#suggestions
1 messages · Page 27 of 1
while holding beer, can right click to slowly pour beer on the floor out for the homies, the dwarves can cry mournfully while doing so
driller (or all classes i dont judge) should move 20% faster on sticky ice
or make it work like glacial strata ice
I've always think the drop pod looks like a robot opening its mouth to swallow the dwarfs (especially when a nuke is applied 🤭 )
Would you think it's a good idea to make the drop pod look more "hostile"? like the core in the film "event Horizon"? like adding some weird lights and scary spikes, or special figure that represents the company "DRG"
I think there're more that can be add to the paintwork of the drop pod
simple pulsing lights can also have a different vibe [from event horizon]
Any suggestions for me? Yes a update that would fix the dwarfs flare voice lines in public saying (flares are recharging, my flares are recharging) because when I'm hosting a drg server my friend tried to test whether if I can hear the dwarfs flare voice lines and the answer is no I didn't hear it from my perspective instead from his perspective. So a update fix for the flare voices saying in public inside any drg server would be nice.
making Mortar Rounds for the autocannon have easily divisible ammo counts
what i mean by this is that currently getting a resupply with this overclock equipped will result in you getting 35 or 17.5 (rounded up to 18) bullets more than a full clip, and this math discrepancy bothers me
an example i’ve got is that currently my build for this overclock gives me 70 rounds in a clip, and 140 in reserve for a total of 210 rounds
210 divided by 2 is 105, 35 more than a single clip of ammo and auuugh
this literally kept me up tonight i’m begging for a buff to mortar rounds ammo so i don’t constantly see half a clip of spare ammo on my hud
Just add a option to bind any key u want as weapons secondary firing mode
I hate how now u cant reload by keeping finger on R key by longer than 0.1s
Devs changed this to make hurricanes OC more responsive, where adding key binding option would solve this issue without fucking the few years old muscle memory
Add a hidden voiceline from Mission Control if you manage to get the Morkite Seeds in Deep Scan before calling in the Drillevator.
Yes, it is possible to do so if you're persistent enough. Is it extremely impractical? Also yes.
Proof: https://youtu.be/8W9qISz6xqo?si=KW_AKMSfsoD4OxqO
Can LUREs and pheromone bolts get a buff for the amount of enemies affected, to accommodate for the new spawn multipliers mode?
give M.U.L.E a some sort of jetpack on deep scan misions when you have to get back to drop pod
See You In Hell perk should affect the damage of Driller’s Drills.
Sort cosmetics by seasons or type is awesome feature. Can we have sort by freshly obtained option to pin point that [!] more easily?
Pretty please, if it's possible, of course.
"Lead Storm" Powered Minigun OC: Heat sink distribution system
OC type: 🟨 BALANCED 🟨
 STATS 
Damage scales with generated heat (1 - 5 dmg increase)
Adds "heat sink lock" charges, upon activating them the heat will not change for 5 seconds
Contains 6 charges and can be resupplied
Decent decrease in cooling rate
Longer spin-up time
Basically "Rotary overdrive" OC but in other universe
The new Scorching Tide overclock is labelled Unstable, but... it's not. It's literally just a free upside. If you choose not to use the charge attack, then the weapon is identical to base. It should be a Clean overclock -- or maybe you need to rebalance it a bit.
On this subject, please continue buffing more of the less useful overclocks and mods. Lookin' at Rocket Barrage the overclock or the T5 splash mod on the EPC, for example...
blue and gold paintjob for weapons just like the new Harbringer we got for armor
A BOSCO quality change
when defending Dotty or hack pods the shield icon on BOSCO should be blue or green and when BOSCO is attacking change to red.
Also when Dotty or the hack pod takes damage BOSCO should look around franticly for what is attacking them, instead of dozing around and letting them break.
BOSCO is here to complete the mission too.
Add more tools to orient in space around you and while using the map.
New mission type "Deep Scan" amplified old problem. It's hard to navigate in tight and pitch black mines of Hoxxes. Previously to Season 5, most of levels were generally straightforward. Even though game could create complicated missions, it was not a serious concern. But "Deep Scan" missions generate insane MAZES.
Right now we have a map, that can't be moved around (only zoomed in/out and rotated) and a single waypoint you can place by using laser pointer and pressing "E" (it will show up on map as well). It wasn't enough before but it did it's job. Now, we need at least more waypoints and ability to move the map around.
Make the burst fire overclock on deepcore gk2 shoot automatically when you hold trigger
I do not mean it becomes full auto, i mean that it repeats bursts. This does not change the weapon, it just becomes less annoying trying to kill high health targets.
We need April fools haz 10 which is just haz 5 but they doubled all the numbers so double spawn rate double health and damage stuff like that
Also, please add something like an shooting range. For example, when i want to try new overclock, i need to try it in game. Either i just go with it for one mission, but when i either dont like it or i have choosen the wrong upgrades, i am stuck with that weapon for whole mission. Or i can go into singleplayer mission, shoot the walls a few times and abandon it. But then it takes a long time to try different configurations. I think that a shooting range would fix this, if it was implemented correctly.
we need a hair cosmetic thats just one big ugly strand of hair kinda like charlie brown
make Lloyd react to rock and stone or when you press V with a mug in your hand
like bosco reacts to rock and stone
Dunno if this is possible guys, but can you also add smoke to the other MK suits just like the new mk6. It looks so good and i thing would be nice and would make sense if other suits could also have it. Rock And Stone Forever

Someone's probably already suggested this, but would be nice if Molly got her own rockets in Deep Scan mission :3
morkite tanker deep dive secondary having a short pump sequence, instead of instantly being completely filled
add an achievement for collecting the morkite seeds without using the drillevator and extracting, the game already has some other silly achievements and i think this would fit in
don’t let menaces spawn on the drillervator- they have apparently infinite range on their attack and just sit way up at the top where you can’t reach them, pooping on you the whole ride down >:[
Would it be possible to have a Dedicated Alt-Fire button? I feel like especially with the new overclocks holding R during firing can lead to accidental reloading more often then not when trying to move, I think in addition t holding R there should be a dedicated alt-fire button we can bind
Subata Overclock idea::green_circle: Incendiary Rounds 🟢
- Converts part of weapon damage into Fire damage
A neat idea for a Subata overclock that lets you tempshock frozen bugs and ignite goo puddles with the Subata. Tell me what you think!
add a new loadout icon to accomodate the new mission mode
Male thorns a per bug cooldown
Modify the HE granades for driller to do some heat damage
so they could help with cryo shock, and light sludge.
(And give more reason to run them, instead of other options)
add a button to add new loadout slots when you need
there are too many variants for loadout for 6 slots only
Crystalline Caverns could use some love. How about stingray mobula cave angel variants that charge your shield when hanging from them
urgent fix
gsg guardian paintjob should have its lights be purple like the armor paintjob instead of white on the rival tech framework
Leadstorm overclock concept: Joyrider
At full rate of fire, pushes you away from where you're looking, including pushing you up if you're looking down
More fire rate and ammo but less damage and accuracy
lead storm overclock:
🔴 Plasteel Arm Braces 🔴
"A new steel alloy created by the boys in R&D has been approved for high-durability gun parts. This means we can seriously overclock some parts of your gun with this new alloy, however the kickback is too much for any dwarf (or even machine) to handle. We've fitted you with underarmour plasteel arm braces, allowing you to take some of that firepower into your own hands."
Holding reload puts you into a state that overclocks the "firerate" (increased bullet spend and damage because game cant handle firerate over 40) by x1.5 (2 bullets per shot -> 3, 10 damage -> 15)
Extra ammo (2400 -> 2600)
In the overclocked state, you cannot move until you stop firing (overheats the gun when you stop)
Spread increased by 15%, and increased by 30% in the overclocked state
basically a variant of lead storm, but controllable and not as much of a downside all the time
Let us pet the dwarves
Pocket beer
would be nice if in the future scout had more overclocks that were designed for crowd control, i know that his weapons are best used for HVTs but my favorite part about playing as scout is being able to fly around really fast with the grapple hook and mow down a pack of grunts.
Overclock idea for the Wave Cooker: 🔴Reheat Setting🔴
”Stealing some parts from a broken microwave oven and hooking them into your wave cooker has let you cook bugs into a nice dinner on the go, albeit at the cost of less damage and a smaller power supply due to the weaker transformers and magnetron.”
Killing burning or freezing enemies causes them to drop an edible morsel that restores health
Lower damage
Lower max ammo
Overclock idea for the GK2: Top heavy mags
"R&D has yet again defied the laws of gun design physics and have packed a 50 cal bullet at the top of every mag however this limits how much and how big the rest of them can be alongside increasing mag weight and size meaning you carry less."
The first shot after reloading has a big damage boost and blowthrough (applies to manual reload)
Lower Mag Size
Lower Total Ammo
Possible Lower Damage and/or slower reload speed
Like a GK M1 but with auto fire to finish stuff off with.
add a worm type enemy that digs through stuff (big)
A dedicated button to switch our dance moves so that we don't have to awkwardly leave and enter the dance floor
What do you think about making the miners union's objectives a bit more difficult/specific to each guild? Maybe make the rewards a bit more appealing as well.
It would incentivize players to put more effort on the miners union and create a stronger sense of community and objective.
“anti material rounds” overclock for the m1000 classic
Charged shots ignore armor (similar to seeker rounds)
Can penetrate through terrain slightly (similar to the coilgun)
Takes longer to focus/charge (-30%) (due to heavier weight)
Lower mag size (like irl amr’s) (-2) to make up for the larger bullets
Slightly Less ammo (-16) to make up for the larger bullets
2 of my 4 Bramble enemy encounters felt kinda unfair.
One was just on a drill dozer final room and I couldn't easily find all the nodules from far away so it just kept shooting the drill dozer and the other was in a more cramped room where one of the weakpoint spawned behind the main invulnerable core so I couldn't really shoot it,
It was teased with just 3 nodules I don't think 4 was needed.
I'm sure this has been suggested before but...
Lootbugs should expand a little when they eat resources, it'd have a minimum and maximum size. I think that would be a nice indicator that they have more loot (and would explain where the loose gold went if a suspiciously bigger lootbug is crawling away from it
)
Make it an option to re-bind the "special attack" button that's usually assigned to holding the reload button when equiping certain overclocks, in the options like any other button
Someone probably already suggested it, but give us mechs.
Add overclocks to things that are not weapons, like plat gun, grapple, etc
Much stronger flashlights? The ones we have are so bad that i sometimes just keep them off in favor of just lobbing flares.
Please make the Hazard 5+ difficulty modifiers visible on the mission end screen
repairman perk
The hurricane has a special reload animation when you're out of rockets.
The hurricane doesn't, even tho it would make sense.
This is discriminatory.
Please add one.
1: Bestiary entry for Bha Barnacle, Corps Feeders, and Hive Guard Sentries.
2: Flora entries?
3: More description for fauna, flora, and the ecosystems of Hoxxes IV?
remove deep scan mission hate this damn mission
Update the order of the deep dlc capes to either have different shade of team color or adapt dependent to certain unique paintjobs that changes the majority of the armor's colors(like pretty in purple). Doesn't have to be ALL paintjobs though.
gray skin color?
A Beard of Holding, a giant beard with bits of various minerals tangled in.
I think it would be interesting to have something to do on the surface of hoxxes, we are always really deep inside and it would be cool if there would be a surface level mission or something
Make the die of danger dice a lot smaller and make it hang off the trigger guard or the bottom of the grip.
Would love to see a fourth set of weapons to Match the grenade range, we got four grenades for each class. So another set of primaries and secondaries would be nice just for my personal monk 😂
Request to add accessibility options for deaf/hard of hearing players. It's been something that'd always have been beneficial but with Stalkers not being able to hear the sound cues is brutal.
Maybe some kind of visual indication like a screen tremor or like vignette when it gets close idk
How bout a way to see what cosmetics we're missing, I wanna know how many more crates or helmets i need to find
Highlight lobby names and make them bigger. (so people actually look at them) And the mission name smaller to make room.
Allow the engineer's turrets to be placed on terrain besides the floor. Preferably by default but it could also fit as a turret upgrade option.
When viewing public lobbies, haz 5+ should be seperate from normal haz 5.
What if "Strong arm" perk gonna give you +20/25% meele dmg buff(on tier 4) without this "more force for heavy objects" buff (bc its Strong arm, strong dwarf means more meele power)
or meele dmg+more force for heavy objects without flare throw buff
NEW MONTHLY MISSION
Extermination,
A monthly mission that requires you to kill an adult dreadnaught, with rewards that are similar to Deep Dives/Elite DDs. These adult dreads are a very high value, if enough are exterminated throughout the world, we might get an extra special something ;). These adult dreadnaughts have much more health and their weakpoints are less obvious, be careful
(to unlock the new mission your dwarf must have at least 3 promotions, and you must have done at least one)
Tone down haunted caves?
as of now, it's not enjoyable. its understandable that it is made to make the mission more difficult in return for greater rewards and to occasionally spice up a mission, but this one is by far the most annoyingly difficult Modifier of them all, with the return being no greater than 30%, just as much as Elite Threat and rival presence which are much, MUCH more enjoyable as modifiers.
firstly, the Ghost bulk, while relatively slow, will deny massive areas of the cave by just existing there, and there's nothing you can do other than just move, which makes defending Stationary objectives or completing non-moving events (Prospector data deposit, Machine events, Core Stone, Etc.) Damn near impossible. the general way to deal with a bulk is to kill it before it gets close, or if it does, temporarily clear the area, and quickly return to it after the Bulk is killed (During an uplink/Black box, for example). this can in no way be done with the ghost, as it can't be killed or driven away.
taking turns luring it away is also not an option, as it's aggro is inconsistent, and will constantly retarget if it can't reach it's current target.
secondly, the Milestone art depicts several more bugs being ghosts, such as Grabbers, which in my opinion would make a significantly more enjoyable invincible enemy, even if there were multiple of them. hell, i'd say several swarmers would make for way more enjoyable ghosts than the bulk, while they will make you constantly move and keep you on your feet, they won't deny entire objectives by just existing.
tl;dr - i have previously suggested more ghosts for Haunted caves to try and change things up, but i believe the Bulk detonator specifically being a ghost is problematic, as it isn't fun to do a mission with it around. no matter what mission.
Idea for the deep scan mission
Right now this new mission lack challenge and lenght
It's mostly about finding the crystal, then the rest is just one continuous fight until the elevator reach the bottom and that's it
One thing that would put a bit more challenge is to extend the deep scan part by using a single control unit and linking it to all three crystal, maybe changing the cable to nodes so we have a little puzzle to get to the drillevator part
So I might just be unlucky but, it seems that Enigneer’s lure lacks the new dances. I think it would be neat if it included the new ones. And you have to admit, twerking hologram would distract well, might even distract your fellow dwarves
Please make the engineer also hold onto the side handle of the voltaic smg for the frameworks that have it.
It seems refinery missions became a bit less common this season. Would be nice if the number increased again.
Making molly faster at the end of deep scan would be nice it feels like the pacing is messed up after blasting out of the geode just to sit there waiting on molly giving her the same boosters would be cool
Barrel hoop game
Remove streak when barrel hits floor not when hoop hits left piston-reason- I don't think that I should loose a streak when I did not miss
Make Industrial Sabotage give out more xp so it is more worth while to play.
I don’t like how Mortar Rounds so obviously comes out of the center of the screen, flashing a big star-shaped pattern in the middle of your screen for 1 frame every time you fire. Please make this less obtrusive.
A button to toggle showing eyebrows on headgear, and the option to toggle the "beard" or "beardless" version of armor sets as well. Having the option expands player choice/creativity and eliminates the argument of "but muh clipping" because it's optional like the armless armor sets
I feel like MK2 Jet Boots should have a little more visual oomph. Can you guys make em more fiery? Like mini flame throwers, maybe even sticky flame for a second....
I see it's been suggested a few times but a nuclear bulk detonator would be cool on the radiation zone biome. Already got radioactive exploders and pretorians
The fire effects in the Ember Stache and Ember Beard should be more notorious, more igneous. And we just need an Ember Mohawk to full set.
I’m sure someone has said this but it’s been in the game for ages now and it’s a small thing that bothers me: pinging the modules of the Omen machine event gives generic enemy ping dialogue when there are specialized voice lines for the omen that are used for just the base but not the modules and it’s a small thing but it kills me every time I ping an omen
Could the darker skin tones get lighter colored palms and finger-pads? (At least on the natural skin colors)
The 'Beast Tamer' perk gives you a friend/ally/pet named 'Steeve', yet there is no special event/thing that happens when you bring them to the drop pod, unlike Doretta, where if you bring it to the drop pod you get a special victory screen and find Doretta in the Space Rig. What I'm proposing: Give Steeve some special event! something like a voice line from management or maybe a victory screen of Steeve with a collar on, just something!
Bonuses to the chance of season events during weekends?
Will there ever be cross save? I ask because I mainly play ps4 version on ps5, but when I use ps5 version I’m starting from the beginning again.
Make the the color of "Laser" emote match the class like it normally does in-game, rather than just having them all be red.
Could it possibly be changed such that the game pauses when you enter the pause menu in a public mission, but alone? Issues with players joining could be solved by not letting them in until the menu is exited
we need that helmet man
I would like a button to randomize the extra difficulties because sometimes I want to feel powerless and deal with what ever it rolls me
I thought up some OC’s for the Subata and EPC.
Subata: Virus Rounds (Balanced)
Bullets are now coated with a Deadly Virus that causes AoE and does DoT to Bugs. If other bugs are near the one you shot, they will catch the virus.
- Virus coated rounds
- Virus spreads up to 10 hostiles
- Decreased Magazine size
- Less Direct damage
EPC: Plasma-Rang (Balanced)
While doing a charged shot, it will hit bug to bug and return to you, giving you back some of the ammo.
- Charged shot will bounce from enemy to enemy
- Some Ammo will be returned back to the gun after Charged Shot lifespan ends
- less Direct Damage
- Small decrease to ammo
This would add some fresh new ways to use the Subata and EPC.
Could the burst fire get another +1-2 damage buff please?
Suggestion for the drop pod to leave its drills after dropping, then flying back up like a rocket. Like how the core stone containers do. Or maybe some thrusters could be added to the sides
GK2 Burst Fire OC - Make it deal bonus damage to mactera? It'd feel really good to one shot basic mactera with a burst, but improving its damage against everything else i think might be overkill, this will help it feel worth taking without improving its ammo efficiency too much
autocannon overclock:
🟢 AA Rounds 🟢
"Imbuing a neurotoxin lethal to any sort of flying buggers into the rounds makes this weapon incredibly effective against those pesky macteras and whatever else has wings!"
30% damage bonus on flying enemies such as mactera, fester fleas, ommoran rocks i guess (14 -> 18)
Please can we toggle "beard-armor" and normal armors. Some helmets/masks don't clip at all, but you are forced to have it, and often the "beard-armor" looks worse.
Statistics should show most mined, most revives, most kills, and most downs in a single mission.
Steeve mechanic: when you looking at steeve (any range) press x to call steeve, then he just comes to you, or you can point any ground enemies with voice line like "attack that" so steeve gonna attack only this enemy
Eyewear accessories to be relocated into Eyebrow section kinda like how Masks are in Beard section, this would allow for more intricate customization, and allow us to wear helmets or hairs with eyewear separately, or make a separate section for em but it would be nice to have them in the eyebrow section instead of occupying the hat slot, you could do more with less with more combinations (and just overall more intricate customization is always nicer in my eyes)
The new cluster OC for hurricane should not carve terrain, im sure im not the only one whose fps drop by >50% whenever someone using cluster joins my lobby. I know there is a mod to remove it but it causes terrain desync unless everyone has it, and i know it's the terrain because removing the particles does not help with the frame drops of someone using multiple clusters at the same time.
Increase the hover duration of max level hover boots by 1 second.
New passive perk: 'Leg Day'
Increases your jump height and the minimum distance (or velocity, if it is determined by that) you need to fall before you take fall damage.
When Bosco holds a compressed gold or bittergem, he should sing some kind of fanfare to celebrate.
when shield battery booster and drak-25 are equipped, the shield regen delay buff should be reflected either in the drak-25 stats or my armor stats
1 tier upgrade for turret :
movable turret
- lower ammo
- follows engineer
- a bit weaker turret from twins mode
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.
Here’s my last set of OC ideas: #suggestions message
Driller 
Subata: Disposable Weapon
R&D decided to push the economy of this weapon to the limit. Rather than reloading, you simply throw the gun away and pull out a new one, fully loaded and ready to fire. The empty gun does quite a bit of damage if it hits an enemy, but if you throw away a gun with ammo in it, that ammo is lost.
More coming soon…
balanced oc for warthog “energy cells”- the weapon now shoots plasma projectiles with splash damage, but fires slower. the extra pellets mod would increase splash area instead.
EPC: Full Auto Switch
A miniaturized version of the plasma carbine system. By pressing the reload button, you can switch between fully automatic firing and standard charge-shot firing.
One more coming soon…
Wave Cooker: Electric Field Disruptor
With a few tweaks, the beams in the Wave Cooker can now build up electric fields in metallic enemies as well as in heavy armor. Eventually, a charge builds up and the enemy is electrocuted, sometimes spreading to nearby enemies as well. This is why your mother told you never to put forks in the microwave.
An option to transfer lobby leadership to another player.
Different forge animations that are randomly selected each time
A Peppino Spaghetti mask with a floppy nose, named 'Italian anxiety'
Make an upgrade for the pickaxe that when you do a power attack you explode in fury damage everything around you (including yourself)
Is it practical? :absolutely not
Is it fun tho? :Frick yes
deep dives need more xp to make it worth it. Elite definitly. I can do a x2 xp mission in 30 mins and get more xp than a deep dive (which is harder) AND takes longer
The cluster bomb of Hurricane rocket launcher, pressing R for a long time is a bit too long, which makes me unable to effectively attack the enemy in front of me.
Hurricane Cluster Bombs take too much time to trigger,previously it was 0.1 or so seconds,now it is like 1-2 seconds which feels very bad,pls revert this change
Proximity chat would be nice
oh mb i didnt know there was a mod for it
Mission where you get to drive a forklift
Revisiting Oil Refinery Missions:
Since we now have the single liquid Morkite exactors and rivals we can now add new twists to an old mission type.
Mission Length: The standard Mission length for Oil refinery is 2/3. [The footsteps] We can now increase this to 3/3 with need a full refinery rig AND 1 exactor for a total need of four pumpjacks since we have an exactor to go find for 4/4 Liquid Morkite Wells. Maybe it can be a hybrid mission where we get a mule and the oil rig sort of like a Deep Dive where you will have to fill the oil rig and an extra extracor. Or we can go for greed and go 5/5 with 2 exactors and an oil rig.
We can also make it a 1/3 Mission length and how you ask? 2 or 3 Morkite Exactors and no oil refinery rig plus we get Molly.
**Lore Implications:**The Rivals have sabotaged the Oil Refinery launcher from DRG so instead they [mission control or management] sends down a MULE or mini-mules 1/per dwarf that has AI to follow that Dwarf and you have to use Exactors since no Oil Rig. "Sorry, Boys, but just because there is no oil rig does not mean you get to play in the caves without doing any work. Molly will be down shortly."
A Helmet resembling Senshi's Helmet from Dungon Meshi
New Driller Weapon Idea:
Goober Shooter
A cannon or gun of sorts that shoots out little parasite goobers that latch onto enemies doing dmg over time and crawl to enemies when shot onto terrain.
When a corestone pillar is pinged, an outline for it appears. I had someone fat-finger the drillevator after I pinged it multiple times
Please do not fix the bugged overclock Scorching Tide because it's doing its best on sabotage mission, this overclock were designed to play with heat stat not damage or sticky flame, pls don't force people back to play with OC like Stream Diffuser or Facemelter to counter Patrol Bots in the hard way. I always love the SludgeBast playstyle on the goo gun to take down big targets asap and now I'm really happy to have this playstyle on CRISPR to deliver a big burst heat stat on those rival enemies.
Feels like cluster bombs oc is even clunkier after fix, my finger hurts from holding r and it still randomly reloads anyways
Add rival hacking mini-game practice consoles (one for patrol bots and one for the rival communications router antennae) to the space rig. They could even be new arcade cabinets. I'm sure that at least a small portion of the player base would like to practice their timing in the safety of the space rig. It would add more options for people to pass the time with if they are waiting for other players to join or finish editing their stuff. It would also add more than enough things so all 3 players waiting on a 4th would have something to play with by themselves, instead of 1 of the 3 just watching the others play jetty-boot and barrel hoops.
Add a small gym to the space rig. Especially if it had mini-games of its own to show off "how strong" you are compared to your teammates.
I know that's redundant with my above suggestion, and I think that would be better than this if only one was to be added, but I think this could still have a place.
Rename "Burst Fire" OC to "Stunner" because it's the only good thing it can do and to stop people think it's an burst dmg OC!!!
Add shooting range to space rig to experiment with different weapons and mods
Make weapon alt-fires rebindable without reload on keyboard, please
btw i hate this new mode, i had look for the stones for 30 minutes turns out that stone was on another cave, but then i started going deep down i died cuz there was alot of enemies i couldnt do literally shit, they just kept coming with no giving me a break, couldnt beat 3 hazard.
pls do smth with this + i got bugged twice i couldnt take a prize after challenge killing spiders with picaxe (i forgot the name)
Armor tier 4 AB suck bc of C existing, how about A and B combined
The hurricane has a special reload animation when you're out of ammunition.
The Thunderhead Autocannon doesn't, even tho it would make sense, as the reload-animation plays with the ammunition too.
Please add one. :3
SECONDARY FOR GUNNER
type: shotgun
base mag capacity: 7
firing mode: pump-action
this is a stockless shotgun for the gunner that basically looks like a futuristic version of the TF2 heavy's base shotgun, it'll deal the same amount of damage as the revolver with half the range and with bullet spread. it CAN be upgraded to have slugs instead of pellets but its an overclock that makes you reload slower and carry less ammo in your pockets.
i also have an idea for a few achievements.
complete a mission with 2 warnings on haz 5 or above.
complete a haz 5 mission after drinking randowizer.
kick a hammer into the hoop on the spacerig.
throw a glyphid slammer mug into the hoop on the spacerig.
i have more ideas but they're not perfect.
Add a helmet that resembles the one Senshi from Dungeon meshi wears, call it the "Cave Cooker" or "Glyphid Griller" maybe "Monster Muncher"
allow us to manually place the dice where we want with our cursor on the danger dice framework
Maybe add the Bha Barnacles to the Beastieary too,? It's weird that Festerfleas are in there but not the Bha Barnacles, both are secondary mission bugs afterall
Engeener Mini turrets upgrade for the 1st slot
3 or 4 of them
less fire power than 2 turrets, less ammo and speed
perfect for overclocks like Turret EM discharge or micro-conductor add-on , because it got a ittle borning to make simple lines only with the electric arc
asking again for pink hair or armor to match bubblegum paint
Humbly requesting that the twerking dwarf animation is added to the lure hologram
please allow to reconnect to the server after the 'lost connection' 
Make maggots explode during volitile guts missions
overclocks for equipment and grenades would be nice.
let scout have his own version of the warthog automatic shotgun or give him the original beta version of his gun as a new shotgun in his primary slot.
i also had the idea of giving him his own kitbashed weapon, kinda like how the driller has the collete wave cooker and the sludge pump. i thought of maybe giving scout a gauntlet that has 4 full auto SMG's strapped to it and clenching the fists causes them all to fire. it'd have a burst fire option that sets the SMG's all to semi-auto and when the fist is closed it fires a single round from all 4 of them one after the other. i'm thinking of it having fire too.
Possible Rebalance/Rework idea for Rotary Overdrive, since I personally am not a huge fan of the Overheat and Repeat playstyle with either Hot Bullets or Aggressive Venting
Amount of Coolant Charges reduced to 6 (half of current)
Using a Coolant Charge while Overheated will reduce heat to 0, and provide a heat generation reduction of 15% for 10 seconds (Can no longer use Charges outside of Overheat)
Overclock keeps the same current amount of increased heat generation, and fire rate increase.
Basic idea was to move from the Overheating focused playstyle to a continuous fire focused one, really mowing down swarms and keeping the trigger held down.
Though I know that people really like this playstyle so by all means feel free to keep it as is, I was just doing some thinking earlier lol
A perk that lets you do a three point landing while dealing X amount of damage (plenty preferably) by pressing some button while you're falling. Maybe a 60 second cooldown, damage could increase the farther you fall, even. Just thought it would be a neat idea. Who doesn't want more ways to squash bugs??
Melee Weapons so we can absolutely Rock n Stone some freakin natures face to face like a true dwarf. Stone and Rock!

Nitra-Cola that works like Dark Morkite. But for Nitra.
toggleable "honor mode" in the settings
makes your beard a weak point (only for your own dwarf)
the larger your beard, the more honorable you are for having it on 
Perk ideas
Backup shield pack
When shield breaks, immediately restore it to full.
You can hold one charge, and resupplying restores one charge of it. Damage that exceeds shield amount is not negated.
You mentioned in one of the dev streams that you wished the armour was designed to be modular: arms, legs, torso, boots, gloves, but that development had come too far to go back; this was before you added removable sleeves, which I think was a well received feature. So, before you go too far again, I suggest separating the cape from the armour and making a new "back" slot, with which the cape can be applied to any armour. New cape designs can be added, and perhaps not even capes, but more items like backpacks filled with flares and mining gear (all cosmetic of course), a giant banana strapped to the back (potassium is good for a growing dwarf), and so on.
tl;dr - Split the cape from one specific armour and allow it to be added as a separate class of cosmetics under the "back" category to any armour, allowing for a new type of cosmetic to be added.
Small nitpick: the center of the barrel arrangement on the minigun's Neo Tekya framework appears to be slightly offset from the actual axis of rotation. If that could be fixed, that would be great.
(There's a similar offset with the barrels on the stock minigun and the frameworks that use stock as a base, but I assume that's intentional.)
buff crossbow's fear bolts by making the fear % higher
Engi now has a few overclocks that reward shooting turrets and/or platforms with them and I like these, but it'd be nice if there was an overclock that worked with standing on platforms instead of shooting at them.
One of my favorite engi playstyles is setting up a bunch of bridges and loops in the air and jumping between them, and these could work with that.
Like:
-An overclock for a single shot weapon (I think warthog or breach cutter works best) that buffs any shots fired when standing on a platform
-An overclock for the shard diffractor that has a reduced charge speed, but that continually recharges when standing on a platform, even as you fire. (this bonus stacks with the normal 'recharge after a moment of not firing')
I know it doesnt fit the agenda of the current trend but what about some kind of mission just below the crust of hoxxes, like 50m below, with occasional leaks in the ceiling revealing the (night) sky, could alternatively be a new biome since biomes always have their own depth
I have noticed that the scout has a mod for the M1000 called the hoverclock that slows you to a stop for a short second. I love this ability, but it feels really restricting to only have it available if you use the m1000. I was thinking it might be possible to add in another perk or a set of perks including an altered form of the hover boots, which would essentially do the same thing as the hoverclock, and for every class but the scout it would act as a way to stop fall damage in a pinch but not be stuck for 3-4 seconds before you can move, while for the scout it would offer a limited form of flight in exchange for only having one other active skill. I think it would be fair and balanced, especially if it has a 10-15 second timer before it can be used again.
In general I think working on the perk system might be a good idea in the future, even if the specifics of my suggestion are discarded. Its been a long time since its seen any change, and it could be a good way to expand on the combat/parkour systems in place, a nd give some options to compliment the variety of different playstyles that are now viable that were not around when the perk system was created.
Given how big the -3 damage downside of Conductive Thermals is, I think it should have some effect on % chance effects (not including AB). It would also make it pair well with a lot of other classes weapons.
Stuff like Stubby & Wave Cooker would really benefit from it.
More importantly it'd give a boost to DRAKs T4 A (15% chance per bullet to electrocute the target).
new rock and stone voiceline idea:
"WHENEVER YOU ROCK AND STONE, A CAVE ANGEL GETS ITS WINGS"
Add 1 more ammo tier upgrade for smart riffle
New overclock is awesome but really ammo consuming
And because of it, this overclock is only worth to play on solo missions
To be able to ping bases of zip-lines (bases and "ropes")
Chef’s Hat Cosmetic.
Idea for some sort of Halloween cosmetic:
"Beard-Burster" just a glyphid swarmer bursting/ tangled in a beard, Xenomorphic chest burster style
can we please add a black neck to the Intersteller Goon helmet? feels like it would be more fitting as a helmet that fully encloses the head since it looks like it's made for space and all terrain. most helmets that fully cover the head also have a black neck, and I think it fits them very nicely.
I think the idea of armor made from glyphids is interesting, just like the glyphid hunter skins. Call it the "Survivors Armor" or the "Corporate Alternative" with a flavour text like "Glyphid Chiten is almost as good as our Reinforced titanium, but at a much cheaper cost!"
Bha Barnacle in bestiary?
I think it would be really awesome if the scouts grapple hook would pick up and pull large carryables like aquarqs and stuff.
would be useful if someone throws things at you, or if you want to grab something from a specifc place and dont want to traverse back to where you were after you grab the item.
figured it was a neat idea and a few friends said it was too so i wanted to share it.
doubt this was not suggested before but since it's still not in game:
Outline for Steve, similar to bosco and molly so that you can tell where he is whenever he's behind walls and such
(bonus points for small mining helmet for him whenever you get a new one)
Extra filter for hazard 5+ in the server browser would be nice.
when clicking on a user in your lobby, it should open their steam profile!
but for consoles players ?
https://mod.io/g/drg/m/take-me-home-to-the-nest i want this to be official part of the game
Season 5 just dropped and one of the nice QoL features was the promotion tracker on legendary honor badge, a feature that was added with a popular mod time ago. In a similar way, would be amazing to have MK1-6 armors paintjobs available to use for the rest of the armors, just like it happens with DLC armors or non DLC Scale Brigade. The same thing applies for non DLC weapon framework paintjobs like Mechanized or Custom Engineered.
This is possible at the moment with mods like “Cosmetic Restriction Remover” but there are many players who prefer to not use mods at all or due to some kind of issue they play in safe mode.
I think it’s a simple thing that would not require a big rework and it would be greatly appreciated by players, since the mod I mentioned before is one of the most popular mods with almost 90.000 subscribers, more options is always better!
Nemesis should have a voiceline where it just shouts “DWAAARVESS…” like from Resi 3
This feels like a very niche issue but,
while doing prop hunt the host got turned into one of the core sample tubes, and one of the others in the squad drank both the prop beer, then the hunter beer. Resulting in being too tall to enter the drop pod, to start a mission. Only options being buy another round of prop hunt beers, or disband team.
Or is there a way to revert to normal that I'm just missing?
Petition to add the twerk to the hologram grenade
Disabled turrets, rusty Ziplines or even old platforms randomly found in salvage operation missions. if dwarves died in the caves why there's no trail of them except for the mini mules?
smart rifle locks onto fester fleas but not bha barnacles, literally unplayable confirmed?
add a dragon boss, it wouldn't be an actual dragon, just a flying dreadnaught.
the basic idea is as follows: the "dragon" would have flame breath of every type for its ranged attacks along with it can summon its little "kobolds" that will spit weak acid and will bite. the dragon also likes to fly up and then slam the ground, the slam will stun it for a few seconds and allow you to deal slightly more damage to it. getting hit by the slam will send you flying with a large amount of damage being dealt to you. the "dragon" would also have a simple bite attack that deals normal dreadnaught damage.
it would have 3 phases. the normal phase where it does the basic melee bite and the fireball, an anger phase where it'll fly into the air and use its other ranged attacks and start slamming down to crush the player (opening it up for large damage and hurting the player if they're too close along with sending them flying) and finally, the panic phase, it will use every attack at its disposal and will try to use ranged attacks more often, it'll always try to stay away from you unless it tries to slam down on you (which it will) and crush you.
tell me what you lot think!
Bumper cars in the launch bay, if not elsewhere on the rig.
It occurs to me that Egg collection missions would be the natural place to expect a Dreadnought Hiveguard, yet none ever appear there. Where else would they be better placed than protecting the eggs? I propose having a chance that one of the swarms that gets triggered by egg mining be replaced by a Hiveguard. Or whatever it is supposed to be turning into according to the bestiary entry.
Add a new perk where you drop a grenade (the one which you are currently holding) upon death/getting downed
Create a window where we can find steam ID and goes to the profile of the people joining/leaving the lobby. It's really annoying to not being able to block trolls, and to not being able to find player we just met because we only have the steam "recent players" that is bugged.
bring back the lumix core as a special drop that gives you 2K credits.
Level-based borders and/or larger level numbers for cards on the Weapon Maintenance screen to visually distinguish Weapon Maintenance level, like the promotion borders on the character portraits
make the old/original placeholder model for the drilldozer fuel canisters and actual thing that we can use in game.
Bring back mortar's bigger carve
I get why the carving behavior was changed for hurricane bomblets OC, because it made magma core into shield disruption very quickly, but the chonky carving of mortar was a very cool part of the weapon. I miss it already. Using that was actually a function for things like escort or point extraction as well.
I request that there always be a mission to do. The rewards could be a small amount of gold and/or minerals. Sometimes I feel kind of lost when there’s no mission to do. Maybe label it as “work request”. Once it’s finished a new one is generated. Perhaps it can be as simple as 1 mission. Maybe there can be three of these “work request” missions available. Easy, medium, hard.
Water puddles. In dense biozone rains a lot, but it has no major effects, so what if these puddles made enemies walking in them were immune to fire but weak to ice and electricity? And when players walked on them they get wet and same effect applies to them but lasts longer (this is mostly a QoL idea)
this idea has probably been thrown around before.
perk idea: extra flares.
become able to hold extra max flares.
i thought for this perk to have different levels like vampirism or hoverboots.
lvl 1 gives 1 extra flare, 5 total
lvl 2 gives 2 extra flares, 6 total
Scout badly need an overclock on primary weapon that can deal with cluster of flying enemies commonly as Naedocyte Shockers and Macteras when Pairing with combo Firebolt and IFG, by far Aggressive Venting and Cryo nades and Boomerang nades are the only things Scouts can deal with clusters of flying shockers conveniently (except cryo nade on all flying things) but because to synergy with Firebolt players have to choose IFG so the loadout now become very vulnerable to flying enemies. Pls make some new primary weapons OCs like a mini version of snowball or mini HE nades or just make all Electric effects on primary weapons (electrified reload, drak t3a, electrified focus shot) can chain those electrocuted enemies together.
I just wanted to say, that I love the new Core Crawler design/Enemy Type. In my opinion the best new enemy design from all seasons and I hope it will be the theme in future content :D...and I wish we could get a shooting range on the space rig to test weapon interactions before entering a mission. But overall very nice aditions this season
Strong hand perk increase grenade throwing range 💪
Make downed players slide off of small ledges, to prevent players from getting stranded high up with no chance of rescue
This is in response to a death encountered on a drillevator due to a stingtail fling, my friend died on a tiny ridge in the drillevator hole and was impossible to reach
GK2 overclock: Bolt Action
+adds super blowthrough
+direct damage is converted into radial explosion damage (1.5m radius)
+big damage bonus
+0.2x base spread
-0.15x mag size
-very slow reload
-each round has to be cycled manually (very cool animation)
-much less ammo
-5x recoil
-no weakpoint bonuses
(to elaborate on explosive damage plus blowthrough, my idea is this: bullet hits bug, explodes, pens and hits another bug, explodes again. kinda how churchill in btd6 works)
Let us pick up and carry lootbugs
Please consider toning down or replacing the enemy aggression modifier for Haz5+, I've pretty much come to terms with the other three modifiers being very well balanced even when stacked with each other since it's a genuine challenge that skill checks people, but enemy aggro with those three options in tandem completely ruins it.
Swarmers overwhelm singled out dwarves, Mactera can snipe you ad nauseum, Korloks become bullet hells, and do not get me started on Escort Duty and Industrial Sabotage. Bugs this way simply overwhelm any objective that isn't directly controlled by a team but is more autonomous, like On-Site Refining and Egg Hunt. Not to mention, stacking player vulnerability or enemy resistance makes it virtually impossible to benefit from kiting and avoiding large groups since you can get immediately punished with a down if you can't think on your feet. Anything that isn't a Praetorian or Oppressor just outrun you.
Needless to say, aggressive enemies is incompatible with the three other modifiers. It doesn't even give you that big of a reward bonus, so it isn't worth it anyways.
I hope this gets somewhat recognized.
In my opinion, the Escort Duty mission is one of the most stressful missions, but also the most repetitive. You are given the Drilldozer that has a fixed path it follows until it reaches the Ommoran Heartstone. The only variety in this mission type is the length of the mission (cave complexity doesn't change much), and the recently added randomized Ommoran attacks during the "boss" fight. I think it's a great addition.
Let's compare it to the new Deep Scan mission. They are very similar. Protect and maintain a big drill until it reaches its target, extract the target's resources, and leave. Deep Scan is, however, less tedious (it also might be due to the simple fact that it pretty much just came out, and I'll be bored with it as well in a month or so). I'm pretty sure it's because of two main factors:
-
The cave variety: This mission has one of the best cave generations in the game so far. Every single system you encounter is different, although it can be said it's a similar pattern every time. It's a complex cave labyrinth, disorienting at every turn, requiring you to constantly check your map and listen for sounds in different corridors.
-
The main objective: Escort Duty relies on the same main objective every single time with little to no difference between missions. The cave variety can be summed up to just several caves that spawn next to each other, with the Ommoran room being the last. You do get different cave types generated, but it's an identical pattern nonetheless. Important: it works with Deep Scan, because the resonance crystals also ALWAYS spawn in different locations, so you don't know what to expect. Meanwhile here, you always expect the Ommoran to be in the last room, and you memorized the Ommoran room generation by heart after playing the mission type several times.
So, time for a BIG suggestion now, that affects MOST mission types.
Escort Duty is about well... Protecting the Drilldozer while it does its thing. And I don't think such a marvelous peice of engineering is used at a grand mining corporation JUST for extracting one particular gemstone. So, simply give Escort Duty more main objectives. Instead of constantly getting the Ommoran Heartstone, add a variety of objectives you can possibly get. It's not a different mission type, it's just a different actual goal of the mission, because the mission is still to protect the Drilldozer. It'd make Escort Duty remain the same from a gameplay perspective, but different enough to have fun doing it over and over again, because you would not know what to expect, like with Deep Scan (except I think the Drillevator could be used for other missions as well, but that's another can of worms).
Some suggestions: -
Dig out a large area. Excavation, to uncover some precious minerals invisible to scanners, or to prepare an area for a different mining expedition.
-
Dig into and through compressed rock, in order to reach a different cave system, full of riches.
-
Extract some kind of samples that are only reachable through the use of Drilldozer. A bit of a stretch, but imagine a different variant of the Drilldozer with smaller arms in front instead of the drill, witht he purpose of extracting delicate samples, unable to be mined with a pickaxe.
This suggestion is supposed not to only fix the repetition of Escort Duty, but also other mission types. Simply add different goals to mission types. Mining expedition? Maybe extract an occassional aquarq? Maybe mine like 200 Nitra without calling a resupply? Industrial Sabotage? Why not sabotage a rogue research station, instead of constantly fighting the same evil pyramid all over again? Or why not make Elimination also kill ADULT, fully grown Dreadnoughts, or occassional Macteras... There's really a lot that can be done, and this would impact the game significantly, making it less repetitive and more exciting every time you play.
it would be nice if there was a loadout system where i could pick the crit build for scout and start with the shotgun or something, would make progression a lot smoother as far as unlocking overclocks goes. it would also be cool if there was a way to unlock higher difficulties without having to play a class i dont want to (for survivor)
give barrage infectors a snoring sound, to give the player warning when encountered in small spaces
Mods on console
New Mission: Fractal Strike
The lab coats in R&D have been hard at work, and they’ve just had an incredible breakthrough… Now it’s time to make back the investment.
After reverse engineering the data collected from the deaths of Glyphid Crassus Detonators, the science team have put together their own makeshift bioweapon with a special twist that’s sure to please the higher-ups at DRG.
They’ve entrusted you with their latest love letter to the many-legged denizens of Hoxxes, dubbed the Fractal Charge. You’ll be dropped off right outside of a high-traffic junction of Glyphid burrows, where many of their spiraling tunnels and pathways meet. Your task is to waltz in, plant a Fractal Charge, and then cause as big of a riot as you can. The more chaos, the better. You want every bug and its mother to be around when it goes off.
After planting a Fractal Charge, you will have a few minutes to draw as much attention to it as possible before it detonates, releasing a specially tuned chemical blast that instantly reacts with the biochemistry of the bugs of Hoxxes, petrifying them and crystallizing their very bodies into solid Morkite before your eyes. What was once a loud room full of angry bugs, has become a shimmering cyan graveyard, ripe for collection.
During the countdown, the charge will lure in as many bugs as it can to crystallize, so be ready to defend yourself and the bomb while it’s ticking. You’ll need to manage how many bugs are there to cause you trouble, while also making sure there’s enough around when it blows to meet your quota of Morkite. If you don’t get enough, you’ll need to plant another.
If all goes according to plan, you’ll enjoy a leisurely stroll through the room, smashing the hardened bugs to bits before your ride comes to bring you and the goods home!
(I love how the bugs freeze from ice weapons, and thought it’d be awesome to have a mission where you use that same idea, but to turn them into valuable Morkite!)
After being forced to leave a dwarf behind because of the drop pod’s countdown an idea came to mind.
What if the drop pod had a button that only appeared in the last 20 seconds, where you could hold it to stop the countdown temporarily? Each dwarf within the pod can press the button one time to add an extra 10 seconds resulting in a total of 30 extra seconds.
GK2 burst fire is considered one of the more underpowered overclocks in this update and it's for a few reasons. The damage increase is just not as impressive as it seems in comparison to other overclocks like Bullets of mercy or AI Stability engine, the burst nature is a detriment to enemies such as swarmers, and it lowers your DPS.
The role of the Burst fire is to be an efficient killer of enemies within the 3 hit breakpoint, such as grunts, however given the 'downside' of wasting so much ammo on overkills, it often feels like a net negative.
My idea of buffing it to not just make it a copy of already existing GK2 overclocks: If all shots in a burst connect and then kills said enemy, you have a 50/50 chance to recover 3 ammo, right back into the clip.
This makes it the "Rewiring" equivalent to the GK2, where it rewards aiming for enemies which are within the breakpoint range with ammo recovery and extending your magazine, such as Grunts. It also has the chance for ammo recovery if you finish off a low health enemy with 3 shots left. This opens up a whole new range of min-maxing where you can intentionally aim on hardspots on enemies so it dies to precisely 3 shots to extend your magazine to play more aggressively.
Since the ammo recovery isnt guaranteed, it isnt infinite sustain and it assumes that you only aim at enemies within the 3 shot breakpoint. You can easily tweak the ammo recovery value if it proves to be too strong or too weak
The burst nature of the weapon is already fun and unique, problem is just that it doesnt come with enough of a reward to play with the burst mechanic when other OCs improve the weapon in more straightforward ways. It feels like an opportunity to create a high risk high reward OC
Need an actual black hair color. Not "very dark brown". Jet black.
move the environmental slow resistance effects from unstoppable and combine it with second wind (and just call the resulting perk 'unstoppable')
and move the faster carry speed from unstoppable to strong arm (maybe now called 'strong arms')
this would make those 3 (now 2) perks just a bit better I feel, and add to the identity of second wind/unstoppable overall making you faster (like a weaker, passive version of dash), and strong arm of being able to carry and throw things better overall.
when banning gets added (if it gets added) dont ban them from play, instead make them a leaf lover who has no guns or utilities
add lab equipment as a cosmetic and armor set also add tuxedos because they're cool
alright, now that i've gotten that outta the way, time for my actually good idea.
universal secondary weapon (primary for engineer tho)
this pistol (inspired by the 1911) has 9 upgrades and only 3 overclocks
the upgrades are as follows:
T1- more damage (5% buff). more RoF (10% buff).
T2- more accuracy (5% buff). more magazine capacity (3 more bullet).
T3- more ammo (10% more reserve ammo). more headshot damage (5% buff)
T4- more accuracy (15%). more RoF (5% buff)
now heres where things get fun because what i didn't tell you is that every class gets their own T5 upgrade.
scout: every 5 headshot kills, return 2 ammo to the mag and gain a small speed boost.
engineer: for every turret placed, gain 3 points of damage and the ability to give turrets a damage buff by shooting them.
gunner: can break armor
driller: sometimes causes enemies to start fighting each other on reload
overclocks are as follows: full auto but less accuracy and damage. 3 round burst with less damage. killing preatorians with headshots can heal 5 health.
tell me what you think?
If there is ever a helldivers collab and there’s a framework that makes guns look like the ones from helldivers PLEASE call it freedom framed
hey it wont let me say this on bug discussion for some reason so I'm gonna say it here. my game keeps crashing and saying this weird error thing and everytime I try to use the forge my game crashes as well i tried re installing the game and it didn't fix it so if anyone knows how to help lt me know please thanks!
Suggestion:
Add a Semi-Automatic long rifle that is NOT the m1000. I want to play other classes but still be incentivized to shoot headshots for clean 1-taps. If you guys don't wanna add a whole new gun, make it a overclock or something, I don't know.
But please, we need semiauto long rifles, please.
Suggestion:
Dash should be a baseline skill for dwarves. That would free up a slot for people to try other abilities without negatively effecting their ability to do haz 5+.
Suggestion:
Add the ability of the Explosive Goo Mix OC to react with magma in the Magma core. For example, there's no need to ignite the goo as it explodes when spread on the magma
Suggestion:
There should be some special weapons that if a mimic eats it and you retrieve it, they come out changed/improved/mutated as a hidden thing.
could the burst fire oc get a +5 damage bonus instead of a +2?
Change repairing Doretta to either
- Allow multiple dwarves to repair her faster
or 2) Prevent a second dwarf from repairing if one is already doing it
As it is now, multiple dwarves attempting to repair at best does nothing but tie up multiple sets of hands, and at worst actually slow down repairing. Many people don't know that starting to repair Dotty while another dwarf is already repairing her resets the healing interval, and it's painful to see another dwarf start repairing her when I'm already on it.
Need to expand the atmosphere of the game somehow. Of course, the game is very fun, especially if you are playing with friends. BUT the game itself is about the unexplored planet, danger at every turn, etc.
Would like to see any new "horrors of Hoxxes" and reveal them. The same Unknown Horror exists only as a modifier for the mission and has not been revealed in any way, although it could be one of the real mysteries and horrors of Hoxxes. So the experience, especially for new players, would be unforgettable
New GK2 overclock:
🟡 Dual Barrel System 🟡
”A new gun loading device alternates fire between two separate chambers. This is extremely useful for increasing the firerate, however the misaligned weight of one bullet firing on one side of the gun causes it to have some strange recoil.”
1.5x firerate (8 -> 12)
Slightly extra mag size (30 -> 35)
x2 horizontal recoil and x0.5 vertical recoil, causing the bullets to spread in an elliptical shape
when are we getting a pride themed dlc thats free?
New boomstick overclock:
🔴 Precision Nano-Explosives 🔴
”Arranging a lattice of micro explosives behind precisely placed pellets in each shell allow the pellets to fire straight out of the barrel! The time consuming process required to create these pellets aren’t worth giving you a whole lot, so we jacked up each pellet with tungsten rounds. Use them wisely.”
pellets fly straight in a diamond pattern
+10 damage (12 -> 22)
-25% pellet count (8 -> 6)
-33% max ammo (24 -> 16)
I like this new mission but there is one underlining issue
the morkite geodes are very VERY easy to lose track of
i've had missions go for 15 minutes longer than they need to because a geode fell in a small little crevice or someone forgot to deposit
I have two main fixes for this
the geodes act like carriable items (ie enor pearls/eggs)
or
every dropped geode has a xray outline
New(*) Passive Enemy Idea: Xynarch Charge Suckers.
Yes, I know you're thinking, "the same ones on BET-C?" And yes. Those are the exact ones I'm talkingabout. But like, why are they ONLY on BET-C? How did they evolve BEFORE DRG set sail towards Hoxxes? I have an idea: Electric Crystals.
The idea is that occasionally, a charge sucker would be attacked to one of the electric crystals located in the Crystalline Caverns. The crystal it's attacked to would love its electrical properties due to, you guessed it... The charge sucker sucking its charge. It should be a no brainer, frankly!
Anyhow, the suckers located on crystals are (mostly) benign, maybe only releasing a discharge if threatened, but can be killed comparatively easily. Doing so will cause the crystal it was on to become electrified again. Maybe a whole group can be located on crystals, making it more impactful to kill them off so the Glyphids have a tougher time getting to you? Maybe due to how much more electricity they are able to get from the crystals compared to BET-C, killing them releases a sizeable discharge as well?
I just feel like there's room to expand on these buggers.
It's a Bug Thing* Rework. Hear me out, I feel pretty good about this one
Instead of a 🟥 passive perk 🟥 it is an 🟦 activational perk 🟦
Petting loot bugs (tapping E) now has them poop out all the resources in their belly.
Choosing to instead hold E will tame a loot bug, making them collect and store resource bits in a radius making it function almost as a miniature molly until you pet it again in which it will poop up all the resources it has collected. Your teammates can also do this to your loot bug so it isn't hogging all the resources
Upgrading the perk increases the resource detection radius, lets say 10-15 meters, as well as the loot bugs movement speed, maybe up to 200% so it isn't a total snail. Whether it has a resource storage cap is up to you
I feel this offers genuine utility whilst also being balanced, cute, fun, and fitting of the game at the same time.
a face Melter rework to live up to the name
changed stats to this
+80% of direct damage is converted into heat (dealing next to no direct damage)
+2.4 fuel flow rate
-4m range
-No sticky flames (instead sticky flame duration will act as melting point "efficiency", keeping the bugs on fire for longer. with t3b applying its effects to bugs affected by melting point)
But the big change is this:
Melting point
using a specialized compound mixed with the fuel allows the Crspr to overburn its targets, a DOT that is more effective than regular flames in both damage and time applied but has high requirements to be activated, those being: the enemy already has to be on fire, then has to have the equivalent of twice their heat threshold in a very short amount of time to have the enemy hit their melting point as the decay is constant, meaning things like even more flow rate need to be considered as it may save ammo in the long run.
Overburn lasts double the duration of regular fire, and upon decaying will leave the enemy still ablaze with the regular DOT. Overburn also deals triple the damage per tick of fire. if a temp shock is applied while its active, the enemy will still be on fire and can be temp shocked again. when interacting with dreadnoughts, the flames don't go out until either buried or shaken off by a change in phase (its decay is also more forgiving).
The point of the reworked overclock is to make the Crspr much more capable of dealing with beefy targets and burning up swarms quickly with direct fire and to serve as a proper mirror to sticky fuel, while also changing up how a person builds the weapon
I'll admit though it may be overtuned, and might require some ammo penalties (however I don't believe it does, as the increased flow rate and complete removal of sticky flames imo makes its ammo balanced out as every bit is spent directly)
A very very rare triple warning mission
Leadstorm Overclock Idea 
Reduces/Removes Shield Recharge delay while at max stabilization (similar to T4A "Variable Chamber Pressure")
Whatever is necessary to balance out the defensive value it provides
❓ Reason:
- This would provide gunner with a unique "survivability" build that does not rely on damage reduction (Thunderhead T5C, Coilgun T4A), and rewards players for standing their ground and fighting, but does not make them half-invulnerable and requires constant shooting.
- Reliance on Shields for tanking already comes with baked-in downsides and possible synergies ("Shield Disruption", Glyphid Stalker, Shield Link, Shield Upgrades), which opens space for theory crafting and personal preference.
- Making 1 defensive overclock will not make a dent in Leadstorm's "Take it for damage" niche, while providing the gameplay variety people so love and cherish.
- A nice homage to "Tough Guy With a Minigun" archetype, with a unique enough spin on it.
(Edit - grammar)
make the tritilyte shard possible to beat in a solo mission
they are always really high up, the dispenser is very low and you can't get up in time
A machine event with the new MK II jet boots where the main objective is to not touch the ground or the ceiling ( could be defined by the event itself )
- A dynamic obstacle course where a bunch of differently shaped obstacles move towards the dwarfs and they are meant to avoid them.
- caching some kind of object thrown in the air and throwing it at a canister or hoop, getting the object in the canister would add score to a counter until a target score is reached, but missing to catch or throw the object would take score point back.
- a dynamic target practice, different kind of targets would appear around the event area, the dwarfs would need to work together to shoot down the bigger targets and reach max score in time.
I thought of these with a more arcade feel to them, a fun mini game rather than a rare side mission. With hopes of giving machine events some more variety as well as giving more use to the MK II jet boots.
Can we have another loadout slot for this season or the next?
On this - can we use small name tags for loudouts too? Like three or four characters long
Can we add a rebind option for alt fire on specific weapon OCs? Figure this has already been asked for, but it really does feel crummy to not have the option for an alternate bind, makes me feel less inclined to use a weapon because of it
Add pet fish that we can name
-a slider for aim assist/sticky aim so controller players can turn it off or adjust it because not everyone on controller needs it (both pc and console)
I'm pretty sure the devs don't need much suggestions when it comes to weapon skins but a design I really like from when I was a kid is the Light beam from Metroid Prime Echoes https://e7.pngegg.com/pngimages/1004/195/png-clipart-metroid-prime-2-echoes-light-samus-aran-screwattack-light-nintendo-weapon.png so basically it's a bunch of sharp shapes intertwined with one another, only separated by a color that does the whole light spectrum.
We also have the Dark beam who could look like a core stone themed skin I guess ? https://static.wikia.nocookie.net/metroid/images/a/a7/Darkbeam.PNG/revision/latest?cb=20210925151039
a warning that makes more environmental hazards spawn
New Overclock for the Thunderhead:
🟥 Double-Fire System 🟥
Fire both barrels at the same time
Faster fire rate growth (x 2)
Slower fire rate (x 0.5)
Stronger recoil
"A modified trigger lets you fire both barrels at once. Not staggering the shots affectively cuts the fire rate in half and makes it kick like a mule, though."
My idea on expanding the perk tree and making active perks be more variety of choosing based on what you need instead of the usual that most players default to being dash and ironwill/fieldmedic.
So my idea is that once you max an active perk it gives you the option to buy an respective overperk that takes up both active slots however it also provides massive bonuses. here is what i think it would look like:
iron will ► Steeled will
├Passive: upon taking lethal damage you become slightly slowed allowing only movement to relocate to a safer spot for 5 seconds
└Active: Can be activated during the activation of the passive or when youre downed. You get up for 14 seconds fearing bugs around you also receive 50% bonus move speed and become immune to movement impairment , any dwarfs you revive also receive this speed buff for as long the original dwarf has the active effect however the the buff given to a revived dwarf cannot go below 5 seconds.
─ smaller upgrades for it could be:
-increasing the movement speed bonus
-bug fear radius
-increasing the duration by a second
all of these smaller upgrades would have 3 tiers
I think this could improve the perk situation a little bit by having the player unlock more interesting and powerful options down the line that have the restriction of not being able to take 2 actives.
I think it's right about time to fix the shockwave and static discharge upgrades on the armor rigs to be more competitive with breathing room. Here are my ideas:
💥Shockwave: should be buffed up to 30-50 damage with a bigger aoe for less drop-off, 16 damage max just barely kills a swarmer and thorns does more in general when at it's max upgrade.
🌩️Static discharge: the description is misleading in that it doesn't stun bugs, it applies the electrocuted status effect, which is a lot different. There are two ways you could do it: you could either just add like a 1 second stun to it, or you could get rid of the electricity damage and make it a 1.5-2 second stun.
I just think it's been a while since theses were looked at and there shouldn't really be any clear winners when it comes to upgrades :p
Allow the team to load 2 new resupply pods or ammo from old pods to the Drillervator before going down.
add a slot machine for extra gambling 🤑
Beating a dead horse, but please consider doing a pass over on the GK2 OCs, especially the new one. Burst Fire just... does nothing.
"Dirty Harry" (couldn't think of a good name, feel free to think of another one) - Revolver
- Consecutive hits increase damage by 25%, up to a maximum of 400%
- Missing resets the damage bonus
- Significantly increased recoil and spread per shot
Elite Caretaker
Sorting milestones by completion rate. i.e. nearly completed milestones at the top
Enemies life and damage stats (in number) at the miners manual, since the only thing you can compare your weapons damage is with other weapons damage. Also allies life and shield in number at mission's UI
Unstable Overclock:
Bug Buster [Hurricane Guided Rocket Storm]
"R&D refitted the Hurricane to take these micro ICBMs instead of the traditional rockets. They cut through bugs like melted butter, but unfortunately because of how bloody huge they are you can't take as many, and the gun just isn't big enough to take more than one or two at a time."
Significant decrease in ammo.
Significant decrease in magazine capacity.
Significant increase in damage.
Significant increase in area of effect.
QoL Suggestion:
Please add in a small count for how many stuff we have unlocked in the tree
it would be pretty cool if randomly, you can find abandoned DRG gear from other missions randomly placed around, like for example if someone finishes a on site refining mission, the refinery will be rusted and abandoned in a random spot for the next team to come across
Overclock idea for M1000
Ricochet Time (Unstable)
When in Focus Mode, you will see a small bar charge up, and lines to indicate how many enemies you will hit with the Ricochet. Once the bar is fully charged for about 2 seconds, the bullet will zigzag from enemy to enemy.
Ricochet Rounds deal significant damage
Huge Decrease in Ammo
Slower Fire Rate
PLEASE MAKE PLAYSTATION AND STEAM COMPATIBLE
A timer to the corestone event, so that if things are going bad you don't just have infinite enemies and brick your run 🤔
New special drink: Nitro Mixer
"A tangy yet spicy blend of chili pepper and ale topped off with nitra dust as a balancer. Good for parties, bad for restrooms"
(+) You get +20% more Nitra when mined
(-) red sugar doesn't mix well so it'll upset your stomach, with the chance to cause damage (or gas) if consumed.
!!Do not mix Nitro Mixer and Red Rock Blaster!! (not like you could though)
Make the infector family in the beastiary rather than it being in the other
Can we get some quality of life tweaks for the mineral machine?
Maybe a day or two per week we get both a sale to buy and sale to sell.
I was also thinking maybe once a week you could sell between 125 to 200 total of any mix of minerals for 63-75 credits a piece.
Or a sale day where your first 100 - 175 minerals are 35 - 55 credits off.
Basically instead having to sell or buy one resource you can sell or buy multiple resources at once.
And maybe some new voices?
Example:
"Sell, sell, sell!"
"Buy low, sell high!"
"Is it too late to be a broker?"
"The taxes on that sale bite like a preatorian!"
"UGH! Need to find a gold rush after that..."
"Wait, I only got that many credits for that?"
Add mission bids, people bid their credits for a specific mission to spawn on the map, by specific I mean the zone, the mission type, maybe even 1 or 2 modifiers, there isn't much use for credits and having a specific mission spawn in for all players makes it worth while if you don't want to buy 1 m credits worth of cosmetics
They should make it so there’s other way to get matrix core instead of wait a whole week
give us a voiceline saying "good thing we finally have voicelines for this" when pinging bismor
In the next supporter pack can we we get armour frameworks to match the GSG Guardian weapon frameworks?
voiceline that has mission control say "SHUT UP SHUT UP SHUT UP BEFORE I COME DOWN THERE AND MAKE YOU DIG TO THE GEODE WITH YOUR BARE HANDS!" when pinging the drillivator too much. also, make it so that we can pet the drillivator. i wanna pet daisy (the drillivators name).
driller primary: Tesla Charger
this weapon is much like the sludge pump in that you hold down the trigger for more power at the cost of more ammo used. it has two modes, close range multi-target for clearing out hordes of enemies that get too close, and a more precise bolt variant that when used can stun anything it doesn't kill and if it does kill, it will destroy anything. it acts like the normal energy weapons but when it overheats you just replace the coils instead because they're fried.
i also had an idea for a scout weapon based on the old concept for the LOK-1.
the rocket pistol is much like the bolt shark in that it only has one shot available before it reloads but it is quick for the reload even though it doesn't have much ammo for reloading. it is a pocket mortar basically but it goes on for about as long as the bolt shark will even if it has much less ammo and is just a swarm clear. it also breaks armor (clearly) and has a chance to inflict fear on any enemy near the explosion.
i also had one idea for the gunner, its called the B4771STA.
its basically a futuristic ballista that fire tungsten rods. these rods can go through any trashmob and can even go through some terrain but the like is drawn at a glyphid praetorian and anything beyond. the rod will likely kill it if its already low but it'll likely get stuck and end up exploding in the enemy. it takes awhile to reload the weapon but it is SO worth it to get that tungsten rod into a dreadnaughts fangs and watch it go boom. the rod impact does a large amount of damage on its own and explodes after half a second of idling in a living enemy and another half second of beeping.
now onto my engineer weapon suggestion.
plasma fire spitter: this weapon shoots a burst of 5 balls of plasma that shock and burn the enemy. it has an overheat function and vents out the sides. when venting, the weapon releases a small stream of fire. (i'll continue this suggestion soon, i'm almost out of space on the bored)
the stream of fire only comes when the weapon starts venting due to overheating and overheat flame cant be triggered by tapping R like on the DRAK, it can only be triggered by shooting too much, trying to overheat vent by tapping R will only result in the weapon venting steam. i'll now go a bit in depth on why i made the scout idea a rocket pistol, the original concept for the LOK-1 was a burst fire rocket rifle, the PFS is also somewhat inspired by the rocket rifle but also by the DRAK and the gunners burst fire pistol.
Active Perk: Bosco Jr.
By sacrificing your trail mix you would be able to carry APD-B317-1/2 with you and your fellow dwarves on mining expeditions to Hoxxes IV.
Unlike Senior, Junior has less offensive capabilities(a single gun and no missiles) but can do all other things Bosco can do normally(except carry objects when mining them out).
Laser pointer works like with Senior but all commands are done just by right clicking from the Dwarf that brought Junior along.
Upgrading to tier 2 gives Junior the ability to revive a Dwarf once. If all dwarves are down then Junior will revive their handler or whoever that Dwarf tagged with the laser pointer.
Bringing Junior on a solo mission with Senior, Junior will stick close to senior and do whatever command Senior gets from the Dwarf.
Player interaction on the space rig: If two dwarves are holding beers and are within range of eachother, pressing salute will instead make the dwarf yell cheers and hold up his mug. If the cheers is returned within 1 second, 3rd person camera for both (or all participating) dwarves and they clink mugs and drink. Small delay to allow for additional participants to the cheers
I will pay actual real life money so that players who have joined a mission previously can always rejoin, no matter the state of the mission.
I've had way too many of my friends disconnect from bad internet or a game crash and then be unable to finish the mission because it was close to the end or we were fighting the caretaker or something 😭
Wouldn't be a huge change, it would just be nice if the people who were actually there from the start of my missions would be able to consistently finish them too
Small aesthetic tweak: PLEASE Lower the rate that dwarves say the Red sugar lines in Blood Sugar missions. The mutator concept is great, but they never shut up and it gets....Annoying. Dwarves not shutting up IS funny, yeah. When the players are the ones choosing to not shut up, and bug mission control. Blood sugar is not that
i know that the driller is the elemental class and that his whole thing is using his primary weapons to commit war crimes to the bugs and bots but i feel like he should have a weapon kinda like the scouts GK2, not something exactly like it, i just mean that i feel like the driller should have a rifle that has elemental abilities or maybe is just a constant lazer stream or something like that so that he isn't just the heavy element user but also has some depth to him beyond elements and drilling dirt. all in all, its just a suggestion that i think makes sense the more you think about it and the other classes. so my suggestion is this: add a weapon that has a fast reload with high mag capacity and damage maybe DON'T give it as much accuracy as the gk2 or the flamethrower or cryo cannon.
add an aim line to the sludge pump and any grenades that don't have it
basically, an aim line shows you how the projectile will travel, like if you're gonna throw a grenade in the air, the aim line will show you which way it'll fall back down. it just shows you where your shots will land. this suggestion is an attempt to get more people using the sludge pump instead of just using the flamethrower and to get more people to use more than just a few grenades like the hologram or the stun sweeper.
Overclock for the armskore coilgun: 'stocked shots'
lets you tap reload to store a shot you're currently charging enough to shoot. You can keep using the gun normally, and at any time tap reload again to instantly fire the stored shot.
reduced move speed when charging (encouraging you to save a shot for later)
Add buttons in the beastiary that remove certain layers of armor on the current enemy you’re viewing. You can activate multiple or all buttons at a time.
"attractive chemicals" for sludge pump (balanced)
applies pheromones, but reduces regular shot damage and fragment count
Beserk perk should fear enemies on melee hit
Separate Sound Effects volume options to things like Gun Sounds and Enemy Sounds and Environmental Sounds options, as certain sounds, like the high pitched firing sounds of the Minigun, can be painful
New Subata overclock:
🔴 Transmuter Compound 🔴
”Chucking a mix of mystery fluid, exploder goo and a splash of whatever painful concoction we find on the floor of the Abyss bar into each bullet somehow has the strange effect of changing compounds on the enemy! The bullets are way too fragile to be put into a normal mag, so you should be careful where you shoot.”
Shooting an enemy on fire turns all of the heat into ice!
Shooting a frozen enemy converts all of the ice into sludge around them!
And yep, shooting a sludged enemy heats them up depending on how much sludge they’re standing in! (Doesn’t remove the sludge)
Only 2 bullets per mag
+75% reload speed
Since there’s not really a good way with the subata to light sludge on fire, or deal consistent frost damage with the flamer, thought this would be good. Would be decent on the ice gun if you miss the sludger, and if you don’t care for the subata as a weapon it makes a nice utility
Can we have an option under gameplay to remove the camera moving back down after releasing the fire button?
The new Hyperalloy overclock makes me so dizzy that I have to stop using it. This comes mostly from the camera re-centering after the shooting stops.
New mactera idea, based off of irl falcons: (cant think of a name)
Fast but weak, with a densely and completely armored back, these creatures like to crawl around on the ceiling.
When they attack, they telegraph via an ear-piercing screech and then attempt to dive upon you from the ceiling, with lightning speed, and airstrike your ass with extremely sharp talons, mandibles, beak, whatever. Just like falcons. They deal big damage.
Their weakspot is on their belly, which is only exposed when theyre trying to airstrike you, or when theyre rapidly trying to fly away after an attack to reposition.
would be cool to have something like a progress bar hud in the top right for the drillevator to show how close we are to the geode
Jetty boot mk2 in space rig and give it an overheat meter
I am begging you. PLEASE buff burst fire. idc how you do it. more damage, weakpoint bonus, I really don't care. Please just do something. It is terrible.
Sludge pump overclock
[Extra spicy sludge]
R&D has been brewing up a new mix for the sludge pump, and are mighty proud with this brew! Just avoid spilling it anywhere as you might melt a hole trough the floor
greatly increase damage over time of goo
greatly increase the rate at which goo strips armor
reduce slowing effect to near-nothing
reduce goo impact damage to near-nothing
greatly reduce lifetime of puddles
(I have considered having puddle slightly melt terrain, similar to how the crispr can melt ice in glacial strata, but left it out for discussion)
Hope Bosco doesn't explode when a new miner come, instead, just folded into something that we can grab and put back into pod
i'd like to see a bestiary entry for the Bha Barnacles- reading the fester flea entry is very fun and i'd like to know why we're killing the awful barnacles of splattering
Since the addition of the Barrage Infector, I'd like to see additional voicelines for the Spitball Infector, like "aim for the yellow bits" and stuff + voicelines for when you actually kill the Spitballer, those would be very useful especially in higher hazards where the presence of a Spitballer makes the cave significantly more dangerous
quick suggestion about the dancing, how about being able to press E on anyone who is dancing to completely sync dances with them? it feels like a fun thing to do
New boomstick overclock:
🔴 Laser Shells 🔴
”Replacing the conventional firing mechanism with a laser generator lets you blast away bugs in style! The new laser generators are clunky and the gun is super experimental, so the gun must be cooled off between shots.”
Shots are now a piercing laser slug which has infinite pierce and high damage
Shots deal heat damage
Gun needs to cool down for ~10 seconds per shot
Way less ammo
A clown outfit to compliment the scary clown mask.
Had an idea for a new mission
Large scale refining
step 1: locating the well
When you land, a refinery lands next to you, but with only one, large port (2-4 dwarves tall), and you have a M.U.L.E. Mission Control tells you that there is a huge well of liquid morkite somewhere in the vicinity (there might be a deep scan esque way to find it)
step 2: get the well operational
You have to connect the well to the refinery (with pipes large enough to accommodate the port in the refinery), prep the well for extraction, and start the refining.
Step 3: protecting the pipe
When you start the refining, a platform appears on top of the pipe, wrapping around it. On the platform is a small control panel, with controls for moving the platform up and down the pipe.
Bugs will show up to destroy the pipe much like in on-site refining, and you have to move the platform to the leak to have it start fixing the pipe. When it does, you have to defend it from bugs sabotaging, and the platform needs maintenance as it fixes the pipe.
Step 4: packing up and leaving
Once the Refinery is done, the mission finishes much like On-Site Refining does.
Add skins for the grinder boards in morkite refinery mission. Also, add cool animations like tricks to hit off the pipelines with said grinder boards. Thank ya.
can we have more customes instead of more armor ? we only have Loderhesen (irish outfit) and a yuletide (xmas outfit), would be cool to have a suit to match my tophat
more bosses like bet-c, i want more big robot friends!
Pickaxe damage bonus per alcohol point in blood
(This is a serious suggestion)
Instead of reducing cluster bomblet count, keep the count the same but reduce the damage of each one slightly. It looks cooler with more bomblets.
Let incendiary grenades explode on walls, please. This is more apparent of a problem in a drillevator mission.
A unique inspect animation when you have Mortar Rounds equipped for fun.
Rotary Overdrive --> Unstable
For me personally I find the name "Rotary Overdrive" way too cool to be a balanced overclock and quite frankly I am a bit underwhelmed with how it performs currently so I have came up with some more extreme changes that give the overclock more Identity.
-4 Damage
1.8x Ammo
1.5x Firerate at base, Increasing up to 2x at yellow heat level
+75% --> 100% Heat Generation (Keep Reading)
Using Coolant at max overheat will bring down current heat value to yellow (Where ROF increase is at its highest)
After using coolant, 30% reduced heat generation for 2 seconds
I initially thought of having it so coolant decreases heat gen for a couple of seconds so you aren't chugging coolant after seconds of sustained fire but I also wanted to factor in Aggressive Venting which even with +75% increased heat gen I find tedious to activate so I came to a compromise of increasing the heat generation to 100% so that your first overheat is easier whilst elongating coolant use with Sustained, Suppressive, Oppressive Fire
Let us activate the hurricane oc cluster charges with a double tap of the fire button/trigger rather than holding down reload.
Hold to fire->double tap to activate cluster charges
since some people seem to be unable to effectively use the new burst fire overclock on the GK2, i've come up with a suggestion to change that, make it so that the burst fire overclock also returns ammo to the mag when missing any shots right after a headshot (lasting for .5 seconds after a headshot kill) and make it so that the spread is slightly reduced while the accuracy is slightly increased. if this is implemented, people won't whine about the OC being underpowered at all and instead it'll probably need to be nerfed just a tiny bit.
Please remove collision for chromepuff plants in magma core
AT Da Boiz
M1000 Classic Unstable Overclock
Turns all Focus Shots into powerful Anti-Tank Rounds; exploding on final impact if Penetrating was added.
More Ammo (x1.5). Larger Mag Size (12 Rounds).

Turns Ground to Hot Rock while in Magma Caverns.
You can only Focus Shot.
New mission type: "Thermal power aquisition."
Alright miners. Now that we have retained control of hoxxes for a extended period of time without any major interruptions... management saw it fit expand our operation into a more wider scale. Setting up a dyson sphere to power DRG's operations on hoxxes is considered to be a major waste of resources for a relatively isolated planet, so our plan B is setting up autonomous thermal generators on the planet's insides. Find a adequate thermal energy source and set up a power station there.
(basically a glorified construction mission, where we get 1-3 drop pods (with 3 boxes of "building materials) of building material (obviously shrunk down to a size that is carriable))
Objectives:
1)find a thermal deposit
2)call mission control for a "foundation drop"
3)Make sure the bugs and any other nasties don't destroy the foundation as you recieve drop pods with building materials. (there are 3 deployable turrets that will serve as the secondary defense mechanism for the base)
4)wait for the thermal generator to make some energy.
5)activate the protective barrier for the generator
6)get into the extraction pod and head to the abyss bar for a job well done reward.
New driller grenade that have ability to do quickly ricochet or bounce around some targets like the Boomerang on Scout. May be it will cast some Neurotoxin or No Dmg with slow effect only.
Bring back the ability to ping picked hops!
it's pride month, make the dwarves fruitier
the new core stone event, the guys that spawn, are too strong. They either gotta do less damage or have less health. It aint fun otherwise
im not sure is this a bug or it supposed to be like that
but crawlers should have a spawn cap
this event is already really hard solo
those things just keep spawning and if you dont kill them there will be like 20+ of them
or their amount can depend on the amount of players
just like the size of swarms and general amount of glyphids
make whatever roars whenver you grab an egg in the egg hunt missions a boss
add alternate traversal tools so that the classes can either be more mobile at the cost of helping their team or have more teamwork at the cost of mobility, the driller being excluded because he's almost as mobile as scout along with him being helpful to the team thanks to his power drills.
i had an idea to how burst fire could be made better. what if killing an enemy caused it to explode and deal splash damage to other enemies near by. (like explosive chemical rounds on the lok-1). this would make it a very unique overclock for not just the gk2, but for the scout in general.
i know that scout is mainly designed for fighting against HVTs, but some people (like me) just want to enjoy being fast while still being effective against large crowds. plus the gk2 already has alot of good options for fighting against HVTs anyway
Increase chance of events for matrix cores on high difficulty missions (5 and 5+). High difficulty - high reward, but for matrix cores (I want to get more OCs!)
Add overclocks for things over than weapons ie grappling hook recharges almost instantly and adds swinging making you dwarven spiderman but it now has ammo. Or turret no longer shoots but instead boosts your shield or something. I mean at that point might as well add different support/transport tools
Can we make it so Bosco picks up fossils ? I don't see why he wouldn't be able to
A suggestion for me is to tip the bartender to where he does a little dance
make resonant crystals more contrasting with the white rocs around it so its easier to spot once you start digging. sometimes i find myself digging around the crystal for a few mins, because my light doesnt let me see it
A DDR machine in the space rig (call it the DDRG or something)
basically you would go up to it and it would start a rhythm minigame that would have songs from the ost and jukebox
[the songs could be randomised or you could select specific ones]
there could also be a versus mode where you compete to see who scores the most points.
this could more things to do around the space rig and flesh it out more.
just imagine the driller and scout competing to see who can dance the best
Resupplying automatically recharges all of your flares
Hidden Sinkholes in Sandblasted Corridors. Basically like the Fissures and Cracks in Ice and Lava Biomes, but well, out of Sand and in a healthy round shape.
Change to Hazard 5+
Separate current number boosts into 4 tiers instead of 2.
I think it would be interesting if all mobility tools, support tools, and pickaxes had 4 tiers of upgrades. Adding a tier 4 for gunner's and some of engis and scout's stuff could be really fun and I have some ideas:
Gunner
🪝zipline t4
A. An extra zipline
B. An extra 10 of max angle
C. 10 more meters of distance
🛡️Shield generator t4
A. Bug disruptor field (works the same way repellant additive does but for gunner's shield)
B. Instant deploy (shield immediately activates mid flight and doesn't count down duration until it hits the ground, possibly reduces fall damage for those in the bubble as well)
C. Carry 1 extra shield
Engineer
🧀Platform gun t4
A. Expansion formula (platform diameter increases by 2 meters)
B. Edible compound mixture (mining or maybe pressing holding E on the platform has you take a nibble out of it and heal 1-5 health depending on how big the chunk was)
C. Elasticity additive (bouncy platforms, need I say more?)
Scout
Flare gun t4
A. Emergency combat flares (-1.4 second reload time and +40 damage)
B. Ultra bright (and extra 15 seconds of duration and a 50% brighter flare)
C. Optimized casings (+5 ammo and +3 mag size)
pickaxe
T3: A. Mineral miner (break all minerals and gold in one less hit)
B. Spelunker's satchel (10 extra space for minerals)
T4: A. Wallclimber (-5 second power attack cooldown, power attacking a wall while in the air has you cling to it with your pickaxe and pressing space with have you jump up)
B. Karl's own (50% faster pick swinging, no slowdown after hitting a bug, 20 more normal swing damage and 50 extra power attack damage)
Possibly raise the BRT's Full Chamber Seal overclock's damage boost by 1 or 2 points? It currently only increases damage by less than 5% (and even less than that when you add damage mods), which is hardly anything, even for a clean overclock.
I'm sure this has been mentioned before, but it would be awesome to be able to put turrets on the drilldozer. I can only imagine the technical problems though lol
Disable Duck & Cover on the escort mission or tweak the bug behaviors on that mission (e.g. ranged bugs targeting Doretta less) if that warning modifier is on. Me and my brother were fighting for our lives and it was essentially impossible to repair Doretta. Like, genuinely impossible, not some sort of skill issue. We can hold our own but that was insane, in the most unfun way possible. Other than that, great warning modifier, just for that mission when you're drilling the Heartstone, it becomes hellishly impossible to manage. And even if it was a skill issue, I'd imagine it'd be even more unfun for Greenbeards who are newer to the game to experience. I say this with love. ❤️
Also as a sidenote, I'm not opposed to difficult stuff. I'm QUITE certain this is an unbeatable and unavoidable run-killer despite whatever meta loadout you have or how good you are. I think it could be possible with maybe 3-4 players but not 1-2. I really wish I had recorded that game to show you truly how impossible and hopeless it felt. haha.
Edit: As Poni pointed out below this message, another great addition to this suggestion is just lowering the spawnrate of spitters in exchange for more webbers.
scout pistol
have the dwarves comment on how the platform foam looks like cheese when pinging (if they dont already)
Suggestion: Alter the mineral spawn order in a mission to be more consistent.
As matters stand, certain minerals, such as Bismor or Phazyonite, when they spawn partially embedded in a surface or object, exist within the material and can be harvested fully.
Other minerals, such as Umanite, Magnite, Croppa, and the objective mineral Hollomite, do not exhibit this behaviour and the deposits are instead partially erased by bedrock, sand, ice, etc.
I ask that the latter deposits behave similar to the former.
Second Suggestion: Please make it so that when a person orders Bosco to mine, for example, gold, that it does not instead start work on a different minable nearby. This is most frustrating in escort missions where considerable effort is required to stop that drone from mining worthless Oil Shale instead of valuable Gold or Nitra.
I think it would be nice to have a decoratable cabin like how the dwarfs talk about during deep scan missions
Suggestion to a modification to the burst fire OC: move the burst fire capability to the 3rd row of gear modification MINUS the other state changes, and change the OC into "landing all 3 hits with burst causes the shots to mini explode doing additional damage.". this keeps the damage + stun capability, the slower fire rate, and as for the magazine capacity, im absolutely indifferent to it but keeping it so you have a 45 round clip with high capacity magazines or 33 without would still be perfectly fine since both are divisible by 3.
I just really want the option to go for a 3 round burst AI engine build, and as I see it I have zero incentive to use burst fire currently
a small side quest where the player can fix the doretta that sits on the rig.
add a weapon framework that has cup holders built in, also bugs that fall a great height should splat into green goop, useful on the drillevator
Any thoughts on adding new perks to the game
couple suggestions - first few being passive perks -
Higher health regen cap maybe 10% -> 20% -> 30%
More primary ammo, but less secondary ammo 5% -> 10% -> 15% (ammo could get out of hand so lower threshold for these also same could apply backwards ie. more secondary ammo...
Higher Jump 15% -> 25% -> 40% (could be situational, but still fun)
I wish Molly had a hat during seasonal events, like a which hat for Halloween, reindeer antlers for Christmas, etc
Returning Cluster Charge OC ammo and # of charges, BUT damage per charge is reduced by 25%.
Is it possible to make so if you have network issues the game leaves a room open if you reconnect later in say a minute?
More automatons like BET-C, maybe even occassional BET-Cs without the parasites.
I need more loadouts slot pls!!!
"I yearn for the mines" occasionally when loading the game for the first time
Let us combine overclocks
This may have been said many times but I would like to say it: make overclocks a bit easier to get.
I wish scout's grappling just like destiny 2's.
Would love to see the ability to separate seasonal frameworks from their paintjobs. I had a mod that let me equip the Infected paintjob without the framework and it looks really nice. The game even keeps it even when I disable the mod.
However, the paintjob, along with some other seasonal ones like Waster, have disappeared from the mod. As a result, I can't change my framework lest the paintjob remove itself, leaving me unable to equip the paintjob again.
On the topic of paintjobs, I would kill to see Plastic Coating make it as a weapon paintjob.
okay so i looked at the DRG wiki and saw what the thor looks like and its stats and i feel like it'd be a great scout weapon, a primary of it would be cool and since we have a shotgun and a crossbow in the other slot i think that yes it should go in primary just as @hallow tendon suggested in the suggestions-discussion chat.
Pleae remove this, my game crashes a lot since the update and i lose everything
Possibly a risk of rain collab with the commando outfit? Fish bowl opaque helmet would go pretty hard on a lot of skins as well
Common rock in REZ and Magma Core should be called dense rock or hard rock instead
Add check boxes to select items in forge inventory with a forge selected items button.
Plasma machine gun for gunner would be epic.
Ability to check season pass's items being bought with your resources:
For players who have way too much credits and minerals to spend only on matrix cores it would be great if you needed to spend resources to buy certain season pass items.
(Also the fact that addition of phazyonite ruined that progression imo, COULD be better if you needed both phazyonite and normal resources for those)
Reviving next to steeve shouldn't give him the fear effect :(
give steeve a turret
Oy fellow dwarfs, ya boys know how we got em good drinks served by our friend bosco yeah, but were missing something lads, our drinks good, not sayin otherwise, but their too smals, we need a megapint for us to drink, together! Because IF YOU DONT ROCK N STONE U AINT COMMIN HOME and you know bigger drinks, better "performance" in missions
, just saying mission control, better take some notes.
Its not like we just want to get more drunk! I mean Efficient! Yeahhh efficient
trust
repaired bet-c doing less friendly fire would be nice, it's annoying in haz 5 at times, but in haz 5+ with player vulnerability it is straight up awful and just not worth repairing bet-c because of how often she obliterates your hp
Allow Approved -Approved for progression. Servers running Mods that do not alter or impact your REGULAR progression. Can only be joined with a Regular save
Allow Sandbox - Mods that significantly alter the gameplay experience and have an impact on regular progression. [Can only be joined with a Sandbox save.]
Can we define what regular progression really is? There are at max two secondary objectives with the exception of the new Seasonal update with a primary objective to achieve in a single mission, with seasonal challenges, and matrix core challenges. So why is it that there are servers that are not Sandbox save servers, with more than 10 secondary objectives, spawning in everything that you can think of. My suggestion is to protect the integrity of a game that prides itself on the promotion system, someone can play in these servers just as described and hop in a regular gameplay sever with all promotional, and seasonal content saved on it. I understand that the seasonal passes are free but why have promotion systems and prestige to begin with if you can just spawn stuff in. It's makes a mockery of the games core gameplay.
make it so that the LOK-1 can lock onto the eggs and the bahs
On the space rig, if you use jet boots while under the effects of mactera brew, you start rapidly and uncontrollably rocketing upwards as the fart gas gets ignited.
Make one of the lines for using the spring loaded ripper "no cost too great"
New mission modifier: "Curse Brew"
Upon inflicting friendly fire, receive a stack of bad luck. After a random interval between 13-45 seconds holder of the curse stacks take damage equal to triple the friendly fire inflicted ||as an aoe explosion||.
new secondary: "Rescue"
find knocked out dwarves (2-4, since when you go solo you're with Bosco), call medpod on each of them and carry them to their medpod.
this would explain how you end up in medbay after your team "dies"
Fix the Vartok can shoot projectiles through a stack of platforms that cover it inside entirely.
a small utility add to Conductive Thermal OC that it will remove the cold or hot temperature of the player themself everytime the Drak overheated. So player can now confidently use cryo grenade at close range, quickly cooldown the cold wind in Glacial biom and heat from Lacerator.
I play on XBox via Gamepass. An update occurred today that seems to have removed the XtraRay room from the Mother level - I was continuing my play through to try and 5star the level. I’ve restarted it to try from scratch. I was losing patients in the continuing playthrough because I couldn’t build the XtraRay
It’d be funny to add a new beer that’s actually a mead. Just a thought.
a skin that makes the M1K look like a sniper rifle rather than a futuristic M1 Garand. could also make a skin that makes the Zhukov Nuk-17's look like duel owen guns. okay, edit: make full on WWI and WWII skins for all the dwarves and their weapons, just for fun and in memorial of the lives lost in the world wars.
Enemy idea: "Dwarf Mimic" just cranking the Nemesis concept up to 11, probably a Glyphid subspecies that evolved to resemble a dwarf as closely as possible, to throw off dwarfs in chaotic battles against swarms, and cause friendly fire, in itself decently easy to tell apart from dwarfs with no real threat attached, just disorienting. (Might sketch out what I had in mind and attach the image to this message)
Maybe introducing Class Specific perks both passive and active. for example: Engineer passively fills turret ammo within Xm of turrets, Scout gets an alert before a big bug spawns in (oppressor, dreadnaught event, Bulk Det), Driller applies a "mini drill" to a fellow dwarf with limited fuel to help with drilling, Gunner has ammo pouches to resupply fellow dwarves (handy when nitra is low!) just some ideas me and some friends have tossed around!
The GK2 needs one more Unstable overclock so that it's overclock list becomes a perfect 3 clean 3 balanced and 3 Unstable grid. So here's my suggestion:
🔴 Mobility menace/running gunner
Pros:
You can fire while running and your aim isn't affected
You gain a movement speed buff while shooting
You can jump twice as high as other dwarves while the GK2 is out
Cons:
you can only fire while running
-1 rate of fire
Make the red status lights on jammed pipelines darker or more saturated so that they're easier for colorblind people to tell apart from the green status lights on working pipelines. I didn't even realize that they changed color until I looked at them really hard one day.
can u make the effects of hidden dwarf last in missions? (4 barrels running around with guns)
Bubble-gum armor paintjob
make it so that there is another refreshing drink called "stekonovite tea" that makes your dwarf feel even more like working and start rattling off DRG propaganda until the next mission is over
add an AR headset with hair as a cosmetic
Food suggestion: Shellback Bisque
A soup based off lobster bisque using Q'ronar Shellback in place of a lobster, can be drunken like a beer, though has some chunky but soft bits.
New beer idea:
No idea what to call it. Uh. Psychedelic Pipe Dream? Synchonized Steeve Symphony?
It's similar to Blackreach Blonde and when you drink it, you hallucinate a bunch of grunts and swarmers on the rig doing the crab rave/waving their front legs in a rhythm. Or mimicking the spider in the mirror. Video included for inspiration.
Spoilering the Link for Spider. I know we fight glyphids but digital glyphid vs IRL spider might be nerve wrecking for some people so I'm being thoughtful here.
|| https://www.youtube.com/watch?v=l0E-79-2_I8 ||
Another beer idea: Rockpox Rum
Effect: Infects the dwarf with rockpox, eventually encasing them with it. Just like Arkenstout, you can choose to break out yourself or let it wait and break out with a fart
Dance ideas: Dances from Charlie Brown Christmas.
A Warning dialogue or warning in general if you enter the dropship carrying a blackout-stout.
So those who wanna f around and find out can still go forward.
But those who don't know or have motion sickness of any kind can avoid it. (I Feel dizzy even after playing)
Since the effects last a full mission...
add a way to make a mission control happy
It'd be really helpful if we had a way to forcibly toggle between the long beard/chest decorations, especially since some helmets eat it
example : Corporate Warrior now eats the Gunner MK2 chest decoration, leaving it with rather sad and empty looking space
Adding onto this, maybe make the hair separate from the hats, so that you can have different hair with different hats (this has probably been said before though)
Add Dotty's head as a cosmetic for the dwarves
add a reconnect button
Changing the hover boots perk to be the new (made up) Mk 0 jetty boots (worse jetty boots) . the Mk 0 Jetty boots are the exact same as the Mk 1 but have a fuel supply and overheat faster. If you pick up a higher level jetty boot it will replace the Mk 0.
New overclock for the sludge pump: Kinetic converter catalyst
"We've replaced some of your sludge with chemical reagents that react with chitin to create more sludge. This saves money, but more importantly for you, it lets you get more goo everywhere. You do need the friction generated by your drills to kickstart the reaction, and the new mixture isn't quite as effective on its own. We also gave you less ammo, just to save more money."
Sludged enemies take extra damage from drills
On drilling an enemy with a sludge glob on it, increase the glob's duration and if the enemy dies in the next second it creates a glob that drops onto the ground. Larger enemies splatter into multiple globs.
Reduced base duration for globs on ground or on enemies,
Reduced damage over time
Slightly reduced ammo
what abt something to spend our perk points on like ... new perks?
Nerf the Barrage Infectors, their projectiles feel like 2 BET-Cs shoot bombs at the same time with high accuracy spread and very effective long range, it completely make Spitballer a weaker duplication enemies so what's the point of having a Spitballer when the Infector can do it better with the bomb explode right after impact player and even become ticking mines in a large area at such ridiculous far distance like the spitballer. It's feel like since new enemies added to SS5, as a well play player I cannot use Scout to clear all stationary enemies by myself anymore and the game force me to switch to play gunner with spamming Lead Burster tactic all the time to clear every new rooms. Please consider to nerf its range, accuracy and the time of those projectiles ticking on the terrain.
Some form of comically oversized beartrap.
Could we get an option to change our names in game/have in game names? My reason behind this is as a console player on xbox, it costs money to change our actual gamertag which correlates to the name in game, and literally anyone you ask would rather not pay the 10 bucks.
This can obviously be seen as a problem as, well.. alot of people have old gamertags, or ones that they just plain dont like such as me.
Please give this a little consideration (or a quick readover) as its something i think people might enjoy anyways? Rock and stone! 
I saw this on a Knockout. chat thread. Tho I wished it said who made it becasue I am unsure who did it. I just find it as a very whimsical idea.
Whatever would happen if a lootbug managed to eat a corestone.
You know, I play refinery missions and wonder if it'd be swell to have some sort of indication on each pipe segment as to where the leak is located. I imagine it being two sub-lights near the main light, pointing in each direction of the pipe. When everything is good, they flash green, but if there is a leak, one of them (or both, if leaks are on either path) turn red regardless that segment itself is fine.
Make the Hiveguard in the first and second state can still be taken down with a Bulk explosion.
saluting while being downed should be a thing, so we can rock and stone right after doing something epic but lethal instead of waiting to be revived.
please change the expanded magazine capacity on the burst fire OC for GK2 to something remotely more useful like spread recovery or slightly increased weakpoint damage, that extra +3 ammo as a base does literally nothing but cap the maximum amount of full mag dump reloads from 12/16 to 11/15. the rest of the OC is great but it just loses out because it has that one weird upside.
new voiceline for pinging a stalker: "stalker among us!"
Season selection tab also shows battle pass completion percentages
(Xbox) Please change or make it a new option to have to hold LB and then press down RS to type in chat, as leaf lover as it sounds I hate being forced to rock and stone .
add customizable titles and custom display names
Second Wind perk should continue being active after using the grappling hook with scout
I would like to see being able to customize your other tools like all other weapons. for example you can give the driller paint job on his drills, the turrets could be customized with a paint job. we can customize.
Have mini mullys as a option, each person gets one but filling up the mini ones take longer than others.
New victory move: Swarmer Dinner. Dwarf sits down prepared to eat a swarmer on a plate
swarmer shot victory move - like a scorpion shot of tequila, but with a swarmer in it
glyphid cave creator simulator.
it would be a pretty big ask, but i had an idea ala portal two for players to be able to make their own caves and upload the designs to a "training simulator" terminal somewhere around the space rig.
you could choose the mission, secondary's, modifiers, stationary enemy placements, swarm frequency, etc.
this would serve multiple functions:
-
the wonderful players among us who adore being tortured by particularly difficult caves would have a constant supply of difficult ones made by people who love designing challenges.
-
this would allow players to encounter unique situations which don't usually occur in the caves of hoxxes 4 (for example, enemies that usually don't spawn on certain missions spawning anyway)
-
as always, more to do is fun.
-
theoretically, the devs could pull ideas for cave generation from player created maps
-
and of course, prolong the games lifespan by giving players who've seen just about everything a new challenge from other players.
-
everyone thats been asking for a shooting range, is this close enough? maybe.
since its just a simulator, there's no real reward for doing these besides honing your skills and a tiny bit of credits that doesn't change no matter what cave you generate (think of it as management rewarding you for doing some retraining) . this stops players from just make a cave with 100 comp gold and getting rich too fast.
also, you could get a hat that's a glyphid gunt head hat/mask if you get a few 5 star ratings on your caves, as a treat.
make jet boots unlimited in space rig
leaches should spawn in the geode, gotta stay on your toes
Perk for drillers that makes c4 do more damage to scouts
It appears that Bosco will drop whatever he is doing and salute you if you Rock And Stone. This should be fixed so that he can only do so if he's not otherwise engaged.
So myself and my sister had a very out there idea for a update.
The old ones presence update.
Three new biomes.
Steaming shaft ways. A biome that has many versions in shapes and odd structures to aid in movement.
Dripping bayou. A smooth cave that makes it hard to stop movement for you and the glithids alike.
And thin vail facilitys. A facility that's large in structures and cannot be broken through but there are normal caves between the facilitys to compensate.
The real wacky stuff is out there now. Overlay cores.
There pritty simple in structure, take two overclocks and fuse two or more of the buffs together. However you'll lose the overclocks you have and the overlay clock you'll get will have two random buffs from the original two you put in. Grean get two buffs. Yellow get three. and red gets four.
You can get one that's all up sides. Or one that's all downsides. Don't worry, you can refund the overlay clock for a small fee but you can't fuse those same overclocks together for two days if you do so.
And now a new mission type.
Delivery to point.
You and your team defend a modifiable drilldozer to pick up as much ore as you can the longer a person stays the more of a pay out they get. Solo extractions are possible but the upgrades you put on the dozer will degrade to there lowest level so choose to leave when the heat dies down. Or stay and fight for richs. Note you'll only reserve a 10 cut of all the minerals you collect and deposit into yhe dozer. However, if you complete the delivery mission you'll reserve a nice bonus and a 20 cut of the loot.
This is from two very sleep derived people so cut us some slack please ;-;
Here is an idea what about a BEER that gives you a big head or a BEER that make’s you trip on acid or something like that 🫠
Please give Huuli Hoarders an idle audio cue to let people know they are around. Since the update they have been stupidly sensitive to anything, and often the first I know a Hoarder exists is the fact it is panicking about 40 meters away on the other side of a blockage. I've taken to carrying a fat boy at all times to deal with them.
ADD MINERAL CANISTER FRAMEWORKS I WANNA DEPOSIT MY MINERALS INTO THE MULE WITH A BARREL
Can we get more promotion rank graphics, instead of having a number at the top counting the extra promotions/ranks?
We have a pickaxe colour scheme for every single cosmetic DLC except for one of the very first DLCs - the Dark Future Pack. Wouldn't it be great to have a pickaxe colour scheme for that DLC too?
People are pointing out the lack of a Dark Future pickaxe colour scheme in negative reviews on the DLC, which could be affecting sales. It shouldn't be difficult to make whatsoever, and would bring the value of that DLC to parity with more recent DLCs. It would also be great to have the emissive points (e.g. red glow as pictured) on the pickaxe match the dark future class specific colour as well if possible.
Bonus suggestion: create a neon band pickaxe model to match with the neon band weapons, which have class specific colour highlights with the Dark Future weapon skin that match the Dark Future armour perfectly.
[Pictured: Dark Future Pickaxe mod pickaxe skin - visible only client side]
What about splitting heightened senses perk in two : passive and active. Passive is warning about grabbing creatures and active is, well, ability to free yourself from the grab. Pros: you wont waste an active perk slot
Max level It’s A Bug Thing now makes confetti pop out of lootbugs and it plays a party horn sound. 🎉
This would actually improve the user experience by making it clear that IABT is a joke perk, not one to be taken seriously.
Turret MK2 buffs: +1 extra dmg per bullet(so its gonna deal 50% more dmg than one MK1 turret); cut in a half constraction time(2s without tier 2B and 1s with); maybe delete +5m range buff for balance(not sure). So now MK2 gonna be fast deploy power and gold for rg250 playstyle.
I don't know if it's a bug or what, but spawning acid spitters instead of regular glyphids 1:1 in Duck & Cover missions seems a biiiiiit excessive. I could take web spitters at that ratio, but when I'm attacked by literally half a dozen of these orange bastards on solo-H3 it gets a bit sweaty.
make it so that steeve always has the regen buff.
When pinging a bha barnacle solo, Bosco should shoot at it instead of shining his flashlight on it.
Random victory moves feels a bit stale to me, I have victory moves that I want to be played, and those I don't want to be played. If I choose random, it takes a random out of all the ones I have, including the ones I perhaps don't want to play. Else I can select one victory move to play every time, giving less zero randomness. Make a feature where we can choose a pool for the game to take random moves from, so that there is variety, but also none of the moves one might find boring.
Make Doretta having the same physics interactions as the drillevator like shields and turrets
Core stone theme on spotify
Make it so that beast masters can share red sugar (or some other mineral) with Steeve to heal him
Or being able to recast the active on your current Steeve instead of having to wait for Steeve to sacrifice himself to get a new one
give Cryo / Fire bolts a visible AOE circle on the ground (like tazer bolts)
I want more beer
New different set of beers pls 
the subata is both strong, but also extremely bland and many people prefer not to use it cus of how hard you need to spam the button.
altho i personally like using it. i can see people not liking it as it seems almost out of place for the "warcrime" class.
turn it into a bolter, because strapping (or implanting) bombs unto enemies is as much a warcrime as can be
(might need to rework explosive reload)
"HURRICANE" Guided Rocket System Overclock: Homing Missile.
Rocket speed is drastically reduced and clip size is reduced to 1.
In return, it deals massive damage in an enormous radius.
please add crossplay
Just unlocked this weapon paint from the Season terminal- why is this called Royal Standard, exactly?
"Royal" is genuinely the last thing I would describe colours like these, and honestly this is an extremely disappointing and unremarkable palette in general. (Unless this is a reference I'm not getting.)
My suggestion: change the colours into a strong purple and yellow, colours mostly considered to be royal. (Or at least Royal Blue, with the wordplay)
You guys broke the dull weapon paint trend with Bubblegum, I'd like to see more of that.
allow Mark For Death and Conductive Thermals to be Reatomized
Let the dwarves eat the core stones
Terraria x drg, best idea ever
Please have Molly at least try and avoid engineer platforms if it can. My friend literally died of fall damage because walked onto the middle of a platform he was trying to land on.
Multi-colored propeller hat cosmetic
Probably suggested a bunch already, but a 'hold' command for Molly would be nice.
It may have to be a Solo-only thing, but an ability to tell Molly to not move, no matter what. Because there are plenty of occasions where I don't want the box with legs to walk in my way or push me off a ledge.
Add a PvP mode
Theme:
(I am not good at this but you got the scheme)
Rival Company hires 4 dwarfs just excactly like you
And you both need have to complete the same objective in the same mine
First team that completes the objective wins (gets the drop pod I guess)
Ores and other stuff gets dropped when knocked out
Or Race mode
2 team races for objective completion and the winner uses the drop pod while the other team is left behind
(Maybe 8 player in the same mine, or 4/4 player in different mines)
Wait a sec, these are nearly the same thing
Official DRG merch?
there should be gem lore imo
like, tell us what morkite is used for out in the galaxy...
why does nitra = ammo? what use does gold have in the future of DRG? umanite, jadiz, dystrum, etc...
Bullet vortex OC for the EPC
Charged shot becomes a vortex that sucks bullets in (small area for projectiles to hit to get consumed or a big one for hitscans to get sucked in) and slows down over time
When the charged shot hits a surface or reaches 0 speed it explodes launching every bullet and projectile sucked in in all directions as well as exploding violently (similar to thin containment field iirc) with the damage depending on the amount of damage absorbed
Massively increased charge shot damage
Less damage for normal shots
Small decrease to ammo carried
Why? I don't see a reason to use it on driller except 1, it's the only secondary to be able to ignite enemies and the EPC isn't a very offensive or cool looking gun, with it having only 2 purposes being combustible goo mix solo use and thin containment field mining (tbh it's not that useful) I've barely seen people use it in both public lobbies and a friend group I have
Some more OC ideas.
Needle Shots (Unstable) for the Drak Carbine
Your Plasma rounds have been replaced with needle piercing shots that will penetrate your foes and have them stick to the ground or wall. They will also leave behind a plasma trail.
Needle shots pierce enemies and will pin them to the wall or ground
Significant Ammo Decrease
Overheats faster
Less Direct Damage
Slugger (Unstable) for the Warthog Shotgun
The Shotgun now has experimental slug rounds, which can be used at longer ranges
Slug Rounds
Huge range boost
Slight ammo decrease
some sort of "Overtime" mechanic to incentivize players to explore the caves some more and to reward skilled players for going above and beyond. (i can explain more if needed)
This pass's new mask in beard slot is awesome with moving parts, but all of its coolness is blocked by body armor's plate. Is it possible to remove that armor piece like the second one, previous pass's reward?
"Motor Menace" vs "Corrupted Rebreather"
(Same applies for "Pistonhead" helmet as well
Engineer Grenades 
Currently SSG's are the best grenade for every occasion, since SSG's are good literally everywhere and the other grenades do not have the same level of utility.
So I have a few short suggestion for each grenade to help the overall balance of engineer grenades:
L.U.R.E.
Increase the duration of the electric status to 5 seconds (3 > 5) and increase the damage of the initial explosion to 60 (20 > 60).
This change achieve two things, it lets the grenade consistently kill grunts (60 + 5*12 = 120 total damage), allowing you to use it without a loadout built around it. And increases its effectiveness after death on larger target by extending its slow duration.
Plasma Burster + Proximity Mine
Decrease the FF of both significantly.
While both these grenades are solid stats wise, they are hard to use due to the FF, as you have to be super careful to never throw then where you team will be. Reducing the FF allows you to use them more liberally over a mission, increasing their effectiveness and utility.
S.S.G
Decrease the lifetime & Max attacks
Currently shredders last for a full 40 seconds and have 12 attacks each. Each attack deals 8 damage w/ a 1.8m radius, and applies a status that deals 24 damage every 2.1 seconds, for ~11 DPS. This gives them a potential damage of 12 * 5 * (8 + 11) = 1140 damage, assuming they all attack the same enemy gives you a total damage of around 700, Ignoring their status effect gives you a total damage of 480.
Reducing their lifetime by 10 seconds reduces their ability to fight multiple swarms, making their high damage potential more reasonable, and reducing their attacks by ~2 reduces their total damage, making them more situational.
This suggestion is not perfect, and wont perfectly fix the balance issues, but I believe it would help the overall balance of engineer grenades significantly.
New overclock for the warthog shotgun: 'Groundless Charge'
If you're not standing on the ground (platforms don't count as the ground) your gun will quickly charge up a more powerful shot, resetting the charge if you touch the ground, (other than platforms) fire, or reload.
The charge time is short, (2 seconds?) and tied to your fire rate, so you can reduce it a bit with the right upgrades.
You can still fire a charged shot for a moment after touching the ground, for convenience.
The end of the gun glows blue when charged, also having a blue muzzle flash when firing a charged shot.
Each charged pellet deals significant extra damage, and so does using a charged shot with turret whip, which also makes the turret whip shot glow blue.
Ways to use the overclock:
-Use it with a build that likes having platforms on the ground (eg: platcrete catalyst, maybe repellant) both stepping on existing platforms and firing them beneath yourself as-needed.
-Use it if your setup will let you stop moving. Like if you're defending something stationary or are using proximity mines.
-Use it if you're working far off the ground, whether using the 'broken loops and bridges' trick for kiting, or launching yourself with an rj250, the best thing your feet have to land on here is platforms, and you can also charge a shot during a long fall.
-Use it as an occasional bonus without really working for it. Probably the worst way to use it, but might still be workable.
Potential downsides:
-Reduced fire rate, since its encouraging you to wait between shots anyways.
-Reduced ammo, since you can get more out of shots, even if you're not expected to be doing it all the time.
My friend said he'd want a mirror on space rig to be able to look at himself from different angles, thoughts?
Response to below: That's what I told him, and it doesn't feel like it's something that'd be useful, but I'm curious to know what others think, and if I'm the only one who thinks so.
Support grenades.
Names:
Gunner: Ammo box.
Engineer: Electrostatic field.
Scout: Softening grenade.
Driller: Blood sugar grenade.
Effects:
Ammo box: Puts a box, which, when used, instantly restores 10% of ammunition. One box can be used twice.
Electrostatic field: Accelerates the recovery of destroyed shields and increases the recovery rate of the Dwarf shield charge by two times and electrifies beetles.
Softening grenade: applies an effect that allows you to knock down armor from bugs with any weapon and increases damage to bugs by 33%.
Blood Sugar Grenade: applies an effect that causes bugs to drop red sugar, restoring from 1 to 5 hp depending on the size of the beetle (1 for swarmers, 2 for soldiers, 3 for guards and shredders and 5 for Praetorians)
Some kind of daily errands that just give 1000 credits for each mission in them or nothing at all and exist just to make it easier to find a permanent group.
had an idea, what if there was a support build for driller? heres some of my OC suggestions
cryo cannon OC:
🟡 Cryo-Steel Reaction 🟡
"Changing the cooling juice to a mix which dissolves on contact with pure steel allows for the perfect mixture to cool down your ally's guns! The mixture is a little bit viscous, so it takes a bit more effort to get a consistent flow going."
Shooting allies cools down any guns with a heat meter
Zero freezing effect or damage on allies
Longer charge up
microwave OC:
🔴 Hyper-Magnetic Beam 🔴
"Ever wanted to curve bullets midair? Sadly, you can't, but your teammates can! Using an all-new experimental battery on the wave cooker imbues those bugs with a strong magnetic current, literally bending anyone's bullets through the air into the target! The new battery overheats much much faster though, so it's reliability is reduced heavily."
Enemies shot will have any bullets deemed magnetic (minigun rounds, gk2 rounds, subata rounds, anything with a physical bullet) sucked into them within a specific radius
x3 heat buildup
the only pvp feature i want is a go kart track around the outer ring, hoxxus personal rainbow road XD
Suggesting a Linux native DRG build. It does work under Proton but it would be a better experience if there was a native Linux version. I'm not sure if the Devs are using any Windows specific functionality but most engines provide the option to export to Linux too.
Seasons 3 and 4 have two extra missions on the board due to the lithophage warning season challenge that exists in it. There is, however, a rival presence season challenge in seasons 1 and 2 where the Rival Presence just doesn't show up very often. I suggest adding an extra mission or two to the spawn table for seasons 1 and 2 with guaranteed rival presence, just so we can do those challenges reliably.
So. The chat DOESN'T censor slurs and stuff. And I think it should. BUT. Not normal HUMAN slurs. Like, if you try to call someone a leaf lover or any other DWARVEN slur in the drg chat it should censor it. Just. Yk. Funny
New lead storm OC:
🟢 Heat-Treated Metal 🟢
”Chucking the minigun in the drop pod thruster for a few hours results in an extremely high-strength metal, allowing you to stay firing for longer and to keep that sweet sweet heat on your foes.”
Heat buildup is slowed down towards the end, resulting in a few seconds of fire at the hottest temperature possible (useful for hot bullets)
Slight buff to fire damage
So I have a somewhat odd suggestion for the Conductive Thermals OC for Drak.
What it instead of losing the massive 3 damage, you actually slow YOURSELF for overheating the gun? (The added heat per shot makes sense and that downside is being kept).
This probably sounds kinda stupid and would gimp Scouts survivabilty but I think its a fair trade considering it only affects your movement speed and if you use the grappling you dont get affected by it.
Drak as is already has poor heat management and nerfing the damage on top of that seems a little excessive to me.
give the dwarves a gymnasial education, a good miner knows their rocks and stones!
Just did a 7 aquark mission in magma pits 40 glyphid eggs for secondary had low O2 and mactera plague (solo) did all objectives but a tritilite deposit took 24 mins. Haz 4.
number 1 - the frequency of swarms is to much, to be able to do all of the events in the mission. After 20 mins of a aquark mission i have noticed you get almost constant swarms for a scout solo this is unbearable and not fair i get that DRG is a team game but what if i want to do a mission (to full compleation) on my own if i have no internet for example. Having a endless stream of enemies while trying to throw bombs that slow you down at a glowing rock is pretty hard. SO in essesence the frequency of spawns should have a cap. I understand the increase of frequency but you need a limit to this it could possibly have the option to be removed.
Number 2- XP jesus lord the mission that i have previously described took 24 mins of my life I had compleated all objectives but the tritilite and I get ,on the 2nd hardest difficulty (not including haz 5+), 7000 xp. The rate of progress in this game is backwards all you need is double xp missions which isnt fair each mission should be just as viable to progress and gain levels as the next. It annoys me that in a game where the devs give you everyting after the purchase of the game you want to slow progress the whole point of that i thought was to be a nice kind developing studio with no micro transactions but the slow rate of the game cant be sped up so im left to grind each class at a the rate of a snail on ketamine.
An oil gun for the driller. A secondary weapon that will douse the enemy with oil enhancing the damage and fire effect of the flamethrower.
EPC plasma splash- currently it may as well not exist. Proposal: make it a flat +8 area, without subtracting direct damage.
8 damage seems fair. I went back and forth between 7 and 8 while thinking about this. 7.5 would be enough for the AoE to two-shot swarmers on H5, but having decimal values in the equipment terminal sounds unpleasant and confusing. 7 damage would feel purposely short of the swarmer breakpoint. 8 damage is 40% of the base guns damage, which sounds like a powerful 40% increase, but the splash cannot benefit from weakpoint damage.
What makes it different from the DRAK’s plasma splash is that the DRAK has builds that synergize with plasma splash (impact deflection, conductive thermals). While the draks PS divides the damage between direct and splash, there are other benefits to this (damage type weaknesses as well as rate of fire making it largely a non issue aside from hitting weakpoints), the EPC cannot benefit in the same way. There are no EPC overclocks that plasma splash enhances. (Unless persistent plasma is modified to allow plasma splash to leave small plasma fields on normal shots)
Plasma splash needs something more than its right now, not only because the current mod is functionally just the drak mod copy and pasted with seemingly no thought to the gameplay differences between the guns, but because it’s competing against burning nightmare and thin containment field.
ALTERNATIVELY make it subtract 5 direct damage, add 8 splash, and have it give charge shots an extra .8m splash radius. 15 direct damage meets the swarmer breakpoint. 8 meets it in two shots. Radius gives charge shot builds some more viability.
Driller Detonation Warning:
A small quality of life change.
When holding the detonator of C4, and pressing the Shout key, the driller instead yells a voiceline like "ITS GONNA BLOW" or "DETONATING".
This allows you to warn your teammates preemptively for a couple seconds before you detonate the C4, if you so wish to warn them.
A very small change, but it can go a long way in increasing the average lifespan of a scout.
I am SO tired of losing a segment of the drilldozer every time the new phase happens. It is so, SO punishing compared to every other phase. The damage from encasing doesn't even seem consistent - I've seen the dozer lose 50% HP, 83% HP or just outright lose a segment instantly. Imagine if crystal lasers did 20x more damage or flying rocks instantly broke a segment. If you lost both side plates throughout the mission, rolling into this phase is an automatic gg. Fix the damn damage from encasing the dozer.
I'd really like to see some sort of persistent 3D minimap in the corner while in your primary view, like in the Metroid Prime games. I find myself getting lost rather easily, and stopping to pull up the full terrain scanner every few seconds wastes a lot of time. Attached is a screenshot of how it looks in Metroid Prime 4 for what I mean, as well as a mockup of my own of how it might look in DRG (versus pulling the full scanner up).
[You'll have to zoom in due to how the square thumbnails cut off the corners.]
Warthog's pump action oc
Very slight damage buff
It's very fun and i dreamed of such an oc, but if i believe Lazymaybe's season 5 video it's a bit subpar compared to other options while lacking interesting breakpoints should one choose the damage mods
I might be partial ('cause i love it) but maybe a slight buff to its damage to make it reach such a breakpoint would be cool?
Also thank you very much for making it regardless
Add just 1 blowthrough to the overclock Plastcrete Catalyst so it can be easier to trigger explosion instead of being blocked by the bugs when shooting at the platform
Add cosmetics that makes our miner buffed up *with/without shirt
Examples: (soft nsfw[not really but view at your own risk])
The Geode Escapes are rather easy, maybe add some new flying things who feast on morkite geodes and who then start to spawn and chase the dorfs to the droppod.
Idk if this should be here but while doing an egg hunt mission I started a core stone event and 1 of the portals ate open an egg and started a swarm, so i had to deal with both core spawn and a ton of bugs. was fun but almost cost me the mission.
it would be nice if the egg swarm was delayed until the core stone event was completed or the portals prioritise spots away from main mission objectives?
or have an option to have nicer portal spawns, if some dwarves want this potential challenge.
Great season ROCK AND STONE!
The mortar rounds for the th make it hard to focus, since my controller is a massager whenever the gunner is firing
New arcade machines:
1: Pong. Yeah it’s just pong. Could either be 1-player against an AI opponent or 2 players against another guy on the space rig. You gotta solve disputes somehow, y’know?
2: Weakpoint Whirlwind. A light-gun shooter game where the main point is to wait for the on-screen enemies to expose their weakpoints then shoot the weakpoints. Could be good for aim practice, especially if the targets move around. Could also have two players?
3: Hackerman. A crappy slipshod arcade machine made from recycled Rival Tech components representing the height of the worker’s counter-intelligence program against the rivals. This machine lets dwarves practice their l33t hack1ng skillz in a time trail where you have to clear as many of the selected hacking minigames as possible within a set time limit.
4: Tetris, except for the fact that the pieces are themed after different minerals.
Loot Pool Augmentation
RNG primarily determines what unlock is obtained. The purpose enables players to experiment with their findings, but veterans tend to get stuck waiting for something specific.
Greater player agency of the loot pool would help this. Getting matrix cores is already a bit of a chore, while the payout from machine events being able to choose from 3 options out of hundreds feels lacking. Furthermore, this pool is a combination between cosmetics, victory moves, paintjobs, and game-changing overclocks.
Suggestion: Give those unused Perk Points purpose! Players can invest into one of two categories: Class or Infused Core. In the class category: Scout, Engineer, Driller, or Gunner. 2 perk points increases any class-specific infused core drop chance by 5%. 4 for 10%. 6 for 17%. 8 for 25%. (The upgrade is permanent, but can be deselected.) In the infused core category: Primary Weapon Overclocks, Secondary Weapon Overclocks, Matrix Core Paintjobs, or Matrix Core Cosmetics (includes Victory Moves). Only one selection may be active from each category. For example, a player could activate Scout but not Engineer, though they could activate both Scout and Secondary Weapon Overclocks. 160 perk points would be needed for complete investment.
If all from an augmented category has been unlocked, the sub-category becomes grayed out. Additionally, the player is notified when they enter the space rig (similar to being able to collect Perk Points from a Milestone or a Paintjob from Weapon Maintenance) so they can invest their loot pool augmentation into something else.
All in all, Ghost Ship has done a lot of good to help alleviate the RNG of their unlock system through many different means over time, and I'm particularly thankful for the most recent Seasons selection. A little more could go a long ways to save headaches; I have over 700 hours and still don't have all the Scale Brigade Frameworks, for example.
add a cat easter egg to the memorial hall, i like cats
Give the Subata a copy of the Gas Recycling overclock from the zuks? Would be nice with cryo and just in general.
The ability to replace Bosco's flashlight with a heat lamp, heating up anything caught in the beam. This could also ignite corrosive goo, giving him synergy with the sludge pump.
Not sure if this has been suggested already, but it would be great if player resource bags appeared on the terrain scanner.
Hipsters icon should be the same as mini shells/micro flechettes, as it fills the same role as those two (more ammo, less damage)
Also because hipster shouldn’t have the sniper crosshair icon, as it takes emphasis away from focus shots.
Allow beast master to tame a glyphid praetorian to fight alongside you temporarily before it suddenly breaks free of the dwarf control after a set amount of time and restores to full health. Forcing you to sadly have to kill the former steeve.
In the same vein I think it'd be cool to allow us to tame other small glyphid types, like webshooters and acid spitters. If they're too strong there can always be a time limit on it and you can reduce the bonus damage tamed creatures give.
Add Performance Points to the reward of the Weekly Priority Assignment? Not a ton, just like 2,500 or so, because it makes sense that the big season-focused assignments would give much more
I've got this idea for an overclock for scouts starter AR, what if, and hear me out, it shot micro missiles?
It'd come at the cost of rate of fire and amo capacity but would have increased accuracy and damage
add another countertop to the abyss bar so you can do something like a double order of beer
Give Gunner different overheat voicelines when using Aggressive Venting.
I've been using Rotary Overdrive and it seems dumb that I keep spouting overheat lines when I'm doing it on purpose.
Customizable flares:
Custom flare colors, white, purple, aubergine, or any color with HEX code.
A 'upgrade' tree for the flares
Setting to turn off the customizable flares to find out which class threw it
Costs 1k credits eachtime you wish to change it
Theirs a 1 in a million chance the space rig will spawn with an extra large barrel
Since Summer is rolling around again and we have the shark hat can we get a crab hat, jellyfish or octopus/squid hats?
make bots take even more damage from electric sources (possibly some slow added to it) or add breakable weakpoints to them
make it so bosco joins us in the drop pod in solo mode! I always feel bad for leaving him out
a mutator called nest
adds many glyphids to the natural start of the cave. excluding the room or area the drop pod lands in but also removes non gylhid things like spitballers or cave leaches
Upgrades for M.U.L.E
I've had an idea floating around in my head for a while that I KNOW won't get added, I talked a bit with friends and got pretty much an entire new character (except for upgrades)... so the idea is a guy that mostly focuses on sneaking around, having bad close damage but good ranged damage, he would have low intensity flares (coloured purple), his support tool would be a throwable speed pad that boosts the speed of whoever stands on it, and his mobility tool would be some sticky hands (just spiderman climbing really) that would have "juice" like drillers drills, his primary would be a bow that you could lace with different things that add effects on whoever gets hit as an upgrade row, his secondary would be a silent pistol, his armor upgrade would be night vision (activated when his headlight is off), his grenades would mostly be proximity mines/traps that activate when enemies get close, and they would be a bear trap that stuns things in a radius when they get close, an alarm that highlights whatever gets in range when activated, a knockback grenade, and a smoke grenade that helps hide you and your teammates, we also thought about alternate weapons for the primary and secondary, so here they area: for the primary alt's: a sniper rifle and a dart gun, and for the secondary: a slingshot and a spear.
I know it won't be added but I just wanted to share it :)
1/1000 chance for the dwarf to shatter the glass on the space rig containers when tapping the glass (and with mission control reacting accordingly)
I wish the drillevator sequence was longer, going 2 or 3 times deeper
Slightly less frequent repairs
Allow multiple dwarves repairing clawtracks to go faster
Being able to keep topping off a track, like the meteor hammer crackers
Make a Demo for DRG
I think tutorial mode would be just fine, allows player to see if it works on their computer, and gets a taste of rock and stone.
We could have a higher level of the Bug charmer perk where we could tame the rest of the middle sized bugs (Web Spitter, Acid Spitter, Septic Spreadder, Stingtail, Q'ronar Youngling and maybe the common Mactera spawn) or even a group of swarmers at once.
-Make hazard 5+ modifiers work on other difficulties. I always wanted hazard 4.5 with ton of enemies.
-Also I miss the old cool escort duty big caves. i know it got shorten to improve pacing but man, it feel less eventful. Especially when it feel like you only moved +50m until the next refueling point, why not just use the driller to get to the heart at that point :/
Also i think the first cave need more nitra.
-An improvement to bosco is needed, it not even equal to 0.5 of a dwarf (dwarf supreme!). he ok on most missions but really fall short in escort duty. especially in hazard 5. maybe let him fix the drilldozer ?
Add the griddy for a jukebox dance
Would be awesome if the glowy bits in the Order of the Deep DLC armors and helmets used the same material as the glowing eye in the Iron Cyclops helmet, that would allow us to have way more color variations in those items
change second winds speed boost to ramp up over time (and also have it reach a higher number) instead of being a boolean state
Get the mission control VA to record the season 1 and 2 situation briefings.
A big problem for DRG is the oc grind, as if you look at statistics, and as well as other new players, many stop playing the game because getting overclocks is a hellish nightmare for most. To prevent this, I'd make the "weekly" core hunts not weekly, and set them at a rate where it's something like 2-4 days at a time. For example, you complete one, you wait two days for it to reset. Also, whenever you'd promote a dwarf, you could choose what kind of over clock you want instead of one blank/weapon/cosmetic. That way you can choose more blanks, weapon overclocks and cosmetics
Mission Modifiers:
-Impure Nitra: Nitra found in the caves have low purity, you'll need 120 nitra for a resupply
-Pure Nitra: Nitra found in the caves have very high purity, you'll only need 60 nitra for a resupply
If we have jetboots why not rock climbing gauntlets for hard to reach places, one hand will grip on the wall while the other hand will grab the needed material. Clawing or digging at. Climbing can be fun or a strategic advantage.
I have a gunner primary idea: A laser cannon/chain gun of sorts. Uses similar heat mechanic to stuff like minigun, when entering red zone can cause hit hostiles to explode on death. (Stats are not yet determined)
Who would also want some beautiful new simple and comedic armour sets? Maybe some more creative armours, like tuxedos, or the "hospital gowl" and maybe a tracksuit?
Mission idea : we transport 1-3 mini miles and have to meet a quote and random minerals. Just 300-1k of any mineral (gold, nitra, morkite, phayzionite, etc) with each mini mule either needing to be protected or repaired.
Instead of a set number of loadout slots, have a + and - on the ends to increase or decrease the number of slots on our own when needed.
The zipline strategy for core stone events is way too strong, but its almost necessary for how tough crawlers are in Haz 5+. I suggest crawlers can knock you off ziplines with their jump attack, but their overall stats should be nerfed
A button somewhere to read all the notifications for new gear/skins/etc
Let us buy jet boots for þe next mission. It would be about 500-1000 credits, so you would still make overall profit, not counting minerals and loot crates.
Get an achievement for depositing morkite seeds to molly before calling the drillevator and allowing molly to call the drop pod upon that completion point - yes it is possible to get them before calling drillevator, so make it fun by giving people a secret option, instead of taking away this ability/opportunity.
in the mission results add new stat: damage dealt or maybe put it instead of the kill count.
Special beer should stay in effect if you leave and/or rejoin a lobby.
L0k! overclock idea
Quantum plating
Shooting a turret hijacks its targeting system and quantumly duplicates almost every bullet shot through it at an enemy
carbon fiber weapon/armor skins
hey there guys, slight suggestion
My game crashed and i tried to rejoin a group i met, i spammed my space bar to skip the ghost ship loading screen and it skipped the menu to re enter, could you make that perhaps a bit more spam friendly 👀
electrifying reload rework
The deep core is the base gun for the scout and is likely the most basic weapon in the game only rivalled by the subata . This isn’t necessarily a bad thing I really enjoy using the deep core but I think it has an awkward upgrade tree (a different issue), and some really awful overclocks one of which is electrifying reload.
You lose out on so much for so little especially since scout has a plethora of others ways to effect a target with the electrified status making the overclock even more pointless . anyways here are some simple stat changes I think could help improve the overclock and the deepcore as a whole.
Stats:
- Smaller mag size (-10)
- Slower rate of fire (-3)
- When you reload previously hit targets and a nearby target will be electrocuted for each bullet shot the intial target will take 5 damage and be electrocuted another random enemy within range of the first target will be arced to and take 8 damage and also be electrocuted this is done once for every bullet
Extra details
- if there are no other targets near the first when reloading the attack will not arc however the first target will receive the normal effect
- once reloaded the effect will activate one bullet at a time every 0.05 seconds this is because it will look cool and it will avoid shocking a near dead target more than once
make grenade launcher better
Maybe there should be something like weapon maintenance but for overclocks: overclock maintenance that rewards you in some way for switching it up, testing and trying out overclocks that you don't usually use as much.
Allow BOSCO to knock down secondary objective items
If you ping a gunk seed he'll just stare until it gets shot down, and he totally ignores fossils/ebonuts
He doesnt need to pick them up, just make them fall so folks with less easy traversal options (*cough* gunners) dont have to pick through a wall for half an hour for a fossil that decided to spawn on the ceiling
Do you know the voice line: "I wonder what slop they're serving in the canteen tonight"?
Add a snack bar that serves food that can grant additional benefits much like the today's special at the abyss bar but you will have to get the ingredients by killing harmless wildlife and there will be a small chance of them dropping collectible flesh. The same goes with plants like the bloop fruits in azure weald for example.
Here are some meal names
(Passive Creatures)
Fried Hexawing Legs
Cave Angel Steak
Cave Cruiser Deli
Maggot Soup
Huuli Hoarder Roast
Loot Bug Sandwich
Cave Vine Pasta
(Enemy exclusive)
Deeptora Honey Treat
Korlok Tyrant Salad
(Biome Plants)
Puffball Fungi Curry
Chromepuff Kebab
Pickled Walleyes
Crushed Bough Cone
Bloopy Fruit Gushers
Idk about what buffs or effects they can give to the player but I can imagine some unique voice lines off of these like with the loot bug sandwich for example "I think I choked on some nitra" or something.
You already see eaten food on the tables in the space rig, why not add more depth into it?
Since not a lot of people use combat mobility OC for the autocannon, here are my ideas for the OC to feel better, do consider that I would want 2 of these to be added instead of all of them:
1️⃣ Buff the accuracy increase to 40% or 50% - this will make it better at long range shooting than big bertha which also has a 30% accuracy increase
2️⃣ Add a 25% weakpoint damage buff to it - this will make sure the OC feels unique as no other mod or OC has a weakpoint damage buff to the autocannon and will also make it feel better in combat as it is lacking a bit in damage for both single and multi target combat right now unlike the other 4 used OCs (big bertha, carpet bomber, mortar shells and neurotoxin payload)
3️⃣ Increase the mobility from 85% of walk speed to 100% walk speed - skilled gunner players wont just walk around while shooting, theyll sprint jump around while shooting to keep them away from bugs and this OC has to have some buff to the long term damage application to have a niche
4️⃣ Increase the max ROF by 0.5 or 1.5 - the faster ROF will help with AOE and also is already reflected in the original description of the OC (faster feed motor speed)
Add the Rival Tech armor frameworks for the ultimate drip
OC for Thunderhead Autocannon-Gotta Shoot Fast
x10 firerate
"Some madlad in r&d decided to make this thing a hell of a lot faster! Why? Who knows—but it sure is fun."
More meme-y overclocks are what every excessively drunk dwarf needs imo
got a few ideas for things WHILE back but now that I'm in the server I can share.
the epc is great but from my experience with burning nightmare, it gets nullified during a grace period so it's so hard to use, I think it would be cool if it was given similar properties to the breach cutter, ignores walls and such but with like, 2 second life time since it had a high velocity, that and persistent plasma doesn't work on burning nightmare, think it should leave a trail of plasma like the plasma trail upgrade for the breach cutter.
Also thing there should be a third teir 4 mod for the wave cooker, can be something small like plus 10 shot width or something, but I want to be able to do silly weapon inspect and still have a mod.
I also think the drak should gave cold as the grave as a third teir 5 mod, there are times where I don't want rof or the manual heat dump, that and I personally hate edging the heat meter
It's mildly annoying that you can't see which class the weapon is for when picking a weapon licence assignment. All you need to do is put a class icon next to the weapon in the description.
what if new deep dive, called death deep dive, triple D, even harder than before, I wouldnt mind if it was monthly event for some kind of reward. Start with haz 5 or 6, and it goes up. "Death" dive has to hold up to its name
When the player picks up enough extra secondary objective items in a mission, have a little decorative bonus on the space rig temporarily.
There isn't any reason to get extra other than the required amount right now and I think at least a for fun bonus could be nice.
Apoca bloom: you can put them in a little vase next to Lloyd in the Abyss Bar to make the place look nicer for a while!
Ebonut: one of those bags of mixed nuts but it's full of Ebonuts at the Abyss Bar. Edibility optional.
Alien Fossil: have one on a small wooden plaque in each of the dwarves rooms
Boolo Cap: In some of the dark spots of the space rig, a few potted Boolo Cap are glowing (since they're bioluminescent)
Gunk Seed: In the room with the rainbow ball and sports goals, have a Gunk Seed skin of the ball to play with too!
Fester Fleas: An employee of the month picture of the player's class in each of their rooms for clearing out every single one!
Hollomite: Make one of the mules with the chutes open over by the deep dive monitor be stuffed full with the stuff to the point where it's falling out
Dystrum: same as Hollomite but it's a different mule and it's full of Dystrum instead
don't got any suggestions for the Bha Barnacles and Glyphid Egg beacuse I haven't seen them yet and they haven't been put on the wiki as of writing this.
more voice lines for when you pet steve or lootbugs, their pretty cool beans
New primary for the driller: High speed plutonium cannon
Launcher high velocity plutonium rods to irradiate your enemies, rods stuck to the ground deal radiation around them similar to the corrosive sludge pump and rods stuck to enemies have increased damage if the enemy is irradiated. Many people wanted an electricity based driller primary, me included, but radiation seems like more fun, the unique upgrades include: higher radiation radius, higher radiation damage, irradiated enemies also deal some DoT around them, irradiated enemies may explode and plutonium rod barrage
Replace the "prevent latejoin character duplication" setting with a setting for hosts to specify custom duplication limits for each class (so that they could prevent duplicate scouts while still allowing an extra gunner to join, for example). This setting could be made accessible at the mission selection terminal for quick adjustment prior to each mission.
Ideas for new grenades:
Gunner- Thunderclap Charge- Basically, it's a flashbang. You throw it out and upon impact, it either inflicts a 100% chance stun in its radius for 6 seconds, or inflicts a major slow for the same amount of time if the targets are immune to stuns for whatever reason. 6 charges total.
Engineer- Tesla Node- Throwable sticky electric nodes that can connect to each other over a far distance to form an electric fence, and can even connect to electrified sentries! Unlike other forms of electric barrier, the duration on these only goes down when they are actively electrocuting something! 6 charges total.
Driller- Waster's Cocktail- A mixture of ill-gotten industrial waste packed into a pressurized can ready to blow, this throwable explodes upon impact into an oily mess that coats anyone unfortunate enough to be near, rendering them more vulnerable to damage and thermal change/debuffs for a short time! Sent with love from the Driller's Union! 4 charges total.
Scout- "Obscura" Multisensory Obfuscator- The pinnacle of smoke grenade technology, this device projects a veil of specialized chemicals that obstructs your visual, auditory, olfactory, and thermal signatures, making it seem as if you are not there while you're in it. Very useful for getting aggro off of teammates in need! 4 charges total.
Just a thought here, maybe there could be a ability or overclock for Scout where when he uses his Grappling hook, he can hook enemies and either stun/deal minor manage to them
New driller grenade: D.P.M.D (Deployable portable mining device) R&D department had a large dose of alcohol and thought: "Hey let's make a throwable drill that drills through bugs and rocks alike." The drills drill in thrown direction in a radius that is slightly bigger than the heavy hand drills. this "grenade" variant is extremely deadly to large bugs and a single one can reliably kill a praetorian. what it lacks in area effect it makes up for in utility and concentrated damage. (behaves like a sticky grenade that constantly deals damage for 5-8 seconds dealing high damage. when it makes contant with a wall it instead activates antigravity engines and digs in a specific direction. The point of this grenade is to make the driller lean more towards fighting off bugs than drilling pathways in enclosed caves and taking down the particulary resilient bugs that are barely affected by both flame/cold and melee)
mainly a QOL change, but since some grenades have prefixes as brands and shit (like the voltaic stun sweeper) and most grenades dont (like the sticky or HE grenade), i think adding brands to each grenade would keep it consistent and make them more unique. like the electrical weapons, maybe all standard explodey grenades could have a shared brand, while the plasma burster and the LURE would also be voltaic
its annoyed me for a while that some things have brands and some others are seemingly brandless, like i think a throwing knife grenade for scout made by nishanka or some other themed weapons would be cool asf and would def expand the already limited lore behind the game
first compressed gold and now this? You lot are truly headache inducing
Stop petting the damn wildlife! We have a job to do
You lot better get that job over and done with or the next drop-pod is landing right on top of you
Give swarmers 1hp. At 900 hours into the game, having weapons that twoshot swarmers is still the most unsatisfying thing in the game. I KNOW I'M MEANT TO PICKAXE THEM. I DON'T CARE. THEY SPAWN IN THE MILLIONS. Everything that was effective at killing swarmers stays effective because of AOE (sludge, fire, autocannon, ice) but now I don't worry about landing two shots on a fast moving, jumping, high damage enemy.
The error cube is seemingly useless… why not sell it for reasonable amount of credits or convert it into something or trade it for blank forge. Like the phayzonite is alternative to credits and materials. The error cube icon is just sitting there taking up space being….useless.
Add more modules to the OMEN Modular Exterminator. As they stand there is very little variety in them for a so called modular killing device. The only bottom rung object is the energy projector. You could add a rival tech style repulsion shield projector as an alternate there. Likewise, cryo, electric, and flame options for all three slots.
More single word voice lines
Underwater missions would be pretty nice or maybe just add bodies of water in the caves because the closest thing we have right now to water is liquid morkite
Add mac support
it definetley can run well on mac through whiskey, parralels, crossovers, etc, so I believe the game should become native to mac instead
The L.U.R.E should be able to twerk. Also it would be nice if the secondaries added in season 2 (shard, colette, coilgun and boltshark) had the waster framework from season 1's performance pass
a little like carry strap you can put on Steve it would be mostly used for missions where there is no Molly and you have to bring stuff back to either the drop pot or the point extraction. It can carry things like you can make it work carries like a bag of nitra or like a aquarq It can be like a mission specific thing or just a skill or an add-on to a skill
Can we please get a Secound Double Threat Mission durring this season so we have a second option on what suffering we endure, and we don't have to wait 30 minutes for a new option. Please and thank you
Add a New Hazard named Assassination where there is an abundant amount of Glyphid Stalkers attempting to sneak and snuff out dwarves! It brings a unique set in for players to be more perceptive much alike Cave leech cluster
different animations for normal and strong pickaxe hits
A new enemy that sleeps in the ground and doesn't awaken unless dug up, with crystals on it's back identical or similar to the crystals that surround an aquarq or a jadiz. The crystals to lure unsuspecting miners in to mining the bug. I'd imagine it would have similar strength and size to a praetorian.
Spacewalks, minor repairs on the outside of the spacerig that you can access before you leave for a mission where you have to exit the spacerig through an airlock to fix minor damages, possibly for a small reward (for example 25 credits), which would be especially useful when you're a few credits short from a product but don't need the average mission's payload
Any reason that jet boots don't ignite combustive goo?
Make it so you can drink 2 Pots of gold but you're completely drunk during the entire mission. Wobbling around, blurry and double vision
Effect doesn't gradually wear off
Blowthrough rounds should shoot through Bosco
snow immediately cools down jet boots
It would be neat if the dwarves had special voicelines reserved for when they are drunk and they ping something, just to really sell the drunk and/or unhinged vibe
make milestones give out small xp bonuses
It would be nice to see a small update to the bestiary that includes missing enemies such as the glyphid sentinels, kursite infected bugs, and the bha barnacles. It seems weird to leave those creatures out of the bestiary when others such as fester fleas are secondary missions just like the barnacles, but are included in the bestiary.
spice up the Glyphid Dreadnought
idk, i think it kind of falls short in comparison to the hiveguard and the twins in terms of difficulty and complexity, since the twins's gimmick is that you need to dmg them evenly while the hiveguard you need to beat up its children but the glyphid dred is basically just a souped up oppressor/acid spitter.
an idea i had without drastically changing it was to give it some kind of grapple attack - since no other dreadnoughts have one - where it grabs a dwarf and damages them over time while the others need to damage it in order to free whoever got grabbed (basically like a sandshark). another way this could be done is a ranged version of this where the dreadnought shoots a web projectile that fully stuns a dwarf and they need to shake free or be mined out from other dwarves (like rockpox / being frozen). I personally like the melee option more over the ranged because getting grabbed instead of getting stunned is less frustrating / funnier imo.
another thing that could be done is to give GD a leap ability to cover ground towards distant dwarves- similar to core stone crawlers except much slower so it could be telegraphed and still keeping it balanced for dwarves trying to shoot it's backside.
I think that both of these can help distinguish GD from the other dreadnaughts as a close-quarters nightmare to make up for its lack of invulnerability moments (twins healing, hiveguard summons) and raise its difficulty to be on par with the other dreads without losing its uniqueness
I think an overclock for the Lead Storm that makes the gunner more tanky would be really fun. A few possible ways to go about this would be things like:
Regen a small amount of shield on kill
Gain damage reduction while firing (possibly based on the heat meter?)
Gain a very small amount of shield on hit (this one might be a bit unbalanced)
I'd just love a way to feel like the absolute chonker I imagine when I think of a dwarf with a minigun.
the jetboots in the rig should be MKIIs, since we can't see the overheat readout anyways
Some way to ban people that actually blocks their server names / let you blacklist people from the server browser. I don't see any need to ever interact with someone with a genuinely vile server name. And since they're close to me I have to see their crap every time we're playing at the same time.
Make the jet boots come out of the drillevator after depositing the seeds instead of after triggering the drop pod so there's more freedom to do things like secondary objectives and machine events (like every other mission type)
Colette Wave Cooker: Annoying Sound Module Less fire rate and Lower heat build up but longer overheat. When the Cooker overheats it creates an AoE Fear effect accompanied by radioactive damage and various sounds. Examples: "Ding, Chicken's Done!" "I hope it's not Cold in the Middle!" with distortion due to the microwaves or the beep/ding from the microwave. Balanced. Think aggressive venting with radioactive damage.
Make enemies on hazard 5++ spawn a little bit less and make them a little bit slower (im begging you this difficulty is so unbalanced)
More hazard bonus from haz 5+ more enemies 2
Getting only 6% more bonus from 50% more enemies, more specials, more disruptive enemies, and more veterans feels like too little.
By the time you're ready to play at that high of a difficulty, XP is only a number for prestige. You're likely to lose way more XP from losses than you gain from the tiny bonuses you get from the increased difficulty.
Statistically, you go from a rewards multiplier of 233% to 239%, which is only a 2.5% increase, compared to the jump from haz 4 to 5, which is 200% to 233%, or 16.5% increase in reward.
I'm not sure whether the challenge jump between haz 4 to haz 5 is 6.6 times larger than the jump from haz 5 to haz 5+enemies2.
I am personally fine with there being some diminishing returns the higher you go, but I feel like the reward is a little too much diminished.
I would propose to up it to at least 10%, mostly because achieving two digits bonus instead of a measly one digit bonus feels great.
A practice range in the lobby to test out new weapons and the other classes
You should be able to chose what dances the L.U.R.E does
Make being drunk fuck up the HUD
An over clock which makes the flare makes it scare enemies away but has less ammo for scouts flare gun
I love this game to death and back and always will but there NEEDS to be a statue of Bosco in the memorial hall PLEASE!!!!! 
I come from time to time to the game and still no changes to the controls when riding a pipe in site refining mode. I want to be able to reload without stopping riding the pipe, i suggested to do this before by requiring to hold square instead of press square (press square would be exclusive to reload) to ride the pipe. (PS5)
Please give Driller some armor on his arms for his Order of the Deep and MK6 armors. He feels out of place without some next to his teammates. And he got some armor on his MK4 and MK5 Armor and Scale Brigade armor too. So would make sense to give armor to his arms on those too. Even minimal armor like MK4 and MK5 to not get in the way of the drills would be nice. Hell even the same armor on the arms as MK4 and MK5 would be nice since those two already share armor on the arms.
Buff bullet hell 
something that bugs me is that clicking the item stats button (bottom right) doesnt make the same sound as the info button (bottom left), and also they dont click at the same speed, the right button doesnt have a cooldown per click and the info one does
suitcase nuke for c4 slot
just a quality of life addition to add the overclock logos to the load out symbols
A t3 upgrade for the satchel charge which just increases the velocity at which its thrown.
Another satchel charge upgrade, where you increase the damage even more, but the charge is heavier, so the distance thrown is even less
A hat that looks like you got hit right in the face with a pie.
Rocket Barrage overclock for LOK-1 smart rifle
Replace Hawkeye upgrade with the Longbow upgrade.
Reduces rate of fire significantly but increases shot damage. Also disables burst fire. Can still be manually aimed with the laser pointer like Hawkeye, but will automatically prioritize enemies with high HP. Essentially this turns it into more of a sniper role.
I love the new season and update, but I'm a scout main. I love the mobility and support aspects. But these new overclocks seem like a good idea but just not as strong as they should be. The three round burst needs to have some sort of change to make it more rewarding, because as it stands it feels like a worse Brrt. It could be something as simple as on third consecutive shot in a burst having some benefit. Personally I'd like to see a sort of blend between three round burst and explosive chemical rounds. Next, the marked for death concept is cool but it needs to be worth taking over stock m1000. If you're trying to kill a big target, instead of charging a shot and doing little damage and inflicting a debuff you could just kill that target. I like the idea, but it's trading too much. I feel as though if you're going to remove the damage from the charge shot AND charge extra to charge the debuff should be more significant or combo in some way. Finally, the Draks over clock is also good on paper but lacking in practice. It's a good support tool, but the downsides are too harsh. I'd like to see less penalty for the upside or penalties in a different area. Maybe if you overheat it would eat extra reserve ammo, rewarding resource management and support while not turning plasma bbs into foam darts. I love the game and the season. I've bought every DLC and multiple copies of the game for friends. I'm level 850. But please buff the scout over clocks. And thank you for the haz5+. I love it a lot.
Perk Ideas:
Extended Shaft: Increased Pickaxe Reach and lowered cooldown when hitting bugs with it.
Smuggler Pouches: Start the mission with 20 extra nitra.
Fireforged Equipment: 10% of kinetic damage converted to fire and heat damage. Doubled for explosive damage. Only applies to weapon without innate fire, electric or frost damage.
Frostlord: 10% of kinetic damage converted to frost and cold damage. Doubled for explosive damage. Only applies to weapon without innate fire, electric or frost damage.
Powerplayer: 10% of kinetic damage converted to electric damage. Doubled for explosive damage. Weapons can cause electrocution. Only applies to weapon without innate fire, electric or frost damage.
Mule Sugar: Your M.U.L.E now walks a bit faster! Multiple applications (between different dwarves) lead to diminishing returns.
Core Spawn Crawlers should have 15% less damage and health with how fast and erratic their movement is, but they should reach you on ziplines by jumping up there to counter the cheese. The damage nerf is because their AI is basically hit and run, with a long downtime between attacks, but when there's more than 5 of them it's really (not) fun to get clapped in a second on h5+.
proximity voice chat where the lasterpointer is a walky talky :)
Biome: Inkblack-Deep
Black, smooth rock, Stalagmite filled chasms and the never stopping feeling, to be watched...
A very dark and very hard obsidian cave, where flares A. Do not make enough or B. mirror confusingly, the rock needing 1 more hit than in magma core, and when it rains, the ground gets slippery. Casms sometimes contain stalagmites, which do added fall damage.
Give all classes unique passives, something like:
Engineer does build and repair actions faster
Gunner does more damage to enemies
Scout is faster
Driller has more health
Also add more beers
small idea but add like a radio that plays music to the drop pod sometimes it takes a while for your teammates to find there way to it.
There should be a way to spend perk points on overclocks. The perk terminal could give you 3 overclock options for a class, and you could spend perk points to pick one of the 3 or reroll an option.
a small chance that elevator music starts playing while in drop pod
Stop allowing the M.U.L.E. to use walls in its pathing
I think Bosco deserves a bit more love. So, the optimizations we have right now are simple and push us in one direction. What I mean by that is that Bosco can either help us mine or attack. I'd like to see options that allow him to do more on his own, however, these optimizations should be selectable. For example, he could have a sort of radar that allows him to detect the emergence zone of insects. He could also have two "reflexes" that would be tier 5 optimizations. The first reflex could be to protect the dwarves when they mine, or secondly, he could automatically mine the ores he sees. My ideas are not complete and could be improved, the basic idea is that Bosco deserves more upgrads.
Add a sizzling or crackling sound effect for whenever the Breach Cutter's plasma projectile touches an enemy. It feels weirdly unsatisfying cutting through bug flesh without any noticeable audio feedback.
I think the shield link's active ability could give dwarves temporary shield even on shield disruption missions,
It would still be worse since the passive shield regen doesn't work but at least it would be not useless
A rocket launcher weapon primary(or secondary) for the gunner that’s basically the equivalent of a c4 launcher, but instead its a primary, it totally wouldn’t be horribly unbalanced
Aggressive venting on gunner minigun cost so many ammo and being too situational to trigger on clean builds, maybe make it heat up faster a little bit?
I want one thing only a Steeve counter in stats. They give their lives for us they are good bugs!
Make it possible to spend your beastmaster charge to refill your Steeve's health
Make it so that picking Blowthrough on gunner weapons actually creates small holes in terrain similar to the MOLE overclock for the coilgun.
Nothing huge, just enough to shoot through something hollomite crystal sized, or maybe the bismuth-looking crystals in salt pits. Would help with mining red sugar for teammates, one of my favorite side activities for gunner!
Could still create the slag material to prevent players from using it to mine terrain, stopping them from getting the wrong ideas as to where it's meant to be used. Mostly for immersion but with some real uses as well!
Perk: hard candy
Picking up red sugar while at full health allows you to store it and slowly consume it over time when health is <100%
A mutator that spawns a lot more Stalkers, or, even better, makes a certain percentage of normal enemies cloaked!
Make it so you can't join Hazard 5 or 5+ missions before you complete the assignment to unlock them first.
I don't know if this has been suggested already: But I got an idea for the Drillavator.
Could Molly go into it? She could have a spot she enters before the start-up?
There needs to be a rare voiceline "Fester flea, don't bother me!" when you kill one.
That is the only thing I can think of improving in this flawless game. 🙂
My suggestion Is:
Overclocks for equipement
Like overclock for engi turrets, shield,etc
Or why not, even overclock for armor
can we have a nickname for the drillevator like how the drilldozer is named doretta
New primary for the gunner: heavy duty automatic shotgun
Blast buckshots at anything in its path, sports a higher base fire rate and damage than the hurricane but offset by the lack of (no mod) aoe and lower accuracy, the upgrades can include fire rate ramp up (lower start fire rate, higher top fire rate), dragon's breath ammo, Tesla chain ammo (increase electricity DoT damage for each bullet hit on the enemy and also make electricity chain between enemies), bouncy bullets that bounce of off both bugs and terrain while dealing damage or make the HDAS shoot entire grenades instead of buckshot and its variants
let lloyd toast back if you toast at him, or salute if you salute at him
A rising platform that engineer can throw on the ground like a grenade and can raise you up to anywhere from 0m to 10m
(Engineer can control the height before it goes up)
A bathroom close to the bar
We have a "duck and cover" modifier. Why not have a modifier that makes tanky enemies more common? (praetorians, oppressors, mactera brundles, shellback)
Hello. I have a suggestion. It's possibly an oversight on the part of the development team but I recently happened to notice that the 'Elevator Plant' is called an 'Elevator Plant' and not an 'Upsie Daisy' and I thought I'd bring this up in hopes it's addressed in future.
Thanks.
Grem age 37 and a half.
some sort of pirate/1800's weapon skin because i love the wider mouth of the supporter 2 skins but don't like the gold trim.
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being able to choose your dance moves in the abyss bar as well as dance moves as unlockable cosmetics
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some effects dark morkite can have in order to make it universal
: eggs drop red suger when released (idk how much)
: faster pipe building repairing and riding
: faster repair of mini-mules and faster setup of uplink and fuel cells
: aquarqs give nitra when deposited (idk how much)
: damage bonus and resistance against draednaughts
: damage bonus and resistance against the caretaker (and maybe something else too?)
deep scan: except for faster claw track repair i have no idea -
deepcrawlers move so erratically and there are so many of them that it feels like my screen is shaking, and their color melds into rockey terrain too well
Please add separate filter for hazard 5+ in server browser, so we can easier pick missions with or without 5+ modifiers
An option to exclude specific victory moves when using the random selection please.
QOL : Add a copy / paste loadout build at the top of the weapon terminal for easier sharing.
New bug:
Glyphid Striker 
”The Striker is a quick, resilient, assault-style glyphid straight from the Core. With its powerful legs and extremely quick wings, it can catch up to you and take down any dwarf in a heartbeat. Stay safe miners.”
The striker, as said, would be an assault-style glyphid usually found in swarms. Using its legs and wings, it will jump great distances to try to immobilise you, and will relentlessly attack if you don’t evade or kill it.
The striker is a shiny-brown bug, similar to a cockroach, with thin but strong legs. It scuttles up walls, and launches at any bugs with a distinct rustling sound. While it doesn’t have the highest health, it can survive with its head cut off. In this state, it will begin to pounce at anything nearby it, savagely attacking with its claws, however it will die extremely easily.
It is larger than the average glyphid, and has a very small head in comparison to its body, and will pause before pouncing, allowing you to get a good shot into its head. They would spawn about as rarely as a septic spreader, and would be very difficult to kill up close, however their launch trajectory could be easily learnt and avoided just through practice.
New hat: night cap
New Overlook for the lead storm.
Friction infused bullets: this turns the lead storm into a plasma weapon wherein the damage and arc chance of the projectiles increases with the rate of fire. The downside is that the spin up time is reduced and the bullets spread is wider.
I know it's probably been said like 50,000 times, but a helldivers and drg crossover would be the best crossover EVER. Like, hoxxes could pop into helldivers and there could be special underground missions where you help the dwarves. And for the DRG side, maybe helldiver Cosmetics, "stratagem" grenades/engi gets to make minehead entries fall from the sky, and a bile titan boss. But to have something less cluttered:
Helldivers 2
-hoxxes shows up (maybe through like a massive corestone rift?) in the helldivers 2 galaxy with special missions that have you fight alongside the drg dwarves (which could be limited time playable characters or just allied npcs)
-added weapons like maybe the classic drg pickaxe, and maybe one primary/secondary from every class
-glyphid dreadnought or bulk detonator added as an enemy
- ROCK AND STONE!!! emote
deep rock galactic
-helldivers armor pack (either part of a special assignment, season pass, dlc, etc.), paintjob, helmet, and possibly framework
-new bile titan boss fight/mini boss fight (special elimination mission or event?)
-possible new upgrades and overclocks that do stuff from helldivers 2 (possible engi sentry upgrade that let's you call down a minehead sentry like a stratagem and more stuff like that)
I just think that this would be one of if not the greatest crossover in gaming history
Yo can we take the team damage out it's getting to the point I gotta kick every driller and gunner cause all they do i target u with c4 and grenade's id be fine with it if it wasn't every match but it's been every match since the update
Drillevator petting
Can we please get like..an extra 36 rounds with the smart trigger oc? Just a little bit more, nothing crazy, it blows through bullets SO fast
Hey, so I've been playing for like 30 hours or so. But i have a question. Mayhaps somehow we could have a few more classes? A medic-esque character, someone with a better scanner and more focus on scanning and finding and maybe some different traps for him? At the moment we have 4 different who all have their own playstyle yes, but I find only 4 a bit like not enough?
A beer that causes you to hallucinate bright colours and random things with the stalker's cloaking overlay.
A new boss glyphid for the elimination mission: The Quaker. The main gimmick for this dreadnought is the boulders that fall from the ceiling from their primary attack. They may occasionally release a loud roar, slowing nearby dwarves. Another attack the Quaker is capable of is launching a sharp stalactite from their rocky body. They have a shield similar to the Glyphid Dreadnought, but covers the whole body except the face and is more durable. Once broken, the soft skin of the dreadnought is exposed, revealing many weakpoints. Every 25% damage taken, the shield is rebuilt. Unlike the rest of the dreadnoughts, it does have a weakness to melee, frost, and explosive damage, but a slightly bigger resistance to the other effects.
Change to the Hawkeye system: Give it more ammo and make it fire faster when shooting at a target designated with the laser pointer. (in addition to existing effects)
-Extra ammo helps balance it out compared to the (currently much better) defender system
-Firing faster when you ping something encourages you to designate priority targets as needed
-Overall leads to more synergy with effects that interact with your turrets, especially turret whip (you can aim it, ammo bonus is good for the cost of the charge shot)
This is a bit more complex (more things changed) than most upgrades, but the buff would play very well, hawkeye should be better, and this gives it a nice niche.
Can there not be bulk detonators on the drillevator portion of the deep scan missions?
Add some turrets in doretta if there's less than 3 players
Give the dwarves a small chance to yell: "KAZAD AI MENU!" or "BARUK KAZAD!" when pressing the rock and stone button 
It would be cool in my opinion to add a option on the dwarfs where you can add a cape like the order of the deep dlc cape.
A rare chance for bizarre, prismatic glass-like crystal growths to spawn in sandblasted corridors, or just anywhere, but I feel like a desert would fit some kind of glass formation
They don't do anything, they're just pretty
Would be a nice way to add a bit of color to the biome, even if only rarely
Like a cape for diffrent armor instead of only the order of the deep armor
Make so the hiders pickaxes don't show while rock'n'stoning in the prop hunt mini game (the beer one), It's good to use as a whisper thing, to help the seeker find us, but infortunally sometimes the pickaxe ends up giving our position instead of just helping a bit. I think that this change is simple enough to me implemented and would make the mini game better for all.
A beer that temporarly turns the game into that one google translated brainrot mod
So, now that ebonite mutation is a thing, i think something may have to be potentialy clarified for new players. Glyphid grunts are tamable with the forever popular beastmaster perk, and while i think it needs more, not less, and should be buffed in some way, since thats clearly not happeneing, i think that the ebonite grunt's name should be changed to make it more clear it doenst work with beastmaster
“FAR” in the server browser could mean anything from perfectly enjoyable (around 100-120ms ping) to super laggy (240ms ping). Maybe have more steps to distance labels so we can pick our games better or just an option to show the actual ping to host would be nice
oh yeah, thats what i wanted to reccomend: beserk is incredibly underused. Make it do more pickaxe damage, or swing the pickaxe faster, or mine in less swings, or something bc though i like the idea of it, its pretty unusable
also i feel like the ebonite pretorian should have like, a rockspit ranged attack, being pure meele makes it weaker than normal pretorians. The grunts are stronger, and both the mutation and the machine event markets them as stronger. a threat you have to expend more into taking care of. Currently, i feel like their weaker than their counterparts, and that makes the muation definitly the easiest one to deal with, and the machine event the second easiest, which im not complaining about, but i would still like to see changed.
when the mutation is agruably a good thing, that makes caves easier? Prehaps you need to rethink it, or just make it an anomalie, which i wouldnt be adverse too.
I've had so many instances of greenbeards ruining perfectly stable and fine missions via starting the Corestone without asking and subsequently wiping everyone 


It's basically impossible to carry during the event because it doesn't scale based on active player count, unlike a Dreadnought encounter. the event becomes UNPLAYABLE if half your team aren't good at the game, no matter how good you are (unless you're literally cheesing the event, which isn't fun). Even on haz 4, much less 5
Since a literal PSA is probably not going to solve this, can we change the event in some way? I'm not a fan of losing missions because the gunner doesn't know what a Corestone is, and stuff that's completely beyond my control
In its current state, this event is genuinely ruining the game for me.
i'd love to see support for the new steam recording feature when it comes out of beta
https://store.steampowered.com/gamerecording
Devs can add their own custom events to the timeline, marking all sorts of things that happen ingame
Please add more custom loadout save slots! There is enough space in the loadout menu interface to have the whole alphabet!
We need an open world mode, where we can explore the surface of hoxxes and build a base from the materials we mine from below
Add a Deepdive weekly Assigment. This will remind people that there is such game mode...
Nvm forgot that deepdive is already weekly...
New uses for perk points :
Purchase modification for mission and buff beer
Blank core writing in base
Other suggestions :
Bosco overclock idea :
Combat medic : bosco now is equipped with 3 revives from the start and will automatically mine the nearest blood sugar
Cons : lower rate and damage of main weapon firing
Napalm addon : double right click will make bosco fire a mini napalm missile and ignite all enemies in the area
Cons : used up all remaining rocket ammo
what about a giant worm enemy 😏
Bring back the instant pause in music when the drillevator start to freefall down the morkite geode. That moment always hit hard..
10 sec spawn protection if you join mid game
I instantly die sometimes because bugs havent loaded in for me yet
Some voicelines
'forging weapon overrock- i mean overclock!' - when forging an overclock
'spreads dead baby, spreads dead.' - when killing a septic spreader
A new mission type:
We go into hoxxes to recover the machinery that we leave behind like the platforms for on-site refining, point extraction, escort duty, and the recently added deep scan.
Similar to what we do with salvage missions where we go back to get the mini-mules and use the old drop pod to get out.
Implement a Cap for certain disruptive type enemies. So for example not more than 1 Stalker at the same time.
Also add an overall cap to special disruptive type enemies. So for example haz 5 would have lets say a 50 point cap and different special enemies contribute towards that cap different amounts of points and no more will spawn when the cap is reached. (make the cap scale with haz and player count obviously)
Drinking Dark Morkite before an on-site refining mission could offer a buff or bonus to the extraction rate.
Mission Control should comment on the dwarves' maturity after spam pinging goo sacks.
Inside the drop pod, behind each seat or above the seats, each dwarf's pickaxe should be displayed. Not to give the seats meaning, but to bring more appreciation to pickaxe customization as you have more people in a lobby.
Also, the pickaxe customization station should show the last edited pickaxe on display.
New overclock for the boltshark: Quick Draw
When using another piece of equipment (primary weapon, grapple, or flare gun) your next shot with the boltshark has extra projectile speed and deals extra damage, at least when switching then firing fast enough
As a downside, has a reduced reload time and deals slightly less base damage.
Festive/season weapon frameworks and pickaxe parts
Yuletide: Something simple like wrapped in tinsel or just string lights. Or a bit fancier with wood furnishing like the "GSG Guardian" and have holiday symbols etched in gold on it! Warthog 210 with a candy cane stock. and a picture of Dwarf Nicholas, and his Merry Glyphid Reindeer on a decorative gold plate on the barrel cover.
Trick r' Treat: Cobwebs and tacky plastic spooky decorations. Jack o' lantern muzzle covers and cloth ghosts covering the sides, maybe even candy pales hanging off certain guns. LOK-1 Smart rifle with webs instead of cables and a big smiling pumpkin for the camera.
Water Cannon: Blocky plastic designs maybe even screw holes to really sell that dollar store toy gun look for the summer. Mostly thought about the Drak-25 Plasma Carbine, putting a big screw cap at the back to make it look like a bottle of some kind.
Spring Blossom: Overgrown in a way that's similar to the infected weapon framework. Dandelions, loose hanging vines, and maybe various stationary bugs on the applied parts. Nishanka Boltshark X-80 with vines as the bow strings and a butterfly on the loading step.
A beard with spent casings, to match the moustache.
i had a dream where you could spend phazyonite at the mineral trade for a 1-2 ratio for the other crafting minerals
can this please be a feature thank you
Visual place in the rig for solo-pod launches (represent joining a mission in progress, but not interactable)
I new cosmetic, easily obtainable. A greathelm like solaire of astoras from darksouls.
Weapon idea for each class :
Gunner : DAUS 142 , a automatic firing shot gun with a 50 round mags and a wide spread
Unstable overclock : rubber bullets : largely increase the stun chance and small increase on dmg
Cons : no armour dmg
Engi : bpm06 , a gun that fires force field similar to the rival tech
Unstable overclock : projector : holding down the reload button allows you to keep the force field you fired to stay in front of you to block all incoming projectiles
Cons : longer reload time and less ammo
Scout : nippy , a rifle like weapon that fires dart that will inject enemies with toxic
Unstable overclock : acid reflex , largely increase the toxic damage and will explode the enemy died to the toxic damage
Cons : decreased mag size and fire rate
Driller : hp17 a water cannon that fires pressured water in a cone shape
Unstable overclock : triple hoses
Now fires three cones at the same time
Cons : increase ammo consumption rate , decrease damage
Add mead to the bar, and allow harvesting of the honey from beehives in appropriate biomes.
New lead storm overclock:
🟡 Barbed Barrels 🟡
”One of our engineers had an idea when they swapped out the electric motors for a standard diesel one. What if we put micro-barbs on each barrel, just to amp up the sickness factor? While the new engine refit gives a lot more speed and power, it generates immense heat while doing so, but this can be mitigated by using the enemy’s innards as a fucked-up heat sink.”
Super high damage to anything directly in front of you while charging up and firing
+2 firerate
Sawing through enemies cools your gun
x1.35 heat generation
Increase to spin up time
imo the space rig should be transformed more into a global hub, like the battle hub in sf6. it feels weird for a game about a company with multiple teams and employees to have you constantly waking up on a giant space ship alone. this would require a pretty big redesign but imagine having like, an entire hangar of droppods coming and going, or a beergarden with random ppl there throughout the whole day
i think also the whole loadout system needs a bit of an overhaul. the appearance of your dwarf and his guns go hand in hand, but right now they're modified separately. i get the practicality of a station for weapons and a station for clothing (and another for pickaxes), but functionally it seems incongruent with how one optimizes his drip. 1 station for universal color/style, and 1 station for universal "performance" (i.e. builds) is what i'd propose
additionally, the weapon loadout interface feels clunky - let's say i'm currently running full auto subata , but i want to swap out for explosive reload. in the current system, to test this you have to copy your old loadout to a new slot (hoping that you have an open one), make changes to your subata, go test. the alternative i propose is that you have multiple loadouts per weapon, ex. i've got a subata loadout called "single target", or one for "cc", new OC comes out a i create one called "testing", and then per dwarf loadout i can choose which subata i want, rather than relying on copying other loadouts or manually copying builds
Drillevator Missions are consistently hell to navigate. That cave generation model is really hard to work with. You get caves 3-dimensionally right next to eachother that take like 15 minutes of confusing spelunking to move between. That on its own might be fine, but then you get a hacking mission where it takes 20+ nodes to connect Hack-C to the target.
Even without that, it's hard to keep a team of dwarfs together because, you know, we're a bunch of suicidal, murderous Loot Goblins, but in most missions, either the level design funnels people along the same path, or we're spread out across mostly the same room. Drillevator Missions spread people out by the nature of hunting for geodes (which incidentally feel like Egg hunting, but harder and more frustrating at every step), and then make it super difficult to navigate to find eachother when someone inevitably dies.
The Cave Generation needs to be overhauled at least, and I would rather see the Geodes made visible without the detector so I'm not digging around getting beeped at like "Where the hell is this stupid thing!?"- Egg Missions feel like the best model we have for both of these fixes, IMO.
Please give us the option to pet fester fleas. If you pet it it will play an animation like the lootbug and stop fleeing from you for like 5 seconds. After petting, the dwarf will say something sympathetic and will briefly hesitate killing the adorable little goober. I think it'd be a pretty cool addition
Winged hussars armor framework
The Gotrek cosmetic. Combine mohawk, eyepatch and add a gold chain running from nose to ear.
The Makaisson cosmetic. Leather flight helmet circa ww1 flyers with a hole in the top for a mohawk.
couple of evil additions that could be added to base game or relegated to haz5+ modifiers
unknown horrors appear invisible until within a certain distance of a dwarf, alternatively they can periodically cloak like a glyphid stalker
new enemy: lootbug mimic, looks and behaves like a normal lootbug until it you get too close where it grabs and attacks a nearby dwarf
new creature: goblinbug, nimbler cousin to the lootbug that will follow your mule and attempt to siphon gold and nitra from it and run away. killing this creature will release any stolen loot
cave leeches can spawn with crafting minerals underneath to lure unsuspecting dwarves in
killing a maggot has a small chance to trigger a swarm
working a mission while drunk will increase the damage you deal and take
Creatures like Maggots run away from thing like flares because they live in caves and have never experienced such high light levels before
Can it be ported to quest 3 vr?
Waterfall animation in Azure Weald and Fungus Bogs biomes
Tricky but a mod for the lok1, since the two other primaries interact with sentries I thought the lok1 needs one.
Your lok1 can now target turrets, increasing its damage and rof with each mark. Doing a similar thing to the lasso where you benefit from just holding the locks and not shooting
There is an acid wash weapon color. Add an acid wash armor color.
Can we get like a update so we can upgrade are flares like make them last longer and make them light the area up more
more types of unknown horror's. like a menace type, a type that spawns 2 oppressor's, a grabber type etc.
I feel like swarmers/shockers* need to have their spawning tweaked on Blood Sugar missions.
The sheer amount of Red Sugar they leave behind makes the game trivial (I know it's meant to be easier, but the sheer difference in difficulty is immense) & may possbily lead to performance issues with lower end PCs, although I can't say the latter for certain.
*Where applicable
Maybe a helmet made from the cool faceplate/mask/face of the core stone crawlers. Like the skull helmet already in the game.
A button you can press in the med bay that equips the patient outfit for you without you needing to fail a mission to equip the armor xD
Have the weekly assignment give season pass progress.
A new player has 5 different passes to work through. They need all the help they can get.
give this to scout
New OC for the nishanka crossbow: inertia capacitor
More direct damage, area damage and penetrations depending on the speed of the bolt (up to 200% more damage and 2 penetrations)
Any movement speed buff active also affects your grappling hook speed (not including the dash active perk to not make the bonus harder to get in small caves)
You will conserve all speed from your grappling hook while in the air
-50% special arrow count
-50% special arrow duration
You completely stop your movement in air after shooting and recieve a slowdown for 3 seconds
You deal less damage if you are not moving
You take 20% of fall damage as if you hit the ground with the current speed at the moment of the shot
Why? nishanka feels bad as a damage weapon and the scouts nades fill the crowd control or status effect niche the nishanka fills. Oh and the AoE damage it has is horrible no matter what you do
Perk which either increases glow stick recharge speed, or buffs the glow time
New mission warning: Zombie Bugs; all organic enemies have a 15% chance to instantly revive right where they stand, they would be brought back with full health but any armor destroyed previously stays off. Imagine hearing your dwarf shout something like “so now I got to do it again?!” After watching a menace get up after being killed then just burrow back into the wall. Bugs have a 5% chance to come back yet another time after already being brought back. I suggest this because I think it would make a unique challenge, it would also pair well with other warnings. Ex: Swarmageddon and Zombie Bugs
add a little more diversity for Bulldog mods, they're currently really boring and detract from the overall experience with the weapon, previously my favorite. Seeing how the coilgun gets buffed and all the existing special effects makes me wish it was better, and some of the underwhelming mods were more viable (blowthrough, recoil, etc).
**Beer Ideas: **
Buzzed Light Beer
During the next mission you glow like a flare.
Cave Lover
You stick to the ceiling for a few seconds as if there was a cave leach sucking on you.
Not sure if this is in the game or not in pretty new but a beer that increases damage both taken and dealt
Bulldog oc idea : hammer fanning
Enable full auto
Increase fire rate
Longer reload time
Make a Miner's Manual entry for Bha Barnacle, pretty please!
A new warning, unstable core. Basicly, in that cave, there is a core stone that is unstable, a.k.a it spawns those portals casualy, cuz it has no crust that would hold it back, and glows brighter, takes more damage, doesnt has that phase thingy, but when it gets damaged, the core spawns get enraged(they deal more damage than usual), and spawn faster. To make it a bit moar painful, after the core had 75% of its hp gone, it'll make some light things(sorry my english is not that good to describe it :c) that the omoran has when it uses flying rocks, but it stays on the ground , go around the core , dealing damage to everything( less damage to the spawns),each has a lifetime of 15 seconds before expiring , the amount of how many spawns at once depends on the hazard level, and the cooldown for it is 20 second before another one spawns.
some different deposit buckets for different classes
would be nice if the scorching tide overclock mentioned in its stats that it takes ammo from your reserve when using it with less than 25 ammo in the magazine
Can we consider a quality of life change to how unlocking Overclocks work? It's great to see DRG in its prime rn, but with the amount of content now available in game it's almost impossible for new players to get invested without a serious level of grind. We are nearing around 150 OCs, not counting that they mingle with the cosmetic pool (which is even larger). The game is quickly reaching a point where there's just too much to get and not a guarantee to get what you want.
I've talked to numerous Greenbeards about this and played with friends who just received the game from the recent sale, and these concerns are almost consistent across the board. I'd be genuinely concerned about player retention with just how much content there is in the game now. It's not much of a problem if you've played the game for years but its extremely intimidating to new people. Anything that would maybe separates OCs into their own pool, make them easier to get without grinding or even let a player directly pick an OC they want from the start would be a huge QoL change.
New warning: [core breach!]
Streaks of core crust cover the walls and floors and periodically a small rift opens up wich pops out about 3-6 corespawn before going dormant. These only spawn outside of waves and leaves behind a small patch of warped rock wich take 3 hits to break trough. These corespawn are less aggressive compared to the ones spawned by an active core stone.
I dont think im gonna be the first, but how about a skill which decreases your amount of glow sticks, but also decreases their cooldown? for any non-scout class this could be vital
like 2 glowsticks is more than enough in most cases, but you need to replenish them a lot faster
New beer which makes the dwarf ragdoll. Could be funny with flintlockes
When you grab reupply, all your flares recharge fully
A perk wich increases your flashlight strength.
At lowest level add 5+ meters and at its highest 20+ meters to flashlight range
Suggestion: MKII turret now allows Dwarves in every class to load their grenade in and shoot the grenade at the long range and high speed projectile guided with the modification Hawkeye System. Double press "E" to load or unload the grenade, use Ctrl pointer to launch the grenade.
The overclock Automated Beam Controller on Shard Diffractor need more ammo. Despite the overclock has "a lot more ammo" and combine with more ammo on t1c it still feels kinda not enough.
Overclock for mobility items, like one for scout that games enemies to you, or a plat gun over clock which makes the platform sticks out from the direction of the terrain it’s on (like a wall)
Haunted Caves should be spookier. The Unknown Horror is neat but the overall effect is kind of disappointing. It would be an awesome experience if there were strange whispers and half-glimpsed specters, or the cave was darker (e.g., light from flares was dimmer or travelled less far), or things of that nature
Give engineer a new sentry upgrade that allows you to bring bosco with a team, it cannot mine but it still has the ability to shoot bullets and not rockets and provide cover
"Lead Storm" Powered Minigun Overclock
Parallel Loading of Bullets
Makes three simultaneous shots with parallel flying bullets.
A small shock wave damage in front of you after each shot.
Very fast Spinup.
Delay between shots.
Slightly smaller Ammunition Reserve.
Heats up faster.
"Warthog" Auto 210 Overclock
Slug Ammo
Huge damage.
High Accuracy.
High chance of stunning.
Small amount of ammunition.
Only one bullet per shot.
Increased recoil.
Deepcore GK2 Overclock
Minirockets
Long pressing the reload button fixes up to four enemies as a LOK-1 Smart Rifle, after releasing the button releases up to four mini-missiles.
Separate ammunition for missiles.
Slightly less damage from normal shots.
Noticeably less Max Ammo.
Smaller Magazine Size.
CRSPR Flamethrower Overclock 
High Pressure cartridges
When fired, it releases a straight line of napalm exposed to gravity.
The line of fire falls to the floor and sets it on fire.
Slightly bigger Flame Reach.
Uses five ammo per shot.
Less direct damage.
Delay between shots.
Perhaps there are already analogues in the form of other overclocks that I did not notice, or some effects are similar to other overclocks, I apologize if there are such coincidences.
New mission:
Hunting Scouts 
”A new strain of glyphid has been discovered. We believe these Scouts, as RND have called them, are checking out a potential nest spot. We need you to go down there and kill as many as you can find.”
Hunting scouts essentially serves the same purpose as the morkite mission. Drop in, go through a cave, and kill things along the way to fulfil a quota. Simple, however scouts act as sort of mini bosses. Scouts are fast, large glyphids who dart around. Killing one is no easy task, and you have to kill around four. Each scout will have two phases, burrowing away when half its health is gone, causing a swarm and only resurfacing once the swarm has ended. Apart from that, they have about as much health as a menace, and are about as lethal as one.
While it is a simple mission, it is a more combat oriented linear mission, sort of as a mix between egg hunt and mining.
New passive perk:
Pocket sugar (can't think of any name;-;)
"Looks like you got some extra pockets for
red sugar!
"
Found in tier 4 perks list
I
Be able to bring 15 HP worth of red sugar with you
3 perk points
II
Be able to bring 25 HP worth of red sugar with you
6 perk points
III
Be able to bring 35 HP worth of red sugar with you
You can drop picked up red sugar by pressing [ ]
10 perk points
Let me tip while holding the beer!
Maybe Class specialist perks?
One example I've thought of is say a perk called "Lighting Up!"
This perk can be used by all classes however the Scout gains a higher passive benefit for using it.
For other classes the tiers would be as follows:
Tier 1 - Flares Recharge 3% Faster
Tier 2 - Flares Recharge 6% Faster
Tier 3 - Flares Recharge 9% Faster
Tier 4 - Flares Recharge 12% Faster
If a scout equips this perk, they gain a slight bonus to each tier.
T1 - 5% Faster Recharge Rate
T2 - 10% Faster Recharge Rate
T3 - 15% Faster Recharge Rate
T4 - 20% Faster Recharge Rate
As scout, tier 4 could also make Flares last 20% Longer for both Thrown and Shot Flares
i feel like some of the breach cutter's frameworks could be improved a lil. there's a few of them which just look very close to the default one (compared to other weapons in the same skin lines). such a cool weapon deserves more cool looks!
Alternate Bosco missile which is just a Scout flare
i like the concept of bosco but i feel he's underpowered so here's a couple suggestions: make boscos digging speed mod his default dig speed (aka get rid of the upgrade and make his upgraded dig speed his default digging speed) since his default dig speed is just terrible and the upgrade seems mandatory for a good bosco (at least what's considered a good bosco now) and add some upgrade like even more damage since people feel like his damage isn't great including me. for the second suggestion from what i can tell rockets are underused and i feel that we could just get rid of them and add other upgrades like maybe another damage upgrade or a revive upgrade or we could add upgrades alongside it to give players a choice whether they want a missile or other upgrades.
New beer concept/idea: Costing 2 barley bulbs, “Dreadnaught Draught” grants a 20% damage increase against enemies bigger than medium (more damage against praetorians, menaces, ect. Just anything bigger than a glyphid grunt) this damage buff is 25% against dreadnaughts.
a deceptively strong beer handcrafted by the 2 foot tall dwarves of The Small Bar. Ironically, this drink causes you to hate anything bigger than yourself .
I came up with this because a mission-based beer like “Dark Morkite” is a cool concept, But my “Dreadnaught Draught” is useful in all missions (just encouraged for Elimination Missions)
Bosco starts the mission with you, in the drop pod, where the dwarves should be. When the mission ends and you come back, Bosco flies inside.
I like rewiring mod (for the Drak) except for the low dps, which is made even worse by the anti-synergy with the drak's electric mod, the default best upgrade for dps.
I think rewiring mod should have a buff to fire rate, losing some of its heat generation per shot to balance it out. (so it doesn't overheat much faster than currently)
let us play jetty boot while holding beer, this is a game breaking problem (hyperbole)
Please please please find a way to block the mod that is letting players play fart noises at will from playing those sounds for non-modded players. It's ruining my experience. I'm not a child I don't think hearing farts is funny it's just annoying. I'm tired of having to kick children from the game who won't stop. Things like that should be opt in for whoever wants that mod, not a way to annoy those who don't
I like the new glyphids and all but I feel like the other species need some more love, would be cool if the other species got enough enemies in their roster that they could act as the primary enemies during a mission instead of Glyphid grunts, would be fun to fight the other species as a primary enemy especially if they had their own equivalents of grunts and stuff like that.
A beard stuffed with lit firecrackers, called "Blaze of glory".
A buff to beast master so you can tame sting tails (this idea came to me in a dream, that is not a joke btw)
Dwarves should blink
New gunner primary idea!
Twin "Maelstrom" Chainguns
A dual set of twin chainguns capable of being held is each hand. Weighing a simple 50lbs each, these "lightweight in dwarf terms" weapons of big destruction deal as much damage as they allow you dwarves to dash about the caves.
Gives the gunner two handheld Chainguns capable of instant fire and a close range melee strike that deals increased damage to armor. The guns themselves deal less damage then the other primaries in the gunner's arsenal but have the most ammo and the highest fire rate. With 300 rounds on each gun and a blistering fire rate, these guns are here to give the gunner a more aggressive playstyle while keeping him packing
Overclock ideas
Power mags - clean
Increased damage by small amount
Rail Frame - Balanced
Increased weak point damage and accuracy
Decreased magazine size
High driver - Unstable
Holding down the reload button sends the gunner into a frenzy by boosting damage, fire rate, and movement speed for 15 seconds.
Cooldown is 2 minutes
Greatly decreased mag size and total ammo
Decreased stun chance
For a April fools event or a Halloween event they should turn all glyphid models into models accurate to real life spiders. for people with bad arachnophobia there could be a option to disable it
A new warning in which you start the mission with half ammo in everything, and the resupply pods cost 110 nitra
Can we please have a huge tankard or something where we can pour two beers of our choice into it? We can't pick more than two, and Bosco and Mission Control will be disgusted if we try to add a Leaf Lover to the mixture while refusing to do so. While Buff Beers are not allowed to be added in the first place. Would love to go flying in space with flinklock and wormhole after one drink.
Make bosco's missile deal less damage in a smaller area, but fire more often and automatically cus people straight up forget bosco has em 80% of the time
seasonal exclusive beards
New secondary objective: Collect x [Big Mineral]s
A straightforward one. Find the minerals in the walls of the cave by spotting the telltale glow and the fragments on the surface, just like with Jadiz, Aquarqs, etc. Dig them out. Deposit them. Not sure what to call them, but I’m thinking they should be orange. We don’t have any orange minerals yet.
Probably not available on Point Extraction missions, because that might be a bit much.
Honestly this one’s so simple I almost wonder if GSG hadn’t already thought of it and rejected it for some reason. But I like that it rounds out the secondary mineral types.
(I got two more secondary objective ideas coming after slowmode releases me.)
New secondary objective: Hack x Rival Surveillance Cameras
A little something to give the Rivals a continued presence in the game outside of their dedicated mission and warning.
Rival Cameras appear on cave walls. They’re made of the same brassy material as the other Rival robots and could almost be mistaken for one of their turrets, only smaller. They also don’t go dormant and hide within a forcefield, instead remaining active at all times. They mostly scan idly back and forth but sometimes something will catch their attention and they’ll focus on it and track its movement while it remains within their vision.
They only seem to appear in areas where the Rivals don’t have an active presence, so what are they doing there? Monitoring Loot Bug migration routes? Tracking Glyphid activity? Keeping an eye on DRG operations? We don’t know, and management hates that.
The dwarves are to use their hacking devices to download the cameras’ data and shut them down for good. There could be a new little hacking minigame, or one of the old ones would be fine, or it could even just be a “Hold E to hack” kind of thing. Once successfully hacked, the camera’s head bursts in a non-damaging explosion. And don’t worry, Rival enemies are not summoned when being seen by the cameras or when a camera is hacked. They seem to just be passively gathering intel.
Since they spawn on walls they might sometimes be quite high up, but that’s what your traversal tools are for. And even though they’re smaller than a turret a Scout should have no problem landing on top of them. Only the camera’s head is destroyed after hacking, so you’ll still be able to keep your footing on its base. And because the Rival tech always has plenty of glowing bits, the cameras will be easy to spot in dark caves.
Not available on Industrial Sabotage missions or missions with the Rival Presence warning.
(One more secondary objective idea coming! You could probably guess something about it based on this one here.)
New secondary objective: Collect x Rockpox Polyp samples
As with the Rival Cameras, this is an idea to keep the Lithophage relevant in a non-obtrusive way beyond the warning.
Strange Rockpox growths have begun appearing in caves that don’t seem connected to any known Lithophage meteor impacts. These growths have been dubbed Rockpox Polyps and they look like small outcroppings of stone with one to three orange tendrils sticking out and wiggling around. They typically spawn on cave floors, but can occasionally appear on lower parts of the walls. If the stone shell is broken the polyp inside, which looks like a smaller, squirmier plagueheart, falls out. Management wants the growths wiped out before they impede operations, and R&D want to study them to figure out how they’re spreading.
Luckily, no special tools are required to deal with the growths. Simply smash the rocky shells, collect the disgusting things that fall out, and pop them in the MULE. The stone can be broken using any weapons, or a couple strikes with the pickaxe. Even Bosco can open them! But he can’t pick up the ejected polyps unfortunately.
The polyps aren’t as virulent as plaguehearts, but carrying them in your inventory will cause your Rockpox Infection meter to fill very slowly. It could potentially fill faster the more polyps you’re carrying, but it would never be very quick. Even so, it would be best to deposit them soon as you can. After depositing a few, Molly (or other deposit point) will sprout the same orange tendrils as when a full plagueheart is deposited.
Not available on missions with the Lithophage Outbreak warning.
praetorians and oppressors shouldnt release the death gas if they desintigrate on death like they died to a source of heat
or alternatively, have them explode like if you ignited the gas cloud
idea: instead of pushing with 2 fingers, what if there were semi-unique hand poses for activating different objects?
machine event batteries and drillevator vents would have the dwarves pushing them in with their entire hand
most buttons (refinery, doretta, mine head, drop pod, drillevator) would have the dwarves hold their hand above the button for a bit, before slamming their fist down on the button to finish the animation, maybe also make it a bit shorter of a wait
core infusers might have the dwarves pull out a blank matrix core
and probably more that i cant think of
TL;DR more unique interact animations please
"Blood sugar" anomaly that makes every bug drop a little red sugar on death, basically golden bugs but for hp instead of gold
I hate this game when the specific enemies announced swarms feel like it intended to counter my builds such as when I play a build focus on single target there will have the Swarmmers swarm, when I focus on the aoe build it will have the swarm of Preatorians ,and when I focus on the build which don't have explosive in the air it will spawn the Mactera Swarm very often, I mean I'm fine to take the challenge but c'mon everything seems not so random and fake and unfun, and very easy to guess. Why don't give the player the satisfaction of killing right type of enemies with their builds for sometime?
Grappling Hook Change (implementable as a revamp or an possibly an overclock)
proposed change to the scout's traversal tool; add physics to the rope to allow for swinging; allow to reel in and out, but do not make it so sluggish that it can't be used to do any of the crazy maneuvers possible at this moment. an example of a control scheme, wasd to control movement, left click and right click to reel in and out, unequip to disconnect
I feel a change of this caliber would allow for people to continue to do crazy fast traversal but provide a refreshing update and allow some new and interesting movement mechanics for those returning and first-timers alike
New support tools?
Hanging rope
Just a rope that gunner can attach to the ceiling, it will go straight down as deep as it can (or 40-50 m) dwarfs can quickly go down using it, or slowly climb up (still faster then zipline), while climbing up dwarfs can use only secondary weapon (except maybe engineer). Also they can't use weapon while climb, dwarf must stop climbing to use a gun.
Before unfolding rope flies like scout's flares from flare gun, and then quickly unfolds downwards
Must have more ammo then zipline, like 6 or 8?
Trampoline
Launches dwarfs in selected direction (Changes by engineer by using E), like five directions? First is default when placed, it's forward in the direction that engineer is facing, other four is right, backward, left and straight up.
6 launchers max? I don't know, maybe 10?
Launchers will give fall damage resist for some time, enough to not get damage from falling on something of same height, or maybe make it so it will not damage you only if you fall on something that a little higher, like, by 2 m?
Also defends you from fall damage when you fall on it, just makes it so you also launched by pad after this.
Other classes in other message due to character limit
ٴٴٴٴٴ
Laser charge
(I can't name it correctly because I don't know English well enough, hope it's a correct name and not something stupid.)
Places a disk that faces the same direction as driller, after some time (like, five seconds?) disk explodes in laser beam that makes circular hole of some length, large enough for dwarf to go through.
Small laser beam shoots backwards and damages anyone who stayed too close to charge.
15 charges, each makes hole 5 m long?
Rebound Shoes
(That name somehow sounds stupid to me. I don't know why.)
Gives scout ability to run on walls, in the direction in which scout looks (make some specific height angle that he can run to).
Holding SPACE will make scout to stop in place (even on the wall) and then to accumulate a charge, the bigger accumulated charge, the higher scout will jump when you release the SPACE button (with limit of course).
Shoes are partially passive, but you will need to equip them to charge them, also when equipped they will give fall damage resistance.
Just a bit of a silly idea here, but what if the Haunted Cave warning appeared much more frequently on Halloween?
Maybe expand it to other holidays, too. Exploder Infestation and Volatile Guts on the 4th of July, Golden Bugs and Gold Rush during Christmas/St. Patrick's Day, etc.?
Equipment & Cosmetic Loadout Rework
As the title says, I propose a rework of the equipment and cosmetic loadout system. I think that cosmetic and equipment loadouts should not be linked to each other, instead they should be separate. I often just want to play with a different overclock combination without changing my skin and vice versa.
Loadout Slots Rework
In addition to my proposal above, the loadout slots should not be fixed but dynamic, allowing you to add as many fancy dwarves and deadly dwarves as you want to the equipment terminal and wardrobe. Just the number of mission types (9) already dwarves (see what I did there) the number of equipment loadouts, that being 6, preventing you from even having one equipment loadout per mission and oftentimes you want more than just one per mission.
This is an American thing, but pumpkin beers are huge around Halloween. Would be fun if the Halloween update included one.
A special Halloween skin color that turns your skin black with a white skeleton pattern painted on. Applies to arms as well as face.
when you sort lobbies by hazard level, I would love if it counted how many haz 5+ modifiers were active, and sorted by that too.
I’m sure this is already in the works or has been suggested, but more kinds of the core stone species. Like a bigger gorilla type one or even a smaller one.
a weapon frame work with a little lootbug key chain on it (changes colour depending on the paintjob)
Add a voiceline that plays randomly when you kick a barrel: “I wonder what’s in these things”
(at least on higher levels) make the core spawn more terrifying, things like maybe a light fog during season events/missions to reduce visibility overall or an unnatural darkness that engulfs everything, make them faster and do more damage, maybe a ranged version, make them like scary smart and all. or whatever else you Devs can think up
Season 6/7 Idea:
A new ore discovered! The Trossampite!
This resource will encounter at a 100 Trossampites per mission. 200 Trossampites could be melted into Trossampite Ingot which could be used instead of Scrip. After ending the season, all Trossampites would be Converted to Phasyonite 200/1.
Just want a variety to Scrip System.
add passive effects to some perks that dont have them? like berzerker could remove the slowdown from hitting things that arent terrain with your pick
If we have an empty Season Challenge slot, let us use our once daily re-roll to add another challenge instead of re-rolling an existing one.
Add kill counters to everything in the bestiary that doesn't already have one. (Maggot, Cave Cruiser, and the Silicate Harvester)
change the golden lootbugs bestiary info so its not identical to the regular lootbugs one, i require my lore developers
With todays patch, I'm once again asking to make Neurotoxin grenade not as flammable.
Molly Rocket: for Deep Scan missions, she reveals a rocket booster in the undercarriage to allow her to ascend at a similar rate to the dwarves. Idk, I just think it would be A) cinematic as hell, and B) make waiting for Molly a lot shorter, esp since you can hit the pod in 20 seconds, but have to wait for 2 minuutes for Molly to climb 150-200 meters
New enemy concept: Glyphid Grenadier; a heavily armored orange colored acid-spitter-like opponent. With twice the health of a grunt, this uncommon nuisance predicts the movement of a dwarf, makes a distinct hacking/gagging sound in its throat, and then coughs out an explosive ball of guts. This projectile arcs a little, has an explosive radius slightly larger than a glyphid exploder, (it also leaves a small crater like one) but deals a little less damage. I propose such an idea because stingtails, acid and web spitters, menaces, and more all shoot at the dwarf’s current position vs aiming for where the dwarf is going. This enemy will make for a unique pest that you can’t escape from by simply running in a straight line.
Secondary Objective: Aranite Silk
Collect strands of Aranite silk scattered throughout the cave. Each strand stretches across from one wall to another. You must first pickaxe one end of the silk, causing it to spring back into a small coil at the other end. Then you can use your pickaxe to dislodge the coiled up end.
we should have a framework for bosco that makes him look like lloyd
overall more perks, the points are starting to pile up quite a bit
I feel like mission warnings provide too small an impact most of the time; some make significant changes to the mission, while others hardly change anything. “Haunted Cave” adds an invulnerable threat to watch out for for the entirety of the mission, whereas “Cave Leech Cluster” increases the spawn rate of one specific enemy. (An enemy that doesn’t benefit from numbers at that) sorry for the miniature rant, but I find this a curious discrepancy.
Another final-tier upgrade for the drak: (I can't think of a good name. Something to do with amping up the system?)
Tap reload to greatly increase your fire rate and slightly reduce your accuracy and heat generation until the next time you stop firing (whether from overheating, releasing the fire button, or getting disrupted.)
Each use costs a charge, you start with 6 and get 3 back whenever you resupply.
The reasons for this idea are:
-There's a few drak builds that have enough (or more than enough) ammo but could use a burst of extra dps
-'Tap reload to do something' is fun, and it'd be interesting to have an option for it other than manual overheat (which is excellent, but doesn't work with all builds)
I did think of using 'charges' based on the new overclock for the minigun, and having a secondary resource to manage can be neat.
Hey DRG, I was wondering why we only get Morkite seed inside the MORKITE geode. It would make more sense if we could actually mine a bunch of morkite inside the geode. If I'm being honest, it feels a tiny bit boring to just enter it, pick some seeds, and leave. I mean, it is a giant Morkite geode!
Hold c to disable molly being automatically called in solo, same as holding f to disable flashlights
Sure this has been said before, but for something like six shooter, please change the cylinder to six rounds instead of four
- Some sort of gun that's main purpose is to mine terrain and minerals at a distance. (Specifics are up to devs, maybe low ammo or damage.)
- Make a change to the Beast Master perk that lets you turn a swarmer to your side but the cooldown is cut down to 15 seconds of so.
Whens the vr port?
Be able to select multiple Victory Poses instead of only 1 or random
Make bulk detonators take 350% more damage to pickaxe attacks
Two ideas (Don't know if anyone reads this channel)
- Firing range in the space rig. I often switch out weapon upgrades and want to see how it feels without launching a mission. Some sort of firing range in the space rig that would allow this would be helpful.
- A high five victory move where (if all dwarves in the mission have it equipped) they high five each other. I just think it would be so cool and provide parties something to work toward.
anomaly idea: Enhanced Elementals: All enemy damage type resistances/vulnerabilities are increased (by up to 3x, resistances that aren't already 100% cannot reach 100% so no new invulnerabilities). Really test the player's knowledge of the miner's manual
Any thoughts on a different element debuff/obstacle, that actively causes dwarves to intoxicate making their aim worse and more liable to be killed? Or something that blurrs their vision?
Hi all, this is my 9th message in this server and I'm using it to make my little suggestion, enjoy. I just kinda wish that the Hazard 5+/Beyond Lethal modifiers (More enemies, Aggressive enemies, Tougher enemies, Vulnerable players) could be used on any hazard level. That is all, good day.
Make scout grappling Hook be able to pull teammates towards him
Would be extremely good for getting someone who's down on a hard to reach spot or has a lot of enemies nearby
New friendly fire line: You have more bullets than you have brain cells!
more loadouts. thats all. also more loadout icons (Deep scan one is missing, could have some for warnings, etc)
Mission Control doesn't have any voicelines for completing all resonance crystals in a Deep Scan before completing all contagion spikes - the drillevator doesn't come, but he's silent about it, which feels off given how many other mission types have unique lines for it
Changing event spawn rates of events based on your season, ex: Selecting season 1 increases the chance of Prospector, its data depo and Comm Routers spawning and decreases Lithophage Corruptors, Nemesis Drones and Core stones, it feels weird selecting season 1 or 2 and getting the Corruptor and a core stone when neither count towards getting the bonus script for the season
new Zhukov Overclock: 'Integrated Aim'
"by implementing patented SMЯT™ technology into your smgs, you're freed of the burden of having to actually aim"
- your smg's automatically aim towards the enemy (by moving your arms, not your screen), prioritizing the enemy closest to their barrel (so that the guns don't zig zag around the place)
- smg's can aim individually of eachother
- minimum 5m distance between target and shooter for auto-aim
(think of something like hotline miami dual-smgs)
(not sure about other balancing changes)
A small chance to break the slappable items in the game
I want skins for my turrets as engineer and for the class specific utility
Visual setting to have dwarf twerk whole game
They should have a medic class in the game that uses a red sugar beam and u can harvest it- but if the medic harvests it, it turns into buffs for the team when he lasers them
'mute gross noises' option with three selections:
- OFF: farts, burps and other 'gross' noises are muted or replaced with other less 'gross' noises
- ON [ Default ]: no change
- ONLY: all sounds are replaced with farts, burps and other 'gross' noises
MK7 armour should be big, bulky and industrial but for everyone, kind of like the mk5 driller suit. i love my big bulky armours, and since mk3 was the slim and compact one it just makes sense to have a big one, maybe some sort of power armour?
New icon for Bosco when he's carrying something.
When Bosco is carrying a heavy object, such as Jadiz, Compressed Gold, etc, he just uses the same icon as when he's digging. Indeed, if you send him to dig it out, the only indication that he's done digging is either seeing him carrying it, or hearing his little 'woop' noise, both of which are easily missed, particularly if you get distracted by a bunch of bugs that decided to spring up. And you might want him to then dig the thing out but not carry it around.
So, I propose that Bosco should have a different icon when carrying something. Like a claw symbol, something like this.
I am once again asking to please let us customize Lloyd and the medic Boscos in the med bay. Their currently selected skins will only show up for the host that picked them. Lloyd will still have the same hat and bow tie or whatever event cosmetic he wears on top of the frame we change for him.
PS, please let us have our own Bosco hang out in the space rig before we set off on any missions as well. Either entering the drop pod when we are solo, or remaining outside when in a team.
The ability to rebind perk abilities.
Basically, you would be able to bind perk abilities like dash to a specific binding, like a mouse or key binding, instead of them being on pre-existing buttons, where you can accidentally activate them.
Edit (12:03 AM 7/4/2024): This would also help people who have trouble with not tapping certain buttons multiple times in succession, especially with dash.
you need to automatically save data ON the CLIENT in time to play with others (you are NOT the host), otherwise if, under any circumstances, the PC turns off, all earned progress will fly off (literally 10 hours of progress can go nowhere), and leaving the co-op mod for the sake of saving after each mission is not very good...
It will be enough to save after each mission and it will be wonderful...
New M1K overclock:
🔴 Electrothermal Chambers 🔴
”Pumping enough juice to take out a dwarf into the gun makes the bullet continuously charge up the longer you hold the fire button! Be warned, charging for too long could lead to some disastrous consequences.”
Charging the gun past full for one second starts overcharging the gun, consuming four bullets in the magazine per second but increasing the damage by 15% each bullet, and the penetration by 1 each five bullets
Charging with an empty mag will cause the gun to explode, dealing a high amount of damage to everything around you (including yourself) and eating your entire mag
unknown horror but is a goo bomber
a weapon framework thats just the same weapon but 2x as large
add a bestiary section for the heartstone
Idk if it's usefull or not, maybe just waste of devs time, but anyway:
It would be funny to have a little voiceline for the dwarves (Engineer and Driller specially) which plays if the player explodes or detonates something (for example a C4, Grenade launcher etc.).
For example something like a "KABOOM" line like demoman from tf2 for example. I'm constantly saying "kaboom" after killing a big group of grunt with an grenade shot lol.
The same line can be also aplayed when a player kills a bulk/crassus.
That would be funny in my opinion tho...
I think the heartstone needs some expanding upon, it’s a source of tremendous energy like what we see on the shard diffractor and it is basically sentient. It would be cool to see it expanded in some way, maybe new enemies or a new framework made from pieces of the heartstone, and it feels like it could be so much more than a bossfight in one mission, especially since it seemingly has the power to pick up rocks with its mind powers. Maybe some sort of golem enemy which crumbles as you damage it, or sentient floating rocks that spawn in caves? Maybe something relating to the core stone? There’s a ton of stuff that just isn’t explored at all, and it feels like a huge wasted opportunity to expand on what little story the game already has
Glyphids during the extraction on sabotage missions and rival presence warnings should have rival tech modifications like guns, imagine seeing a grunt with a turret mounted to its back (and it would make sense considering the glyphid are already a threat to the dwarves, why not make them even more of a threat?)
warning that slightly randomizes stats (up to 40%) for each spawned enemy
The flashlight is something that’s always on and has infinite battery life, what if we had a warning that disabled the flashlight? (And/or decreased flare light strength?)
add "Ill be back..." to nemisis defeat voice lines
Add a firing range/simulation chamber to the space rig, I would love to be able to test my guns without needing to go into a mission first.
A minor Drak-25 buff.
The Drak-25 is subpar compared to Scout's other options. So, a possible buff is to increase the Drak-25's base damage by 2, making its damage 11 by default and 13 with the damage mod. It would help it be better without overclocks, and hopefully allow the Drak-25 to be on the same level as the GK2.
Frameworks and paintjobs for LMG Gun Platform.
Dunno, just thought they could get the same love as the guns.
(split the second half into another suggestion i'll post later)
You know the GSC Guardian frameworks for guns, with the gold shiny bits? Those but for armor. Drip out the dwarves in gold, aye?
Marked For Death should work on the caretaker but with reduced effectiveness (similar to dreadnoughts being slightly less vulnerable when frozen)
Make the union terminal less finicky. A lot of the time it's either turned into a motivation terminal, or just doesn't open the chapter progress thing and pretends like you haven't joined the union yet. My personal opinion is that it shouldn't be linked to discord and should just be linked to the DRG account/save.
I think we should add dragon ball looking hair to the game
Pickaxe variations like one has more mining speed but less damage and the other one has more damage less mining speed and each one will have their own special ability upgrade like how our current pickaxe has the power swing
Randomized damage "clean" overclocks for the subata/gk2 etc should NOT HAVE A CHANCE TO OUTPUT LOWER DAMAGE. That would make them "balanced".
Since they're already some of the most underwhelming overclocks for each gun I suggest they simply put the minimum damage at 100% instead of 80% for a true "clean" overclock (no inherent downsides).
When compared with the bulldog's randomized damage overclock, the difference in Minimum damage is FIVE PERCENT. Bulldog has Minimum 75%. The maximum for the bulldog is SIXTY PERCENT HIGHER (200%). Very poor consistency.
Rework to the drak's rewiring mod: 'heat cycle'
Has all features of the existing mod (reduced ammo, but gains ammo back on overheats; heats up easier; increased overheat duration) except for further reduced ammo and one addition:
If you start firing shortly after an overheat, you get a boost to fire rate and shot damage until you stop firing.
This encourages the 'shoot a lot and overheat' playstyle, but also ads a dps buff, which this overclock sort of needs.
Thought of this after conductive bullets were made, changing a decent overclock to a really fun/different one by adding more to it.
Beer idea : performance beverage
Replace dark morkite
Give buff to all mission types
Morkite mission : mine more morkite
Egghunt : increase the glow of the egg
Point extraction : increase the throw range of auqaics
Savage mission : increase glow of the mules leg
Extremnation mission : reduce damage taken from Dreadnaught
Refine mission : increase the extraction speed of liquid morkite
Escorts mission : dotty now gain damage resistant with each layer she lost
Deep scan mission : the crystal now glows underground, similar to jade or bittergem
In the Order of the Deep DLC please give Gunner and Driller a full cape option, capes are cool and the half capes shouldn't be on the big brutes, it should be the scout and engi with the half capes if anything and the two heavies as full caped knights! Regardless each class should get the option to decide! I just think the half capes look incredibly mediocre compared to what could've been such a cool knight with a minigun or flamethrower!
This is just a quick Passive Perk idea I came up with: Deadeye; at max level, all weakpoints take an additional 25% more damage. The exact amount could be nerfed or buffed depending on how Deadeye performs. I’d rather not have a perk be defined as “meta” or “useless” (and I doubt anyone does)
Give a small chance for Mission control guy to say "Blah Blah Blah" instead of whatever he's talking about most of the time.
make an animation for the button on the back of the mule of it coming out insted of just poofing in
I think it’d be nice to see a steeves tamed stat. Bonus points if you can see how much of which glyphid type you’ve tamed.
New Overclock idea for the minigun, Shatter Shells (thanks vegetablesandwich for the name)
^ Shoot multiple bullets at a time (like a shotgun)
v Significantly lower fire rate
v Less ammo
removing that thing where dreadnoughts stop wave spawns on elims would allow builds that dont spec into unga single target (cough driller cough) more leeway to still be useful in these kinds of missions and also make elim 4% less boring
Smart stout should make the dwarves head grow until it runs out, where it shrinks back down to normal size
A new type of power attack of pickaxe which swing the pickaxe sideay , deal less damage than normal power attack but has a much large radius
Probably been said before, but a way to set default haz level would be appreciated. I am sick of accidentally starting haz 2 missions because I forgot to meddle with the thing.
2-3 more morkite wells on on-site refining (I love pipelines)
if steeve is still alive after beating a mission, he should show up at the end screen and have his own separate stats, marked with a little glyphid indicator, before the team is chastised by mission control for bringing a glyphid into the space rig
a scout grenade rework would be chill, as nearly every grenade does about the same thing if you boil it down.
targets a splash zone
increases the total damage dealt
inhibits mobility during the duration of the grenade
the IFG, freeze and pheremone grenade all do this, and its a little bit boring especially when the alternative also inhibits enemy mobility, but trades damage for uses and stun duration. i feel like a general rework to each grenade would make it at least a little bit different, maybe pheremone could be replaced by a more targeted sort of pathogen grenade that spreads through glyphids biting eachother and makes them mad? im not a great source of ideas but i think we just need a bit more distinction between each grenade because they all feel the same (excluding the stun sweeper)
The ability to change the color of your shard diffractor beam.
It would just be cool, thats all.
add the jet-boot UI when in the rig please
As a massive fan of the Dead Space games, here's an Overclock for the Cryo Cannon, inspired by the Ripper from, well, Dead Space:
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. This penalty has no effect on the Cold Radiance mod, so it is highly recommended to be utilized with this OC).
- Negative: -2 meter range.
- Negative: Leaves no ice patches on the ground when terrain is struck.
This OC would make me so happy! However, there is one potential extra addition (if a bit overkill) that would perfect it:
- Positive: Press Reload to launch a frozen blade like a projectile. Costs 10 ammo and 10x pressure of a normal attack, deals 4x damage, can't freeze at all and has 3 penetrations. However, it shatters on impact with terrain.
Increase maximum motion control sensitivity on consoles by a wide margin.
Sounds like I’m lazy, but when on the space rig, I wish we could have specific buttons for each interactable terminal (there is already M for mission selection) and I want to have one for equipment terminal and one for wardrobe
Another suggestion. I just checked Wiki and it said that medium-intensity flares and high-intensity flares have the same light level. My idea is to make medium a little (like really little) bit less dark and make high-intensity a little bit more bright
sledgehammer secondary for gunner? attacks are aoe in a 90 degree radius in front of you (upgradeable),lots of fear on impact, one shots grunts
Allow up to 8 players to play together without mods. 4 is not always enough for groups
add numbers next to the hp to know how much the glyphid exactly has
thers a mod?(i didnt find one)
allow the beast master perk to work on stingtails
An option to reduce/remove 'ambient' dwarf lines (ones that don't convey any info to you/your teammates) without messing with 'I just killed this kind of bug' or 'I just did a thing' voicelines.
Purely for your dwarf, not affecting teammates. (except that they'll hear you less)
Coilgun overclock which increases the damage at max charge by x1.75 but the charge goes up and down like a sine wave, and there’s a very small window for a max charge and low charges do x0.5 damage
Mighy not exactly worthly as a fair suggestion, but still wanna get it out of my head:
May we have mortar rounds that produce a bit less smoke than now they do after they land the ground?
The blocking of sight by the vertical smoke can be somewhat problematic in hectic conditions.
New pickaxe parts:
Warlock’s Chisel 
This pickaxe skin would be made up of purple crystal, the same kind as in the crystalline caverns. It would be bound by oak vines, and would look like some sort of wand or staff. The top would have a protruding crystal with symbols etched into it, and each blade would be a sharp piece of crystal. The hilt would be made from the same wood as the vines, and a leather wrap would act as the handle, with a final crystal on the bottom as the pommel, to finish off the look. Would look cool asf imo
A really simple quality of life change, but could we have Dotty's head show up on the map like gems usually do? She's super easy to lose if you're distracted, and the game can be really random when it comes to launching her out of the Drilldozer. Would just be a cute thing to be able to actually find her if we lose track.
necro thermal catalyst on coilgun should give more heat stat (not dmg) to quickly ignite a heating grunt to trigger the explosion. The only good things right now to quickly ignite a bug without killing it are overlocks Burning Hell and Cluster Charges and the rest overclocks will normally kill the bug fast as soon as it ignite please give this modification some more heat so we can easily trigger the effect without depending on those 2 primary weapon overclocks too much.
Speaking of audio sliders, a weapon or gun Audio slider would be incredibly helpful, my ears are just too sensitive for the firing of things like gk2, m1k or auto cannon but if I set them to a volume that isn’t too loud, I’m unable to hear things like spitballers, septic spreaders, sting tails and such
ArmsKore Coil Gun Overclock
Stable capacitors
"Due to the use of other capacitors, it turned out to make your gun keep the charge constantly, unfortunately, these capacitors isolate electricity better and take up more space, so there is no trace from the shot and the battery volume is slightly reduced." (I really can't make normal description, not my field)
Shoots instantly, without the need to gain a charge.
Slightly more damage.
Recharges while not active (Without perk).
A little less ammo.
There is no normal trace of a shot (still can be installed electric trace).
Slow reload (Without perk it must reload slowly even while not active, with perk? idk).
Nishanka Boltshark X-80 Overclock
Shaped charge arrows
"We looked at the old tank shells and thought, why not attach one to the arrow?"
High single target damage.
Ignores armor.
No special arrows (Instead there are now ones with Shaped charge)
Shaped charge arrows fall down faster than normal ones (they are heavy)
Shaped charge arrows cannot be picked up from floor (they don't have charge and now useless)
Cumulative ammo? I don't know how this thing called on English so sorry if it's not obvious what that thing is.
Fsd should do +25 range 
Shard Diffractor Overclock
Lazer drill
"We added a second lens more suitable for excavation, the first lens did not like it."
Pressing R button changes fire mode of gun.
In drill mode Diffractor can break terrain.
Slightly more ammo.
Normal mode has less damage.
Drill mode does half damage, doesn't have area damage and consumes twice as much ammo.
Colette Wave Cooker Overclock
Crystallizing waves
"The study of the phenomenon known as Blood Sugar has borne fruit, in the form of waves converting liquids into sugar (P.S. Does not work on beer)"
Give an effect that causes bugs to drop sugar after death, in an amount proportional to the size of the bug.
Slightly more ammo.
Less direct damage.
Smaller area of damage,
I wrote a message about Supportive grenades before, and this OC has same effect as one of these grenades, so making both would be easier.
I am going to once again request some sort of blacklist feature.
For example- I just completed a mission where host stopped in the middle of a fight to threaten to kick me if I didn't get red sugar, and then when I told them off, killed me later in the mission.
I would love to be able to just make it so any future time that that person hosts a mission, I see a black mark next to their name that says "You had a bad experience with this person. Probably pick a different mission."
I would also love it if they were banned from joining any missions I host, as a second benefit.
Some visual/audio feedback when a creeper vine in the Hollow Bough is destroyed (in the form of an animation, particles, and/or a sound effect).
Also, a possible bug/oversight: some creeper vines can be destroyed while retracted by repeatedly hitting their tips with a pickaxe, whereas others ignore pickaxe swings seemingly for no reason. This should probably be looked at.
My suggestion is that all extra minerals that are mission/secondary related (Morkite, Dystrum, Holomite, Aquarks etc.) would be given their place in the team depository after the objective has been completed therefore giving people extra Money/XP for getting them.
It would make it so people are incentivized to go for more and be rewarded for their efforts instead of just stopping in their tracks in a room full of resources because the objective is finished.
Thank you in advance.
I wanna be able to change my underwear when I die in a mission so I can look at my pickaxe undies while I twerk in my medical gown
A hairstyle that matches Wilson's from Don't Starve.
There should be a mode that goes on forever and you use drillivators to go down levels to call in a drillivator you must complete certain objectives on said levels the further you go down the more loot spawn in and the harder the objectives gets and the harder the enemys get you go untill you die or call in a drop pod and pull out
make it so that BOSCO can do the JETTY BOOTS crates for us when we are in SOLO mode. i spent 30-45 minutes doing it and STILL can't get the damn boots!!! PLEASE make this happen!!! also maybe overclocks for the traversal tools. it think this would be cool.
currently, the subtitles ingame only caption dwarf voicelines (i.e. resupply called, R&S, their offhand remarks as they repair pipelines or dump minerals). i think that as an accessibility feature, this doesn't do enough to assist people who are hard of hearing and/or just play at low volumes.
most notably, there are a number of enemies - wardens, stingtails, spreaders, and stalkers especially - that make loud, distinct sounds that a player benefits from learning and picking out ingame. players who physically can't hear these sounds are at a distinct disadvantage for it and I think it can lead to more deaths that feel unfair and frustrating.
i think that, instead, subtitles should:
- caption glyphid sounds, especially their cries, to alert the player of more than just what their teammates are doing. more subtle sounds, like the distinct flapping of a mactera's wings, should also be included
- indicate general direction - left, right, and maybe behind.
this would let hard of hearing players know more about their surroundings so they can be on a more level playing field to everyone else. i think that minecraft has a relatively good implementation of the sort of thing i'm thinking of, for reference.
So, we can have Steeve as a companion thanks to an active perk.
Steeve's adorable, we all love Steeve...but he's exclusive to the "Beast Master" perk, and not everyone uses this perk.
What if everyone could get a companion during a mission, and you don't have to use a perk for it?
But then I thought, if everyone could have a companion without using the perk in question, it would be a bit busted. 4 Steeve's without the Beast Master IS busted.
What if it were a random encounter, much like jet boots, BET-C, or even abandonned resupply pods, which can grant the dwarves a notable advantage during the mission?
My idea would be that, you could find a glyphid in distress, one that's just unable to save itself, waiting for death to come take it. It could be covered in an awfully sticky substance, with derelict machines at proximity.
The player would have to search around the machines to find solvant, and use it on the glyphid to clean it off of the substance.
Afterward, the glyphid will become thankfull and join you (as for its name, we'll call it "Gary"), and unlike Steeve, Gary would be able to do a little more than just fighting.
When not fighting, Gary will search for veins of minerals, dig them, and bring clumps of them to the closest dwarf. If the mineral requires two hands to be carried, Gary will simply kick it away from the hole.
If a dwarf becomes downed and no enemy/dwarf is in sight, Gary will grab the downed dwarf and bring him to the closest one who is still standing.
Gary also doesn't die when his health reaches 0, instead he becomes downed and has to be revived just like a fellow dwarf.
M1000 overclock idea
The trick shooter
Replace hover clock
Focus shot allow you to hover
While hovering spinning 360 massively increase your focus shot damage , can stack up for 3 times
focus shot consume all of your clip
increase focus time
" By messing with the anti gravity system of the hover system, it is now able to effect your firing mechanism by forcing it to fire every single one of your ammo at once ! It now serves as a great way to survive a big fall and to embarrass yourself in front of your teammates "
Breach cutter OC idea
Curved beams
"Some minor adjustments to the plasma notes let it hit a much wider area, but at the cost of them fizzling out much sooner"
Beam is curved and gets bigger as it travels
Significantly reduced projectile lifetime
Bassicly just changes its hit area to be a much more interesting shape
Frankly, assignments are badly in need a rework.
You're almost always playing with an active assignment to get a feeling of progression, and the assignments cause teams to never stick together for more than one mission, even if they had a great time together and would have stuck together if not for the assignments.
Naturally, to make assignments not team-breaking, there would need to be a system where players who are given the same mission for their assignment are following the same sequence of missions, even if doing different assignments.
So, what if every mission was part of a "project", which is a randomly-selected sequence of missions, and instead of an assignment you have to complete every mission in "project 1", "project 2", "project 3", etc.?
You can ignore the projects if you're just playing the missions for their own sake, but when doing an assignment, you have to complete each mission in a project.
Project 1: Looking Good in the Papers (Morkite in Azure Weald, Eggs in Hollow Bough, Deep Scan in REZ)
Project 2: Spiting the Union (Elimination in Salt Caverns, and two other missions)
Project 3: Management's Coverup (you get the idea)
Now, the projects would be rerolled at the same time as missions, and be given random names, but being assigned to "project 2" just means you have to complete stages 1, 2, and 3 (in any order) of whatever project 2 is, even if it rerolls as you're doing it.
The project number is actually important, because how each project generates depends on its number.
Project 1: 3 random missions.
Project 2: 3 random missions, favouring simple types.
Project 3: 3 random missions, favouring complex types.
Project 4: 4 random missions.
etc. up to 8 projects or so
So all the different ways assignments generate instead become project numbers, and you look for players that are doing a mission that's part of whatever project you've been told to complete.
Would say more but charlimit
** I have a few ideas for some anomalies and warnings! **
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- Ice Cold
- MUCH Lower temperatures in the area causes guns to be less likely to overheat
- Fridgid temperatures also cause dwarves to freeze if they are not close enough to the MULE, Flares, or any other source of heat
- These temperatures can also cause your gun to freeze over if it is not fired for long whilst not in range of sources of heat
- Only appears on missions in Glacial Strata
- Bugs in the area cannot freeze (unless hit with cryo weapons) due to heavier fur coating on their exoskeletons, this fur coating also makes them highly flammable!
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- Hyperblast Phenomenon
- Causes ALL explosives to be double their size, watch out!
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- Rival Jamming
- Causes the Terrain scanner to lose it's visible distance based on how close you are to a Rival Jamming pod.
- Causes the Laser Pointer to delay it's pings to teammates depending on how close you are to a Rival Jamming pod.
- When a resupply pod is requested when near a Jamming Pod, it will be MUCH less accurate as to where you called it in.
Anywhere from 0m-20m off depending on how close you call it in to a jamming pod. - A resonance-crystal like bar will appear on the side of your screen, it gives you a general distance from a jamming pod.
- Jamming pods can be destroyed.
(After a conversation, i realized this is a bad idea, see here: #suggestion-discussion message)
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- Tight Budget I & II
- In a Tight Budget I warning, players are limited to 1 resupply, In a Tight Budget II, players cannot request a resupply at any time
- Also, Players have a 5% slower flare refresh rate on Tight Budget I, and a 15% slower refresh rate on Tight Budget II
- This warning would only appear on quick and easy missions, not anything like sabotage, escort, or elimination
Phoenix Wright hairstyle for scout/rare chance after drinking smart stout
Make it so Bosco can grab alien fossils
Some indicator that shows that host of the server that I'm going to connect has the same assignment. It will make finding the team much easier.
Give us more ingame lore for karl
alternate to the random victory move choice which allows you to choose the pool of poses that the randomiser selects from
please remove sabo from weekly assignment pool 🙏 ty
A minimalist graphics mode for console
Drg on console already heavily struggles, for example on ps4, on avarage a swarm will set the fps count to the 20s making it feel more very clunky and frustrating to play. Any slightly bigger missions practically cap the game to a max of 38fps and sometimes non hazard 5+ modifier swarms can drop down to 17 fps. Pc has a lot of graphical settings and tweaks to comprise the game to look AND run however the player prefers and I think everyone would enjoy having even a preset for some of those low end settings, even if not giving us graphic settings like pc has. I also think me and a lot of people do like the charm and look of how drg looks when ran on low settings, seeing people play on it on pc definitely looks sleek and cool. Aside from all of this console is still in dire need of something like this or any way of turning it down a notch, as being forced to have pretty bad lag on every swarm on each hazard 5 mission makes it a lot harder to enjoy the game
Skin tone idea
Totally Metal - A silvery, reflective skin tone
i think there should be skin tones in drg with more than one colour or maybe patterns, it would be funny to have clown makeup on or a really intense sunburn
🟡 Balanced 🟡 OC for “Drak-25” Plasma Carbine
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Flechette Plasma
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“A special barrel modification in your Plasma Carbine allows your projectiles to take the shape of a cone. This causes your plasma to deal more damage and have greater velocity. This at the cost of some ammo, fire rate , and cooling efficiency.”
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+33% damage
-50% base spread
+50% base velocity
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-4 firerate
-100 ammo
-35% cooling rate
(May or may have blow through)
Error cubes are used to unlock concept art in a Gallery terminal and to unlock the OST to play on the Juke Box. Depending on how many art pieces there are, the cubes could unlock a random selection of 4 pieces of concept art and or soundtrack selections.
Essentially, an art gallery and soundtrack player unlocked by error cubes.
A new game mode where you play as mission control
A new customization slot for scars or tattoos.
Leaf lovers special supporter edition, removes it from the fucking menu.
An ability to forge multiple matrix cores at once. I have like 100+ of them and even with Fast Forging mod forging them feels like a torture. I get that this feature isn't of the greatest importance but I felt an urge to share my graybeard's pain. (Why I need resources at 1300+ lvl is a story for another time
)
Colette Wave Cooker OC
Tin Foil Ball (Unstable) - “Really any old piece of metal will work, but tin foil certainly wedges in there easier. Going through with this stunt allows the Wave Cooker to dish out huge bursts of arcing, searing plasma. This comes at the cost of your microwave’s range, battery life, and general safety. Undoubtedly voids the warranty.”
Replaces microwave beam with medium-range plasma arc blast. Plasma deals massive damage and heat to an enemy and arcs to nearby enemies. Arc count is based on total enemy health (6 arc max)
x5 damage
+30° temperature on hit
x10 ammo consumption
-3 ROF
+50% heat generation
-25% max ammo
Self-damaging fire explosion on overheat
Another reason to mine gold would be neat; most experienced players ignore it due to money and XP not being all too desirable at that point. (Maybe some sort of enemy that lightly punishes you for ignoring gold?)
Make combat mobility have half reload time (it makes sense)
make twerk emote have a higher spawn rate when dancing at the jukebox
Love this game
But I think there should be a reward system continuing the perk system. Some kind of unlimited constantly ongoing perk system. I currently have 180+ perk points as I have unlocked all. But upgrading the current perks, so they get gradually better? Or even using perk points for a gene splicing machine, that slightly increases speed, pickaxe damage, fall damage reduction, jump distance etc. will make higher difficulties easier the stronger you get. Gives you something to work towards and have an actual advantage of being a grey beard !!
Also, a lot more gilded items. I feel there aren't enough, allhough awesome when collected. I've found one I like for a few classes and rarely change them out. Certain gilded items shouldn't be random and should be accomplishemnt unlocked. A gilded sideburn, moustache, eyebrows or more beards for 10k glyphid kills of different enemies, mining resources collected, missions completed !
I think this would definitely flesh out the game for veterans who have nothing to look forward to other than new seasons and a border for their rank !
Increase max motion control sensitivity for consoles.
Overclock for the boltshark: 'Refocused quiver'
Very large damage increase for normal bolts.
Much more special bolts.
Much fewer normal bolts
Special bolt duration is greatly reduced.
A new mission: data theft(or something like that, im not really good at names)
Its a mission where you steal from the rivals, like in industial sabotage, but the rivals built a facility on Hoxxes IV. The dwarfes will be dropped from a longer distance, so the drop pod wont trigger the security system(stealth is optional, but who truly cares). The drop pod wont leave, for an easier exit. The dwarfs can choose one of their equipment slot to be changed into a portable mini hacksy. Inside the facility, the dwarfs should avoid raising alarm, or the facility send a woe lot of shredders and patrol bots(doable, but pain). Inside the facility , there is a caretaker mid-building(this will be important later). After that room, there are some generators that must be shut down before entering the next room(the mini hacksy is needed here). In the next room, there is a boss, the data guard (im still not really good at naming shit), that must be fought before getting the data. The boss has turrets, those shield things the nemesis sends, and a deadly laser beam(it aims the big laser with a small laser before shooting like the sniper turret). After that is done, the data will appear and the dwarfs can take it. On their way out of the facility, the half built caretaker awakens, alarming everything , so the dwarfs have to leave in a hurry. The data container is not deposited, it is placed at the corner of the drop pod like doretta's head.
Would be super cool to see a gender options for customization. Maybe like a button that puts a voice filter over the existing lines, maybe some more femenine beard/hair styles
When a dwarf is forging a core, other players can also see the animation
Give the unseasoned space rig decorations from previous seasons. It shouldn't be every single decoration from previous seasons because that would create too much clutter. Just a little evidence that those seasons happened in the default space rig would be cool, like the prospector and infected windows
Twerk as a victory pose
A new beer idea: maybe a bit weird to implement but anyways, after drinking it you'd morph into a random Hoxxes creature for a few seconds, where you could walk/fly around using their different attacks and stuff.
A new beer idea: it makes your pickaxe .3x faster
Based on the above idea, an Event, similar to where your pickaxe is hypercharged, but for speed instead of power attacking. The concept is having to rapdily dig into a large stone (or maybe have to squish a lot of swarmers or something).
I would just like for the player movement slowdown whenever they pick-axe something to be removed.
It would be nice if you can enable decorations in the space rig in the same place where you change the season.
New voice lines for killing Ebonite Glyphids. Currently it recycles the ones for their base forms, which means sometimes you get warnings about "Gas Butt leaking" when Ebonite Praetorian's don't have gas clouds. Stuff like "It's Rock AND Stone you dumb bug!" would work I think.
You could actually take a barrel with you on a mission and you would get a barrel hat and an achievement (insert barrel joke here) and if you SOMEHOW got the barrel to the drop pod when leaving you could get a golden barrel hat and an achievement (probably also some other rewards because of how impossible it is). Just came up with it when thinking about how mission control yells at you for kicking barrels into the drop pod on the space rig
gk2 overclock which adds a very small AoE to each bullet, slows it down, buffs the damage and gives it a lot of recoil so its like a medium explosive gun
Replace the cluster charge active button to the right click , that way it won't accidentally reload your weapon when you don't want to
Instead of giving blanks, make everything that gives you an overclock instead give you a cosmetic when you have no more overclocks left to get, the way the core infuser does. Feels like it'd just be removing a redundant step from the process, and making things behave more consistently.
Bosco's revive currently inflicts Fear on enemies at the beginning of its animation, meaning it's already worn off by the time he actually revives you. It should instead inflict Fear at the end, just like Field Medic does.
You guys know there's a salute voice line that only say "Stone!"
Now how about, instead of only saying "Stone!" Change it so the first person to press salute say "Rock!" And the next person to press salute will say "And!" And the 3rd person pressing salute will say "Stone!"
Of course the chain only triggers when someone salute and just happen to get the "Rock!" One
put the recoil mod for the bulldog in tier one since it makes more sense to pick between Accuracy, Reload Speed, and Recoil Reduction rather than. Recoil, Ammo, Damage. Recoil does not affect total damage, Ammo and Damage do.
Makes for a slightly more interesting bulldog mod assortment, and minorly buffs a balanced elephant rounds build while still offering the option of a fast reloading uncontrollable elephant rounds bulldog.
A suggestion to management:
Recognising that you send us on missions to escort the Drilldozer.
Recognising that we save Doretta and bring her home.
Recognising that we are extremely heavily armed and fight enormous hordes of monsters for a living.
Please stop jettisoning Doretta out the trash chute.
That is all.
Letter to management
I have an idea for a driller overclock so it makes the blast radius for the satchel charge smaller but more powerful so basically an anti tank mine.
Ideas for Warnings
1️⃣** Geoactivity**
Periodically the screen shakes, making it difficult to aim, Tremors should have a clear period of time between them, and not occur randomly, as players need to be able to remember when the screen will shake again and interfere with aiming, however, the period of tremors should be random.
2️⃣ Slippery floor
The entire ordinary surface becomes slippery like ice in Glacial Strata. It's just funny to walk on slippery ice, and it's bad that there's so little of it. By "ordinary" I mean that random hard rock and dirt shouldn't be slippery because it would make this warning really dangerous (like falling into abyss after going through dirt tunnel).
3️⃣ Unique geology
Gives a chance to spawn a mineral unnatural for the biome.
sixth sense perk should work on stalker
Be able to see neighboring space rigs in the distance
instead of mineral cores (because at that point you dont even need minerals or creds, and that progression really slows down then), why not replace it with a new matrix core, one which gives you a new hat. this hat gets one gold star sticker on it per matrix core, as a personal thank you from management and to celebrate the greybeards
A new machine event, wave caller module. Basically, when the machine is activated, it activates a beacon, which calls stronger and stronger swarms. To beat it, you need to survive 3 minutes. After every minute, the swarm gets stronger. First, its swarmers, grunts(basic, guard and slasher, the full pack) and spitters. After a minute passes, the machine has a lil shockwave like after defeating the caretaker, and stronger enemies appear ,septic spreaders, stingtails, stalkers, even some praetorians. After another minute passed, a bigger shockwave happens, that pushes dwarfs away. This is the hardest swarm, praetorians are now common,some opressors and a single bulk detonator as final boss. Also, this wave has a chance to spawn elites. After this, to make the reward match the effort, you can choose what class AND you can choose if you wanna have it to a primary or a secondary weapon
We need more longevity for grey beards.... It gets very stale after promoting to gold. Only looking forward to a potential gilded beard. We need something to keep old and news players continuously coming back and enjoying the game !!!! It's in a really really good state currently. But need some more repeatability in terms of rewards!! The border for promotions is not enough in my opinion
A goonade
Idea that me and my brother brainstormed up: when starting a mission, Management would tell you if there was a Collector in the area; a large Huli Hoarder built for combat. It would not be crawling around in the cave somewhere, but would instead need to be lured out using a bait pod; a shiny yellow resupply-pod with a chunk of gold in the middle. Bait pods cost 60 gold (that must be mined in the mission) to call down, and you could call one by pressing 6 on your keyboard. (If management tells you a Collector is nearby) once the pod is dropped down, it will lure the Collector out. As a sort of mini boss, the Collector would have mineral themed attacks; hurling a massive spiky enor pearl that bounces around the cave, throwing a block of bismor at the dwarves, chewing up gold to vomit it back out as magma, moves themed like that. It would cycle between these attacks you kill it. (I’m not sure how much health it should have, maybe twice that of an oppressor?) and upon death, it explodes dropping a compressed gold and up to 100 regional minerals. It would also even leave behind a cosmetic. (50% chance to drop 2 cosmetics) this event would randomly spawn like a cargo crate, and would be a combat oriented way to earn gear and resources. A suggestion like this is a long shot, but I have fun brainstorming and speculating about “what if’s” like this. (Heck, I don’t even expect this to be well received)
Perhaps make this channel require a role in order to post to it. Along any others falling victim to the scam posts.
There are plenty of resources- but what if they end one day? Or are very hard to find? Why not breed lootbugs ( and other bugs, plants) to farm resources!!! Build your own lootbug habitat, find the most producitve lootbugs, give them the best food, defend them from badbugs and sicknesses like rockpocks and mushrooms. Invent the best way to farm your gold and gems and richdom! Welcome to my tiny little lootbug farm. XDXDXDXD (dont forget the violence and the bear, uhm beer)
Some stupid idea.
We have upgrades in weapon terminal, and description of some of them says something about "Security measures"
What if long press on upgrade button will change it to "unstable" mode?
Like, 2B upgrade of Lead Storm gives you +2 damage, but "unstable" 2B upgrade will give you something like +3 damage and +20% speed of overheat, or -20% accuracy or anything like this.
This will give players ability to make very one-sided weapons and many many more, but making a good balance will be hard.
Also these "unstable" upgrades will have extra cost, that is much more expensive than normal upgrade
Some friends and I like this game, but we sometimes regret that it doesn't have a versus side.
We don't want a ranked or competitive mode, but simply the possibility of defining a seed for the map, which would automatically switch the game to the "custom" game save, so as not to affect our character's progression.
This would allow us to get back to the good old days when we did little challenges and shared our results via screenshots.
Simple: overclocks for movement tools and class utilities
Heyo, absolutely love the game. I'm an OCD boy and it would make me very happy if there were 3 more build slots for every character, thus allowing you to have one for every combination of primary/secondary 😍
Im not too entirely sure of what to do with leftover perk points, but I have a few ideas.
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Once getting all of the perks, you get credits for doing things instead of perk points.
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Same idea, but it’s minerals instead.
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Once you get all of the perks you still get perk points, but at the end of every season, your leftover perk points get multiplied by 10 and turned into credits
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Perk points can be used for other things than perks. Maybe for the daily deal in the mineral trade, weapon upgrades/unlocks/overclocks, or promotions
About Perk Points (PP), maybe make some panel where you can allocate them to different things like
1️⃣ Health: 3 PP for 1 more max HP.
2️⃣ Shield: 7 or 10 PP for 1 more max shield points.
3️⃣ HP regen: 5 PP for 0.2 seconds less for it to start.
4️⃣ Max HP regen: 10 PP for 1 more HP regen on all difficulties.
5️⃣ Movement speed: 5 Points for 0.5% more speed.
You can take your points back to reallocate them for different build.
These thing aren't OP but give you a way to spent your points (60 more HP Or 20 more shields or 20% more move speed will give you Overwelming powers?)
Ok... hear me out... On Aprils fools day, every bug is tuned into really fast elite lootbugs and all the dreadnaughts are just giant scaled golden lootbugs.
Can we get a perk that lets you have a greater agro range AND increased agro limit (you can only have like 15 bugs focus on you or smt right now) so you can lure enemies away from the team as a scout, or have the gunner BE the actual tank its supposed to be?
Add a mutator similar to mactera plague and duck and cover, but for stationary enemies
Enable a way to turn off your mic for DRG/get push to talk on Xbox Series X.
Autocannon OC
Type: balanced
2x RoF and RoF growth speed
+110 mag size
+50% spread
The high dps of the RoF boost would be balanced by forcing players to go face to face with bugs thanks to increased spread
RoF growth speed buff is here to make getting value out of max RoF and T5 perks easier
The mag size boost is here to let players enjoy the high RoF for longer before reload is needed
I just love the idea of absurdly fast RoF on AC. I thought this idea might be fun, tho its not the most optimal for sure (people already hate ACs spread, so adding even more to that might get under somebodys skin lol)
Here's some more ideas for anomalies and warnings
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Back-Breaker
Complete opposite of low gravity, now you feel extremely heavy! -
Drunkard's Haven
For some reason, the air in this area makes you slightly drunk. At least you don't have to pay for it anymore... -
Unstable Sediment
If the floor beneath you is thin enough, it might just crumble under your own weight. -
Fanatical bugs
Bugs in this area aren't as fearful and will do anything in order to kill you, they do a bit more damage and stun and fear perks do not work on them as wel.
(They also EASILY detect your presence and will move from one cave to another just to get to you)
Cave generation idea: I suggest that the cave generation is divided into about 3 categories: the "small", the "medium" and the "large". They'd differ in the frequency of small, medium and large cave rooms generating respectively.
Small caves - They would mostly consist of narrow and long tunnels, as the name suggests. The small rooms currently in the game would generate the most often in this type of caves, while the large ones would have a very low chance to occur.
Medium caves - This would be the current cave type we have. It's a mix of both.
Large caves - Caves consisting of mostly large rooms. Small, narrow tunnels would be unlikely to generate a lot. Azure Weald would look beautiful.
A pickaxe set thats just a hammer
Just like we have a selection of victory poses, make it so we have selection of loss poses
i wanna see HAMMER customization. we get stuff for the pickaxe but not the hammer. please give us hammer parts to pimp out the hammer too!!!
Victory moves for Bosco after solo missions
Very minor thing i noticed while reading the Miner's Manual, but on the Deeptora Bough Wasp Nest it says 'Relative of the Deeptora, ...' which I assume should be Deeptora Honeycomb since just Deeptora would be the family (or Order? some biologist please confirm lol) which the Bough Wasp Nest is also written to be in. Cheers
When using Iron Will you reload the weapons, could you, please, also refresh cooldowns on perks?
Make it so the Caretaker's arms dont destroy projectiles with their bullets
Not the most refined idea but it gets the base point across, turning the cryo canon from a weapon that deals consistan damage over time to one that deals a lot of damage and freeze really quick. It might need a rework to make it more uniqued tho.
Ability to rebind charge cluster activation key (or other "push reload to do special gun thing" actions). Maybe PC-only? I'm not sure if this is due to a console button limitation.
A confirm/revert setting popup to add a layer of verification when making settings changes
Skins for grenades like a holy hand grenade
I think, the thing we all really need is a Random Victory Move Selection List. Right now, either we have ALL of them on random, or we have ONE of them selected. I want to have them on random, but only some of them (the cool ones), not all of them.
a hidden pinging tool in the area with the party ball that lets us ping things in the space rig would be funny
Greetings cowpokes,
I was wondering if it’d be possible to have more helmets such as Eclipse Trooper and Corporate Marine have their visors glow with the accent colors for paint jobs such as Dark Future, GSG Guardian, and Black Crag.
They do with some paint jobs like Plastic Coating and Monochromatic. I’d be super grateful if someone gets the chance.
Thanks
Grenade paints anyone? (The ability to put paint on your throwables)
If a driller breaks a egg in the optional quest with the flamethrower there could be a voice line referencing Glyphid omelets? (Or for any class that uses fire?)
Lead storm overclock 
[Micro pellet payload]
(Unstable)
Every bullet is now a cartridge filled with pellets that burst upon coming out the barrel, making every shot like a shotgun
+3 pellets
slightly more damage
significantly higher spread
significantly slower rate of fire
significantly less ammo
*Every shot is treated as a shotgun shot with 4 pellets.
new sludger overclock:
🟡 Mineral Sludge 🟡
"Dissolving a few boulders into your tank of goo creates a sort of concrete-like mixture which hardens after the goo has dissolved. It's cheap as rocks, but a fellow dwarf in R&D nearly got his hand burned off while mixing in the minerals, so we can't supply as much."
Sludge hardens into rock after clearing
Slowness effect x1.25
Sludge lasts for longer
Much less ammo
Distance that sludge travels is reduced by 33%
update the med Bay post-mission display to include haz 5+
unique descriptions for each victory pose
time spent building, fixing, reviving players, should count towards born ready's automatic reload. It just feels a little weird to have to remember to swap to your secondary if you're going to fix dotty for a while and want your gun reloaded as well. So any time not physically holding the weapon should count!
An idea for female dwarves ( I know, done to death)
It's a single button
There are no physical changes to the model, but the voice lines are are just slightly changed with a voice filter
This has probably been suggested, but I think it would be great if Lloyd always poured four beers whenever a dwarf orders a round (regardless of # of dwarves present)
Imagine being able to welcome your fellow dwarves by pre-ordering a round before they join the lobby before a mission
And imagine being the dwarf who joins and finds a beer waiting for you the moment you step into the station
Rounds cost the same regardless of the number of dwarves anyway (or so I understand, correct me if wrong), so this would be a very rock and stone change
Thanks for reading <3 R&S
achievement for jumping into the glowing hot top of the drop pod in the space station, and a voiceline "isnt that a bit hot?"
New mission type concept: hive takedown
Locate and destroy the glyphid nest
The hive is REALLY big, taking up more than half of the map
To take down the nest you must first locate it through organic materials sprouts with the new heat radars
Then reach it with dotty, needed to crack the outer shell of the nest
During this phase you must defend doretta from glyphid sentinels and a new glyphid enemy: the spouts, static turret like enemies.
Then, get in, defeat a fully hatched hiveguard (bigger stronger new moves summons more enemies and stronger sentinels) place the charges, get out with an extraction zipline (a drill platform with 4 vertical ziplines in the middle, it will drop in the middle of the hive) and get out of the nest as things go boom
The. Just get to the drop pod and that's it
The hive has costant glyphid spawn, higher spawn rate for stronger enemies, and extremely high chances of containing a bulk detonator (exploders are safe in the hive so they have more chances of growing into their adult form)
Idk why I did this I like the hiveguard
Add a new type of mactera that can only hover and shoots acid projectiles
Pet lootbug. A pet that collects loot if full it goes to mule and throw up the loot out. Only eating left over loot players haven't touch for a minute or say your loot falls into a deep hole you can ping it for ya lootbug or the pet can simply be on head making noises
A mini lootbug that sits on your head as a hat item.
Fix Core Stone Rifts being able to spawn inside/near eggs in Egg Hunt missions.
Almost lost a whole Egg Hunt mission just now because one of the rifts spawned on an egg, dislodging it and triggering a swarm that i had to deal with at the same time as the event.
Some variation of a mineral beer that gives a small buff to mineral collecting, might be randomised meaning you have to choose biome depending on which 2 types of minerals get buffed. Indecator is next to your character icon.
to elaborate, it contains too much acid inside to be able to fly, so it struggles to even hover, when it dies, it releases all the acid
When a player joins late when there's an unlocked jet boot crate, they automatically get jet boots equiped.
Have the 1 out of 10 chance of a swarm that is only comprised of lootbugs
C4 mod for driller:
Scout repellent. The C4 zone acts like a forcefield to scouts, they get pushed away and cannot enter it.
Can yall add more loadout slots for each of the classes? I have gotten to a point where there is so many overclocks I want to use but I don't really want to remove some of my loadouts to make a new one. I tried looking for a mod for it but I havent found one
A mission type, where you sabotage rival's mining operations.
hi can some one help me because i cant speak in drg chat
I would really appreciate a pickaxe back blade that is a beer bottle-opener.
Glyphid hunter:
Chooses the dwarf with the least health and stalks it for a while, waiting for him to start doing something such as depositing or something like that, at which point it attacks, causing the dwarf to have a "paranoia" debuff (you cannot do any action that requires holding a button and standin still because you are afraid of the hunter)
Once the hunter picks a target he will not change target and will only stop once either him or the target is dead
After an attack he retreats into the ground waiting for another occasion to strike
remove tritilyte shard in solo missions, the combination of having to fight the massive swarm of enemies, create a path and transport the bombs is near impossible
I want to kill myself when I fail everytime I attempt these
Allow lootbugs to eat flares lying around, and then they glow as well
Infestation mission
A cave has become a nest for both glyphids and mactera, take it out before it becomes a bigger issue
Mission consists of finding large nests and calling in a nuclear mule
After being called in and activated it slowly moves towards a nest players must protect it to keep it moving
Objectives varry from 1 nest to 3 nests.
Nukamule takes about 5 minutes to reach nest
Being able to pin Milestones to a spot on your hud, It could be useful for those trying to max their milestones and find it difficult remembering what ones they still need done, Perhaps a optional progress bar as well? While we are on the topic, customizing where stuff is on your hud, the size of the ui and the transparency could also be useful?
A half-face samurai mask cosmetic for the beard slot, stylized to resemble a mix between an oni demon and a glyphid's mouth.
What if Mobula Cave Angels could eat flares, out of some instinct to glow just like everything else in Azure Weald?
- They would move towards nearby flares and consume them (which can be used to bring them close to the ground if you want to embark/disembark)
- The flares glow much less bright in their stomach, but last 10x longer, and the colour of the flares is still visible
- They can eat up to six normal flares, or three large scout flares
- Achievement: Mobula Cave Sun (fill a Mobula Cave Angel's stomach entirely with large scout flares)
What if there was a film of the game?
Increasing the GK2 Burst Fire overclock's magazine size multiplier to ×1.2 would provide a nice, small buff to the overclock while also eliminating the need to round to a nearby multiple of 3.
(without magazine mod: 30 × 1.2 = 36)
(with magazine mod: 40 × 1.2 = 48)
a sticky flare would be neat
LOK-1 Overclock: Viper
Most LOK1 builds currently rely on full locks for actual damage, this overclock aims to shake that up a bit.
Bullets apply a highly powerful, non-stacking venom effect.
0.5x max ammo
0.33x magazine size
0.5x damage
1 max lock
Venom effect stats:
Damage: 15 Poison
Tick rate: 4 ticks per second
Duration: 8 seconds
Yes, I know the downsides are abhorrent, but read the stats of the venom effect!
Pink beard cosmetic. or at least purple
i need it
C4 mod for driller:
Scout... Magnet?
C4 acts an attractive force to scouts, pulling them towards it.
Add a slash jump attack to the core spawn that triggers when a dwarf is out of reach and don't mention it in the patch notes.
Let people who cheese the core event with their zipline strat shit their pants.
like add a flare option thats just a sticky version of the flare cause i feel like sometimes i want to throw a flare but it not bounce all over the place
Increased chance for suggestive dancing emotes the more drunk you get
Make that when you are in middle of typing something in chat that pressing Esc will close the chat instead to open the Status menu... this killed me so many time
Since the drak's tier 4 upgrades are pretty different power levels, I'd suggest combining the armorbreak upgrade and aoe upgrade into one to better compete with the electric upgrade's damage output and slowing.
Both work with 'spray and pray' in different ways, and the only overclock this will really buff is impact deflection, though it may have a chance to compete with electricity in the overheat-clocks (rewiring mod and agressive venting)
This could also create a spot for another tier 4 damage upgrade, like another rate of fire upgrade, a accuracy+weakpoint bonus, or something else.
Cold status effect should slow “Lead storm”’ overheating, and if the cold status effect is over 80%, leadstorm cannot overheat
A indicator of how many credits and materials you will have after a purchase, Such as the shop and upgrades
Yes i know it tells you how much it costs but still it would be useful
Stalker should lower their health or being effected by stun or fear.
BRT gun has armor break mod, Coilgun has penetrating ability that ignore armor and terrain with weakpoint bonus but Bulldog fighting a full grown rolling shellback and Stingtail is a joke even with Elephant Rounds please consider add more armor break base stat to the gun or just make it really worth when player hit the weak point of a target than other 2 secondary guns.
New Mission warning: [Expensive}
You have been sent deeper than usual, so it costs more resources to send a resupply (95 Nitra Resupplies)
+10% EXP
If your whole team has the steeve perk, you should be able to tame a bigger glyphid like a praetorian as a steeve for the group. I'm sure it could be balanced well if implemented correctly.
Stalkers and Stingtails should be affected by the Heightened Senses perk
Make the web spitters and acid spitter models look a little different from eachother! It'd be nice for colorblind players and high FOVs!
new secondary for blowing up explosive plants
Acid pools Anomaly
Just spawn some goo that damages any creature (except acid spitter) in random places on the floor
Centipede Enemies
Literally just big centipedes
Large Centipedes
Could wrap around Molly and slow her down or make her stop completely, making it incapable to deposit into her as well as you take damage by going near them
Smaller Centipedes
Would wrap around the player while blocking their vision and dealing tick damage, the only way to get them off is by having someone else shoot them off or by wriggling out of it, similar to Lethal Company ceiling bugs
A cosmetic armour set, probably paid, that is Tuxedo's and Top Hats (With or without monocle). Because we're dwarven Gentlemen.
Shield link perk should share armor reduction between classes when they are linked. For example if a Gunner have a shield boosted with a Scout then both their armors now have explosive and fall damage reduction.
Unlocking a weapon skin also gives you a separate paint job to use with other weapon skins.
I.E: If I unlock the Scale brigade weapon skin for the warthog, I also get a scale brigade paint job that I could use on the warthog builders choice skin.
Shard diffractor oc
Corestone shard
The ommoran shard is replaced with a corestone shard
Now allows you to open small rifts that shoot out small corespawn enemies that work kinda of like shredders
Significantly less ammo
Only one rift at a time can be open
Less recharge rate
TIER II PERKS
(Unlocks if every your dwarf have at least Bronze I rank)
Passive Perks:
-
"Legs Agility"
THIS PERK IS SCRAPPED - TOO BAD IDEA -
"One more KaBOOM!" (4 Levels)
You get 1/1/1/2 extra grenades and the grenade will have an extra 5/10/15/20 damage. -
"Approved by Carl" (5 Levels)
Buff the Special Beer bonus at 1,5/2/2,5/3/4,5 Times. -
"Moment of Decision" (2 Levels)
Restore 25% of your ammo if your ammo is lover than 50/75% with a 5/10% chance by kill enemies. -
"Provoker" (2 Levels)
1,5x/2x Damage to Full HP enemies. -
"Drunk? - No problems!" (3 Levels)
If you drunk for 50%/40%/30%. The Enemies which attack you in melee, gets stun for 3/4/6 Seconds. With a 20%/20%/35%
Active Perks:
-
"Management's Reliable" (3 Levels)
Passive: Now the Supply pod's cost is 70/65/60 Nitra now. (Not Summarizing)
Active: Calls 1 Supply Pod for free (1 for mission) -
"Basketball" (2 Levels)
If you're see a falling dwarf: you can catch him by electric Basket and he'll not fall.
Recharge Time: 4 Minutes/2 Minutes 30 Seconds.
- "Goodbye Darkness my old friend!" (2 Levels)
Throws 4/5 Ultra-light flares in 4/5 different Directions.
Recharge Time: 7/6 Minutes
- "Timed Outpost" (4 Levels)
You can spawn 3 Defence Bags (200/225/260/300 HP) where you can defend from bugs, also they're have got favoured by dwarf blood to distract every Glyphid.
Amount: 1 for mission.
(Maybe you'll rate this idea, if not, i'll ♻️ it)
P.S I need a time to rebalance it
Increase the throw range of Gunner sticky grenade about 10% more or just make it easy to snap to an enemy especially Macteras.
Stinky perk
2 activations per mission.
In next 10/15 seconds every bug that bites you walks away from you on 2-3 meters, small bugs don't even touch you before go away, in other words little things does't touch you at all and cant choose you as their target