#suggestions
1 messages · Page 30 of 1
Add tool customization so I can color drills, grappling hooks, turrets and etc
Make it so all types of xenofungus trigger the “mushroom!” Voiceline
It's been years and we do not have button to swap dance moves. Even random dance move is much better than going out from dance floor
Propeller hat.
Big gun.
On april fools : make a comicaly small weapon
Weapons of our ancestors give us melee weapons
make it so there is a different cosmetic slot for goggles / glasses so you can have goggles on with a beret or somthing. this would help a lot
make the "if only i got paid for this" acheivment apply to the jetty boot minigame too maybe getting a 100 score for it (PLEASE I DONT WANT TO PLAY BARREL HOOP ANYMORE I BEG YOU GHOST SHIP PLEASE)
After the Driller says “Ding!” when the wave cooker overheats, he should also say, “Turkey’s Done!”
microwave OC:
🟡 Reheating Module 🟡
"Flipping the reheat switch on the rear of the gun makes sure your bugs are cooked thoroughly and perfectly well done! As a matter of fact, this setting sterlilises the meat so efficiently that it is (almost) completely safe to eat! We wouldn't recommend it, but R&D is excited to have a willing participant to try it out. In exchange for cooking the bugs through, the overall damage is reduced as it takes longer to get the heat through."
Bugs killed by this drop "red sugar" on kill, depending on the size (grunts -> 1 health, oppressors -> 10 health)
Slightly less damage (7 -> 5)
New "Difficulty" (Not technically a difficulty): Cave Complexity 4
This difficulty would add a few new ways to change your map generation:
Up to 4 negative modifiers of your choice
1 positive modifier possible to add per 2 selected negatives (double xp is enabled, but costs all 4 negative modifiers)
Crazier world generation: Cave complexity 3 but even crazier.
Besides this, you may choose from specific options
Upside-down: the floor generates at the ceiling, and the ceiling generates at the floor, a 180 degree flip of the map.
Invert: the air is now rock, the rock is now air. The effect of this is having a much more open cave with all of it activities being on islands where the original caves would be, as well as making all the rooms new again. There would be additional modifications made so a driller couldn't just mine both ends and delete the entire inverted cave system, and so it would look more natural. There is still a floor, wall, ceiling etc.
Upscale: the map is just bigger. the generation is the same, scaled to be huge.
Each refresh cycle, only one Cave Complexity 4 mission generates, and it is random. the host gets to choose the modifiers and world generation additions.
These missions would always be more difficult than a complexity 3. I think it should also scale the amount of stationary enemies up a bit, and make their spawns scale based on room size. They would otherwise have the same mission length and mission type
overall, this would allow a consistent way to access a double xp mission and allow you to spice up your missions
Rock and Stone miners and developers!
Last week, the band "Wind Rose" released a new album with dwarven motifs. Therefore, there is a proposal to make a collaboration with them. It could be done in the form of a DLC with a music album and skins for dwarves, as well as a new terminal on the station to play the album, or the music would probably play during the swarm attack. It would also be cool to do a mini-event in caves to find cassettes with music from the album.
Or make a collaboration in the form of a free update with an event and possibly skins, but with 2-4 tracks from the album, a good advertisement for "Wind Rose".
The collaboration could be described, for example, as follows:
"A shipment came from the dwarves' homeworld, but instead of bacon, there were music cassettes and stuff. The DRG management initially wanted to return the cargo back, but the Station management rejected this demand (there are rumors that they were sent some cool things)".
How about a Toriyama-inspired armor set? Sure, it's a bit of a stretch, but it'd still look good with a lot of liberties taken. I just love the simplistic design and those big pointy shoulderpads that look like they'd get you stuck in a few doorways on the space rig. Plus it'd go great with pointy hairstyles or the AR headset.
add the victory screen barrel room to the lobby space rig for us to visit
Add the core stone theme to spotify
(Pretty please!)
A victory pose where the dwarf brings out a freeze plant, freezes and shatters
Subata OC kinda inspired by True Trigram Formation combat page from Library of Ruina. Balance react all you want, at least this makes Subata relevant. (Also I cannot fit all of the variants here and the 3rd is in WIP)
Driller's Compliment(Subata 120 OC)
Unstable
Changes into (Catalyzing Bullets/Frost Pulverizer/Eroding Ingredients) based on selected Tier 5 mods Volatile Bullets, Blowthrough Rounds, or NCTC respectively.
Catalyzing Bullets
VS enemies that have Heat but are not ignited, deal Heat on hit based on 100% of Subata's damage as if Volatile Bullets is active. Heat gained this way has fixed decay rate (10 cooling/s, 1.2 sec delay from last instance of heat applied) and an Ignite with similar dmg to regular Ignite that lasts a fixed 7 seconds (affected by ignite duration extender clause)
Hits against enemies with Ignited status applies Catalyzed debuff.
Catalyzed - causes Ignite DoT to hit twice per tick and lower tick rate to 0.1 seconds. Hits from Subata vs Ignited Catalyzed enemies extend ignite duration by 1.05 seconds per hit. Catalyzed expires when Ignite is extinguished. If Temp Shock affects Ignited Catalyzed enemies, deal 2.5x temp shock dmg to main target and deal 0.65x tempshock dmg as Kinetic dmg in 2m radius (Main target unaffected), then remove Catalyzed.
Lower max ammo 0.65x
Slower reload 1.5x reload speed
Lower mag cap -6 from base
Heavy Recoil
what if drg had melee weapons (pickaxes dont count)
Make a victory move where the dwarf runs down the track and kicks a barrel towards the camera, basically beermug toss but barrel 
A hat that's some kind of meat grinder, for next year's Rocktoberfest.
50% more frendly fire on c4
Sticky Grenade Buff
+20 Area damage
+Bugs that can burrow to safety lose the ability to until the device detonates
Since theres an ice praetorian in glacial strata, and praetorians in radioactive exclusions zone drop a radiation field instead of a poison cloud, maybe other areas could also get specialized praetorians?
Like a flame praetorian in magma core
Or an electrified praetorian in crystalline caverns
Maybe even change the radioactive exclusive zone one so that instead of just the death effect being changed, its breath attack is also replaced with a radiation beam
Frost spitters for glacial strata?
Riot shield
Class: gunner
The riot shield would come in as the first swappable ability, replacing the shield bubble with a full body riot shield.
Upsides
shield protects all incoming damage from 180 degree in front of you
little to no knock back when hit with special attacks (oppressor ground slam, etc.)
take reduced damage while shield is deployed. Around 15-20%
Downsides
Reduces movement speed by 20-30%
Replaces attacks with close range bashes while in shield form(does as much damage as a regular pickaxe hit, with a slower attack rate and no power attack)
Upon taking out the shield, all surrounding enemies prioritize you over other dwarves. (Make it so you can save any dwarves that may be trapped in tunnels or such)
Add sprint by default, hold to walk!!! Please! Now, I am very aware of the existence of the mod but it randomly breaks sometimes and it is annoying. I can't think of a downside of adding it into the game. Perhaps everyone uses it??? Please.
Beer similar to Smart Stout that makes the dwarves say overly posh thing like true gentlemen
"Stubby" Voltaic SMG OC idea:
"Titanium tipped rounds"
Significant damage increase (+5)
Slightly increased recoil (x1.2)
Decreased max ammo (-100)
Slightly decreased rate of fire (-2)
Nishanka Boltshark X-80 unstable overclock idea:
"crusaders bolts"
Effects of special bolts give positive effects to dwarfs hit by them
Pheromones gives significant damage reduction and the rich atmosphere speed boost on top of pheromone effect (also effects downed dwarfs)
Chemical Explosion gives a massive boost to power attack aoe (+5 at least) on top of standard power attack aoe to regular pickaxe hits, also creates a large explosion when the effected dwarf goes down
Bolt Taser gives the effected dwarves weapons bonus electric damage on direct hits and a chance to shock enemies depending on the weapons firerate on top of double shield regen rate with only a 1 second recharge delay on shield break
less special ammo
effect length on enemies reduced by 2.5
effects on dwarves only last half as long
standard bolts dont deal damage and heal a third of their damage to dwarves hit (of course not reviving downed dwarves)
resupply pods do not restore special ammo
Subata OC
Type: Balanced/unstable
2x dmg modifier
400% AB increase (or any amount that is balanced, I put random number here)
0.5x mag size modifier
big increase to recoil and spread per shot
Desert Eagle 
I want a life sized glyphid plush (it’d come with a removable Steeve collar)
I did it and think it would be a neat achievement
"core stone? more like BORE stone"
defeat a core stone under 60 seconds
Replace Subata with the "Subata-Nimbus"
This all-new weapon shoots bullets that push enemies with the power of wind.
It can also blow fire from sticky flames, and blow goo onto enemies that are walking in it.- think the air burst in Noita, or maybe shooting an normal arrow through fire in Minecraft. This allows flames to travel much further, and to save on sludge pump ammo.
It will also have a tier 5 upgrade that makes it so blowing two frozen enemies into eachother will do major damage to both.
I think this gun fits the other driller weapons much better than the current Subata. It allows more creative uses for driller builds.
With this fourth element, Driller will also become the avatar- master of the four elements: Earth, Water(Ice), Air, and Fire.
Frost Pulverizer
If enemy has Cold but is not Frozen, inflict Cold based on 100% of dmg as if the target is Frozen. Cold gained this way decays at a fixed rate (15 Warming/s, 1 sec delay per instance of Cold applied).
VS Frozen enemies, apply Exposing Frost to target on hit.
Exposing Frost - Enable weakpoints on enemies that are applicable. All Weakpoint multipliers increased by 1 additively. Boosted WP and Frozen dmg stack. If the shot lands on armor of Frozen target, buffer 100% of dmg to armor until target thaws out and do HP dmg as if boosted by Freeze. If the shot would've landed on a weakpoint if an armor segment wasn't there, activate boosted WP + Frozen dmg boost. On hit vs Frozen targets with Exposing Frost, increase Frozen duration by 0.6 sec per hit.
Exposing Frost expires when enemy is Thawed.
When a Frozen enemy with Exposing Frost is Temp Shocked, deal 3.75x Temp Shock dmg to target, then remove Exposing Frost.
0.7x Base Dmg
Lower Ammo 0.7x
Reload Speed 1.6x
(I predict the devs will do something silly like this anyway for when the secondary weapon ocs come out)
Subata OC Balanced: Magnum Rounds
x2 Base Damage
High chance to cause fear within a 5m radius
+15% Weakpoint Damage Bonus
-30% Magazine Size
-50% reserve ammo
x2 Recoil
"It has been made apparent to R&D that a good lot of you don't enjoy the regular firepower the Subata 120 model provides. A reconfiguration of the internals allows the Subata to fire high power rounds that should scare any bug that gets too close"
It would be hilarious if one holiday event Mission Control declares something to the effect of, "Management has become completely fed up with the cargo pilot dropping his cargo over the planet every holiday and have decided to 'let him go' while making his final maneuvers to the station. Ironically, this has had the effect of littering the planet, once again, with holiday decorations. What a shame. His approach vector looked like he would've made it this time too. Poor bugger."
A new beer that is so terrible that Dwarves drop censored expletive's in the middle of a rant about having to hand over their beer ingredients /credits for it.
"This [bleep] is absolutely [Bleep] disgusting. You know I thought the [Bleep] [Bleep] Pointy Eared Leaf Lovers [Bleep] Special was some real [Bleep] but no this needs to go in the [Bleep] [Bleep] [Bleep] book."
"I [Bleep] wish I as a Dwarf could [Bleep] tip this mug onto the floor but my honor as not being a [Bleep][Bleep] Leaf Lover does not allow me to [Bleep] throw this [Bleep] distilled dumpster [Bleep] water the [Bleep] away."
"You know if I had known I'd have to [Bleep] wake up to the taste of [Bleep] mule [Bleep]. No Offense Molly." [Molly chirp in the distance] "I'd have just [Bleep] C4'd my own [Bleep] ass right into the [Bleep] Med bay."
"It's terrible! Oh, [Bleep]. I Got some of this [Bleep] in my beard! It's so sticky and [Bleep] [Bleep] terrible! Clear the way lads, I need to [Bleep] jump into the [Bleep] barrel hoop."
the robots on the rig could react more to the stuff we do in general
if you shoot a goal with the disco football molly should sheer you on
they could laught if you miss someone while throwing something like a snowball or during hide and seek
if you pass out drunk, lloyd could make a concerned robot humm and look over to you
perhaps he could also clap if you get a high score on the hoop game
maybe a sigh if mission control speaks up about our barrel shenanigans
I've noticed that the freeze gun doesn't have enough green OCs so here's one
Pressure Booster
🟩 Safe OC
Slightly increased damage
Increased cold stream range
A new daily special beer that makes elemental effects work faster/last longer
Shard diffractor OC
Type: Clean
0.5 AoE size Increase
+1/2 AoE dmg increase
I just feel like Shard lacks OCs that focus on its base AoE, without any gimmicks
Message content: New content update/mission idea for DRG down the road as we continue to dig deep into HOXXES IV (I do not have access to any, nor know of any proper channels to send this, so I figured I send this way)
The release of this update comes with no advanced intelligence prior to release with the season, YouTube discussions or warning for the players. The purpose being to reflect the efforts by DRG's management and the R&D Team to dig deeper....rumors and some suspicions confirm that something has awoken in the darkness of Hoxxes IV: The final stage of the Dreadnought evolutionary cycle, The Glyphid Dreadnought Berserker; an unseen whisper to even the oldest of DRG graybeards: powerful and ever adaptive, something that nobody in DRG has a sliver of an idea how to stop it. That is, until you were sent in.
This is a glyphid evolution that is the top of the Dreadnought food chain, and does not hesitate in its ability to make its imposing presence known, crushing all aggressors like cave maggots. Being the last stage of the Dreadnought, it takes years to form, and years longer to even see up close. It is double the size of the Hiveguard, and relies on nothing but its raw power and size. it can cut down miners health with ease and can absorb ammo like a sponge in water so bring plenty of ammo. It is a perfect killing machine, and aside from its traditional glyphid presence, it has a unique ability no other glyphid can do: It can morph its body to stand on its hind legs and charge at its foes with its massive front mandibles. The Berserkers armor is tougher than the Drillers Satchel charge, but it can be cracked, if you can find the keys to unlock it. Its armor will have three stages, and each stage will have their own challenges and trials. As you progress to the final stage, you see the Berserker get more terrifying and menacing in appearance, and change tactics each time, with new abilities each stage. 1/?
On the final stage, you see its true berserker side: Charging headfirst and delivering swaths at the players.
I suggest it be a mission, or a random event that is discovered like the Prospectors from the Rival seasons. To contextualize its presence, all the lost Cargo Crates, random resupply drops, and Lost Packs attribute to this beast sweeping in and cutting down the miners that owned them. A name I would suggest calling it, should it be a mission, could be this: Search and Rescue.
With the Search and Rescue mission, this is where some type of transparency of the threat would be discussed by Mission Control: “Alright team! We have sent in various mining crews to investigate massive seismic activity in the region, and none of them have made it back. Find out what happened to them so we can get their valuable information on this cave sent to R&D.” As you progress, you find the Black Boxes that we would do in Deep Dives, and after you unlock them, Mission Control gives you scanner updates to find the rest and also tells you what the Black Box data has recorded. Usually, the data is not good.
Eventually you go through and then you hear a roar. Louder than all the dreadnoughts you are typically used to fighting against, and shakes the ground around you. Mission Control then tells you this: “Miners, we have a very large reading on our scanners, larger than ever we have seen before. Whatever it is, investigate it and stop it at all costs. Be careful. Rock and Stone.”
After you fight the beast you take back its mandibles via MOLLY so R&D can study it, and also get maybe some extra reward too. And it’s a massive payout for the players too, but it’s only available once every 3 hours. The Berserkers are waking up…..more every day DRG continues to delve deeper into the darkness
Elf souls-esque invaders?
A means to port in our cosmetic look from DRG to DRG survivor
(Not sure if this is a hot take or if people won't like this, but it's been getting annoying recently) Please just make it so that people cannot join haz 5 or haz 5+ games until they have completed the assignments unless the person they are joining has them friended please
Sludgeblast Rework
+15 Charged shot damage
Sludge Blast
+100% Charged Shot Velocity
➖ Charged shot fragments splash on impact with a radius of 0.5m, dealing the acid status effect to all within the radius. The charged shot can no longer cause puddles or slow enemies.
-40 Max Ammo
+0.6 Reload Time
new shard diffractor balanced overclock:
🟡 Internal Heating 🟡
"By tuning the laser to be ultra-absorbant, any and each enemy you kill will violently burst into ultra-hot goop! While it's certainly not pretty and quite inhumane, this goop can and will scorch any bugs around! Just please dont show this to HR!"
On kill, leave behind a puddle of burning goo which deals burn damage to any enemies that walk over it
Slightly less damage
The pioneer helmet from Satisfactory as a wearable cosmetic item in DRG, possibly as a bonus for anyone who has both games on the same platform. The implied existence of dwarves who worked for (and/or stole company property from) FICSIT would be funny.
Add new mission where the team have to investigate the abandoned Morkite ref site, the map will have shape like the Mining mission with a giant long pipe system throughout the cave, there a mine carts for 4 people on it and the team have to travel on it at the high speed to get to the bottom of the cave, team have to fast react to kill anything climb on the mine carts while traveling and fix the damaged pipe rail to continue, when reach to the end the team have to retrieve the data and fix the mine cart but also there's a timer show that the hole cave are gonna collapse and fill with endless glyphids hordes if the team are late.
Make cave generations like this more common. [OG pic on reddit]
NEW PASSIVE PERK IDEAS
A) Restock grenades over 45 (T1, 4 PPs) -> 40 (T2, 4 PPs) -> 35 (T3, 5 PPs) -> 30 seconds (T4, 6 PPs)
B) Can carry 1 (T1, 7PPs) -> 2 more grenades (T2, 10 PPs)
Rock and Stone miners and developers!
There are a lot of suggestions and ideas this time and they are all interconnected, so I will break them into several messages, treat them with understanding.
"After the start of work on the extraction of morkit seeds, the station's sensors began to detect signals from unknown resources outside the DRG's working areas. The management decided to send the dwarves on an expedition to explore and extract unusual resources."
"Far Expedition".
This is a reinterpreted version of a sentence I wrote earlier - "reconnaissance" or "reconnaissance by combat."
Description:
The mission is a campaign for a new type of resource - the ore of the "echo". Resonance crystals, which are used to detect geodes with morkite seeds, "awakened" this ore. The ore of the "echo" is an impressive crystal sticking out of the surface, which, when deposited, does not disintegrate into the usual fragments of ore, but breaks into several large fragments that need to be loaded into a mule. For the mission, dwarves are given a large mule instead of the standard one. The mission begins in the selected biome, but then the dwarves go beyond it. The path will run through other biomes or even combinations of biomes in one cave (there is a small chance that the dwarves will find a mini-biome - "Ancestral Fields"). There is scope for experimentation with previously unseen biomes. One of the interesting elements of the "Far Expedition" is the opportunity to discover a large new biome in the final cave (I will write about one of these in the next message).
Features:
The main task. - get a certain amount (of debris?) the ores of the echo.
A side task. - there may even be extraction of two types of side resources (for example, Ebonut and Apoca bloom).
Big mule. - Can't walk on walls, instead it can fly (like a Drilldozer) while holding a horizontal position. It has more functions (for example, mining ore lying on the floor, processing nitra into ammunition, and more).
"Ancestral Fields". - A unique cave that is a well-lit mini-biome with large deposits of resources. It looks like a field covered with grass and flowers, with one or more trees covered with leaves. The walls of the cave are sky blue in color, which creates the effect of the sky and the feeling of the absence of walls. A crystal of conductive light protrudes from the ceiling of the cave, going to the surface of the Hoxxes, which creates the effect of the sun. Also, the ceiling of the cave is hidden by a misty haze similar to clouds. The resources are large cavities hiding in the surface of the cave, completely filled with ore. The chance of finding the "Ancestral Fields" is very small, but it is never zero.
"Angelite" or "Angelitium" (the dwarves gave it that name for a reason). - A strange side resource that the RND department is very interested in. It looks like a circular bismuth. An important resource about which I will write in more detail in the third message.
During the Far Expedition, ancient caves were discovered.
The new biome was named "Megalithic Caverns".
Description:
The biome consists of giant caves, many times larger than the largest caves in other Hoxxes biomes. The size of the caves is so impressive that magmatic hot crystals are found at the bottom of the biome, and ice crystals at the highest point. To complete tasks in this region, dwarves are given magnetic boots for walking on walls and a large mule instead of the standard one. The ores in this biome have crystallized and do not look like mineral veins on the walls, but like large crystals sticking out of the surface (morkite, nitra, gold, etc.), which break into large fragments during their extraction. Crystallization hid the main ores from the station's scanners, which is why this biome was not detected earlier. Bismor, croppa, magnite and umanite are also found in this region in the form of concentrated crystals inside the walls of caves (like pearls of enora, jadiz, etc.). The biome has its own unique megaflora and megafauna, dangerous and important for the DRG, as well as other mega-formations characteristic of the region.
Features:
The main tasks do not differ from the tasks in other biomes, except for a different way of extracting the usual resources and a large mule instead of the usual one.
Side tasks:
"Gas production". - in some caves there are caverns with gas (gaseous morkite?). To extract gas, dwarves need to take equipment from a large mule (like Doretta's fuel cans) to extract gas "clouds" in the caverns of the cave.
"Worm crystals". - in some caves, a megafauna in the form of a giant worm can be found on the ceiling, part of whose body is open. There are strange crystalline formations on the worm's body that need to be mined. It must be extracted carefully so as not to disturb the worm, as the worm may attract a swarm. "Worm crystals" are fragile and can break when falling.
Biome Mutators:
Warnings:
"Invasion Of Detonators". - during the mission, groups of detonators (3-5 individuals) may appear at a rarer frequency than during Exploder Infestation. It's better to stay away from them when the chain reaction starts.
"Explosive Gas". - gas areas can form in the caves of the region, which detonate when fired. Almost invisible.
Anomalies:
"Dense fog". - either in the entire location, or in some caves, a dense fog forms, which allows dwarves to literally "swim" in it.
"Gravitational anomalies". - not to be confused with low gravity. A gravity anomaly has been discovered in the caves, which allows dwarves to walk on walls and ceilings without any additional equipment.
Enemies:
"Glyphid Knight". - or the red glyphid began to appear in caves along with the core stone. It has red skin and a dark purple shell. One and a half times larger than the usual glyphid grunt, it can jump, and also has a durable chitinous "mask" on its muzzle. It is dangerous and often found in this region. You can tame it.
"Detonator Gunner". - a subspecies of detonators that I have already written about earlier. It is capable of attacking from a long distance.
The most delicious thing about it all.
Modifications of the main weapon. Not overclocks.
Description:
During the far expeditions, the dwarves mined a certain amount of a new type of ore, which was very interesting to the RnD department. The dwarves called this ore "Angelite" or "Angelitium". The reason for this name lies in the possibilities that this ore opens up to the dwarves. The RnD gives dwarves access to the latest prototypes of modifications of the main weapon with a change in their appearance. You can get a modification in the armory by paying with new ore. The modification is valid for the entire assignment or for the duration of 3-5 regular missions (a timer is possible).
Types of modifications:
Driller:
CRSPR Flamethrower. - Double flamethrower. Doubles damage without increasing fuel consumption due to a new fuel mixture.
Cryo Cannon. - An icy squall. Creates ice icicles in a new separate container, which, when pressed, fills the main stream of the cryo cannon with icicles, multiplying the damage.
Corrosive Sludge Pump. - Acid. Replaces the usual sludge with a vigorous acid that dissolves all living things and not only.
Engineer:
"Warthog" Auto 210. - Automatic shotgun. Increases damage by installing an automatic shutter and belt feeding ammunition.
"Stubby" Voltaic SMG. - The second barrel. Doubling the damage due to the second barrel. Increased recoil is attached.
LOK-1 Smart Rifle. - Bullets are rockets. Increased damage by replacing standard bullets with enhanced missile bullets without loss of ammunition.
Gunner:
"Lead Storm" Powered Minigun. - Maxigun. Someone hold this dwarf down. Increased damage by adding a second loop of spinning barrels. Recoil moves the Hoxxes.
"Thunderhead" Heavy Autocannon. - Three-barrel autocannon. Changing the layout of the autocannon turns it into a heavy three-barrel minigun. The barrels are located on an axis with a new recoil damping system (the target should be hit, not everything around).
"Hurricane" Guided Rocket System. - Micro-nuclear missiles. Increased damage due to new missiles that activate when fired due to the irradiator on the launcher.
Scout:
Deepcore GK2. - GK3 Laser. A pulsed laser modification that seriously increases damage without loss of ammunition.
M1000 Classic. - M2000 Rail. The rail modification significantly increases the damage.
DRAK-25 Plasma Carbine. - Superconductors. Heating charges an additional supercapacitor battery. When the supercapacitor is activated, the carbine starts firing like a plasma shotgun, covering a large area.
That's all for now, thanks for your time.
Next anniversary make the praetorians spray confetti and give glyphids party hats, also make a beer were it makes u drunk for a full mission
new mission type: base construction
“Alright, miners. Management wants us to construct more permanent settlements for future operations. Here’s the plan: gather nearby steel magnolias, pot them up, then feed them into machines designed to farm them constantly for their steel. Next, use that steel to construct everything in the blueprint. It’s fine if you build your own constructs, but just be smart about it.”
Steel magnolias are plants that need a bit of force to be plucked, and turn into heavy objects once they are. Once fed into a farming pod, they’ll both produce a set amount of steel every few seconds. Steel is used to make additional farming pods, as well as beams, plates, and turrets. Beams can be built on any cave surface, and are used to give structure. Plates can be built on beams, connecting them to make floors, walls, and ceilings. Turrets can be built on any dwarf construct, and are used to protect said constructs, but will occasionally need some extra steel to keep shooting. The reason for turrets? All dwarf constructs can eventually be destroyed by the beasties, and will topple completely if unsupported.
To win, dwarves must build a few constructs highlighted around the starting cavern, and must maintain said buildings for a set time after finishing the last one, waiting for mission control to ship in some tech to help ensure the constructs stay stable. Afterwards, escape_sequence.mp4
A shooting range to test upgrades,classes,overclocks, perks, and more
An option to chose what you hide as in hidden dwarf
The alpha tester memorial terminal should be a bit more central in the memorial hall, rather than tucked away in the corner. After all, they helped build everything!
Also on that bit for the memorial hall, there are a few unlocks tied to overall player level that popup in the memorial hall. I feel like we should have a lot more. You only unlock rewards up until lvl 20. We should have a lot more stuff to unlock for the memorial hall.
a special interaction between two separate teams in the same mission, a sort of friendly competition that can happen between two different lobbies.
like both get swarmed and a goal appears before them ex. first team to kill 50 bugs within the waves wins (Mostly nothing, this is a Pr stunt by management more then anything)
I know that alternative bug types have been suggested in the past for zones but I've thought up of some new ones:
Hollow Bough: Thornback Grunt
Type: Grunt
Steeveablility: Yes
Desc: This grunt has evolved to have slightly tougher body armor with little thorns on it's back making jumping on it a bad idea! [Think a Spiny from the Mario series].
Strength: Basic Glyhpid Grunt with better armor that if you try to jump on it's back you take a little damage. Has some breakable leg armor that is nowhere near as tough as a guard.
Crystal Caverns: Electrocrystal Slasher
Type: Slasher
Steeveablility: Yes
Desc: This grunt has some shards of Electrocrystal embedded in it's leg. It's is immune to Electrocrystal damage and CC. If it walks through the shock or near an Electrocrystal it gains a movement speed boost!
Strength: Slasher but no slow on hit. Has a high electrical resistance and the Electrical DoT falls off much faster.
Salt Pits: Saltcrusted Oppressor
Type: Oppressor
Steeveablility: No :C
Desc: This is a variant of the Oppressor that is slightly smaller then a normal Oppressor however it's underbelly and rear are encrusted with harden salt from its time living in the Salt Pits acting as armor.
Strength: Less Damage and Health than a normal Oppressor and the ground slam is replaced with a kick up of a wall of salt that obscures vision. [Pocket Sand but salt]
A glyphid variant for Halloween that jump scares you
Also maybe a candy bowl at the bar
A voice line or something for completing the deep scan mission without using the drillevator ( I have done this with m8s and have a screenshot)
If we find jet boots in a deep dive, especially first stage, please let us keep them the whole dive
-# i learned we don’t the hard way
New special beer!
Name: Handyman
Effect: All actions that build/repair (mini mule, turrets, pipes, friggin' claw tracks) are 30% faster
this may have been brought up alreaady but crossplay between PS5/PC/Xbox. Perfect game for it. Warframe, Sea of Thieves, etc. could do it...rock and stone brother
It’d be sick if biome variants looked more unique than just being different colours, probably wouldn’t be worth the effort, but I also think it’d be really awesome
Add sprint by default hold to walk
Peter Griffin glasses and haircut
Can there be a new Biome?
I was thinking of a water Biome with an infestation of Nayaka Trawler.
It's a cave with ankle deep water that dwarfs can walk on. Water sprouts that shoot dwarfs up and mold that can make you slip and slide. Theme is Blue/ Green.
quick hurricane guided rocket system unstable overclock:
Splinter Rockets
Send your rockets into the imminent explosion zone, causing them to bounce violently towards the furthest enemy! The speed of the rockets increases depending on the quantity, but this ability has its drawbacks, reducing your rocket speed, rate of fire, and slightly reducing damage.
Rockets now reflect from explosions
Reflected rockets target the farthest enemy
Rocket speed depends on deflected rockets quantity
Reduces rocket speed
Reduces rate of fire
Slightly decreases damage
Add scout to the jetty boot splash art, they invited a mactera instead of him!!!
Instead of a shooting range, how about a live fire range on hoxxes itself that WILL sometimes over run with bugs and you have to defend it sometimes
If Biome is not a priority, at least have dwarfs compete against each other (Not physically). Have a huge leaderboard that displays a weekly stat of the most killed bugs, most death by fall damage, most mission per day/week. Then give them a tag like "Karl's right hand" or "Hoxxes Roamer" for the accomplishment.
I’d love to see underwater lakes. Not necessarily large lakes that would submerge the player but more wide and shallow lakes to navigate thru… would open up to the possibility of new enemies as well
Make the drilldozer have a 1% chance to come in black after starting a mission 
Here's a use for the Error Cubes:
A lore Terminal, where it costs you 1 cube to unlock a piece of lore about DRG
Id be cool if there were small tunnels in certain missions that show how the bugs move around, like too small for players but fit grunts and swarmer's. You could also add a really big tunnel for praetorians or oppressors, or even a roaming dreadnought (new side objective like the rival company bosses)
Had the very dumb idea of “rival shifts.” Basically, an alternative side for players to play on with different classes, maybe different missions, possibly even different rules, etc. the dwarves themselves would canonically not defect to the other side, so the players would play as androids mimicking dwarves to perfection (sometimes annoying their own Mission Control with how they’re “defects” and are going “haywire” with their antics, despite fulfilling their function perfectly). This would also possibly pave way to some pvp??? Again, i expect this idea to rot, due to all the coding and balancing needed, but it’s something i came up with.
I want Mission Control’s headphones because they look nice, I just wanna wear them without wearing a rubber mask of his face
Buff the Fat Boy's ammo. It just doesn't have anywhere near as much reliability as the other OCs, because your ammo runs out so quick
Buff the balanced overclock, Bullets of Mercy for Scout’s Deepcore GK2 so it also applies to Roxpox infected enemies.
Make it so when you power attack midair youll keep your hands up charging the swing and when your cursor goes over a bug or terrain and its in range itll automatically relase the swing (the damage also scales with the height you fall from)
This is A Dreadnought Executioner A evolved Slasher strongest Enemy In The game But Slower than a Bulk The Executioner Spawns Only In Glacial Strata And In the New Mission Called Expurgation You will Find a Ripped Apart Drop Pod And you Have to Recover The M.U.L.E Inside said Drop Pod but The DreadNought Executioner Will be Around it Kill It And Leave If you dont kill it it will rip Apart Your Drop pod Slashers also Have A really High Spawn Rate here 85% of Glyphids Are Slashers you will have to gaurd the Automatic Crowbar Opening The Detroyed Drop pod (Side note i got to Fix the Art)
Mod for Flaregun that makes the flares get stuck on moving targets and removes (most of) the damage, meaning you can stick Flares onto your teammates for movable light
BRACERS!
Not an important suggestion, I suppose, but here it is: give dwarven lightened armors bracers. They just look cool: providing more protection, making the dwarves look kinda more brutal, yet not looking too heavy.
I was surprised when on gunner's scale brigade armor there showed even just one bracer at all, and as I saw it I immediately understood just what I want and moved here to write it. Probably won't be the only one who wants it, and if so, then why not add them? Maybe not as a replacement, but a third option like something in-between full and lightened armor. Would be so nice...
Overclocks for each class’ unique device. (Turret, flaregun, C4, shield) and/or maneuverability item (foam gun, grapple gun, drill, zip line)
Ex:
unstable overclock for drills
Leaves magma like effect on walls, ceiling, and floors but you drill 30% slower.
Clean overclock for zipline
Your angle cap is 60 degrees instead of 45.
Clean overclock for turret
Slightly faster rate of fire and slightly bigger mag.
Balanced overclock for flaregun
Flares last 25% longer but your ammo is 25% less
Options to choose custom colors for elements that should be highly visible such as:
• Nitra
• Red sugar
• Sceptic Spreader glowy bits and goo
• Acid/Web Spitters
• Aquarq and similar objects
This would be huge for color blindness, general accessibility, and also cut down on mod bloat.
A horde mode where management voices his regards and that you were his favorite team (you missed the drop pod when extracting but there’s no actual mission. The start of the horde mode is you failing to extract. Every 10 waves you get an overclock or cosmetic (new overclocks and cosmetics added with this update) could be endless or end at wave 100 (management felt bad leaving you behind and sent a drop pod after all) there’s nitra to start out but overtime you have to complete random objectives each wave to get nitra for resupplies. Different hazard levels pertain here and sometimes waves will modifiers that turn on at the beginning of a wave and gives you bonus nitra for surviving the wave and turns off at the end of the wave.
By the way, is on your plans to include HDR support for xbox series version again? What was the reason it was removed? The game looks amazing with it!
Buff the Fatboy, not by giving it more ammo, but by having it passively give the Engineer complete immunity to Radiation Damage.
This would allow him to stand freely in his own fallout, have a powerful but very niche usecase in the radioactive biome, and justify the extremely small ammo pool.
Make it so you can remove the front face plate on armor without needing a beard on
how 'bout a perk that turns your rock and stone into a battle cry? 2 min cooldown, 10 second duration, you and everybody in a small radius around you get a small buff to all combat related stats (a little extra damage, slightly more movement speed, etc)
Put some lore collectibles in the game that allows us to get to know Karl better like a note on lost gears or Monuments that spawn randomly and then if you put everything together in an hub lay you can view every note/letter :)
A new anomaly
CROWDED CAVES: Let's You Have Up To 20 Dwarfs In 1 Mission but has bunches of big enemies and higher Mission needs and less paycheck
A New Warning
INFESTATION: 5x Enemies Perfect For Testing Out Overclocks Has Bunches Of Nitra
Make it so that after reaching the highest Title (Lord Of The Deep) or like 25lvls after that, players can pay a fee to create a custom one for themselves
For when the Core Infuser runs out of unique rewards:
Let users pick a specific mineral container from a limited selection instead of obfuscating the choices and effectively making them all dice rolls.
stronger versions of the buff beers that leave you really drunk the whole mission
More passive and active perks
Ideas,
Dynamo : cooling based weapon cool faster when you are in motion, a compensation prize for born ready to reload base weapon.
Build in radar : high light resources, objectives, machine event, lost pack, when they are near you (~5 meters) You can loach a map scan that will high light resources you have in line of sight. With a 3 min reload time. (We know those moment when you lose 10 min looking for that last fossile).
laser memories : allow the player to pin up to 5 enemies, resources at once. (Allow the scout to pin multiple point of interest to the team, or high light priority threats)
Maybe rework the forgotten perks or less used one to make them more appealing.
Morkite pipe rotation by holding R.
Allows for corkscrews and loops.
Arena mode , where you basically have survive waves of glyphids at once and have a high spawnrate of nitra and sugaaaaaar
For a new mission type I’d love to see a mission that entirely takes place in a big room, you land and have some time to set up defenses before being swarmed. I think it would be dope for DRG to send down some sort of mounted weapon to help you with the swarms. And there’s no nitra to get yourself a resupply for your own ammo and the mounted guns ammo, instead you must kill a certain amount of bugs and once you reach that threshold DRG will send down a resupply
Honestly any mission that includes a mounted gun/cannon would be extremely awesome in my opinion
Some gimmick beer ideas
✨ Glitzy Tripel: Regular strenght. Flashbangs you when drunk and you glow for a minute
💪 Chuck's Dunkel: Very strong beer. You can throw and kick stuff so hard that you can knock someone out by accident. Including yourself
⚡ 1.21 IPAwatts: Strong beer. You gain super speed and everytime you move you generate sparks that blow every barrel and other moveable objects away. Sligtly more refined idea I've suggested last time
VID (Very Important Dwarf) missions:
A mode where a player can pay in credits and resources to be able to choose their mission type and cave compexity. Pay extra to choose the biome as well. The player could pay extra to be able to choose what mutators have a chance to spawn on the mission when launched. VID missions should not be eligible for the Double XP modifier. Perhaps there could also be an option (costing even more credits, of course) to increase the chances of modifiers and/or events happening during the mission.
For example: I'd love to be able to pay something like 10k credits to be able to choose On-Site Refining at cave complexity 3 in a random biome with all modifiers except Low Oxygen and increased chances of events. For me I'd probably play this mode quite often as this style of mission seems to be a less frequent spawn on the map.
Small change for players with heightened senses equipped as a significant buff players who have the perk equipped are less effected by the stingtails grab like they’re flung 25% less this is just to buff the perk
silly beer idea:
Bert's Boggling Booze
Potency: boggling
the beer oscillates your drunkness level between 99% and 0% for about 30 seconds and then either leaves you black out drunk or just acts as a leaf lovers
B.I.A.
Bug In Arms
Give Steve an upgrade like maybe giving him a mini mule's leg, and also let he join the drop pod. I feel so bad when Steve fights for us just to be left behind.
WIP Idea, might do some concept art of it later
Please for the love of Steve, change the voice lines when I ping Steve. I don't wanna say "kill the slasher." I wanna say "keep Steve safe" or "long live Steve" or "rock and Steve"
Bowls on the rig full of snap pops during halloween. You don't just take a few though, you take a whole fistfull at once. Throwing them causes a firework effect where they land.
make a counter close to the discord screen, or union screen, or any screen in the space rig, and have a global "Rock and stone" counter. It doesn't have to be constantly updated, and you could also be able to track how many times you've pressed the button to rock and stone

mission control voicelines about the dwarves spending too much time petting steeve
"you are down there mine minerals, not to pet bugs"
"no it is not cute. now back to work!"
"that is not a cat, it is a eyeless alien bug you managed to make not want to eat you"
Buff tier 4 ammo on guns, it removing sandwich space is way too much
total credits earned counter on the KPI terminal would be nice
Shard Diffractor OC (Unstable): Ommoran Geokinesis
Pressing R switches the ommoran crystal to the rock throwing mode. This allows you to lift rocks from the terrain and throw them at enemies dealing massive damage (Costs ammo to pick up and hold the rocks, and rocks are slow to lift and have drop when thrown like the real deal)
Direct beam damage reduced by 3 points
Aoe -0.3
+0.6 Recharge Time
"The folks in R&D found a way to tap into the rock throwing power of the Ommoran shard, or geokinesis as the eggheads call it. In any matter, you should be able to pulp anything that gets in your way"
More solo mission voice lines.
I know its a popular suggestion but please buff the Burst Fire OC for the GK2, its literally worse than using no overclock.
A simple buff to burst fire for the GK2:
1st - If all 3 bullets connect with the same target, add a massive dmg bonus (+12) to the third bullet.
2nd - improve weak point stun chance to +20% and increase stun duration to 3s
For Neuro Lasso:
Add invulnerability debuff. Scales with number of locks
Give Molly jet boots for extraction on Deep Scan.
I think BRT7 deserves its own explosive reload overclock. Here's my idea:
🔴Toxic micro payload.
"It seems that guys working in R&D like war crimes just as you do! Now your bullets carry small capsules filled with potent neurotoxin that explode when you reload your gun. However, direct damage is decreased due to lower mass, the gun is not that accurate and you cannot carry much of this beautiful ammunition."
Every bullet now has built-in neurotoxin payload that you can release with reloading, along with dealing damage based on amount of bullets that hit an enemy, just like Zhukovs's embed dets or subata's explosive reload. Enemies in 2 meter radius also get infected. You can use born ready to bypass explosion. Explosion also dissolves enemy's armor.
Damage on explosion: 12 per bullet.
Toxin duration: 0,5s per bullet.
-6 damage.
×1,5 bullet spread.
-48 max ammo.
(numbers can be tweaked for better balance).
PGL OC idea
Type: Unstable
grenades act like weaker versions of neurotoxin grenades, covering less area and lastong for shorter period of time
grenades dont explode anymore, after they hit terrain they trigger their fuse, and start releasing gas after a moment, just like gas grenades
less ammo
• Dmg and AoE size mods will directly affect gas DoTs strenght and the area it will cover
• Proxy trigger will release the whole cloud of gas at once, if projectile gets close to enemy
• AB will straight up not work, idk what to do with it to make it make sense. Maybe DoT will act like corrosion and eat armor plates while bug is under its effect?
• fire mod will cover half of the nurotoxin DoT into heat, may ignite the cloud by itself after bug gets set on fire? (Alternatively cloud explodes from ignition after reaching end of its lifetime?)
• spiky nade works normally
Mission modifier: Blackout
No headlamp
3x flare cooldown
Please patch the bug on the Mule retrieve door that people exploit it to get in the Drop Pod before the Drop Pod door open.
It would be nice to have cosmetic rewards in all three games (DRG, Survivor, Rogue Core) that are linked and only obtainable via your progress in the other two games. Weapon skins, armor, paint jobs, a title, a victory pose, an additional rock and stone emote/voice line, an optional player frame that shows your rank/progress. This would be great for the DRG brand to encourage fans of one game to go try the other two.
Bouncy Mushrooms? Players falling bounces off the mushrooms instead of taking damage.
Mushroom comes in different shape and sizes, so depending on the angle and size of the mushrooms. The player trajectory is a mystery.
Bosco overclocks
Give more ammo for the LOK-1 smart rifle
make an achievement for drinking 1 million beers
Let Steve come home with 🥺
Change the "Does it come in red?" forge voiceline based on the class youre playing to match their class color
I’d say it would be funny if drg had more furry stuff
Dwarves who are knocked get ragdolled
are settings profiles a thing? would help to be able to have a different graphics preset for my pc and for my steam deck, cause i don't think you can change one without changing the other
maybe a ragdoll victory move instead?
When downing a floating skull, you say "Knock knock, trigger treat!"
Have a type of fungus that grows on the bugs and acts as a type of armor you have to shoot off before being able to kill the bugs and if you leave it alone for long enough it grows back
Have the ability to choose the music in the abyss bar
The front bit covering some helmets on the Gunner MK6 suit should be togglable
Elephant Rounds OC Rework:
Slows enemies by 25% for 1.0 seconds when hitting weakpoints
+200% Armor Break
x0.5 base spread (This means it's more accurate and this is an og stat)
x2 Damage
-8 Max Ammo
+0.5s Reload Time
x2.5 Recoil
(Armor break should help with heavily armor enemies more. Even with its high damage the armor doesn't break easily. Ammo penalty is extreme, so only 8 instead. The spread is pointless. Why make it more accurate just to try to counteract it at far range.
one thing that is slightly annoying for me is how the drillevator buttons and pipes arent consistent with other buttons and repair mechanics. like if i stop repairing, it just goes back to how it was before, and same with the buttons. like look at machine event batteries, that feels nice. i can push it and let go and it wont go all the way back
Changing my Idea : when using the music box at the abyss bar : show a list of musics, before clicking on the music : show you what the music sounds like, also have the ability to put more credits in the music box so the music last longer. Also add an achievement where you have to dance for 30 mins without stoping, achievement name : (party time)
New enemy : the spie robot : is one of the ennemi's technologie robots : disguise as one of your teammates and makes the same sound than the nemesis, it tries to get close to you to take you down. 20% chance that you're teammates aren't warned that you have been taken down. It can also disguise as a non-existant player with random loadout.
make a small pop-up in the corner when your in the drop pod that shows whatever your loadout is before starting a mission
Make it where we could find drilldozer parts and so we could fix Dorreta
Add styles and paintjobs for the tools, they're all the same and it's kinda boring
Drivable veicules that can be buyed with 200 nitra in a mission
It’d be cool if we got a defence based machine event, maybe something (mechanically) like the meteor cracking event, but with a different aesthetic, I don’t know
Introducing the Mobile Universal Gastropub, or M.U.G. for short, which is a random event that calls down an Abyss bar with a temporary, single-use brewing license that produces a beer that provides small boosts customized to the biome it's in.
For example, if you come across a M.U.G. buried in Glacial Strata, Lloyd Jr. comes down in a recallable drop pod that houses a miniature Abyss bar. You'll unlock Frostbite Fuel, which would give you a slight resistance to being frozen in the icy winds of Glacial Strata, before being sent back up, just like it's cousin, Hack-C!
Lore: In the early days of Deep Rock Galactic, when it was a fraction of the size it was now, it cared more about employee morale and welfare. Their M.U.G. initiative was introduced to give their hardworking dwarves something to look forward to down in the ever hostile landscape of Hoxxes. The program was scrapped eventually to preserve the company's profit margins, a change in the company that began when DRG C-suite executives were hired straight of of Dwarven Business Academies (DBA) with zero experience instead of a long tenure at DRG.
New class : the healer. The healer's primary is a medicine canon that heal teammates but uses fuel. His secondary is an automatic gun that can contain 85 bullets, takes 2,4 seconds to reload and does 12 damage points. He's tool is a little robot that can be placed down and help teammates or the healer (laser point teammate to tell the robot to help him) then the teammates can point at minerals for the robot to dig (the robot will automaticaly attack ennemies) it last 28 seconds and then explode (it takes 35 seconds to reload but has limited uses). I let you imagine the rest.
Give Hawkeye system a slightly longer burst than defender system, making it slightly better at dealing with swarmers, jellies etc.
The current ‘feature’ of being able to ping an enemy to focus them isn’t really all that beneficial. In the middle of a swarm you don’t really want to be running around with your laser pointer out trying to tag an enemy that you want the turrets to shoot, just for a teammate to end up killing it anyways.
A tricorn please
An unstable overclock for the flamethrower that uses radioactive exploder fluid to create a stream of flaming radioactive waste. Now, bugs inside any flames build up radioactive poisoning, taking more damage per tick the longer they remain inside. The downside is half the heat damage generated is converted to radiation.
What if when you drop a satchel charge on big bug, like one that wouldn't die right away, it goes flying instead of just staying in place? Then it will ragdoll midair, go flying across the cave, and get up later.
Some way for greybeards to thank Mission Control for his efforts, like donating brewing ingredients or crafting materials to fuel a hobby of his.
I've thought about there being an fifth class before, but there are many things that would have to be changed in the game for it to work; management would have to make the drop pod bigger, add an extra slot for the bar, increase the total player capacity... there's a long list.
(Building on this idea with in game stats because I thought this too would be a cool overclock. The og message is up by a little bit it got rid of the reply)
Uranium Fuel Additive Unstable OC:
When creatures take enough heat damage to be set on fire, they also gain the radiation DoT effect for as long as they have the "on fire" status effect. This effect applies to sticky flames as well
-4 Direct Damage
-33% Reserve Ammo
+1.5 Reload Time
"Someone in R&D found a way to make your flames extremely radioactive. Let's just keep this little secret to ourselves miners. Wouldn't want to put our legal team in any more hot water than they're already in."
new enemy: vartok illusory pod
“Alright, miners, this is an important announcement: no, you are not going crazy while down in hoxxes, and you don’t need to take any sick days. It’s simply the trick of a recently discovered genus of vartok. This one has plenty of bark, but unlike anything we’ve found so far, it has absolutely no bite. It uses never seen before bioluminescent tricks to create “illusions” of other creatures, like glyphids, in order to scare away any potential threats. These illusions are completely harmless, and will disappear once they get close enough, or when they are shot at. They also have recently been found to disguise themselves as dwarf constructs, like resupply pods, which might explain why they’ve managed to invade the caves higher up.”
A hazard that is "Stalker Nest." Stalkers are fun and scary to fight but kind of rare, which is a little disappointing, so the "Stalker Nest" would just increase the spawn chance of stalkers so that they would be more frequent.
New anomaly: Farty bugs. All bugs secrete a proportional cloud of flammable gas, similar to what praetorians and oppressors do on a regular basis.
can we have a soundboard for the server? having sfx like rock and stone, we are rich, i got a pebble in my boot, calling for the mule are a few i had in mind
Deepcore Balanced OC Improved Launch Mechanism:
-0.5 Reload Time
+2 fire rate
Projectiles tend steer off target randomly at farther ranges
"The Improved hinge and striking hammer should allow you to volly explosives much more effectively. Par for the corse, the new enhancement take up some of the barrels rifiling, causing it to spin out of control at farther ranges"
Can we have a button in the wardrobe that allows use to choose if our pickaxe can hang from our hip or not
Please make it so the top of the drillevator central mechanism doesn't push living players off constantly like the refinery. I had someone die on there by falling and then unable to be revived because the devs made it drop off any living players.
Accessibility option: the ability to make things that you need to hold interact for (like building/repairing pipes) a toggle for those who don't want to/can't.
Cosmetic option: Separate eyewear, headwear and hair into separate categories to customize from, instead of keeping them altogether, so our dwarves can have a full head of hair while wearing a hat
Beer option: Beer companies IRL LOVE to do exclusive beers from time to time. Expriment with new flavors, and effects, ever so often and post about them and when the Abyss Bar will showcase them. The point being these are time limited and once theyre gone, thats it
Players who didn't drink a beer before joining to already in progress missions should receive host's beer buffs
add some special beer with caffeine. This beer will make you faster for some time in space rig and you will talk like chipmunk, I think it will be pretty funny
Add rocks to space rig, so you can throw them to your teammates, like snowballs
Add overclocks to the tools
Probably been suggested before, but please add scrip to cores after all cosmetics have been overclocked so it isn't just minerals.
A PHOTO BOOTH in the Space Rig's leisure area.
A photo booth, where you can take pictures of your dwarf/dwarves, saved on your computer as PNG files.
For, say, 25 credits, you can have a mugshot picture of your current dwarf, with options to select class and loadout before pressing click.
For, say, 60 credits, a full body picture; same options, plus one to select a predefined pose. Neutral background.
For, say, 200 credits, a full body picture of your four classes side by side (always in the same DEGS order from left to right) . Same options, plus:
a) Neutral background, one or two biome backgrounds for each biome already unlocked by the player, and a "green screen" background.
b) One or two Space rig backgrounds; those may cost, say, 10 credits extra (because the rig is DRG property, after all).
c) For, say, 5 credits each, Bosco and Lloyd may be included (again, DRG property, image license royalties, blah blah blah).
d) "Easter egg": if the player has ever tamed a Steeve in biome X, the corresponding background(s) include Steeve.
The poses would be the usual assortment; dwarves may appear empty-handed, or holding a weapon, an axe or, of course, a beer mug.
The saved images should be high resolution PNG files; also, I can see people wanting mugshots for their own avatar icons (the kinds you load onto Discord, Gmail, forums in general, etc.), for which a smaller size would be better, so details won't be lost on size reductions. Perhaps save all pictures in a few select predefined sizes, from high-res to low-res?
The mugshot picture may or may not include the dwarf's name.
The full body picture should include the player's name and class somewhere (lower left corner?).
The group shot picture should include the player's name (lower left corner) and date (lower right corner).
Create another class but keep to 4 team members because Karl would approve of this 
Status effect: Temporary Enlargment
-
Bonus: all dwarfs influenced by this "mysterious" power get a temporary bonus causing double damage and double size of the mining radius with their pick.
-
Malus: each dwarf is more slow and vulnerable to enemies attacks and hostile enviroment.
During a mission can the core infuser tell the player why they can't infuse a matrix core after doing the event? ex. if they are un-promoted tell them, "dwarf needs promotion to use" or if they don't have a matrix core tell them, "no blank core available."
have the ability to place pipes or cables on walls during mission using them
laser pointer 2.0
This update to the laser pointer allows dwarves to connect two points/objects with a dotted line. To do so, aim at the first point you wish to ping, press and hold [primary], then aim at the second point and release.
The intent is to hopefully make it easier to communicate the relationship between 2 points/objects/entities without having to use text chat.
Bonus idea: holding down [secondary] with the laser pointer out makes it snap to points of interest when hovering over them, making it easier to ping moving or small targets.
Pay credits to select mission and complexity. I know I made the Very Important Dwarf suggestion earlier but I'd like to simplify it.
Pay 5k (or some arbitrary amount) of credits to select your mission type and complexity. This mission would have a random biome, not be eligible to spawn the double XP modifier and the modifiers would be a mystery until drop. Buying a mission possibly should have a cooldown of 10-30 minutes when the player can't buy another or has to pay a higher price should a player abandon a mission for whatever reason.
I make this suggestion because I really like doing On-Site Refining and I find myself often logging into DRG and usually seeing nothing but complexity 2 On-Site Refining missions, often just the one on Salt Pits despite checking for Rival or Lithophage variants by changing seasons. Often I just Alt-F4 the game and play/do something else when what I really want to do is run pipe in DRG.
This suggestion seems to get no love and I don't know why. I guess greener beards don't like the idea of spending resources on missions, but why would they use the feature when they have abundant assignments to do anyway? This one is for the greybeards who have done all the assignments and are almost into retirement that just want to do the missions they like. As such maybe this feature should be barred behind an assignment that unlocks at player level 200. After a certain point greybeards have nothing to spend their resources on aside from promotions anyway.
Add upgrades to flairs such as : faster reload speed, +1 flair in inventory, flair reveal near ennemies, does damages, brighter flair, last longer, etc...
More randomized molly colors, I saw the blue one in the lobby 
New beer that Let's us play "The Floor is Lava" on the space rig.
Somewhere on the rig is a 'finish line.' Any dwarf that touches an outlined 'hot' part of the floor loses.
This sounds crazy but I've gotten so creative with my movement in the space rig that I jump on the railings, barrels, computers, consoles, etc and I've made it to the jet boots and barrel hoop without touching the floor as a proof of concept.
Add a feature where you can pay credits to choose the modifiers
Someone in the drg chat talked about a overclock that makes leadstorm into an automatic shotgun, shooting down will make you fly because of the recoil : )
Late-joiners get the option of spending brewing ingredients to gain the beer buff everyone else has.
add a firing range to the space rig where you can test out weapon loadouts before actually going into a mission, have like cardboard cutouts of glyphids as targets or something, just anywhere you can do this.
Not sure if this is entirely possible, but voice lines for long range projectile kills (e.g. grenade launcher/crossbow kills beyond 30 meters). You normally express surprise at landing shots at those insane distances, why shouldn't the dwarves?
Relocate the Union Challenge board by the pick axe customization. Its insanely hard sometimes to access it.
Glyphid watchman: a colony can randomly spawn anywhere in a cave, with 6-10 watchmen sleeping. One or two watchmen will patrol the area, shrieking if they see a dwarf which will awaken the rest. One watchman has a fair amount of hp and can deal hefty damage, so you need to take them out at a range before they can shriek. Theres also a little time between when they see you and when they shriek, so you have a chance to hit em hard before you have to fight a bunch.
Inspiration is watchmen from Metro
If Mission Control continues to stop you from saying mushroom, make him start to incorporate it into his lines accidentally.
example: “We’re extracting liquid mushro- damnit, now you have ME saying it!”
Duplicate the Season Terminal over Player 1's bunk replacing the Motivational Terminal there or give it a hotkey like Mission Selection. If a player is looking for a particular mission type they end up wasting a lot of time running from where they spawn in the Rig to the Season Terminal changing seasons to scan all the missions available.
Free beards for all dwarfs
Have the ability to equip 2 weapon styles in the term of possible, for exemple : (the danger dice + the fourth relic) for the engineer
New perk idea, "fat fingers" makes minigames like boot crate and rival wire cutting easier, with a small reload speed buff so it isn't a slot waste if no minigames on the map.
Allow dwarves to equip cosmetics like long scarves and bandannas in the beard slot.
I don’t really like showing my face, or having a face in-game (weird, i know), so i think this would expand my options for customization?
War paint for Steeve! Some players still complain that it's hard to distinguish Steeve from other grunts. Perhaps a crude and garish splash of war paint could help.
I've been playing the game with Google Translated Dwarves mod and one of the features was pitch-corrected banter between dwarves while dropping into the mission based on what classes are in the session instead of having voices pitched for scout and driller when one or both classes are not in the session (eg. 2 engis one gunner)
Maybe this class-corrected voice pitches for the intro should be implemented in the main game
Overclock customization idea: Mineral glistening beard color.
Make your beard flow and shine like a fresh vein of morkite, gold, nitra, etc
pickaxe alternatives
note: these would available to all classes, rather than having an alternative for every class. Then, it’ll be up to you to find out which tool you’d prefer most. Each one will also only have 3 tiers of mods. The first is for normal operations of the tool, the second unlocks the power attack, and the third modifies the power attack. I won’t include them in this post, because it’s bloated enough. I do not expect this idea to thrive at all, and it’s mostly for fun.
deepstar
“The deepstar was originally a flop, but after adding the handheld propulsion system, it’s been hitting harder than ever! Though, something that hefty is ought to slow you down a bit.”
The deepstar is a mace designed to break apart especially tough ores, with spikes designed for that purpose on it’s faces. This tool requires each swing to be charged up, slowing down the dwarf using it. When uncharged, it barely dents anything, but when fully charged, it’s rocket slam could easily carve out a large chunk of mineral, or skulls.
power attack: while charging, pressing [primary] grants your next attack some extra range, unlatching the hooks that keep the head in place and using it’s jets to propel it forward, as far as the inner chain will let it go, before retracting back to it’s handle.
portable mini drill
“For the especially lazy dwarf, or the klutz who needs their own bail, this handheld device will give you strength when you need it most!*”
*drg is not liable for any accidents that occur due to the device’s battery dying. battery not included.
This tool has a high rate of fire, and burns through both enemies and minerals alike. However, it’s battery doesn’t last long, and it takes a good while to recharge.
power attack: sends the drill into overdrive, granting it infinite energy for a short period of time.
Make it so when you salute in the memorial hall, it plays new and quiter voice lines. We are expected to be respecting the fallen after all.
Also this might be a nice way to drop some lore about some stuff like some of the dwarfs' grandpas were actually the statues in the middle and etc.
Racecar themed cosmetics
As a driver of a 125 micro sprint I would LOVE to see some some automotive racing themed cosmetics maybe a paint job that looks similar to “racequip” firesutes and helmets (witch are ALL incredibly itchy)
Hello. My biggest suggest is a new type of weapon - melee, for each class.
As we know, most of the weapons is about shooting, but we also love to slashing aliens with a pickaxe, so mb let us slotting him with true natural close combat weapon? Will be nice.
For Scout - fast double hatchets. With progression it can be reach one of the gameplay functions: or hold lmb to throw one axe forward, or to make heavy attack.
For Driller - slow heavy metal fists. LMB to do short rush forward with a mighty attack what kill default crips ard can destroy armour. Holding the button to enter in a defensive stand, covering you from damage in front of you and projectiles.
For Gunner - chainsaw with a short range and incredible destructive power. Holding LMB to start the engine and after that it just work without any additional holds or clicks. You must to start the engine every time after weapon swap to secondary weapon. This weapon can cutting through the armor, so any damage will be count as a weak point damage with a multiplayer.
For Engineer - electro whip with medium attack speed and farest attack range. Wide slashing swings allow to hit multiple enemies. Every hit will generate a medium count of inside electrification and once the one mob reach full electrification - it started a chain lightning what generate new electrification in the other mobs. On average - 2 hit to full electro. Electro work as normal already existed electro in the game - little dot damage and slow moovespeed.
Of course its just a suggestion and can be corrected in any way you want, but me and my homies want to see powerfull melee weapon in game.
I've come to simply suggest you guys give Mission Control a pay raise. That man works hard as hell, and worries about us despite us screaming Mushroom and We're Rich all the time.
O and please give us more way to annoy him ❤️ so we can give him an even higher pay raise.
RGB hair color that shifts through colors
Idea for implementing the unused Glyphid Charger:
The Glyphid Charger should have the same "philosophy" as the Praetorian class - Heavily armored front, and vulnerable backside, though the mouth should have tusks so large that you have to break them to damage it there. I think it should have movement inspired by the Antlion Guard: a really fast, large, sprinting Glyphid, possibly visually inspired by a Rhino Beetle. Unfortunately for it, and fortunately for us, the weight of its armor, combined with the unique phisiology that allows it to run so fast cause it to have a considerably slow attacking speed when not charging at an opponent, which can be used to a dwarf's advantage.
As a counter, explosive weapons should make it stumble and fall face-first, electric effects (and the IFG) should cause it to become disoriented and stop tracking its target, while C4 should literally flip it over, where it spends a solid 10 seconds trying to flip back over, on top of annihilating its health and armor.
A mode where you fight with beer, sort of like paintball
New mission idea/Boss Enemy: The Tunneling Worm
This massive but rare creature is known to dig around the mud and dirt of hoxxes, going around eating any kind of glyphid it may comes across. Due to the massive size, it loves to feast on Dreadnaughts and actively seems to search for them. Would make sense why these massive glyphids are rarely seen outside of their eggs, if not forcibly hatched...
One issue, These colossal serpent seems to be going for DRG's property like Refineries, Drills, Drillevators and even Drop Pods. It is your job to take it out to avoid any more casualties regarding missing supplies and/or equipment. How do we do this? Bring it out of hiding. DRG has provided special new thumpers to place around the cave to lure the beast towards the dwarves' location. Of course, this is no easy task. Luring it is one thing, Killing it is another... This badboy may take some serious ammo to take out and will not go down without a fight...
Boss enemies have been an interesting case, as the only ones that exist are the dreadnaughts and Caretaker. Adding something new and fresh in the form of a new mission like this would expand the mission selection for boss fight missions which are quite fun already :)
I'd love to hear thoughts and complaints in #suggestion-discussion ♥️
Cosmetic idea: A parrot (color customizable) that sits on your shoulder and sometimes repeats Mission Control’s voice lines. By a random rare chance, your dwarf character gets annoyed and says something like "SHUT IT you old fowl!"
Dreadnought idea: Glyphid Discharger
A spiked Dreadnought who generates electricity over time while slowly gaining speed and surrounding itself in electric aura that will drain your shields dry. It will also periodically release that electric aura as an EMP blast that can both damage you and kill your shields if you don't get away fast enough.
It is completely immunte to shock damage as it will make it charge the aura faster and release a stronger blast, but it's also a double-edged sword for it because a stronger blast will also stun the dreadnought and make it vulnerable to your attacks.
Also it can leap long distances like an oversized swarmer with AoE attacks
Has anyone tried out the idea of doing something similar in deep Rock that a few other games have done where a clan or group is made to help out new players. This one I'm thinking of would specifically be for deep dives. Essentially something similar to the cold callers guild in toontown. At a set time once or twice a week more experienced players can make public deep dive rooms for new players to join. Something like the Green beards guild.
I came up with a new enemy design. The glyphid watcher it has the base frame of a glyphid grunt but on it’s back it’s shell flips back to reveal a warden like weak point in the center and a bunch of eyes on the under shell of it and glowing attenas on it’s head and it will glow in the dark and it will let out a screech and begin to watch a dwarf and the affected dwarf will stare seeing eyes on their screens that block there vision and you can stop the effect by breaking line of sight or stunning it or killing it and if it is stunned it will close its shell and crawl away. The glyphid watcher is sensitive to light and can be stunned by throwing flare at it or shooting a flare gun at it and you can also stun it by shooting its weakpoint. The glyphid watcher will keep its distance ont he ceiling and walls like a glyphid menace. I am going to post the design concept in fan art if possible
Clothes and accessories for steeve like a sweater or a top hat, I personally would love that and would distinguish him more easily from other grunts
Give deep scan an icon for loadouts
Some melee weapons
A cave leech type which would only spawn on higher hazard levels and is more durable to damage. When it laches onto a dwarf, it would get a part which has a ranged attack to fend off any other dwarf from saving the caught one. Basically the leaches evolved enough to cover their vulnerabilities and are more important targets.
Yes I am an enemy of greenbeards, and yes I am a greenbeard myself.
Since Engineer has a couple of overclocks that work based on his other equipment, I think it would be cool if other classes had similar overclocks. I don't have time to make a full description of each one right now, but here are some quick ideas:
Leadstorm - Environmental Supercharger
Standing inside of a shield gives a massive RPM boost. (A neat synergy would be to also make it work when inside of an IFG, but less effective)
Boltshark: Flare Launcher
Holding R will load a flare into the crossbow (consumes flare gun ammo when fired). Upon impact, the flare will burst into fire similar to the incendiary grenade.
CRSPR - Biofuel Pump
Killing enemies with your drills will add a small amount of fuel back to your tank. (For the flamethrower, not the drills, to be clear)
I'm begging on my hands and knees port drg to vr please (when you have time of course)
an accessibility mode for hearing impaired players
Regular base stat buffs are cringe. Here's a perk overhaul that is not just a simple base CD reduction.
Beast Master overhaul:
Reduced CD to 3 minutes. CD now counts down while Steeve is active. Can have multiple Steeves. Activate fear effect on Steeve if Exploder is in vicinity AND is about to explode
On Steeve hit, reduce CD by 5 seconds
On Steeve kill, reduce CD by 2/5/10 seconds on swarmers/grunts/LSTs, Stationaries, large HVTs like Menace and Warden kills
Both CD reduction effects can happen at the same time
On Steeve assist kill (killing enemies that Steeve damaged. Will be shown as status effect on enemies that meet this conditional), reduce CD by 1/4/8 seconds on swarmer (by some miracle)/grunts/LSTs, Stationaries, large HVTs like Menace and Warden kills.
"It's a bug thing" perk makes the loot bugs fight for you. They wouldn't be strong, but it would be cool
Halloween is on a thursday. Would it be possible for there to be a special deep dive to mark the occasion?
Fps limit in the lobby, so my gpu isnt constantly being used while im not doing anything
There should be voicelines for when you help build a teammate's sentry or the other way around.
Small spooky Halloween idea.
When playing missions doing the Halloween event, you have a very VERY low chance to encounter a object called a Horror cube 
Horror cubes are reskins of error cube where instead of being white, they are red. When close to them the music stops in game and heart pulses can be heard. Like error cubes you can dig them out of the ground and deposit them, but once you do however spooky things can happen doing the whole mission.
Spooky things listed are:
-When deposited, odd sounds can be heard from Molly.
- The cube respawns behind a player and is considered no longer deposited in Molly.
- The cube moves on its own when not been watched and unsettling sound can be heard.
- if you hold the cube for extended periods of time, a Swarmer spawns nearby to attack you from the front. (But dies after it hits you)
- When calling resupply, the cube can drop down from the hole the resupply created from the celling.
- You sometimes hallucinate enemies, and if you try shoot it, they vanish into thin air, and the cube appears instead.
- When finishing the mission, the horror cube can be seen on the mission status, and if deposited before leaving, the number appears glitchy.
and much more.
Give us the ability to pet Lloyd or Bosco. Prolly been suggested before but RAAAAAGH I WANT TO DO THAT SO BADDDDDD
Being able to throw the big ores (Bittergem, Jadiz etc) into the mule or any place you can deposit in from range. Its kinda weird how if you have nothing in your backpack/inventory and are holding a big ore your character takes out his backpack to deposit the ore even though he is holding it.
Create a more user friendly way to add friends you meet through the game.
CRSPR Flamethrower OC
Oil and Fire (Unstable OC)
Buffs:
- Fire spreads to enemies (or vegetation) that come within 1m of the burning enemy. (When ignited, 1/4 second cooldown before spreading to another)
- Burning DOT increased slightly
- Wider flame spread
Nerfs: - Slightly lower damage
- Slightly less ammo
- Sticky flame duration reduced by 75%
Barrels kicked into the launch bay have a chance to fall down to hoxxes with the drop pod, landing around it at the start of the mission
Pls, can there be a quick weapon selection when joining ongoing missions? Sometimes I would want to quickly check or swap out saved load out before joining.
Add a new Core Spawn enemy that lob projectiles at you, so that it's more dangerous to use ziplines.
Dark Morkite should also speed up pipe building process in on-site refining and breaking morkite seeds in deep scan missions. Both of them are about getting morkite, are they not?
M1000 Classic
Sunshot (Unstable)
- Hold R to load a flare in the M1000. Hitting an enemy will cause it to glow brightly, illuminating a slightly larger area than a regular flare. The chemicals from the flare will inject into the enemies blood, causing it to take minor DOT and releases an odor drawing other bugs to it (not to attack). Enemies within 5m will begin to combust. If the infected enemy dies, Its corpse will remain to provide all effects until the effects of the flare wear off (lasting between 10-50% of normal flare time depending on enemy size, bigger = longer). When the M1000 is loaded, holding LMB will go into focus mode, slowing the player and providing perfect stability and accuracy.
- Flare deals 2 damage on contact
- Longer loading time for flare (include funny animation of the player shoving the entire flare in the mag slot)
-Slightly less ammo
A customizable rotation for victory poses so you can pick what victory poses you want to play instead of random or a specific one
A lowered crosshair option similar to halo 🩷
Just wasted a good 30 minutes doing a mission only to lose connection and not have the ability to rejoin the game (hours if you count all the other disconnects after nearly finishing a mission). If there's no plans to fix this, at the very least you should get the resources and XP if your team finishes the mission without you. There's no way I'm the first to suggest this.
Two suggestions.
The auto cannon should also have a different inspect animation (idk what to call it) when you have no ammo. You should go to throw the bullet up in the air and then realise you don’t have any and do an annoyed hand gesture. Similar to the missile launcher
For how annoying they can (sometimes) be, regular spitballers and goo bombers not having some sort of voice line for when they’re killed is criminal. They should have at least one each.
Give Flares upgrades
how about a mission type, where you have to fight a ginormous worm-like creature, where instead of killing it, dwarves must knock the creature unconscious and, call a giant sort of syringe with a sedative in it, to paralyze and force the worm to sleep stasis , so the worm were unable to eat hoxxes for quite a time
hear me out guys Lloyd comes with you on missions to give you beers
A top hat that's trying way too hard to look steampunk, with moving gears and a smokestack.
Burst fire OC for scouts GK2 is dogshit,
make it more interesting by either amplifying the dmg of the following shot if the previous hits,
(first shot hit -> second one deals more dmg/ second shot hits -> third shot deals more dmg) rewarding hitting all 3 shots of the burst mode,
or give the 3 shots "Burst fire" fires different characteristics like first one got amplified armor penetration, second normal dmg, third massive weak point dmg, which would also reward hitting all three shots on the same spot.
I think putting hats on Steeves for holiday events would be awesome, your own pet steeve running around killing his own kind with a jack-o’-lantern on his head (because it’s the Halloween event rn) would be so cool
Add a virus that will control the player, making him a boss or a miniboss. Damage, attacks (dwarf weapons), HP and the rest will depend on the player and his level. (The dwarf cannot be controlled until the virus is defeated)
A hat which slowly displays your promotion progression(like getting taller, getting some medals and awards on it and even getting more fancier along the way) among the dwarves when it's equipped, could max out on a specific promotion tier. Could be unlocked in your first iron promotion to make it a bit more special but not too high up in the promotion tiers so that you could have more design changes.
I also thought this might make some people more grind focused rather than having fun so I am not sure if this is that much of a great idea but it would be cool to have some dynamic clothing items based on some stuff. Like maybe some achievements granting changes on your armor like adding blood stains and junk
Up vote or down vote, it has pros and cons in both cases.
Anything more with an error cube like opening a secret door with it or something
Steve belongs in the memorial hall. Screw mission control, he's as much of a dwarf as the rest of us 
Y’all are probably gonna down vote this into the ground but here it is:
A new terminal to upgrade things such as the drop pod, resupply pods, etc, and you can unlock the terminal with a very lengthy and difficult assignment (5-6 missions on haz 5) and then you can only unlock the upgrades once you get to a certain blue level (the devs can decide) and then you need to do another 5-6 haz 5 assignment for each individual upgrade, or for each upgradable item
If you guys think this is too harsh, react with a clown emoji or something, or if it’s not harsh enough, uh, idk 💀
upgrade examples:
Supply pod- soft landing (takes a little longer to land but doesn’t kill if it lands on anything, only about 50 percent of remaining health) and 55 percent ammo back instead of 50 (I think it’s 50)
Drop pod-goo guns that slow any enemies the guns see (a mix of the sentries and the driller goo gun but without the damage) and faster arrival times (this would be the most expensive because of some missions that have a timer, or it would be disabled entirely)
Shirts/hats with the different types of beer on them, so we can represent our favorite brew! 
Add a gambling mechanic because slot machines need my credits more than I do, what could possibly go wrong, beer and gambling my favorite 🎰
Just add a slot machine in the space rig
Maybe as an easter egg and/or achievement. If all 4 players have a Steve by the end of a mission, he shows up in Memorial Hall. But only for that play session, much like Doretta.
Lighteaters bugs ?
Like small glyphids size mobs that go for light sources and eat them.
If no light nearby they go for the dwarf headlight and damage him.
Either make the light destruction permanent or make the light respawn on the corpse when the bug is killed (depending on which is the most balanced).
That would be interesting because dwarfs would have to protect their vision while dealing with the regular targets.
Make the dead explosion of Brood Nexus when killed by Necro Thermal Catalyst (T5a) on Coil Gun also kill all the green swarmers that pop out of the Nexus. It will make more sense and more worth to kill Nexus with Coil Gun.
Add a strongman hammer game thingy to the space rig. You know, this thing. For whacking it with your pickaxe.
a framework that makes the minigun have 4 barrels :3
Show the jetboot GUI when you equip them in the spacerig
Blood sugar is a negative mod, please fix
Steam Geysers in Fungus Bogs dealing Fire damage instead of Explosive damage if destroyed
It would prevent accidentally drilling into them from instantly downing the driller thanks to Temperature Insulation mod, which logically should provide protection from scalding steam
All missions in one (not events). Buy-in = 1k+ of each crafting material.
Overclocks for support tools?
Make it so that if you do a Power Strike in a Dreadnought's face, it shakes its head for a moment or otherwise reacts to the event, except for maybe the Dreadnought Hiveguard. Could be a side effect of using Skull Crusher Ale.
A rare exploder variant that creates an RJ250 shockwave instead of a normal explosion. I originally thought of this as an April fools idea, with a party horn noise and confetti on detonation.
Shorter seasons!
A new type of infused cores, containing cosmetic decorations for the Space Rig. These would show only when owned and activated by the lobby host, but would be visible for all players in the lobby.
NEED MORE GUNS!
Maybe just maybe add a practice mode/training area for testing out weapons?
A beard with a power drill head tangled in it, called "Workplace incident".
I thought of a name for Season 6: Abyssal Expedition. We've been going deeper throughout Season 5, and I thought since we've only been in the deep side, but not so deep as to be the abyssal layer relative to the surface. I also thought it could be called Core Expedition, since things from the core are coming up and we're going deeper to the core at the same time.
Adult dreadnoughts seem like a cool idea and totally not another reason for me to traumatize myself without Hazard 4 Duck and Cover.
Customizable MULEs. Add cosmetics that we can add to our mules and allow us to change the colors and stuff. Make it where the party leader is the one whose mule is used when going on a mission.
Some perk ideas:
🏃 Run-n-Gun: You can shoot guns while running, but their spread is increased a lot while doing so (3 levels and each decreases the spread penalty a little bit but does not remove it completely)
💣 Extra Throwables: You start the mission with extra non-replenishable throwable (3 levels and each level adds one more throwable)
🧨 Weighted Flares: The flares do not bounce as much and they glow for slightly longer (3 levels and each level slightly increases the glow duration)
A new mission type where you invade a nest and destroy key points like the food supply the larvae/eggs and eventually make your way to the queen (the cave can also have these long tunnels going through the caves like how the driller mines through walls) there can also be a higher chance of helmets spawning to show how the bugs treat dead dwarfs, there can also been a new bug like the queens guard similar to how one of the dreadnought summon bugs (kinds of a ramble but I think it could be a cool concept)
Add to enginner skill to build walls ,if needed to block tunnel and you have only platforms that big problem also add skill to make window in walls for turrets something like ww2 bunker where they had windows to shoot
A giant beard with various tools tangled in, called 'hammerspace'
Have the pickaxe power attack only produce an impact sound effect when it actually connects with terrain or an enemy. The attack has a deceptively short range, and it feels wrong when it whiffs but still sounds like it hit something.
Add melee weapons please, hammer, greataxe, sword, shield or something like this, I just want it to be FEELING GOOD TO BEAT BUGS UP!
Update the cap cosmetics so it uses the same base model and coloring as cap with ponytail from season 5
Make napalm rockets on hurricane do fire dmg too instead of just converting direct dmg to heat
Just a tiny quality of life change. When you are in solo mode and you have the glyphid taming perk thing make it where your drone won’t shoot the glyphid you are taming.
More drink
allow bosco to perform more actions, mostly to do with maintaining/building.
examples: building resonance scanners and uplinks, maintaining drillevator, hacking patrol bots, fixing doretta, and maybe being able to repair all current leaks on a pipeline by using the laser pointer on the pipe itself
Tutoriel hints that show all keybind, and an explanation on what you have to do for the mission. That can be toggle and untoggle via a hotkey. This will prevent green beard from being confused while joining mid game. Especially in aquarq mission where having to manage the unstoping swarm of enemies and trying to find that last aquarq less of a pain.
Maybe when the mission exceed 45 min and you still are 1 or 2 aquarqs behind unfound high light it for people having the tutoriel hints activated.
Helping more the team to get out of this hell.
Make the Dual Drink Drop victory move use Oily Oaf or Glyphid Slammer beers instead of Leaf Lover's Specials maybe (it currently uses Leaf Lover's Specials)
Add 1 or 2 new Dreadnought
Make new primary missions, more weapons for each class and new perks.
For next halloween, but bowlfulls of pop rocks in the rig. Interacting with them makes you emit muffled firecracker noises for a few seconds.
A few seconds of invulnerability upon joining a game in progress.
Like Akira just said, sometimes you enter a lobby into the middle of a swarm and outright die or at least lose a big chunk of your health right off the bat. I play Deep Rock on a laptop, and sometimes I die when I’m still on the black transition after the loading screen.
Add zippline to driller cuz it's so good for mining but gunner own it and that sad(driller pretty good but if you want to play solo and you find ore on wall very high u can't get it that bad)
Add random debufs to crystals .sometimes it will bring problems and game will be harder(or add this feature to hazard lvl)... when you mining look what u destroying(debufs like poison, no armor ,cold and debufs will go off after short time
A hard hat with a hammer on a spring on top, called 'Hammerhead'.
Add to enginer a laser gun which can destroy ores on distance like 5m-10m from him
Add to enginner a hatch/door which you can chose in upgrades before mission
Idea is when you need to hide you make hole place hatch and now you can hide there,hatch have upgrades like acid protection or else ,at start it will have only 100hp or more or else
At max hp upgrades it will be 300 hp
And when you place hatch around it will be a yellow platform to block holes
Add a spider or who is in drg
The monster will fill cave with poison if Don't get killed before
The poison(poison gas) will kill all who breath it but gunner will have anti dote which he can use to survive poison (gas)for other need to hide in enginer cave if enginer won't close it right all rip(for hazard lvl missions only)
Pressing 'E' on a dreadnought cocoon causes you to tap it.
An interesting suggestion is to add overclocks to traversal tools like.
For Example :
Pickaxe : Can mine a whole mineral vein but it's 3 uses per game (Balanced Overclock)
Zipline Launcher : Doesnt have "too steep" mechanic at the cost of a lot of ammo (Unstable Overclock)
Platform Gun : The Platforms are increased in zine. (Stable Overclock)
Grappling Hook : Has infinite range and cooldown is really long (Unstable Overclock)
Drills : Can mine minerals but overheats faster. (Balanced Overclock)
unstable shard diffractor overclock "hyper beam"
build up and release a huge burst of energy with this focusing system, the resulting beam is brief but will burn right through almost anything. however it takes a second to charge before it fires and the battery size is limited to fit the new components in and the recharge time suffers a little
hyper beam (beam will blowthrough medium or smaller bugs. only stopping if it hits stone or a praetorian or bigger bug. also makes beam bigger, scaling with effect radius
direct and area damage combined. +20 damage
+1.5 effect radius
+40 discharge rate

-65% charge capacity
fire entire mag at once
+2 recharge time
-30% total capcity (max ammo)
+1 second charge time (weapon wont fire unless the trigger is held for 1 second)
Helloooo, could you guys put a mirror in the lobby? sometimes I don't know if I'm in the right class of dwarve or I just want to compare drip with my homies so a mirror would be a pretty cool addition to the lobby or some way to easily see what im equipped with without having to dance on the bar.
Hi! Can you please make a Drillevator have a mind just like Doretta? It’ll be nice for it to be cute as Doretta and maybe after the mission is done you could extract the mind of the Drillevator to take it with you as Doretta?
Feeding a Loot Bug.
Would be cool to extract loot from Loot Bugs in more friendly way, maybe some kind of special minerals that you can feed. Or just add any other way, I love Loot Bugs so much and I really want to have more interactions with them.
C4 overclocks
Bullet casing dreadlock beard.
I'm sure this has been said a lot, but paint jobs and maybe cosmetic frameworks for support/movement tools, maybe a season 6 thing
Simultaneously tongue-in-cheek but also 1000% genuine...
Hug Button.
An "inspect weapon" bind in the control settings menu because the inspect animation for the wave cooker is really cool but when you press R to inspect it instead, toggles the upgrade ability.
This OC is good I promise
Supercharger
🟨 balanced
a lot more ammo
slightly larger charge shot AoE
charged shots overheat faster
slower overheat recovery
slightly lower damage output
Oh yeah, if we’re not gonna get an ammo upgrade for the zip line, add an upgrade that lets you recover placed zip lines if they’re no longer needed but only if you’re not at max ammo capacity
I know this has probably been said a lot but new equipment would be nice,
For example the enginner getting a drone or a mini copter that follows him and targets enemies (still keeping his machine aspect). replaces sentry
For the scout a teleporter that allows him to teleport a certain distance forward allowing him to still keep his mobility. replaces grappling hook
For the driller instead of the drills maybe he has a machine that he can place that auto drills for him (sortive like Bosco). replaces drills
And finally the gunner instead of his zip line a nice change could be a platform that raises and lowers with a button. (removes zip line)
I know this is huge changes, (some more than others) but we’ve never had alternative options and it would be nice.
Change the legendary promotion display to show total legendary levels instead of legendary levels above three. It just makes more sense to see a 5 and know that theyre legendary 5 instead of it actually being legendary 8.
Greybeards gifting Mission Control a large mug carved out of a compressed gold chunk for Yuletide, mostly to give thanks for his work, but also for a chuckle/light teasing whenever a new chunk is found. ||Cut to Mission Control having a warehouse's worth of mugs by the time he retires.||
more guilded beard style please, and maybe gilded stuff for other splces too, like sideburns!
People might not agree with this, but I really feel like gk2 would appreciate this and it wouldn't be overpowered in any capacity.
Gk2 is of course still good and very usable but in order to be the same level/as good as m1k or at least just slightly better than it is now, I think gk2 should get +1 damage which would help it's single target vs m1k shine a bit more and also make the damage a nice even 20 if you take damage, and also +1 fire rate to help the weapon feel a bit better (though it doesn't feel bad right now) and again to improve the single target to make it stand out from m1k that much more. This change is more geared towards base gk2, because of course certain overclocks can change the gk2's use and make it much better at certain things, but even those overclocks could benefit just a tiny bit from +1 damage and +1 rate of fire for the most part with a couple exceptions
TLDR I just feel that gk2 could benefit from just +1 damage and +1 fire rate, but it doesn't need it, and not every weapon has to be as good as each other so it's fine if it doesn't get a very small stat tweak
Inspired by the recent spambot smiting: when hacking a patrol bot, there's a rare chance the PDA will sort through pages of low-effort spam before showing the hacking minigame.
An option for haz5 to have more vertical caves generated, or more difficult terrain in other ways
Depending on the type of beard another dwarf has, let me slap it.
more beers
I would love to that the space rigs from DRG and Rogue Core could see each other from the sapce view.
More perks, please.
A New primary weapons
pump shotgun for gunner
Huge burst damage but weak firing rate (0.5) and reloads
Scout new rocket launcher able to rocket jump at base
With lower ammo amount
Mag size Would be 3 or 4
Engineer can have a semi auto rifle that's idea is high combo with other weapons by grouping up enemys and slowing aswell as buffs for sentry when shot like stubby
Driller can gave the Thunder Gun from cod Zombies but more course low ammo crazy crowd control with the ability to destroy terrain
Every week to couple of days I will repost and add more like overclocks and upgrades
Scout can highlight all enemies for 30 seconds, as a passive skill.
I think it would be interesting for the last mission in a EDD to be a randomized H5+ mission, because currently haz5.5 serves no purpose and is just a different name for a h5 difficulty segment.
And since the last mission only gives a cosmetic core it really isn't a requirement to do the h5+ mission
a beer where you can eat
This has probably been said before, but there NEEDS to be a way to decide which turret you want to reposition. I hate how it keeps cycling between 1 and 2 and back to 1, when I just want to reposition the second turret
grant dwarves the option to "sponsor" currently selected missions when buying buff beer. it costs a little extra, but it gives late joiners the option to spawn in with the buff beer in their hand for free. sponsors would show in the server select menu as well, letting players know which effect it is before joining.
I want the dance moves to be victory moves so badly so I can get me crew and I to look like a boy band taking the stage. It would absolutely make me laugh to death.
I've been thinking about a new type of escort mission where you need to protect a R&D dwarf as he roots around the caves looking for something. It could be anything - morkite related, core stone investigation, tied tot he new Rogue Core, whatever works - but the little leaf-lover crawls around the caves running scans and investigating, and you've gotta keep him safe. I know works needs to be done to make it different form guarding Doretta, but I think it has potential.
What the next Season to be about former DRG employees finally making good on their promise to found their own mining company, but they create pirate guilds that raid Hoxxes and use their DRG gained experience against the company? I think the best part is that all the models are already in the game, just use a random dwarf and you have yourself an instant adversary. Add some jury-rigged looking Bosco and Molly knockoffs, a janky dropship and you've got a real threat. Maybe some pirate guilds could be better equipped than others? This does tend to fall into the trope of battling your own mirror image (https://tvtropes.org/pmwiki/pmwiki.php/Main/MirrorMatch), so not exactly original, but I think it's worth discussing. This could easily be a bonus sub-mission (like Kursite Extraction or Lithophage Outbreak) instead of a full Season theme.
Fix the black box progress bar, it currently shows 4 arrows no matter how many dwarfs you’ve got on your team. The fuel cells and uplink match, why doesn’t the black box
I got a idea for a new map. It would be a old broken down station in orbit or in the planet. Then you need to Explore it and find valuable thinks and load them onboard a old ship. After that you need to fix the old ship and thats it. The map should be like in Lethal Company or somthing like that.
An there would be some monster thats strong or somthing that tries to kill you. And some stations would be out of h2 and in some stations you could breath normally.
(Rate My Idea From 1-10)
I just want Couch Co-op on Playstation, I'm begging for it atp
fester fleas should have a Santa hat and be temporarily called festive fleas for winter holiday update 🥳
Some form of trypophobia setting that deals with the sheer nightmare of the hollow bough?
That or just some way to permanently disable hollow bough from having missions in it. That biome makes me incredibly unwell and I hate having to wait out the mission select timer to hope it picks a new biome for the assignment chain. Especially when it sets it in there again.
Miners should be able to select the explosion made by an engineer’s Fat Boy and say “Mushroom!”
(Probably already said before at this point, but)
Proper Halloween outfits for next year? Clown outfit, or a witch outfit, or a pumpkin themed outfit etc. etc. to better match with the cosmetics that we have?
This is probably gonna be stupid but I thought of a small idea, since you always get 2/3 extra legs during a salvage mission I thought why not allow you to deposit those extra legs for some bonus XP!
Maybe 100 XP per each?
A hat with two small beer kegs attached on either side, with tubes leading to the mouth.
A praetorian variant that's basically a mobile spitballer
Give us a modifier when swarm spawns are doubled but the swarm health is halfed
Black box secondary objective for normal missions
Longbeard Freight horror Graphic novel
OC idea for boomstick
Snot Shells
🟨 Balanced
Pellets turn into corrosive slime blobs which slows enemies and deals some damage over time. The blobs are affected by pellet modifiers
White phosphorous shells changes slime into napalm which changes damage type to fire
Slime is affected by gravity which decreases its effective range
Lower rate of fire
Less ammo
Scout flare would be more fun if it stuck to bugs instead of bouncing off, but I'm guessing it's going to be annoying and difficult to code, the use or this could be that now if u hit a bug with your flare and it runs then it could light up the area around it showing the other bugs your fighting in better light, but should fall off if the bug digs so u can't cheat out certain mobs
Also lootbug themed drink? Or maybe lootbug arcade machine in space rig, would be like dig dug or packman I would think
A mineral hoarder themed beer that gives you more special mineral loot per pillar or higher chance of spawn
DRG Lore & cinematic spin-off
I really like stumbling on random events in the caves that you don't know about before going in. I had an idea for a new one:
perhaps you can find a large vein of one of the environment specific crafting materials that is "compressed" (or something similar) and therefore can't be broken with pickaxes or deposited manually. You need to call down some sort of mining equipment and defend it while it excevates and breaks off collectible bits of the ores. Event ends when the vein is depleted or the machine is destroyed by the bugs. bonus points if the machine has a personality like bosco or dotty.
Just a way to get a few extra materials and another type of random event to keep things fresh.
Add more weapons
I propose these changes to Power Strike behavior
- Increase damage if you are sprinting towards an enemy up to 2x damage if you strike them while you have Dashing momentum and with jetty boots (with only Dashing, it should be about 1.5x damage)
-Increase damage if you are falling down when performing the strike, up to 3x damage. If you attack a large enemy like a Praetorian, it should also reduce fall damage somewhat, even if you weren't going to land on top of them.
-Striking upwards deals reduced damage, but is also better at staggering
-If you strike too close to a large enemy's "fleshy" hitbox, your pickaxe should get temporarily lodged into them. Against Praetorians, this isn't too much of a problem as their stun time should coincide with "lodged" time, but frontal attacks against Oppressors and Dreadnoughts become suicidal! Thankfully, they can't turn around to get to you, so striking at their weakpoints should be safe as long as your teammates can direct their fire well.
Allow the haz5+ modifiers to be applied to lower hazard so people that want more squishy bugs/more dangerous bugs can do it, without having the other side effect of haz5 like fall damage, friendly fire, and ofc bug health.
As I progressed in the game the difficulty gap between haz3 and haz4 even so haz5 feels huge, being able to make lower hazard a bit more difficult could help player to find the sweet spot they are looking for between difficulty and fun. And give the game a softer difficulty curve.
Since its possible to reach the geode without the drillivator, when you reach the geode, the progression should change to collecting the seeds regardless of if youv gotten the drillivator, and also you should get a mission control voiceline that just says "seriously dude what the fuck".
Since its almost certainly easier to actually just do the mission, this really won't affect how the mission plays beyond how a few very dedicated people decide to complete the level this way for the bit.
New Engineer grenade:
Skirmisher Knives 
”These throwing knives are filled with a highly volatile fluid that detonates quite violently when mixed with high amounts of oxygen and bug juice, making these perfect for those medium to long range buggers! With a bit of practice, you might even be able to catch it on the way back!”
The Skirmisher Knife is a mid-range grenade for the Engineer, which rewards high accuracy and skill with much higher damage and ammo. While being functionally similar to the impact axe, when a Skirmisher knife has been thrown far enough, the oxygen accumulated will deal extra damage and also blast the knife straight back into the dwarf’s hands, ready to be reused!
This bonus does come as a drawback. You can’t pick up any missed knives (even if it misses you on the way back), and you only get three of them.
I don’t think drg should have new guns (not sure if that’s a hot take or not) but I wouldn’t mind a new batch of grenades
Some tweaks or rework suggestions to existing OCs that might be underwhelming, weak or redundant:
---GUNNER EDITION---
LEADSTORM OCs:
**Compact Feed Mechanism **-> "Triad" Gatling System:
- Ammobonus increased from +800 to +900.
- Shoots 3 shots every time, at the same time (making it kind of like a mini-auto-shotgun).
- Rate of fire penalty changed from -2 to 0,4x (with the tripleshot, this gives you slightly HIGHER DPS than without an OC, rather than lower!).
- New penalty: 2,5x base spread.
Exhaust Vectoring:
- Still grants +2 damage.
- Now also allows you to move at full speed while firing!
- Base spread penalty removed.
- New penalty: +0,3 second windup speed.
THUNDERHEAD OCS:
Composite Drums:
- Reload bonus increased from -0,5s to -2s.
Combat Mobility:
- Also grants +3 direct damage.
HURRICANE OCS:
Rocket Barrage:
- Ammo bonus changed from +216 to 2x (a bit of a buff).
- Also gives 2x magsize.
Salvo Module:
- Also grants a flat +0,5 meter effect radius.
BULLDOG OCs:
Chain Hit:
- Ricochet chance increased to 100% if hitting them in their weakspot.
- Ricochet chance of 25% if hitting enemies anywhere else.
BRT OCs:
Micro Flechettes:
- Current bonuses kept intact (i.e. the ammo, magsize, recoil and spread bonuses)
- Now also grants +2 rate of fire.
- Now also grants an "Auto Burst" trigger. Meaning, it still shoots 3-bullet bursts, but you can hold down the trigger to keep firing the bursts continuously!
- Damage penalty changed from -11 to 0,625x (a tiny bit of a buff, in particular if you don't use any of its damage upgrades)
Full Chamber Seal:
- Reload speed bonus buffed from -0,2s to -0,4s.
- Damage bonus reworked: Instead gives you +15 damage to the third shot, if all 3 shots hits the same target.
COILGUN OCs:
Reatomizer:
- Also increases the damage of the trail from 3,9 damage per tick to 6,0 damage per tick.
Backfeeding Module:
- Also speeds up charging by 33%.
Some tweaks or rework suggestions to existing OCs that might be underwhelming, weak or redundant:
---DRILLER EDITION---
CRSPR OCs:
Lighter Tanks:
- Also grants -0,6s reload time.
Face Melter:
- Damagebonus increased from +4 to +6.
- Now also increases flame thickness (easier to hit with its direct "beam").
- No longer reduces tanksize.
- Now reduces sticky flames duration to 0,5x.
CRYO CANNON OCs:
Flow Rate Expansion:
- Now also adds +5 meter range.
SLUDGEPUMP OCs:
AG Mixture:
- Also increases puddle sizes by 25%.
Hydrogen Ion Additive:
- Damagebonus to corrosive ticks increased from +0,5 to +2.
Sludge Blast:
- Ammo penalty removed.
Goo Bomber Special:
- Charged shot projectile can bounce on terrain up to 2 times (instead of immediately disappearing).
- Charge shot pierces through all enemies, however...
- ... charge shots direct hits now only deal 0,25x damage and has a tiny splash radius.
- Falling fragments also has unlimited penetration, until they hit the ground.
SUBATA OCs:
Chain Hit:
- Now 100% ricochet chance on weakspots or when shooting frozen targets.
- Now 25% ricochet chance when shooting enemies elsewhere.
- Also adds +200% armorbreak.
Homebrew Powder:
- Now Balanced OC.
- Damage range changed to 75-200% (from 80-140%).
Oversized Magazine:
- Also adds +28 ammo.
Tranquilizer Darts:
- Slowdown replaced with a small Neurotoxin DoT: Deals 2 DPS, slows 50% and lasts 4 seconds.
- Neurotoxin effect has a 100% triggerchance.
Automatic Fire:
- Also grants +25% ammo and magsize.
EPC OCs:
Requires a TCF rework first...
WAVECOOKER OCs:
Liquid Coolant System:
- Also adds +30 lens width.
Super Focus Lens:
- Range for damage bonus increased from 4 to 6 meters.
Gamma Contamination:
- If a radiated enemy dies, its radiation effect lingers for 50% of remaining duration at the death spot.
Diffusion Ray:
- Slowdown buffed from -20% to -50%.
double the amount of exploders and make bulk dets 4 times stronger
goofy suggestion: make it in solo missions when you repeatedly ping things like "mushroom" or "We're rich" mission control says "Just because your dwarf buddies say it with you doesn't mean bosco will."
Title: Adjustments to pass progression
Description: I would love to see deep dives be more valuable for performance points, at the very least you should get performance points from each of the 3 missions but preferably with an additional bonus. If the worry is making it too farmable (although other easier farming methods already exist) then it could be limited to the first completion of the seek.
Additionally the season challenges should all refresh together instead of one at a time, if the worry is again making it too fast then the amount of performance points given could be adjusted to compensate. I want to play the game more but it doesn't feel as rewarding when I already have all of the overclocks and don't care for the weekly assignments, I would like to have at least more season challenges to complete instead of being done with them in 3-5 missions and have to wait for 3 days to get 3 new ones.
Also regarding season challenges being able to swap between the ones that give scrips and ones that give performance points should be available at any time instead of also being on a cooldown, being locked out of specific missions because of them having a warning that would complete my scrip challenge when I do not want to waste a challenge cooldown on a scrip sucks, especially when said mission is part of my assignment.
How about to change scout's DRAK-25 Plasma Carbine SBB Overclock where instead you need full shield for buffs it would the buffs would depend on shield level instead.
For example: SBB gives 5 dmg and x2 RoF on 100% shield, and those buffs would decrease on the shield level on 75% 3.75 dmg and x1.75 RoF and so on
add more unlockable cosmetics after level 100
A beard cosmetic with an axe or pickaxe tied into it (credit to c_met for this art)
In the pickaxe overcharge event: what if the overcharge duration time gets shown? ; For example: This could be done by making the blue pickaxe symbol depleat overtime (Similar to the power attack cooldown). That way you know when to grab another charge.
Let us at whatever is laying all those alien eggs and dreadnought cocoons.
Maybe a big drill?
This is held with both hands, a rope is pulled so that it begins to drill and perforate the minerals, but unlike the picks, this one does it much faster.
It will also have a gem inside it, the more the drill is used, the more the gem will wear out and it will also have wear animations. Obviously it is just a suggestion but I would appreciate it if you add it.
It's not really a big ask but aborting missions shouldn't be rated as failures because you can't fail missions you've aborted for one reason or another
A new beer which has high levels of caffeine in it for the late night miners, basically when you drink it your dwarves go hyper and can't make regular sentences for a few minutes then just have a more calm and sleepy sounding voice(they could have a little chance to collapse out of tiredness instead of drunkenness after drinking)
💤
For the visuals I am thinking it could have some coffee beans on the foam, some smoke coming out of it and a dark mug with a moon or some "💤" carved onto it.
It would be so funny if it gave the dwarves some pajamas too
update the pause menu graphic with the current biome map borders.
Material siphon - Alternate to drillers satchel charge
•Presents itself as a small disk with glowing blue parts
•When thrown it attaches itself to a surface and when activated again summons a sphere similar to the ommoran heartstone but solid. The nearby terrain in a large area becomes 1 pickaxe swing weaker (aka 3 to 2, 2 to 1, 1 to a porous rock design).The sphere becomes the same durability as the terrain it siphoned from.
•When an enemy is within the zone of infliction and activated(cannot be large creatures), it is stunned and given properties similar to that of an ebonite mutation but are slower and attack less frequently than their normal counterparts.
•If an enemy is caught within the sphere , the sphere will slowly dissipate releasing the weakened glyphid / mactera / etc.
•Materials such as nitra will be copied but will have the same value as the normal vein of nitra. However when a creature is caught and there is nitra present, it will multiply the nitra present through the creature caught depending on its size with smaller creatures such as swarmers and grunts offering minimal bonuses whereas medium creatures aka smaller than a praetorian but higher in "value" than a grunt(I didnt want to list a bunch but basically harder to fight enemies) offer a much better return such as 1,3x the ore vein.
•Crafting materials will not be copied but gold however can be.
•after it is done it will dispense a weaker pickaxe overcharge(the blue thing emitted from the sprinkler?, not sure what it is called) (it is weaker by 50% , in the terms of duration not in recharge rate)
•This could be used to block off tunnels or the aforementioned way of being useful as a way of gathering extra minerals or just plain stunning a thing.
And possible upgrades for it
•Upgrades
•Could be different patterns instead of a sphere such as walls(most likely not bridges since thats engineers thing)
• (Machine Learning) , after being within the dwarves pockets for so long , it has begun to emulate their actions. The sphere violently erupts into different objects like rock barrels , compressed rock (we're poor?) , small rock lootbug's that actual lootbugs may try to interact with? etc etc. Upon contact to enemies it will do heavy damage and spawn a rock cloud that could disorient the bug and not allow them to see the dwarves like a smoke grenade of sorts?.
•An increased siphon that decreased durability by 2 (3 to 1 , 2 to porous , 1 to destroyed and the sphere releases its captor quicker and thus they are more brittle since they just got compressed.
•Increased aoe
•(Unfamiliar face) glyphids that were close to the encasing of another may try to attack the creature inside similar to the pheromone grenade but smaller and wears off quicker
•I cant think of any more silly upgrades for this but u get the picture
A beard with minerals sticking out, like a hoarder's wiggly back part.
Voicelines when pinging supply beacon
OC idea for the LOK-1 Smart Rifle
The lok is the only primary weapon of the engineer that doesn't interact with the sentry gun. The warthog have turret whip, and the Stubby have 2 OC, Turret EM discharge and Micro-conductor Add-on
So why not the lok ?
My idea : when a turret is at the perfect center of the crosshair, it would be possible to lock few shot to supercharge the turret and give it super penetrative round that ignor any armor. So a new effect that could be use to remove high armored enemies such as Dreadnought, Praetorian and Oppressor. Ofc it's an unbalanced OC so it could have drawback such as slower locking speed and slower firerate anything would be fine.
Right now the lok can't lock on the 3 weak spot of the Hiveguard making it odd to uncounter.
It would be cool if tipping Lloyd multiple times would give the drilldozer a chance to come in black
Some sort of ammo efficiency overclock for the LOK-1 rifle. None of the current OCs give extra ammo even though it feels like the most ammo hungry gun to use, so something for that would be amazing.
This is a small and more fun idea of a suggestion; What if (because they are dwarves with free time between missions) there was a small game table nearby the kicking barrel game and the Jetty Boot game, so the dwarves could play cards of different kinds (and maybe bet credits between eachother of that is ok with the devs and the crew of that server as a togglable option) Like Rummy Poker Spades or a few others. Tbh I never expect to see this ingame as anything but a small mod but I hope this is atleast considered, have a good day!
An idea I had for a Plasma Charger Over Clock, what if u could hold a charge for a bigger and more deadly blast with the risk of depleting the whole battery. ( Think of the power attacks from Dragon Ball )
I know it's kinda gimmicky but I feel like it would be a fun and interesting edition if the Devs wanted some Over Clock ideas for it.
Add a random chancw for a beatbox to spawn on missions and turning it on causes ppl to dance
A rare chance to see a breather with a cigar in its mouth.
1-person drop pods create a fear effect on landing, to prevent late joiners from instantly getting swarmed.
Here's a cool idea: Secret beer pods.
They're similar to lost supply pods from salvage operations but instead of supplies you have beer that either has unique temporary buffs like extra melee damage, passive health regeneration or buff to resource collecting or a gimmick beer from abyss bar (except randomweisser and hidden dwarf for obvious reason). And just like supply pods, there are only 4 doses of beer.
The pods would have the same spawn chances as cargo pods, lost equipment and jet boots containers
If you drink too many leaf lovers specials in quick succession your character starts complaining about their stomach hurting and them not feeling so good
Drinking too much leaf lovers special turns you into a leprechaun
Show Bosco remains when another dwarf joins the mission, and make it ping able. "BOSCO!!"
Hello! I have a suggestion 😄 its kinda idiotic, but how about a coach that can be taken by two player and set into the escape pod 😄
Upon promotion you should only get overclocks that apply to the class you promoted
Tagging with ctrl gun remains for longer time? helps me as a miner, i loose track of whats where when digging tunels, so i gotta go back or make someone tag some mineral again so i can find it on cieling and mine it
well, how does everyone else feel about that ?
A option to have a loot bug spinning for the loading screen would be funni
put xmas lights on ziplines during the christmas season. They can glow but not produce any light
how about giving the scout a dardick tround revolver? for the record, it does exist, it is a magazine fed revolver, i am not making this up, it is real, it even had a rifle conversion.
A comical employee training video that is replayable somewhere on the rig.
Move the oxygen meter to the bottom of the screen so it matches every other status indicator's position.
Could even be shaped like the molecule.
Using jet boots while riding a cave angel causes you to rocket forward, similar to using a Minecraft elytra and firework rockets.
Hey dev, could you please make female dwarf? I play DRG with my daughter. it's her first game on Steam. We have lots of fun together. We hunt eggs, kill dreadnaughts, throw disco ball, and play hide n seek at lobby.
Alternate support tools for each class. For example, as an alternative to the sentry gun, the engineer could have maybe a minelayer robot.
Crassus detonators who are killed while frozen drop a volatile Crassus geode that will eventually thaw and detonate properly, allowing for about a minute of setup before the gold explosion. Interacting with the geode causes you to kick it, allowing you to move it around.
Skins for the sentry.
add this hat
they should add a slot machine to the space rig
maybe add some more vibrant and colourful skins and cosmetics, like bubblegum! I love the bubblegum skin for weapons sm. I think it'd also be cool if you could match certain weapon skins with your armour, for example bubblegum made as an armour skin as well!! 🙏
hoverclock gives up to 30% weakspot damage for charge shots based on how long you have been airborne.
max damage at 3 seconds of airtime
gives it use other than escaping/reducing fall damage, which scout already has 3 of and 2 of those are in the grappling hook.
this way utilizing the function of the overclock is encouraged and I think would be pretty fun to use
make impact deflection back to what it was
This may just get lost in the sea of suggestions but instead of "seasons" could it be ammended to "quotas" or "jobs" I know its silly but i love working for DRG, and i love the seasons.... id love the seasons to be jobs that were doing, minerals im mining or something silly like that. Only supperficial as in essence its the same but i feel it would fit the game better.
bulk detonator steeve when
Metal pipe sound effect button
For April fools, could we get a Mission Control rendition of the trololo song?
Jet Boots with the color of your Class
PLEASE fix the hit-marker on the Hurricane minelayer system.
the cross-hair lits up red every time the mine explodes, NOT when the mine is actually triggered or hits something.
That means you get red hitmarker after the mine expires and explodes on its own, making you think you hit something, while the mine actually did nothing.
This means you get wrong feedback. And that sucks. your screen can lit up with hit markers, making you think you put the mines to good use, while in reality they just all expired doing nothing.
.> Please make the mines of the minelayer system OC not trigger a hit-marker when they expire. thank you.
A new positive modifier called "abandoned brewery" which has more beer ingredients than usual.
The Low O2 modifier is fine with a lot of people and some even like it, so obviously it'd never get removed, but on some mission types, it really doesn't add anything to the game experience and just slows missions down, and the pacing of DRG isn't really built for it.
Point Extraction and Deep Scan really shouldn't have Low O2 on them, it doesn't make them fun, it just makes them really slow.
If that's not something anyone's willing to do, my final suggestion is that PE and DS missions with low O2 never appear on assignments. Just make them never necessary, so that players aren't forced to play missions with busted pacing.
I know it's not really traditional (nor optimal) but an axe head for both sides of the pickaxe would look cool
Maybe something like a halberd axe type of head idk
New Medic Class:
Primary Weapon is a gun that fires syringes
Secondary Weapon is a cast saw for melee
Special is red sugar cannon. Basically sucks in red sugar to shoot at teammates with an extra more health than mining the sugar itself
Movement is a special solvent that sprays on walls to make them break ez
Throwable is an emergency red sugar supply
Hey can I ask if some time you could implement split screen or couch multiplayer into the ps5 so families and friends are able to play it all together on the couch as a group of 4
I have an idea for the next season, where the unknown culprits that created the Rockpox bioweapon had failed and decided to take over Hoxxes forcefully.
What about the dlc as custom kill effect for each character so example you buy the Halloween dlc the Diller weapon skin as change to like a blue hell fire with skill like ghosts rider and when it kills bugs it does a cool little death animation for them idk
Idea for Bosco, hats. Bosco could use some style and what better way is hats. Like some basic hats, Holiday hats, you name it.
a new type of satchel charge that doesn't whisper dark suggestions to you
I want to be able to wear some kind of hat on Bosco
Add the ability to manually take off neck armor. Some beards and other cosmetics make it disappear so they don't overlap and can stick out, but then there are other times where a cosmetic doesn't make the neck armor disappear and it looks bad
Hurricane T5C rework: Give missiles a damage bonus based not on flight time but how many missiles are being fired non-stop/in a small time frame.
After firing 4 missiles missiles 5-10 get +1 direct and area damage
Missiles 11-20 get +2 direct and area damage
Missiles 21+ get +4 direct and area damage and its capped at 4 damage.
It would allow for some build diversity in which do you trade stun for damage and would be an interesting choice for rocket barrage, Salvo mod, and taking max clip size.
More types for industrial sabotage missions. Like with elimination missions where there's 3 dread types, rather than just having the caretaker, perhaps there's another boss fight or mining facilities to destroy while fighting waves of bots off. Just to add variation.
So i got a overclock system.
Company issued overclocks.
Basically overclocks that can change the function of a weapon. Say the minigun being a auto shotgun with a mega slow shot time or the sabata getting grenade launcher alt fire or even the gunner getting there revolver to shoot bullets that buff there teammates with a defense buff to there shield for a few seconds.
There more weapon Mods and add ons that change up the way a weapon can work.
modifying this, a new toggleable modifier called "clear sector" where no bugs spawn at all. the missions you could put this on would give a substantially lower reward, but probably have much more stuff to mine and collect while just chillin
My brother's fiancé says there should be a pink skin color and I agree.
What if there was a DRG animated movie. I know it's too early to suggest it, but would it be cool to see the four dwarves origins on how they became professional miners.
New beer: Tesla lager. When drunk, you emit electricity like the electric crystals in the crystaline caverns, arcing to whoever else drank it.
Cosmetic Idea: The Lootbug Hat.
Just a hat that looks like a Lootbug is right on top of your head.
As a special bonus, if you fall in battle whilst having the hat equipped, the normal death sounds will be replaced with the Lootbug Explosion Sounds.
New beer: Super Leaf Lover's Special. It makes you have like a seizure and explode into a pile of leaves and die
Mission type idea that probably sucks and has been suggested before but maybe I’m cooking:
“Insert cool mission name here(I have no clue)”
DRG has identified an incredibly deep cave full of extremely valuable minerals. However, it is completely infested with bugs, toxic gases, and things that make going in to the cave suicide even by DRG standards. Fortunately, the company has invented an autonomous robot to mine them for you. It has been made to not be noticed by the bugs to a nearly silent design that allows it to not be heard by them and able to sneak through the lower cave. You will be in a cave above the dangerous one. The robot is far below in the (inaccessible) mineral cave. You will survive waves of bugs and have a central mine head-like platform in the middle. Every few minutes, the robot drills up from the ground in a random spot in the cave and you must escort it to the central platform to deposit its load. The bugs will not attack it, but it will need help traversing the environment by crossing bridges and other things you can set up while waiting for it to drill up. The it drills back down and the process repeats a few times. Mission length would increase the amount of times the process repeats, mission complexity would increase the number of obstacles in the cave.
Let us add skins to platform gun, sentry, etc.
right now, elimination missions of cave length 2 are the same as length 1 (2 dreads). To fix this, perhaps length 2 missions have 3 dreadnoughts and length 3 have a fully grown dreadnought (as referenced by Mission Control). Whilst having to fight a dreadnought queen is pretty different from the multiple dreadnoughts, it is functionally similar, and both are ‘elimination’ of some sort. For these length 3 missions, Mission Control should also probably have a different voice line, as well as the cave itself having a larger cave(or nest) to fight the queen in. An example of the voicelime for Mission Control could be: “Alright, miners. We’ve identified a fully pupated Dreadnought Queen and her nest. As always, take plenty of ammo - she won’t be an easy fight by any means. Try to get back with most of your limbs attached. Management is counting on you.”
I often see suggested giving some form of shotgun to the Gunner, be it an auto-shotgun as a primary weapon, or a more slow and powerful one as a secondary weapon. But, instead of making completely new guns which takes considerable time and effort, how about just reworking some underused Overclocks instead?
BRT OC Full Chamber Seal -> Hyperdrive Receiver:
- Changed from Clean to Balanced.
- No longer has a damage or reloadspeed bonus.
- Grants +2 penetrations.
- Grants +1 rate of fire.
- Grants +150% armorbreak (flat %-bonus, so it goes from 50% to 200%). This allows it to reliably break most light armor, like that of Grunts, in one bullet.
- Now shoots all bullets of the burst at once, like if it was a shotgun.
- Has a 1,5x spread penalty.
- Has a 1,25x recoil penalty.
And the next one I already posted further above in a bigger post, but I really like this suggestion, so I wanna repeat it 😄
Leadstorm OC Compact Feed Mechanism -> "Triad" Gatling System:
- Ammobonus increased from +800 to +900.
- Shoots 3 shots every time, at the same time (making it kind of like a mini-auto-shotgun).
- Rate of fire penalty changed from -2 to 0,4x (with the tripleshot, this gives you slightly HIGHER DPS than without an OC, rather than lower!).
- New penalty: 2,5x base spread.
Since it now has the same penalty as Exhaust Vectoring, I'd change that OC a bit too, to keep them differentiated: EV still has +2 damage but now also no movement penalty while shooting, but has a +0,3 sec windup penalty instead, and the spread penalty is removed.
Can we get couch coop?
crossplay
autorun
Probably been said before, but I'd love a button to send friend requests and also to block people right from the current lobby (both as a host and as a member).
Because we all know the list of recent players in Steam is not all that reliable.
new update
more beer
new dwarf class
A beard with a flame overlay, called 'blazing mane'
I would love DRG to get a cell shading display mod. I saw an old one which looks gorgeous. I guess it could even help the overwhole performance if implemented at the core (pun half-intended). Please GSG !
Antlion sinkhole trap with a bug at the bottom
More smart stout lines. Namely ones that relate to the dwarves and Hoxxes. I wanna learn more smart stuff.
We have some for driller but I don’t think there’s any for the rest of the dwarves. Or any about the wildlife on the planet.
Matrix Cores can be used to do a One Time mineral Trade with another player
Or Used to put a different/event hat on loid
Lore Idea: Core Stones Are how hoxxes iv makes its own moons, how it spreads core spawn to space and other planets. Maybe we could even investigate these core spawn flooded moons in survivor.
an Overclock that causes bullets to target an enemy’s weak point specifically
Give every player by default 1 insta rezz. Field medic should be what it is plus provide an extra charge. I think Field Medic is too strong because of this and it would let people take other things. But in missions like Elimination and Driller Dozer it makes Field Medic more viable because things can turn south fast and getting 2 rezzes off in a short period of time can make a big difference.
Sludge Pump OC (Unstable): Bio-Sludge Coversion
+5 Direct hit corrosive tick damage
+4 Corrosive puddle tick damage
x2 Corrosive armor stripping damage from status effect (instead of 15 primary and 5 secondary ticks, it will now deal 30 primary and 10 secondary ticks. Go on wiki to understand the difference)
When creatures die from the corrosive status effect, they have a chance to melt into an off colored goo puddle that lasts for a few secounds. If you hold R down, the sludge pump switches to a vacume mode, which can suck up the bio-sludge created by enemies and recycle it into 3 reserve ammo. (The reserve ammo cannot go above the max starting ammo, and any additional biosludge that is sucked up will not give back ammo. To revert the sludge pump back into its regular mode, R must be held again)
-8 Direct Damage
-24 charge shot damage
Weaker slow down effect (Direct hit slow down x0.85, Puddle slow down x0.70)
Charge shot speed +0.5 secounds
"R&D have found a way to recycle the disolved biomass of the bugs into a source of ammo. This makes the sludge burn a hell of a lot more, but it being a lot frothier reduces its overall impact and slow down capabilities"
Hello, I'd like to suggest that Bosco actually joins you on the drop pod when extracting! Instead of y'know, staring at your soul while you leave
I'm not sure if it's a bug or not, and honestly this server is rather confusing and I didn't figure out how to talk in other channels, so apologies if this is the inappropriate place to discuss such
A yuletide hat that's a drill head painted green and decorated like a tree.
option in the UI tab of options to just lock the chat box open at all times (so it just stays either fully open or partially open instead of fading out)
If you're working on Season 6, don't make a mobile version of the Core Stone. It's enough we have Prospectors and Corruptors.
A gun for scout that we throw away when we reload it just for it to reconstruct in our hands
Rudolph’s beer: Makes your nose glow red in the dark. Perfect for searching some ores in a dark cave!
(This beer will only appear on Christmas)
add a workshop in steam
Make "bald" parts of the space rig more decorated with vents, pipes, plating, etc. so they arent just boring outdated gray geometric shapes
credit sink for graybeards so they don't skip all the gold and minerals :3
An overclock for autocannon to turn it into shotgun with blowthrough and no area damage
Adding to this, more customization for the space rig in general would be nice. Even if it's just some bobbleheads on your cabin/ on the host's assignment terminal would be cool
- Bosco minifig
- MULE plushie (marketable molly)
- glyohid action fig
- bet-C bobblehead
A few suggestions, I believe a scaled down model of the glyphids with a base at the bottom could work? To avoid making completely new assets.
Stuff like that would be cool, alongside maybe a collection of all beer mugs on the bar (the ones you drink Karen added to a rack, with a special spot for the beer of the day)
beast master perk improvements
beast master 2 allows steve to be healed by petting
beast master 4 allows steve to mine sort of like bosco (well except steve is a large bug-like creature that would trundle up to the ore and start attacking it down)
2 things:
Corporate issue beer that is of intensity Regular and Epic. Just for that buzz.
When grinding the rails on Morkite refining missions, you have the opportunity to do Tony Hawk's Pro Skater tricks. Sounds dumb but I think it'd be fun.
I think shredders spawned by caretaker should be a little weaker, kinda like swarmers spawned by nexuses. Like quantity over quality thing
Add either a strong fear effect or damage to area directly under Doreta
This would prevent enemies from glitching into/under her where they can still hit but are really hard to notice and kill
The area where damage/fear is applied would be just between the threads under the main body of the dozer so it can't be purposely exploited
I feel like a really cool idea could be to design your space rig. Maybe add like a sims-esque building mechanic for decorations. I don’t mean move around the bar and drop pod and stuff, but be able to put some decor around the rig manually so each rig is decorated differently by different people
can we please get a simple "favorite" tag you can apply to skins/armors/meshes that pins them to the top of the category ❤️
i think a shooting range at the space station would be nice so we dont have to immediatly go into a mission when we get a new weapon
An animation showcasing why a shooting range was cut out from the space rig. Most likely involving an overclock or two.
Gunner Overclock!
Weapon: BRT7.
Type: balanced.
Effect(s):
makes your weapon fully automatic.
caps magazine size at 20.
In Game Description: R&D have decided that they BRT7 isn't as effective as they'd like, so they decided to make a fully automatic conversion and ship it out. do keep in mind however, that you will have to conserve your ammunition, they had to use some of the magazine space for the modification, also, don't let management know, they won't be pleased.
Release new weapons as paid DLC. Adding new weapons is a huge undertaking because of the need to make overclocks, meshes, and mods for all of them. Monetizing it would ensure that it is worth your time to put in so many hours of development work. I want new weapons added to the game regularly, and currently it is not feasible to add them into the game regularly. Releasing them as paid dlc would help cover the expense and ensure they are released more often.
how about a turret upgrade, that's turret is placed, it would construct himself automatically, as fast as if 1 dwarf were building it, in exchange that you and other dwarfs are unable to construct the turret
Maybe adding a "Deep Dive Tutorial" of sorts. A Solo go at some region (could even be the "neutral" Shallow Grotto) with the same Deep Dive layout of 3 consecutive missions that, like the tutorial, should have preset seeds, objectives and, to give players a better idea, warnings. It should not be absolutely required to do, but in my opinion should be an option available for players who want more information of what they are getting into, and to teach about the importance of collecting any and all Nitra available, even if it doesn't get used later in the current level.
If it's not already been suggested, an achievement along with a small mission reward in the form of either credits or exp for returning with Doretta's head? If miners aren't already returning with her head, kinda give some incentive to bring her head back to the pod.
After all, the miners would be doing the company a favor in bringing back the head so they wouldn't need to spend more resources manufacturing and installing a new head.
OC for the minigun
Terminal Velocity
🟨 /🟥 Either balanced or unstable
Instant wind up with increased rate of fire
Slightly increased accuracy
Fires tracers instead of hitscan which take some time to reach the target
Reduced armor damage bonus (to offset insane rate of fire)
Slower heat recovery
Geologist perk(Active perk with passive).
Passive-
Level 1: Highlight minable minerals(Gold, nitra, morkite, deuterium, etc.) on terrain scanner within a twenty meter radius.
Level 2: Highlight minable minerals on terrain scanner within a thirty meter radius.
Level 3: Highlight minable minerals on terrain scanner within a forty meter radius.
Active-
Press " 'X' key(however it's implemented)" to actively scan the cave for embedded minerals(to include aquarq) for 1 minute with a three minute cooldown. Passive scanner's highlights apply for each level for active use.
For those who aren't using mods and wanting to play with a core DRG experience.
once you unlock every mustache you get the option to model your own
I feel like have flare upgrades or types would be interesting.
Having increased luminance, flare time or even have them highlight enemies like the stalkers for a flare type would be neat.
A beard with fairy lights tangled in, with the color of the lights matching your armor's paintjob.
a mimic that can take the shape of passive bugs, like the lootbug or hexawing gniffer. if you get to close they attack
Some biome themed armours/dlc packs.
Wish there was an option to pour one out for the chads lost during the grind
Replace the larger text for pointing the scanner at another player with their username instead of just having the class name twice.
Overcloks for support wepons
something else to do with the perk points
Let it snow in cave during a Christmas event
Placing a secret error cube recolored to look like a present somewhere on the rig during yuletide. An error present, if you will.
add an oc for the zhukovs that makes it so u only have one zhukov and thats it it just halves all ur stats
Have the laser pointer make a tiny bit of light (around about as much as an engie turret) wherever it's pointing, allowing for some slight long range recon or backup light if flares are out.
The Warthog shotgun needs a little love. Can we get a T5 mod for having rounds that do a little bleed/DoT? Flechette packed shells. Turret whip is nice and so is full auto but sometimes both options don't feel right for certain overclocks or you do not want to play with turret whip. This would allow for some nice shotgunning.
Probably a really dumb idea, but something I think DRG would be the kind of company to pull for extra credits; a casino of sorts, where dwarves can play Slots or Poker (Hoxxes Hold'em, naturally).
Naturally, Deep Rock takes a nominal 17.93% cut of winnings when chips are turned in, rounded up. This is allegedly to account for the drunken antics ruining the chips and cards.
The functional purpose; currency sink; spare credits can be spent quickly on Chips. And since exchanging chips has a tax of sorts, it's tougher to earn $ just by gambling.
The Dwarfy Purpose; It'd be a total hoot seeing the dwarves just goofing around over cards or slots.
Have a voice line for dwarfs who kill others on purpose, call them clean shaven.
it would be cool if we were able to put stuff like bittergems, giant gold chunks, aquarqs on ziplines - afterwhich they'll travel to the otherside of the zip before dropping onto the ground
i believe it'd add more depth to it without increasing its influence in combat
A new blue perk, called "active mineral transport" which instantly teleports all minerals in your bag to storage, and the upgrades could reduce ability cooldown
Stalker Plague
Team perk:
Perk name: Karls Moral boost
for each 2-4 dwarves there would be a overall damage boost to pickaxe damage 10/15/20 more pickaxe damage (the numbers go from perk level 1 too 3)
the damage boost is the same even if there are 4 players
the perk cannot be used unless there is atleast 2 players
the perk has a black X over it in the loadout and a descripion saying for example:"this perk is disabled until there is atleast 2 players on the team, and both players have it active".
A notification will appear on screen saying :
"Perk Karls moral boost is now usable"
The Cigar issue
So I heard that the cigar that gunner has in the art and cover was not in game because of legal issues in certain countries so how about in countries where it's not a problem can see a cigar but in countries where it's a problem they see a lollipop or something like that
A mask made to look like grumpy cat. I specify grumpy cat because of the feline dwarfism.
https://www.youtube.com/watch?v=gi0LpboLdCg So I am today years old and I found out that there's a Manly Happy Birthday song hidden in Metal Gear Solid 5....how come DRG doesn't have one? Can we get one plz?
I want a tuxedo outfit for each class! Top hat, Monocle, white gloves, and a loot bug pin on the breast. Loot bug cufflinks.
If not that then a three-piece suit.
Unique lobby variation for console when hosting called "couch-co op" Players couldn't join online and it would only be on the local console. Up to 4 players could join locally by hooking up an extra controller and would only have access to everything tied to that account, builds, overclocks, cosmetics, etc. Class stacking could work by assigning every player one preset upon joining(A-G). Rewards and goodies would of course only go to the one account hosting. Also once all players leave/lobby is reset all builds and cosmetics got back to how they were before couch co op was enabled.
more progress after level 100
I think it would be fun if we had the cosmetic option(s) to put little hats on Steeve.
Jumping into the Death Hoop or passing out drunk should put you into medical scrubs; they're easy to remove if you don't want them, but the only other way is by failing a mission. Let us have that (IV) Drip!
I feel we need a daily challenge system, I'd love to play more, but doing the weekly challenges and both deep dives takes like 2 days, and than there's nothing to do. Especially if you're above level 100, there's not a lot to do in the week challenges reset.
Why is there no St. Patrick’s day event? I think it would be perfect for Deep Rock because on St. Patrick’s day people drink and there are Leprechauns.
Glyphid Putrifier Dreadnaught
has a slightly smaller health pool than the other dreadnaughts
and has no "protection" to his health bar like normal dreadnaught or hiveguard
instead having its health bar split into 6 chunks which it has an attack tied to
the Putrifier has an appearance similar to a regualar dreadnaught and a septic spreader, having 3 larger versions of the spreader's septic sacs while the front is unbreakable armor
attacks are
bite, nothing special
septic shots, firing all 3 spreader sacs at a target dwarf, similar to a tri jaw's pattern
Bile spew. like a praetorians spew attack but covers more space and that space gets covered in septic goo
and putrid retaliation: every time it loses a chunk of health, the septic sacs engorge and fire 15 septic balls all around the Putrifier
all septic shots from the Putrifier create extra fragments that spread out a little more than normal
all septic goo from the Putrifier does increased damage and has a 20% slow
A door in the Space Rig that supposedly leads to the firing range, but is locked shut and accompanied by a sign that says, "Due to safety concerns, the firing range is closed indefinitely until further notice."
honestly just many locked doors on the rig that make it feel bigger than solely the areas we can access
voiceline
After killing bug using a melee hit small change to hear ,,boink"
More uses for perk points! After maxing out perks they need a use.
Make biome specific spreaders. Glacial spreaders would shoot ice spikes that trade AoE for faster projectiles and magma spreaders would be essentially a weaker but mobile barrage infectors
Make Steeve an addition to the base!
It breaks my heart seeing him left behind when we extract, I just imagine him cold, lonely, left behind and being bullied by the other bugs for liking us Dwarfs. Watching that pod go up, wondering why we left him, in the dark caves, all alone.
Either him just sitting in one of the chairs at the bar, or just chilling in one of our rooms. Maybe he can have his own lil bed!
We should be able to pet him, and call him a good boy at all times.
Please, give Steeve a home with us Dwarfs. A place we can love him at all times.
Though I can't vouch for these kinds of players, seeing as I don't really play in the Low Risk difficulty, maybe Extermination Missions in that difficulty could deploy a BET-C with the Dwarves for additional confidence boosting...?
I would suggest the same with the "more enemies" parameter, but given that they are not meant to spawn during the fight with the Dreadnought itself, it is moderately redundant as there is no "alleviation" required.
I do find it sad to leave steeve behind, but with management not allowing bugs on the space rig, what if the beast tamer perk could be activated while having a steeve (unrelated to the cooldown, just can always be done) to release steeve (to either get a new one, you monster) or let them back into the wild at the end of the mission.
Oh, steeve could also burrow away when you release so you don’t have to uh… fight them to the death after.
can we give scout's deep core a small ammunation buff? like +40 for 1 more mag so it have a better ammo efficiency, just an idea for this gun to compete with the meta drak
I would like to be able to change the appearance of the capsule or the interior of the station. Also add skins for dwarves' auxiliary tools, not just for their weapons.
P.S. I'm not very good at English. I translate everything through a translator.
I also want to suggest making some improvements to the pickaxe. Increase the area of digging or surface damage.
Add alternative tools. For example, a choice between a stationary turret or a minitank for an engineer, a shield or a first-aid kit for a shooter, an explosive package or a buried mine for a driller and a light cannon or a scanner for a scout.
Cosmetic slot for mouth, eyes and backpack. Add glasses and shades seperately for eyes slot, cigars, masks, pipes etc as mouth slot, and backpacks and capes as backpack slot
Also add the option of being able to enable the pickaxe of yours holstered on your belt when not in use so players can see it
Molly skins nyehehehe
Statuettes and posters for the orbital station?
overclocks for the support slots, be fun to change the way turrets work or how other utility's function, a meme clock could be making scouts flare launcher shoot rainbow flares :), and a more serious one would be changing the ammo type of the turrets to shoot flames or cryo for engi.
Add damage to compacted gold, pearl ball, data cell, etc.
OC for smart rifle
High-Value Target
🟨 Balanced
Hold Reload button to mark one target and release to confirm. When an enemy is marked, the weapon will only lock on that enemy and ignore others while gaining a small damage boost
Single target locks lasts for only 8 seconds
Slightly shorter lock-on range
molly customization! Group leader's modifications takes priority in multiplayer lobbies. Customization only, no actual benefits
Things like multileggedness, faces, the works!
Drink two beers at once, just like the victory pose
an overclock for the shard defractor that channels its beam into a turret
Add a frog I don’t care what context if it’s a pet in the space rig if it’s a friendly creature, you can find planet side or an enemy. I do not care. I need a frog.
lootbug play pen in the bottom of the space rig. Or you should be able to pick up lootbugs and bring them into the drop pod, where they run around the space rig
Fly swatter skin for pickaxe
If it doesn't already exist (if it does how do I get it) please PLEASE make a Garden Gnome cosmetic set
For each Promotion, or maybe every other. Get an extra Gear Modification Slot with extra possibilities. In other words more progression on the gear/weapons over time. Something extra to play towards.

- https://mod.io/g/drg/m/platform-placement-preview - make this a default feature for engineers platform gun. An accurate display where the platform will be placed before shooting it
- be able to change viewmodel due to some weapons(especially for driller) cover a lot of the screen. maybe a setting like from teamfortress2 where the outline is shown of the weapon but is transparent?
- crosshairs?
- option to disable ui to repair pipes leaking oil, implementing a challenge to find it on your own.
I would like a season where molly is broken and you should play with a real mule like grandpa back in the old day 🤣🤣
Make the different biome variants of bugs look different and unique, instead of just a slight color difference. Like unique models. Ice variants could have icicles on them, while radioactive variants could have little mutations (could incorporate the ‘wall eyes’ into their design.)
Would also like to see the biome variants expanded a bit, but not to every single biome. Just to biomes where it would make sense to have variants (like the magma core, fungus bogs, hollow bough and the sandblasted corridors.)
Make the area size upgrade for the power attack also increase the radius of the terrain it mines
make it so we have a Steve enclosure on the space rig and we can bring him back with us
OC for Engi shotgun
Sugar Shells
🟨 /🟥 Balaced or Unstable
Gains damage bonus based on how little health you have left
Slightly More pellets per shot
Small reduction in damage when at full health
Increased spread
Less ammo
Allow Perk Points to be used to receive credits and crafting minerals as they have no use after all perks are acquired
Allow the light on the Neo Teyka framework to be customized to colors other than orange
Enemy ideas
Glyphid Collector (intention: mini-boss encounter; counterplay: movement to dodge projectiles and long range weapons) — like an arbalest/prospector hybrid. Upon mission start, eats minerals in the cave it’s in. Fights from range, burrowing and repositioning. When killed, drops some minerals and the minerals it ate (with a 1.5x multiplier) like a Huuli Hoarder.
Glyphid Rioter (intention: support enemy; counterplay: big weak point as a high value target) — like a warden, but it buffs enemy damage in an area. Moves aggressively forward with swarm.
Glyphid Nightmare (intention: risk of obscuring vision; counterplay: identify and eliminate before it gets too close) — like an exploder, but it leaves behind a cloud of vision obscuring smoke. Large and moves slowly.
Mactera Assassin (intention: variety in flying enemies; counterplay: movement to dodge projectiles and long range weapons) — like a Mactera Spawn, but with significantly improved range, slightly more damage, and faster projectiles
Mactera Nest (intention: high value target to cause resource drain if left alone; counterplay: locate and eliminate quickly) — like a brood nexus, but hanging from the ceiling, spawns Mactera Flies. More prominent on Mactera Plague missions.
Mactera Fly (intention: variety in flying enemies; counterplay: area damage, close range weapons) — like a Mactera Spawn, but smaller and with less range and damage. Only spawned from Mactera Nest.
Can we have it so if you're hanging right below a ledge with scout, that you can hop up like normal
New voice line: "Rock and Stone 'til the Karls come home!"
add a secret board somewhere with just pictures of lost steeves on the rig
I really liked the video but add a new weapon in the game a weapon that is powerful and really expensive
Make Scout's Aggressive Venting OC generate more heat per shot
This has probably been said before, but it’d be neat if you got a little badge next to your name showing your union chapter, it’d look nice
Personally, I feel that the rival comms event is too short, so I have made a new metric for a more tense event: hazard would probably just affect time, but player count really needs a change, so 1 player is 3 nodes, 2 players is 5 nodes, 3 players is 6/7, 4 players is 8
Maybe not all this exactly, but my point is the rival comms sometimes feel uneventful and too quick
we have bulk, gold, and ghost detonator...
make a radioactive, just like exploder, but more deadly
Lok-1 Rifle OC
Knockback Arc
🟨 Balanced
Enemies will be knocked back significantly by bullets, depending on which direction they are hit by them
The scroll wheel can adjust bullet arc
Reduced amount of max lock-ons
Reduced range for lock-ons
What if the chat audio was like in Lethal Company?
Can we please get the option to favorite cosmetic pieces. We are now on S5 with tons of cosmetics to find but after awhile it becomes hard to find my best pieces and colors. Plus with the filtering system introduced, players would just need to check a box to sort by their favorites. This would be cool for all cosmetic categories (ie. helmets, armors, paintjobs, poses, beards, etc).
OR we could go the route of having cosmetic presets that are different/separate from loadout presets, this way you can change them on the fly. Additionally, it would be cool to name the loadout and cosmetic presets and have them stored in someother menu or just add the cosmetic presets users name and create to the filtering menu.
OR (going off from 2nd option) could we get the ability to create our own filter presets and add whatever cosmetics we wish into them.
We need a breath analyzer in the space rig, like near the drop pod or near the exit of the bar. It would look like a terminal and show a % of blood alcohol when you interact with it. Even better if the display is visible enough so dwarves can obviously use it to show off to each other.
And some associated voice lines of mission control asking us to test ourselves before missions and telling us to not go in the drop pod if results are too high (he can't stop us, tho).
Small OC for hurricane
🚀 Lightweight Cartridges
🟩 Safe
+72 max ammo
Small increase to reload speed
Would it be possible to let disconnected players rejoin the game even if it's nearing the end?
I'd get disconnected due to mine or the host's connection and when it's around the end, I'd get a prompt saying I can't join because it's nearing the end of the mission or something.
But it's high-key annoying spending 25 - 30 minutes in a game to get disconnected and not have the ability to reconnect, and unfortunately won't receive any rewards either :(
Maybe make it where the host's server remembers who the players that were disconnected are and have them be white-listed to reconnect to the server.
OC for Colette Wave Cooker
Tesla coil
🟥 Unstable
Pressing R make the beam visible by forming electric arks
Electric effect + sparks ignite anything flammable
Extremely Limited range
Longer cooldown after overheating
OC for Subata 120
Hot powder
🟨 Balanced
Heat target a little bit
Sparks forming on impact with the terrain ignite anything flammable.
Less ammo
Lower rate of fire
what about Today's Special beer next to the host name in the mission list?
Please can we get a button to turn off VC on xbox, it's so annoying and there IS NO BUTTON TO DO IT, unlike on PC
And no, turning off master volume should not be an option
Add a decal or something (paint job?) on the deepcore PGL with a little scout icon and a couple tally marks next to it
Fat boy kill count go brrrrrrrrrrrrr
hello dwarfs, one thing I was wondering about is why does this little mask remove the armor parts? even though it's smaller than a beard
I wanted to use it because it combined with the bio hazard mask but it ends up taking the bulges out of the armor, and the same happens with the mk5
buff the PGL's base ammo. It does something unique enough and has some basic OCs but it genuinely could be a better pick if it had a higher base ammo. I'm talking even 3 additional in reserve. It should be more but in the sake of undeniable basic necessity it's not a game changer. Just 3 more
Add a pirate hat into the game. I want to be pirate
Elemental-themed hair colors.
We already have an ice-themed one, so why not make sludge, fire, and electricity themed variants.
Upgrades for Flares!
Things like
Increase how far can be thrown
Length of Flare's light
Flare Charging speed
Maybe an Extra Flare
Something gimmicky like burning enemies a little if thrown at them
PGL rework concept:
Base stats:
140 area damage (+)
4m damage radius (+)
2.5m maximum damage radius (+)
16 ammo (+) NOTE: 16 ammo total, i.e. 1 chambered, 15 reserve
2.5s reload time (-)
100% Fear Factor towards all in blast radius (=)
30 m/s projectile speed (=)
Mods:
-
Tier 1A - Fear Factor increased to 250%
-
Tier 1B - Stun towards all within blast radius for 3 seconds
-
Tier 2A - Reload time shortened -40%
-
Tier 2B - Autoloader - holstered weapon reloads within 5 seconds
-
Tier 3A - Incendiary compound - converts 50% of damage to fire damage, converts the other 50% to heat, explosion radius +0.5m
-
Tier 3B - Explosive compound - area damage increased by 40
-
Tier 3C - Riot compound - fear/stun effect radius reaches 3 meters beyond damaging explosion radius, 1.5x to factor of fear or duration of stun
-
Tier 4A - Hit-and-run - 1.5x to movement speed for 2 seconds after firing
-
Tier 4B - High velocity grenades - projectile velocity increased by 54 m/s, direct damage increased by 50
-
Tier 5A - Flak munition - projectile receives proximity trigger and discharges 20 hitscan splinters in all directions (D20 dice for reference), each working like a bullet with 20 piercing damage
-
Tier 5B - Tankbuster munition - direct damage increased by 100, all damage features 500% armor break
-
Tier 5C - Cluster munition - explosion releases 6 additional bomblets doing 15 damage in 1m radius
PGL rework concept addendum 1 - overclock changes (v2):
- Pack Rat - additionally reduces reload time by 0.3s
- Clean Sweep - explosion radius increase is +1m (replacing previous 0.5m bonus, not adding to it; the same goes for all of the following)
- Compact Rounds - max ammo +8, explosion radius -1.5m, area damage -10
- RJ 250 - max ammo +8, explosion radius -0.5m, area damage -70
- Hyperpropellant - max ammo -2, direct damage +330, area damage -30
- Fat Boy - no changes
I think many people can agree that the movement oc's are some of the most fun in game, and theres been an ocean of suggested movement overclocks for the 2 classes that dont have any. Recently i had an idea pop into my head for gunner, so i'll post it here.
Balanced: pressure rocket
"Rnd have rigged up a new mechanism to your lead storm, allowing it to store the pressurized, heated air from its cooling sysem for later use. However, this modification does cause your gun to heat up faster, thankfully that results in a faster tank fill. Watch the backblast"
when your gun cools down, pressure fills up a rocket tank bar. hit r to release the tank when its full (taking about 2 full cool downs to fill), launching you forward in the direction you are looking, and scorching anything that was behind you when you left. (In effect, explosive overheat with only half the radius, centered on your cheeks.). As for the strength of this movement, think the speed and distance of dash but you can aim it up to go in the air!
your gun overheats 50% faster
your gun sheds heat 15% slower
"secret" downside: gunner has no way to save himself from a bad jump unlike engi or scout unless he sets up Ziplines where he intends to land in advance.
(Note: aiming at the ground doesnt kill you, it basically turns into a dash where you fire off in that direction. If the code gods will it, you may trimp like demoknight)
Can we emote like bar dances in missions
There should be a variant of "Splattered" armor skin but with liquid morkite instead of glyphid blood
A bug that disguises itself as a cargo crate/ jet boot crate and ambushes you for trying to open it. Think like a hermit crab with the box on its back
Added Nemesis line: Mushroom!
Maybe you could add steevee as a skin for the engis turret
Warthog mod tree rework
Disclaimer: This "rework" aims to increase the build diversity and viable mod choices of the Warthog WITHOUT INCREASING IT'S POWER CEILING while also making the base gun more appealing and forgiving to greenbeards
Base stats change:
+1 RoF (2 to 3)
Ammo increased from 90 to 102
Full auto (current Tier 5 mod)
Tier 1
RoF mod: reduced bonus from +1 to +0.5
Tier 2
Reduce ammo mod bonus from +42 to +30
Move Choke mod to tier 1
Tier 4
Remove armor break mod and add it to the Pump Action OC
T4 gets new +25% Weak point bonus damage to compete with the +1 damage mod
Tier 5
Remove "Miner adjustments" mod and add a blowthrough mod on it's place
Reasoning for the changes above:
With the RoF changes, the extra RoF in T1 is not a 50% increase in DPS, but a 17% increase, which is more competitive with the other mods in this tier. Moving choke to Tier 1 adds the option to choose either Burst damage, Sustain fire or versatility/range to the gun
12 more base ammo while not increasing total ammo so the mod isn't an almost 50% increase in ammo, but rather a 30%, which makes the +2 pellets more competitive
Armor break has no use on the warthog besides Pump Action, and with this OC being able to have both armor break and +1 damage it increases it's consistency in One shoting grunts without reaching other significant breakpoints
Tier 5 full auto and extra RoF is now on the base gun, so to compete with turret whip Blowthrough was added, this will make it a much more viable choice that actually competes with Turret whip.
Now Pump action OC can have 2 Blowthrough, which may sound a lot, but it is very hard to get value out of it. The blowthrough could be removed from the OC and you could get it back on the mod at the cost of not having turret whip instead
Can flare throw range increase perk also boost grenade range maybe? It makes some sense
I know it's a big ask, but getting the Legacy edition of DRG for console would be incredible. I'd be more than happy even if it wasn't free as it is on PC.
Mainly I'd love to be able to play a 2018 build of DRG with my friends.
Beer that (temporarily?) changes your class, eliciting a horrified voiceline from the poor Scout-made-Driller or vice versa or any other combination
More biome specific creature variants would be cool; but I think it would be more interesting if they were varied across more creatures instead of pretorians, goo bombers, and exploders (and maggots if you count those). Basically each creature could have one biome variant to help each one stand out more. A few very rough ideas mostly just to help show what I mean
Poison spitter (fungus bogs acid spitter variant) projectile does less direct damage, but now spawns an acid cloud, like the mushrooms found in the area
Fire fly (magma core mactera brundle variant) now flies closer to dwarves and charges up a fire breath, like the lacerator
I don’t know how hard the creature variants are to make compared to new creatures, but I image it’s a lot easier and I think they add a lot of identity and feel to each biome. Also helps show how the creatures are adapting to Hoxxes like the dwarves.
Please release another set of stats like pick rate and shid. I would personally love a big fat juicy data set I could fiddle around with, but I’m not sure if they’d be comfortable releasing something so in depth
Update the Deepcore 40mm PGL weapon to have 12 base ammo on par with the breach cutters 12 base ammo, and also increase the ammo provided by the extra ammo mods for Deepcore PGL.
Big stingtail
-would have 4 tails
- tails would drag with different timing
-The massive version would have almost no armor but more health than its small version
-The Massive version would be slow duo too its size
-low spawn chance like the detonators
mech idea:
Whatever Dreadnaughts evolve into if not killed in time has appeared, and brought tons of bugs with it. Each class gets a mech at the start of the mission, and your job is to find and kill the evolved Dreadnaught. Each mech gets upgraded versions of the weapons each player has selected, but if they get too damaged, you get booted out of the mech and have to connect it to some Red Sugar (abundant in the mission) and wait for it to recharge. Once you find the Dreadnaught, you can simply kill it together, or go full Power Rangers and fuse them together to make one big mech, one person controlling movement, two controlling weapons, and one repairing the mech.
TL/DR: Mechs kill bugs, fuse to kill big bug.
Also, the mechs are not required to complete the mission. You can just run in guns blazing. Also, the mechs cannot mine, so if you need a resupply (ammo is not infinite) or want gold, someone will have to get out and mine it. Each mech has deposit boxes.
Its a bug thing buff idea. It would have it's regular function at level one, but leveling up would gain these effects
(Level 2 and 3)
Loot bugs popped by this passive perk contain more nitra and gold on average (about 10 more gold or nitra per)
(Level 3)
any bug near a loot bug that you pop with a big thing take 50 typeless damage withing a 3.5m radius
would it at all be possible to get wind roses rock&stone song licensed for the ingame jukebox?
Can we get voice lines for pointing at Steeve?
Examples:
Hey it's Steeve
Steevey
Maybe some more Dreadnaughts?
NEXT SEASON !!! MOLLY IS BROKEN !!! please i want to play with a mule like grandpa in the old days ahahah
Perk Idea: Power Strike Feedback
Effectively turn the Power Strike into a cost-inefficient but effective when needed navigational tool. Basically, when you do a Power Strike, you get launched into the air, but you need to strike either terrain or an enemy. The sturdier the enemy and terrain, the higher the jump, but even at the lowest power, it should negate at least some fall damage.
Cool idea
:
new game mod!
Sandbox , survival ,only pick axe mod
Mutator ideas
🟨 Sponsored Mission - A third party sponsor is funding your trip. Meaning that the first supply drop is free of charge.
🟥 Praetorian's Den - This area has way more praetorians than usual (with a small reduction to health for balance). It also means other large enemies like Detonators and Dreadnoughts are much more likely to spawn. (20% hazard bonus)
🟥 Infector Garden - A large quantity of Spitballer and Barrage Infectors are growing in this area. (20% hazard bonus)
🟥 Infected Lootbugs - A new strain of rockpox is attacking the Lootbugs, which means they will emit rockpox spores on death and some may even contain larvae. (10% hazard bonus)
Make Rival Data Deposits as secondary objectives in Deep Dive missions
Warthog rework concept
Base stats change:
Number of pellets - 9
Modifications
T1A - Supercharged Feed Mechanism - shots per second +1.5, fully automatic
T1B - Choke - base spread x0.5
T2A - Bigger Pellets - damage increased by +2 per pellet
T2B - More Pellets - number increased by +2 per shot
T2C - Expanded Ammo Bags - ammo reserve +50 shells
T3A - High capacity magazine - shots per magazine +4
T3B - Quickfire Ejector - reload time -0.8s
T4A - Tungsten coated pellets - armor break +500%
T4B - Floating barrel - x0.4 recoil, x0.75 maximum spread
T5A - Drakebreath powder - every shot causes a muzzle blast doing 16 explosive damage in 4 meter cone ahead of the shooter
T5B - Crystalline pellets - weakspot damage bonus +15%, stun chance +6% per pellet
T5C - Turret whip (unchanged)
General idea:
Line A gives the best DPS burst at close range even with poorly aimed shots
Line B allows and rewards accuracy with consistent stuns and weakspot damage
C type upgrades can be applied independently to either build, and sacrifice immediate damage throughput for ammo efficiency
perhaps a bit more variety in the crystal nucleation blobs? they look pretty samey when plopped around the cave in big lines
Sticky grenade can attach to players
A player reputation system:
Frequently kicking others or frequently being kicked might lower reputation, plus a system to "commend" other players after a game to increase theirs. I think this would help people avoid toxic players if a warning was affixed to the lobby in the server list if the host has a low reputation. This does introduce the potential for abuse however, and it would have to be carefully balanced, but proper implementation may be helpful especially for new players who may be discouraged by leaf lovers.
More anomaly ideas
🟨 Light Bugs - Bugs are knocked back by bullets and projectiles slightly. Varies depending on damage.
🟨 Fluorescent Caves - Caves are illuminated with small crystals scattered within the terrain, reducing the need for flares.
🟥 Hunted - Bugs will attempt to burrow and spawn under dwarves.
🟥 Armored Bugs - Bugs have more and larger armor than usual.
🟥 Unstable Caves - There is a higher frequency of earthquakes, cracks within the ground, and environmental hazards.
Has an overclock that makes the Coil Gun lose blowthrough in return of sheer damage been suggested to death already? Because I really wish I could use that weapon not for its residual energy shots or its blazing trails, but the very core of that weapons flavor: the tungsten ball launched at Match Fuck
New Monster Idea: Glyphid Dermolepid, also called Sugar Devourer
A Glyphid Stalker-sized armored bug (I am terrible with designs, but I guess an armored, non-cloaked Glyphid Stalker would look okay...?). Even though it does not deal much damage on its own (maybe even slightly less than a Grunt), and is rather cowardly (running away if hit too much and being more Fearful than other creatures), it makes up for it with its decently-armored exoskeleton, and its knowledge of the healing properties of Red Sugar, which it eats if wounded. However, as a result of this, its blood has mildly regenerative properties (killing/wounding it at close range or with a pickaxe gives a Life-Drain effect, and rocks stained by its (slightly yellowish) blood can be mined for some health like less-efficient Red Sugar), and when killed, it will spit out any Red Sugar it had previously eaten, the amount of which is randomized, but if allowed to eat a crystal during gameplay, it will spit it out on death, along with the initial, randomized amount.
A reworked idea including upgrade tiers
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
Damage: 7
Total ammo: 4000
Total mag size: 600
Initiate close range melee strike by pressing the left stick as a button
Tier 1
Tighter barrel assembly
Increase accuracy by %40
Greased coils
Increase fire rate by %35
Larger ammo packs
Increase max ammo by 1500
Tier 2
Improved Rifling
Increase damage by 2
Bulky design
Gun bash damage increased
Tier 3
Carbon fiber outer shell
Increased movement while shooting
Increase by %15
Internal Gyroscope
Increase handling by %20
Optimized mags
Increased total mag size by 200
Tier 4
Pressure wave adapter
Gun Bash hurts in a bigger radius
(Increase by %15 percent)
G.P.C (Glyphid piercing composite)
Adds 1 blow-through
Tier 5
Berserker burst
Grants a %20 speed burst for 0.4 seconds after killing an enemy
Sealed gas chamber
Increase damage by 3
Electric padding
Gun bash inflicts the shocking affect
Hurricane is pretty bad compared to both the autocannon and minigun right now (and probably going to remain that way) with its only usable unique ocs being the plasma rockets and the rocket salvo. The clean OCs are fine because the framentation rockets increase AoE radius and the fire rate is good alongside extra mag.
The minelayer sounds good for its massive 2.75x (AoE) damage multiplier on it but the fact that it has to be on the floor and has a limited lifetime AND an ammo reduction makes it barely usable in setups for solo play
The rocket barrage is absolute dogshit as the damage reduction of almost 50% (36 to 19) per rocket is not covered by the fire rate increase and ammo increase, so you lose total damage (due to misses and lower damage) and gain a tiny bit of DPS compared to no OC.
The jet fuel homebrew is actually fun, but the horrible AoE and shitty projectiles to hit heads with makes it so annoying to use because you CANT make a mistake mid swarm and not get severely punished, it does have more potential damage than stock or barrage but it still is worse than the autocannon for dreadnoughts and maybe the caretaker.
What do I suggest though?
The minelayer will, instead of blowing up as a normal rocket on impact with enemies it instead deals the direct damage of the rocket and sticks a mine on the enemy (and it acts as a normal mine) and have even more AoE range (because you either lose more ammo for AoE or have 2.1 meter explosion range with 2 meter range trigger)
The rocket barrage needs more mag size at base, the damage penalty be smaller for AoE damage from -9 to -4 and the nitroglycerin damage bonus increased to 2-fold for it specifically (because the only other use is the plasma rockets)
The jetfuel homebrew needs to have (instead of) some turn control it should be pretty much go straight and have a tiny bit of autoaim for heads and make the explosion deal damage in a small line forward for more AoE damage
Face Melter buff:
Double the direct damage against burning enemies
This OC is trash unfortunately
It won't improve it a lot against small enemies, but beefier enemies it will help a lot
Low range and mag is very harsh and the damage buff is very small for what if offers and suffers
Could we get an upgrade for Bosco? one that would allow him to retrieve collectibles on missions like Apocra Blooms, Mushrooms, and Fossils?
Hell I would even sacrifice some damage from him for utility if thats a concern.
i really feel like the barrel hoop game should be tweaked to automatically drop a barrel after you kick it. it feels very unfair when the barrel only spawns when the other one dies and by the time you kick it the streak resets
can we like switch the place where our dwrarf spawns when opening the game or at least can we customize our room?
I agree, little customized rooms would be cute. Add additions from the DLC, or little tidbits to buy in your spawn chamber. Maybe some more props to put around the station too
add an "unpainted" paintjob and framework for bosco that shows all his screws and the little lines where the plating meets but one is missing on the bottom where a small explosive charge is set, the charge being what causes bosco to go boom when a dwarf joins mid game.
GSG! add ragdoll sounds back into the game and my life is yours!!
Add a new Dreadnought type for us to fight
An anomaly that causes you to climb surfaces as if gravity was always the direction of the last thing you stepped on, allowing you to walk up walls as long as the angle isn't too steep.
Dunno if anyone has posted the suggestion here yet, - but this idea might be an absolute CONTENT FARM:
SUPPORT/TRAVERSAL TOOL OVERCLOCKS
Example ideas:
Gunner shield overclock that makes the forcefield deal damage to bugs, but now can break once enough bugs chomp on it.
Alternative idea firing at the gunner shield from the outside electrifies it, dealing damage and extending the duration up to a limited amount of time.
Engineer turrets would deal significantly more damage, but they'd also have health bars that decrease with each shot they fire,
alternative idea Engineer turrets hold a 25% ammo and health resupply;
Driller C4s can now deal elemental damage (based on the overclock picked)
alternative idea Pipe bombs can now change the shape of the explosion, digging a cylindrical tunnel instead of the spherical variety.
another one Drills can now detach, giving an effect similar to the lawnmower grenade they have, or stopping when they hit an enemy and exploding.
Scout's grappling hook becomes a grappling gun with a harpoon that could deal damage when shot through a bug, or could hook enemies closer to the scout.
alternative idea The scout's Flare Gun, when fired at a bug, becomes a flashbang, stunning/blinding/slowing bugs in a controlled area, stacking with something like the I.F.G.
SO MANY POSSIBILITIES 😁
Beer grenade
As Praetorians and Oppressors have exposed abdomens to discharge heat, shouldn’t frost praetorians have armored abdomens? As they are in a colder environment and breath ice?
Possible way to test different wepons in the space rig Perhaps
Pink armour skin. I want to look like a cutie patootie
Misson mutator on higher difficulty)
-Compressed mineral vein-
an abundance of compressed minerals throughout the cave including minerals you wouldn't typically find compressed into large chunk of crystal shards,
Phazyonite
bismor
morkite
Croppa
Magnite
Umanite
Also includes compressed
nitra & red sugar,
red sugar can't be deposited into molly; but can be carried around and can be pickaxed multiple times to restore health until it breaks
Cheese burger helmet plz🍔🍔
New leadstorm overclock idea
Triple Split Firing
Unstable
Causes all 3 barrels to fire bullets at the same time, creating a shotgun esqe pattern that mows down close range enemies
Upsides
-Greatly increased damage and stun
-more armor break
-+2 bullets per shot
Downsides
-3x bullet consumption
-Increased heat per shot
-Slower fire rate
-Significantly less accurate
Hurricane OC idea:
🍧 Freeze Charges
🟨 Balanced
Rockets explode with freezing vapors which become more potent with each direct hit
Slightly larger AoE radius
Unequips and blocks "Napalm-Infused Rounds" upgrade
Reduced area and direct hit damage
Less ammo
Being able to check our loadouts from the forge, so if we want to compare craftable OC's to what we have we don't have to run across the rig.
Kinda surprised there isn’t any missions or mutators involving cave instability or collapses as of now we only have stalactites.
Gameplay wise it would just put up a time limit to staying within a cavern before the team has to return to the pod
—
I am also imagining a mission type where you spend most of the mission setting up fracking pumps to flush out molten metals that then start the timer for the cave collapse
Possibly the cave shift as the pumps work, any players having to set up safe areas with roll/brace cages that keep you from getting speared through by new cave formations as they fight
—
Story wise the modifier could just be caused as a result of the fracking from the new mission type
—
Just throwing this idea out there tbh it could be a mod for those who want an extra challenge
new engineer throwable/grenade - Barbed Wire. Slows down and damages enemies that walk over it. Has a durability that goes down per entity that interacts with it. Has elemental synergy with electricity which increase slow and damage.
GSG should add the heat meter crosshair as an option in the game
GSG should add crosshair options to the game.
Proposal to rework cycle overload
Currently cycle overload can't hold a candle to the damage and utility of pump action and doesn't have as much damage potential
I propose that cycle overload gain two new states
a stacking damage multiplier called tremors. This increases damage to any target hit by the warthog for 2.5 seconds.
This damage multiplier starts out at 6 percent and stacks up to 6 times.
remove the damage bonus on the overclock
This rework aims to make it a single target damage dealer and act as the single target counterpart to pump action's crowd control
At base or with an upgrade, make pickaxe power attack damage scale with player velocity.
Apart from the mod which consoles don’t have access to the ability to use certain back blades as front blades so I can carry an double headed axe or warhammer (as impractical as it’d be as a mining tool)
just a suggestion for the next season or maybe its an idea i dont know , but can we have mission were we have to use a mining lasser to deconstruct the refineirys drillevator and drilldozer mission so we can take back the equip ment to the space rig in the form of liquad iron
Let Scout grapple directly to flying creatures.
i would like to suggest possibly a machine in the rig that show you statistics and status of your previous 5-10 missions
i would love to be able to check out damage, or minerals or kills, etc after a mission to review
New mission "warning" idea (i.e. the hazards that give bonus exp, such as 'duck and cover'):
Name: Haunting Echoes.
Description: The mission area has been grounds for many terrible events for the corporation. The sounds of these events still echo the cave walls.
What it does: Causes sound queues of enemies (e.g. nemesis, bulk detonator, cave leech) and events (e.g. meteorite, BET-C) to be heard infrequently by miners. Not all miners will be affected by each 'event', and the sounds will repeat a few times before stopping.
Experience modifier: 15-25%.
Silly idea I know, but I reckon it could be cool.
Dice pickaxe pommel
Inspired by DRG:Survivor, a rework suggestion to Drak's Overtuned Particle Accelerator:
Currently OPA does this:
- +8 damage (which means 17 damage without upgrades)
- 0,8x ammo
- 1,5x weapon-heat generated per shot
- +400% horizontal spread and +133% vertical spread
With that in mind, in DRG:S, there is an overclock which basically maks the Drak into a plasma shotgun. So... how about this:
Overtuned Particle Accelerator -> Plasma Shotgun:
- Each shot launches 3 projectiles (still at 1 ammocost per shot!)
- -3 damage (which means 3*6=18 damage without upgrades)
- +200% armorbreak (to counteract the low damage per projectile)
- 0,8x ammo
- 1,5x weapon-heat generated per shot
- +400% horizontal spread and +133% vertical spread
Essentially, the OC remains somewhat the same, but has the added flavour of "shotgun" 🙂
Please more loadout slots, there are so many cool cosmetic combinations and loadouts possible and 6 is not enough for me!!! I beg of you my GSG overlords 😔 🙏
Give us an achievement for completing a mission whilst being as drunk as you possibly can and I will tip Lloyd 100k in units
I'm serious
Feral dwarf armor set, somewhat Gollum esc
You spent too long in the mines before you were stumbled upon by a different expedition team in the middle of eating a red sugar vein. Where you were promptly lured back into a dropship with alcohol.
When you sprint you go on all fours possibly repurposing some corespawn crawler animations to do so.
(I wish to dress as a feral crackhead because I think it would be funny)
Thinking on it, this could be a side mission similar to that of Bet-C when finding lost equipment
Possibly a more extreme version of red sugar dependency.
Where you have to get the feral dwarf back to his senses by having management send down a keg of beer laced with a counter agent you have to force feed him after defeating him in a repurposed resupply pod for him to drink in the meantime he is killing anything that gets close to him with a pickaxe and throwing collected driller axes.
After you complete the side mission you have the guy on your side and have to extract with him in order to get a bonus.
The pod comes with a booster seat welded onto the floor to fit a fifth
The bonuses being that of a extra survivor bonus and a pickaxe part.
Random OC for plasma rifle
🧲 Spread fire
🟥 Unstable
Fires five projectiles per shot with a small reduction to damage per projectile
Can be fired semi-automatically by mashing the firing button
Generates a lot more heat per shot
Very low fire rate for automatic mode
Decreased accuracy
Uses more ammo per shot
Zhukov NUK-17 overclock: Thermite Darts (unstable)
Reduced ammo capacity and greatly reduced direct damage
Slower reload OR reduced magazine size
After a 1s delay, shots hit will ignite a thermite charge, providing an (individually weak but highly effective when stacked) DOT effect that also weakens the target’s armor (so it can be destroyed by other attacks).
Please can we get a disabler for the VC on xbox, there is no way to do it besides fully muting the volume
I don't want to hear someone breathing for the whole mission
A beard woven into a bowl, holding noodles and chopsticks.
Increasing flow rate on CRSPR Flamethrower and Cryo Cannon also increases frequency of Heat Radiance or Cold Radiance impulses, respectively
For example, while baseline CRSPR with Heat Radiance mod releases an impulse of 80 fire and heat within 4 meters every 1 second, CRSPR with Oversized Valves mod that increases flow rate to 130% would do so every 0.77s
New “normal” brews, the menu at the abyss bar looks like it has room for one or two more regular drinks under the mission modifier drink
Just to fill the extra spots on the menu board my ideas for new corporate issued brews are:
misty mountain ale (epic) “a brew as old as time and as cold as the halls you hail from” (will never outclass arkenstout though)
bittergem brew (safe-for-work) “said to use the most expensive ingredients and aromatics from around the galaxy naturally it’s the most expensive drink on the market” (credit dump drink costing idk 300 credits per drink since we don’t have any other way to use our credits once everything is unlocked so far)
So, I had kinda a random thought, and I wasn't entirely sure where to put it.
in short, the Bet-C has a bomb shower, and quick bomb attack, the projectiles in particular look just like that of Rival weaponry.
to go along with all that the description talks about how the Bet-C's were an early attempt at subduing the planet, though they failed due to the parastites that take control of them.
so is it possible that the Rivals were engineered by the folks at DRG as a second attempt at using automated labor.
and further more they pitted the Dwarves and Rivals against one another to see who was more efficient and did a better job, simply getting rid of whoever failed.
Yo GS, when you guys gonna add gambling to the game, my credits are pilling up and I ain’t about to actually forge my overclocks!
Drinking game adjacent to the Abyss bar so Loyd can fill them as you go.
Game -liars dice
Amount of lives is how many drinks it takes before you pass out.
Before the game starts you select what beer you are using, with a listed amount of lives bellow it
OC for drak where it shoots laser beams instead of plasma 🤔
Room cosmetics
"strongman" outfit which is just a t shirt with abs drawn onto it with a sharpie
New Warning: Radioactive
Description:
The air in the cave has became radioactive and is dangerous to breath in.
How it works:
Each dwarf has a pop up at the start of the mission saying how to put on the gas mask. (To put it on press Q.) The gas mas can last 240 seconds (4 minutes.) When the gas mask is out of filter the Dwarf takes 15 damage every 0.7 seconds. Thankfully, the mule, resupply pods, and Drop pods cary filters.
Mineral chunks should be scaled to match how much of the mineral it will yield.
Idk if this has already been considered or thought of, but a new game mode I had in mind comes to light (Scout's honor lol). A twist on Horde mode from older games back in the day, like G.O.W. but DRG style instead. Idea goes as follows: You and your crew have missed the drop pod to extract from a mission. Refusing to give up, however, you have decided to fight to stay alive with your crew (or alone and/or with Bosco if the scenario calls for it). The Deep Rock Galactic company has arranged for another drop pod to come and get you, but you're going to have to stay alive for a while until it can be sent and arrives, as it's not a "scheduled" drop and there's none available for short while. Now it's up to you and your crew to survive and stay alive. You're going to need ammo (of course), upgradeable weapons beyond what you came in with (only temporarily, though), and some interchangeable mods. These can be bought per a points system for slaying the bugs, as the more you kill, the less DRG has to deal with later on down the line in the future. Bugs now drop gold as they die (always) and loot bugs keep spawning, needing to be killed to gain nitra for ammo. You store the gold in a "box" that isn't mobile, unlike Molly, because she's left with the extraction pod. This box of whatever sort the devs deem suitable, undoubtably jury rigged with some spare left behind metal by your dwarf, is in the main area of the map you are on and can also hold other minerals you collect, including Nitra, as DRG will collect it later with or without your dwarf alive or not. Perhaps this could be a backstory idea of where loot crates really come from. The box, or crate, or whatever, can be upgraded for points as more are earned to enable it to float along and follow the main dwarf.
The experience you earn from killing the bugs is kept, and so are the minerals, but only the minerals in the box if you extract. Also, occasionally Houli Minerals hoarders appear as a bonus for doing really well. There's a "bonus" round for every so many waves in which the dwarves can go and take out loot bugs and any hoarders in the cave system. Engineers can now place repairable barriers and also upgrade their turrets to fire flames, rockets, goo, etc. in a scaled cost system. Gunner can build a manable gun turret if purchased for a round, and driller can deploy proximity sensing charges per round. Scout can order a scan from the company to scan what's coming in the next waves instead of just a general notification of size (without scan, costing points: ie: 50 small glyphids, 35 medium, and 8 large. With scan: 50 swarmers, 20 glyphid "normals," 5 slashers, 5 armored, and 1 menace. 1 Bulk detonator, 6 praetorians, and 1 oppressor, just as an example). Buffs could also be interchangeable for some points cost. This way, with advanced knowledge of incoming bugs, weapons and stuff can be planned.
A new overclock to the shard difractor, f.t.i.p(fuck that in particular). Basically, the ammo is greatly reduced, i mean you can shoot it once before you have to wait for it to recharges slowly, but for exchange, a lot more damage. Now to the "that in particular" part. It needs to lock onto a target(5seconds), then needs to charge the shot(15seconds)
Dirt should be 1-hit in Hollow Bough since it isn't Compacted
I think repairing the Drillevators parts should save the progress if not finished, since it does the animation showing the repair, to me it resetting feels unintuitive. Like how the mini mules don't reset, or the sentries, or pipelines ect, during building/repairing.
I think one of the new seasons should be DRG starting to expand their research to the different moons that Hoxxes has
(This only came to me after I saw a too smooth asteroid floating around Hoxxes in the loading screen and thought "does Hoxxes have moons?". This would be a really interesting cause we could see new enemies and different minerals or ores like morkite)
The Run button needs to be fixed.
If set to be toggled, since it also deactivates upon firing a weapon or letting go of the Forward Move key, then tapping it should not also cause you to stop running. If set to be held, then if the button is held down while you're firing a weapon or not moving forward and you enter back into a condition where you can sprint (moving forward and not firing a weapon), you should resume sprinting again.
As a suggestion, if the sprint key is set to be toggled, have it so that you can sprint automatically if you're moving forward and not firing a weapon (and this can be disabled, of course, by toggling the sprint key or switching the mode back to "Hold").
How about a mactera dreadnought ? Or worse a fcking shellback dreadnought ?
Unstable Hurricane OC
“cluster munitions”
Each rocket contains four smaller sub-munitions that detach from the main body after impact before exploding in a wide area
🟩Greatly increased AoE
🟩Greatly increased damage
🟥Significantly less ammo due to weight of rockets
🟥Slower projectile velocity due to weight of rockets
🟥No lock on after firing
Edit: it already exists but better ffs 🤦♂️
get this cart out of the way
My OC idea that I still hope someday gets in game:
Bugshot
Each shot contains shotgun pellets
🟩 Faster reaload
🟩 Pellets in each shot
🟥 Increase base spread
🟥 Significant decrease in damage
the mission progress counter takes into account "extra" loot, for example if 9/8 aquarks are mined or 12/10 flies are killed
just for fun, or more exp.
I feel like Blood Sugar should be a warning with a 10 or 15% hazard bonus instead of an anomaly.
Add an option to change unfreezing yourself to a hold instead of having to give yourself carpel tunnel.
The current setting doesn't change it.
New engineer grenade:
Tactical Scanner 
“Sometimes your turrets just need a little bit of help from a third party. That’s why we’ve decided to augment your loadout with this tactical portable LiDAR Scanner, useful for giving your turrets that edge they just might need in a fight.”
The tactical scanner is a seemingly harmless ball, however upon throwing it, it sticks in the ground and deploys a small LiDAR Scanner. This scanner will rotate and scan any bugs nearby, highlighting and slowing them.
The scanning feature has another use, any turrets in the area will prioritise this target, and they will fire 50% faster and rotate twice as quickly towards the target.
The engineer gets four of these, and although they don’t do any damage, just the minor slow effect alone is good enough to lock down an area, and with a whole team of turrets it can be especially devastating.
If there is ever overclocks for things like engineers sentries, I think an overclock that gives the scanner a similar to the wrangler from tf2 would be welcome.
Personally directing the fire of the sentry/ies at a particular enemy, but in exchange it becomes disabled after you stop using it, possibly with an additional lowered fire rate when not using it to balance it out.
add a skin color called onyx that is completely black
Armoured and gilded moustaches and even more armoured and gilded beared options?
OC for colette
↔️ Broad Emitter
🟥 Unstable
Installs a special attachment that makes the cone
wider and
thinner and allows to hit up to three targets simultaneously (jumps between targets, prioritizing enemies with higher health)
Very small increase in damage
Extra targets causes weapon to overheat faster
Longer cooldown duration
Less ammo
With Shield Battery Booster the Drak is plugged into the shield. Since the shield is also the HUD, the Draks overheat screen could also be displayed as part the HUD. This is probably the most important OC in terms of heat management, having something clearer would play into its gameplay a lot more fluidly.
Bulk Detonator rework:
Currently in escort, a bulk detonator one shots the drilldozer part in question
-Make it so bulks cant damage drilldozer or do heavily reduced drilldozer damage
The like stone trap:
If a player is on the drilldozer when the stone circle trap activates on a player it will insta-kill that part of the dozer
Pretty simple but right now players can accidentally kill an entire run, especially new players
more corporate issue beers 
I want to be able to Rock & Stone while carrying heavy objects without dropping them. Make the dwarves sound strained like: "Huff... Rock... huff... and Stone huff!" Or "Huff... Gimme second. ROCK AND STONE!"
etc.
It would also be funny to R&S while you're downed, e.g. "Rock and Stone... through the pain..." or "Rock and Sto-- oww, my ribcage!"
Being able to use the scanner thingy ( I don’t know what’s it called in English ) when carrying something heavy without dropping the thing and cross save
QoL thing:
Can we after putting down a cable (like for deepscan) switch back to our original tool instead of primary?
Right now it automatically switches into primary weapon. As a solo scout player I'd like to not be constantly ready to shoot, since having grappling hook is more important. Especially if I want to speedrun DeepScan before 1st swarm.
Just make sure whatever pointer is there will be switched to previously held weapon and not just the 1st one in collection.
it would be cool if when you're trying to tame a big bug that it looks at you for a second before completely killing you but having a small chance at succeeding to tame it, like a bulk detonator or menace
alcohol tolerance:
The more beer your dwarf drinks the longer it will take for him to become drunk and eventually pass out.
Drinking leaf lovers special lowers the alcohol tolerance.
new taunt for end of mission. imagine dwarf just goes behind the camera that way
News primaries capable to deal elemental damage. Example :
A cold-stalactite gun for engi
Edit : my example stinks a bit, but I'd be happy if engi and gunner could have more impact for elementals builds
Minigun Unstable Overclock - Uranium Rounds
+Bullets have a chance to induce radiation damage over time, which spreads if enemies touch eachother
+Overall increased accuracy
+Aggressive Venting also inflicts radioactive damage if used, leaving a Radioactive Praetorian-style AoE behind
-Slower rate of fire
-Slightly less ammo
-Faster overheat
-Aggressive Venting's Radiation AoE (after the actual "Vent") can hurt you if you are not quick on your feet
Add O2 dispensers to the pump jacks on site refinery missions with the low oxygen mutator.
spoot dreadnought
AS A POOR DWARF, I NEED THE BLACK FRIDAY FOR BEERS
New primary and secondary idea for Driller:
The primary is the MC/MP. Stands for the Matter Compressor/ Matter Propeller. It uses bug corpses as ammo, which it does so by sucking up the parts, compressing them, then firing them.
The secondary is the Bugsaw. A handheld melee weapon that’s design to cut through and break armor. Runs on gas and grit. Keep away from beards.
Water, we have life there so there’d need to be have water right? Plus, it’d be fun to shoot and swim.
A probably not original idea, but, upgrades to flares, or different types
Unstable flamethrower OC
Napalm blobs
❎ shoots occasional blobs of superheated napalm while holding down trigger
❎ blobs stick to surfaces and deal heavy damage and slows anything that comes in contact with it
❎ blobs have a chance to explode after hitting a surface, spreading the stuff in a larger area
❎ faster fire rate
❌ Significant decrease in damage
❌ smaller magazine capacity
❌ less ammo
What if there was some kind of frag grenade for gunner
Like a mix of lead burster and HE from driller
Does a small explosion but shoots some projectiles that bounce 3-5 times?
OC for sludge pump
🧴 Gorilla Glue
🟨 Balanced
Slime puddles are extra sticky which further slows down enemies and can make flying enemies fall down and get stuck
Slightly longer puddle lifespan
Almost no corrosive DoT
Longer charge time
Slightly increased charge shot cost
A new mission "glyphid cathing"
In that mission you need to find and lure required glyphids alive to special capsules and sent them to scientists
It can be a main or a secondary quest
Examples:
Main quest: catch 3 preatorians, 15 spreaders, detonator, 10 grunts and a hive guard
Or another example
Catch twins, dreadnought, warden,20 swarmers and menace
Secondary quest:
Catch 10 grunt slashers
Or another example
Catch 2 stingtails
(You can find all needed glyphids on the map but you can catch a glyphid from the swarm instead)
Dwarfs would get special non lethal weapons and instruments to lure and stun bugs, if needed dreadnought for example is killed and there are no other dreadnoughts, mission failed
Also with that mission will be added new craft beer that would really increase the chance of spawning rare glyphids in any mission, that will challenge players in other missions and help with finding needed species faster than it should be in that mission
Thank you for your attention :3
Rock and stone everyone!
pressing tab while in the mission select screen should open up the server list
Pressing E while stationary will show the outline of allies
When you choose random for victory emotes, it cycles through all of them. But what if you can make a whitelist/blacklist for those you want/don't want
Why yall call me leaflove 😭
What about a kill counter that is shown during a mission? "Legolas, two already!"
The salvage operation drop pod should have randomised mission information, it’d be a fun little detail to see what the dead team was doing before they died
add a slot machine to the space rig, i NEED to gamble
Sludgepump overclock
Volatile Nanowash
Standing Puddle lifespan set to 0
Will leave pot marks in all terrain it hits
➖friendly fire
➕Nanowash system
➕Increased direct damage
After a set time all instances of the nanowash swarm self terminate
A colony of nanomachines with a short lifespan, will self replicate in a host of appropriate biology until its death causes it to explode out into giant gouts of nanosludge to infect more hosts.
RnD has tailor made this colony of nanomachines to eat through almost everything except dwarven biology, don’t expect that to stop them though, the machines routinely set off their built in kill switch soon after leaving the containment field.
make glasses and hats seperate cosmetics (probably already been sugested)
Make the "Hurricane" Guided Rocket System's Minelayer System overclock not detonate immediately upon hitting an enemy, instead sticking to them for a duration before exploding.
I'm not sure if I'm stupid, but the rockets/mines seem to do a LOT more damage after hitting a surface and arming instead of hitting directly. An instance of this while I've been playing with it is NOT one shotting a grunt when hit in the face (i've been playing hazard 1-3 btw), but ALWAYS one shotting when a rocket sticks and arms even if it only hits their face area.
Also I just think it'd be hilarious to get some friends with it together and just COVER an Oppressor, Dreadnought, etc, with a BUNCH of them in a short time then just watching their face very suddenly explode.
We shouldn't be able to pet dorreta when she's somewhat damaged so we don't lose a segment on accident
What about a weapon skin pack that turns weapons into their old fashioned counterpart?
M1k is just an m1 garand (obviously)
Boomstick is much the same but with more wood and ornate hammers
Grenade launcher is a blunderbuss
Lead Storm is a civil war era gattling gun
etc etc
Frog hat.
make a chicken outfit for the dwarves so it can go with the chicken hat
I know we already have hyperpropelant, but bazooka type thing or a recoilless rifle would be so cool
You could give it overclocks like "Anti-tank rounds" that break/ignore armour so you could use them to take on oppressors from the front
A bug that jumps to/from walls and deals damage when it lands
Why does the tutorial assignment contain the same mission type 2 times (happens with eggs, extraction, morkite) ? And why does this happens to many time in fungus bogs shitty biome ? 😅
The tutorial assignment deserves an update to be more representative of the incredible game that is deep rock galactic
What about a grenade (most likely for engie) that creates a big mound of expanding foam that slows down enemies and melts armour? Imagine throwing it into a small tunnel and a wall of foam just envelopes any bugs in it's way. after it recedes most of the buggers will have lost the majority of their armour plating making it quick work for sentries
and silencers for the zhukov nuk17 ^^
A unstable overclock for the breach cutter the makes it bounce off walls and do less damage to friends(because if it is bouncing it is gonna hit a fellow dwarf) you can choose the down sides I can't think of any
How about a way to display the holstered weapons of your dwarf and teammates on your/their dwarf cause it feels a bit wrong if they just spawn outa thin air. They can be hung from slings and/or be attached to the belt like for the belt example the grappling hook or the stubby and sling for the big guns
What if some achievements(or whatever theyre called on PC and playstation) gave items or something in game, like someone for getting all the achievements or something.
Deepcore 40mm PGL Balanced Overclock - Bouncer Grenades
+Instead of exploding directly, grenades can now bounce off of terrain, and will explode after five seconds once it bounces on a surface, but explodes instantly if it hits a living or robotic target
-Slightly decreased splash damage
new m1000 oc idea maybe ad less damage as a downside too
Unstable OC for warthog
tungsten slugs
✅ reduced spread
✅ massive increase in damage
✅ increased armour breaking and weak point damage
❌ slower reload
❌ decreased fire rate
❌ Only 1 projectile
❌ A bit less ammo
Why can’t we get a beer that increases active perk cooldown can’t think of any names though
Morkite suit idk my first thought about morkite is famous singers wear suits of gittery stuff like Morkite so Morkite suit
A counter that allows people to see how much Lloyd has been tipped, and who has the most tipped
Wb a profanity filter? I know some people who love guts and blood but don't like profanity weirdly enough
More voice lines for when you 'pet' (more like smack) a friendly engie's swarmer
Driller Primary: Sound Gun. Crafted from parts of a Pretorian, it emulates a blood-curdling scream that induces fear. 90% fear effect, low damage.
Secondary: Nitro-Powered Nail Gun.
?
Engie primary idea
-Dart Carbine-
Uses gas/air to shoot darts at comparatively low velocity, but high rate of fire and a drum magazine that can hold 40-60 darts.
Base darts apply toxins that slow down enemies and deals low damage overtime (but it stacks). Effect also make enemies take more damage from other sources (Like your sentries)
Could have overclocks that replace ammo with cryo-darts or flammable ones? Maybe an OC that makes them deal increased direct damage but reduces toxin effects
(now that I think about it, its a glorified stubby lol)
Add more icons please ! Also maybe allow 3 at the same time for one slot for custom mission/effect/solo we are missing the new Deep Scan icon too !
OC for revolver
Focus Shot
🟥 Unstable
Hold down the fire button to charge up the shot and make it more powerful and accurate
Holding the fire button will also grant a slight zoom to help with aiming
Charged shots also increases the armor damage
Normal shots deal slightly less damage
Normal shots deal less armor damage
Charged shots consume two shots
OC for bulldog
Derringer - Unstable
pros:
- Massive damage increase
- Armour piercing
- Cool muzzle flash
cons: - 1 bullet magazine size
Suggestion:
Radio station we can hear in the space rig. With funny voicelines with DJ broadcasting real dwarf music tracks from the jukebox. All about rock'n'roll, metal... and stones.
It would be cool if we could see what beers we drank and unlocked through the span of the game in miner's manual
Gunner Primary: AA-12 style shotgun. Shoots jet-powered slugs. The slugs are flak ammo.
Secondary: Two cannon Desert Eagles. More precise than the Hand Cannon, but with more recoil.
I think a train/minecart level could be cool. Like DRG could be expanding for on-planet stations and we need make rail routes and have to protect a modded doretta train that puts the rails down
Suggestion, make the chances of encountering BET-C from 5% to 25% cause it seems way too rare to encounter them, I encountered one and it killed me
A third weekly mission that's more kill-oriented or accumulative-gathering like "kill 500 grunts and 25 acid spitters" or "kill 25 cave leeches with your secondary weapon" or "mine 100 bismor" or "get 150 pickaxe kills on any target" or "Hunt a Tyrant" or more uniquely creative ones like "Kill 20 web spitters while covered in their webs" or "Get 50 kills while airborne (jumping, zip-lines, jet boots, etc.)"
The reward could be trivial like the other two weekly missions. I just want to go on the hunt for something and be told what it is.
I know we have things like Huuli Hoarder and golden lootbugs and crassus dets, but what if there was a very small chance a bug can spawn as a "veteran" variant
They are similar to bugs you encounter in elite threat, but faster and stronger and more gnarled looking (missing limbs and cracked armour). They will be aggressive at first, but if they take a lot of damage they will start to run away and grunts will try and protect it's retreat.
Killing a veteran gives bonus credits and XP at the end of a mission
maybe change or add the bottom tier drill perks, like allowing damage to enemies to cool the weapon and restore a bit of ammo, or being able to drill minerals as well
Basicly dynamic shadows, it would make game look better. And dont say about performence issues. dlss and lovering graphics exists
What if classes had 2 options for their armour rig
Like one that reduces your movement speed but increases shield strength or whatever
or just more modifications to the existing ones
Can we add people on steam through the game? like right click on someone in the pause menu to send a friend request? or even just be able to view their profile. There is no way in game to just find out who you are playing with and I think that is a missed opportunity.
Nuclear Containment
This is a suggestion for a new mission type- Nuclear Containment
Radiation has been a mechanic in DRG for a while- at least since the inclusion of the Radioactive Exclusion Zone.
I am proposing that a new mission type be added that expands on this mechanic.
Deep in the crust of hoxxes, a radiation adapted Glyphid Bulk Detonator sometimes comes out to play. This Glyphid is strengthened by its radiation-immune biology, and is much more powerful than a regular bulk detonator.
Deep Rock Galactic has noticed these creatures and see an opportunity to harness them to develop nuclear weaponry (or they'll just drop it on their rivals' hq). The Dwarves must capture the Nuclear Bulk Detonator and return safely to the ship. And alternate ending could be escape pods. Obviously failing this mission is very possible- either killing the Detonator or allowing it to kill itself will result in an explosion that will render the nearby caves uninhabitable for the next 20,000 years.
The mission starts in a normal cave. The dwarves must find trace radiation signals with a camera. When the camera glitches, it is a radiation area.
After finding a few of these, A high speed, radiation resistant drilldozer is sent to assist the dwarves.
This drilldozer will drill to the estimated location for the nest of the Nuclear Detonator.
The dwarves will sedate it will needle guns. It will lose health when outside of radiation zones, so the dwarves will have to tread carefully to avoid radiation inside the arena. It also has attacks like that of a regular detonator
After the beast is sedated, the dwarves will harness drag a cage over to it and send it up. They will then escape in an escape pod.
This update will also come with radiation related overclocks for all the classes.
Driller- Sludge pump sludge has low half-life and instantly creates a radioactive cloud
Engi- anti-radiation fatboy
Gunner- Sedation needle Hurricane
Scout- Radioactive bullets on gun #1
I know I'm almost certainly not the first person to suggest it, but it'd be really cool to have turret skins that match armor and weapon skins.
specifically skins that might go well with something like this
This was probably suggested before, but I have a few ideas for improvement on Hidden Dwarf:
#1: Rock and Stone pickaxe
While you are hiding, you can still say rock and stone, but your pickaxe appears, ruining the effect. It could be a great hint/taunt but this one thing kinda bothers me
#2: Spectate hunter
Exactly what it sounds like. There's basically nothing to do while hiding and this could be a fun way to make fun of your friends as they are on the opposite side of the rig
Silly OC idea for the Zhukov.
Improvised Firing Mechanism.
"By using springs to launch the bullets out of the guns instead of the firing pin, you're firing the entire bullet! That's like 60% more bullet per bullet! The new mechanism does decrease fire rate and reload speed however."
-
- 12 damage
-
- Blowthrough rounds
- .- 5 combined firing speed
-
- 0.8s extra reload time
Add rootbeer
Add an interactable bowl of ebonuts as a bar snack
Buff Beer Idea:
1 - Ionic Eye, a sour and light beer, this sparkling brew grants the drinker's vision the ability to highlight minerals within a certain distance with a luminous halo.
-
Reverse Fall, the drinker of this beer finds themselves in an ocean of peppery and lime flavors, accumulating fall damage. For 10 seconds after a fall, if the player hits an enemy with their pickaxe, they release this energy and take no damage. However, if they fail, they receive the damage after the time has elapsed.
-
Bubble Bath, a gum and soap-flavored beer, incredibly sparkling and foamy. This beer allows, upon activation of a perk, for faster movement, but this movement resembles sliding on ice. The player also gets a bubble that can cancel out some damage, once.
Annoyed quote from mission control about goo-sack ping 
I've refined my previous OC idea based on feedback and it's for the coil gun now
🔫 Precision Module
🟨 Balanced
Charging shots will slightly zoom in to help with aiming
Small increase to weakspot damage
Slower charge rate
Shorter trail duration
Make dark morkite also give a small bonus to the refinery mission
make a chance for swarmers to explode on death
If someone who is downed has Iron will and hasn’t used it put a
over their player icon to indicate it for other players and others with the perk as well.
I was in a situation were both I and the person I wanted to revive both used it at the same time, accomplishing nothing
There should be a little checkbox next to each season in the season terminal showing if youve completed it 100% or not.
add an ovetime bonus incase you grab extra things from the secondary mission
All rock and stone, dwarves. There is an offer for end-game content. After getting a certain level, you can still get stars, but you can no longer buy skills. There are no skills. So I suggest new skills. Well, or convert the stars into currency.
So, my skill suggestions are:
Active: Supreme Lord of Beetles. Expand the action of the Beetle Lord so that you can take control of either several small beetles, or even a Praetorian or an acid bug.
Passive: Mini Mule. On Rescue missions and at the station, we see these babies, but they don't give them to us. The essence of the skill is to give a mini mule to a dwarf. There are 2 implementation methods. The first one is simple – this minimum simply throws a modifier on the dwarf's capacity. The second is a complex inventory management scheme so that the mini mule is unloaded into a standard mule.
Active: Jet boots. Honestly, they require a rework. Therefore, I suggest that when taking this skill, just give out normal jet boots, but with an understated capacity. Or at least rebind the button to the space!
Passive: A light. Every dwarf carries a flashlight. But why not mount a bigger flashlight there? We have a hand gun with antimatter (a driller's gun), why not? The skill increases the radius, range and brightness of the flashlight. But in return, it takes away a valuable skill slot.
Active: Supply Request. A skill that allows you to summon a supply capsule 1 time per mission for free. For balance, there is a random amount of ammunition in the supply capsule. You can even use the texture of an old capsule for fun.
Active: Haxy Jr. A skill with a recharge, aimed solely at the technique of Competitors. With an enhanced blow with a pickaxe, or other interaction (of your choice), the Competitors' equipment instantly becomes inactive, and it can be hacked.
Passive: Beer pressure. The drunker you are, the faster you move. More chaos at the races!
Passive: An amateur Leaf Lover. Increased damage to everyone, ESPECIALLY dwarves.
Overclock idea for the Armskore coilgun
Brimstone Battery
Gives the projectile an explosive finish upon hitting an enemy, leaving behind a flaming zone of death
Zone increases in size depending on the charge level
Increased heat generation and fire damage
Adds a slowing affect to all bugs in the radius
Area of fire lasts for a full 12 seconds
Removes the trail entirely
Removes the ability to penetrate terrain
Decreased ammo
Longer charge time
By replacing your usual tungsten balls with highly explosive orbs containing an aerosolized napalm solution, your gun is now capable of leaving zones of burning brimstone that will make those sacks of shit beg for mercy. Unfortunately it comes at the cost of some of the base functions of the gun as the orbs no longer penetrate the terrain or move at the right speed to leave behind damaging trails.
Since Oppressors are confirmed to be "mutated" Praetorians, I think they should have biome variants as well, looking different, having the same resistances/weaknesses and leaving behind the same "Death Clouds" as Praetorians in the corresponding biome. I do believe there is a mod that does this.
it'd be rather interesting if the scouts IFG were to slow down dwarves as well, opening up the potential for anything from lessening fall damage to even more friendly fire (and a way to get back at the driller mains)
Unstable overclock for Deepcore GK2
"Bug Whacker Bullets"
Increases the size of bullets and adds a small explosive payload to the ammunition
🟢 a lot more direct damage
🟢 adds an AoE
🟢 increase in armour breaking
🔴 much less magazine capacity
🔴 slightly slower bullet velocity
🔴 slower fire rate
OC idea for the crossbow
🔦 Marker Bolts
🟨 Balanced
Special bolts now highlights the damaged enemy for everyone to see. The highlight duration depends on special bolt effect upgrades
Slightly increased special bolt ammo capacity
Special bolts deal less damage and no longer have radial damage
Slower reload speed
Please allow the talented barrel-kicking dwarves the ability to gift other dwarves the "If only I got paid for this..." Achievement again. I've tried to get that achievement for 6 other dwarves by now, and nobody is getting the achievement despite them getting a point by throwing a cup in the barrel hoop.
Also, please let Liquid Morkite give 20% extra to Minerals as well, and let Backbreaker Stout increase our carrying capacity to base 60 or 80
Let Mission Control be furious at us when we bring the barrels to the Memorial Hall
I started sketching a very random futuristic tommy gun and thought "hey, if this was in DRG it would be sick"
So its a primary gun for engie, it has a very large magazine and a high fire rate, but low damage and bullet spread gets worse the longer the trigger is held down
Like I said. very random.
Return the seemingly removed EMW Warhead overclock for the "Hurricane" Guided Rocket System, as it allows for perfect synergy with the "Electro Minelets" Overclock for the BRT7 Burst Fire Gun, though probably make it a Balanced overclock and reduce the magazine size and projectile speed for, well, balancing purposes.
P.S If you are wondering, according to the Official DRG Wiki, the EMW Warhead overclock caused the rockets to do extra damage against electrified targets and targets in an electric field.
Check if T2B of the pickaxe upgrade has any effect on the range of terrain destroyed when power attacking, and if not please update it to carve more terrain.
gunner primary idea.
Name: B4L71STA.
i'll sum it up quickly so that we can all get on with our lives.
it is a heavy weapon with a 5 round magazine, these rounds are tungsten rods with explosives at the very back which are timed, to go of half a second after making impact. it takes 2.5 seconds to reload and has a slow fire rate, it can also penetrate through grunts and break armor off a praetorian. it deals massive damage with a single rod and can stun enemies with the explosion. it has 50 reserve ammo and it can pierce through small terrain. it also can be overclocked to have the explosive be replaced by a pheromone that when injected into a living enemy, will cause the enemy to see the dwarves as friends and other enemies as its own enemies, bosses and oppressers being excluded from the effects of the overclock.
and yes, i know that some people aren't going to agree with this idea because they think it just copies things that are in the game. it doesn't, it is just heavily inspired by them. i just really like futuristic versions of siege weapons from way back when knights were still on horse back. and yes, i do understand that this likely won't be added, but its worth a shot to at least put it out there to be used if GSG finds it worthy of using and making a model for. and yes, this is a repost.
automatic shotgun primary for the gunner. the gunners secondaries are for when an enemy gets too close before he can rev his minigun and for when an enemy is too far to reasonably shoot with his primary, that is why this is a primary, it fits his style. i'll run you wonderful danish kings and queens.
the automatic shotgun should be modeled after the Tavor TS12, an israili shotgun with a quick-swap mag. the magazine is actually 3 magazines, it just turns to allow you to quickly get back to shooting in a combat situation. it is also fairly futuristic looking already so there wouldn't need to be much done to make it fit the DRG style.
i'm thinking that the reload should be quick, only taking half a second due to the fact that its range is low and so its accuracy while its damage is high. i feel like it should also have 2 animations for reloading, one where the gunner just turns the mag and the other where he straight up replaces it. i would also say that it should fire the same speed as the default engie shotgun and should have some minor armor break like the rest of his weapons. one more think i'm thinking is that it should have an upgrade that makes it shoot slugs in place of pellets, making it more accurate and do more damage and if that is to much for a normal upgrade, just make it an overclock and put incindeary rounds in its place because we're already playing as warcriminals so lets go farther.
yes, its another repost, i just wanna make sure that my suggestions/ideas are seen and considered as maybe good ideas.
also, make hair and headwear their own things, for real, triple short tail and cameleon goggles would go so well together, please guys, end the torment.
A hat that's just the dwarf's head stuffed into a cooked turkey. Optionally with an eyehole eaten through the breast.
Give us an overclock or purchase prompt that lets us fix the Doreta head on the space station. Turning it into a roomba esck bot that slowly meanders through the station cleaning the floor that we can pet
I think we should have a firing range to test all weapons (even if we don't have it unlocked) with all the upgrades available so we can see how good it is against the bugs, and the targets should be changeable, like at the flip of a switch they all turn from grunts to praetorians, and these targets would be cardboard cut-outs
A message on one of those boards that says something like "No we aren't going to build you a firing range"
Mining the crassus detonator explosion is boring. Why won't DRG let us call down rock crackers to mine it into easily consumable chunks for us?
A “days since last accident” sign on the rig or any “insert reason here” type signs, could be “days since scout tasted C4” or “days since compressed gold pinged”
Revolver style rifle for gunner.
Make it closer to a small grenade launcher than a rifle in terms of firepower though [:
High damage, small AoE, 6 shot magazine, semi auto, pretty slow fire rate, fast reload
When on Salvage missions, place 1-4 resource packs in total scattered around where the mini mules are.
(this is the object players drop if they disconnect, if they have minerals on them)
Dotty's head should be visible by the scanner since it's very easy to lose
Farbkriegspiel Lager. A craftable brew that splits the squad into equal teams (1v1, 1v1v1, 2v2): Each dwarf gets a limited number of paint balloons to throw at the other team. Hitting an enemy player gains your team a point, getting hit loses a point. The team with the most points at the end earn bragging rights and MC scorn.
Ebonite infested dreadnoughts
this one isnt completely serious but.. if you get drunk enough what if you could puke up the beer and it would spit out the sludge pump projectile and remove your drunkness
Make it so Rock and STONE audio overrides the revive audio, sometimes you wanna give your hero a quick rock and stone but you have to wait a bit
Unstable sludgepump OC
"Eruptive Crystallisation"
By adding some... definitely-approved-by-management compounds to the mixture, the goo begins to crystallise after hitting a surface, which turns it into a ticking time bomb. After a few seconds the goo explodes violently and vaporises the goo, turning it into cloud of acidic vapor. The jagged crystals also slow down enemies further.
charged shot adds explosion and gas cloud after delay
Makes blobs more sticky
slower charge time
less magazine and ammo capacity
Charged shot fragment count decreased
Less damage
I think it would be nice if the Moles damage was based on distance traveled instead of the amount of holes passed (or maybe a mix of both?) I do think it’s cool to make Swiss cheese with engi platforms or mine out the middle of crystals, but it also makes the oc really niche.
Personally, I much rather like it when I’m halfway across the cave, and I can snipe a pretorian my teammate pinged through a huge floor or wall. That’s why I like to take it, but it’s just not very applicable because it doesn’t deal enough extra damage in that scenario to justify it in my opinion.
Probably already thought of (I hope so)
But make it so you can skip/pick what dance you wanna do in the abyss bar
(I wanna twerk)
New machine event idea
🚀 Transfer Pod Launcher
A machine event which you must defend a lost Transfer Pod containing classified cargo from an onslaught of enemies. The encounter may feature Glyphids, Mactera or even Rivals. You have to endure either 1:30 or 2:00 minutes (not sure) and it's destruction will result with an event failure.
Add a warning/ Anomaly icon that’s green with a beard inside called ‘Greenbeard warning’ / ‘Miner in training’ if there’s an un-promoted dwarf In a hazard 5 match, lobby. It would be nice to know if there are apprentices doing a difficult mission.
Make the mission summary go faster if you fail, it's way too long, especially if you just lost
Thunderhead
mod tree update concept
General problem: As of now, thunderhead is in the uneasy middle between other two primaries, being outdone in aspect of direct damage by the minigun, and by splash damage of Hurricane, while lacking stun capability or accuracy of either for survivability.
Envisioned solution: Creating a new niche - a protection-focused primary, providing more safety in close quarters and synergising better with personal or support tool shield.
Specific changes:
Base stat increase: +400% Armor Break Bonus, +1 Area damage
T1A - Loaded Rounds - Area damage increase +3
T2A - Tightened Tolerances - x0.4 base spread
(High quality parts, careful barrel alignment and thorough maintenance all add up to greatly improved accuracy)
T3B - Shrapnel Rounds - +0.6m AoE radius
T4A - Shield Generator Stabiliser - +duration of shield increased at full RoF [0.4s every 1s of firing, can't stack]
(A special module powered by combustion gasses generates a static field, extending duration of shield generator bubble it is inside of)
T4B - Deflector Inversion Modules - +20% damage when firing through shield
(Tiny devices embed into every shell that pick up charge from shield bubble they leave and reverse its effects to amplify their destructive force upon impact.)
T4C - Personal Shield Recuperator - +4 shield hitpoints on kill
(Every kill regenerates some hitpoints of your shield.)
T5A - Unrefined Propellant - +8 front AoE Shock Wave Damage
(The shockwave from the blast deals extra damage to any enemies unlucky enough to be in the area extending 4m in front of you.)
T5B - Shrieking Cannonade - 25% fear radiance at full RoF [proc per bullet fired]
(Modifying gas exhaust emits a fear-inducing whistle affecting enemies around the shooter in 5 meter radius)
T5C - Defense Enhancement - 50% resistance at full RoF
(Add-on to recoil mechanism allows reverting some of the energy into your armor, improving its protective capability)
New enemy that is inspired by a praying mantis
It has the ability to walk and fly, but it only flies when its running away (if it takes too much damage)
It is an ambush predator and hides in dark corners of a cave or in dense vegetation.
When a dwarf unwittingly gets too close, it will make a clicking noise right before it jumps onto a dwarf, pinning it down with it's jagged front legs as is starts relentlessly biting you.
It has armour similar to a glyphid guard on its back and front legs, but it's underside is very soft and squishy, so its possible to unload a broomstick into it's belly right before it pins you down
In the case that your teammate interrupts it's feeding, it will take flight and retreat, where it finds a new hiding place in another cavern.
Perks related to mactera grabber also work against it
Unlike practically every other enemy, this thing has eyes. Imagine how unnerving it will be spotting this thing crouching down, tracking you with it's eyes
New miscellaneous enemy idea: similar in mechanics and design as the bulk/carassus detonators but this one is made up of entirely rocks and stones and has vastly improved durability compared to most current enemies. Could include it as an event for core infusion with it also dropping a sort of smaller heart stone like the one at the end of escort duty missions with the lore being that they are a kind of proto-ommoran or be a sort of huuli hoarder type enemy with a vast amount of loot dropped on death.
Throwing a heavy item into the MULE or other thing it goes in. E.g. when I throw a chunk of jadiz into the MULE it is deposited instead of just bouncing off
Resupplying at above 90% of ammo for both your primary and secondary and above 90% of your max health will prompt your dwarf to say a voice line that acknowledges that you're being wasteful
"This is wasteful, but who cares?"
Burst Fire Rework: Double Tap
As everyone knows, burst fire is one of the worst overclocks in the game. So I had an idea to broaden it's use cases while keeping the same vibe.
The stats will remain unchanged, but the three round burst is replaced with a binary trigger. (One shot when you press the trigger, one shot when you release)
This will still let you have high burst dps, while reducing the overkill that is currently one of the overclocks biggest issues.
If you want to throw all of your dps at one target, you can spam the trigger. But if you want to be more precise, you can hold the trigger to ensure you get maximum value from both bullets.
If maximizing burst damage is a goal for the overclock, some max ammo could potentially be traded for an even larger damage bonus.
Have NEMESIS sometimes have a “lost pack” lodged onto one of its arms like its keeping trophies
A new salute
"Rock! Stone! Something in between!"
please i beg.
Imagine a mission type where you mine on the surface. You have to fix a satellite.
Or maybe fix the drop pod
sleevless variations of dlc armor
Overlocks for Utility of Dwarfs
Green with the usual slight benefits
Yellow with slight changes and downsides
and Red changing the way how you play with your Utility entirely
Gunner will be the example here:
Green Overclock for his Shield -> slightly longer duration and slightly faster recharge until it can be deployed again.
Yellow Overclock for his Shield -> fast recharge until it can be deployed again +2 extra uses but much smaller radius and slightly reduced duration.
Red Overclock for his Shield -> no longer forms a bubble but a curved wall 10m by 10m, slightly decreased duration.
Other ideas would be making Engineers platforms bouncy, gunners ziplines can only be placed vertically (ofc not only 90 degrees they’d have the same leeway as his normal ones) but are much faster, drillers drills can be deployed to dig straight until they overheat and he turns into a melee character until he picks them back up, scouts flares stay midair by holding the reload button etc.
there’s many fun little things possible!
Petrocks in Space Rig, I want more petting! (Especially in Space Rig)
Consider adding unique salutes for each gimmick beer, including Leaf Lover
Have Basco go in front of the first connecting dwarf and salute before he blows up when it stops being a solo mission
More Varustus Slots For Even More Variety
New cave hazard, carnivorous breather ambush predator variant, just like how the cave leech has the cave vine as a friendly parallel
Pickaxe upgrade that allows you to, at the press of a button, (maybe Interact + Pickaxe...?) stick your pickaxe onto a wall to climb higher, being pretty much a Double Jump. It should also allow you to slow your fall, but only at non-critical speeds, making it much more focused on climbing.
Give “its a bug thing” a secondary effect, that being if you kill a Gliphid grunt via the head, it explodes in confetti as it dies
Boomstick overclock idea
Stormblind Shells
adds stunning and electrical damage to both the pellets and the blast wave
increase blast wave range
small increase in ammo
decreased damage
disables all born ready related perks or upgrades from affecting this
Strike like the storm! These special shells have been packed with shock stones from the crystalline caverns and a whole bunch of copper, making them dish out a bunch of stun and electricity damage. Unfortunately due to the volatile nature of said shells, they're no longer able be auto-loaded with perks like born ready
An optional rock and stone counter at the top right corner (or in another place so it wouldn't interfere with mission objective popups)
It would count how many rock and stones are said during the mission (basically just whenever the rock and stone button is pressed it adds one to counter)
I know we have promotions, but once you get all the overclocks and cosmetics that you like, you don't really have a use for your well earned credits.
So what if you could buy a very expensive cosmetic that is basically a band or a medal or some kind of talisman you can show off
Drillevator leaves lights as it trails down to the geode, possibly similar to the M.U.L.E's drop pod lights?
Add flare sidegrades like sticky flares
Suggestion: Unstable Overclock - Cluster Payloads (PGL)
Desc.: Give some extra pizazz to your PGL by making it fire a volley of five clusters at once, each dealing a 3/5ths of the original damage but offering some high weakpoint damage and vastly increased velocity as a result of each nade's smaller payload.
Each grenade fired is split into five smaller grenades.
+100% Velocity
+50% Weakpoint Damage
-60% Total Damage.
(Hidden) Clusters shoot at 4 degrees of randomness, similar to the Warthog's spread.
Potential applications; Using this with Proximity Trigger can help the engie create a minefield where bugs get eviscerated by the weakpoint damage, or by using max explosion radius you can create a complete carpet bomb build that is sure to blast out all the regular bugs.
We need a split screen for Deep rock galactic. Please. Let me play with my brother.
How about adding some kind of AFK bunker that the squad can call down if one or more players need to hop off for a few minutes. It could be like a miniature bar inside where the dwarves could "Rest Up" before heading on.
C4 pickaxe head. Just a disarmed C4. Would be funny
Mini Lootbug in a terrarium pickaxe head
GK2 overclock:
🔴 Acidic Gunpowder 🔴
”The boys in R&D have been… experimenting to say the least. Completely refitting the loading mechanism in your gun and replacing the barrel with premium stainless steel allows you to fire completely custom acid rounds! While these sizzling slugs do have a reduced speed, they burn through any armour as well as the soft bits underneath with ease!”
Super high armour breaking and half the damage on medium armour will penetrate it
Bullets melt away ground slightly on hit, and apply a dot to any creature they hit
lower magazine size (acid resistant casings are expensive)
hitscan is replaced by a slow moving projectile which slows down in midair, going in a straight arc
PGL unstable overclock:
(Name undecided)
higher max ammo
higher magazine size (like 5 or higher)
higher rate of fire (just as fast as you can click)
very low damage
reduced aoe
reduced stun time
Make the glyphid slammer actually give a slight speed buff.
Possibly increase the strength and/or duration of the Stubby SMG's electrocution effect, introduce a modification that that increases its strength, or give it some other bonus such as a chance to stun on electrocution. Its electrocution effect is among the weakest of any weapon, which is a little sad considering that electrocution was originally the Stubby's defining feature.
I would like gambling. Please let me gamble
Make it so you could tame more than one grunt or other small glyphids like a bomber or group of swarmers
A toggle option to host lock Molly's return button if there are pending known map events only the host can press the return button.
(so if a lost gear has been registered, lost cargo has been started, or other map event has been pinged but not resolved then only the host can push Molly's return button unless the map events are resolved so the lost stuff has been collected, or the events have been succeeded or failed)
Deepcore GK2 Unstable Overclock - Armor Piercer Rounds
-Bullets become a very high damage projectile that can pierce armor, and has Super Blowthrough Rounds as a passive effect (up to four targets)
-Greatly increased accuracy
-Dreadnoughts and Oppressors get a temporary slowdown on hit (but receive no damage, and bullet doesn't pierce)
-Dramatically reduced maximum ammo
-Greatly reduced magazine capacity
-Dramatically decreased fire rate
-Projectile travels quite slowly, and can hurt you if you fire it point-blank against anything that can't be pierced
Another OC for sludge pump
☣️ Release the Wave
🟨 Balanced
Hold the Reload button to dump the entirety of magazine capacity in a high-pressure wave of sludge
Doing so will slow your movement speed to a crawl and you cannot switch weapons until the magazine is empty
Lower puddle DoT
Holding right click on a wall while falling embeds your pickaxe into the wall, slowing your fall speed. You can't jump, only look around.
Extremely slim (<1/1000?) chance for mission control to accidentally send the wrong pod when a player calls for a resupply, like a drilldozer or something. Funny little easter egg it could be.
A drunk mission control like in Survivor could be more fun
Like he drops the pod 10 meters away from the call location
have remains of previous battles have a chance to spawn. Mostly rusted, used up supply pods in caves. Have a random chance for them to spawn with one or two ammo racks unused. Maybe find remains of a heavy fight
An addition to the Lord of thunder scout idea here
An m1k overclock idea
Shock Rock Rounds
🟥 Unstable
killing an enemy under the affects of electricity or within a conductive field with create a small shock explosion and a leaves behind a slowing field
nearby fields will arc electricity to each other
reduced charge shot cost to 1 bullet per focus shot
heavily decreased total ammo and decreased mag size
slower fire rate
slower focus charge rate
Behold the god of thunder himself! Each one of your bullets has been tipped with an explosive packed charge that contains fragments of shock stones, allowing more punch against electrified enemies and anyone around them. We did need to decrease the fire rate and ammo count of the gun as these rounds are pretty expensive to make and testing at higher fire rates resulted in a gooey, shrapnel filled explosion that neither shooter nor gun survived
(2 ideas in one, but can be separate.)
1: Flare cosmetics, 2: in-game TCG
🍻
In-Game TCG (with rarity foils), that costs above-average amounts of resources to print, including a blank matrix core. The new 'card printer' sits alongside the forge. The cards can be equipped to your flare and armor to add a cosmetic effect to when your shield breaks (the color, sound, or sparkle) or how your flares project light (colorful shapes on walls, intensity, conal effects, pulses). It's just a resource sink for one more collectible cosmetic. Tradeable cards? No. Class-Locked? Yes. Each class would have similar cards in their color. I'd imagine the most popular ones would be those that off-set the color, so how a gunner's is green, it would be a different tint, or maybe have a fiery effect, or project cute bullets on the wall with laser-light patterns.

What about the rare foil cards? They're the same thing as their normal counterpart but they sneak in some neat out-of-class color effects to what already exists.

You could also just replace this whole idea with completely separate collectible cards players get that are just neat screenshots of things and serve no purpose and just implement a cosmetic system for flares, but that both systems require blank matrix cores and a ton of resources to craft either cards or flare cosmetic effects. 
(beers for yay, death for nay)
Petition to have the Devs add a detonator swarm to DRG
It'd be like a praetorian or swarmer swarm where it's just detontators, but instead of just regular detonaters, there's two to three regular bulk dets
Gold bulk det stays rare forever tho
Rocknstone for yes, tothebone for no
Add a broken patrol bot to the abyss bar with a bullseye stuck to it, allows you to throw darts
Or punch it with voicelines like "Who needs therapy haha!" or "What you gonna do about it junk!"
Sludge Pump can pair well with fire because the puddles can be lit on fire, but what about them also causing enemies in puddles to spread electricity
Mini Bosco victory taunt, I wish to pet the boy.
Maybe you can ride him to your pose spot like a horse
Please make the game crossplay, and add motion blur settings
Balanced Bulldog OC (Shell Shot)
🟠 Replaces regular bullets with 5 large pellets, turning it into a shotgun. Pellets drift apart over distance and base accuracy is not descreased.
+20 base damage (Spread out between pellets/ +4 each)
lower recoil
Stun chance is reduced by -20%, and the rest of the percentage is spread across the 5 pellets (6%)
Pellets drift at range
We Need a new update where u can choose different robots from bosco,like u do the Missions and there Is a new robot to choose
On my journey to give scout more amazing overclocks, I give you
An overclock for the Gk2
Brain Buster mod
🟥 Unstable overclock
replaces bullets with timed explosives that embed themselves within the target's flesh before exploding with high damage
weak point hits deal greater explosive damage
enemies killed with a weak point hit create an explosion around them that damaged nearby enemies
Embedded bombs explode after a one second timer
greatly decreased direct damage
greatly decreased fire rate
bullets travel at a greatly decreased speed and now have to take a bit to reach their target
slightly decreased damage
With a rewiring to the embedded detonators that you all live so much, we've created a gun capable of a bigger (yet more inconsistent) boom. Aim for the brain and watch the blood fly!
If we are to think of a possibility of a utility overclocks, I think it would be pretty interesting to see gunner strapped of defense capability of his shield, and instead recieve a "shield" which doesn't have a any other capability but offensive — improving ballistic qualities of any projectile coming through the shield(speed), and damage improvement.
It would be pretty interesting to see something like this work in DRG setting, since it requires way more preparedness and thinking than use of a regular shield during dreadnought assignments for example.
Obviously buff to every dwarf's weaponry will have to be adjusted, since gunner's BRT can blow away tough enemy units with this buff in mind.
A battlefield repairs beard that is bolted onto your face.
The Colette Wave Cooker getting a cooking mod or overclock where it can actually apply heat to enemies by itself.
More types of eyebrows. One that would be really funny is armored eyebrows like armored beards or braids
Another log on my scout overclock journey
A Zhu Kov overclock
S.O.S
(Sworn overcharger system)
🟨 Balanced
grants the guns a stacking damage bonus based on the amount of shots landed on a single Target
(Even bullet landed increases damage by 3%)
Shots landed doesn't count for shots that hit indestructible armor and has a 50/50 chance to apply when hitting heavy armor. It is unaffected by light armor
Stacks last for 4 seconds and the damage buff only applies to your gun
less accuracy
By adding some of the magnets from around the space rig, these bullets are now capable of dealing increased damage per shot based on the amount of shots you land. Don't know how magnets play into it all but sometimes it's best not to ask the boys as R&D
A frycook overclock that lets us eat what we cook with the wave cooker
Voice line suggestions:
Driller holds C4 - "hey scout, wanna play fetch?"
Gunner killing bugs - "come and get it you mother buggers!"
Wave cooker overclock which turns the ground to hot rock that damages glyphids when it’s in it’s focused mode, but deals less damage in total
Gunner should have some voice lines for when he is continuously firing the minigun
Some cybernetic arm or leg cosmetics would be nice
Make cryo cannon cool down hot rock to be safe to walk on just like flamethrower melting ice in glacial strata
Make a mod for scout grappler that he can pull his teammates,and by inertia they could fly little higher
Allow c4 to stick to bugs instead of falling through them
Was there any time like a community event, where players could draw their own hats or suits?. I think it could be a great idea to have like community event where people will add their creation and people will vote if it will be in base game. There could be 3 hat winners and 1 suit winner. This cosmetics could be earnable via Mission Assignment for some time and then they will be in Market.
Let us bat C4 while in the air with our pickaxe to send it further distances and explode on impact with the ground
Add flare side grades like sticky flares, micro flares, and dart flares (flares that you throw in a straight line with no tumble, that stick into surfaces they hit)
add PING to the lobby overview, which is way more useful than server distance
Add flare upgrades🙏
Missions that are only accessible by a single class and will be solo missions:
-Scout Mission to map out a cave system that surface scanners cannot reach and or have them retrieve something important lost in a mission (solo drop pod used but is a bit larger than the one used for joining miners)
-Engineer mission to repair old mining equipment in the caves from the early days of the company
-Driller mission to rescue robots (or dwarves?) out of collapsed caves of hard rock
some kind of chef hat for the dwarfs i think it will look nice
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?
Make the microwave gun deal more damage the longer its on a target
Add stats that show how many morkite, mini mules saved, etc that combine every players stats to show how much weve gotten over the years!
in solo, nobody else can join your lobby or your mission.
in public, everyone can join your lobby or your mission.
in friends only, only your friends can join.
is it too far to ask for a way to have your lobby be invite only?
So, I have a really crazy Idea that's kinda far out there with how this game operates, but maybe the devs can take this idea and run with it!
This idea is all around Mission Control. Or rather... The lack of Mission Control.
Basically, this can be a whole season where it's like "Corrupted Control" (Which I think is a awesome name) where you need to re-establish connection with Mission Control (Who I'm gonna call MC from now on) While doing what you were there to do: Get info on the rivals of Hoxxes!
So, This can be a Mission itself or a event (Hell even both!)
For the Event, it can happen at random but basically MC would be cut with you and another "MC" could contact the team telling them about something spooky, like a plan they have, maybe give some info on the rivalry with Hoxxes, give some background lore, too! They'd be trying to misguide you, trying to get you killed at ever turn, but out of no where, throw in a curve ball at you and tell you what you're actually supposed to be doing, though it's random.
The Event is over if you Defeat the thing that Interrupting the signal or maybe finding a way to re-connect with MC. To add onto this, if Rival Presence and or nemesis is present.
The Mission could go something like this, though I'm open to any ideas. (I'm really excited about this, and hope that the devs at least consider this in the future, to be honest!)
When you drop in MC gives you a brief synopsis, but part way through, they're interrupted. No Contact. Maybe with static, or have him break up randomly all together. The misguiding "MC" would tell you false info (mostly always) as your goal is to get more information on the rivals, in some sort of way. Wether that be another really cool boss fight (If you couldn't tell, I really love the "Industrial Sabatoge" mission) or some weird thing that they've set up, like a variation of machine events! I'd like to see that, honestly. Again, this has a TON of wiggle room for new and interesting ideas so, feel free to take this as you will!
And I'm usually open to be DMed about this idea, I'm really passionate about this game and would love to help in some sort of way in the future to the next big update!
Feel free to ping me as well if you have any questions! I hope everyone is doing great and I would love to see this take off! -^^
Rock and Stone you beautiful dwarves!
OC idea based on that one voice line
Split Stream
🟥 Unstable
Fires two streams of flames, each at 45 degree angle
Slightly more ammo
Double streams have a safe zone in the middle and the damage is reduced by 40% for each stream
Consumes twice as much ammo
Slower reload speed
Lower sticky flame performance (less damage and shorter life time)
pls make it so Steve run in fear from resupply, bomb dispenser, etc : (
Add eggnog (the alcoholic kind) to the bar as a special little drink for the christmas event
Separate volume sliders for combat and ambient music. Ambient music is much quieter than combat music.
I feel like mini refinery could definitely be added to the non deep-dive pool of secondary objectives.
To make the driller actually say something when he flips a plasma charger such as he does with the pistol.
Make it possible to lock hurciane rockets on the target like in lokii. Basicly what I mean is, when you press rmb/ wait some time rockets will fly to the locked target
New misson type where team is accidently left behind because of rubish equipment/malfunction of drop pod.
Managment thinks all of the dwarves are KIA/lost
Bugs are coming for them
Find some kind of equipment to send SOS signal
Managment amazed
Rivals are coming to exterminate dwarves because why not
Somehow escape hoxess
My idea is a little silly but hear me out:
You can only play as dwarves in Deep Rock Galactic, right? Well I was thinking about the possibility of Kobolds in the game, with classes such as:
Tunneler, skirmisher, Trapper, and Shaman.
While also introducing two new enemy types:
The "Reptilian Shifter" would be an enemy that would take the form of a kobold to trick its prey.
And the "TERMIMANDER" would be a quadruped lizard automation based enemy that was originally used to take out Lithophage corruptors but due to exposure it caused the machine to go haywire.
In Summary: adding the Kobolds in a future update will not only give players more options, but also offer them a challenge when facing enemies such as the Reptilian Shifter.
I know the devs might be busy, but I'd like to hear some feedback on rether or not it's a good idea for a dlc, or at least as a new customization option for your character.
Victory taunt where you bite an mini error cube before tossing it away
Add a victory pose where a dwarf does a war cry then hits himself with the flat side of a pickaxe
The satchel charge doesn’t have a fidget animation, it should have one
A chance (even 1%) that when you attempt to pick up a satchel charge, it just explodes in your face instead. The dwarves have voice lines like
"RnD REALLY needs to fix those firing switches!"
"It scares me every time I have to pick one of these damn things up!"
"Alright... Careful now..."
the satchel charge detonator should have a spin like that satisfactory build gun animation
something like the warden but instead of healing mobs it adds a beserk modifier to the bugs in range
On the season selection, add a box that tells you what level you have in each season so that you don't need to switch seasons to see your progress
Okay so this is based on the idea of adding design to weapons with overclocks, so this would be different than base game where nothing visual changes
M1000 Overclock (Unstable) Plasma Bayonet:
🟠 This OC gives the M1000 and overclock that can be activated up to 5 times. Upon pressing R to activate it, the M1000 has a plasma blade project from a device attached to the front of the gun for visual effects. You then gain a small speed boost while charging that gains benefits depending on your speed. I'm not giving it's damage because this is just a concept I think would be cool and unique. (Each charge lasts around 3.5 seconds if uninterrupted)
Gain a bayonet that let's you cleave through multiple enemies at once (Penatrates only if the enemy is killed, stopping you if an enemy survives)
Bayonet deals additional damage based on how fast you are currently moving (Pairs with Dash and Grappling hook, or jumping off a elevated surface but the bayonet doesn't negate fall damage)
The bayonet can be used up to 5 times, and uses can be refilled at a resupply
-2 base ammo capacity
+50% base spread
+0.7 Seconds to reload time
Would love to have interesting voice lines for when players do crazy shenanigans like:
Reach geode without drillevator
Kill an oppressor or dreadnought with a pickaxe
Use an excess of like 100 pipe segments in one on site refining mission
Call a resupply underneath something that is indestructible, e.g. minehead or drillevator
Revive 3 teammates within a few seconds of each other
Mine 99% of a given mineral in a mission (with that tiny bit of margin for those bits of <0.1 mineral)
I feel a praetorian sized exploder might be fun
SCC Changes
https://deeprockgalactic.wiki.gg/wiki/M1000_Classic
While SCC is a very fun and interesting Overclock, the way in which it effects the weapons stats make it difficult to justify using over other options. The following is a few changes I personally could see happening to both improve its viability compared to other OC's, and to make it less punishing to use, while maintaining its identity as a big damage OC.
Convert the additional WP damage, and additional focus shot damage to a base damage increase
Decrease the charge speed decrease
Decrease the OC's RoF, as to introduce a longer delay between shots, and to prevent it from having the best hipshot DPS.
The first change aims to make the OC more flexible in its mod selection and playstyle. Due to it decreasing ammo, but conditionally increasing damage you are forced to exclusively use focus shots, or risk wasting a huge amount of potential damage. Converting this to a base damage increase allows you to keep the huge focus shot damage, but also lets you hipshot.
Currently SCC deals (with no modifications equipped) 55 x 350%, or 55 x 3.5, for 192.5 damage. Changing this to x2 base damage gives you 110 x 200%, or 220 damage. With T1 damage equipped this would be 65 x 3.5 = 227.5 VS 130 x 2 = 260.
With just x2 base damage that would actually be a damage decrease when considering SCC's current x3 WP damage. If we replace the x3 with a flat +20% you get:
With T4B equipped that's:
Base: 308 VS 308
T1 Damage: 364 VS 364
Which is the exact same as current. Overall making it net neutral for normal SCC focus shot builds, but buffing options like T4A and T3A. Both of which are better off now then before. If you feel this would make T4A too powerful, converting the +20% to a x2 (like the current x3) would also be fine.
Next is the charge speed:
So M1k has a focus shot "Cooldown", but actually its just the natural consequence of the RoF system. Basically RoF is a delay after firing a shot, and applies to basically every action. So the 0.25s delay is actually just the focus shots following the guns 4 RoF (Delay = 1 / RoF).
Overall this means that RoF has a direct impact on how often you can fire a focus shot. So I suggest, to offset x2 Damage, also giving SCC x0.5 RoF (4 > 2). This makes hipshots feel more weighty, prevents them from having insane DPS, and gives us an extra 0.25s delay between focus shots. This extra delay can then be taken directly from the charge decrease.
Currently it increases charge time by about 0.4s (0.625s > 1.041s) so adding on this 0.25s delay would let us halve its penalty, while still having the same focus shot RoF.
Overall I feel these changes would make SCC more viable, through giving it more options, while letting it keep its current identity as the massive damage sniper.
This would make the OC look like this:
x2 Damage and WP bonus
x0.5 RoF
x0.75 Focus Speed (was 0.6, 1.041s > 0.833s time to focus)
x0.685 Max Ammo and x0.73 Clip Size
x0 Focus Mode Movement Speed
I have some idea that i think would make the game even funnier and could help Playstation players
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An Overheating function easier to see for all the weapons that have that feature, like the drak, pretty similar to the PC mod
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A little cooldown reduction for the flares based on how many players are playing, for example, if I'm playing duos the cooldown could be reduced from 12 seconds to 10 seconds, making a little more easy if you are not in a full team
-
New feedbacks from the direction when you spam "We're Rich" and "Mushroom", with also an angrier tone would be amazing
-
Increasing a little bit the shredders hitbox, making it a little easier, because it is quite difficult when you have like 15 of them on you and start spinning and flying around you
-
A Victory pose where you Throw violently the "deposit bucket" taking it from an handle
-
A Victory pose where you stuck on the ground the "Calling Mule Stick"
Mission Control getting flabbergasted by a dwarf reaching the geode without the drillevator, in case one rogue miner breaks away from the rest of the team. "Hold on, did you just... how!? How, and WHY, did you go straight to the geode!? Better yet, how do I explain this footage to anyone!?"
I'm recycling this one, but it looked cool.
"If someone who is downed has Iron will and hasn’t used it put a
over their player icon to indicate it for other players and others with the perk as well.
I was in a situation were both I and the person I wanted to revive both used it at the same time, accomplishing nothing"
Thought it did seem like good idea
For Christmas when killing a robot enemy have there be a chance for a present to drop. Upon opening it there is a 10% chance it is a compressed gold chunk (or some other material loot like a enopearl) and a 90% chance it explodes
Managment warns against opening them, having a counter that shows how many miners have gotten blown up by them in the mission select screen, and other various terminals around the station
Tap to Hold accessibility option for objectives that make you hold E like building pipelines
New passive perk:
Power nap
when revived you gain a little more health than usual.
[don't know what amount would be "balanced" so i just wont bother]
this would be used to avoid the "death-loop" as I call it, where (especially on hazard 5) when u get revived its rather easy to die again really quick unless you manage to get some HP back.
Overclocks for each of the classes's utilities, for example for engineers turret one in Overclocks may be instead of it just shooting bullets, it shoots mini explosive missiles
Griefing should be an option for a kick
I think a multicoloured hair colour would be nice
New gem type: Fool's compressed gold. Much dimmer glow, is slightly duller and oranger in color than regular compressed gold, gives no credits when deposited. Dwarves yell "WE'RE POOR!" upon pinging it 
Diversity in main objectives
Here some ideas:
- New shape for the caretaker.
- New shape for the mobile refinery where you can have 4 pipes or 2, with an extra mini event to compensate.
- A mini dody get call sometime to go through a new mini event where she dig into compact granite, to access more morkite in a mining expedition.
- More Dreadnought
- Some eggs mutate to flee in an event similar to an Huuli or the place where the egg are hidden need an extra help from MC with a drilling tool to get one or 2 egg out.
- I don't have idea for point extraction, deep scan and salvage operation (I don't mention escort duty I explain it later).
I don't really know if those changes should be a modifier as it would ruin the unpredictable part of it, and cut also the probability to uncounter it as well. But this also feels like a lot of work so it could be more of a season event more than anything else. While I was playing with my brother the thing that bother him alot was the lack of diversity in the main objective lines. Once you know all the Dreadnoughts, how the Caretaker work, or what ever the mission work, we lose that first exiting and worried feeling of something unpredictable happening.
Thoses ideas are completely linked to the rework of the Ommoran heart stone who I have to admin was amazing quality change of the uncounter and exactly the direction I would like to push other mission primary objective to evolve.
But at the same time I get the need of try harders to have a standard main objective to avoid confusion in their haz 6 haz 5 all+ where the difficulty is quite only centered around bugs that the objective themselves. (Out dread and caretaker)
Modifiers are predictable but also avoidable while some mini event aren't (hello tyrant weed and omen modular exterminator) who can be 2 unpredictable event that can seriously increases the difficulty when not managed properly or getting simply unlucky.
To conclude thoses changes could be simply independent just like the Ommoran changes where we get a new Dreadnought in a season as a bonus. This game is quite amazing. I hope Rogue Core don't cutt to much of the time of development for it.
This is a small thing, but one I think everyone would appreciate:
When you resupply, it should refill your flares, too.
Can we get loot bugs that ate compressed gold or bittergems? Like absolute chonky nearly immobile lootbugs?
I've been thinking about this a lot after watching the movie. I got the idea: why not recreate the helmet of the dwarf who fought in Lord of the Rings?
I don't think the helmet is copyrighted.
Some type of way to record the game and look at it later. Mostly so I can get some good pictures of bugs doing dumb stuff
Pls add food. Pls, I want to eat chinese takeouts!!!!
Add a cooldown before an acid spitter is able to shoot upon it's spawn.
It is really frustrating on duck in cover when 10 of them spawn next to a player giving no time to react, take the cover as the name says or just kill them all.
Can the glyphid menace look more "glyphidy"? I feel it doesn't entirely fit. It looks more like a computer mouse than a space bug.
Stop shellbacks from going through shields and stop them from being able to hide their weakpoint inside the ground
It's been said before but core infusers should have a gold reward if you don't have cores
A new overclock to the shard diffractor: overcharged beam. Basically, it's a second function like the salvo unit, but with a beam. You press the reload button , and the charge will begin , it takes 15 seconds to charge, but you get 2.5x damage, penetration, and magma forms under the laser , assuming you shoot it near the ground. This drains an entire charge, and makes the recharge slower. As ups and downs, you get more ammo, more charge capacity, a tad bit slower recharge rate, and slower spin up time(or whatever it's called in the case of the laser)
I think the shard diffractor could benefit from a more mobile overclock that lets you charge and discharge the beam sooner; since there are a few that already require not interrupting the beam, how about one that encourages short beam bursts instead?
I have an idea! When the Christmas update comes out, make a Santa costume, a lil elf sitting on you shoulder and a little present that you can use in the caves and the present that is filled with 6 mining elfs that mine the oar that you have marked with your laser pointer. It is able to be recharged and use again. (Bc the elfs gotta take a little break yk?) It's just like Bosco but they only mine. 😦 Please consider adding this because I think it would be a nice thing to use. (Also the Christmas pack would be 10-15 dollars. 🙂
Make light skins(torches)
Like for Christmas it would look like present
For Halloween it would be Jack o lantern
For Easter it would be Easter egg
For valentine it would be heart
add a quick-restart button to failed missions
more voice lines for the pissed off MC (pinging literally anything that doesn't have importancy)
In the memorial hall, scout holds warthog and not boomstick. I think it was not supposed to be like this.
Boomstick overclock that ignites the ground/other effect like goop or change terrain to magma like the shard detractors balanced OC etc
Balance with player getting heat buildup/effect buildup with each shot fired
Cave graffiti with various phrases written on it via red sugar. With a high chance of spawning on the derelict drop pod on salvage missions
“Karl lives”
If playing engineer with the beast master perk you should have the option to put a turret on Steve
QoL update for keybinds
an option to separate the keybinds for cycle item up/down and zoom in/out
or, an option that reverses either up/down of cycle item or in/out of zoom
I wanna use mouse wheel down for "cycle item up and zoom out" and mouse wheel up for "cycle item down and zoom in".
Danger Dice is a pretty low profile framework, it doesn't change anything about the gun, just adds a little fuzzy dice to it.
Which means, it could be changed to a little toggle-able option to go onto ANY framework once you find it for a gun.
Like this. You just toggle this lil box and it puts a fuzzy dice onto your gun. Simple.
QoL Change or addition. Can we have a button to clear the notifications for new items. Like a mark as read kind of thing.
A turret mounted on doretta, similar to the point extraction turrets, might make escort slightly less painful
CRPSR Flamethrower Unstable Overclock - Irradiated Fuel
By tossing radioactive material into the fuel canisters, the fire and fuel that comes out of the nozzle becomes radioactive. This comes at the cost of flow rate to prevent the user from being affected themselves, and its heavier mass negatively impacts carry capacity and tank size. Additionally, their reach is reduced due to the increased fuel wheight.
- Flames become green, and also inflict radiation damage
+Greatly increased sticky flame AoE (AoE is Radiation Damage, contact is Fire Damage)
-Greatly decreased ammo capacity
-Greatly decreased fuel tank capacity
-Decreased fuel flow rate
-Slightly decreased operational range (range slightly longer than Face Melter)
Enable septic goo from spreaders to be ignited like the sludge pumps goo puddles.
Make Lobby Browser remember your filter settings for showing certain seasons (be consistent between Space Rig reloads).
OC for the Hurricane Missile Launcher (Blanced) Backblast:
🟠 Shooting missiles build up a meter you can see in your hud. Pressing R will cause built up gasses in the gun to shoot out, letting you soar through the air and absolutely cook anything caught next to you before your launch. Releasing the gas with R can variable the damage or amount it shoots you up by depending on its fullness (You fly towards where you look). The damage from the back blast would be a mix of heat and blast wave damage like that of the jury rigged boomstick.
+14 to base magazine size
+0.7 to reload speed
-0.4 Splash radius on missiles
Missiles reach maximize velocity at a slower rate
Dumb le MC description:
"The missiles and vents on your gun have been modified to create and store extremely hot and pressurized gasses. Turns out you can go quite the distance when you shoot all of it out at once. The missiles do suffer a bit due to the modifications"
An overclock for the shard diffractor, called "antique camera components" that turns the beam into a charge shot cone with limited range and stun. While charging, it emits a light that gradually increases in intensity from "standard flare" to "scout's flare gun", turning it into a pseudo-utility item. Useful for when scout is either downed or not doing his job.
So this is like a type of deep dive so it is called M.O.L.E.S which stands for miner operated lifte expedition squad so you go to the deep dive terminal and select it and you explore cave that haven't been documented so the map doesn't work yet and what you do is find 3 parts of the cave to call in scanners and then the map works and it gives the objectives of a normal deep dive but you want to spend as much time looking around as possible you get paid more for this and the objectives are just side quests and there are 3 stages but you just document more of hoxes 4 I might have spelled that wrong
Using laser pointer and pressing call mule should call the mule where you laser pointed

A voice line that activates sometimes when dwarf fires warthog (also maybe boomstikk): “SHOTGUN!”
please allow cross platform data sharing, i wanna move my date to steam so bad and play again 😭
Jury-Rigged Boomstick Balanced/Unstable (?) Overclock - Sludgeshot
R&D managed to make shells that splash out Corrosive Sludge, though the sludge is not cohesive enough to form puddles on inorganic matter, its greater weight effect make them more difficult to handle, and buckshot caliber is slightly decreased for optimization
+Shock Wave deals Corrosive Damage and slows down affected enemies (like they just got shot with a Corrosive Sludge Pump glob)
-Slightly decreased damage
-Slower reload speed
RND seriously needs to add a new AMD FSR 3 for my camera. My rubish equimpent is constantly overheating
The overheat for all weapons should be shown around the reticle, it's hard to aim while looking at the overheat
Yes, I know this is a mod. It should be in the base game though, for those who cannot download mods such as Xbox players like me
This is kinda similar to when I asked for prosthetic cosmetics earlier but hear me out.
Moly legs
You lost your legs and jury rigged a broken moly to act as them.
Deep rock still owns them though so you will have to give it back after your contract is over
please nerf scout's tef (as a scout main)
On a mission with a hidden secondary objective have a chance for the team to find aquarks, morkite, ect. and send a survey pod down and attach a pulse unit to complete the mission like on deep scan.
Add perfomance missions for using a particular weapon/overclock type.
add a feature where pressing the salute button shortly after a tamed glyphid dies have your dwarf giving steeve a eulogy
Can we buff Driller's fire resistance somehow? It's pretty useless compared to something like Gunner's armor, there's basically nothing that deals fire damage besides the floor in magma core. Not exactly sure how you could fix it without just replacing it alltogether though... Maybe change it to have a little bit of explosive resistance too? Driller does use C4 a lot, after all...
Would be nice to bring it up to the same level as the other classes. Scout's armor is useful anywhere, even Engineer has resistance to Praetorians poison stuff, but Driller's armor is hardly useful.
-# "ooooh, yess oooohhhh, dreadnought and bulk attacks have a little bit of fire damage in them! ooh! fire resistance must be sooooo good because it protects you from the miniscule amount of fire damage that comes from super explosive fireballs and detonations! Driller's resistant to the two enemies you probably get hit by, much less fight the least in the entire game! you're stupid for even considering a buff!"
TL;DR: Buff Driller Fire Resistance
Silly voicelines:
When grinding on the refinery pipes passed or near a Dwarf have them say: "Do a kickflip."
When falling from a great height at about 15M+ of non-stop descent "Yep, I'm definitely going to feel this in the morning."
After getting revived "Is... is my beard okay?"
We have promotions to encourage trying other classes.
We have weapon maintenance to encourage trying other weapons.
Maybe something to encourage trying other overclocks? Yes, some of the stable ones would be pretty dull, but it would be good for players who are just getting their first few. And I don't think I've ever switched GK2 off of AI Stability Engine since I got it. This probably doesn't need to take nearly as long as weapon maintenance, or even evolve with seasons like weapon maintenance does thanks to how many OCs there are. I'm thinking maybe...50,000 xp a piece? A few good haz 5 runs, or a bit more lower haz runs.
I'm not sure what the reward would be, maybe a framework for that weapon themed after the overclock? AI Stability Engine could have a computer attachment, Plasma Burster Missiles could make the rockets glow, Six Shooter could visually show six rounds, etc.
Maybe adding special beers during other events. Like summer there can be ''Beer-a-colada'' which will be beer served in coconut shell with a little umbrella on top. Dwarfs would ask if corporations are going too far with their hybridizing or something like that. Maybe on Halloween there can be spooky beer that will be served in skull and dwarfs would like it and say how cool and edgy it is.
put the elf into the test tubes during the christmas event
I would love to be able to give Molly or even Doretta custom paint jobs
mule modification. The ability to ad paint jobs and such to the mule (effects the lobby host's) higher tiers allow you to add flood lamps to light up caves where ever the mule goes.
You can unlock mini mules to have as many per player's in a session, and they will follow an assigned player, allowing less frustration when two players need the mule.
You can also unlock a bigger mule, like what we see on the rig in the corner. This allows more mods, like a drill that goes directly to the pod, more flood lamps, and a maybe a passive defense tool. Canonically guns are banned on the mules due to the charge suckers. but maybe this mule can have a gunner's shield but more powerful added. Or a bug zapper.
Ebonite glyphids shouldn't explode as hard on volatile guts.
you can't really mele bugs on volatile guts without losing health, and you can't kill ebonite bugs without mele-ing them
Add an eggnog drink for the yuletide season event
I really want to be able to download/purchase the yuletide music that is played in the space rig, it makes me so happy
being able to sync cosmetics between presets so you dont to copy-paste each time you do a small change
I dunno if it was suggested before but all mushrooms should trigger the "mushrum" response, or at least all brown variants and not just that one specific variant.
I know Engineer's turrets have been a point of talk for upgrades but how about a mod that allows you to throw a sentry and it will auto build or sticks to a surface like Axton's sabre turret from Borderlands 2? Like throw it at a wall or ceiling and it self builds/deploys at a slower rate?
Add Groucho Marx glasses as a moustache option if there aren't any already
some sideburns take the pouches off the mk4 scout armor I can't send images for some reason so I can't show but some do and some beards take the pouches away when they just go in-between them the pouches should only go away if the beard covers it such as the massive chinstrap that covers the patches but beards like tightly wound dose not so it shouldn't take the pouches away
How bout flare upgrades like duration and brigtness.
Please add the ability to change the color of your traversal tools like the rest of your weapons, especially the driller drill arms! They cover so much of the body and are stuck at bright yellow when they would look so much cooler if you could color coordinate them to your armor colors.
Make armour breakable on deep dives. You can repair it back at the ship or on resupply drops. Also make it possible to upgrade the flares the scout use to be able to be brighter and have longer duration (idk if that has been done already)
Still waiting for a 'rejoin last lobby' thing for if/when the game random dc's you.
i know you didnt want the game to go in this direction,
but giving more end game things to grind for:
stats. (for example, anything that would increase stats, do 10 elite deep dive, for an increased stat slightly. anything at all)
or/and increased tools and tool options. (for example, the option to choose, once unlocked a
miniature version of the other dwarves tool. i.e a scout with their main rope tool, and a miniature, smaller, worse drill)
would bring a lot of people back to play.
as someone that bought the game since 2021, i didnt play since 2022.
i want to play, but i dont have much of a reason to.
i play mostly solo and most dwarves tools are not fun to use solo, or unappealing enough to grind them for prestige. a more end game focused upgrades would keep people like me playing, as i need an improvement style reason to play.
the skins arent motivating enough to play.
Add in the Hottie Chocky Brew for Yuletide with candy cane in it with the drink mixed in with some whisky. (Most certainly recycled!)
Difficulty modifiers like double enemies etc. for lower difficulties
Can you add a option in graphics to turn cave particles off?
Bosco forgetting what he was doing before reviving you is so gourd damn annoying. I don't know if this is a bug, but I hate it
pls fix his memory
TL;DR - Make missed anniversary items return, please. 😅
This is a weird one but hear me out, so many games have fomo and stuff you miss etc, as a completionist this is obviously hell.
I was so happy to see that this game puts EVERYTHING you miss back into the game, absolute gold. Even if you miss Christmas bonuses one year then next year they all come back so you get the old ones AND the new stuff if added, absolutely fantastic.
My suggestion comes here, EVERY battle pass thing returns, every holiday theme returns, every missed item returns, but not anniversary items? Why? If you miss, say, anniversary 1, 2 and 3 and join on the 4th, you only get the 4th.
Why put so much effort into making sure EVERY single item returns for people like me so meticulously, except this ONE celebration. 😭
I think I made this suggestion years ago, sorry if that's the case and for repeating myself, but I just want anniversary items to return like other items. ☺️
Yes it makes no sense to get the number hats of times you missed, but it would be nice given how everything else is fomo free. Perhaps they have fixed this, it's been a while since I played, but if not, then please do, it would mean the world to my completionist soul. 🥹👍
The only other option is to cheat the items back, but I refuse to risk a ban from this amazing title. And I know I know, the streamer items are also impossible for a random guy like me, but at least that's obtainable if I reach high views etc, so the possibility is there, the anniversary on the other hand is impossible without a patch unless they made it so that they all return already.
I have to present you all with one of the worst idea's known to man. Do I think the Dev's will see it, acknowledge, and implement this in some funny way? HELL NO.
But I will post this awful idea anyway.
Cave Goats. Why do I recommend Cave Goats? Because goats are goofy as heck, they are able to get into the weirdest of places by standing on the literal edges of rocks, and they lick the heck out of minerals.
Do with this what you will. And if they do somehow get implemented into the game, I will cosplay as said Cave Goat. I am a man of my word, and it will happen.
Physical DRG merchandise!
Mugs for all the beers at the Abyss Bar!
A brew-mixer for making all kinds of in-game brews that looks like Loyd, with the little arms spraying the drink mixed into your mug!
DRG alarm clock configurable alarm settings! Select the dwarf figures you want to have wake you, or Mission Control scolds you awake! Alarms include being awakened by Engineer and his turrets shooting to shock you awake! Scout lights you up with a flare from his flare gun! Driller wakes you up with the sound of his flamethrower! Gunner's shield lights up and shoots until his gun overheats! Mission Control scolds you for sleeping in! Combine for any combination or have all 4 classes and mission control wake you together with a triumphant "ROCK AND STONE!""
Whenever a team returns to the space rig from a mission, they should not spawn inside their personal quarters — they should spawn inside the open drop pod.
Dwarves should still spawn inside the quarters when they join lobbies.
Reduce the number of enemies on Haz5+ Corestone fights. They are way too tanky at that haz with the sheer numbers they have. Feels impossible to do without zips at that level
Terrain generation shenanigans can sometimes result in secondary objectives floating in mid-air (like a boloo cap hovering above a refinery that drilled through it in its descent). These objects aren't subject to normal terrain destruction rules in general, either – like, an ebonut attached to terrain won't drop when that terrain is manually destroyed.
What if those objects could become affected by gravity and drop when they cease to be anchored to terrain, like minerals?
Bosco rocket AI improvement, please. Just something minor, like checking for obstructions would be a game changer. So many times I’ve told Bosco to rocket something and instead it just hits a random stalagmite that was between Bosco and the target.
If there's a trytolite deposit, make sure the bomb dispenser is not too easy to reach and preferably make it spawn in the other side of the cave.
Which is my sarcastic way of saying that the bomb dispenser should spawn in area that is slightly easier to reach
Edit: and make bombs explode on contact with terrain if its close enough to the deposit
we need to be able to dance at will, wherever we want, whatever the situation
glyphid W/ wings like beetle
Add a granade maybe for engineer that can teleport entities between two points around it
Add an option to skip the forging cutscene, I love it it's a great cutscene but I am currently having to watch it 55 times back to back since I am doing a stupid and it would make it so much quicker.
Wormholes!, Lok-1 smart rifle , Unstable overclock
•Magazine size is now your max ammo.
•R now places a translucent wall that allows enemies and dwarfs to pass through but projectiles are stuck mid-air in stasis.
•Pressing R again places the other end of the wall wormhole and vomits all the projectiles it has within then removing both after.
•Projectiles frozen gain velocity and damage (up to 3x) over time however they lose max range with how high the damage number % increase is, aka 3x will be point blank 2x will be a noticeable decrease etc etc as well as gaining
•Instability, Instability is gained passively the more time a projectile spends in the wall and based on the amount of projectiles stuck. Every second its rerolled with the odds that it currently has and if it lands on the instability percentage thing, it pre-fires the projectile.
•Massively increased base spread.
•Damage is reduced by half for the rifle.
•Lock on area now determines the size of the wall.
•Lock on range now determines the max range projectiles of the rifle will cover and projectiles affected by the wall.
•Anything that requires locks such as unstable lock mechanism just needs to enter a wall once to activate idk.
Combinations:
Super blowthrough rounds or breach cutter to recycle rounds by firing at an enemy in front of you, it carrying on towards the wall and then can be fired once more.
Silly fat boy stacking to kamikaze into a bulk and show it what it does to us.
I cant think of any for the shard diffractor , maybe the wall just diffracts the laser splitting it into smaller ones like the breach idk?
Additional notes:
idrk what to do with aperture extension , shutter speed sensor or smart targeting software
The colour of the wall will be based on the weapon skin colour assigned to the eye iris thing camera so you can have purple red blue etc etc colours.
I cant send emojis for this (they takin up my word count ):< )
Akimbo Overclock for "Bulldog" Heavy Revolver
It essentially works like the zhukov except semi-auto
Pros
:
2x magazine size
2.5x max ammo
Cons
:
1.5x slower reload time
2x recoil
1.5x decreased accuracy
Description: When it comes to weapons another on is always the best option thats wht we're giving you another one
New Glyphid-type Enemy - Glyphid Scaramanger (Regional Enemy for Magma Core)
This Glyphid has taken quite a hint from the valuable-but-deadly Crassus Detonator, using its great internal heat attained as an adaptation to the harsh environments of the Magma Core to cover its exoskeleton in solid gold. It has also been known to periodically eat and store gold inside a specific cavity to use as a projectile against any aggressors. The gold is spat out at high temperatures, which, combined with the projectile's high density means it will cancel out the momentum of any Dwarf unfortunate enough to be hit while increasing their temperature to an extreme level, though the liquid nature of the projectile means it itself is not very damaging.
The greatest reward comes from defeating it, as once killed, its gold plating collapses, allowing any miners to collect its protective hoard for themselves.
An option to remove or mute display screen cluttering overlays and effects like the 'low health' and 'iron will' states
Give me the ability to recolour the elf fit
Ghostbusters reference outfits for the main four
You could have the words "Bug Busters" on them
⚠️Warning/Anomaly suggestion
### Heavy Ammo
Less ammo & more nitra 
-# Irregularities are causing ammo to be twice as heavy!
-# Luckily, this seems to go along with twice the Nitra ore.

(There's a lot that could be done with this concept as a whole)
- Ammo literally burns in your pockets, use it quickly
- New enemy type gnaws at your inventory, but killing them gives it back
- Your ammo is buffed somehow.
-# - Armor break / Terrain break / Pierce / Hitscan becomes beam (like wavecooker)
Generally just a warning that forces you to spend a lot of ammo! :)
-# I think that'd be a good teaching moment too. Using and getting ammo quickly is a valuable skill to learn.
-# And it also stays fun, even if you've learnt to do that. It's a tutorial and fun challenge.
-# Not unlike Critical Weakness! :D
Add platform gun placement preview!
There was a mod https://mod.io/g/drg/m/platform-placement-preview but it hasn’t been updated since 2022 and doesn’t work anymore 🥲
Holiday Beers during Yuletide
● A Molly Merry Christmas - Molly walks slightly faster on missions (Beer Buff)
● A New Year Steeve - This upcoming New Year revolution, Steeve has decided to make his New Year Steevelution to help your dwarf but better! Steeve receives a stat boost on missions ( Beer Buff )
● Santa's Special - Like Blackreach Blonde, it plays jukebox and makes your dwarf dance. Only that the jukebox plays festive music.
● Santa's Secret - Your dwarf changes into a Santa outfit
● A Glyphid's Gift - Your dwarf morphs into a festive glyphid. Imagine Steeve but wearing reindeer antlers and a shiny red nose!
New Enemy Type - Arachna Cervisia (Specific to Dense Biozone, Fungus Bogs, and Azure Weald)
Arachnas are a spider-like species that seem to be natural predators to Glyphids and Mactera, sometimes creating webs to entangle and devour them, but for some reason, they find Dwarves much more interesting, forfeiting any Glyphid or Mactera prey in favor of Dwarven prey, though it is unknown why. They have very low defense, but very high speed for their size, which is just slighly larger than a Glyphid Praetorian, with the movement speed of a Glyphid Grunt.
The Cervisia earns its name by its ability to fire a spread-shot of Web projectiles, and its deadly fangs which inject alcohol into the bloodstream of anyone unfortunate enough to get bitten, often leading to critical inebriation. Management does not condone the usage of these creatures for recreational purposes, and insurance does not cover any damages caused by any creature aside from the Dwarf themselves.
I've been kinda sitting on this one for a little bit, but since it's yuletide, I wanna share it. I've been kinda wanting a different biome. not anything new for a biome, but something different. i've noticed the map that we're seperated into regions, and that's pretty dope, but we're usually dropped into the main inner region. can we ever get dropped on the outskirts of the region? like where biomes start becoming intertwine? like glacial caverns mixed with chrystaline?? or Magma core mixed with Sand blasted corridor?
Achievement for beating hazard 5 mission drunk
Could we make the upper management more unhinged when we annoy him
What if you gave the classes more weapons to unlock
Since we can pick seasons... what about eventually letting us pick the decorations in the space rig and keep them around as longas their is not another event going on?
I love the festive space rig so much I want it around longer.
turret whip should work on the minehead turrets
As a joke add a voice line when failing a mission where Mission Control makes fun of the dwarves for dying if it’s a low haz level.
Add voice lines for pinging a docile or friendly entity. It is funny to scream at cave cruisers, but i feel like it’s out of place considering they aren’t actually threatening.
Scorching Tide tweaks to performance
To make scorching tide less vertically challenged, the tide itself drops down onto the ground and explodes out both fire and heat damage
sticky flames created from scorching tides tide last on the ground longer (+3 seconds base, and +1.5 additional second for every sticky flame duration upgrade)
like the Snowball OC for the Cryo Cannon, targets set on fire from scorching tide shed the status effect slower
Shallow Dives:
it’s like a regular deep dive, but the difficulty is even lower (2.5, 2.5, 3). To compensate for this, you only get cosmetic cores from doing it. Otherwise it’d function exactly the same as deep dives.
Update the shield link perk to include the ability to boost your own shield by pressing the shield boost button/ key twice.
At some point, I kinda hope DRG devs do something similar to what Battlefield did with the Peacekeeper, using secret icons and such to get the use of the Error Cubes, then giving you a way to use them with an Error Helix to unlock some secret and awesome Error Weapon Framework for all dwarves, that shows the weapon bugging out and warping, like people animation minecraft blocks with the pixels moving out and back in individually
Gunner weapon idea
"Brass Typhoon" Rock Mower
Design:It's an Lmg with an engine like a chainsaw/lawnmower with the cord to start it
How it works:
It is a high damage high-medium fire rate medium-low ammo medium recoil Lmg but it runs on overheat and to start it you must pull the cord on the Lmg which might not start on the first try and it does major damage to walls
Upgrades:
Faster fire rate but lower damage/more recoil (or other way around)
2 penetration upgrades
Bullets inflict fire damage
Higher chance to start the engine but it overheats faster (or other way around)
Explosive bullets but no penetration
Base stats:
Damage 25 (35)
Fire rate 7.5 (20)
Ammo 365 (650)
Chance to start engine 20% (35%)
Cooling rate 1 (2)
Overheat duration 15 (10)
Penetration 1 (3)
Description:
Ever been cornered in a cave by glyphids? Ever been surrounded on the Minehead because the turrets are just enough help? Well we have the weapon for you it will now through Rock like a pickaxe through a swarmer so just imagine what it'll do to the creatures down in the caves!
Lore:
Money began running tight and R&D found out they could cut corners by making a cheap cost efficient gun for gunner because ammo alone for him cost 5% of their budget so they stuck a lawnmower engine to an Lmg to make the bullets fly faster and harder which means less bullets per grunt which then means less money on gunners ammo
(This was a pain to type yeouch)
change the zhukov mag position or the position of the ejection ports. they aren't aligned with the mags and the guns aren't big enough to put in anything to pull back any ammunition that goes into the gun, nor are the mags big enough to hold 25 rounds of (what i can only assume is) 45 caliber pistol ammunition while they are slanted. tbh, this is really just a huge OCD type thing i have and since i can't get it treated, i have to use mods or not use this gun at all, so please fix it, i don't like using mods to use a gun that isn't even bad but just has wonkey modeling.
Next Yuletide assignment reward - large bushy beard with colourful blinking lights in it
How about skins/new clors for Molly? Like the ones Bosco has 