#suggestions
1 messages · Page 31 of 1
It would be cool to see the merging point/dividing dead zone between the layers of classic drg and the depth of rogue core, to see what stops the fauna of either layer from migrating to the other
New boost beer called Handyman's delight that boosts fixing and building speed by 15%
An ability to view the current hazard, mission length and cave complexity on deep dives
There's one Tier 3 armor upgrade for each dwarf so I propose some extra upgrades so there are some better options:
💉 Onboard Medical Computer: If your health is below 25% and you don't take more damage within 6 seconds, you will automatically regenerate up to 50% of your max health.
🧰 Ammo Crate: You can carry 25% more ammo but as a consequence you cannot have more than three stacks of ores.
You should be able to customise the utilities for each class, for example the drillers drills instead of being yellow all the time I could make them have a camo shader
Elite deep dives should not have a chance of giving you clean overclocks, they should only have a chance of either giving you a balanced overclock or an unbalanced overclock
0% camera shakes needs to return. I started to play only to get headache and dizziness. Dwarfs neck should be strong, not weak and floppy.
Personally I dont like assignments and wish weapons and things could be unlocked more passively as I dislike being forced into a straight 3 or 5 missions often with no mutators whatsoever making the game pretty boring. Make us able to take on more assignments at once or make the missions picked more likely to have mutators please
add triggers to all the guns that don't have them.
literally just a nitpick but it bugs me so much, it's not that they're bad at all or anything but it's hard for me to use guns like the gunner and driller primaries because i'm stuck thinking of their lack of trigger. the engineer secondaries work because of that little nub on the grip that could be considered a trigger but the driller and gunner have no triggers on their primaries in most of their skins.
Maybe have a perk to go with beast master perk that will allow steeve to fetch red sugar for you when your down so he can get u back up
The ability for a session host to put skins/designs on Molly
Add a hairstyle that looks like steretypical electrocution
Idk if suggested already but rework Dark Morkite and make it so that pots o gold procs with any kind of mining equipment (C4, EPC, explosive etc)
Active Perk Idea: Geologist's Scry
By holding down the "Throw Flare" button, send out a pulse that adds luminescence all the non-luminescent minerals in a cave for a few seconds! Cooldown is a constant 100 seconds.
I - Highlights for 4 seconds
II - Highlights for 6 seconds
III - Highlights for 8 seconds
IV - Highlights for 10 seconds
when using marked for death on the M1K, remove the focused shot nerf when hitting a fester flea or bha barnacle
Make driller axes pingable so teammates can help driller retrieve axes he missed and didn't retrieved. Small but good feature i think. I know somebody already asked for that but please add this feature.
Actual Suggestion:
I don't know why this is not a thing yet, but can we drillers long-toss our C4 satchels like we can long-toss minerals?
a really big suggestion about something i thing:
In the sector of the planet that is located, a type of mission could be carried out that consists of "freeing" local fauna and extracting as much mineral as possible (as always).
But... what's the point? the lore You could say that a dwarven clan decided to take a chance on this separate planet trose by attempting to create a dwarven kingdom by pooling funds from other clans unified into a single large "corporation." Which would hire our company to clean and conquer this sector.
Their missions would consist of, in addition to the normal ones, Air Porifiers, recovering technology and other things related to recolonizing this region to build a great dwarf kingdom.
Add more space marine/halo/doom Slayer like cosmetics please
Make it so that in mining expedition, the main objective isn't always mining morkite, but mining a different mineral, like emerald or rubies
April Fools idea: If Engie is running Turret Whip or Turret Discharge and they accidently hit Steeve allow Steeve to count as valid target for meme value.
They should make a upgrade or something which allows you to hook onto bugs as scout and stomp them when the line fully recedes
A overclock on the improvised boomstick that puts the grapple hook on the shotgun, it retains all upgrades it would have normally but it can grapple onto bugs, stunning them for a time while you reel in and if you kill the bug you are grappling before it is over you recharge your grapple.
Dog ears and snout for Bosco, he growls like one, so why not make him one?
Allow the engi's turret to be constructed on Molly.
pet moly and bosco
👍
skins for engi's sentries
I really wish I didn't have to use a mod to apply armor paint jobs to weapons and pickaxes. Does anyone have any idea how amazing Chillaxe + Scout Armor Platinum looks on a pickaxe? I do. How does Lime Thunder look on Reaper Claw? Absolutely stunning.
Please, please force the Explosive Chemical Rounds overclock to place a maximum of 3 locks at a time on each enemy and add the locks one at a time. I don't need to spread out my 12 locks to 6 enemies and not have any of them go boom, especially after the ammo loss due to the balancing of said explosions.
One of the voice lines suggest that dwarves play dice... so it would be cool if we had abillity to actually play dice, it would add more things to do in the lobby other than jetty boots, dance etc.
The laser pointer could have some expanded features for multiplayer like pinging things and ores for a specific class/player that only they can see/hear and maybe have an arrow pointing to the pinged thing when they're not in their line of sight. Kinda like in Portal 2 Co-op mode
beard that has 2 shredder drones stuck inside, they wiggle from time to time
Move the Neck Guard to the sideburns slot for maximum custom helmet potential
Torn off core crawler face as a new helmet/mask.
Dance in missions perk
Skins for the resource bins & or biomes designated to glyphid colonies like a massive open web
Update FSR to the latest 3.1.1 version and potentially add FSR framegen.
The FSR 3.1.1 UE plugin is intended for UE 5.1.1, but there is a tool on github that can allegedly migrate plugins to older/newer versions of Unreal.
achievement for killing a goo bomber using goo bomber special
Allow us to pick up the candy cane from the elf and eat it. The sausage fest eating animation is so cool
GK2 Overclock: 🟥 Hammerdown Slugs
+1 damage
Every shot applies one stack of the Hammerdown status effect, capped at 10
Every stack applies 4% damage vulnerability. 1 stack applies 10% slowness, 5 applies 25%, and 10 applies 40%.
Damage vulnerability from hammerdown bullets is doubled. (1 stack = +8% damage from the gun, max = +80%)
-35% fire rate
-15 magazine size
Honestly I'm just spitballing numbers here, I don't feel like doing math at the moment.
The goal of this overclock is to turn the GK2 into a tankbusting single target beast, that ends up being even weaker against swarms of squishier bugs where you can't apply up as many hammerdown stacks.
This suggestion was probably made a lot of times but i'm gonna write it anyway, we NEED to be able to decorate the space rig, rugs, lights, interactive props whatever, it would be amazing to customize the look of our lobbies. We could unlock those decorations from weekly assigments, it would add more assigments to do other than core hunts and those promotion ones, i hope this will reach developers because it would be goddamn amazing (sorry for bad english if i made any grammar mistakes)
ArmsKore Coil Gun Unstable Overclock - Radium Spheres
By replacing the tungsten spheres with radium ones, the trail becomes absolutely massive and lethally radioactive, but the sphere itself is quite fragile, diminishing penetrability and physical damage inflicted by the projectile. Additionally, due to the dangerous nature of the projectiles, you can't carry as many.
+Dramatically Increased (+1.5m) Trail Radius
+Longer Trail Duration (+1.2 Seconds)
+Trail is more damaging and now inflicts Radiation damage as well
-Greatly Reduced Penetrability
-Massively Decreased Projectile Damage
-Reduced Ammo Capacity (-240 ammo)
A more interactive descent phase, like using a scanner to locate rich mineral veins
possible framework idea is legacy models and animations? though i dont know how youd do it with the new guns
While Yuletide, make biom Glacial Strata always available
Gruletide dive
A yuletide deep dive where you have three objectives the last being guaranteed to be killing a certain amount of elves or opening a large amount of yuletide presents on each mission before you can take the pod deeper.
During the dive all glyphids have Yuletide hats on
A new dreadnought that flies, not like you pop the egg and it starts flying, more like a phase 2. For attacks, phase 1 is basically the normal dreadnought, maybe the flame shotgun from the arbalest(or it's used by the other? I honestly have no idea xd), and for phase 2, it gets temporarily invincible,(so you cant rush it), it screams and blasts its outer shell off, to reveal its wings, and takes 25% more damage, also gets new attacks, like the mortar thing from the hiveguard, but it leaves pools of magma behind, fire balls, and it charges at you with a grab attack, which is basically a bite
Sandwich vending machine where you can make your own sandwich
Make mission control get angry at the dwarves when they kick barrels, decorations, throw snowballs, etc. at the biotank
If simply knocking on the biotanks pisses him off, why wouldn't yeeting a barrel at the biotanks do the same?
New red sugar line. Reference to Star Wars Republic Commando "Rule number 39. Never say no to sugar!"
Idea for Breach Cutter OC
🔋Bulk charger
🟨 Balanced
A lot more ammo
Shorter projectile life span
Lower beam DPS
Would be nice to allow pet on dwarfs. Every dwarf likes a pat on the back, they deserve it!
New Holiday: Pat Shamrock Day
Among dwarves, there is a legend of a lucky dwarf named Pat Shamrock who found an Error Cube, a bittergem, compressed gold, phazyonite, and a Crassus Detonator all in one mission after drinking Pots of Gold. He attributed his success to petting one rock each day and carrying his four-leaf clover and rainbow lucky charms wherever he went. We now celebrate this legend by decorating the Space Rig with rainbows, four leaf clovers, and pots of gold; and adding green food coloring to some of our beers, since it was his favorite color.
This new holiday features:
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New lost cargo: A green, four-leaf clover stone.
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New hats! Leprechaun Hat, 4 Leaf Clover Hat, A Literal Pot of Gold, Rainbow, and Pet Rock
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New Bosco framework: Lucky Leprechaun (adds a green Leprechaun hat, a 'coat', and a red 'beard'
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Green-colored Oily Oafs, Glyphid Slammers, and Pots of Gold.
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Space Rig Decorations: flowers, pots of gold (plastic, of course), hanging rainbow ceiling decorations, clover patches, leprechaun hats, and 4 leaf clovers.
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Lloyd wearing a leprechaun hat with a 4 leaf clover on it.
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Giant rock decorations for you to pet.
Give the driller 2 flamethrowers
Driller gets a mini nuke upgrade for the C4
Have an upgrade for the driller that makes his pistol explosive but like take away a lot of the bullets
So like it has 2 in mag and 6 in all
I think. It could be very fun to use and would be a nice gun for driller
more armor customization options, such as arms/torso/legs/backpack/boots/gloves
The ability to paint support and traversal tools
It has been awhile since i suggested cringe so, how about an active perk that recharges flares in an aoe around you?
Allow me to punt my teammates when they've drank underhill deluxe
Allow me to throw my teammate who keeps drinking leaf lovers special
These life of improvement changes I would like to have
- chat function during mission loading screen (especially during DD and EDD very helpful)
- stats (screen from the end) as history overview of all last runs (show last kills in missions / party members / fails / difficulty level). Currently the stat overview is disappearing very fast and difficult to improve if you do not know how you played last missions.
- additional stat how much supply was taken by which character (this is for me as important as kills in missions)
When grabbing a cargo crate/lost pack and there's nothing left for the player to collect, an animation of the dwarf shaking their fist in frustration with some voiceline like, "What? Empty? What'd I do this for?" on second thought maybe three or four voicelines to keep it fresh for greybeards who keep doing the crates and packs
More TF2-inspired mobility options. What if the driller had an overclock for the EPC that, when a shot is overcharged, it creates an explosion that can propel him in the opposite direction? This would be inspired by TF2's detonator, where its user, the pyro can hold down M2, the detonation key, before firing a shot to instantly detonate the flare and ride the shockwave like a rocket jump. For the gunner, he is similar to the heavy, but Mikhail doesn't have many mobility options. Just another RJ250, maybe, or the shield's charge being consumed for a demoknight shield charge. And last but not least, airblast for the CRSPR. Edit: I re-did the gunner mobility OC part, it sucked. You didn't miss anything.
modules for c4 driller. there are 3 modules, they are all similar in concept, just different in effect. the first module, after the bomb explodes, fire will appear when a crater remains after the explosion. the second is the same module, only with the effect of an acid slime thrower, after the explosion a zone of slime will appear, slowing down and causing damage to enemies. 3 concept, after the explosion an ice zone will appear, when opponents enter, they will gradually begin to freeze, but very quickly.
Ok hear me out on this one, what if we add overclocks for mobility weapons and suport weapons, just think having flare gun that when shoot makes hot area around itself slooowly making fire damage or sentry shoting balls that bounce and penetrate enemies, it would be crazy good
The ability to put sentries on Doretta? A friend of mine suggested this should be a feature, safe to say I agree with him.
The ability to join back if you disconnect in the late stages of a mission, I disconnect a lot, and many times I get 0 rewards and can't join back if I do so at the end or towards the end of the mission
Lads, we need a beer that helps us build and repair things faster !
an idea i came up with while playing, a new kind of deep dive thats purpose is to kill a new boss type glyphid (kind of like an evolved dreadnought). it would be 5 missions deep and they would get progressively more dangerous each level. starting at haz 2 and eventually getting as hard as haz 5 (the first two missions would be haz 2). the rewards would be lots of cash and xp (amount not for me to decide), two choosable overclocks (either choosable for class or specific overclock, yet again not for me to decide),and of course two blank matrix cores.
Consider adding ore-themed weapon, pickaxe and armor skins based on how much ore you've collected so far.
It would work something like this (
is a stand in for ores, including
and
):
1000
or 250
/
= pickaxe skin
2500
or 500
/
= primary weapon skins
5000
or 750
/
= secondary weapon skins
10000
or 1000
/
= armor skin
The numbers are up for discussion, I'm just giving an example.
Edit: The skin is for EACH ore you collect. The only exceptions would be the Error Cubes, Eggs and Aquarks since they count as one and not like Jadiz or Pearls as 10 or something. As for the appearance of each skin, I would leave that to GSG
Improve the turret AI so it doesn't just unload off its ammo into the body of the Caretaker doing approximately 0 damage aside maybe some tentacle damage.
a grinding thing like the pumpjack pipe grinding but in the base so you could grind around the base
A single page to show your completion progress for DRG, just as something to keep track of and show off
perhaps it can be unlocked after a certain percentage is reached?
When no events are active let there be a small chance to find the remains of previous events. The torn up remains of an elf, smashed Halloween skulls, ext,
What if there was a fifth class that was a elf sepretist that hates other elfs and enjoys dwarven culture better
Pet loot bug on ship like a housecat
Loot bug extraction mission,
With the various deep scans into the planet management have found lootbugs growing to the size of drop pods. There is a problem however, the lootbugs’ exterior is reinforced by trililite. Set up mining lasers and begin cutting its hard shell in order to get at the goodies inside.
(The mining laser in question being something like an emplacement that you need a dwarf to use. The lootbug tries to run away if you crack the shell)
Management in particular has an interest in the Blue Enopearls that can be found in its stomach contents.
You would have to clear like 3 of the bugs, they would explode with great force sending the goodies in all directions so a big part of the mission is just bringing everything back to Molly after it got shot everywhere.
If you have “its a bug thing” the bug tries its best to run away from you but if you touch it, it explodes with the force of a bulk detonator if its hide is pierced with the mining laser beforehand
Problem: I don't like playing specific maps to finish missions (maybe it's cus I find them repetitive and / or boring)
Solution: allow to choose multiple missions at once / make it like a small battlepass where from maps you are supposed to play you get 100%, from other 60-80% (depending on the difficulty and map buff) / allow you to choose 1 of 3 maps and provide screenshots of them
Note: it's more like a review than an exact idea
Suggestion; Be able to hear the dwarves yell out silly stuff when pinging in Solo. I want to hear my dwarf yell out "We're rich!" while constantly un-tasking Bosco from carrying stuff.
an overclock for jury-rigged boom stick that sucks other players towards u :3
Would it be possible to make it so when you are pinging an area that has the Aquarq, Jadiz and/or Enor Pearl particles that is has a seperate name so they can come across more importantly?
I don't think doing this should be encouraged but it can a fun "easter egg" : some MC voicelines for when we go back to the drop pod while it goes back into orbit after having brought the dwarves to the caves.
At some point new players will try this so I believe it could be amusing having MC says that the dwarves are not allowed to go back to the rig if they forgot to pack sandwiches while the player is expulsed from the drop pod when hitting the ceiling of the cave.
Add an unique exploder variant for Fungus Bogs which leaves a poisonous cloud after exploding.
valentines day event
Update the Marked for Death overclock to work on Caretaker
sitcky flares is tough
Suggestion for Breather pings: Heavy breathing. Chance upon ping for mission control to get weirded out and ask you to stop in his own special ways. Like threatening to call DR [Dwarf Resources], whining and of course talking about management
Custom breather voice lines needed
Scubadiving mission
i got the suggestion: as a QOL just add some indicators on the mission selection for season challenges the example would be do xy missions in azure or sandstorm caves and do caretaker/salvage
edit: with that i mean like the hatching or the little dots right next to the mission signs
New Driller Overclock: Goo Roller
This overclock reworks Goo Bomber Special into something decent.
Description: R&D messed with the charge shot's churning mechanism to increase the viscosity and density of the goo, allowing it to roll on the ground in a straight line.
Effect:
- On charged shot: Goo rolls in a straight line on terrain
- Blowthrough += Fragments
- Ball size affected by Air Sensitive Compound
- Goo no longer splatters.
- Goo no longer leaves fragments on the ground.
Tangential to SharkChew's suggestion, a unique exploder variant for the Glacial Strata that leaves a cryo cloud after exploding
Make it so you get a little extra credits depending on how much nitra you have when you complete
Can we potentially get uniform variants of these hats:
- Thermal Insulation
- Broken Hardhat
- Officer Cap
Voice line for killing spitters: "Spitters are quitters!"
Extreme Deep Dives.
Five stages.
1: 4.5
2: 5
3: 5.5
4: 5+ More Enemies II
5: 5+ with I on all modifiers.
Possible future season. With the company discussing morkite seeds as being a possible alternative to Hoxxes manual labor, I think it could be interesting to do a fake-out:
Part 1 (We'll call this season 7 for simplicity's sake) would be the company successfully growing morkite in some lab in orbit, they get all hyped up about it, and they decide to start pulling their employees out of Hoxxes, we have to start digging up old equipment, from early excursions to sell as scrap after employees are laid off.
Part 2 (Season 8 for simplicity's sake) would be the company finding out that Hoxxes' biosphere is uniquely suited to Morkite growth and now the mobile lab in orbit is in a state of chaos, namely the primary R&D lab is basically crashing into Hoxxes because management once again got ahead of themselves. Now in this season we have to go about recovering all their data so rivals can't get an edge in.
I know for a FACT that this has been suggested before, but please add fem voiceline and beard options for the Dwarves. Discworld style so it's not too much work (still a lot), but my transfem ass is stupidly craving this.
Also seperate sem-joke suggestion, allow a settings option to make it so all your voicelines for Molly are nice to her (and more of them hehe :3)
I searched and found some similar ideas to this, but not quite what I had in mind, so here's my spin on it.
My friend and I who like to make goblin "dwarves" with the green skin, would like to see a series of very poorly designed fake hair options (beards, sideburns, eyebrows, mustaches, and hair) with tape, staples, glue, string ties, (drawn on with marker), etc... holding them on at crooked angles and the like.
New Unstable Overclock for the GK2: Autocannon Rounds
R&D saw fit to modify the gun to shoot autocannon rounds.
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Slower rate of fire
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Smaller magazine size
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Less ammo
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Higher Recoil
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Higher Direct Damage.
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Now deals area damage
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Bolt gun fantasy unlocked
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An AoE option for Scout
please let us put paintjobs on our utility/traversal tools (im very aware this has been said before)
Mostly to the lore of DRG:
-Would be cool if Gnomes were the mortal enemies of Dwarves.
-And usually I like to imagine that the opposite company is ruled by Gnomes (the company that makes patrol bots and shredders and more)
I know this is not going to happen but would be cool if we had gnomes since we already have elves
Raid on an elf planet:
-Management wants us plunder an elven planet after they damaged HQ
-The dwarfs would be sent in underground and would have to reach the elven resource bank.
-From there the dwarfs would need to fight through hordes of elf’s until they get back to the individual drop pods.
A Trench Warfare DLC that features a new armor set with the dwarves in trenchcoats and doughboy helmets with gas masks and a classic weapon skin set with bayonets.
Dance Dance Revolution to the in game songs would be amazing as a minigame
Add more biomes (when y'all finish with rogue core at least)
Had this in my head for a couple of days when I was putting a new fit together.
An extra addition to the wardrobe, a separate page to save full outfits and swap them with whatever loadout slot you want so you don’t have to put any outfit back together piece by piece (which is time consuming and a pain if you like the outfit you’re swapping for another) if you’ve got more ideas than what can fit in each of the load out slots. It’ll allow you to save more outfits than what you would otherwise have on hand at any given time and maybe allow you to preview armour, hairstyles, hats etc. that you have yet to unlock so you can get a feeling for future outfits you could have planned in the future.
Rich Atmosphere should also pitch up voice chat
mark all notifications as read button,
i see those red icons in my dreams
an idea: what if the taser bolt could link to electric crystals?
An ikea shark sized lootbug plush. pls pls pls pls pls
Give us vintage armor set to go well with 4th relic framework (similar to the scale brigade, but more mythological look). lot of head peace doesn't fit with all the other high tech armor set.
A type of mission in which the goal would be to collect the previous crew's equipment (drillelevator, refinery)
Considering how most Colette Wave Cooker builds tend to neglect the reload options, I would like to suggest a third option to the 4th mod slot on the Wave Cooker:
Low-power settings.
"Push reload to lower the heat settings on your microwave, reducing your exposure to dangerous radiation. In return for the lower exposure, the power supply experiences less strain on it's supply. Push reload to deactivate it. "
- Low power settings
x0.66 damage (66% fire, 33% radiation) / x0.5 damage (100% fire)
in return, the Colette would generate less heat per shot and/or consumes less ammo per hit (like 2 ammo causing 3 shots if held down for long. Potentially cancellable)
The stats are, of course, completely up to the devs, but I feel like it would be a good alternative to the high damage and high area options we have by providing a high ammo option instead! I tend to leave my 4th slot blank for convenience to avoid accidents, but if I had access to this, my favourite build would finally have a use for it's 4th mod slot.
Edit: I also find it as a funny idea for lore that R&D recieved a couple of complaints about radiation exposure, so they added this option so it's on you for not picking and using it if you suffer radiation poisoning from now on :3
OC for GK2 rifle
Heavy Flechette Rounds
🟨 /🟥 Balanced or Unstable
Replaces bullets with flechettes which can pierce through one enemy and ignores up to 50% armor
Very small increase in damage
Projectiles are physical which are affected by damage fall off and take some time to reach far away targets
Cannot stun on weak spots
Less ammo
New primary weapon for Engineer: M1000 Carbine
Loosely based on the M1 Carbine. Shorter, lighter and less powerful cartridges means this weapon can fire on the move. Stat wise it takes two shots to kill a grunt in the weakpoint so it plays somewhere between the m1000 and the gk2.
Semi auto, this is an accurate spam weapon. It can gain bonus to weakpoint damage, and volatile bullets.
OC Ideas:
- Incendiary Ammo: shots can now ignite enemies
- Miner Adjustments: Attack speed increase and full auto
- 2 shot burst: now fires 2 shot bursts
New Primary Weapon for Scout
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Armskore Rocket Rifle.
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6 round magazine. Fires mini rockets
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fires high velocity projectile rockets that do direct and limited area damage.
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can lock on up to 3 missiles at a time by holding the trigger and releasing. The cursor must remain on target to lock on.
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normal shots dumbfire the rockets.
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gives scout some limited aoe.
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can hover while locking on.
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can rocket jump
cave leeches dont display healthbars until they grab something or are being specifically shot at, i think it would be funny
hear me out, massive cave leech boss
multiple branches that dont grab till death, but enough to be a MASSIVE pain
also have them randomly spawn in other missions
Enable the Twin Slicer to occasionally replace the Radial Pulse Gun on the bottom layer of the OMEN. Having to deal with the latter every time has gotten stale.
I wish the Engineers Turrets threw a bit more light. I think one of the best immersion effects is watching the beams of light from the Minehead searchlights scan the caves. It's cool on Engi turrets as well, to much less effect, and I could see it being way more useful. Especially solo. I don't mean strapping a Maglite to it. But just a bit more for utilities sake.
gonna guess this has been suggested to death but I'm gonna say it anyways, some type of clan feature in-game, and possibly more spacerig customisation (small things like being able to change posters and signs and like the hologram for the mission select terminal)
Would it be possible to, hear me out...
Customize eye color?
Gunner: Dark Brown unlocked by default
Driller: Light Brown unlocked by default
Engineer: Blue unlocked by default
Scout: Green unlocked by default
Other colors: Gray, olive, gold, hazel, red, pink, purple
💡 If a dreadnought spawns during a non-Elimination mission, there should be a distinct extra bonus of XP or credits for killing it. They eat a lot of ammo and can be a severe disruption to some missions (like the one that prompted this suggestion: an On-Site Refining full of greenbeards where a Hiveguard spawned), so to go through all that and then find you get basically nothing but a bunch of expended ammo for your effort is a slap in the face.
Deep rock galactic vr, as it seems it would be hilarious to play
Glyphid-type Enemy Idea - Iron Slammer
This Glyphid has somehow managed to acquire armor made of high-density iron, which is useless to the company, but has also given it extremely high protection, falling short of only a Dreadnought, though it also covers its backside, and its attacks are particularly painful due to its massive weight.
While this is their greatest strength, it is also their greatest weakness, as they cannot crawl on walls and ceilings, and in order to attack, they must halt movement to raise their legs higher than other Glyphids, exposing its weaker undersides, which can be shot for critical damage. Particularly powerful attacks often leave it on its backside as it struggles to flip itself over dur to its dense, metallic armor, leaving itself open to painful counter-attacks.
make lloyd respond to rock and stone, and molly could make a little noise too
Mactera-Type Enemy Ideas - Mactera Nemato and Nematocera
The Mactera Nemato is not dissimilar in appearance to the much larger Mactera Grabber, but instead of a weaker abdomen, they now possess a stinger, which they can use to suck out the blood of any dwarves that encounter it, requiring one of their fellow miners to get it off by shooting it or whacking it with their pickaxe. Still, its relatively small size makes it very easy to get rid of, and their fear of Glyphids ensures they will detach if their victim is approached by such creatures.
The Mactera Nematocera is a much larger variant of the Nemato, still possessing the same deadly stinger, and trading the Grabber's grabbing sweep with a stinging sweep. Despite these terrifying attributes, its large eyes are its main weakness, as shooting them also causes the creature to lose track of its target, canceling out its attack, but its better vision means it doesn't need as loud of a noise to track its prey.
Mutator ideas:
🟥 Hidden Danger: Some Glyphids and Mactera has developed some kind of mutation that makes them invisible until they attack or are approached up close. (20% hazard bonus)
🟥 Core Erosion: There are active Core Spawn Rifts in the area which will randomly release Core Spawns regardless if there's an active swarm wave or not. (50% hazard bonus)
🟨 Glowing Flora: A new species of glowing plants have appeared in the area which provides a lot of natural light in the cave. It also makes enemies glow in the dark for some reason (does not appear together with Hidden Danger for obvious reasons)
🟨 Rival Cargo: A number of destroyed Rival Prospectors were found in the area and it appears they dropped their cargo with a small amount of random resources, including those not found in the current biome (excluding main
and side
objective ores and Bittergems
).
on the screen where you give a reason for kicking someone there should be a option that's just "leaf lover"
New secondary weapon for scout: Weaponized Signal Gun
This single shot signal pistol (also known as a flare gun) fires weaponized firecracker flares that spiral through the air before bursting into flaming hot fragments at the end of a timed fuse. Deals fire damage in an area, generates heat and fears enemies. Firecracker Flares can stick to enemies causing them to flee in fear and dealing fire damage to them as well as igniting them. When stuck to terrain, they ignite enemies that pass by before detonating. Firecracker flares can be shot out of the sky or on a target to detonate them early.
A strong thematic utility option for scout. Could even be used to illuminate the caves for a short time. Great at disrupting praetorians and making them run away to shoot them in the backside.
Electronic Tonic (Longbeard Brewery): In partnership with Voltaic Industries, this beer is truly shocking. A single sip gives a tingle throughout your body, and a mug is a tangy shock of an interesting flavor. If you like a light beer, then this is the perfect way to recharge your batteries at the end of a day. Note: The producer and vendors of this drink are not responsible for paralysis as a result of enjoying this drink. 1 Starch Nut, 1 Yeast Cone, 5 Malt Stars.
New Dreadnaught idea: Terrinaught (Terrifying Dreadnaught)
—Appears as bulk det sized fleshy abomination somewhat resembling a Glyphid, with some Glyphid Slasher attributes such as blade-like front legs and spike-ish thingies across the body, has no outer crust, so can be damaged anywhere, weak spot is an angler lightbulb thingy
—Damaging the bulb enough will make it pop and set it on regrowth cool down (~10s)
—Will attack in melee (Slashes, stomps, bites, ground slams etc.), meaning that Terrinaught is also nimble
—Has a Health pool of Hiveguards real (red) hp
—Pinging the Terrinaught make dwarfs.. well.... spooked
—1st Ability: "Jumpscaring screech"
-This ability applies new status effect "Terrified" onto Glyphids AND dwarfs via TN screeching across the cave, the radius is huge but time of the effect scales with distance (depending on the trigger, more below)
—2nd Ability: "Dash"
-Dashes in a straight line pushing dwarfs and Glyphids aside
—3rd Ability: "Rage"
-Once in a while, falls in rage killing only CURRENT non-biological sources of light, triggering "Jumpscaring screech" as if it was triggered by will (look below) and gaining a speed buff for 7s (i should add that a dwarf can still save himself if he just runs without looking behind, so that I doesn't becomes unfair)
—If Dwarf is affected: make further actions that involve hands more frantic, giving a high chance to mess up the action (Reload, grenade toss, reviving etc.)
—If Glyphids smaller than an Opps affected: Make them flee from the area, digging Glyphids (Like Memaces) will dig and despawn
—Phase 2: Upon falling below 35% health TN will kill ALL of non-biological, current and further sources of light (flares, Molly etc.) and go invisible, upon closing up to a dwarf the lightbulb will shine
Other:
"JS" triggers are:
-Lightbulb pop (15s, scales with distance)
-TN's will (7-10s, scales with distance)
-Going into 2nd phase (25s, distance doesn't matters)
As a gunner, if you're in a wide, open space and have an uncracked Corestone, you can easily avoid ever taking any damage by putting ziplines over the core stone. Plus, if you're in solo it's even easier because you never have to go down and mine the tower, Bosco will do it. The core spawn can't catch you since they can only attack you on solid ground. I propose that the core spawn be able to crawl on/climb ziplines OR be able to attack you midair.
Suggestion from my friend who doesn't play: New voice line: "Miners keepers!"
Soooo... I couldn't help but notice that there's a spare Reinforced Power Drill right behind the loadout terminal. We can bring back Doretta's head, and you can carry the extra legs from a Salvage Mission, AND a Backup Battery from a Sabotage mission. So, what if we took four legs, a battery, the drill arm, and Dotty's head, and made her a new body?
Could spend some resources to finish building her, and then, New Vendor!
New Mutator idea: "Obscure signal" - Due to unknown reasons, signal in te current cave is obscure, meaning Mission control is laggy and may not sometimes warn you about something. Pods (resup, drop pod, cleansing etc.) arrive with a noticeable delay (+25% haz bonus)
new beer idea just for shits and giggles. (if this has been suggested before, or is too hard to implement, i apologise)
Digested Inception
By Warped Breweries Inc
Effects: makes a dwarfs pov hugely warped, sort of like inception, with random screen flips and pathways looking like ramps to the sky. (would also work in missions to make a ridiculous but fun challenge)
Description: Once upon a time, there was a dwarf who believed that the world was a constant upward curve. Eventually, he sobered up and realised he drank this extremely odd brew made with possibly illegal ingredients. But dont worry about that, enjoy the caramell esqe taste with a hint of red sugar, and ride out the effects.
Upgrade/overclock to platform gun which causes enemies to get stuck inside platform material if it is shot at them. Small enemies, like glyphid swarmers and spawn are not strong enough to escape, and suffocate inside platform, while larger enemies are immobilized. Makes platforms larger, but gives less platforms.
Make fire arrows able to melt snow in an area cause right now they don't melt snow at all
Suggestion: Make more entries for the lesser families of the Bestiary. Such as the Nayaka and Naedocyte.
- Naedocyte Strangler: Would grapple players and hold them in place unless killed by a different player.
- Naedocyte Galley: A coral like organism where NAedocytes gather to feed. Not hostile in-itself but would summon Naedocytes if harmed.
This game could use more standalone pickaxe parts and paint jobs, like, a lot more
Update the stun mod on the gk2 to ioncrease the stun duration by 1 second. The stun on the GK2 is too short to make the stun option valuable compared to attack speed or battle cool.
An overclock to the deepcore, that basically turns it into a m32 rotary grenade launcher, but instead of just damage, 3 different types of ammo. You can choose 2 to bring, and switch them like the crossbow bolts. As for ammo, electric smoke ,that slows the enemy down and deals a bit of damage, bonfire, which basically is a large, well, bonfire that stays in that place where you shot it, and deals both damage, and scares bugs away, and oppressor special, you shoot it somewhere, it takes 3 second to activate, and sends a circle of those goes ot of the ground rock ,y'know which one, that even knocks you back(man im bad at explaining thing xd)
Increase the base attack speed of the Burst Fire OC of the GK2 to 3:
- Burst fire comes with an inherent penalty to ammo efficiency, especially for swarmers, and it requires all 3 shots to land in the weakpoint to kill a grunt in one burst.
- Burst fire requires more rounds precisely on target to maintain ammo efficiency, which increases the value of accuracy mods like T1 - Gyro Stabilization and T5 - Battle Frenzy's Battle Cool.
- Both of these mods compete with attack speed mods which the gun feels too sluggish without.
- Currently, even with both attack speed mods, the practical rate of fire (according to the wiki) is less than 8, the base rate of fire for the GK2.
- Currently this OC has an interesting interaction where the 3 bonus damage perfectly hits the 3 shot kill to a weakpoint of a grunt without having to take the weakpoint damage mod, thus you can take armor breaking. With armor breaking you should be able to two burst grunts to the body. Without accuracy there is some rng that effects consistency.
TLDR: I want the base attack speed of the three shot burst mode to be 3 so I can take battle frenzy and gyro stabilization without the weapon feeling sluggish.
Enemy Idea - Nayaka Narga
Resembling a huge, sand-borne snake or eel, the Nayaka Narga's method of defense is different from its fellow Trawler. Rather than directly grabbing miners, it will use its powerful, iron-terminated tail and momentum to whip any dwarves to their broken-legged doom. However, its large size makes it slower than a Trawler, and unlike the Trawler, which uses a sensitive organ to navigate, the Narga has large eyes, which can be shot to potentially send it crashing into a wall or slow it to a halt, allowing the dwarves to finish it off during its slow recovery, something helped by its body being frail once the copper armor on its body is broken through.
nayaka antlion enemy 
Morkite Beards
don't know if it would be good but can you allow back pickaxe parts to be used on the front i just like the axes to much
Change Car Pool to be soloable. It took us like 3 hours because the damn bugs kept crawling on the walls and knocking us off.
Buff bullets of mercy to have 30 round magazines with the ammo mod
New Balanced/Unstable OC idea: "Death beam" (Shard defractor)
🟢 Press reload to charge up and shoot a powerful beam of death for 3 seconds
🟢 Beam deals bonus damage and penetrates 3-4 fodder Glyphids or piercers and destroys (if possible) the armor of a bigger glyphid (ex. Pretorian)
🟢 Slight increase in ammo
🔴 Beam depletes more ammo than usual
🔴 Puts the defractor on a longer downtime
🔴 No splash damage from death beam
🔴 Slightly less splash damage from normal laser
An Overclock for the Deepcore 40mm PGL that allows you to lock on to a target which turns your grenade into a missile.
New plant idea: "Light absorber"
— Absorbs ALL light in a 5-7 meter radius, making that radius jet black
— Destroyed in 5 pickaxe swings
— Dwarfs will be annoyed at the plant
Here also comes the mutator with it: "Total darkness"
— Light Absorbers have a absurd boost in growth, making entire cave grow with them
— Light Absorbers can grow bigger than normal and take 1 more pickaxe hit to destroy
— +15% haz bonus
An Overclock for the GK2 called LMGK2.
2.5x magazine size
+2 rate of fire
+100 ammo
greater max spread
slower movement speed while firing
slower reload speed
New primary for scout: cryo lance rifle: A cryo weapon for scout that fires a continuous precision blue laser that freezes a target from the inside out, freezing faster while aimed at weakpoints.
Has someone already suggested a bow for scout
I may have also completely forgotten about bodkin bults
engi more sentry upgrade or a gun that can be given to a sentry(this could be a mod) for engi where smart gun he use can be attach to a sentry for low fire rate but med damg(55 per hit) (can only be use durning deep dive)
One small one allow an optional haz five modifier that allows a game to have 1 2 or even 3 hazardous modifiers
What if the Warthog Shotgun, can shoot explosive shells?
Again probably already suggested but PLEASE make it so cryo cannon and or other ice based weapons actually cool down hot rock making it walk on able
Also probably just a personal preference but I feel like the colors on the platinum skin for the weapons should be more solid
I love platinum on my armor for driller cause he looks like a paladin but I have to use ghostly pale on my weapons because the platinum doesn't work for me
Also colored equipment like what others have said but this time so I can have a matching set since the drills fit but the c4 suddenly being green collides like a head on collision
Probably been said a hundred million times already but...
- Wishing for reworks/buffs to obsoleted mods and OCs.
- Wishing for more loadout slots. I'd like to buy more of your DLC cosmetics and use them, but I don't want to replace my old loadouts.
please mark blood sugar as a red effect, me and some buddys went in thinking it was gonna be good thing but it becomes so stressful existing, and while bugs do heal, the constant drain made doing anything painful cause w had to look for bugs and sugar 20/7
Please add more weapons for all characters and maybe something a little more to help out scout I feel he is lacking in comparison to the others
Perk/Overclock mechanic idea: Rock Rounds:
Perk: mining ground (or any non-ore) replenish secondary ammo
Overclock: breaking terrain replenishes ammo (probably for a driller gun but would work on anything really)
Probably already done before or not needed but a Karl's revenge active perk that makes it so when you use your pickaxe and hold the active perk charge button you can then click power attack and do one massive slam that is a one time use aoe melee that breaks a decent amount of terrain
Could even just have a simple name like mighty blow
New armour set...the "WINDROSE" armour...FOR ROCK ANAD STONE!!! also definetly a pick to boot with the armour
Beer mid mision, like a findable event, or like a resuply, 4 beers with an interesting efect, temporary or not, depending on the avaliability.
Overclocks for everyone’s abilities like sentries and the flare gun and zip line gun etc would probably be a lot of work but could be v interesting for a buildcrafting nerd like myself:3
Excess scrip from completed seasons should be exchanged for credits or crafting materials, since you can't use them for anything
This has probably been suggested before, but it’d be sick if you could explosive jump with the satchel charge
make drillers drill speed multiply with increased momentum, so that dash would let you drill super fast
or it could just be its own upgrade
At the end of a mission there should be a stat which shows how much damage one player has done
Solo escort duty is miserable.
So I have a few changes I would like to see to make things... not as miserable. First off, bugs cannot walk on the upper half of the morkite refinery. Whatever causes that, I want applied to Dottie and I want it to apply to her entire body as well as a half meter out to the sides and a full 3 meters down. I don't want bugs attacking her from beneath her. That is the most annoying thing ever and I want to see it gone. Especially since it should make it easier for bosco to defend dottie in solo missions.
Second, make it so melee bugs will almost exclusively target the solo player while ranged bugs almost exclusively target Doretta. I don't need acid spitters targeting me while I have no one to get them off my back and I don't need bugs targeting Doretta while I have no one to repair her. Of course, the bugs should still target the dozer and the player when their priority target isn't around. We can't have the player over in Timbuktu mining nitra while all the bugs are sitting around Doretta doing nothing.
Third, maybe make it so that Bosco has a repair mode for the Dozer? Defend mode seems to be pretty ineffective so I wouldn't really miss it if it were removed. Bosco's repair mode would ideally be weaker than what the player is capable of with his repair speed being either 50% to 75% of the player's default repair speed. And much like with players, bosco and the player repairing Doretta should not stack.
And last but not least, if you do nothing else, at least give the solo player a higher repair speed, something like 50% to 100% faster, and give Dottie a 33% to 50% damage resistance. I would feel a lot better about doing a solo escort mission if I knew I had more leeway than I did playing in a lobby. (2/2)
this aint much but i would like a red perk where you can make flairs recharge faster or you can hold more it would be nice if you go solo and your not scout
Interesting to me that there is no Mactera Dreadnought in the game (yet)
I feel like that'd be a unique addition and more variety to the Elimination missions
make jet boots visible in lobby!!! sometimes im messing around in the space rig and all of a sudden, my jet boots overheat. an indicator like in game would be very useful! please add this, thank you
poorly translated language setting
The translation team are amazing, but you can't always be right. This mode translates all text into broken english to give long term players a challenge and a laugh.
💡 A 'Rock and Stone' salute that's interrupted by a Gutwrecker-tier belch. I don't mean like the existing one ("Rock -burp- And -burp- Stone -burp") -- I mean something downright cartoonish: "ROCK AND STOOOOOOOUUUUURRRRRPPPPPPPPPPP"
Ability to pet bosco

a beard with a beer mug inside of it
flag cosmetic, either free or that you have to purchase it (prolly in game currency)
Make dwarves say "Taste the pain" when they go for a pickaxe power attack
A new iron will voiceline that's just maniacal laughter devolving into enraged screaming.
scout grappling hook should be able to yoink heavy items like enor pearls and compressed gold.
this as a beard style
might have already been suggested but if you carry a heavy item on ice make a crack effect where you walk
a helmet or eyebrows that represent these "censored style" sunglasses
Karl's golden ale available at the Abyss bar.
Please add an Irish (Gaeilge) language translation for the game
A couple of primary weapon ideas:
Scout - Electrolaser Pulse Rifle
Fires a direct damage precision continuous blue laser beam in short pulses. The pulses should last long enough and deal enough damage to kill a grunt in one pulse while aiming at a weakpoint. A purpose built burst weapon for scout. The beam has a chance to electrocute enemies. Fires from an energy reserve similar to Engineer's laser without the windup delay, heat, or area damage. No spread but some vertical recoil for tactile feel.
Gunner - "Scatter Blaster" Heavy Plasma Cannon
A giant plasma shotgun. Shots fire many small plasma projectiles at once with a frontal blast wave for extra damage. Shots can be charged to reduce spread and increase projectile velocity and frontal blast wave damage and size. Subject to overheating. The gunner is slowed while charging. Typical plasma effects such as heat, electricity, area damage and bouncing.
Engineer - "Lonestar" Lever-Action Carbine
A large bore lever action carbine that fires hitscan explosive rounds. Feeds from a tube magazine so each round needs to be reloaded individually. Luckily Engineer has nimble fingers which makes reloading a fairly quick process. Likewise, he handles the lever-action quickly. Some mod ideas would be volatile bullets, faster movement speed while reloading, and a turret whip that lights the area around your turret on fire.
For Driller I favor an electric primary that has a chance to stun but this has been suggested many times.
add the scout grappling hook somewhere in the hub like the jet boots
add a moustache with beer foam on it
It would be nice if the sensitivity was faster on controller I use 100 but it feels to slow fighting huge waves of enemies
A Q'ronar Dreadnought would alternatively also be very cool
Giant ball that is really fast moving and when he comes out he shoots a few salves
Make scout boomerangs spammable like driller axes. Right now you can't throw a rang while a rang is in flight. When there are many targets its easy to get overwhelmed. It would be better to be able to spam them for more crowd control at the cost of an additional use.
A dwarf slayer inspired cosmetic set might be cool
Suggestion : A option to block players straight from the game even if you are not the party leader so they cant show up in future games.
I shouldn't have to suggest this one, but i joined a lobby and someone else joined whom straightup started spamming all his shit infinitly and such. I tried to just block him and leave, but i couldn't block him, only mute. Would be nice to have a block button next to the mute aswell.
More voice commands.. Probably a nested system like TF2 has.
I want to communicate more with ingame voice commands
make a new design for the deep dive drop pod, its kinda bland how its the regular drop pod and could have been cool to have a new design for it
Add an option to display PlayStation button prompts instead of Xbox.
Rival Enemy Suggestion - Rival Dataminer
Our Rivals have been improving their technology. Recently, a strange, vaguely dwarf-like robot has been spotted in the caves. This unit is known for its sharpened claw-like appendages, single-eyed face, and high movement speed. It is more commonly found guarding the Data Vault's Generators, where it can impair the Hacking Drone's process by taking away precious data, thus increasing the average amount of time needed to complete the hack.
Despite being made excellent in Firewalling their technology, they are quite weak, having movement disrupted by powerful attacks or sustained fire, and they are just as intolerant to high temperatures as any of the other technology we have seen from our Rivals, with their weakpoint being located inside their chest cavity, which is only protected by minimal armor seemingly due to heat dispersion necessities.
Note: This enemy is meant to be less obnoxious than the Corespawn Crawler, dealing less damage, not jumping all over the cave at breakneck speed, and having a more accessible weakpoint.
A silly idea, an equivalent to the caber from tf2. It's a bomb strapped to your pickaxe that explodes when you do a power attack. Damaging you and everything around you.
Rival Rework:
- Rival bots can now be stunned
- Rival bots can now be frozen, causing them to drift to the ground similar to when they are deactivated for hacking
- Electricity now stuns them for 1 second intermittently.
- Igniting bots no longer blows them up, but they take increased fire damage.
- New rival enemy: Rival Worker
-- similar body to the nemesis but way smaller with a single weakpoint, a central red eye.
-- attack with arms similar to a grunt
-- Come in waves
-- Fire barrier walls on a cooldown.
-- Hovers slightly above the ground but uses ground pathing. - Chance for a rival wave to spawn
make an anomaly that makes drg equipment such as doretta and the drillevator not break every fucking five seconds, maybe it can make molly faster and the morkite refinery faster and the aquarq thingy shoot better
New OC for the Zhukov NUK17s
Self-Stabilization: Lowers recoil by 100%. No more moving around when unloading a mag
I think the Gunner Mk6 should have more armor especially on arms to look more tanky because it doesnt for me
Summer outfits for the dwarfs during the space beach party event?
I was think maybe just them in swim shorts as it would look fucking awesome.
one of those 1910-1920 style swimsuits would be fun lol
we need more perks to buy
maybe one that lets flares recharge faster?
just something to spend perk points on after buying all the perks
There NEEDS to be a victory pose that shows your primary weapon.
Please. There are so many cool weapon cosmetics, my gun looks fucking amazing and they have to see it.
its criminal that this doesn't exist.
Unstable Overclock for the GK2: Explosive slugs.
Pros:
high dmg
bullets explode on impact for additional splash dmg
Cons:
slower fire rate
higher recoil
lower mag count and ammo count to compensate for the sheer size of the bullets.
Also yes this is a reference to a particular franchise lol
make traversal tools have cosmetics
To add to this, an empty inflatable kiddie pool in the abyss bar during the summer event. Mission control saying something along the lines of "Since we can't have water in the space rig, we painted it blue instead"
What if we had a beer that made your beard grow so big you have a chance to trip over it
To add to this, perhaps a dual-zone option for controller sensitivity. Akin to Overwatch 2’s dual-zone its essentially a small inner circle for precise aiming, and moving the joystick beyond that inner circle will greatly increase aim speed to allow for quick turnarounds and maintaining steady aim. Not too sure how hard this is to implement.
I’d want customization for the mule but to make it work I’d say only have it visible for you or make it where only the hosts mule appears.
I really liked the original color scheme for the "Combat Cleaner" armor paintjob that was shown in the narrated trailer for Season 4. Especially on the "Interstellar Goon Helmet".
Suggestion: Revert to original colors from the trailer.
Issue: Less apparent what class is wearing the armor.
Possible solution: Tubes and knee pads have class colors.
We should be allowed to see what brewing materials are more abundant/rare in missions/planetary regions we're going down to, much like we're able to see crafting minerals
It could be just me, but I've seen that I tend to find malt stars In the radioactive exclusion, starch nuts in the azure Weald, and yeast cones in crystal caves, so maybe these work like minerals
I think it'd be cool to have a small tab below the minerals that show where they're abundant or rare
(Or even a small secret tab in the miner's manual, to show that corporate doesn't want them finding it for obvious reasons, but some dwarves hacked it and left it there for also obvious reasons)
I think it'd be a neat addition to the game
Hey I've noticed over the years I've been playing this that certain challenges, like connecting the fuel pump in the salvage mission, have gotten trivialized. The fuel pump used to land further away which I liked, since connecting things is a part of the gameplay. Now it always lands right by the drop pod, sometimes connecting in one or two segments.
Overall I think it's hard to get the difficulty right, since I don't like taking more damage or having enemies get really bullet spongy, but do want more enemies, more events, and more complicated tasks to perform.
Honestly I would love to see more intricate challenges overall. My favorite is the refinery missions, but even then I wouldn't mind doing more to scout out the pumpjack sites or something more interesting to repair the blocked pipes.
Warning Idea - Hoxxes Garden
Due to a high concentration of nutrients in the rocks of this cave, an unusual amount of plant-like enemies have proliferated in this cave. Extreme caution is advised, and so is fire and ice.
Effects - There is an unusual concentration of Spitball and Barrage Infectors, Glyphid Brood Nexus, and Vartok Scalebrambles, Deeptora Honeycombs and Wasp Nests (spawning outside normal biomes, even) which have a very low but non zero chance of respawning after 15 minutes (if they don't respawn after 15 minutes, they won't respawn anymore. This is re-rolled anytime they are killed after actually respawning). Additionally, there is an increased probability of a Korlok Tyrant Weed encounter.
Hazard Bonus - 30%
A rock and stone voiceline in the really deep voice you hear in metal music
Nemesis can hold out a fake Compressed gold like an Angler Fish.
Somewhere in the introductory tutorials it would be great to explain where the various secondary minerals come from. I just discovered Enor Pearls by accident, about 20 hours in.
A perk that would allow you to pick up a teammate like a heavy item, similar to a quark or compressed gold
seasons cosmetic trees should turn into 4 different ways and each one should focus on each class, i think its better than have to go through other class stuff just to get something for your own class (i dont mean 4 cosmetic trees, i mean a cosmetic tree orgenized into classes)
New Mission Type: Needle in a Haystack
The cave generation for this mission type will be 90%-95% solid ground. At the start of the mission, the pod will land in a small room where players can exit the vehicle, and a subsequent pod will drop in the room with four droppable drills (droppable like the foam sprayer and the vacuum, and drills similar to what driller has). These drills do not run out of fuel, and they work as fast as the baseline drills that a new driller would have.
The goal is to follow the terrain scanner and a proximity sensor to various spots in the map, using the drills to carve paths. The proximity sensors guide players to small pockets that potentially have the "needle" item (idk what that might be, like maybe a morkite chunk or something). Pockets that end up not having the "needle" will have nitra, gold, and other minerals for the map type available. These pockets should all be big enough that the drop pod can use one as the exfil spot. Events like core stone or kursite grinders can spawn, and these rooms would be bigger.
Players will face swarms in the tunnels, which might sound easy, but to make it difficult, swarms will spawn close to the player, underneath their feet even. The sensible idea would be to carve your own chambers for swarms so the whole team can fight together.
I believe this new type of map generation would add value to the game. Dwarves are miners, afterall. Sure, they work in caves, but what dwarf doesnt want to carve hia own path in life? Dig, dig, dig for the sake of digging. I think it would be a neat new concept, and it would encourage a little more teamwork as teams would have to communicate effectivelly to find this "needle" in the haystack.
Not exactly like a deep scan, if that's what is being suggested by the reaction. It's a different concept altogether.
The ability for the host to kick someone during the loading screen would be nice.
Sometimes, right before the other players and I are fully loaded, another player joins and they have molasses for internet.
One time, it took a whole five minutes for me to get in the game as the host because of this. I believe what wastes the time is the character selection; new guy jumps in, and decides he's gonna go file his taxes before he selects his character and joins the game.
Idk about yall, but having the ability to kick during the loading screen would be a blessing.
Alright, last idea and then I've got to go to bed for my real job.
This idea isn't fully fleshed out, but what about adding the surface as a new biome?
The notable feature of this biome is there isn't a ceiling, its just space.
It would be a cold environment like glacial strata, where players are constantly on the verge of freezing, but heat vents spawn where players can warm up. Idk if o2 depletion would be a standard for the biome; the question is whether or not there is breathable air on the surface of the planet.
Now since the bugs dont seem to be affected by o2 depletion, and they don't mind the cold, it seems reasonable that they'd be able to make it to the surface to meddle with our dwarf duties. I think pretty much any mission could be viable in this biome. As for unique biome events, like rain in some caves or earthquakes, perhaps the surface could be subject to meteor impacts (not lithophage meteors, just boring ol rocks).
Again, a creative choice about the survivability of the surface would have to be made. If it seems as though dwarves can reasonably survive on the surface of the planet, then the real question is why aren't we conducting missions there already?
changing seasons should have accurate enemy rosters to that season (like no stalkers or stingtails in season 1) so it feels more immersive
Season 6 event/warning:
Corespawn warning!
1-3 open corespawn portals spawn in a mission (like contagion spikes for lithophage warning)
As long as they are open a few types of corespawn enemies will spawn, even in waves (like the rockpox enemies and waves)
Luckily R&D figured out a way how to close these (thanks to the core stones sent back to them) and that's now the dwarves' task.
[Details about this up to the devs because I am dumb]
"Close those dang portals, you lugs!"
As many of us go to the toilets in between dives, it would be nice to have some on the space rig. Nice way to show you will be back in a bit.
Small idea
What if the miner's manual got a small update in the form of giving the collectible materials you pick in the caves explanations as to what they're used outside of the space rig (if at all) or what they do when put into upgrades
Examples:
"The enor pearl, large, round, heavy like an adorable lootbug, asides from making the sickest yule tide tree ornaments, these orbs of compacted salt and mineral make for a perfect addition to fiber optic technology, allowing deep rock to send signals deep where radio alone would fail, just be warned, it is not to be used as seasoning for food, as its chemical compounds give a dwarf 3x the internal thunderings of a flintlock's delight, with none of the fun."
It could even be extended to brewing materials, I can totally see yeast cones being used for really spongy cakes or brownies (provided we don't immediately blend them into black out stouts)
pheromone canisters should leave a lingering pheromone cloud effect on inpact for a few seconds, both to further increase coverage and prevent complete waste in case of bad aim
A full-face beard cosmetic would be awesome. I feel like there aren't enough 'unorthodox' beards in this game to make other players say 'what is THAT?' when you join a game. If being a dwarf is largely determined by the sheer magnitude of your beard, I think a full face of hair might be the most dwarven fashion statement of all:
Give Steeve an outline when you hold out ctrl so it's easier to tell if you can tame a new one or not
Making him easier to find would also be nice since sometimes Steeve just wanders off and is on the opposite side of the cave system for some reason
also something on the icon showing if one is already tamed or not
Keep the group chat accessible while on loading screens
Bosco needs to stop engaging the Huli Hoarder before I attack it. Too many times has he scared it off before I even see it.
Hawkeye System Upgrade Change
The current system makes it so Hawkeye is objectively a worse choice due to it doing mostly the same thing but with worse damage than its counterpart of the same tier so I would like to propose a change to where the Hawkeye System upgrade makes it so the turrets do a lot more damage but are only active and shoot when your laser pointer is active without needing to ping. It would give an incentive to actually pick the upgrade for a more focused turret playstyle rather than the generalist damage upgrade that everyone is picking at the moment and effectively use the turrets as a more active combat method rather than passive.
I am open to suggestions to this change as I know it may not be perfect, but I think the base idea for the original upgrade is good, it just isn't that useful in practice, so that's why I would like it changed.
it would be really cool to see more about karl
maybe play more into theories that 1)he COULD still be alive 2)he is actually dead in the caves or that 3)he was just made up to keep the dwarves work good
April Fools cosmetics: Hatsune Miku Twin massive tails that go to our knees/ankles and Teal beard color
A MASSIVE beard, that goes a bit above the knees
(haven’t seen one this size so putting this suggestion here)
Don't play the overheating voice lines when manually overheating such as with the Plasma Carbine's manual heat dump.
I think it would be cool if Nemesis has a semi rare chance for it's voicelines to be pitched up or down so it doesn't just sound like gunner. The pitch chosen would be consistent so a Nemesis would sound only like one of the four dwarves.
this as one of the new hair cosmetics
On the summary screen between Deep Dive stages, please remove the use of the escape key to advance to the next stage. It makes it way too easy to accidentally throw the whole game while your homies are off getting drinks 💀
Someone mentioned this in a dev stream so thought I’d post it here
Would be cool if cosmetic and weapon loadouts were separate, so you could choose weapon loadout A but cosmetic loadout B for example
I was just watching this mornings stream and I thought of a neat idea for season 6! You were talking about the titanic and I thought of underwater caves in deep rock. That would be interesting. Maybe use some of the deep rock rogue squids that appeared in the stream as some new enemies.
You could have a few different biomes depending on how much work you wanted to put into it!
You could have a normal ocean cave, like deep Mariana Trench inspired levels. Bioluminescents everywhere all creatures glow with different colors creating a cool effect.
You could also have a glacial underwater caves, maybe you’re in a giant ice berg deep underground and you go in and out of icy water with a rechargeable scuba suit.
You land in an open glacier and wade into an expansive underwater ice cave
My last idea would be like a coral reef underwater cave with lots of pretty colors and colorful fish and colorful new creatures. Maybe the mission for this would is examine big coral reefs or collect samples of the reefs to pin point the giant reef with like a huge shark boss or something.
This would obviously need a weapon overhaul but maybe you make one new gun for each character that is only used underwater, harpoon gun etc!
I could actually see this being a pretty need addition to the game but it might be too different from what we have already but I could see something like this working.
Okay, okay, so I'm obsessed with the Squigs. The Orks use them in such hilarious ways, I think we could do the same thing with the Magma Maggots. So, we give the Driller a slingshot mounted on its arm. This slingshot launches Magma Maggots. This weapon would be a secondary armament with a short range and slower firing rate.
What do you think!?!?!
A minigun overclock where instead of bullets shoots plasma projectiles, but it causes the weapon to heat up faster
let me flip the switch, bosco is teasing me and it aint funny no more
** New Minigame Suggestion**
Rock, Wood, Obsidian
Yep, Rock, Paper, Scissors.
Obsidian takes the place of scissors; when sliced very thinly, Obsidian is sharper than steel and can cut through mostly anything, so it beats wood.
Rock crushes the thin obsidian. Simple.
Wood bonks rock.
If you enter a mission with stuff in the launch tube (such as barrels, disco lights etc) you can find them near spawn
Add a really bad bowl cut as a hair option
Would love to be able to see the Mission Complete screen in your personal pod. There's so much info on that screen (kills, minerals mined, revives, downs, XP, etc) and it's hard to catch it all when on a team and someone clicks continue. Just as a tab on the screen in your spawn room that shows the previous mission stats for all team members so we can verify who actually had the most kills/downs etc. or how much XP you got.
💡 "Time to make my ancestors proud!"
A lot of different little lore blurbs scattered around, mostly in voice lines but even in soundtrack titles, imply that in Dwarven culture family/clan lineage and history are fairly important. If the space rig ever gets expanded more, maybe add like a little ancestor shrine somewhere. Like an ofrenda used in Dia de los Muertos, but dwarficized, with lots of beer and sausages as offerings. Maybe even let players screw with it and have Mission Control scream at them for their disrespect.
Over clock for the bulldog: you can hit [insert button here] to flip a coin if you shoot the coin it splits into two and ricochets between enemies (yes it’s a ultrakill reference)
what about an option in settings to play chat messages out loud through text-to-speech? would help with people who are too focused on combat to read chat or people who have trouble reading
alternatively it could just be funny
Have retrievable arrows and axes be highlighted when you use the laser pointer, like usable supply pods
Maybe hats for molly like seeing a dunce hat as Molly is walking around would be funny
A beer that makes you see things... like things that aren't really there
more voicelines that mention other departments of the company like R&D, voice lines that mention something like HR, maintenance, and finance could be funny (i don't care if it has been suggested i am not reading every suggestion to check)
What if Engineer could get an upgrade to be able to mount his mk2 turret on Molly
Lead Lover's Special - Special buff beer that adds a small chance to ricochet bullets off walls with some reduced damage
i have a funny idea.
a Lootbug hoard mode.
in this there would be a unbelievably high amount of lootbug's on the map and you have to kill them all.
this could be funny as a extra 2nd objective like the core stone event or something similar. so maybe there would be a lootbug nest you would have to blow up.
i think it would be a funny thing to see.
An OC for the autocannon that makes it fire like a shotgun. Instead of one explosive projectile per shot it would fire several non explosive projectiles per shot. Something with Flak in the name
I really kinda wish there was music for the barrel kick game, or the jukebox was close enough to hear its music from there. And more space rig activities for Dwarves who are on their break time between missions or waiting.
New Scout Primary: Beam Rifle
- fires a blue laser
- hitscan
- direct damage
- semi auto (normal shots) and automatic (charged shots)
- tapping the trigger fires off a quick pulse with no delay. Should deal enough damage to two tap a grunt in a weakpoint.
- holding the trigger charges up the weapon. Once fully charged, begins firing a continuous precise beam. The scout is slowed while charging and firing. Higher dps than spamming single shots but drains ammo faster.
- can electrocute
- works from an energy reserve similar to engineer's laser
- works differently than scout's existing primaries
- cryo oc makes the laser freeze targets instead of electrocuting
New Gunner Primary:
Radioactive Particle Cannon
- rapid fires green plasma projectiles from 4 barrels attached to a reactor core.
- while firing, generates instability which decays over time and progresses through three tiers.
- yellow: projectiles deal direct damage.
- orange: the projectiles now deal area damage as well.
- red: projectiles continue to do area damage but the gunner takes damage while firing. Can be comboed with shield.
- does not overheat or require a magazine but the damage at red instability prevents indefinite fire.
- can irradiate enemies, and cause enemies to blow up on death.
- the gunner is slowed while firing.
A rare enemy suggestion:
A HUMONGOUS lootbug who is so big it can't move. Can't die but can be patted :]
And it's name is jeffery
New Engineer Primary: Rocket Rifle
- feeds from a magazine
- rockets speed up as they fly.
- has access to volatile.
- the last tier could between full auto, lock-on and a turret whip that lights the ground on fire around your turret.
pogo jumping with thunderhead heavy autocannon
The Cornucopia Beard™️
New Driller Grenade: The Mortar Shot
- Pressing G will allow the Driller to hold out a heavy iron ball and releasing G will cause him to throw it.
- Works as a heavy projectile doing massive damage to a single enemy and travels in an arch.
- Pressing and holding G while grounded and then pressing jump will cause the Driller to activate a short burst rocket boots, sending the Driller into the air. At this point the Driller either throw the iron ball in air or the Driller becomes the mortar ball and transfers the Driller's fall damage directly into the enemy he lands on.
- While falling without the mortar ball fall damage is reduced to zero unless Driller falls from a higher height than original. ( Like jumping off a cliff)
- Falling with the mortar ball from a higher height (Like cliff) will add bonus damage to enemy if landed on.
- Jumping with mortar ball but then putting it up by switching weapons will still consume the grenade ammo. (So no infinite moon jumping)
A dunce-cap for headwear
New all class Grenade: Momma's Packed Lunch
- Description for each class will have a unique or same description where DRG is not the one who made it but is a note from each character's moms writing an embarrassing but sweet message.
- Pressing G will consume the lunchbox item, restoring things to full health.
- Looking at a fellow teammate (Player or NPC) and pressing G will heal them to full health also. (Yes, even the hacked rivals! Do not ask how they eat for it will forever be a mystery but will forever more disturb the class that feeds it!)
- Grenade ammo is reduced to 1. (for balance reasons)
- Would be a very cheap (no crafting minerals) and low level requirement to unlock because literally it's a sandwich.
Bulk Dreadnought
-very very low chance of spawning
-looks like a mix between a bulk and dreadnought hiveguard
-high level of health and 2x the explosive range of a bulk
-way to tell if you got one in your mission are several black and light orange/yellow exploders spawning in groups
-mission control could say that an unknown and strange creature is on its way towards you
-wont spawn in dreadnought missions
-has a 1 in 10 chance of spawning in any other mission type
-has the same roar as a bulk to trick dwarves into thinking it’s a normal bulk
New scout grenade: Firecracker/Flashbang
- looks like a stick of dynamite with a lit fuse.
- burst with sparks and a pop
- you can cook the fuse before throwing similar to the driller's grenade.
- does no damage but fears enemies in a wide area and ignites enemies based on how close they are to the center.
- can be shot once thrown to detonate early.
- count of 6
This is just a small suggestion but when rouge core releases we should be able to see the ramrod from the space rig.
As we can see it from the ramrod so I thought it would make since, once season 6 gets worked on after rouge core is finished they should totally add that as a cool detail!
Drilldozer/Engineer suggestion.
When placing a sentry on the drilldozer the legs will be replaced with a stick with a ball socket joint end. Can be used to connect anywhere on the drilldozer while leaving the turret able to be perfectly stable. (Now that I think about it, this is probably a common suggestion)
Craggy Cliffs biome. Lots of cliffs and crevasses and maybe something like alien pine trees and a new event: Ebonite Bulk Detonator
A train. A train that will run through multiple small caves that contain sensitive equipment that is under attack and you have to ride the train and get off periodically to clear the bugs and repair the damage. Mission ends when all bugs are cleared and all damage is repaired. A resupply will become available on the train after a certain amount of stops.
New game modes: Defend/Destroy the Seismocore (two different game modes with similarities)
Defend the Seismocore:
- at the beginning of each game a large heavy platform low to ground with legs machine will come down and deploy itself and wait to be activated. (mainly being this disco ball like core center with heavy machinery around that the player can walk on and stubby legs so it can walk.)
- On first activation it will being thumping against the ground with it's legs while it's core acts like a disco ball shining light. Thumping being used to locate liquid morkite and more for future missions but the constant noise will start to summon hoxx life waves of enemies
- While it's activated it will play dance music with it's legs thumping to the music. (pointless but fun detail)
- the Seismocore will be hurt and can be fixed just like the drilldozer however doesn't need fuel.
- Seismocore after completing it's first location will begin to walk to the next and the core becoming dormant so it can be activated again.
- Repeat over and over till the quota for seismic tests are done.
- Call drop pod and begin to leave.
Destroy the Seismocore:
- The rivals have decided to make their own non-moving Seismocore with their own tech to get data on the planet itself and is up for the team to destroy it and steal the data core.
- In the center is an orb that pulses, letting out thumping sounds and letting out a mix of industrial and rave music.
- Around the seismocore hacker pods will deploy 20-40 meters away but instead of hacking it will deploy color coded orbs.
- First the pods must be manually turned on with a randomly selected mini game (leaving the minigame and going back in will not change it) and each will open after 4-9 (depending on player count) minigames.
- While the minigames are happening the Seismocore will summon support with hoxx due to the thumping . Players will have to split up to open the pods and defend themselves.
- Once all pods are open, the mule can be pressed to start the Seismocore destruction. Once that begins the core will begin to play simon says 9 times.
- The Seismocore will display a code by changing colors before turning back to it's normal color. Once it's the normal color, the team must grab the colored balls from the hacking pod and throw them at the core to being destroying it. As the players destroy, the Seismocore defends it's self with rival supports in waves.
- Each 3 times it's successfully is hurt, the codes get harder and are displayed faster. Failing a code order will heal it.
- Once destroyed it will deploy data core and all rival control suddenly stop and explode.
- Call drop pod and begin to leave.
A beard and/or mustache thats covered in flakes of red sugar
Rockpox dreadnought
More armour to wear I love the ones we have currently I just wish there were more to wear
Somewhat based on this suggestion.
New Game Mode: Loading the space train
- Some idiot accidently dropped sensitive data from in orbit and the payload found it's self in the planet's caves and is up for the player and their team to get the information back on the train before rivals get to it.
- Instead of starting and ending in a drop pod. A large industrial train with tank tracks for wheels and a drill on the front will dig into the planet and sit in a large open cave area at the start of the game.
- Players must find, locate, and transport all walking machines (meaning multiple per game) back to the train.
- Due to their programming to flee when rivals come, too many enemies (hoxx life and/or rivals) on the machine will make it run back to safety, forcing the players to retry from start.
- Walking machines do not have a health system.
- Train length is determined by the amount of walking bots on the map
- When all bots reach the train, everyone can enter the space train and the space train will begin to drill to the surface.
- As the space train goes to the surface, an upwards drillevator like event will begin where only rivals will come from below and try to shoot the team from there. A timer will also begin and once it hits zero the game ends and the space train enters orbit. (A victory)
- jumping off the train during the drillevator event will cause in perma death, meaning you can't be revived. (Basically nothing will knock you off anyways so no excuse for you to fall anyways.)
"Warthog" Auto 210 Balanced Overclock - Incendiary Rounds
Shells loaded with a phosphorous-based compound, resulting in pellets that can potentially ignite targets on hit. This comes at the cost of two less pellets per shot to make room for the compound.
+Adds Fire + Heat Damage to pellets
-2 Pellets per shot
"Keep 'em coming, Lloyd!" Abyss bar special order.
Pay a set amount of all hops for Lloyd to keep pouring a new, random beer once a mug is picked up for drinking. Sort of an all-you-can-drink period of 5 (OR MORE!) minutes for all your alcoholic desires, just don't tell management.
As a safety measure, a "tap out" option is enabled on Lloyd, to put an end to the consumption before it gets out of hand. We don't want any dwarves jumping head first into the barrel incinerator hoop. Afterwards you can order your selected beers as normal.
Note: Leaf lover's special is excluded from the pool of beers that get served during the special order.
If you use hidden dwarf solo it should spawn fake props around the map that you have to find
Ability to change some overclock usage on reload button to any other button
1-5% change that a tamed bug will be named Greg instead of Steeve and if kept alive during the drop pod escape sequence he will appear on the station with name tag that says "Hello I'm Greg". If Greg is petted at any time he will not make the typical noise but says "Greg" that sounds like a mix of normal talking and a burp.
Nishanka Boltshark X-80 Balanced Overclock - Uranium Bolts
By replacing the bolt tips with ones made of uranium, the bolt will slowly irradiate any enemies it gets embedded into, with a special layer to prevent it from irradiating the wielder, which is dissolved by very strong impacts and blood. This unfortunately weakens the tip, causing less direct damage, and will bend if they hit terrain, making them unusable.
+Bolts Irradiate enemies. Effect only stacks up to four times.
-Decreased direct damage
-Bolts cannot be retrieved
Can we change the power attack stun to be guaranteed instead of a coin flip every time
Can we get "Red/Orange/yellow glowing ooze" that inflicts burning damage for "magma/lava"?
and then have it laced about magma levels like the ooze ponds in the bogs?
Consider adding this bizarre type of beard as a cosmetic OC. Ofc make it look different because these guys are super gung ho with copyright stuff
Is it possible to incorporate this brew?
Glyphid swarmer biting a characters head as a headwear option
New Buff Beer: Coffee Stout
- Slightly faster movement speed
- Increased voice line speed
Make the Scout Boomsticks Blast attack work better for clients. This thing does not aim where it should if you have +100 ping and it ruins the Double Barrel OC
Miku hair for all classes so they can be fabulous
Improve Serverlist Filters remember function
Currently the filters in the server list do remember a few choices like hazard level or search distance. The filters do not remember what seasons you choose.
Therefore i wanna suggest that the selection for the "seasons filter" should also be remembered. Or in more general - any filter you can choose should be persistend over the next game you play.
This would improve the experience for players trying to complete games of a previous season a lot cause they dont need to set the filter after every game again. Or in general just remember your preferences better.
Propeller Hat for the greenest of greenbeards
New Scout Primary: Cryo Lance Rifle
- Holding the trigger charges up for a few moments before firing a continuous precise hitscan blue beam that freezes enemies. Can continue firing as long as the beam has energy. The scout is slowed while charging and firing. Faster freezing while hitting weakpoints.
- Tapping the trigger fires fast moving ice bullet projectiles that deal direct damage. Brief momentary delay before firing while the ice bullet condenses. Can drop a grunt in two weakpoint shots
- Use the beam to freeze, and then spam normal shots to shatter.
- Works from an energy reserve similar to engineer's laser
- Can be equipped with blowthrough
Should they ever bring this back? (This was a mineral seen in the mineral trade during an older update)
A worn knit snowhat with a pompom and ear flaps called "Mother's Warmth'"
Description: "It's itchy but at least mum loves me."
make drg + astroneer. build a base, dig deep for minerals, deal with the aliens with plenty of fire, make machinery and automation and make and upgrade your guns and kit. basically a long term drg level
I know I'm probably the millionth person to suggest this; but I think the Infector species should have it's own family on the bestiary, instead of falling under "Other". I'm the only person I know who'll spend an hour reading through the bestiary, so to me this little extra detail would be awesome
New Gunner Primary: Heavy Plasma Cannon
- Automatic but with a slow rate of fire
- Fires many small plasma projectiles like a shotgun dealing direct damage
- Wide spread but many pellets, good at hitting multiple targets
- Can overheat
- Projectiles gain bonus area damage at high heat.
- Typical plasma perks like heat, electrocution, and bounciness
Make the MKII sentry better and at least a good alternative to Gemini system. Maybe give the MKII more damage and increase to its fire rate. Since turret whipping is also worse with MKII I think it should be buffed in some way as well, like increasing the damage for the whip, or decrease the whip cooldown so you can whip the gun more.
Brick (Grenade) For Driller
1 Damage
Infinite Use
.125 Sec Cooldown
(PS One Of The Weakest Glyphid's Of The Game (Glyphid Grunt's) Have A Low Of 11.25 And A Max Of 162 Hp)
We all know the platform gun and how it makes floors, what if we made a foam gun we can swap out instead, It can have the same properties as the platform gun (Fall damage resistance etc) and have the same kinda path of bullets as the goo gun but it has expanding foam which hardens (Kinda like the one in the old Prey Game) which would allow for building walls and stuff (might be a mid idea but it could work?)
DRAK-25 Plasma Carbine Unstable Overclock - Supercooled Plasma
By installing a Thermal Energy Draining Muzzle, your weapon can now fire supercooled plasma! As an added bonus, the ventilation system ensures your weapon doesn't overheat as quickly! However, the modifications cause your weapon's direct damage to be greatly decreased and downright nullified against targets that are already frozen, and due to the ventilation structure, the overheat downtime is increased.
+Weapon now deals Cold and Freezing Damage with each shot
+Decreased heat generation per round
-Cannot damage Frozen targets
-Greatly decreased direct damage
-Increased Overheat Recovery Time
Wave defense?
Got some rework ideas for some of the perks
It's a Bug Thing - Currently it causes Lootbugs to explode when you approach them. I would personally make them not explode when you're in their radius and instead turn them into some kind of explosive barrels for extra crowd control flair.
💪 Strong Arm - I would also add a range bonus for throwables and maybe add a hidden damage boost for Driller's axes.
Heightened Senses - I would expand the passive effect by getting warnings when a Stalker is around.
🥾 Hover Boots - I wanna give it a passive effect. Either give small reduction to fall damage (about 10-15%) or make jet boots overheat slightly slower. Honestly it's kinda difficult to come up with a passive effect for this perk.
Subata 120 Balanced Overclock - High Caliber Rounds
By increasing the caliber of the rounds loaded into your handgun, it does more damage, but their greater size means less room in the magazine for them.
+Increased Direct Damage
-4 Magazine Size
ArmsKore Coil Gun Unstable Overclock - "Boomerang" Electromagnet System
By installing extremely powerful electromagnets in the muzzle, the weapon can effectively bring the sphere back to you at the same speed it was launched! This results in you being able to attack twice at full strength, but your spheres won't be able to pierce as much terrain, the charge time is longer to be able to maintain the kinetic energy, the strong electromagnets disperse the projectile trail much quicker, and the additional power required for the electromagnets means less ammo
+Strike Twice! With no damage loss!
+Increased stagger probability from the projectile itself
-Slightly decreased penetration
-Less ammo
-Longer charge time
-x0.2 Trail duration
Pressing ctrl when hiding as prop will reveal silhouettes of other dwarves as props as a hider
there should be an overclock for the leadstorm minigun that acts similar to the special powder for the scout's double barrel
"the steakfries special"
with this unstable overclock, Gunner will suffer increased ammo consumption, and have a heavily decreased damage fall-off range (i.e. it'll take less distance for the bullets to do no damage)
in exchange, the recoil of the gun will make propel the gunner in the opposite direction when fired whilst airborne (i.e. any time his feet are not solidly planted in the ground)
this would allow the gunner to essentially take off and fly for short bursts, until his minigun overheats or runs out of ammo, allowing him to reach teammates or hard to reach spots in a pinch,
i feel it'd be pretty fun, balanced? probably not, but fun? yes.
A tier 3 rebalance of the m1000:
- move +2 magazine from extended clips to the base gun. This will allow other mod choices to be more competitive. Also 10 rounds just feels better. That would still make the now +4 from extended clip be a 40% increase
- Add a reload speed reduction mod to tier 3. The M1000 has a fairly long reload, and having the option to cut it down would be nice as a flat bonus instead of being tied to killing machine.
we already have kratos' beard and pale white skin, add an eyebrow option that has the default eyebrows but with kratos' tattoo on one side and his eye scar on the other
Is it possible to add trophies related to new glyphids each season?
Glyphid Enemy Idea - Glyphid Praereptor (would look nice in the Dense Biozone and Fungus Bogs, but it doesn't have to be regional)
Effectively convergent evolution with the Slave-making Ant, this Glyphid is known to use its pheromonones to more directly command Glyphids, sometimes to make them defy orders from the hive if it benefits the creature. While it is most certainly unwelcome to other Glyphids, it has evolved to produce "Hate Pheromonones", meaning it can spit a shower of pheromones that will make Dwarves much more interesting prey, and its passive pheromones make it unlikely to be randomly targeted, though Pheromone Darts are still just as effective against it.
It should be noted that the Glyphids themselves have evolved to handle these usurpers once detected, often by an allied Praereptor, meaning that while its chitin armor offers basic protection against firearms, it won't fare too well against other Glyphids.
-A Glyphid Praetorian-looking monster that can sic other Glyphids on particular Dwarves with a spit attack, but its melee attack is relatively weak for its size, and the spit attack itself deals negligible damage (though it causes slowdown)
-Actually receives increased damage from Glyphid-type enemies, meaning that a Steeve or a Scout with Pheromone Darts is particularly strong against it.
-Only slightly weaker than a Praetorian health and armor-wise, though also slightly faster.
Sludge pump oc which fires a single large glob and makes the glob move around and seek out enemies, but has a longer charge up and less ammo
What about a glyphid species that is smart enough to understand and use the robot technology and. Like some glyphids can have a turret mounted on them, some with snipers and some with the shield
Breather framework and paintjob DLC where the weapons are literally breathing and are green (pressing r lets you pet your gun)
Could you guys also increase/garentee the number of silicate harvesters that spawn on the maps they can appear in please🙏🙏
I think Deep Rock Galactic should add crouching, it would help alot.
Add sausage launcher
Our cabins should have a menu that allows us to pick our mixtapes for missions
Since currently the music is completely randomized, but some songs are just too good to be listened to once in a blue moon
My suggestion is for a terminal containing an mp300 to allow us to make a mixtape containing the following categories
Environmental
Swarm/battle
Dreadnought
Extraction
As well as 3 "load-out" tabs for these
It would look something like this
Environmental:
Any
Battle:
Dance of the dreadnought.mp300
Run.mp300
Dreadnought:
Pick from favorites
Extraction:
Last ascent.mp300
I feel it'd be a pretty good customization choice, plus, it'd imply the songs we hear are actually diegetic, either as alarms or as actual songs the dwarves sneak down to the caves for their shifts
Clean Driller OC for sludgepump: Ultra-Light Compound. “Through extensive research, RnD has developed a modification that makes sludge as light as the surrounding atmosphere. A product of multiple Smart Stouts and some glyphid omelets.” - normal shots glide through the air - Charged shots form a floating blob that explodes when shot, showering little globules.
Regional Enemy - Korlok Lasher (Azure Weald and Fungus Bogs exclusive)
This plant of the Korlok family is quite a nasty piece of work. While it does not engage in symbiosis with other plants, nor does it have a precious inner core, it can defend itself with its 8 vine lashers, and its ability to puff clouds of noxious spores makes getting close to it quite a task, though that would allow for Dwarves to break open its silicate core, which is of no value to the company, but useful in halting the plant's rampage.
In the Azure Weald, its coloration is blue and pink, with bioluminescence to camouflage with the environment, and its spores act as pheromones to the Glyphids for additional camouflage. In the Fungus Bogs, it is instead green and brown, and it puffs up toxic clouds, though these are flammable and can be incinerated for massive damage against the plant.
Add mission type re roll please.
I think a mission starting off with a deep scan drilling to these crystal caverns but instead of seeds we see like a new biome with glyphids that have crystallised exoskeletons as a new mob or that you have to escape from
New status effect: Bleed
- At full bleed enemies will take a small but constant damage as. (mainly for solo players to make it at least worth something but really isn't worth it).
- As bleed builds up, elemental effects will become easier to build up. At start all enemies get a 1x element build up effect bonus (meaning a flamethrower will take as much time as normal to set an enemy on fire. In otherwords no bonus.) However as each projectile that causes bleed hits an enemy it begins to add up becoming 1.1x, 1.2x, and so on till it reaches full bleed becoming a 2x + 0.5 for full bleed bonus.
- Bleed build up also effects elemental damage in the same way it does elemental build up (besides freeze because it's already a damage buff or maybe just a smaller damage bonus because a 2.5x bonus sounds unbalanced). However the elemental damage bonus only effects full elemental effects (So basically fire from overheating on an enemy does more damage but the flame thrower itself spraying the enemy does not get the buff)
- Bleed based weapons have a high rate a fire which means slow bleed build up and low dps, or a low rate of fire medium dps weapon with bigger bleed build up. (Item itself is supposed to be used with your team and become less optimal than other weapons without your team, basically playing the support class)
- teammates can get the bleed effect also but strictly the damage overtime from sentence one. Mainly caused by thorns or pointy enemies.
A springloaded ripper rework:
- deals damage as long as its in contact with enemies like the breach cutter. No bonus weakpoint damage.
- slows down while contacting enemies.
- better when hitting a praetorian length wise.
Make the Dark Morkite beer affect the other morkite missions aswell
- Mining operation stays the same
- Make on-site refining have it so liquid morkite gets extracted faster
- For deep scans make the drillevator break less or move faster (idk with this one)
Add a survival mode with waves. throw in a bunch of red colored lootbugs on each wave that only spawns a bunch of nitra for supply pod calling and have golden bugs active. Allow players to purchase upgrades like beer buffs, jetty boots, and stat buffs with gold collected from dead enemies.
What if after you buy all the perks you can buy better versions of those perks, like they’d be much more upgraded
Imagine if ghost ship will add a "mineral hunt" or something where you need to hunt a "special" bugs for their bones (because bones have a lot of minerals inside)
Anyone joining a group mid game will get Pots O' Gold effect as long as everyone else has Pots O' Gold.
what if bosco could have a mini class with gear mimicking the class
driller bosco that can dig anything you direct it at in a straight line out to a certain range, comes with a lil fireball thrower
gunner bosco with a lil shield wall and a gatling gun it fires in super fast but short bursts
scout bosco that glows way brighter, is overall faster, and has a radar for nearby minerals
aaaand engi bosco. ya get 2
also hi people :D i dunno how to talk
Face Melter rework:
- changes the output of the flame thrower to be a limited range pointed energy beam like a welding torch.
- no sticky flames, and no more target penetration.
- now deals weakpoint damage with a bonus to weakpoints.
- direct damage increase but range penalty.
- can still ignite enemies
Experimental Plasma Charger Unstable Overclock - Chain-Lightning Module
By adding an experimental module designed by R&D, your EPC becomes a pistol-sized lightning gun capable of chaining to nearby enemies, and those who survive the discharge are left electrified for a few seconds. This comes at the cost of a really high battery consumption, and if the weapon overheats (when you release the trigger, there is a mild delay with a "ghost beam" that deals no damage as it dissipates to give the idea it is steadily disconnecting the power), the sudden tension release will short-circuit your shield.
+Chain-Lightning Module
-Longer Overheat Downtime
-Overheating disables shield
Have the drillevator wheel repair function like Dotty's repair, gradual instead of all or none
make us able to roll gunk seeds and enor pearls on pipelines like marbles 
makes it more fun to collect balls during on-site refining and it would just BE SO SATISFYING
deep rock galactic movie with the games soundtrack
(DONT CAST CELEBS THAT EVERYONE KNOWS)
New OverClock, Vampiric Restock.
The idea is you sacrifice 50% of your current max Hp to get 20% of your ammo back.
And additionally you can sacrifice 50% of your current total Ammo to gain 20% of your max health back.
I think for sacrificing health you should have to hold down the Reload key.
And for Sacrificing ammo you would have to hold down the grenade key.
Forearm Brace Zhukovs balanced overclock:
This handgrip attachment developed by r&d allows to redirect the recoil from your wrists to your elbows, significantly reducing the sway during firing and massively improving overall accuracy, however having them attached to your arm greatly limits the dexterity making you put much more effort into reloading
stats:
-50% base spread, spread per shot and recoil
+0.8s reload time
New resupply pod idea: The bar pod
- Spending 80 nitra will cause a pod (different color than normal resupply pod to drop) to come down. (It will take it's time getting to you like a normal resupply pod also.)
- When hitting the ground the pod will open up with garage like doors with a mini bar inside and Lloyd there in the middle. Lloyd will have four red sugar juices (basically red beer) already ready to be grabbed and consumed.
- When taking and drinking the red sugar juice, it fully restores health. (Not shield)
- Afterwards Lloyd will begin taking his time making another free batch of red sugar juice and 3D printing new mugs. (Basically a reusable source of health that takes time to recharge but not exactly sure how long)
- The bar pod also works as the abyss bar minus the special pots of gold and etc. Only drinks that don't give buffs. (Yes, even the knock out to completely fail the mission when everyone drinks it for some reason! Why? Answer to that is why not?)
- Also one pod out per game so spending again will only move the pod by it going back up and drilling back down
New resupply pod idea: The ammo shop
- Spending 80 nitra will cause a pod (different color than normal resupply pod to drop) to come down. (It will take it's time getting to you like a normal resupply pod also.)
- When hitting the ground a garage like door will open with a robot shopkeeper on the inside.
- Every first purchase is free and 4 places to resupply will stick out
- Trying to double dip will cause the robot inside to judge you and stare at you but nothing else.
- Each extra purchase is 60 nitra
- One pod per game so calling it again will cause the pod to fly up and move over to your location by drilling back down. This will also give you free first purchase again.
Adding a check mark on the seasons when they're complete would be nice, so when you're looking at each season it's easier to keep track of what's done.
Unstable charger EPC:
You cannot release charged shot and it keeps charging up, and when it overheats it blows up violently, blowing up everything including you and your teammates.
Pros: Big explosion, ability for you to jump around, like RJ compound, and potentially blow away your teammates in some cases
Cons: No EPC mining, recovers from overheat way slower, charged shots eats up alot more ammo, it damages you, cause it blows up in your face, cannot launch charged shots, they're purely melee
Environmental parity change: Cryo can cool down magma floor/wall tiles in the Magma Caverns like how fire melts ice/snow/slippery ice.
Change the Rockpox Naedocyte Breeder's name to just "Rockpox Breeder" or "Rockpox Larva Breeder" to be more in-line with the rest of the Lithophage enemy names
This one comes from having to spend 1:30:27 minutes on a complexity 2 morkite mission
Have an option in the map to have thrown flares be highlighted like bosco and molly, so we know were we have already been.
add horsebetting with minerals
Another OC for EPC:
🌻 Power Baller
🟨 /🟥 Balanced or Unstable
Fires fast-moving plasma balls which bounce off enemies and terrain while creatingsmall bursts of energy with each bounce
Charging shots increases the number of bounces the projectile can make
Damage cannot be increased through charging
Slower rate of fire
Slightly less ammo
I'd like to see the dark future paint scheme get added to the pickaxe, we have it for weapons, armor, and even Bosco, but not on the pickaxe like the other dlc paint schemes
Corrosive sludge pump idea: sludge colors. (This has absolutely no benefits or really reason, just a cool concept.)
The ability to change the sludge colors into anything like orange, blue, green, magenta, or university of pennsylvania red. Each player can simply have their own unique color.
Complete replacement for the first idea and more: Bullet Color, A way to decorate your explosions, toxins, ice, hollow rounds and more!
- In the weapon terminal color chips can be added to change the color your weapon shoots such as it's trail, explosion, ice, fire, sludge, grenades and more! Even color your sentry's bullets for the engineers.
- The basic way to gain color chips is through buying them at the terminal with the basics costing low money but more options using crafting material and money. (Or use phazyonite.)
- Other more unique designs can be gained from matrix cores and then crafting them.
- If this ever becomes a thing why not gold for the supporters?
Good things come to those who wait like dual flamethrowers...
New Engineer Primary - "Hotshots" Dual Fireblasters
- dual weilded pistols
- fire small arcing fast moving fireball projectiles
- Automatic with a moderate rate of fire. You shoot from one gun at a time alternating between the two with each shot.
- subject to overheating
- projectiles deal direct and aoe damage in a small area. They also ignite enemies obviously
- can gain damage bonus against ignited enemies.
- press reload to quickly fire off a fast volley until overheat.
- ignite your turret to give it hot bullets or to trigger a ground igniting flame explosion.
- can be modded to fear enemies you ignite
Achievement for drinking a leaf lovers. Permanently labels your account. >:3
Let us export our pickaxe models so we can 3d print them, I wanna put it on mah wall
Any time you ping an objective, like Molly when she can call in the drop pod, your Dwarf should call out that they're ready to do the objective. (E.g. "Hey, guys! Let's call in the drop pod and get outta this hell-hole!") I think we should do this because we need a vc and tc free way of telling teammates we're ready
More perks, maybe regen or extra revives as perk ideas. Maybe perks that effect Steve?
Please add a "try reconnecting" button in the lost connection screen because it just kicks you out of the game
BRT-7 Burst Fire Gun Unstable Overclock - 84RD Robo-Aim Module
The Marksman's Choice. By adding an AI Aim Assist activated by an additional button near your trigger, your shots will be extra deadly when hitting their mark, and its automated Recoil Controller ensures a stable burst! However, the bulk of the electronic components greatly reduce magazine size and handling speed, and you can't carry as many of these specialized bullets, which are much less lethal if you don't provide a target's fleshy parts.
+Greatly Increased Weakpoint Damage Bonus
+Increased Accuracy
+No Recoil
-Less Ammo
-Reduced Magazine Capacity
-Slower Reload Speed
-Greatly reduced damage when not aiming at a Weakpoint
A long braided beard with a small dagger attached to the end, called "Beard of Damocles".
A beard groomed into the shape of a cage
There is a beard competition IRL that could give other ideas
What about a beard that is like a spiky mohawk, just on your chin and horizontal
A Volcanoids crossover would be cool.
leadstormer OC idea:
Hellrod Ejection
Using a mixture of emergency heat shunting, magnetic acceleration, and some modified red sugar, the boys at R&D "purposely" devekoped a way to divert all heat to a single barrel, then magnetically fire the near-liquid metal at targets with suprising accuracy. Lucky for you, the weapon can still fire without a barrel or two, but the lack of length takes a heavy toll on your accuracy
x1.5 longer spindown time
-0.3s barrel spinup time
+1 fire rate
-1 fire rate for each missing barrel (up to -3)
-20% accuracy for each missing barrel (up to -60%)
When the Leadstormer overheats, pressing R will instantly superheat one of the barrels, then fire it. The barrel has perfect accuracy, 1200% armor breakage, and can penetrate through up to 5 enemies. On hit, it deals 150 ballistic/kinetic/bullet damage (whatever the term is), and 50 heat damage. Barrels lost are permanently gone, and can only be regained/fixed by using a resupply pod (each battery/50% thingy replaces 2 barrels).
New Gunner Primary: "Hail Shot" 40mm Automatic Shot Launcher
- Inspiration: https://en.m.wikipedia.org/wiki/Mk_19_grenade_launcher
- Ammo: https://en.m.wikipedia.org/wiki/M576_40_mm_grenade
- Full auto with a moderate rate of fire. Gunner is slowed while firing.
- Fires like a shotgun with many pellets per shot but high spread.
- Belt fed, firing from a box magazine. About 40 rounds a box, but with a faster reload than the autocannon.
- Video: https://youtu.be/qPfqxekbA7g
Hey guys, my last Message went on the wrong channel so here again, wouldnt it be awesome to dash like 2m or something with each dwarf like in Warhammer 40k?
Improving movement could be worth for everyone. (Most likely the Engi-Boii)
Also my reworking perks to reward higher lvl. Dwarfes - mey with more to carry or recharging flares more commonly or carry more of them around while playing without scout.
Thanks for having this to argue and a place to discus.
Cya - Rock and stone!
Add the option for the autorun for us controller players (push the stick forward and run), im tired of pressing and pressing the stick every time I want to run.
Make Bosco properly follow the Drillevator instead of dying miserably on it and waiting until it stops to get revived, and by stopping i mean completely breaking down while swarm gets snowballed into a massive horde.
There should be a seasonal brew for example
Christmas: A hot chocolate with whipped cream on Tom
Halloween: A pumpkin spice latte
Warning Idea - Silicated Carapaces
The Glyphids in this cave have learned to use silicates to reinforce their chitinous armor, which outwardly doesn't look any different, but is much more difficult to break, and blocks more damage. Aiming for fleshy parts is going to be instrumental for your survival. The only saving grace is that, due to the increased mechanical force absorption, some creatures can be stunned even if hit on armored parts.
Effects: Enemy armor is much more difficult to break and can absorb more damage, but some enemies (chiefly Mactera Brundles) can still be stunned even if hit in armored parts.
Hazard Bonus - +20%
Lunar Space Rig needs a unique Sound Ambience!
Every "Seasonal Event Rig" has own music/ambience and thats cool. But Lunar Rig dont have it for some reason and its uses Standart Non-Seasonal Event music. Which is sad. I really wish that Lunar Rig had its own music/ambience. So if ya can GSG - Add it, it would be great! 
One thing I've always wanted is sunglasses and goggles separate from headwear, I know that would be a lot of work though.
Lots of hats I'd love to use, but the eyes aren't covered and I need my dwarves eyes covered cause im weird.
Warning/modifier thing - Low Power
Headlamps are disabled and you can carry a max of two flares. Lights from Molly and other stuff however stay on
(sometimes i turn off my headlamp and use less flares in solo missions because the glowy plants look so nice, try it)
i think it'd add more variety to the game, but flare gun might make it obsolete
could we possibly this as a weapon paintjob too?
ebonite detonator
Maybe add a special beer that grants a small buff to running and reloading speed for the duration of a mission
Add a ratshot overclock for the revolver for gunner
auto run? so i dont have to mod it
Make the breeder's mouth always a weakpoint, even when its retracted.
Add ammo percentage indicator (https://mod.io/g/drg/m/ammo-percentage-indicator) to the base game
Can we please add the ability to tip Lloyd while holding a drink? The dwarves already use their left hand to tip anyways.
would it be possible to make it so deep dive stages count as individual missions? or missions at all for things like seasson challenges?
A hairstyle which is a single unicorn spike
A beard twisted into a leash for a fester flea to be trapped in. The fester flea tries to fly away in random directions but because its tangled in the beard, it just causes the beard to flop around in different directions.
Add a second version of officer cap that can be colored, why do we only have a blue one? 🤷
Much like the option to have sleeves on armors, there should be an option to remove most front pieces of armor to make way for helmets, for example equipping a large beard with the mk4 gunner suit removes the large neck guard, while if you equip a helmet it doesn't, causing some armors to look odd and a few clipping issues, last time i remember this was possible on a very old version of deep rock but was patched out since it was a bug
scarf cosmetic in the beard slot
ragdolls on the dwarves
Overclock idea for the warthog: Divert Power.
Turret whip is buffed to have increased damage and affected radius.
If your running minor adjustments, upon shooting your sentry it will get a small damage boost and a buff to rate of fire.
The downsides will be less ammo and after shooting your sentry, the warthogs fire rate and damage is greatly decreased for a temporary amount of time.
Goldfish styled hair piece along with a fish bowl helmet. (Be funny if wearing the fish bowl helmet modifies the dwarf voice slightly)
New Scout Primary: Bug-B-Gone Air Rifle
Special thanks to @naive timber for the air rifle concept
- Fires fast moving arcing poison syringe projectiles. Poison stacks with itself and slows bugs, dealing fast acting damage over time.
- Syringes deal relatively low pierce damage, but make up for their low damage with fast acting poison. Poison deals corrosive damage.
- Can be modded for more up front poison damage, or longer poison duration.
- Syringes can get a large weakpoint multiplier on their pierce damage with a barbed syringes mod.
- Automatic with a moderate rate of fire.
- Doesnt need to reload. Instead it uses the same pressure mechanic as the cryo cannon. Projectile velocity and distance begin to fall off at low pressure.
- No recoil and tiny spread. Aiming involves mastering the projectile arc and leading your shots.
- Can be modded to leave small poison gas clouds when a bug died to poison that can then be detonated with a fire modded boomstick or flaming crossbow bolts.
A mission that takes place in one of those massive caves you only get on 325 morkite missions. For ease of navigation, you're given jet boots at the beginning of the mission.
Jet boots and those huge caves are just begging to be used together, but the circumstances are so rare for either that I've never seen them both in a mission.
Can we get the dwarves to say "GET TO DA CROPPA!" if they ping a croppa deposit?
Medieval knight armor cosmetics?
Ever since I learned I was a dwarf in space digging deep for a galactic Corp, only one thing has been on my mind. I want a new mission where a mining team dug too deep they awoke something. Something from an ancient world bringing shadow and flame.
BY KARL, I wanna fight a copyright friendly Balrog. Avenge our Dwarven ancestors.
When a Driller throws a gas grenade, after it activates and releases smelly fumes,fellow dwarves would make commentary. Such as "eeww driller made a stinky!" or they hold their breaths until the gas has evaporated.. For more immersion. I suggest that it would be fun.
I feel like we should be getting Valentine's Day and St. Patrick's Day events, chasing flying cherubs and leprechauns in the caves and earning themed hats/skins/paint jobs, etc...
Can we have a picture of our DRG Dwarven Mom in our rooms?
Someone made a suggestion on ratshot ammo OC so I'm gonna give my take on the concept
Rat Shot (For Revolver)
🟥 Unstable
Fires extra bullets in a tight spread
Very low armor damage per bullet
Bullets have damage fall-off, which means they deal less damage the further the target is
Slower fire rate
Allow spots on doretta where engi can place turrets. Not needed immediately but ocs for the tools like some for engis turret where they change to like a autocannon, rocket pod, sniper turret, or a turret on lil tracks that follow u etc. Gunners shield could get one where it applies a damage and speed buff for all inside and last temporarily outside of it, last shorter but follows the gunner etc
Engi shotgun oc for slug rounds, engi shotgun oc or loki with freezing (loki would prolly be the 3 locks minimum thing like explosive and electrical on it) gunners rocket pod can get cryo missiles. New weapons, engi a primary future esc staff that u can get different elements and firing speed, like electrical, fireball, ice missile etc. And a secondary rail gun like gunners but larger like a primary weapon. Gunner can get a cannon like weapon like a sniper if where u can also place it on the ground for reduced recoil idk, and a handheld GL, its self explanatory idk about the rest of classes tbh. Also a oc for engis GL to make it a MGL with more ammo and 6 rounds per mag but increased reload and lower damage, but the aoe stays the same, maybe reduce the velocity
Give some kind of bonus while doing mission drunk, like dealing more damage, or receiving less damage
I think it could be fun to have armor/health overclock kinda like payday 2 perk deck work would feel cool to have more options in terms of defense (maybe whit less impact than payday deck cause it's seem a nightmare to balance)
Coilgun rebalance/nerf proposal:
Tier 2 B - Controlled Magnetic Flow - nerfed🟥 - now only charges to 50% or 100% charge, and trail duration for 50% charge is halved
;the idea is that half-charge is used for emergencies or to finish off individual enemies at lower ammo expenditure instead of being main weapon use mode for heavy duty crowd clear via full-powered trails
Tier 3 A - Concussive Shockwave - reworked🟪 - now only works at full charge, applies stun only to enemies hit directly, but in return has 100% chance to apply
;while stunning much fewer enemies than before, it now will reliably stagger any enemy hit, making it an option for consistently disabling priority targets even through densest cover
Tier 3 B - Fear Trajectory - nerfed🟥 - now only works at full charge, applies fear only to enemies within 1 meter distance from trajectory and Fear Factor is decreased to 100 (meaning 50% chance to scare any grunt in trail radius)
;the worst offender, while now not dependable in completely pacifying all enemies around the trajectory, each shot will still considerably decrease the number of currently incoming enemies in one direction, helping gunner's sustained-damage based primaries methodically eliminate them without being overwhelmed
Tier 4 B - Shockwave - buffed🟩 - damage increased to 45
;relatively underused compared to Defense Enhancement, now combined with half-charge shot, it would kill glyphid grunts grazed by a shot in the body at close range; hitting armour would leave the trail to finish the job after 0.75s 0.5s
...
Addendum 1:
Base weapon - buffed🟩
Base trail damage per tick increased 3.9 -> 7.8
;This is to compensate for considerably weakened trail stacking and means Haz5 slasher grazed through armour with stunning shot will be finished off by base trail in stun duration
Give us a version of a wormhole special that sends us into a random game thats open to us in which the person is solo. With a different bit of dialog from mission control
Buff the ammo of the PGL a little bit please. Not only are most grenade launcher OCs weaker than the other weapons, they have less ammo too. Fat boy and Hyperprop are perfectly fine at their job, it's just the low ammo that hurts it.
triple the PGL ammo. This thing competes with breach cutter, nothing you could do would make it unbalanced
i wish GSG give more attention to player's DIY difficulty, i beg for GSG to explain fields, thanks.
Deepcore 40mm PGL Balanced Overclock - Fragmentation Grenades
These grenades can blast into hardened sharpnel on impact, launching it in almost every direction, but at the cost of direct damage.
+Grenades will now "shoot" in every direction upon impact
-Decreased direct damage
lower minimum sensitivity to .2 (from 1) to make higher dpis more comfortable to play on
Reworked its a bug thing
Now instead of killing the bug it spits all it out so now lootbug lovers don't have to kill them.
Corrosive Sludge Pump Balanced overclock - hot glue gun
+Enemies stepping in sludge puddles will begin to heat up.
+Enemies shot with sludge will immediately catch fire.
-Enemies stepping in sludge puddles will not take stepping on sludge damage.
-Enemies shot with sludge will take a lot less corrosive damage.
PGL rework concept, mark 2
Base stats:
145 area damage (+)
3.5m damage radius (+)
2.5m maximum damage radius (+)
50% minimum damage (=)
15 reserve ammo (+)
2.5s reload time (-)
100% Fear Factor towards all in blast radius (=)
30 m/s projectile speed (=)
Mods:
-
Tier 1A - Fragmentary Shell - area damage radius +0.5 meters
-
Tier 1B - HE compound - area damage +40
-
Tier 2A - Loose breech mechanism - reload time shortened -40%
-
Tier 2B - Autoloader - holstered weapon reloads within 5 seconds
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Tier 3A - Incendiary additive - leaves behind a puddle of napalm, applying 6 fire damage and 4 heat every 0.1s to every entity in 2 meter radius from impact over 6 seconds
-
Tier 3B - Tungsten cap - direct damage increased by 100, all damage features 500% armor break
-
Tier 3C - Nails+tape - area damage radius +1 meter
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Tier 4A - Hit-and-run - 1.5x to movement speed for 2 seconds after firing
-
Tier 4B - Improved propellant - projectile velocity increased by 54 m/s, direct damage increased by 50
-
Tier 4C - Danger close! - explosion is delayed by 0.15s compared to default, preceded by a loud audio cue and does x0.6 damage to dwarves
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Tier 5A - Hardened Fuse - projectile ricochets off terrain and cleaves through any enemy below 50 hitpoints, detonating only upon hitting a sufficiently resilient enemy or coming to a full stop
-
Tier 5B - Homebrew Explosive - AoE damage receives a random modifier from x0.8 to x1.6
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Tier 5C - Concussive Shockwave - 100% chance to stun enemy in blast radius for 3 seconds
Overclock changes:
- Clean Sweep - unchanged
- Pack Rat - reload time x0.8
- RJ250 - ammo modifier: x1.7 -> +8, damage malus: -35 -> -70, reload time bonus: -0.6s -> x0.8, added property: Disabled Inertia Inhibitor
- Compact Rounds - ammo modifier: +5 -> +8
- Hyperpropellant - direct damage bonus: +385 -> +270
- Fat Boy - unchanged
Give the Mk II turret the same total carried ammo count as the Gemini. That's it, that's the whole suggestion. Easy buff.
Give the engineer another tier 5 upgrade for the turrets if you don’t want defender or Hawkeye. Perhaps a faster fire rate or turret traverse?
A secret set of armor for when you reach a certain number of hours with a class, each based off of the designs of their traversal tools.
Achievement for blowing yourself up with a bulkhead detonator after a melee strike
Custom colors for the drillers drills
A new tool/weapon you can replace the pickaxe with. Instead of taking a pickaxe, you can bring a hammer. The hammer takes more hits to break terrain, and is slower to hit, but does significantly more damage (perhaps applies stun and area damage in addition to a power attack).
Make separate cosmetic slots for eyewear and headwear. Singular cosmetics that have both headwear and eyewear would take up both slots.
Overclock for the GK2: Praetorian Rounds
1.5x damage
+1 penetration
slower rate of fire
less ammo
smaller mag size
greater recoil
EDIT from previous suggestion I would also like to see grapple gun turrets the drills zipline gun and gunners bubble have the styles/colours like the weapons do (example Supporter2 on grapple hook)
When the dreadnought is chasing one of the dwarves, he'll say "It's coming for me!" or something
Have is so you will succeed the mission as long as the objective is completed, even if the drop pod is there yet (on certain missions perhaps)
Probably not much of a big deal to suggest, but I would like to have the MilSpec Sludge Pump's left handle crank be able to move. I only just noticed it as of recent that the hand crank for the MilSpec Sludge Pump doesnt animate when reloading the weapon thus resulting to the Driller's hands seemingly pulling thin air. So I would like to suggest to have the MilSpec framework of the Sludge Pump be changed to have a moveable/animated left handle crank.
Here's a vid to provide a bit more about what I was talking about: https://www.youtube.com/watch?v=ZMyBV_OlE-4
A while ago I made an idea for bulldog OC that would stack its damage on consequent shots, but its design had flaws. So, I decided that its time to try again.
OC name: Sharpshooter
Type: 🔴 unstable
Weapon:
"Bulldog" heavy revolver
"Thanks to R&D's special chemicals and some other warcrime staff, your shots deal more damage the more you shoot same target. But, your initial damage is lower, spread is higher and ammo capacity is reduced".
Ups and downs:
if you shoot one target several times, each shot past first deals 10 more damage than the last one. There's no limit to how much this effect can stack. If target dies or you shoot another target, damage is reset.
-20 damage
×1,35 spread
-8 max ammo
Numbers can be tweaked for balance purposes.
Note: different hp bars such as classic and hiveguard's "armor" and health, rival Caretaker's vents and eye hp bars, or Xynarch charge suckers are considered to be different targets.
Note 2: if you take explosive bullets mod, both direct and area damage get an +5 increase, but only direct damage triggers increase.
Please make it so that repairing Doretta locks other dwarves out of repairing, the way pushing the button locks other players out. So many greenbeards have no idea that multiple people repairing doesn't make it go faster (and why should they, when every other repairable object in the game doesn't work like that?). It would be a huge benefit to the team if people weren't always wasting time by repairing unnecessarily.
Please add the ability to change the color of the helmets separately from the body color. For example, body "GSG Guardian", helmet "Decontaminator".
more unique mactara would be pretty cool
I know this sounds really dumb, but hear me out: there should be an option to display some text in some corner of the screen that tells you what song is currently playing.
For example:
Now Playing: Axes Out
(After the swarm)
Now playing: Fathomless Tomb
I feel this would draw more attention to not only DRG's music and soundtrack and also allow players to make connections with the track titles and the lore and atmosphere the music provides.
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The jewels on gilded cosmetics/pickaxes/weapons, for example, Diamond Cutter Pickaxes and Gilded Beards, should match the color of the class you're playing as. The red jewels work for Engie and the Green jewels work for Gunner, but they don't match for Scout and Driller.
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I would love if my Driller's Triple Trouble Guilded's colors matched the gold on Regal Aegis.
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If armored beards had the option to be simply metallic or match the primary/secondary/tertiary color of your armor, that would be wicked. 'Does it come in red?'
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Platinum Weapon Paintjobs should share the exact color and texture as the Platinum Armor paintjob, in addition to any paintjobs that can be shared between weapons/armor/pickaces. Instead, Platinum Weapon paintjobs' secondary color appears to have the texture of plastic with washed out colors in comparison to the scintillating sheen and stunning saturation of Platinum Armor's secondary colors. The only way I can achieve the latter is through mods, which means nobody can see my glorious matching colors unless they have the mod, too.
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For the love of God, paintjobs shouldn't be weapon/armor/pickaxe/bosco exclusive. Do you guys know how sick Regal Aegis looks on a pickaxe? It's paint... What makes paint magically go 'naw, I'm too good for a pickaxe?' I love painting Bosco Platinum. He is a shiny, dapper lad.
- Cryo and Ice Detonator
- Fire variants of Glyphids and Praetorians. Resistant to fire and cold but weak to water. (Water weapon when?l
- Ice Exploders
- I know that Fire Goo Bomber exists. Where he at?
New voice lines for popping spreaders: "Pop goes the spreader!" (Like pop goes the weasel.)
Similarly, if Driller kills something with the wave cooker, he should sing, "Pop goes the glyphid!"
add titles.
titles would be simple things that would just show achievements that you have along with display your rank (just as lord of the deep and giant guard) because it's nice to show off your achievements and feats.
New mission idea: heavy mining. A new metal has been discovered; it is incredibly strong and very heavy, but research has been done to find a way to make it lighter, so higher-ups make a new drilling machine, a mix of refinery and doretta, but you have to find the huge deposits and mark them, then the driller will make its way to it, but you have to protect and refuel it after it breaks down and collects the metal. A drop ship comes down to collect the metal and send it up. The amount of deposits would be 2-3, and this also could set up some future content as well.
New overclock for the m1000:
Name: Antimaterial Pulse Rounds
Type: Unstable
Description: "R&D had too many beers when they made this one. The bullets have been replaced with antimaterial rounds that, under a slow and deliberate buildup of pressure and tension, cleave through organic matter and pulse violently with the sudden cessation of electrical fields within organisms. However, the new rounds are difficult to fit in the gun."
Positives:
Focus shots ignore light, medium, and heavy armor for full damage
Focus shots have infinite blowthrough (stopped by inorganic matter)
Enemies killed by focus shots deal 50 explosion damage in a 3m radius
0x armor break modifier
0.66x ammo reduction
0.5x clip reduction
0.6x focus shot speed
A hood + goggles combo as a headwear slot cosmetic item.
(Totally not because I want to pair it with a gas mask and turn my engineer into an Adeptus Mechanicus tech-priest. No siree.)
Make a version of the Great Pappy's Doughboy helmet with a ww1 era gas mask
New Scout Primary: Beam Rifle
Note: Many beam rifle concepts have been proposed for Scout but this one has new mechanics.
- Fires beams. Beams are hitscan and fired off in split second discharges rather than continuously. These discharges produce a bit of recoil due to the sheer amount of energy being expended.
- Beams color is determined by elemental effect: red for heat, blue for electricity, and green for radiation.
- Semiautomatic. Has two firing modes: rapid fire and focus fire. Scout toggles between the two by pressing reload.
- Rapid fire is the default firing mode. In this mode the weapon has a faster rate of fire and can kill a grunt in two weakpoint shots. Shots consume less ammo. Ideal for running and gunning.
- In focus fire Scout uses a magnification optic. In this mode Scout has slower movement speed, shots cost more ammo, and the rate of fire is slower, but the weapon has no spread and deals more damage. In this mode, Scout can kill a grunt in one weakpoint shot.
- Uses a rechargeable energy reserve mechanic similar to the shard defractor.
Not my Idea originally just a follow up on a few ones
Some suggest adding Wind Rose's "Rock and Stone", others suggest making voice lines to reference the band.
If both are accepted, I suggest breaking the 4th wall
As the song starts, the dwarves could say lines such as these :
"We're making it out of the mine with this one !"
"That my favorite song !"
"That's the boss battle theme, but from the grunts' perspective !"
"That's the last song you'll hear bugs !"
"Does Mission Control also hear this banger ?"
For any rock and stone that's a command voiceline, the subsequent rock and stones from other players for the next 2 or so seconds will be delayed so it can be said in unison and higher in volume. The responding rock and stones would be that of the standard rock and stones mirroring the original voiceline said.
For example, 'Rock and Stone everyone!' will be met with the most similar rock and stone like 'Rock and Stone!'
For example, 'Come on guys! Rock and Stone!' will be met with 'Rock and... Stone!'
For example, 'Let's Rock and Stone!' will be met with 'Rock and Stone!!'
etc etc, I'm sure you get the picture.
Ty wiki for the voicelines btw.
Make characters whisper in the memorial hall.
Over clock idea for the grappling hook:
-100% recharge (half)
+30% hook velocity
40% more vulnerable while out
Overclock is probably probably balanced
Make it so when you kill a frozen crassus detonator it still explodes
Make loot bugs 0.25 slower to inconvenience players more
Freeze status suggestion based off this
Any killed frozen enemy that's large and/or explosive will still explode, release goo, or release toxin/radiation. However the enemy will only do so after being thawed out, allowing someone to make a trap out of the frozen carcass for a swarm or to protect a teammate from the danger. Continuing to freeze the carcass will keep the carcass from releasing toxin/radiation, goo or even exploding.
Make the dwarf respond to the mission chosen. Reminiscing of what happened in that region and stuff
dreadnaught corespawn
Sticky grenade buff concept - single target specialisation
- Explosion damage towards directly stuck target increased to 200
- Explosion stuns directly stuck target for 6 seconds
Intended targets: Glyphid Praetorians, Stingtails, Wardens, Stalkers, Mactera Grabbers, Mactera Goo Bombers, Mactera Brundles, Patrol Bots
Justification:
- Sticky grenades are considered underpowered and rarely used
- Other grenades outperform it at wiping out hordes of weak enemies
- None of the other grenades are specialised against single targets, with general-purpose Leadburster performing well against large, unarmoured, high-HP ones with stun immunity - there is a niche to fill
- Sticky explosives historically have been used for anti-tank roles
Gunner LMG suggestion.
RoF: 12.
Ammo: 60 in mag.
Reserve: 300.
Reload time: 4 seconds.
Accuracy: 70% of the GK2, that's all i can base this on since i don't know how to find the actual accuracy stats even though i looked.
Damage: 10.
Overclock 1 (Unstable): weapon becomes 3 round burst, weapon loses 30 mag, weapon gains accuracy, weapon becomes 2.5 seconds reload, weapon loses 150 reserve.
Overclock 2 (Clean): weapon now breaks armor, weapon reloads in 3 seconds.
Overclock 3 (Balanced): weapon has 20 magazine size, weapon ricochetes to other enemies on headshot kill.
the weapon would have the mag on top in the same style as the P90, meaning that it's a long mag on top with a carousel feed mechanism. the weapon is fairly easy to reload as all you need to do is slot the mag in on the top, slap it to secure, and then chamber a round. however, to take out the old mag, you need to pull up until it clicks, then pull it outward. the gun itself would look like the Tavor IWI rifle without the excess on the stock and without the magazine. the mag of this gun would go between the front and rear sights and the ammo counter would be on the left side of the front sight. the attached image is the inspiration for the concept.
i did my best to think of this weapon and i think i did a decent job, but please let me know what i could have done better for the stats and please do be kind, i'm trying my best and want to improve the game as much as possible with my suggestions.
for the record, this suggestion is meant to add a more balanced alternative to the other guns for gunner. to put it even more clear, it's meant to cater to the people who love playing gunner but would rather use a gun that is balanced instead of specialized equipment like the rest of the guns. i know for a fact that i prefer general over special and that other people do too, so this'd be a net gain for the game IMO.
Sprint toggle please
Molly upgrades for more things to grind
MID MISSION TWERK SESSION
press e on random objects in game that aren't normally interactable to grab a chunk and lick it (such as the inert uranium and hot rock for example).
[Playstation QoL] Please add an option to turn aim assist on/off on p. The slowdown aim assist has to be the most annoying part of the game. Just have it on by default and give us the option to turn it off.
Make the golden statues harder to find because they are easy. Once I just landed and it was right there on the floor. Maybe make challenges like kill glypids for statue parts then reassemble it at a alter
Add more gun trick animations
Buff or nerf hot/cold damage depending on biome. For example freezing would be stronger in Magna Core, and fire stronger in Glacial Strata
How about the abyss bar getting fancier the more you tip Lloyd. Like him getting a new hat, or some new stickers on the fridge. Small but fun things.
allow us to choose a specific amount of cash to give to loyde, he deserves it!
add a button at the bar that deletes the remaining beers on the counter
ROCK AND STONE(more rock and stone voice lines)
Change 'Minerals Mined' to 'Minerals deposited.'
The game does not actually count how many minerals you have actually mined with your pickaxe or other tools. Instead, the game counts how many minerals your dwarf has picked up and deposited into the mule. Lootbug droppings also count towards minerals 'mined'
This presents several problems:
-
Lootbug droppings count towards minerals 'mined' People can run around and pick up lootbug loot and have it count towards 'mining' without actually putting forth the work of mining minerals.
-
The game does not count how many minerals were mined per player in the first place! Without Molly, a Scout can mine 500 gold with Pots but only maybe 350 of that gold counts towards their score because other dwarves will have invariably picked up what Scout could not take back with him.
-
I straight up feel bad when I'm a class like the Engineer picking up what people leave behind and I end up with more 'minerals mined' than the rest of the team.
I present a solution: change the statistic in Milestones from 'Minerals Mined' to 'Minerals Deposited' and change the results icon from a pickaxe to the 'Veteran Depositer' or 'Mule' icon. These changes allow for the statistics to correctly convey what the game is counting for that particular stat, which is the amount of minerals you have picked up and deposited, not the amount of minerals mined by your dwarf.
I could request an actual 'minerals mined' statistic to be implemented, but the new value would remain quite unsightly to peruse for old players who already have millions of minerals deposited.
achievement: drunk diver
complete an entire mission while being drunk
Drinking a blackout right before entering the drop pod should make you start in like scenario where you have passed out for a few hours in the pod after it lands, the doors are still locked but the bugs are gathered around the fallen pod to inspect it...
Basically having a little crowd there to give you a warm welcome should spawn in the pod room whenever you start the mission 
-# Also would make blood sugar on low haz levels bearable for the starting moments I guess
Introduce abandoned mining rigs from rival companies. Basically you will stumble across a massive rig/mining vehicle that you can go inside, has a bunch of hallways, rooms, a courtyard, abandoned bodies and it’s infested with bugs. It adds something different from rocks and caves, metal walls or tiles for the corridors would make for a cool new environment to explore
Or even better, add a chance for a Rival tech company ship to orbit the same planet, and we have to fly out, board their ship and take them out, extracting their reserves of Morkite or their eggs they’ve taken. We blow up their ship and fly back to base
no idea if this has been proposed before but I'd absolutely love the ability to see overclocks i have in possession but not yet crafted in the eqiupment terminal
Armour upgrades Tier 4 should be remade. Out of three upgrades only the "Breathing Room" is a viable one. "Shockwave" does very little damage, especially on higher difficulties that it is completely useless. "Static Discharge" either does not work as intended or has wrong description. Instead of stun it applies "Electric" damage. It has no chance to stun enemies, so they will continue to damage you, damage is minimal, eve lower than "Shockwave" and it does not worth to take this upgrade for any reason. And "Breathing Room" is just very powerful upgrade overall, so there is absolutely no reason to take first or the second.
my suggestion is that i love you guys at gsg you made a banger game mwah
(also please make malt stars slightly more common and starch nuts slightly rarer i have too many starch nuts and not enough malt stars) ((and maybe add a minature double flamethrower weapon to one of the classes because of the voiceline, "Good things come to those who wait. Like dual flamethrowers and beer!"))
add voiceline when pinging the Black box in deep dives (currently when you ping it, the dwarves just shout)
Let me see boss healthbars when down
Add glowing lenses/visors to the Dark Future, Rival Tech, and Dark Neon armor paintjobs. Maybe make it toggleable, not unlike the sleeves on the standard armor suits.
Overclock suggestion.
Weapon: "THUNDERHEAD"
Name: Shrapnel ammo upgrade.
Type: Unstable.
Effects:
Always at Top RoF.
Ammunition now acts like a shotgun.
Significantly less magazine capacity.
Description: thanks to the manufacturing company and a large "donation" to some rather helpful individuals, we have managed to upgrade your gun to handle immediate top firing speeds and take what have been lovingly nicknamed as "shot-cannon shells" by manufacturers. however, due to the size of the ammo itself, the drums will not be able to hold nearly as much ammunition. still, management accepts this as a fair trade off.
add charms and make danger dice one of them.
danger dice as a framework just sucks because it's just the default framework with a die hanging off it. this makes the framework just not as good as the others like waster or neon band. having danger dice be a charm instead of a framework means that people will be happy when they get it from the boxes instead of just feeling "oh, i got danger dice, i think i'll just stick with my glyphid trophy hunter instead." because danger dice doesn't add anything aside from the one thing that dangles from your weapon.
TL;DR
add weapon charms and make danger dice one of them.
Can we make Snowball and Ice Spear activate like Scorching Tide. I keep accidentally shooting them on Console, worst when try to ride pipes on Refining. Also some controller feed back for them would be awesome. I'd love Ice Spear to feel more powerful like Scorchig Tide does:)
Please allow moving your data from PS5 to steam
Overclock reclassfication:
Unstable overclocks:
- Executioner
- Triplefork Volley
- Bodkin Points
reclassified as Balanced as like base weapons they remain used against single or few targets via direct fire
Balanced Overclocks:
- Explosive Chemical Rounds
- Cryo Bolt
- Fire Bolt
reclassified as Unstable as contrary to base weapon they are mainly used for crowd control via maximising their area effects; the two latter unlike current crossbow unstables are also employed for area denial as opposed to direct fire
Unstable overclocks:
- Scorching Tide
- Overdrive Booster
reclassified as Clean as their additional functionalities are optionally triggered and lack any traits interfering with baseline weapon use
Yalo folks, ive been play drg for quite a bit now... Sadly frames aint looking too good on my end, especially when a crassus went boom and my team and me did the satisfying thing where all the gold breaks with a single pickaxe hit... So i was thinking, how bout stacking resource chunks, like in mcr? The more gold for example, the bigger the chunk
For salvage mule missions the leftover drop pod should have random deposits still inside it
What if instead of fixing the physics for tumbleweeds, the dwarves just acknowledged how dangerous they are in-universe when you ping them.
"TUMBLEWEED! GET BACK! IT'S A FRIGGIN' KILLER."
"Tumbleweed here! Don't touch it, whatever you do."
"You may be laughing now, but I'm warning you. DON'T. TOUCH. THE TUMBLEWEED."
I think its time that the DRG team makes a short movie for all its fans. Also if possible a new multiplayer game, as this company knows how to run a multiplayer game.
We need a special beer drink once the beers are served 100M times in total. (Or if it surpassed the goal).
Less of a game suggestion and more about the yearly recap, it'd be awesome to have the stat for total deaths of that year, so you can find out for instance what percentage of deaths were from fall damage, or total missions played for that year, since we only have missions since 2018. And that would also be cool, because then you can figure out how often do x type of death happen per mission.
Or maybe just release a big ass spreadsheet for us nerds alongside it each year, if it isn't too much work of course, like I'd love to get to dig into the data and stats of players and our behaviour, in all forms that can be tracked. For instance, how much money has the average DRG player tipped to Lloyd.
All of that stuff is something I find incredibly interesting
OC for plasma charger
🌡️ Manual Heat Dump
🟨/🟥 Balanced or Unstable
When at 50% or more heat, press the reload button to release the excess heat around you and burn enemies
Heat dump damage is based on how hot the gun is
Lower damage output
Slower heat recovery
Significantly longer overheat duration
A stat for witch classes were deployed the most or just an answer would be nice
Suggestions from a 1000+ hour Gunner Gamer(GG):
-
Let me reload while resupping again
-
Set the charge rate of the coil gun back to what it use to be where it was super fast. Slowing it down does nothing except for make gameplay extremely slow. Make the Coil Gun viable again and not just a bug deterrent.
-
make the revolver do even more damage or penetrate more bugs after it has ricocheted
-
and ofc get rid of rockpox forever thanks
Make dark morkite give increased repair and build speed of main and side objectives.
It would fit in with its current theme of helping the player with mission objectives while making the beer not nearly as niche as before.
Stop cave leeches from still grabbing you when they have missed by 5-10 meters and are pulling back... 🙄
And give us a way to get out of its grab on our own...
Edit: the 1x per mission perk is not enough. There should be a similar way like how we can get out of freezing and space aids crust by spamming AD
Flare upgrades would be great, faster reload times, better lighting effect, bug deterrent (?), etc..
This is just for fun so please don't hate too hard.
Inspired by medivacs.
New Class: Support
Class Color: White
Class Icon: Medical Cross
Delivers support in terms of fire support. Delivers support in terms of revives, and red sugar collection and distribution. Deliver's support in terms of team movement and carrying heavy objects.
Weapons:
Primaries are squad support weapons. They are lighter than Gunner's but heavier than Scout's.
Secondaries are for running and gunning.
Primaries:
- "Buzzsaw" Squad Support LMG
- "Thumper" 37mm Multi-shot Grenade Launcher
- ArmsKore High-Voltage Lightning Launcher
Secondaries:
- Dual Magnum Pistols - Fires one pistol then the other
- Plasma Blaster - A light automatic plasma shotgun
- Rocket Pistol - Fires a single rocket that can lock on to targets
Tools:
Med-C Drone: This drone starts with a bit of energy it can use to heal injured dwarfs. It can get energy by mining red sugar with a mining laser. It can also be ordered to perform revives on a cooldown. If everyone is down and its revive is not on cooldown, it will come out and revive the Support.
Helicopter Backpack: When active rotary blades come out from the Support's backpack as well as two control handles. A short rope ladder with a traction pad at the bottom dangles down. The Support uses both hands to fly. Flying costs power which there is a limited amount of, both in terms of per flight, and total. Other dwarves can hang on to the rope and be flown around. In this way the Support can help his team move about the caves, and get to high ledges. Extra useful for going in and out of or across pits or for a quick team relocation. The traction pad at the bottom can be used to grip heavy objects and carry them with you as you fly, or to pick up downed dwarves to relocate them somewhere easier to revive them. You use space to go up, and shift to go down. There is a delay while the blade starts up before you take flight.
Can we have a UI toggle for downed player icons?
Like, I know they're dead and need reviving, so I don't need the little reminder blocking my view. I've been unable to see what I'm shooting at more than once because a dead dwarf's icon was obscuring them. It's not a huge issue, but it's certainly annoying...
Small Lok1 idea overhall so more than just Explosive Chemical Rounds and Executioner can shine. Change Lok1s Eraser OC so that more unique locks add more damage and keep +mag size while adding slower reload or something. This would lean into the Lok1s unique ability at being able to lock on to multiple targets which no current OC particularly does, and make use of more of the mod tree like the other Lens, Smrt Targeting and a fun choice in Tier 4 between higher potential damage and DPS. And/Or give base Lok1 a base ammo buff, but make the ammo penalty on Explosive Chemical Rounds and Executioner more so they stay the same as currently, while all other builds get an ammo buff to help them compete with the extra ammo efficiency of those 2 OCs
PGL Rework idea
Base PGL
+3 base ammo (from 9 total to 12)
RJ250
Lowered ammo multiplayer from x1.7 to x1.25
The ammo values in any combination remains the same: Base 15, up to 18 or 21 with ammo mods
Clean Swept
Double the bonuses
+10 area DMG goes to +20 area DMG
+0.5m radius goes to +1m radius
Compact shells
Renamed to loch-n-load
New effects (replace old ones):
+2 mag size
+0.7 reload speed
-30% projectile velocity
Pack rat
It is gone, transformed into new OC
New unstable overclock: Blunderbuss
-Shoot 9 smaller projectiles (similar to Gunner's Cluster Charge OC) that spread out in a shotgun-like pattern but with fall-off, Damage, ammo and other values still need to be decided
Fat Boy
-Change ammo penalty from x0.3 to x.0.4
Old: 3 base, up to 4 or 5 with ammo mods
New: 5 base, up to 6 or 7 with ammo mods
-Change extra radius from +1m to +2m
Old: 4 base, up to 5 or 6 with area mods
New: 5 base, up to 6 or 7 with area mods
-Radioactive area radius unchanged
OC for Scout's Jury-Rigged Boomstick:
True Boomstick
Unstable OC 🟥
Significantly increased damage of frontal AoE shockwave
Increased range of frontal AoE shockwave
Significantly reduced pellet damage
Reduced pellet count
Reduced fire rate
"In a bout of questionable inspiration, R&D has developed special shells that are more explosive than bullet. The blast force of these shots can knock even the hardiest miner off-balance, making it difficult to fire in quick succession, and management will not compensate for any hearing damage caused from use."
Surely someone in this server has been drunk enough to ask about giving a special powder like OC for the minigun. I think that'd be a really fun and dumb idea
add a plant to the space rig so the dwarves can insult it
what if you could play chess in the space rig against another dwarf?
but because the dwarves are too stupid to play, you could only do it under the effects of smart stout
Experiment proposal: cryo minelets and electro minelets swapped between BRT-7 and Zhukovs
Penalties remain unchanged for each weapon
Literal, actual mini-mules
Sideways ball cap for a funky fresh look
i want to ping a rock and it just has a chance of saying "the pioneers used to ride these babies for miles"
Down in the little area below the bar there could be a little table with a drone for various card games and other adjacent games you can place credit bets on to win or lose credits (All profits made by DRG go to Lloyd) and there could be a another APD dealing.
A punching bag on the space rig. Maybe with a picture of the leaf lovers special on it. 
perk that lets you bring bosco on squad missions perhaps
Vollatile Pellets (+50% damage to burning targets) as a new tier 5 mod for the Warthog. All three of Engineer's secondaries can ignite targets. It would be nice to be able to capitalize.
Let us spend no longer usable excess resources on buying golden lootbugs that go around in the space rig like roombas
We get to put skins on our Bosco but nobody gets to see them but us. My suggestion is to have the host's bosco viewable somewhere in the launch bay. Maybe on a charge port or something, but just a way to show off skins
A armor upgrade or perk that gives you more grenades!
give us a voiceline for when we kill a ton of bugs with ice damage or freeze a ton of them.
i propose "chillin' like a villain!"
this could also be used for arkenstout.
OC For the driller's flamethrower: Dual flamethrowers (and beer)
X2 damage
X2 heat
Flames come out in 2 streams
X2.5 reload time
X0 trigger discipline
Anomaly Idea: Warrior's Turf
"The perfect place for a battle against the Glyphids! This cave has an unusual concentration of Nitra, ensuring you are unlikely to run out of ammunition!"
Effects: Nitra Veins are doubled in size, not unlike the Gold Rush Anomaly, but for Nitra.
Very useful situationally (such as in Elimination or Escort), but can be redundant in some cases, taking the place of a different, potentially more useful Anomaly.
first time posting suggestions so here goes something
I thought of some missions:
1: Junkyard Duty:
- you and the crew are sent in to do clean up duty.
- Scrappy replaces Molly during these missions. (Scrappy is just a "bigger" variant of Molly)
- Once landed you have to search for areas in the mines where there is junk (old resupply pods or destroyed molly's )
- Finding the first "junk pile" will enable Scrappy to reveal chainsaws (Debris Chain Harvester)
- Chainsaws are noisy and swarms might spawn during scrap harvesting
- Chainsaws are available to all 4 classes
- Chainsaws have a fuel meter (ammo) , heating mechanic (overheating doesn't stop the machine from working, but it may break)
- Broken Chainsaws need to be repaired next to Scrappy or when Resupplying
- Out-of-Fuel Chainsaws can be refilled from Scrappy or Supply Pod
- using the chainsaws you break down the scrap found in the caves, Scrappy will automatically look for broken scrap to pick up (powerful magnets are equipped inside of it which pull in the scrap)
- percentage marker for the mission completion
2: Forge Installation
- you and the crew are sent in to install a forge that harnesses the power of a biome
- using seismic readers you will call in the forge
- the forge will land on the spot where it senses "the most power" in the biome
- when it lands, it will also land with 3-5 batteries (depending on the mission length)
- the batteries will land randomly on the map (management excuse is that they didn't calibrate the batteries landing area)
- the batteries will have to be set up to the forge, and once plugged in you have to defend it against swarms while it powers up
- once all batteries are hooked up, you can start the forge up
- when the forge start you will have to defend it against the swarm while also repairing it from time to time, the forge has 4 parts which need to be maintained during this phase (if the Forge breaks completely, mission failed)
- when the forge is fully powered you can call in the drop pod
Plasma Carbine OC: Unstable Plasma Shards
- Projectiles now home in on nearby targets
- Projectiles now stick in enemies and terrain detonating after a few moments dealing area damage in a small radius
- Less direct damage
- Slower projectiles
Dwarven Overclocks (like perks for classes but overclocks that you can collect through events in missions)
I was thinking of being able to equip 4 per class. You could mix and match them however you like.
Same principle as the weapon overclocks:
- green (clean) (max 4 equipped)
- yellow (balanced) (max 3 equipped)
- red (unstable) (max 2 equipped)
Some examples I wrote up:
green (clean):
Old Granddads Rucksack:
- you can carry double your carry limit
"Surprisingly spacious considering the expeditions and jobs it went through"
Rubber Soled, Iron Tipped Work Boots:
- you are not affected by slows or any environmental hazards that provoke slow.
"The Acquisitions Officer from DRG finally delivered on the promise he made towards us in the canteen after losing 3 times in a row in a dice game"
Special Orange Boot Lace
-If separated during missions players no longer need to hold the tracker for their teammates to see them.
"R&D have created a special bootlace with which you can be seen even in the darkest of caverns".
Uncle Bjorn's Old Sluggers
- attacks now generate piercing damage.
"Uncle Bjorn always had a knack for creating homemade ammo. That would explain his missing fingers."
Steam Marshall
- you take 50% less fire and ice damage, teammates take 25% less fire and ice damage
"Being drilled in extreme temperature has left you with a preparedness which you pass on to the Greenbeards next to you"
**yellow (balanced) **
Explosives "Expert
- you begin the mission with double the amount of throwables, but there is a 10-20% chance some to be duds
"Packing extra explosives, ey? Hope you left the practice ones in the armoury".
Hunting Scrapbook
- Each mission you start you get a 10% buff to damage against a certain enemies [(enemy type is random) (max 3 per mission)] during that mission. You deal 10% lower dmg against the rest of the enemies.
"Years of collecting and reading and cutting out hunting journals and gazettes, you amassed quite the knowledge by creating this scrapbook, even though sometimes you read it and made it while under the influence of the Blackout Stout"
Rugger Training
- While sprinting or running you can "tackle" enemies that attack you. Tackling enemies makes them stunned for 5 seconds,but also slows you for 2 seconds
"All that cardio training and physical conditioning under rugger coach Gustaf Rockback has blessed with the speed and vigour of a charging boar"
Chemical Marshall
- you take 50% less radioactive and poison damage, teammates take 25% less radioactive and poison damage
"Being drilled in toxic biomes has left you with a preparedness which you pass on to the Greenbeards next to you"
Seasoned Tracker
- you can now see every 2nd or 3rd group of glyphids spawning point (spawning point is highlighted)
"After years of watching from the shadows and stalking the enemy, you learned how to read their movements to a 75% accuracy, percentages may vary"
red (unstable)
Graybeard Prospector:
- you have a 25% chance on the start of the mission to land in a mineral rich starting zone. Multiple enemies might possibly appear depending to certain factors (if all 4 crew members have this core equipped 100% on the drop site and 100% of more enemies at the beginning of the zone unrelated to the hazard difficulty)
"Knowing where to land is only quarter of the job but it is 3/4 helpful to land in a mineral bonanza, although the local fauna would disagree with that"
Veteran Trail Worker:
- During missions you have the path towards your objectives highlighted but you start with 20% less HP
"Clearing trails and pathways all around the galaxy for years has granted you with the knowledge of the path, but at the cost of all that manual labor and backwater conditions your general vitality has deteriorated"
Two Tonne Boots
- Jumping on the head of enemies instantly kills them but you are immobilised for 2-3 seconds after each kill.
"R&D added some extra weight to your boots for extra stomping potential, what they forgot to mention is the extra weights take a toll on your walkers"
Elemental Marshall
- you and your teammates take 50% less elemental damage overall, but take 10% more dmg
"Having taken part in all drill sessions and training camps in all biomes, you are like a father figure to all your Greenbeards that join your crew"
Electric-Donkey Operator
-Platforms, turrets and even teammates can produce lightning damage if you stand really close to them, while also electrocuting them for a bit
"Saving the electrical power stations and working on electrical equipment without formal training in the past has granted you with quite the electric knowledge and pressence"
have a rescue mission. Retrieving fallen dwarves. You have to go down, find them, revive them, and finish the mission.
HE grenade buff proposal:
- Fear Factor increased 100% -> 250%
- Carve radius increased by 1 meter
Reasoning: the grenade is generally underused due to losing in competition to TCF in most competitive builds, and in more niche ones to axe against single targets, and neurotoxin against groups
Fear would give it more reliable crowd control against glyphids, and carve allow to use for express mineral mining alongside satchel charges
Big Bug mission warning. Increase spawns of big bugs like praets, oppressors, bulks and the like. Similar to duck and cover but for big bugs
Pheromone Canister nerf proposal: effect duration shortened from 15 seconds -> 12 seconds
Reasoning: not only it's agreed to be among the most powerful, if not overall the most powerful and overpowered of scout's grenades, temporarily neutralising almost all the glyphids during a swarm even at Hazard 5+, it's also the simplest and easiest to use. Duration of 12 seconds would still leave a convenient window of opportunity while making its power disparity from other grenades less egregious.
Modifier: Bombs Away!
When this modifier applies to a mission, Explosive Glyphids and other explosive enemies spawn 50% more of the time. very scary
Stubby Overclock:
Reactive Chemistry (Balanced)
+15% Damage for each unique status effect the enemy is suffering from
+0.4s Reload Time
x0.8 Electrocution Chance
"Adding a hyper reactive compound into the bullets allow them to react with and deal extra damage to any enemy suffering from status effects, per each one. The new bullets holding this compound are heavier resulting in a longer reload and the compound slightly lowers electrocution chance."
Make a setting where you can turn particles off or lower *them for less frame drops.
Also make it so that the other tools can have skins like the main guns, ex: Grapple gun, flare gun, zipline launcher etc.
Make supply drops restock the throwable flares
How about seeable upgrades from your weapons and armor on your dwarf?
For example the rocket belts for the hurricane when you have the ammo upgrade selected
I would really like if it was possible to rebind the alt-fire key separately and a mute when not in focus option
"Skeleton Crew" badge on a suit (as opposed to a headwear piece).
While the Skeleton Crew helmet is undoubtedly a proud achievement for a dwarf, it comes off as a bit "too much" for the modest graybeard who wants to mentor greenbeards AND/OR the dwarf who is highly proud of his beard. Perhaps dwarves deserving of the Skeleton Crew honour could have them added to their armor, as a badge.
The easiest way to do this would be to make a "badged MK6" armor, with the badge placed on the chest and/or a suitable place in either or both arms, as my quick mock-ups show. The natural place for this armor would be, of course, a future "Supporter III" upgrade.
balatro collab
balatro collab
Consider adding a dazzle camo for each dwarf. The pattern don't have to be exact but the idea should be there
An armor set based off of the lootbug, alongside a lootbug mask. I keep thinking of a dwarf that loves lootbugs so much, he modeled his armor after them.
We need a Dwarf voiceline that, upon pinging or being attacked by a Glyphid Swarmer, says "JEEPERS, CREEPERS!!!". it would be so awesome
Voicelines for when bugs die to Thorns damage:
"Bit off more than you could chew, eh?"
"Don't worry, I'm an acquired taste."
"I warn you, I'm gamey."
etc.
Breach Cutter tweak/nerf proposal:
- Magasine size decreased from 3 to 2
- (mod) High Capacity Magasines bonus decreased from +3 to +2
- (mod) Expanded Ammo Bags bonus decreased from +6 to +4
- (mod) Improved Case Ejector bonus increased from -0.6s to -1.2s
- (mod) Explosive Goodbye plasma field slow increased from x0.8 to x0.6
- (OC) Roll Control: reclassified to balanced, shot width multiplier x0.8; replaces any preexisting shot width penalty
- (OC) Light Weight Cases: ammo bonus increased from +3 to +4
- (OC) Stronger Plasma Current: DPS bonus increased from +50 to +175
- (OC) High Voltage Crossover: magasine penalty removed, ammo reserve penalty -2 added, electrocution effect extended to 6 seconds with 0.2s damage tick intervals
- (OC) Return To Sender: added +0.5s projectile lifetime, ammo penalty changed from -6 to -4
;Breach Cutter is the strongest non-overclock secondary weapon Engineer has access to by good margin and very simplistic to use; decreased magazine capacity would require more cautious gameplay style and burst damage management
;magasine size and ammo mods nerfed to improve relative standing of other tier 1 and tier 2 mods and further nerf the strongest existing configurations
;reload speed mod in tier 3, explosive goodbye in tier 5, and overclocks: SPC, RTS, HVC were underused and receive buffs to compensate
;LWC buff only increases carrying capacity; both 3 and 4 shots added to even number would yield 2 shots per resupply
;Roll Control considered extremely powerful with beam width mod, multiplier-based penalty added to decrease overclock's potency somewhat
It's a bug thing III: At the third level loot bugs will move towards players with this perk if able
overclock for sludge pump.
Name: Elastic Sludge.
Type: Balanced.
Effects:
sludge can now be jumped on, making you bounce and take no damage from the resulting fall if landing on an enemy.
landing on an enemy damages them relative to the speed and distance fallen.
damage over time is reduced.
sludge will not break your fall if falling from high enough to break your shield.
i tried to make this as balanced as i could. i made this suggestion as a way to give driller some sort of travel overclock like what the scout and engineer have but still wanted it to fit within his kit for the most part. i hope i did a good job. please suggest alternate effects if these seem too powerful or seem like they'll stray too far from drillers formula.
Stubby overclock:
Taser Rounds (Unstable)
+2 second electric duration
+40% higher electric dot damage
+30% Weakpoint Stun Chance
-3 Damage
-2 Rate of Fire
"By supercharging each bullet they gain far better electric capabilities to the point it manages to even stun some enemies to weakpoint, however all this tech prevents bullets from being fired as often or dealing as much direct damage."
make it so you get more EXP from a deep dive than a normal dive. ITS DUMB AS ##########
Stubby overclock:
Plasma Wave Turrets (Unstable)
+Plasma Wave (Shooting sentries on an electric chance landing hit causes them to fire out a projectile similar to breach cutter, 0.5m width, 15 meter distance lifetime, plasma trail applied to it, contact damage of 120 (2.4 damage a tick, 50 ticks a second), plasma wave does not consume any sentry ammo, 2s cooldown per turret.)
+Sentries still attempt to target if out of ammo
-Sentries are disabled during 2s cooldown
-10 Magazine Size
-120 Max Ammo
-2 Rate of Fire
"Shoot a Turret to send out a wave of plasma dealing damage and leaving a lingering dot in its path, additionally Turrets continue to target well out of ammo to help aim the shot. Activating the effect, however overloads the Turret causing it to temporarily go offline, additionally all the tech in the bullets lower magazine size, rate of fire, and max ammo."
Y'all really need to release a press kit for the DRG models. I suspect the lack of DRG content on youtube is largely driven by the simple fact that there are no models to use if you want to make anything higher quality than a let's play. ||It's me, I'm people who didn't make DRG content because there's no models for SFM bits|| I was just watching the new Funke video and DRG is present alot in it, and he had to use the two naked blender models; because that's the only models available, I recognized them instantly from when I wanted to do soemthing and the only thing available was ugly pale naked models.
Buff the Sentry Hawkeye system to let it shoot cryo missiles like Bosco’s when you point at something.
Please give Doretta's head a marker on the map, She deserves better. (fixed the typo)
New perk:
Dwarf's last stand
X% chance to survive fatal damage. When in a party, it increases to X+Y% when all other team mates are down
replace the hover boots perk with a double jump perk
More festive cosmetics for Bosco
Can we please have Hack-C on the space rig again, no matter the season? And please move masks from beard slot to mustache slot so we can use the neck braces with them like when the masks took up the head slot before.
Make it so we can use a separate button for revive that isn't the same as the interact key to avoid taming steve, sliding on pipes etc.
Beer pong in lobby
spiderman swing as an overclock for grapling hook
moterized zipline but you only get 2 ziplines, slowing engie platforms, speed drilling drills with less ammo and faster overheat, scout lights that come back like flares
zipline that you can pick back up, turret thats a drone that follows you around untill it runs out of ammo and returns to you, c4 that is the equivlient of a bulk detonator
Was hoping maybe at some point to remove the big UNSEASONED label from the default loading screen for the finished season-passers to enjoy the classic artwork in its full glory while we admire the mission end stats
An idea for a new mission type,
A mix between escort and refinery;
Supply line excavation
Your mission will be to clean up a cave and setting up train tracks from a launch station to a mining site in order to transport huges cargo of minerals.
Then escort the train on his way to the launch site.
The mission start at the launch site, the train will advance after each section of the rail track are done.
(Please a minigame for building tracks, like hacking not juste pressing E).
The train is immortal and century gun can be built on it but the cargo he will transport won't failing to protect the cargo will cause the mission to fail.
Give a minigame to drive the train, add fuel, while other dwarf will protect the cargo and maintaining any troubles on the track. Any bug getting on the way of the train will be crushed, beware the train could derail if not properly maintained slowing the process to extraction.
On April fool's there should be a random chance for the rivals to hijack the communications for a brief moment. Not for anything malicious, just to play Mission Control's 'blah blah blah' voiceline. Is it a taunt, or a 'friendly' reminder that they're still here?
Leadstorm Minigun Overclock:
Stabilized Chamber (Balanced)
+Gun reaches Max Stabilization 50% faster
x0.5 Base Spread
+1s Max Accuracy Duration
-3 Rate of Fire when not at Max Stabilization
"Tuning the Bearings allow the gun to be more accurate, reach stabilization faster, and keep stabilization for longer but it must fire slower before max stability to achieve this."
One of my friends hallucinated a voiceline and i think it would be funny to have it added into the game
"Ebonuts are good, but not as good as crescent shaped pears!"
Well if new weapons count too...add to driller HAB (high air blower) basically it doesn't needs ammo and not upgraded does berly any damage but pushes enemies back...at he suck air when it reaches 100 % you can blow all (by doing double click) or hold blowing (hold click) by fully blow launches enemy far back by hold blow not that far
I think it would be cool if equipment had overclocks, like a overclock for engie where you can have 4 turrets but you have very less damage, or for scout you can zip far but your cool down is very long as well
Overclock for engie that makes your turret/s small, you can’t reload it and once it runs out of ammo it goes off with a force of a grenade. Reduced maximum ammo, range of fire degree increased to 270*
Decreased build time
Leadstorm Minigun Overclock:
Thermal Feedback System (Unstable)
+Scaling heat and fire damage based on percent to overheat (20% heated is 20% extra fire damage and damage as heat, 80% is 80%, like TEF)
x0.3 Heat Generation
x0.7 Overheat Duration
x0 Cooling Rate (Heat does not reduce when not firing)
-2 Damage
"Entirely replaces the normal cooling system with a heat feedback system sending it into the firing mechanism for more damage, the core can also contain far more heat before needing to dump. Removing the cooling system however removes shedding heat at all until the emergency vent kicks in, though this system has been slightly improved. All this extra tech also results in lower damage to begin with."
Time for the funny experimental one 
Make the dwarves (very rarely) say, "Heave Ho for Rock and Stone," whenever they toss an object.
Big Bertha is trying to be a heavy hitting single target oc for the Autocannon, but mortar rounds kinda throw the idea of its existence into the air like carpet bomber (MR do a lot and kinda do what the other ocs besides Nurotoxin, so I suggest changing BB to be more sniper like)
+16 direct damage
35% weakpoint damage bonus
x0.5 base spread
-6 area damage
-0.7 explosive effect radius
-55 max ammo
x0.5 magazine size
(Reducing mag size with the 55 max ammo will reduce 110 in total, which is far more balanced instead of losing out on 165 ammo)
If BB was reworked like this, it would have much greater single target damage and have a stronger range of operation. BB isn't going to use area damage anyway, and it's not trying to so it should be reduced further to compensate for the reduced ammo penalty and increased direct damage and range. Also a reduction in fire rate shouldn't be nessary now. You can only add so much damage only to ruin it all by tanking fire rate. Vice versa can be said for rocket barrage
Lines for Silicate Harvesters (Do the dwarfs like them? feel bad about killing them? Anything?)
Lines for Killing Spitballer (Like other world spawn/priority targets)
Lines for collecting all 3 Korlok Tyrant Shards (I've seen people forget sometimes)
Given the... excess... of scrip that one could accreue (as seen in this example from the gallery: #drg-gallery message )... how about "Scrip exchange"? Trade off scrip from one season to script from another one, so those two scrips (in the example) can be put to use elsewhere. DRG being DRG, it should dictate an exchange rate of something like 2:1, 3:1 or even 4:1, to ensure this feature gets used only occasionally, and only after the cosmetic tree has been fully unlocked.
EDIT: I've been told this is just a bug. So no scrìp exchage houses, please. 😐
Add the ability to pet bosco and molly
Autocannon Overclock:
ROFaholic (Balanced)
x1.5 Rate of Fire scaling
x1.5 Top Rate of Fire
+110 Mag Size
x0.8 Damage
x0.8 Area Damage
x0.8 Area Radius
"Smaller bullets that do slightly less but can be fired much faster and hold more in a mag."
Electric Generator Mod (T5A) on LOK-1 should state "Targets with 3 or full locks, whichever is lower, Are Electrocuted When Shot" to reflect the interaction with SMЯT Trigger OS (especially given how that's one of the few optimal ways to build that OC).
Rocket-propelled javelins (grenade slot). Basically like impact axes for another class, such as the gunner (all of whom's grenades fulfill the crowd-clearing purpose most of the time. Something for single-targets on that slot would be welcome in my personal opinion), but they could be given a gimmick here or there, if necessary
Maybe instead of Legendary IV badge make a "ultimate" badge, either purple-ish or similar to the "opal" nitro badge
Deep Rock Galactic... What are you doing? Must every machine, save for Molly, baby Mollies, and Extraction pods, that you send down have their fate resigned to decay under the depths of Hoxxes, never to be used again?
Even Bosco is designated for this fate. He can indefinitely explode over and over again if a player repeatedly disconnects from your 2-player server. What's worse, after all he has done for us, we have to leave him down in Hoxxes?! Why?! Are APD-B317s that cheap and expendable for Mission Control to just keep using resources to send down another Bosco after he blows up or after he is left behind in the Caves?
Why can't he be strapped to Molly if he needs to deactivate? Why can't Bosco ride with us back to the Space Rig? He and Doretta may be disposable to Deep Rock Galactic, but not to us! They are honorary Dwarves... And we leave no dwarf behind!
Tl;dr let us take Bosco with us to the drop pod by strapping him to Molly during multi-player. In single-player, pointing to the drop pod could make him wait inside so we can take him back with us!
Add divided screen to xbox
For Scouts Crossbows special arrows it'd be nice if :
Tesla Bolts fell out of killed enemies and continued working. (Like temperature arrows)
Chemical Bolts still exploded if a enemy is outright killed with it.
Add a key for a explode keybind like in tf2, so we can blow up ourselvs into gibs as a joke.
Drak
Thermal throttle (mod)
Gun can no longer overheat and past 50% heat slows down in firerate up to half of the orginal firerate at max heat.
Railgun
Ricochet (oc)
Gun no longer pierces terrain now Ricochets 20 times.
The idea is to make a web of trails to slow bugs with electric trail, recommend long reload and slow charge rate.
(Also make each Ricochet take time and not have all of them happen at the exact same time, would sound a lot cooler.)
(Does not home in on enemies and retains trajectory)
Re-atomizer (oc)
Please make re-atomizer refresh the duration of debuffs on targets it hits, including making burning targets burn longer and frozen targets be frozen longer, maybe just keep them from cooling or heating for a bit if frozen/burning? (Would probably annoy thermal shock enjoyers)
I couldnt sleep.
Maybe add a weapon that sucks some kind of energy from enemy's and then uses that energy to shoot it back at the enemy dealing high damage. And depending on the amount of time charged the more damage/size of aoe and also can make it so different type of enemies make the energys color different
Mutator idea: Stalker Echoes
this is basically one where stalkers are guaranteed to spawn, but the spawn rate would be no different than what's already live ingame.
but instead of more stalkers, the sound of the stalkers are being heard even if there isn't one around. a red herring.
to clarify: not just an increase of the spawn rate. instead, playing an annoying mind game with fake stalker noises while being caught off guard when a real one strikes
New Scout Primary: XM40000 Laser Pulse Rifle
- Fires red hot laser beams in violent split second pulses producing some recoil and spread. Lasers are hitscan
- 2-Shot Burst (pew pew). One burst to a grunt's weakpoint is enough to take it down
- Lasers add heat to targets, igniting them
- Can be equipped with both weakpoint damage and extra damage to burning targets for scaling multipliers
- Can be equipped with It Burns! (fear)
- Uses an energy reserve similar to engineer's laser
- Pressing reload brings up a magnification optic for long range blasting. The scout's movement speed is slowed while using the the optic but spread and recoil are reduced.
Note: Why 2-shot burst?
- gk2 has a 3 shot breakpoint and m1000 has a 1 shot breakpoint. A 2 shot breakpoint puts it in the middle.
- its meant to be a spammable weapon with a RoF between the gk2 and m1000. Single shot semi auto is laborious to spam and full auto is already in use by the plasma carbine and gk2.
- 2 shot burst makes sense for a 2 shot breakpoint and maintaining RoF.
- Also, pew pew
Allow manually heat dumping with Shield Battery Booster Drak to clear Stalkers shield break for quick shield recovery from 0. Stalker was a subtle nerf to an already considered average OC, I think this would be a fun bypass for the OC to shine, yet very niche, and give some competition between T5 options
Voice lines for collection things:
Examples:
Get all Tyrant Shards from Korlock
"Grass for cash!"
"Show me the Money!"
"We are drinking good at the Abyss bar today boyos!"
"Haha! This weed has been whacked and Molly's loaded!"
Mining dystrum
"I wonder if I can decorate my room with this."
"Ooooh, Shiny."
non Scout dwarf: "Maybe Scout was onto to something with blue."
Boolo cap:
Whispers lowly enough so mission control cannot hear it on the Comms "mushroom."
Fossils:
"Reminds me of grandma."
"Grandpa is probably older than this."
"Wonder if I'll be this old after working for DRG."
Hollowmite:
"What is this even used for?"
"Yep, that definitely smells purple."
Alien eggs:
"I mean could we make an omelette with it?"
Driller with CRISPR: "Cannot Fry these eggs, the shell is too thick. In theory of course."
A strait jacket that has holes ripped open where the arms begin from sheer strength. The previous sleeves now appear as a false set of arms meanwhile the real arms are bursting out from the strait jacket(why did i repeat that?, who knows). The rest of the clothing like pants can just be like psych ward fit idk. Driller armour fr fr.
can you make an sos system so players can join your mission
Nuclear Bulk Detonator, found only in radioactive exclusion zone (yes I know it's an old idea but it's a good idea)
The spacerig is orbiting Hoxxes IV, and because of this some regions are out of reach sometimes.
My suggestion is a warning that, after sometime, the spacerig should become out of reach to send the drop pod or supplies.
So the team must be fast enough to go back before its out of reach, or survive until the spacerig orbits back.
OC idea for the CRSPR
THE DWARVEN TORCH
unstable overclock
^ increased range
^ increased fuel reserves/tanks and mags
^ increased rate of ignition
^ bonus range to flaming aura
v doubled reload time
v reduced direct damage
v usage sets user on... fire...?
THAT'S RIGHT!
NOW EVERYTHING'S ON FIRE!
INCLUDING YOU!
ESPECIALLY YOU!
equipping this overclock is for the ones who just can't have enough burning love above the space rig, yes! this is for the people that like it hot hot hot!
TIRED OF FEELING CHILLY?!
NAECTDYTES AND SWARMERS GOT YOU DOWN?! WAY DOWN?!
WELL SHOW THEM THAT THE FIRE WITHIN BURNS HOTTER THAN THE FIRE AROUND YOU!
EQUIP THE DWARVEN TORCH, AND MAKE THE MAGMA CORE FEEL AS COLD AS THE GLACIAL STRATA TODAY!
-# drg is not responsible for any 4th degree burns or temporary singed beards, terms and conditions apply, your warranty will be voided, flame responsibly.
idea
overgrown lootbugs, kinda like the overgrown crystal lizards in darks souls 3
theyve gorged themselves on something other than nitra and gold, and thusly have grown into a monstrous form for their gluttony
Glyphid Enemy Idea: Glyphid Prowler (also called Glyphid Beholder)
This Glyphid has a most peculiar adaptation. Its overall stance is not dissimilar to that of the Glyphid Stalker, but it has a very noticeable eye that glows in the dark and with extreme motion sensitivity, allowing it to see any and all prey whether motionless or not. It makes up for its lack of camouflage with its high speed and leaping abilities, as well as sticky, tarry saliva, which it likes to stick into your visor when it attacks, leaving you open to other attacks.
Its greatest difference is also its weakness however, since due to the nimbleness of its limbs, their slashing and biting power is low, and due to its need to leap and move quickly, a well-placed hit in its eye can scramble its nervous system, leaving it unable to walk for an extended period of time, but you are advised against getting close to it in its state, as it may flail unpredictably and cause damage with its legs.
TL;DR A weak enemy with roughly the same stats as the Glyphid Stalker (down to Weakpoints, aside from them being even more obvious) and the extreme mobility of a Corespawn Crawler, but far lower damage (replaced mostly with an Interface Screw attack) and an extended stun period.
donation s ystem where a player can donate all their earnings for a mission to another player in the mission. help speed up the early game grind for players with friends
We need a season event/random event that is a event where we destroy some hollow bough vines, this event makes sense lore wise, since we lost karl at the hollow bough and so destroying them can lead us to find him, as well as avenging karl.
Allow us to use paint jobs and frame works, on tools (Platformgun, zipline, shield generator, etc.)
I'm sure it's been said, but I'll say it again - More Steves. Even if you have to dump more perk points being able to take on a steve that is an acid spitter or a web shooter or anything of the small class of bug would be really cool.
Canister Rounds OC for the PGL: converts the grenade launcher into a single-shot, 40mm shotgun. If you’ve ever played Darktide, this is just the Kickback gun for Ogryn.
I’m imagining something like the Boomstick but with tighter spread and about triple the damage.
It would also have some amount of blowthrough by default, just to make it more useful for crowd control.
Another final upgrade for the drak (same tier as manual overheat) that lets you tap reload for some kind of dps boost.
Just since both the base weapon and a lot of its overclocks aren't great at killing things quickly.
(could be a fire rate boost and accuracy debuff that lasts until next time you overheat maybe? Not something every build wants, but there's some builds that'd like having more oomph)
Just something that I caught up thinking, I would really like a inspection animation for each weapon. I think they are all so cool looking, with or without skins, that I feel sometimes that the little animation when you press "R" when you don't need to reload is not enough.
Another idea that I would love to see it would be like, a little "garden", it could be just one vase for each bedroom or so, where we could cultivate or own hops. Even if, depending of what hop you want, it takes more time to fully grow (starch nut takes 1 real life days, malt star 4 and yeast cone a week, for example), but we could water the plant between missions to make it grow more ingredients. (If you just plant and lay it there, the plant just gives you 1 ingredient. But if you water it, it could give 2 or 3).
Give us something to do with extra perk points. They start to build up after you unlock all the perks and just sit there doing nothing. Maybe you could exchange them for a small amount of credits or something.
Autocannon Overclock:
Cryo Chilled Shells (Unstable)
+50% Damage added as Cold (Includes Area Damage)
-7 Damage
-110 Max Ammo (Could be needed or not, could increase damage downside or add aoe size upside with, is kinda lame to do another unstable with)
"Adding cryogenic fluid allows you to freeze enemies in both area and direct hits but at the cost of direct damage and ammo."
The idea is to have a cryo autocannon concept that keeps aoe capabilities instead of the normal aoe downs the idea has since secondaries tend to have better cryo damage synergy than they do cryo clear synergy.
_ _
Hurricane Overclock:
EWM Warhead (Balanced)
+Deals 50% bonus damage against shocked enemies and enemies in an electric field
-3 Damage
-4 Area Damage
"Removing some of the normal explosive compound and replacing it with a more powerful electric triggered compound allows you to deal more damage to electrocuted enemies but at the cost of damage dealt to unaffected creatures."
Certainly an unused overclock concept that could've worked but updated to give hurricane like an actual balanced instead of all unstables labeled them 
unstable 40mm PGL overclock
Electric Riot Control (ERC):
trades your explosive grenades for larger inhibitor field generators for grenade launchers, with some tweaks from R&D for some shocking results. these modified electric riot control grenades create large fields of dangerous electricity but are heavier and more expensive than normal 40mm grenades

converts damage to electric
creates lingering fields of electricity (7 seconds, does half the weapons damage per second)
+1.25 effect radius

-70 damage
x0.4 projectile velocity
-3 ammo
electric fields are dangerous to beards and dwarves
Shard Diffractor Unstable Overclock - Superdense Torbernite Focuser
By replacing the Ommoran Shard with a chunk of Combat-Treated Superdense Torbernite, your beam will now have radioactive properties, the charge convering terrain into radioactive isotopes. This comes at the price of a much lower beam damage, having only minimal heating properties, and a lower battery size as well as a lower charge capacity due to safety concerns. We do not want the Space Rig contaminated with radioactivity.
90% of damage is converted to Radiation
+Beam leaves behind a patch of radioactive isotope slag, which not only harms those who step on it, but also those who stay near it.
+Wider AoE
+Slightly longer "Slag duration"
-Much lower direct beam damage
-Greatly decreased battery size
-Decreased charge capacity
Cosmetic: If possible, the beam and crystal would look green, or, alternatively, it could be explained as the "Treatment" making the Torbernite appear externally identical to an Ommoran Shard.
Thunderhead Autocannon rework. Many have done this, I'm doing this because I'm bored.
Regular Tweeks:
+1 direct damage
+3 area damage
magazine size increased from 110 to 125
(The 125 mag and max ammo increase are in reality, the same buff to ammo just putting this here)
max ammo increased by 60
base rate of fire increased from 5.5 to 6
The base spread of the gun is decreased to x0.7 base spread
Unique Tweeks:
The Autocannon should have a base increased armor break of 300% by adding a weaker version of the tier 4 mod Hardened Rounds to its regular stats to give the gun a greater edge in killing bigger targets while helping your teammates with weakened ones. This is also good because in this version of my rework, it gives a reason to why hardened rounds doesn't exist in the perk tree below. (Also to explain how armor break works, the autocannon would be dealing 45 damage a round to light and heavy armor that can break like a praetorians)
Mod Tree Rework:
(For the new mods I add or modify, I will describe what they do. Otherwise look on wiki.gg if you care)
T1: Increased Caliber Rounds, Loaded Rounds, Tighter Barrel Alignment: This further reduces the base spread to x0.4
T2: Improved Gas System, Lighter Barrel Assembly, Quick Eject Magazine: -1.2 Seconds of reload time
T3: Expanded Ammo Bags: Adds 250 instead of 220, High Capacity Magazine, Supercharged Feed Mechanism
T4: High Velocity Rounds, Shrapnel Rounds
T5: Feedback Loop: Damaged at top rate of fire increased to 30% (functions effectively like 25% but round up better), Suppresive Fire, Damage Resistance at Full RoF: Functions almost exactly the same, but also reduces movement penalty while firing by 15% at Full RoF
overhaul to dreadnought stats and behavior: aggression over health and less predictable AI
a gameplay/fun. is making them more dangerous by being more aggressive with hazard level and changes to AI to make fighting them more Dynamic
I am mostly okay with how much health dreadnoughts have but I find after fighting them hundreds of times is once you're experienced with them. they become rather easy and simple to fight. so I think more variety to their attacks changing who they attack and how frequently would help a lot
the increase to the attack frequency would be minor up to 20% more often at hazard 5
what I think would help with this:
normal dreadnought:
only slams if players are sufficiently close to it. slam radius increases up to 2 meters based on hazard level: changes its target after a slam
picks a random player to shoot fireballs at. instead of whoever it is chasing at the moment
give it Lacerator's fire breath attack but allow it to move at reduced speed and turn rate while doing so. forcing perpendicular movement if its too close
hive guard:
combine its small weak-points and sentinel phases. if players are too close to it. it does its slam (rock burst) but has a notable cooldown
during its damage/open shell phase. it alternates between 3 fireballs and rock burst picking a random player to shoot fireballs at but takes a bit to turn to face them
the twins:
allow Lacerator to move while doing fire breathing but with less speed and turn rate but faster than normal dreadnought, give it a jump/slam attack. has its own sound cue but it is faster with less damage than normal slams
arbalest chooses betwen shooting fan of fireballs or shooting 5 fireballs in a row like hive guard. different audio cue for them
bombs attack shoots 5-10 bombs based on hazard level but their less accurate
I have 60+ blankmatrix cores and I have no clue what to do with them; I receive blank matrix cores faster than I can complete events because I have all of the weapon overclocks. I'm sure many players can relate to this.
#suggestion-discussion message
That's ridiculous. Can we please have other means of using up our blank cores, or, instead, have the game offer cosmetic overclocks in place of weapon overclocks when we have all the weapon overclocks? Vice versa for having all cosmetic overclocks but not weapon overclocks.
Elder loot bug
A valentines day costume event, where you can get a paintjob (pink and white themed), and a battle dwarf cupid costume. The costume would have the following.
Heart tipped arrows in a bandolier across the chest
A diaper over some light armor (because cupid)
little dove wings on the back on the costume
A little satchel of valentines on the costumes waist belt
Allow players who lag out of Deep Dives to rejoin
I was exploring the bestiary and on the Hollow Bough biome page it says 'The entire region of the planet is dominated by colossal, organic conglomerations' It would be so sick as hell if we had one mission to exterminate the source of these spiky tentacles, like a boss fight with these plants would've been cool.
There is a suggestion on how to rework the rope launcher instead of 3 shells to make 200, and make it so that 1 cartridge is 1 meter and it will be more logical than now it will work as in real life. If such a thing exists.
Regarding blank cores and events. I hear and agree with the reasonings to not allow giving away blank cores to stop selling accounts. But what about being able to put my blank cores into the slot for the greenbeard after the event. That way they can still get the event item, but it doesn't allow me to take theirs.
Adding cross saving. I first started drg on my not so good laptop and I recently bought a ps5. That is when I realized that there is no cross save so I would lose everything I grinded on the laptop. Cross save would be an absolute LIFE SAVER🙏
Salute voice line that says: What's heavier a pound of rocks or a pound of stones?
Warthog tweek to make it better
+3 base direct damage
+2 base magazine
+0.5 rate of fire
+ 1 base blow through/ or 15 shockwave damage per shot like the jury rigged boomstick
(Next feature is an if'fy subject)
possibly add turret whip as a base feature. It would certainly give the warthog something that's unique. The Stubby has shock and range along with more complex overclocks, and the Lok has range and lock on abilities with some interesting overclocks
These changes would vastly increase the warthogs versatility from start. The most important feature would be the blowthough or the shockwave, giving it an edge that allows it to keep up with the dps of the other two primaries
black box brew
new beer type
“There were dozens of unmarked kegs lying around, so management decided to make use of them by creating these mystery-flavored mugs. Try and guess which of your favorite brews is inside, and pray that it hasn’t spoiled!”
When drank, randomly grants the effect of any beer within the game, including buff beers that aren’t on the menu, randoweiser, hidden stout, etc. the alcohol content may also be a bit higher or lower than the drink is supposed to be.
The driller can aquire an upgrade to his rather large bricks of c4 that allows the driller to place multiple c4s and detonate them all at the same time
Crpsr Balanced OC: Blue Burn
🟠 Flames have a unique bright blue tint to them, and are a little bit more transparent
+6 heat damage
when creatures gain the On Fire status effect, they take an additional +2 DoT and the heat damage they radiate to creatures around them is increased by +5
-1.2 sticky flames duration (sticky flame mods are halved in their value. For example Tier 3 S.F will only add 1.5 seconds)
-5 sticky flame DoT
I think it could be interesting if we got some random events to do in missions that are tied to the biome that the mission takes place in.
For instance, maybe we have to defrost some sensory equipment in glacial strata via melting/pickaxes.
Maybe there's an overgrown stabber vine of some sort in the hollow bough that management wants you to take out.
Just spitballing ideas here but I think it would give the environments more presence in the gameplay for them to not just present unique hazards, but unique random events that can net you more loot.
Payout for these could be credits or minerals, or maybe a little extra xp. maybe they could also contribute season points.
TLDR: It would be neat if we had region-locked random events that utilize some of that areas gimmicks
Upgrades for our flares would be good.
It'd be cool if we could upgrade flare brightness, duration and recharge time.
Voiceline after depositing in the minehead
"Why can't it just come to me instead? It's hardly fair."
voice line for red sugar where the dwarves sing "pour some sugar on me".
A new active perk that similar to field medic but in other ways;
- When reviving someone give them full health if you have more than 75% of your own health (maybe give like 25% of yours in the process), and full O² no matter what.
- Once per mission you can revive a dwarf and give him immortality for few sec similar to "breathing room" (it could stack or not depends on how you folks would see this balanced if ever)
The idea behind this perk is to kill death cycles due to lack of O². Since it's an active perk people would have to trade field medic, iron will or dash for it. For the gunner who can revive team mate easier it would be less frustrating to revive a fallen dwarf to see him die to O² during extraction, molly nowhere to be seen and receply at the other side of the cave.
customizations for rooms like in Borderlands 🙂
"Thunderhead" Heavy Autocannon Unstable Overclock - Heavy Nailgun
R&D has found a way to replace your Autocannon rounds with heavy nails, which deals greater damage, and you can carry more of them, but they travel in an arc to avoid partially melting the projectiles due to the energy released, and the Glyphids' adaptations to sharp appendages means you have to aim for their fleshy bits if you want to score decent damage.
+Greatly increased direct damage
+More ammo
+Higher magazine capacity
-Projectiles travel in an arc
-No area damage
-Greatly decreased damage against armor
Red sugar pop rocks.
Make the "click to skip" type menus skippable using ENTER key instead of just mouse click so we can quickly tap it to skip anything in front of us
Host closed connection, click to go back to lobby
overclocks to activate after promotion
eligible for promotion screen
unlocks after an assignment
etc etc
Along with all that, make it so we can skip unnecessary loading screens like forging animation, beer unlocking animation etc
Suggesting radiant assignment to do once all are done. If there’s no assignments I don’t wanna play the game
The icons for loadouts have not been updated to include the additional types of damage and Deep Scan. I'd like to suggest:
Corrosive Damage (We don't have a proper icon for goo)
Deep Scan (to complete the mission types)
Electrical Damage
Lithophage Outbreak (to complete the mission types)
Radiation (fat boy)
Slowdown Effect
Temperature Shock
And maybe add some warnings, too
Duck and Cover
Mactera Plague
Rival Presence
Shield Disruption
Swarmageddon
I think it'd be interesting to see a counterpart to the Warden: Glyphid Overseer, buffs nearby enemies in an offensive manner. Something similar to 5+ Aggressive Enemies, or Lethal Enemies, or Elite Threat. Basically stronger and faster enemies 'til you take out the Overseer.
Platform gun mod rework
Reasoning: almost everyone runs 212, sometimes 211 is rarely brought by MCAO users who want bugs to walk on platforms
Tier 1 (volume placement tier):
- A - expanded ammo bags - ammo reserve +8
- B - wide platforms - platform diameter x1.4
;option A is more versatile, option B helps in speedbridging and is harder to miss when falling
Tier 2:
- A - plastcerete mk II - reduces fall damage when landing, does not melt in flamethrower fire
;the same as before, without a rather inexplicable minor weakness. No alternatives to ensure people aren't surpringly killed in random lobbies with fall damage
Tier 3 (platform utility tier):
- A - expanded ammo bags - ammo reserve +12 ;buffed to compete with repellant, further strengthened by wide platforms
- B - repellant additive - as before, enemies avoid walking on it
- C - melting platforms - platforms struck with incendiary weapons like shard diffractor, T3A PGL, CRSPR or fire bolt become molten, and apply 55% slowdown similarly but more weakly as Fungus Bogs goo near impact zone. Molten platforms evaporate into smoke and air after 15 seconds. Slowdown and evaporation may be adjusted further for balance.
Tier 4 (gun ergonomic tier):
- A - supercharged feed mechanism - rate of fire +1
- B - auto-reload - weapon reloads itself after 5 seconds of being holstered
- C - high velocity ejector - projectile speed +60 m/s
;option A serves for fast placement in close range, option B is for people who don't use Born Ready, option C allows more accurate placement in big caves and compensates for removed inertia inhibitor
It disappoints me that we don't really have a rocket launcher, but like all weapon slots are filled up so it shouldn't be added
I guess the gunner rocket one, and PGL could count but still
Let me put a c4 on Steve or teammates please for the funny
A voiceline for when defeating a mactera grabber:
"I'm not in the mood for hugs, you dangly creep!"
A Steve house in your room for Steve (self explanatory)
Perk idea: steel toed boots
When falling if you land on a bug, that bug takes a percentage of the fall damage instead of you
———-———————————————-
(Not sure of numbers)
Tier 1- 15% of damage is transferred
Tier 2- 25%
Tier 3- 50%
You still take damage so ether no cool down or low cool down
(Tf2 fans know what “weapon” I’m referencing)
Funny references voice lines ideas:
when scout kills a bug with his picaxe “BONK!”
When driller throws his c4
“Your about to have a bad time”
Petting Steve
“Good bug meat”
Throwing axe
“CATCH!”
Saluting
“For… uh…. rock”
Spawning in
“I am dwarf”
I think an option for an off-center crosshair kind of like in Halo 2 would be cool. It would serve well when it comes to the vertical aspects of this game.
nerf omen event pls
I think there should be skins for utility items like the big drills
Allow us to tame a small bug and name him Steve jr WITH Steve
i feel a selection of flares would be nice like the two i have in mind would be a flash bang which can stun enemies for a brief time while also lighting up rooms for 3 seconds they would refresh faster then normal flares and not have any light after the bang. or a heavy duty flare that has a bigger range and duration but it refreshes at half speed. both of these items would require a assignment (also cosmetic flares i just wanna purple one)
Not actually for the game; but release a diagram of the space rig for fun. It would be cool to see the rest of the complex.
Machine Event idea - Hox Iron Drilling
R&D built these drilling machines to dig out and grind Hox Iron, a material that is becoming increasingly crucial and sought in dwarven weapons manufacturing. The problem is that the machine is too loud, and an AI Error that was detected far too late in implementation means the drill can't properly cool itself, requiring manual intervention by miners, which is where you come in. Stop the locals from tearing it to bits, and reap the rewards, simple.
TL;DR Explanation
A Machine Event where a giant drill has to drill through a deposit of Hox Iron, and the dwarves need to defend the Drill from waves of enemies while also manually replacing Coolant Fluid Canisters. Glyphids attacking the Drill causes it to overheat faster, and if it overheats, Dwarves need to manually dump the excess heat through a release button. You would have 1 minute 15 seconds to "spare", so be very mindful of when to replace the canisters and avoid overheating as it will subtract 5 seconds while canister replacement takes 1, and doesn't stall the Drill.
Prevent bugs from spawning ON TOP of the Hacking Drone during hack events/data rack missions
Would be nice for Engineer to place his turret on the Drilldozer even here for example as you can see in the picture on the back of the Drilldozer to have not place his turret again and again at every stop
A beard with bits of rival tech tangled inside.
Paintjobs for traversal tools, sentry guns and flare gun
If not shared with weapon paintjob pool, then with armor paintjob pool
LMG gun platform rework concept
Base parameters
Ammo reserve: 420 rounds
Damage per shot: 9 kinetic
Base deployment time: 3 seconds
Sentry continues to target enemies even if out of ammo, making a subtle mechanical noise which can alert of enemy presence.
Tier 1 - sentry model
- A) Gemini System - no longer has ammo bonus
- B) Mk2 Sentry - damage bonus removed; ammo capacity bonus increased +15 -> +90, ammo reloaded +45 per second
Tier 2 - additional gear
- A) Expanded ammo bags - ammo +90
- B) Quick Deploy - construction time -1s
- C) Powerful searchlight - searchlight beam width and reach increased 2.5x
Tier 3 - ammo specification
- A) Milspec rounds - +300% armor break bonus. +3 base damage.
- B) Stunlock rounds - 9 consecutive shots have guaranteed 3 second stun. Turret does +33% damage to stunned targets.
- C) Crowd control - 5 consecutive shots have guaranteed 3 second stun. Turret switches off targeting from stunned enemies and doesn't register them as targets.
Tier 4 - AI suite
- A) Eradicator system - turret target priority based on enemy hitpoints; prioritises enemies with lowest HP values. +3 base damage, 145 degree scan angle.
- B) Laser management system - turret itself pinged by laser pointer of engineer himself is toggled not to shoot but continues to target enemies. Turret always prioritises enemies pinged by laser, can target them from twice as far away, and if not toggled off, shoots them more rapidly. Bullets fired by the turret do +50% damage to pinged enemies.
- C) Interceptor system - turret target priority based on enemy type; prioritises mactera trijaws, spawn, glyphid spitters, slashers. Avoids targeting tough, heavy enemies whenever other targets are available. +10m search range, 180 degree scan angle.
Addendum 1: If Mk2 seems too weak, it may receive ability to slowly deploy itself unassisted
Notes:
Milspec + Eradicator are capable of killing swarmers with 1 shot instead of 2 (and will typically target swarmers first and foremost)
Laser management system combination of targeting without bullet discharge is designed to maximise turret whip potential
Interceptor system targeting priority:
- Cave leeches
- Mactera trijaws
- Glyphid exploders
- Mactera spawn, acid/web spitters, septic spreaders
- Swarmers, shredders, naedocyte shockers/spawn, carnivorous/rockpox larvae
- Glyphid stalkers, menaces, slashers
- all else
- Glyphid grunts
- Glyphid guards, praetorians, stingtails, shellbacks, mactera brundles
- Non-larvae rockpox forms
- Oppressors
"Ode to the Fallen" begins to play if 2 or more dwarfs have died escalating in volume from quiet to loud depending on how much of the team is dead or if the droppod doesnt have everyone within it as it seems pretty fitting that the dead dwarves music be used when the dwarves are dying. +its a more common way of hearing this song in games since you cant promote while in a group.
give one of the spawn rooms a fish tank where the inside is just a miniature version of azure weald as a reference to the constant water biome suggestions
bc im back again, overclock idea for the 40mm PocketGrenadeLauncher:
removes the explosion, it basically launches a titanium potatoes now
increase the damage on it in return ig lol
Small reminder suggestion to please make the Platinum Weapon Paintjob match the Platinum Armor Paintjob for all classes. The shiny bits do not match the Armor Paintjob colors--they're washed out.
And, in the future, please copy-paste Weapon Paintjobs that will pair with Armor Paintjobs.
When youre playing as a scout you shoot a hook in to a celling and press a button and you can stay there and do anything like : shoot, mine . It whould be very useful so please take an open mind
Dwarfs means golems where are they.
lore,enemies or potential allies any will work I just want them to exist as old but reliable tools that dwarfs used
Probably bug but the voltaic stun sweeper does not target drones from the OMEN drone replicator
Those are mean and deserve to be zipzapped !
The final form of the dreadnought and a perk rework
More mini bosses. Stuff on a similar lvl to the tyrant weed.
And also give a reward to killing a nemesis. I mean, the tyrant weed gives tyrant shards, prospector gives a data cell, BET-C gives you a companion that helps out (questionable at times) and the corruptor gives plague hearts. The nemesis doesn’t give you anything.
Update Blacklock Lager to have a small chance to jumpscare the player (make it cheesy) and make it noticeable to other players, as in other players can see the reaction, not the jumpscare.
More mactera or a mactera boss bug
Make the Springloaded Ripper turn towards the nearest enemy right when it lands and before it starts moving. This would make it so much easier to set up the Tunnel of Death. You now just have to throw it to the side of an enemy in front of you, rather than awkwardly try to turn 90 degrees, throw the ripper, then skedaddle before it hits you, all of which you have to do right when the bugs are getting into melee range or else you’re wasting the lifetime of the Ripper.
I don’t think this will make the Ripper competitive but it might at least be easier to pull off the one cool trick it has.
For DRG's 10-year anniversary, you could make a crown made of all of the trophies of previous years.
My friend wants a variant of Thirst Blood that matches our armor paintjobs.
Nishanka OC idea;
Roulette quiver;
+all arrows are turned into special bolts
+includes new bolts(like gas bolts)
-less ammo
-can not choose which bolt you have and the one you get is randomised(only applies to the regular quiver)
I want an option for our pickaxes and weapons to match our armor with a toggle, but only the armor we are wearing at that point in time.
Platinum Scout + Chillaxe is so beautiful.
Maybe a salvage to escort mission variant where we run into doretta and have to finish the fight mission and retrieve the hearth stone after repairing dotty. Instead of calling down fuel we call a repair kit and put the dozer back together.
Would really, really like some sort of rework to the rock crackers.
I mean you give something a cool name like that, and then when you call it in, it’s just two dinky jackhammers. For a massive meteor. One massive drill that gets called down on top of the meteor would be kinda cool
Please add more loadout slots!!!!! There's so many overclocks
DRG and/or Rogue Core could use more stealth, allowing us the sneak behind beasts if walking. "RnS!", strong pick axe hit, explosion, etc would draw the locales to that position.
I have arrived to again champion the need for a peaceful, reliable method of dealing with lootbugs! It's a video game, but I genuinely feel awful when loot bugs die. Sparing them is obviously an option ( the one I take, after a few loving pets ) but sometimes people really want the goodies, so why not make a solution that tackles both?
"It's a bug thing" is a perk that makes them explode in proximity, so why not something like a peaceful version? Maybe petting them on a cooldown makes them drop their goodies ( single-targeted, obviously ), and maybe even wiggle away to their Completely Safe Loot Bug Dens, despawning them. I'd even take a penalty to dropped goods ( they need to eat, after all ), as long as we have a friendly, humane option to handle them.
Exploder Regional Variant - Incendiary Exploder (would go best with my ideas for the Glyphids in this region)
In addition to the volatile chemicals, the Exploders in the Magma Core acquire flammable chemicals from their prey, giving them an even more yellow appearance, and while their blasts become weaker in direct force, they now leave behind a puddle of their flammable chemicals, which will most likely instantly incinerate upon being exposed to the dry, hot air and hot rock from their own explosions.
TL;DR an Exploder Variant for the Magma Core that looks yellow instead of orange, deals slightly less damage but leaves a small burning patch behind upon death (if they are standing on the floor).
While I love the new skull crusher pack that was announced. I’d really like to see some rogue core inspired cosmetics either on release of rogue core or as a teaser to what we can expect cosmetics wise in rogue core.
Carpet Bomber rework to be more like the name suggests because Mortar Rounds exists now. Reaching max RoF very quickly and having a higher rate of fire. But keeping the penalty to direct damage. That way it can stay out of Mortar Rounds' shadow.
Weapon overclock idea for the Sludge Pump
Type: Unstable
Molten Reactor Fuel
Management started to search for ways to dispose of spent nuclear rods used in the space rig's nuclear reactor, so they decided to give it to the driller as ammunition for his sludge pump. When mixed with the sludge, it makes the puddles massive, turning the impact area into a radioactive hazard. Sadly, the density of this fuel makes the mixture unable to release fragments, while the weapon became much heavier due to the mechanisms required to propel this fuel. Safety be damned!
+ Puddles deal radiation damage
+ Massively increased Area of Effect
+ Increased slowdown effect
- Charge shots don't release fragments
- Slower reload speed
- Slightly decreased damage
- Increased charge time
I had an idea for an area suppression grenade for the driller.
The idea is sort of a javelin that can be thrown and takes up the grenade slot. You can carry 3 of these javelins. Each javelin, upon stabbing into a target or the ground, over the span of 5 seconds let's out 3 pulse/rings of fire that set fire to any creature it touches. There isn't really a need for this I just thought of it whilst wondering what mission I should play next
voicelines for when you tame a steeve:
"Can we keep him?"
"Awwww, now that's my kind of bug"
Voicelines for when steve kills another bug:
"You deserve a treat!"
"Now roll over, sit, go fetch, ha ha!"
Some kind of mobility mod or overclock for gunner.
Engineer has RJ250, scout is scout. But also has special powder. Driller has the drills, C4 and the EPC (TCF)
Gunner just has the zip line, meaning he only has one way of really getting from point a to point b.
Some sort of weapon mod or overclock to help with either moving terrain or to help move himself around would be neat. It would put him in line with the other characters that have at least one mode of transportation that just benefits themselves.
A new active perk that signal the player that grunts are in his blind spots with a red cursor as a passive then, you can activate a scan one time per mission that will highlight by choice ressources, enemies or objectives for 1 min.
An Idea for a new mission type called COMMAND POSTS
A long mission type that’s layered out in a cave with 3-5 sections where you in have to build a up a command post that sends out a beacon that attracts the bust to the vicinity so you defend the command post from a wave of bugs and have multiple of them to set up and defend all on the mission once they are all set up it attracts a dreadnought to you and have to kill it to then call the drop pod wiping all glyphids from the area(or remove the end part and have just the command posts to set up as a short mission)
Also an idea for a warning on missions called LIGHTS OUT where no flares work in the cave due to thick fog but the lights on your guns are bigger and bright giving it a horror feeling to the mission
special voice lines when you ping Steeve
Make us able to cleanse fellow dwarves from the web debuff by spraying them with fire
suggesdtion for the forge. would it be possible to group mineral containers we have multiple of? the forge is getting long to scroll throu and keeping inventory of containers is difficult
^^^ filters for the forge
class tags in chat so people wouldnt need to memorize what people play what class they play
ME2500 Garand Sniper Overclock Idea: Lethal Explosives
On a lethal hit on a weak point it makes an explosion of moderate size
Downsides could be: Small decrease in damage or fire rate
Upside could be: Increase in weak point damage
I believe this could provide a fun alternate and bit more versatility
Overclock for Scout.
Name: Doomed Shells.
Weapon: Jury Rigged Boomstick.
Type: Unstable.
Effects:
Stuns enemies on critical hit.
Major boost to damage.
Only one ammo in gun. (shown as both shells but acts as just one with both barrels):
Only 50% ammo reserve.
"due to recent discoveries on another planet, we can now improve your gun to stun enemies much easier, and beef up your shells, allowing you to rip and tear through them with ease. however, your gun now fires both at the same time with no added benefit."
this IS based on the doom super shotgun from 2016, hence the name and the effects.
A pickaxe skin that looks like a battle hammer or mace
Could be used in the next dlc pack since it fits the theme
More voicelines!
**When pinging a Nemesis: **
Nemesis, don't let it fool you! Tricksy bastard!
Nemesis! N-E-M-I... Grrrr, you get the point, shoot it!!!
**When pinging a morkite well: **
So, if there's rock-like morkite, and liquid morkite, what about morkite air? Just saying...
Heh, it bubbles and burbles! Just like me tum tum!
When pinging a BET-C
Molly, when'd you start working out? Oh wait...
I wish I had that kind of firepower... whistles
Perks need a rework and upgrade. I have so many damn perk points and nothing to bloody spend em on.
-Pets! More pets!
- expanded ammo
- more revives
- Healing. Some ability to heal self and others
- Emergency re-supply.
- improve the existing tree and have a tree for each class
Make Scout's grappling hook pull Scout on a separate button so that he can also swing around with the hook
Whenever the beer is free for certain events or Mining Union goals can that include the 'daily' barley bulb buff beer?
Weapon Framework DLC that's basically like the GSG Guardian weapon frameworks but with the Art Deco Dwarven blocky lines and shapes (as seen in the Fourth Relic frameworks) all over the place instead of the pirate-y golden swirls and flowy lines. TL;DR: Fourth Relic on steroids
The addition of more types of Chrystal types that can be found anywhere, possibly used in stuff like cosmetic purchases, weapon upgrades, Bosco upgrades, and/or mission specific upgrades such as Dereta, mini-mule, Aquark/Liquid Morekite extraction rig, or drillavator upgrades!
Some IRL materials that could be used or used as inspiration could be:
Almandine
Dioptase (literally just looks like an IRL Morekite)
Red Beryl (would have to be very rare because is more than 1,000× more rare than diamond [heavily under stated])
Grape Agot
List the implosion's damage in the EPC's stats when Thin Containment Field is equipped.
Mutator: Mineral Deficiency
“Glyphids in this area haven’t been getting their calcium and their shells are soft as a result.”
Armor breaking effects on weapons are doubled.
The dwarf line should be “Bugs and drones may break my bones but beer will never hurt me.” With the bugs and drones being new.
Add voicelines for the Rival Forcefield Batteries and a Laser Pointer display so they are not incorrectly labeled and identified as "Explosive Barrels".
I think is one is one quality of life thing that has been overlooked: When you select turret whip on the warthog can we get a damage, stun, and armorbreak tool tip/stats in either the warthog or sentry gun info box for turret whip shots?
Can yall please make it to where you can decorate your cabin with flowers and little things you could find on missions like maybe a baby loot bug or sum
Please sort the bestiary. Some groups like spitbalers+tyrant weed or lootbugs dont have saprate group, while some individual creatre get there own tab (sand shark or corespawn)
For Mineral Trade, would it be possible to have a mass trade tool? For instance, I select Umanite, Croppa and Jadiz, and there is a section called "Give up x amount" or "Leave x amount". That way, I can give up any extra minerals until I have 100 of each mineral selected.
BEFORE:
328 Umanite
125 Croppa
555 Jadiz
(Select "Trade any extra minerals above x, x being the custom amount desired, such as 100)"
AFTER:
100 Umanite
100 Croppa
100 JADIZ
So we’ve all heard and thought of equipment OC’s? Like overclocks for our ziplines and drills and turrets and whatnot, how about a stupid one?
Idk if it would be for scout or gunner, but a tether mechanic? Similar to how it works in those co-op platformers (or older legos games) you connect a tether or rope between you and someone else, and you can use it to get to awkward spots. Is there nitra right below a cliff but nobody can easily get it? Tether and use someone as counter balance.
Or, alternatively (no I’m not stealing this from apex or fortnite) let Gunner shoot his zip line vertically, like 90 degrees, but now it can only go up and down. So you trade out skipping long gaps to quickly go a tall vertical distance.
It would function similarly to how it does in Fortnite (I know crazy) aside from the pop up at the end. Maybe now the angle has to be like 70-110 degrees for it to work, so it can pretty much only go vertical with some leniency.
Alternatives: let engi build rock grips via platform gun by holding down the trigger. Would function like ladders in most games, just walk into it to climb. Driller could “””drill””” hand and foot spaces to climb up too, same use. Scout could just shoot a rope straight up and then you climb up it like it’s gym class.
Yes I know terraforming the terrain is a big part of the gameplay, but don’t tell me you wish you could just go straight up an edge instead of the very long side route. Gunner needs a wide angle, engi has awkward jumps, driller has dangerous and claustrophobic tunnels that can leave you trapped, and scout can’t really help unless they find a way to share his grapple.
TL;dr, let each mobility/utility item scale vertical walls
(Like the bo2 mission with the gloves, I’m thinking about doing a quick little sketch)
This might be a dumb idea, how would you feel about piggybacking someone? I don’t mean like carrying a fallen dwarf around it hardy carrying the team no I mean like literally having another teammate on your shoulders. Maybe the trade off can be a small speed decrease like 5-10% and maybe no primary weapons? I know this wouldn’t really add much but I can definitely see a few instances where this helps. Idk I just always like the idea of needing a teammate for certain actions, like boosting someone up like it’s Army or Two.
Restart your device? Or delete and reinstall.
Okay my next request is actually going to be impossible but a dwarf can dream. Turret/Teammate POV’s. I know this is going to do jack all since the bugs spawn near you, not at a certain location, but I think having a POV of teammates or friendly robots would be cool. Like a bosco POV to find robotic or mechanical stuff easier, or Dotty POV that highlights ores. It can just be a little square in the bottom left like right next to your health.
Would it be practical? Probably not, especially trying to keep it live. I mean maybe if you’re in mic-less lobbies and they don’t warn you of leaches or bulk dets.
Or more likely, have this TV screen POV of friendlies be visible using the map, kinda like how security guards have those rooms with a buncha TV’s.
Maybe a gamemode like this. A special little pod or inside the drop pod there’s some screens and you have to go out and see when and where certain locations are attacked. Could be useful for very large On-Site Refining Missions
Edit: sorry for typing like 3 giant messages, creative juices are flowing
please add alternate nuk-17 frameworks that make the mags line up with the casing ejection window, they're so good and the skins are awesome but the gun is ruined for me and people like me since not only do the mags not align with the ports, they also have no feasible way of working as they are now due to the mags not being able to just drop the rounds into the chamber since that isn't how magazines work. you wouldn't even need to do much more than make the mags straight and make an animation for the reload, simple enough.
just to be clear before somebody gets angry or something, i'm not demanding this or anything, i'm just trying to say that it kills enjoyment for the gun for people like myself when the gun wouldn't function IRL due to the modeling of the game. all that needs to be done is just make the mags stick straight up and then work the reload animation into it. alternatively you could turn them into an energy secondary for the scout, giving them a different sound, removing the casings and replacing them with smoke, but whatever's easier tbh.
i would even pay for it as DLC, not to say that it SHOULD be a DLC, but i'm just saying that i would so that i could have my favorite secondary be something i can use without getting distracted by the fact that they wouldn't actually function irl.
this is likely to get nothing but "
",but i thought that i may as well try to get this said so it can have a chance of being worked on, however slim that chance really is.
i'll put the votes down so people don't have to look for them in the emoji menu.
overclock for the driller.
Name: Red Barrel Formula.
Weapon: Subata.
Type: Clean.
Effects: Subata now has fire damage. Subata has a faster fire rate. Subata has increased damage.
"R&D has made something special just for you. the bullets of this gun are hollow points tipped with glass containers of rocket fuel, small though they are. we were also able to make your gun fire faster with some less than legal means, but that's earth legal, it's perfectly fine here."
If I button mash R3 (console button for rock and stone) fast enough it should get louder. Double tapping it turns on the chat so maybe experiment with the volume but I just wanna hear
rock and stone!
Like 200m away through actual feet of cave wall. I want it to from a reasonable volume to “By Karl that’s loud”
I can’t describe it very well, but I want my dwarves vocal cords to hurt if I can mash r3 to rock and stone loud enough, like no more voice lines for 45 seconds loud. Like airhorn next to my ear loud. You can turn down the volume for other people being loud automatically so that when they yell out they can’t troll you, I just wanna scream
ROCK AND STONE EVERYONE
loud enough for everyone in my house to hear it
I think it'd be better to put dense rock between each room in Escort missions like how you can't drill to the morkite geode.
Regional Passive - Magma Wanderer (Magma Core)
Physically resembling large, monstrous seal-like beasts, these creature are, in spite of their threatening appearance, completely harmless, as their lack of pain receptors and lack of eyes, combined with their lack of hearing and the high temperature of their habitat means they cannot perceive or react to damage dealt to their bodies, or Deep Rock Galactic aggressors.
While they serve mostly as a physical hindrance to mining equipment, they can be quite useful in hot rock patches, as they will absorb the heat emanated from the rock with their odd bellies as a form of sustenance, cooling it down enough for dwarves to safely walk on it.
TL;DR A rough equivalent to the Silicate Harvester for the Magma Core with the added utility of removing Hot Rock terrain, as it is drawn to it.
New Anomaly: Quantum Distortion
It might be connected with the core stones, but for some reason, portals have begun appearing throughout the caves. They come in pairs, with each end of the portal located at a random location in the caves. Dwarves, minerals, and enemies can all pass through these rifts.
Replace the Driller’s Springloaded Ripper with the Razorwire Bundle.
Upon impact, it spreads out into a big clump of razorwire which slows and damages glyphids as they pass through. It has durability that decreases as it does damage to enemies, but it lasts quite a long time. It can even be electrified like sludge puddles.
essentially it’s a weak, but very long-lasting version of sticky flames.
Another alternative to the Ripper:
New Driller Grenade: Glyphid Biomass Siphon
Based on the toxins recently discovered in “Blood Sugar” missions. It looks like a small canister with sharp claws on one end. When thrown, it attaches to an enemy, slowing it and draining its health, rapidly converting it into a red sugar crystals and dropping them nearby. It runs until either the enemy it’s attached to is killed, or until it reaches its max damage. This makes it best suited for high-health enemies like Praetorians, so it could be an alternative to the Impact Axes for dealing with tanky enemies.
If you miss your throw you can pick it up, but it does no damage on impact so it’s not useful for clearing mushrooms or harvesting ebonuts.
Custom weapon skins
Custom weapon skins would be a prestige assignment at player level 110
It would work like regions in Ark where changing region 1 to green would change a part of the gun green (example of regions in the img)
Release a mushroom plushie and call it Plushroom.
I insist that you already make the expansion of cells for equipment! Six pieces are not enough.
Please °>°
Enemy Idea - Naedocyte Physalia
A true hindrance, the Naedocyte Physalia is a Naedocyte that, due to an extreme "healing factor", can split itself if destroyed with kinetic impact, though as it splits more and more, this "healing factor" will eventually be nullified, permitting its destruction. Fortunately, it cannot regenerate if shattered when frozen, burned, or destroyed with radiation, and its greater size means it has less mobility and charge to spare.
TL;DR A larger Naedocyte variant that is slower and has less stunning power, but will split itself into two if killed with bullets or any other kinetic attack, up to 18 Naedocyte Physalias, and otherwise dies like any Naedocyte.
Can the Dual Drink Drop animation be fixed so the dwarves do not pull their mugs away from their faces and the beer doesn't run over their shoulders?
add vehicles that you can call in including rovers or some artillery (people can add to it if they want)
Giving Mission Control some top-tier lore on April fool's day.
New perks and more perk slots please!
we know there are other mining operations in Hoxxes IV through the lost helmet and savage mission but they can't all be total failures can they?
-Scort Duty & Savage mission fusion
-“team, your comrades have already met their mining quota so you guys are going to keep it simple, drive and maintain the mining vehicle to the extraction point and secure the cargo at ANY COST.”
-You start in a giant cavern, the nitra and gold have the illusion of having been mined already in the walls but there are remains that nobody mined.
-"closed" tunnels that you can break and go to secondary tunnels where the virgin resources are.
-in the main cavern there is a giant ore truck/train loaded and ready to extract those juicy rare resources
-You will find intact resuplies from the team before you.
-You deposit the ore mined in the same truck/train
-The gylphids are ready for a rematch and will try to sabotage the vehicle.
-you can drive and repair the vehicle
-Damaging the vehicle is not a game over but it will take time to repair and restart it.
-get to the extraction zone where a ship will pick up the truck and go directly to the atmosphere (it is a DRG ship but another DRG jurisdiction you can't board it)
-drop pod picks you up in the same room but you must wait for it
any feedback I can hear them in #suggestion-discussion
Lasting Effects isn't really the greatest, as overal 1 more second behind a wall, completely immune to being grabbed and otherwise knocked around is better.
What if we remove the tier 3 upgrade, and replace it with a cut grenade concept which allows dwarves shooting through it to gain a damage buff to their attacks.
Propulsion Field
Brief description: All kenetic/piercing projectile weapons gain a 20% damage boost while firing from inside the shield.
Nitra mimic, you come to close, it opens its mouth and munches on you like a leech. You go down it spits you out.
Looks like a normal nitra vein .
More ways to spend minerals and gold in late game. I thought maybe using it to forge expendable coated ammo packs with small extra effects but you had to make more again after a few missions.
Overclocks for our traversal tools
Reinforced Power Drills rework concept
Reasoning: relatively low build diversity, currently either 2111 or 1111
Tier 1
- A) Barbed Drills - unchanged
- B) Hardened Drill Tips - unchanged
- C) Expanded Fuel Tanks - fuel +9 (instead of prior +6)
;Both BD and HDT are competitive, EFT strengthened to offer an alternative
Tier 2
- A) Magnetic Refrigeration - unchanged
- B) Streamlined Integrity Check - unchanged
- C) Bloody Cold Drills - moved from tier 4
;MR helps in quickly going through terrain; SIC has synergy with HR, BCD is combat-specific
Tier 3
- A) Supercharged Motor - unchanged
Tier 4
- A) Increased Tank Pressure - fuel +6
- B) Resistance Irregularity Adjustment - new - x0.75 fuel consumption in combat
- C) Heat Recycling - new - overheating adds +0.5/+0.75/+1 fuel (depending on drilling speed)
;ITP is general improvement to baseline
;RIA is combat-oriented, being 15% more efficient than ITP in combat but 16% less efficient in digging
;HR can get more fuel-efficient if purposefully overheating the drills, at expense of speed the work is done in
;HR fuel bonus depends on drilling speed, to stay at roughly quarter of expended fuel when digging
;Lore-wise, HR uses thermal energy to generate electricity, which then powers electric motors to save on fuel
Example builds:
General purpose - 1111
Speed digging - 2111
Combat-oriented - 1312
Mixed digging - 2213
Max fuel efficiency - 3213
A special beer that functions like Rich Athmosphere. Giving the dwarves funny voices for a mission.
1- mission based beer to increase molly walk speed by 30% 2- if an axe hits the roller bugs, the stick of the axe will do damage to them as they move
Hear me out…
They’ve said no to new classes, but what about sub-classes?
If solo on a haunted level, make the player hear the far distant voices of dwarfs calling for help
An habitat for Steve in the space rig where you can keep him after taming, and where you can play with him and decide whether to leave him in his habitat or take him with you on the next mission
What about more beer types?
Or maybe a way to upgrade beers to increase the potency or lengthen/strengthen the effect. Using materials, like malt stars starch nuts etc. only like a single use on one round.
before you order a round of oily oaf you use a yeast cone and it increases the potency for that round.
I think the C4 should have an inspection animation like other weapons and it'd be the miner pulling out a wire cutter and fiddling like that.
**Voicelines for when dwarves are doing the hacking router thing (one with all the nodes) machine event: **
"Cut the blue wire! No, the red one! Cut them all!"
"Time's a tickin', let's hurry up!"
"I'm going to strangle Hack-C when I get back to the space rig, he makes it look so easy!"
Can we please at least get a class lock system to overclocks to only receive them on the dwarfs we mainly play, and maybe even lock it further on the specific weapon(s) we want (Could just get rid of rng just saying), there are too many overclocks in the game to get a specific one in a reasonable amount of time its really frustrating to grind out overclocks to not even one weapon overclock in a class you play after a long period of time, you can be that unlucky (my record is 8 and counting, not one for scout), I love this game but it gets really static playing the few builds you like (I could play other classes, tbh I don't want to yet), pls DRG devs i don't wanna play for 500+ hours for one specific overclock especially since I don't care about cosmetic overclocks at all.
Summary: A Class lock system to only receive weapon and/or cosmetic overclocks for one or more dwarf classes and hopefully even a lock it to a specific weapon to receive random overclocks on.
The Colette Wave Cooker has some pretty lackluster T4 Mods and I personally never find myself using them.
I'd like to either suggest a small buff, maybe less heat generation or a ~35% instead of 25% shot area increase for the Wide Lens and an extra +1 damage or fire rate for the PSO, which in exchange could generate slightly more heat.
A third T4 mod could also be nice:
Either something like a Focus Lens that decreases shot width and causes more heat like the PSO but applies heat to the target.
Or it could be a "Slow Cooker", reducing heat generation and increasing damage the longer you cook your target, like the Shard Diffractor's Feedback Loop Overclock.
The tradeoff would be lower starting damage and/or fire rate.
a setting that allows for auto run
Another Driller grenade idea to replace the Ripper:
Shaped Charge
This grenade has two uses, based on whether it impacts an enemy or terrain. If it hits an enemy, it does a massive directional blast straight into whatever part of the creature it hit, letting it do weakpoint damage or breaking armor. It has a small amount of blowthrough but mostly for appearances. It does take a moment after impact to actually fire, so it might be hard to time it if you’re using Cryo.
If it hits terrain, it blasts a short tunnel perpendicular to the wall it lands on, stunning and damaging enemies in its path. The tunnel isn’t quite as big as a normal Driller tunnel but it is big enough for dwarves to pass through.
Ideas for secondary weapon overclocks.
Translated by ai, create by me
EPC - Energy Redirection.
+Overheating by charging the shot enhances drills (speed and damage).
-Overheating consumes 12 ammo.
-Reduced shot damage.
Diffraction Splitter - Red Sugar Evaporator.
+Shooting at Red Sugar absorbs it.
+On reload, release a small cloud of healing vapor.
-Increased overheating rate.
-Reduced ammo capacity.
Scout's Crossbow - Tuning Fork.
+Hitting a bug starts breaking its armor.
+Hitting the ground stuns bugs.
-Bolts cannot be retrieved.
-Reduced ammo capacity.
Gauss Cannon - Electrostimulation.
+After firing, your movement speed is increased.
Bulldog - Unstable Overclock
"One in the chamber"
🔼 8x shot direct damage.
🔼 Bullets explode in a large area (+50 explosive damage)
🔽 Drum capacity reduced to one.
🔽 + 0.5s reload time.
🔽 0.5x max ammo.
🔼 4x recoil.
🔽 No weakpoint damage bonuses.
Deepcore 40mm PGL overclock:Mixed ammo
Ammo for the deepcore is mixed up and it could be multiple variants with varying rarity
Common: normal grenade launcher, high impact damage no explosion (slightly weaker HP)
Uncommon: larger explosion grenade, normal grenade but more damage, RJ250 grenade
Rare:large incindeary grenade,large cryo grenade, gas grenade
Very rare: Fat boy
-10% max ammo
(This isnt very practical but just for some fun)
Please work on collisions. Preferably remove collisions of ambient objects like the stuff we can kick or pumpjack pieces. They insta kill you when you touch them sometimes. Along with that enemies can just ignore objects and hit you through them which should be fixed (example: glyphids entering UNDER the refining site and hitting you through the ground)
A subsequent upgrade to each beer license to make their respective beer only cost gold instead of the various beer ingredients
Consider adding "the best in the mission" achievements at the end of missions, stuff like
- "Highest damage dealt: [player name]" (as much damage as possible)
- "Highest friendly fire rate: [player name]" (how often you damaged your own teammates)
- "Most nuclear: [player name]" (highest damage done with Fat Boy OC)
Weapon- Jury-Rigged Boomstick
Overclock- neurotoxin cartridge
We don't know who came up with the idea to put a gas grenade in a shotgun, but it works.
Unstable
+The first shot creates a cloud of neurotoxin in front of you (the second is normal)
-Significantly increased reload time
-Reduced rate of fire
higher promotions cost more credits and minerals
I'm not sure if this is a feature or an oversight, but the ArmsKore Coil Gun's projectiles do not break the grey sacs encasing gunk seeds, so you can't use it to obtain gunk seeds.
If this is an oversight, can it be fixed?
Auto Cannon
Flak Turret Balanced/Unstable OC
- Shoots fast projectiles that can also explode when near an enemy, similar to the PGL proximity grenades but with an arming time of 0.1/0.2 seconds
- More Area Damage
-Reduced Direct Damage
-Increased Spread
-Either Reduced Max Ammo or Reduced Attack Speed
"Lead Storm" Powered Minigun Unstable Overclock - LiveWire™ Conductor
By adding a high voltage generator to the end of the barrel, specially designed ammunition fired out of the minigun will maintain an electrical charge across the individual bullets, allowing the wielder to lay down an electrical field, as well as tuning the fields with your combat boots so as to not hamper your mobility while firing. This comes at a slight decrease to accuracy so the bullets don't melt down, increased heat generation due to the high voltage generator, and you can't carry as much of these special capacitor bullets.
+The front of the gun will be electrified while firing (longer range than Burning Hell)
+Higher mobility when firing the weapon
-Slightly slower spin-up time
-More heat generated (35%, slightly less than Burning Hell)
-Decreased Accuracy
-Less ammo
Feedback (and possible suggestion) on new armor (Skull Crusher):
The paneling is inconsistent with armor paint jobs.
The paint job applies the animated circuitry detail to the plating on other meshes, but the new Skull Crusher mesh has it by default in stead of relying on the paint job for it. This results in a lack of ability to remove it via a different paint job for a less sci-fi look.
If this was intentional, may I suggest a second armor without the detailing?
EDIT: I noticed this too late to include in the above, but the helmets do not keep the animated skin when changing paint jobs, so it seems that this may have been an accident.
I still think a second armor set that keeps the animation would be nice too though.
Properly tag the Skullcrusher and Order of the Deep helmets as "helmets" in the wardrobe. (They currently aren't.)
Unlockable Rigs?
Currently we can only change rigs using the season terminal, but being able to unlock rigs might be fun.
Might increase the file size a ton though.
Spending gold + perk stars for an extra perk slot for 1 mission.
Gold + beer ingredients to order a round of beer with a custom buff.
Gold + minerals + matrix core to forge a special ammo pack for a number of missions
Gold + fazionite for a cosmetic glow or maybe actual lighting bonus for a mission
so realistically, why is the gunners zipline so slow and boring to use,
gunner has the least fun mobility tool out of all the classes,
would gunners zipline being fast to go uphill really upset the balance so much as to make him a op must pick
would it somehow break the very realistic deeprock lore and ruin the players immersion,
i think not, just let me go uphill fast and save a couple seconds of my time every run i feel bad for gunner having such a impotent traversal tool
Helium tank added to the space rig permanently
Because funny
This suggestion has probably been made a million times already, but a 4th pair of weapons (Primary and Secondary) for each class would be cool.
Optionally, there could even be a voting contest.
Before reaching the 'red promotion' I did wish there would be a prestige rank coloured for each mineral, since a lot of the colours present are the typical: bronze, silver, gold and even platinum which none of are even present in the game besides gold.
This inferring that the red rank is nitra, the most important mineral.
Would love to see bugs receiving the same high voice pitch as the dwarves in Rich Atmosphere modifier missions. It would make sense because they also gain the speed buff and it would probably be pretty funny hearing chipmunk sounding bugs.
Could the secondary parts of Driller's Platinum weapon paint become yellow instead of the rose gold they're currently colored? It doesn't match the Platinum armor paint 
(Gunner with both paint jobs as comparison)
A rare chance for a skullcrusher ale mug to be textured with the animated details on the respective armor set.
can we get a map forecast? sometimes i find myself just waiting a couple minutes to see if i can get some extra magnite or do season missions and i wouldnt be wasting as much time if the game told me which regions would get into the scanner range next
Daily buff beer that increases the quantity gained when mining all minerals, except gold and morkite, by about 20%
Can we get a carrot on a stick hat, but instead of a carrot, it's a barley bulb?
Give Ganer some cosmetics with a cigar, he'll be with it at the all arts
Is it possible to add the possibility to see our upper body or legs in first person? I know it's a useless feature but it would be a nice quality of life add for people who bought dlc armor, and can make the buying of said armor feel more worth it with the fact you can see at least half of it in missions.
Make Beer costs scale to the amount of players for every player added add 1/4th of the price 4/4 being current prices
If the skullcrusher armor makes skullcrushers cost nothing,
Then the yuletide elf costume should make leaflovers free
Make enemy projectiles either not damage the drilldozer, or do significantly reduced damage. Duck and cover genuinely makes escort duty nigh unplayable
An acheivement when you drink 4 blackout stouts in a row before being K.O.
preview cosmetics in the forge when you hover over them
Ever since Mortar Rounds, the Big Bertha overclock feels small and tame. I personally would welcome an even Bigger Bertha for a worthy rival to Mortar Rounds' level of ammo reduction and damage boost (I like to think of it as "mounting magnetic coils along the barrels along other modifications")
CRSPR weak overclocks revamp. The idea was to change as little as possible but make some OCs interesting
Edit: I'm dumb, FSD should be -0.5 reload time, not minus reload speed.
The ArmsKore Coil Gun feels kind of wimpy for what it's supposed to be and I'd like to propose a small revamp that changes it more into a mini rail gun. Aside from Necro-Thermal Catalyst Executions it just doesn't feel like it has enough oomph. Maybe some of these ideas could be made into OC's or some mods could be changed a bit, either way I'd love to love this gun more...
In its current iteration, it's main use seems to be spamming Fear Trajectory and trails while Controlled Magnetic Flow essentially acts as a 3/4 Ammo cost reduction (Honorable mentions to sniping foes across the map with The Mole OC and straight up just blocking damage with Defence Enhancement).
Most of the balancing problems could probably be lifted by reducing FT's intensity/effect radius or by having CMF affect the trails and trajectory effects as well.
Alternatively, it could be changed into a simple "Shots use 10 less charge" buff or "halves charge usage and reduces damage" trade-off.
The trail for example could be more akin to a shock wave and deal its total damage over 1 or at most 2 seconds.
(The current Shockwave mod could act as a buff to the trail or just receive an increase in damage.)
Overcharger should increase the damage by a percentage and not a flat 100. Would make taking the extra damage mod a worthwhile consideration, given that it shares the same slot with an "extra ammo" mod. Would also appreciate it if it overcharged a bit faster.
Also noteworthy is that there's no armor breaking mod. It pierces glyphid plating like a hot needle so why shouldn't it open up enemies for follow-up fire?
add mission type of finding karl just to make sure how he is now
LOK-1 OC revamp, basically more base ammo while reducing Executioner and ECR to compensate, and neat buffs to other OCs to make them more unique.
If you wanna discuss specifics values and have other thoughts on it, mark me on the suggestions-discussion
I'd love it if this gorgeous visor, the Mnemonic Visor, had a version mounted on a helmet, so I could wear it and not feel awfully bald!
Environment suggestion ; can we get passive predators in the caves, some more passive bugs eating other passive bugs, to make the ecosystem of Hoxxes more alive ? In this vibes we could see an animation of grunt behing infected by rockpox. Some animation of fester flea eating drg equipment (like destroyed Omen tower, damaged minimules. Seeing passive bugs being eaten by grunts could be a thing. It could also impact the gameplay as for exemple signaling an acide spiter using is spit as a natural way of hunting not only targeted for dwarfs.
It's a purely cosmetic changes to the cave but make them more believable.
New passive perk (red) :
Mining expert
It will give you the % of minerals in the cave once the scaner covered it (so you must have explored the cave to get the info) then the amount mined is deducted and informed. This perk aim to help you not miss ressources. But not finding them directly (I already suggested an active perk for that).
Make bosco shot only lowest hp enemys?
Can we get an option to turn off "You cannot join at the moment. Perhaps the team is on their final stretch" join error/refusal?
Or could we, or you, set it to a whitelist of those who were on the team previously?
I ask because if someone gets disconnected for some reason or another near the end of the mission and is prevented from rejoining it really hurts the fun.
It would also be great to extend the time the error is displayed beyond ~0.33 seconds before transitioning back to the hub, I had to record my screen using my phone to be able to read it.
i think pressing the x button should be a ready up button, that maybe puts a little checkmark next to your class, instead of it just being a designated hey buton
actual voting system that can be enabled by the host to prevent a player from doing things such as calling the drop pod unless 75% of the players in the lobby comfirm "yes"
More yellow paintjobs for armor. Because now every class can mimic gunner, scout and engi, but it is nigh impossible to properly mimic driller 
how about some more drop pod voice lines (when dropping in specifically)
"this ride is so bumpy! the company will be getting a one star review for this!"
"is my seatbelt loosely fitted or am i just paranoid?"
"ALRIGHT which one of you knobheads stole my bologna sandwich when i wasnt looking?!"
"by the beard! this pod is falling apart! oh wait, thats just the shaking talking."
"i really should have taken that great deal on the daily beer before this!"
"UGH the smell in here is like me after a tough mission!"
Cosmetic Idea - Forgecore Block
"You feel an inexplicable urge to go into cyberspace and travel back in time"
-Would resemble a metallic, "dwarf-core" cube helmet with golden eyes on each of its faces (more like an ornate, metallic Slider from Aether). It is meant to be a cosmetic reference to Code Lyoko. (kind of like the Frizzy Handlebar and First Blood cosmetics)
a random defense event (like uplink in salvage operation) after you beat it, it would periodically ping the minerals in the map
Dark Future pickaxe paintjob, and Megacorp Bosco paintjob please
Giving combustive goo mix synergy with driller's other secondary weapons. I love the overclock, but being locked into playing with it and the EPC (with burning nightmare specifically) gets a little stale after a while.
More dual weapons PLEASE
Deep Dive Secondary Anomaly.
Deep dives themselves have their own unique required secondary objectives that are not related to normal game secondary missions that are not required. However the idea of this anomaly will change the secondary objective in the game to be a random deep dive secondary mission. If a secondary and a primary are the same (Like mining morkite for primary and secondary) then it will first do the primary and then the secondary.
(also still not required to do just to say)
Now this might be way too wild and experimental but how about support tool T5 mods? These ideas would most likely need drawbacks like less ammo/duration or would otherwise have to be balanced but I'd still wish to propose some ideas.
Flare Gun:
- Mark target as if pinged, and ignite it.
- Way shorter duration, explodes into a flash of light at the end of their life time which confuses/fears enemies and leaves a fainting light in a huge radius for like 4 seconds.
- More ammunition and they last a lot longer but the light radius is heavily reduced.
Shield Generator:
- Produce a projectile-blocking energy wall which enemies can't crawl on, instead of a bubble.
- Draws enemies in instead of pushing them away and maybe zaps enemies inside?
Satchel Charge:
- Cause heat with the explosion.
- Act as a proximity mine
- x2 Ammo, halved radius, damage and stun/fear from T4, let's you have multiple out at once (Instead triggering them all with the reload button)
LMG Gun Platform:
- Modified to fire like a machine gun, shoot explosive rounds or function like a rival sniper turret, firing strong but slow focus shots.
- The disposable mini sentries we had in the early days could make a return.
I'm sure others have requested this, but I wanted to suggest that if the next DLC were formalwear I would throw my money at it immidiately. I'm talking James Bond tuxedos, Reservoir Dogs back suits with skinny ties, Don Draper business attire, Cary Grant open collar with an ascot, Nick Cave with a vest - really there are endsless options and I would pay for all of them.
I find the mission failed screen to be hilarious when your dwarf gets dragged in by Bosco or dropped from the ceiling. I would love for them to be normal victory emotes you could equip.
unstable PGL overclock: Jumbo plasma bursters
replaces normal grenades with jumbo sized plasma bursters. which can be more effective than a normal grenade, but you gotta put some brain power into it

jumbo plasma bursters (2x5 bigger than an normal plasma burster. 6 bursts)

-1.5 explosion radius
-0.5x damage
1 - when grabbed by a grabber, if theres a zipline on the way where it carries you, you can latch onto it and escape the grab. 2 - end of mission screen also shows how much of each mineral was missed and not mined
Secret achievement - Hoopkeeper
[You're a bad friend, kick 5 barrels away from the barrel hoop while someone tries to score.]
I was asked to suggest this after a friend somehow got the barrel kicker achievement from standing on the barrel hoop and kicking away the barrels I kicked at him. I think it would be a funny little secret achievement.
Automated buying. Basically, let us add a bunch of things to a cart that we can buy at once. This will not only save a lot of clicking through the store, but if I have tons of things in this cart, I can then see where I need to mine more
sentry things:
MKII -rename> Aries model
more damage, enough to compete with gemini system in dps
perhaps aoe or elemental rounds?
-something to make it worth taking other than saving time during setup
new varient: Apollo frame
one mk1 turret
it follows you
you can pet it!!!
-may as well give my word on this topic, while we're here
new variant: Artemis cannon
1 rnd/s fire rate, unchanging
reduced capacity
either better armor pen or discount embedded detonators, can't decide
lot more damage
greatly improved accuracy
-my take on the much requested sniper turret
-engi turrets only really have one play until you get overclocks that have sentry interactions, here's ideas that could give more variety
-feedback, thoughts, and balance input greatly appreciated
-and obv only one of the variants would get added, unless mkii gets removed to make room instead of buffed to keep pace
what if instead of staying grappled indefinitely, the hook would unwind after several seconds fully reeled in, providing a slow vertical descend
this change would easily remove like half of the grappler incidents without all that much of impact on overall gameplay
Cryo Cannon Unstable Overclock - Crystal Conversion
By adding an experimental Silicate Converter Module to your weapon's chamber, you can directly turn your enemies' armor into brittle, easily breakable quartz. This comes at the cost of a much faster loss of pressure, a lower flow rate due to modulation, and a much higher ammo consumption when using the Crystal Conversion Mode.
+Press the reload button to switch the weapon into a crystallization firemode.
+Enemies attacked with this firemode will have much weaker armor, and it will block a lot less damage (Dreadnoughts can recover due to their hot temperatures nullifying the effects)
-x1.5 Pressure loss speed
-Lower flow rate
-Crystal Coversion firemode consumes 3x as much ammo
Cryo Cannon Unstable OC - Explosive Blizzard
[NO LORE DESC HERE, sorry]
+Defeating a frozen enemy yields a cryo explosion that freezes [or deals a lot of AoE kinetic damage to] nearby bugs
+Slightly more freezing power
-No freeze puddles
-Tank capacity is reduced by 150
- +0.4s chargeup time
More mactera enemies like breeders or support
Might be an another recycle emoji collector, but I propose a small QoL change to LOK-1:
Holding reload button (or RMB) will make you change from automatic aiming (aimbot) to manual aiming, also switching to manual aiming will turn LOK-1 into full auto
Small suggestion
Add two counters to the Deep dive startup menu that shows how many different deep dives you’ve completed. One for regular and one for Elite deep dives.
The counter does not go up if you repeat the same deep dive twice, only those you’ve done for the first time. The counters serves no other purpose then for bragging rights. 
I don't know how to phrase this but a potential way to add more weapons without needing to add new overclocks: Variants. Basically side grades to the base weapon, with advantages and drawbacks. I've already thought of one for the thunderhead AC, but it's unrefined
Just let me know what you all think
combine Strong Arm and Unstoppable perks into one Athlete passive perk
Active Perk: In the zone
1 Per Mission (?)
Activated by long pressing V
Enter a hyper-focused state during which you perform reloads and all actions which require holding down the E button quicker (except reviving teammates)
(Maybe 50% faster/twice as fast for 10 seconds?)
Passive Perk: Drunkard
Effects of alcohol last longer. (Intoxication meter decays 50% slower)
10% Damage Reduction while Intoxication is over 30%
Mounting sentry turrets on drilldozer.
Let us abandon season based assignments.
FURTHER PLAYER RANK TITLES.
Currently, the highest title is Lord of the Deep, obtained at rank 76. However, #drg-gallery sports many screenshots of players whose rank is WAY higher, yet they all are lords. So, how about adding a few more player rank titles? Since, strictly, "lord" is a nobility title, something like this could be done to keep the theme:
- 100: Baron of the Deep
- 200: Count of the Deep
- 400: Marquis of the Deep
- 800: Duke of the Deep
- 1200: Prince of the Deep
- 2400: Deepness Incarnate
There are a few other titles around, but I've kept to the ones that are common to all countries with a tradition of nobility titles (for example: the English "earl" and the Spanish "grande de España" titles don't have equivalent stuff elsewhere). This would also simplify the job of translators (in Spanish: señor, barón, conde, marqués, duque, príncipe y La Profundidad Encarnada).
Crassus detonators on a golden bugs mission should drop a compressed gold on death, so in the rare chance the stars align and you get both, you can truly celebrate how rich you are.
Idk if someone has already mentioned this but...
One more Deep Dive mission called: DEEP DIVE HUNTERS
-You (and other dwarves if they join) will try to defeat the fully mutated Dreadnought after collecting all the eggs from "egg collection" assignment. After depositing the last egg a huge "Mother Dreadnought" will appear asking for her "children".-
Couple of suggestions for this "Mother Dreadnought" would be: Huge Mactera Dreadnought, a Big Cerverus Dreadnought (multiple heads), Sand Shark Dreadnought, or a Multistage Glyphid that morphs into something else after defeating 1 of 3 stages (example: Huge Menace-like Dreadnought that after being deafeted sheds its outer sking and turns into a Q'ronar Shellback leaving thorns of rockpox wherever it passes and, after being defeated again, looses its scales and forms a cocoon and starts spawning all types of grunts (like a Brood Nexus) and, after being defeated AGAIN, finally morphs into a bulk detonator that can shoot acid balls from its blisters, obviously exploding after being defeated at last stage)
A mask of a cat hissing for this year's halloween. 'Invokes the primordial dwarven fear of a leaking gas pipe.'
I am a huge fan of "sallet" helmets, and as such I've enjoyed the Slit Helmet since it is technically a sallet, but I would love to request a newer, much more badass sallet-like helmet.
If a dwarf ever had to be a knight, it'd be the ideal type of helmet for them after all: it protects well while letting the beard breathe!
(For reference, this is a sallet:)
Forklifts on the Space Rig and a storage area where you can see the different resources getting dumped from mollies, aquark rigs and oil refineries - I always wondered where those went after missions
A toggle for gunners face shield on most of his armors
Let us stand on each other's heads to make a dwarf tower
More Armour customisation. Let us swap pieces around, like the backpacks, or arm guards. Just let me put the Gunner MK6 Backpack on the Skullcrusher armour ghostship PLEASE 🙏
"promethium capacitors" - breach cutter overclock
higher higher capacity
beams collapse into a lingering radiation aoe upon expiry
(maybe) enemies hit have a chance to generate a small radiation aoe around them
less total ammo carried
beam is more narrow
-was wanting to do a prometheus inspired overclock for driller, but realized because it's prometheus, it's more fitting for engi
-so, this is what i came up with instead
when holding a brew in the lobby area, the shout button a.k.a RB/R1, should have a couple voicelines shouting at other miners to get their brews at the abyss bar
Make it so we can see how many overclocks we have of certain weapons and classes
Like have blank spaces so that we can see what we should focus on when we infuse a core
Ok so ik this is probably gonna get down voted but I'd like a turban for the hat shop, ideally a Sikh turban. Many Sikhs I've met already have hella facial hair so it works
More varied conversations between the dwarves in the drop pod at the start of the mission, ideally matching an existing combination of classes on the team so it doesn't sound like there are ghosts on board.
Scout complains, Driller tells Scout to shut up (the usual interaction)
Scout complains, Engineer reassures Scout that things will be fine
Scout complains, Gunner quietly puts up with it, maybe grumbling to himself
Engineer gives a pep talk, Driller goes, "yeah, whatever"
Engineer gives a pep talk, Gunner concedes
Driller entertains Gunner with the idea of killing things a bit more slowly
It'd be nice to have the TK issue dealt with, drillers are getting out of hand ruining public games. I've played all kits so driller is fun, but the c4 ability is just TK city. Don't know if that counts as a suggestion but dont think less tk is a bad one
New season (almost 1 year since drilling deeper was announced) instead of a bunch of android games on pc
New mission type like in&out, Dreadnaught but swarm spawners(feve swarmspawners on map, commission is to eliminate those spawners)
Enemy that can heal other enemies
More beer that gives you buff(like defence or dmg or amo or reduce equipment cd)
Maby even new weapons
give Boiler Ray the ability to set off Combustive Goo puddles
Bosco seems a little short on supplies for beer distributions. Mission: Diving deep to find dwarfs beloved ingredients that packs a punch to their beers, but be warned. The cave is filled with a strong aroma that fills the cave with intoxicated fume.
Caution: will cause intoxication, dizziness and blurriness.
Voiceline commands like in Left 4 dead or Team Fortress 2.
option to keep the gunner's main gun revved up by holding left click to fire then holding right click, you let go of right click to continue firing and stop firing when you let go of left click
or smth like that
also maybe add an indicator for how long you have left for the iron will perk?
CRSPR Flamethrower Unstable Overclock - Compressed Air Blast
Taken from the blueprints of a man Megacorporation, this modification allows you to release a powerful burst of compressed air, allowing you to either push a swarm back, or yourself into the air. Unfortunately, this has the penalty of releasing some fuel trapped in the chamber, and the extreme force of the air will put out any fires in its area of effect.
+Air Blast
-10 Charge Shot Cost
-Blast deals no damage
-Blast will remove "On Fire" status
The Blast can propulse you at most 8 m vertically, and unlike Special Powder, you cannot rapid-fire, meaning it can't be reliably used to scale walls, and you need to be touching ground for it to work. Enemies are knocked back 10m (20m for Swarmers), and anything equal to or larger than an Oppressor cannot be pushed at all. Could maybe also affect dropped minerals.
Crawlers are said to be located deep down hoxxes where no dwarfs have mine. There should be a random room where opened core spawn that has yet to be closed. The designated cave spawns crawlers and an evolved form or a more intelligent crawler. The main task is to destroy the overgrown corestone pulsating a purple aura.
Cosmetic
Welding visor - closed
air strafing (like in source/quake)
To clarify:
Games based on the Source engine have a (originally unintended) mechanic where the strafe keys (a and d), combined with smooth mouse movement, allow changing direction mid air without losing a significant amount of speed.
DRG already took movement mechanics from other games, notably RJ250 (explosive jumping like in quake/TF2) or Special Powder (Force-a-Nature from TF2).
Without air strafing, these mechanics feel somewhat incomplete.
With air strafing, you raise the skill ceiling for movement to a satisfying new level, while also giving opportunity to new weapon designs that leverage these abilities.
Also: In Quake/Source you can use air strafing in combination with bunny hopping to gain momentum. I am not asking for this to be replicated since it seems too powerful.
Glyphid Taming Rework Ideas
Smaller Reworks
Ability to kill your Pet or tame a different one (for when you have better tame-able options)
Make it so every new level adds at least 1 new tame-able Glyphid (Scorpion, Stalker, etc)
More Complex Ideas
Customizing your Glyphid with perks and cosmetics in a Bosco like terminal
Deploying with your pet Glyphid
Fun Ideas that Won’t Be Accepted
I want a pet Core Crawler
Quality of health suggestion:
- Add a toggleable setting where the flashing during the whole landing phase of the pod can be customized/tuned down/disabled (image 1)
otherwise - Allow at least a wider free cam to the side during the Drop Pod descent so that the player can move his view completely away from the exit grate (image 2), because right now it's still partially in view.
Premises:
I just want to say that:
- I have no issues with DRG and, other than this situation, I can play it totally fine even during the most hectic moments.
- I never suffered from seizures, nor do I now.
Reason for the request:
I am unfortunately prone to chronic migraine with aura. This has never prevented me from playing games in general so far, but for very specific ones I had to give up on them alltogether (e.g. Hotline Miami, Super Hexagon), because of the heavy usage of intermittent and very rapid flashings.
By now I have learned how to predict those situations for the most part based on how my eyes feel so when I sense something is off I stop playing right away and take a break from it just to be safe even if it means this has to last for days, just so I can let my sight strain recuperate.
I have to take this approach since if I go past its trigger the attack outcome itself will be a lot worse otherwise = the aura typically lasts for a short period, usually between 20 to 60 minutes, and is followed by an extremely painful migraine attack itself, which can last from several hours to several days, along with high photo-sensitivity and other serious side effects.
I hope you can take this into consideration.
Thanks a lot 
What if we have a mission type that’s between the region borders?
Throwing this idea out, but say one of these types (or the only type) of mission is kind of like point extraction, where you have this big platform that is sent down and armed to the teeth to help eradicate the bugs. This mission however, would not have aquarqs to collect, instead a horde of glyphid spawn in every minute or so, and there is a chance (33-50% scaling with difficulty, as with the enemy count) that a slain glyphid will drop a part of a machine that the players will have to repair.
With enough parts and after the machine is repaired it will spawn in a harder enemy (think dreadnaught or so) and you have to kill a set number of those
The mission briefing before could be like “the bugs are migrating to a region where we have special mining equipment set up, defend this point to slow or stop the bugs”
Resources from this mission could vary between the two regions it borders
What if we had variants of Mk-1 (or 2 or 3) armors based on weapon skins, like Builder's Choice Armor or Neon Band Armor?
please make all the mods that are downloaded get turned off after applying, whenever my mods need to update it always causes my game to crash when the game tries to automatically turn them on
Probably unnecessary, but stalkers could also disable your flashlight along with your shield. :)
Stationary enemies being able to spawn like any other enemy does, albeit at a rarer rate.
e.g: scalebrambles burrowing out of ceilings and extending nodules in all directions; barrage and spitball infectors doing the same from the ground up; naedocyte breeders simply being able to spawn like other flying enemies; and so on.
Some secondary OCs for the recently added Combustible Goo Mix
Experimental Thermite Rounds (Subata, Balanced)
"A bit of aluminum powder here, and some of Pa's secret sauce there, and what do you get? A hellish concoction of blistering hail!
Your shots will now slowly but surely increase the temperature of whatever is unfortunate enough to be on the receiving end. You also get a bit more damage to burning targets
However, all this extra fuel and chemistry isn't so keen on maneuverability; reduced mag size and increased recoil."
Ultraviolet Sawtooth Waveform Poisoning (Colette, Unstable)
"Do you smell that? Me neither! It's time to fire up some Glyphid Wagyu!
R&D has been busy tweaking the magnetron on the Colette; significantly increased fire rate and decreased heat per shot. You also get to set things on fire now. Enjoy!
However, to avoid becoming a walking dwarf rotisserie, R&D had to fit some heavy lead lining on the handle; greatly reduced movement speed while firing and also decreased battery size."
An audio cue to signal once jet boots are ready to be used again after overheating
there should be a beer that makes all minerals take one hit to break
- make it so bosco tries to stay within your grabbing range when carrying items
- some upgrade or smth to bosco that lets you target small chunks of minerals to have him pick them up to bring them to you, he'd not be slowed by the small chunks but he'd be unable to attack or anything else
If adding new grenades for the existing classes. I suggest the ones from the DRG Boardgame: These be: Tunnel Carver, Corrosive Bomb, Electrocution Grenade, Soil Smasher, Phosphor Grenade ( unlike the Incediary grenade, it could burn a more local high intensity dmg over time with alot less spread )
Maybe ditch the Phosphor one so it will be 1 new per class. Also the Rammer. Total gatekeeping from certain...fans demanding its too similar to the Oppressor. Rammer could not have the ability to dig, it charges very fast in straight lines and react only to most sounds our beardy fellas make etc
Could we remove Warthog's green explosions?
training dummy in main area for testing weapons. (comes with DPS, raw damage, distance)
More voice lines:
When grabbing a rockpox meteor core thingy;
"I'm getting sick of this, literally"
"This is one kind of rock and stone I could get behind on. Ugh!"
"Should I be wearing thicker gloves? This doesn't feel safe"
"This is more sickening that drinking a leaf lovers! Not that I'd know the taste, of course"
Can we get an audio for the mug cheers to say .
For Dorris
My wife's grandma sadly passed away just this year
She's been playing this game for years and not so many years ago I also started to love this game.
This is just my attempt to see if it works
This has probably been suggested before (because it’s a good idea) but I thought id suggest it anyway
A lost dwarf mini-boss. These dwarfs have been left on hoxxes for who knows how long, but instead of dying, they adapted. You find them, incapacitate them, then send them back home in like a mini drop pod, or something.
An enemy that uses (modified versions of) our weapons against us would kick ass, and I reckon it’d just make sense if we sometimes found living dwarfs down there
You guys know that canteen of juice that we use to revive our fallen brethren? Can we get a victory move where we chug that canteen down and toss it?
Call it "Hydrate or Diedrate"
A fake documentary regarding the dwarves as though they were wild animals, voiced by a rival nemesis mimicking Mission Control. While the dwarves argue amongst themselves on if they should be offended or humored, Mission Control himself is laughing his ass off elsewhere.
Okay so I know Deep Rock the company would say no, but how would you feel if we got to customize our armor in someway like Payday 2 masks?
It doesn’t have to be that complicated, even just a spray paint or pattern system would work. Maybe like a CoD emblem or gun designer with the lettering, idk something. It could be a new helmet that displays a message you type, a shoulder pad or something. Maybe the design/print just goes over the armor like a wrap or payday mask pattern.
cross save would be so neat.
Okay so this is going to seem absurd and very stupid, but cameras. I think it would work best as a randomly spawning item like cargo crates or as a game mode.
Execution A: item that randomly spawns.
Every cave/mission has a 2-5% chance to spawn a camera and 4 monitors. The camera would place similar to the hacking beacons that eject out of the hacking pod. Maybe they even turn like Engi sentries. The monitors are automatically attached to your map screen. So whenever you pull out your map, there’s a window showing whatever your camera is displaying and maybe even showing it on the map, so glyphids would be red cubes and seasonal events could be like pink flashing dots or something.
Execution 1A: what the camera is seeing is displayed while your viewing your map, would create a blind spot, a tradeoff for viewing something important like checking up on how crowded a pipeline or drill is.
Execution 1B: when you grab the monitor, you can choose where to place it. Next to your headgear, (permanent but small part of your HUD) on your map screen like mentioned before, on your weapon just like IRL cameras or laser attachments, or maybe on Molly or Dotty.
Execution 2: as a game mode.
Would be similar to salvage operation or game modes that have a pod drop in. Camera pod drops in with multiple screens, use the screens to stop bugs from destroying the camera pod or surveillance cameras or spying technology. Lore explanation is that Deep Rock is trying to get more footage of what the dwarves are seeing, maybe they want to see if theyres a new mineral or ore, new enemies to counter, if Rivals or Rockpox have been spotted in certain areas, whatever the devs pick.
Conclusion: honestly I can see a ton of downsides on how this can hurt the gameplay or make people annoyed, but I think it’s a really neat idea that could be successfully implemented if down right. I remember when rockpox was first launched, people hated having to separate between guns and being so vulnerable.
Enemy Idea - Xynarch Rivals
Xynarch Charge-Sucker-infected Rival Bots, mainly Patrol Bots, but there is an exceedingly rare chance to encounter an infected Nemesis. Have a rare chance to spawn on normal missions, but this chance increases slightly with Rival Presence.
Functionally, they are not much different from Rival Bots, but their bodies will take negligible damage, meaning it is better to aim for the Charge-Suckers. Any Patrol Bots destroyed this way are able to be reprogrammed.
In regards to the Nemesis, it is weaker, having three very obvious weakspots (could be on its claws and central head. If you destroy the Charge-Sucker on one claw, it will become permanently disabled) and, cosmetically, when it dies (no Reprogrammed Nemesis), instead of the usual quotes, it would say things like:
"Free at last."
"In the end, it had to be this way."
"I'm free."
"I don't have to scream anymore."
Would it be too crazy to implement the feature to see my own legs when I look down? I think there is/was a mod for that but I think this feature should be in the base game.
If me and some other dwarves mine with our pickaxes, it should make a cool KLANG sound effect with a spark or shimmer of light or something. Kind of like a more deliberate Rock and Stone. For example, I guess kinda like the ULTRAKILL Parry but like more mild? Just a small glint of light and a cool klang sound. You know that meme pic where it’s the knights of the round table pointing their swords to a point? Or how knights will make a cone shape with their swords pointing up? Like that but every time you hit someone else’s pickaxe when you swing
Maybe the playtime from payday 2 is spilling over, if someone rock and stones during combat you get some all around stat boosts including mild health regen, but it has to be DURING combat. As in “I’m literally surrounded by 40 bugs and I’ve got 2 webbers, 3 acid spitters, 2 mactera and a good bomber actively firing on me I’m going to die right now” kind of combat.
The RnS can be from anywhere on the map on the condition that it’s audible. This also applies to the “Dwarven Pickaxe Knights of the Round Table” post from above.
(Look, I’m sorry that I kinda use this channel a lot, I really wanna get into art and game design and creation but I’m still learning how to code, so this kinda stuff is my outlet)
Press E on a dwarf's beard to slap it and make it wiggle.
Misc: When using the Danger Dice Framework, include a mild chance for the "Fidgeting" animation to consist of slapping (one of) the dice, including quips similar to those on the Drop Pod's dice.
I would suggest Dwarves being able to slap the dice of other Dwarves using the framework, but I can see how easily it can be abused, which is why I advise against it.
P.S I know it is probably rather pointless, but it would add some flavor to the Framework so it isn't just "FlamingHot with a fancy attachment".
This has probably been said a hundred times (hopefully), but the tutorial is so bad. Revamp should be full prio.
It's the very first touch they get with the game and they don't even learn to resupply.
You could introduce so much on the side that makes the tutorial fun and exiting. Need to climb that wall? Grapple hook. But also theres a steam geyser on the ground you can travel up with. Or you can parkour up the terrain on the side.
In the current tutorial you're not even learning how to call a resupply. No wonder every greenbeard double dips.
Not to mentioning the cave must be pre season 1, it looks so ass.
If you could pick a class at the beginning you could teach all the different ways different classes could overcome the same challenge. Hole in the ground? Grapple. Or build a bridge. Or zip. Or drill through the side.
Make something that is entertaining while teaching and that tuely teaches the very basics.
Idea by @lunar moss
(Posted with their approval)
A rare variant of the breather called "eater" which slightly extends towards a nearby dwarf and attempts to eat them, incapacitating them like a leech.
Due to our size, only our head would fit and we'd flail around haplessly until someone bails us out or with the use of the Heightened Senses Perk.
Also it would be nice if you could activate hover boots (perk) by holding the space bar instead of C (or to be able to assign perk activations freely, I'm sure Berzerker users would heavily appreciate that as well)
SAR Barrel - Zhukov NUK 17
Higher Firerate
More Spread
More Recoil
Holding the reload button switches to a semi-auto mode with the overclock effects reversed (Less spread, Less recoil, Less firerate)
"By modifying the chamber and existing barrel, you can now attach the new SAR barrel produced by ArmsKore. This allows the gun to fire faster at the cost of accuracy and control, and adds a new mode to reverse these effects by changing the firing mode to semi-auto, turning it into a pair of high firerate pistols."
Would LOVE to see new achievements, for instance for petting set amount of lootbugs, or... ew.... killing them..
❤️ (since we have so many lines about them it would be amazing to see some achievement!!)
more of just a thought rather than a suggestion, but i think escort duty would have better pacing if the refueling sequence was a defense sequence similar to the lithophage meteor jackhammers, like maintaining 2 refueler pods
oil shale can be a drag sometimes
Deepcore 40mm PGL, Balanced Overclock
Airtight Spring-Lock Chamber (Alternatively a Compact Rounds rework)
"A marvelous piece of engineering. The heavily modified barrel can hold and fire 4 small caliber grenades before you need to reload. Due to their small size you can carry a whole lot more of them!"
4x Magazine size
4x Total Ammo
0.5x Damage and Explosion radius (Either halves or nullifies damage from Spiky Grenade)
0.6x Projectile Velocity and Firing Rate
2x Reload Time
Cannot stun / 0.33x Stun Duration
Shredder Swarm Grenade rework proposal
Reasoning: It is extremely commonly picked grenade, not only for simplicity of usage and excellent capability to clear small, weak enemies like swarmers, naedocytes or shredders but also capacity to decimate even heavier enemies like grunts and chunk into (and slow) large ones like praetorians;
The grenade overshadows other engineer options like plasma burster and proximity mine, which share capacity to clear grunt concentrations to some extent but struggle against smaller enemies and flankers
Aspect 1: Smart targeting software
Like the namesake from LOK-1, new shredders would selectively target weak or low-HP enemies, making it excel in swarmer clear duty more
Aspect 2: Number of attacks 12 -> 10
To compensate for increased proficiency in its niche and to decrease its competitiveness against larger enemies, shredders break down after fewer attacks
Aspect 3: Damage per hit 8 -> 6
As Damage Limiter status effect is the main contributor of damage against weak enemies, this change wouldn't impact their performance against said small targets, but further reduce sustained damage against heavier targets
Secondary Objective Idea: Hox Iron
Back with the Hox Iron! Effectively a rough equivalent to Dystrum that wouldn't be relegated to Refining. In addition, it would have hints of Point Extraction with a few deposits being encountered in Compressed Chunks. Visually, it resembles a gray-with-red-patches mineral with the same visual properties as, you guessed it, Dystrum.
Objective: Collect 120 Hox Iron
Compressed Chunks are worth 10-20 pieces of Hox Iron.
I have an idea to chunk into the suggestions bin.
Let us tame lootbugs. You can deposite minerals in the lootbug. It follows you around. It does now fight. It moves faster now. When killed the bug explodes into the minerals you deposited, no multiplying.
It's pretty well-known by now that the Lok-1 doesn't have great build variety. There are 2 extremely good builds with 2 OC's, and the rest are kinda lame. Those two builds overlap in several areas, meaning some mods in the tree are essentially useless (looking at you, SMRT Targeting Software).
There's also a missed opportunity here, I think. The first impressions we got of this weapon, and probably how a lot of new players try to use it, is not what it excels at. The idea of using a smart gun to lock onto all the enemies in an area and kill them simultaneously would fit with a lot of sci-fi weapons, like the Whistling Birds in The Mandalorian. I can imagine this sort of gameplay encouraging the use of wider lenses and SMRT targeting, since you're trying to lock onto and kill as many enemies as possible. If that's the goal, you might even find yourself using Aperture Extension, which currently exists to trick greenbeards into making the gun worse.
I'm brainstorming ideas for a new overclock that would fill this role. The goal for the player would then be to maximize both the number of locks applied and the number of targets killed in a single burst. Maybe the gun needs to be reloaded after every burst, but you get a good amount of extra ammo and damage in exchange. Since you always have the same delay between bursts, you want to maximize the effectiveness of every burst, and adding more locks lets you fire more bullets before reloading. Would love to hear more ideas for this.
Add an option in game to make sure the game displays on a particular monitor, this issue has played us for years, yes I know I can manually switch it back to the main monitor, but I shouldn't have to, it's annoying, I'm tired of it launching on the wrong monitor and spontaneously snapping back to the wrong monitor mid mission sometimes
- Gravity Vortex Grenade
Effect: Creates a small black hole that sucks in nearby loose minerals and small/medium bugs before imploding, dealing damage in an area.
Balancing: Minerals get collected and dropped in a pile after the grenade detonates. Bugs that are too large resist the pull but may get staggered.
Class: Likely an Engineer or Scout tool to help with mineral collection.
- Rock Paper Scissors Brew
Effect: Allows dwarves to challenge each other to a game of Rock, Paper, Scissors while drinking. The winner gets a small buff (like slightly increased pickaxe speed or movement speed for a short time).
Bar Shenanigans: Could add unique animations depending on who wins or loses (like the loser stumbling back).
Extra: Maybe a rare chance for a tie to trigger something funny, like both dwarves tripping over each other.
- Custom Loadout Name Tags
Effect: Lets players rename their loadouts for better organization (example, "Bug Slayer" or "Gold Rush Build").
Extra: Could include some pre-set fun names based on community memes, like "Gunk Gun Enthusiast" for Driller or "Bugs? Where?!" for Scout.
- Volatile Minerals (Mission Modifier)
Effect: Certain minerals (like Nitra and Gold) have a chance to explode when mined, causing chain reactions if other volatile minerals are nearby.
Risk vs. Reward: Mining becomes more dangerous, but the explosions could also damage enemies or open up terrain.
Visual Indicator: Minerals would glow slightly or spark to hint at their instability.
Bonus: Maybe there’s a secondary mission objective to safely extract highly volatile minerals using a special tool.
MISSION TYPE - RECLAMATION 
"Mission control speaking, here is your briefing miners.
Our associate Reclaimers from the Ramrod have cleared one of our deep mining facilities, and the Greyout has been driven back. We must restart operations immediately, so we are sending your team to re-establish the shaft. Fauna from the crust biomes have been spotted reaching down through our excavations and you may find remains of the Core Spawn as well, so be careful.
Management has granted you all special permission for a Bosco Unit due to the importance of this mission, and we expect to have our operations back on track asap."
OBJECTIVE - Reactivate Generators / Clear out Fauna and Core Spawn remains. 
Basically, this mission would consist of a few steps. You would have a central area, similar to Point Extraction or Salvage Operation, but instead of having 1 single structure, it would include some of the assets from Rogue Core. The cave generation would include "dwarf made" structures, like buildings, scaffolding and other things. A settlement
The objective would have 2 stages.
First, the team would look for and repair the facility generators, to get the structures back into a functional state.
Then on the second stage, all the lights and equipment would turn on, and the team would fight a defensive battle. They could make use of defensive structures in the settlement.
1 extra detail, is that this mission type could include the individual use of a Bosco unit. Which is something that I have always considered as an underutilized mechanic (because it is an entire game system, with it's own customization, that multiplayer people rarely ever use), and the difficulty could be adjusted to compensate for that. This is specially the case, because Bosco is one of the CENTRAL cosmetic elements in DRG, but you can NEVER show it off to other people.
GK2, Balanced Overclock
Needle Bullets
"Custom needle-thin bullets can pierce through the smallest of gaps in armor! The compact size also means you can carry more of them, but makes them harder to load into the weapon.
+2 Max Penetrations
+80 Max Ammo
Shots can ignore heavy armor (like seeker rounds but without the seeking)
+0.5s Reload Time
Endless mode deep dives, it would work like a normal deep dive except it doesn't end after the third round and you keep going until you lose and try to get a highscore
DEVVVSSSS can we get flare upgrades plz
Wave Clear Arcade Game:
- A simple and quick wave clear arcade game on the space rig
- You play as a scout descending into hoxxes, fighting a seemingly endless amount of glyphids
- The goal is simplicity but fun, just another neat thing to do on the space rig :)
The stage you play on is very simple, flat ground, with three platforms, and the droppod in the back. Once a wave is cleared, you get in the droppod, see your score, then arrive in "another" (same) cave. A display on the droppod shows which cave you're up to.
You use wasd for movement, the w for jumping, s for going down from platforms. You are equipped with a g2k and a boomstick. The g2k is a rapid continuous fire 1 damage which you can hold down leftclick to use, the boomstick can fire two 5 damage shots before going on a three second cooldown to "reload", and is on right click. The boomstick also pierces through all enemies a short distance in front of you.
The platforms on the stage are used for a breather, and grouping bugs closer together in one spot below you so you hopefully have a better chance of survival. They cannot hit you up there, and you cannot hit them either. Bugs will wander slightly however, so you cannot just jump down and take them all out with the boomstick immediately. If the bugs cannot reach you for several seconds, they will simply wander the cave again.
The bugs are as follows: Swarmer, Grunt, Guard, Praetorian, Oppressor, and Webspitter. (Healthpools: 1 for both swarmers and webspitters, 2 for grunts, 3 for guards, 5 for praetorians, 10 for oppressors)
Everything is meant to be easily killed in one way or another. The player will die in one hit to being touched by any enemy. Webspitters are the exception to this and fire a non-damaging projectile which can be broken, but will slow the player down if it hits them so other bugs have an easier time reaching them.
Some bugs start in the cave already, while most will spawn in on either side of the stage as a wave progresses.
Make the Beast Master perk have a different thing that you can tame depending on which class you are playing
(would cost about 30 extra perk points to upgrade past tier IV, per class)
Driller: Trawler/Q'ronar
Engineer: most Rival Tech
Scout: Mactera (Not Bombers or Grabber)
Gunner: Praetorian/Oppressor
Credits: @vast otter @snow vector
A Deep Dive secondary where you ride the drillevator to the next stage. I’m not saying both stages would be on the same map, after all certain point the screen would fade to black and you would be taken to the between stages screen, then you’d drop into the next map on the drillevator. Not sure this is even possible, but I think it’d be neat
ebonite mutation and rockpox armor sets would be cool
More minigame instead of pressing "E", this is specially targeted to salvage operation where repairing the mini mule then the Uplink then Fuel cell. I feel like they are a lot of potential like
- For the mini mule A Tetris like mini game where the puzzle parts are mini mule parts.
- For the Uplink this could be finding a relay radio signal with nobs from a satellite in orbit.
- For the Fuel cells it could be connecting cable (the opposite of turret controller hack)
Thoses are ideas but an other thing that could be neat would be to indicate sparks or highlight part of a item who need to be smashed so the dwarf could hammer thoses places to speed up the process similar to Rust. So it feel less like pressing E and wait.
Give Dark Morkite Ale a long series of additional effects. To be specific, at least one advantage for each mission type's primary objective (higher damage to dreadnoughts, can set up longer pipelines and/or fix them faster, etc).
Basically let it make every mission a tad easier, instead of only a morkite mining bonus
The "dense rock" parts of the drillevator ride should be both longer and more spread out over the course of the ride
The way they are now, they just feel like minor inconvienences at the start where not many bugs have catched up to you for the stop to really be a threat
More things to do in the space rig while waiting for people to join
If Driller kills a frozen enemy with his drills, he should have a chance to say, "Chill 'em and drill 'em."
I would like to see an update fixing ps4/console version, not showing correct prompts when using keyboard and mouse 😄
If Driller kills an enemy with temp shock, , have him say either, "Chill 'em and grill 'em", or, "Grill 'em and chill 'em", depending on whether the foe was frozen or on fire, respectively, before the temp shock occurred.
EPC overclock idea 'enhanced charge capability':
The drillers epc secondarys ability to build up a charge shot has now been modified by r&d. The charge shot can now be condensed into a super fine beam capable of penetrating tough glyphid armour and setting them alight upon penetration and deals extra damage.
Pros: higher damage output. Faster charge time. Increased penetration.
Cons: decreased ammo capacity. Increased overheat. Increased ammo consumption per charge shot. Note: I'm not sure on the name and will probably change it eventually
Balanced Overclock for one or multiple of the following weapons:
Subata, Lead Storm, Bulldog, Brt7, GK2
Heavy Bullets / Armor Breaking Bullets
Increased damage and armor breaking (additive or multiplicative)
Heavy penalty to rate of fire
1 or 2 of the following:
less ammo / smaller magazine / longer reload / more recoil / reduced weakpoint damage
we should get female dwarve customization.
no reason diving to hoxes should just be for manly dwarves only.
If devs need scientific mumbo jumbo and ideas on a possible Driller weapon that isn't exactly a "simple" tesla coil : https://www.youtube.com/watch?v=lix-vr_AF38
Resurrecting the Plasma Cannon, to extend its range with modern capacitors and increase the delivered energy.
ADDENDUM: Shortly after posting the last video I was promptly made aware of the rules regarding filming permits, insurance bonds, fees, public notifications, etc. In the interest of avoiding legal action I agreed to pull the video fr...
turret whip should work with no sentry ammo, but have a lower damage output when the sentry has no ammo, since right now it use 5 sentry ammo + one shotgun shot and deals 160 explosive damage like the print stats, but when the sentry have no ammo, shooting it would result in a weaker explosive projectile, deals around 50 damage i mean you would use a shotgun shot and turret em dischanrge work with no sentry ammo
whenever you drink that teleport beer or smth you have a small chance to be sent to the sun and die
Active perk idea 'Karls with us': when the active perk is fully charged a dwarf can 'rock and stone' salute to gain a 5, 10, 15 or 20% damage reduction based in perk level and their shield will double in strength allowing a dwarf to keep on fighting in tough environments with Karl by their side
An overclock that turn the deepcore into a trebuche. Basically, it start with no ammo, but you can get ammo with mining(maximum 5 rocks at once), load one in, then fire it with a curved trajectory, kinda like the mortar oc for the thunderhead, but less explosions, more single target damage with armor breaking
Can we PLEASE get a trash shoot where we can put items inside and launch them into space? AHEM and maybe make it perfectly the size of 1-2 dwarves...?
A new Rival turret that launches phase bombs
Overclocks for your armor that give special abilities like a jetpack for the scout or a teleporter for the engineer
Wish large rooms are less laggy
Lok-1 Overclock: Power Burst Module
We've managed to squeeze an extra electromagnetic accelerator into the gun, which amplifies the damage each bullet does during a burst. However, the power draw means it takes time to recharge after every use.
- Every 5 seconds, the gun is ready for a Power Burst.
- During a Power Burst, your damage is increased by 30% (subject to balance tweaks).
- Every time you kill an enemy with this gun, the cooldown for the next Power Burst is reduced by 0.1s.
Power Burst cooldown would be indicated on the weapon reticle.
The objective is to make an OC that encourages the player to lean into a build for the Lok-1 that doesn't really exist right now. Since there's a long delay between power bursts, you're encouraged to make the most of each one.
SMRT Targeting would be useful to make sure you're getting the most out of each power burst; every creature with too many locks means you're losing out on some of that 30% damage bonus. Aperture Extension could be useful since it also increases the amount of firepower you output in a single burst.
if u solo mode and u get compressed gold and ping it say sum like " Bosco fetch, We're RICH" a little touch that would be awsome
More content or context about Xynarchs would be cool.
i really want to use my victory pose like an emote in game
A setting to 100% turn of particles exept from weapons (like sludge pump cuz yoy need to see those)
A hat that’s just a pigeon sitting on top of your head
Special voice lines for kicking a barrel into the drop pod’s engine (the top) at the launch bay
scout cryo minelets OC should apply an effect to targets hit by the projectiles making them spread cold like if the minelets could stick to the enemy just like the cryo bolts OC from the boltshark can do
Hey all. I have a suggestion to make DRG even awesomer! (Because let's face it it is already awesome! 😉 ).
I think it would be really cool if there was at the Abyss Bar a Dance Mini Game floor that lights up and you have to move your dwarf around in hilarious moves!!
It could be just for fun or you could win very small amounts of minerals and/or credits doing DWARF DANCE OFFS! 😂 🤣 👍
Thoughts? Questions? Concerns?
Something with defying physics? Constantly warping/shifting caves, gravity suddenly changing directions, portals?, idk sounds cool
partner up with a soda brand and make deeprock flavored rootbeers based of the drinks ingame, or give us recipes for deep rock styled alcohols and or root beers
Would like to have haunted cavern events, not just warnings, where we need to call down special equipment to capture unknown horrors like a certain team of 4 paranormal investigators.
mactera divebomber
the mactera divebomber is the most aggressive of the mactera and is known to be very smart as well, best to stay out of its way when you hear it coming.
the mactera divebomber has a high melee stat and is resistant to pickaxes, however, it is vulnerable to fire, corrosive, and ice. it also has a toxic substance that forces dwarves specifically to stop moving and will make their vision blurry for a short time.
it will use the stinger tail to stab the targeted dwarf and will try to do this again shortly after it lands a hit. if it MISSES however, it will run away and try to harm you some other way.
they prefer to attack when you're in a horde or completely alone. they also sound like wasps.
Could we get a way to "tag" each other in the hanger? So we could play hide and seek.
Even if Steeve doesn't understand what the dwarves are saying, I do not believe Steeve would appreciate how we point at him and call him an enemy. Instead, can we have different voice lines?
"That's Steeve! He's our bug buddy!"
"Steeve!"
"Don't shoot that bug! He's our friend, Steeve!"
"Hold your fire!"
"I love you, Steeve!"
"You're a good bug, Steeve!"
"I wish we could take you back to the drop pod with us, Steeve!"
"Can we keep him, Mission Control? Please?"
And perhaps, the owner of the Steeve could have voice lines if a dwarf friendly fires him.
"You blind bastard! Stop shooting my pet!"
"Steeve's our friend! Leave him alone!"
"Wrong bug, whalepiper!"
"Shoot the bug that ISN'T glowing, you sod muncher!"
"Stop! You're gonna kill Steeve!"
"I'll never forgive you if Steeve dies!"
"Get away from Steeve!"
"Stop shooting our friend, you knife-eared tree hugger!"
Given the sheer new level of cooking you're now able to perform with cosmetic armors, I wouldn't be opposed to seeing (and purchasing) MK2 versions of the previous armor DLCs with a level of bulk, detail and badassery on par with the Skullcrusher set!
Drop Pod and MULE frameworks and/or paintjobs. Would have to be host-based for multiplayer. Would function like the BOSCO paint and frameworks
i am once again asking for corporate marine armor and or armor paintjob, maybe 2 versions so we can have a (solid) glowing visor, or just the tented glass and camo, and possibly a weapon frame and skin
PGL "rework" idea, mostly a base ammo buff but same power level with the good OCs
edit: forgot to put in the reasoning the +1 radius buff of fat boy, basically the explosion is too small compared to the radioactive area, so it was bumped up by 1 meter, nothing crazy, and since now you have more ammo you can pick an even bigger area if desired.
Graphic settings for a higher rendering distance for very large rooms, so you don't see a dark spot in the middle of a beautiful landscape.
Hurricane guided rocket system
T4 mod: Heat vortex
'×1.5 AOE radius when missiles contact enemies inflicted with fire'
Ideally synergizes with napalm-infused rounds
Deepcore PGL mod (Another T4 change)
T4's stun gets moved to T2 so it can take advantage of nails 'n tape.
New T4 mod: wing jammer module
'×1.8 area damage against flying enemies. ×0.6 damage against stationaries.'
doubling mk2 sentry mod bonus would actually turn it into a sidegrade to Geminis because:
max range is increaced from base 20m to 30m (instead of current 25m)
mag size increaced from 90 to 120 (instead of current 105)
damage is increaced from base 6 to 10 (instead of current 8)
WHICH with the Defender system puts the damage of MK2 from 13 to 15 damage per shot, reaching breakpoint of a haz5 swarmer
so you can have either mk2 doing notable damage per shot, or geminis doubling down on dps at expence of ammo
Ik this is a very contested and controversial topic that has been discussed before, but this is my take on it.
STINGTAIL DREADNOUGHT
A vibrant and disgusting creature left to fester within its cocoon for far too long. Its smaller counterpart bears similar qualities, however it is arguably less sinister than whatever abomination this insect is. A subspecies of Glyphid Stingtail that was curated within a cocoon, growing to drastic size. Its strong, distinctive tail has developed the ability to not only pull miners out of the reach of their fellow team, but to pull itself around the cave. As well as this, it has also developed the ability to clutch at the cave walls in order to loosen debris, conversing it into a projectile to pelt at fellow miners. Its tail, whilst powerful, can be broken off when hit with heavy ordnance, exposing the raw and tender flesh underneath. Similar to other Glyphid subspecies, this acts as a weak point. It must be targetted quickly however, as the exoskeleton of the dreadnought will regenerate with ease. Evolving to the harsh landscape of Hoxxes, it has developed the ability to call for fellow Stingtails to assist in its conquest. Whilst related to these smaller creatures, it has no feeling for them, allowing them to “catapult” other smaller Glyphid species towards groups of unsuspecting miners. Arguably one of the more dangerous creatures of Hoxxes miners, take care.
Simply put, a second bosco
let us target bosco for player-to-player passive/active perks such as sheild link
Salvage operations special encounter that has a ~25% to occur- might override the abandoned resupply.
An old bosco variant, just as the mini mules were molly variants.
You find the drone nearby the abandoned drop pod. Its systems are out of touch, so you'll need to hack it. Perhaps this is a jetty bosco minigame, or maybe it's a new hacking miniscreen.
An idea would be to give this a 3-part memory match minigame as a sort of photocall, but that's asking a lot.
This drone uses energy attacks, so it will occasionally fire cones of freezing energy, as well as tesla shock bursts meant to slow down enemies just enough.
make a modifier that makes the gravity of the bugs and player change randomly like C-moon from jojos -please
Experimental Plasma Charger
Buff to the base weapon
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1 radius
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20 charged direct damage (60 to 80)
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20 charged area damage (60 to 80)
Buff to Higher Charged Plasma Energy
- 5 for both values (+15 to +20)
Buff to reactive shockwave
- 5 for both values (+15 to +20)
Slightly closer to grunt breakpoints. Finish them off with primary after.
Warthog rework, feel free to give me suggestions
Sorry for bad paint editing
Overclock reasoning since it didn't had space on the print screen:
LWM is good actually, better than Mini Shells in every way, and since Mini Shells is going away, I decided to replace the negligible reload speed buff with a +4 Ammo in the mag to bring it closer to the upsides of mini shells while increasing its ammo economy even more (even if just by 4 bullets).
With mini shells gone, I decided to give it the “Inferno” treatment and bring the dragon’s breath ammunition fantasy to the game. Now you will have slightly lower damage, lower armor break and no stun, but you will be able to set your enemies on fire.
The idea is to barely be able to 1shot a grunt on the face and 1shot body shot it, but killing it with fire. basically each shot deals more total damage, but you have to rely on DOT.
It’s hard to know the exact values that should go in this OC to make it balanced and if it should have more or less upsides and downsides, for the moment i did not add any ammo penalty, but maybe it should have one.
Still, as a proof of concept I think it does the job and if it is actually implemented it would need to be tested to see if any adjustments are needed
I'd love it if they moved cosmetics that purely cover the eyes and disable the eyebrows (visors and cyborg eyes) into the eyebrow slot, just like how we have rebreathers in the beard slot, so that we can combine them with helmets and hairs!
A new animation where the Enginener reloads his snetires by dumping bullets out of an ammo box/can onto the sentry, showering it with bullets? Similar to them depositing minerals into the Mule. Would be neat to see what caliber it shoots as a little detail written on the side of the can.
Make the game default to the last used hazard level instead of hazard 2.
M1000 Classic
New T3 modification: Belly breaker
+1 terrain ricochet
Synergize with piercing ammo builds
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DRAK-25 Plasma Carbine
Overtuned Particle Accelerator rework:
New design:
^ +7 direct damage
^ ×2 projectile velocity
v ×0.8 battery
v +40% heat
v +110% spread
Old design:
^ +8 direct damage
v ×0.8 battery
v +50% heat
v +130% spread
when a player deposits in the MULE, there's a chance for getting the following voiceline; "when we get back, it's sandwich time." But what if you didn't have to return to the space rig for sandwich time? Sandwiches! you assemble them at a sandwich station next to the bar, and bring them with you on your next trip to the caves, where you can use them to recieve temporary buffs. you can unlock new ingredients/bread types with minerals, beer ingredients or credits (or you could find some with matrix cores/cargo crates/lost equipment), and each ingredient has its own, unique effect, but there's a limit to 2-3 on a single sandwich, so choose wisely.
able to mark waypoint in map tab
Add a modding framework for changing weapon models, animations or and sounds, acording to their current overlock.
That way you could have multiple weapon reskin mods in a single weapon so you wouldn't have to open the modding menu everytime you would want something different. For example there could be stuff like a tacticool sniper rifle for the M1000 Classic's Super Cooling Chamber overlock and what not.
Drinks 7 blackout stouts
A Gravity/Vacuum Gun for Engie where we have an energy pool for our weapon that allows us to vacuum/pick up and shoot minerals chunks, enor pearls, bittergems, error cubes, and other glypids, at the bugs.
It's very Hit a bug with another bug. Or gunk seed launched at Mach heck into the face of a praetorian.
Some sort of melee weapon like a sword that takes up your grenade slot would be pretty cool. Or any other slot really. Like it could be some kind of dwarven long sword plugged into some battery's at the hilt that electrifies things when hit but only has a limited amount of swings
maybe something like multiseason? I guess someone mentioned it here, but I think it can or could be great if I can progress on different season passes while having all the new content. For example I would like to progress on season 1 pass, but still be able to find core stones. Since in S5 I can still find Lithophage and Rivals while beating them I just get bonus for performance pass. Same could go here, but if I have for example S1 pass and collect data cell I will get script progress, but if I'll collect core stone I will just get performance pass XP. I know the seasons change was added due some people don't like specific seasons, so they wanted to either experience the old or they just preferred it simple. So I would like to experience full game while also grind rewards from older passes without locking those passes to me to specific season, so I won't be able to experience newer content
If season 6 is going to follow the same pattern as seasons 1-4 and we're going to see an extention to the lore of season 5, maybe we could see events that have us set up equipment for a future research team, like a field base. It would make sense, since we (the mining team) would already be there, carving up the terrain and setting up routes for ease of access while decimating the local hostile wildlife. Three birds, one rock.
New grenade ideas for every class!
Gunner
: Concussion Grenade
Medium length fuse, detonation causes minor damage and a potent AoE stun effect. (Carries 6)
Engineer
: Magnetic Knives
Throws three kunai-style knives in a horizontal pattern, each does moderate damage and has a chance to stun, similar to impact axes. (Carries 8)
Scout
: Smoke Bomb
Creates a dramatic burst of smoke on impact, frightening enemies in a small area and giving nearby dwarves additional movement speed. (Carries 6)
Driller
: Weaponized Rockpox
Causes affected enemies to sprout rockpox growths, which function as additional weakpoints, similar to blistering necrosis. (Carries 4)
Scout grenade ideas
Gumpdrops (4)
After 1.5 seconds, automatically releases a scatter of modified red sugar particles. This heals 20 HP. Alternatively, if the sugar droplets are left on the ground, they turn brown. Enemies will consume these, and upon killing that enemy, you receive a longer lasting gas cloud of healing potency.
Warning: extended use of the modified sugar results in permanent (incremental) decrease in HP bar.
Thumper clamp (6)
Latches onto terrain upon impact. This grenade affects any vein within a five meter radius, and when you hit said veins, they crack apart in one swing. When this grenade is attached to tanky or stationary enemies, it disables their attacks for ~eight seconds.
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Gunner grenade ideas
Neon gas (4 or 6)
Emits a cloud of benign gas shortly after hitting terrain. This large cloud evokes an effect similar to repellent additive. Upon tossing a flare in the gas, it refracts light against the fine mineral particles and illuminates a greater area, evoking fear. Helpful for resing dwarves or repairing objectives.
Volcanic charge (6)
Place a charge that explodes automatically after 3.5 seconds. The explosion deals massive damage very close to the bomb, and shoots an upwards cone of fireball projectiles. This appears similar to the flower of bomblets from the cluster nade, but only travel upwards and will fizzle out after a fixed distance.
Ideally used to clear ceilings or mactera.
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Please make a Steeve plush - just make a normal grunt plush, but marketed as Steeve
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Make the Ping from an empty magazine on The M1000 classic, louder.
Those are just the things I can think of off the top of my head, I'll be back 
Maybe new way of customization? Space Rig decorations? We could grind or collect stuff in mission and then decorate our room we spawn at Space Rig so if random player joins a team thier small room will change to their basic they usually spawn in and other.(also the size of cabin which players spawn in could be increased in order for players to decorate their room/cabin
For halloween, there's a random chance that a beer mug will be replaced by one made out of a tiny pumpkin. It's lighter and more bouncy than the other mugs.
Halloween-only beer: Pumpkin Porter.
I have a suggestion more seasonal beers like a Christmas beer or a Halloween beer or a saint Pattys day beer and more
Mutator ideas:
🟥 Big Order - The side objective requires 50% more items to collect and things to kill. It also affects tertiary objectives from Secret Secondary mutator and second objectives in Deep Dives (No idea about the hazard bonus but I would go with a very tiny bonus, like 10%)
🟥 Trawler Warning - Somehow Nayaka Trawlers expanded their reach to other territories and even developed immunities for those regions and they appear more frequently. Hopefully their health is lower than usual so it's easier to deal with them (20% hazard bonus)
Please allow us to disable controller rumble inside the game. Adding it under the accessibility settings makes the most sense to me, but anywhere would be great as long as it's available. I know it can be disabled through the Steam settings, but it only works when enabling Steam Input and that causes drifting and lag issues with the controller.
mini sentry overclock (sentry overclock idea)
generally weaker, but heavily increased sentry ammo capacity and metal carrying cap and a max of 3 sentries (with the gemini system upgrade)
I wish equipment / drone terminals had separate shuffle buttons for cosmetics and mods.
Maybe instead of the new dice charm frame for weapons, we could get charms as separate customization? So we could use any other weapon frame we like as well having charm on it
Voicelines for when you accidentally kill a teammate
Ok! Hear me out.
An overclock for the cross bow that turns it into what i can best describe as a magnet mine.
It makes it so if you shoot a few arrows into grunts and then your special arrow into another, the first but is pulled to that one and the second bug gains the debuff.
Maybe the mission control could remind players to deposit if they are carrying enough to complete an objective.
more moving paintjobs like in Skullcrusher's DLC
public bathroom in the spacerig
What if... hear me out...
Steeve salutes and roars if his owner Rocks and Stones?
I'm not sure if it's already been suggested but an armoured mactera simular to a predatorian would be cool. Maybe design wise to a beefier version of the mactera grabber but without the grabbing arms with a similar healthy pool and size to the goo bomber and obviously more armour. And definitely a larger wingspan with maybe 2 smaller wings further back
Add a pickaxe throwing minigame
add highlighting text in chat so we can copy stuff someone wrote, its good for translating words said by foreigners
I really hope this doesn’t come out the wrong way, but climbing via pickaxe like Tomb Raider, at least visually. Gameplay wise, you just charge attack a while mid jump and it boosts you a few meters/feet higher, for when it’s like a short cliff. Not enough to really warrant a platform or zip line, but enough to slow you down to get downed or slowly dig through.
I don’t think this should be an upgrade as it would only be effective in combat, while the others have some use case outside of fighting
Would be nice if Bosco was a bit more proactive, like the dwarves in co-op. It's kinda annoying to micro manage it to "fire rockets", "mine that" and so on.
Add voice modulation to Dwarven voice lines whenever they wear a close-faced helmet. Microphone or robotic effect on their voices, that sort of stuff.
New supporter pack which unlocks you special Beer skin, this one will be for Leaf Lovers Special and the mug will look like toilet. In preview of the new Mug even Mission control guy will be disgusted and ask you why would you like to drink it and drink from it
Inspired by the comment above me:
Instead the mug could be a hollowed out piece of wood, with bark and all. And the new outfit could be just a bunch of leaves, making you look like you're wearing a bush. Optionally some fake elf ears and either a cone-shaped pile of leaves or a piece of wood for a helm.
Idea that a friend and I bounced off eachother:
New mission type
The dwarves have to go in because of our rival presence unleashing something after their “research”. This monster poses a great threat to the surrounding miners, so we have to stop it. The area in this mission is depleted of any sources and minerals that would help us in the mission, so Mission Control sends 1-2 supply pods randomly in the map for us to use. Ontop of that, the mule has been replaced with a Bet-C.
The mission has two parts (like the deep scan mission)
Part one is tracking down the monstrosity and placing shocknodes around it like a fence to trap it, making sure it cannot go outside of it (basically your fighting arena with it). Then the second part is luring the creature into the arena and fighting it.
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Excited to see what you guys have to say to critique this and fix out any kinks or problems it may have, the more minds the better
I never wanted to add a suggestion because I figured it would be just “needy” or unnecessarily dumb ideas, but others here inspired me to look and actually concurs with their ideas. Here it is: Rope
I envisioned it with more of the scout class since he is the most mobile class. Classes like gunner can be a pain to climb because of limited angling and resource (running out of ammo for it). Scout in the other hand is unlimited to the angle to however many times he wishes to “whoosh” himself. He could carry a limited amount rope (meaning he can carry two or three) but can be unlimited in terms of distance(or not, it could be about 10-15m) and angle, giving it a use for other classes. Just a
little tap tap and the rope will be set up to heights no other class has seen. This inspired came from the board game, shout has a rope but you never see him us it. Climbing and scaling mountains require this simple method to travel. Caves even have this strategy to move at a steady pace while also explore and intaking the experience.
I know gunner has his zipline, it can go in the air, and is limited to where he can place it. But the rope will be for terrain usage, maybe the reclaimers could shoot whilst on it, of course they’ll be vulnerable and slow while climbing it, but that’s the con to it. Hopefully this at least will be seen by you guys, thank you for what you do!
Option to disable the red "new item" markers
The numbers and percentages can be tweaked by the way!
Weekly Priority Assignment should give season performance points
Idk if it's already in game, despite there being some website that shows you how many overclocks/cosmetics you have for character, I think it will be good idea to have it in game, how many overclocks you unlocked and how many you still miss
New tier 1 mod for the LMG gun platform: “Relay System”
(If you can think of a better name, please Let Me Gnow.)
Swaps the LMG out for a smaller, more mobile model. It can be built faster than it’s bigger brother, but it can also ride the shoulder of the engineer when undeployed. While shoulder mounted, holding [reload] will reload the sentry, but prevents the engineer from attacking while reloading. When recalled from the ground, it’ll have to automatically rebuild itself on your shoulder before attacking again. To save ammo, you can also turn the shoulder sentry on and off by holding down the button that brings out the sentry deployment hologram.
However, it’s small stature comes at the cost of a moderate range and clip size decrease.
Unique interaction with the defender system: while shoulder-mounted, the sentry’s scan angle will face the same direction as the engineer. This is probably a no-brainer.
While it’s no dps upgrade compared to the others of it’s tier, the main focus of this mod is to reduce it’s down-time when repositioning either the sentry or yourself, as long as you don’t make it fly by itself. I hope you liked this concept.
Separately, it’d also probably be a good QOL update to allow the engineer to turn sentries on/off from afar, using the same method as disabling the shoulder turret in this post. (The bit about it is the second to last sentence in the second text “chunk.” Or thee last sentence, depending on your definition of when the text chunk ends.)
This would also probably indirectly give the gemini system a buff, allowing engis to turn them on when the swarm gets big, and off when things are winding down.
I've been trying to make a cyborg look for my Gunner and I think that an outfit that has cybernetic limbs would be really cool.
Whack a mole in the space rig would be fun
We need Steeve on the space rig! Management be damned!
Option to remove all new item notifications
Soooo I was looking at the Bosco menu, and something made me feel weird. I then realised that all the weapon menu windows have an option st the top to switch to a different one, but Boscos menu doesn't, since, well there only is one option, unlike the weapons. So I propose the idea of making different helper buddy options. For example, one could be a mini mule, which we don't get to use for some reason. The mini mule will come with you on any mission(solo of course), even on missions where molly isn't available and serves as a separate way to deposit. They will always follow you and be fast(unlike molly), however should have a limit of storage, that when reached will make them go find molly/deposit to drop off the loot. Another one could be some healing drone, and we leave Bosco as a combat drone. Of course all of the drones should be able to revive, mine and light the area but only leave Bosco as the combat type.
Hope you like this)
Make certain Helmet-Cosmetics compatible with Neck Guard and Positronic Neckbrace/Or Add "Neck Undercover" for them.
So. Long time ago I notice that some Helmets DONT have a "Neck Undercover" under them (Like Shock Trooper for example). And those helmets are:
Order of the Deep Helmet [Full Ver], Skullscrusher Helmet [Full Ver], Interstellar Goon, Pistonhead and the Skeleton Crew.
I suggest to add Script for mentioned cosmetics that allows to use them with Neck Guard and Positronic Neckbrace OR just add "Neck Undercover" for them like Shock Trooper have.
I know that is a minor pick and GSG probably will not add this suggestion into the game any time soon. But this one of those Fixes will be really Great addition into the game which expands customization for our fellow dwarfs!
for every maintainence update to drg, add a single overclock bc drip feeding us will keep us happy :) i took a break from drg for like half a year because i ran out of shit to do and just one overclock every couple months would be cool, i doubt it would be a huge development challenge as well ykyk