#suggestions

1 messages · Page 26 of 1

paper ferry
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Slightly tweaked with an idea of a balanced overclock for the revolver, let me know what you think in #suggestion-discussion:
Blunt round
rocknstone The first round fired in a chamber has guaranteed stun, but deals 50% damage and no weakpoint bonus if it applies stun to a target
rocknstone Stun duration increased to 3 seconds
rocknstone Increased damage against stunned targets by 25%

tothebone Removes random stun chance

Some funky little thing in the description about how Gunner decided to mess with interchangeable ammunition and has now loaded all his cylinders to all have a Blunt round as the first round in them, said blunt rounds of course being a lot better for stunning and worse for damage, also "bruising" the enemy (explaining why they take extra damage from the revolver while stunned, but who needs a lore reason anyway?)

oak wigeon
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pet steeve to heal him a little bit

raven violet
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classic frameworks maybe (like this one)

harsh coyote
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Let us copy mod lists to a different slot so that theres a backup incase game crashes, every time the game crashes i have to reinstall all 114 of my visual/qol verified mods :(

grand echo
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The ability to pet nearby dwarves, as well as Steve, if you have the friendly fire damage reduction skill selected.

fresh plank
#

The ability to use weapon skins on the Grapple Gun or Engineer Turrets could be cool

onyx solstice
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Add an upgrade to the drills that let you create larger tunnels.

cerulean meadow
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i really want the hat from the bar robot on my bosco not a mod but a real outfit for bosco made ingame by the devs as a way to honer the old bartender Lloyd - they need to make it official at this point and give us a skin of bosco in that style to give credit to the oldest friend we dwarves have in the Abyss Bar id love to earn it by giving a stupid ammount of credits to the tip bot you unlock Lloyd as a skin like "moxxi stuff in her bar from borderlands but something like that in drg

trim vector
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I think a small but great addition would be when you die from a golden bulk detonator, your body becomes solid gold as if you were frozen. like pompeii but gold. 👌

fluid pelican
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Give Lloyd a chance to spawn with a second hat

near belfry
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Give the cryo cannon an overclock that allows you to slide around on ice paths like frozone

upbeat fern
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Add a "Mark all as seen" button in the Equipment/Wardrobe. Its just painfull - getting another one "battlepass" weapon color and watching it for all the 24 weapons in the game. And for Wardrobe the same - scrolling through 100500 cosmetic items just to get rid off of the "New item!" sign.

whole fern
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Probably been suggested five hundred times - but an ingame option in the lobby to view the previous mission results screen again would be cool pickaxe

real geyser
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Add a driller grenade which freezes into a huge block of ice, trapping bugs and allowing him to fill holes temporarily, could also be used as a mobility tool to get around quickly

cerulean meadow
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i had a idea come to me when i was eating breakfast - wouldn't it be cool if we had a minigun mod that converted the bullets into plasma rounds the engineer has energy and so does the driller and scout so why cant the gunner with a weapon mod join in on the energy weapons club?

#

i want my gun for my gunner to have a mod on it to shoot like my fav pulse gun from UT ❤️ but in drg a rapid orb shooting minigun of that but sprays purple energy orbs down range at a swarm of bugs

white pagoda
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Could you add "Skin Suits" into skin color? I wanna be able to change my skin to a perfect black, red, white, or even green while i'm still wearing stuff like armor or helmets, or when i expose my sleeves on certain armors.
(some new armors would be cool too)

tulip nova
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Kind of a dumb idea, but I want an overclock that turns the Gk2 into a Boltgun.

rocknstone Bullets do area damage
rocknstone A lot more damage

tothebone Less ammo
tothebone Lower magazine capacity
tothebone Slower fire rate

tropic wadi
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Rework for Compact Feed Mechanism

rocknstone the ammo bonus stays as it is rn
rocknstone when being mid air start shooting under you to get propelled up, in manner similiar to jet boots, but a little bit weaker
tothebone increased spread (big increase, may be the same as with Bullet Hell or a little bit smaller, its a subject that is up to disussion) (old fire rate penalty removed)

Its just bad and boring OC, and its perfect for reworking it into the funny jetpack joyride OC that many people ask for

I think spread penalty is perfect for this, as you get more ammo anyway (so missing shots is not as painfull), and it would make taking down bugs from mid air a less abusable tactic (also in jetpack joyride the minigun-pack has quite a big spread, so it fits thematically)

real geyser
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Add a coppery brown, metallic skin colour and call it "not a rival tech spy"

plush briar
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We need more armor sets. Maybe a biker outfit or a metallic suit like the Terminator

west junco
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(Just warning this is a terrible suggestion i thought of in 10 minutes) I think a cool idea would be an active perk like beast master but it takes up both of the slots and lets you make praetorians, sting tails, mactera spawn, and mactera tri-jaw's into your favorite little Steeve (remember still just a suggestion).

harsh gorge
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Allowing players to spectate others not yet inside the drop pod with either a POV change option or screen within the drop pod.

devout plank
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New game mode: capture the flag, 8 players,
4 dwarves vs 4 player-controlled robots of the "enemy company",
This would concern fight for control of given area

next glen
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Personalization of your rooms (the ones that you spawn in) like for example a lava lamp all of the dvarves talk about

jolly glacier
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Seeing as we’ll be going into another big gap between seasons with season 5, maybe every 2 months we could get a new limited time seasonal assignment that further preludes Rogue Core. Like, during a Deep Scan or Escort mission, Mission Control talks about traces of a new mineral that is eventually revealed to be expenite.

In a nutshell, lore focused assignments every 2 months.

drowsy goblet
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PUT A DORETTA HEAD ON THE DRILLEVATOR SO WE CAN PET IT

kindred python
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Can we add the option to always run? Because dwarves automatically walk after landing from multiple non-straight or non-linear jumps, because when I tried to get away from enemies during those situation, sometimes the dwarves will walk a normal pace and I'm so panicked that I press shift multiple time to toggle running and kinda broke the flow there. You can reset the running perk if that happens

real geyser
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New mission modifier called “brittle calcite” which adds stalactites, pitfalls and spikes, however you can break walls with one hit

young zinc
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be able to name your weapons like in tf2. maybe you get an item to name your weapons when you complete a deep dive or just be something you can always do.

tight mango
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unstable corrosive sludge pump overclock (name suggestions please)
some convoluted and celver modifications to the goo makes the fragments of a charge shot stick together. making a big heavy ball that will plow right through the smaller bugs, unfortunately to make it roll it cant make puddles

rocknstone
Charge shots become giant balls of goo, they have heavy gravity but roll on contact with terrain instead of breaking into fragments, goo balls pass through enemies smaller than a praetorian coating them in goo. Goo balls break when hitting a praetorian or larger but do x2 damage on impact then cover them in goo.
giant goo ball size is puddle radius +2.5 and further increased by charge shot damage.
x1.75 charge shot damage
Charge shots stun enemies for 1.25 seconds

tothebone
+2 chare cost
+35% charge time
charge shots dont create puddles
goo balls losses 5% size and damage for every 2 meters traveled

timber flume
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Instead of (or in addition to) the proposed Haz 5+, include the ability to add as many mutator warnings you want to the mission. The Haz 5+ setting increases enemy speed, health, number, etc, but I think it would be even more fun to try a Haz 5 with ALL warnings on if you chose so.

It would add a layer of difficulty that damage/number sliders just would not be able to accomplish.

This is probably a mod already, but it’d be cool to see it in the base game.

next glen
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Engi grenade: Jump pad
Deploys a jump pad that if you jump while on it you will jump 4X higher
Could be usefull in extraction missions

Gunner grenade: bomb beacon
you throw a beacon that after about 7 seconds a bomb will drill from the ceiling and it will explode in a very big radius (bigger than C4) and will deal 50% health of a bulk detonator
tothebone 2 grenades and regain 1 after ressuplying

Scout grenade: Grapple resuply beacon
calls a ressuply that contains 3 grappling hooks that you can use like a normal grappling hook, but they are a heavy item meaning you can pick it up like the rockpox foam gun.
tothebone 2 grenades and regain 1 after ressuplying
tothebone Only 4 uses

Driller grenade: sludge grenade
You throw a explosive that after exploding covers a large area around it with the goo from the sludge pump. the sludge is a little weaker than the one from the sludge pump but the sludge stays for a long time (30 - 45s)

tropic wadi
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OC for Stubby

Rarity: Balanced/Unstable

rocknstone Electrocution effect lasts longer
rocknstone For the duration of the electrocution the enemy will slowly gain freeze effect (freezing grunts will be guaranted once they get electrocuted)
tothebone electrocution deals significiantly less dmg
tothebone ammo pool gets reduced

I always saw Stubby as purely support weapons outside maybe two builds, and I wanted to double down on its support role

Now stubby becomes the ultimate crowd control tool, with access to 80% slow from electrocution status effect and stopping power + dmg increase of cryo u can halt the whole swarms

The dmg of electrocution is decreased, as I intended this OC to be played around dmg u get from cryo, and to balance the increased electrocution lifetime

Im aware its not OC for everybody, many people prefer to just go full dmg and simply kill everything and dont mess with status effects etc, but I personally always liked playing as support and applying debuffs

What I think will need the most work, is to work out the golden amount of cold it would apply, as I dont want it to freeze things absurdly fast, but I also dont want it to be too slow and "just pick something that kills things" type of OC

(I created it manly because I wanted to see a weapon that combos electrocution and cryo, and is not a boltshark )

gaunt canyon
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Engineers lok-1 overclock:
Fire n forget system

-Smart rifle becomes full auto assault rifle with no lock in before firing up.
-Projectiles use in-built proximity sensor to explode mid air, dealing high damage in small area.
-projectiles detonate upon ground impact, destroying itsy bits of terrain.
-Fire rate slightly decreased
-Mag ammo count shortened
-Overall ammo increased slightly
-no recoil obviously, (or just little bit) since base weapon has none no matter how you build it.

sick cloak
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The elemental drone weapons from DRG:Survivor, but instead of being standard weapons for the dwarves they're powerups found in crates just like jet boots.

If you're lucky enough to come across a crate during a mission, just pass the safety protocol then interact with the opened crate to withdraw your drone. Unlike Survivor, here each dwarf gets only one drone of a random elemental damage.

The types of drones are as follows:

  • Arc-Tek Cryo Guard Deals Cold damage
  • Firefly Hunter Drone Deals Fire damage
  • Hi-Volt Thunderbird Deals Electric damage
  • K1-P Viper Drone Deals Poison damage, probably?

Each drone behaves more or less like one of Engie's shredder drones except it's permanent! Just like the jet boot though, the drones do need to recharge every so often. This could be based on time, number of attacks, or some formula involving both. They would return to their dwarf and then redeploy after a moment of downtime.

I also think maybe they should have a shorter leash than the shredders. Sometimes it seems wacky to me how far those things will fly to get at an enemy. But I'm not set on that.

Now about that Viper Drone... DRGS uses "Acid" as a catch-all type for weapons that would do Poison, Neurotoxin, or Corrosion damage in DRG. I figure regular Poison damage would fit best here.

As for the hacking minigame, maybe a simplified version of Space Invaders or Centipede would work. The drone moves automatically back and forth across the bottom of the screen, bugs approach from the top, and you press the Use button to shoot. Blast enough bugs and the crate unlocks.

knotty walrus
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After you unlock every OC, cosmetic, you should unlock a "forge all" button in your forge, which forges ALL cores AT ONCE.

Please. I am begging you. I have 70 unforged minerals in my forge. I've seen the animation A LOT.
Fast forging mod isn't fast enough. Please. I am miserable and want to be ready for the new season.

brazen frost
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When in the rig, leaving another persons party doesn't reload the whole instance

cosmic epoch
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Add a voice line when you're building pipelines your dwarf says "Hey, we're Dwarves at Work!" This is a obvious reference to the aussie (I think they're aussie anyways) musical group Men at Work. The dwarves kind of have a aussie accent? So... y'know

oak wigeon
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an active perk that makes rock’ing and stone’ing buffs friends, (because it would be awesome support) don’t know what the buff would be though

wanton plover
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Do we have a set of weapons skins/textures that are just rock/stone? If not, they'd be real cool to have. Especially if they had crystals of the class' color embedded into them.

torpid sonnet
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I know there are some nautical and diving type cosmetics already, but I think it would be really cool if we got a diving helmet cosmetic for the hat slot. Then we can finally realize our dreams of being a true lord of the deep.

kindred python
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Please add a customization option where you can create custom headgear presets (including the option to not factor in facial hair to create hats only) by equipping a bunch of your purchased hats and manually deleting the parts to make your hats (For example, soldier hat with oversized driller goggles). You can share your hat presets with other people by allowing each unique preset to have a coded identifier, but you have to purchase the cosmetics items that make up the custom head gear or get them from cosmetics overclock. You can add the XYZ axis to move the parts around and maybe something to rotate it.

kindred python
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Alright, can you add this mechanic: If any of your teammates are down and cannot make it to the drop pod in a stage in deep dive, then in the next deep dive stage, they'll be sent down random locations on the map like how a new miner would usually join the game and they have to locate and rendezvous with the rest of their teammates. The in-lore reason can be that management sent down a pod with automatic reviving equipment like Bosco near a downed dwarf and the revived dwarf, because he had to use a different pod which cannot land at the same point as the big pod (may collide and damage the big pod) and the dwarf has to manually control the pod as a result, which led to inaccuracy in the landing location in the next stage

short fiber
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A counter for how much of each resource is needed to forge everything in the OC forge

real geyser
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A global tips jar which is a massive glass cylinder that slowly fills up with credits as people tip Lloyd, and gives everyone a free drink and temporary party hat once it reaches the top

jolly glacier
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Cosmetic tool to remove all the exclamation marks in the wardrobe.

fluid pelican
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A cosmetic that is an exclamation mark

umbral frigate
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Idea for a Downed voiceline: Is this heaven, where's Karl? If Karl isn't here this is definetly hell. Wait Oh no, I'm in hell!

nova loom
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Steeve should react in some way when when you rock and stone.

whole venture
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Beast tamer perk should let you tame higher ranking glyphids the more you level it up'

vital furnace
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Class specific final armor upgrades

Engi: 20% increased build and repair speed

Gunner: 15% damage reduction

Miner: everything takes 1 less pick hits to break

Scout: 15-20% increased movement speed

#

An end of round stat for damage dealt

harsh coyote
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Make those past anniversary hats earnable.
I have every other cosmetic, crate, craftable and buyable. Idc what I have to do I need those hats.
||not streamer armor but that’s technically earnable so fair game I’ll get that eventually||

gaunt canyon
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So you know how there's stun in the game, right?

How about we make super-stun kind of thing? It could be applied from heavy blows like nuclear explosion or just stunning overlaying whatever. I'm not so sure about technical part.

The fun part is tho: when super-stunned, bug enters ragdoll mode for some time and actively being tossed around from impact of whatever stunned him, after some time he will get back up, act stunned for 0.2-1 sec and then continue to perform normally.

kindred python
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Add a device in a grenade slot that conjures up a sandworm that gobbles you and takes you to a random place in the map away from the current horde, 1 starting and max grenade only.

sick cloak
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Beard, moustache, and sideburns (and maybe hair and eyebrows) that are squid/octopus tentacles instead of hair, for that Davy Jones or Cthulhu look.
Could be neat Halloween cosmetics.

tropic wadi
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Change Cycle Overload into balanced OC

Remove the reload speed penalty and leave the rest as it is

Reason? With Pump Action being new unstable "damage OC", it feels like it kinda takes CO place in warthogs unstables. Warthog also has only one balanced OC, so moving CO would make the overclocks list look better

Cycle Overload never felt like unstable OC, it was just slightl dmg increase + high fire rate boost with increased spread as downside (and reload speed penalty, but I will talk about this in a sec). It is pretty basic, and doesnt really deserve unstable quality

And why we can just throw the reload speed penalty away and dont change anything else balance wise? Cause it didnt ever matter, reload speed on warthog is busted anyway thanks to reload cancel. Reload boosts and penalties in general dont make much sense thanks to this technique, and should be imo change into something else, but thats subject for another discussion

Its not something that has to be done or anything, I just feel it would make warthogs OC list look better, and wouldnt really mess with balance at all

finite tundra
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Boomstick Unstable Overclock: Shell Cramming
rocknstone When hitting reload while the Boomstick is fully loaded, you take two more shells, and force them into the chamber.
rocknstone Firing causes a gigantic blast, even stronger than the sum of 4 shells
tothebone Taking this action causes a significant amount of damage to yourself.
tothebone Reloading after the fact takes 40% longer.
tothebone To prevent this from completely destroying your face, all shells only have about 75% of their normal powder.

naive pike
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warning that makes melee bugs eat your ammo when they hit you

white pagoda
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please add more paintjobs that have bightly colored fully saturated primary colors. I love paintjobs like those, like the WM3 heroic, WM4 grasshoper and Regal Aegis. It would mean a lot to me.

(Also a feature to swap the positions of colors would also be pretty cool. Like just invert their placements, if possible.)

true phoenix
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Please, give the diffraction splitter the ability to explode/burn clouds of neurotoxin/suppressor/praetorian gas

spice pewter
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Breach Cutter Unstable Overclock: Gravity Particle Accelerant
A gravity particle accelerant is added to the breach cutter charge packs allowing the beams to follow the terrain topography of any walls/floors they are fired at. The particles greatly increase the lifespan of the beam but the additional complexity of the charge packs reduces both magazine capacity and max ammo.

+Gravity Particle Accelerant (Beams will follow terrain)
rocknstone Increased beam lifespan
tothebone Reduced magazine capacity
tothebone Reduced max ammo

Another stab at a viable breach cutter OC - the idea behind this is to give the breach cutter more utility in situations with less favourable/complex cave generation and to synergise with repellant in creating kill corridors/funnels with plastcrete.

spice pewter
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Shard Diffractor Unstable Overclock: Plutonium Diffractor Core
An plutonium diffractor core is added to the weapon, making it fire a beam of focussed radiation. When hit by the beam, enemies become irradiated - creating a damaging radiation field around them. The longer the beam is fired at an enemy the more irradiated they become and their radiation field becomes more deadly. In order to make this weapon suitable for dwarven use the charge capacity has been reduced.

+Irradiated Beam
tothebone Reduced area of effect
tothebone Reduced charge capacity

I don't fully know how the radiation mechanic interacts with bugs, or if this would even work on bugs in the radiation exclusion zone - but thought this idea was too fun not to suggest.
I just want to irradiate an oppressor and watch as he melts all the bugs near him engiapproves

tidal vale
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Maybe DRG should add an "Ultimate" contract which all 4 tasks are double-warning mission.

hollow fossil
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once the perk rework happens, i think dash should be baseline. it's such a fun movement option with a super high skill ceiling, and it's a real bummer to miss out on it. there's just such a high opportunity cost on picking anything else, and it really limits your options

austere orchid
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New mission type : retrieve beer barrel thrown over from the station. Mission hazard : delay in inputs due to alcohol saturated atmosphere. The barrels cannot be thrown or they will deplete. Miners must retrieve a minimum quanity.

kindred python
#

Pls add an atompunk retro-futurism cosmetics pack because fallout

tidal vale
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New Mission Type : Minecart railway, you enter a cave which has a giant and heavy cubic mineral, which Mule can't carry them, you need to build a railway and escort the big minecart, if the player doesn't stand near the minecart, it will stop moving, so stay close to the minecart and protect it in all cost.

spice pewter
#

New Mission Type: Cave Cleanup
Management are withdrawing their investment from a particularly large, complex cave system and need the dwarves to go in on a cleanup op to recover any remaining valuable assets before they pull their equipment out.

The dwarves are dropped at the bottom of a large, complex cave system littered with valuable loot. They must climb their way to the top of the cave, collecting as much loot as they can before the dropship leaves. The dropship will not leave until the minimum collection quota has been met, but there is plenty more loot to be had in the caves so due dilligence is expected by management.

Waves of glyphids will become more regular as time goes on - you can either risk your life for more loot or cut your losses and dip out.

If you happen to find a machine event, management have agreed to give you a short time extension for the chance at recovering potentially valuable assets.

The map will feature limited nitra, so the dwarves must look for abandoned resupply pods to sustain themselves.

Objectives: Collect as many primary and secondary objectives as possible
Fail condition: Time runs out, all dwarves go down

Meeting the minimum collection quota will open the drop pod for escape but management will not be pleased and the XP and gold rewards will reflect this.

Objectives are a mixture of aquarqs, eggs, mini mules, gunk seeds, booloo caps, ebonuts etc. Anything that can be deposited into the mule or taken to the top.

misty sierra
#

i neeeeeeeeeed the chasm-borne front blade to connect properly to the rest of the pickaxe heads please i neeeeeeed it 🥺
the seam between the bottom part of the blade and the head is unsightly.

opal lily
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Engi's platform gun should have an alt fire where the platforms come out as walls instead of platforms. sealing off areas, building cover more easily, bunkering, and combo-ing it with bug repellant to free up sections of walls. same shape, just vertical instead of horizontal.

tight mango
#

new exploder variants, can be in any biome
Silk bomb and Gas bag, each have their pitch/filter to the exploder sound

silk bombs do reduced damage but web dwarves. 50% fuse time
Gas bags make smaller poision gas clouds but no immediate damage. 25% fuse time

tough sand
#

A rescue type mission where you need to rescue some dwarfs from the caves or maybe just a drop pod.
Environment structures that are the left over equipment from past missions, that have been moved or shifted into the cave it is in now.
And a new slavage operation type mission where you have to slavage old equipment and bring it back to the space rip for reconstruction or something.

tight mango
#

with the new enable season based content I have an idea to go along with it

a third deep dive variant called a season dive. its hazard levels are between regualr deep dives and elite. so hazard 4 4.5 and 5. however it has a gimmick each week that deep dive will pick rockpox or rivals. then all 3 stages will have a 3rd objective being either contagion spikes or rockpox corruptor if rockpox. If it picked rivals the 3rd objective will either be router or prospector.

tight mango
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more randomness when pipelines break. depending on hazard level.
instead of each pipeline having 2 nodes break each. a random number of nodes to break and spread randomly among the pipelines

hazard 3 and below 3 to 4 nodes break
hazard 4: 4 to 6 nodes break
hazard 5: 5 to 8 nodes break

mental seal
#

Give us eye colors! You could have a ton of traditional eye colors like brown, blue, hazel, or have some more complex ones like pale white, pitch black, hypnotized, lazy eyes, maybe even a single dead eye!

vale cloud
#

Rework gunner grenade, the reason is Lead Burster has now became viable that overshadow other grenades,

  1. Cluster Grenade need a buff to its aoe dmg and armor break to be added to compete with the fact that 1 Lead Burster aoe are so big that can clean all cave leeches in a room, the Lead Burster can nearly finish a Big Target like a bulk or spitballer and still handle a swarm, while Cluster Grenade can only deal good dmg with grunts swarm that's why its need armor break and more aoe effect to prolong its stun. So now there's more reason to choose Cluster Grenade instead of Lead Burster.
  2. Make the Incendinery Grenade flame stay longer and can stick to wall, stick to the air if successfully hit an airborne enemies, also the heat up temperature effect need to stay until the animation of the flame disappear not instantly after we throw. So now it become the best grenade to defend and block an area.
  3. About stick grenade it's a classic so people will don't like if I give feedback about it but it's need more of fear radius, I don't understand the dmg this kind of grenade was specified for, if it was designed for killing with single target please increase its direct dmg, if it's designed for swarm clear then it really need a buff to aoe dmg effect and better throwing projectile to deal with a pack of flying enemies.
real geyser
#

Sludge pump overclock which spreads the sludge every time an enemy dies in it, but reduces the slowing effect

lyric coral
#

During the extraction for the deep scan with the new jetty boots, I'd love to hear a dwarf scream with pure, visceral elation, "BLAAAAASSSSTOOOOOFFFF!"

frozen sentinel
#

Don’t ask how I know this but if you’re downed on top of the caretaker in the spinning phase, bosco can’t revive you as you’re essentially turned into his carrot on a stick and you soft lock mission completion.

Bosco should probably get a failsafe feature where if he’s been trying to reach you for 30 seconds, he should assume he simply cannot and you automatically revive if you have enough revives left to do so anyway.

kindred kettle
#

Give Hawkeye System the same damage boost as Defender System, but with reduced fire rate as a trade-off. Hawkeye could effectively have the same ammo efficiency as Defender while acting more like a sniper turret. Defender would remain the go-to choice for high DPS with limited area coverage.

naive pike
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make jetty boot give a tiny amount of exp so when ur missing like literally 100 to lv25 u dont have to do a whole mission

rough vector
#

idea for a new biome region.

Name: Tartarus

Main colors: Black, gray, white.

Description: An entire region build on paradox. Massive thunder storms and hurricanes are occasionally actives, the vegetation is minimal, floating rocks violate every physic laws we know and worst part? Portals are wormholes and teleport in specific areas. Could be at the beginning near your drop point or far away in areas normally you woudn't access easly or even notice it.

Vegetation: almost non existent, maybe some moss, lichens and some grass and storm trees (made of electricity) can be dangerous like the electric crystals.

Main species: Since is a very stormy location, Mactera and Sentient floating rocks from the geode are the main floating enemies, so expect lots of flying fauna ready to assault you from above.

Main risks: Hurricanes, thunderstorms and portals.

elder ginkgo
#

"Fuel Spark"

"Hurricane" Guided Rocket System Overclock

(Balanced)

Description:
R&D has run some tests, and have concluded that dwarves don't use alot of the extra fuel that are in the missles. They've decided to repurpose it, by igniting the spare fuel on impact to cause a fiery blaze. However, the missles are a bit slower from that fuel loss and will eventually run out of fuel, but at least you can carry more!

rocknstone Missles will now leave a small fire puddle upon impact, that lasts for 5 seconds.
rocknstone +1 extra magazine of missles.

tothebone After 3.5 seconds, the missles lose guidance and will be affected by gravity.
tothebone Slightly slower missle speed.

kindred python
#

So I have read about sandwich spaces in the drillers weapon upgrade perks and i think to myself why dont we add sandwiches as a consumable? It will be in the throwable slot, everytime a sandwich is consumed, maybe a 5 sec animation will play during which you cannot use your weapon or pickaxe or anything, you can still sprint and if the sprinting perk is activated then it will remain activated.

versed falcon
#

A multi-tier perk that grants faster speed on zip lines, as well as greater stability from being knocked off of them when being hit?

atomic magnet
#

Please change IFG visual effect, specially on treshold, I'd love to have it less flashy maybe more transparent, it's actually hard to see through, and there's no mod for it, if you add every effects during game it can be sometimes very annoying or hard to deal with it

silver harness
#

(this has probably been suggested to death, but i'm suggesting it anyway) A new mineral as the goal for mining missions. I know that Morkite is the main mineral that DRG wants, but it gets stale. You mine it, you pump it, you'll collect it. Not even anything special. A morkite "reskin" is already good enough. But if the devs do want something special, they could make it harder to mine or something else, idk.

stone merlin
#

This idea is typed in hope of alleviating the influence of luck upon the latecomers/ returning dwarves during their loot-hunting from Cargo Crate and Lost Pack.

DRG is generous when it comes to farming the random loot in-game when compared to the other games, it can still feel a bit painful after a whole day is spent upon different high chance missions (2 Pit Stop Escort, 8-Eggs Hunting, 3 mini-mules Salvaging, etc.) and the only reward is a random weapon framework which one might not be that interested and/or an item from the loot pool of Lost Pack.

While quite a bit of seasonal items from both of the loot pools will be reshuffled to their respective seasons to alleviate the bloat due to the accumulation throughout 3 seasons, the new items to be included into the Cargo Crate and Lost Pack would eventually cancel out the shrinking in long term.

Here comes the idea: A mechanism that allows the unlucky dwarves to be rewarded with their desired cosmetic items among the Cargo Crate and Lost Pack by their mere hours and efforts would be much appreciated.

Recording the Mission Scale of a completed mission as an accumulation point (which will be referred as Scaling Points from now on) that allows miners to exchange for an item from Cargo Crate / Lost Pack designated by the players themselves.

If either a Cargo Crate / Lost Pack was recovered during a mission, then the Scaling Point (either or both of them) wouldn't be accumulated into the meter. To balance out the benefits of having a method that specifies a desired loot, resource cost might be necessary (for instance, something like 50,000 credits).

This idea is by no means perfect and I can already see how potentially this can be exploited (for example, a player who intentionally joins right before the very final stage of a mission to farm the Scaling Points), however I hope this post might instigate some new ideas for the topics over the loot farming.

Thanks again for your patience of reading, rock and stone.

austere orchid
#

Defeat moves to unlock, so we have fun even coming back empty handed.

dreamy hinge
#

Furious Patch Moved to Eyebrows

This one might be a little lackluster, but I feel like the Furious Patch from the Cosmetic Tree should count as an eyebrow cosmetic instead of headwear.

  1. Unlike all other headwear, the icon displays the eyebrows.
  2. The headwear automatically overwrites the eyebrows you have equipped.
  3. The headwear features nothing else besides the eyepatch and eyebrows.

I originally got this cosmetic because I have the reading comprehension of an office chair and didn't see that it is very clearly labeled as headwear, which is entirely on me. However, the more I looked at it, the more I felt that it would fit much more neatly into the eyebrows section, and, as you can probably tell, I've been looking for an eyepatch that can be paired with other headwear.

Thank you for your time.

daring sorrel
#

Lets get some pirate themed cosmetics in here??

spiral torrent
#

"Since we want new biomes, why not add two new small biomes? The first would be a biome with a hive theme, where insects are found in greater numbers. Players could find a daily mission there, a kind of elimination challenge aimed at preventing insects from taking over more territory. Then, we could have a second biome with the same principle, but with a theme of building a robot base. The mission would have the same goal and frequency. These missions would reward a huge amount of XP and gold."

dry marsh
#

To add onto the "select random mission" feature, a button to select a random mission that applies to a season challenge you have active.
For example if you have a challenge to complete three on-site refining or point extraction missions it'll randomly select a mission of either type. This would also work for warnings.

sour lion
#

I have a suggestion for a Gunner Overclock that someone has probably already made but I just got this idea in my head and I want to get it out here now.

The Gunner's Minigun can now perform ariel knockback via sustained fire, allowing him to get in and out of situations faster. Using the directional firing of the minigun to be used as airlift.

For a more simpler explanation, the Gunner can perform a "Jetpack Joyride" style of movement, whenever that'd be to get in or get out of multiple different situations.

waxen dew
#

I believe one of the reasons, or, at least, my own reason for disliking swarmers so much is... Aside from their little tippy tappies, you have no warning of their existence... Because they don't scream when they open their mouths. I suggest giving them their own little shouts and cries, maybe that of regular glyphids but pitched to 200%. Tiny little screeches.

cosmic epoch
#

Add a voiceline to when you pet Steeve your dwarf shouts out: "Steeve, have you found my diamonds?" It's a reference to Minecraft... and diamonds because you mine them... im over thinking this too much

echo gale
#

Add option to finally cancel/remove waypoint marker

waxen dew
#

Whenever you put your marker on a chunk of mineral, can we get an "It's a x chunk!/It's a chunk of X!" voice line? It'd be especially helpful if there's sugar on the ground people haven't noticed.

waxen dew
#

Can we have recipes for the beers?

winter atlas
#

I think it'd be nice if the Deep Scan drillevator had small caves along the way, just like escort duty.

It would:

  • break things up more beyond rock that's harder to dig through

  • give space for a boost with red sugar

  • if the dwarves get overwhelmed, would give some extra ground to dodge enemies

  • give enemies more opportunities beyond a single long, vertical tunnel, which I can easily see making the vast majority of enemies incredibly easy to kill.

  • would mean content such as secondaries don't have to be restricted to the start of the mission before the drillevator, though there's the risk of players not being able to grab some secondaries until they get the jet boots.

silver harness
#

Give us larger choices to tip Loyd. For example, we could tip in amounts of 5, 10, 50, 100, 1000 and 10000. I just want to tip more and doing it again and again is annoying

ornate geyser
#

The ability to assign loadouts to mission types or to anomalies/warnings for example you could assign a build that doesn’t use any shield upgrades to the shield disruption warning and the loadout gets automatically equipped once you start a mission with said warning.

quaint moss
#

I had an idea for new voicelines, that would trigger only when you see a swarm of bugs on your screen, like at least 20, with a voice line of "What the heeeell" sound effect in dwarvish voice

silver harness
#

In salvage operations, we're recovering the remains of a dead crew. But they should've mined there, no? Especially if a broken pod spawns. Maybe add mined out veins of ore. These wouldn't be a chanced vein version or anything, just a side thing that spawns on its own.

real geyser
#

A new bug in the same family as the trawler which sneaks up on you underground, eats you, buries underground and spits you out somewhere else, found in sandblasted and the tree one. The reason why it spits you out is because you’re too alcoholic drgbeer

dusk basalt
#

A map of the deeper regions of Hoxxis that dwarves systematically mine in chunks while clearing out the bugs to open up access to adjacent sectors. Core periodically pulses to wipe the slate but getting to it between pulses yields valuable minerals.

real ridge
#

Have nemesis rarely play more obscure voice lines like “did you borrow my underwear?” Or “watch the moving turd!”

Somebody also suggested for it to play friendly fire voice lines when attacked and I second that rocknstone

summer cedar
#

I believe that console should get mods on deep rock galactic

lyric coral
#

Give nemesis voice lines of the dwarves saying things they obviously wouldn't say, as a taunt. Real heinous stuff, like "I stole from the tip jar last night!"

split cairn
keen gate
#

this came into mind right now. what if bosco could have an upgrade which will make it unable to attack other bugs, but its mining speed is increased drastically. like a pocket driller. thought of sharing the idea lol

lyric coral
#

A cosmetic upgrade for flares that turn them into glowing beer bottles.

spiral torrent
#

So, we have heavily modified tools. These modifications turn them into weapons. We also have weapons that, by their description, are not really weapons, they are simply incredibly dangerous creations. I think of the Colette wave cooker or the breach cutter. So, why not have musical instruments as the next weapons or tools that are less modified? They are simply tools, but their concept allows for offensive use. A jackhammer, a guitar, a toaster could easily become weapons.

The toaster could be a funny grenade or else.

real geyser
#

New M1K OC:

m1k Bioreactive Fragment Rounds m1k

”Implementing a special casing and gunpowder using biological materials, these new bullets fracture with ease and for some reason, track out other glyphids when they do so! The new bullets are incredibly large and fragile, so the shooting and loading speed is reduced.”

rocknstone Hitting any non-armoured spot on an enemy fragments the bullet, shooting five bullets into nearby enemies which deal 80% of the damage

tothebone -30% reload speed
tothebone Much slower firerate and lower mag size

stuck tiger
#

I like making some cool dwarfs and look on the victory poses after the game. To not see the same victory pose every time, I set it to random. However, not all of the poses always fits the dwarf personality. I was thinking is there a possibility of selecting victory poses (for example with right click) so only the victory poses from the selected pool will be played?

torpid mortar
#

Add a new friendly fire voiceline, referencing vermintide 2:

"Keep doing that and i'll take yer beard!"

distant monolith
#

Since we are getting new OCs in the next season:
Id like to have an OC along the lines of the image provided, because I love the look and feeling of the gun, but dislike the gimmick of lock-on-bullets.
This is what my friends and I came up with after thinking about how we would like to use the gun (mainly making it better not using the lock-on ability).

"IR Optics"
"LOK-1 Smart Rifle Unbalanced Overclock"

Description:
"Improved optics allow for target acquiring even through some meters of rock!
However, due to these optics taking up more space the lock-on-AI had to be removed."

rocknstone enemies within field of view will automatically be locked (visual only)
rocknstone increased fire rate
rocknstone more ammo

tothebone standard bullets (curving into locked enemies disabled)

https://cdn.discordapp.com/attachments/704460803784310804/1236676084439978095/DRG_OC.png?ex=6638dfda&is=66378e5a&hm=a95138a8683af68a246e7afd1fb95c8eca8246ccdf6c2c89bddd0862915e14ba&

summer cedar
#

I feel like if you have a lot of credits why can't we buy like better drilling equipment or machines that can get you more minerals

#

I also feel like we need new enemies like a more stronger robot that can walk and run at and shot you but he can give stuff

hallow widget
#

add back cosmetics that can show off our rank and can also just look fuckin MAGICAL out in the mines of planet "OH GOD, BUGS ARE EATING MY EYES AND GUTS PLEASE SEND BEER"

unreal field
#

I have stopped playing in group, because of all the trigger happy players who just seem to not be able to resist sending for the drop pod, even tho there are still minerals/events and such to do. And they never ask if all are ready.

Can you please, PLEASE FFS, make a check system, so everyone has to agree to send for drop pod, before these stressed out players just decide what to do. This also applies to Salvage Operations, where there might be need for a mobile Molly, and at events, where everyone should be ready for action and gathered at one spot.

This is killing my joy.

fluid pelican
#

Give everyone a collective goal of some kind, like mining 10,000,000 morkite or something to aquire one (1) doretta skin

waxen lichen
#

As a greybeard (rank 1500+) with over 2000 hrs and hundreds of Blank Matrix Cores (not counting the gazillion Mineral Containers collecting dust in the Forge) I would love to...

matrix_core Be able to "gift" or "transfer" Blank Matrix Cores to greenbeards fellow miners.

Could be an ability granted to greybeards who've reached Legendary ⭐⭐⭐ on all 4 classes gunnergrinengimotedrillchampscoot (who have no more OC/cosmetic Cores to unlock). The sign of true veterancy!

Maybe smething "toggable" somewhere that makes it so that instead of getting Mineral Containers in events... the Matrix Core is slotted as "transferable" so another miner can claim it (thus creating the possibility of obtaining more than 1 OC/cosmetic Core per event).

This would have the benefit of:

rocknstoneHelping ~~greenbeards ~~ new recruits (and anyone who's straggling behind, really) with the 500+ Core "grind"
rocknstoneGiving greybeards... uh, some additional purpose
rocknstoneEncourage further dwarven camaraderie!

C'mon, Ghost Ship!

What say ye? drgbeer

stone apex
#

Escort Duty Mission Failed

Right now, me personally, I think failing escort duty missions feels boring. Doretta gets destroyed, the screen fades to black, mission failed. It's a little lackluster and not at all exciting.

What if instead of fading to black, the mission instead continued and mission control popped up and said,
"In a last ditch attempt to take the Ommoran, management have engaged Doretta's self-destruct protocol. Run."
A roughly 1-minute timer pops up before the high-explosives(/nuclear warhead gunnergrin) in the drilldozer go off.

(Another idea I had was that mission control calls in a supply drop with speed boots which give the dwarves big speed buffs and remove any and all movement modifiers like carrying items and getting stuck in goo. This is to allow the players to still save Doretta. It's also not required for this, but some form of overall speed buff for the dwarves would make the extraction a little more intense.)

The players then have to book it to the called-down drop pod as the explosion goes off. The fireball glasses everything, (much like other explosions in the game but slow enough to be outran), and any dwarves unfortunate enough to be caught in the blast are downed or incinerated. (Keep in mind the mission would have failed anyways, and if all the dwarves die the mission instantly fails and the screen fades to black like normal.)

The fireball stops just before it hits the drop pod and the dwarfs can extract safely, but the mission still fails as the Ommoran was not acquired. The players should also get slightly more rewards for failing the objective but extracting safely.

real ridge
#

An achivement for killing a bulk detonator with a pickaxe hit

lyric coral
#

Adding "bowling ball brain" to the list of friendly fire insults.

naive bolt
#

A section of the space rig that has a few resupply pods in launch bays, maybe have a button that launches one with Mission Control responding with a less than pleased voice line

austere ocean
#

Biome specific enemies.
More biome specific enemy bugs that have mechanics connected to the biome like sandsharks flowing in sand.
My suggestions are:
Something that creates a trail of toxic gas for Fungus Bogs;
A big big beefy but low armored bug for the Hollow Bough that can fly short distances;
A bug that has a round shell and hides into it making it hard to kill when near dwarves that is also releasing Naedocide shockers slowly for the Dense Biozone;
A slow bug that releases those small light things, buffing speed of bugs around him and speeding up whenever he has no bugs nearby for the Azure Weald;
Lava sack bug for Magma core;
Crystal covered bug variants that are harder to kill with normal weapons but are weak to melee for Crystalline Caverns;
A bug that rolls on the ground, leaving a trail of small radioactive crystals along its way for Radioactive Exclusion Zone.
Right now gameplay vise biomes don't really have differences, only magma core and glacial strata making you choose ether cold or fire instead of your normal build.

silver harness
#

You know how you drop in with the drop pod and it leaves a big crater? You know how we get a random depth and random cave every time? Technically speaking (or writing in this situation), some caves should be above/below others or close to each other. So how about those big craters apearring at random in your caves. These would be very rare and would only apear in deeper caves. Just imagine, exploring a big cave just to find a giant hole in the ceiling and roof. MC could even comment like "Was that a drop pod or drillavator...? Ugh, i can't remember" or something

fluid spoke
#

Add a new friendly fire voiceline, referencing vermintide 2:

"Keep doing that and i'll take yer beard!"

rugged field
#

Inspired by the Ripper from the Dead Space series - and since we're unlikely to get new weapons anytime soon - here's an Overclock suggestion for the Driller:

Cryo Cannon OC (Unstable) -> Frozen Blade

  • Alteration: Instead of an icy beam, you now project a spinning sawblade of frozen ice, hovering up to the max range (or wherever you are aiming your reticle at, if it's closer, like if an enemy is up in your face).
  • Positive: +10 damage, with this bonus added as kinetic damage (This bonus still ignores unbreakable armor, despite being kinetic. It is also amplified by the frozen status!)
  • Positive: 1,5x rate of fire. (Can be a downside, with Cold Radiance)
  • Positive: +100 ammo.
  • Positive: Much faster windup (-80%).
  • Positive: Each damagetick can stun (25% chance, 3 sec duration)
  • Negative: No longer shooting a beam means it can't pierce through multiple targets - multi-targetting with the blade is a LOT more limitted.
  • Negative: 0,25x freezing power (i.e. far less likely to freeze targets with direct attacks, Cold Radiance is recommended for that).
  • Negative: -2 meter range.
  • Negative: Leaves no ice patches on the ground when terrain is struck.
  • An additional (but likely complete overkill) feature I'd love to add to more similarly transform it into the weapon I wanted to suggest: On reload button, launch an icy blade-projectile forward at great speed. Costs 10 ammo and 10x pressure of a normal attack, deals 3,5x damage, can't freeze but can stun (with 50% chance), has 3 penetration and 0,25x rate of fire (i.e. a base rate of fire of 2). However, it shatters on impact with terrain.

What do you think?

rough vector
#

Mission: Salt and Sugar

Goal: find massive crystals of Salt and Red Sugar. The administration got heavy interest on investing in the spice industry sector.

How to proceed: Similar to the jack hammer mini activity for the rock pox asteroid, we must attach big rockets and send it to the base. But the amount of crystals could be random from 2 to 3.
When we ask to deploy the rockets but need to be assembled, the direction will send, in a random location near the crystal. We must carry the components, assembly the rockets (3 in total). The rockets will insta cut the big crystal and deliver it.

Any idea about?

long shell
#

Inspired by #drg-memes-no-talk message
An idea for some kind of new mission, but it's just a random thought, a bit developed by my brain.

Description: One of the dwarfs use forklift ||🗣️🔥|| to carry highly explosive cargo to some other spot (you have to find the right spot first) where you have to use this explosives (you'll probably gonna need to use your hands to place it in the right spot if it's too little space for the forklift, just don't make the explosives fall on the ground. However, you can throw it to your fellow dwarfs) and then get the found stuff from here with the same forklift or something.

Explosives could be damaged and explode in process, which will hurt dwarfs pretty much and maybe end the game after it explodes for 3 times, cause company can't send more.

(Mission has the same logic as why they can't send drop pod right at our spot)

real geyser
#

Inspired by the lava sac bug from the suggestion before, but what if there was a magma core variant of the septic spreader which spit lava? The new lava would solidify into terrain, and if a dwarf is standing in it while it solidifies they would get stuck and have to break out or get someone to mine out their feet. Because it would be annoying, it would fire half as slowly and the magma would last longer but wouldn’t deal as much damage, just to stop it from building up too much terrain.

deft wolf
#

swap mission length and cave complexity positions on the hud. when selecting a mission the length is on left and complexity on right, but when the mission has been selected and is being viewed on the hud the complexity is on left and length is on right.

short shale
#

A new hit-and-run style bug: The Glyphid Jumper

Sporting a thinner frame than the other glyphids, with slashing claws like the slasher and long back legs (like a cricket). This bug would find a good vantage point on a wall, ceiling, or ledge (basically anywhere above you) then leap at you dealing high damage, and then running away for another lunge.

STATS: For Haz 2
HP: ~130
Resistances: Frost (25%)
Weaknesses: Corrosive (25%) Electricity (25%)
Weakpoints: Mouth
Armor: Light
Biomes: All
Attacks: Bite, Leaping Slash
Tamable?: Not sure

EDIT: Stats added, best taken with a grain of salt.

sage coyote
#

Suggestion of the day : a new special drink that costs X precious flowers and guarantees that the next mission has boots in it.

shy lagoon
#

would be great if the "mission progress" pop-up was disabled on promotions.

gets tiring to constantly be interrupted by a useless pop-up.

waxen dew
#

A new funny bug: Glyphid Phazyonite Exploder

Description: These particular Glyphid Exploders harbor a mutation which causes the fragile bladders covering their carapaces to produce purple crystal lattice structures that we know as Phazyonite, which protrude where these volatile bladders once stored chemicals. This mutation also makes them just as explosive as their orange cousins, with the added bonus of expelling purple, crystalline confetti upon their detonation.

Function: There is a 3 in 20 chance (15%, slightly higher than the 1 in 7 chance phazyonite spawns) that three to five of these will spawn with the generation of caves; they are not random spawns that burrow out with ambushes. They are purple in color with Phazyonite crystals poking out where their boils were. After they explode, each will send a total of around 8-10 chunks of Phazyonite around the cave, much like a lootbug.

waxen dew
#

What if shooting a projectile from your corrosive sludge pump into a Praetorian's/Dreadnought Twins'/Dreadnought's/Hiveguard's mouth while it roars procs a debuff where the goo in gums up their mouth and throat for the duration of the goo, so the creatures cannot use fireball/acid attacks for the time being? As an indicator of the debuff, maybe they utter a "gulk' noise, as if they're choking on the sludge.

formal niche
#

A "floor is lava" beer

molten bolt
#

MK2 turrets are very underwhelming, and so is hawkeye system. Something along the lines of this (https://mod.io/g/drg/m/mk2-rocket-turret) mod that adds a rocket that fires every once in a while to MK2 Turrets would add some AOE to turrets and help the aforementioned options be stronger, AND decentivize turret whip which is probably the best thing that the warthog offers.

short shale
#

Rework of the Warthog's Turret Whip and replacements for the now lacking number of t5s:

  1. Turret Whip is now an overclock:
    🟥 Turret Whip 🟥

rocknstone +Turret Whip (functions as it does now, if not slightly better)
tothebone Less damage (-1 per pellet)
tothebone Slower fire rate (-0.5)

"We thought we'd fill the shells with some fancy tech that overloads your turret's firing mechanism for a moment. That tech doesn't hurt the bugs as much and you gotta fire slower. But the shot fired from your turret! Oh boy!"

  1. Two new tier 5's to replace Turret Whip:
    Dragon's Breath Rounds: 50% damage converted to fire damage + heat
    Super Blowthrough Rounds: +3 max penetrations

Reason: People constantly say just how good turret whip is. Making it an overclock gives you a reason to pick a different t5 and puts it in line with the other turret interaction. An unstable overclock with +1 shenanigan and 2 downsides. (i.e. turret em discharge, turret arc, and plastcrete catalyst) Also we can't have just one t5, can we? So I added things I thought the warthog was missing. (i.e. an element and pierce)

real geyser
#

A beer which turns the dwarf into a barrel, with all the physics of a barrel for 15 seconds

high mortar
#

Make weapon loadouts separated from outfit loadouts. I want so i can choose what outfit i want with what build i want separately (pls DRG huge update for ppl with many costumes or dlcs)

strong bone
#

new hurricane oc: titan missiles

+massive increase in AoE damage and radius
+missiles have a chance to leave a field of radiation after exploding
+significant increase in terrain carve area

+/-missiles can be shot down by other projectiles, including fire from teammates. if a missile is hit with a weapon from the user/teammate, the explosion radius is doubled and AoE damage tripled

-incredibly slow rate of fire
-much less ammo and mag size
-turn rate decreased by 75%
-projectile speed is halved
-projectiles have a larger hitbox

silver harness
#

Achievement idea
"NO DWARF LEFT BEHIND"
Description: Run back to save a downed teammate durring an extraction
How to obtain: run back (aka run at least 20 meters away from the pod) and revive a downed teammate durring an extraction phase of a mission. Running back towards the pod won't cancel it. You just need to run 20 meters away from the pod and then revive a downed teammate. The teammate must've been downed before you run back, otherwise it wouldn't work

waxen dew
#

Bismor should have a chance, like Croppa, to be worth 20-30 per deposit since it is only abundant in Dense Biozone. #Bigmor

Magnite should also have a small chance to double its units. We could always use more magnite.

Also, Enor Pearls should have a minimum of 10 units per deposit, like Jadiz, not 7 like we do now.

Finally, Mineral Mania should double the amount of deposits generated in a cave, not give a few more. I should not be leaving a 400 Morkite Mining Expedition with 50 abundant minerals during Mineral Mania.

old drum
#

Please enable ping numbers 😩

kindred python
#

Can you create a music player that allows in-game tracks (aside from the jukebox) to be replaced with custom music from downloaded music files? Allow the option to play the music at a certain timestamp and loop a certain part between two timestamps. Basically the payday 2 music player. Reduces the need for music tracks mods, you can also create an option for the player to shuffle a list of songs for a certain in game track for each playthrough (like the horde music for example). Also make an option for creating custom folders to sort different groups of music with different feels

short shale
#

New Overclock for the M1000:

🟥 Overpenetrator 🟥

rocknstone Focus shots ignore armor
rocknstone Shots can pierce multiple targets (+3 max penetrations)
rocknstone Small damage increase (+5)
tothebone Slower focus speed (+0.3s)
tothebone Less ammo (-30)

"R&D have made a round that can blow through just about anything shy of Hoxxes itself. It takes a bit longer to focus and management says you can't have too many cause of how much they cost. So just make sure to line up your shots."

wanton lily
#

I believe that the cosmetic grind should be made much more streamlined or shortened. I find it a tad bit ridiculous that despite having over 800 hours in the game, I still only have roughly 60-65% of the cosmetics, with no method by which I can select or tailor my unlocks besides the event selector. By luck some items may practically never be obtainable. My simple solution to this is to change non-unique cosmetic unlocks to grant their reward to all 4 classes on pickup. This way you don't have to hunt for a majority of the cosmetics 4 times each.

waxen dew
#

This has probably been suggested before, but I always felt Flares should have upgrades, so here are my thoughts for some upgrades in the first and only tier:

A. Lighter Flares: Flares are lighter and can be thrown 33% further.

B. Recharge Booster: Flares recharge 33% more quickly.

C. Efficient Fuel: Flares last 33% longer before burning out.

undone knot
#

It would be nice if they added a full melee class and had it have buffing abilities towards allies.

real geyser
#

A mission hazard which gives special swarms the same chance as normal swarms, so praetorian and grunt swarms would happen way more often (also adding rival tech and exploder swarms would be fun)

slow rampart
#

When you get all the weapon overclocks, you should get 2 cosmetic overclocks and 1 blank per elite deep dive, deep dive, or weekly core hunt instead of 1 cosmetic and 2 blanks, so that you don't just end up with 100 blank cores and be unable to use them and still not have all the cosmetic cores

still crest
#

Fear should be an indicated on the bugs who are feared with an icon like fire, frost, stun, zap, or neurtoxin

lyric coral
#

Using the new flamethrower overclock while in the air sending you flying backward, like with special powder.

spiral torrent
#

Primary for Engineer: Strategic Weaponry Armed Neutralizer, or SWAN.
This weapon comes in two parts: Dart gun and Drone. The dart gun plays the primary role in this duo. It fires heavily modified darts that have the ability to recognize the difference in the material they are embedded in. These darts can then transfer this information to the drone.

The drone has two modes, determined by the position of the darts fired by the dart gun. First mode: if a dart is fired at a bug, the drone will follow the target until it is killed. Second mode: if the dart is fired into the ground, the drone will enter defense mode and remain in the area determined by the dart. This mode lasts until the engineer removes another dart or the drone runs out of ammunition.
The stats remain to be seen.

real geyser
#

Engineer Stubby OC:

engiapproves Capacitor Discharge Switch engiapproves

”Installing a switch to vent the stored capacitor power allows you to burn through a hefty load of the stored energy while toasting any bugs in front of you while you do it! It’s the only power the gun has, so running out of power renders the gun useless until you put in another battery.”

rocknstone Holding reload for five seconds charges up a huge power attack, shocking and dealing heavy damage to enemies in a cone in front of you when you release it

tothebone Using the power attack drains 20% of your max ammo and unloads the gun

vale cloud
#

allow player to create as much as loadout slots as they want in the next big update, I have so many loadouts idea but the only 6 slots by default limit my dwarf creativity.

naive pike
#

give hyperprop super blowthrough because funny

junior escarp
#

Auto-run setting.

elfin halo
#

Improving on somebody else's idea of having axe blades on the front of the pickaxe:
There could be a pickaxe alternative: An axe.
It deals more damage, but mines slower (except maybe in Hollow Bough, because it's all wood).

spiral torrent
#

Secondary for Driller: Spray Paint Gun.
This paint gun has been heavily discussed by R&D regarding the regulations and necessary criteria established by Deep Rock Galactic to regulate what can or cannot be brought onto the field.

However, some have demonstrated the ability to make this gun effective in combat situations, which has led R&D to license it.

Speed Paint Application Gun, or SPAG, is an unmodified tool - we simply provided old stockpiles of mercury and lead-based paint. Since we noticed that these are incredibly toxic and flammable.

The SPAG shoots in cones. SPAG has a chance to apply fear or poison to painted bugs, making them more susceptible to quickly catching fire.

I don't have any stats, as I'm not very familiar with it, thank you! But I would gladly read what you think and what stats you would give it, as it could really help me

urban sequoia
#

Allow us to see (and maybe change) our entire load out on the joining screen when selecting a class after joining an ongoing mission

pliant bison
#

Add a unique two-handed holding animation to "Stubby" Voltaic SMG, it even has a special front handle for the second hand

primal vessel
#

A seat for BOSCO!!! Why does Doretta get a priority space in the pod when BOSCO is the O.G grafter a salute before i have to leave him once again 🥺 . My suggestion is simply have BOSCO's seat on the opposite side of the pod from Doretta's head

tropic wind
#

A beard with roses in it for Valentine's Day

hallow widget
#

a beer called "lovers brew" for Valentine's Day, it just makes you confess your love (of his pours) to Lloyd because you love how good he can pour a cold one and you also like his hat.

runic latch
#

A terminal that talks about the bugs lore and weakness with other things. I want to read up the enemies of DRG. Then get guilty for finding out that loot bugs get bullied by the bigger grunts. Treating them like cattle and being mean to them. Fun lore and all of that.

hallow widget
#

a back slot that just has things like a keg, capes, backpacks, and a bunch of ammo, all available to use

craggy jewel
#

a beer that is just a cheese burger

hallow widget
#

the NUK-17's kinda suck so i came up with the idea of giving scout a magnum revolver kinda like the bulldog but with more damage, less fire rate, less ammo, and more recoil, its also highly accurate and you don't throw away the cylinder, you just eject the spent casings and use a speed loader to get the rounds in faster. i also came up with the idea of an overclock that makes the reload time slow but gives the gun more reserve ammo and an overclock that just straight up reloads the gun instantly whenever you kill more than 3 or 5 enemies with the last bullet in your "magazine" with a cooldown of 5 minutes.

real geyser
#

New Engi grenade:

engiapproves AR-4CHNID engiapproves

"Thanks to the tinkerings of the Engineer and some assistance from R&D, we've developed a new type of drone, utilising some old technology lying around the workshop. By overloading the brain of any bugs near it, it stops them directly and pulls their guard down for a bit."

The AR-4CHNID (or arachnid for short) is a mobile drone utilising the same neuro-lasso tech as the overclock for the smart rifle. Upon deployment, it unfolds and scuttles towards an area with a large group of enemies, plants itself into the ground and stops any enemies in their tracks using a red glowing web that spews out of it. This gives them a very small damage buff, and pulls them in slightly. The Arachnid lasts for 15 seconds, but this time is changed depending on the amount of enemies it captured. If it captures a decent amount of bugs, it may only last for 5-7 seconds. You have four drones, and multiple can be deployed at once. One more feature about them is that they will stop any korloks from attacking.

hallow widget
#

Scout grenade idea:

👻DEEPCORE GHSTm1k

this grenade basically hides any dwarf in the area COMPLETELY, only allowing certain bugs to see through the lie.

the bugs that this does not effect are the dreadnaughs (after a full 10 seconds of not seeing the player) the warden, and the ghost of the bulk det along with any normal or gold bulk det that may spawn and all swarmers.

shredder drones and sniper turrets are completely uneffected by the grenade along with the caretaker itself (the claw bot things however are completely stupid and know nothing), the nemesis drone is also able to see through your lies of non existance because they wouldn't be much of a nemesis if they couldn't also they're a dwarf killer so it makes sense that they'd know to check for "irregularities" in the environment.

now to get to the actual point of the grenade.

this grenade is meant for supporting your team and having a tiny break during swarms, its also meant to help you counter stingtails, the acid spitters, the menaces, and the spiderman wanna-be's. it is also meant to give the M1000 users a bit of breathing room so that users of the "supercooling chamber" overclock and the ones who need to take longer to aim can actually do so without trouble until the 30 second timer is up. the grenade won't just hide you from the enemies, it'll make any enemies that wander into the fog that can't see through it, feel as though their queen is coming to eat them.

any enemy that IS able to tell lie from truth can still go in without needing to worry about anything though so watch out, stay safe, rock and stone.

silver harness
#

Let us use our nitra for something besides resupply pods. You usually collect around 200 more than you need (depends on difficulty, here i'm talking about haz 3) and you have nothing to use it for. One idea is adding more things you could call down like a sentry gun (from point extraction) or floodlights. These used to be in the game and used gold when nitra wasn't a thing yet. The second idea is to give us a bit more credits for securing nitra. This would strike a balance between using it for supplies or saving it for more credits. More uses could be added, but these are the main ones i could think of.

split bane
#

The Tritilyte Deposit needs to be nerfed in solo
You can't know where the bomb dispenser lands before you start the event, so you have no time to prepare a manageable landscape for it
If it drops above the Tritilyte Deposit or less than 5 seconds walk before being able to throw it, it's usually manageable, but if it spawns behind some thick wall or especially below the Tritilyte deposit, it usually makes the walk with the heavy bombs longer, up to about 10 seconds, and at least on hazard 5 the waves of bugs spawn every 30 seconds, and even as an engineer (unless you're running the SSG) you have to use your guns in order to clear a path, which can take a certain amount of time, and in that case you may be able to secure 1 or maybe even 2 throws, which on hazard 5 isn't nearly enough to break the deposit (it has 700-840 health on hazards 4 and 5 solo, and Nanite bombs deal up to 100 damage), and you have to defend the next wave again, and repeat that until you run out of heavy ammo or time. Or you can simply not shoot at all, but then you have to slowly walk while the bugs are biting you, and have no health if you manage to secure a throw, that can also be quite difficult to do while there's bugs biting you all the time. The dash doesn't help in that scenario due to it's quite long recharge time, and you have just 3 minutes to do it

Tl:dr - When doing a Tritilyte deposit on hazard 4+ solo, there's a good chance you won't have enough time to secure enough throws due to having to defend against bugs every 30 seconds, and having not much time left for bombs after doing that, and it might be a better decision to just wait for the event to end
2 ideas on how to nerf it:

  • Make a small platform or an indicator that tells you where the nanite bomb dispenser is going to land, or give some preparation time (1 minute) before the dispenser lands or opens
  • When playing solo (or basically when Bosco is present), increase the time between waves to 45 or 60 seconds
umbral frigate
#

Twerk Emote, either an dance we can do on the spacerig or a victory dance. Please managment I want to see my dwarf throw that rump back.

near glacier
#

Gunner grenade: micro missile bundle

Can hold four of them
On throw, it latches into whatever surface (or bug) it hits, then launches ten missiles, which do similar damage to the Hurricane. Small degree of homing capability

elder vigil
#

Machine Event Idea: Dreadnought Carcass Collection

The Event has two main parts:

  • A large, empty, biomatter tank/crate
  • The scattered remains of an adult Dreadnought carcass, consisting of a jaw, a 4-5 back plates, 4-5 leg appendages, and other body parts, encased in an indestructible stone

The Batteries will be located on the Biomatter container. Activating all batteries will open the container, creating a special energy that allow for the container to store the Dreadnought carcass
The energy emitting from the Biomatter Container will irritate the carcass, causing the pieces to glow and heat up the stone around it attracting a swarm
The carcass heating up the stone around it allows for the pieces to be broken out of the ground and carried (as heavy items) to the Biomatter container
Holding a Carcass piece makes you the priority for enemy agro
A certain number of Carcass parts must be salvaged for the Event to be completed. Failing the Event by running out the time limit will cause the Biomatter Container to lock up and for the stone around the Carcass parts to harden again

Just wanted to think of a way to implement an adult Dreadnought somehow

simple ingot
#

add more loadout customization

  • More icons for the loadouts
  • Possibly name changes for loadouts

For icons, mainly more element/skill icons, like a corrosive element icon like used for the Corrosive Slude Pump "Hydrogen Ion Additive" overclock, or a sentry gun icon for examples.
For name changes possibly change the A/B/C/D/E/F letts to like a max of 4 characters (or whatever fits) or possibly change the text that says "Loadout click to select icon" to a max of 29 (being the same of that text) or 30 for just a even number.

neon crater
#

Allow us to pet Doretta when she needs it the most, i. e. on the space rig after rescuing her.

spiral torrent
#

Idea for grenades:

Gunner: BRIK (Brutal Response Initiator Kit) - a simple but very effective brick.

Scout: DD-T (DarkDart) - these darts are simply sharp. Cut at the atomic level, they can pierce enemies. Scout launches five of them, creating a deadly fan in front of him, as the five darts are launched at different angles.

Engineer: High-FX Sound Barrier - this gadget is designed to create a protective barrier against bugs. Creating the opposite effect of a lure, it repels enemies by emitting a shrill noise that can sometimes incapacitate certain creatures that are more sensitive. The High-FX emitter can thus create a safe zone for the dwarves for a few seconds.

Driller: SNISS (Spontaneous Nade Initiation Spike System) - this grenade combines the engineer's plascrete with a denser mixture. Adding this mixture to a grenade gives you an explosion that can freeze in place, creating difficult and dangerous terrain for bugs. These are razor-sharp and relatively hard to destroy.

Note that there are no statistics yet, as I'm still having trouble with balancing. Thank you for your feedback! R&S

blazing dust
#

Anomaly Ideas:

Inverted Thermodynamics:
A perplexing lapse in the laws of thermodynamics occurs in these caves: heat and cold are swapped.
This causes all sources of heat to instead inflict cold, and vice versa. This includes sources from the environment, bugs, and dwarves.

Machine-o-Mania:
This area used to be a hub of DRG activity. Machine Events are more common.
There would be at least one guaranteed Machine Event, and up to three unique ones would be able to spawn. This could serve alleviate the issue of obtaining OC or cosmetic cores being extremely grindy.

deft owl
#

I am once again asking for the ability to customize Llyod like we can customize Bosco. if the costume and hat is what we can't change, can we at least customize his body or chassis like we can with Bosco? And while at it, please customize the medic bots instead of being pink and white Bosco copies to look more like they're doing medical work.

cerulean meadow
#

in drg i want a "loot bug hat of a sleepy loot bug on my miners head as a little bit of a joy sleeping on my head as i mine, after 5 years in drg iv always wanted my own loot bug on my head just cause it would be cute - the one request of the white dwarf "loot bug hat" - almost forgot "R&S" brothers rocknstone ⛏️ can't forget miner manners

stone elbow
#

There doesn't seem to be much of a way to put out the afterburn on Steeve - besides using ice weapons probably, whereas when frozen u can easily break him out with a pick. Maybe have the ability to pat out the fire if Steeve is suffering afterburn by petting him, or at least reduce its duration when doing so? Losing Steeve to fire and having some succulent cooked glyphid legs afterwards would be the last thing I want tbh

hallow widget
#

scout pistol idea:

mules leg

its a lever action rifle that was cut down to have a much shorter barrel, no stock, and now only holds 7 bullets. it may not be as accurate as a full rifle anymore, but its faster when it comes to drawing it, has a flip animation when you use it (drawing and to rack another round) and finally, it has a dangling charm on its side.

okay so basically, its meant to be the scouts 1 handed weapon, the NUK-17's not counting because they're meant to be used together and you have one in each hand thus making it a 2 handed weapon (also i just generally hate the nuk-17's because they require more work than its worth to be good and the ejection ports for the casings don't line up with the magazines not to mention they don't even have sights that are offset to the sides to allow for actual aiming but back to the main point).

i imagine the gun looking something similar to the zylok from warframe but mixed with the boltshark, it would also have the back iron sights but not the front because of the saw.

let me know what you think and goodnight.

old drum
#

Imagine an anomaly that shifts the sizes of the bugs. Grunts the size of a Bulk, or a Praetorian the size of a Swarmer. And rare large Lootbugs, the bigger - the more resources inside 😈
their health scales ofc

nimble ermine
#

Adding flare upgrades would be amazing, for example you could upgrade your flare so that it bounces more so that it will light up a bigger part of the cave or maybe a sticky flare that sticks to surfaces. There could also be a upgrade which makes you have more flares or that flares recharge faster and of course brighter flares.

short shale
#

A New Anomaly: Grunt Repellent

Glyphid Grunts can not spawn. (just the basic ones. guards & slashers can still spawn) Instead, The spawn rate of all other bugs in increased.

"Something is keeping away the grunts. It is also attracting more of the specialized bugs."

kindred kettle
#

Revert the Leaf Lover's Special's potency descriptor from "buzzkilling" to "refreshing", because it was funnier that way. Maybe put quotation marks around it to add an extra layer of irony.

subtle sinew
#

please add ruins or maybe like old abandoned huts 🙏

subtle sinew
#

AND MORE BEARDS!!!!

brazen frost
#

let people leave team after the mission summary but before loading into a players instance of the Space Rig.
Or have leaving or being kicked form the space rig not reload the whole instance(I know this might not be possible or require and absurd amount time that not worth the investment)

hallow widget
#

add an option to just straight up PAY money because we wanna support the devs further but already bought every dlc, i wanna give ya'll more money damn it, you made a damn near perfect game and i can't stand to not paying more money to support my favorite game!

neon crater
#

Make an achievement for killing a detonator with pickaxe and dodging the following explosion.

lyric coral
#

Make matrix core resource containers for brewing ingredients.

mental forge
#

When your secondary objective is to collect items, why don't items in your inventory count? Especially missions where you don't have a mule, items collected after the pod leaves and you're exfilling should count to complete. I just did a zero second scramble return to collect a few more mushrooms, to find out after it didn't even matter. Items you've collected but haven't put into a mule/pod should be counted, not just lost.

twilit rock
#

I was doing a tritilyte deposit yesterday and I just thought why did the game just blow up the tritilyte deposit after we cleared up the rocks? Don't DRG need them to make more tritilyte keys or something? Maybe should add an extractor to extract the tritilyte after we have cleared it instead of blowing up the valuable tritilyte?

kindred python
#

Add the ability for scouts to grapple objects with the grappling gun's tier 2 which sacrifices range, knowing how these would be useful in missions like arquartz or egg collection but since those missions usually have complex cave generation which limits the scout traversal ability, this is a good trade-off

west junco
#

could it be added that the gunners shield can have a small selection of colours to choose from instead of just the base one.

strong bone
#

a poker table on the rig for players with a drone dealer (the house always wins)

old marsh
#

Glyphid spinner, if there are web spitters then there should certainly be web spinners, akin to cave leeches, instead of yanking you form the floor up, you get suspended mid air, the spinner releases pheromones that basically turn you into a dinner bell, by getting webbed it follows up with summoning a lot of bugs that sensed that you've been webbed and therefore rush towards to bite you

lyric coral
#

Slap jet boot thrusters onto the boltshark arrows to make dumbfire rockets.

real geyser
#

Idea for a helldivers 2 collab:

MaltStar Sample Collecting MaltStar

”An external government agency has requested the collection of “samples”, whatever they are. They’re paying us, so we don’t ask questions.”

Sample Collecting is a unique machine event focusing on collecting samples from a variety of sources. There are three types of samples which need to be harvested, and deposited in a miniature minehead.

Common samples are the most abundant. You need to collect 25 per person, while they sprout up from the ground. They appear everywhere within a large radius of the minehead, and shoot back into the ground within a few seconds. Collecting it efficiently revolves around managing your time and focus correctly, and trying to balance picking samples with fighting bugs.

Rare samples consist of stalagmite-like mineral chunks which stick up from the ground randomly. These chunks give about 2-4 rare samples each. To complete this objective, each dwarf needs to deposit around 15 rare samples.

The final type of sample are super samples, found on the corpses of larger bugs. Killing any praetorian-sized bug or larger will result in a 1/3 chance to drop a super sample, which must be picked up. Each dwarf needs about 5 super samples to deposit.

After each quota for each sample is met, the minehead will launch and the dwarf will get a new helldiver helmet cosmetic as a reward for the first time they beat it.

limber pawn
#

Some kind of weekly mission that spawns a guaranteed core infuser

I have 8 blank core but the core infusers are somewhat rare so I can’t use them up before I get more.

formal bloom
#

unique voicelines for pinging steve

formal bloom
#

endless deep dive with increasing number of modifiers, 1 good 1 bad, with increasing dificulity

pine olive
#

Inspired loosely by a cut L4D1 enemy.

Idea: New enemy.
Glyphid Canary.

Enemy description:
A bright yellow Glyphid, slightly larger than a Grunt, with no armor and an abnormally large body.
Upon nearing a Dwarf, attempts to Scream. If the Scream is successful, several dangerous enemies immediately spawn (Guards, Slashers, Praetorians, very rarely Oppressors) and begin attacking.
Canaries have no armor, and while preparing to Scream any instance of damage applies a small stun and cancels the Scream.

Why:
A new Disruptive enemy that forces immediate target prioritization unless you want a small pack of Slashers chasing you would be interesting.
Plus, if you run Beastmaster, risk reward- set one off on purpose, and you'll get your choice of Guard or Slasher.

Isn't this just a Warden?:
No. Wardens are primarily a buffing unit, this is purely a summoner.

Why "Canary" instead of Glyphid Screamer?:
Play on and reversal of canary in the coal mine. When it stops singing, you're safe.

blissful heath
#

New mission type. Scrapping.
Like salvage but you scrap the metal and components of a broken drop pod and deposit them like aquarqs. Many enemies will be at the objective, the way you get the components is by using a laser cutter to get scrap out of the wreckage like hammering a mini mule

strange compass
#

New mission modifier: blood moon
Glyphids are now much more aggressive, get a 60% increase to their movement speed, 20% more damage, and heal when attacking you. The cave fog can also be much more red as a good visual indicator in case you join in the middle of a mission mission. The buffs also apply to steeves.

unreal osprey
#

New mission event: Rival Launch Site

The dwarves have started to discover mysterious bunkers defended by rival technology. Management has determined that these are launch sites, where our rivals are extracting resources from the planet. Obviously, we have to stop them.

Fortunately, R&D have devised a simple, cost-efficient solution.

  1. Breach the bunker using bombs provided by Mission Control.
  2. Defeat any internal defenses, then locate and hack the extraction rocket before it launches.
  3. The hack will redirect the rocket to be picked up by one of our shuttles. Now the tables are turned and you must defend the bunker against incoming enemies.
  4. Once the rocket has launched, feel free to grab anything else that looks valuable, including resources crates and possibly even core infusers. We’ll also add a nice bonus to your paycheck.

I feel like it would be interesting to go from fighting in natural, destructible caves, to a more sterile, rigid environment, such as a bunker. It might also be cool to see new types of rival enemies to go with it. I’d love to hear feedback on what you all think

torpid mortar
#

personal tools (admittedly it needs a better name but i couldnt think of much).

personal tools are tools that replace the grenade a dwarf is carrying and use the same slot, implying that its something they grabbed off the space rig instead of filling up their grenade pockets. odd items that arent really weapons per say (a excellent example being the paint spray gun someone mentioned a while ago).

the difference being is that these tools cant be resupplied during a mission, since management didnt plan on needing to fill the resupply pods with refills for whatever junk you happened to nab. the theme behind these tools could be allowing a class to do things they usually either dont do at all or do poorly.

for example, driller could "borrow" a malfunctioning arc welder from one of the engineering bays, allowing him access to electric damage and slows which would make a DOT sludge pump/microwave gun build even more useful, with the downside being that once its gone, its gone.

other ideas being:

a container of antifreeze strapped to a cluster grenade for gunner, allowing him a one time massive freeze attack

a half broken pipe wrench for engineer that allows him to hit an area power attack if he hits something while falling, allowing us to finally complete the tf2 reference rj250 provides the basis for (it will break eventually)

you get the idea.

pulsar juniper
#

please tell management to let steeve on the space rig. I want him to be able to follow me around while I drink beers and play with jet boots. promise I'll house train him

formal bloom
#

annoyed mission control voice lines for goosack and plants from dense biozone similar to gold chunk and mushroom

jolly glacier
#

version of the scale brigade helmet that allows for beard visibility

old marsh
#

Drink buff should stack with the amount of drunkeness you have
be 99% drunk with red rock and get 500 hp
be basically a berserker with 99% slayer stout

quaint vortex
#

The beer licence extension
After upgrading beer licence to its maximum you just start stack ingredients since beers are pretty cheap and you find more than you need to spend .
To fix this issue i think the beer licence needs to be extended but instead of getting new beers you will get skins for lloyd and bar , like giving bar more old school wooden look ,or a more futuristic , for lloyd it can be different hats , fake moustaches etc , this will not only help players with having too much ingredients but also will help customise your space rig and make ot more unique

keen forum
#

a scale brigade helmet that isnt literally just the bigger pauldron model

gaunt canyon
#

How about new enemy type (glyphid race) :

Bit smaller than his relative, weaver glyphid specialises in nest construction and stationary colonial expansion. Weaver drones have front legs much smaller and much less sharper teeth, more like a beak mouth unlike their regular brother glyphid.
Drones use larvae as a glue guns. Holding them in jaws and tapping them on the head to release silk. Weavers construct nests from leaves, rolling them into a ball and glueing them together. Highly social, weaker than regular glyphid.

When encountered on mission. You will see 2-3 cocoons size of a dreadnought egg, closely together, connected by some form of tunnel or vine. Highly territorial, guards will spray you from their butt if you get close enough and drones will use larvae to put silk on the floor. Spray does low damage and doesn't slow you down(like praetorian death fart) , but damage stacks up.
Inside a nest you will find rare piece of tech that management would certainly award you for. 1 per nest. It can be black box circuit board, broken patrol bot or bet-c leg. Kinda like korlok shards, but you can obv change reward mechanics. It's just the first thing that came into my head.

Based on real Weaver ants plz look it up also kuzgersagt haz vid on them. ❤️

#

praesmile Weaver glyphid drone: 1.5x smaller than glyphid, instead of brown coloration has emerald green. Does not have glacial strata/rad exclusion zone variants. Usually enhabits fungus bogs/azure wasteland.
praesmile Weaver larvae slightly larger than a maggot, beige colored, striped with dark brown head and large black false eyes, produces gluey goo used by drones.
praesmile Weaver brood guard: body size of regular glyphid but has much longer legs and elongated mandibles. Overall elf-like bodily structure, country to more sturdy built glyphs.
praesmile Weaver Queen: Rare sight usually doesn't spawn. Enhabits one of the cocoons, stationary. Produces larvae for drones to use. If most drones are equipped with larvae, starts producing drones but that takes longer time ofc.

karmic shoal
#

A lucky egg (glyphid egg, of course) that you can kiss for good luck before going 'down' in the drop pod. Doesn't do anything stats wise, but could include some fun new voice lines. "I feel power!", "Feel the rhythm!", "It's minecart time!" etc. Maybe just limit it to the 'easter egg' seasonal 🙂

naive timber
#

If you enter Drop Pod leading to next stage of Deep Dive with your weapons unloaded and do not happen to have Born Ready perk, they are automatically loaded when you reach the next stage

hallow widget
#

when you ping a maggot, the dwarf says "SHOW ME YOUR WAR FACE!"

minor arch
#

"Stretch Goal" Payment:

Most objectives have more then enough to complete an objective, but collecting it is a waste of time for the miners, but lost profits for DRG!
With stretch goals, collecting more then the mission objective originally calls for gives a little more payout.

The main thing for me here is just giving Dark Morkite more of a use, since while it makes things easier on 400er missions, having it with stretch goals and collecting say 800 Morkite would give an appreciable bonus. im thinking about +66% credits for +100% mined, but feel free to experiment with the numbers a little. you may even need to adjust the normal payouts down by a bit.

Overall I think this would be a cool way to exploit workers appreciate our elite mining crews and make the work day more fulfilling.

naive pike
#

make hiveguard adds show on terrain scanner

hollow mortar
#

while Beserk is active kills should increase melee abilities to counteract the inevitably dwindling healthbar

hallow widget
#

let us use perk points to gain credits and stuff

abstract tendon
#

I would love to be able to toss large minerals such as enor pearls and jadiz into the drop pod and have it show up in the corner like dorettas head. It should count as deposited too.

hardy apex
#

So l've been playing drg again recently and have noticed that it feels a bit lonely on the space right now. Lonely as in there isn’t any fellow dwarves around. (This could also just be because I don't have anyone to play with) So what l'm proposing is maybe some sort of public social space where you can interact and hang out with your fellow dwarves. I'm not sure of the technical difficulties this could have to implement because I don't know how hard it would be to have more than 4 people in one lobby/area. I feel like this suggestion has been made before but idk. (Edit for a bit more clarification) Like an area where you would see other players online that are not in your party/squad

hallow widget
#

make the biohazard armor's green goo color change depending on your paintjob instead of it being continuisly lemonade colored

real geyser
#

New beer which turns you into a glyphid, which lets you crawl around for a bit before turning back. This would let you crawl around on the ceiling of the space rig, and possibly access secret areas.

waxen dew
#
  1. I honestly would like to know a little bit more lore about our rivals. Who are they? What are their names? Do they have any nefarious intentions other than competing with us for mineral and resource extractions? Who works for them? This would have made an excellent final expansion to the rival seasons.

  2. If the Twins and Hiveguards are interrupted metamorphoses... what would their final form look like? Could there be a new mission in the future that focuses on the takedown of the Twins' and Hiveguard's final form?

  3. The final season/update should reveal the location and the appearance of the Glyphid Queen, where we fight her and temporarily free Hoxxes of glyphids... Until a new queen arises. FOR ROCK AND STONE!

hallow widget
#

gunner weapon idea: TH0R & V47KYR13

this weapon is an electric semiautomatic shotgun with a shield that pulses when its linked shotgun is fired, damaging any enemy close enough to feel it along with pushing them back, is also is linked to the shield, literally, it is chained to the shield. the shotgun fires electric rounds that can break armor at point blank, it has large ammo capacity, high fire rate, and some nice damage, but, it is also inaccurate (because its a shotgun) it is ineffective at long ranges (because its a shotgun) and it has a bit of a problem with its reload times being a bit... you'll see the heat death of the universe before its fully reloaded.

upside, you're slow as fuck with it yes but thats because its a gunner primary and you're the gunner also its a shield and shotgun but the shield DOES protect you from damage right in front of you (unless you're being hit by acid, a ton of radiation, or something else that isn't a bite, a bullet, or a blade of some kind)

let me know what you think and i'll try to work on my ideas in the future

lethal thunder
#

Unstable Overclock: Ultra-small cartridges. (Lead storm)
rocknstone Increased ammo capacity (multiplies by 2)
rocknstone Increases the rate of fire (rate of fire +5)
tothebone Increases overheat duration (+5)
tothebone Reduces damage (-4)
tothebone No stun chance

Off course you need to check my numbers, but i gave an idea.

light raft
#

A perk to (temporarily) summon a Bosco drone with similar (but limited) capabilities to the regular one.
With limited number of charges (for balance).

Why?

  1. Unlike Steeve, Bosco has a number of important utility skills, like reviving players, target-firing an important enemy, digging, and being a bad source of light. It would be a good active perk for stressful situations (and limiting the number of charges to 1-2 will ensure it doesn't overshadow other perks).
  2. Players had been begging for a way to bring Bosco into multiplayer missions.
  3. Drone cosmetics will finally pay off.
  4. Having TWO drones in a single player mission (even temporarily) would be awesome.
willow viper
#

Having the Friendly perk equipped and being shot should have different, nicer voicelines
"That tickles"
"Ow- It's okay, we all make mistakes"
"Don't worry, this perk hardens in response to allied physical trauma"

tight bridge
#

Rock and Stone Dwarves!
There is a suggestion on the long-worn theme of the shooting range at the station. So I propose to introduce three small rooms:

  1. The main room for testing and configuring weapons.
    Inside there is a small shooting range for aim training with difficulty settings (Dwarves can compete in shooting), and two special practice targets. The first practice target is designed to check damage against standard enemies, with difficulty settings, divided into three zones, as in darts, the central zone is the critical zone, the second zone is the torso, the third zone is chitin plates, numerical damage is displayed above the target. The second practice target is designed to check damage against non-standard seasonal enemies with difficulty settings, Rival tech has two damage zones painted in the color corresponding to the enemies, infected glyphids also have two damage zones, but there are several critical zones and they are located chaotically on the target.
  2. A second room for simulating opponents, including non-standard ones.
    Inside there is a zone with a console where any chosen opponent (killed by the player earlier) is created using hard light to practice shooting at critical points and not only. A special feature of the room is that you can choose any opponents, including turrets or aggressive flora.
  3. The third room is designed for practical simulation in virtual reality.
    Inside there is a console for setting up and four VR zones, these can be capsules or zones with VR glasses. You can practice a test practice for greenbeard beginners to teach them how to use professional equipment in the "rock and stone" mode, where they will need to mine rock and stone, as well as conduct combat coordination training with their dwarf brothers, etc.
tropic wadi
#

New warning: Breeding season

Caves are filled with pre-spawned breeders breather

Or more balanced and serious idea: breeders can now spawn with swarms, one/two breeders per swarm or something like this

vivid nimbus
#

In the Memorial Hall, it would be cool if an art canvas got added to show off fan art each week. It could sort of function like Employee of the month, but instead artist of the week.

median tendon
#

Arachnophobia Mode had a friend play it and enjoy it but had issues with the bugs being a bit too much

dusk basalt
#

Shifting seasons auto-modifiers.

When developers eventually move on to other projects and support goes into simple maintenance mode, perhaps there could be an automatic increase in various hazard modifiers that appear for the duration of a month to accompany the more festive themes.

For example, for X month, there are a lot of low oxygen and macrera swarm modifiers in the regions currently being highlighted like the corruption outbreak.

Checking the notification thing at the terminal can have a few partially randomized briefings talking about the current hazards of the month.

iron pilot
#

In season 5, there’s gonna be a new invisible enemy, so maybe R&D could do a bit of reverse engineering? An invisibility perk would be handy for outmaneuvering a big swarm, and might be a good substitute for dash.

spice flame
#

Cross-Progression.
I know people in the past have booed the idea of cross-play and how it would cause technical issues but cross-progression would honestly be fantastic add for dwarfs across the rigs. I have friends who play on different platforms (Like on Xbox, PlayStation and Steam) and yes I could buy the game on the different platforms to with them there. However buying/owning the game on 3 different platforms but really only playing on my main platform and the odd time playing on the other 2 isn't really worth the money. Again I love Deep Rock Galactic, I've put nearly 900 hours into the game on PlayStation and even bought the physical DRG Special Edition for the PS5 when it released. However if **Ghost Ship Games ** were able to add cross-progression and be able to transfer my progress over the different platforms. I honestly wouldn't mind buying DRG on the different platforms to play with my fellow dwarfs across Hoxxes IV and support/fund the future progress of this amazing game.

raven violet
#

Electroshard Replacement 🟡 Balanced

-Replaces your Ommoran shard with an electroshard in the Shard Diffractor, which causes it to proc electrocution at a cost (see below)

RND has somehow gotten their hands on a highly dangerous electroshard. due to the instability of the crystal, it causes the range to suffer due to the electroshard not being able to concentrate a beam at such distances. Also, we decreased the firerate so the crystal doesn't explode upon sustained fire.
[NOTE: AVOID SHOOTING TEAMMATES]

rocknstone beam now inflicts electrocution damage upon hitting an enemy

rocknstone 20% increased heat gain

tothebone range limited to (20-40 meters?)

tothebone beam charge time increased by 50%

tothebone recharge speed increased by 50%

tothebone -10% damage

tothebone -4 discharge rate

[would be cool if the beam was blue and had electro effects]

green walrus
#

Nemesis Rock and Stone voicelines. He must know what it sounds like considering how often it is used.

lethal thunder
#

How about something like grenade launcher from tf2, but for main weapon to the engineer. So we can make the most explosive class in the game.

dusk basalt
#

False lootbug that when shot/pet, has spider-like limbs rupture out of its back before it makes a fast scuttle towards the dwarf.

If pet, it simply grabs the dwarf like a grabber and scuttles away deeper into the cave before letting go and leaving them in a webbed state for a short time.

If shot or otherwise attacked, it moves in fast to deal regular attacks.

Just figured we could use an explanation for all those webs in the caves.

jolly glacier
#

When doretta explodes, an icon appears on the terrain scanner to make her easier to locate.

dense onyx
#

Make an upgrade for the engi support gun, it can create temporary plasma platforms that if any dwarf stands on it acts as a platform and deals damage to the armor of bugs but if a bug rests in the platform it causes a response which triggers it to take half as much damage to the fleshy bit / weakpoint, possibly rids a bug of rockpocks, it could deal 15dps to a bug.
After it is triggered a second time it descends at a medium pace so if a scout drops on it for some minerals once finished he can be lowered, Mule doesn't render these so the Mule cant stand on it, You can jump through the bottom of the platform to prevent crushing teammates

unreal osprey
#

Random chance to find barrels in the cave! Out of all the ones we kick into the launch bay, some of them must eventually land in the caves, right?

Gameplay-wise, shooting them would have a chance to cause a random grenade effect, including HE, incendiary, IFG, etc.

Other than that, you can kick them around and ping them for some new voice lines:

Dwarf lines:
“Look, a barrel!”
“Barrel!”
“This fella’s a better teammate than some of you guys.”
“Is this the one with bacon inside?”
“Barrels of fun! Haha! Get it?”
Sniffs “I-I knew we’d be reunited one day…”
“I wonder how long I can stand on top of one…”

Mission Control lines:
“Not in the caves too…”
“Please don’t tell me you planned this.”
“Oh, for goodness sake, focus gentlemen!”
“I hope you stub your toe kicking that thing around.”

real geyser
#

A hidden barrel on the space rig that rattles around, and when you kick it it makes glyphid sounds

obtuse swan
#

Add diffirent sounds for diffirent heavy objects, like metall sound for drilldozer's head and mini mull legs

formal bloom
#

strong arm perk giving thrown objects a small amount of damage, like getting shot with a scout flare small, i want to kill a glyphid with a compressed gold chunk

wintry stump
#

Can we pretty please get more loadout pages?
Six is just not quite enough... :<

hollow girder
#

In reference to deep rock galactic Survivor, different support tools for each of the classes. As well as overclocks for stuff like the LMG Gun Platform, and grenades. Or just the overclocks.

real geyser
#

Pickaxe shaped flowers (the bulb is straight and it has two flowers growing out like blades on a pickaxe) which can be eaten to replenish a power attack

wintry glade
#

after deep rock survivor i would love different turrets/overclocks for turrets >:D

main leaf
#

I want tobe able to pet the drillers C4 while saying "it is dangerous"

deft herald
#

Shield Link perk - let us overcharge teammate's shield from a distance. For example, point laser pointer at a dwarf, then press Use key to overcharge his shield. The perk is already a bit niche, and it shouldn't be so hard to use in combat, when sometimes i have to chase a dwarf thats running away in order to buff him.

silk juniper
#

bonus perk slot exclusively for steeve

soft tendon
#

Make the number of hacking stations in industrial sabotage be dependent on the mission length tier (one station on mission length 1 and 3 on mission length 3)

feral cloud
fluid pelican
#

Special powder should knock back grunts when you shoot them, and fling back corpses when shot

covert bridge
#

Maybe instead of just having ranged weapons (besides the pickaxe) there could be some melee weapons for each class

tall epoch
#

MAKE STEVE STAND OUT MORE I KEEP ACCIDENTALLY SHOOTING HIM AND HAD TO INSTALL MODS TO MAKE HIM PINK

real geyser
#

new overclock for the GK2:

gk2 Railgun Refit gk2

"By passing a current through the barrel and swapping out the rounds for sabots, the gun is now a makeshift railgun! With larger and faster rounds comes... well... larger rounds, and the gun needs time to recharge in between shots, so take care with this one."

rocknstone Extremely high bullet damage (16 -> 80)

tothebone Firerate reduced drastically (8 -> 2)
tothebone Max ammo reduced drastically (400 -> 150)
tothebone Mag size reduced (30 -> 6)

Overall, this just adds a bit of punchiness with an added damage and ammo bonus, but makes it suffer from a decreased mag size. A punchy assault rifle is always a must.

past vector
#

More shotguns for god of shotguns!
With different cartridge options.
Large fraction, Small fraction (lightly peppered), Bullet, (Driller) Dragon Breath, Needles... Anything that fits into the barrel of a shotgun.

prime yoke
#

id like something pretty big if you think about it,
skins for specialized tools aka so everything fits in color instead of an ugly orange or yellow while your miner is glowy and dark colored and that is my proposal also a list of cosmetics would be nice but like just how many you haven't found yet and overclocks for specialized items

kindred python
#

Can we make scout taking no or having reduced damage while being pulled by the grappling hook a tier upgrade? I think he's too fast to be damaged while using the hook

sinful wharf
#

Responding player's ping
When a player ping certain object, other players can press X to respond by aiming on player's ping. Ping response only compatible with main objective, secondary objective, minerals, enemies, lootbug, drop pod, mules, event objectives and compressed gold.

Respond positive (X key)
Pings (Minerals) > "I'll mine it." "Let's mine it!"
Pings (Enemies) > "Let's shoot it!" "I got your back!" "I'll handle it!"

Respond negative (Optional) (Hold X key)
Pings (Minerals) >"Don't need it now." "Not now" "Uh, later."
Pings (Main Objective that is completed) > "We got enough (Minerals)."
Pings (Enemies) > "I'll deal with it later."

severe badger
#

Hm. I was thinking. If we have two helmets with horns.. How about make helmet with wings? Like Asterix have. It would be really cool to see this kind helmet in the game someday.

woven perch
#

when the upgrade "safety first" for the scout's grapling hook is picked the "Risk of Accidental Death" stat should be changed from HIGH to NOT AS HIGH or LESS HIGH

smoky wadi
#

A mission modifier that grants every dwarf an additional, random, perk.

exotic ledge
#

Fix the intersecting caves.

surreal spear
#

Steeve should be to proc vampire but it only gives like 1 or 2 health

soft tendon
#

Please, don't reveal everything on the narrative trailer of season 5

nova remnant
#

Make Hipster remove charge entirely and just go full auto

sacred sphinx
#

Perhaps a voice line where they break the 4th wall when seeing the new creepy enemy and say when did this become a horror game?

nova remnant
#

Just Another Thunderhead Rebalance Suggestion
Now, AC being weaker than LS or Hurr isn't a new concept. However, most rebalance suggestions I've seen are heavy, and AC doesn't really need a full balance pass. Instead, here are my ideas for a lighter touch:

  1. Reduced reload time (stacking with the other suggestions).
    Honestly, it just needs to happen. Reload on AC sucks.

  2. Reduced inaccuracy.
    The boring solution. If AC's base accuracy increased by one accuracy mod, it would be practical, but just kind of boring.

  3. Increased RoF.
    The fun solution. If AC's rate of fire, both base and increases from sustain (including ones in mods) increased by 1.5x, it would still be the same inaccurate gun it is, but it would also be the ultimate in close range gunner. No need to touch RoF growth from sustained fire, even.

safe grove
#

Here's 1 suggestion... There are Several Skins and Color Templates of the default kit are 1 Texture or color off from matching very well between weapon sets and armor sets. It would be awesome if there was a way to Swap Skin Textures and/or Color Placements of the template within the Color Template Selected. Swapping a Metalic Sheen, Camo Print, & Tiger Print, with an existing color or Just swapping the full color between Barrel & Handle, Armor & Accent, ETC, ETC...

Example: swap the underlying Texture Vinyl and Material Effect would be amazing!
Especially with weapon color sets such as FIRST STRIPE!
Allowing template customization as a Rank reward could be a thing too, to reward time played, and still promote DLC content for game development support and quick cosmetics.

Primary recolor/texture customization lvl 100
Secondary recolor/texture customization lvl 200
Dwarf recolor/recolor customization lvl 300
Utility recolor/texture customization lvl 400
Example: Driller - Yellow Drillbit/Shiny Silver Paint chassis/Black Exhaust
Grenade recolor/texture customization lvl 500
Example: Driller - Axe/Grenade color customization

woven perch
#

make bosco dock in the escape pod and show in the results screen like dotty

safe grove
#

Another suggestion.
Beard Override! (& Override Hair Clipping Toggle on each wardrobe category!)
beards are always allowed and always encouraged in dwarven culture
Create a separate category for "headgear" as well to allow Hair through helmets. this creates more hairy dwarf-ness and less leaf lover-ness
These 2 things will allow all Beards/Brows/Mustache/Sideburns/to be visible at all times (if you choose) even if it would clip through armor/headgear.
Call it the "My beard/My choice" patch or something...
Example 1: Ironman & Doom helmets WITH BEARDS!!! (and Mohawk)
Example 2: Full armor chest plates WITH BEARD!!! (all up in that armor)
Sure it might look weird with some headgear/armor/beard combinations but isn't that for the individual player to decide?
It could be done with a simple checkbox on/off at the wardrobe screen.
Bonus: Separating hair and headgear/accessories would be a fun addition too. (could have lots of fun with Mohawks, PonyTails, and TopKnots.)

paper ferry
#

I've noticed escape sequences can often be pretty boring and easy if the players know what they're doing and don't run into bad luck, so I've thought on how to improve that:

Enemies seem to spawn every 10 or so seconds during escape sequences, let's call them "escape swarms", whenever an escape swarm happens, there will now be a 25% longer timer than usual til the next one, however, the percentage of enemies from that swarm dead, will become a multiplier for how fast those 12.5 or so seconds passes, so if it's a bunch of naedocytes and driller immediately fires his wave cooker and all threat is gone in a frame, it'll only be 6ish seconds before other enemies spawn in so it's not painfully boring, this won't affect people struggling however, to not tip the balance of the game only for skilled players.

paper ferry
cerulean meadow
#

i made this as a request to the dev's i know they are busy and they may never see this request but its a humble one i made this to as a weapon frame request "id love the old weapon models in new drg never forget where it started and only these weapon frames on OG starter guns as its all they had in the beginning i give the devs "project forefathers" i hope the community likes this idea as i want to someday carry the original minigun on my gunner into battle in the future of the game not just in the legacy edition i want others to carry the old weapons if they wish to show there dedication and love for what came before as a nice way to "remember where it all started and how far its come since then" "for drg" "for dwarka" "for the forefathers aka old players" "for the truth of Rock & Stone" "For karl" "for the devs" id carry my old model minigun for them in all its beautiful clunky glory to show my respect for the roots "early days" of drg" ⛏️

real geyser
#

New overclock for the Stubby:

engiapproves Superconductive Bullets engiapproves

”Constructing the bullet frame out of a special alloy allows the bullets to carry a huge amount of charge in them, discharging it all at once into the target! It comes with a few unintended side effects though, and we had to make the battery smaller so it doesn’t explode in your hands.”

rocknstone When a bullet electrocutes an enemy, arc electricity to the nearest enemy (which has a 50% chance to arc again per enemy hit)
rocknstone x2 electrocution damage and extra debuff duration

tothebone Half mag size and reduced max ammo

hallow widget
#

give scout the titanfall 2 smart pistol so that i don't need to use engineer if i wanna have "auto aim" and for the love of all that is alcoholic, make it automatically lock so that it isn't just a glorified bow that has AI arrows

trim willow
#

if host disbands the team while you are looking at the server list, allow the server list to stay open

tight mango
#

perk idea, spare bullets
reviving or being revived refills 10% or 1 of the revived dwarfs current weapons magazine

calm merlin
#

C4 upgrades to synergize with driller’s status effects
Fire: either bonus damage to on fire targets or a lingering heat field like snowball’s lingering frost
Cold: chills and slows bugs in radius
Toxic: neurotoxin field after exploding, enemies inside take bonus toxic damage

austere orchid
#

For season 6, how about gravity instability ? Some zones could have gravity inversion and/or gravity inversion events. That would have us view every cave in a different way.

simple kiln
#

burning nightmare to ignites praetorian with one charged shot instead of ceiling at 94.5 with 2 damage mod and a overclock

marsh raptor
#

it would be fun if the amount of people reviving one dwarf also affected the pouring animation, so when youre 3 dwarfs reviving at once youre just dumping it on them

jolly glacier
#

A terminal at the abyss bar that shows who ordered the previous beer, to expose all the leaf lovers out there.

wicked pike
#

Pls add a search bar in modding tab

compact violet
#

Idk how this could be done but a mission that combined Escort and On site refining would be fun. Doretta moving from room to room where each room has 1 or 2 Morkite wells that are connected to her and are extracted much faster than a normal on site mission, at most like 1 pipe breakdown per room.

fluid pelican
#

Add a passive perk that allows you to revives dwarves with more health with a short movement speed bonus afterwards

arctic dune
#

I see that the flare's still don't have any upgrades it would be nice to get some upgrades like increased duration or more flare capacity

hallow widget
#

4th relic armor, helmet, and pickaxe to match the weapon skins

civic helm
#

there should be some voice lines from mission control if you spam ping a golden loot bug an idea would be something like "we get it its a gold loot bug either pop it or leave it get a move on team!"

civic shard
#

I'm going to preface this by acknowledging:

  1. In this stage of the game, this probably isn't feasible
  2. This is somewhat of a first draft, though I have put a fair bit of though into it
  3. I more wanted to share what I thought was a cool idea/wanted some input on it.

PGL should have special grenades in the same way that the Boltshark has special bolts.

My ideas would be:

  1. Canisters Rounds: Basically turns your PGL into a big shot gun. Obviously only useful at close range, but gives more crowd clear for "normal" PGL builds. Alternatively, it can mean if you take Hyper Propellant, you still have a swarm clear option.

  2. Incendiary Rounds: Does what the mod does currently (converts 50% of damage into heat), but is a separate pool from the HE grenades. Would use the stats of the HE grenades, so if you're running Hyper Propellant you could use these to instant ignite bots. With the introduction of this, remove the Incendiary mod from the tree. For balancing reasons, any ammo penalty from OCs would probably need to be applied to these special grenades.

  3. Fragmentation Rounds: Deals kinetic damage instead of explosive in a smaller AoE, ignoring armor. Allows the grenades to be better against explosion resistant enemies (such as Opps) while still having decent AoE damage. The damage would probably be independent from the HEs damage.

deft orchid
#

I feel like a simple shooting range of sorts would be pretty cool so you can test out new guns and effects and stuff. Something that can show your damage readings and what not to show what weapons synergies well with others

tribal chasm
#

Shallow Grotto deep dives

woven perch
#

rly minor nitpick thing but a small tweak to the barrel of the bulldog revolver when using elephant rounds or six shooter so that it displays the correct number of rounds

dusky locust
#

A pet in the space rig. Dwarfs brought a cat or dog to hunt alien pests that snuck into in the rig. You can pet your pet and buy snacks from Lloyd. 🙂

deft apex
#

Deeper biomes; like you can select a layer and the lower you go it changes the map and has more biomes that progressively use less and less surface biome features and uses more and more unique features (like a biome underneath glacial strata gets less and less icey)

zinc cove
#

A fairly simple one for Season 5 (if it wouldn't be too late to add such things)
Just make more enemies have elite variants, like sting tails and spreaders or even some of the new goobers to make the elite modifier more interesting.

near glacier
#

Probably a bad take, and maybe not interesting to most. But something like a mode that is infinite waves of bugs/robos, last as long as you can in huge cave/"zombies" like stuff. Maybe put some special events or reuse?

vast musk
#

Cross play? 🥺 DRG is my cutie pie and I want to share this sigma experience with my friends one sexbox. Please consider 🙏

fluid pelican
#

Cross platform progression

quaint vortex
#

The ability to buy cosmetic for all four dwarfs automatically (and paying 4x price ofc)

tall shore
#

Jet Boots + Mobula Cave Angel = Jet Angel
Using Jet Boots while gliding a Cave Angel increases its forward flight speed by +100-200%!
Cave Racing with the boys. Rock and Stone!

unreal osprey
#

An option in the shop for a red skin color. It could be called “Anger Issues” or “Hoxxes Sunburn”

flint ridge
#

Pickaxe Power attack recharge also on the Blue center icon during Berserk/Ebonoite Mutation.

glad sphinx
#

Salvo module can be a pain to use due to its input requiring you to hold m1, preventing you from automatically firing NORMAL missiles without having to mash m1. The new crspr OC, afaik, will use reload to charge up its unique projectile.

My suggestion is: why not rework salvo module’s input to use hold reload, too? This would not only make sense for consistency, but would make the OC much more enjoyable for those of us who still want to use normal missiles often without BREAKING OUR FINGERS mashing m1.

tight mango
#

"do they make honey" "I wonder if there's honey in there" "beekeepin could be nice, make myself mead" when pinging deeptora honeycomb

spiral torrent
#

GUNNER: primary weapon AAAAA-12 OR Advance Assault Automatic Attack Arsenal, 12 gauge

R&D is proud to present the project of a friend of a friend. A massive barrel that holds ammunition for days and weighs over 100 pounds, worthy of a hunting rifle fit for Hoxxes.

Tier 1: contains 3 types of ammunition, which could have different effects. High-impact, incendiary, ...

Tier 2: fast reload, more ammunition, wide muzzle: wider firing angle

Tier 3: larger magazine, faster reload, reduced recoil

Tier 4: rapid fire, more ammunition

Tier 5: explosive shell, caltrop ammo

waxen dew
#

New Anomaly: Massive Minerals

Description: Mineral deposits are twice as large and worth twice as much compared to normal missions.

Minerals exempt from the visual effect: Jadiz, Enor Pearls, Compressed Gold, Bittergem, Error Cube, Aquarq, those massive 20-30 Croppa veins, 20 unit Bismor veins.

Note: Mineral deposits worth 20-30 units (looking at you, Croppa, and the occasional Bismor) will not spawn during Massive Minerals.

sharp turtle
#

Hey, I saw a big blue mule and mini-mules on Salvage Operation mission, why not give an opportunity to choose the type of mule when selecting a mission?
say, by selecting a mini-mule each player on the mission will be followed by his own mini-mule, which will be faster than the original mule but should be much slower to unload minerals in them.
and when choosing a big mule it will act like a regular mule except for slower speed, faster (probably instantaneous) unloading of minerals, and considering its size it will have to dig through the passages left by players like Glyphid Oppressor, Dreadnought or Bulk Detonator.

ancient gulch
#

If it's possible, magma rivers

real geyser
#

New machine event:

matrix_core Core Fabrication matrix_core

”Ever wondered where your matrix cores are made? These micro factories are incredibly efficient for their size, but are also incredibly, incredibly delicate. We’re in a bit of a core shortage right now, so if you want to make a few extra credits then get to work.”

The Core Fabrication event focuses on a medium-sized factory that manufactures matrix cores. Upon activation, the core factory must create three cores.

The first stage of core synthesis is gathering materials. Outcrops of a new mineral Mitrate will crop up around the factory, which need to be mined and put into the chutes in the sides. After a certain amount of mitrate is collected, it enters phase 2.

Phase 2 is construction of the core. During this, a 15 second long swarm will occur, and the players must defend the factory. Getting hit will stutter the factory, and extend the timer by 2 seconds. When the 15 second timer is complete, it will move onto phase 3.

Phase 3 is downloading the correct matrix. A holographic terminal will open, and a symbol will be displayed above it. The symbol is made up of three parts, the colour, the inner symbol and the outer symbol. The player must select these from a list on the terminal, and getting it wrong will randomise the symbol and the list. For example, one symbol could be a green circle with a triangle inside of it, or one could be a red pentagon with a star inside of it. This process needs to be repeated twice, and then one of three cores is made. The entire process should only take about 40 seconds, provided all dwarves are working as a team. Throughout the entire process, the dwarves will be fighting a constant stream of bugs that will slow them down.

Overall, this would be a challenging test of strength which relies on teamwork, and also it would be hella cool to see how matrix cores are made

carmine shuttle
#

can we have the ability to play previous deep dive

halcyon marlin
#

togglable badge on armor that displays your promotion level with the promotion stars.

naive bolt
#

make the dwarves adopt a more contemplative and sad tone of voice in the memorial hall when saluting:

"Rock and stone... you won't be forgotten..."

jolly sky
#

A Breather on top of the head, as a hat. breather

fluid spoke
#

Fix the intersecting caves.

raw spoke
#

A “We’re glitched” voiceline for pinging an error cube

silver harness
#

Mutation "Glyphid Flood" (probably needs a new name)

Lore: This is an area in which a bunch of glyphids have gathered through natural or other means. Because of all the glyphids, most other bugs have left the area.

Description: A lot of bugs. Like, A LOT of bugs. A LOOOOOOOOOT OF BUGS.

Effect: the bug cap is doubled. The map is filled with roaming Glyphid bugs, mostly grunts. Special bugs barely spawn, but Glyphids (mostly grunts) spawn in hundreds (during swarms and evac).

Goal: recreate the trailers, make you feel like you're actually fighting a horde, because on haz 3 and sometimes 4, there aren't as many enemies as you would expect from a HORDE shooter.

silver harness
#

MC says something when you order/drink Leaf Lovers
Examples:
"Hey, be carefull, if someone sees you drinking that, you'll lose all respect from any dwarf here."
"I don't drink much, but this hurts as much to watch as it hurts for other dwarves."
"You pointy ear leaf lover... You've lost all the respect from me and all other dwarves."

jolly glacier
#

Mission Control comments on the error cube.
“I don’t care if it’s weird, deposit it and get back to work”.
“Yes it certainly is strange, much like these pink slips if you don’t do your job”.

blazing pivot
#

Please let non engineers pet the turrets. I know its been suggested before and i know it would disrupt gameplay but dang it i wanna pet that bastard!

mild anvil
#

I’m not sure if anyone has suggested this already but I was hoping if we could have a configurable setting that allows players to automatically equip selected helmets/masks upon entering the drop pod before a mission. I feel this would allow players to simultaneously show off their hard-earned hairstyles on the space rig and show off their hard-earned head and face wear on missions. Hopefully, this is something that can be added to the game at some point.

sly sail
#

On Golden Bugs, Dreadnoughts and Bulk Detonators explode in a shower of gold like a loot bug on death.
On Volatile Guts, Dreadnoughts have a bigger, stronger, less anti-climactic death explosion.

knotty walrus
#

buff the stingtail range man please, i wanna be flung across the whole map.

shadow cape
#

The Option to have beer effects like flintlock or other funny affect alcohol to continue for the whole duration of a mission if wanted

nova remnant
#

+ammo +1 damage clean for zhukovs

tropic wadi
#

+accuracy +fire rate clean for zhukovs

short shale
#

New overclock for the Breach Cutter:

🟥 Plasma Wall 🟥

"After a lot of testing with the rival's tech, we think we know how to replicate the force fields. We've modified the Breach Cutter to fire these now. They don't go nearly as far or fast, but they do keep the creepies away."

rocknstone Plasma Wall (works the same as the repulsion turrets)
tothebone Much Slower Projectile (from 10m/s to 5m/s)
tothebone Much Less DPS (slower tick rate?)
tothebone Smaller Magazine

Notes on Plasma Wall: Dimensions of the wall are a 2:1 ratio. (1.5m w, 0.75m h) The width is unchanged(1.5m), and any width changes don't change the ratio. Triple Line Split angles the top and bottom walls. Plasma Trail is still just a line from node to node. The wall pushes bugs, players, robots, etc. The wall destroys projectiles. The wall is pink instead of orange to help differentiate.

short shale
#

New overclock for the Breach Cutter:

🟡 Ballista Nodes 🟡

"By supercharging the battery we've really cranked up the damage the nodes can output. A side effect of this is that the nodes get catapulted outta the gun at high speed. It goes farther, faster; but also doesn't linger on the target very long. We're... not sure if that's a positive or not."

rocknstone Much Higher Beam DPS
rocknstone Fast Deployment (instant w/ quick deploy)
rocknstone Much Faster Projectile
tothebone Shorter Projectile Lifetime

hollow girder
#

Hover boots. Instead, what if it was made as a tier 3 upgrade for the armor rig instead of an active perk slot.

real geyser
#

new Driller grenade:

driller CR-8ER Antimatter Explosive driller

"Much like the driller's EPC, the CR8-ER is an impact designed to remove as much terrain as possible. This high-range, digging explosive uses high tech antimatter to essentially remove any dirt from existence, however it just tickles anything biological!"

The CR-8ER is essentially just the EPC mixed with the C4, with a harmless twist on it. If you don't feel like using the EPC or grenades, this is a good alternative for collecting minerals and digging holes high up. Sacrificing a grenade slot is not amazing, however the grenade would still slightly slow down any bugs. The range would be about half of a max upgraded C4, and you would get six of these.

smoky needle
#

So I'm level like 300 for the season 4 battle pass, and I was wondering if the extra 200 can go to the other battle passes once I can play them

native zinc
#

How about adding a go button to a person's profile in your lobby?It is very inconvenient, for example, to add friends to people who have visited you, you have to copy the nickname and search for it

grand echo
#

As Engineer, to have an ability to unmount specific turret if you have 2.

fluid pelican
#

Add a pair of headphones cosmetic item that if you stand right next to the player wearing them you can faintly hear the drg soundtrack

grave cloak
#

Consistent (and better) rules for adding speed modifiers to eachother.
Currently some stack, while others overrule eachother (and its not always the biggest that wins out)

My suggestion is that modifiers in opposite directions (buffs and debuffs) interact normally, unless the buff specifically mentions slowdowns, but when adding multiple modifiers or multiple debuffs, all but the greatest of them should be reduced by a percentage. (at least 50%, I could see debuffs having a higher penalty than buffs)

For example,
-If running a multi-speed buff scout, you can't stack buffs to run absurdly fast, but can go slightly faster by overlapping.
-Multiple slowdowns affect you a bit more than a single slowdown, but don't make you completely trapped in place.

hidden wren
#

it would be cool if some face cosmetics added a filter to the voice lines, like how Darktide does it. Make it on option you can switch off, because I’m sure a lot of people don’t want to mess with the voice lines.

bold knoll
#

Give the option to pair one head option on the head and one and the face, like goggles and a hat both equipped (I want to cosplay the engineer)

plucky elk
#

I'd you get hit by the explosion of a Crassus Detonator and die (or maybe if you survive the explosion) you should be encased in gold and have to be mined out by a teammate or Bosco (functionally similar to being frozen, except your models entire textures just become the gold texture)

heady kernel
#

Having a "Company Photo-Op" option in the wardrobe where the player can show off their 4 dwarves in the classic team facing the camera pose with all their fancy cosmetics and select what weapon each dwarf is holding would be a nice quality of life feature.

Dwarf dress up is fun, and I want to have them all in their frilly dresses together in a big photo on my wall.

sour axle
#

A toggle option for the new capes to have either "half-cape(like gunner&Driller) or full cape(Scout&Engie)"

stone apex
#

Rename the achievement "The A-Team" to "The B-Team"

real geyser
#

New beer which makes a barrel punch out of your chest alien style (the dwarf perishes in the process)

lusty jackal
#

Make the resupplier perk let you insta-resupply once per mission :3

real geyser
#

If there’s a helldivers collab, here’s my idea for a dlc:

Deep_Dive Democratic Drillers Deep_Dive

”What could be better than super earth technology in the hands of the miners? Literally anything else, but who are we to turn down free stuff.”

The DLC contains a weapon framework containing helldivers-style guns, some with the helldivers skull on them. Most of the guns would be like the liberator, but a select few (such as the DRAK and other energy weapons) would have the yellow triangular barrel like the helldivers laser cannon, scythe and sickle. The paint job would be sleek and black, with yellow highlights.

blazing dust
#

New Warning and Anomaly:
Anomaly:

Bullet Heaven:
A Gunner's dream come true. All your bullets ricochet and hit nearby enemies.
All projectile weapons act as if they are under the effect of the Bullet Hell OC.

Warning:

Resilient Bugs:
Enemies in these caves are more resistant to status effects.
Status effect duration on enemies is decreased, and slowdown and damage from status is reduced.

real geyser
#

New warning:

⚠️ Alcoholic Vapours ⚠️

”Due to an extremely high concentration of subterranean yeast colonies, most biological plant matter has fermented, leaving the air slightly alcoholic. While this is a dream to most of you, I should not have to remind you that drinking on the job is illegal and I don’t want to do any paperwork if someone ends up with a bullet to the spine.”

The air here is incredibly alcoholic! Sensitivity for turning is all fucked up, changing ever so slightly every minute or so. Additionally, recoil and spread are much higher now. As a bonus, bugs are slightly slower and sticky flames burn for longer! A driller’s dream!

sour axle
#

Endgame armor furcoat robes, buyable at the in-game cosmetic store that costs a ridiculous amount of credits and minerals.

lyric coral
#

When Bosco has the new DLC framework and you get downed, he should beep to the tune of "I need a hero"

brazen pebble
#

Make it so the engineer class repairs things faster than other classes (unless he already does and I just haven't noticed)

somber wharf
#

Option to hold and drink 2 beers at once (same or 2 diff ones)

rotund holly
#

Dance button so we can dance mid mission for no reason

rotund holly
#

Bouncy Bullets Overclock for M1K

grave cloak
#

New Lok-1 overclock: "Killswitch" (Unstable?)
rocknstone Locks are only fired when you reload
(locks are maintained when you release the fire button, but not on weapon switch)
rocknstone All locked shots are fired at once. (special shot-reload animation)
rocknstone Locks are maintained over a massive range, lock-on range is slightly increased
tothebone Decreased lock-on rate
tothebone Increased reload time

weary pecan
#

Beer fighting. Fight your fellow dwarfs with beer tankards

tropic wind
#

Make Bosco do occasional barrel rolls

torpid mortar
#

New "out of ammo" voiceline:

"Im all out of gun food!"

nova pier
#

Voiceline idea after killing a dreadnaught:

“I certainly am NOT dreading anymore”

misty sierra
#

make the dwarves be nicer to molly if the mission right before was point extraction or on-site refinement.

cerulean helm
#

be able to wake up from being drunk after ~1 - 5 minutes. because rn if everybody except for one person is knocked out, and that someone is afk, you literally cannot get up until the person comes to revive you or gets knocked out themself.

civic shard
#

I've been trying to think how to make some of the cleans in the game more useful, or at least unique amongst the other OCs.

Here are my ideas for CRSPR (very much first draft, may be a bit over/under tuned):
Concentrated Fuel (Replaces Lighter Tanks) - Clean OC

"By concentrating the fuel liquid further, we've increased the punch of the mixture while allowing you to take more with you. What's more, the lighter tanks are easier to handle."

+75 ammo
+1 direct damage
-0.3s Reload Time

Improved Fuel Mixture (Replaces Sticky Additive) - Clean OC

"A slightly improved mixture results in greater heating of targets while increasing the duration of the sticky flames left behind."

+5 target heating
+1s sticky flame duration

Here's an alternative idea I came up with for a replacement for lighter tanks:

Lighter Mixture - Balanced OC

"Through tinkering with the chemical mixture of the fuel, we've managed to make it much lighter & easier to handle, increasing how much you can carry it & reducing the time it takes to refuel the weapon. Unfortunately, this has come at the cost of decreasing its ability to ignite targets & a reduction in the duration of the sticky flames left behind).

+150 ammo
+1 direct damage
-1s reload time
x0.5 heat
-1s Sticky Fuel Duration

My concern with this is that Heat Radiance might make this build very strong, however Targets Explode has a better synergy (given this is meant as a direct damage OC). Regardless, its interactions with heat radiance is why this is my alternative idea.

twin willow
#

Give a framework colour for free use as a reward for collecting this framework on all weapons.

real geyser
#

Gunmetal and silver paintjob pls, would look absolutely banger

misty root
#

What about beeing able to select a certain set of vitctory moves, ionstead of just one or the random onption? Also new Mutator: Loot Bug infestation (but no other mineral sources). Loot bugs may contain one or two chunks of (random?) crafting minerals

iron flame
#

Order of the Deep Pack DLC: Adding armor plate to Driller’s forearm would fit better the theme of the DLC, currently it has the standard “industrial gloves” with no protection, which works perfectly for classic MK armors and roughneck, but looks like it’s missing something in this DLC.

If an armor plate like the other 3 classes is a problem because it’s too bulky and overlaps with power drills/CWC, a smaller plate similar to Driller's MK3, MK4 and MK5 armors would do the job too.

flat glacier
#

Lavender skin
As a reference to the "dwarves" from TES (the smelliest kind of dwarf)

fierce flame
#

More health pickups or stronger shields I guess

#

Encourage greater use of drills by allowing upward movement when drilling upward or some sort of power attack with the drills.

little island
#

they should make glyphids that start out small but quickly grow larger until they eventually become a dreadknought

nocturne needle
#

So as a player that usually plays 2-4 times per week in bulk i got a season related change that I could suggest

Changing challenges to be more generalised (like the class requirements are greatly done) im mostly speaking biome and mission types it cant be just me and my friends that feel being forced to do 5 times the same mission type gets stale quickly and same applies to biomes (especially you hollow bought, azure weald and fungus bogs), possible alternatives could be requirements of enemies killed (team wide counter so it doesnt force people fighting over kills, could even make it enemy faction specific if not for some enemy factions not having as consistent of a spawn like mactera might not always appear) or an amount of missions with mutators (either just mission clears with yellow anomalies or mission clears with total of example 5 red hazards which lets double hazard missions be somewhat more interesting pick option) basically just making it so you dont need to stray off your current assignment to do them instead letting player do lot of them on a side as you progress whatever you have to work on. (alternatively it would be nice if the regular weekly assigment would give perfomrance points similar to the season introduction assignment)

hope its not too much word salad tried my best to explain the idea engi
tl;dr replace biome and mission type challenges with something more general so people can progress them when doing weekly assignments, core hunts and deep dives (and other assignments) since doing same mission type/biome 5x in a row is tiresome

lusty jackal
#

breach cutter OC that makes the projectile travel slower

spare token
#

More loadout slots - I would say double the current amount, or just add a couple so we have a total of 10. I love to have a loadout for each DLC armor, but every new season i have to delete a old one for the newest one.

uneven comet
#

make the exploders in dense biozone blue to match the blue exploding plants

and make them inflict a status effect on you that sets you on fire but blue idk

lethal thunder
#

CRSPR Flamethrower Unstable overclock- Tube for the Rear Tank
"We present to you a new R&D product- The Tube™. With that absolutely price-have item, you can now finally use your rear tank as something useful, so you can burn all the time. (R&D is not responsible for cases of overheating after installing this product.)
rocknstone No reloads!
tothebone Less damage
tothebone Less sticky flame duration

Crazy enough?

wicked heron
#

Add supply pod restock animation and reload animation for the engineer's turret.
In most actions in the game we have animation, such as construction, repair, calling capsules, etc. So why not add animations for the above?
I think it would be good

p.s. for resupply this could be an animation of taking magazines, cartridges, batteries, chewing red sugar, medicinal capsules, bandages, whatever.

umbral tulip
#

Optimize the lobby cuz the lighting sources hit the fps hard

fierce flame
#

Give the plat launcher an alternate mode that functions similar to the gloo gun from prey (Cmon guys I at least want one good idea to go through)

amber minnow
#

How about a wearable cosmetic (can be an armour or helmet) with gems from the missions (bittergem, aquark, jadiz...) built into it, infinity stone style.
Possibly a jeweled weapon framework set as well.

soft igloo
#

Warning modifier / Beer suggestion by @soft igloo & @idle valve

Title: Lights Out! / Faulty Equipment

Effect: Flares and headlamps are disabled!

Discussion: “Lights Out! / Faulty Equipment” adds a new layer of difficulty that goes beyond the simple damage / health scaling of enemies. This will encourage dwarves to find creative solutions to lighting problems, such as using minerals as light sources.

Pain point: Scout’s flare gun.
There are two ways to view Scout’s flare gun with this modifier.

View 1) Flare Gun should behave differently such that it does not produce light like normal.

Changed behavior idea 1: Mass Ping. In the area it lands, it pings all bugs within an area around it for an arbitrary amount of time. This will allow all dwarves to see the bugs, even though the flare gun produces no light.

Changed Behavior Idea 2: Pass-through Ping. Whenever a bug passes through an area around it, it is pinged so long as it is within the bounds of the flare.

View 2) Flare guns will remain as is. This makes Flare Guns the only source of on-demand light, which dramatically increases the importance of Scout.

Thank you for reading! Suggestions are welcome :)

vague crown
#

More Glasses/Cosmetic items that only cover the eyes should go into the eyebrows slot, especially if they cover said eyebrows.

I just think it'll open up a lot more customisation options (it might be necessary to make some restrictions against certain cosmetics in said slot to prevent clipping)

stone apex
#

Change the foam (or liquid) color of dark morkite to better reflect the coffee imagery on the logo morkite

fluid pelican
#

New overclock for pgl
"Emergency Catalyst"
rocknstone Pressing reload consumes 2 ammo and launches a platform that lasts for 5 seconds and negates fall damage
tothebone all damage is converted to impact with no splash
tothebone Less ammo

real geyser
#

New overclock for the autocannon:

gunner AA Rig gunner

"Taken directly from AA defenses stationed on some decommisioned military base is your new gun! It fit suprisingly well into the old one's frame, so we decided to squeeze it in there."

rocknstone Extremely fast firerate (5.5 -> 16.5)
rocknstone Much more ammo (440 -> 800)
rocknstone Shorter reload time (5s -> 3.5s)

tothebone Small warmup, like the minigun (1.75 seconds)
tothebone Mag size decreased (110 -> 70)
tothebone heavily reduced damage (forgot to put this in before)

Basically a giant BRT, but a ton of damage in a very short timeframe

narrow crystal
#

overclock for the m1000:
Superfocussed Shots
rocknstone Focussed Shot can be charged up for up to 10 seconds
rocknstone more damage
rocknstone more weakpoint bonus
tothebone the longer you focus, the more ammo you consume, untill your mag is empty
tothebone overally decreased ammo (-25)
tothebone longer focus time

rain mountain
#

I am once again asking for more loadout/cosmetic slots... With the new armor and as a Greybeard who has collected almost everything in the game I wish to create more silly and wacky loadouts and Dwarves!! I know new players really don't need them but surely having the option couldn't hurt 🥺

lyric coral
#

An enemy that's strong enough to give dwarves a concussion (temporary mid-max drunkenness).

nocturne bison
#

Could we perhaps have Lloyd say "Rock and Stone" when we "rock and Stone"? even a beep boop BOOP could be awesome!!

atomic ridge
#

Could we have a local split screen mode sometime in the future? It would be very cool if I could play with my brothers on the same screen!!!

spiral torrent
#

I really love the idea that the engineer's goal is to maintain a zone. All the equipment he has is related to establishing a security perimeter.

In this spirit, I would like to introduce the Heavy Artillery Module or HAM, a grenade that, once launched, transforms into a turret. However, this turret requires an individual to operate it. Multiple turrets can be placed at the same time, but each one has a limited amount of ammunition. It would be possible to bring 4 of them, and each turret could hold between 1500 to 2000 rounds of ammunition.

*After using all the ammo you cannot refill them. You would need to plant new turret.

*it could have a Self-Destruct systeme too.

What do you think, I didnt put all the number but the main idea is there. Hope you like it.

R&S

sick wedge
#

Making the X pointer the only one that orders Bosco, so you can we're rich while solo using the ctrl pointer

gusty crater
#

make it so you can see if your fellow dwarves have the buff drink applied

lyric coral
#

DRG-themed rock candy.

sonic zenith
#

I would love a cosmetic pet, like a miniature glyphid to follow me around

cosmic raft
#

Boolo cap hat. Just a wearable boolo cap that you unlock after harvesting a certain amount of boolo caps.

grave cloak
#

A massive nayanka trawler relative that travels through tunnels of its size (slightly larger than a dwarf) until it finds a dwarf, at which point it's willing to chase them outside of the tunnels
(Kind of a sandworm)

uneven comet
#

add slug enemies (they leave flammable poisonous goo as they move)

crimson bone
#

I'd love to see more stuff to do in the Spacerig, especially the memorial hall, some cool stuff to show off (stats, achievements, records like best weekly deep dive time), make each statue display their class' promotion level, for example gold statue when you reach gold for a class, platinum statue, diamond and so on. it just feels so forgotten after you got the gold statues

radiant temple
#

on elimination missions can there be guarenteed arenas or open spaces, waiting for the drednaughts to go back to spawn is a waste of time, sometimes the spaces their cocoons are at are awkward to fight in

uncut zealot
#

What about a modifier which makes everyone slightly drunk

candid sluice
#

Maybe you could add a mechanism were u can carry injuried dwarfs away from combat?

copper finch
#

add old seasonal objectives as secondaries to deep dives such as data deposit and comms relay or a meteorite

fallen egret
#

Bosco kill count on results screen

sly sail
#

Since we've got a warning for Ebonite Glyphids, how about a mutator for Kursite Glyphids, giving a random chance to replace a viable Glyphid with a Kursite one, having all the benefits of a Kursite infected bug, indestructible armor, maybe give em more health for good measure, and you get a non-objective Kursite chunk that gives more credits and experience

lyric coral
#

When driller uses the new flamethrower overclock, he yells "Wizard time, baby! Fireball!"

lyric coral
#

When you get the giant cave in those 325 morkite missions specifically, a jet boot crate is more likely to spawn.

real geyser
#

Maybe give the cape in the season 5 dlc some special designs when certain paintjobs are put on it? Like putting the Deep_Dive logo on it when you make it golden or some shit, would be pretty cool

cloud veldt
#

Add an active perk that makes glyphids run away, could be useful for regaining space if you get surrounded

cloud veldt
#

Or maybe a fear grenade

crystal fjord
#

make the strong arm perk also apply to grenades and shields

sharp nexus
#

I've heard people are having trouble getting rid of their blank matrix cores. So I've got 2 ideas

  1. Add a machine event mission modifier? It would just be a mission with a guaranteed machine event.

  2. Add a terminal in the space rig that's on a weekly cool down that can convert blank matrix cores into mineral matrix cores.

fluid pelican
#

Expend 10 blank matrix cores to aquire a different classes paint jobs for a certain class. ( IE scout paint job for gunner)

fickle scaffold
#

Add random invasions from rival companies in missions. Maybe it can also be made as a modifier? Certain invasions can get you their technology which can then be added to forged with matrix cores to add to the weapons and drip

hushed stag
#

pointer should give 1% chance of blinding the dwarf who gets pinged

solid jungle
#

Communication: The first ping on a player should always be the related ''Hey (Class)/I need your attention'' lines and the second ping in the next, let's say 5 seconds can be the joke line, for example: ''Did you borrow my underwear'' instead of the lines always being random, it would improve communication for everyone, especially thoses that don't want/can't use text functions.

real geyser
#

Clean overclock for the boomstick:

boomstick Strike! boomstick

”R&D have been experimenting with packing heavier shells into your gun, making it pack a huge punch to anything you shoot and anything behind it!”

rocknstone Slight increase in damage
rocknstone Enemies go flying twice as far when they die, and if they collide with another enemy it deals damage to them. This also has the same collision effect if they die.

grand echo
#

Be able to pick up items (minerals, fossils, anything) using the Gunner's "wire rope".

willow dagger
#

Idk what's the best way to do this, but I'd love a way to throw hands at the glyphids, straigth up punching their faces DOOM-style. Maybe a future perk when perks get reworked? A pickaxe mod? An OC?

hidden wren
#

A beer that makes your head gradually inflate like a balloon, before it suddenly deflates with a loud raspberry noise. Sort of a reference to Big Head Mode in other FPS games.

Call it Bubble Double IPA

uneven nacelle
#

New driller weapon that would shoot elecricity. Like a flamethrower or cryo freezer but electric. I think it would be really cool and there would be a lot of builds with it

sly sail
#

Mashing click makes you drink faster so that when someone shouts "Last one to finish is a pointy-eared leaf lover!" you can actually race to not be a pointy-eared leaf lover.

tropic wadi
#

Rework for Armor Break Module

Type changed to Balanced

rocknstone for each lock, AB increases by 20% (or 10%) and dmg increases by 1 (or 2)
tothebone slight decrease in lock on time (10-15% I think)

Just my attemp on reworking useless OC, and at the same time creating one that encourages going fully into locks and creating swarm clear build that is not an ECR

Im kinda mixed on what its penalty should be, or I should just made it Clean. For now I choose lock on speed decrease, cause I didnt want it to be just another Executioner or something, with how spammable it could be, idk if my worries are justified tho

uneven nacelle
#

Ice exploders on glacial strata.
They explode like the ice bombs and freeze your dwarfs rocks and bones

worthy yacht
#

add the message after disabling mods that the mods have been disabled

crystal fjord
#

lootbugs popped by the "it's a bug thing" yield 20-25% more minerals at the maximum tier

kind agate
#

Add a feature to random victory moves where you can select specifc emotes to be in a random victory move pool vs all moves.

uneven comet
#

big badass snail type enemy, a bossfight, when it moves it leaves toxic goo that is also flammable, it eats lootbugs and glyphids and can summon mactera

supposed to be an "Hoxxian Apex-Predator"
i call it THE BULLSNAIL

rotund holly
#

Deep Red Skin colour

tropic wadi
#

Overclock for Loki

Type: Unstable

rocknstone 2x dmg (probably should be more)
rocknstone whatever this effect would be called (something reload?)
tothebone only one lock per enemy
tothebone initial shot doesnt deal dmg
tothebone 0.5x mag size
tothebone 0.5x or 0.75x ammo

So basically its another attempt at creating a crowd clear OC for loki

Only one lock can target each enemy, and fires a bullet that deals 0 dmg. Now this enemy is under this OCs special effects: when u reload, the bullet embedded into each one of the enemies will fly into the furthest enemy under this effect and deal increased dmg to it, while still damaging all other enemies it flew thru in the meantime (this dmg would be decreased, probably 50% of the dmg)

I though it would encourage taking wider lockon range, so it targets more distanced enemies and create wider area the bullets would fly thru. Tho in the time of writing this I see a few issues with this idea:
a) what happens when there is only one enemy under its effect? My guess is it would just get hit with it the way it would normally work, so 2x instant dmg after reload
b) what happens when the same bug is the furthest one for few other ones, do the bullets just dissapear after one of the closest ones hits and kills the target? Idk, but I believe there is a solution for this problem

This idea may be too problematic to add in this exact state, and there would be a lot of work (in numbers too) needed, but I though its a fun idea I might share

chilly veldt
#

Scout ability + teammates interaction: when some dwarf stands near the scout they can stick together by pressing some button (scout grabs him) and use grappling hook to get somewhere with a shorter range and/or lower speed because of weight

copper finch
#

new arcade machine called pipe racers (no further info will be given)

covert lintel
#

This is an updated version of an overclock I shared a while ago.

Balanced 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 -15% lock-on time
rocknstone Pressing the reload button while holding a full lock will make all of the shots in the burst deal extra damage to armour, +20% weakpoint damage bonus and Significantly increased burst ROF
tothebone After firing off a burst where you pressed the reload key, the LOK-1 will go haywire for 4 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 Less ammo

As with all overclocks, this will require some tweaking to make it balanced.

short shale
#

Overclock for the LOK-1:

🟡 Heavy Burst 🟡

rocknstone Faster burst fire rate per lock
rocknstone Slightly more damage per lock (+20% at full lock, remove bonus per missing lock)
tothebone Firing a full burst briefly disables lock-on (~2-5 seconds)
tothebone Fewer max locks

"A new program to the AI raises damage and fire rate per lock. The AI doesn't handle the strain well and will reboot if you use too many locks. So you have to use it like a normal gun for a bit. To prevent it completely frying we had to lower the lock limit."

short shale
#

New Overclock for the LOK-1:

🟡 Experimental "New" AI 🟡

rocknstone More ammo
rocknstone Faster lock-on speed
rocknstone Automatically fires 1 second after each lock (burst fire rate matches lock speed)
tothebone Allies are now valid targets
tothebone Less damage

"Don't tell anyone(We mean it), but we installed a rival AI in the LOK-1 and now the gun does just about all the work for you. We unfortunately couldn't get the dwarf targeting out. So, we toned the damage down just in case, but be careful where you aim it."

Note: You can still reach max locks. You just need multiple targets and/or Shutter Speed Sensor

sharp pasture
#

Open up parts of the drg.ghostship.dk api:

I like to make small scripts for niche games I play so I know when other nearby players are in-game.

Currently the lobbylist endpoint and available missions endpoint require a negotiated steam session to use, which makes building external tools for drg difficult.

Providing a way to query the api without needing a steam session would allow power users to make external server browsers and status tools so they can easily check if players in their region are active or if players are queuing for a map they are assigned to without having to start up the game just to check.

old marsh
#

give a chance for bodkin points at their final bounce to not get consumed and be eligible for reuse?

hallow widget
#

beach suits for the dwarves!

i feel like the designs should be something like this.

scout- flares and the hook of the grappling hook on a pair of swimming shorts with a pair of flipflops (i refuse to call them anything else) and an open button up shirt with the same pattern as the shorts.

engineer- a pair of red swimming shorts with turrets on them along with flipflops and a closed button up shirt with the same pattern and a beach chair on the back.

gunner- green shorts with a minigun and bullet pattern, green open button up shirt with the same pattern, and a grill on the back.

driller- old ass diving suit with the words "scout killer" on the chest.

junior escarp
#

I do not really like the lack of breakable armour on rivals. Would like to see some "armour" plates being broken off of turrets, bots and other rivals' stuff. It would make fighting against rival more visual and impact from damaging them would give a satisfaction. The idea comes from glyphids themselves - almost every bug or other live entity on Hoxxes IV has something I can break off of them, same should apply to rivals.

split bane
#

RJ250 Should work on heavy objects (such as aquarks)

uneven nacelle
#

Overclocks to support weapons. (Zipline, grapling hook, drills) and my first idea for this would be an overclock to gunners zipline that alows you to shoot ziplines straight up at the nearest ceiling but you can't shoot it in 60° or lower i think that would be really cool and would make gunner more enjoyable playing solo.

solar herald
#

holding the salute button to hold your pickaxe up

valid relic
#

I play with a group a friends or solo. I would really like to be able to have at least 2 assignments going at the same time. I rarely have the same assignments active as my friends, so really the only thing we can play together and all get full benefits is the deepdives

severe steeple
#

i love deep rock galactic, but i think the melee combat can be a lil bit better, i suggest... PICKAXE OVERCLOCKS! sounds good? :3

sly sail
#

Pressing X while carrying Doretta's head plays unique voicelines like "I've got you, Dotty."

real geyser
#

RJ250 grenades for scout, sacrifices swarm clear for insane mobility

uneven comet
#

flare worm, it eats flares and if it eats 5 you can throw it around, the flares inside it last 3 times longer because of its bodily fluids

i want this ingame because we need more ambient critters to fill out the ecosystem

willow dagger
#

Unstable OC for CRSPR Flamethrower
Dragonbreath

rocknstone More damage
rocknstone Bigger/Wider AoE
rocknstone Direct hit Heat increased
tothebone Flame isn't Sticky anymore

I'm trying to go for something that changes the Flamethrower playstyle while keeping it usable, but Idk if these buffs compensate the non-sticky flames.

hollow kraken
#

Idea: make boss missions (caretaker, elimination, escort duty) only eligible to show up in assignments as the last mission. Mostly for the sake of not having an assignment filled with each of them which I believe feels bad, especially for the repeatable promotion assignments.

fluid pelican
#

give gunner a sandwich pump action shotgun as a secondary

silver meteor
#

Melee weapons! A few ideas going off the 3 weapons of a type per class
I imagine these would be swapped out from the regular primary weapons

scout - Dual Daggers / Rapier / HF Katana
gunner - Greatsword / 40,000lbs Warhammer/ Big Ol’ Axe
engineer - ‘Reaver’ Chainsword (chainsaw+sword) / Pneumatic Powerfists / Grinder Sawshield
driller - uhh… well… he’s driller.

I am a sucker for knight/samurai/generally melee classes in games like DRG, plus it would get more use of vampirism on other classes rather than just your pickaxe or half of driller’s kit.

short shale
#

Probably a big change but, Different back blades offer different power attack effects.

Examples:
Arc Welder's Delight: Shock damage and chance
Bug Hide: Fear chance
Drift Crusher: Multi hit
Hole digger: more ground removal
Gadgeteer's Favorite: faster cooldown
Reaper's Claw: More ground removal
Pneumatic: Larger AOE
Chasm-Borne Cliffhanger: More damage
Chop Chop: More damage
Obsidian Mallet: More armor break
Skull Buster: more armor break
etc...

None of these effects should be that strong

lyric coral
#

A PSA about mining the outer crust of mineral veins. It could probably go something along the lines of "You can eat your crust, and mine it too."

winter python
#

can we get a minor update on the On-Site Refining HUD to let it display how many pumpjacks are currently deployed? And perhaps whether the pipe connects to them but mainly it's nice to know how many are called down at a glance rather than having to look around with the pointer when the outline gets blocked by the refinery

prisma lynx
#

Something that i have been having trouble with lately is getting disconnected from a match right before completing it which means i get nothing from that match. I think it would help if there was a "rejoin match" option so that if you did disconnect due to internet or by accident you could rejoin you match.

waxen dew
#

Allow mineral caches that players drop when they disconnect to be shown on the minimap as yellow squares. As of now, they do not show on the minimap at all.

terse arrow
#

i would love for the movement tools to have cosmetics, even if it was exclusively paints.
just something to personalize that bit more.

kindred kettle
#

Maybe give the Stubby a chance to briefly stun enemies each time it electrocutes them? For what is essentially an SMG combined with a taser, it's odd that it can't be used to interrupt attacks.

lean haven
#

Reposting a thought from testers chat:

Why don't we have a victory pose animation or an abyss bar dance where the dwarves use a pickaxe as a guitar and rock out?

dusky dirge
#

I suggest the ability to poke the wall eye

lethal thunder
#

Big Collab of DRG, Helldivers and lethal company

glossy lance
#

I would like to suggest making the cave leeches sound more pronounced and recognizable as well as give players more time to react to their grapple attempts.
In addition to reducing their close range horizontal threat radius, as I don't think they should be able to grab you well you are at eye level with them.
And maybe have them try to attempt to grab Steve as well.

Personally I think, cave leeches are much like running into a invisible stunlocking barnacle from Half-Life. :3

real geyser
#

Ommoran enemy made of heartstone chunks which crumbles when damaged

rough vector
#

Suggestion for a new beer:
the mais/corn.
Can be made with a gigantic corn species found in Hoxxes.
Effect: unlock the "eat pop corn" animation for all classes.

When a dwarf drink the corn ale, immediatly start to eat a big bucket of pop corn. The direction will start to comment few lines.

1)Wait a second, where did you find pop corns?
2)The direction doesn't pay enough for your beers? Stop eating and back to work
3)Curse you, now i want a bucket of pop corn too... Sigh...
4)"munching popcorns" yum, those popcorn are areally delicious with salt and butter. Now get back to work, lunch time is over.
5) "speak with the full mouth" Pop Corn... too good, "munch" next time bring back "munch" more corn to the base.

sick cloak
#

A discount on Seasoned Moonrider during the Lunar Festival event.
(And perhaps a discount on Tunnel Rat as well if it happens to be a Year of the Rat Lunar Festival.)

light mortar
#

I dunno does this idea been done before or not: (because i don't read suggestions much) Rival Tech Turret for Engineer. It shoots burst fire of 3 bullets. between every shot it will have a short reload time. you don't have to reload this turret unlike others and it will consume your turret ammo itself. but it will shoot slower. kinda opposite of two turrets which requires less attention and less efficienty (at first may sounds useless til you notice you can just place turret somewhere and never had to go there again so gives you more option to roam around more freely)

cyan shard
#

Perchance a nintendo switch port

left tapir
#

RGB robots
inspired by:https://mod.io/g/drg/m/rgb-bots
P.S. I do not use mods of any sort, was just looking at something a friend told me to and this popped up

latent bay
#

Free Mine

  • No Mission but higher bug counts
  • Available in all regions
  • Limited, but increased resources
  • Mine until content, then call drop pod

(Basically a hazard 5 point extraction but without the extraction, and lots more minerals)

✅? ❌?

rough vector
#

New Bioma/sector: The "Farm Fields"

Main Colors: lushy green, brown, yellow, orange, red

Main vegetation: giant vegetables of all kind, from carrots, cabbage, tomatoes, potatoes, eggplants, corn, garlic, onions, turnip, grape, stawberry, blueberry, orange, apples. Basically everything a regular farm would cultivate. And it has actual glowing mushrooms capable to reproduce the sunlight called "sun shroom" aka the Boletus Sole.
Not all vegetation can be harvest since is toxic, but some specific plants can be harvest and provide health boost similar to the sugar (plants will look glowing red, to match the color scheme)

Main enemies presence: sand sharks, parasites, stabber vine.

Description: "The Farm Fields" as most young miners likes to call it, is an intricate wild jungle of your tipical veggies you would find in a tipical hydroponic factory in our DRG facilities. But is bigger and double the size. Sadly not all plants are edible but the direction and the R&D concord all the plants can be harvest and reuse for bio fuel.

uneven comet
#

brew moonshine
a minigame idea, in either one of the cabins or in the memorial hall tunnels you can use excess barleys to brew a buff beer of your own choice
considered highly illegal by management and the rest of the galaxy

scouts cabin would be ideal, since it is dark and (presumably) free from cameras
also closer to spawn so

uneven comet
#

tattoo cosmetic slots
What if i want to put the postal dude "REGRET NOTHING" Skull on my dwarfs arm?

waxen dew
#

"I wonder what slop they're serving at the canteen, tonight."

What if the Abyss Bar had a joint department, called the Chasm Canteen? I haven't an idea what purpose it would serve, yet, but food for thought. (Pun intended.)

Maybe Abyss Bar & Chasm Canteen or something.

silver meteor
#

More arcade games (or just minigames in general)
Perhaps something like asteroids, where you pilot a ship (ramrod?) and shoot down dividing lithophage meteors without getting hit
Or beer tosser, literally pong with a beer cup for a ball

cerulean helm
#

add a jet boot indicator when you're using them on the spacerig, please...

torpid mortar
#

Fun beers should have an in mission effect.

Now, dont go tearing my head off just yet, i said EFFECT, not bonus. Just a fun little thing for you, and something to make the fun beers even more fun.

Examples:

Arkenstout: gain the cold breath effect regardless of biome

Gut wrecker/ mactera brew: occasional random fart or burp noises, depending of course.

Burning love: beard and moustache is on fire.

Black lock lager: hear random noises and have occasional hallucinations

Underhill/rock bearer: become SLIGHTLY larger or smaller. Hit box size and camera placement stays the same.

Flintlocke: same as mb, but the fart has a fire effect/explosion noise.

Etc. im not writing all the beers here. Although, for blackout i would say have your dwarf occasionally get very drunk and very close to passing out. But only just.

Edit: new achievement related: have all fun beer effects active during a mission. Name: "how did we get down here?"

wild thistle
#

Negative "Magnetic Interference" Modifier
"We had to cut down the amount of metal on the drop pod so it didn't get yanked into a nearby magnetic hotspot, so you're going to have to make do with your primary weapon and you'll be able to retrieve your items from mini-packages we've sent down beforehand."

  • Lose your secondary weapon, mobility weapon, and perks on mission start.
  • Reclaim them from 3 highlighted supply packages (per dwarf) around the map to remake your build.
  • Your teammates can claim your packages to instantly give you the upgrade too.

Depending on the mission type/length, you could either get your gear pretty fast and continue as normal or work with what you have to overcome swarms until you're back to full strength which could make for some dynamic gameplay

(if you have Randoweisser, you've turned DRG into a rogue-like)

near glacier
#

Haptic feedback and full support for dual sense controller on pc

thick hamlet
#

[Sugguestion] if Bosco is carrying an item and you press the missile button, Bosco should go to the location marked and throw the item there

near glacier
#

[Suggestion] what if we could see visions of bugs during halllowen in the Space Rig?

lyric coral
#

An overclock for the hurricane that turns the missiles into fireworks with a small chance to stun.

tidal swallow
#

if you could be able to grapple your teammates to you as scout

rough vector
#

Suggestion for a new creature: the Mushroom people know as Boletus Peregrinus.

Inspired from Dark souls and the Plants vs Zombies Garden Warfare mushrooms, the mushrooms are mostly "passive aggressive" enemies. They mind their own business but if one single dwarf try to invade their personal space/territory, the mushrooms will start to attack untill he leave the "restricted area".
The Mushrooms are also temporary allies if enemies invade their territory, will immediatly start to attack the invaders.
Sometimes they are spotted exploring new areas for spreading spores and create new mushroom people.
They can also take control of the glyphids by jumping on their bags, riding and controlling their mind via telephatic abilities.

Attacks: when the Mushroom People attacks they use their large fists ready to smash and punching everything they don't like. If they catch you, the mushroom will smash you like Hulk on the floor and then throw you away like garbage

Variants:

Baby Mushroom: Is tiny and does no harm at all, just spread spores, can be easly befriended by petting on his head and feeding him with some sugar. Will be a temporary ally. If not killed too soon, will evolve and be a large version ready to protect the miners.
But can be encountered with his family. Never kill the Baby if you don't want face the wrath of his parents.

Bouncer: the standard mushroom encountered, big arms, long mushroom beard (or moustache)

Mother Mushroom: long mushroom hat, will drop baby mushroom immediatly to attack you.

Matrioska Mushroom: a congolmerate of mushroom people, it will spawn mushroom people and they will spread more mushroom kids. Also extreme poisonous.

Poison Mushroom: purple and black, this mushroom is extreme toxic, unlike the others if he spot you, he will chase you causing poison damage.

Knight Mushroom: every regular mushroom can ride a glyphid at their comand. Kill the knight or the glyphid (or both).

tropic wadi
#

OC idea for GK2

Type: Unstable

rocknstone +50 mag size and +100 ammo
rocknstone +1 penetration
tothebone 2x spread increase (base spread too)
tothebone bonus weakpoint dmg set to 0 (just like with gas recycling)

So with this OC I wanted to give GK2 a little bit of the light machine gun feel, u have a big ahh mag, big spread, and you can just endlessly spray into crowd of bugs

I personally find this idea really fun, the idea of changing gk2 into LMG is just funny to me. It would open a new niche for GK2 (it doesnt really have any OC that encourages you to spray and pray into swarms, outside maybe ER, but ER doesnt fully focus on mindlessly spraying bullets) + it would finally give it a way to obtain blowthru in a form that makes sense

The obvious problem is that it takes away GK2s primary function as scouts weapon (picking off HVTs), but that can be fixed with shaped shells or other single target focused secondary

ancient gulch
#

Add a way to guarantee a Korlok spawn randomly in the map, with the new Hazard difficulty settings

agile abyss
#

A loot-stealing enemy! Here's my specific thoughts on it so far:
• Doesn't spawn in swarms, only pre-placed or rarely spawns on its own
• Capable of both sneaking up on players to melee them and take non-objective minerals out of their inventory, and grabbing unattended non-objective carriables
• Will run away once it gets it loot, but will eventually wander idly until attacked or approached again, and never despawns
• Killing it will make it drop its stolen goods, and some extras

onyx solstice
#

Make the patrol bots have a small chance to say 'Space rig seventeen will burn.', sorta like how those robots from Helldivers say 'super earth will burn'

shy sluice
#

Reduce damage Steeve takes from being On Fire, similar to the damage reduction he gets against direct dwarf damage. Most sources of heat come from the dwarves' weaponry, and Steeve is disproportionately squishy depending on how many of those they bring.

raven violet
#

🟡 Balanced 🟡 Overclock for the "LEADSTORM"

"Secondary Rotary Rewire"

"A secondary trigger has been added and wired to the rotary mechanism on your barrels. This means you can fully stabilize your gun without shooting. However, due to the wire not being able to conduct as much current, it takes longer for it to spin up"


rocknstone holding r will fully stabilize your gun
(this gives a slightly decreased movement penalty compared to regular shooting)

rocknstone +4 firerate


tothebone 25% increase in stabilization time

tothebone gain a small amount of heat per second when holding R

short mirage
#

Resupplies should recharge your throwable flares.

green pelican
#

I don't seem to have permission to report a bug, but I got soft-locked out of a Industrial Sabotage mission because the power unit was on an indestructible plinth out of range of the hacking pods.
I have a screenshot, but I also don't seem to have permissions to upload it.

grave cloak
#

Oc idea for hurricane:
Missiles are very powerful (mostly increased area damage) but decelerate over time instead of speeding up, making the hurricane better at short ranges than long ones. As a final detail, when you lose control of missiles, they start chasing you instead of just continuing in a straight line.

fluid pelican
#

A piano shoved away somewhere high up that you can "play" by mashing interact

solemn crystal
#

I think it is time for FORTNITE COLLAB.

Gimme that sweet gunner skin

dreamy hawk
#

Whitelist/blacklist for victory poses so you can have a random set instead of all or one

Pinging minerals in walls (for example enor pearl) should do the voice line for the mineral instead of the generic default wall pinging voices, the same way eggs work

near glacier
#

What about an enemy that jumps and lunges at players stunning them kinda like how the stingtail grabs you

neat bison
#

[Achievement concept]
"Get in, get out."

Complete a total of 5 missions in under 8 minutes on hazard level 3 or above. (Exact numbers can be changed at dev discretion)

Just a thought I had when thinking about the Deep for Speed achievement, thought it'd be neat to have a single mission variant as well.

rotund holly
#

🟢Safe🟢 Overclock for the Sludge Pump

"Slip N Sludge"

A new overclock for the sludge pump that makes it's sludge slippy like black ice.

rocknstone Makes your sludge slippy

rocknstone The sludge does less damage to players

serene lake
#

New "Burst Fire" overclock for the Deepcore GK2 gk2 coming in season 5 should be a balanced instead of a clean considering it comes with the downside of a slower rate of fire.

near glacier
#

What about a water themed biome that has water jets that periodically spray water. If you walk into them while they are active you get a waterlogged effect that gives your gun a 50% chance to jam ( the gun doesnt fire and wont use the ammo for that shot)

biome rock could be blue marble with white veins that takes 3 hits to break with underwater plants like seaweed and a higher spawn rate of naceodytes

silk adder
#

A wave based survival mission.
Like the new mission but more of a focus on the waves of enemies.

The higher the haz the more waves/ stronger enemies.
I would go on more but I am bad at describing things

plain fox
#

Happy end of May! Have a wall of text.

Guys, (GSG specifically,) Season 5 is gonna be peak DRG. Not that everything else hasn't been great mind you, but the content you've teased is setting the game up to be the best it's ever been. Speaking on behalf of everyone else here when I say "this is it, this is the big one." Personally speaking, I will never stop playing this game. It's one of my top 10 all time favorites.

ALRIGHT. I promise this is going somewhere.
With Rogue Core on the way, who's to say for sure what long term plans for DRG will be after Season 5. Not us the fans, that's for sure. With that in mind, I have one last suggestion (barring at least 2-3 inevitable ones afterwards because I'm nitpicky, please forgive me) (<- you know what, I changed my mind) for the next season. (If there is one. Forgive me please.)

Looking at the trend for weapons in the past season, one can guess that (theoretically) Season 6 would come with at least 1 new overclock for each secondary weapon. Ditch the new secondary overclocks and make a second set of primary overclocks instead, keep a good thing going. The secondaries are pretty good as is, but each class will always be defined by their primaries. More options for primaries would be better, since by name and nature, secondary weapons will always be secondary- and not as impactful.

RIGHT THEN. I know all of this is dependent on actually have a sixth season's worth of content to update the game with, but I couldn't help myself, sorry. I had to get it out there. This is legitimately one of my favorite games ever, and this update is gonna make a perfect game even better.

TYSM for everything you guys have done for this game. You guys truly are the industry standard for what a game dev studio can and should look like. I'm definitely buying the capes when they come out, and I can't wait to see what Rogue Core is gonna be like!

marsh coral
#

I wish there was a upgrade or overclock to add heat/fire to the Subata and Wave Cooker. I don't wanna be stuck with just one upgrade for the Plasma Gun for Ice and Sludge synergies especially if we're getting a overlock that encourages burning sludge.

jagged matrix
#

The drillevator should be named Ellie

snow imp
#

When a biome is out of range there should be an option of getting a random mission and not being able to know about it tell you get in (like randoweisser) so even is a biome is out of range a season challenge can be done

sturdy trout
#

Here is my idea.

Beer on Hoxxes.

Pretty sure some barrels full of beer from deliveries got lost and crashed on Hoxxes.

Could be nice to have a drink while at work.... its not like we brought it from the spacerig... but pretty sure one sip or two in the caves cannot hurt

covert wren
#

At least one more loadout slot in wardrobe. With release of S5 there will be 15 armours in game (16 is we count content creators skins), but only 6 slots to use them.

thick hamlet
#

The “strong arm” perk should let you throw granades and c4 further

silver meteor
#

Lead Storm overclock
Balanced

Enforcer

rocknstone Your minigun has a built-in riot shield, protecting against (almost) all damage from the front while it is equipped.
tothebone Greatly reduced movement while minigun is equipped.
tothebone Cannot move AT ALL while firing, only turn slowly.

hexed bloom
#

a drink that turns a 4 player match into absolute chaos:

all 4 players have to drink for it to work, what it would do is give one player one primary weapon of every class, another player one of every secondary weapon, another every traversal tool and the last with every support tool (which player is given which set of tools is randomized)

grave cloak
#

Overclock for the m1000 classic: 'Brawler Module' (unstable)
"The latest in ergonomic gun technology lets you re-use your power attack sooner with every focus shot. Additionally, each focus shot recharges your shield slightly. We think this is static electricity, but who knows what R&D was thinking with this one. Side effects of these adjustments include an increased time to line up each focus shot, reduced ammo pool and magazine size, and a longer reload time"
rocknstone Focused shots recharge shield and power attack by a small amount.
tothebone Increased focus shot time and reload time
tothebone Reduced magazine size and ammo pool

Possible alt downsides:
-Having focus shots cost an extra bullet
-Reducing accuracy of default firing
(added this after someone pointed out flaws with my original idea)

lyric coral
#

If you manage to get bugs inside the radius of a crassus explosion, they become golden statues that you can deposit for extra money.

civic helm
#

Have the glyphid slammers have small specks of red sugar on the foam

worn spoke
#

This is for the Boltshark, let me know in the comments if you think it's a good idea. Or why it's not

Unstable Overclock: Repeater Bolt
+2 Normal Projectiles, one firing almost immediately after the other
+Hitting the same enemy with both shots stuns it for 3 seconds
+40% more ammo capacity
-60% less damage per projectile
-1.5x reload time

muted moat
#

(An idea for season 6)

A new kind where abandoned mines of ye olde dwarves to go through the entire generated cave

Those old caves would add to exposition, kinda like they added exposition to Minecraft. That is, if you look in to the lore of the block-game for children a bit harder and try to piece up everything into a story... Microsoft are yet to delve into that... if they ever decide to do so...* Fathomless Tomb start playing, as you look around in those old caves, wondering, why didn't we ever stop mining on our on planet?.. It's greed, I know, but, perhaps, it also gave birth to artists, who would never be able to afford all those tools they use to create... *
History repeats it self, in the era of deconstructions, we've only supported the things we constructed, like cave, for example. Thank you for having me on this TeDRG Talk, have a nice time of day, and cheers, everyone @here! 🍻
#suggestions message
#fan-art message

#

ty mods :D, oh right, couldn't this be modded in(my idea of this kind of new (old is gold😉) Cave generation)?..

tight bridge
#

A new basic hybrid weapon
Gunner. - A hybrid of a machine gun and a cannon.
The main mode. - Machine gun (analog - m249) - destroys small and medium-sized opponents well.
Additional mode. - Cannon - fires single kinetic projectiles, knocking back and knocking over opponents (and of course dwarves...), while inflicting impressive damage. The projectile has an impressive area of repulsion, and when it hits the surface of the cave, it causes damage to the area.
Driller. - Tesla cannon.
The main mode. - Shock attack - great for destroying large groups of opponents.
Additional mode. - Lightning (corny...) is a powerful long-range attack with area damage.
Engineer. - A hybrid of an automatic combat shotgun and a buckshot mortar.
The main mode. - Automatic combat shotgun (analog - AA-12) - has a decent range and is excellent for destroying most opponents.
Additional mode. - Buckshot projectile (analogous to Flak Cannon from the Unreal Tournament series of games) - shoots a small projectile flying in an arc, when it collides with a surface or an enemy, a fragmentation explosion occurs causing damage to the area.
Scout. - A hybrid double-barreled machine gun.
The main mode. - rapid-fire automatic rifle (analog - P90), perfectly destroys groups of small or medium-sized opponents.
Additional mode. - Large-caliber machine gun (analog - UAP-32/20 Submachine Gun from the game Red Faction) - shoots bursts of large caliber bullets, the best weapon against large opponents.

P.S. I don't know if dropping or tipping bugs will ever be introduced.

elfin halo
#

Skins for Molly

Skins for the M.U.L.E.

Skin would be decided by the host

heady flame
#

It might be hard to implement, but I wish it was possible to quickly exit the in-game chat by Esc key/button.

Currently, while in the chat mode, Esc opens the whole-screen menu first and then you have to hit Esc again to return to game. In many situations this double-Esc just takes extra time, along with the full-screen menu that briefly hides what happens in front of dwarf. It would be nice if it was fixed, thanks!

ember stag
#

I think more locations for the wormhole special would be fun. Like one that teleports you in front of the door to mission controls office or in one of the beer barrels that loyed is attached to.

real geyser
#

New Autocannon OC:

🔴 F.L.A.K. Rounds 🔴

”Swapping out the shells for special fragmenting ones and putting a sensor inside each shell increases the area of effect tenfold! One small issue, the smaller shrapnel does substantially less damage to single targets and the shells are massive to account for the added components.”

rocknstone Shells burst into shrapnel (in a cone shape) when an enemy is detected 5 meters in front of them, creating a shotgun spray

tothebone Smaller mag size and lower damage on average

dusky ingot
#

New Overclock For Bulldog Revolver (Gunner 1st Secondary)
🔴Old Western🔴
rocknstone Gains the ability to mark enemies, similar to focus on the M1000 you hold the fire button, while doing this you look at enemies (directly, it does not acquire targets automatically like the smart rifle) and it marks them to be shot, When you release, it shoots the enemies marked, like the Smart Rifle.
tothebone Lower normal shot damage
tothebone Fires much slower normally.
rocknstone +2 Bullets to mag
tothebone Slightly slower reload time
rocknstone tothebone Will use entire mag, if number of enemies cannot be divided evenly among the bullets, the odd one out will be used on the enemy with higher health.
I see that this isn’t well received, I’d actually like to be DMd to see what you think is wrong with it. I’d like the constructive criticism.

real geyser
#

New bulldog clean overclock:

🟢 Gun Trick 🟢

rocknstone Spinning your gun with the reload button will increase the amount of damage of the next shot by 50% (you must spin the gun for at least one second and fire it while it is still spinning)

left tapir
#

(Overclock, Unstable, LOK-1)
Pyro minelets

Pros:

Pyro minelets- whenever the bullets penetrate an enemy or hit the ground, they turn into minelets that detonate when an enemy touches them dealing no damage but radiating heat.

50 % chance to penetrate once

downsides:

x0.5 total locks

x1.2 lock-on time

-72 ammo

-2 damage

tawdry marsh
#

As rivals set up outposts, drg should too (unless space rig in orbit is enough witch would be a bit odd) and dwarfs should have ressuply mission with escorting a heavly armed tank and enourms hords of bugs or meaby a dreadnot swarm (FYI i first thought about the drg on planet base and this idea is pretty similar to regular escort duty bc it was a secondary idea)

jaunty trench
#

I wish that zip lines would be able to carry large objects up and down like the ziplines in the Payday games

left tapir
#

How about inn industrial sabotage there are different amounts of power stations depending on the cave length and complexity like doretta missions

limpid pebble
#

It's probably already been said but I wish there was a stats screen after a round that we can refer to in the drop pod. Like a quick screen in the loading area.

left tapir
#

Or like round specific stats (e.g. on onsite refining how many pies you built)

civic herald
#

The terrain scanner's shortcut keys for zooming in and out cannot be modified

lunar cosmos
#

Increase the side of the jukebox a little bit so you can spam songs when it isnt good (it resets your camera level or whatever its called so its just above the jukebox and you have to look down a little more)

or dont reset the camera..

safe agate
#

"Stock but more" Clean OC options for newer weapons that instead got either QoL or gimic ones only. IE more rockets and slight aoe for the Hurricane, Ammo + 1 RoF Drak, More ammo and max lock range Lok, Ammo + small charge speed for Sludge Pump... etc. Sometimes you want to just play stock, but on Haz 5 [and likely more so with Haz 5+++ once Season 5 starts] playing with QoL overclocks instead of ones that improve total damage but have gimics, makes for a worse experience [running out of ammo at vastly different rates, as most players will be using the more varied and interesting overclocks]. So more simple, boring, uneventful ammo overclock options please.

rocky halo
#

Make heavy objects (Jadiz, Gunk Seed, Bittergem) be able to be put on zip lines. They will travel in the direction you are facing and will stop when reaching the end point (and could automatically unhook from the zip line)

worn spoke
#

This is for the Shard Diffractor, let me know in the comments

UNSTABLE OVERCLOCK
Fusion Cutter

+5 direct damage
+25% direct target heating
-5 discharge rate
-beam is now limited to a 5 meter range (give or take, it's shorter than face melter even so maybe that's too much)

so this basically turns the SD into a fire chainsaw. I imagine it'd fill a similar role to Spinning Death, where you're forced to rely on your primary weapon for long range shooting in exchange for big damage directly in front of you. 🙂

digital socket
#

Idea for the Memorial Hall. Pls @ me in discussion w your thoughts

As a fairly leveled up player, I really enjoy the Memorial Hall. I always walk in, never run. I always walk in as the character I'm upgrading when I do a promotion, and the view from the windows is the best on the Rig. But one thing that sorta bums me out is that the Memorial Hall stops changing after you promote all your classes once. I don't want to detract from it being a place to honor the Closed Alpha testers, but it means more than that now. It's a place to honor the Fallen, and it needs some extra content to show your progress after your initial stretch in the game.

My original idea for this post was mounted hunting trophies. The second floor balcony in the Memorial Hall is empty except the one spot for the Alpha Testers memorial roll. The game already tracks how many of each mob you've slain in the Bestiary, so why not a trophy after reaching a certain amount? Not for every creature, ofc, but for some of the more mainstream or impressive foes? Imagine the life-sized taxidermy head of a Dreadnaught, armor still glowing, tusks still sharp, mounted on a plaque on the wall of the Memorial Hall's balcony. Or a Slasher's scythes, hung like crossed swords below its snarling, spiky face? It could progress over time, with the plaque's border changing as your kill count increased. Perhaps three stages of plaque for each creature, and the numbers killed to rank it up would vary depending on rarity & strength of each species, ofc. This would add a progression marker for veteran players long past their greenbeard days, and could maybe add new plaques for new species each time an impressive beast gets added in to incentivize players to get out there and hunt the new creatures. You could even have a Bet-C's head and a Nemesis' claw, showing how many you've brought down.

Please lemme know if you like the idea, and drop an rocknstone if you'd like to see it implemented someday

frosty mural
#

New Sentry upgrade: Quickdraw System
This upgrade will allow the player to play a lot more aggressively.

+Your Sentry constructs automatically. ||But only at 70% the normal speed||
+Your Sentry explodes when out of ammo. ||Friendly Fire||

-Cannot refill Sentry ammunition.
-10 max target range.

This is more like an overclock than an actual upgrade, but I just feel Engineer is too tied down to his Sentries.
I do feel this needs more balancing, as well as some changes though.

restive dove
#

I have had a bad idea™️ :
consider this: when you get to the drop pod on most missions, you usually have more than half the time left to get to the drop pod and you're just waiting for molly.
This scenario where you have to go effectively back to the start (or at least somewhere you've already been) with a rather generous time limit for 1 lap, is a gameplay feature of pizza tower.
So what if, at the end of every mission (for teams of promoted dwarves), there were buttons (multiple) on the drop pod that when pushed simultaneously would teleport the whole team back to where molly was when the drop pod was called and made them (only the dwarves) run a second lap back to the drop pod for a rather generous hazard bonus (maybe a +20% - 30%)

lyric coral
#

The ability to break the tops off the fire extinguishers and watch them pinball around the rig.

real geyser
#

I feel like we need a visual redesign of the personal drop pod, it’s too boxy and seems way too flimsy for a personal pod that is falling from orbit. It’s straight up just a cube with a few windows, maybe something with a more cylindrical shape and a central window would be nice? Also more details on the interior would be chill, I feel like rn it’s a very unpolished part of the game that stands out

plain fox
#

So my last suggestion didn’t get much positive feedback, in that case I’ll repost something that people might agree with more easily.

Fix the clipping on the decontaminator framework for the DRAK! Please!!! I b e g y o u .

modern mist
#

I think it would be cool to make the bulldogs cylinder design change based on how much ammo it can house (elephant rounds, six shooter) there is already a mod for it but id love to see an official version

night harness
#

Weapon loadouts should be changeable individually, independent from your main loadout

Example: I switch to engineer and select loadout b. In doing so it toggles all of my weapons to loadout b. However loadout b has fat boy on my pipe launcher, and I don’t want to run that with micro pellets on my shotgun. By default, I would have to swap my upgrades on either the shotgun or the pipe launcher, but with this proposed change, I could just click on loadout c in the grenade launcher menu for example, and it would only swap the grenade launcher, without swapping anything else

If this is already a change and I didn’t notice, then uhhh… rip I guess.

lyric coral
#

When a big bug gets domed by a resupply or minehead, mission control would comment on it, prefferably with some instance of him laughing until he starts coughing.

grave cloak
#

Reworks to the final tier 'random' upgrades for the flamethrower and cryo cannon.
Both of these are unpredictable in a way that's sometimes helpful, but you can't really plan around in interesting ways. Both have the potential to be changed into useful upgrades that also make their weapons more interesting and strategic.

Targets explode: (CRSPR: Enemies killed by direct damage have a 50% chance to explode)
Could be changed to 'Flamethrower deals extra direct damage to burning targets. When a burning enemy dies, if it's being dealt direct damage by the flamethrower, it explodes.'
(could reduce the power of the explosions a bit if needed)

This makes the flamethrower slightly better at dealing with single large targets (from the damage bonus) and also gives you pretty good control over explosions, with an easy requirement instead of random chance.
Going all in on heat may be powerful, but also becomes risky if enemies ever end up in close quarters.

Fragile: (Frozen enemies have a chance to instantly shatter. There's a lot of things this just won't work on)
Could be changed to 'When the cryo cannon freezes an enemy, or damages a frozen enemy, if that enemy is under [fraction] health, and under [number] hp, it shatters.'

This makes the cryo cannon better at 'cleanup', both dealing with enemies you've already hurt, and catching some things you froze earlier on a second pass.
The fraction requirement is so it can shatter large enemies you've already mostly dealt with, but can't instakill undamaged grunts; and the number limiter is so it can't deal an unreasonable amount of damage to very chunky targets.

real geyser
#

EPC overclock:

🟡 Wormhole Fluid 🟡

”Replacing whatever ammo it uses with some mystery liquid we found inside whatever makes the rival tech robots teleport does… something. We aren’t sure what exactly, but it does something.”

rocknstone shooting a charged shot deals double damage

tothebone instead of directly exploding, the charged shot has a delayed explosion, creating a black hole for two seconds that deals no damage
tothebone slower projectile speed

lyric coral
#

A hat that is just a giant watermelon with a head-sized hole chewed out.

near glacier
#

What if the engineer's turrets had a grenade & laser counterparts that switched at the bottom of the upgrade rows

meager knot
#

a hood cosmetic for the hat slot

gloomy dune
#

WE SHOULD BE ABLE TO PET MOLLY. If we can pet Doreta and the hack bot so should we be able to pet Molly and Bosco.

real geyser
#

Two Paintjobs ideas (not sure if these are already in game)

  1. Rusty steel and gunmetal
  2. Oxidised copper and titanium
real geyser
#

give the upcoming capes some unique hidden designs when using certain paintjobs, maybe prestige and dlc paintjobs?

some ideas:
toxic defender - black skull on a green background
regal aegis - the rocknstone in gold on a white cape
black crag - a stylised glyphid (in the style of that one GTFO merch shirt in black and red, i can DM a photo if you want a reference)
scale brigade - the deep dive Deep_Dive logo, or potentially the scale bridgade dragon/snake thing pauldron but as a design

dlc ones:
dark future could be the helldivers skull because the colour palletes are extremely similar, would make for a banger crossover
rival tech - brown and white print of the caretaker stylised caretaker
robot rebellion - the forge hammer as a print

umbral frigate
#

Damage to heat mod in tier 4 of the Thunderhead Autocanon. Kek or Cringe? Would be nice to fill out that slot

fierce flame
#

A mutator that turns off the ammo in the hud, meaning you would have to rely on the visuals on the weapons themselves to determine the ammo. This could possibly be extended health where it could be determined based off of adding maybe a screen to your arm that tells your vitals and sheild?

foggy steppe
#

This might be a dumb ask but can we have a toggle to turn off cursor theft? It's actually genuinely annoying having my mouse yanked to the continue button if I'm doing something like chatting on a second screen during the rewards screen, though it also happens with assignment complete screens (despite dragging it to screen-center instead of the continue button in that case) and probably other cases too

lapis abyss
#

A battle axe pickaxe skin

marble plinth
#

Add a way to drop ammo to your same class nice and easy hold reload button and pick how much ammo you want to drop to your same class other classes that are not running the same weapon as you cannot pick up the ammo /or add a way to drop a ammo pouch for any class to pick ammo

tropic wolf
#

Curious if you guys have any plans for full crossplay between PC Steam and Console Xbox Series? I've been really enjoying the game through Steam but I cannot crossplay with my Xbox friends.

sly sail
#

A handful of new promotion speeches.
They're meant to be sincere and genuine but they repeat pretty frequently, which kinda ruins that feeling so it'd help to have a few more.

marble plinth
#

A new paintjob like bright singular colors like pink that way i can wear my shiesty and the mk3 armors and look fire

real geyser
#

Armour Paintjob with flame decals on it

fluid pelican
#

A new jukebox next to the current one in the space rig where you can put custom songs into it

real geyser
#

New rocket launcher overclock:

🟡 Steel Shells 🟡

"Somehow, these new shells for the rockets are so tough they just never break! This leads to some serious increased area damage but dwarven steel is both heavy and expensive, so sadly you can't bring as many."

rocknstone After hitting an enemy, rockets will "bounce" after exploding, and act as unsteerable mortar shells that deal double damage and don't explode, which land in a radius of 2.5 meters away from the blast
rocknstone x1.15 damage on initial explosion (16 -> 18)

tothebone Slightly less mag size (36 -> 32)
tothebone Slight decrease in max ammo (288 -> 245)

runic escarp
#

For a hat idea if it isn't already in the game, I think a pith helmet with a monocle would be cool, and would pair wonderfully with some good mutton chops 😁

hasty wind
#

pet drillavator

rancid lark
#

since we got those new trinkets, as a saw with the dice one. i was thinking of many more ideas that just came to my head, like a mini bosco, molly, lootbug or even the class logos. Now with some weapon skins some that came to my mind is a barnacle one that is similar to the rockpocks one we got last season or maybe a black one with purple cracks as we got core stones getting added. We could get a skin for reaching a rank colour, like bronze, silver, gold, etc.

keen parrot
#

Suggestion: More loadout options pls, we keep getting new cosmetics and new overclocks but no new loadouts to put them in. Instead of A-D have A-Z

left tapir
#

how about in the weapon maintanence every 10-ish levels you get a framework instead of a paintjob

smoky needle
#

Cryo weapons should be able to cool the hot rock in magma core

hollow pine
#

I hope that by the time DRG gets to be as old as team fortress 2 is right now, that you'll open source the game and let the community keep it alive. Thats the single best way to do video game preservation, it'd be the right thing to do in a decade's time. The only reason games like DOOM and QUAKE are still popular today, is because the legends at ID were wise enough to open source them around 1999 or so

fierce raven
#

A Miskito like enemy that dives at you basically ambushes you

limpid glade
#

New Lok-1 mod:

Tweaked lock mechanism

"R&D fit a custom lock mechanism onto your gun, limiting the maximum number of locks to 3 per target"

Why it would be a good addition: we have a mod (Electric Generator Mod) and an overclock (Explosive Chemical Rounds) that both benefit from locking onto a target exactly 3 times.
As of now there is no way to shoot a target exactly 3 times outside of perfectly timing the release of the left click.
This works but is unreliable since:

  1. Often times you end up firing 2 or 4 rounds by accident, resulting in a waste of ammo.
  2. You need to focus on how you're clicking instead of other elements in the game.
  3. Even with good timing, often times the gun will lock onto different close targets, shooting 3 bullets but without applying the effect(s).
    This mod would solve all of these issues, resulting in a gun that can apply electrocution and/or the explosion from Explosive Chemical Rounds in a reliable, ammo efficient way.
    Even without the OC, it would be able to to combo more reliably into other weapons or classes (To name a few: Electro Chemical Rounds, Shard Diffractor with Hydrogen Rupturing, Scout with Conductive Bullets, Magnetic Shafts, and Bullets of Mercy)

Where would i put it on the mod tree: Imo it would fit best in tier 4, since that is where the other mods that affect the locking mechanism currently reside. This choice is further justified by the fact that Explosive Chemical Rounds, the OC that would best benefit from this suggestion, doesn't currently benefit much from either mod currently present in tier 4.

Isn't this suggestion too niche? A "sidegrade" mod that enables a niche playstyle (Disabled Inertia Inhibitor) is already present in the game and was well accepted by the community. My idea would fall under a similar aspect, so i see no issue with it.

Because of the arguments above i think this would be a good addition to the game as it would improve the reliability and fun aspect of the weapon.

deft owl
#

can we please change the color of the unlimited promotion counter at the promotion terminal? would like to make mine gold instead of red.

rough vector
#

Idea for a new enemy type:
**
The tanks**

Species: Robot

An unknow enemy faction is sending on Hoxxes heavy armored drone tanks as a declaration of war against DRG. Trying to sabotage their mining operations. This mean war and every dwarf knows this must be stopped.

With the tanks we can expect different units made by different size.

Small, medium, large and titanic.

From a simple one big like Molly to a bigger one like Doretta.

rustic canopy
#

When the crosshair is over a glyphid in pickaxe range when attacking the pickaxe is flipped so anyone with a axe blade can use it as it would be intended, just a thought by no means do I expect this to be added

languid saddle
#

People keep saying more loadout slots, more loadout slots, not enough loadout slots... I think in general this should be reworked and I'm interested in what others think. I am also unsure if GSG has said some reason to them not being able to do this in the past, and if they have, feel free to make me aware of that.

Loadout Slots Rework
1) Get rid of the A,B,C,D,E,F system of loadout slots in the equipment terminal as it is now.

2) Change it to be a menu, allowing for as many loadouts per character as the User wishes (up to a limit if need be, perhaps like 20), and allow them to name it.

3) As it stands now, to remove the A,B,C,D,E,F Loadout System, the Dwarf Apparel customization (outfits & hats stuff, as well as specific pickaxe customization) would have to be separated from the important Equipment Loadouts.
-I don't think that we really need to have all 3 of these customization systems linked to the loadout slots, given they're also already located in separate terminals. I think that you should set your Dwarf Outfit & Pickaxe cosmetics PER CLASS, and it just is the same on any Equipment Loadout created.

Notes:
-I'm tired of the limited slot availability when it comes to customizing my Equipment Loadout, and I dislike having to go through and apply my same look to all loadouts, or same pickaxe to all loadouts, as when I set a new one, that's the one I want to run with regardless of Equipment Loadout for that current time.
-Seeing as I think the note directly above could be a semi-controversial part of this whole idea, I would like to offer another solution/compromise if people like having Cosmetic Loadouts as well, simply apply this same idea of the Equipment Terminal loadout (a menu with scalable slots, and customizable names) to the Pickaxe Customization and the Character Wardrobe Customization menus BUT leave the menus separate.

If you do read this far and have input at all that you'd like to share, feel free to @ me in whatever message. Thanks.

safe agate
#

Now that we have M1000 charge shot cost coded into the game, can we have the ammo penalty on Supercooling Chamber be converted to a charged shot cost increase instead? That way the damage increase is paid for in ammo still, but only when you use it. Otherwise, you just have a smaller mag but no less normal functionality.

solar sand
#

An "always sprint" (meaning "sprint whenever possible") option in game settings. The necessity to press "sprint" sometimes dozens of times per minutes is very frustrating in this otherwise amazing co-op 3D shooter.

rotund holly
#

[New mission type]
"Erradication"
Description:
Listen up miners we have located a glyphid Super Nest deep below hoxxes, It is your job to get in fight off the swarm and blow the Super Nest sky high!

This mission will take you deep into hoxxes where you would be placed near a large maze like super nest made of the same organic material you find around glyphid eggs.

A quantum bomb has been strapped to molly and it is your job to lead her through the Super Nest to its core, Fight off sentinels and the glyphid swarm set up the bomb at the core of the Super Nest and get out as fast as you can.

Good luck miners, Rock and Stone!

(This was inspired by the nests from aliens)

left tapir
#

a new enemy thats likethe warden but instead of shielding them it boosts their damage

quiet cove
#

Another tier of pickaxe upgrades. Maybe an explosive power attack, or making enemies bleed? Armor breaking would be nice too.

dark scaffold
#

new area of hoxxes to explore, along with new anomalies for more rewards

random fractal
#

Shader pre-compilation? I'm not sure why DRG runs so poorly/stutter so much, even on high-end hardware (5900X & 7900 XT, 7950X3D & 4080S). You can see a giant stutter in the Season 5 trailer at 1m17s https://www.youtube.com/watch?v=aNCFfpIzZU8&t=75s

white pagoda
#

Can we get a new tier 4 upgrade for the sentries that adds a clean ammo increase with no downsides? I'm not really satisfied with trading my laser pointer or sentry's range, but i dont think any changes should be made to those upgrades. Just a new one is fine

hollow girder
#

Mission control getting angry that we keep ping spamming the ba barnacle

hearty forge
#

I would like to have the ability to kill bosco. I have not had a single solo mission this season that hasnt involved bosco not listening properly, such as going to suck up a bit of foam instead of helping me with a hoarder i specifically ordered it to attack 2 seconds beforehand. I would like to be able to punish such actions by smashing bosco to bits.

grave cloak
#

Choosing a target for hawkeye system should also make the turret deal more damage against the target.
Currently hawkeye takes more attention to use and deals less damage than the other option.

covert lintel
#

🔴 Unstable 🔴 / 🟡 Balanced 🟡 Overclock for the Breach Cutter: Skull Crusher
Management will tell you that they "precisely added electromagnets into the nodes, letting them slam together and crush bugs" in reality, they were trying to make the plasma beam stronger, but messed up and and got this as a result, but they'll never tell you that.
rocknstone Pressing the fire button while a beam is in the air causes the nodes to slam together, dealing high amounts of damage to single targets.
rocknstone Beam moves slightly slower
tothebone Pressing the fire button while a beam in in the air causes the nodes to disappear.
tothebone X0.8 beam DPS
Edit: I just realized this is pretty much the exact same as explosive goodbye, but I do think we need a more single-target foccused OC for the Breach Cutter.

simple yoke
#

Warning signal disruption, combination thicker dirt or electrical disturbances Mission Control will be spotty at best you only get notified of a swarm as it's occurring and resupplies will tend to be off the mark and take longer to get down

Oh and the drop takes an extra minute before landing

narrow crystal
#

add an infinite mode
4 drwarves against infinite waves of bugs. bugs drop gold, minerals and nitra. resupply pods despawn after 10 minutes. you have an arena to fight in with 4 gates which the enemies come from. the longer you survive the more xp and gold you get, you can also collect stuff like magnite dropped from bugs. for bug drops you need to bring them to a mineral cruncher in the middle of the arena

restive dove
#

Turret arc change:
instead of bullets fired from the stubby having a random chance to trigger the effect for a set length of time, have each turret act like one of the meteor cracking pods where each bullet is guaranteed to extend the length of the effect until the turret is fully charged. maybe there could be an indicator for the charge levels of the sentries under (or above) the ammo counter

safe agate
#

Boltshark Upgrade option [no specific teir] -> Reload weapons on kill using the same autoreload as the perk

white pagoda
#

For the shard diffractor, could we get a clean overclock that decreases the time to spinup?

main junco
#

With the addition of Haz5+ coming in Season 5, it would be cool to have a similar option to the other difficulties. I primarily play Haz4 missions and they tend to be fairly easy at this point but the difficulty jump to Haz5 is steep. Would be nice to able to add some more kick for the other hazards

lean haven
#

Started as a shitpost but let's run with it:

Let's say that Loot bugs are like cats, they're always oriented towards the cave surface. This is why I'm proposing we tape two loot bugs back to back and use the force of their reorientation for a perpetual motion device to generate energy to run our space rig's power systems.

Basically, put a generator device in the space rig with a porthole window into the reactor chamber that has two lootbugs taped together generating energy by spinning in midair in the center.

You could even add a voice line saying "So this is why we aren't allowed to bring them onto the rig" or "Hooowee! Look at em go!"

knotty walrus
#

When the corestone event is starts, make it visible on the map.
Someone started it, left, and we had to deal with the funny guys ripping us a new asshole while we couldn't find the stone to close the rifts.
Dev played with us and saw the whole drama.

tender cedar
#

Either a feature or perk, but a way to pick up downed dwarves and throw them like a heavy object to get teammates out of dangerous situations.

marble plinth
#

A paper mask for the dwarves with a picture of the devs or bjorn or something silly for april ?

lethal thunder
#

New icon picture?(I mean on the work desk)I suggest to change it to the deep dive icon.

half loom
#

I need more loadout slots

Like...another 3

'Nuff said

kindred kettle
#

Ability to change to another random dance in the Abyss Bar by pressing reload... or something. It's already possible to cycle dance moves by stepping outside and back into the dance area, but enabling a single input to do it would be way more convenient.

sand viper
#

lore and gameplay-wise expand on already existing themes like ebonite bugs and kursite? Maybe add something like a random encounter for them that differs from the machine event(like enriched ebonite bugs who die by only 1 normal pickaxe hit and drop peaces of materials or kusites infecting and buffing other bugs) or random encounter minibosses? ebonite oppressor who now has full aoe stomping and can't die by shooting or smashing but can be explodedbreather

coral tendon
#

give the space rig new tools to use, it's really big but has few uses for it's size

finite otter
#

I have one: more varied inspect animations

As a serial gun inspector and R presser, when i play Gunner, everything is all good, but Scout really does seem to have gotten the stick here. GK2, M1000 and the Jury-Rigged Boomstick all have the same animation along with the M210 shotgun. It is a small request but I love the little hints of character already there for the other three classes.

jagged copper
#

Glory Killing
Id love to power attack but instead of instantaneously killing my enemy (i.e. a praetorian) i get on its backside and rip its head off with my pickaxe

modest plank
#

I ran into such a problem, I returned to the game today, and the quality in my game periodically deteriorates, as if a blur is acting, but I did not find such a setting, what's the matter?

lyric coral
#

When you repair a damaged supply pod, it should gain an outline if it has anything left in it.

safe hare
#

Perks are always being missed out on each update.

So why not add a few.

Packrat (Passive) Increase ammo capasity of all weapons by 10%/15%/20% and give extra 10% when resupplying.
(A way to help fast ammo draining oc or low nitra missions)

Heavy Charge Sheilds (Passive) When sheilds are fully charged, reduce damage taken by 20%/25%/30%
(Providing extra defence for the hidden exploders or sudden tri-jaws to give a chance to survive the hit)

Spring launch (Active) Hold Space to supercharge the next jump to reach harder to reach spots or to get away from hoards, 40s/35s/30s/25s Cooldown.
(We have a dash to move quick to get around, why not add a way to jump higher to deal with taller caves)

night harness
#

unstable OC for the EPC: ARC module

rocknstone charged shots create arc lightning that zaps enemies near the projectile, dealing damage and inflicting electricity
rocknstone normal shots hitting electrified targets spread electricity to nearby enemies
tothebone significantly slower projectile speed (partly to make the arc lightning work better)
tothebone x.5 cooling rate
tothebone slightly reduced ammo

grave cloak
#

Sludge pump overclock: 'Activated Adhesive'
Special polymers added to the sludge bind together when compressed, changing the properties of charge shots from a 'bomb' to a 'glue shot'. These shots don't break apart into multiple fragments on impact, instead having increased slowing effects and duration compared to normal shots.
Drilling into anything afflicted with glue will cause your drills to become 'sticky' until you stop drilling, making them stick to bugs and surfaces you drill into. (good for dragging things around, or jumping into a cliff to start a tunnel off the ground)

rocknstone Glue charged shots have increased effect duration and slowdown.
rocknstone Glue lets you drag bugs you're drilling, or drill into high walls.
rocknstone Reduced ammo for charged shots and charged shot charging time.
tothebone Charged shots don't fragment
tothebone Charged shots don't deal area damage

tropic wolf
#

Would love to see Full Crossplay added. I'm on Steam and I have friends on PS5 and Xbox Series who want to play but cannot.

kind gulch
#

M1000 Overclock: Rocket Powered

We at RND are pretty proud of this one. It may take up a little more room on your gun, but it still packs a punch! This overclock allows rockets to propel your bullets straight into any bug! The farther away your target, the more deadly your shot is. We trust you to be responsible with this one. >;)

rocknstone Hold down focus shot button to increase damage (.2 sec = times 1.1, .4 sec = times 1.2, etc.)
rocknstone Weak point dmg bonus increased when fully charged (times 3 damage, instead of times 2)
rocknstone shoots only one bullet on charge shot
rocknstone damage increases by a little on farther enemies (if enemy is over 60 meters, dmg times 1.5)

tothebone Slightly decreased magazine capacity (-2 bullets)
totheboneless ammo storage (-40 ammo)
totheboneCan only do focus shots
totheboneIf focus shot is held to long the gun with over heat for 20 secs (If held for over 6 seconds)
tothebonedamage decreases if enemy is within 5 meters of player ( dmg = times .5, this multiplier is added at the end of the equation)
tothebonePlayer speed is slowed down even more while charging shot

shadow yarrow
#

Hurricane overclock idea8bitGunner

[Smart targetting micro missiles]
The coding nerds at R&D have been busy, and present you with the lazy dwarf's approach to terrible aim

rocknstone rockets will auto target nearby enemies after flying a short distance
rocknstone rockets have slightly faster acceleration

tothebone heavily reduced area damage
tothebone reduced direct damage
tothebone slightly reduced ammo
tothebone missiles no longer track crosshair

olive atlas
#

Crisper Overclock idea

[Napalm Launcher]
Head back to the good ol days, before "regulations" and "morals" banned this type of weapon

rocknstone flames burn enemies for longer
rocknstone Flame DOT massively increased
rocknstone Radiating heat from burning enemies increased significantly
rocknstone Enemies in direct contact nearly instantly spread napalm fire

tothebone Less direct damage
tothebone sticky flames do not apply the napalm fire, and only do normal damage over time
tothebone Less ammo due to fuel being significantly heavier
tothebone Slower flow rate due to density of fuel

Flame shoots out in a heavy arc due to its weight

shy cedar
#

New Glyphid idea, the "Glyphid Mimic".

It disguises as a loot bug to get a dwarf close to it. Once close, it opens up showing it not a loot bug and slash at a dwarf for high damage, although it walks very slow.

It's based on the reverse of ants that disguise themselves as spiders

With the loot bug passive, it glows a faint red when it somewhat close to you.

shy cedar
#

Side profile

shadow yarrow
#

So anyways.

Huzzah
Toolbox brew
For the mechanic on the move
Strength: medium

[Increase build speed by 50%]
Works on all forms of building, including turrets, pipelines, mini-mules, etc.
(dorreta is the only exception because of the weird way repairing works on her)

mystic widget
#

New cosmetic, receding hairline with ponytail. Like the scottsman in Samurai jack (seen in pics)

real geyser
#

oc for the minigun which flattens the spread (the spread only goes down horizontally so you shoot bullets in a flat line) but gives you a lot of ammo and a lot of firerate

#

i love the new mission, but if the drill was a bit slower and it didnt instakill you when you touched the drill in the geode that would be banger
i think the missions fun asf but its just too fast for me and not enough action

umbral frigate
#

Being able to gift credits/minerals to others. Or maybe gamble them away in a Minigame. There would definitely be a limit you can do in a day or per player as to not mess with Progression.

chilly path
#

Replace the caretaker mission with a boss hunt mission that is more or less the same as the caretaker mission with there only being one of the mission on the map at any time, but it has a different boss each mission reset. There are plenty of bosses they could do most of which have already been suggested like Glyphid queen or broodmother or something. Would be cooler if same was done for elimination missions where elimination missions had a larger pool of mini bosses to choose from than the current 3.

limpid glade
#

Veterans of the game know full well that GSG is an amazing company full of great devs (y'all rock and i love you rocknstone) and that the full game is available when purchasing the "base" game and that the DLCs are only cosmetics.

There is no indication of this, however, on the steam page or in the names of the DLCs themselves, which results in many wannabe players feeling off about the game because they see many DLCs and don't want to spend a lot of money to purchase them all, thinking there is content locked behind a paywall. We see this happen relatively often in the subreddit in posts like this https://www.reddit.com/r/DeepRockGalactic/comments/1d9bvtu/is_the_base_game_good_enough_for_a_beginner/ and it has happened to me too, with friends over discord telling me they'd consider getting the game but that they feel usure since there are "way too many DLCs and i don't feel like having to get them all just to get the full experience". In their defense, there is no way to tell that said DLCs are just cosmetics (outside of checking them all manually) since they're not familiar with the devs yet and because the DLC names don't really indicate their nature and the names could pass as content packs: if i was an outsider, i'd expect a "Biohazard pack" to add poison/gas weapons, or a "Supporter upgrade" to literally upgrade my profile to give me extra content.

I would suggest to better indicate this either in the steam page by stating that the entire game, including future updates and season passes, is available once you purchase the game itself and/or by explicitly stating "Cosmetic DLC/Cosmetic pack" (or something among those lines) in the name of the DLCs themselves. This would avoid confusion to newer players and would make for a great and rarely seen selling point: getting the "base" game means getting the full game, no ifs no buts.

Have a good day everyone, rock and stone!rocknstone
(Edit: typo)

green vault
#

can you make flashlight's radius scale with FoV? currently if you increase your FoV, the flashlight's radius becomes smaller

hollow girder
#

Deep rock Galactic Energy drinks, based off of the minerals to upgrade weapons.

shadow yarrow
#

Sell red sugar as merch

Its fizzy cherry flavoured rock candy

latent citrus
#

Eight new weapons
50 cal, high single damage, high recoil, low ammo, long range and reload

Black hole projector, small area damage, sucks enemies together, travels in a path, eats through terrain, implodes for high damage at end of travel, 4sec travel time

Vacuum that sucks up bug parts as ammo, shoots out at high velocities, has different effects based on which bugs are sucked up

Bugsaw, high melee damage, runs on gas, eats armor,

Rotary grenade launcher, punk punk punk, high damage direct hits, low damage area damage, low range, long reload

Gravity gun, verp fwunk, runs on batteries, probably runs on 9 volts

Magic double barrel, it’s my boom stick, gains more ammo without having more barrels, don’t question fun

Bolt action ovbrez, bastard child wrist breaker

lyric coral
#

An overclock for the sludge pump that uses refinery slag to inflict random debuffs.

foggy steppe
#

In addition to their current functions, Pots' O Gold and Dark Morkite should also provide +5 or 10 carrying space for materials so that they continue to be a proper choice both for those with a decent abundance of credits and on missions where morkite simply doesn't exist.

fierce flame
#

Make battle frenzy on the GK2 an inherent part of the gun from the beginning because it otherwise gets outcompeted by the drak 25

fierce flame
#

Bring back old stingtail health stats while still keeping the spawn rate and grab cooldown constant. Maybe cut the resistances in half. The reason why im saying this is the same take LazyMaybe on the stingtail nerfs, with the health nerfs being a little excessive. I understand old stingtails were annoying as hell, with them flinging you across the map constantly, and i understand why their spawn rate and attack cooldown were nerfed, but making them squishier basically only allows them to attack once before getting obliterated.

split bone
#

I'd like to see more customisation control for Bosco, separating body, legs, and accessories i.e. Barrel body, Cyber Ninja blades, and Blister Bot accessories

willow spindle
#

I'd love more loadout slots so that i can make a build with the new up coming overclocks.

rough vector
#

Suggestion for some cosmetic. DRG military uniform. Something for dressing the Dwarfs very fancy like the italian carabinieri from my country.
I could see decorated with lots of fancy medals and titles for the veteran miners.
Including a fancy officer hat decorated with the DRG company logo and pick axes

simple canopy
#

Here's a neat idea, a beer resupply, instead of ammo and health, it gives you beer which gives you a temporary boost to health, mining or whatever

raw vigil
#

L.U.R.E should also "throw it back"

severe steeple
#

i want to suggest something, what about... gunner's shield can be placed ON the drilldozer? i think it could be good, gunner will be a better option for this mission, like the "shield" the engineer can put using the platform gun or the driller destroying the laser pillars, because it can be kinda annoying that you as a gunner want to save someone on the drilldozer but when u throw ur shield it goes through the drilldozer and doesn't actually protect u

olive atlas
#

Seeing as some perks just aren't nearly worth using over other perks, I propose a perk rework to certain perks.

Berserker
Passive
More Melee damage as health decreases. (2X damage at minimum [the point that it heals to] or below health)
Active
Same thing, but with a lower cooldown. (you currently only get to use it like 2 or 3 times per mission)

Hover boots
Passive
higher jump height and less fall damage (boots "activate" whenever you jump or fall to help with movement)
Active
same thing but with longer duration (3.5 seconds isn't enough to do much of anything)

Heightened Senses
Passive
Same thing
Active
Infinite uses, but not instant ( if you get grabbed at low health you don't have enough time to break free)
Sets health to 1 when you break free (still kills captor, and you still take fall damage)

severe steeple
#

that gave me an idea, what about... spending 4000 credits to change the special beer to a different one? (totally randomized, also can it be the same beer, you can only do this 1 time, if you wanna do it again you have to complete at least one mission)

misty grove
#

as a miner of hoxxies and as a miner of drg i suggest a proper food menu should be added to the abyss bar

vital oracle
#

I think it would be fun mechanic if they added a tip screen at the end of missions that allowed you to give a certain portion of your mission rewards to other players. It would be a funny little take on the joke that tip screens are everywhere nowadays and would also allow people to show their appreciation for particularly cool or helpful randoms. It would probably have to exclude minerals and experience and only apply to credits earned to not break progression for newer accounts but I think it could be a really fun social mechanic. (also edit because of slowmode but it would probably be better to just have a button next to player's names instead of an actual popup screen that you would have to click through every time you end a mission because that would get annoying really fast).

chilly path
#

A very rare chance for dwarves to grab a whole beer bottle out of their pocket and guzzle it during a rock and stone animation

sullen fable
#

The innate damage resistance granted during a shield disruption should be proportional to your max shield to make the shield upgrade and perk usable in those missions (the Drak's shield overclock would remain useless though)

chilly path
#

I want whatever is in those decontamination thingamajigs outside our rooms in a beer and I want to drink it

sullen fable
hallow widget
#

an easter egg that allows you to access old space rigs models and a way to open the fridge and eat mission controls sammich.

untold flame
#

can we please get a mark all as seen button?

hallow widget
#

add the CoD anti-griefing system to DRG and RC so that players aren't getting their runs ruined at the very end, griefing is a big problem in DRG for new players and they may not know that you can kick somebody, they also might be unable to kick the person doing the griefing because the one doing it is the host, they also might not want to waste a perk slot to get 50% less Friendly Fire damage or get a mod to not have friendly fire because they like friendly fire in terms of how it works in gameplay and world points but getting griefed is turning them away from the game or making them feel like the community is too toxic, causing them to play solo at best and at worst causing them to leave the game behind entirely. the CoD anti-griefing system allows you to kill 2 teammates before you end up dying to your own damage being reflected back completely so why not add something like that where if you down a teammate, you take 50% damage again and downing another causes you to take 100% damage from your friendly fire, this will make it so that if you attempt griefing, you'll just be griefing yourself and thus will make it much harder to grief your team and making it so that if you do, you'll be causing yourself more trouble than its worth. (idea stolen from the youtuber known as "chancellors")

clever flare
#

It would be cool if for victory poses, instead of choosing one or random, you could choose a random set. So maybe a checkbox next to each pose, and the ones that are checked can be randomly chosen for your dwarf to perform.

lyric coral
#

The ability to buy mission control a cigar as thanks for putting up with our antics. This is an honest suggestion.

atomic elk
#

The new sludge pump overclock's puddles only explode when ignited, which severely limits your options. I was expecting them to also explode when hit by another explosion (from any source), that way HE grenades would finally have a concrete use (beyond being a very weak way to deal AoE damage) and your teammates would also have more ways of exploding the puddles for you.

chilly path
#

Add actual elves as enemies we can brutally murder and commit warcrimes against (besides the Christmas event one)

inner zodiac
#

What if we had a mission like repairing an old facility kind of like something along the lines of rogue core. Just making a no longer functional station winding down deep into hoxxes work again

finite tundra
#

The save system is a little flawed. I don't think it's mentioned at any point by any tutorial, meaning if someone wants to find out about it, they'd have to stumble across it accidentally while browsing settings. And I think there should be the ability to copy the data of one save over to another. (In other words, I want to take the second save I accidentally made while trying to figure out how the save system works, which I ended up making progress in, and put that progress on my main save.)

shy lagoon
#

make hazard 5's bonus 135% so it's a mulitple of 5 like every other hazard is (this has bothered me since it came out please fix it i'm begging you)

and 5+'s bonuses should also be multiplies of 5, or at least add up to 5 (e.g. level 1 of something gives 2% and level 2 gives 3%).

onyx mortar
#

The ability to rest in the beds in the dwarves rooms to take a break after a hard or long mission and if you stay in it for to long mission control gets mad telling you to get back to work, something like that or being able to sit in the chairs at the abyss bar to chill and drink beer.

copper horizon
#

A clean shave option, for the eyebrows

chilly path
#

Biomechanical enemies, like rival or DRG tech infected by charge suckers which are also infected by rock pox that can consume biomass to add to the body making for an absolute abomination of an enemy

reef compass
#

Cosmetics for the hammer used to repair and build various things in the game

wise vine
#

Either create new perks, or create a way to turn extra perk points into something else like exp. There are way too many extra perk points, please find a use for them

inner zodiac
#

Fishing minigame in the space rig?

soft kelp
#

some sort of visual indication that an enemy will die from a satus effect

silver harness
#

Add a new arcade machine: Gnop (totally not pong), you and 1 other player have to move a platform to bounce back a ball in the enemies direction, if the ball hits your back line the enemy gets a point. This goes to 3 points.

In multiplayer players have to interact and wait until another player interacts to start playing. In solo you get an AI enemy.

chilly path
#

Add a beer you can drink that allows you to drink as many beers as you want without getting downed

spiral torrent
#

Toy pickaxe and sandcastle mold hat. Thats it !!!

grave cloak
#

Unstable overclock for the engineer's Shard Diffractor: 'Grounded Coil'

"An error was made when amping up the weapon's power, and the added energy leaks out when it fires. Fortunately, so long as you're on solid ground, the power can be safely rerouted; harming enemies around you instead of yourself. Standing on extremely conductive plastcrete can enhance this effect, and even allows for the beam to regain some of the lost power, getting an approximation of the intended improvement"

rocknstoneFiring while on the ground deals AoE damage to enemies near you.
rocknstoneFiring while standing (or running) on platforms enhances both the AoE around you, and damage from the beam.
totheboneFiring the beam while in the air deals damage to you.
totheboneBattery recharges much slower unless you're on a platform.

I really like engineer playstyles where you use a lot of platforms, whether repellant on the ground, or loops and bridges off of it.
I also like weapons that change how you move and 'damage near you' seems like a decent tradeoff for not wanting to jump while firing.
Overall, the idea here is to encourage 'combat construction' and using your platforms in a very different way than plastcrete catalyst encourages.

fiery thorn
#

Oh, now that I think about it, this would work well with another idea (pinched from factor.io) for the platform gun; as an alternative to the bug repellant upgrade, platforms now increase the walking speed of dwarfs, and slow down the movement speed of bugs.

At least, that's my Idea. Any comments or counterpoints?

limpid stump
#

Hat suggestion: An old sou'wester rain hat

valid plume
#

I feel like the Mactera could be flushed out more. Maybe a raid boss style mission where you have to go into a Mactera Hive and kill the queen.

flat ermine
#

I suggest increasing the amount of credits you get per level after reaching level 100. I feel like 2000 or so credits would be reasonable or we could be getting some phazyonite instead. 500 credits is just such a pitiful amount it hardly even feels like a reward

scarlet grove
#

Super Rare random ||lootbug|| boss encounter when you break into a morkite geode.

kind gulch
#

maybe having some voicelines that are the dwarven language, "Hjodlik oz zana! oh wait, I mean Rock and Stone!" or maybe you can have a setting that changes the subtitles to Dwarvish or something.

umbral urchin
#

[Sludge pump] Anti gravity OC.
The problem with this overclock is that it neuters charge shots and their fragments.

• Proposed adjustments:
Normal shots: unchanged
Charged shots: hold down to charge, hold down further to charge with anti gravity mixture (similar to holding the trigger longer while using overcharger coilgun)
Releasing the charge shot when it’s initially charged causes it to fire as normal, without it and the fragments being affected by antigravity and causing the fragments to fly back to the space rig.

After the initial charge of a charge shot, something on the weapon would indicate the anti gravity charge being built up. Perhaps the stirring wheel would spin on its own, or the nozzle/barrel of the pump would start glowing a certain way.

The goal is to retain the normal functionality of charge shots without taking away from any of the existing uses of the overclock.

grave cloak
#

Improve the armskore's re-atomizer overclock so that the trail continues to apply status effects from any bugs the initial shot hit.
(currently only the initial shot transfers effects)

dry vortex
#

Grenade launcher OC
rubber casings
”by encasing the fired explosives in rubber, the projectiles can now take advantage of the natural springiness of platforms to bounce off them. additionally with each bounce, the explosives inside the projectile are shaken up, leading to a far more volatile final explosion. unfortunately the amount of explosives in the casing had to be decreased so you don’t detonate yourself as you fire it, but the lighter shell does let you carry more of them.”

rocknstone projectiles bounce of platforms. for each bounce, add more damage aoe to the explosion of the projectile
rocknstone slightly more ammo (or maybe not idk)
tothebone lower damage
tothebone lower projectile velocity

i think more overclocks for the engineer that do things with platforms, especially for his secondaries, would be cool

inner zodiac
#

An underwater region loaded with coral and aquatic enemies. Stay near to oxygen volcanoes scattered around the area, you will have a larger oxygen tank than the low O2 missions

mental seal
#

Give us Barret's hair from FF7!!

inner zodiac
#

Now I’m not sure somebody has said this already, BUT WHAT IF, we could observe the wildlife that you find randomly doing things like a praetorian hunting or two oppressors fighting for territory

prime lance
#

the difference in depth should make a difference in gameplay. Now the depths of -3,000 meters and -11,000 meters is played the same way. The same enemies, the same waves, the same resources. All the same. I don't think it should be like that.

edgy laurel
#

The glyphids should be hostile towards rival tech as well.

hallow widget
#

give scout the P2016 from titanfall (no, this isn't a joke)

real geyser
#

lootbugs should deflate a bit when you take minerals from them (they get saggier and smaller)

olive atlas
#

Lead Storm Powerd Minigun Overclock idea

[Firerate booster]
For those who like the BRRRT

rocknstone Firerate massively increased (+8 firerate)
rocknstone Ammo increased to compensate (+600 ammo)

tothebone Less direct damage (-2 damage) (might be too little for balancing)
tothebone More recoil (how much the gun wiggles when you fire it)
tothebone More spread (+50 degrees of spread)

Shoot so many bullets the bugs won't be able to see the light of day. (we really need a firerate overclock for this gun)

median turtle
#

An achievement for reaching the morkite geode in the new season without using the drillevator and/or maybe even making it possible to complete the mission without using it

fallen juniper
#

a couple mission ideas I though of in 10 seconds:

  1. fight one big boss with a ton of health + lots of aoe attacks
  2. a mission set on the surface of hoxxes
  3. a deep scan mixed with industrial sabotage, where you have to destroy a rival drillevator and steal the morkite seeds + data
wooden nova
#

Добавьте Квас 🍺

add kvass. This is a very popular drink, it will sober you up, but it will not be a fake of stupid elves. rock and stone!

deft herald
#

Zipline Launcher could use a slight buff and QoL improvement.

I'd buff the range by 10m (baking in the T1C mod), and on the crosshair, highlight the important +-5° thresholds somehow, which allow speeding down the zipline when holding W. This will be huge for learning this tool.

rough vector
#

Suggestion: just some silly beer hat inspired by the beer we usually drink at the bar. So everyone can have their ideal beer hat and a loyal brand support.

lavish star
#

can we get a straw hat with a red ribbon for no reason in particular?

hallow widget
#

a pet lootbug somewhere on the station that has the zoomies

woeful night
#

With the new rocket booster animation/effect found on core stone containers in season 5, maybe we could have these rocket boosters on the Drop pods at the start of missions when it leaves and goes up?

hasty linden
#

Allow us to disable proximity trigger with R (reload button)

left tapir
#

officially making the magma variants available ingame/ adding more variants of oppressors and bulks

torpid sapphire
#

So, I saw there was a Nerf Gun weapon skin in the upcoming season, so I want to pitch an idea for a matching cosmetic....IF it's not already in the game- I might have just never unlocked it AND Never seen anyone wearing it.

grave cloak
#

New balanced overclock for the grenade launcher: 'Hovermine'

"With the help of anti-gravity and momentum-absorption technology, we've added an additional firing mode onto the weapon; simply tap the reload key to change your next shot into a floating mine. Any amount of time later, firing normal shots as you will, you can tap reload again to detonate it. Unfortunately, you can only keep one of these 'hovermines' active at a time, and your normal shots don't have as much initial speed

rocknstoneFloating mine
totheboneReduced projectile velocity

Tapping the reload key when you don't have any mines out will turn the next shot into a mine, but not any after.
(you can't have multiple mines out at once)
The mine projectile isn't affected by gravity, but rapidly slows to a stop in the air. (high velocity grenades and/or inertia inhibitor can get it much further)
It explodes when you tap the reload key (detonating a mine won't prep another one unless you tap it again) but also from anything that would cause a grenade to explode normally. So if a bug collides with it, or it ends up hitting terrain, it goes off.
Mines have an increased area of effect, making them a bit easier to use.

Engi has a few ways to affect spots they've left awhile ago. Turrets, proximity mines.. This just adds another to the list.
(or you play it with the proximity trigger upgrade and it gets very weird, since those can be trickshot off terrain, blast a larger area, and also explode when coming to a stop)

shadow yarrow
#

During the hollidays, ziplines have yuletide lights along it

strong topaz
#

Introduce a new enemy based on the infector catagory, that is just a evolved giant breather that sucks in dwarves breather

we get the trio then: spoot breather speet

clever blaze
#

Allow us to access user profiles just by right clicking on their portraits on the Esc screen. Makes for easier profile blocking in the case of toxic players.

Also since I'm already posting here I'm gonna drop a silly one: mactera bulk detonator that spits and splashes acid. bulk

kind wraith
#

Defeat a rival robot mech boss, repair it, and drive it. Resupply the mech using resupply pods. It can mine 2x as fast, it has 4 missiles that can be resupplied and a machinegun on its right hand that also requires resupply!

foggy steppe
#

Is the possibility of newer types of steam profile customisation on the table? The dwarven avatars available as steam avatars, avatar frames based on the promotion borders?

fast sinew
#

New Mission Type with Rival Company Lore Tie In:
Lore: Rig x let's say 13 puts out a distress call to other rigs. But Rig 17 Mission Control [Us and Our MC] are the first to answer. Rig 13 Mission Control calls for an S.O.S. saying the drop pod of their miners has gone way off course into a mined out part of Hoxxes aka very little nitra or gold and biome minerals due to DRG operations there. The Rival Company did some Industrial Sabotage of their own targeting the Drop pod of Rig 13 during it's descent to Hoxxes and making the Drop pod land in again a place where there is little resources but the glyphids have been begun reclaiming for pupating and breeding. Aka Rivals sent our co-workers to certain death.
Mission: I was thinking we get those big Blue Mules on the Rig or Medi[cal]-Mules dropping with us. We have to do search and rescue the dropod, fight off hoards of glyphids hoping to snack on our co-workers and load our fellow miners into the medical mules and extract with them after finding the sabotaged pod.
Exit: I'm thinking a reverse Drilldozer with an upgraded Doretta [Better Armor maybe a single turret with limited ammo like a minehead] is drilling to us and then out to a new larger exit platform/pod or instead of upgraded doretta the Drill Elevator to a bigger drop pod to have all dwarves and medi-mules escape.
Mission Gimmick: Since we are in a part of Hoxxes that is mined out Mission Control of 13 and 17 pull some strings by giving us some credit from unused Nitra for supply pods to keep us focused on finding our fellow Miners.

Feel free to criticize my idea, miners! Ping me in the discussion if you want! Rock and stone!

lyric coral
#

Give the new sludge pump overclock some synergy with the other secondary weapons. You're pretty much forced to use the EPC's burning nightmare to gain any use out of it solo.

valid brook
#

Just keep doing your best at making this game and I'll keep having fun

cobalt palm
#

potential extremely hot take here but:
Replace driller's subata with a nailgun

Maybe the nails could be thermo conductive and status ramp up happens much faster/lasts longer when enemies are impaled with more nails. Fires relatively fast and could have some interesting overclocks, like explosive nails, piercing nails that do more damage at the cost of the ramp up, a nail shotgun, etc

It also fits driller's vibe, and the subata really deseparately needs a full rework.

terse lion
#

Some sort of way to customize our profile picture for each class, it gets old after a while seeing the same 4 thumbnails for the classes, maybe there would be like a Photo Booth type thing where we could make a picture out of our own dwarves.

hard rover
#

Subata OC Idea: Impaler Rounds
”It seems that maintenance ran out of nail guns and started modifying some equipment to use instead. These homemade rounds fire large nails that conduct thermal and electric energy into the heart of whatever they got stuck in. We think they might be useful, if a bit clunky…”
+Slots leave conductive nails lodged into enemies, making them more vulnerable to thermal attacks and electrocution
+Very large armor breaking bonus
-Reduced ammo and clip size

white pagoda
#

please allow projectiles to travel through ghosts. It doesnt make sense that i can somehow hit a ghost with a grenade, despite it doing nothing.

wind grove
#

Hear me out: hazards from certain biomes can be carried over to other biomes. For example, you can have lava geysers in Hollow, or volatile uranium in Glacial. Seems like a fun way to shake things up.

real geyser
#

new hazard related to season 5:

⚠️ Core Breach ⚠️

"An abundance of core stone has been located in this area, making it incredibly deadly yet incredibly valuable. We need you to both complete your objective, and collect as much core stone as possible. Be careful of the crawlers."

Throughout the mission, small core stone fragments can be found. They can be dug up from inside the rock, and are small items stored in the dwarf's inventory. Collecting these spawns a core rift, which spawns crawlers for about 15-30 seconds. About 20 core fragments are in the map, however the dwarf only needs to collect 10 or 15. It acts as a secondary objective like the lithophage spike, and each fragment is visible by small purple crystals on the rock around it, like a regular mineral.

During extraction, many rifts will open up along the way. No other enemies spawn besides from corespawn crawlers, and it is better to run to extraction than to fight the flood of enemies. The modifier would be very difficult, and would pay handsomely with a bonus for each core stone fragment collected (even ones past the required amount). Completing a mission will earn the player one bonus scrip as well, to incentivise players to take on the challenge.

versed mortar
#

Sludge Pump Overclock Idea: Sludge Flood

Removes the charge shot.

Holding down the attack button will instead prepare a flood of goo that, when released, all spews from the gun in the span of a couple seconds. The Flood allows you to pile up damage on big groups of enemies while covering the area in goo in a more customizable pattern.

This also comes with the downside of lower puddle lifetime.

versed mortar
onyx mortar
#

A lootbug hat but it's a actually alive loot bug

vapid schooner
#

Zipline makes a sound when you can shoot it at an available angle like when your pointer is pointing at something of importance

quaint moss
#

It's hard to see the difference between mined nitra and mined red sugar, both are very important for tense survival moments and could be maybe changed a little more in color

iron flame
hard rover
#

New Balanced Subata OC: Cryo-Resonant Rounds

”Further study of resonance crystals has resulted in rounds that weaken any ice they hit, resulting in increased damage against frozen enemies. The lower mass of the round does make it weaker in other cases, though.”

+Increased damage against frozen targets
+Can hit weakpoints on frozen targets
-Reduced base damage

lament hamlet
#

I think its would be a great idea to add a new cosmetic loadout slot for eyes. Its would be cool to wear glasses or eyepatch with head accessories :>
What do you guys think?

left tapir
#

a way to turn off the "backpack" like we can the sleeves on armor

tame comet
#

i think a good feature would be to be able to use mods offline, the program (drg) would check for installed mods, and be able to use them. i play offline alot and it is a bit annoying that i cant use my qol mods offline.

light dew
#

Allow us to rebind more things such as berserker so we don't use when not wanted

languid arch
#

Add the ability to create as many outfit customizations as we want, instead of being limited to 6.

obsidian gate
#

add proximity chat to Xbox pls, it will be very funny when with freinds

dull warren
#

the ability to ping ground with buried chunks in it for other players to see

flat olive
#

i really want this new "haz 5 plus" feature on all hazards. it would be nice to play haz 4 with, like, more bugs or less armor or something like that... i think this is a great feature for players, for whom haz 4 is not so hard, but haz 5 is too hard

scarlet isle
#

Please add the voice line, "If it bleeds, we can kill it," upon killing the upcoming new enemy, the stalker. This of course is a reference to the iconic line from Predator.

gusty geyser
#

Voice lines for the breathers (pog shrooms) on ping. And a lot of the stuff in the Radioactive Exclusion Zone. They are my favorite thing ever

dry marsh
#

dream suggestion that isn't gonna be added, if you equip the obsidian mallet or skull buster on your pickaxe your dwarf uses the pick instead of the wrench in the pipe/dotty repair animation

inner zodiac
#

We have glyphid dreadnaughts, where’s the mactera behemoths?

hushed girder
#

i was ridding doretta in a escort mission and i tried to use the stationary shield of gunner, i just dislike the fact that the shield just phase thought doretta like if she do not have collision(when she is moving and travelling thought a cliff terrain the shield is useless, it just fall's to the bottom) , i would love if the shield cud be able to attach to doretta and move with it... i would also be able to place sentry's on doretta like i can do in vehicles from the game unturned(in that game i can put them and them get attached to the vehicle{like the sentry's move with the vehicle})

left tapir
#

please make it so we can mismatch pieces of our armor (e.g. arms of scale brigade, backpackthingamajig of the new DLC armors, etc )

shrewd pecan
#

How about an antlion inspired enemy? I think it would be best if it spawned similar to Cave Leeches and Stabber Vines, limited spawns determined at the beginning of the mission with cave generation. It sits a couple meters underground and if a player touches the ground anywhere within a cone-like range above it, either on the surface or accidently digging into range, the ground in that range disappears, resulting in a funnel that leads to the bug's mouth. Maybe give it something to latch onto the trapped player to make it more dangerous than just a stationary glyphid at the bottom of a hole.
It could work if it spawned like other enemies, just have it be rare and it burrows quickly after seeing a player. But I think it would be better if it spawned the first way I mentioned.

onyx mortar
#

The ability to see other players loadouts when you pause your game.

shy lagoon
#

Promotion assignments shouldn't have the annoying pop-up after every mission tell you you've made progress. Maybe it could go away after your first promotion (on that class), but it's incredibly annoying to have it shoved in my face when i'm trying to select a mission or whatever.

grand fractal
#

In the tutorial. Can we please add a segment that informs you about the Waypoint feature? I have been playing SOOOO long. And NEVER knew it existed.

old inlet
#

It would be neat if we got a new overclock for the lok-1 that completes the concept of primary weapon interactions with turrets (like turret whip/turret EM discharge), the idea I have is "Manual control" it could let you lock onto your turrets, and when locked onto turrets, turret damage increases, turret shots use lok ammo instead of turret ammo (or alongside turret ammo) and you can steer the turret by facing different directions. I feel this overclock should be a balanced or unstable, and the drawbacks should make the weapon less efficient at normal combat (stuff like fire rate and normal firing mode damage decreases)

ornate axle
#

collaboration with dungeon meshi to release senshi's helmet

keen forum
#

ntp explosion is green but neurotoxin effect is more yellowish, literally unplayable pls fix

cloud rune
#

maybe make an enemy where there is a reason to turn off your flashight or not throw flares

real geyser
#

make the heart monitors on the disinfector frameworks speed up when you go on low health, and then flatline when you go down

thick hamlet
#

Can we get an auto-sprint toggle option in the game settings?

scarlet elbow
#

Two suggestions:

Tweak Bosco AI a little. Currently, if you are mining in an enclosed space, such as creating a tunnel or mining resources out of a wall from within the wall, Bosco will path inside of you and block your pickaxe swings and flare throws. I would like to request that Bosco not path into the player and cause these issues.

Flare variants, akin to grenade variants. I suggest Sticky Flares that stick to a surface/enemy until they expire, Round flares that will roll until they stop, and Spiked flares that get thrown less far but do a little damage if they hit something.

halcyon tinsel
#

During christmas. The flare from the flaregun is a candycane, or maybe the nishanka bolts.

lyric coral
#

give the wave cooker's boiler ray the ability to trigger combustive goo.

sinful plume
#

Quality of Life
Let us skip the forging animation when opening up a mineral container or unlocking a weapon overclock/cosmetic.

raw vigil
#

CryoCanon Clean overclock:
Press Reload to freeze a Dwarve in a protection ice shield which he can exit instantly at any time
Breaks in 10 seconds however by force
Has a ~3 Minute Cooldown
edit, only applys to itself to prevent trolling

amber harness
#

Dwarfs shouting out they're reloading (but not too much too avoid being annoying) so other dwarfs are aware and can back them up especially when Driller or Gunner is reloading

kind gulch
#

new space-rig minigame Wack-A-Glyphid: It's pretty self explanatory, but There are 9 holes, Glyphids pop out of them, and the dwarf has to hit them with their pickaxe.

vague crown
#

COMPLETELY random idea:

During April fools, bind a random, unbound key/button to a new function:
Barrel mode.
When pressed, Dwarf will curl up into a ball barrel-esq shape and can be kicked around. Pressing the bound button again exits barrel mode, and returns the dwarf to functioning normally. Kicking a barrel dwarf into the hoop, pod, or launch bay will get you funny voice lines from mission control.

This can only be activated on the space rig to prevent in-mission extreme shenanigans, like clipping, for example and other issues that may arise from barrel physics.

lament glade
#

Add an achievement for tipping 1000+ credits at the Abyss Bar.

light briar
#

Can you add crosplatform? My friends are xbox and they like Drg, and I can't play it with them

lament glade
#

Another Suggestion: A weapon testing room It doesn't matter where, i was thinking a small cubic room somewhere in the rig, possibly having access requirements. Basically, its a room where you can use your selected loadout against hologram enemies, I've found it annoying to unlock a brand new weapon and have to go into a mission just to try it out.

near glacier
#

Suggestion be able to customise/pick your own color on certain cosmetics like hats and outfits

night harness
#

Unless banshee bolts is somehow insane and everyone has been sleeping on it, I had an idea for a replacement for it, or just as an overclock

Barbed bolts

Bolts now dig deep into enemy armor, and, after hitting and enemy with strippable armor, using the grappling hook on the enemy will dislodge the bolt, tearing the armor off with it. (Due to the tips being damaged this doesn’t add the ammo back to your inventory, although as an overclock that could be a possibility with a -ammo drawback)

shy lagoon
#

Dystrum should be a regular secondary that can appear on any mission. As-is, it's the rarest solely because it's restricted to 2 mission types and tends to be overridden by another secondary.

sinful oak
#

the purple glowing tree has way too much HP, sometimes while fighting dreadnoughts oder caretaker it can be in the way, and its a pain to remove

soft kelp
#

chance for morkite missions to generate with an endpoint that is higher up than the starting point

hallow widget
#

add a weapon like the G2A5 from titanfall 2.

the G2A5 is a semi-automatic rifle with high accuracy, damage, and fire rate. by default it only holds 14 rounds and isn't very accurate when hip firing and even less so while firing rapidly within a short time frame. the rear sights are in a half circle shape and the front sights are [completely fuckin unknown to me beyond a bright red dot]. the gun WOULD need to be tweaked for the sake of keeping it as an option and not just a complete improvement over all scout weapons but its still a good idea.

also, add a slot machine that can give you tiny cosmetics like colors and weapon skins (not frameworks) and even some helmets and money and yes even minerals.

foggy nest
#

Add an ability that lets you give your teammate your core after a machine event as long as they can actually use cores. I have stacks of cores I can't use and I really dont need anymore minerals.

plush badger
#

let me tip while holding a beer, please

unreal socket
#

Bouncy nuke alternative to fat man overclock, it would bounce around a ton but have a bigger radius and less damage

shy lagoon
#

The oxygen meter should be a hexagon on the bottom of the screen like other effects are (also, the bug where it keeps playing the low O2 sound is annoying af. Hope it can get fixed soon).

sand whale
#

New voice line: “it almost brings a tear to my eye by how many bugs this overclock will kill”

shy lagoon
#

Anomalies should show up on the results screen opposite of where Warnings show up.

shy lagoon
#

Pinging big boi items should highlight the entire mesh. Currently very inconsistent, and it's a big annoying (e.g. Gunk Seeds have their whole mesh highlighted, but Aquarq, Jadiz, and Enor Pearls don't).

plain kraken
#

hazard 5+ options for: friendly fire damage scaling, limit of unique bug types found in cave

civic helm
#

instead of going down when iron will ends you should have 10 hit points, downside is that you get 50% slower for 15 seconds after it ends

whole niche
#

hey I don't know if this has been said before but when will you add customizable tattoos? The sleeves on the armor can already be removed. Sounds like the perfect opportunity to add a new cosmetic slot

scarlet elbow
#

I would like a terminal where I can customise the M.U.L.E. with colour schemes or alternate skins. For multiplayer, it would use the hosts settings.

quaint tusk
#

Add a voice-line "It's in the walls!" as a tribute to that old meme that used to dominate the community (a rare one that could trigger during the twins bossfight)

fast dirge
#

To add onto the barrage infector make an enemy like the oppressor which when shooting the rock armour it falls off in chunks which create smaller enemies that have a resistance to fire
The enemy also has two attacks which is a swipe with a claw
And a spit like the barrage infector
Its weakspot is the head which has armour around which u shoot off and the back which also falls off but both weakspots have lighter armour only thing is its health is alot less compared to the oppressor and the other one whatever its called

fiery summit
#

Can we add short labels on loadouts when hovered with cursor in role selection, when joining a game? I kept forgetting the icon for my swarmmageddon loadout and kept bringing hyper prop.

lethal mulch
#

ability to ping ground with buried chunks in it for other players to see??

gloomy tiger
#

an electricity thrower for driller

red mango
#

Add an option to make someone group leader?

hallow widget
#

make it so that fall damage only reduces you to 1 HP instead of killing you.

just gonna edit and make it more clear what i mean. i mean fall damage should be made to where if it is equal to or is more than your max health, it should only reduce you to 1 HP so that you don't die from being flung off a cliff by a stingtail or something

vague crown
#

More Mactera species/subspecies
Just to increase upon the dull selection of Mactera. in comparison to Glyphids, who have well over 20 different kinds to their name, Mactera have next to nothing. You'll never see more than 2-3 of them on a normal mission, and maybe all 5 of them on Mactera plague missions, which tends to spawn no other enemies, making encounters generally consisting of the same few bugs, which gets boring quickly.

A few of my ideas to add more Mactera (dunno about the names, just behaviour/gameplay additions):
Idea 1#: A smaller than usual, higher speed Mactera than shoots faster projectiles, at the trade-off of less health. Spraying and praying bullets won't help you here nearly as much.
Idea 2#: Spoiler for S5! ||Since we've seen Core crawlers Leap across the cave, a similar behaviour may be implemented into a Mactera, which alternates between taking off and assaulting from the air, to crawling at you in an attempt to chew you apart, would make for an interesting Dynamic.||
Idea 3#: A Mactera which instead of bolting around and then staying put to shoot, will hover around and shoot while moving. Could be some decent target practice.
Idea 4#: Melee Mactera which come in groups, circle their target, and take turns diving and attacking one dwarf. A bit of outside help with these could go a long way.

sick cloak
#

If you throw a flare through a cobweb it should get stuck and hang there

hallow widget
#

add a new mission type that has us going to old space rigs and killing rival robots and some rockpox and even glyphids.

we enter through the drop port and dock our drop pod in a space rig that is completely broken down and is in need of some dwarven reclaiming. there are 5 different missions for space rig repair.

1-power

in power, you are tasked with getting the power back on and keeping it on until all the enemies are cleared out of a sector or the space rig, you'll also have to maintain your charging device while it does its magic. after the spacerig is fully powered, you'll have to escape before the cycling is complete because once it is, the sector will have a serve of electricity run through it, killing anything it touches.

2-the drydock

in this one, you'll be clearing out the drydock of enemies and the Xynarch Charge-Suckers that are eating the drop-pod power. basically, find the leech, kill the leech, repeat until leeches are all dead.

3-the storage bay

in this one, you'll be clearing out the storage bay and recovering anything that can be salvaged while also trying to avoid the malfunctioning cleaning bots. cleaning bots will charge at you and can't be killed but they can be stunned by dodging which leads to them hitting a wall and by using explosives.

4-kill room

you'll be in the basic hub area and you'll be wiping out all enemies inside. they will spawn from vents and go out of their way to make your life feel shorter than a tiktok. don't worry, the Lloyd unit will supply you with beer and red sugar... if you get it online before a wave starts that is.

5-security

in this, you will have a 3 stage boss fight that starts as follows. first, you will fight a large robot with turrets, next, you will fight 3 robot dwarves (a scout, an engineer, and a gunner), after that, you'll fight the heart of the security force.

let me know what you think, sorry i couldn't go deeper in explaining, i ran out of space to type this all out for y'all.

rock and stone!

gloomy tiger
#

a helmet that looks like a stereotypical 1980s style space helmet

#

or maybe a combo of the dough boy helmet and the biohazard gasmask

subtle fulcrum
#

I have always wanted there to be a spectator screen inside the drop pod to watch the dwarves who haven't made it yet.

gentle drum
#

if voice chat is ever added peoples voices should be pitched depending on class just like the dwarf voicelines

shy lagoon
#

Would be nice if empty Cargo Crates and Lost Packs gave you some credits or something (you do get the resources, but it'd be nice to have like 500 credits or so in the box itself).

#

Being able to check the resources required for promotions in the class change terminal be great (or having a mineral trade terminal near the promotion terminal).

manic narwhal
#

If the DD and EDD don't roll a drillavator main stage for the season 5 release, reroll them until they do.

(Not sure how easy it is to do, but I think it would be cool if the flagship content was in the dives, and there a chance it couldn't be, just by luck)

magic hatch
#

The lootbug hold

Make it so that way there is a rare chance for it to be a golden lootbug

vernal palm
#

Parry projectiles with pickaxe. If you hit a projectile with your pickaxe, it deflects the projectile the direction you are looking. Power attacking has a wider window, but sends the projectile it a random direction.
Heavy inspiration taken from the blue and red arm in ultrakill.

hallow widget
#

give scout a pistol so that i don't need to use mods to use the subata or the bulldog

shadow yarrow
#

idea: dreadnought sky tyrant

this dreadnought is a new mutation found in the shallower parts of hoxxes, having gone under the radar due to the lower concentration of minerals near hoxxes' surface, and nobody bothering to look there since the profits would be lower near those areas. unique among glyphids, this dreadnought actually has wings! and while its too heavy to fly, its able to leap at impressive (and somewhat concerning) speeds. we suspect this is form of dreadnought would leap across hoxxes' surface, travelling fast distances trough the thin atmosphere before going back into hoxxes' underground

the dreadnought sky tyrant is a speedier and sleeker form of dreadnought that has weaker armor but moves faster and more aggresively. its color is a mix of purples and blacks and is more closer related to web spitters.
the armor on its head and front legs are tough while having weak armor on the rest of its body.
it is easier to ignite the sky tyrant compared to other dreanoughts.

attacks.

leap: the sky tyrant is able to screech before leaping onto dwarves from walls and the ceilings. dealing damage in an aoe upon landing. after a leap, the sky tyrant stands still for a short time.
spit: the sky tyrant is able to shoot large blobs of webbing that linger on floors and walls, dealing damage and slowing dwarves walking over lingering webbing, dwarves hit directly will be covered in webbing and unable to move (similar to being frozen)
burrow: the sky tyrant is able to burrow and reapear on a different spot. after wich it stands still for a short time
bite: basic attack if near a dwarve.

deft rampart
#

For Halloween there should be a new mission anomalie that makes the caves more scary by making flares and the headlamps dimmer, no music, quiet ambience noise and just making the cave more overall gritty

lament glade
#

Friendly Creature Size Variety: I think it would be awesome to encounter different sized loot bugs and breathers, possibly even maggots and hexawings

pine olive
#

Idea:
On missions where mining would logically be a very distant goal compared to the main objective, instead of Molly, the Dwarves will land with Molli- a mini-MULE.
Molli follows the same ruleset as Molly in terms of being called, but is smaller, moves faster, and does NOT passively follow Dwarves.

Why?:
The missions this would currently be applicable to are mainly Elimination and Sabotage. In both of these missions, the only minerals you bring back are gold and crafting minerals, and the only minerals you should be actively trying to mine for mission completion reasons is Nitra. You don't need a full-size MULE to carry everything.

Some notes:
1: Molli is a mini-MULE. This gives mini-MULES a use beyond fixing them! Hurray!
2: Molli specifically DOES NOT MOVE unless you call her. This way you can park her somewhere sensible and kill the Dreadnaught/Caretaker without having to worry about her trying to shove you off a cliff or block your shots.
3: This would also explain to some extent why you always find mini-MULES torn to shreds. They got left alone in a cave with a Dreadnaught.

strange compass
#

New passive creature idea: the crimson big claw

Found in the salt pits, these are the last remnants of what used to live in the area before it dried up. Dwarf sized lobster-like creatures with massive claws, they tend to slowly travel together in search of whatever food they can find. They’re also awfully keen of the caverns they reside in, and will clump together and stay motionless when they sense a swarm. Usually a minute before Mission Control will alert you, as to reward more attentive players with some more prep time. Also, yes, you can pet them.

austere spear
#

Miners Manual 📔

Update the MM damage page, in its current state it is outdated and leads people to incorrect conclusions.

The main issue is that it combines damage types and or effects that are often associated, but are not the same. Such as Heat damage and Fire damage. Heat damage only serves to ignite creatures and does not reduce health, additionally it is not effected by Fire resistance. Whereas Fire damage is the actual damage type that reduces enemy health and is effected by fire resistance.

Fire damage is dealt by a bunch of weapons that don't apply heat, such as the: EPC (Charged shots), Drak (Plasma Splash), Coil Gun and Breach Cutter.
There are also sources of Heat that don't deal fire damage: PGL (Incendiary Compound), Hurricane (Napalm-Infused Rounds), and Lead Storm (Hot Bullets) for example.

The same applies to Frost damage and Cold damage, Electric Damage and the Electric Statuses, and Radiation Damage and the Radiation statuses.

The other issue is that the Melee damage type description says "These are particularly effective on frozen targets" when melee damage gains no unique bonuses on frozen targets.

An oddity that isn't and issue but is weird is that things that don't actually do any damage are listed as damage types such as "Stun", "Fear" and "Pheromone".
Things like "Push", "Grab", and "Slowdown" could easily be put in a separate category.

Armor Breaking isn't actually a damage type but a modifier to armor damage dealt, and would fit much better in the Armor section.

Overall its just a bit of a mess, and while it works, it's not as clear as it should be.

twin fulcrum
#

Can we have more topless/semi topless armor like robot rebellion driller?

oblique sage
#

Let the hacking pod break terrain when it leaves. Plugging the tunnel it makes with a platform is a common strategy and it looks bad when the pod clips through it while flying up.

edgy shell
#

Make neurotoxin grenade gas easier to see through, but add visual effect (similar to new ones when taking damage) when sitting inside cloud

wraith glade
#

bring back the container next to the bosco terminal
biggest piece of parkour in the space rig

cyan violet
#

Make the Driller and Gunner capes from the DLC big and beautiful like Scout's and Engi's. Or at least, those 2 styles for all of them to choose from.

It's the only DLC I'm not buying due that ugly cape on my G.

near glacier
#

Would it be impossible to add a setting to switch walk to shift instead of default? Would make this season an 11/10 for me

tawdry lake
#

a pet in the orbiter that is hidden from the administration and is a loot bug

dry vortex
#

bosco should attack the glyphid eggs

charred quail
#

on blood sugar: stop it from dealing damage for like 10 seconds after picking up red sugar. my dwarf won't shut the fuck up about it even though hes at full health

wicked pike
#

Please add a hotkey for the season pass, similar to the missions map. For example, when you press tab/select (gamepad), the missions map opens, and when you hold, the season pass opens

near glacier
#

leadstorm overclock rotary overdrive has misspelt word resupplied

void elk
#

Dear developers, I, Isaac, and my colleagues Bongo Cat and Ювелирка (steam nickname) completed the mission without using a drill. I ask for a special phrase from mission control, a pass in this case, the launch of the drill and medals for stubbornness.

brisk zinc
#

For the Hidden Dwarf beer, I'd love there to be some auto-taunt mechanic like in prop hunt :D

frank urchin
#

Suggestion: add unlockable cosmetics for the player's room, that could give more reasons to play and gain XP and Credits

real geyser
#

overclock for the m1k:

🔴 Jet-Propelled Rounds 🔴

"Hit em where it hurts, and with extra punch! These special cartriges utilise small chemical thrusters in each bullet where the gunpowder would be to send it flying 3000% faster, digging into the fleshy bits of the bug! Unfortunately, due to the lightweight nature of each new hollow bullet, they have trouble getting past anything harder than a bug's ass."

rocknstone Hitting a weakpoint will add two penetrations to the bullet
rocknstone +25% weakpoint damage

🟡 Bullets have an updated punchy sound and a little yellow flame trail per bullet

tothebone Bullets are ineffective against any armour at all (including light armour), and all armour break is converted to 5% weakpoint damage (+220% upgrade would turn into 11% weakpoint damage)

near glacier
#

a button for a ready callout akin to rock and stone would be nice, or at least a tip to ask people before starting objectives

vapid merlin
#

As someone who plays with deep rock very quiet so I can grind while listening to podcasts, I run heightened senses on all of my dwarves so that the noise based bugs like cave leach and mactera grabber are still relatively noticeable.

Considering the new stalker enemy is also heavily noise based, it would be an incredible quality of life change if when the stalker starts it’s final charge, heightened senses also triggers so you know to look around for it. Would also be beneficial for the audibly handicapped players that run heightened senses for the same reasons

Counterpoint, getting a big flashing “pay attention” light might trivialize the stalker, but considering you have to take high genes senses over a different, likely more viable perk, I feel like it’d be fine

dry vortex
#

i feel like the drilling phase of the dillevator could serve to be a bit more difficult. as it stands right now the bugs can basically never get to you and you hardly take any damage
perhaps more ranged enemies could spawn and bugs could get a bit of a speed bost or something.
i also feel like the enemy ai isn't too well equipped to deal with u moving downwards like this. maybe there could be more phases where it stops on hard rock and those could last longer giving the bugs more time to catchup
overall great mission, just needs a bit of tweaking and balance

additionally any enemy that even attempts to climb onto the drill as it moves just instaly dies due to it "running into them"

hexed juniper
#

You know how dreadnought hunt is killing dreadnoughts before they become fully pupated? well, i think that there should be some kind of fully grown dreadnought hunt, and it would take 8 dwarves to do the mission. And it would be about taking out a dreadnought that managed to fully pupate. It could kind of be like a deep dive.

dusk basalt
#

Bikini armor

wraith root
#

potentially a way to skip the animation at the forge? i have a massive stock of mineral cores i want to use but having to watch the animation every time is slowing me down (yes i know its not really an issue, but still it would be nice)

amber minnow
#

After installing a rockcracker hammer or a crystal scanner, the selected weapon will always revert back to the primary, instead of the last selected one.
This can be annoying, particularly when playing Scout with the grapling hook out.
Any chance it could be made, so that the weapon will remain the last selected one?

hearty forge
#

I think there should be a system that allows you to edit what enemies bosco can target. currently, bosco targeting stuff like goo and ice bombers hurts more than it helps, and some other enemies i want to fight on my own, like cave leeches and dreadnoughts, instead of bosco attacking as well.

dry vortex
runic sparrow
#

could you add the steam version to the windows version not the xbox version but windows version

narrow kernel
#

Kindly give solo players an option with the new Omoran Heartstone phase.

Escort missions are already wildly chaotic with many classes when playing solo - you have to somehow protect the dozer while protecting yourself while on the other side of the map trying to get fuel. If you're not the Engineer, then it's already a scramble - and not in a fun way.

The new phase, in practice, means that it's almost impossible to repair the 'dozer, as you can't stand near it, and can't stand still.

Maybe let us send Bosco to do repairs.

craggy oyster
#

bicorn and tricorn and other revolutionary type hats (why dont we already have those D:)

hardy ore
#

Hello. Hi. Good morning or afternoon or night. I just wanted to make a question about if there's any plans on the lobby on the spaceship? Like, idk, maybe the corruption of session 4 growns more and more for each seassion to the point where the company has to send another spaceship and unlock a new tipe of mission: clean the lobby and destroy the corrupted creatures/mutations/robots ?

amber minnow
#

Another quality of life improvement:
Make Bosco able to dig out Bha Barnacles when ordered to. Currently, he just seems to shine light on them.

dim violet
#

Please, do provide an option to play without the new additions to visual effects - specifically, the white "Rock and Seizure" flashing whenever you get your shields cracked.

Current slider allows to reduce the effects to 50%, but it's akin to toning down constant flashbanging to mild annoyance.

sage warren
#

Morkite seeds should really be handheld objects, like aquarqs. Currently, some elf could scramble to grab as many as possible and refuse to deposit them, softlocking the mission.

pulsar dew
#

morkite corruption that glups up your armor like ice if you hold em for too long that forces you to drop the seed so mf's cant just hold em for eternity, cause like yea you might deal with an elf but you could always kick em and retrieve they resource bag

flat olive
#

in this new mission type "deep scanning", it would be nice to see, how long left until the end of drillelevator path

royal latch
#

would it be possible to make scout's flare gun flares stick to the drillivator so its easier to see. normal flares dont work very well

bitter orbit
#

Put the neck guard* in the sideburns slot. Neck guard + gas mask + Helmet could make some seriously awesome custom helmets.

fallen stag
#

The Order of the Deep dlc armors should have Full to Half Cape (and vice versa) toggles like how some armors have sleeveless toggles.

pulsar dew
#

different environmental hazards depending on the region of which a deep scan is taking place regarding the drillevator, like in glacial strata you'd hit a layer of cold air and holes would erupt out of the walls and spray cold air, where some might be like a little notch and others are fissures that rap around the tunnel, or you hit loose terrain salt pits and stalactites come piercing down from the top of the hole, or in fungal bogs you come across a layer of steam that dissipates as you go through it but would temporarily obscure your sight of the tunnel opening. rather than just breaking down faster or stopping more often i think it'd be cool to have like contextual hazards? and i do get it's a decently big suggest, but i'd still like to throw it out for sake of idea.

#

cause like currently the drillevator sections are like cool, and i do like em, its just regular enemy waves, the gimmicky-ness of it is lost on me cause its just a vertical shaft and every once and a while you gotta repair the things propelling you down, and cull the waves. i feel as an end of mission thing it should be more stressful, and or more tense, like it'd feel so good to have gone past a mactera burrow filled with little wingless bastards with gooey bods and a bunch of explosive eggs lining the walls that you have to venture into to dislodge your gears from masses of larval flesh on say dense biozone as compared to just like offing a bunch of grunts and the occasional pret

vague flume
#

Aquatic update. 👀

next torrent
#

Suggestion for cosmetics:
New slot for accessories on head: Glasses/Eye lenses/Masks/Goggles be separate slot, so you can mix and match sunglasses with different hairs, etc

midnight cypress
#

Double jump perk would be nice

zinc cove
#

Whenever/if ever GSG adds another perk a really fun idea I could imagine might be a risky clutch sort of perk is a sort of "all eyes on me" activatable where when you use it you can essentially cause every bug in a sizable radius to target solely you.

Obviously insanely risky and I have no idea how it would work with other players using it at the same time but the idea of willingly putting yourself at incredible risk to lure bugs away while your team can recuperate would be a great teamwork oriented playstyle, or perhaps just to lure bugs into a trap you've set up like Driller Tunnels and Ripsaws.

Edit: A really cool way of possibly showing this working is maybe having the Dwarf pop a flare and somehow fix it to their hip as they shout something like "COME, AND, GET SOME." and the team can see as you have the aura of light around you.

near glacier
#

Add an option to turn aim assist on/off on console and lower the inner deadzone to a true 0%. Currently 0% inner deadzone still has a deadzone making the joystick unresponsive to micro-adjustments. Yes this could lead to stick drift on some controllers but that's why the slider goes all the way up to 100%. This would be a huge QoL change for consoles.

night harness
#

put a decal in the corner of each season on the season select menu that tells you what level you hit during that seaon.

blazing gust
#

Update DRG's FSR2 to either 2.1 or 2.2. Either would be an improvement over the current 2.0.

short shale
#

An addition to 🟥 Micro-Conductor Add-On 🟥:

rocknstone Electrified MKII sentries deal bonus electric damage
rocknstone Electrified Gemini sentries act as nodes in an electric arc

This gives the LMG MKII a benefit, While still providing the Geminis with the arcs.

final jacinth
#

tweak to Deep Scan missions - one of two options. A - make the node pop on the map within a few meters, or B - have some identifier at surface level as a "dig here" that really only stands out where you're on top of it.

as it sits now I don't find Deep Scans enjoyable, and they can be an out right slog unless you're a driller.

compact parrot
#

Dear GSG, can you PLEASE i am BEGGING you make it so you can remove the sleaves on DLC skins too.

magic crypt
#

I think the Barrage Infector needs a bit more of Hit Points. Its too easy to kill.

pulsar dew
#

decor typa suggestion: regarding the rig, buckets of purple ichor in the rig with little swirls of rusty etchings on the floor where it's spilled and dried to go alongside the biotanks, it seems so empty without the rockpox everywhere, like a terrarium-esque glass container with some small morkite geodes on display would be cool, or a wet floor sign above a puddle of that goo that leaks from the cave dwellers, and a a display case with some fossils like the aesthetic of a crystal gallery, big chunk of bismor in a glass case on a wooden ornate box, little faceted gemstones on display, "dead corestones" like a coreston theats been cut into slivers and is lifeless and still, held in a long glass case by little metal rods, old mining equipment like pickaxes and shovels or chisels and dynamite, a fossilized fools gold lootbug half obscured by some shale, some fuckin carpets on the ground, maybe with lil designs like a vitruvian lootbug from the top down; or a bunch of pipes and gears funneling into a bore drill pattern in the center, a banner or two with the dlc skins drawn on them hanging above the weapon area, lloyd's fridge shaking occasionally whilst making core stone ambient noises. that kinda shit, some disassembled parts of the core stone containment capsules that'd like shock ya and you could stick out yer hand and shock another player and pass around the purple charge sorta like how easter's got the eggs, and snowballs durin yule tide.

lament glade
#

Have an ultra rare chance for a barrel to actually come with you on a mission, and an achievement for getting through the mission and into the returning drop pod

compact parrot
#

May we get tattoos as a new cosmetic type

whole meadow
#

Could you please make the helmet visors from the new Order of the Deep DLC match the other lights of the armour paintjob you have selected?
Could you maybe make the glowy bits on the DLC armour and helmets match the armour paintjob rather than just being a static colour based on the class wearing it?

pulsar dew
#

allow dotty to mine throw core stone rifts, if you've started the rift maybe dotty gets stuck and starts taking damage trying to mine through it, but currently dotty'll just mine the terrain and faze through the previously active, now inert portals but they'll be solid to you the player, and its not even like they're indestructible. once finished it treats em like regular ass stone, whilst during the event it burns you and takes a good several swings, like omoran arena crystal.

neat cypress
#

molly should be given jet boots after the drillevator, it'll be adorable and convenient

agile glade
#

Allow overlay intensity to be lowered past 50%. Shield break animation is too bright and is visually annoying even at 50% overlay intensity.

copper finch
#

literally why did you remove putting turrets on the caretaker it's not really not that broken when you consider driller c4 is a lot faster and ammo on caretaker missions is so abundant you dont care how many resupplies the driller eats just for c4, em discharge was like the thing to bring for solo sabo please revert like wtf

quick rampart
#

Welding Visor - Closed

blissful spindle
#

While I really like the new armor DLC I am not a huge fan of caps being part of armor they really should be their own seperate equipment slot and applicable to any suit. this would allow future expansion

wild quarry
#

Please let us use the neck brace beard with helmets like Order of the Deep etc, more options are more good and the exposure is odd.

undone lotus
#

Bring back limited cosmetics (Anniversary hats & possibly Steam Awards Nominee hat) but put them in the shop terminal but for 1M credits or something
((tbh i just really want the year 4 beer hat because i love the foam jigglephysics but i also wanna collect all the cosmetics & i started playing drg like RIGHT after that anniversary))

ALTERNATIVELY: Bring back the yearly anniversary hats, but remove the number, to differentiate them from their limited counterparts

red hound
#

add FSR3 since you've already added DLSS3
plus, it'll be available to a much wider range of users

severe prawn
#

Think the game would benefit from a mono mode with just one to three enemy types.

Think something you have to pay for, or something inorder to help Playstation.

Also, a Biome suggestion. Red Desert. Located at the core of the planet. Caves that have blue ceilings like a sky, and a reddish desert as the earth.

blissful spindle
#

When playing a game of hidden dwarf all mission control lines based on space rig location should be disabled for the duration of the game as this can eaisly give away hiding spots

hoary hollow
#

add the homer dance

hoary hollow
keen forum
#

change the goo color on combustive goo mix like neurotoxin payload does for its explosions to better indicate its effect to teammates

worn thistle
#

I can't play the new mission type, because the target resonance UI moves too much. Could you add an accessibility option to make it move slower/smoother?

tawdry lake
#

Overclock for bosco

heavy surge
#

Would it be possible to have an option that prevents the right-click from closing the menu? I'm a habitual right clicker (probably OCD) and its super frustrating

night harness
#

the vertical lights on the drillevator buttons should be used as a gradient for how much durability that respective button has. a visual indicator that's more of a gradient would be nice

finite scaffold
#

Add slappable dice to drillevator and doretta

scarlet elbow
#

Can you add a new neutral mutator that unlocks the enemy type spawn restrictions? I've noticed that each mission selects and spawns only a few specific enemies from the whole rogues gallery. One that allows every enemy type to show up would be interesting. Call it "Menagerie" or something.

broken obsidian
#

It would be nice to have an option to enable text versions of audio cues the way minecraft does for accessibility reasons. (also please make it so bosco gets in the drop pod when you leave T_T)

hollow storm
#

Need the “we’re rich” in solo when u ping gold composite

patent magnet
#

The new heartstone phase seems pretty bad at actually trapping dwarves, as long as you're moving in one direction before the cage comes up you'll avoid it pretty much every time. That or it'll send you flying. Maybe rooting the target dwarf in place just before the cage spawns would make them more effective.

lunar badge
#

A. I'm once again asking for a grenade rework. Please make the Neurotoxin nades not as flammable. And B. Please fix Bubonic beak so it changes color with armor skins.

quiet turret
#

New grenades for all classes

I based all these ideas on the fact that if the station can send ammo suplies they can send heavy weapon strikes.

Soldier : Artillerie Strike

The soldier carries with him 4 marker nades that he can throw where he want the strike, after a defined cooldown, station sends a piercing projectile hitting the marker, no AOE, the projectile does heavy damage and is made to hit large slow targets.

Scout : Tesla generator :

The scout carries the same 4 marker nades, after an undetermined cooldown, station send a drill pod landing on the marker, revealing it's payload, a fixed tesla coil shooting electric arcs to stun enemies and do some damage.

Engineer : Mine field :

The engineer carries again markers that send's down a drop pod that when it touches the ground, the drop pod spins releasing proximity mines all around it in a 5m radius.

Driller : Drilling Bomb

Markers, again, Station sends a drilling Bomb that once it arrived at it's destination, explode in a power full blast after a defined cooldown, erasing those 6 leged fckers in a 5m radius, big AOE big damage, maybe have less markers for balance ?

strange sage
#

Add a blindfold cosmetic. Gojo dwarf must be made possible
breather

stone apex
#

Next supporter dlc add some sort of suit armor skin (as in suit and tie, tuxedo, dress pants, etc.)

halcyon knot
#

I would love to be able to ping stuff when playing solo. Especially since the dwarves give a description to what they pinging, it helps the new players. When I was new and exclusively playing solo (I’m afraid of other people), I had no idea what anything was because pinging just gave commands to BOSCO.

I say the simplest thing to do is just to have the dwarf (or an option to) say the original voice lines. Like he just shouts “Gold!” And BOSCO starts mining.

What I would personally like is to have basic pinging and commands for BOSCO to be given separate keys. Or maybe you can hold shift and ping to get the original voice line. The latter would be better for the fellas on console.

Pretty much just some love for us solo miners and some more interactions with BOSCO other than just repeating the same command over and over again.

“BOSCO, We’re rich!”

Edit: Oh yes, and it would be amazing to have BOSCO board the drop pod with you while extracting. As it would make sense for DRG to want to return him...recycling a drone means you save the money it would cost to build a new one. However small, corporations love to save money and retrieving BOSCO would save quite a bit over time.

thick zinc
#

This is how I imagined the Dwarves fit their beards in full helmets. Also would be a funny beard/helmet option for in game 😅

warm ibex
#

overclock for the lok1 smart that removes the lock on and call it the dumb rifle

bright copper
#

In order to give the new season more presence, let's add the crawlers to the spawn pools of ommoran waves and deep dives since they are the closest thematically to the core and the deep parts of Hoxxes.

civic shard
#

So with no weapon balances as part of S5, & no maintenance updates in sight, I'm hoping we get some weapon balances as part of S6 & wanted to start a discussion on ideas for said balancing. Here's my ideas from engies primaries:

WARTHOG
BASE
ROF 2 -> 2.5
Damage per pellet 7 -> 8

T1
T1A +1 ROF -> +0.5 ROF

T2
Remove T2C choke (-50% spread)

T3
Remove T3A (x0.4 recoil)
T3B -0.5s reload time -> -0.75s reload time

T4
Remove T4B (+1 damage per pellet)
Add choke (-50% spread)
Add x0.4 recoil to choke
T4A +400% AB -> +650% AB

T5
Add +1/+2 blow-through to T5B Miner Adjustments

OCs
Minishells
Change ammo bonus from +78 to +60
Change mag size bonus from +6 to +4
Change -2 damage per pellet penalty to -1 pellet

STUBBY
BASE
Damage 9 -> 11
ROF 11 -> 12

T1
T1A +3 Damage -> +2 Damage

T2
T3C +3 ROF -> +2 ROF

T3
T3A +3 Damage -> +2 Damage

T4
T4C +250% AB -> +400% AB

LOK-1
BASE
Max Ammo 180 -> 252

T3
Remove SMRT Targeting (will only put as many locks onto a target as needed) & add it to base (toggleable)

OCs
Armor Break Module
Change from +1250% AB at full lock to +200% AB at all times

Seeker Rounds
Decrease Burst ROF penalty from -47.37% to -20%

Neuro-Lasso
Change to balanced OC
Remove lock-on time penalty
Change lock-on duration from 6s to 9s
Change slow per lock from x0.9 to x0.85

Executioner
Increase ammo penalty from -12 to -60

ECR
Increase ammo penalty from -36 to -108

If you're questioning my reasoning for anything please do ask, as I have put a decent amount of thought into these suggestions. I also welcome any feedback.

lost elk
#

Remake the progression system for characters and overclocks, it's like the only thing that often puts me off the game

drifting kite
#

More Seasonal events :

  • Love & Labor (Valentine's day), between Hoxxes Lunar Festival and DRG Anniversary

  • Union Celebration (Worker's day) in May after the Great Egg Hunt

  • Deep Pride Galactic (Pride month) in June

  • Extend Space Beach Party for whole summer

hardy gate
#

For the new mission type, adding a vague directional indicator for the resonance nodes (at least past 45 meters) would be nice. Could just make the compass rose glow a 45° spot to get you started

real geyser
#

New subata OC:

🟡 Hi-Cal 🟡

”Chambering much larger rounds allows your gun to become a killing machine in the palm of your hand! The larger rounds lead to a massive boost in damage, but end up negatively impacting your mag size and reload speed.”

rocknstone x1.5 damage (12 -> 18)

🟡 Subata now makes a much punchier “deagle” sound

tothebone -40% mag size (12 -> 7)
tothebone x2 reload speed (1.9s -> 3.8s)

proven pasture
#

An ability to change weapons around in character slection screen, like when joining a mission.

jolly plaza
#

Weapon idea for driller. A new main gun for driller could be a form of tesla coil that shots chain lightning that goes from enemy to enemy. The idea is that it works kinda like a shotgun. To balance it it could have a lower firering rate like 1 shot every 2 seconds. I think the idea is fitting becuse its an aoe weapon and could be a intriging weapon ofcourse i thought of it around to secends ago becuse me an my friend were bored. Its kinda like the arch thrower from HEll Divers 2.

nova topaz
#

sync dances with music, speed up or slow down current dances to match a multiple of the bpm of the song

opal pewter
#

A new fully armored beard, bigger and badasser than the existing Tank Division beard. That one's very nice, but my dwarven soul needs more in the fully armored beard department. Something longer, maybe more ornate, too

sharp oar
#

Not sure if this is the best place for it, but my gf and I did a Deep Scan. A bulk spawned while on the drillervator, wiping us and ending the mission. Can Bulks be prevented from spawning during that section?

amber harness
#

Have gunner use special animations when inspecting the Thunderhead while the Mortar Rounds Overclock is equipped (instead of a bullet, he'd inspect a mortar round)

waxen dew
#

I'm going to suggest this again.

New Anomaly: Massive Minerals
Description: All crafting mineral deposits are double their normal size and worth double their normal amount.

Hidden stats: Giant versions of Bismor and Croppa (20-30 units) will not have their sizes and unit worth doubled.

dreamy stump
#

Will there ever be any cosmetics added to the game related to the character named Senshi from the anime "dungeon meshi"?

pallid furnace
#

Deposit point and mission end button on drillivator. Also maybe making the seeds a carryable item instead of a pickup so you know where they are and aren't trying to find the person who didn't deposit. I think it just has clarity issues to people who haven't done the mission before.

waxen dew
#

... can Enor pearls have a minimum of ten? Why is it 7? No wonder people are craving pearls.

pallid furnace
#

I am sure its been said, but Burst Fire feels like a worse AISE. It needs something not only to allow it to compete a little more, but to also just make it worth taking at all. It feels like something you want to aim at weakpoints, but AISE does that better without all the recoil.

Something like added penetration would maybe be nice? AOE on bullets like small explosions? Anything to make it stand out.

This could also be a problem with AISE and Bullets of Mercy being too good, but I just think the other overclocks (mainly burst fire) need something to make it worth taking.

smoky wadi
#

I think this has been said before, but could we get the option to switch between half and full capes for our dwarves wearing the new DLC armour?
(I want to be able to have a full cape for my driller, and half for my scout)

Perhaps reuse the button other outfits use to go sleeveless?

harsh coyote
#

Active core spawn portals needs to be a modifier.

Yesterday when I landed the caretaker power station spawned ontop of and opened the corestone. Having to rush in and close the rifts was the coolest shit I’ve ever done in my 1200 hours. Please gsg new modifier with an active corestone/rifts on entry.

royal plaza
#

The variant of Deep Scan that requires 5 crystals should not be in Deep Dives. It's too long and complex for a single stage.

hidden wren
#

Since we just got a new round of primary OC's, the logical next step would be to add a round of secondary OC's. Since I'm stuck at work, unable to actually play the new Season, I thought it would be fun to brainstorm some ideas.

engineer Engineer engineer

PGL: Implosion Charge.

This experimental shell takes a moment to arm once it lands, but once it goes off, it pulls enemies in towards the center before triggering a graviton collapse. The more enemies in the area of effect, the more damage it does.

More coming…

near cedar
#

More of an accessibility option, but the ringing you hear after an explosion goes off next to you is very irritating to my tinnitus (chronic ringing of the ears) I've suggested it before, but I would very much appreciate the ability to turn off that sound. I love this game sooooooo much, but this is literally my only gripe about it. I would very much appreciate this consideration for me and others who also deal with this unfortunate affliction.

hidden wren
hidden wren
waxen dew
#

The LOK, with the ECR overclock, should prioritize placing 3 locks and only 3 locks on a single creature at a time for ammo-efficient explosions. If multiple creatures are present, it should place 3 locks on each creature, one at a time instead of placing locks on every creature at once in its range.

The amount of times the lock distribution placed one to two locks on about 5-6 creatures in a massive swarm and denied me explosions is frustratingly frequent. Force the LOK to place 3 locks per creature when using the Explosive Chemical Rounds overclock so this doesn't happen again, please.

Edit: To compensate for more explosions, reduce the total amount of lock-ons from 12 to 6, so we don't have 4 explosions going off at once.

safe agate
#

Armskore Coil Gun Upgrade for T4 3rd option: Autoreload [like how its an option on Scout's sawnoff]. It also competes with minor gameplay change mods, those being 50% damage reduction while holding a charged shot, and 20 damage to nearby targets on firing. It also frees the player up to leave autoreload off their perk selection if they were only getting it to use this weapon as a pocket railgun. Its reusing code and leaves the weapon balance unchanged, acting as a QoL option only.

lyric coral
#

Give boiler ray enough fire damage to ignite corrosive goo so the combustive goo mix works on something other than the EPC's burning nightmare specifically.

next glen
#

Voiceline when you wake up in the space rig:
My body is a temple
Ancient and crumbling
Maybe cursed or even haunted

elder marten
#

The new mission type is great. However there are only 4 boots at the end which becomes a problem when playing with more players then 4. Perhaps they could refill, like they do with the jetboots you can find in the cave?

rose pasture
#

Allow Heightened Senses Perk to trigger a warning when a cloaked enemy is nearby within 8 meters or so. If dwarves with Heightened Senses can feel a grabber or similar is close by, it would make sense if such dwarves can feel something electrically hidden close by too. Probably make voice lines for nearby Stalkers triggering Heightened Senses to help differentiate between grabbers and cloakers.

flat olive
#

nerf gliphyd stalker. he pisses of as hell...

ionic mantle
#

Hi, welcome to my Ted talk. I’m lazy. When I go to promote my dwarf I don’t know what minerals I need to get my shiny new badge. I often need to bounce between the memorial hall and the mineral trade before I can actually promote and get my snazzy new promotion pic. Maybe another mineral trade could be put closer to where we promote, or a promotion terminal could be added near the forge.

Rock and Stone.

grave cloak
#

Silly new overclock for the drak: 'Slidestorm'

"We tried messing with an antifriction field to make your shots go faster and pack a bit more oomph, but unfortunately the energy field extends outside of the weapon and around whoever's using it. Firing now prevents your feet from getting traction on the ground, but instead accelerates you in your current direction."

rocknstone Increased shot speed
rocknstone Increased damage
rocknstone When firing, you hold onto all momentum while on the ground, and accelerate a tiny bit with every shot
tothebone Firing greatly reduces normal movement inputs other than jumping

(this might look a bit pointless at first glance, but the whole reason bunnyhopping works is that it reduces friction. This works with the same anti-friction idea and lets you hold onto all momentum from a grapple or special powder after landing, and even speed up further. The name is based on the minigun overclock that stops all ground movement while firing, this one instead keeps and increases your momentum but stops your movement inputs)

night harness
#

the actual turret arc part of micro conductor add on should be totally reworked. it wasn't very good before, and it's not good now especially because the platform part of it is better, is able to be positioned better, and doesn't deal friendly fire damage, in addition to a near instant setup time. I think it should allow you to amp up sentries to make them either inflict electricity, or inflict a status that makes electricity deal more damage. that way it gives build variety and works with lmgm11 (single turret)

proper parcel
#

The new minigun OC is cool in theory, but seems a bit redundant.

The firerate increase is not worth it dps wise, minigun has many OCs that provide different flavors of dps increase, most of which are better and a lot more ammo efficient.

The increase in dps uptime with the improved cooling and overheat cancelling is negligible, especially since it comes with a 75% increase in heat. Most players won't overheat unless they want to trigger agressive venting purposefully.

Speaking of which, AV seems to be the only payoff for what this OC provides. The 75% faster heat helps trigger it more consistently, and the coolant can shave of a few moments of the overheat animation.

However, the Fire OC provides 50% extra heat already, combined with an incredibly use- and powerful heatcone. Agressive venting also already reduces overheat time. So it all seems a bit anti synergistic.

The only other use case I can see would be to sustain heated bullets for longer, by ways of using coolant to stay in the red. But this too seems incredible niche and not worth the trouble + it eats through charges very fast compared to the overheat cancelling.

As it is now, it seems the OC is doomed to be a crutch for heat management. A crutch that most players won't need at the point where they get it. It seems like a bit of a waste for the awesome new concept of secondary equipment charges. Mayhaps a temporary power or elemental boost could be applied with them? As Ace in the hole for big buggers? Or ultra penetration for a few seconds, or incredible fire rate with "lubricant".

quaint adder
#

WE NEED A PIRATE HAT
Simple but a change that needs to happen
#givethedwarvesapiratehat

hard rover
#

I have but one simple request: More Dreadnaughts. Three aren't enough for me. I even have an idea for a new dreadnaught:

The Dreadnaught Ballista: A one-bug artillery crew, the Ballista may not have good melee capabilities, but it packs enough firepower to level any arena you stick it in! Its cornucopia of explosive ranged attacks includes:

  • Lobbing several large globs of flaming goo that cover a large area upon impact but can be shot down, like a Septic Spreader from hell
  • Lobbing a bundle of Exploders that unfurl and scatter mid-air to harry and harass any unlucky dwarves they come across
  • Firing a large burst of fireballs that explode and deal terrain damage upon impact
  • Charging up and firing "The Big One", a massive explosive that detonates after some time. The explosive can, however, be picked up and thrown by dwarves in order to either get it to a safe location or throw it at the Ballista, which can stun it if it gets caught in its own blast.
  • Upon death, it lets off one last huge barrage in order to take its killers down with it.

As always, tell me what you think!

clever flare
#

under the new season filter in the server list, add a checkbox for "my season", so that you'll see servers that only match the season you have selected

gritty rose
#

More styles of mohawks

earnest vector
#

Buff ammo capacity for engineer's LOK rifle, it always needed it and new overclock makes the weapon feel even more underwhelming since it runs out of ammo extremely quickly.

lyric coral
#

An animated cinematic of the rockpox meteor getting blown up. I want to see that thing gone with my own eyes.

patent snow
#

I am very graetful for the bubblegum paints, I just wish there would be pink hair or armor added to match with it. I love it. Maybe both? Ill mine the depths of hoxxes if I must, actually yes. Make us earn it!

winter atlas
#

I think it'd be really cool to have an old mining style DLC, or as cosmetics for a season. No futuristic technology. think things like armor covered with dirt stains, ropes hung over the shoulder, a pickaxe set meant to look like an IRL one. think the roughnecks DLC but as though the dwarves were in a coal mine or something

scarlet elbow
#

There is a good variety of crawling enemies, but fliers are sadly limited. You have flying short range shooter, armoured flying short range shooter shooter, flying swarmer, flying grabber, and flying short range multishooter. This makes fighting things like mactera less enjoyable than dealing with the more varied glyphids.

There are no flying Melee enemies that zoom in and swipe with claws and mandibles, no dive bombers with pointy noses who hover above and dive bomb you, you have no flying snipers. No flying specialists like the Glyphid Warden (Shielding) or Stingtail (Forcible repositioning). Please find it in your hearts to design more flying enemies with varied abilities to make dwarves rue the day they set foot on Hoxxes IV.

hard rover
#

Cosmetic DLC that lets every dwarf take their shirt off

lusty shadow
#

shield boost is a lil bit too bright
Also I found that there's no corresponding icon to save a loadout for seed mission

#

would be nice if we have this

real geyser
#

Bulldog overclock:

🟢 Titanium Hammer 🟢

”By reinforcing the hammer of the gun with a titanium alloy frame, you can now put that extra oomph into those shots! Just remember to cock the gun to get that sweet, sweet punch.”

rocknstone Holding the reload button cocks the revolver, taking a bit of time to do so, but making the next shot deal 1.5x damage

lunar badge
#

For each event, if you got the previous years hat, be able to get the one before that one. I've been playing since Season 2 and I just learned of an Octopus hat from a summer event, I'd love to have a way to get that.

kindred kettle
#
  • An option for keyboard + mouse users to have a dedicated input bind for alternate firing modes (like cryo cannon's ice spear, wave cooker's overdrive, etc.)
  • Another option for controller users to replace the salute input (right stick press by default) with the alternate fire while holding a weapon that has one
solid gust
#

New dreadnought idea: Dreadnought Amalgam
"Created by a dreadnought cocoon permeated by a (now inert) morkite seed, the Dreadnought Amalgam is a collection of horrifying little buggers that will shift and shed to form the ultimate abomination."
Can only be damaged at a certain point that changes as the fight goes on
At the start, it is much more reckless, as if it does not know how to effectively fight. As the fight progresses, it gets more and more cautious, trying a phase with heavy armor, a phase with powerful ranged strikes, ending in an extremely fast monstrosity with a cool down time between high damage, high speed attacks. After dying, it rots away extremely quickly, leaving behind what appears to be a half-formed core spawn encased in a translucent morkite seed shell, lending a hint into the parasitic lifestyle of the core entities.

lunar badge
#

DRG should do free promotion weekends.

snow ocean
#

Partner and I would like to suggest the bha barnacle be added to the bestiary, just like the fester flea!

steel marlin
#

Allow some organisms that grow in the floor to also grow on walls and ceilings, like normal spitball infectors and maybe brood nexuses.
Edit: I now see that the Brambles can grow on terrain other than floors. I guess that's good enough.

covert lintel
#

since the Xynarch charge suckers that sick to BET-C are supposed to normally feed on electric stuff, I think it would be cool if we could also see them attached to the electric crystals in the crystaline caverns.

knotty narwhal
#

Add Corpse Feeders (the worms in the walls in Hollow Bough), and Bha Barnacles to the bestiary, along with maybe the seasonal enemies (Halloween skull, yuletide elf, ect).

pine root
#

Make the Deep Scan mission mollyless somehow, having her run up and down that huge shaft isnt an elegant solution. Or make her "dock" to the drillevator once its activated and give her jet propulsion to get back up too, Doretta style. Also the Morkite seeds should be sucked into inventory like every single other mineral. To have to collect these little things after mining them is annoying.

warm iris
#

Springloaded Ripper suggestion:
Make it so we can change the angle in wich we can throw the granade; Maybe allow us to select in witch way we throw it (left, front or right), mostly so we can make better use of it while we are on the drillevator.

steep lichen
#

I would really like it if the leopard print skin applied to the capes with the Order of the Deep DLC.
I feel like a leopard print cape is a do-able ask.

tawdry hollow
#

Haz5+ with all afflix only gives 32% reward increase. Have you tried giving it a go? Did it feel like it was only a mere 32% harder than a regular haz5?
To me it felt like the rewards for this difficulty were not correct, and should be increased by a lot.

patent lichen
#

Modified Lithophage virus grenade that gives mobs blisters that can be shot for easy kills. Lore explanation could be that the virus was modified to die when exposed to oxygen for too long or something. My inspiration for this idea came from the Shredder Swarm being an inconvenience turned advantage by DRG.

covert lintel
#

this is probably just me being picky but it's annoying that shield battery booster becomes almost completely useless if the mission has shield disruption. idk what could be done to fix this but I think it'd be better if the OC wasn't affected

timber ingot
#

Just a suggestion, but why not add support for split screen in DRG?

fading coral
#

make the fire extinguishers interactable, it would be funny

median kayak
#

Would love to have the option to skip the animation for overclock crafting, or add new ones, better yet an option to filter the forge overclock menu by class if you have lots of uncrafted ones

finite scaffold
#

Add Bha Barnacle to the bestiary

dim thorn
#

You know how you can slap a gunk sack? Something similar where you poke a dreadnaught cocoon would be good

surreal owl
#

The Mark for death for the M1000 is nice, but it would be better if the target ping can also be applied to the marked target. Like "Pretorian marked! Kill it!", "Bulk Detonator is taking extra damage, kill it quick!"

tight sedge
#

Make field medic make BOSCO revive you 30% faster on solo OR make it so that you revive with even more hp on solo. Keep it the way it is for online

hot nova
#

It would make sense if jet boots carried over deep dive stages as you would still be wearing them as u descend further

worn vector
#

make the mortar rounds explosions easier to see through

lyric coral
#

Add in an area of the map, similar to season 3/4's infected zones, that have a higher chance of spawning a corestone.

astral orbit
#

add +100 max ammo to nuk17 custom casings

proven pasture
#

stalker needs a little more hp, and the barrage infector needs a health buff to, barrage doesnt even get to fire before dying

fast sinew
#

Since we re getting lots of Primary Overclocks I was inspired to think of some secondary ones:
Weapon and Overclock Name: Breach cutter: Bio-Mass Converter
Overclock Identity: Unstable
Inspiration: T5-2/B of Shard Diffractor and Blackholes
Gimmick: Initial lower stats per beam that increase as the beam deals damage and kills enemies
Stat changes:
totheboneProjectile Speed: .90 or .80 of normal [and does not increase with damage or kills] and Reduced Magazine size
totheboneBeam Width and Beam Duration reduced significantly with minor reductions in damage and stun duration.
rocknstone Beam gains Width, Duration and Damage and increases stun duration per enemy killed/damaged by the beam or persistent plasma.
rocknstone Explosive Goodbye gains damage and stun duration per enemy damaged and killed.

How I envision this working: You shoot a beam that starts narrow with a short lifespan into a hoard of enemies and it gets wider and goes further while the damage increase slightly but the stun duration slightly more so. Swarms and Nanocyte give a little bonus to the beam. Grunts and Mactera will give more and the heavy boys will give the most.

Reasoning for this overclock: First off it's fun and would lead to a more big brain and mobile engineers who would want to kite small enemies first and group them to deal with the narrow beam. Not only that but it would allow all T5 mods to be viable in their own way.
The triple line ensures more enemies are hit initially and for the lifetime of the beam. The Plasma DoT adds to the damage and kill ramping of increasing the damage, stun duration, beam life and width and explosive goodbye gets to be a big finisher or crowd control with the slower beam projectile speed.

median crescent
#

Prob Said 100 Times but i wish beastmaster would get a buff: You can have one Pretorian (but without the increase in damage) or 3-4 Steeves at once. BUT to balance it the cooldown is increased by 100-150% if you tame Steeves it uses 1 of 4 charges each needing 2.5 minutes to recharge or all 4 for a pretorian. (Reason: as much as i love steeve there is just no real reason aside from being cute to use the perk at haz 4 and above. Enemies kill it way too fast and there are too much enemies for him to make any impact.) OR: Give him other advantages: Grunt: Can hunt lootbugs , Slasher can focus web/Acid spitters and spitball infectors and will focus them and does 4x damage to them while taking only 25% damage from them (other enemies are unaffected) and guards could passively mine minerals when close to mineral veins and can set of exploders/explosive plants while taking almost no damage (they bury fast to avoid taking damage)

grim crown
#

Please add something to do with the extra perk points GSG 🙏

terse epoch
#

Sleeveless Support for the Order of the Deep set.

echo depot
#

add a new perk that increases repair time and adds a similar extra buff for higher levels of the perk

worldly adder
#

please sell the mugs, loot bug plushies, and other bug plushies. we would buy them :)

proven pasture
#

All the new bugs NEED hp buffs and some need damage buffs to be a threat, stalker needs a hp buff and barrage really needs one too. Corespawn need buffs to everything besides speed because theyre so rare and go down way too easily.

reef kayak
#

can molly play music? like make it so u can request a song and molly would play it

atomic magnet
#

I still think the M1K Supercooling chamber OC is still the (or one of the) worst OC in the game even after buff (800h gametime), just tried it on H5max with dreadnoughts and without. It takes way too much time to ADS and the damage if you don't hit weakspot can't even kill a slasher or an acid spitter.
Now to be even more clear about ADS gameplay on M1K, it's still way harder to play than any hipfire gameplay (w/ or w/o OC) and the dps output is lower so definitly needs some changes.

Possible solution : Shorten the ADS hard or/and make the hit deals way more dmg even if you don't touch weakspot.

vestal creek
#

💡 ability to ping impact axes lodged in the ground
"Looks hefty."
"Watch your axe, Driller."
"Somebody left an axe here."

clever flare
#

on the season selection screen, display some stats from each season, like nodes purchased in the cosmetic tree out of the total number of nodes and pass level. could be cool to see, and good to help peoples' memories if they don't know where they had progressed to in a specific season.

lunar badge
#

instead of getting blank cores after all ocs have been collected, resource ones should be given instead to give a greater reason to keep playing deep dives.

green forge
#

Since everything else gets transferred between Deep Dive stages, would it be possible to also transfer Jet Boots between them?

onyx solstice
#

Ideas for some new missions control lines while excessively pinging compressed gold/bittergem: "You morons better stop that before I consider not sending the drop pod. I'll do it, I swear." "I'm going to flush the space rig with radon gas when you get back if you keep that up." " 'We're rich!' 'We're ri-' SHUT UP. NOW." "I wish I could just leave you idiots down there." "sounds of mission control beating his head against his desk"

sly totem
#

Let us summon Lloyd mid-mission

umbral bluff
#

On the mission result screen don't center the mouse if the game window is not focused.
When I tab out to check something after a mission the game moves my mouse and that's really annoying.

shy lagoon
#

Bulk septic spreader (cuz it'd be funny).

hasty sinew
#

Change the other overclocks activated with R to be held down for consistency with the others and less accidental activations

odd agate
#

Coil Gun OC!
Short'n sweet is that it's the plasma cannon from Warhammer now.
Longer charge-time for loads of damage, but if you cook the coils too long, you explode. Use with Overcharger (T2-1) for extra risk/reward. Might be funny

clever blaze
#

New warning: no flashlights. Regular flares, scout flares, natural lighting, bug lighting and gunfire lighting still apply. Well, all other lighting sources other than flashlights would still be present.

simple kiln
#

Crystal Nucleation: since you can maintain the ice spike by "cooling" them, it should also be able to "maintain" it with temperature amplifier via wave cooker

lyric coral
#

A giant spiky mohawk with wiggle physics. Optionally each spike having a santa hat.

winged lark
#

Remove the bug that stops the interact key from even working please. I can’t post this anywhere else for some reason but we just lost because I couldn’t resupply or even revive. Fix this.
It wasn’t a problem on my end because the reload button which is also the interact button was still working for reloading.

cobalt palm
#

probably asked for a million times but more build slots plssss

astral orbit
#

"HE bolt" for boltshark (unstable)
bolts have increased radial damage and explode on impact in a 2.5m radius, but have reduced capacity and projectile speed (not applied to special bolts)

steel hound
#

Deep Dungeon Fantasy

Darkness, Dungeons, Dwarves.

hybrid edge
#

Add hammer skins
Let the dwarf shout rock and stone while downed

scarlet elbow
#

I know this is vanishingly unlikely, but I have to say it: Put a cat in the space rig. Just have it sleeping in a random spot every time the rig gets loaded up.

solid gust
#

A voice line for mission control when excessively pinging mushrooms:
slightly muffled and sad "Why do they do this? I feel like they just do it to mess with me! Pour me another, lloyd..."

ocean depot
#

For Deep Scan, on top of having to find 3 or 5 resonate crystals, have one where we have to find 7 resonate crystals, just like how Egg Hunt has a 4, 6, and 8 variants

placid pasture
#

Give the drill evator a cute head like Doty and allow us to pet it and bring the drill evator back with us I am already feeling bad leaving it behind

umbral urchin
#

To add more of a mystery effect to “Secret secondary”, the extra secondary objective should be hidden (on the hud), requiring you to look around and find what the extra secondary is.

ie
When you begin the mission, the HUD reads:
• Collect 15 Apoca Bloom
• ???

Then for example, a fester flea whizzes past your head. You kill it. Now the HUD reads:
• Collect 15 Apoca Bloom
• Exterminate 10 Fester Fleas (1/10)

The current implementation just tells you when you load in, and I find that a bit anticlimactic. It’s not a secret.

deft rampart
#

My friend (who's not in the server) had a cool idea for a mission where you have to go in to eliminate like a colony of rouge dwarves they'll have their own steeves they would have houses/buildings made from scraps of mollys,drop pods and resupplys, a few of the dwarves will have guns just pickaxes and because mission control wont send them resupplys they steal your resupplys,
For the first objective of the mission is to locate their town/colony to find where they hoard resupply pods with resupplys, gold and nitra and when you find the location of the vault is mission controll sends a drilldozer to drill into the vault where there are rouge dwarves gaurding inside and outside, it will take the same amount of time as it does to drill into the ommeran
Once you successfully drill into the vault the drop pod will be called in and you have to deposit all you can into molly/drop pod within 2 min before they send a large amount of reinforcements to the vault, after the 2 min is up you will get 1 min to get out of the vault and into the drop pod or all dwarves can leave in the drop pod when all minerals are gone by the 2 min but you have to deposit atleast 50% of both gold and nitra from the vault in the 2 min for the mission to be successful (and yes you can save dorreta)

sinful orchid
#

1000 caliber bullets (for the M1000). only 1 mag size, huge boost in focus shot damage, can only focus shot, boost in focus speed, huge boost in focus shot weak point multiplier

umbral urchin
#

Only add the Corporate Marine helmet to the shop once you’ve found your first lost gear in a mission. This implies that DRG sells the recovered helmets of deceased dwarves. (The helmet you scan is the corporate marine helmet)

jaunty spruce
#

Extra or some Replacement Haz5+ Options

Unknown Warning: Like secret secondary but it instead adds another warning modifier that can normally appear with the current mission type.
This is also a way to get 2 warnings in a lithophage mission.

Reinforced Enemies: Increases the protection of enemies' light armors and the durability of heavy armor

knotty narwhal
#

Alternative cargo crate/lost equipment models, for a increased variety.