and has a different quote from MC highlighting this.

"Looks like Gamwich Potatoes. Watch out, the bugs find taters as delicious as dwarves!"
"Blackreach Truffles this time, how fancy. The Grunts think so too. Watch yourselves!"
"It's a bumper crop of Broadbeam Legumes. Swarmers love the things, so mind your ankles!"
"You're plucking Bluecap Turnips, so eyes up! Macterra love the smell of them."
"Seeker Garlic attracts the equally pungent but less delicious Praetorians. Be on guard!"

marsh coral
#

I hope more ways to get matrix cores get added, another deep dive or weekly core hunt that's more around Haz4 difficulty would help greatly.

latent thunder
#

Lithofoamer/lithovac upgrade: Make it deal damage to Rockpox infected enemies, and slow all enemies down.

The general purpose is for the lithofoamer to be less of a hassle to use seeing as when enemies start to get overwhelming like your teammates decided to go elsewhere and leave you to fight the bugs alone, these devices don't really make you as reliable in a fight...

Lithofoamer upgrade: Damage dealing to rockpox infected enemies.
When used against enemies, spraying them with foam will apply a damage over time effect to rockpox infected enemies, as well as immediate damage. Not as potent as our standard weapons in general, but it doesn't leave us forced to choose between "Foam it and risk getting killed and thus mocked by your idiot temmates", and "Toss the foamer, and spend your ammo defending yourself and facing ridicule from your lazy teammates who want to just shoot stuff".
When used on any enemy, it'll apply a slow effect too, slowing enemy mobility by 50%. Rockpox infected enemies will be slowed by 75%.

Lithovac upgrade: Velocity enhancement!
This means an increase to the range you can vacuum lithofoam. HOWEVER, it also means that when used against enemies that were foamed up, it rips armor off of them, and deals damage. Negligible to most enemies, but this is DEVASTATING to Rockpox infected enemies!

This is a situational improvement, as it will only be available during digs where lithophage or rockpox enemies will be present, but it'll make these two devices more useful in the specific scenario where we deal with things like infected Glyphids... And the Corruptor...

wanton plover
#

Any third choice of final upgrade for the zhukov nuk17. Maybe consecutive shots on a target increase the damages it takes or something. I dunno, I'm not picky. The two current choices are just too niche for me.

short shale
#

Overclock for the "Leadstorm"

🟡 Controlled Feed 🟡

rocknstone Much faster stabilization
rocknstone Reduced base spread
tothebone Slower fire rate

"By putting a limiter the feed mechanism, you can control the gun a lot easer. Although that limiter does slow down the gun."

near glacier
#

How about adding a mechanic that lets you carry downed friends? Could be quite useful

dull lagoon
#

a beer that all it does is double friendly fire damage

latent thunder
#

A Beer or Bar license upgrade that requires an extensive quest, and it no longer subjects you to random buff beers, instead, it lets you pick the one you want, with the mission being improved by the specific beer you want! Get the RNG out of the Abyss Bar.

I know some people will think RNG adds some improvement to the game, but it doesn't, not when you gotta do that one mission you hate doing, and you need a specific drink to improve your chances of success.

In conjunction, you can each order a separate beer, your friends lark which of the buff beers they want from the menu. Since these buffs do not stack, it's obvious you pick the one buff you need most. No more RNG, which means you can build your loadout and use the right buff that suits your style.

Make it harder if you want the challenge, make it easier if you're not quite there yet, or if you're just grinding up a lot of credits.

Sometimes you need Backbreaker Stout to carry stuff more.
Some times you need Red Rock Blaster because you got that one friend who keeps spawning the bugs with their mod or macro or something...
Some times you just want to use Pots of Gold to get that double gold.
Then there are times where you just need that extra fall damage resist with Tunnel rat because your friend is a driller who only drills downward and doesn't consider verticality or fall damage...

terse epoch
#

Overclock (Unstable): 26mm Sprayer
For: Bulldog

rocknstone Equip two Bulldogs by pressing the reload key when fully loaded.
rocknstone You effectively have double DPS.
rocknstone Damage is increased by 25% in this mode.
tothebone Spread is increased by 2.5x
tothebone Reload speed is increased by 2.25x
tothebone Maximum ammo is reduced by 8

primal vessel
#

BOSCO needs a seat!!

loud furnace
#

I had an idea that could be implemented when the game gets updated for the final time: a sort of conclusion/final mission that unlocks after a certain milestone that requires a lot of dedication to the game, like a certain number of missions or deep dives completed. The mission would be something that could only be sucessfully completed once per account. It would work like a deep dive but with 6-8 segments and in each one there are curious pieces of scrap and equipment. the last segment would have you follow a trail of debris through several rooms and fight bugs until you get to a rusted, gutted, repurposed old drop pod connected to a makeshift bunker assembled from various scrap, with rubble collapsed around it and various passive flora and fauna from several biomes. you press E to open the door, and a cutscene plays where the door slides open and your dwarves walk in, walk down a short hallway, and turn a corner. There, in a room, is Karl, or whatever he has left behind. I feel like it would be fitting for the dwarves to finally bring him or his belongings home as closure to his story. This is just a rough idea but I feel like it might be worth implementing in some form since so much of what the dwarves do is 'For Karl', it would be a fitting end to the game for him to finally come home.

pastel stag
#

this is small but being able to recolor at least turrets, perhaps even support or traversal tools would be so sick

elder vigil
#

Unstable Overclock (Unstable): Sludge Hose
For the Corrosive Sludge Pump

rocknstone The Pump gains automatic fire
rocknstone Significant increase to rate of fire
rocknstone Moderate increase to ammo and magazine size
tothebone Removes the ability to perform charged shots
tothebone Decrease to direct damage

“By removing a few important-looking inhibitors from the Pump you can now fire a constant stream of sludge at your enemies! Those parts you removed however were needed to allow for the Pump to perform charged shots and allowing for the small blobs to hit as hard as they should.”

tawdry trout
#

Make the Korlok Tyrant-Weed's healing pods require line-of-sight in order to actually spawn and heal the boss. This makes the fight much less annoying as you will always be able to get to and kill the healing pods within a reasonable time frame. It's just beyond annoying and even unfair when the trip to get to the healing pod takes so long that it healed the boss back up from all the damage you just dealt in the last damage cycle. And it's even worse when this happens multiple times in a row

covert lintel
#

Balanced/Unstable OC for the CRSPR Flamethrower: Thermite Additive
rocknstone +10 Heat
rocknstone+20% Fuel Flow Rate
rocknstone +50 Max Fuel
tothebone -1 Damage
tothebone-10 Tank Size
totheboneNo Sticky Flames

steep harbor
#

I'd love to be able to name my loadouts. The icons provided can't describe specific setups well at all. Without names it's also very difficult to be sure about your loadout selection when joining a lobby.

naive pike
#

make strong arm affect grenades

pale tartan
#

This might have already been asked several times and even addressed, but I'd love to see more different biome specific variants of already existing bugs. Such as the different types of praetorians in areas such as the glaciers or the biozone, you can have more glyphids or even mactera affected by these biome changes.

rustic canopy
#

Ok so I suggested something very similar, but I thought about it and came up with a new take on it. The drilldozer is outfitted with new platforms over the tread guards for the engineer's lmg turret(s) so the turret(s) can actually be used throughout the mission and alleviates stress of protecting the dozer while collecting nitra and whatnot for the ommoran fight I find that soloing escort duty is rather slow as there is no way to multitask without jeopardizing the mission

naive pike
#

make lootbugs able to eat large minerals
(they will become comically bloated)
(no bonus to the amount when they are killed)

quasi plinth
#

make a lootbug turn into a golden lootbug when it eats a big mineral and make it duplicate when it eats an error cube

kindred kettle
#

Significantly reduce the explosion and flame damage resistances in Dreadnoughts. I get that the damage resistances are intended to balance out the convenience of bypassing the armor, but when you consider that area-of-effect weapons are already generally less efficient than their direct-damage counterparts against single targets, the resistances feel like an overcorrection.

Any semi-competent player understands that dumping bullets into a Dreadnought's indestructible shell does nothing, and will instead aim for the parts that can actually take damage. When they do so, bullets drastically outclass explosives in the majority of scenarios. Because of this, the weapon build diversity for Dreadnought fights is especially lacking, making elimination missions very stale.

tepid lagoon
#

im just saying if i could spend 50k credits on a mini pet-able dotty in my room on the space rig i would

kindred kettle
#

Having to constantly monitor two health bars on opposite sides of the screen to ensure that one Dreadnought Twin doesn't have too much health compared to the other makes fighting them way more headache-inducing than it needs to be. Vertically stacking the bars could make it less painful.

smoky lantern
#

There is a tip machine on the bartender's counter. I propose to introduce an achievement related to this device, namely, to give 500 thousand credits of tips to the bartender. The name of the achievement is "For your tea"

It would be possible to add several more stages for this achievement -

  1. tip 1 million credits to the bartender (the title is Lloyd's Best tips)
  2. tip 10 million credits to the bartender (the title is Lloyd's Crazy Tips)

it would also be funny if a gnome on a spring broke if it was pulled for a long time.

plush nymph
#

engineer foam gun needs an overclock or an upgrade that makes you able to shoot a bouncy foam with right click, it would be crazy fun. to balance it out foam gun would have less max ammo and the bouncy foum should disappear after a while

frozen birch
#

Dark Morkite should boost all regional minerals (aka crafting minerals) and Dystrum by 20% as well (even then it's still useless for most Deep Dives)

covert lintel
#

Elf-shaped punching bag

atomic verge
#

There are lots of elemental combo's in this game, but i can't help notice that Electricity is considered weak because it can't do anything besides raw damage.

||feel free to change this idea from an upgrade to a universal effect for all electricity weapons||
HYDRO-SHOCK
An Upgrade for the Stubby Voltaic SMG
"Is water wet?"

100% chance to spread the Electrified effect between nearby enemies who are "wet" or covered in a particle cloud, including

  • Enemies affected by Pheremones
  • Enemies in praetorian Death Clouds
  • Enemies in frost-clouds or snow-powder
  • Enemies in Goo from the Goo Gun, Goo Bomber, or Fungus Bogs
  • Enemies in Rain Storms, Snow Storms, Sand Storms.
real geyser
#

New Driller grenade:

driller Earthquaker Grenade driller

”Slamming a dense tungsten rod into the ground extremely quickly has been shown to reduce the bug population by 10%, and broken ankles in the workplace by 300%.”

The Earthquaker is a small, stationary grenade which slams a heavy rod into the earth, creating stunning and damaging shockwaves in a large radius. This grenade is inactive until triggered by either bugs walking over it, or dwarves hitting it with a pickaxe. Hitting the grenade with a pickaxe will cause it to overcharge, dealing 2x the usual damage to enemies but causing any dwarves nearby to get sent soaring into the air. As it can be used as a navigational tool, it is best used as a defensive tool. On the plus side, killing bugs with it will send their corpses flying.

dusk pivot
#

a perk that increases your flare count from 4 to 6 and increases the brightness and duration as you upgrade the perk

urban sequoia
#

I think instead, just some way to get more flares or have a faster recharge specifically in single player since you always run out really fast especially if you aren’t scout

nova loom
#

The ammo icon next to a resupply pod should indicate the number of supplies it still has left, 4 bullets if it has 4 supplies, 3 if 3, etc. (it could also show 4 bullets and they become grayed out as they're taken):

elder vigil
#

Enemy Idea: Glyphid Spectre (doesn’t necessarily have to be a Glyphid; could go into the “other” section of the Bestiary instead)

This rare enemy focuses on creating a horror environment
Flares flicker and become dim whenever in a certain distance from the Spectre (the closer the darker the flares get)
The Spectre hides in tighter areas and creates noises to to lure the dwarves in, such as Lootbug coos, the humming of a Jadiz/other big crafting material, and maybe Rival station (Router and Data Deposit) droning
The design of the Spectre is very black and gray to blend in the surrounding darkness aside from a few glowing white eyes
Upon perceiving the Spectre the darkness effect with weaken, and will begin charging at the Dwarves.

  • Pinging the Spectre will cause it to begin charging prematurely
  • Throwing a flare in its vicinity will cause it to retreat from a distance temporarily
  • Killing it will eliminate the darkness effect completely
  • Spawns upon cave generation, not during swarms
stone mirage
#

Suggestion for Beast Master Perk:
at tier 4, when you get healed by any means( supply pod, eating sugar, vampire perk) your active steeve is also healed by the same amount
#justiceforsteeve

livid raft
#

A rather large QOL Change

** Visual Changes With Overclocks **

All I’m suggesting is that when an overclock is equipped on a weapon the weapon might visually change

Not every overclock would need to change the appearance of a weapon and the ones that do would only change the appearance in small ways for example something like jumbo shells for the boomstick would only need to increase the size of the barrel

There is some potential problems with this suggestion as creating changes for multiple overclocks would not only take quite a while you would need to consider the changes to the weapon frames as-well which will multiply the amount of effort so this might just be more work than it is worth

lilac axle
#

Make it so that the drop pod button on the mule requires input from two players to activate, unless there are no other players available (eg solo mode or the rest of the party is downed). I've actually called it myself on accident because I was trying to deposit and not paying attention. Also the ubiquitous green/nobeard early calls.

mortal hill
#

probably people already talked about this but. 2 things:

  1. Isn't 500 credits kinda "pathetic" as a reward after you reach lv 100 on season lv? I mean, geez man, can't we get like 1.5-2k for each level?

  2. I remember a conversation about how 'meh' gold multiplier is even in haz 5 and this is one of the reasons people tend to ignore gold on most missions, shouldn't gold be a little better in the task of generating credits? Remember that time wasted on mining it can compromise some of the missions that are basically running against the clock.

Just pointing, since i already have all the upgrades and etc, but hey, lots of greenbeards needing the money for overclocks, upgrades and promotions.

cinder hare
#

So idk if anyone has suggested this idea but for the radioactive exclusion zone due to it having a radioactive exploder why not have a radioactive bulk detonator there’s a few things it could do:

  1. Upon death any unactive uranium crystals become active near its death site and in the explosion radius
    2.when it does it’s explosive attack to kill you it leaves a lingering radiation effect for like 5 seconds afterwards and if you are hit you also have the debuff for 5 seconds

Idk just though it feels weird to have a radioactive exploder but no bulk detonator to match and also ROCK AND STONE!

naive pike
#

give flare gun 300% friendly fire

elder vigil
#

Make Elite Shellbacks a thing so we can have light speed Shellbacks

urban sequoia
#

probably been suggested before, but when joining midgame and choosing your class and loadout, let us view our entire loadout or at least our secondaries that way if we have multiple with the same primary then we can see which secondary is with it

final siren
#

shaved eyebrows for my dwarves, if it isn't a thing already. if it is how do I get it?

wise oyster
#

Add Kursite bugs to the bestiary, Ebonite bugs got a spot, why not Kursite? Theyre both machine event exclusive, show them some love! Rock and stonerocknstone

kindred python
#

Can we have a mode where we have to catch this mobile bug which is hard to catch because it moves constantly to hard to reach places so that we can put a camera or a tracking device on it. It will move in a pattern, but when this thing moves it will alert the bugs so we have to figure the pattern quickly enough before the bug overpowers us. The scout with his tool will make this easy so make him only be able to hold this bug long enough before it gets free. The dwarves must figure out it's landing positions then build ways to get there the fastest in case it moves away.

real geyser
#

New enemy:

glyphid_smol Glyphid Siren glyphid_smol

”While the siren is smaller compared to some bugs, do not underestimate the raw power of this one. Anyone who doesn’t deal with this bug in time will be forced to deal with the intense shrieking this bug yields, and hearing aids don’t fit into the budget.”

The siren is a medium-sized, blind glyphid, trotting around searching for food. This bug is used to using sound to its advantage, whether it be incapacitating its prey or calling for reinforcements. If the player damages or walks too close to a siren, it will detect the player and emit a series of high pitched wails. These wails will stun and blind any dwarves for a short period of time, while also calling for additional reinforcements. While it is a fairly dangerous bug, it is easy to locate due to the distinct loud clicking sounds it makes. One shot from a high single target weapon should end it before it wakes everyone up.

copper storm
#

Make rock candy versions of the minerals found in game and sell them on the merch store. I want to eat nitra so bad, it looks cherry flavored. They could come in packaging designed as lootbugs

lyric coral
#

DRG-themed motivational posters.

near glacier
#

glyphid jerky pickaxe skin (kind of like, if you have beef jerky, its very beneficial to eat spiders, so why not soom new picaxe skin and an animation where the user eats it (not actually eats it but looks like a nibble on camera))?

old pilot
#

Every 50(or more) levels of Jetty boot you complete, you are rewarded with a blank matrix core breather

pseudo cargo
#

what if the thunderhead was reworked so it did like 2x more damage both aoe and direct but its projectiles moved in an arch instead of a staight line, it'd have too be more accurate but I think it'd be neat
Edit: it would also differentiate its purpose comapared to the hurricane as a more close to midrange weapon

outer root
#

add animation to wardrobe if you get close

hard cloak
#

make us able to roll gunk seeds and enor pearls on pipelines like marbles nice

candid frost
#

If you beat a mission while under a randowieser effect give a small xp bonus, it would have to be per player so that way someone who isnt running it wouldn't get the xp for no effort

rapid mango
#

Ps5 controller support for steam

rain halo
#

maybe a red sugar bug, it could heal other bugs but rewards you nicely with health. Maybe a red sugar crystal on it which is the weakpoint that you should melee

faint gazelle
#

Class perk : So for gunner it can be more health, Enginner can be faster repair speed, scout can be faster walking speed, driller is faster pickaxe speed maybe?

real geyser
#

New LOK overclock:

engineer Overlocked engineer

”Installing a few more terabytes of RAM has allowed for practically unlimited locks! The firing system of the gun can only take so much though, so be careful of what you do with it.”

rocknstone Unlimited locks
rocknstone Large increase to lock on speed
rocknstone Huge increase with ammo

tothebone -30% firerate if you lock on to more than your lock limit
tothebone Each lock deals less and less damage after you surpass your usual lock limit, losing 10% of damage per lock with a minimum damage of 20%.
tothebone x1.5 reload time

silent plaza
#

A over clock for the engineers grenade launcher, it’s like the fat boy but it has more ammo, less damage, and scatters after initials explosion into smaller bombs that have really tiny radiation fields, and I mean tiny, but large enough, more ammo, less damage

nova loom
#

I suggest adding some lines for MC during Point Extraction missions that specifically address the fact that spawns will increase over time. One of the two intro lines mentions "keep it snappy", but that could be written off easily. I see this question asked a lot and I myself didn't realize it was the case until many PE missions in. Having a mid match line about, "We're detecting more biosigns making their way toward this general location. Speed is of the essence, miners!" would also help clarify that you're on an invisible timer, here.

potent oracle
#

Add an option to pick up and deposit loot bugs

main pewter
#

Time-Gun:

  • Shoots a beam of concentrated "Time-Energy"
  • Rapidly slows enemies to a stasis halt and damages them in the process
  • Firing on an enemy builds up a "time-meter" on them, when it fills, they are "De-volved" and reverted to a more primitive form; eventually ending up as a pile of temporal goo (or at least, a weaker bug).
  • De-volving would look something like this
    • Guard-->Grunt-->Swarmer-->Mush
    • Menace-->Acid Spitter-->Web Spitter-->Mush
    • Oppressor-->Praetorian-->Etc...
  • De-volving would take a second or so without upgrades or overclocks, so you could build it for slow+damage or de-volve and what not
  • Don't know who it would be for but I guess it would be pretty dope as a Driller primary
short shale
#

Overclock for the "Warthog" Auto 210

🟡 Dragon's Breath 🟡

rocknstone Shots burn targets and terrain
tothebone Small damage decrease
tothebone Decrease to fire rate

Swapping out the rounds for Dragon's breath lets you live every amateur exterminator's dream of Killing It With Fire! We did have to tone down the fire rate so the extra heat doesn't damage the barrel.

short fiber
#

In its base form, the LOK1 underperforms compared to other stock engi weapons.

A simple proposition:
Make the SM4RT weapon mod found in T3 part of LOK1’s base kit

radiant magnet
#

Give an accessibility option to turn off the drunkenness effect if going on a mission before blacking out (blackout beer). Give the worst debuff ever, even more unplayable than the drunkenness, but remove that effect. It gave me so much motion sickness I had to alt f4. Still dizzy now.

frozen canopy
#

Please can I turn screenshake all the way off, having it locked at 25% is so bad it hurts my eyes

covert lintel
#

please give us a button on the pickaxe terminal to copy a loadout across ALL our dwarves' loudouts

keen bluff
#

Armor for Gunner that's made entirely of ammo belts.
"That isn't LIVE ammunition, right? Right?"

dusty narwhal
#

Some type of bleed out mechanic that could be toggled before starting a mission

ornate ivy
#

add a really low poly rat

oak wigeon
#

add a long lootbug that could have some (8-13 units) crafting materials in it

wind grove
#

New Beer: Brood Mother's Blessing (reference to Aliens); Once you drink it, your screen will shake and flash red every once in a while, before a Swarmer bursts out of your stomach and kills you. The Swarmer will have a lifetime of 1.5 minutes, during which it'll bite and scratch the dwarves, but can also be petted to make it docile for a small amount of time (maybe 5 seconds?) and when it dies, it leaves a blood splatter on the ground.

real geyser
#

New LOK overclock:

engineer Mortar Targeting engineer

”Due to a funny glitch in the software while patching the auto-aim systems, your bullets now curve upwards and back down again. The extra air time and G-forces on the bullet heat it up to some degree, and also cause it to pack a bit more punch.”

rocknstone Bullets deal a small amount of fire damage
rocknstone Extra damage and armour break, as well as increased lock on speed

❓ Bullets fire in an arc shape

tothebone Due to the arc, bullets rarely pierce anymore.
tothebone Bullets may hit the ceiling if it is too low. Mind your head!

dusk pivot
#

new hazard idea, lights out. a mild fog coats the caves and your headlights stop working, flares are unchanged but molly's light (and senty gun lights) and scout's normal flares are brighter while scout's flare gun flares are significantly weaker. bonus, supply pods and molly could get small floodlights on them like how they get o2 tanks during low oxygen. (got this idea from wandering around in the dark by holding f to turn off my headlamp)

pseudo cargo
#

so as either an upgrade or an overclock for the thunderhead: Flak module causes its shells to that explode in proximity to enemies rather than on impact, it'd of coarse add some AOE range and damage
This would also give it a niche to differentiate its role when comapared to the hurricane

golden mesa
#

Would be cool if our flares had gear modifications

keen bluff
#

Thunderhead Autocannon OC
(Inspired by a reddit post of a random bug from a long time ago)

BURP GUN-Unstable

"Supercharged the feed mechanism to an absurd speed, for an absurd rate of fire. For what reason? More bullets!"

rocknstone x10 max RoF
rocknstone x0.1 RoF build
tothebone (do you seriously need us to spell it out for you?)

Just a Fat Boy-esque meme overclock. Because i reserve the right to voluntarily nerf myself to oblivion and back, and have a hella good time doing so. Rock and Stone everyone!

elder vigil
#

Some sort of Praetorian-equivalent for Mactera

outer root
#

Add ingame voice chat like lethal company so you really would feel that cave atmosphere and have a wonderful experience
Imagine you searching for your friend in cave and suddenly hear 'we're rich! Mushroom!' and that appears to be NEMESIS
cool idea isnt it? Imagine greenbeard trying it

vague crown
#

Overclock idea: Blast Chambers
Type: Balanced ⚠️
Class: Gunner gunner
Weapon: BRT brt

"After thorough investigation of Glyphid digestion Processes, it has Come to the attention of the Folks at R&D that it involves quite a few Volatile and Flammable Substances, and they had a Brilliant way to take advantage of it. These new fancy Bullets might not hit as Hard, but it's their victims who will be going out with a bang."

rocknstone Bullets now apply an Effect Similar to that of Neuro Corrosive Toxic catalyst, but instead of Sludge/Neurotoxin, They trigger on burning targets, and apply additional heat on hit. Targets Explode on death, And the explosion is larger the more Bullets have been pumped into them while they are burning.
❕ Note: Similarly to NCTC, there is a limit to how strong the effect can get before it stops getting any stronger. In my head the limit would be 12 (2-4 bursts) and the boosts will be in small increments when compared to each other.
tothebone Reduced damage.
tothebone does not gain increased damage against frozen targets.

tl;dr - NCTC for BRT but with fire instead of Sludge/Neurotoxin, as an overclock.

naive pike
#

ability to use one weapon skin/paintjob loadout on all builds so i dont have to change it 6 times everytime

raven violet
#

Weapon paintjobs for each mineral. You unlock them for mining 1000 of each mineral, but phazyonite is only 50

mighty tartan
#

turn dotty into a roomba after you save her
thoughts?

round estuary
#

waiting for bismor paintjob
BIIIISMOOR

chilly elk
#

An overlock idea for the Warthog

When I first tried this one a long time ago I first thought it was a rifle. I mean am I the only one to think it sounds like a rifle instead of a shotgun? My point is, it could be cool to make it an actual rifle with an overclock.
Basically...

rocknstoneDispersion is now 0%
rocknstoneDamages are greatly increased
rocknstoneRange is also greatly increased
totheboneThere's only 1 bullet per shot

It would add a different and new gameplay for the engineer, could be great.
It would be more or less the same vibe as the M1000 (more or less, maybe more firing speed and less damages)

smoky wadi
#

Since there has been a lot of discussion surrounding the Lok-1 in the suggestions recently. Here's an idea I cooked up a while ago.

Disabled safety mechanism:
TLDR: you cannot hold it at maximum locks

🌟 Once the Lok-1 reaches max locks, it instantly fires, (good for dishing out bullets, not great for hitting weakpoints)

rocknstone Scanning size is increased.

rocknstone Slightly faster lock acquisition.

tothebone some sort of mag size, or reload speed nerf. I'm not sure.

(I very intentionally did not touch the damage, or max ammo stats of the weapon)

mild light
#

Revamp the general appearance of the space rig, it is quite bland in various areas being plain flat surfaces without any reflections or anything, even if its just one of those 90s soda cup or public transit seat patterns as a carpet, another option would just be adding some reflection to the metal surfaces, or some more hazard paint.

Really any sort of redoing of the space rig would benefit this game, not more clutter, but making it a little more pretty.

urban sequoia
#

A beer (or mode) that randomly switches your class during the mission every 10-15 mins (it wouldn’t change said classes load outs tho, maybe just pick a random profile every time it switches)

dull lagoon
#

require a refuel halfway through the heartstone, make use of the oil shale in the room + the dozer should use fuel while drilling, only makes sense (plus chaos which is fun)

wispy flame
#

Can we have it so if you disconnect (not from leaving, from when say the Internet goes out) you still get completion on assignments and maybe like 25% of resources gathered to that point? I just had my Internet go out and get disconnected from the server right as the last person made it to the drop pod, and I got nothing from an hour of work.

raven violet
#

combat mobility should reload faster, after all, the mags are lighter

spiral torrent
#

Could be nice to have more interaction with oil shale. They could burn if they are in pieces or other and i would like To see an other mission where we need the oil for a main machine or for individuel equipement.

finite tundra
#

I think heightened senses should do SOMETHING with the Sting Tail. I know it's purpose is to prevent the grabby enemies that are just guaranteed to kill you, but at least the little alert should happen whenever the Sting Tail is targeting you.

real geyser
#

New Machine event:

caretaker Teleporter Shutdown caretaker

”Years ago, we ran experiments on new teleportation technology as an efficient way to get down into the mines. However, we never got it to work as it intended, and it got lost in the depths. The teleporter right now acts as a one way route straight into the space rig, and we don’t want to risk any rivals getting in. The pieces are also expensive so we need you to recover them, but ripping some out might cause some unintended side effects. Good luck.”

The teleporter is a large, bulky piece of machinery. 4-8 heat sinks will be ejected, and the dwarves must pull out each one. Upon pulling it out, the environment changes around the dwarves, sending them to an alternate dimension temporarily. This dimension has altered colours, and every dwarf is sent to a different reality. For example, one dimension might have yellow glyphids and a blue rock background. Apart from being alone and having a unique random colour scheme, it is exactly the same as a solo fight. Each dimension has its own swarm hidden from other players, and the dwarf must survive this wave for 20-30 seconds before being transported back to the normal reality. This effect of unique swarms is achieved by hiding the other dwarves and all bugs, testing how well a single dwarf can hold their own. Once they return to their original dimension, they can pull another part off. Pulling off all parts completes the machine event, and extra XP is granted from depositing the parts.

serene hearth
#

Add a cylinder atop of falling meteorites similar to the sphere they produce

I just had a rockcracker meteorite fall atop me twice because it's end zone was in the room below me and I couldn't tell where the hell it was falling from

tranquil radish
#

droppod DWARF IN DISTRESS droppod

Picture this.
You're doing a Haz 5 Egg Extraction.
Your 3 friends had to hop off mid mission
But you can't quit, this is the last mission for your promotion, and failing would be annoying cause then you've gotta do it again, but what now...?
You're all alone...
In the dark...
In Hollow Bough...

BUT WAIT
Corporate recently begun the Dwarf In Distress program!
A revolutionary way of beaming your situation up to your fellow dwarves in the space rig for immediate response (as soon as they finish their beers)!

Upon pausing your game, you see a new button up next to the disband team button that says "REQUEST SUPPORT".

Clicking it opens a prompt that reads:

Request additional support from Space Rig?

Accepting the prompt will add a new icon to your game in the server browser that looks something like this (see image)
Which lets your fellow miners know that you are in dire need of more firepower.

And just like that, 3 more miners have come down to assist you in completing your mission!

upbeat raptor
#

A way to throw the gunner shield like a frisbee

pale tartan
#

Probably already a future plan for DRG somewhere in the developers back file cabinets, but I think RIVAL should have a bunch more enemies. I think it's unrealistic that they managed to take a bit of Hoxxes, rivaling the prowess of the dwarves with only some weak drones and a few turrets and some floating pyramid in a force field. Maybe some glyphids that got mechanized, or some robots with guns that can crawl on walls.

winged berry
#

Something to use extra perk points on?

potent oracle
#

Buff auto canon

Just more damage honestly

Reason: out classed in everything it does by gunner's other primaries the only good thing about it is that it feels good to shoot

real geyser
#

GTFO-style gas masks as cosmetics, with a lot of visors, tubes, bolts and shit, maybe the names could be references to the characters (Hackett, woods, dauda and bishop)

I don’t know how well the intricate details could be transferred into DRG’s art style but it would go pretty hard considering we already have a few cool gas masks in the game.

slim cypress
#

Exploder Mactera nice

hallow widget
#

@native lodge already suggested this for rouge core but i feel like it'd be really great for the OG DRG, custom power attacks (I.E. a punch, hitting with your secondary, kicking) it's just a great idea for more customization

cosmic tree
#

Finally add the fiery Praetorians! There are regular, frosty, and radioactive ones, but there are no fire ones.

hallow widget
#

praetorians that spew rocks at you

onyx knot
#

Halloween gamemode: Going Dark

Flares no longer work, all you have is your trusty headlamps. In this gamemode the only enemies will be Exploders and menaces and other enemies that glow. You just have to wait in the dark in fear as a glowing horde of exploder run at you and your teammates.

spice quarry
#

I know it's only a suggestion but would be cool if there was a one-off living rock type enemy, like a "relative" of ommoran heartstones or something
could be in the new season or rogue core

near glacier
#

Add ommaran variants of the ebonite enemies as an alternate phase 2 for the heart-stone fight

dull path
#

Could we get the mission results screen to support 5120 x 1440 (32:9) resolution

keen bluff
#

Gunner armor made entirely of ammo belts

lusty jackal
#

add a radio/boombox you can take on some missions (or maybe have it integrated to refinery on on-site refining mission) and you can choose what song it's playing. The selection of songs would be (for example) the same as the one that is on the spacerig next to the bar

dull path
#

Coal-fired skin. So the face is covered in soot and dirt like coal miners. would be great for the driller

grave kite
#

An option in settings to allow backfliping, like in cluster truck

pale tartan
#

You know what would be cool, a terminal that tells you the history and lore of the world of DRG. This terminal can probably somewhere like the memorial hall. Doing assignment missions or retrieving lost crates could give you bits of history and stories which you can read in the terminal.

fierce junco
#

suggestion:
a rare voice line for calling in the resuply pod
"resuply pod called in, no, i didnt pack you lunch, stop asking"

frosty mural
#

Event Idea: Exo Disruption

Basically when you select a mission it has a small chance to contain a disruption that the dwarves have to deal with.
This event is purely optional and can be avoided.

In the deepest parts of the cave, an Exo lab has been corrupted by the thing they were researching.
Now the labs are corrupted by an unknown virus in the systems, making it's machines behave more hostile.
The lab is also emitting radio waves harmful to our equipment.

As you get closer to the lab it slowly applies a static effect to the edges of your screen, and makes all lights flicker occasionally.
You cannot call down Resupplies, or the Drop Pod, while in the area of influence.
Additionally, your high tech equipment such as turrets get disabled.

As you enter the procedurally generating facility, you fight the remaining Exo suits still active and possessed by the virus.
You must find the control panel in the research section. Then disconnect the power, and disable the thing emitting all those harmful radio waves.

Once you do that you are free to collect all the research in the facility, as well as any minerals that remain.
Maybe you might even find a matrix core.

This might suit the rival tech more, and instead your just raiding one of their failed operations.
It's not really that suitable to a space operated company but eh. Maybe they needed the minerals and their properties.

elder vigil
#

Make the Sticky Grenade stick to multiple enemies and have a longer fuse so we can make a giant Glyphid ball

royal mantle
#

Easier ways to join dwarfs playing prop hunt! Such as a node on the mission terminal!

kindred python
#

Labour-movement-styled cosmetics for this First of May pls

cloud nymph
#

color code the boss-bars for the twin dreads. i am stupid, and often get the names mixed up. pls n thx.

real geyser
#

A grunt costume with jiggle physics legs as a a Halloween outfit, with the dwarf’s face sticking out of the mouth

lucid ocean
#

native dual shock support on pc would be nice, steam input glitches the controller and gives dual input for some reason

elfin storm
#

260 base ammo for the LOK-1 would be nice

real geyser
#

Pressing the salute button as the drop pod flies by in the loading screen should have a trailing "ROCK ANd stoooooo......"

celest bay
#

Creature suggestion: Spitball nymph, a flatter but quite wide floating version of the infector before it matures and secures itself to a surface. Also known as the "cloud of death" as it drips acid rain wherever it goes.

twilit wolf
#

Pickaxe damage bonus per alcohol point in blood

stiff pewter
#

pickaxe damage bonus
haz 5 grunts can easily survive a point blank power attack if you built for aoe or recharge time over the damage mod

winter atlas
#

Can't check if this has been suggested before, but I'd love if season terminal rewards from the progression track could be bulk-accepted, rather than accepted one at a time. This gets particularly annoying when you reach level 100 and accepting the 500 credits rewards after that point.

sudden hamlet
#

If you guys add new primaries, something similar to the arc thrower from Helldivers 2
It would simultaneously work as a driller primary (close-ish range horde clearer)
But also, and more importantly:
It would have very high friendly fire potential

young zinc
#

I have a few ideas to make shield link, friendly and field medic have a purpose in solo

Shield link: You can overcharge your player shield whenever you press [USE], with a 2 minute cooldown (passive is unchanged)
Friendly: Reduces self damage by 50%.
Field medic: In solo, bosco revives you faster by 25%. Once per mission, you can press [FIRE] to instantly revive yourself.

Extra notes:
I think my suggestion about shield link and friendly should also be in co-op. The reason for this is to make shield link and friendly more useful and more consistent.
The field medic change would be mainly useful as a qol perk and to keep up with defense type objectives like escort-duty and salvage-operation.

tribal chasm
#

easter paint job?

scenic hamlet
#

I don't know if it's already considered or already in progress. But when will Steam be able to crossplay with consoles? I have a few friends on the Steam version I can't play with

keen horizon
#

Suggestion to remove/filter modded servers.

limpid coyote
#

This game is amazing. My suggestion for it would be to have proper VR integration. I'm sure the devs know by now that there's an amazing VR mod for this game which is pretty popular. But because it is a mod, it has some issues that are difficult to fix. If you guys were to reach out to the mod creator, you could work together to create full on VR integration, allowing players to play together, whether they're using VR or not. No Man's Sky did the same thing and it's honestly a blast. Of course, even if you guys don't do this, the game is amazing, it's just a cool feature which could definitely bring in some new blood.

Rock and Stone!

hard rover
#

New ideas for Warnings:
Efficiency Audit

  • “Well it seems that Management has decided to cut a few corners for this mission. Apparently they think that you’re wasting resupplies, so they’re making cutbacks.”
  • Resupply pods cost extra nitra during this mission.
    Signal Interference
  • “Entering dark zone, remember to- STATIC
  • Something in the rock is causing comms to be jammed. Mission Control can’t communicate with you at all, swarm music occurs when swarms arrive instead of in advance, resupply pods land inaccurately, and pings won’t show up if they’re far enough away.
    Unknown Threat
  • “Alright team, our scans of this area are incomplete so we don’t know what dangers await you down there. Best of luck”
  • It’s a mystery warning! It might be one of the other warnings or anomalies, and it might even be something entirely unexpected or new, or it could even be multiple warnings! What matters is that your HUD won’t display what it actually is so you’ll have to determine the nature of the threat by observing what you encounter.
agile kraken
#

make it so that bugs cant partially clip inside the drilldozer or tweak bosco's ai since bosco's ai tend to just stare at them when they do that

elder vigil
#

Give the old Bronzebeard Bitter effect to Malt Rockbreaker so we can have explosive barrel kicks again

royal mantle
#

Let us actually bring barrels with us into missions

covert lintel
#

Unstable OC for the Drak-25 Plasma Carbine: Reactive Plasma
By changing the gas compound of the plasma, the projectiles will now be agitated on contact with electricity or weakpoint fluids, and will explode on contact with both of them at the same time.
rocknstone +15% Damage to electrified enemies
rocknstone +15% Weakpoint damage bonus
rocknstone Each shot triggers a small explosion whenever both bonuses are active
tothebone +0.3 Cooldown delay
tothebone x1.5 Overheat duration
tothebone -100 Battery capacity
tothebone -2 Rate of Fire
I think this is a pretty unique idea for an overclock, however the numbers might have to be changed for balance.

finite tundra
#

Please, for the love of god, the ability to send friend requests to teammates from within the Esc menu.

mortal hill
#

People probably already suggested this but...

Can't we have x2 XP with the hunting events? trophy of years, rabbit.... I mean CHARACTER XP, not just season... this would actually give me a reason to hunt for it...

stone merlin
#

This is by no means a considerate suggestion per se, and I understand that this might only ruin a weapon that is generally highly regarded (since one shall not fiddle with something that works fine), but I have this idea in mind that I struggle to let go of aside from typing it down here:

A method of changing the projectile speed of Breach Cutter.

Currently, the Breach cutter has the projectile speed of 10m/s, which makes its default maximum range (without considering any upgrades / Overclocks) being 15 meters given the default lifespan of beam being 1.5 seconds. And this is the only factor that changes the maximum range.

The change of projectile speed will allow the dwarves to have another factor to control the desired range of the Breach Cutter aside from the Spinning Death, Plasma Current Overclocks, or the lifespan upgrade at tier 1.

This might potentially give Breach Cutter a new niche of short ranged weapon that deals damage in a burst and differentiates itself from the Spinning Death.

I pray this idea might instigate some new thoughts. Please let me know your thoughts of this, or if similar suggestion(s) had been proposed or even rejected. Thanks again for the reading and patience, take care and mine on, rock and stone.

balmy ivy
#

Allow the flare gun to shoot and stick flares onto bugs

dense geode
#
  1. It be awesome if we could use chat at all times, loading, gate closes during evac/going down.
  2. You could see statistics screen a bit longer, instead of few seconds at least 10.
  3. Limit who can enter the game (accouunt lvl 50+ or something like no lover than bronze 2 character)
burnt zodiac
#

I am thinking of something. Yall seen it, when someone does not get to the pod in time in the rig and then they just materialise into the pod when loading in. So, i was thinking, how bout sending those who were left behind along side the pod just in those single pods?

crystal snow
#

edible cookies

i dont know why, where or what theyd do if anything. but who dosnt like cookies?

stiff pewter
#

got my own idea for an unstable overclock for the sludge pump
Unstable - Sludge Sprinkler
With a simple swap of nozzles on the pump, the launcher can get toxic goop absolutely everywhere! The new nozzle does have a lot of trouble building up a charge however.

rocknstone Massive direct damage increase! (+120%)
rocknstone +3 fire rate!
rocknstone Significantly faster projectiles!
tothebone +300% charged shot ammo cost.

left abyss
#

For future easter events, please let my characters have bunny outfits. Just like how for christmas events, they got to be elves.

scarlet isle
#

Small request, change gunner's dark future colour palette to include green accents. Alternatively, make two versions for all classes with and without the colour accent. It bugs me how gunner is the only one who's all black, without his class colour (green)

echo depot
#

so I really like the oil rig mission, I understand some people don't but I think we could do with some other sort of rig building and extraction, security or on-site production missions

echo depot
#

and also I would very much like some sort of larger scale mission of the oil rig or other such missions if anymore get added, the pipe count on the standard scale mission is 3, the larger scale being about 5-7 maybe?

austere spear
#

🧊Cryo Cannon & Fire🔥

Currently when using Cryo Cannon with a teammate who runs a fire heavy build you are forced to play around them or vice versa. This is an issue because it creates unneeded friction, and makes Cryo Cannon feel almost useless at times. There is Temperature shock, but that requires full ignition or full freezing, which still forces you to sit an wait for your team to be able to do anything.

So what's the fix? My idea is to introduce a brand new status effect applied by the Cryo Cannon. The status works as follows:

🌡️ Temperature Fluctuation🌡️

Duration: 0.2 Seconds
Refreshable Duration: Yes
Effect: While a creature has this status effect, any heat applied to the creature by a player will be negated, instead being converted into Fire type damage.
Resistances: Dreadnaughts are immune to this status effect.

The short duration ensures it will only last as long as the Cryo Cannon is actively firing. Additionally with Cryo Cannons base 8 ROF, and the ability to refresh the duration, you are able to have 100% uptime while actively firing. It converting heat to damage allow fire application to still be useful, allowing both you and a fire teammate to shoot a single target together without issue.

Overall this would allow you to freeze bugs regardless of teammates, and would prevent wasted freeze or fire when two people try to shoot the same bug.

Note: Personally I think this status should be unique to Cryo Cannon, and only applied by its direct fire (meaning its not applied by Snowball or Cold Radiance). This is because freeze on scout generally is short lived and very fast, so its not really needed there, and would likely be worse then just not having it. I don't think it should be applied by CR or Snowball for similar reasons, they are burst cold that applies in a wide area, usually freezing instantly, so it would likely be a hinderance instead of a help.

candid pewter
#

Dunno if it's been said before, but:
Ready ping! Hold Ctrl, press R to say a voiceline that says "I'm ready, you ready?" (among others)
If you're pointing at an object, like a Dreadnaught Cocoon or machine event, it should highlight that too.

bronze drift
#

Not sure if this is stupid, but what about something like randowizer. For missions like it gives a random one from the avaliable ones, but you don't know what it is until you load into it

marsh storm
#

Ok so. Lloyd. Everyone loves Lloyd, everyone tips Lloyd. How much have we tipped lloyd? I don't know, and that's a problem. that's why I propose putting up a sign somewhere in the abyss bar showing how much Lloyd's made from tips

Maybe make it so that you can also tip custom amounts, let me give my boy 10,000 credits, he deserves it

wise raptor
#

Well, I'm sure it's been said but Molly skins would be really cool. Rock and Stone, boys. Rock and Stone 💪

real geyser
urban sequoia
#

New beer: miners delight (wip name) it increases your pocket size so you can hold more minerals for the mission

(MAYBE the more you drink the more space you can get, with a limit of course)

real geyser
#

New Deepcore overclock:

scout Electro-catalyst Bullets scout

”Installing small compartments of sensitive chemicals into the bullets allows for an explosive reaction to any enemies currently electrocuted! However, this fluid gets rid of the hollow-point nature of the bullets.”

rocknstone Shooting an electrified enemy explodes the bullet, dealing small AoE
rocknstone Extra damage to shocked enemies

tothebone No weakpoint modifier and less armour breaking to non-electrified enemies

naive pike
#

put a funnel on top of the minehead where we can throw the aquarks

marsh storm
#

Add a random option for the craft brews, they come in a generic mug and randomly select a beer from your currently unlocked brews. (you can choose to exclude randomweiser)

solar vault
#

i want in halloween to make implications that mission control actually killed the shuttle pilot

upper owl
#

Add the ability to call molly to a specific location using the laser pointer by holding the laser pointer button then pressing the button to call the mule.

upper owl
#

A second traversal tool for each class

#

Cosmetics and paintjobs for traversal tools and tertiary items

#

Additional xp/gold/minerals for collecting more mission object objects than required. A going above and beyond bonus

timid crag
#

C4 pickaxe mod for driller

uncut elk
#

let me pet the bird

real geyser
#

New craft beer which repeatedly spawns beers, the first one to go down is out. For this beer, the amount you can drink is dictated by the amount of times you’ve passed out drunk, so the dwarf with the most experience wins. When everyone else passes out, the winner gets a bit of confetti (and has to pay for the whole tab)

covert lintel
#

Unstable OC for the LOK-1 Smart Rifle: Beneficial Malware
Some bugger in R&D corrupted the AI of your gun with a virus. Fortunately, it seems to have some benefits, but don't blame us if the damn thing goes haywire.
rocknstone Significantly increased burst ROF
rocknstone -15% lock-on time
rocknstone Holding a full lock for 2 seconds allows you to gain up to +6 locks past the normal threshold, each of which deals +3 damage more than a regular lock
rocknstone +5 lock-on range
tothebone After firing off a burst that surpasses the lock threshold, the LOK-1 will go haywire for 3 seconds, randomly locking onto enemies and firing. you have no manual control over the gun during this time, nor can you reload or switch weapons.
tothebone -50% loose lock threshold
tothebone +0.5 reload time
As is the case with most ideas, these stats will probably have to be tweaked a bit.

ripe mason
#

Just for quality if life and convenience, display the current equipped overclocks's name at the bottom right of the screen right under the ammo count and maybe with the oc icon, so you can see the oc that people are using in videos and for just seeing what oc you have on in a mission. It also makes it FEEL like you have a physical upgrade installed in your gun

real geyser
#

new sludge pump OC:

driller Spillage Module driller

"Adding a bit of milk into the sludge turns it from a simple tap fire to a consistent stream of fluid! This constant stream coats the floor, however it is much less acidic."

rocknstone Sludge comes out at a constant stream, like the flamethrower or cryo cannon.
rocknstone Sludge lasts 2x longer
rocknstone Sludge coats the floor more
rocknstone You can slide on sludge as if it was ice, granting a slight speed boost
rocknstone Lots more ammo

tothebone You can no longer charge up attacks
tothebone 0.5x direct damage
tothebone 0.75x damage to enemies walking over it
tothebone Enemies walking over sludge no longer get slowed down

frosty mural
#
Utility Resupplies
Select your utility with a PDA you bring with you.
Color added for reading pleasure.

An optional utility you can call down using Nitra.
The utility can range from a turret, to a drone.
This could be a solo only thing, due to it negating class abilities.
Color coordinated depending on which class it suits.

If this is too overpowered, have it be a special event.
Beat the event to unlock utility resupplies.

Shield Radiator (60 Nitra)
Spending 60 Nitra can give you a temporary shield that will defend you.
This shield has a time limit, health, and call down time.
Bugs can break through the shield.

Heavy Cannon (60 Nitra)
Specializes in armor breaking and large single target damage.
This cannon has an ammo limit, health, and call down time.
A Dwarf is required to operate, and cannot move when doing so.

Dwarf launcher (40 Nitra)
A manual launcher designed to fling any dwarves that use it.
Interacting with it will let you launch yourself and any direction.
This launcher has recharge time, health, and call down time.
When launching, you must charge the cannon based on how far you want to go.

Instant Drills (40 Nitra)
A supply pod equip with 4 mini drill launchers that any dwarf can use.
Throwing an instant drill will drill a hole in the direction thrown.
Useful for escapes, limited use.

H.L.D (80 Nitra)
This Helpful Little Drone will follow dwarves around.
When someone needs a resupply, they can request H.L.D to give them supplies.
Also reloads turrets if they are below 25% ammo.
idle stone
#

MC lines for excessive pinging of teammates

  • If those laser pointers break from overuse, Management would like to remind you that repairs will come from your hazard pay.

  • I'd prefer if you lugs got the mission done BEFORE you blind yourselves.

  • The laser pointers are not children's toys! Please refrain from misusing them, and get on with the objective.

  • Yes, that is your teammate. Would you like a medal for your outstanding perception skills, miners?

tight bridge
#

Why not let Mactera Grabber grab Molly and carry her away from the dwarves?

tight bridge
#

It would be interesting if the game had border missions taking place in two biomes at once.

versed mason
#

A sit button for Molly, i find molly alot of the time will get up and start wondering towards a dwarf, or somewhere really far from the beacon. so i think i button that makes her sit where she is would make depositing alot more "snappy"
edit:
i know what c is, i just want her to stop pathing and drop immediately

tight bridge
#

Where are the subspecies of Glyphid Exploder and Glyphid Oppressor from the icy, radioactive, magmatic and Hollow Bough biomes?

real geyser
#

Mactera Mactera Cruiser Mactera

"An incredibly rare and formidable foe, the Mactera Cruiser is a huge, artillery spewing ultimatum cooked up by the depths of hoxxes itself. This bug, considered some of the most rare and deadly of the mactera family, is barely ever encountered. It is just smaller than a detonator, but just as threatening."

The mactera cruiser is a threat not to be taken lightly, firing huge explosive projectiles which demolish the area around anywhere they hit. The cruiser is heavily armoured, with it's weak belly being protected similarly to the brundle. The armour comes in "plates", with many of them needing to be shot off before the cruiser can be damaged. This armour is heavy armour, so there is no other way to damage it other than its weak point. It's hulking body is supported by a tiny set of wings, and it's mobility is severely limited.

The cruiser almost only shows up when a bulk detonator would spawn, but in a mactera plague mission. It has an extremely rare chance to show up otherwise. The projectiles it fires would deal a massive amount of damage, and explode on impact. On a mactera plague mission, if a crassus would spawn, it would spawn a crassus cruiser instead (or on a regular mission a crassus would have a 20% chance to be a crassus cruiser). This is a variant which fires golden projectiles, which explode into gold. It can only spit a limited amount of these golden projectiles, and will resume spitting normal projectiles afterwards. The hard underbelly of the beast is now 2x as difficult to break, but due to the extreme weight of the gold it will be much, much slower.

tight bridge
#

Why not add a Macter Exploder and of course a Flying Dreadnought?

#

A subspecies of a Detonator with a remote attack? Call it Destroyer or something?

oak wigeon
#

space rig customization would be cool

charred plinth
#

Unique friendly fire voicelines when grabbed. Examples:
"Are you even trying to help?"
"Aim higher moron!"
"Neither of us are moving and you still shot me!" (exclusive to cave leech?)

tight bridge
#

There are several suggestions for "deep dives".

  1. Deep Exploration (Rival Tech season)
    Briefing: a mysterious signal was received, a reconnaissance squad of four dwarves moved on the mission, but communication with them was lost.
    The task of the players is to find out what happened to the dwarf squad.
    Mission description: In the first cave, players will need to find and evacuate a surviving dwarf (NPC) with the help of medical drones, he will tell about other members of the reconnaissance squad and the location of the broken Molly, which will need to be repaired.
    In the second cave, the dwarves need to find the PDA of one member of the reconnaissance squad and hack the large Rivals antenna to obtain data on the location of the Rival base. In the process of hacking, you will have to repair and protect the enemy's power plant.
    In the third cave, it will be necessary to infiltrate the Rival base and arrange sabotage. The base will be an ellipsoid-shaped complex in a rock with antennas sticking out in different directions, designed to teleport combat units to other caves in the region. The processing of resources and the production of Rival equipment will be organized inside the base. There will also be a main reactor, a control center for internal turrets, a repository with data cubes, extracted resources, capsules with ammo, and stasis cells in which glyphids, makters and captured wounded dwarves will be examined and contained. The base will essentially be one big boss, the fight with which will begin with damage to the defense control center. Players will need to save the captured dwarves by carrying them out on themselves and destroy the base by overloading the core.
    Additional task: get data cubes and pick up special resources extracted by Rivals.
    Features: In the first cave there will be traces of dwarven work, mined ore, ammo capsules, fires.
    In the second cave there will be bullet marks, craters from explosions and parts of dwarf armor.
#
  1. Deep washing. (Lithophage season)
    Briefing: A large Lithophage meteorite crashed into Hoxxess. In the process of deepening into the planet, it broke up into several large pieces.
    The task of the players is to go and clean the caves before the infection begins to spread through Hoxxess.
    Mission description: in the first cave, the infection will be insignificant, there are only two infection spikes. Players will need to clear them, then go to the second wreckage.
    In the second cave, the infection is already more noticeable, there may be up to two Lithophage Corruptors and possibly a Rockpox Breeder, plus three infection spikes. Players will need to clean up the infection and destroy the infectants, after which they will go to the largest last fragment of the meteorite.
    In the third cave, the infection reached the highest levels, we can say that the whole cave has become a full-fledged new biome. Externally, the cave will resemble a screw around a huge hole left by the last meteorite, as you descend, caves with infection spikes will come across in the branches, and at the very bottom in a huge crater there will be a main infection spike guarded by an infected dreadnought as a boss.
    The task of the players is to clear all the spikes of infection, including the main one, destroy the infected dreadnought.
    Additional task: collect samples remaining from the last large spike and dreadnought.
    Features: The last cave will be a full-fledged alien biome with its own flora and fauna, including assimilated ones.
#
  1. Deep destruction.(off-season mission)
    Briefing: Scanners have detected a giant biosignal of unknown origin.
    The task of the players is to check that this is probably a huge accumulation of glyphids, since previously such signals were not detected, you need to get rid of the threat.
    Mission description: in the initial cave, players will need to destroy several cocoons of dreadnoughts located not standardly, but in a line, as in morkit mining missions, the last cocoon will already be opened, and traces of it will go further into the Hoxxess. We need to follow the tracks.
    In the second cave, traces of the vital activity of a large creature (parts of dead fauna, a mysterious substance on the walls) will be found. Players will need to scan samples, and towards the end of the cave, the dwarves will hear the howl of an unknown creature.
    In the third and final cave, 2 Bet-C and 2 Bosco will be sent to help the players. Several medium-sized caves will be arranged in a circle around one of the largest caves, inside which the Jagernaut, the largest glyphid in the game, will nest. Players will need to prepare to destroy this extreme threat, otherwise Hoxxess will be lost to the dwarves.
    The purpose of the mission: Together with Bosco, fix the Juggernaut's legs with glue guns, distracting his attention with Bet-C (which can be destroyed). After fixing, the dwarves need to jump on the back of the "Juggernaut" and break the thick shell in the area of the creature's "neck" with picks (repeat 2-3 times). After breaking the shell, fix the "Juggernaut" one last time and trigger a drop pod right under the creature's neck, separating the creature's head from the body.
    Additional task: To get parts of the "Juggernaut" (head, some organs from the inside) for further research.
    Features: After the death of the Juggernaut, glyphids and macters will begin to climb from all sides to eat it, the dwarves need to have time to collect "samples".
    That's all for now.
pseudo cargo
#

The Thunderhead I feel could keep its current stats if it had access to a multitude of damage over time effects maybe dedicate one the upgrade rows to salecting which flavor of dot you want, if the thunderhead had access to neuro toxin fire or ice it'd be great I feel I would still be worse than the hurricane in terms of dps but the shear utility would give it a niche all its own, also I think also give it an accuracy buff as much as I find it funny that 1/8 of my screen is a targetting reticle I would also like to hit the bugs at some point

astral orbit
#

reposting cause it got decent feedback
"attractive chemicals" for sludge pump (balanced) - applies pheromones on direct hit, but reduces regular shot damage and charged fragment count
"magnetic induction" for drak-25 (balanced) - adds a weakpoint damage bonus and improves spread or projectile speed, but reduces firing speed
"HE bolt" for boltshark (unstable) - bolts have increased radial damage and explode in a 2.5m radius, but are not retrievable, have reduced capacity and projectile speed (not applied to special bolts)

candid frost
#

New driller overclock for the sludge pump. driller
(Sure is getting alot of attention)
Toxic burst
We replaced the air compressor into a old air tire pump we had lying around allowing for burst fire charges but sadly we had to reduce the force of each individual shot
rocknstone the sludge pump's secondary fire now fires a burst of 3 in quick succession
rocknstone an overall increase to charge speed
tothebone minor damage loss on charge shots
tothebone slower projectile speed

real geyser
#

New Gunner secondary:

gunner T500 “Helix” Dual Pistols gunner

These dual deagles are certainly not the most modern solution to a problem, but definitely get the job done, and do so in style.”

A simple, snazzy way to dispatch bugs has just been approved by management! The dual Helixes are two desert-eagle style guns with a medium firerate and heavy hits! It is fully automatic, unlike all of gunner’s other pistols, and is a great solution for extremely low ammo builds due to its high reliability.

The helix’s main advantage is it’s reliability, with high ammo and range which allows the gunner to fend off any swarms, shoot down any gunk seeds, or pretty much anything that he doesn’t want to spend ammo on! The guns allow you to sprint while firing, and even have a small +10% firerate bonus while doing so!

The guns fire in tandem, with alternating firing. The total ammo is 18 bullets with 9 per gun, and due to the alternating nature of fire, this allows for great overclock potential. Maybe one gun fires piercing bullets and the other fires stunning, who knows.

Overall the Helixes provide a basic spray and pray gun, and even with its damage being on the lower end, its ammo being very high compared to weapons like the revolver or the coilgun.

wooden skiff
#

a simple but overall improvement would to make the memorial hall entrance grander applying to its rewarding feeling because having to ride some run down maintenance elevator up to a cramped hallway only to get to a massive special area makes little to no sense
basically the memorial hall and the entrance to the memorial hall do not match up thematically

lethal mountain
#

Medic dwarf?

austere spear
#

EPC Stuff epc

https://deeprockgalactic.wiki.gg/wiki/Experimental_Plasma_Charger

Generally the EPC is fairly weak outside of Thin Containment Field (T5B) and Heavy Hitter (Balanced OC). This is due to 2 factors, the first being the very weak base charged shot, and the seconds being how disconnected TCF is from the base stats.

To fix these issues, I recommend a two changes:

  • 1: Convert all charged shot direct damage to AOE damage
    Charge shots base AOE damage is 60, with it only reaching 90 with both charged shot damage mods. This is criminal considering it costs 8 ammo at base (leaving you with only 15 charged shots at base), and doesn't even kill a grunt with its AOE. Converting this damage to AOE increases the utility and power of normal charged shots. FYI, at base 20 damage, 8 ammo is equal to 160 normal shot damage.

If this change proves too strong, you can increase the charged shot cost by ~2 ammo to balance it out.

  • 2: Make TCF dependent on the weapons stats
    Currently there is zero reason to use or invest in normal charged shots, cause TCF deals a flat 240 damage. So even if you build full damage you see zero benefit when running TCF, and if you build full ammo, you lose zero damage when using TCF.

With the above change, making it deal 200% of the AOE damage would result in it having the same damage as it does now, but would make picking things like Persistent plasma have an actual cost, and make picking things like Overcharger have actual benefit.

Additionally making its AOE dependent on the base weapons AOE stat allows T4A to be useful while running it. This would reduce its AOE size by 1m at base, but with it's extreme power I feel that it would be warranted, and if the nerf is too extreme, the lost 1M could easily be added onto base EPC.

Overall I feel these two changes certainly wouldn't fix all of the EPC's issues, but they would widen the range of effective builds, and reduce the staleness of EPC's mod tree.

lyric coral
#

Throwing a grenade in a stingtail's grab trajectory as it's grabbing makes it grab the grenade instead.

ornate ivy
#

A beard which looks like a drill (Deep_Dive)

Description could be "It takes the skill of stonemason and the patience of a rock to maintain this thing.", "Sharp enough to split a comb", or maybe "Some dwarves thinks a beard like this gives good luck during deep dives. Others think it makes you look tacky."

#

Potential sizes, maybe we could get a mini and macro version? If not, I'd prefer the macro version.

twilit wolf
#

A jumping gliphyd, like jumping spiders

twilit wolf
#

Bosco should be able to help building stuff. Like turrets, bet-c, stablish mission control connection, and maybe repairing dotty when at defence mode. It's weird he can build and repair pipes but not other stuff

urban sequoia
#

probably been suggested before but being able to customize headwear a little more would be nice, like having separate categories for hair, helmets/hats (that don't cover your head entirely) and stuff like the eyepatch. I want to combine the hat with the eye patch but i can't and its just annoying

fluid pelican
#

Give gunner a huge shoulder-mounted sniper rifle

real hound
#

Just an idea but pretty cool

  POWER SHOT
 (unstable overclock for gunners     lead storm minigun)

                         Pros

-0.2 seconds to spin up time
Press reload while firing to fire a shotgun blast of lead that consumes 4 ammo

-15% spread

+2 to rof
Cons
+25% heat generation

-2 damage

(Note PowerShot will fill your heat meter by 10% of your current heat and have to be firing to trigger it kinda like Overdrive booster and it's spread would kinda be like boomsticks but a little tighter)

Description

By installing a prototype accelerator into the main battery of the gun it allows the lead storm to spin up faster and compensates for spread a little bit but because of the placement of the accelerator it interferes with the battery and causes the gun to heat up faster and boosts your rate of fire a tad,
But as an added bonus we've added a button that allows you to overcharge the accelerator and pelt a blast of hot lead at anything in front of you

(Note this OC would probably be good paired with aggressive venting and Magnetic bearings)

Notes: PowerShot takes 0.3 seconds to charge before it fires
But you start firing immediately after you fire it

Just an idea
But pretty cool though

nimble abyss
#

Add a little tip on the septic spreader's entry on the miner's manual saying that you can shoot down their goo

ancient onyx
#

How about a Nightmare Deep Dive which changes every 2 weeks or every month and it is just an elite deep dive but has 6 or 7 rounds instead of 3 and it has better loot the furthur down you go, but gets harder too. After every round when players are in the drop pod, players can just vote to leave with their current loot or continue and go furthur down, risking losing everything they got for better loot. You can only enter with tickets awarded for finishing any deep dive (normal or elite).

opal pewter
#

Replace SuperCooling Chamber's steep ammo reduction with a major boost to ammo consumption in focused shots (either 3 or 4 ammo per focus shot), letting normal shots be used almost as freely as without the overclock (since said overclock has no effect on normal shots).

twilit wolf
#

Please add more dreadnaughts, extermination missions are kind of boring once you've played for a while

twilit wolf
short fiber
#

A toggle for a host’s ping to be displayed instead of the broad terms close, medium, far, and world when searching for a mission to join

near glacier
#

How about if you stay too long in a cave the monster become angry or triggerd and then they have more hp and do more damage and if you stay even longer you are able to trigger a boss fight

near glacier
#

Experimental Rounds Rework
-Reduce damage bonus from 9 to 3
-Change magazine downside to a 20% reload nerf
-Give it a unique bonus where it changes the BRT from firing in a round burst to all at once like a shotgun, with 3-round shots being a triangle pattern and 6-round burst a hexagon

fierce raven
#

Customizable molly

fluid pelican
#

Give engineer a smoke grenade that makes bugs wander and lose aggro when inside of it

warped aurora
#

Do the devs still check this? Can I get an overclock for the minigun that allows me to float around while shooting straight down? Similar to the special powder OC for scout's boomstick. Or perhaps I'd be stuck looking through mods for it

twilit wolf
#

Overclocks for support weapons?
Imagine a turret that shoots explosive bullets, shield that damages enemies, a C4 that leaves a toxic cloud, or a flare that scares enemies. I think it would be really cool if right balanced, and may give classes a little more flavor

radiant wyvern
#

This is mainly to give late game players something to grind for. Once someone has unlocked every overclock for one of the classes, there should be overclock upgrades available that are obtained exactly like normal overclocks. These upgrades would add a little icon or star onto the overclocks image to show it was upgraded. The upgrades themselves would be minimal, slightly reducing nerfs that overclocks cause or slightly increasing buffs. For example, plascrete catylist could be upgraded to only remove 25 of the battery cap and slightly decrease the time needed to cause an explosion.

wild igloo
#

Make "Backbreaker Stout" more fun and useful. Increase carry movement speed to regular dwarf run speed drgbeer

hexed furnace
#

Could we have the custom waypoint appear on the compass at the top of the screen?

upper owl
#

Make the gunner's traversal tool actually usable. It kinda sucks without mods. The angle threshold is too small, the distance threshold is too short and it's very slow to ride unless you're going downward.

twilit wolf
#

When Bosco carries a heavy item, I think it would be very useful if marking a place, instead of lighting, you command Bosco to leave the item there. Also if u mark the mule, drop pod, refinery, or that stuff, he could deposit the item

boreal trail
#

Was thinking a fun idea would be if you made a fps pvp DRG. 5v5 game like capture the egg, team deathmatch/slayer, free for all, infected like halo (concept mushroom type that takes over hosts like ants and spiders in real life, sort of "last of us" vibe , crazy enough further down development could even have big team battle. Dare to imagine underground vehicles lol. Just a fun concept for the future of this game as it develops for years to come. This would take a lot of resources and balancing of the core classes and guns/utility but could be a fun game if it is made properly. Was in my brain a little bit so felt like sharing it! Best wishes, hope to see pvp in 3 years maybe :p lol.

kindred python
#

Can we have a type of enemy that have a shell designed in a way that when a dwarve shoot at it, the bullet will richochet back at them or their teammates. They will have like this appendage part that emerge in their body in a pattern, it will emerge for a while then disappear then remerge again in a rythm like pattern. Making the dwarf calculate the best moment to shoot to prevent bullet ricochet. Or they can just rush and melee it. However, directly meleeing it will not be good, maybe give it somekind of homing projectile like that alien gun in half life where it will hit you provided it see you so facing it head-on means you'll get holes on your body, or you can lure it into a trap like placing c4 or something

short fiber
#

Combine veteran depositor and pack mule passive perks

covert lintel
#

probably a dumb idea but what if we could pick up the lithofoamer and lithovac on the space rig, and use them to clean up the rockpox there

robust wharf
#

would be fun if the KPI terminal tracked fastest completion time for each mission type, similar to how deep dive and elite deep dive completion times are tracked per class

fresh cobalt
#

A skin pack to the likes of Roughneck, Decontaminator, Rival tech, etc. centered around the old west, with a bulldog heavy revolver looking more like a smith and Wesson, and the scout’s m100 rifle look more western as well, also the double barrel and the engineer’s shotgun all of those would look great! Rock and stone!

sick cloak
#

If you tell Bosco to target an Ebonite Glyphid he should mine it instead of shooting at it.

tribal kindle
#

Two vaguely connected ideas: A positive mission modifier, "Bet-C Support" where we drop in along with an allied Bet-C with all its abilities intact.

#

There's so many things in this game that could be used in more than one way, like minimules, Bet-C, and the OMEN, so...
Second idea: Rival bots taken over by Charge-Suckers. (Rockpox Charge-Suckers?)

latent thunder
#

Mactera Queen and King
The Mactera Queen will spawn small mactera that will start as maggots on the ground, they'll grow if they're not killed quickly. The queen flies slowly, and you can tell by her high pitched wailing and loud buzzing wings.
Mactera King is like a Stingtail and Septic spreader, but flying. You can tell one is nearby by the low pitch buzzing wings.
Both have hard expskeletons like a Praetorean or oppressor.

#

Hoarder detonator.
A rough description for brevity is that it's what you get when you combine a Crasus detonator with a hoarder. It is highly aggressive and will spew molten glass in your direction! Your best option is to kill it quickly! Like the Crasus detonator, it'll leave a mineral laced area in a circle when killed, however it will instead coast the area in rapid cooling minerals, based on it's mineral color. So you might find one that hoards phasyonite, or croppa, or bismor, or even bittergem! It is a slow-moving hostile bug that will kill anything smaller than itself because it values it's mineral of choice more than anything, and explodes when killed.

soft kelp
#

more dynamic running animations for our precious dwarfs

tight bridge
#

A beer grenade.
One of the dwarves thought of taking beer with them without violating the DRG rules.
After the throw, for a while he jumps like a ball, pouring beer on everything under him, which leads to disorientation of bugs that stop attacking.
Drinking a grenade can reduce the damage received. Hehehe

#

Okay, there are some suggestions for grenades.
Scout. - electric shock grenades.
An electric discharge is released over an area, which fades with distance. With a large swarm wave, all nearby bugs are shocked and take damage.
Engineer. - a vacuum (singular) grenade.
Creates a zone that draws in small and medium-sized creatures, after which an explosion occurs with the scattering of "fragments", namely teeth, legs and pieces of armor of glyphids and macters, covering a large area. Attracts parts of armor from large creatures.
Gunner. - a ballistic grenade.
It is more effective in large caves. When throwing, flying at an average height, marking the drop zone with a laser pointer, the player determines at what point to launch the charge (pressing "G" again), after which it accelerates sharply falling down, which leads to a powerful explosion covering a large area. The technology is based on antimatter.
Driller. - A wave (sound) grenade.
Releases a powerful sound wave that stuns all creatures in a large area, and also breaks armor from bugs.

tropic wadi
#

The depositor perk should make molly walk faster when called by said perk user

vague crown
#

Overclock idea: Hot Rod Barrels
Type: Clean ✅
Class: Gunner gunner
Weapon: Lead Storm minigun

"Some barrel width and Round casing adjustments have enabled the implementation of a newly developed Gyro attachment that should let you move freely at no cost. This one's on the house."

rocknstone Small Speed boost upon killing a Medium or larger enemy
rocknstone No movement penalty, and you may Sprint while firing.

With the current overclock options for the Lead Storm, Adding Hot Rod Barrels would let you pick between Improved damage output, a greater ammo pool, or improved Mobility, which I feel gunner is lacking in.

latent thunder
#

DRG support items.
Upside: To unlock them costs brewing ingredients.
Downside: To make them worth a damn you gotta spend minerals and credits.
Upside: They provide multi-class perks.
Downside: It's a one-time per mission use item not resupplied! MAKE IT COUNT!

Goldifying grenade: Infects all enemies in the smoke cloud's range with a virus that turns biological material into gold. Makes bugs drop a gold nugget worth 1 gold when killed. Large gold nugget if Glyphid Praetorian or larger! Dreadnaughts will yield 3 gold chunks. If used on a bulk detonator, it turns it into a Crasus Detonator!

ancient onyx
#

Stickers to put on weapons

kindred python
#

Can we make hidden dwarves payable through credits. Just make an in-lore reason being, Management seeing that Hidden Dwarves is really popular and can be used to increase staff morale and this can also be a lucrative side venture for DRG selling it to other places, so they acquired Hydengözik Brewery or maybe invested in that brewery, that means, the raw materials needed for crafting have already been supplied for by DRG. However, since this is coming out of DRG's pockets so the price for hidden dwarves is like high, but not too high. We should also add another type of Hidden Dwarves that makes the seeker drunk with their visioned affected, however, they are compensated with more reavealing balls.

astral orbit
#

an oc for the warthog which converts it to fire plasma projectiles with splash damage. the extra pellets mod would increase splash area instead.

lusty jackal
#

a statistic for solo missions that show you how many kills bosco got

gray tapir
#

gnome hat

crystal snow
#

Guilded verion of the "bound braids" mustache

honestly just more guilded hairstyles would be very niice

gray tapir
#

"Humongous Hirsute"
ludicrously large beard (around the size of a dwarvern torso)

sterile summit
#

Maybe a perk that lets you swap your class when you call in an ammo pod

fierce flame
#

Could scout get a new transversal tool like a hoverboard that glides across surfaces

shrewd salmon
#

A perk that makes resups reset perk cooldowns, with the exception of IW

fierce flame
#

Make the drills mine minerals

twilit wolf
#

More Nayaka family members?
I imagine they habit warm areas, so first of all, I think we should be able to find trawlers in another biomes, like salt pits or REZ.
I was thinking in a Nayaka mole, similar to cave leeches, but hide in the ground, just showing their shark fin, if it catches you, it will move similar to trawlers, but in a smaller area, and slower, but entering in the ground some times.

short fiber
#

Reduce the hidden cooldown on the passive perk thorns from 0.75 seconds to 0.25 seconds

lyric coral
#

Have the dwarves nickname septic spreaders "shitterbugs"

oak wigeon
#

on april fools if you pet a lootbug they shoot out a ton of random minirals this can be done once per mission though

lyric coral
tropic wind
#

Make field medic make Molly run faster in solo specifically because it does nothing lol

oak wigeon
candid frost
#

Let us eat error cubes, they probably taste like blueberries

marsh storm
#

add a rockpox bulk detonator

twilit rose
#

I find myself missing the drop pod a lot. not because I can't get there in time, but somehow I don't realize that the dropship is in. I'll get the secondary warning sometime and that is nice. My suggestion is to have some more prevalent visual effects around the character or a screen flash to indicate the stage is over and that you need to get your little dwarf legs moving to gather more ROCK AND STONE!

ornate ivy
#

an option to make your dwarf left handed (gun is on left side of screen)

vernal lynx
#

Silent bulk detonator

fluid pelican
#

Give driller a shock-thrower, like a flamethrower but for shock

grim swallow
#

during extraction stop molly from going straight up for an over extended period of time. (molly whent up a drilled hole during a vertically down level.)

ornate ivy
#

Increase the fear which driller produces on bugs

tight bridge
#

"It is rumored that new mysterious creatures began to be noticed in the Hoxxes caves, the dwarves gave them the name "Corelf", as they began to appear at the same time when they began actively mining "Ommoran Heartstone". The leadership of the DRG denies everything and blames all the burns received by the dwarves on careless handling of equipment.
And yet, the affected dwarves describe "Corelf" as unlike any kind of creatures they have previously seen, these are definitely not Glyphids or Macters, their attacks are exclusively energetic in nature. The dwarves also experienced inexplicable aggression towards these creatures."
For a variety of gameplay, I propose a new kind of creatures other than glyphids and macters.
"Corelf" (can be renamed).
Creatures have a crystal base, are able to attack with energy pulses, lightning, laser, and even have an energy barrier that stops or slows down projectiles (the list goes on). Naturally, they are separated by types of attack and defense.

sage tundra
#

A Holo-deck in the space rig. A place to test loadouts against holographic enemies of any kind you already defeated, test movement tools in the various biomes, practice reviving teammates, practice the use of Bosco, and maybe even reproduce a copy of your dwarven hold back home, if you're feeling homesick.

brazen stirrup
#

Make it so that when the host leave / disband team it’ll give one of other players the crown, making it so the game doesn’t end

twilit wolf
#

What about Bosco OCs? In higher hazard missions Bosco is not so helpful
The design could be a purple circle with squares at the bottom, top and sides. I have some ideas for some Bosco OCs, but please, focus on the main idea to do your rocknstone or tothebone , here's the list

Engineer best friend: if ordered to, Bosco can help building turrets, repairing dotty, stablish a proper connection between the pod and the space rig, repairing mini mules, and all that includes building or repairing.

Lighter: replaces the rockets for flares (like the flare gun ones without any mod)

Strong circuits: carries heavy objects faster, and can leave them in the place player marks, that includes depositing, if you mark the mule or other deposit spots
Flying minecart: can hold 40 minerals like a deposit (40 in total, no matter what mineral it is (like 20 gold 20 nitra for example)), and can deposit them if you mark a deposit spot, but cannot shoot or mine while carrying minerals (he can just light in this state)

Mineral gatherer: the same as the flying minecart, but instead of collecting from the players, he grabs chunks from the ground. For balance purposes, he can't mine anymore, unless it's an egg, pearl, dirt, or something like that

Good robot ears: Bosco can now hear better you screams for help, comes to revive faster, and goes to help faster when caught by a grabber or similar

The robot torch: lights around him (just a bit, like half a flare)
Boom Bosco!: can Carry one missile, but recharges the double fast and deals damage in a larger area

sage tundra
#

A sandwich bar. Similar to the craft(able) beers, the sandwiches provide minor benefits or minor negative effects.

gaunt canyon
#

Some suggests for next patch:

Buff drillers neurotox grenade.
-sticks to surface
-gas disperses instantly after ground contact
-lingers for longer and possibly more area coverage
-since it deals low damage, maybe make it 6 instead of 4 in your pockets

Some sort of "Handyman" Passive perk that speeds up all maintenance (mini mules, doretta, rock crackers etc) up to 1.5x when top tier unlocked. (Engi turrets included, please🥺🥺🥺)

twilit wolf
#

a real use for mini mules in missions. It's contradictory that we find so much mini mules in salvage mission, but our dwarves, (some of Wich are ruby promoted) have never used, or seen a mini mules working exept from walking and following the big mule with no purpose at all.
I imagine it could be fun if you found a "carrying help request" like a remote, In caves, and the players that find it, gets a mini mule for itself, that works as a normal mule, but follows that specific player

Also instead of a mule, you can get a mini mule in solo missions

real geyser
#

For the supporter pack 3, include a pickaxe framework which shoots out confetti when you rock and stone

naive pike
#

spawn remains of the previous team's mission in salvage operation sometimes
stuff like partially built pipelines or half-mined morkite veins
broken supply pods should also be more common there

hardy oxide
#

Likely isn’t a good suggestion but oh wel,

(An optional solo choice, when with no friends), adding a Resupply pod that is at a cheaper price, but at the cost of half the supplies, allowing for quick preparations and if you’d like an immediate source of health and ammo.

Cost: 40-50 Nitra
2 Resupplies instead of 4

Every other statistic remaining the same analytics, and whatnot

Could be bought as possibly a perk, or a toggle-able feature in the solo option for missions.
(Only downfall is beit a lack of surplus incase it is needed, which could deem this suggestion useless if so.)

spark quest
#

separate headwear into categories: hairstyle, headwear (hats and helmets) and eye-things (glasses, goggles, eye patches) for even MORE customization

nova loom
#

Add selectable mineral colors to the vision impairment settings. For console players with poor eyesight, it'd be great to be able to tell things like nitra, red sugar, and engie flares apart more easily.

fluid pelican
#

Give us a system to "rent" a cosmetic for a couple matches if we wanna use it but have not unlocked it

soft kelp
#

senshi's beard

austere spear
# austere spear # EPC Stuff <:epc:630552247809343501> https://deeprockgalactic.wiki.gg/wiki/Exp...

EPC part 2: Tier 5 Boogaloo epc

The other issue with EPC is the lack of effective options in T5. T5A, Burning Nightmare is only used on Heavy Hitter single shot builds, and T5C, Plasma Splash has basically zero uses, and is often a downgrade compared to base. So the following are the buffs I think will improve the current sorry state of T5.

  • Reinstate Explosion from Burning Nightmare
    It makes sense that it would lack an explosion, as you are trading an AOE for infinite blow through, but this usually isn't that effective. And comparing it to TCF we see that this downside is totally unnecessary. TCF gives you 4 times the base area damage and reduces heat per shot at no cost, while BN reduces AOE, removes AOE damage, and prevents the explosion, all for a small amount of heat applied and blow through. This is ridiculously unbalanced, so reinstating the AOE brings BN closer to TCF in effectiveness.

  • Remove Area Decrease from Burning Nightmare
    Burning Nightmare currently decreases area by 70%, leaving you with a puny 0.6m radius. This is to allow you to easily make use of its blow through without hitting terrain, but with the above change wouldn't make much sense. So it now only reduces the hitbox of the charged shot. Giving you the intended benefit of making it easier to blow through targets, without reducing the effectiveness of the explosion.

So, with all the above changes Burning Nightmare would now be as follows:

🔥New Burning Nightmare🔥
Charged Shots can pass through targets, but still explode on terrain. Charged Shots deal Fire damage equal to the charged shot damage, and applies an equal amount of Heat damage to any bug it touches while in flight. Additionally normal shots and the charged shot explosion applies heat.

Pt 1 of 2; later ill do a rework for T5C, Plasma Splash.

mental schooner
#

You could add a feature where you can carry different types of bags like for example a medic bag, when you use the medic bag it gives 25% health and Can only be used once

light vessel
#

Bosco could have an upgrade to let him pick up minerals like gold, nitra etc. (maybe less than the player?) to make solo mining less tedious and reduce the number of trips back and forth on missions like on-site refining and point extraction

serene hearth
#

Lemme pet engineers turrets

wooden skiff
#

for people who join random lobbies in the middle of a mission it would be nice if you could customize your loadout in the character select screen
you should also be able to view the others loadouts
ie: “oh the drillers running cyro cannon? I shouldnt take any heat damage weapons”

kindred python
#

Can you turn MKII plastcrete foam into a different color. During high stress situations nobody will be attentive enough to pull out their laser, also in dark environments the colors are too similar, not to mention low-end people with low resolution may not see the words on their laser pointer device

worn matrix
#

add modding capabilities to console

nova loom
#

Here's a thought on flares: when you're staying in one area, the flare recharge rate is perfectly fine, but when you're covering any decent amount of ground, you're going to run low constantly, especially when playing solo.

So what if flares recharged a bit faster (and I mean just a bit, like 10% faster or something close to it) when moving/sprinting, like kinetic charging (or maybe after X sec of sprinting)? I'm not floating this as an upgrade that needs to be purchased, just a buff to help flares be a bit more tolerable when covering a lot of ground.

misty coyote
#

a mini coffee station next to the abyss bar that can remove drunkenness/ provide other drink combos to go with todays special. preferably for balance these buffs would be weaker/ override the beer buff

lyric coral
#

A weapon for the driller that shoots chunks of hot slag.

tribal chasm
#

I was thinking that it might be time for Shallow Grotto content, maybe to appear as a replacement biome in deep dives form time to time?

kindred kettle
#

Rather than there being a shooting range on the space rig (which is clearly very dangerous and a bad idea), perhaps the Shallow Grotto could be reopened with a special "sandbox" mission type, featuring quick loadout customization, swarms on command, unlimited resupplies, no objectives, and no failure conditions. Just a simple cave system where players could experiment and mess around on their own terms.

pale tartan
#

I think the ability to add overclocks to traversal and support weapons would be awesome. To make it more balanced, the overclocks could only be unlocked for each dwarf after they get promoted an x amount of times.

pliant bronze
#

platform gun preview

tropic wadi
#

Overclock for: Sludge pump
Type: clean/balanced

rocknstone Sludge puddles, on top of their already existing status effects, will apply other statuses after making contact with their sources
tothebone less ammo (if in form of balanced OC)

Basically if sludge makes contact with any source of status effect, it will copy it on top of its typical DoT and slow, for instance if you shot sludge puddle with stubby and this shot will be containing electro DoT, now this puddle and all connected other puddles connected to it will also deal electro DoT to enemies, same goes to cryo etc.

The problem I have with this idea is the fact of how team dependent it is, and that drillers primaries dont really have any effects to combo with it (outside posion and radiation from CWC, and fire from EPC, but this one doesnt count as it already combis with sludge). Maybe in future, when subata and epc gain more status effect in their mod tree or in form of OCs, this idea will be more interesting.

But in its current state I would make it clean, as its not guaranted to give much value outside asking ur team for building around it or only using CWC with it. But if in the future drillers secondaries gain more ways of applying statuses, I would go as far as making it a balanced OC with ammo penalty (due to how ammo effective it might be)

stone merlin
#

More stockless (as in without the "foldable?" stock?) skin for Warthog, as the case of Rival tech shown.

young zinc
#

give an explosive realod overclock to the bulldog. so we can have two er's on bulldog.

short fiber
#

Ruby beard color

elder vigil
#

Make a red skin color
Call it “Management whenever the dwarves do anything remotely fun”

spiral torrent
#

add the Mocap as a cosmetic in DRG. (the Mocap is one of the latest relic in Survivor)

west mulch
#

Overclock idea for the "Thunderhead" Heavy AutoCannon

#

H.E.SH. Shells, Unstable Overclock/Balanced: Benefits; huge increase in dmg to armored bugs, increase to AOE. Downsides; slower reload, increase in base spread. H.E.S.H. shells also can deal dmg through unbreakable armor.

#

Description: Rnd have found some old blue prints in storage, and found out it can rupture organs through armor! Dont ask how. Be careful on reloading, these shells are delicate, and are shaped weirdly.

vagrant bone
#

For a while I've had a few small nitpicks with DRG. QoL kind of stuff.

  1. Being able to change the order of setups. - The longer I played and more overclocks I unlocked, I started using my set pages to fullfill certain roles(making sets for crit-weakness, overall aoe, fire, dot, etc.). Some time later I also started to customize my dwarfs to reflect what set am I wearing. The problem is that right now most of them are not in order, ie: Crit set is on A for 8bitGunner , B for 8bitScout , D for8bitDriller and E for 8bitEngineer . I'd like to have an easy way to move sets that fulfill similar or the same role (like have all crits on A). Right now I would need to overwrite one of sets and risk forgetting what I had there. A function that would swap indexes of sets could difer by whether I want to swap only one set from control panel(like if I want to swap only weapon mods) or total swaps(WM, Drip, Pickaxe)
  2. Being able to see what bonus do I get from equiped weapon mods/OC. Sometimes I want to check what bonuses/penalties do I get from OCs, but the only way to check it right now is to un-equip them or however on the other OC and calculate whether this one does not modifies the same stats that are currently changed. UI shows either yellow, red or green texts to show what are the stats, penalties, buffs. We could use some shade of blue for highlighting what stats are changed and in what way. (f.e. some OC are flat nerf by constant amount and weapon mods to compensate those loses are not affected, while other OC modifiers are % which changes the amount of the stat I might try to compensate - like ammo mods with Fatboy)
#
  1. Clear explanation of OC effects/richochettes/blowthroughs. I just want to know those parameters and functions. Is Fatboy's whole power in explosion, or do some of it gets transfered to radiation damage left? Same with minelets and other special OCs and their functions. Also, I'm still not sure if ricochete and blowthrough are compatible modifications or should I resign from those mods(f.e. Bullet Hell, should I swap that tier mod to armour break, or is it still good?). Game could use a more complex manual explanations somewhere to know if you play he game optimally.
  2. Space Rig might become stale if you play prop hunt too much - some static props should change positions from time to time(f.e. during seasonal event and after them).
charred quail
#

a perk that allows the dwarf to burn or freeze bugs beyond the max temperature change, either 'Incinerating' them and giving the poor bug on the other end of the flames twice the effects of normal burning or 'Glacializing' them to make the already frozen bug pop like a balloon upon taking damage (nearly, if not, double the effects of regular frozen)

i say 'perk' very open-endedly, could be an active perk where this is the passive and the active attack is releasing a puff of freezing vapor or burning flames (depending on your most recently given temperature change) or it could even just be an armour upgrade for a single dwarf (you could probably guess who)

kindred python
#

So in BOSCO's tier that has faster mining can you make two traits, one of which is of course faster mining, the other is fast movement as well as faster pipe preparing and faster heavy weight carrying. But normal or maybe even slowed mining

waxen dew
#

New Achievement: I'll Beat Your Record
Description: Obtain 2000 gold in one run. (Deep Dives do not count)

New Achievement: Hello, Dotty
Description: Bring Doretta back to the drop pod 20 times.

New Achievement: Precious Cargo
Description: Carry Doretta all the way to the drop pod without dropping her. (If anybody drops her, it ruins the achievement for everyone)

New Achievement: Luck Be A Lady
Description: Find a bittergem and error cube in the same run.

New Achievement: Long Live Steeve
Description: Keep Steeve alive for 30 minutes.

New Achievement: In The Arms Of The Angel
Description: Have a Cave Angel carry you for a minute straight.

New Support Item: Gas Mask
Description: Extra resistance to biological and environmental sources of gas.

New Support Item: Kevlar Boots
Description: Extra resistance to acid/burn damage when stepping on acid/magma/flames.

kindred python
#

Please add a birthday theme for the rig whenever the server owner's birthday comes. Give the ability to give credits and minerals as presents

real geyser
#

New Autocannon OC:

rocknstone Thermal Rounds rocknstone

”Diverting all of the heat into one barrel supercools one, and superheats the other! To account for the increased temperature fluctuations, we did have to remove some critical heat sensitive components.”

rocknstone Bullets from the left barrel come out supercooled, while bullets from the right barrel come out superheated (enough to ignite a grunt per shot)
rocknstone Slight increase in temperature shock damage

tothebone -50% firerate
tothebone +10% spread
tothebone -30% mag size

kindred python
#

Making Steeve be able to return to the space rig. Steve can drink beer, dance to music, harass Loyd, play with the disco ball and he wears a collar. Steve will roam around the space rig until you exit the game. When you return, in the abyss bar, there would be a small pillow with a dog bowl, but on the pillow there will be a collar. Interacting with the collar will prompt a message by mission control who says Steve is captured and sent to R&D to study how to tame glyphids, breeding a domesticated breed of glyphids, researching glyphids phriendly pheromone, etc. and also it's a punishment by management for bringing in animals. The dwarves will respond sadly and interacting with the collar will make the dwarves say how much they miss Steve. The collar and pillow and dog bowl will stay after several rounds before they disappear because HR deems that these things damage morale. Interacting with the collar when drunk will give unique results. If a new glyphid is brought home. The current glyphid will be replaced with the new one. There will be a announcement by mission control on how they hear weird noises in the vent, or how one of the guys saw a wandering bugs, or how HR is calming employees down about the wandering glyphids etc.

kindred python
#

Assuming 4 people bring back 4 glyphids, then there would be 4. But if they leave, after another mission. The glyphids of people who left will disappear. If during a mining operation, new people come and bring in their glyphids. The glyphids of the people who left will be replaced with the ones of the new people who joined. The number of glyphids disappearing, 3 max, will generate unique responses from mission control

astral orbit
#

add manual entries for kursite creatures

pliant jasper
#

Nerf how many enemies spawn on uplink zones during solo elite dives. I could have shot constantly and accurately at enemies and not been able to deal enough dps to keep them from damaging me (scout ar and smg with pheromones'). I used 6 restocks and ran in and out of the zone to stay alive. I know elite dives are not meant to solo but I just wasted an hour of my life.

paper ferry
#

Rework the "suppressive fire" upgrade on the thunderhead to only apply when at max fire rate like the other tier-5 options, then increase the fear factor from the current 50% to 65% to make up for it slightly, this puts the upgrade on level with the other 2 choices, helps negate the awful situation that neurotoxin payload makes, makes the name make sense, and the whole concept of the bugs freaking out and running away from it as a whole.

tiny scroll
#

Let us pet Lloyd

fallow nimbus
#

Make error cube useful

last plume
#

New mission type where we salvage/repurpose a used drilldozer. even if we can't get it moving again, we could use the parts to build/repair other equipment.

#

Lootbug variants, like a really fast one thats full of nitra, or a flying one that shouldn't be able to fly with it's little wings, but does anyway.

lyric coral
#

New beard: RGBeard. literally just an RGB-lit graphics card tangled in the middle, like what hacksy has.

mental zenith
#

A new hat:a top hat with a lootbug on it

potent spoke
#

I do think Steeve should have a little corner in the Space Rig. I feel bad everytime we have to leave him.

frosty mural
#

I came up with these weapons for a different game, although they might suit this game well too, with a couple tweaks.

Scorcher (Perk)

As you preform actions, like shooting, moving around, or anything really, you start to gain "heat".
Whenever you have heat, you produce an aura around you that burns anything within a few meters.

The more heat you have, the faster and more bugs burn.
However if your target has some kind of cold effect, it must burn through it before dealing damage.
This also applies to bugs in cold environments.

||(This might work better being a high level armor mod, with a twin mod doing the same thing but mirrored.)||

E.I.G (Grenade)

The Emergency impulse grenade. It does no damage, however when it lands, it pushes anything away with great force.
Useful if you need space, or for when you just feel a bit silly.

Shockstorm (Charged Weapon)

I saved the most dramatic for last. The Shockstorm is a burst fire area control weapon, that suffers from low range.
It requires you to charge before firing, you must charge to at least 25% max charge before firing.

You can fire it when not fully charged for some quick damage, although it's not going to do much.
If you fully charge you get a small damage bonus, and maybe apply a debuff.

When you actually fire the weapon it fires a large fan of electrified crystals. ||(Same thing used in the Crystalline Caverns)||
The same target can be hit by multiple crystals, making it lethal at point blank.

||(There could also be an overclock where the projectiles stick to surfaces and have an electric arc between crystals. Like scouts taser bolts.)||

flat ermine
#

Hear me out - Lloyd should have a bunny ears hairband instead of an egg shell on his head

brave sage
#

Expand the Bestiary to include all mobs nice

Ones I can think of rn (probably missing some)
Glyphid Spawn (Nexus), Glyphid Spawn (Dreadnought), Glyphid Sentinel, Glyphid Kursite Praetorian, Mactera Kursite Spawn, Unknown Horror, OMEN Thingy

potent oracle
#

Add a new mission where the glyphid cocoons "become something even worse" it would explain the massive ribcages you find in caves

devout plank
#

let's add new structures - abandonded mines. old bridges, destroyed "lifts", old rails, etc...

devout plank
#

let's add new event - mully malfunctioned and you can't store nitra. you need to make a run for dear life to the drop pod and forget about the main objectives.

waxen dew
#

Upgrade ideas for the pickaxe:

Tier 3 options:

  1. Pickaxe mines minerals and dirt with mineral bits faster.
  2. Pickaxe's basic attack has no end lag when attacking local flora (ebonuts, lithophage meteor, tubers, growths, etc)
  3. Pickaxe basic attacks have no end lag on creatures when you're out of ammo in your primary and secondary weapons.

Tier 4 options:

  1. Power attacks dig twice as deep into terrain and clears small chunks of minerals.
  2. Power attacks have a greater AOE effect.
  3. Power attacks will always break armor.
finite tundra
#

I think, in salvage missions, there should be more signs of the caves being visited, such as some dirt walls already being dug through, and half-mined veins of gold.

rough vector
#

We need a Karaoke room where the Dwarfs can sing together (or alone) their favourite songs, maybe even including parody songs like Diggy Diggy Hole too

waxen dew
#

Can we get the corrosive icon in here? We have one for freeze and heat, but not for goo. #Googang

quartz bronze
#

CUSTOMISABLE MEMORIAL HALL

Hi, I'm quite new here, but I wanted to share something that I thought during my (little) time playing DRG.
I love the concept of the memorial hall, it really adds to the comradery and the feeling of community of the game.
And I think that it would be very cool if there was a way of changing outfits, poses and maybe weapons of the statues of the classes. This way anytime you host or join someone on the space rig you can see favourite weapons, looks and everything.

Moreover the grafics on the walls are fantastics, but if there was a way of changing and styling those too.
I think it would add customisability and would be a fun and respectful way of personalising the space rig.
I don't have other notes, I love this gameee
ROCK AND STONE MINERS

tropic wadi
#

Overclock for: LeadStorm minigun
Type: Unstable

rocknstone changes the minigun rounds into shotgun shells greatly increasing dmg at close range (for the sake of the concept showcase lets say one shell contains 10 pellets)
tothebone greatly decreases ammo
tothebone the spread doesnt decrease with each round shot, basically u stay at base spread forever, the spread may even be increased to decrease T1 spread mod influence
tothebone slightly/medium decrease in dmg, to keep the dps in check, so it doesnt melt dreads THAT fast
tothebone the LeadStorm cant stun enemies anymore

So, basically what I wanted to do is to make my shotgun minigun fantasies come true, and make them into something that will be fun, but also balanced, and I came up with an OC that is basically sludge blast for LS.

I gave it ammo penalty to make ammo management a important part of this OC, as in my head it would shred thru swarms and big targets in similiar manner to breach cutter, and I dont want fellow dworfs to just spam this like with normal minigun, and annihilate the whole mission on one mag lol

Dmg penalty is here manly to make it a little bit less effective on dread missions, tho the dps still might be too high and then fire rate decrease might be added as aditional con, or take place the "no stun" one (as it will have less dps and killing big targets wont be so easy, so I would be fine with having the stun to keep preats in place for easier kill)

The spread not going down is here for obvious reasons of keeping the spirit of the OC, its supposed to be close range crowd sweeper and preats ass annihilator, I dont want this to be able to snipe spitballers acorss the room lol (u have ur secondary for this kind of stuff)

The stun penalty is here because I want this OC to be all about killing things now, I dont want to give it any crowd control from stun, its all about pure dmg

nova loom
#

Probably a big ask, but I've noticed that Steeve won't attack air units attacking him even if they're sitting right on top of him, well within what could be considered his melee range. Would be great if he could at least defend himself in those situations.

#

Alternatively, if he had a special sound he makes when he's being attacked by something he can't hit. That would help when I'm fighting macteras and it's not until I kill them and turn around that I find there was one behind us chipping away at Steeve the entire time.

rough vector
#

We need a snake enemy type hidden in the rocks. Could be a natural predator for both the dwarfs and the bugs. Giant variants could be considered like a big boss fight

waxen dew
#

Lloyd should salute like Bosco does whenever we salute on the dance floor or in front of his bar.

drowsy inlet
#

The current meta game about the union and also the events feel kind of static. I would not remove either of them, but add some more dynamic content to the weekly objectives, similar to another popular game right now.

So there should be some kind of goals to be achieved in the game that depend on the outcome of the previous mission. In addition some fun context could be added to the DRG universe for all those fluff enjoyers like me.

In the long run the missions could be "circular" so that you would repeat the same missions some day, so you would not necessarily need to do this like a live service. If this occurs the mission becomes harder so the other outcome is more likely.

Example:

Competitors to DRG are about to deliver a liquid morkite deposit. Overall goal is to slow the competitor down so that DRG is able to make their own delivery in time.

To avoid this do following missions:
A) Complete classic industrial sabotage (slows competitor)
B) Complete resource X/secondary goals to finance the sabotage missions, giving a bonus to A or B

The harder the mission solved, the more it contributes to the overall goal. Depending on the outcome the next mission is defined:

Competitors win:
DRG needs to catch up in liquid morkite generation for the next delivery by working harder.
A.1) Complete On-Site Refining missions
A.2) Defend the refining by doing eliminiation missions (dreadnought eggs have been placed near DRG refining missions)

DRG win:
Competitors have countered by trapping DRG teams
B.1) Complete salvage operations to resuce what is lost
B.2) Find lost packs

torpid prism
#

okay. so upon exstraction there is a like 1% chance that the escape pod engines fail shortly after takeoff. so the pod plumits back down its exit hole and slams into the ground. the really loud sound creates a apsolute sh!it storm of glyphids to come investigating while management sends down a replacement booster modular or something that you have to install in a final like 5-10 minute last stand type thing. so like a random encounter at the end of the match that throws everything off.

real geyser
#

Gunner secondary which fires out a fan of three slow-ish piercing plasma blades which inflict stun, has a high ammo capacity but only has 3 mags and is great for thinning out glyphid groups but not so much at dealing heavy single target

real geyser
#

The driller Tesla coil idea is a bit overdone but here’s my take on it

driller GTP-500 Arc Thrower driller

”Coming straight from the depths of Hoxxes, this fusion of crystals and thorium reactors is custom-built to dispatch even the largest of bugs with relative ease. It is expensive and EXTREMELY experimental, and I don’t want to do any more paperwork, so be careful.”

The GTP is a powerful single-shot weapon, with low area clear but very high damage. The GTP boasts the highest DPS out of every driller weapon, however unlike all of them the AoE is lacking.
Firing the GTP fires a strong bolt of lightning with a loud crack, which explodes a set distance from the Driller. The explosion radius is very small, with it only able to kill a small amount of grunts. However, to make up for this, a new mechanic for this gun called Static will arc between any bugs or robots near. Static is a low-damage, high-stun damage type and will arc between 5 glyphids before stopping. Any bugs caught in the initial explosion will release static, which can only chain to one enemy at a time. This allows for extremely high single target, while allowing the other teammates (or your trusty subata) to pick off any stunned bugs.
The Arc Thrower only has one bullet per magazine, resulting in the player being punished severely from missing shots. Each reload is speedy, like the PGL. The ammo for this gun is a thorium cell, which the driller swaps out every shot. A base levelled gun can shoot 40 times before completely running out of ammo, resulting in the player needing to carefully balance their ammo between their primary and secondary.
The GTP has a rough, experimental look which fits in with weapons like the Shard Diffractor or the DRAK. Hazard labels, wires and even a USB port are common place on this gun. The bolts it fires are bright and illuminate the area around you for a split second, and the static effect is shown via a small electric beam shooting through the bugs.

Overall, this gun is a great alternative to the rest of Driller’s kit, and provides a unique playstyle apart from the common trope of high area and passive damage that driller’s kit is known for. (Also, static deals x5 damage to robots for obvious reasons.)

mental carbon
#

Lithophage rockpox bulk detonator :)

tight bridge
#

Well, last time they put a "bot" label on my suggestion, probably not understanding the reference to helldivers 2, later I added a description to my suggestion. Okay, no problem, this time I will write directly, without creative text.
I suggest adding a new biome, namely the native biome of loot bugs and a terrible nightmare for dwarves.
Description:
There are no ore veins and other ore formations on the walls and floor in the caves of the biome. But a unique flora and fauna thrives in the cave, which is essentially a symbiosis of microorganisms that feed on ore and simultaneously use this ore as bones and weapons. And it is in this pseudo flora and pseudo fauna that the entire ore of the biome is contained.
Features of flora behavior:
Protective type - hides and/or is covered with a durable shell.
The indifferent type does not react, tries to merge with the local flora, freezes when he feels someone approaching.
Defensive type - will defend itself in response to an attack.
Aggressive type - attacks when the victim is within reach.
Features of the behavior of the fauna:
A timid type - tries to escape, can become covered with a shell.
The indifferent type does not react in any way.
The defensive type - strikes in response to aggression.
Aggressive type - attacks if someone is in the habitat of the creature.
All pseudo flora and fauna differ in the type of ore they feed on.
The alpha predator of the biome is a "Mimic" dwarves call it a "Nightmare" it feeds on all types of ore, the creature is able to transform into any form of flora and fauna of the biome, including even a dwarf if he has a bucket full of ore, is able to shout "Rock and Stone!", and steal a bucket of ore. Attacks only in close combat (in that case with a pickaxe), cannot shoot. Is a dwarven nightmare and another reason for the horrors of Hoxxess.

nova loom
#

The called-in drop pod placement, especially for solo play, can be punishing to the point where it makes mission completion impossible. I've had a drop pod land in the ceiling at the top of a long, vertical tunnel as a gunner, after I followed Molly until the point where I had 1.5 mins to try to tunnel up there, with bugs chewing my ass the whole way, and still never even SAW the pod because it was so far up. I've also heard of it landing on top of a pillar near the ceiling of a massive cavern, meaning a solo driller would need to drill all the way around the outside of the cavern to drop on top of it, again, with bugs chewing them the whole way there, something that's just not going to happen on haz4/5 in most cases (if they even have enough time to dig the tunnel on arriving there in the first place).

So could called-in drop pod placement please be tweaked to prevent this from happening? I know the game was designed for group play, but solo is a mode a lot of people enjoy and there's an achievement for playing 100 solo missions. The challenge should come from making it through the swarm of bugs and safely into the drop pod, not discovering the pod has dropped in a place thoroughly out of reach for the amount of time you have left to reach it.

As you can see from the number of people who dislike this suggestion #suggestions message , it's not fun to have success snatched from the jaws of victory due to randomness beyond your control, especially at the end of what may have been a long and difficult mission.

south ridge
#

Not sure if this would work for every weapon, but when born ready triggers you should drop an empty mag of the weapon regardless of if you're holding it or not. It would be a nice alternative to the audio queue.

paper ferry
#

The above suggestion just reminded me of an idea I had but forgot to post.
When using born ready on any weapon whether via a perk or upgrade, if the player switches to the affected weapon within 1 seconds of born ready finishing, it continues to do so anyway.
This would help people use the perk a tiny bit more, and not mess with people trying to use muscle memory as opposed to the audio cues (which are actually delayed mind you and not always audible).
If needs be, it could play the last part of the weapon reload animation required, or who knows, maybe even have its own animations for each weapon that speeds up based on the time left out of the remaining one second.
But maybe that's a bit far, just the mechanic would be nice

versed mason
#

when refilling ammo, restock some or all flares
feels kinda lame restocking and still waiting the 7 seconds(?) to throw 1 more flare

gray tapir
#

give the bulldog's cylinder a different model when using six shooter or elephant rounds

rough vector
#

New type of mission contract: Marble Extraction
Instead to hunting new minerals, Deep Rock Galacting got interest in fancy rocks. Used for two things: decorating the fancy halls and houses of rich dwarfs and the second is to extract chemical components for R&D.
With the "Chainsaw" Drilldozer, named Carla, we must collect 5 full blocks of different marbles and defend the Chainsaw Drilldozer while is still operating since the noise generated start a wave round of enemies until the block is extracted.
Each colored marble block could include simple white blocks to more intricate one with fossil made of plants or ancient creatures. Considering how it works the color scheme of every block could be divided in white, green, blue, purple and orange.
Once a block is extracted, the dwarfs must call the HQ and require a cargo container of extraction where every block will be stock by flying drones and once the mission is complete we can send the whole cargo in orbit. And of course, we can also save Carla from her horrible fate to be left alone on Hoxxes too.

rough vector
#

New type of mission contract: The Glyphid bio fuel
Since Glyphid, mactera and many other insectoid species are so prolific in Hoxxes the DRG administration realize the bugs can be converted into bio fuel, extreme cheap and very helpfull to cover the high demand in the fuel market.
With the Glyphid bio fuel we guard a special trap slaughterhouse for bugs and lure any species where their corpse are converted into liquid. I wasn't able to find proper pictures but this is the idea. From a slaughter house. The "glyphid jump" in the trap and we get the bio fuel. Would be similar to the "oil whale" concept. And the whole facility is inspired by an actual bug trap but with buzz saw. The trap is filled with pheromones and will drive the locals as a "dinner call". But this will also call the attention of possible glyphid predators or eventual badass variants who wants eat all the bait.
Once the trap silos is fully charge is possible send into orbit

lyric coral
#

The ability to slap high-priority enemies, causing them to target the slapper. This could both be useful to draw aggro and be funny.

blissful heath
#

Once promoted, You can apply any color to any piece of armor like the gauntlets could be blue while the chest-plate could be black and white

real geyser
#

PGL overclock which makes the grenades explodes into 5 more grenades who in turn explode into 5 more grenades and each deals 75% less damage

blazing gust
#

Idea that I had that is not great™: change the born ready perk to an armor upgrade for all the dwarves.
This probably wouldn't make any significant improvements to anything, and is not necessary in the slightest

olive atlas
#

Everybody that joins a game gets the beer buffs that the party leader has. ❤️

young zinc
#

achievment idea

''bare minimum'': complete a hazard 5 mission without any upgrades, perks or unlockable weapons/grenades

kindred python
#

Can we add the light pole thing that is identical to the one molly uses to lead us back or the one we use to call molly. It will replace traversal tools but it's usage is unlimited, good for gunners who hate their traversal tools. It will be used to mark paths or points of interest to locate the way. Or make them little red flags if you don't like glowing lightpole which trivilise flares by pointing out the surface in the dark

solar vault
#

scout DRAK-25 Plasma carbine OC: Dark energy
OC type: 🟥 UNSTABLE 🟥

                        ![rocknstone](https://cdn.discordapp.com/emojis/406463574266085387.webp?size=128 "rocknstone") STATS ![tothebone](https://cdn.discordapp.com/emojis/559737610906370048.webp?size=128 "tothebone")

rocknstoneShots will automatically home into enemies
rocknstoneIncrease in fire rate
rocknstoneBig increase in ammo capacity

totheboneBig decrease in accuracy
totheboneDecrease in damage
totheboneBig increase in overheat duration
totheboneDecrease in projectile velocity

stray wren
#

There should be a counter for every time someone says “rock and stone”

grand echo
#

QoL Ammo HUD improvement:

Color for amount of Ammo when your ammo of weapon/device going under 50%. If more than 50% then it be one color for text, if under 50% - another color. (Maybe 2 colors in brightness aspect, more Bright - more Full, or standard color to more than 50%, a little bit orange/yellow for less).

Or in addition can be added a small number of half of ammo amount from the side of Ammo HUD. But with option to config this small number on HUD to ON/OFF.

It will be great to see due to resupply capsule restores a 50% of all your gear.

onyx solstice
#

Make a dwarf say "Mushroom!" everytime they ping ANY type of mushroom instead of just one type. Even boolo caps. I want my mushroom on the go.

worn spoke
#

Can we get a sequel to welding visor - open in Season 5? It's a cool hat, I just wish I could close it
edit: also make both of them uniform colours

real geyser
#

Idea for MK7 armour:

Ever wanted a more role-fitting armour type rather than just a suit? Look no further than the new, DRG-issued MK7! These new suits (appear to) have some sort of function related to the job of the user, apart from maybe a bit less gear for the scout or heavy plates for the gunner.

scout Scout
Scout’s gear is still lighter, but with a reinforced titanium spine and steel-framed boots to assist with those heavy landings. Along with this, he is equipped with a small antenna and a blinky red light, just in case he gets lost. A few flares are hooked to his belt, along with an extra hook or two.

gunner Gunner
Equipped with the plating of a tank and about enough bullets to dispose of one, the Gunner’s armour is made up of heavily fortified plates, complete with a few scorch marks and scratches. The armour resembles a tank's hull, with bolts, plates and a few hazard signs here and there. To fuel his arsenal, a bandolier of bullets is strung over it. Just in case, he has a few grenades attached to his waste, along with a box of rockets. His backpack is similar to the MK5s, however it contains a tank of red sugar on the top, in case somehow an attack penetrates the heavy ass armour.

engineer Engineer
The engineer's new kit is a tinkerer's heaven! Equipped with a toolbox on his back, spanners and wrenches stuffed in his belt, and a few trinkets here and there, there is nothing this man cannot fix. His chestplate is a much lighter suit of armour, but with extra protection around the joints. It is a custom-made design, so his beautiful welding can be seen in between the plates on his chest. On his back is a large welding kit, definitely used to patch up anything in sight.

driller Driller
The Driller's suit is reminiscent of a walking factory/V8 engine. Tubes everywhere, exhaust everywhere, and heat sinks lining the back of his suit. As a backpack, he gets his very own extra large fuel tank to power his new and fancy suit. As a bonus, when his drills overheat, the heat sinks on his back pop out momentarily.

kindred python
#

Holding V will make you emote with other dwarves please, like hugging, handshake or something

main leaf
#

Mineral necklace cosmetic , similar to those edible sweet necklaces, but made of chunks of all the different minerals, with jiggle physics

kindred python
#

Add chest medals that represent the amount of achievements got and you can manually place them

civic shard
#

Automated Beam Controller should remove the 50% movement speed penalty (or maybe reduce it to a 20%) from firing Shard.

For reference, current stats are:
+100 ammo (Shard has 300 base or 400 with T1 C)
+4 Discharge Rate (RoF). Base shard has 13.
-0.2s recharge time. Base is 1.6s, or 0.8s with T3 B.

-20% charge capacity (so 50->40 base, or 100->80 with T3 A).
Can't stop firing once you start. If you cancel firing by changing weapon etc. you lose ammo equal to 1/2 the charge capacity (so 20 or 40 depending).

I feel like the mobility buff would give it a niche so it isn't just "bad overdrive booster", whilst also being unique amongst Shard OCs.

stone salmon
#

New armour colour, Morkite and Phayzonite with the 3rd colour being interchangeable between all the crafting materials

kindred python
#

Give the reinforce drill in tier 3 an upgrade that reduces fall damage by drilling downward as the driller falls and touch the ground

wraith star
#

Mess hall that doubles as a social area and a place to get buffs (or debuffs), like the Abyss Bar. We could order food, like Glyphid Leg Fries, or a Morkite Slushie, or something along those lines. Sounded like a cool idea to me.

oblique glacier
#

Honor badges should equate to the statue color/paint in the memorial hall for each dwarf. Base is stone, Bronze is Bronze, Silver is Silver, Gold is Gold, etc. Once you get all dwarves to a certain promotion level the center statue changes to be the same. Just a nice way to add more to the memorial hall as once all dwarves are promoted it looks the same forever.

agile kraken
#

anomalie that gurantees a huuli hoarder to spawn with chances of more then one spawning?

kindred python
#

Because gold conducts electricity and heat well, and it is so bountiful to the point of being massively devalued. Why not make gold plated bullets an upgrade? For energy weapons, because this thing conducts electricity and heat well so it will boost the stats of the weapon? Gold plated bullets can either cause extra electrical or heat damage. If you mine enough gold, then the next time you order a resupply pod, gold will automatically be deducted. The bullets in the pod will have said effects, if you run out of those gold plated bullets for guns or gold-infused battery for energy weapon, the weapon stats and bullet property returns to normal. 80 gold will be deducted

winter atlas
#

this is super small but i think it'd be neat: a +X next to a dwarves level in the mission end screen, X indicating how many promotion levels were gained as a result of that mission's xp. It can be a bit hard to tell, especially for new players, if you've gotten new levels or not.

shadow eagle
#

Hello there. I brought you some perk tweak ideas. I'll dump them in one post and try to make it short, hope that's OK with you. Will be happy to elaborate in the discussion channel if you're interested.

flare Strong arm: in addition to all current effects, hold grenade button for up to 1 second to increase throw force by up to this perk's flare throw force bonus. Same bonus is also applied to C4.

loot It's a bug thing: lootbugs killed by this perk drop 20% more minerals (at level 1) and also drop red sugar (at level 2).

molly Veteran depositor: double the radius for non-Molly deposit ports (refineries, salvaged drop pods, mineheads).

Interplanetary_Miners_Union Friendly: possibly add an extra level with extra effect - friendly fire only stops/delays shield recharge if you deal more than 15 damage (after all reductions) to your teammate, this threshold is reset whenever teammate's shield breaks or reaches 100%. Same applies to your shield and friendly fire you take. This extra effect doesn't stack with itself if other people also have Friendly.
.

#

drgbeer Second wind: in addition to normal activation, activate it whenever you take melee damage while running.

Webspitter2 Unstoppable: resists all slows including slows from all effects caused by enemies and by your own weapons.

Alternatively, maybe just merge two preceeding ones together without further changes? drillchamp

pickaxe See you in hell: in addition to the current passive component, whenever a melee strike enhanced by this perk's passive effect kills a medium or larger enemy (see Vampire-triggering enemies), get 50% melee damage resistance for 1,5 seconds.

lookhere Hover boots: while hovering, press jump button to replace this perk's effect with crate jetboots effect for the remainder of its duration. If you do so, double this perk's following cooldown.

praesmile Elemental insulation: additionally resists rockpox infestation status.

uneven comet
#

colorable cowboy hat

(didnt the ace of spades used to be black?)

#

more powerups in caves similar to jet boots
repair an abandoned upgrade machine and you can pay with nitra/gold for a buff
one upgrade per player
you will lose it if you go down

atomic verge
#

S P R I N K L E R H E A D
A balanced OC for the CRISPR flamethrower

"R & D told you to stop fiddling with the release valve of the flamethrower. You never were good at taking orders. Now your stream of burning death is wild and messy. Well, you have plenty of 'aiming' practice from the urinals... you filthy animal."

paper ferry
#

Rework the mag size increase of mini shells on the Warthog to be a 2x multiplier instead of a base +6, this would make the max mag size with mag size upgrades a total of 20, making this overclock a bit less worthless, probably still not worth considering, but less worthless

knotty walrus
#

Disable, delete the "Bosco you are the best" achievement, where you need to play 100 solo missions.

People shouldn't be forced to play a co-op game they love alone in order to 100% the game.
100 solo missions are a lot. Its pure grind and not thee fun kind. What exactly do you achieve?
What's the big thing you pulled of? I understand normal grind achievemnts like "playing the game alot, high level" but
the achievement is literally just a) playing the game in a way it isn't really intended b) don't fall asleep.

If Bosco is the the best, let him achieve something

torpid mortar
#

Not really a specific suggestion, but does anyone else feel like gunner needs a bit of a rework?

I think the issue with gunner is that you cant specialize him nearly as much as you can other classes. 90% of his choices, especially for ocs, are either single target damage or area damage, with minor things sprinkled in like electro minelets.

The only ocs that really feel unique for gunner are bullet hell, NT payload, and volatile bullets. This gives gunner a bit of an issue where it feels like regardless of mission or loadout you kinda feel like you're just doing the same thing 99% of the time. I mean even rocket barrage, an undeniably fun oc, is just "turn up the fire rate to 11".

This isnt to say gunner isnt fun, but i do think gunner would be even more fun with some more unique options in his kit like the other classes have.

spark quest
#

the suggestion of adding possible spawns of event/objective enemies (such as ebonite glyphids or random korlok weed plants) has already been done, but i'm gonna go a step further: apart from adding a possibility for something like the ebonite glyphid to spawn, add a possible fester flea spawn in any mission, because the entry in the bestiary says that any DRG employee is obligated to kill these pests, so it would be pretty cool to find a flea randomly. killing it would grant like idk 100 xp or something

austere spear
#

🧨Sticky Grenade Buffs🧨

https://deeprockgalactic.wiki.gg/wiki/Sticky_Grenade

Currently sticky grenades are the worst gunner grenade by far, lacking a niche to set them apart, and having low stats. A hazard 5 grunt has 108 HP; Currently Sticky Grenades deal 130 damage in a 4m Area, with a 1.5m Max damage radius, and 20% minimum damage. This means after 2m their damage falls below 108. This leaves you with a tiny 2m grunt kill range.

Increasing the grunt kill range to ~4m would make them much more effective, and bring Stickies crowd clearing capabilities closer to the other gunner grenades. Something like: 3.5m Max damage radius, 6m Damage radius, 50% minimum damage would give it a grunt kill range of 4.1 m.

TL;DR Double the grunt kill range of Sticky Grenades, as the current 2m is too small.

tepid osprey
#

idea: multiple different things to upgrade or change the look of inside the space rig for small passive bonuses to unlock something along that line

uneven comet
#

give a credit and exp bonus for random dreadnought spawns
scales with haz

celest bay
#

Ultimate versions of all perks that greatly expand on the already existing perk abilities, but take up two slot spaces in exchange for the power.

cursive gorge
#

If Bulks are the evolution of Exploders, what if there was an enemy type in between that is bigger, harder to kill, and does more explosion damage than the Exploder but not nearly as much as Bulks?

Think of it as the parallel to the Praet>Oppressor>Dreadnaught evolution chain

vague marlin
#

More xp per mission, doing the battle pass is almost impossible playing casually

vagrant rain
#

A new biome that has some sorts of lakes that might be a reminant of the oceans or a melted part of the glacial strata that has its own uniqe enemies that are isnpired by bugs that keep their larvi in water such as damsel/dragon flyes and mosquitos that in their larve and adolt form attack/inconvenience the dwarfs in any whay possible. Witch could also add a new swimming mecanic and a so called "swim training" room to the space rig.
P.S the larve can only attack if you are in or under water.

hallow widget
#

holding V opens an emote and trick wheel.

emotes on the left side and tricks on the right, the emotes would have dances and voice lines and the tricks would have your dwarf wave around his pickaxe, toss it around, and just do general tricks with it for fun (with voicelines such as: "i could do this with my eyes closed", "this is as fun as the hoop game", and "your pickaxes are meant for mining and fighting bugs, get back to work before management leaves you down there and sends another crew in your place") there would also be a small hologram section where you can click one and toss down a hologram that'll look cool and will only do that

civic shard
#

Round 2 of "Buff that OC"

Custom Casings (a Zhukov OC) should also give x0.6 spread.

Here are the base stats:
+30 Combined Mag Size (Base is 50, or 60 with T2 A)

-4 Combined Rate of Fire (Base is 30, or 38 with T2 B).

To me this is "bad minimal magazines" & here's why.

The main upside to a larger mag size is a longer sustained fire.

However, the RoF penalty reduces your DPS by ~13% at base, or 10% with T2 B.

Minimal Magazines gives you +2 RoF & -0.4s reload. To me, this is a better choice for sustained fire, as reloading only takes 1.4s (a ~22% reduction over the base 1.8s).

Now, why does giving it a x0.6 base spread bonus help?

Because it makes it unique, & actually makes T3 a choice.

You can take T3 A (+1 damage) to offset the DPS decrease.

Alternatively you can make a hyper accurate build with T3 B (resulting in 24% base spread).

With all other OC builds, I always take T3 B.

Edit: As someone noted, Custom Casing does give you +30 combined ammo, but honestly that's barely noticable with Zhukovs ammo pool.

real geyser
#

New Scout primary:

scout B0-NK Riot Shotgun scout

”With a rather unfortunate name, this lightweight weapon was designed to disperse crowds non-lethally, but we’ve… overclocked it a bit.”

The Riot Shotgun, as the name suggests, fires rubber slugs that deal less damage than other weapons, but have a slurry of effects which can be applied to it. The main feature of the shotgun is it’s high stun, which can be utilised by other team members to dish out extremely high damage to tanky enemies.

While lacking in damage, this weapon goes against the scout formula by being exceptionally crowd controlling. Not good at all at crowd clearing, but a few shots and a smart wielder can stun an entire crowd long enough for someone else to mow them down. The damage loss can be made up for through upgrades and overclocks, but many of these will get rid of the stun, effectively making it a normal slug shotgun.

What makes this gun shine is the T3 mods, which allow the slugs to be filled with all sorts of various chemicals to wreak havoc on bugs. Electric, pheromone or even nitroglycerin will decrease the stun from the normal amount but will highly increase the swarm clear of the weapon as well as the overall damage, which is especially useful for the scout, and might make this weapon more viable in singleplayer.

Overall, the riot shotgun provides a unique new niche role that can be exceptionally powerful when put to good use, and a powerful addition with Scout’s arsenal.

gaunt canyon
#

CAPACITOR GRENADE

idk for who, probably driller or something. Bigass capacitor that can be "cooked" (Charged up in hand somehow), depending on how much you cooked it, when it comes in contact with ground it can:
• emit powerful discharge, stunning and electrocuting bugs nearby, dealing low damage, but slowing them down
•electrecute and vaporize nearby bugs
• or just outright explode dealing massive energy damage

The longer you cook it, the smaller AoE becomes, but potential damage increases

real geyser
#

For April fools 2025, add “season 6” with:

  • the 5th class, librarian
  • cockfighting ring in the space rig
  • Illinois biome
  • Sweden region ban
  • zipline speed nerf
solar vault
#

gunner BRT7 Burst Fire Gun OC: Tungsten barrel
OC type: 🟥 UNSTABLE 🟥

                        ![rocknstone](https://cdn.discordapp.com/emojis/406463574266085387.webp?size=128 "rocknstone") STATS ![tothebone](https://cdn.discordapp.com/emojis/559737610906370048.webp?size=128 "tothebone")

rocknstoneBig increase in ammo capacity
rocknstoneSliiiiiiight increase in magazine capacity (24->25 lmao)
rocknstoneBurst size increased (3->5)
rocknstoneIf at least 1 whole burst fully hit the target, then reload speed will be decreased by 0.9 seconds
rocknstone"Longer Burst" upgrade will shoot +5 bullets per burst instead of +3

totheboneLonger burst speed
tothebone"High Capacity Magazine" upgrade only give +10 extra magazine instead of +12
tothebone"Expanded Ammo Bags" upgrade will only give +70 max ammo instead of +72
tothebone"Longer Burst" upgrade doesnt change burst speed
totheboneIncrease in recoil

steep lichen
#

Suggestion: Other people seem to have listed it, but I'm not seeing a response- would it be possible to have a blacklist system in DRG?
Something as simple as "Man, I had a bad time playing on that user's server, I'd like to not see any games they host so I don't accidentally walk into the same bad situation". If it can also prevent them from seeing my games when I host a server, that'd be nice too, but even just not seeing someone who I had a negative experience playing with again would be helpful towards enjoying how much good community this game has.
Edit: Heck, even just a mark next to it that says "You have Blacklisted this server" might be enough.

trim willow
#

when some enemies have their attack interrupted (by stun/fear/death/etc) they currently continue playing the attack sound. Ive seen this happen with stingtail grabs and rad praet roar, maybe others? But it would be nice to interrupt the attack sound if the attack stops

elder vigil
#

Make fire spread across petrified wood so we can burn down the entire Hollow Bough

twilit dagger
#

Arachnophobia friendly mode?

austere spear
#

https://deeprockgalactic.wiki.gg/wiki/BRT7_Burst_Fire_Gun
Very basic clean BRT7 OC concept.

💢Burst Frenzy💢

R&D added some expensive experimental tech to your bullets, now you have Improved Accuracy and Faster Movement for a short time after all shots in a burst hit.
rocknstone Burst Frenzy

The effect is almost identical to Battle Frenzy/Battle Cool from the T5A mod "Battle Frenzy" on the Gk2, just with the trigger and duration changed. The effect has the following stats:

Burst Frenzy

Duration: 1 Second
Refreshable: Yes
Effect: +50% Movement Speed, additionally for the duration the BRT7 cannot accumulate bloom. Bloom from previous shots will continue to decay until the BRT7 returns to its base accuracy.

Not much to say about the concept, the BRT7 just seems like a good fit for this kind of effect, I went with a clean cause I don't see the effect being too strong in practice. Though I could see it being a balanced OC with a few additional effects.

sick cloak
#

Grenade Plants
(name probably not final)

Hoxxes flora that grow volatile fruits. The dwarves can pick the fruit and throw it like a grenade! Hence the somewhat unimaginative name.

They would function basically like the egg baskets, snow piles, or (most fittingly) fireworks on the Space Rig during events, except the Grenade Plants have a limited supply of fruits. Probably no more than 4 or 5 per plant.

There would be different varieties. Some that just explode, some that do elemental damage, and some that cause different status effects (stun, fear, slow, etc.)

They can grow any fruit in any biome and more than one plant can grow per mission. If the plant takes damage, all the fruit on it will detonate at once.

As far as damage goes, I'm undecided. I kind of feel they should be weaker than the dwarves' standard grenades since they're just lying around free to use. But then again they're a special find and limited in use. They'd basically help out with one swarm and be done, so why not let them be powerful?

fluid pelican
#

A modification/stable overclock for engies shotgun the widens horizontal spread while lowering the vertical spread

topaz stream
#

An extension to the statistics section for beverages to see how much of every drink we have drank, we need to know how many of us have done the crime of drinking a leaf lover, also a statistic for how many times you've blacked out from alcohol would be nice (didnt know about that sry)

naive pike
#

OC for sludge pump - sugar mixture

  • bugs that walk by puddles will stop and eat them (more/bigger bugs will eat them faster)
  • slight increase to direct damage
  • removed puddle DoT
  • removed direct hit DoT
  • puddles cannot be set on fire
  • slightly reduced puddle duration
harsh stag
#

I think props should be able to Rock and Stone, but without the dialogue window, and maybe with altered directionality.

This would be fun both for taunting the hunter, but also for a bit of a hotter/colder Marko/Polo option when they're really struggling.

jolly glacier
#

New extension of the space rig containing the cafeteria. I read the message boards and I want my peat-loaf. Also the option of causing a food fight, last one not covered with what used to be food wins.

neon crater
#

If you decide to be extra annoying with pinging gold, Mission Control would say this: "FINE. For every next "We're rich" from now on, I will fine you until you're not rich. Got it?". And then the game actually begins to substract 1 gold for each ping on compgold/bittergem.

spark quest
#

an additional setting triggered via a button - when HUD is off, you can press a button to hide the dwarf's arm for even cooler shots (i REALLY wish my gunner's arm wasn't visble on this screenshot)

sand ravine
#

Customizing lloyd would be cool, seeing a gold bartender would be amazing.

remote knoll
#

have the pickaxe overcharge slowly lower so you can see how much time is left

thin trellis
#

add a skip button to the forge animation please dear god this is so painful to sit through every time

near glacier
#

ADD WEAPON CHARMS😃

civic shard
#

I have some changes to propose for the Subata OC "Explosive Reload".

Here are the current stats:
When dealing damage to a healthbar, leave behind a detonator that deals 42 internal damage when you reload.

x0.5 Mag Size (so 6 base or 8 with T1 B)
x0.5 Max Ammo (so 120 with both T2 A & T4 C)

Here's my problem, unless over 50% of your shots make use of T5 B (+1 Blowthrough), this is just a noticeably worse version of embedded detonators (an OC for Scouts Zhukovs).

This to me is a problem, since Drillers secondary weapons are meant to be more "Single Target" focused, & on the surface this seems to take Subata further down that route. However, to get full value you need to use it on multiple targets, which is unintuitive.

Here is my proposed fix:
Leave the detonators as is.
Reduce the magazine penalty from 0.5x to 0.75x (so 9 base or 12 with T1 B).
Reduce the ammo penalty from 0.5x to 0.625x (so 150 with T2 A & T4 C).

Introduce a new penalty: x0 blowthrough.

This stops T5 B from throwing the balance out entirely, & brings it closer to parity with Embedded Detonators. Here's the numbers for both Explosive Reload & Embedded Detonators (for ease, assuming no weak points or fire/electricity).

Explosive Reload (Changed, assuming 2, 1, X, 3, X):
Damage per Shot: 54 (12 direct, 42 internal)
Damage per Mag: 648
Damage Total: 8,748

Embedded Detonators (Assuming 1, 1, 2, 3, X):
Damage per Shot: 44 (6 direct, 38 internal)
Damage per Mag: 880
Damage Total: 10,780

It should be noted that T4 A on the Zhukovs also provides blowthrough. However, it competes with one of the 2 ammo mods, reducing your combined ammo from 490 to 390 (a ~20% reduction in ammo). This is still strong, but has a downside & fits Zhukovs more thematically.

I also did the maths for 0.75x ammo penalty, which brough the total damage up to 10,368. That's very close to the Zhukovs, however would put it so far ahead of base Subata that Explosive Reload would become the must have.

mental igloo
#

Make explosive goodbye on T5 breach cutter a weaker version of the EPC projectile in exchange for damage nerf? I don't think its too OP because it only triggers after a certain distance and is not on command like the EPC. It also kind of makes sense when you consider that the breach cutter is just a repurposed mining tool, and gives some viability to a previously overshadowed upgrade (in comparison to Triple-split line or plasma trail, which are both much more flexible in their general use, e.g. slight DoT increase or easier crowd control VS a very occasionally executed damage boost, since the base breach cutter should be 1-hitting grunts anyway.) In hindsight, there are probably much better ways of improving the mod, although I still think there should be some sort of mining OC for breach cutter that heavily nerfs projectile lifetime and mag size as a trade off.

dark wedge
#

Can change the behavior of Carnivorous Larvae at Parasites Mutation Warning? Because they are not dangerous enough compared to other warning, something like when they attack any Dwarf, they latch on and cause 5% slower move speed and -1hp in 5 second for 30 sec, the Parasites also stack for 5x. The only way to remove them is by calling Bosco or by getting other Dwarf to pickaxe at it.

knotty walrus
#

Holding "E" pressed while on the zipline locks you in place. Release it, keep ziplining like normally.
This defeats the repeatedly E spam if you want to stay on the same position.

This is easy to implement and improves quality of gameplay without any downsides.

uneven comet
#

drive a little space truck around the hoxxes solar system, see the other rigs orbiting in the distance, explore the skybox the devs made
0 bearing on gameplay, i just want to explore outside the rig without mods/cheating

if this idea cannot be used in DRG for some reason i would at least like it in rogue core

amber minnow
#

How about adding Henry Stickmin's distraction dance to the roster of dances the Dwarves can perform?

jolly glacier
#

Allowing us to set a default room to spawn in, since each one is designed for the different classes.

rough vector
#

Can we add a candy dispenser in the space station? Would be nice to see dwarfs kicking ass and chew bubblegum and they are all out of gums

uneven comet
#

custom art on molly, like ww2 nose art, could be premade by artists or uses custom image files (cat meme on M.U.L.E)

mental igloo
#

What about adding customisable cabins that you can add unlockable trophies and decorations to? Like an ommoran lamp for completing 100 escort missions or a dreadnought horn for killing 100 dreadnoughts etc. This idea could extend to the rest of the space rig, putting the promotion rank of each of your classes as plaques in the memorial hall, or a framed barrel hoop/jetty boot high score.

civic shard
#

Part 3 of "Buff that OC" (this time a 2 for one).

The clean Chain Hit OCs (for Subata & Bulldog) should be changed so that the bullet that ricochet deal damage more consistently.

My suggestions would be:

Subata Chain Hit
Add 310% armor break bonus to shots that ricochet.

This is slightly worse than the 350% armor break the second shot gets from T3 B. If you build Subata so that it deals 15 or more damage, its also guaranteed to break any light armor in 1 hit. Praetorians heavy armor will still eat the shot unfortunately (as it would require a total of ~470% armor break to break hazard 3 Praetorians armor in 1 hit, & 800% armor break for haz 4/5 Praets).

Bulldog Chain Hit
Add 100% armor break bonus to shots that ricochet.

Since bulldogs base damage is much higher than Subata's (60 vs 12), it needs a lot less of a bonus. 200% armor break (100% base + 100% bonus) guarantees the breaking of all light armor & the breaking of Praetorians heavy armor in 1 shot, even at Haz 4/5.

This doesn't get around the issue of Unbreakable armor eating the shot, but should make it much more consistent.

kindred python
#

Can we use beast master to tame lootbugs? A tamed lootbug when receive 4 pets will discharge maybe 5 nitra or 5 - 10 health? Because the lootbug is your allies, it will be attacked by the enemies and seeing that it's a lootbug, it wont survive for 10 secs.

sand ravine
#

forged cosmetic overclocks should give the character a buff or better stat <-- it would also be fun if there was a overclock gives a special effect, one for each character.

winter atlas
#

nitpick of all time: would be nice if achievements got higher quality icons, they are a bit crusty

sick cloak
#

I am absolutely begging that the season-specific assignments return with the rest of the old season stuff.
I know DRG is light on story, but removing these assignments drops the story down to almost nil and reduces MC to the no-fun-allowed guy, rather than the no-fun-allowed-but-he-actually-cares-about-the-miners guy.
And Space Rig 5 needs to be remembered!

#

...A related suggestion that just came to mind:
A tribute to Space Rig 5 in the Memorial Hall

burnt zodiac
#

Would be cool if we had skins as skin selections of the frameworks that we have. Example: The Scale Brigade skin on a Neonband framework

real geyser
#

bismor Mineral Mods bismor

A single-use, expensive booster selected for a mission! Each mineral mod costs ~250 of each, and must be unlocked through an assignment.

Along with mineral mods comes a new workbench inbuilt into the hallway to the lift that goes to the memorial hall called the Mineral Fabricator. It is used to craft mineral mods, and has a unique animation. However, unlike the forge, you can bulk-craft mods in case you have a hefty supply of minerals built up. These are single use and you can only equip one at a time, so they will go fairly quickly.

These mods do have a downside, the user will be faced with a small nerf. This ranges from less ammo to more damage taken, but will usually be cancelled out by the buff. (BTW, the buff would be applied to the entire team.)

Bismor-forged Canisters: 15% extra nitra mined, but 15% less max ammo for the user

Jadiz Core Batteries: +150% starting battery capacity but +30% overheat speed for user

Enor Pearl Shells: Every member starts with 125% ammo on every gun, however the user has a 30% less loot pickup range

Magnite-Toed Boots: +20% fire damage, but the user gets frozen more easily

Umanite Plating: +20% damage resistance to projectiles but user takes 15% more melee damage from enemies

Croppa Casings: Every shot has a small chance to fear near its impact, but the user’s shots have a chance to deal 10% less damage

Overall, these boosters provide a more consistent pool of buffs for your team, while additionally providing a use for those minerals which seem to constantly pile up. These boosters also add some new content and life to the game.

normal aurora
#

It was said before and I'll say it again:
Rejoin button, ecpecially to Deep Dives
I was network errored out halfway through stage 3 oh my gooooooddd

arctic tulip
#

Flare modifications

neat bison
#

Change the Furious Patch Headwear (The eyepatch from the Season 4 cosmetic tree) to be an Eyebrow cosmetic instead.

It already overrides any eyebrows you equip, and would allow you to use an eyepatch alongside a boatload of hats for a bunch of cool outfits. Anything that completely covers the face could just hide the eyepatch if that results in clipping issues.

severe badger
#

Add Dark Future Paintjob for a Pickaxe. I really wish to have this paintjob without using mods :с

Ya can make a "Missing Paintjob" assignment with this paintjob. Or just add it in DLC as it should be.

atomic verge
#

On the topic of perks that are theoretically good, but slightly too awkward to use

Veteran Depositor is fun, but Molly is a headache to stay near.

We already have a mechanic that provides damage resistance in an area: the glowing rocks in the Azur Weald. That damage resistance stays with you for a few seconds after you leave

Give us a flat damage resistance that stays with us for a few seconds after depositing minerals. A cute gift from Molly

sonic berry
#

im still waiting for game mode where drillers and enginers are required because you're only under surface. create a maze, connect things etc. and kill monsters before they even reach you deep down 200m inside a maze.
dig into rock and barricade the team with platforms, while also connecting devices or doing a puzzle
see garrys mod, call of duty, etc, zombie mod

zealous grove
#

Make the flares be able to stick to the bugs. They would become walking lightbulbs

Would it useful? Hell no.
Would it be funny as hell? YEAH

rough heath
#

an idea for a immediate reconnect button if you disconnect from internet issues mid game, basically on the lost connection screen it can have a button that says "reconnect" and will try to pull you back into the game no, I have had a ton of issues multiple times where my connection is just fully fine and then out of nowhere I lose connection because of desync with it happening near the missions end leading to very frustrating and unfair experiences of doing a mission and getting all the rewards ripped away

charred plinth
#

New Hazard Warning: Corrosive Atmosphere

Something in the air down there reacts very poorly with industrial steel, causing heavy damage to any machinery that comes in contact with it. Luckily (or unluckily), biological creatures seem to be immune. Regardless, management recommends locker room protocol in this cave.

This warning causes all sorts of disruptive effects to happen to all of your trusty machines, stalling missions if proper maintenance is not performed.

Molly: Molly has a "healthbar" that is shown as a simple white progress par when looking at her. Her health slowly drains over time, and causes her to move very slowly and become unable to deposit in when empty. Holding E on her with an empty inventory (or any inventory when broken) will refill the bar, just like building a pipeline.

Minehead: The minehead shares the "health" system as molly, and it cannot be deposited in if its health is allowed to fully drain.

Refinery: The refinery is identical to the minehead. Additionally, more pipes will break during every breaking event.

Doretta: Doretta slowly takes damage over time.

Uplink and Fuel Cells: These share the healthbar system, and will begin losing progress if allowed to drain.

Hacksy: Hacksy is able to endure less bug attacks before shutting down.

Rockcracker pods: The natural damage the pods take over time is increased.

torpid chasm
#

stingtail dreadnought and a macterra dreadnought as new bosses for elimination

kind orbit
#

been playing deep rock for a while so: a raid boss mission that you have to work towards as a end game objective. you would have to complete a bunch of objectives to unlock the raid boss eg. a few mission lists, obtaining a cube, finishing deep dives.

The raid boss would take up multiple missions like a deep dive, eg the first level you need to destroy the top of a massive drill rig, then the next level you have to work on a bunch of hacking missions and the final map is a boss like mission like industrial, or finding what the drill was drilling into and it being a giant dread egg that would start the boss

celest kettle
#

when shooting the nemesis, he should play some of the dwarven friendly fire voicelines

lyric loom
#

Im hoping for a future gamemode where it’s just a horde defense mission where it’s you and 3 others with your backs against a wall defending some objective. There would be upgrades you could buy for the objective you’re defending which would increase its health and defense. You would be able to set up traps, turrets and more and also be able to upgrade them. The bugs would only come from one direction/lane so it feels like you’re truly holding the line.

left juniper
#

Support disposables for all classes, for example:

  • For the gunner, a "sugar-nade": turns a small portion of terrain and enemies within the blast radius into red sugar, like a crassus but on a very small scale.
  • For the engi, bags of ammunition that can be thrown, and that reload when someone steps on them, something like 20% of the ammunition of the equipped weapon.
  • For the driller, a "goo-nade" something that stuns/scares enemies for a long period of time.
  • For the scout, a grenade that slightly increases all allied stats: speed, jump height, resistance, reload speed, etc.
halcyon tinsel
real geyser
#

Rework for engineer’s Plasma Burster:

You know how engi’s plasma burster fucking sucks compared to his other ones? Engi nades have always been pretty mid, especially ones like the lure and the plasma burster, and I feel like I only see engis using the SSG.

My idea for a new plasma burster would be instead of one grenade, engi would throw an entire fistful of micro plasma bursters. These would look like smaller versions of the original plasma burster, however each burster would detonate upon contact with the ground. This allows a wide spread of damage, which can be used to thin out swarms and deal heavy close range damage. If angled correctly, it could deal a huge amount of damage to a massive area. However, these would be difficult to aim due to the spread.

somber isle
#

A perk that makes building stuff faster. Like pipelines, cargo crates, etc

charred quail
#

"Lead Storm" Powered Minigun Overclock: Lazy Dogs
'Reducing the propellant and increasing the weight of each round massively reduces velocity but massively increases potential damage!'

  • individual bullet damage is increased for every second spent falling through the air (x3/s)
    [keep in mind most bullets would still move too quickly to last one second before hitting their target]
  • small increase in ammunition (+300 (+600) Max Ammo)
  • all bullets become projectiles with massive drop (bullets travel about 3-6 meters before hitting the ground when aiming straight forwards on a level plain)
  • moderate damage reduction (-2 damage)

this is probably unbalanced atm, but the idea is there
if making each bullet a projectile would cause lag, damage increase could instead by calculated by distance from the peak of the arc to the landing

#

make Stingtails consistently stunnable by shooting their tail just before they attack (during or after the clown honk, before the grab connects).
This would make surviving a Stingtail feasible in situations where simply dodging the attack would be impossible or would cause death in doing so

pale quest
#

Class specific perks for pickaxes.
Eg scouts take 22% less damage after a power attack, or they have largely decreased power attack cool down in air.
Driller could have large radius power attacks, or it instantly gets rid of the cool down on your drills.
Engineer could use the power attack to instantly build their sentries.
And gunner could get a large increase in power for normal strikes, or once every mission gets a free frenzy without taking a skill slot.

charred quail
#

make septic spreaders more of a dedicated area denial enemy rather than JustAnotherRangedBug™
instead of shooting directly at dwarves, they should shoot once close to the dwarf and then multiple times in that same area to cover more ground regardless of how much the dwarf has moved since then
they should also shoot at the entrances to smaller caves, blocking off escape routes and therefore supporting their melee-friends

#

the berserker perk should act as a power-attack bank rather than forcing you to swing 8 times in rapid succession when that amount of raw power is often not needed (praetorians and oppressors) or not feasible with the means provided when it is needed (dreadnaughts and detonators). but it also shouldn't be ready at all times

make it so that the berserker perk is ready at 100% charge and drops by 12.5% charge for every power attack given by it, if you power attack again within 2-3 seconds of using the last power attack it gave you then you may power attack again to drop it by another 12.5% charge, if you let that timer run out or the charge drops to 0% it starts charging again and you have to wait until 100% to use it again

even with these changes, the berserker effect given by the ebonite event should remain the same

rough vector
#

Make enemy variants from the Rival company "infected" by the Pox

bright hatch
#

Add a very small chance (1% or 0.1%) for the DRAK-25 Plasma Carbine to cause an explosion and down the player upon overheat to match item description

oblique glacier
#

I think it would be nice to have a "Last Mission Summary". Sometimes the end screen goes by really fast and you can't see all the xp, gold, kills etc. you got. I'd like a button on either the mission selection table, or the stat tracking terminal that would just display the same information that's displayed on end screens. Something nice to be able to take screenshots of and share if you think you had a really good mission. From what I know there's a mod that already does this or something like this when I was reading steam forums, but I haven't looked into modding much yet and it would be a cool base game feature to have.

torpid mortar
# sand ravine Customizing lloyd would be cool, seeing a gold bartender would be amazing.

a bit of a remix on this suggestion: the more you and others tip lloyd, the more fancy he becomes when you next log in (based on how many tips hes gotten).

milestones like 100 credits tipped, 1000 credits tipped, 1 million etc will see lloyd buying fancier and fancier stuff eventually getting himself some gold plated armor panels, a monocle, top hat and a drone-fitted dress suit.

maybe even decorating his bar up with fancy stuff.

austere spear
#

⛏️ Power Attacks ⛏️

https://deeprockgalactic.wiki.gg/wiki/Pickaxe
https://deeprockgalactic.wiki.gg/wiki/See_You_In_Hell
https://deeprockgalactic.wiki.gg/wiki/Abyss_Bar#Today's_Special

Currently power attacks damage is separate from normal pickaxe damage. This means anything that increase pickaxe damage does nothing for power attacks. I think that this shouldn't be the case. All effects that boost pickaxe damage should also boost power attack damage. This change would allow things like See you in hell to synergize with Bezerker, and would also make Skull Crusher Ale a lot more useful.

TL;DR Make pickaxe damage boosts also apply to Power attacks.

raven wren
#

Revert being unable to late join deep dives through Steam. It's literally just downgrading the game. I understand being unable to late join deep dives through the mission browser because random players would just always join your deep dive at the very end of a mission, making it nearly impssible to start with a full lobby, but that doesn't matter for steam joins anywhere near as much. All this does is intentionally remove QOL for no benefit.

charred plinth
#

A toggle for turning model rotation on/off in the weapon/pickaxe editor would be really nice.

strange dagger
halcyon tinsel
#

can you make it slightly easier for hammer spam?

astral owl
#

weapon loadout switching not tied to the overall loadout so you can switch a specific weapons upgrades more efficiently

spark quest
#

Just another on-site refining mission. Facing a swarm, accidentally hit a lootbug with my M1000. I wanted to kill it, but since I had enough nitra, I spared it. I started feeling bad for hitting it. I stared at it and pet it. Then I got an idea

Suggestion: Since lootbugs consume minerals and then excrete x1.5 more, why not add an option to feed them if you have at least 1 nitra/gold in your inventory? That feeding would also allow them to regenerate life.
If not, the feeding option could remain... Or just that they slowly regenerate life over time...
Also, to remove exploitation, they would not drop any minerals when hurt, only when killed.

fluid pelican
#

Give us a radio that we can put custom songs into

topaz stream
#

Make the pattern on the shirt of roughneck engie change colours instead of just becoming a solid color

rough vector
#

Mission contract: The Behemoth Mineral

In this mission we are not going to extract a simple mineral, No, we are going to put some rockets on it and send it to the deep space as big delivery.
The challenge is hard since we are going to attach 3 giants rockets. The rocket size is litterally big like the extraction pod. And the behemoth mineral is 3 times the geode.
Our goal is simple: attach the Rockets to the behemoth mineral by digging into 3 levels for the main cave. Plus we must add lots of fuel if we want to deliver the Behemoth Mineral, so expect hordes of glyphids untill we fully charged each rocket.

paper ferry
#

Data Transmission (name is being worked on):

rocknstone Upon release of a full lock, for every shot fired, your turret(s) will also fire a shot, completely matching your LOK-1's burst fire, with the turret's damage per shot, factoring in upgrades and such
rocknstone Every short fired by the turret(s) will aim from the turret to the target where the lock is on, this goes for each lock. So spreading locks will have the turret(s) shoot each of the locked enemies X amount of times per lock they have on themselves, or you can just full lock a praetorian or something

tothebone 0.67x max lock amount
tothebone -12 mag size
tothebone Upon release of a full lock, turrets overheat and disable for 3 seconds

Decided to have a crack at designing an overclock on the LOK-1 that synergises with turrets as many have asked for, since Warthog has turret whip, and Stubby has EM Discharge/Turret arc.
Not fully decided on the name, if anyone can come up with a better one similar to this then please do, had other ideas like "Packet transfer system" or such

uneven comet
#

PICKAXE BACKBLADE WITH A JET THRUSTER ON IT THAT TURNS ON WHEN YOU POWERATTACK

#

animated pickaxe parts in general

uneven comet
#

farmer hat

#

dreads should be allowed to randomly spawn in egg hunt

vivid sluice
#

A perk that lets a downed player still continue to aggro bugs for a period of time. It could have a certain amount of uses per mission like see you in hell.

gray tapir
#

New LOK-1 overclock:
Name: Guided Buckshot
Category: Unstable
Stats:
rocknstone All bullets in burst are fired at the same time
rocknstone x1.33 max ammo
rocknstone +3 damage
tothebone x0.6 max lock range
tothebone x0.66 max locks
tothebone x0.88 mag size
tothebone Can only fire full bursts and single shots

balance WIP

real geyser
#

LOK-1 overclock:

engineer Multi-core CPU engineer

"Due to additional cores for the CPU, the rifle can handle constant fire while still locking on! However, due to the increased heat vents and weight, we had to shorten the magazine capacity."

rocknstone Holding fire with an enemy in range will fire homing bullets constantly at the enemy
rocknstone Lock amount (and speed slightly) is converted into firerate
rocknstone A bit more ammo

tothebone Mag size is decreased by 50%
tothebone Firerate slowed down to the firerate of a slightly slowed gk3

winter pebble
#

Since the devs seem to have gotten in touch with Helldiver's devs and they both seem to like the idea of a crossover here're some ideas for the crossover on DRG side.

New drink: Hard Liber-tea - makes the dwarves extra patriotic, they shout about liberty and democracy instead of rocks and stones for the next mission, effect can be cancelled by blacking out or being a leaf lover.

Wrong frequency assignment - the HD2 mission control has the dwarves do some missions before realizing that he had selected the wrong endpoint for the orders and sends some stuff over as an apology.

Helldivers paint jobs for armor and guns

Helldivers helmet and armor (the armor has a cape that clearly wasn't made for dwarf height.

Helldivers resupply pod framework - changes resupply pod's appearance to match that of the Helldivers one

Stratagem hero arcade cabinet - an arcade cabinet where you have to insert a set of random arrow key sequences as fast as you can

celest kettle
#

overclock idea for the leadstorm: atomizer rounds.
bullets are now small nuclear bombs and explode, dealing area damage and leaving radiation for a very short time.
as downside it should probably have less ammo and direct damage, but i think giving it a much slower spinup time could maybe work as well.

tiny quiver
#

Please, oh please give us a skip screen for the forge animation AND an accelerated counter for selling minerals OR the ability to type in a NUMBER of minerals to trade. TYVM, A Greenbeard.

covert lintel
#

I know this is a meaningless suggestion that is probably gonna happen one way or another anyway, but,
More game machines. Jetty boot was a really fun addition and I'd love to see more stuff in that area to make a full arcade.

spark quest
#

a skip button for missino results (especially the mission status screen)

true elbow
#

Please, add a training field for us to test our equipement without going on a mission and ruinning it ( + it's long to go on a mission and then leave). This way, we could test builds easier... ty and rock and stone 🙂

devout plank
#

I have around 40 matrix cores, please add a single button to forge them all at once 😭😭😭

snow remnant
jolly sky
#

Suggestion:
"Hurricane" Guided Rocket System
Whistler Rounds (or) Bottle Rocket Overclock
- Significantly less direct damage per shot
- Randomized missile trajectory
- Decreased missile guidance
+/- Enemies more likely to focus on you
+ Slightly increased max ammo
+ Slightly increased magazine size

twilit dagger
#

Can we just give the engineer the hammer of dawn from gears of war as a grenade?

kindred python
#

Add the ability to change dance moves by jumping in the abyss bar

mental carbon
#

This is kinda a silly one but I think it'd be fun if gibs and ragdolls flew a little further, like they had more knock back, so if you blew up a bunch of grunts there'd be glyphid guts all over the place

topaz stream
#

Make the Low Oxygen and Shield Disruption milestones the same as the other warning related milestones cause currently they do not fit in with how the rest look

vague crown
#

Just a Funny idea:

When a Dwarf is really Drunk, but hasn't passed out, attempting to rock and stone will result in alternate lines being said, in a more... drunken... manner. like Burping in the middle of it, getting the line right, and thinking it's wrong, saying things that sound LIKE rock and stone but AREN'T rock and stone, Etc.

think it would be cool, and also slightly improve immersion.

violet token
#

A cosmetic addition suggestion
Add a "cangaço" hat,
Cangaço was like a wild-west brazilian anti-heroes, so it would be really enjoyable to brazilian community

spark quest
#

add voice lines to pinging the error rocks structure in azure weald and the error helix

also add voice lines to pinging passive creatures like the silicate harvester, they deserve that

spark quest
#

add mission control reactions to pinging goo sacs too much in hollow bough

smoky wadi
#

Add a slight visual warp to the edge of the screen when near an error cube. (Or if that's too much, then while holding one)
I think it could be a neat effect.

potent oracle
#

Please add a gamechat volume slider

elder vigil
# spark quest add voice lines to pinging the error rocks structure in azure weald and the erro...

Errorhenge Voice Lines:

  • “Look at the pretty colors!”
  • “Stay close, you get stronger when standing near this!”
  • “I wonder who put this here…”
  • “Wish we could take one of these back with us!”

Gravity Pool:

  • “Cannonbaaaaallll!!”
  • “Feel free to jump in!”
  • “I think I’m about to barf-!”
  • “Watch me do a backflip!”

Error Helix:

  • “I’m sure the nerds in R&D would know what this is.”
  • “This is- wait, what is this?”
  • “Can’t imagine what this once belonged to!”
  • “This is an Error huly… heely… eh I forgot the word.”

Silicate Harvester:

  • “This is a Silicate Harvester!”
  • “All aboard the Silicate Harvester!”
  • “Imagine what it’s like to eat all that rock and stone.”
  • “It’s a Silicate Harvester!”
jolly sky
#

Suggestion:
The ability to "rotate" paintjobs on equipment, with a toggle.
For example, if a weapon has a two-tone paintjob in red/blue, swap the colour placements so it's now blue/red.
And if it's three-tone, have the colours cycle clockwise. So instead of red/blue/yellow, it's now blue/yellow/red. And cycled again for yellow/red/blue.
This would add even more customization to the existing content without technically adding any new paintjobs.

finite tundra
#

If a miner is playing hidden dwarf by themself, spawn a few out of place props in random accessible corners of the map.

celest kettle
#

a half helmet version of the scale brigade helmet, so i can still show off my beard

unborn fable
#

AMD TrueAudio(Next) and SteamAudio support.

Hello, first thing I will say, I have noticed that DRG doesn't seem to have any form of simulated envrionmental audio/ambisonics. Adding support for TrueAudio(Next)/SteamAudio would be super cool, as it simulates ambisonics for things like dynamic reverb and stuff, which would be super cool in DRG seeing as you're exploring caves quite a lot. TrueAudio/SteamAudio can also react to changes in the environment in realtime. 🙂 (oh also please fix the lag spikes on AMD that are currently happening.)
Imagine how fun it would be to hear your gunshots echo through the caves.
Simulated reverb that changes as your environment changes, would be awesome.

covert lintel
#

victory pose thing where your dwarf chugs the bottle of healing juice used for reviving

topaz turtle
#

I have one terrible idea - make Nemesis invisible like glyphid stalker

potent oracle
#

Add a gamechat volume slider as I can barely hear teammates in game chat on console

halcyon tinsel
near glacier
#

Buff driller c4 by 150% dmg so i can bully my scout friends 🙏🙏rocknstone

solar herald
#

please let me pet silicate harvesters

azure blade
#

If the Helldivers 2/DRG crossover ever officially happens. What if we gave our 4 drunken dwarves access to a "hellbomb" maybe for a specific mission type, similar to calling in litho-foamers. I could imagine it would be another minigame-activated interactible once it's pod lands. Maybe to blast a hive or a dreadnought cocoon that was left long enough for it to actually "turn into something even worse"

light vessel
#

speaking of silicate harvesters, it would be nice to be able to ledge grab on them to get on them easier

fluid pelican
#

Give dotty a single, large, shock blast once she gets to half health

graceful hearth
#

1 new traversal tool + 1 new support tool for each class.

I still need to figure out what these tools specifically ought to do, but this train of thought started when I imagined flying sentry drones for the Engineer known as "Canaries" or "Canary Drones"... which would follow you wherever you go and automatically shoot at targets like Bosco (albeit with a lower DPS and/or less ammo reserve compared to the turrets). Much like a cave canary, it can possibly alert you to nearby dangers... and unlike sentry turrets, Canary Drones can be capable of perishing (in which case a cooldown must be initiated before another can be repaired, restocked, and redeployed).

fluid pelican
#

Give us a perk that allows us to turn a golden lootbug into a gold chunk

unreal osprey
#

“Stubby” Voltaic SMG:
Crowd Control (Unstable)

While experimenting with different alloys, we accidentally stumbled upon this, a new type of ammunition that retains electricity for significantly longer than its predecessor. It doesn’t hit as hard, and we’re limited by how much we can produce, but if zapping is what you need, we’ve got you covered.

rocknstone +50% electrocution chance
rocknstone +25% electrocution duration
tothebone -60 max ammo
tothebone -2 damage

#

“Stubby” Voltaic SMG:
Integral Suppression (Unstable)

This here is a variant of the stubby intended for use by special forces units. Firing it requires some stable positioning, but it’s significantly more accurate, making it perfect for stealthy engagements.

rocknstone First shot to hit an enemy does 4x damage (cannot trigger on enemies within 5m of another enemy that has already been hit)
rocknstone x0.3 base spread
tothebone -20% electrocution chance
tothebone 20% movement penalty while firing

deft owl
#

with how much leaf lovers and green beards LOVE rushing through missions without getting everything, there needs to be a big sign or some other notice they can't ignore that rushing DOES NOT give more credits at all.

sand ravine
#

A trading terminal would be nice, you would be able to trade overclocks and stuff. :P

onyx solstice
#

there should be a thing that lets us trade our leftover perk points. i have unlocked every single perk, and I still have around 150 points left over.

short shale
#

New Overclock for the LOK-1

🟥 Potential/Kinetic Converter 🟥

rocknstone More damage for every lock acquired (+1 dmg per lock)
tothebone Longer lock-on time
tothebone Fewer max locks

"By rerouting some of the power, we managed to force a bit more oomph into the bullets per lock. All that extra math does slow down the AI."

gray tapir
#

after unlocking all perks, allow us to show off how many perk points we still have

gusty crater
#

Dying in the drop pod should count as not having been downed when you escape

sage grotto
#

Slightly faster zip lines, I be taking 3-5 business days to get to my aquarq

real geyser
#

New Minigun overclock:

gunner Proton Shield Module gunner

”Utilising the same technology as the gunner’s force shield and using the rotation of the barrel to power it, we turned the gunner into a walking tank! However, due to the fragility of a shield that small, it can only be held when the gunner is not moving very quickly.”

rocknstone Firing generates a small shield in front of you which stops bullets, bugs and projectiles, which lasts another 2 seconds after you stop firing
rocknstone Small increase in rounds

tothebone Small decrease in firerate
tothebone While firing, your speed is further reduced to halved

hardy gate
#

Carpet Bomber OC for Thunderhead could use a buff/tweak. Perhaps a minor RoF and/or spin up speed boost to compensate for the damage loss. Otherwise it just doesn't seem to compete with Splintering shells

rare lily
#

What about some super rare inspection animations for weapons?

civic shard
#

Here's how I think Neurotoxin Payload should be fixed. The current stats are:

Each enemy in the AoE has a 50% chance to get inflicted by a Neurotoxin DoT that deals 12 average damage per second for 12 seconds, & applies a 30% slow.
+0.3m AoE radius (base is 1.4m, or 2m with T4 B).

-110 ammo
-6 area damage (Base is 9, or 11 with T3 B).

My suggested changes:
Retain the 2 positives
Change the area damage penalty from -6 to -3
Change the -110 ammo penalty to a x0.5 magazine size penalty.
Add a new penalty: x0% fear chance.

The biggest issue with Neurotoxin is how it interacts with T5 B, the fear mod. Fear + slows are VERY powerful in DRG, especially when combined with a powerful DoT. When used well, Neurotoxin means the entire swarm can't even reach the Dwarves.

The removal of the fear chance means it becomes more useful at slowing the swarm as they approach, instead of them never reaching anyone. I could also see creating a unique Neurotoxin effect for this OC, with maybe a 50% slow as compensation for the complete inability to fear bugs.

I'm aware that this may lead to people then switching to Coil with T3 B, but that at least requires changing weapons (& that particular mod is overtuned as well imo).

onyx solstice
#

might be recycled but y'all should add Deep Rock Shanty to the jukebox, along with a system that lets you choose which song you want, would be cool

elder vigil
#

Make enemy ragdolls (already dead enemies) affected by RJ250
I wanna make it rain Glyphid bodies

azure crater
#

New owerclock for deepcore grenade launcher: Turn-based projectiles
-Significantly less explosion radius
-Less explosion damage
-significantly slower reloading
-Slightly more ammunition
-Grenade launcher holds 3 projectiles instead of 1

Our engineers have found a way to feed several perojectiles with the same firing mechanism, although becouse of it rounds had lost in size and impact.

gusty crater
#

Glyphid man
This is very dumb and would not work at all but glyphid that uses mimicry to disguise itself as a dwarf and attacks separated dwarves when there isn’t a swarm or anything else going on.
(Yes, exactly like nemesis, I’m being soo original here)
(Yes, you can just use the radar and easily spot the fake)

Anatomy
It’s basically a ridiculously deformed pretorean, shape wise. The front body and back set of legs are notably bulkier and the middle 4 have shrunk significantly.
The ‘feet’ on a glyphid man’s front legs have been ‘flipped’ and grown fist like clubs on its joints which it uses both to move around (like a gorilla would) and to pummel any dwarf it (somehow, despite all odds) manages to fool.
The abdomen has been turned upright and melded to the back body to resemble a backpack-thingamajig.
It’s head has been stretched up and is now adorned in beard-like scales.

Behaviour
While not aggro’d, it passively moves around similarly to a dwarf.
(It should probably use a dwarf model when not aggro’d to make the whole disguise/mimicry an actual working gimmick in-game)
Once you get up too close or ping it (which is based on the fact that spiders feel and react slightly to the infrared light used by cameras when focusing), it will drop its disguise and charge at the dwarf on all(technically half) fours, and bash them with its front legs dealing heavy damage and knockback. The glyphid man repeats this behaviour until the dwarf it is attacking has been downed, glyphid man dies, or deaggros.
A glyphid man will deaggro if it sees more dwarves are nearby, at which point the glyphid man will turn tail and run away (also exposing its vulnerable back yay)
Additionally, due to its unconventional form of movement, the glyphid man struggles to make it up any vertical terrain as it has to climb by punching its ‘fists’ into the wall leaving a trail of small holes.

I doodled this months ago and now I figure not posting it would be a waste so ah what the hell.

real geyser
#

Overclock for the grenade launcher:

engineer Toxic Payload engineer

”By filling the tip of the explosive with a powerful neurotoxin, the grenades now spew out toxic gas! Some of the explosives were removed however, to not damage the toxins on impact.”

rocknstone On impact, the grenade will “spew” out piercing slowing toxins which affect anything in a fan shape in front of the grenade

tothebone -30% explosive range and damage

urban bison
#

Not let stingtails grab u when they are high on walls. They be grabbing u like that then u insta die from fall damage and there’s nothing u can do. It doesn’t happen often but yeah it’s just annoying.

marsh storm
#

I think lloyd should pour 4 beers when you order a round no matter how many people there are

pulsar star
#

I don't know if there will be overclocks for ability items (turret, sheild dome, ect) but it would be cool for enginner to have some alternate turret stuff.
Rather than just his simple turret MK.2 or MK.1. Like and upgrade or somthing that could turn it into a cannon.

near glacier
#

OVERCLOCKS for utility like the c4 make it something like fat boy or like a huge explotion i dont know is just a suggestion

oblique glacier
#

Event Idea

Rogue Bosco Recovery

"Heads up dwarves, it seems that some unlucky soul lost his Bosco and it's been infected by some rogue Prospector Data, deal with it fast."

rocknstone Bosco joins as part of the team
rocknstone When repaired, he joins with 1 revive and a random selection of different upgrades for his weapon systems from the upgrade trees

tothebone It seems that some prospector data is left over, every once in awhile Bosco's targeting systems are overridden and he may attack the dwarves
tothebone Along with this, the Prospectors deemed his ability to mine terrain and minerals too advantageous, his code no longer permits dwarves to ping where to mine

I figured this might be worth throwing out there as an idea for an event. It would function similarly to BET-C where you can fight Bosco to regain control from the Prospectors. I figured taking away his mining abilities along with the addition of occasional friendly fire would balance him out. Bosco can still have functionality this way but not be as effective as a full teammate as he is in solo mode.

twilit wolf
#

Crazy idea cz it was 2am when it came to me, ""Illegal Mods Dealer" found in the space rig hidden somewhere the management doesn't find 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

  • gunner's 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"

paper ferry
#

Not a fully fleshed out idea, but just a rough one that might made mini shells more considerable, imagine these changes:
rocknstone Removal of the pellet's 2 damage nerf
rocknstone Removal of the stun penalty

tothebone Add a -3 pellet penalty, accurately fitting the overclock name and penalizing stun but still allowing it to exist
This same pellet penalty would also very slightly reduce the overall damage but in a good exchange for having stun again, here's a reference:

Current mini shells loadout with max damage and pellets:
Damage per shot: 60
Stun: None

Same loadout with these changes:
Damage per shot: 56
Stun: Maximum of 52.17% chance if all pellets hit a weakpoint (10 pellets is 65.13% chance for reference)

Lemme know what you think or if you have concerns

strange hare
#

When the new performance pass system rolls out, can we get all three daily tasks slots to fill at the same time for the old passes?
It'd help cut down on grind for new players or players that weren't around for the old passes.

short shale
#

New OC for the Jury Rigged Boomstick

🟡 Scatter Shot 🟡

rocknstone More ammo (+10)
rocknstone Significantly more pellets (x2)
tothebone Much less damage (-4, maybe -5)
tothebone Lower Stun Chance (-20%)

"We switched the buckshot for some birdshot we may have over-filled and now even the drunkest dwarf can hit their mark. A shame the smaller pellets don't hit as hard. "

Addendum: I don't know whether it should have lower stun or higher base spread. Maybe even both.

real geyser
#

New active perk:

perky Gymnastics perky

”Part of our training initiative has been updated to include gymnastics training, allowing dwarves to pull off some sick moves while using momentum to damage bugs.”

Passive: +10% speed boost permanently, and saluting mid-air will make you do a flip.
Active: Pressing the interact button while you’re in the air will boost you down, dealing heavy damage to any bugs below you and allowing you to bounce off of them. The higher you fall, the harder you hit. (15 second cooldown so you don't spam it)

uneven comet
#

Korlok Tyrant Weed pickaxe set

tribal chasm
#

Bring back the season story assignments with the reactivation

trim heart
#

I’ve really wanted to see a use for the mini mules, perhaps as a limited storage variant of Molly for missions where she’s usually missing?

fluid pelican
#

If you manage to shove 40 or so objects into the drop pod, you should get a pickaxe part set that looks like it made out of junk

livid reef
#

1️⃣ An option to set default Hazard level. When a player selects its first mission of current session, this Hazard level will be chosen automatically.
2️⃣ Or just a function to keep previous Hazard level as it works between missions, but for sessions too.

stable sparrow
#

A lootbug mask for halloween based on the real life lootbug

river quest
#

Adult Dreadnought killing mission

tropic wadi
#

Rework for Feedback Loop so it doesnt feel like shit in terms of ammo economy: -100 ammo penalty gets changed into -direct dmg/penalty to weakpoint dmg.

This way the OC leans more into its intended purpose of clearing swarms, rather than being single target dps, and players dont feel like they wasted 1/3 of their ammo on a single swarm.

I know there are people who use this thing against preatorians and even oppressors, but I never understood how is that efficient in any way, outside maybe using the last bit of mag on tanks right after clearing trash mobs. So I dont feel like this new penalty would really hurt the OCs versatility and ability to deal with bigger mobs, as it didnt really had that in the first place.

My other proposal is to just buff the speed the OCs gains dmg and AoE stacks, but idk if that would be OP or not (I dont think it would)

spark quest
#

add spawning animations to macteras (they should dig out of the ground like glyphids) cuz it looks weird having them just literally APPEAR out of thin air (it'd also look cool)
((this is purely cosmetic))

tepid lagoon
#

lemme punch the jetty boot machine when i lose

deft owl
#

With all the other Dreadnoughts appearing, please rename the classic Dreadnought to separate it from the rest. Since it’s an evolved Praetorian, call it a Glyphid Praetor. Or Glyphid Centurion.

#

Got a new Praetorian ping response idea too:
“Glyphid Praetorian! Watch the acid bile!”

#

If we get bigger Slashers like Praetorian is a bigger Grunt, and Oppressor is a bigger guard. How bout the bigger Slasher be called “Glyphid Carver”, and a potential Dreadnought version be called “Glyphid Executioner”? Or “Glyphid Bladeguard” if Executioner fits a fully grown version better.

rare lily
#

The ability to ping axes? Why are the crossbow bolts that did not hit the target possible but not the axes?

finite tundra
#

An achievement for saving a million credits would be pretty cool.

white pagoda
#

I feel like any kind of buff to the LMG MK2 upgrade for engineer's sentry would have it compete with Gemini system. Like a faster flight time, setup speed, damage, fire rate, ANY of those things would make it more worth taking. (Pretty please)

(also a model change for when you switch between LMG and Gemini would be nice.)

quasi willow
#

You can't have a Six Shooter OC for the Bulldog and not be able to fan the thing. Hold the left mouse button for a split second to unleash bullets at a blistering fire rate at the cost of being incredibly inaccurate at range.

I know this has been suggested multiple times, over and over, but this oughta serve as proof of interest!

dusk pivot
#

i want AT to have an unstable that decreased fire rate, greatly increased reload time, and a major dmg boost.

real geyser
#

A new industrial themed framework which is fully animated for each weapon, so when firing something spins or a dial goes up, just small things like that

tribal chasm
#

breach cutter oc that's shoots flying timed mines. the longer they are in the air, the bigger the explosion gets, but contact with anything detonates them instantly. (this could also work for the epc charge)

near glacier
#

REACTIVE WEAPON SKINS WOULD BE NICE like for example the skin upgrades during the mission for how many glyphids you kill and shoots colorful ammo like for the flame thrower change color of flames or something also maybe a battle pass system would be nice how there is the perfomance pass for free maybe add a purchasable one ?

elder vigil
young crow
#

Mutator ideas

Elemental weakness

Anomaly
"Our reports say that bugs in this area are a lot more vulnerable to fires, freezes, radiation, acid and etc."
Self explanatory - deal more damage by, for example, burning the glyphid or freezing him.

Erosion

Anomaly
"Ground in this cave is not as strong as usual."
All types of ground now can be destroyed with just one swing of pickaxe. Not available in sandblasted corridors for obvious reasons.

Visited cave

Warning
"Some of our miners already were in this cave. Go in, collect what they couldn't reach because of sudden loss of life, and get out."
Decreases the amount of gold and nitra in cave. Crafting minerals are unaffected. Not available on salvage operations. (and yeah, it may look like a copy of salvage operation, but it's now a warning that can spawn on all other types of missions... let's just move on, shall we?)

Glyphid nest

Warning
"Previous mining squad told us they ended up in a nest of glyphids before we lost connection with them."
Increases the amount of all types of glyphids - both during calm and during swarm. There are especially a lot of armored glyphids (guards, praetorians, oppressors) and wardens.

tepid lagoon
#

make bosco actually know his way when digging dirt so when i come back to it he hasnt dug into the side of the wall please

gray quarry
#

If driller ever gets a 4th primary it should be a giant purple tesla gun which can shoot a stream of electricity, making static electricity all over the ground which can electrocute bugs

halcyon tinsel
#

Mutator Idea
--Warning--
Calcium Deposits
"Calcium levels in this cave are anomalous, the glyphids are tougher, and taller."

Glyphids take 15-20% less physical damage.
Note: They are not actually taller, unless they will be.

cunning gazelle
#

ability to replay deep dives from past weeks? doesnt need to give cores or anythin just like an option to see what they were like :3

uneven comet
#

lootbug murder victory animation

twilit dagger
#

I think that Bosco should have a neurotoxin missile.

kindred python
#

Can we add custom stickers to weapons

chilly veldt
#

A few suggestions related to players interaction, communication, and the laser pointer.

The main idea is to add the ability to use a laser pointer not just to describe the material or the enemy, but to send a command to the designated player, and also point the MULE where to move - just like in a single-player we indicate this to the Bosco.

How I imagine it: by holding Ctrl, the laser pointer is activated, and to the left of it we see a list of players present in the current run. Old indication system (using just LMB) stays as it is, but now you can also use keys from 1 to 5 (1-4 players and “5” for the MULE), and accordingly, a phrase is pronounced, such as “hey, scout, give some light in that place”, “hey, engineer, your attention is needed here”, “hey, driller”, “move over there, Molly”, and so on.

Also, for a player who has received a personal appeal in that way, there should be a special indicator that attracts attention, possibly animated and with a small mark from whom it was received. And if this function is used too often in a single area for the purpose of trolling, probably, a button or a function called “rude answer”, or something like that, may be provided. It's not available by default, but becomes available just in such a case - often monotonous spam-ish personal appeals through a laser pointer. When activated, the player says something like “I'm sick of your pointing at the same thing, I’ll do it now, just stop hurting my ears!” and for some time this party member will no longer be able to make personal appeals to the player.

uneven comet
#

elemental septic spreaders
(radiation, frost, fire, electric,etc)

#

elemental acid spitters
(fire, frost,electric,radiation)
acid is replaced with element

#

fire praetorian, but if fire breath is too much just make it hurl fireballs at dwarves
frost praetorian could also get a snowball attack

mighty sapphire
#

@formal axle came up with a great flamethrower oc idea so im gonna type it here AndrewAllCaps: sticky flames wherever u walk AndrewAllCaps: and permanent heat radiance
i suppose it could work like
you either catch on fire when killing something with the flamethrower for a duration OR you're just on fire all the time. you have some damage resistance to being on fire. (or not 🍖) and for that you get the things andrew mentioned

hard rover
#

Funny concept for a craft beer: Beer that temporarily lets you throw cups extra hard and kick other dwarves around so that you can start a barfight. Bonus points if its epic potency

tropic wadi
#

Leadstorm OC idea
Type: balanced/unstable

rocknstone weapons spread is always at its fully spinned state
rocknstone great dmg bonus against weakpoints
tothebone dmg decreased
tothebone slower spinup time and/or decrease in ammo

I saw similiar suggestion before, and I wanted to post my take on it. Basically an attemt at changing leadstrom in laser gun.

You get and instant max available accuracy (may be enchanced with T1 accuracy, so its not useless) and great increase in weakpoint dmg, making it pretty obvious that weapons gimmick is to always go for weakpoints.

The downsides also commit into this gimmick, as decreasing base dmg makes non-weakpoint shots less effective (the weakpoint bonus will greatly offset this penalty if weakpoints are hit), and less ammo is supposed to encourage going for weakpoints even more

The slower spinup Im not sure if needs to be here, I added it in case if instant max accuracy would be too big of an upgrade, so at least the dps and ammo u gain from instantly accurate gun will be at least sligthly offset by the time u have to spin it up first

Im worried it may be too similiar to LSLS (big dmg OC), but I believe its niche will be different enough to create its own Leadstorm experience

oak wigeon
#

silly 4th driller weapon idea, it should be a super strong thumper that deals damage in a radius, upgrades include: the normal upgrades (dmg, AoE,ammo) and cool upgrades like stun, (fear??) burst fire or something
this could have super funny overclocks

waxen dew
#

New drink: Fortuitous Froth

Effect: Every 40 units of items deposited adds one extra mineral.

Hidden stats: You will always receive minerals in the following order: abundant, abundant, rare, then repeat.

Description/lore: A legend of long ago tells a tale of a group of miners whose pickaxes never struck precious ore in a cave, but returned with ore, nonetheless. Their legacy lives on in this forever-foaming malt that promises those who drink it will deposit ore from thin air, which confounds Management to this very day.

(Credit goes to OmegianLord on Reddit for his original idea to occasionally deposit extra gold with minerals)

waxen dew
#

I think a nice touch to Huuli Hoarders would be the addition of different minerals on its back depending on the biome, even if it were a texture change. The green and red chunks on its back could turn into white and yellow on Salt Pits, for example.

#

What if we had a victory move that was a dwarf carrying a bunch of gold and nitra in their arms. However, they cannot hold it all, so pieces fall to the floor and the dwarf looks forlorn at them before throwing all of the minerals on the ground.

"Can't Hold All These Minerals"

civic shard
#

The LOK-1 SMЯT Targeting Mod (T3 B) should either:

  1. Be made togglable when selected as an upgrade
  2. Added to the base gun & made togglable

I personally think 2. is the better option, but I can see arguments for both.

Now, you may ask yourself, why do I think this is necessary?

Two reasons.

  1. It competes with 2 very powerful upgrades: +20% damage vs on fire or electrocuted targets (good single target damage upgrade) or +3 Blowthrough (good swarm clear upgrade).

  2. It's counterproductive for most OCs & 2 other upgrades.

For mods:
T5 A (targets with 3 locks get electrocuted) can be prevented by use of SMЯT, but it's unlikely.

T5 B (+20% damage at full lock) can easily be prevented by use of SMЯT when targeting a single target.

Armor Break Module (+1100% armor break at full lock), Explosive Chemical Rounds (the last bullet that hits a target with 3+ locks explodes), Executioner (+50% weak point damage at full lock) & Neuro-Lasso (x0.9 move speed for each lock on a target) can all be prevented from function by using SMЯT.

Making it togglable (as an example, by holding Q for 1 sec) means that in those circumstances where it is useful, you can use it without having to worry about it screwing you over.

I also think it's niche enough to not warrant an upgrade, & fits the aesthetic of the base gun.

finite tundra
#

Alright. Wild idea, but hear me out. What if you could enable a setting that would allow a "player 5" to join, which replaces mission control? They get a third-person view of any dwarf they want, get alerts when swarms are coming, approximately how many are in each swarm, and additional information such as how much gold can still be found in the cave. If they can't communicate this information via text or voice chat, they could press a key/controller button assigned to each major bit of info that'll ping all the players with a little text blurb.

onyx solstice
#

More rock and stone voicelines. Eg: "Rock and bone to the sto... Forget it." "Karl forever!" "You rock, me rock, all rock!" "Rock an- cough gag Guh, sorry." And maybe a voiceline that just has the dwarf yell rock and stone with all their might. "ROCK AND STOOOOONE! ..Whew."

real geyser
#

New machine event:

🍄 Bugshroom Harvesting 🍄

"Miners, before you is a bugshroom harvester. These mushrooms can only be grown in the depths of hoxxes, and we need your help to collect and extract them. Theres one catch, they only grow on the backs of glyphids. Be careful, as they are highly adaptable and will require extreme precision and offensive power."

Bugshrooms, as the name implies, only grow on the backs of glyphids. These parasitic mushrooms are highly valued for both their highly insulative properties and their amazing taste. To collect these bugshrooms, the dwarves must kill special glyphids.

glyphid_smol The Glyphids glyphid_smol

The mushrooms have warped the bugs, providing various advantages towards the hosts. Effects like thick, turtle-like shells of shroom and spore cannons can be found on the hosts. Hazards like this are what makes bugshroom so valuable and difficult to harvest.

Each bugshroom-infected glyphid has unique properties. As the mushroom needs soft, squishy parts to be exposed to the air, it is only found on grunts. Each grunt has three separate parts (head, thorax, abdomen). Each part can grow a unique type of mushroom. however most mushrooms will take up two slots. Each mushroom has a different colour, indicating it's weaknesses and strengths. Blue armour bugshroom is highly resistant against cryo damage, while red spore cannon bugshroom wil deal burn damage. This creates a unique enemy to fight against as well. You might end up with a bugshroom glyphid carrying heavy armour on its head and thorax, but a spore cannon on its abdomen. There would be many different effects and many different bugshroom parts.

pickaxe Harvesting the Bugshroom pickaxe

Harvesting the bugshroom is as simple as killing the bug, extracting the bugshroom samples, and dumping it into the rocket. To harvest the samples, the team is required to precisely excavate the fungus from the host's body by jamming a pickaxe into it enough times. This will give the dwarf a sample of ~20 bugshroom, which they can deposit into the rocket. The event is over when around 600 bugshroom is aquired, which is around 30 bugs killed and harvested. The rocket will launch automatically, completing the objective.

static hill
#

I think it would be nice if we could get different loading screens

ionic basalt
#

I would like to add more satisfying sounds to the aiming of a smart rifle engimote engiapproves

#

And maybe buff "fat boy" overclock, because it have unusablety low damage. Breach cutter with my build dealing more and have 21 charges. I want to use nuclear bombs stronger than this engimini

paper ferry
#

Can we give burning nightmare on the EPC the same self-damage treatment that the breach cutter has? I've noticed you can very often damage yourself for a frame with it, and as negligent as the damage is, it can get real annoying and interrupt shield recharging

lyric coral
#

Can we get last year's glyphid inner tube as a hat?

knotty walrus
#
  1. May Event

Dwarf labor rights!
Deep rock galactic is exploiting us!
Dwarfs come together, spread the message of Karl

Deep rock galactic throws a "pizza party" event to show their dwarfs that they surely care for their worker unions.
Free hat, isn't that what you wanted? now go back to digging.

hard mica
#

A second utility item to choose from for each class
Engineer - A different type of turret or those electric fences from Survivor
Driller - actual landmines or those fire turrets from survivor
Scout - maybe a small pack of sugar that can heal 25% once
Gunner - maybe a tertiary gun with not too much ammo

hard mica
#

Overclocks for the mobility tools:
Engineer: Bouncy Platforms or bigger platforms (but less ammo or sth)
Driller - Drilled holes are bigger but fuel depletes faster or slower digging but more damage done to enemies
Scout - way slower hookshot, not as useful for getting out of a tough spot, but you can actually lower yourself with it safely
Gunner - shorter distance, but you get improved defense while zipping (or sth else, wasn't really sure for one for the zipline)

humble rover
#

Pod/bedroom/cabin customization, whatever your spawn place is called in the hub. It would be neat to see different peoples spaces when they join your lobby. Stuff like posters, figuirines, colors, even a little radio or something

short fiber
#

Fix the Sticky Flames OC not properly igniting praetorian gas clouds.
It currently just dissipates when it collides with the clouds hitbox

tame hedge
#

they should add an eater of worlds from terraria like boss that looks like a sandworm but doesnt split after deaths and it would dig through tunels and it would tell you a few s before the giant mouth with tousends of teeth comes out ( i know it will be hard to balance but just imagine how cool it would be)

calm merlin
#

Fix the glyphid’s collision with the minehead and mobile refinery so i dont get attacked through the floor

tender zinc
#

New Spacerig Minigame: Whack-a-Bug
Costs three Credits to play. Game is set up with eight plush figures across the arcade machine, each of them having a dwarf on one side and a bug on the other. Up top is a performance bar that shows how many hits and misses you get, with a final grade bar underneath. Plays just like whack-a-mole. Hit bugs to gain points, hit dwarves to lose points, each figure swaps sides every now and then to keep you on your toes. The game has a 60 second timer, and once that timer ends, you are left with one of many final grades:
Less than 10 hits: Mission Control
More than 10 misses: Bug Bait
10-20 hits: HACK-C
10-20 misses: Mactera Grabbed
21-30 hits: Molly
21-30 misses: Son of a Mud Golem
31-40 hits: Doretta
31-40 misses: Beardless Blunderbuss
41-50 hits: BOSCO
41-50 misses: Fester Flea
51-99 hits: Rock and Stone!
51-99 misses: Leech Lunch
100 hits: Karl
100 misses: Pointy-Eared Leaf Lover

atomic verge
#

holy fuck, for the love of god, fix the ways that machine events interact with Doretta. I've already been on this channel talking about minibosses like BET-C and Tyrant Weed, and i got plenty of rocknstone votes for that. At least fighting random Dreadnaught spawn and defending Doretta are both basically the same thing.

If i am playing solo, and i want to complete a machine event during an escort mission, i... am just... fucked.

Especially at higher difficulties, the bugs that spawn near the Ebonite/Cursite/Tritolite events just leave to attack Doretta.
Do i stay near the Ebonite event where i can pick up Charged Pickaxe Batteries?
Do i stay near the Cursite event where i can deposit the Cursite?
Do i stay near the Nanite Bomb dispenser and the Tritalite deposite?
Or do i go to defend Doretta, losing the Machine Event, but still having to deal with the waves and waves of glyphid spawns, worst of both worlds?!?

To sum up my suggestion: Just like the Glyphid Dreadnaught spawns uniquely red Swarmers that are tied to the boss fight, convert ALL of the glyphid waves during machine events into some special behavior that ignores Doretta. Especially during solo missions

steel marlin
#

'Mineral Chutes' or something: Reinforced Power Drill special mod that allows it to mine minerals, for the opportunity cost of another existing mod. Idk what tier.
Why? It's weird that the drills cannot mine minerals. Allow it to do that, at an opportunity cost. Alternatively, "muh immersion."

nova loom
#

Add voice lines for the dwarves when using the zipline that specifically reference the fact that bugs can't reach them while they're on it. They do this already for jet boots and the zipline is far more effective on this front. It would help new players understand the zipline's true functionality a lot earlier and would thus reduce the calls for buffs.

fluid pelican
#

Give engie a voice line for when he has the the plastcrete mk2 equipped

white pagoda
#

after you've everything you could from lost gear, could you replace every lost gear event with an increased chance to spawn a cargo crate? Then after getting all the stuff from cargo crates, both cargo crates and helmets can re-appear again. (this can also work vice versa)

ruby robin
#

Better navigate map to explain further in this is having a 3D holographic image of the location and been able to ping the area of the objection then what we have now as well need more navigation tools that show where the pod are to gain better navigation engi should have a navigation tool that predicts where enemy are like a radar this can be replace gun for building but I think all class should have there own special equipment

elder vigil
#

Pressing E on a hacked Patrol Bot slaps it head and makes it spin around a bit

gaunt canyon
#

Ey devs, maybe add sort of level editor to drg/rouge core?

You could make a bunch of events terminals, logic blocks and triggers, weapon dispensaries Bosco fabricators and bunch of other crazy stuff that won't make it into missions.

Maybe for these kind of missions allow people to tune the cave generation and it will remain permanent after the created mission is released.

These types of missions will be sort of level editor with bunch of crazy and unbalanced stuff. You obviously won't get any rewards for playing it, since someone obviously someone will make a mission with like 20 lost packs and 1 billion gold lying around.

But you still can get some sort of alternative xp that changes nothing except tells other people how many missions you've played.

vagrant bone
#

Quite a small nitpick about Deep Dives:
The mission loading screen looks boring with just dwarf icons. Next stages show you what kind of objectives are for the next stages.
We could use a simple GUI that tells players they are on the Deep Dive and what is for the 1st stage(even though we can see it before mission start)

echo gale
#

New enemy idea

Crystalline bug that looks very similar to red crack sugar, but starts running away once spotted similar to hoarder, leaving small chunks of red sugar behind which can be used to heal, dropping a big one once you catch up to him and kill him,

Disclaimer: It is a rather silly than serious idea.

thick prism
#

Can we have an option to hide absolutely all UI elements, including Mission control, Teammate's pings and Mission objectives,
I know this is not a popular way to play but I play with as little UI as possible and I don't think it would be hard to add this,
It would be nice for people who do wanna play like this, Thank you for reading.

vagrant bone
#

Waste Limitation/Retrival of used equipment
There are objects you hold to use to complete an objective(like miniMULE legs, Litofoamer/Litovac).
When the corresponding objectives are completed it feels like a waste of resources to leave them like a garbage on Hoxxes.
I think it would be neat if after the objective, those objects could be deposited into Molly so it works as a small reward on mission completion(like a few credits or exp). Of course Doretta should be carried to the pod still(Idc if this one does not give any reward, but smaller once I'd like to bring with me).
Tbh, I already try to bring those things with me and throw them into the pod before I leave, but those are not that important and unique as Dotty.
It is also logical for DRG to make an incentive for that so they can cut costs on materials.
Oh! And also:
In Deep Dives if we have carried Dotty to the mid-droppod, it would be neat if her head was still in that droppod and carried back up(next drop pods would not have her head). And also she should be at the Deep Dive Completion screen regardless if escort was the last stage or not.

half spire
#

NEW WARNING IDEA

ROGUE EMPLOYEES: Rogue employees who protested against DRG are detected within these mines.
The employees act similar-ish to players and will gather resources while nearby. They will attack on sight and there can be anywhere from 1 to 4 dwarves in a Rogue Team. In a team, there will never be 2 of the same class, so against a team of 4, you are guaranteed to find a Scout, Gunner, Driller and Engineer. They won't have access to equipment that would make them frustrating to fight.

Rogue Gunner: carries a minigun and can occasionally throw sticky grenades. Will power attack with pickaxe if within point blank range. Has the highest HP of all Rogue Employees.

Rogue Scout: acts somewhat similar to V2 from ULTRAKILL, so he will avoid the player if the player gets close, and approach the player if the player tries to keep distance. He has access to the assault rifle and uses the boomstick when attempting to approach the player. Can use grappling hook.

Rogue Engineer: uses the shotgun, will use the grenade launcher if the player keeps their distance, and can place a sentry which will either expire when 90 shots are fired, or when the player destroys it.

Rogue Driller: will actively chase the player, even drilling through terrain to reach them. Will use flamethrower if close enough, will use pistol otherwise. Will attempt to use satchel charge if the players are grouped closely together, or if a player is surrounded by enemies (excluding enemy dwarves).

Rogue BOSCO: acts like BOSCO without upgrades and only spawns when a single Dwarf spawns, will self-destruct if their designated Dwarf dies. Cannot revive the Rogue Dwarves.

None of the Rogue Dwarves have upgrades, perks or overclocks, they will drop their harvested resources when killed, and their MULE can be disabled by hacking it to collect a Compressed Gold nugget.

half spire
# half spire NEW WARNING IDEA ROGUE EMPLOYEES: Rogue employees who protested against DRG are...

Potential player voicelines

Marker:
"Wait, another Dwarf?"
"Hey, HEY! Rogue Dwarf here!"
"That's the [BAD WORD] who beat my Jetty Boot high score!"

Encounter:
"Hey, you're not Karl!"
"Get 'em!"
"You're not supposed to be here!"
"Get those pointy eared leaf lovers!"

Victory:
"Next time you'll remember to Rock & Stone!"
"And that's why we're still the best!"
"Well done guys, first round's on me tonight!"

plush onyx
#

Could we get one or two more loadout slots? I already ran out of slots and it's pretty annoying to have to manually change the loadout when I want to try out the seventh overclock I have on a weapon.

knotty walrus
#

Add a very small chance that the dwarves just randomly fart or burp during a mission.

They are blue collar workers ffs.

real geyser
#

its been discussed a lot, but if there ever is a potential crossover with helldivers 2 there could be a new box with a small chance to spawn (about the same chance as a jetty boot crate) where the dwarf inputs a stratagem code to unlock it. the box contains a helldivers B-01 helmet (which unlocks it for the dwarf) and a +75% ammo and health resupply for one person, in case it has already been unlocked.

little lark
#

Add a timer for Shredder actions to the engineer, because I don't understand when they are disabled because they are lost in battle

grave lagoon
#

Add some punk cosmetics. Or dont. If ur a punk.

finite tundra
#

Imagine this, if you will;
The latest leaps of gaming technology have allowed R&D to produce Jetty Boot 2. Now, accumulated points can be used to buy skins for your boot! Clearing five levels nets you an extra life (maximum of 4)! The walls are slightly more detailed! And so much more! Actually, that's about it.

jolly glacier
#

Overclock idea for Warthog Auto Shotgun:

Unstable Overclock: Steel Slugs. Replaces regular shotgun ammo with steel slugs. Fires only one projectile (look up a steel slug for a shotgun, it’s just a hunk of metal) with increased damage and guaranteed armor piercing. However, it reduces max ammo by a lot, and reduces magazine size to 6 shells.

lyric coral
#

New mutator/warning: Priority Target. Instead of a normal secondary objective, the objective is to kill a miniboss or do a season event, which is determined upon the level loading. I like the added challenge they bring, and being able to know you'll be facing something extra can be fun.

uneven comet
#

"please stop me" hockey mask (from manhunt)

ruby robin
#

a perk for engi to have auto building sentry the idea of this perk is to help engi to build there sentry quicker and it auto build down side slower build on engi or on team

mighty sapphire
#

voicelines that work as automatic responses to other voicelines (if rng decides that they should play and the responding dwarf is nearby)
example, dwarf 1 deposits and says " can't believe how green I was when I started here!" and a nearby teammate has a chance to respond with "still is! HA HA!"

chilly path
#

An enemy based off those deeptora swarms from the hives but instead of being an invulnerable environmental hazard that patrols one spot, they would be actual enemies. Of course, shooting at each individual one would be stupid, so just simply shooting at the swarm will deal damage to it, depending on its remaining health the cluster of tiny bugs would get smaller. Would be cool with swarm events to have absolutely massive swarms of these tiny bugs forming formations and stuff.

chilly path
#

Giant crabs 🦀

fluid pelican
#

Add a DDR like mini game to the space rig

chilly path
#

A log in the miners manual or somewhere in game that goes over the lorewise purpose of the minerals we mine, like what is croppa and magnite used for?

chilly path
#

You know how they have that one achievement for getting high score on barrel hoop? They should add one for jetty boot for getting like 100 or something

final harness
#

So this is a topic near and dear to my heart. Game icons.

I was looking at drg survivor on steam and the icon caught my attention. It was terrible. It was like a poster that had been shrunken down to thumbnail size.

Then I saw the game logo. Specifically, the O in the word survivor.

It was perfect for a game icon.

Could someone provide that O with the skull in the center as an icon? If not as the official game icon, as one I can apply to my desktop icon or dock?

spiral torrent
#

Perk name: Gunzificator 2000
The perk would be an active perk that, upon activation, would allow its user to have both weapons in hand at the same time. The perk could work similar to berserk in terms of functionality, but would only last the duration of one magazine.

brazen frost
#

Allow outfit, weapon, and pickaxe loadouts to be separate and not connected to each other. eg; i can have multiple different pickaxes, but their not tied to the weapon loadout of the same letter/slot. If i want to switch to a different pickaxe, it wont change all the weapons and outfits equipped.
Also perks. Eg: I can have a solo perk loadout, and can easily change it to a team based perk loadout without changing everything else.

small prairie
#

Add a rare voiceline to brood nexus where the dwarves call them Bakeries

odd silo
#

For On-site refining, instead of naming the pipelines "1, 2, and 3", color-code them in Red, Green and Blue. It's easier to callout and differentiate the pipelines this way. Just a quality of life suggestion.

spice pewter
#

TF2 style emote menu for contextual information/communication not covered by the ping
E.g:

  • Need a drill here
  • Need a platform here
  • Flare this area
  • I need a resupply
  • Use your shield
  • Ready to start
oak iris
#

please make the driller impact axe faster and easier to hit, it's clunky specially at high ping.

dry hamlet
#

Further drawing from TF2 format here, but make the server browser easier to access, with potentially a "Quickplay" mode if you don't have assignments and are just looking to jump into a game.

astral orbit
#

Dystrum Draught - Crisp and invigorating, this traditional brew will keep your arms moving.
Increases pickaxe swinging speed

#

a T3 mod for the cryo cannon which increases duration of the sticky frost

copper storm
#

Trash bin molly on the space rig to throw away mugs

urban sequoia
#

Some type of timed extraction mission, I was thinking you go in and complete a short simple objective within a certain amount of time, then return to the drop pod, if you don’t extract in time the drop pod will leave and you have to survive as long as you can again progressively harder hordes (or maybe just survive until you can call in another pod). Or it could just be survival where you survive as long as you can and get more credits and stuff the longer you survive, but can also call in the drop pod whenever you want so you can gamble everything you’ve earned for more if you want.

proper wave
#

Pet dwarfs, no need for more info

jolly glacier
#

Maintenance on the space rig as a mini game or a short mission. The enemies could be evolved plagueworms since the rockpox has been spreading on the space rig. The objectives could be things like satellite realignment, reactor maintenance, or simple repairs on the exterior.

austere orchid
#

Hi there. Having global mining stats displayed, which could influence the credits we get depending on the resources value fluctuation in the galaxy. It would improve the lore and help the Devs to steer the player towards different missions.

agile ivy
#

furniture and space rig customization so you can be comfy on your own rig would be kinda cool

digital socket
#

Please, for the love of Unkarr, make Doretta's head visible on the terrain scanner. Please, devs. She's handicapped once the Heartstone's broken, and if we can't see her it's hard to help her get back. We can see Molly and BOSCO on the scanner, why not Doretta?

jaunty spruce
#

I think the korlok tyrant weed's core should count as a 1x weakpoint for weakpoint damage bonuses, considering most weakpoints in the game are glowing in neon colors i'm surprised it isn't

celest marlin
#

Add a virus that will control the player, making him a boss or a miniboss. Damage, attacks (dwarf weapons), HP and the rest will depend on the player and his level. (The dwarf cannot be controlled until the virus is defeated)

naive pike
#

remove face melter's range penalty

oak iris
#

explosions on sandblasted corridors should turn the surfaces into glass rather than stone.

real geyser
#

New biome made of translucent glass, with laser crystal hazards which shine through thin walls and thin floors, along with very fragile glass flooring which will collapse if too much weight (2 dwarves or 1 dwarf and Molly) steps on them.

copper storm
#

Remove the tubes from the drop pod in the loading bay, it causes performance issues and slows down loading the space rig when the game is doing the physics for these two tubes

elder vigil
#

Cryo Cannon OC Idea:
Reactive Cryo-Fluid (Unstable)

rocknstone Sticky Ice Lifetime greatly increased
rocknstone Enemies that come into contact with Sticky Ice cause damaging icicles to form
tothebone Decreased Freezing Power
tothebone -100 Tank Capacity

“The Cryo Cannon’s fluid has been swapped with a far more volatile mixture, making sticky ice highly reactive to bug heat. Any enemy that walks over these ice trails will be impaled by rapidly-forming icicles. However, this new fluid takes up more mass and is less effective at directly freezing enemies.”

lyric coral
#

DRG-themed brewing ingredients, mainly because the idea of red sugar mead keeps popping up in my head.

viral grotto
#

Greybeard here... my biggest wish is to have a mobile abyss bar. perhaps a modifier or whatever to make it a bit special.... will be alotta fun to have beer in the caves... while drinking beer irl.... cheers!!! hick..... lets take a break sit down.... one of the voicelines... get a beer between all the hard mining work, do a cheers to eachother in our "office" at hoxis... hahah

twilit dagger
#

Can we get official damage numbers for consoles and other quality of life changes like customisable crosshair colours?

stuck shale
#

Random mutations it shows up as a regular mutation on map but you cant see what ya get till your in mission ..ex: egg mission can have yellow and red random mutations you dont know what they are and you get in mission to finaly see what the true mutation are it shows up same way like special beer at start of mission anyway it rolled golden bugs and exploder infestation or something like that

naive pike
#

put turret whip earlier in the warthog tree, leveling engi the first time is such a pain

copper storm
#

decals, let us graffiti the caves with unlockable sprays or something

plush onyx
#

What if rockpox spikes and the fight against Harold were their own mission instead of random modifiers and events? (Kind of like the caretaker fight)

onyx abyss
#

Let us pet Della the Drillovator

marsh nebula
#

Since having sentries during the Drillevator sequence will make it hard for engineers to use them efficiently, maybe add turrets into the Drillevator similar to the minehead (if the drillevator is not that crowded with other stuff) that can be built as long as there's an engineer in the mission, these sentries could be around the caliber of a maxed out sentry, engi and the others are able to build it but only Engi can refill the ammo in it. Balancing it with the fact that Engineers can still build other sentries, upon building a drillevator sentry it'll retrieve any other sentries the engineer sat beforehand.

real geyser
#

Shockwave grenades for driller that periodically release damaging and stunning shocks to anything near them

rancid oracle
#

can you guys make poster i want to put stuff on my wall

tiny jacinth
#

I'm sure this isn't the first time it's been suggested, but please add more loadout slots. at the very least 3 more to take it to 9: one for each primary/ secondary combo. All these crazy new overclocks make me want to buildcraft like crazy, and I'd rather not delete one of my current builds to do that

balmy gust
#

Ok so idk if this has been suggested before, but I joined the discord just for this. So overclocks are my favorite part of the game, but what if we had overclocks for our mobility and utility items? Say goodbye to boring old grapple or turret, and hello to a vital and unique part of your build!
Some examples of this are:
Driller--🟡
-Nuclear satchel charge
-Mini satchels that can detonate multiple at a time
-breach satchel, that burrows through walls
-flame drills that convert stone to lava and do fire damage
-drill charge attack

Gunner--🟢
-Massive shield wall instead of dome
-reverse shield that sucks in and traps bugs
-veritical zips
-rocket powered super fast Zipline

Engi--🔴
-Bouncy platforms
-wall platforms
-flamethrower turret
-flying turret that can be moved

Scout--🔵
-Physics based grapple hook
-super high speed grapple

  • solar flare, capable of blinding and doing damage
    -perma flare, way less ammo

    Rock and stone brothers! pickaxe

spiral torrent
#

IDK if there is other people that feel the same as me, but I think the MKII jetty boots in the new mission are maybe to much. Like I would like to just go up by the cheer team effort. but its just an opinion that I needed to share. thks ghost ship for all that you do im looking foward to play that new season. ROCK AND STONE

lyric coral
#

Heightened senses highlighting any nearby hazardous maggots, like in magma core.

tropic wadi
#

A hat that has a stick and a string with attached gold chunk to it, yk, like the carrot on a stick in minecraft u can use to ride the pigs. And the gold just hangs in front of dworfs face

near glacier
# balmy gust Ok so idk if this has been suggested before, but I joined the discord just for t...

I would like to see overclock for utility too. Though my suggestion quite deferent

Driller 2 overclocks:
DEATH METAL- pres R to overdrive your drill to do double damage but consume 2.5 more fuel.( for melee lover)
HOT EXPOSITION - overheat your drill send out a wave of hot fuel deal burn dmg to every thing( your teammate too) on the 4m radious.( it a driller thing)

Gunner 2 overclocks
IRON WALL- 6 ammo - deploy a half dome that face 1 direction.( this way u can trade of half dome for 2 more use)

EMERGENCY TACTICAL - 2 ammo - deployed a flashing small beacon that anyone can press e for 1s to activate the protective dome.( now gunner can leave behind his dome for teammate in case thing go bad with the trade of ammo)

Engineer 2 overclocks:
Hawk100 - flying drone that have only 65% dmg flying 1m behind engi. ( trade dps for no need reload or deploy turret - if u take defender systems your turret will not shoot behind you, hawkeye will add +1damage)

IT A TANK: you can deploy a turret that constantly shooting instead of 3shoot burst. Double the deployment time( it call TANK. Because of it high fire rate engi need to nail the turret to the ground with more nail so it not blow it self away from recoil)

Scout 2 overclocks:

YEET!!: -5 to grab range - you can shoot at other dwarf to yeet them to you. ( now our scout can pull his friend away from danger or pull driller to the c4 right next him. :))

SNAIL STRING - x1.5 cooldown but you can press r while grabbing to slowly release the cape. Only start cooldown after you fully release by long press r again.( scout can hook himself on the ceiling and slowly descending instead of fall to his face. Developer can decide whether or not allow scout to also shooting while doing so.)

#

I thing this way dwarf have many more fun without lessen any one role. Driller be more close range combat or blow everything more. Gunner have more way to protect team even if he not right next to them. Engineer be more versatile with his turret and for scout imagine you see yourself surrounded by bug then from faraway scout shoot and grab you to high ground, with the -5m gunner zipline still the tool for long range travel.

Rock and stone!!!

swift hollow
#

Alternate tier 2 upgrade for the platform gun that turns the platforms into bounce pads

main leaf
#

Let us pet the drillavator!

full vapor
#

Can a greedy dwarf ask for a "G" option in character customization to have more builds with the upcoming armors and overclocks?

Yes, I have 6 different builds for each dwarf

No, it is not enough

uneven comet
#

can we please get a damn "read all" button for unlocks why are you so hesitant to add it

waxen nacelle
#

This is my opinion but I would like Super Cooling Chamber to have the similar focus shot ammo cost as Marked for Death OC that was teased today. I personally don't like that the current SCC has ammo capacity reduction but normal shots do not have any benefits with the OC , if SCC also did buff non-charge shots, I wouldn't mind the ammo reduction staying the same.

light mango
#

Make a boss bigger and stronger than Dreadnoughts and call it something cool like "Tyrant Hiveguard" and have it only appear in deep dives while taking up the whole deep dive missions, instead of 3 different ones

calm timber
#

My suggestion is simple, Canned beer that you can bring to the mission.

tropic wadi
#

OC for Breach Cutter

"Mini Lasers"

rocknstone doubles ammo and mag size
rocknstone increases fire rate so u can spam it more
tothebone decreases dmg and armor break
tothebone slightly decreased projectile size

Basically a meme OC for comboing with Mini Shells for double the mini experience! breather

Most likely I want it to be able to have perfect breakpoint for one shooting grunts so its not completely shit, but slashers etc need two shoots to die. If that will be too good, then let it also two shoot grunts, but ammo is tripled nice

On the bright side it would be a nice pick for spamming plasma trails! nice

spice pewter
#

Breach Cutter Unstable Overclock: Battery Overdrive Module
Reconfigured battery components enable the user to manually control the amount of charge directed to each cartridge before it is fired. Charging the cartridge for longer creates a wider, more potent beam, but with drastically shorter lifespan. The added component complexity greatly reduces magazine size and the base damage has been reduced to prevent the weapon from overloading at full charge.

+ Battery Overdrive Module (Charging shots increase width and damage but reduce lifespan)
rocknstone Increased weapon damage at full charge
tothebone Reduced magazine capacity
tothebone Reduced weapon damage at base charge

This OC fits the theme of giving the engi control over the breach cutters projectile similar to roll control/return to sender.
A full charged shot would cause massive damage at extremely close range, but would risk either friendly fire or getting tagged by bugs so gives a risk/reward aspect.
I'm open to ideas on how to better balance the charge shots, I proposed magazine capacity to make it more of a 1 hit wonder like spinning death/fat boy

oak wigeon
#

it would be funny if engis proximity mines could be stuck on another dwarf (they would take half damage from the explosion)

lunar imp
#

Weapon-Suggestions for, in my mind, ones that could be modded to Hoxxes and back:

  1. Pump-action shotgun or Rifle type Winchester. Base ammo lower than base auto-shotgun, slightly higher damage. Comes with shooting while reloading, can be modded to hold much more ammo in 2 steps(mod and overclock), but reduced damage/pellets, slugs with armor break or elemental damage.
  2. Minelayer yes, this one: Spider-mines than can be repositioned, but deal less damage than the mines Engi can throw. Can also be stationary, then deal more damage. They can be recalled once deployed only with a mod. Explode only once unmodded.
  3. A mid-caliber semi-auto Pistol, higher damage than Drillers Pistol but lower than the Revolver. Dunno if it can fill the gap between those two.
  4. Some type of Bolter, than can pin small and mid sized enemies to walls, even if they don't die, so can buy some time. Imagine mini axes beeing shot into bugs.
  5. SMG, maybe there's room between the dual SMGs and the Assault rifle. This one could even go to engineer, modding it with a grenade launcher that directly takes grenades from the thumper but deals less damage.
  6. Rollerball-Grenade, imagine a spike-ball or the rollerball-mines from Half-Life 2, with a mod that they are not homing, but roll down slopes for high damage. Very situational.
  7. Spike-Grenade single use, trowing it on the ground releases a timed spike from the ground, so one has to know exactly how long it takes to activate.
  8. Exchange ammo. When playing 2 same classes and using same weapons, gives the ability to toss a magazine to your fellow dwarf.

Now, roast my ideas 🙂

chilly path
#

Would be nice if in the bestiary you could also view only your own personal kills on each enemy and not the collective enemies killed by the whole team in each mission

versed glade
#

A very rare chance for the gunner to say, “Cry some more!” After killing a bunch of enemies with the Minigun

tropic wadi
#

OC for Drak

"A Lump of Coal" (I dont have any good idea, and this placeholder name is a nice little reference)

rocknstone increase in projectile speed
rocknstone projectiles deal more damage the further they fly (I want it to greatly outperform TEF at longer ranges)
tothebone damage is reduced (the bonus dmg from OCs niche outweights it)

We all know that drak sucks at longer ranges mostly thanks to it slow projectiles, so I wanted to change it a little, and reverse Draks sad reality

Now drak is worse at close combat, but can quickly delete everything if you keep your distance from the target

And thanks to increased projectile speed u may take something else on T1! breather

lusty jackal
#

an option to join a random game (only the difficulty you selected) .
an option to allow or not allow people that use the "join random game" option to join your game.

dry marsh
#

Rare voice line where the dwarf complains about the drillevator not having elevator music.
Also ping voice line questioning why management doesn't just drop a drillevator on the ommoran heartstone.

lyric coral
#

Add one of those drinking hats with two cans on either side.

quick oxide
#

Add Q'ronar Enemy that's based on either a Hermit Crab or a Clam. When it's in its shell it's invulnerable but it'll open up and fire Acid Volleys if a Dwarf gets too close. That's when you'll have your chance to fire at it.

lyric coral
#

Floppy BLT hat.

real geyser
#

New swarmer-type enemy:

swarmer Geode Crab (wip name) swarmer

Geode crabs are small crustaceans with sparkly shells that come in different colour variants. A crab in the crystalline caverns would be amethyst, and in the sandblasted corridors would be topaz. The crab looks like a small geode as well, with white and black rocks.

The geode crab is an ambush hunter, and will quickly emerge from the ground around their prey. On ambush, about 5-15 crabs will emerge. They are not too different to regular swarmers, however they can only be damaged with a pickaxe. They are one shot by a regular pickaxe, and die quickly to drills as well.

gaunt canyon
#

Dear devs, I've heard you will be adding sort of elevator to a new mission type in season 5.

Please note that engineers turrets are fixed on a global XYZ grid meaning they stay in place once you put them up, unlike his mine-grenades that stick to any surface and travel with it (local xyz grid).

I hope you will have a solution for this problem once you implement elevator into the game, and I would also love same solution applied on doretta or drop pod.

low lily
#

Add blacksmithing. The animation for depositing minerals can be used for the smelter, the animation for building turrets can be used for the blacksmithing process etc. It’s already a 10/10 game but the TRUE DWARF EXPERIENCE NEEDS BLACKSMITHING. Heavy drinking, banter, fighting, loyalty and camaraderie exists already but needs blacksmithing for the ultimate dwarf experience

vivid cedar
#

Please make it so that one does not have to press shift to sprint again after every time you do anything, but rather it goes back to sprinting right after if you kept the shift pressed. Or an option to toggle this behavior.

real geyser
#

New flamethrower OC:

flamethrower Dragon’s Breath flamethrower

”Adding a mixture of gasoline and exploder fluid into the fuel tanks allows for the flames to burn much hotter, brighter and larger! However, the new mixture doesn’t stick nearly as much.”

rocknstone +20% fuel flow rate
rocknstone +30% range
rocknstone The flames grow the further they are, resulting in a large AoE

Sconk Turns the flame colour into a deep crimson as it grows

tothebone Flame no longer sticks

lyric coral
#

A hat that looks like a wrecked drill head. Do you dig it?

real geyser
#

New bulldog clean overclock:

bulldog Fastest in the Rig bulldog

”With extensive training and countless hours spent watching cowboy movies, you can now whip your gun out and start blasting at near mach speeds!”

rocknstone +200% firerate and -50% recoil for 3 seconds after taking your gun out with a full mag

subtle rain
#

please add the soundtrack of the game on itune guys, i am craving for it

sand ravine
#

Resupplies should refill at least one bosco defib charge per resupply charge.

sick cloak
#

A reload animation for Engineer's sentries.
It's the same as the deposit animation, but bullets come out of the bucket instead of minerals.

slender cliff
#

A magazine size overclock that replaces one of the ammo overclocks on the PGL would be nice considering the fact that there are already THREE ammo overclocks on this weapon, and one is significantly better than the other two

lyric coral
#

New beer: RGBrew. It makes you drunk enough to see double, and gives your screen an RGB filter for several seconds. Optionally affects beard color too.