#suggestions

1 messages · Page 33 of 1

clever sparrow
#

let me just type in the number of minerals i want to buy....please...

tight sedge
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An indicator that shows the server list will be refreshed when auto refresh is on with a timer. Time after time i have situations where i'm reading a lobby's info and as soon as i click it the servers refresh and it sends me to a random server

limber lily
#

I’ve been thinking about this for a bit, what if we gave weapons a push back effect on enemies where instead of the stunning effect it would just push enemies an x amount. But, of course certain weapons would not be able to push back bigger enemies ( like the warthog wouldn’t be able to push pack a pretorian or a oppressor ) but stuff like hyper propellant would be able to push back bigger enemies p.s how do I access the regular DRG chat it keeps sending me here instead of typing.

cobalt isle
#

A Mexican Hat 🌶️

midnight token
#

Return To Sender

  • Ammo penalty reduced from -6 to -3
placid pasture
#

the smart core for the legion class titans from titanfall 2 for an over clock consept for mini stats (with bug with in range of scaner will lock onto bug and bulets will turn in the direction of taget slower rate of fire, less damge, huge increas into spread [forcing user to use the auto aim] has limited range

chilly path
#

Silicate harvester with minerals growing on its back. A Loot harvester or something like that, this idea came to me in a dream

shell fable
#

Propulsion mod on the upgrade tree for Bosco. Hes really slow sometimes. Maybe give it like +100% speed?

sturdy onyx
#

A third active perk slot

hollow prism
#

Sludge Pump feedback
Please increase the projectile speed and puddle size/dps least somewhat, and ether somewhat increase the duration of the direct hit effects and/or have the duration of the direct hit effects be extended with multiple hits (2-3x max is fine), instead of merely being refreshed.

The velocity without the T1 upgrade feels rather quite slow (the arc is not so much the problem as the travel time), and yet the puddles even with the T1 upgrade aren't that big at all.
Repeatedly firing the Sludge Pump at fairly to very durable targets (Menace, Praetorian, etc) simply isn't very effective at all as it wastes the damage from the status effect, and the direct hit effects can't be applied for a much longer period of time if desired without micromanaging a target. Being able to simply fire a second shot to increase the duration up front if desired is far less annoying and less heavy on the micromanagement.

ruby epoch
#

Reduce/remove flashing from Engineer grenade Proximity Mine (atleast on inspect menu)

midnight token
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Light Weight Rounds (Stubby):
Rework entirely

Buffing electric arc (t5b) on Stubby could maybe give this a niche, but it feels completely unnecessary when it comes to going Damage Stubby on this oc , and would be questionable still even if Electric Arc got a buff. Stubby I think is already the perfect balance of high RoF, high impact and good ammo pool, something his other primaries lack at least one in. MCAO and EMD shred it in CC. Hyperalloy, EMR and even Well Oiled rip it to shreds on Damage.
Maybe rework it to buff electric arc in way?

Otherwise, it sits kinda purposeless.

clever sparrow
#

A variant of the Skullcap headwear with a visor that covers the eyes

little bronze
#

Ecosystem update: lootbugs collect from harvesters. Lootbugs are feeding glyphid eggs. Glyphid grunts guard eggs. Bigger glyphid queen lays eggs.
All enemies are based on actual numbers and the economy.

scenic fable
#

One message removed from a suspended account.

formal chasm
#

Achievement: Tag
Get the final hit on a bulk detonator with a pickaxe without you or any team members dying to the resulting explosion.
Achievement: It's the only way to be sure
Kill a dreadnought with a resupply pod.
Edit, removed Drunk Driving achievement

timber marlin
#

Hologram hat. Bad at hiding a bald dome, but stylish nonetheless.

merry moth
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Over clock idea: remote detonation, its for the grenade launcher, it (as the name suggests) allows you to remotely detonate the grenades by clicking the firing button a second time after firing (manual reload required), increased aoe and aoe damage, decreased projectile speed and no direct damage, grenades also stick to surfaces and enemies

lyric coral
#

A hat that's just a wiggly MULE plushie hollowed out and worn as a hat, with the nose poking out of the receptacles.

feral kelp
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Add more options in the performance tab e.g, explosion size, screen sackes, less blood, and fps options

cyan orbit
#

This has probably been suggested a million times but I can't find it so here goes.
Some form of Morkite Scanner for the Mining Expedition mission type.
Whether it activates on it's own after fixed time without hitting the quota or it's a uniquely available part of a supply drop in that mission type, just any form of help finding that last vein you need to hit the quota! To avoid it being overpowered it would show a straight line towards it, not a path through the cave
I'm a solo player and I cannot tell you how much time I have spent wandering around aimlessly searching through the caves for the 5th time just to notice I missed some sub sub cave's upper level's alcove's side opening where that last vein is.
Skill issue? Yes, without a doubt. Still, please consider it or if it exists, point me in a direction of it.

clever sparrow
#

can we have a flare upgrade that just makes them stick to walls...please..

sturdy onyx
#

flare upgrades such as: reduced charging time or longer lasting

last lichen
#

Change the color of the gem on gilded beards, that green goes with nothing

faint sparrow
#

Since we are using multiplayer a lot, any chance that a server section will be developed in the future to get into advanced settings for a custom made lobby?

rare lichen
#

Before reading: I'll add numbers from 1 to 5, relating each number to it's suggestion, if you like the ''4th'' suggestion then you react on number ''4'' as well.
Hope you enjoy.

  1. Let us select our buff from Lloyd
    Reason: It may take some time reloading Space Rig over and over just to get our fav buff.

  2. Add Cave Complexity and Cave Length modifier (If possible)
    Reason: More danger, more time on mission, more chances to something goes wrong.
    Cons is not everyone liking a 30~40m mission tho.

  3. Allow us to add Haz 5 modifiers into Elite Deep Dive.
    Reason: With enough weapon mods and game time, it gets boring ((sometimes)).

  4. Make a "Giant-Like-Bulk-Detonator" Lotbug (And make a cry for it like detonator/crassus/nemesis) ❤️
    Reason: Pet a big lotbug and take photo of dwarves riding on it.
    PS: Make him with a shhhhh-ton of HP not impossible to kill but just for us to admire and do our dwarven thing.
    PS 2: Make mission control lines going mad like Mushroom/Compressed gold - They can spawn anywhere in any biome.

  5. New mission modifiers:

Tiny dwarfes:

  • Imagine Underhill Deluxe. That's it. Voice modifier added.
    (You take more damage from enemies as well)

Heavy gravity:

  • Scout grapling hook and zipline works normally
  • (spacebar) Jump height by half
  • More fall damage
  • Quick fall animation

Haunted Cave (Rename the actual Haunted Cave to something else):
Periodically all of this will happen for random minimum of 15 seconds up to 45 seconds (Like sandstorms or blizzards, but MORE frequently):

  • Flares won't work.
  • Sight reduced.
  • "3D/8D surround-sound-like" About dwarves crying for help like Nemesis voice-lines.
  • Jump scares on few bugs attacking you (For example when you get stunned by a Slasher) showing a red staing to bait camera vision (Add the stun as well !).
  • Slightly cold debuff for immersion (As we get chills, like the halloween skull).
  • Can happen during extraction.
  • New related voice lines for Dwarves and Mission control as well.
scarlet lake
#

Greetings to the management and miners.
I'll start with the unpleasant, but most obvious news.
The season of "Drilling deeper" against the background of "critical corruption" and its predecessors looks very empty. We have a boring amateur mission where you have to run through all the caves looking for three signals, after which you get ten minutes of an interesting drive with shooting bugs on a drilling elevator, and... Again, nothing, until the moment of evacuation.

I have little to suggest about this, and what follows does not necessarily apply to the above.

  1. Add a new large glyphid (if necessary, change the glyphid suppressor model). instead of its weak point, the abdomen will be replaced with a resinator crystal. It would be nice if it replaced one of the three scan points, which would add some variety. It would be interesting to somehow use the same feature as in rockpox-infected glyphids - multiple weak points throughout the body.

  2. Change the generation system so that when going down on the lift, at certain moments it more often meets a "solid rock" and slows down. at the same time, add branches of caves so that at the time of the stop, the opponents not only caught up from above, but could attack in the same plane with the lift.

  3. Add a micro-event, when drilling at a certain moment, the lifter may become entangled in organic vines (for example, red vines of one of the existing biomes), or something similar, and the team will need to destroy some core from which they grow by disembarking and leaving the lifter.

scarlet lake
#
  1. Increase the size of the geodes themselves (And ideally make a full-fledged separate cave out of them, albeit a small one) by adding your opponents (the same core creatures), natural obstacles (for example, a wall of crystals on the way that needs to be gouged with picks, or lava geysers). You can also slightly change the models of ordinary glyphids to an "amethyst" analog, slightly building up crystal formations on them. Strengthen their bullet protection, give their status effects immunity, but reduce their protection from melee and explosions.

  2. This has little to do with anything, but I would like to see a separate mission, with a large elevator rig, on which a serious descent will take place, into the very heart of the glyphid swarm. It implies a boss level (as with the warden of competitors), in which there would be a large cocoon hive, many glyphid eggs, etc. Create the cave itself from organic slime (as in the egg collection levels), and it is possible to add new structures, such growing eggs (gradually, after installation, grows in size. As it matures, if it is destroyed, it will release a swarmer, a soldier, a Praetorian, or worse, depending on the stage of growth.) this will encourage players to destroy such things faster. I would also like to see "non-combat" glyphids in such missions. For example, diggers who would tunnel for soldiers. Drones that would drag minerals (such as Nitra, red sugar, etc.) to the hive. Builders who would seal the damage to the landscape at the hive level with their saliva. This would be interesting, and it could well result in a separate task from the management of the "Glyphid population control".

midnight token
#

Plasma Burster Grenades:
Buff
Considered by far the worst Engineer grenade, it's damage and fear properties are overshadowed by Prox nades, and completely inconsistent to down right hazardous to use at points. It deals IMMENSE friendly fire to you and others while not having the lock down power of Proxies.

Change it where it has only 2 explosions but both deal the damage of the 4 explosions, maybe even up the AoE on it a bit too. Also make the Friendly fire not mulch you and your teammates.
0.5x to 0.25 Friendly Fire

(I have a complete rework that I'm still kinda deciding on instead of this, base bursters are kinda boring)

timber marlin
#

Buttons to quickly disable/enable approved or sandbox mods

clever sparrow
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Passive perk removing the walkspeed debuff when pickaxing

near glacier
#

Make the default size of the chat a bit bigger on 1080p screens and above.

lyric coral
#

A hat that's a sized-down resupply pod, named "Lethal Workplace Accidents".

marble basin
#

make a special key setting usable for altfire mods like special OC using R button, would be cool to have dedicated key for alt fire and not using R button.

strong bone
#

4th gunner primary "weapon":
TITAN WHR-8 Exoskeleton

tier 1 upgrades select the main armament, like with special bolts
t1a: Rotary Shoulder Cannon
-has 2 firing modes, press r to switch between them
-primary fire mode is a stream of HE autocannon shots, at much higher firerate than the base autocannon. each shot has reduced direct damage but higher area damage and radius. instead of reloading, there's a heat mechanic.
-secondary fire mode switches to APFSDS shots, that pierce through up to 4 bugs and deal massive damage to single targets. this mode restricts max firerate and disables heat buildup.

t1b: Swarm Missile Attachment
-missiles are fired from behind the user's head, they need a clear line of sight and enough headroom to reach their target.
-has 2 firing modes, press r to switch between them
-primary fire is semi-auto. shoots missiles with medium damage and area damage. holding down the trigger lets missiles lock onto enemies, up to 8 missiles in a single burst, and up to 8 different enemies. this weapon has a 4 second reload.
-secondary fire is charged up with the trigger. once charged, letting go of the trigger will launch a barrage of 50 small missiles that automatically hunt targets in a very wide area. individual missiles are similar to PBM missiles in terms of damage.

t1c: Heavy Railgun Rig
-primary fire (uncharged shots) deal large single target damage and penetrate up to 3 enemies.
-secondary fire (charged shots) have infinite pierce and deal an UNGODLY amount of damage in a single shot. after a fully charged shot is fired, the user is unable to move for 1.5 seconds

additionally: the exoskeleton lets gunner not be slowed by firing weapons, to jump higher and be resistant to slows (goo, earthquake, stun, electricity etc). but it would make his hitbox larger, so he could not fit through small gaps as easily.

if you go down, the suit will get damaged for the duration of the mission.
the more you go down, the more it starts to malfunction. if you go down too many times, you're forced out of it and have only your secondary.
important: the suit cannot be repaired, healed or refreshed from resupplies

tier 4/5 mod ideas:
1: "Sturdy Padding"
reduces damage from all sources by 33%, including fall damage. always active.

2: "Rocket Ram"
hold down special attack button to charge up rocket boosters. when charged, release to lunge foward at high speed (faster than dash). hitting an enemy with a ram will deal 400 melee damage with a small AoE. the charge can be steered while on the ground and in the air. cannot jump while charging. 50 second cooldown with 8 uses. resupplies grant 4 uses.

3: "S.N.I.A. (Special Nitra Infusion Applicator)"
increases inventory size by 200%. if the user has nitra in their inventory, pressing special attack button will start to spend the nitra to fabricate ammo for your weapons. 3 nitra recovers 1% of total ammo. each process takes 2 seconds. pressing special attack button again will stop the conversion. when fabricating ammo, the excessive noise will make you a priority target for nearby enemies. if the user has 50 nitra in their inventory, they can opt to fabricate a cache, which they can drop for teammates (same as one resupply node). fabricating a cache lasts 5 seconds. when completed, the cache will act like a heavy object, which can be thrown. the cache will despawn after anyone uses it to resupply

4: "Batallion Overcharge"
deal damage and kill enemies to charge up a meter. when fully charged, hold special attack button for 2 seconds to activate ability. when active, firerate, reload speed and heat recovery for you and your teammates (including sentries, shreders, hacked patrol bots and betc) is increased by 75% in a 10m radius. the active ability lasts for 10 seconds. when active, movement speed increased by 20%, for you and your teammates. additionally, instantly refreshes active perk cooldowns for you and your teammates upon activation. unlimited uses.

(had more but space ran out)

clever sparrow
#

Mk7 armor built off of the Mk6 sets in a similar fashion to how the Mk4 sets are built off of the Mk3 sets

lyric coral
#

Rival tech armor. imagine the pauldrons...

thick stump
#

I assume this has been posted a million times already but crossplay with xbox game-pass players would be amazing.

frozen quarry
#

It might be a silly idea but I've been thinking about the leagues of votann in WH40k and I saw the iron-kin and thought it would be cool turn be able to make our characters into a robot drone like the iron-kin or give ourselves robotic limbs it would be an interesting addition and it could be like our way to "rival" the rivals to show that we could match them plus we could reuse the voice lines from the nemesis to give our robo-dwarf some voice lines with a robotic effect to them. It would be a really cool addition engiapproves

Edit: I wish I could attach a pic of an iron-kin to show what I mean

clever sparrow
#

New perk: Last Stand
Allows you to take one lethal hit per mission, setting your health to 1 hp and making you invulnerable for 5 seconds.

frozen quarry
green tinsel
#

symbols over other players character icons to show what task they're currently doing, like bosco has (building, depositing, resupplying, etc.)

merry cairn
#

Add unique sound effects for ebonite bugs

clever sparrow
#

feature that holds your spot in a server for one minute after you getting disconnected so you can rejoin if it was just a small connectivity blip

clever sparrow
#

Tier 4 upgrade for Sentry: Shredder System
Your sentry has been modified extensively to function more like a heavy autocannon, shooting high-explosive rounds that deal splash damage and have an inherent stun chance. The larger, heavier rounds and heavy-duty sentries mean you can't carry as much ammo and deploying a sentry takes longer.

light sky
#

Idea for a new mission type: Retrieving old base
Core idea of the mission that it will be long but rewarding mission.
You land in the cave and your task is to regain the lost mining base from the times when DRG tried to conquer Hoxxes 4 with robots.(In this mission more chances for BET-C, Bad omen and rivals to spawn.)
First you need to regain control over 3 storage units, each of them is captured by one or another side of the conflict. For example first storage unit is taken over by same type of parasites which had taken over BET-C, and you need to destroy them while defending it from new parasites who are trying to take over storage unit again.
Second storage unit is taken over by rivals, you need to hack it by Hack-c, while you are hacking some of the patrol bots will try to regain control over storage unit.
Third storage unit is taken over by core stone, you need to break stone growths on the SU, after it you also need to defend it from the core stone monkies, also when you are defending it, near SU sometimes can spawn mini core stones, you need to break and destroy them, if you couldnt do it in time, they will turn into drifts which will spawn even more enemies.
When you regain control over all 3 SU you will need to go to the main base, you need to power it up somehow (maybe fuel cells like in the mini mule mission or with canisters like in dorreta mission idk), after powering it up, you can leave the mission.
Returning to the rewarding part, when you regain control over SUs, you can get recources of the location or themed rewards like core stone or piece of it from core stone SU, info cell from rival SU, bosco like drone, BET-C or mini mule from parasite SU.
(P.S sorry for my maybe bad english)
Main idea of this mission it to add challenging mission that will use ideas from other events and missions, in my opinion some challenging missions for pro players to try their best and for beginners to get resources and exp points more easily

near glacier
#

SONIC BOOM (unstable overclock for the tunderhead heavy autocannon) DESCRIPTION: we came up with new special rounds that are filled with sonic emitters that deliver ultrasounds only percievable by glyphids and some white phosphorus, acting more like flashbangs for increased crowd control! but sadly, all the components take up a lot of space, so the explosive payload is much lower and they don't do as much damage.

STATS:
increased fear factor
increased stun chance and duration
less damage
decreased AoE

merry cairn
#

Change cargo crates [208 items] to appear more often during missions to be proportional for amount of items in lost packs [90 items].My solution is this simple mathematical equation that raises the chance for cargo crates to appear with [chance for cargo crates to appear during a specific mission ]*( [amount of items in cargo crates]/[amount of items in lost packs] ) or any similar equation that would balance out the lack of proportion, this particular solution would also fix this issue for the future. Quite frankly in the future it is unlikely we would get more items in lost packs anyway, so I do not think there would be need for making it balanced out on both sides. They are rare to appear during missions on average and unlike season events for scrips, they are nearly impossible to farm. Players often are done with lost packs far before they even have 50% of items from cargo crates (which subjectively are more exciting anyway).
This is not a priority to be fixed, but I do not think it would be much trouble to implement even a "band aid".

merry cairn
#

Add proper spawn animation for macteras. They just appear out of thin air.

light sky
# light sky Idea for a new mission type: Retrieving old base Core idea of the mission that i...

Addition to it(cant add it to original message cause of limit). Fourth type of SU: SU is taken over by rockpox, you need to clean and restart it, while it is restarting, you need to defend it from rockpox enemies and larvaes, larvaes can infect SU again and you need to clean it, if you will not clean SU, restarting progress will stop until you clean it up. When it restarts you also get recources of the location or 1 to 2 plague hearts.
Also want to add some details. After restart or hack SU, you get recources of the location or themed goods. And when you take over SU, SU's turrets start to work again which can help you with surviving the swarm. Again in the mission will be only 3 SUs, 4 types are needed to add some difference in the missions so your missions will give you different experience each time, like bad omen's sections

lyric coral
#

A haunted cat mask that comes with the ability to hear a random cat sound during a mission, client-side.

midnight token
#

Warthog:
Buff
Considered the worst Engineer primary, it lacks consistency and power to stand toe to toe with other options.
+2 pellets to base
Makes t2 ammo a better sell because the gun isn't lacking power behind that extra ammo

+2 damage to base
Makes t4 armor break more competitive for other options instead of just pump action.

(These are taken from VWA which I feel are perfect to round out consistency issues)
Min spread from moving now is 1 instead of 2.

Min spread from sprinting is now 3 from a whooping 8 (a good reason why taking pellets on current warthog feels almost mandatory)

** Spread recovery is made much quicker from 12 to 4.**

(All of this is a fancy way of saying that the spread is less punishing and faster to become accurate)
I'd probably move choke to miner adjustments as by buffing base hog, miner adjustments would see just as much use.

fresh trellis
#

Given we have special swarms of basically every glyphid, why not add a Exploder Swarm event too (with a chance of Detonators spawning) nice

uneven bison
#

easier way to add other players on steam through the game

lyric coral
#

Getting some hat cosmetics that look like the headgear of the dwarves in DRG:Survivor. The driller's 'interrogator' look is especially appealing.

shell fable
#

Additional armors obtained through lost packs would be neat and would also kinda make sense

shell fable
#

boomstick overclock that came to me in a dream
(dont take it too seriously)

“Radium Buckshot”

R&D got a little out of hand with this one. Using excess material from defective Fat Boy warheads, each pellet is coated in a layer of radioactive material that should irradiate whatever you hit while also hitting a bit harder. The barrels of the gun needed to be thickened to stop the bullets from irradiating the user on their way out though, and you can’t carry as many shells either for risk of self injury.

rocknstone Each pellet has a 15% chance to irradiate the target.
rocknstone Slightly higher stun duration (+1s)
tothebone Less ammo (-15%)
tothebone Less pellet count (-2 pellets)

near glacier
#

STUPIDLY LARGE BULLETS (unstable overclock for the lead storm powered minigun) DESCRIPTION: do you feel like your bullets aren't big enough? do you want something bigger? better? more DANGEROUS? we implemented your minigun with stupidly big rounds made of a tungsten-platinum alloy, slower, heavier, but BLOODY HELL they hit hard!

STATS:
huge increase in damage and armor breaking
huge increase in weakpoint damage
bullets are slower and affected by gravity
less ammo

shell fable
#

PGL overclock that also came to me in a dream

“Hand Cannon”

Ever wonder what happens when you remove the explosive payload from the shells? R&D has the answer. Filling the shells instead with solid tungsten grants you the new Hand Cannon rounds. They hit harder and even blow straight through enemies, but all that extra weight means you can’t carry as many and the lack of an explosive payload obviously means no explosion.

rocknstone Huge increase in direct damage (+275) and weakpoint bonus damage (+30% bonus weakpoint damage)
rocknstone 4x enemy blowthrough
tothebone No explosion
tothebone Less ammo (-3 max)

#

Lead Storm overclock which i think would be funny. Yes i’m just firing off individual overclocks which i find interesting.

“Flak Rounds”

R&D took inspiration off the Thunderhead for this. Instead of modifying the bullets alone, the entire interior of your gun has been changed to fire heavier, beefier, and slightly explosive rounds. That being said the fire rate had to be knocked down tremendously to keep the gun from detonating in your hands and the significantly larger rounds mean that you can’t carry as much ammo. The extra gunpowder needed to fire off the heavier rounds means your gun overheats just as fast too, even though it fires slower.

rocknstone Flak Rounds (-2 direct damage, +6 AOE damage, AOE similar to Bulldog explosive rounds, affected by gravity)
tothebone Significantly slower rate of fire (-20 ROF)
tothebone Significantly less ammo (1000 base, 1400 w/ ammo upgrade)
tothebone Gun overheats “faster” (Same time to overheat as base Leadstorm, but each shot adds proportionally more heat to the meter to compensate for the slower ROF)

shell fable
#

Zhukovs suck so here’s one i thought of that would maybe fix them, or at least make them more normal to use.

“Packed Rounds”

Management saw a huge decline in Zhukovs’ sales last year, so after much discussion with R&D we’re proud to present the Packed Rounds upgrade for the weapon. They hit a bit harder and their adjusted casings make them much more accurate. That being said the fire rate had to be knocked down a bit, without it the guns would explode in your hands from all the extra gunpowder. The reworked firing system also means you reload a bit slower.

rocknstone Increased damage (+4) and weakpoint bonus (+20% bonus weakpoint damage)
rocknstone Increased accuracy (-40% bullet spread)
tothebone Slower fire rate (-5 each /-10 combined ROF)
tothebone Slower reload time (-20% reload speed)

clever sparrow
#

CRSPR overclock: Glyphid Barbecue
Injecting a blend of pheromones and delicious barbecue sauce into the fuel mixture makes for a flame that crisps Glyphid flesh to perfection. Enemies killed by your flamethrower have a small chance to become Barbecued, distracting nearby enemies who will savagely consume the tender, crispy meat. However, some sticky flame compound had to be removed to make sure the meat doesn't get overcooked.
rocknstone Barbecued effect chance
rocknstone Slightly more ammo
tothebone Shorter sticky flame duration

dense current
#

Suggestion: Assignment Queuing (Streamlined Progression)

"The caves are dangerous enough—managing assignments shouldn’t be!"

The Idea:
Allow players to queue 2 to 3 assignments simultaneously, so when one is completed, the next one begins automatically without the need for manual activation. This feature saves time between missions, especially for long, multi-step chains.

How It Works:

  • While one assignment is active, players can queue others in a "next in line" slot.
  • Once the current assignment is completed, the next one activates automatically.
  • Players can reorder or remove assignments from the queue anytime using the Assignment Terminal.

Why It Fits:

  • Keeps the focus on gameplay rather than navigating menus.
  • Encourages smoother squad progression during longer sessions, eliminating breaks to activate new assignments.
  • Gives players full control—nothing happens automatically without their input.

The Benefit:
This is a quality-of-life improvement that reduces downtime and keeps the action flowing. Imagine finishing an assignment and knowing that the next assignment is already lined up—more Rock and Stone, less time fiddling with terminals.

Rock and Stone!

strong bone
#

M1000 Overclock:
Capacitor Banks

  • focus shot charge time is nearly instantaneous
    - focus shot base damage is reduced to zero
  • holding a focused shot will begin to charge the capacitor banks (full charge in 6 seconds)
  • the max damage of a fully charged shot is much higher than normal (up to 400%)
    - holding a charge for too long will cause a short circuit, which depletes your shield (short circuit after 0.5s at max charge)
  • a higher capacitor charge will build up a weak point damage bonus and maximum penetrations (up to +95% weak point bonus and 5 penetrations)
final mason
#

EPC overclock: "Moon jumper system"

  • charged shots detonated will cause a non lethal explosion that will launch the user.
  • bonus stun chance to enemies caught in charge shot explosion.
  • charged shot damage removed
  • charged shot area damage removed
    (charged shots can be detonated by hitting a surface or by using the thin containment field.)
ruby epoch
#

Lloyd saluting back

shell fable
#

EPC Overclock

The three mobility overclocks are all cleans (RJ is a clean in disguise) so I figured Driller needed some love too.

“Lo-Grav Thermal Feedback”

Taking inspiration from Scout’s Hoverclock, R&D has implemented an ingenious low gravity add-on that reduces the affect it has on your body significantly, both while charging and holding said charge, along with a few moments after the projectile leaves the weapon. Ingeniously, the module uses the excess heat energy that would have originally been lost to the surrounding air. Please consult management for the liability waver.

rocknstone Low Gravity Module (Low gravity “modifier” applied when charging, holding a charge, and 1s after firing a charged shot.)

faint meteor
#

Rework or some new weapons, especially the scout, which in my opinion has the most generic and simple weapons

strong bone
#

Zhukovs Overclock:
Chainfed

  • bullets are pulled directly from reserves instead of the magazine, eliminating the need to reload
    - the weapon needs to be cooled to avoid melting the components (overheat mechanic)
  • +8 combined firerate
    - +100% recoil
near glacier
#

X COMPOSITE (unstable overclock for the lead storm powered minigun) DESCRIPTION: the guys at RnD have come up with this new coolant liquid, wich will cool down your gun so fast, you won't even notice the heat buildup! however, the tank used to contain this liquid takes up loads of space, so we had to lower the caliber of your bullets, and the overall weight is also increased.

STATS:
highly increased cooling rate
highly decreased heat buildup
less damage
slower movement speed while firing

#

FRENZY FUEL (balanced overclock for the CRSPR flamer) DESCRIPTION: RnD has mixed your fuel with pheromones, biochemicals, and some beer turn your flame into a tool to spread madness into the mind of your foes, making them tear eachother to shreds. but due to the expensive chemicals you have less ammo and because of all the stuff inside, there's less fuel, so less damage.

STATS:
enemies hit by your flames start attacking eachother
less ammo
less damage

brazen stirrup
#

Would be cool to have facial expressions for our dwarfs whenever they talk or perform an action than having a stone face

mild lagoon
#

I don't know if it's been suggested before, but I was thinking more top hats. I've only played Season 1 and 5 (busy with Season 2) and the only top hat I know of is the "Frosty Top Hat" from the Yuletide Seasonal Event. Just a fun idea as I love top hats 🙂

neat fiber
#

Mule selections for missions, for example, the host of the lobby can select different mules from a terminal. Maybe for the first on the list, it'd be 2x mini mules that move faster than a single mule, but they are slower to deposit in. Next, there'd be normal Molly, we all know what she does. Finally, I think a BET-C would be cool, with it being slow to deposit in, and it moves slower too. (but it has weaponry so thats nice) And maybe upgrades to mules??

clever sparrow
#

Modifier: Mini M.U.L.E.s
Instead of one mule for the whole team, each player will be followed around by their own Mini M.U.L.E.
Modifier description something like:
"Deep Rock Galactic is experimenting with sending a Mini M.U.L.E. along with each Dwarf to maximize mining efficiency. Congratulations on your team's selection as a test group!"

vale pollen
#

Allow us to put our sentries on Doretta. If the hellavator can do it so can she! If not on top of her or on the side treads atleast on the little platform where the fuel cells are.

strong bone
#

Autocannon Overclock:
12' Overtune

  • ammo is pulled directly from reserves instead of the magazine, eliminating the need to reload
    - ammo capacity reduced to only 11
    - bullets act as projectiles with gravity
    - +1812% recoil
    - maximum rate of fire reduced to 0.15
    - no direct damage
  • -90% spread
  • AoE radius increased by 5m
  • AoE damage increased by 220
  • projectiles explode in close proximity to flying enemies specifically
  • explosions carve terrain (1.5m radius)
  • shooting the cannon is so loud, that it will stun everything (this includes you!) in a 5m radius for up to 1.5 seconds
  • the loud shot and explosion cause screenshake
  • after every shot, Gunner hums a familiar tune... (Grand Finale from 1812 Overtune by Tchaikovsky)
strong bone
#

Hurricane Overclock:
Laser Designator

  • hold r for 1.5 seconds to designate the drop position for a drill pod. the pod contains a small, high yield neutrino bomb, which deals high damage in a large area. after landing, the bomb must be manually armed by any dwarf, after which a 10 second countdown will begin. the bomb will get targeted by enemies, and will not explode if it recieves too much damage. when successful, it will explode and deal 500 damage in a 15m radius, which will harm you and teammates. 4 uses total and 2 minute cooldown. the explosion will not carve terrain
    - 0.5x max ammo
fervent iron
#

not a big deal but would appreciate if doretta's pathing wasnt so steep sometimes

fervent iron
#

a thin blue line under teammate healtbar to show their shield status, handy if you take shield link perk

near glacier
#

a wave mode were you have to survive endless waves and get as much loot as possible

#

crossplay please

shell fable
#

Neurotoxin upgrade for the bulldog also causes directly affected targets to explode in a tiny cloud of neurotoxin if killed with additional follow up shots. Would give the bulldog a bit of a fun gimmick outside of its overclocks

ruby epoch
#

A Perk/perks that disable Primary/Secondary while equipped but %150 total ammo for Secondary/Primary (weapon thats NOT disabled)
You cannot equip both perks (if theres 2) at once.

final mason
#

Simply change the dark future paint so gunner can have his color green. Feels out of place compared to the others.

timber marlin
#

new LOK overclock: sentry sync

rocknstone when firing a burst, turrets will also fire a burst at the locked-on enemies, given that they’re within range
rocknstone turret burst damage increases with lock count
tothebone sentries stop shooting during lock acquisition if you have at least 1 lock active

near glacier
#

Allow the juke box to play Diggy Diggy Hole by Wind Rock on a rare occasion

pallid hamlet
#

This probably comes up often enough and I just never see it, but a DRG-universe "build a base and fight off bugs occasionally while you upgrade" offshoot game would rule. Just log in, drop down to your refinery/mine/base, build upgrade structures, mash bugs. I want to spend all my time underground switching between digging and blasting things with a shotgun

vale brook
#

Big bertha additions, basically 2 suggestions because I think they would both be cool.

rocknstone big bertha now has custom effects for muzzle flash, hit scan project, and impact explosion, preferably red and with larger spark effects for the explosion. Could be similar to hyper prop or just red versions of the default particles. (No effect on balance)

rocknstone big bertha's damage is converted to 100% disintegrate for both impact and splash damage. (Some effect on balance).

rough iron
#

I heard of this planet made of diamonds, and I know that some planets have diamond rain. Just got me thinking, what if there was another planet in the game with hard circumstances to survive (eg, no oxygen, high temperature and pressure, diamond rain etc), but it's high reward with diamonds or something. I mean, the base is in space so it'd make sense for it to cover other planets in the solar system.

shell fable
#

“Electro Slugs”
Boomstick Overclock

i’m too lazy to think of a fun description for this right now, i’ll make one later maybe

rocknstone Electric Slugs (100% electrocution chance for 8 seconds, electric has a 33% chance to arc to other nearby bugs every second for however much time is left from the initial 8 second electrocution with a minimum of 5 seconds. Also comes with a “massive increase” in damage, +30dmg, which is technically a huge decrease in total damage because it’s just one slug vs a bunch of pellets.)
rocknstone Greatly reduced base spread (50%, same as shaped shells)
tothebone Significantly less ammo (-60%)
tothebone Slower reload (+.8s) and fire rate (-.6)

strong bone
#

older idea i posted a year ago. just revisiting and updating it.

GK2 Overclock:
Bolt Action

  • 300% damage increase
  • -50% base spread
  • shots explode on contact with enemies (1m radius), and spray shrapnel through and onto the enemies behind it.
  • 30% stun chance per shot
  • 75% fear chance per shot

shot stats:
12 shrapnel
10 damage per shrapnel
1 penetration
60° cone of spread from the point of impact
shrapnel inherits armor break/weak point damage and stun chance from mod upgrades

- 0.25x ammo capacity
- 0.25x mag size
- 8x recoil
- 8x bloom
- -80% spread recovery speed
- 0.09x rate of fire
- 4x reload time
- every shot must be cycled manually

neon crater
#

Beard shield. Just one huge plate.

gloomy mantle
#

pleaseee make the player icons our actual suits instead of just the base class pictures!! it would add so much diversity to it and make it easier to remember who is who just by the picture

short field
#

Please add a mactaria dreadnaught and what happens when a dreadnaught finishes incubating (super dreadnight, brood queen, etc...)

ornate glade
#

Please make it so, depending on how big the beard is, it can either give or take more warmth, making it slower/faster to get frozen, as well as deal extra/less damage to a dwarf when on fire (Cause your beard's got a life too!).

shell fable
#

Grappling hook upgrade “Sharpened Hook”
Hook also attaches to enemies and pulls you towards them, damaging them in the process.

rough iron
#

Idea: custom missions. You can choose the primary and secondary objective/s, you can choose it for deep dives as well, you can choose cave complexity, hazards, abnormalitys (forgot what they're called), how you transition between missions in deep dive (eg, drop pod, drillivator, drilldozer, or anything else you can think of.) and basically everything about the mission can be customised. You don't get any rewards from them, it's just something to do if you've finished the game, or are board, or if you want to do the best mission ever.

ruby epoch
#

Class-spesific perk buffs
Certain types of perks get buffed by a bit or added more function for their type of class.
Example:
Offensive perks = Gunner/Rock eater
Survival/revival perks = Gunner/Scout
Supportive/Utility perks = Engineer/Scout
Iron will very slow recharge on Gunner
Hover boot faster recharge/multi uses on Scout
Vampire more hp for drill kills on Driller (idk)
Born ready faster for engineer (not for fat boy)
not a solid examples but you get the idea.
All perks should retain their abilites and stats for non-class classes

shell fable
#

Game should give you cosmetic cores instead of blanks when you get all the weapon overclocks.. and vise versa i guess but i dont think thats ever happened before

midnight token
#

Proximity Mines:
Buff
Very powerful, requires setup, and has friendly fire to worry about, but fizzles out a bit quick in denser swarms, changing the carried amount from 4 to 6, is the only change needed.

urban shard
#

Armor overclock that turns jetty boots into spring shoes

shell fable
#

Cloaked stalkers should get locked onto but as soon as the locks trigger they aggro, with a max range of like 10-15m

elder flint
#

Stupid, but, I think the spacerig should have clocks that show the real time based on the system clock of the computer DRG's running on
Maybe above the doorframes in the four bedroom bays would be a good spot?

bronze drum
#

Would be awesome if DRG had the same dualsense support on PC as it has on ps5

midnight token
#

PGL:
Huge buffs, huge mod tree reworks, just... very loaded. (Some ripped from VWA, great point of reference for an actually good pgl)
Base ammo goes from 9 (1 in mag) to 14.
I shouldn't have to explain this.

Reload Time goes from 2 seconds to 1.5.
Reloading after every shot is a big problem when you are a crowd control weapon that provide doesn't constant protection (like spinning death) so shorting it is a must.

Area Damage increased from 110 to 250.
The area damage on PGL is really underwhelming to say the least. Struggling to even kill slashers. Anything bigger is unfazed.

Friendly Fire damage decreased to 0.25x instead of the completely unreasonable 0.5x.

If Breach barely scratches you, this thing shouldn't either. Makes it not a guessing game on whether you can shoot your gun at low health. (Especially with t5 spiky on)

Mod Tree:
HE Compound is increased to +75 area damage respectively, and Payload removed. Makes the choice "Do I want more boom or more ammo?" instead of "Have any semblance of ammo or have any semblance of
impact???"
Ammo mod in t2 bumped to +4 to compensate for this.

Incendiary Compound:
Make it an oc. It's presence in the mod tree completely screws over everything else and now that PGL does 200 area damage, it likely just dies.

T5 Spiky would be nice to have on base pgl, rewards direct hits but doesn't get in the way of something like hyperprop, I don't really mind if it stays a mod though I guess.

Disabled Inertia:
This feels like it should be toggle honestly. So just make it one if possible. I would replace it with a -0.3 reload speed mod and move THAT to tier 3.

OCs:
Hyperprop: Remove the ammo downside and replace it with an area damage decrease, -90 area damage sounds alright.

PT 1 of 2

midnight token
#

Fat Boy: Ammo is it's biggest issue, but should be changed to only have 8 WITH the ammo ups.
Friendly fire on Fatboy should be rightfully cataclysmic.

RJ250:
Flat +8 ammo, reduce the faster reload speed to 0.2 instead of 0.6 (yes it has this, not stated anywhere so I don't blame you for not knowing) and -75 area damage.
RJ is still RJ, but you need a damage up to get back to base damage, so it isn't the best regular pgl option by default. (Up to suggestions on this.)

Compact Rounds:
Complete Rework
Yeah I kinda wanna try this thing out more and make it interesting, maybe have it be the only oc that gives pgl more mag?
Idk, but it has to become actually interesting.

Clean Sweep:
+1.5 radius and +30 area damage from a measly 10.
Good, impactful but still curbed increase to base effectiveness.

Pack Rat:
Remove it and replace with what Incendiary Compound did but make it a free 50% fire damage. (No damage loss)

coral granite
#

I think you should be able to customize your room like the players room in Outlast Trials or even your ship in Sea of Thieves.

ancient turtle
midnight token
merry cairn
#

Hear me out: upgrades for platform gun that add additional structure types like ramps, walls and ~25% bigger radius floors. This could also fit in with recent fortnite collab.

lean meteor
#

Dwarves should spawn inside the sickbay even after a successful mission in the Radioactive Exclusion Zone. It would be consistent with that region's description about detoxing after a mission there, a nice touch showing attention to detail and likely to confuse greenbeards (and I bet puzzle grays too) at first harr harr 😬

tough hornet
#

Space station enlargement... being playing mycopunk and MAN their space station is HUGE... Mycopunk even added "secrets" if you're curious enough. Can we get that without modding DRG? (also with a shooting range 😁 )

potent belfry
#

You should be able to customise the drop ship to go to the misstion like add some things and move them around.

tight sedge
#

Add conditions for terrain size, making tiny pieces of terrain not have collision. a millimeter of terrain should NOT be able to block your entire body from walking and such. This is especially annoying when a pixel sized piece of terrain pokes through a platform you shoot at the floor and gives you full fall damage when you land on it or when you can enter a tunnel in egg missions but can't leave it

deft herald
#

Escort Duty with Ebonite Outbreak warning is so annoying, frustratingly difficult; how to improve:

  1. Make Doretta dispense pickaxe overcharge canisters too.
  2. Change M.U.L.E. to shoot overcharge canisters forward, instead of backward.
slow stream
#

some armors have pieces that disappear when you pick long beards. its a nice thing, but i think itd be cool if we could also make them disappear with a button or something like that, because sometimes it really makes shorter beards barely visible

frozen trench
#

Add female options for the operators and make sure they have beards

unborn wing
#

Slightly increase the hitbox of bha barnacles--they're really hard to hit at an angle on some weapons such as the drak (and sometimes even straight at them)

rough iron
#

for whatever reason, the walkie talkie thing on the mark 6 armor for the engineer disappears with some sideburns that really shouldn't effect it. I don't know if this is the only case of it happening, but it should be fixed everywhere it does.

fresh trellis
#

Let us rotate Engie's platforms 90° like in that one mod

modern trellis
#

Show how many times each person resupplied in the endscreen

shell fable
#

Betc should have her own laser pointer popup and outline after she gets repaired, like bosco and molly and the resupplies

#

Also, “its a bug thing” should make it so that lootbugs dont explode so violently. Would make the perk less useless

#

“Condensed Plasma”
Drak Overclock

R&D figured out how to condense the plasma in your projectiles to truly maximize their penetrating capability. The smaller projectile has the same amount of energy in it as a normal one would, but much about half the size and thus more energy per square nanometer. That being said, all that extra tech needed to achieve that means a smaller battery and the components also generate more heat, with the heatsink needing to be downsized as well.

rocknstone +1 blowthrough
rocknstone +4 damage
tothebone Less ammo (-15%)
tothebone More heat per shot (+15%) and slower cooling rate (-25%)

Additionally, a visually smaller projectile that is purely cosmetic and does not affect the hitbox or plasma splash radius.

slim nebula
#

Some more items should be added that you can find around the map like lost equipment such as a cabin that karl stayed in to add to lore or something like that its getting abit tiring of seeing the same things over and over again

timber marlin
#

If the perk it’s a bug thing feared nearby enemies when popping a lootbug, would it be worth using?

midnight token
#

Turrets:
Buff/Retooling to base

I know buffing turrets can a bit of a slippery slope, but I think these changes really bring turrets up to speed with Engineer's kit, without going overboard (except one change that I know is arguable)

No more reloading turrets.
Reloading turrets doesn't really balance anything in my eyes, it just puts a time limit on their already limited usefulness when you bother to place them, and you likely let them run dry and just recall them, because in higher hazards you likely only had time to build them that ONE instance during that swarm. Turret Whip still has that cooldown and ammo consumption to keep it in check.
Honestly, for the betterment of turret variety, wide mouth and mag size being replaced with something else just makes turret builds more than like 1 build. (Will be revisit this at a later date)

Decrease base build time to 2 seconds and make quick deploy 1 second. (Ripped from VWA, very good change from it)
Quick Deploy is basically forced on you on higher hazards I feel.
With this change, inexperienced players can choose quick deploy if they aren't able to make room for that 2 second build time, and maybe they choose ammo in that tier once they get comfortable or stay with deploy for more convenience (which I'm also considering adding more ammo to.)

(Any changes to mod tree besides the ones listed are still a WIP, I haven't had too much time to properly try out the mod tree.)

fervent iron
#

make berzerker activate with a double right click, too easy to accidentaly use it

sage vigil
#

LOK-1 Smart Rifle Unstable Overclock Idea
"In Unison"

UPSIDES

  • If in range, turrets will fire at locked targets at double (or maybe even triple) their normal firing speed.
  • Damage of the bullets in a volley is increased by a 2 (or 3) for every bullet that a sentry fired at the target before releasing.
  • 25% More max locks.

DOWNSIDES

  • Up to 2 unique targets.
  • Lock-on time doubled.
bronze monolith
#

add pickaxe variants:
one handed: just a normal pick

two handed: higher damage to enemies and even ebonites, able to mine more, like dense biozone terrain, all at the cost to no power attacks and slower attack speed. and cancelling the animation to make it quicker is more harder

young igloo
#

Rival tech armor imagine the pauldrons

frigid vortex
#

decided to follow up on this idea a bit more, mainly add descriptions for other ores because gosh darn it if they just don't give a rock nerd like me ideas

Other examples

"Gold, needs no introduction, and if you think it does, you picked the wrong career, not necessary for your mission, but it could allot you some nice bonuses at the end of the mission"

"Nitra, the dwarf's best friend besides bosco, Molly, and a good tankard of ale, these buildups reminiscent of scout's bushy beard are made of an alloy of lead, iron, and copper nitrates, as well as a healthy amount of inert material able to be turned into artificial gunpowder, thus making them crucial for manufacturing the resupplies onboard the space rig, remember to always mine out the crust too!"

"Umanite is a newly discovered radioactive compound of naturally occurring Umanium-338, enriched from the exposure to the radioactive exclusion, they gain their unique square crystals due to the high density of its isotopes... although sharing name with a popular jukebox banger, Umanite fever is to be taken seriously, we don't want to tank its value in the market"

"Croppa is a mineral formed from a compound comprised mainly of cobalt and copper oxide, often left behind by silicate harvesters as waste material from the soil present in the azure weald or fungus bogs, but sometimes rarely naturally occurring in places where high heat and high pressure are prevalent, such as the magma core, perfect for reinforcing iron beyond its normal durability, it also gets used in fancy jewelry all across the galaxy"

"Bismor is a naturally occurring Bismuth and iron ore that seems to be present in areas of high biological or electrical activity, originally called Nemonite by management it has since been renamed to bismor due to its chemical composition, it can be used to add a more colorful finish to the metal of your weapons and armor, but it is also sometimes used to enhance the sentry gun's radars by making them more sensitive"

tawdry karma
#

Add more mission types!

modest zodiac
#

Make Cargo Crates, Lost Packs, Promotions and Core Infusers reward players with items for the character class they are currently playing (e.g. an Engineer looting a Cargo Crate could be awarded a victory move for Engineer or a framework for one of Engineer's weapons).
This would remove a sizeable amount of randomness from these already relatively rare events. It would make it significantly more consistent to unlock a specific cosmetic/Overclock for its desirable class, since it would effectively divide the game's evergrowing cosmetics pool by 4. It would also simultaneously encourage players desiring to unlock every cosmetic to use all four classes, which they likely are already doing due to things like the weapon maintenance paintjobs. It would also address the problem a lot of players who play one, maybe two specific classes face, which is that they often struggle to obtain new cosmetics and Overclocks for the class or classes they play, and end up drowning in rewards for the classes they are especially not drawn to, which can definitely be frustrating.

shell fable
#

Let us choose what Bosco can/can’t do in his upgrade terminal, i’m tired of him being an annoying prick because he vacuums up lithofoam once for .5 seconds just to trigger the swarm and then do nothing else to help clean up the rest of the foam

kindred kettle
#

Replace Defender System's damage boost with a fire rate + mag size boost so that it retains a DPS and sustained fire advantage while no longer utterly beating out Hawkeye System via sheer ammo efficiency. Increase the sentry gun's base damage and/or carried ammo amount to compensate for the efficiency loss that would result from this change.

red jacinth
#

Mak the gunner go faster on the zip line

midnight token
#

Feedback Loop:
Buff
Outshined by Plascrete (and that other one)
I think buffing it to more often compete with those options is a good way of bringing it to the forefront.

Remove -100 ammo and replace it -2 direct damage.
Good simple change that makes the high and lows of this oc not as extreme and punishing, and canceling the beam doesn't make you want to start crying.

Area Damage and Size increased to 1.5 and 0.5 respectively.
Again, much less punishing to put your beam away, and faster gains on continuous use.

umbral moat
#

Why can't I rejoin a game I was in 90%+ of the time?

I have an unstable internet connection and because the game has a low ping limit I regularly crash and sometimes I can't rejoin because you see <Team finishes mission> - a team that consists of a friend and me who were there for the entire mission and diligently completed it, but because of crashes caused by a low ping limit I lose the right to rejoin the mission in which I was from start to finish. This happens regularly and it really irritates players with unstable internet, can't we allow players who were in the mission before to reconnect even if the mission is at the final stage? It's not hard to change this and some people will enjoy playing.

true wraith
#

what if we make the super cooled overclock of the m1000's weakspot bonus multiplier not bonus but normal weakspot damage multuplier?

fickle vector
#

What if they make a statistic for how many times you save doretta?

undone tapir
#

Add a portable jukebox to bring into games so you can bust a move with your fellow dwarves

lilac rose
#

Summary

Add support for low(er)-end resolutions like 320, 480, 540p for 16:9/16:10 screen ratios

Explanation

I (and many other players) successfully playing the game at lower-end devices, like integrated gpu laptops and portable consoles. However getting to the point when the game runs well of weak gpu is a pretty difficult task that requires some information digging (pun not intended). Best way to run a game on weak gpu is to lower the resolution until the game runs well.
Unfortunately DRG doesn't have lower resolution support, even tho engine does support them. The only way that allows to lower resolution beyond what game settings menu allows, right now, is to force the game by lowering global system resolution. Which gets even more awkward for folks that run the game on linux via steam proton (Due to window sometimes scaling weirdly).

Adding this small feature would really reduce the headache when trying to setup the game for weaker computers.

Why add this, when screen percentage exits, FSR, etc?

Because from personal experience i know that artificial methods of lowering resolution, that UE (and probably some other engines) uses, is not only worse for readability, but also has lower performance than just displaying the frame AS-IS. FSR is probably good tool to make game more sharp on more powerful setups, but on low-end it makes almost no difference and often is worse then just running the game with low resolution.

My favorite example against aliasing and other per-processing is Risk Of Rain 2, before devotion update game have not used a single pre-processing step.
After the update the game suddenly became very blurry, especially on lower resolutions im playing on. Turns out the added a small aliasing.

true wraith
#

can we get level 10 perks? or at least persk above the this level, i have around 200 perk points

errant chasm
#

Does adding Mission Control-esque sound distortion effects to the ingame voice chat sound good? I know it's used ridiculously rarily, but I think it's a nice, soulful touch

fringe sorrel
#

FORGE ALL option in the...forge

rough iron
#

Is it just me, or do others get what different beers do mixed up? Why not add a description to what the effect of the beer is, but only after you've had it once.

sturdy mist
#

Search filters for the forge? (Driller only, weapons only, beard cosmetics, etc)

bronze monolith
#

DEEPCORE PGL UNSTABLE OC: FATTER BOY

description: R&D did some cooking with this one. The bigger version of fat boy (aka fatter boy) is an actual nuclear warhead that can knock out an entire swarm or a dreadnaught with one single explosion. BUT the payload is really heavy so you can only have one at a time. Even if we fix it, R&D would be arrested for war crimes. They already blew up an entire planet by testing it too much. So take EXTREME caution when using.

rocknstone Literaly a Tsar Bomba
tothebone one bullet

hallow widget
#

QoL feature: tell us what the overclock will be when we complete a machine event.

for those who can't work out what i mean, i'm saying that we should be told what overclock we'd be getting from a machine event.

bronze monolith
#

make fungus bogs more harsh

shell fable
#

“Cryo-Reaction Compound”
Subata Overclock
(subata sucks and its volatile bullets upgrade isn’t even that good so i figured it would be nice to give it some unique cryo synergy)

insert cool description about r&d making a compound embedded in the bullets that reacts violently with frozen bugs here

rocknstone +140% damage to frozen bugs (Works by stacking the damage after the damage boost they already get by being frozen, in other words they take the 3x base damage from being frozen and then an additonal 140% base damage on top of that)
rocknstone Small AOE affecting non-frozen bugs when hitting frozen bugs (AOE does +50% base damage, does not affect frozen bugs)
tothebone Slower rate of fire (-2)
tothebone Less ammo (-15%)

hallow widget
#

Subata Overclock: "Hand-Cannon Conversion"

rocknstone +200 damage.

rocknstone increased accuracy.

tothebone Slower RoF

tothebone Much Lower Magazine and Reserve Ammo.

pallid zealot
#

From time to time i use controller to play sitting on my couch
And i find using menus a bit annoying with how little the buttons are, so it is hard to aim to hit one, and if lowering cursor speed it just feels too slow
I seen somewhere a mechanic that a controller cursor sticks to the buttons when near them, it would neutralise the problem when you keep overshooting to hit mission start buttons, along many other ones
There probably not many dwarfs with controllers, but this sure would make playing more comfortable

hallow widget
#

Lok-1(Loki) Overclock

Name: Pheromonal Override.

Effects: rocknstone your bullets now build pheromones in the bugs hit, causing them to attack other bugs once fully procced. tothebone Slower RoF. tothebone Doesn't lock on anymore.

Description: "Can't lock but takes control over the enemy with Nano-Technology, allowing your weapon AI to control the bugs."

hallow widget
#

remove the brass casings from the zhukovs and change the firing sound to be more laser sounding. there's 3 reasons i made this suggestion.

1-this would make them make more sense with the mags now being batteries and the ejection ports being vents. by doing this, the gun is more realistic because laser weapons are possible as we do use lasers for things such as removing hair, cleaning rust and cutting things, but not only would the gun be more realistic with this.

2-it would allow people to not be distracted by the weapon not actually being functional in the real world and being put off from using it, which is my main goal of making this suggestion.

3-it would do is allow the game to run better while using them since the bullet casings would take up less frame rate, which i know doesn't sound like a big deal, but it really depends, for instance, this one girl i know has a shitty pc that could just barely run DRG well enough, but she and i both think that the NUK-17 would slow her PC too much for it to be fun with the casings, so making the NUK-17 into a pair of lasers instead of stubs would actually fit things well enough for her and some others i'm sure.

umbral prairie
#

What if all of the goggles and glasses were in the eyebrows tab instead of headwear tab?🤔

shell fable
#

To add onto that, maybe an entirely separate tab for goggles/glasses so we can still have eyebrow customization

oak sphinx
#

drak changes for a few underwhelming OCs

tl;dr:
electrifying shots on T4 moved to T5 so conductive thermals can pick it and plasma splash at the same time
clean OC that buffs cooling had minor buffs to its effects
Impact deflection got the 2 bounces back, but -3RoF
OPA had a minor damage buff and spread drastically reduced to be only 20% than base with T3 spread mod

shell fable
#

Promotion requirement filters for lobbies. It’s super annoying having greenbeards with 1 freshly promoted dwarf join high hazard lobbies and contribute extremely little.

letting us name our lobbies on xbox would also be nice 😔😔

lyric coral
#

For April Fool's, have Mission Control make an autobiography, to add more 'lore' to the universe.

fringe plaza
#

More opportunities to increase fat boy damage.
Okay, I get this is a stupid suggestion. I just think that the breech cutter doing more damage than a miniature nuclear explosion is silly. I get this is probably a bad idea, from balancing, but still.

strong bone
#

Autocannon Overclock Rework:
Combat Mobility
- -2 direct and area damage
- 0.5x mag size
- 3x recoil

× 2.5x RoF scaling (spinup speed)
+2 max RoF

  • move speed while firing is 85% instead of 50%
  • each shot applies a force on the user, similar to special powder. strong enough to break falls and to extend jumps, but not enough to outright fly at max RoF
marsh sand
#

You should make a map where ur not underground and there are bigger enemy’s since their not limited by caves

shell fable
#

“Blackout Stout Bolts”
Boltshark overclock
(dont take this too seriously its just a neat idea i had)

Using the same method as the explosive catalyst injection method, R&D had the great idea to mix Blackout Stout and crossbow bolts! Attached to each bolt is a mini keg of beer which is injected straight into whatever you shoot it at. The bolts are heavier and so you can’t carry as many, nor can they fly as fast, but who really cares about that? Please see Management for the liability waiver.

rocknstone Regular bolts replaced by “Beer Bolts” which apply the “Drunk” effect to bugs for a few seconds. (Drunk effect makes bugs attack slower and move erratically, along with performing random attacks that damages anything that happens to be nearby, both other bugs and players alike. Dreadnoughts need to be hit twice to trigger the effect which lasts for significantly less time.)
tothebone Less regular ammo (-20%)
tothebone Reduced bolt velocity (-40%)
tothebone Slower reload (+.7 seconds)

  • Shooting a dwarf also results in a voiceline of your player saying something along the lines of “That’s violating my liability waver!” Or “I’ll get fired for that!”. No, they don’t get drunk if you shoot them.
dense tree
#

Make a leaf lovers special event

golden portal
#

autocannon overclock idea
make RoF scaling be equal to max fire rate by the 2nd shot, similar to how Big Bertha winds up to be at max RoF by the 2nd shot without fire rate mods
increase rof by 1
downsides could be increasing reload time by a significant amount but nothing insane (hopefully)
a damage penalty seems overkill imo but it's certainly in the cards
I think a good downside would affect another aspect of the autocannon's handling as opposed to damage per shot

sage vigil
#

Lead Storm Powered Minigun - Unstable Overclock
"Relentless"

UPSIDES
Damage increases based on how long the gun has been fully stable for, increasing by 1 for every 2 seconds of sustained fire, capping at +5 damage.
Weapon generates heat 100% slower

DOWNSIDES
-80% cooliing rate
Overheat duration is increased by 3x

(The idea is to make an overclock that both favors continuous firing, and synergizes better with T5B "Cold As the Grave" more than Hot Bullets or Aggressive Venting, but there needs to be something big that justifies the loss of fire, so that's where the damage boost comes in. It should not conflict with Lead Storm for a boss-killing niche because of its dependency on killing enemies to avoid overheating.)

bronze monolith
#

add an lmg for a class that has high stun (i mean i gk2 would be the same thing but its cooler)

shell fable
#

It would probably be a lot of work but i always thought it would be cool to have unique weapon inspect animations for some frameworks, maybe for the Waster ones we accidentally poke our finger on a spike or Rival Tech/Glyphid Trophy Hunter ones make a unique sound effect when inspecting

lunar nymph
#

what about a button to reset all wargear and skins etc to default without losing all of his stuff? wanted to start fresh, cause ive lost track of what build should do what.

lyric coral
#

On the space rig, when you look out the window, a chance that there's a lone jet boot flying about.
Optionally with physics, so if someone manages to get outside they can play 'lone boot wrangler' by trying to get on top of it.

fluid pulsar
#

Make something upgradble for molly and give the game crossplay'

slim nebula
#

Can we add food to let the “i wonder what theyre selling in the canteen tonight” come true and make them have side effects like beer?

covert oxide
#

Add modifiers for molly like moves more fast or u can deposit whitaut waiting end improve console gameplay. Ty

ripe willow
#

Idea: Bosco can attack Bha Barnacles. Useful for classes that don't have long range weapons

tawdry heart
#

My suggestions for balance changes:
Mandatory buffs
Stubby;
Lightweight cartridges-Increase rate of fire by one
Cyberalloy assembly-Make vertical recoil 15% less (because of the high recoil, accuracy does not allow to compensate for such a strong recoil, which is why you have to apply a lot of effort to control it)
Shard diffractor;
Feedback loop-Make the ammo reduction not 100 ammo but 50
Overdriven amplifier - you can walk during boost
Brt7;
Electromines - Increase the duration of the electrification effect
Micro Flashettes-Increase damage by 2
Coil gun;
Hell Fire-The trace will set enemies on fire already at the second (or third) level of charging if we take T2B
Lead storm;
Bullet Hell - Increase damage by one or make bullets guaranteed to ricochet
Plasma gun DRAK-25;
Rewiring Mod-Plasma gun restores ammo if heating goes over 50%
Gas recycling-Zhukovs can deal additional damage to weak spots, but Profit is reduced by 65%
Flamethrower;
Face Melter-Increase damage by 1 (for the sake of universe balance and a nice number)
(There are still many overclocks that can be improved, but I do not know how to do this. Judged by my own experience for adjustments in balance. And I apologize if I wrote the name of the overclocks incorrectly, I am not very good understand English)

peak forge
#

the ability to open a bar: OKA! hear me out...

Imagine, when you reach all your miners at 3 stars you´ll be able to open a bar/pub, where you can contract npc to play music, customize your bar, expand the bar (more rooms for beds, storage, etc). And the fun part! random people can enter your bar (you and people you can select) are the waiters / bartender. every beer as is own price and when someone by one the 50% (DRG company wont give that much xd)

haughty latch
#

Our lad Lloyd dances when music played, even if subtle (it'd be nice) + Lloyd's tips (we should be able to see how well we take care of the lad and how much we've put into the pot)
also having incendiary grenades react with what flamethrower reacts to (gas from Praetorians)

tight sedge
#

Personal customization for spacerig per player like in warframe. Add a new shop for all kinds of new furnitures, colors, floor, lights, spacerig colors etc.

viscid sluice
#

Suggestion: being able to take shots at the abyss bar.
Example: A shot of glyphid slammers or one shot of hidden dwarf.

timber marlin
#

Make it so that mineral chunks on the ground have the same ping voice lines as their vein counterparts?

floral jasper
#

more skin and weapon slots

rugged oxide
#

Change the frame icons for certain paint jobs, the Icon will show red and greed but you put it on the Scout and it's all blue with the belt red and shoulder pads green, I think either the icon or the paint job should be changed to match better.

novel flame
#

I don't know if it would be too hard to do, but I think there should be a respectful salute when near lost gear or in the memorial hall, I feel like it has a great serious vibe that is ruined if you press V

viscid sluice
#

Suggestions: Upgrading flares. And LOCAL CO-OP.

shell fable
#

New armors that can be obtained through lost packs. I think i said this before but i honestly don’t remember at all so..

robust depot
#

Add a slot machine with a 0% chance of winning

slim nebula
#

make the option where you can copy your cosmetics into a loadout slot too

strong bone
#

Perk Buff:
Strongarm

  • heavy objects inherit the player's momentum when thrown
surreal compass
#

Add the ability to customize, for example, your room, bar, etc...

shell fable
#

neat feature: thrown heavy objects crush swarmers

ruby epoch
#

New Mission : Cleanup
-Miners, you have been asigned to do the chores today. Get in, salvage whatever the previus crew left, deposit them in the cargo pod and try to return intact. The previus crew was succesfull, so i expect the same from you.

  • Different types of mission leftovers (Doretta body, Morkite well, Resupply pods, Completed machine event leftovers etc.)
  • Increased Cargo Crate and Lost Loot spawns.
  • Decreased un-completed Machine event and season events.
leaden knot
#

New plant-like enemy:
Creep
When he appears, he masks himself into the thing a dearf could possibly like to loot:
Cargo crate, scannable helmet, lootbug, etc..
And if the player gets too close, he errupts with thousands of sharp seeds, which harshly poisons the target and dirsupts shields for some small amount of time (± 10 secs).
How to spot:
Either with luck or caution you can spot their errors in their makeshift mimicry, and their leaf-like vines pointing out.... or yeah you could just take your spider sense perk and it would work as well!

wicked ridge
#

Hey devs absolutely adore your game. Recently went caving in New Zealand and found two cool things I thought might inspire you guys.
First is Cave Weta, they’re terrifying and quite large. But I thought it would be a fun twist if you could eat some bugs in deep rock. Think small boost, or even just health. Finding larvae is one thing, but jumpy cave weta that you can eat would be neat.
Second is glow worms, you’ve really explored the glowing with the newest biome but I’m thinking sticky and glowing would be cool. You have webs but it doesn’t do a lot, would be cool to explore more kinds. Especially long webs with beads of sticky goo hanging from that ceiling that glow if you don’t shine lights on it. Reward a player for turning all the lights off ya know?

Thanks take what ya will!

shell fable
#

“Separate” upgrades/effects should also be affected by mods and overclocks. Afaik it’s only these two but there’s probably more

  • Thin Containment Field (unaffected by aoe damage/aoe radius mods and overclocks)
  • Volatile Impact Reactor (unaffected by aoe damage/aoe size mods)
ruby epoch
#

Bonus for random missions.

  • Each misssion cycle will contain atleast 1 (1 is fine) mission that has little more % rewards.
  • The cycle for bonus could be increased to idk 2-3 cycles? (1-1.5 hour)
  • Bonus'ed mission count towards assigment too op, dont add.
    Its to make people play all kinds of missions and not just the ones they favour. Theres no loss on playing same mission over and over again but idk. random thought. ||Incoming tothebone bombardment.||
spring crater
#

another upgrade to the engineer's sentry's last upgrade slot:
an assult system
-consistent firing (no time between bursts of bullets)
-primary target focus on bosses or highest priority enemies (like uh the guys that spit acid)

shell fable
#

I feel like that should replace one of the t2(?) upgrades instead, the damage without the defender system is absolutely pitiful.

Actually, Defender System damage should be base and then the upgrade add the same amount of damage. Hawkeye should have a priority targeting system instead of just the laser pointer along with that too. Also also, would be nice if they stopped shooting at oppressors when the armor’s in the way.

weary escarp
#

you should make a halloween special just for halloween were every time you mine a ore, it gives out a tiny scream

lost valley
#

Rework the assignment system.
Right now it unintentionally punishes players for teaming up with friends and discourages random lobbies from sticking together:

Friends rarely share the same active assignment, so they’re often forced to split progress.

Random players usually leave after a single mission, since the next one is unlikely to help with their own assignments.

A system that better aligns or shares assignment progress would keep groups together and make co-op play more rewarding.

bronze monolith
#

Add a mission type where you are dropped into a large cavern with no tunnels and have to kill an x amount of bugs before extraction with swarms being way more common. Between each swarm, MC drops a resupply pod near you since there is a lack of minerals in the area, where this is not about mining, its about thinning the glyphid numbers. When you reach the kill quota, the drop pod automatically lands somewhere in the cave and you extract. (inspired by one of the Helldivers 2 mission types)

coral solstice
#

An in game guide from deep rock galactic on proper beard maintenance would be a hilarious gag update

true wraith
#

I wish to suggest new buyable deployable things, for resources collected in the current match, some ides, are:
-A sentry,
-A mine field deployer,
-An arc tower/tesla
-A shield recharger or protective device that passively charges your shield and boosts it by giving it a damage reduction.

lyric coral
#

Add 'Hi De He, Hi De Ho, Hit That Goblin With Your Old Banjo' to the jukebox. Yes, that is an actual song name, and it's made by someone who goes by the name of 'Goober Beatz'.

north ingot
#

I’ve wanted to suggest for a while incorporating an auto run option. It’s an available mod but it would be a nice vanilla option and addition to rouge core as well

shell fable
#

Season/holiday events should give some bugs hats. Like for the halloween season, some bugs have pumpkins on their heads and during the christmas season some have carrot noses and tophats.

sage frigate
#

Make bugs see you as a higher priority enemy if you drink the leaf lovers special

lyric fog
#

we could get different regions with the planets rotation and the space rigs facing direction of the rotating planet, and since the map updates every 30 minutes we could fully set a whole region as the biome, like : our current space rig facing towards the meteor crash are which could be the magma core, and lets say different season players could be in different space rigs which differentiates the planets rotation for their current space rig, so mostly (89 by lore ) space rigs get to land and raid different geologically accurate regions, instead of having to rai 1 region of hoxxees that only updates the mutators every 30 minutes we could raid different regions every 30 minutes with most of available for that region mission

clear pawn
#

A switch to mission control audio to not lower other audio sources would be nice

grim epoch
#

Unstable OC for flamethrower

"Bioadhesive flames" or "Slow love"

  • rocknstone area of fire propagation between bugs increased
  • rocknstone bugs fear while burning increase by 10%, and burning bug will be more likely to go see other bugs who aren't in fire.
  • rocknstone burning effect last longer
  • tothebone extreme direct and burning damage reduction -25% direct -50% periodic fire.
  • tothebone less ammo due to the viscosity of the special fuel.

This OC as one goal put maximum amount of bugs in fire, but not directly kill bugs so any other secondary weapon who have advantage against burning bugs have more fun with it.

clever sparrow
#

new beer leaf hater that is a cup of beef stew or something

shell fable
#

IW should negate certain bugs abilities on you, like the slasher slow effect (presumably a “stun” which doesn’t really make sense considering what IW does) and stingtail grabs (ridiculously annoying when you’re trying to resupply your health back). Just taking one of these things out would honestly be perfect because I either get stunlocked by slashers trying to kill the stingtail or get grabbed by the stingtail when I’m trying to resupply after using dash to get away from slashers

haughty latch
#

i don't know if Saint Patty's day we get Pots of Gold consistently, but if not, we should.

viral spindle
#

Can we have something like a wall mine? Like those exploding plants but in the walls. Give it a timer and make it throwable. Also make it glow maybe. And to make things more interesting, maybe different mines in different biomes

left oracle
#

i’ve been thinking about this for a while, BUT WHY IS THERE NOT AN EXTERMINATION MISSION BESIDES DREADNOUGHT ELIMINATIONS!?!?

it makes so much sense in the context of the game being that the dwarves, y’know, are destroying hoxxes already

and it could be prefaced as “oh we need you to make clear the landing site for an upcoming operation” or maybe even clearing an existing one

idk its been on my mind and i am up late so i felt like babbling

rock and stone!

thin moon
#

can we like make exploders not do stupid ass amounts of damage
(died at the end of 2 data rack missions in a row, equaling to over 1 and a half hours of time lost due to these bugs sneaking up to me in small corridors when fighting other enemies, this is not fun)

shell fable
#

“Sticky Mine System”
PGL Overclock i thought would be neat

Minefield time, dwarves! R&D came up with a new compound and detonation system that triggers a chemical reaction to cause your shots to explode violently after impacting terrain. Ingeniously, they also developed a three round chamber system to maximize destructive capability. The new compound only works when impacting hard objects, thus shooting directly at the bugs is not recommended. Additionally, the new projectiles are much heavier and travel slower than usual.

rocknstone “Sticky Mines” (Sticks to terrain, mines do 1.5x base damage in a much larger AOE than base (+1.5 AOE radius). Takes 2 seconds to arm and stay for 30 seconds before exploding automatically, or until a limit of 6 deployed mines is exceeded. Affected by damage/AOE upgrades but NOT fire upgrades. Mines glow red, similar to gunner’s Minelayer System, but slightly larger and with a distinctive color.)
rocknstone 3rnd “magazine capacity”
tothebone Significantly less damage and AOE radius when not in “mine form” (-60% base damage, -40% AOE radius)
tothebone Significantly less projectile velocity (-45% projectile velocity)

i rebalanced some of the stats because they were lowk overpowered for no ammo downsides

atomic wraith
#

A sound track/song selector would go hard af

shell fable
#

Change trifork’s “more ammo”. It’s misleading and just completely wrong- Even with the t2 ammo upgrade you only get 11 normal shots vs a whopping 27 with the exact same build just without the overclock. At least remove it outright or change it to a debuff..

soft elm
#

Add new guns

ruby epoch
#

Fixing the "teleport-when-breaking-straight-down". (I know DRG isnt priority, this is a suggestion when it is.)

shell fable
#

“Supercooling Chamber” Rework
This overclock kinda sucks despite it being a cool idea (Its almost TOO overpowered in terms of damage and so it has to be nerfed to the ground everywhere else), so to make it a little better at general play I thought buffing some stats and nerfing others slightly would be a good idea (at least in my mind).

rocknstone “Supercooled Focus Rounds” (Essentially just coilgun projectiles minus the damage trail. They pierce terrain to an extent, along with having an extra 75% armor break increase on focus shots.)
rocknstone Massive focus damage bonus (+100%) and enhanced weakpoint damage bonus on focus shots (2x)
tothebone Significantly less ammo (-30 base) and lower clip size (-2 base)
tothebone Slower focus speed (70% base focus speed) and cannot move while focusing

(Original SCC for comparison)

rocknstone Massive focus damage bonus (+150%)
rocknstone Enhanced weakpoint damage on focused shots (3x)
tothebone Significantly less ammo (-30 base, also -2 base clip size which isn’t listed)
tothebone Slower focus speed (60% base focus speed) and cannot move while focusing

meager orbit
#

This isn't a balance suggestion but I would love to still be able to use the reload animation for both the wave cooker and boltshark without going without one of the perks. For example for the wave cooker in order to get the animation you have to forego your tier 4 slot. For the boltshark, you either have to forego your tier 1 slot, or run out of bolts on in one of your inventories. I know its a minor and probably silly detail, but I like it when my driller asks himself if he can do popcorn with his gun 😂 (Maybe make it a hard R press for animation and tap to change the weapon or vise versa)

formal sapphire
#

I have a problem with my internet connection, the BIGGEST problem I have is that I am playing most of a mission and I get disconnected, I rejoin no problem usually. BUT! When we are fighting the last boss and I get disconnected I can't rejoin even if I was participating in 99% of the mission before and during the boss fight. My suggestion would be to create a way to rejoin even at the last moment for players that have been in the mission from the beginning. Not to be carried and "FARM" the last second mission but to actually be able to rejoin my own mission even if hosted by a friend.

rotund otter
#

there should be an add on to the miners manual that shows what foraging items spawn in what areas

civic bone
#

hear me out : traversal tools overclocks :
for engi : verticals platforms (AKA walls)
for scout : grappling hook (like a swing mode on the grapple to fly far)
for driller : turbo (adds a turbo on his back to drill through ennemies)
for heavy : webs (double zipline count but make them a bit shorter but they connect together and if they make a triangle, they hava a net that connects them together that you can walk on)
These are only a few ideas but it would be very cool to have in-class diversity apart from new nades and guns

ruby epoch
#

New OverClock for Stubby: Dual Loading System
+Additional Cryo/Freeze damage (%40 of all damage)
+Can freeze targets effected by Electricity (Freeze power 4) (Compared to cryo cannon)
+Bigger mag size (X1.3 current ammo)
+Longer elecrified debuff duration (X1.2)
-Lower damage output (X0.7)
-Reduced electrical damage (%60 of all damage)
-Armor breaking (X0.8)
Usefull for freezing/slowing hordes, not for killing. Best with team/aoe clearing weapons) ||(I know another dumb oc by @ruby epoch )||

tight sedge
#

Make "Multiplayer session ended" screen automatically skip after 1 second. It literally appears after YOU leave a lobby sometimes and it's annoying

shell fable
#

“Grunt Infestation” modifier. Fewer special enemies in every swarm, but they’re replaced by a lot of grunts. Ambient waves also have a high chance of being comprised of all grunts/grunt variants.

ruby epoch
#

A drawer with the following Post-It note "Rocks and Stones" that has a few rocks along side a small chunk from a compressed gold that's shining. (Would be cool if this was in a trailer or smthing idk)

candid hull
#

A beer that turns you into stone, and it makes your teammates (if you have any) say: now THATS rock and stone! Or some stuff like that, also you can slowly move when turned into stone, making that statue sliding noise, it would be funny lol

sick cloak
#

Might be heretical to say, but...
No more seasonal hats. The headwear selection is way too bloated.

Seasonal beards and moustaches instead please! 😁

daring cape
#

The Critters' Mission Type
Management is excited to get fresh data and recover their assets from the new fauna they have discovered.
Together with a new kind of equipment that makes it easier to catch the critters. The miner will need to catch a variety of animals that can run, jump, fly, and borrow in hoxxes terrain.

Beware as these terrain are infested with Pretorians, Spitballers, and a new monster.

rough iron
#

I don't know if I've said this before or not (I can't remember), but it would be awesome if the engineer's smart rifle had an overclock or upgrade that allows it to work with the turret/s. Every other primary that the engineer has can do this, with the exception of the smart rifle, so I thought it shouldn't be left out. I thought maby one that allows you to reload the turret by shooting it, but if anyone else has a better idea then you post it.

karmic pecan
#

more depth in the melee aspect of the combat? would love to beat the shit out of the bugs

left mirage
#

Perk Ideas

Solid Stance: Bugs no longer cause you to flinch when hitting you with melee attacks. The recoil of all secondary weapons are also reduced by (Tier 1 10%, Tier 2 15%, Tier 3 20%, Tier 4 25%)

Thorns Rework: Damage for all tiers increases by 10. Small creatures cannot cause cool down of 0.75 seconds on thorns. When you deal damage to a medium creature or larger, your cooldowns for active perks go down by 2.5 seconds with the 0.75 cool down on creatures to regulate.

Active Perk Combat Focus: You activate this perk by (I dont know what would be a good way on the keyboard tbh) holding the key you've binded to the weapon of your choice (like how 1 holds your primary)

For the duration of 15 seconds you gain 15% Damage and 15% Weakpoint damage. (In the case of a weapon that can't deal weakpoint damage, I dont know :>[ )

quasi cairn
#

sugestion : add pets like loot bug ect ...and in the loby the ability to punch pepole when you are drunk like when you drink to much beer

urban shard
#

Chalk, you mine it and you have a limited supply to paint on walls using a key, and you can draw things. Chalk amount decreases with more painting

indigo summit
#

Make it possible to transfer save data cross-platform, I’ve got a lot more hours on ps4 than I have on PC, and would like to be able to use my more progressed account on PC

tribal chasm
#

burst fire stubby

fading tusk
#

Make a seasonal event called "Sinkhole De mayo"

unborn basalt
#

Additional passive effect to the berserker perk that removes the slowed movement and swing speed when hitting an enemy with a normal pickaxe swing.

deft herald
#

Add toggle to Use option (instead of Hold to use): when depositing minerals, taking ammo, repairing. Looking away from the object would break the process, as usual.

deft herald
#

If you bind Terrain scanner Zoom in & Zoom out to a keyboard - make so a held button continuously changes zoom, instead of doing just a single step.

brittle monolith
#

What if we could decorate our rig? Like in Fallout 76? Hosts can show off their builds to the joiners.

It would be an incredible credit and time sink. The game already has a crafting material system so that can be used as well. Of course, it's client-side only and the host's rig is loaded when in a server.

Yes, there are essentials like all the terminals but just make sure that the player can't exit the build mode without these being built. OR just make one terminal with all screens. Though that might be quite some work.

(copy pasted from my reddit post)

normal gazelle
#

Hover boots should grant you a lower tier of jet boots with a lower heat maximum and a way lower cooling rate

ruby epoch
#

Unstable Overclock for Locky
rocknstone Any locked target is prioritized for your turrets for the duration of lock (Overrides Hawkeye ping)
rocknstone Turrets fire continusly to locked target (No burst)
rocknstone Sentries that are shooting locked targets get damage bonus (X1.2)
rocknstone Firing to any target with more than 3 locks marks them. Duration= 5secs (can be increased with lock number upgrade)
rocknstone Marked enemies count as locked and your turrets can keep locking even if you are further than 50m (Marked enemies are prioritized over Locked, Locked is prioritized over Hawkeye ping)
rocknstone Locking any target ignores the range limit of turrets but uses Locky's range*1.25 as a range
tothebone Locking is disabled if further than 50m of turret/s
tothebone Less ammo(-X0.75)
tothebone 5 max locks (Upgrades count towards mark lasting duration)
tothebone Less damage (-X0.85)
(Idea for this OC, make Locky a sidegrade and preferably make shard more like primary, after turrets as main damage)

jagged ferry
#

When you tip Lloyd it says "LEAVE A TIP (5 CREDITS)" but when you play the jukebox it only says "JUKEBOX ON/OFF" with no credits listed even though it costs two credits. I imagine this is because it costs two to turn on but nothing to turn off, but the inconsistency hurts my brain now that I've noticed it. Maybe a "TURN JUKEBOX ON (2 CREDITS) and "TURN JUKEBOX OFF" instead?

lethal laurel
shell fable
#

Bosco should be able to grab apoca blooms, fossils, booloo caps, ebonuts etc etc. Maybe have us able to pick them up from a small “bank” on his back with a max capacity of 5 or something

shell fable
#

Hiveguard weakpoints should have their own individual lock on points for Lok, it’s damn near impossible to hit them otherwise

shell fable
#

Actually hiveguards just need a lot of changes in general, especially for engi

  • Let shredders attack the weakpoints
  • Give it its own individual lock ons for Lok
  • Let bosco target weakpoints
  • Let turrets target weakpoints
  • Fix the bite hitbox, i keep getting killed when i’m off to the side/behind it
maiden patio
#

At the end of the mission, when the mission stats appear, instead of having the "Continue" button that brings everyone to the lobby again, I suggest a "Ready" button, so that people can take a little bit of time to look at the stats instead of ending instantly. This button, when pressed by one person, would then start a timer for say, 30 seconds, for everyone else to ready to go back to the lobby.

errant chasm
#

Lloyd should rock and stone back, like Bosco does!

untold otter
#

Can you please make the OC’s that activate with the reload button(like Snowball) hold to fire on controller. The reload button is also the interact button and I keep accidentally using all my ammo while trying to deposit, pick something up etc.

candid gale
#

when you press the cough button while dancing make the dwarves do the cough dance

lethal laurel
#

Maybe a mode where you can have all of the gear modifications activated at once

ruby epoch
#

Petition to make Thorns perk negate all damage from walking on Thornes wood (The red one that sometimes has shooting spikes, it does NOT negate spikse, only the occasional damage)

bronze monolith
#

add a business suit as a cosmetic PLEASE

clever flare
#

Been suggested to death, but a full seperation of weapon/equipment loadouts and aesthetic loadouts.

I'd love to have a fashion loadout where I have a set pickaxe and selected paint jobs and frameworks for each weapon.

Then I can save weapon, grenade, and perk loadouts in a different terminal.

So I could choose aesthetic save A and switch freely between cryo driller and goo driller and it would just apply the framework and paint choices saved in aesthetic A to the equipment selected by gear loadout 1 or 2

final skiff
#

Adding a new flame turret from drg survivourfor engi would be really nice either by unlocking it as an asignment or it being an overclock for it

karmic ether
#

Need a button to kick a bug in the face. Doesn't need to be of massive impact, but a slight stagger with cooldown/short slowdown. Thank you. Rock n stone. Dont delete my post :(

plain kelp
#

I always found it a little funny that glyphid praetorians are the only bugs to be named after a type of roman soldier. Now, it is unlikely that we are getting any new bugs any time soon (if at all,) however i think it would be neat if we got some bugs with similar naming schemes. Could expand to soldiers from other countries, such as hoplites for ancient greece or faris from ancient arabia. We could possibly rename some bugs but im a little iffy on that. On one hand yeah it would be cool but on the other hand its changing something so longstanding for no other reason then "it would be neat"

shell fable
#

“Diffused Plasma Current”
Breach Overclock (dont take this too seriously i just had a silly idea)

Some tweaks to the dispersion and width in the plasma that R&D have come up with creates a significantly wider projectile and longer projectile life at the cost of raw damage and the ability to pierce as much terrain.

rocknstone Significantly wider projectiles (+1.5)
rocknstone Longer projectile life (+1s)
tothebone Less damage (-200 base)
tothebone Less terrain piercing (Projectile can pass through 5m of terrain total before exploding.)

carmine salmon
#

I want a black hole gun it takes a lot of ammo but leaves a lingering effect that can suck enemy’s in and you can charge it for a bigger black hole that can suck in bigger enemies.

hardy bobcat
#

This, but also the sludge pump

Sludgepump overclock idea:

  • Shoots three blobs at once, in the way a tri jaw shoots their projectiles
  • Has less total tank capacity (magazine size reduced)
  • Slower reload speed
deft owl
#

New Glypid Dreadnought types suggestion (Please rename the Classic Dreadnought since we got so many types now)

Glyphid Carver-Evolved version of the Slasher and Stalker, becomes Glyphid Blademaster if finishes evolving

Glyphid Juggernaut-Glyphid Hiveguard that finished evolving

kill response suggestion to go with killing Glyphid Juggernaut:

I'M the Juggernaut, b*tch! (we say a lot of colorful curses in-game anyway)

hollow prism
#

Make thorns able to trigger vampire when it kills a valid target for such.

shell fable
#

Replace pickaxe power attack AOE upgrade with a stun upgrade (would give 75-100% stun)

fringe plaza
#

Special event spawn- golden mushroom. Only spawns in special events. Triggers voice lines from mushroom and we’re rich, as well as “golden mushroom”. When destroyed, drops 1.5x gold of a golden lootbug. Mission Control loses his shit when it’s pinged. Some extremely funny voice lines await.

dry jasper
#

pls add gambling 😭😭

deft owl
#

Suggesting this one again, but have Mission Control get irritated at first when we spam ping the Tyrant Weed Shards. But he stops himself when he decides that we earned that.

deft owl
#

Please make power attack baseline, but replace the power attack unlock upgrade with an upgrade to AOE damage with it.

neat trellis
#

The radio transmitter upgrade on the Crossbow should become a base feature, and instead be replaced with more ease of use on it (maybe the shot bolts could become more visible, almost like a mini flare?)

north ingot
#

Overclock idea for the flamethrower: Heavy Napalm
Change the flamethrower to fire an arcing projectile similar to the goo gun but in full auto still. Thinner forwards effect but significantly increased damage or heat. (Scaling with which upgrade is chosen) flames sticking to the floor like normal where they land piercing bugs (range stat removed)

untold otter
#

Requesting that all OC's that require pressing the reload button to activate(Snowball, Ice Spear etc.) be changed to hold to activate(like Scorching Tide). Most important for controller because Reload and Interact is the same button. I'm constantly setting off the OC's while trying to deposit, pick up an object, push a button etc. Very janky on controller, please fix.

candid falcon
#

When using a pickaxe to directly hit a bug, a more combat-like animation will play instead of the normal mining one. It would be of slight variation, not too noticable

clever flare
#

Would love it if victory poses were changed so that you could select a list you'd like to randomly select one from as opposed to randomly pulling from all unlocked or one pose. This new system should still be able to achieve the existing functionality through enabling all of them if you'd like truly random, or selecting just one if you'd like to use only that one, but it would let people tune the poses they like/think would be more thematic for their dwarf.

shell fable
#

To add onto that, there should be presets for that that work the exact same way loadouts do

neat trellis
#

Add a "Do not ask again" box to this prompt

ruby epoch
#

S6 rig having MC in a room in space-rig because budget cuts. (Also would be cool to mention it on season briefing) You can knock the door and throw un-drinken beer at. Annoying MC will have a chance of randomly interacting with a space-rig element (new ones, gravity button, etc...)

shell fable
#

“Solidified Sludge”
Sludge Pump OC

After a few safety mechanism removals, R&D installed an ingenious new system that launches a heavily solidified ball of sludge instead of the normal liquid junk with a charged shot. The ball is launched out with such force that it rolls over anything in its path, both crushing bugs and coating them in a layer of lesser-solidified sludge. Regular shots also hit a bit harder as a result of the add-on. The extra mass needed to shoot the projectile means a more costly charged shot, however, and the extra time needed to condense it also means a slower charge time.

rocknstone “Sludge Ball” (Charged shot is now a 1m diameter ball of solidified sludge that crushes bugs underneath it and also coats them with sludge for a short duration, rolling for 10m. It acts similarly to a Shellback if it comes across a wall, meaning it rolls up it for a second before coming back down. It does not leave a trail of sludge, nor does it explode at the end of its lifetime. Can be lit on fire mid-roll)
rocknstone Slightly increased regular shot damage (+6 base)
tothebone Charged shot costs more ammo (+4 base)
tothebone Slower charged shot generation (-15% base)

astral siren
#

Allow changing armor's paint job from equipment -> armor rig

hybrid jolt
#

It would be awesome if there was some “pre game shop” where you could use credits and materials to buy stuff like a BOSCO even when playing with multiple people or a BET-C and maybe even jet boots! It would be sick

dense sedge
#

They should add a feature where you can pet barrage infectors when you stand on their heads

nimble patio
#

Upgrade for Bosco to pick up secondary objectives

fringe plaza
#

FIREBALL

Unstable overclock, for the flamethrower. Changes the firing system into a chargeable fireball, the longer you hold the stronger it becomes. Arcs, exploding when it hits a target or the ground, applying sticky flames.
Quite similar to the sludge pump, simply with fire. However, a lot more range.

faint palm
#

There's normal praetorian, there's opressor which is an armored praetorian that can't spew acid. What about a fast glasscanon-ish praetorian?

  • Basically praetorian that uses his back sack to move faster and is all about melee.
faint palm
#

False hidden gem that nukes you in radioactive exclusion zone if you try to mine it out nice

outer snow
#

Add a new Medic/Stealth class, where you have a limited amount of ammo/health boxes (named medsupply for simplicity) to put down and encourage stealth play by adding bleed status condition to medics weapons and cloaking/disguise. This would be with the intent of forcing the player to choose between caution or pushing to attack. This would further encourage player variety and style/strategy while also keeping things fresh. Possible cloaking or "pheromone disguise" with limited time/uses that you can get refilled only at resupply drop pods, not from your own medsupply. a sidegrade might be at cost of reduced effectiveness, you would be able to cloak/disguise a teammate or teammates in a area around the medic. medsupplies would possibly resupply teammates for 25% and 15% for yourself from any medsupply to further encourage teamplay. Enemies may target the medsupply rather then targeting the player, which may be used as a distraction or encourage a point of defense (pod).

left mirage
#

! - The Mactera Snapdragon has Unbreakable armor on its front. Attack the weakpoint on its back to quickly dispatch it.
! - This mactera has powerful wings, which allows it use its fireball attack while dodging. This leaves it stunned for a short duration afterwards
! - It is recommended for miners to aim directly for its throat with a powerful attack while its charging for a Fiery Sweep, which will stop its current assault and stun it for a short duration if waiting for it to tucker out is not viable.
! - These specific enemies can be indicated by the sound of large flapping wings and the rapid snapping of their beak, similar to a shoebill bird.

Attacks: 1. The Fireball does lower than average direct damage, but deals large amounts of heat damage in a small splash radius that can set dwarves on fire if hit too many times. 2. The Fiery Sweep attack requires a small amount of time to charge, and can be indicated by a large billowing noise and an increased brightness on this mactera. If it isn't interrupted in time, it will sweep a large path out, causing enough heat damage to most likely set any unaware dwarf on fire besides a driller with their armor modification against fire.

Resistances and Health: They have around the same health as a Mactera Goo Bomber, are resistant to heat damage, and are harder to freeze than an average mactera.

hybrid jolt
#

Add a section in the bestiary called “Infector” with Spitball Infector and Barrage Infector. At first this might seem pointless but remember, we have a whole extra section just with Nayaka Trawler.

astral siren
#

"Bulldog" Heavy Revolver
Unstable Overclock: Rock Roulette

  • 2X total ammo
  • After reloading, 3 of the shots will deal 0 damage and 100% fear and the remaining shot deals 3x damage. The shot of triple damage is randomized.
unkempt bone
#

I think there should be an emote wheel on holding V that allows you to use emotes you've unlocked.

left mirage
#

(No, not an overclock idea) The Warthog Auto Shotgun is a very fun weapon, and mechanically speaking its does pretty good damage up close and has realistic range for a video game shotgun. With a few overclocks like Cycle overdrive or Pump action give it a very fun feeling to most, but many agree that it feels like its missing something.

I believe that the Hog doesnt need as much base stat changes as you would normally see talked about, but rather the majority being to its mod tier tree order and some new options.

Some of the things I listed do take inspiration from Pump Action, but dont automatically gift its raw damage, and assuming this was a real change, other such changes would go to the overclocks, which I will not be doing because assumption of change is key.

Base changes that I believe would allow the Warthog to breath: +2 magazine capacity, +14 reserve ammo. 6 is quite small for a weapon such as the hog, and +2 is a fair change. 14 reserve ammo is to balance out the reserve and to deplete how big of a gamble taking something over ammo in the original hog tree was.

Tiers: any changes will be explained next to the new mod or the changed mod. The mod trees order has also been changed, as it forced most builds into the same direction.

Tier 1: Supercharged Feed Mechanism, Overstuffed Mag

Tier 2: Quickfire Ejector, Recoil Dampener, Choke

Tier 3: Expanded ammo bag: +24 to a maximum of 138, Loaded Shells

Tier 4: Flechette Shells: Adds +1 blowthrough to Warthog, Shockwave Shells: +5 shockwave damage within 1.0m length and 0.5m radius (For example the Jury Rigged Boomstick shockwave damage is a radius of 1.5m long and 1.5m radius, source wiki.gg)

Tier 5: Turret Whip, Aggressive Feed Mechanism: +0.5 fire rate. Whenever you kill a creature of medium size or larger, you reload 1 ammo from your reserve into your magazine. (This might seem nonsensical, but many other guns such as the M1000 has faster reload on kill, or the Plasma Carbine having Hot Feet)

astral siren
#

Autocannon Overclock “Carpet Bomber” rework: “Flak Round”

  • Remove direct damage
  • 0.5m proximity fuze
  • AoE damage/area bonus stays the same

The carpet bomber has been greatly overshadowed by Mortar so by giving it proximity fuze it should be easier to use and make it still a relevant pick instead of a downgrade to mortar.
If possible (but unlikely): instead of boosting AoE damage/radius, make the flak round work like IRL flak which spreads shrapnels as the main damage source. It can be something like direct damage x 0.5, shrapnel (pallet) x14 (all direction spread) on proximity fuze detonation so direct damage modifiers are still relevant while making the weapon feeling unique

bronze monolith
#

make dystrum shiny

timber marlin
#

New deepcore 40mm PGL overclock: bombardier

rocknstone hold up to 5 bomblets in the clip at once, then fire them with rapid succession
rocknstone a lot more ammo
tothebone significantly reduced explosion range and damage
tothebone significantly reduced projectile velocity

(Was thinking about adding “tothebone slower reload speed” to the stats, but i think that might be a bit much?)

timber marlin
#

New Brt7 burst fire gun overclock: loose cannon

rocknstone randomly adds 0 to 3 extra bullets to each burst without compromising fire rate

grand echo
#

Would be great to see in the Search games menu the Last selected filter options saved (especially Seasons, difficulties...).
And Search priority for player's Season on top of the games list will be good (if isn't already in the game).

heavy siren
#

having gun audio be a separate slider in settings would be really nice, I'm personally having problems with some of the weapons being too loud and turning sound effects volume down makes everything else to low

quasi cairn
#

add mor'e customisation to the flair (sorry for bad english)

timber marlin
#

What if when you try to electrify an enemy that already has the status, a chain bolt will zap the closest enemy within a range, applying the effect to them instead? Probably not the best idea tho

astral siren
# timber marlin What if when you try to electrify an enemy that already has the status, a chain ...

A wild idea since zap zap got mentioned

As of current implementation electrocution is just another generic debuff that deals DoT and slow, which is boring to say the least.

I think it can have some kind of system very similar to temperature, enemy can accumulate charges (voltage) and gets electrocuted after a certain threshold. Of course, since enemies are technically “grounded”, there is a natural charge dissipation rate and make the area near charged enemy have a small charging rate (similar to how heat would also heat up nearby creatures). However, opposing to heat that would compound stack each other when against a group of enemies, electrocution damage would be reduced due to ground voltage level increased by nearby creatures dissipating charges, making it better against single target.

A few key features hopefully would be sufficient to explain the system

  • Voltage should be allowed to stack indefinitely
  • Electrocution damage per tick scales based on square root of creature voltage vs environment voltage (rapid diminishing return)
  • Voltage discharge rate scale linear to voltage difference between creature and environment (so it soft caps)
  • Lightning mechanism: A creature would emit an aura with radius based on square root of its current voltage. If another creature which is not electrocuted enters this radius (check during electrocution damage tick), a lightning is formed and the charged creature rapidly discharges the voltage into the non-charged creature damaging both creatures in the process
  • Group charged mechanism: similar to the point before, any charged creature within the radius when damage tick is checked, the damage is reduced, as the ground nearby is supposedly already charged making the voltage difference smaller therefore dealing leas damage per tick
austere warren
#

There is certain "hat" cosmetics that aren't really hats like eyepatches or other things that only touches the face or something similar that should either be in the eye brow section do to the fact they remove eye brows anyway or get there own section labeled something like miscellaneous or face

wise oyster
#

Change disconnection protection on ziplines to make it so that you can't be knocked off instead of the weird fall damage resistance like yknow actual disconnection protection

wicked jolt
#

We should be able to wear two hats clipping issues be dammed!

static urchin
#

Subject: Feedback on mission reward scaling — current system feels mathematically unfair at higher difficulties
Hello fellow dwarves and Ghost Ship Games team,
I’ve been analyzing the way credits are rewarded based on mission difficulty, and I’ve noticed something that seems mathematically inconsistent — and potentially unfair — especially for players taking on higher risks.
Currently, the credit payouts for different hazard levels increase linearly, something like this (example values):
Hazard 1 (25%): 906 credits
Hazard 2 (50%): 1062 credits
Hazard 3 (75%): 1219 credits
Hazard 4 (100%): 1375 credits
At first glance this seems balanced, but if you break it down:
The absolute increase is nearly constant (~+156 per level)
The percentage increase actually decreases at each tier (17.2% → 14.8% → 12.8%)
The credits per 1% risk drop significantly as you go up in difficulty (from ~36.2 credits/% at 25% to only 13.75 credits/% at 100%)
This results in lower efficiency the higher you go — even though the difficulty increases sharply, the rewards do not keep up proportionally. This discourages pushing into the more challenging and fun hazard levels.
💡 Suggested improvement
I’d like to propose a simple and fairer alternative:
Each difficulty level increases the reward by +25% of the previous tier’s reward.
Example with the same starting value (906 credits):
Hazard 1: 906
Hazard 2: 1132.5 (+25%)
Hazard 3: 1415.6 (+25%)
Hazard 4: 1769.5 (+25%)
This creates a consistent percentage increase that better reflects the escalating difficulty — especially from Hazard 3 to Hazard 4, which is widely considered a significant jump.
📈 Why it matters
More rewarding for skilled players without being overpowered
Keeps game balance while maintaining risk/reward integrity
Simple to implement: just apply a fixed 25% bonus at each tier
I believe this kind of change would enhance the incentive to play harder missions while keeping the core balance intact.
Rock and stone! 💎⛏️
Thanks for reading.

rough solar
#

It might just be me, but can the guns have a bit more volume to them, or a bit more umph to them. I want my minigun to sound l like an A-10 BRRRRRRRRRRRRRRR! and the revolver to have an echoing boom in the cave. though that's just me. oh and Fat boy to sound like an actual nuke, eardrums and everything.

faint palm
#

Throwable full mug of leaf lovers, "beer" will magically keep in place and can be picked up off floor by some bloody elf or something.

shell fable
#

Buff Tuned Cooler, give it a +3/+4 freeze buff. It would give it more utility and +1 freezing power is pretty much nothing, especially since cold rad already does a lot

long light
#

We should be able to buy custom missions.

However, no minerals can spawn (jadiz, bismor, etc), Gold and Nitra spawn at normal rates. Beer ingredients spawn at normal rates. No Phazyonite. No events can spawn, e.g. machine events, cargo crates, etc. Jetty Boots can still spawn but at half the rate they normally would. Credit and XP gains are at 75% the normal rate (150% XP for Double XP mutator) to combat those that only want to play custom, Dwarves should only just break even by around 500 Credits but should eventually lose out because of promoting one the classes. For those that are in S3 or S4, Harold and meteors cannot spawn, Lithophage Contagion Spikes can spawn as per Lithophage Outbreak. Prospectors cannot spawn, Nemesis can spawn as per the Rival Presence. Crassus cannot spawn, Bulk's can. To unlock custom missions, Dwarves must complete an assignment, same length as the Haz 5 and Haz 5+ assignments. Once unlocked, Dwarves can go to the mission selection terminal and click the button that is next to the Full Server List, it should say "Custom Missions". Custom Missions will count for assignment progress so long as the Cave Length, Complexity and number of Mutators are met. For Mutators, a standard mission could have only Low Oxygen, for the custom mission, it can have any negative mutator like Lithophage Outbreak. If a standard mission only has positive mutators. Negative Mutators can go up to 3x, for example 3x Cave Leech Cluster (might want to bring Hightened Senses for that one), but positive mutators only go to 1, partly because 3x Critical Weakness would make Haz 5+ double bugs WAY too easy. Speaking of which, Haz 5+ can go up to 5. A extra negative mutator can be added but it will not count towards the hazard bonus.

On a separate note, we should be able to sort by mission type in the Full Server List, I hate having to scroll the entire list to find two different matches for my assignment (cuz old missions still count for assignment progress)

thorn shuttle
#

I think it would be cool if there were abandoned (and damaged) platforms/ziplines/tunnels.
For zips, they could look less taut and more wobbly but function the same.

shell fable
#

I think more events in general should have more world building around them

  • Cargo crates having spotlights and an abandoned/broken pod nearby that would’ve sent the crate into orbit had it not been abandoned, all to give a sort of failed “holdout” scene (The way I see it, there were dwarves before you that were planning on sending the crate into orbit with the minerals but failed to do so and instead escaped some other way).
  • Salvage missions having more evidence of dwarves that came before you, like lost mineral bags and platforms and ziplines. Maybe even old burned out flares around the cave too.
  • Omen towers should have bug carcasses/bug blood surrounding the area, their original purpose was to exterminate bugs so..
  • Kursite events should have some more stuff around them, maybe also some yellowish bug blood to indicate a previously failed analysis.
  • Caves with jet boots should have evidence of other dwarf activity in them, cause like.. why would the crate be there if there wasn’t people beforehand. Alternatively, maybe have it placed under a hole/crash landing scene along with other assorted debris to indicate a wrongly ejected cargo pod or something, with the only surviving things being the jet boots.
  • Black boxes should also have some assorted broken equipment around them to indicate, of course, another failed holdout by a previous team.
  • Random popped/hatched dreadnought cocoons would also be neat to see as well. Maybe in salvage missions/missions with random events where there’s evidence of previous teams being present there could be completed season events too (Broken core stone monoliths, opened data deposits, exploded comms routers, etc etc)

None of this would affect gameplay (aside from the mineral bags you’d find on salvage missions), all of it would just be pretty fun world building. Maybe have everything be destructible too (Hitting old zips/spotlights with your pickaxe can break them) just for ease of use.

long light
#

Make an extra mode "Priority Missions" that are Hazard 6. 2 Primary Objectives, 1 Secondary Objective. 2 Negative Mutators. Slim chance for a Positive Mutator. Designed for those that think Haz 5+ Double everything is too easy for them. Reward is stupidly high.

rough iron
#

Add skeletons or bodys on salvage missions, maby with weapons in their hands that are jammed or something.

clever sparrow
#

way to stop mid zipline

finite heron
#

I've had an idea for a while now

Muzzle friers
Unstable overclock for the leadstorm minigun

As you fire, enemies within 4 meters in front of you take 20 blast wave damage for each shot fired. This damage increases with heat gained.

Half all of your ammo
Greatly lowered fire rate
Greatly decreased spin up time

It's like burning hell

Without the fire

urban shard
#

Random chance for drop pod to malfunction. Drop into different mission than expected, same area. Like a deep dive, except mini-mission to get the drop pod back working. Then go into drop pod and go to actual mission. Extra xp and performance points.

timber marlin
#

New heavy autocannon overclock: carapace crusher

rocknstone more direct damage will pass through enemy armor
rocknstone deal bonus damage when destroying a piece of enemy armor
tothebone reduced weakpoint bonus
tothebone less ammo

grim fjord
#

Railgun overclock for sniper would be lit

sturdy onyx
#

+3 loadout slot

tiny bluff
#

More biomes or planets to travel to, and more species of insects

astral siren
#

A way to preview DLC framework/color mixing with owned ones or other DLC cosmetics. I find Neo-Tekya framework works very well with megacorp color but that was a totally unintended side effect cuz I bought it for the megacorp’s framework

shell fable
#

Some sort of refinery/morkite well failsafe that ensures an easier path from the wells to the refineries if you’re a class like scout or gunner. Spending 20-25+ minutes alone trying to build pipes to small crevasses 60 meters above the refinery with no path to them in between ambient swarms and regular swarms is genuinely just.. not fun in the slightest. Especially in biomes like magma core/radioactive exclusion zone with 3 hit terrain. There’s a huge difference between “this is super challenging” annoyance and “this is so fucking tedious and unnecessary” annoyance

tiny robin
#

more beer types

gusty cargo
#

A good idea would be to add a new biome called the sunken reach. The landscape should consist of weathered rock a a lot of plants with the a couple of lakes and rivers. The rivers would cause you to slide in the direction there moving and the lakes you could swim in. A new enemy could be the glyphid diver which would have fin like arms and tentacles coming from its chest. It would behave as a cave leach in a way where if a player got within a certain range of the glyphid diver it would swim toward the player rapidly and grab them. Once it grabs them it would retreat back to its spawn area where it would then slowly kill the player and the only way to stop this would to be a teammate shooting it. Another enemy would be the soakling which would be like a swarmer but it lives in the water releases acid on death. The planet would be abundant with bismor and scarce with magnite. Also a event that can happen should be a flood which makes the water levels rise making it harder to move through the cave.

grim fjord
#

New beer that when in game gives you bulk detonation ability🙏🙏

timber marlin
#

New buff beer that lets dwarves hold about 20 more minerals per pouch?

astral siren
#

Can we get 1 more survival bonus for saving Doretta

shut scarab
#

Can we get molly upgrades like bosco

modest badge
#

Option to sprint by Default and only walk when holding shift (or your assigned sprint button of course).
Would be cool since it's usually just better to sprint instead of walk. Also works like this e.g. in CS2.

unkempt lily
pastel locust
#

rock and stone with 2 or more people draws some of the swarm/redirects aggro

long light
#

I said this earlier but slowmode exists and i forgor to repost. ♻️ me all you want.

We should be able to sort by mission type in the Full Server List, AND by missions that will count towards assignment progress.

astral siren
#

OC idea for Bulldog revolver
Name: Gunslinger
Category: Clean
Effect: improve weakspot damage bonus for 1 second after pulling out the revolver

finite heron
#

Integrate drak's aggressive venting mod into the base upgrade tree, making it a tier 5

To replace the clean overclock, we add in

Denser Battery Core
Increases ammo and fire rate

astral siren
#

LOK-1 Unstable Overclock Idea: Command Unit

  • Press R on a built sentry to link the sentry gun. This disables the auto target searching of the sentry
  • LOK-1 only fires one shot at each target regardless of locks engaged. If there are more than one lock on a target, turret will take over and perform the remaining shots if the target is inside turret’s target searching area.
  • The commanded turret shots will have the combined modifications from both the turret and LOK-1
echo venture
#

***Deep dive additions ***

  1. A new Deep Dive difficulty Deep Dive Extreme played on Hazard 5, with all the Hazard 5+ modifiers more enemies, tougher enemies, increased aggression, and higher player vulnerability
  2. Randomized Deep Dive missions to increase replayability but missions stay in the same biome
  3. After completing a Deep Dive, players can redo it instead of earning Overclocks, they’ll receive 2 Mineral Caches and 1 Blank for completing stage 3 Matrix Core, making repeat runs rewarding and providing a reliable way to earn Blank Matrix Cores without needing to constantly do promotions.
  4. and allow Machine Events to appear in Deep Dives.

think this would be nice to bring up deep dives instead of them being a 1 time thing every week also more overclocks for us so more bugs dead >:)

boreal lake
#

2 new voicelines for when pinging gold vein:

"Cha-ching!"

"Look! More gold to squander on Jetty Boot!"

fathom briar
#

A new mission type that has a unique big boss for every biome and their attacks matching the biome they're from.
And maybe some cosmetics for each biome.

long light
#

Following what xanari has said, add more voice lines for compressed gold (but with a low chance) with stuff like:

"I wonder how many We're rich!'s it'll take to piss off Mission Control today..."

screaming "WE'RE RICH!" (good for catching off guard players)

hollow summit
#

A group of friends and I stream Deep Rock Galactic every year for Extra Life (which we're doing this weekend!!!)

We have a family-friendly channel, and that includes language. While I personally LOVE when the dwarves swear in game (they are dwarves working a hard job, after all), it makes it tricky for us having a family-friendly stream when the dwarves drop some colorful language.

Could having a profanity toggle be a possibility for the lines the dwarves say? Either by disabling certain lines, or even more hilariously, having a censor sound? The censor, of course, would be something in-universe. Maybe replacing every swear with the word "Karl" or beer glass hitting the ground?

formal furnace
#

I would love to see more pink/girly/flowers/feminine options in the cosmetics of this game. I love cosmetics but I don't really care for the style of most of the options. One of my favorite skins is the bubblegum weapon skin for the gunner, I would love to see that available as an armor skin. Also flowers/crystals/rainbows incorporated in the cosmetics, like a flower crown etc.

boreal lake
# boreal lake 2 new voicelines for when pinging gold vein: "Cha-ching!" "Look! More gold t...

More gold voicelines I thought of!: gold
"I don't believe me eyes... more shinies!"
"Gold! The sooner it's mined, the sooner we can spend it on beer!"
"Look, gold! The only reason I work in this cesspit..."
"Ooohhhh, gold! Let's hope it all fits inside molly!"

Some nitra themed ones too: nitra
"Hey, there's nitra over there! But how does we turn this into ammo then?
"Red sparklin' stuff over there, mine it!"

Plagueheart themed ones when picking it up: rock
"Don't try this at home!"
"Agh, I hope I don't have any tentacles by the end of this"
"Ew, fleshy bits on a rock! Just wrong"
"It's not a rock, or a stone... what is it? Edible?"
"Safety equipment? Purely optional! Health risks? Unavoidable!"

When stepping on fire vent: 🔥
"Mhmmmm, something good's cooking. Ah shite, it's me!"
"Help! Help! It burns!"

When petting steeve: steevenolikey
"My buggy boy, hello steeve!"
"What has 8 legs and likes cuddles? Steeve!"
"No biteseys steeve, that's a good bug!"
"Aww, for a 5 ton space terror you're pretty cute!"

When Hacking a patrol bot: caretaker
"I'm the one, I'm the one!" (matrix reference to "he is the one!")
"Clickity clack, and it's done! Yeah!"
"Who'dve thought mining fingers would make good hacksing-fingers!?"

GSG hire me at this point

long light
#

i just saw this in #deep-dive-discussion

Prevent a deep dive from starting when multiple classes are present to enforce one of every class

Thanks to @hollow prism for the proper wording rocknstone

faint palm
#

Being able to see if the mission is starting or ending or just show the progress of the mission in some way, it always sucks when you join in and immideately get kicked out because mission is starting or ending.
Also maybe giving ability to play a game even if host randomly quits the game, it always sucks ass to be interrupted like that.

hollow prism
#

Several voice line ideas for pinging gold:

"Gooold! But where's the silver?" (reference to Yukon Cornelius from Rudolph the Red-Nosed Reindeer)
"I spy with my golden eye some riches in the wall!" (reference to GoldenEye)
"Look! There's beer money in the wall!"

hallow widget
#

balanced Overclock: SESH.

Jury-rigged Boomstick.

perky animation change! you hold it with one hand and reload it like the bull dog.

rocknstone high chance of breaking armor and slightly higher stun chance.

tothebone much higher recoil.

"due to our new Semi-Explosive round being so much easier to use, many of our scouts seem to think using it with one hand won't break their arms. please, don't use it one handed." -management to a scout that will absolutely use it one handed.

astral siren
#

LOK-1 tier 3 mod SMRT Targeting Software suggesion:
allow holding R to change targeting modes:

  • Breadth First Search: current SMRT behavior
  • Depth First Search: prioritize getting 3 locks on a target before moving on to locking next
  • Disable SMRT targeting
hollow prism
#

Unstable OC for Idea for the Jury Rigged Boomstick: Shockwave Shells

Instead of firing pellets, the weapon now produces a potent conical explosion that is fairly long and wide (width increases somewhat to moderately as distance increases) but with somewhat limited range of 8-12m (reduced strength damage falloff starting past 3-4m is fine) and somewhat less ammo capacity and reload speed.

Would be quite potent vs groups of medium health enemies, but also risks (some) friendly fire if not careful and is less capable vs more durable enemies.

I am mentioning that an unfortunate byproduct effect of converting the weapon to area damage means that it sadly can't benefit from frozen targets (despite my desires for such to have reduced benefit vs frozen targets instead of none), so being able to reliably clear a patrol of grunts with somewhat reduced ammo is a fair trade for not being able to obliterate frozen Praetorians and Oppressors with the regular buckshot.

shell fable
#

Alternate reload animations would be cool. Like there being a small chance for scout to reload his boomstick through the front if the barrel or gunner reloading his bulldog with each bullet individually really fast

finite heron
#

Overclock idea for the Sludge pump

Unstable
Jetstream nozzle

Completely disables all charged attacks
Grants a lot of ammo
x2 mag size
Holding down the button grants full auto firing of regular shots
Increased projectile velocity

Greatly decreased puddle lifetime
Greatly decreased dot duration

Thanks to a swapping of the frontal nozzle, better pressure tanks, and some tweaking of the sludge mix, the sludge pump has been granted fully automatic firing at the cost of decreased sludge efficiency to prevent the weapon melting in your hands.

short pewter
#

New game mode idea: Possible future season??

To take the game to a completely different environment a new mission type:
On the surface of Hoxxes an entire Space Rig has fallen from orbit due to an unknown cause. Miners are required to deploy underneath the surface and dig UPWARDS towards the Space Rig gathering data modules to determine the location of a hull breach to gain entry.

Once located the miners use a machine called the “Chasm Crawler” or ‘Crawly’ to ascend a large chasm to reach the hull breach.
Once inside the crashed Space Rig the miners will work there way around the wreck to gather data on the Rigs last moments which require them to hack into the mainframe and scoop up the info, all the while getting attacked by malfunctioning defences. Once collected the miners will make their way out and run back to the Crawler where it will swiftly descend back down to the stable tunnels beneath so the crew can retreat to the drop pod.

drifting patrol
#

Engineer community is once again asking for an ability to pat our turrets engimote

light mortar
#

I keep deleting my message because of being nervous of bad feedback. What i ask is isn't an neccesary request but it would be so much fun if happened: An overclock for thunderhead heavy autocannon that turns it into an shotgun, i am aware that gunner aleady has an shotgun overclock (salvo for hurricane). But the idea of gunners autogun being an giant autoshotgun sounds so cool.

opal flower
#

I wanted to make a two part suggestion, so sorry if it's kind of long.

Improving the Rock Pod's OCs
Specifically improving the Rocket Barrage and reworking the Mine Layer one.

I've been trying to grind the weapon color schemes for the rocket pod and I really find it to be incredibly underpowered, or it certainly feels like it.

I just feel like with how weak the rockets are and how ridiculously quick it goes through ammo, the Rocket Barrage OC feels in desperate need of a proper buff.

And I think the devs should just rework the Mine Layer or whatever it's called OC to something more useful, as I have never seen anyone use it.

I think it should be reworked into a "Homing Barrage" OC that works like the lock on system for the smart rifle, but it shoots out 9 homing missiles.

A possible future GSG and Arrowhead Collaboration
Now just calm down guys, I'm suggesting something I thought would be cool. It's not a big deal.

While I know it's not entirely DRG related, I just think it'd be cool if the GSG devs came together and worked together with devs over at Arrowhead, as I think if they properly worked together, they could potentially give us a even better co-op game than either DRG or Helldivers 2.

I just think that such a collaboration between two such great dev teams could bring about something truly awesome.

If anyone would want to discuss such a topic, just @ me in the suggestion-discussion channel.

tribal chasm
#

A roaming (optional) Bagworm (moth) dreadnought. It gains different resistances and attacks based what it picks up from the environment to form it's cocoon. When it's stomach is full or five minutes after the mission starts it will enter it's metamorphosis phase on the nearest ceiling. When disturbed in this state it will turn into a flying form to attack with clouds of gas. In both forms it can throw pieces of it's armor at players.

shell fable
#

“Red Sugar Bolts”
Boltshark Overclock

Fitted with a vial of red sugar and regenerative bug blood compound, these new bolts have the ability to heal your fellow dwarves as long as you stick them with it! Thankfully, it doesn’t heal any bugs other than Steeve. R&D still doesn’t know why that happens. As a result of the specially made injection points, they do significantly less damage and the extra weight means you can’t carry as many. Unfortunately, they fly slower as well and take significantly longer to reload.

rocknstone “Red Sugar Bolts” (Heal teammates and tamed bugs 40hp when shot, teammate health is showed above their heads when hovering your crosshair above them.)
tothebone Significantly less damage (Bodkin Point levels of damage)
tothebone Significantly less ammo (7 total shots without the ammo upgrade, 9 with)
tothebone Slower reload (+1.2s) and bolt velocity (-30%)

perky Only affects regular bolts. Special bolts act as normal with no up/downsides to them.

hollow prism
#

Please allow spacebar to count as a button for "press any key" of the initial load screen.

long light
#

Allow the Fat Boy OC to be able to completely and utterly obliterate ebonite glyphids. The kinetic force from the fat boy would kill the ebonite glyphid/s, not the nuclear fallout to a certain extent. They can also take a smaller amount of radiation damage because of the different types of radiation waves piercing different mediums.

short pewter
#

Can we have a rubber duck in the drop pod? 🦆

astral siren
#

Sludge Pump OC idea: Lure Compound
Category: Clean
rocknstone Enemies prefer pathing through goo puddles

Implementation: significantly reduced pathing cost for puddles covered area (polar opposite of platform repellant mod)

astral siren
#

Automated Beam Controller buff idea: Discharge rate reduced to 4/sec if the beam fails to register damage, and resumes to normal discharge rate once the beam hits something again

finite heron
#

Overclock idea for the Experimental Plasma Charger

Unstable
Prism splitter

Charged shots are replaced with a shotgun blast of normal shots. The amount of shots fired increases will increase depending on the amount of time charging
(Charged mode still gains damage from the charged shot damage mods though it could also be changed to scale with normal shot damage mods)

Downsides
Greatly increased charge time (works in the favor of the mod as that means more shots fired depending on how long you charge it)
Overheats upon firing a charged shot

astral siren
#

You should be able to identify engi platform’s mod by color
For example

  • Base: green
  • Plastcrete MKII: yellow
  • Repellant + mkII: red
  • Repellant but no mkIi: blue
last pasture
#

minor addition to boomstick's double barrel overclock:
press reload when the clip is full to toggle between single and burst fire mode. in single mode you can fire the barrels individually, and in burst mode it fires both barrels at once

lament wave
#

Idea for Snowball OC:

Maybe left something like crystal nucleation effect were the ball impact in terrain, but shorter duration in the ground.

pallid fjord
#

new warning: Faulty Technologies

Due to some problems at DRG, you will have to wait for the timer to run out to get back into orbit, remember to get in before it reaches 0!

shell fable
#

For the love of god please fix praetorian vomit hitboxes, i shouldn’t be getting hit through walls and solid fucking objects

echo venture
#

What if the thunderhead or hurricane got a oc where it removes all aoe damage but when the bullets makes contact in leaves a gas cloud that damages enemies in the area like a praetorion gas cloud

drifting patrol
#

An ability to hook your pickaxe on terrain while falling to slow or stop your fall

lyric coral
#

For April fool's, introduce a SUPER SPECIAL SECRET UPDATE to the space rig. The update is... cleanup. "Well, at least I saw this coming. Management finally caught on to the state of the rig, and demand you clean up your various messes posthaste! We've supplied you modified cleansing equipment to facilitate the process, as it's what you're... most comfortable with. Get to work, and for the love of god, stop spraying driller with the foam..."

A special mission type that takes place inside the space rig. All your equipment has been replaced with the lithofoamer as the primary and lithovac as the secondary. Aside from the usual cosmetic junk, there's unidentifiable splotches everywhere that have to be foamed and vacuumed like normal. The junk too big to vacuumed up has to be deposited into the launch tube for dispersal or the barrel hoop for incineration. DOTTY WILL NEVER APPEAR AS JUNK.

The reward for everyone who actually decides to do this? The ability to swap between a 'clean' and 'old reliable' rig as the host, as well as some stats on the event.

astral siren
#

A toggle to auto set your season to host’s season when joining public games so you are more likely to gain progression toward all seasons

dense swift
#

While wandering on r/DeepRockGalactic, I saw a pretty sad post featuring a cartoon about a Steeve glyphid left behind after the mission. In the comment section, somebody answered the following text:

*"There was a post I saw a while back where someone suggested a very rare event that can occur during a glyphid swarm.

Mission Control goes “Team, we’ve got another swarm on its way. We’ve never seen something like this before… buckle up.”

Dozens of glyphids burst out of the ground, but they’re all Steeves and start fighting the first swarm. Once the hostile swarm is cleared all the Steeves start doing their glyphid cheers before burrowing back into the ground. The Steeves we leave behind aren’t abandoned, they find their brothers and continue the fight for their true comrades, the Dwarves."*

Now, it has probably been suggested already, who knows. And I do not know how hard it would be to implement in the game, but for the love of Karl it would be such a soul-hug to have that in the game. That may sound silly, but I'm often reluctant about playing the Steeve perk because I grow attached to him and leaving Hoxxes once the job is done is always quite bittersweet.

However, if that's too complicated, how about adding something in the Hall of Fame, once you have tamed a glyphid for the first time ? It could be a statue honouring his bravery, but on a more positive note, picture this:

Once you have finished a first mission with Steeve surviving, the Hall of Fame or Medbay could have a simple screen featuring a portrait of Steeve along with a small map and a red dot. Upon interacting with it, MC would tell us that according to the data received from the tracker placed on Steeve during the mission, he's doing alright.

The Steeve event may be a task that would require time and resources that the devs could want to invest elsewhere, so the small tracking screen in the space rig would be a much smaller, less impacting, yet very heartful addition to the game.

river dock
#

my suggestion is for the extraction drop pod to heal you for 1 health if you enter it with 0 health while under the effects of iron will (or some similar workaround for the problem I'm mentioning below)

this is solely meant to stop the situation where your entire team goes down on the way back to the pod, but you're next to the drop pod, ready to be extracted, you iron will into the pod, and then... the pod doesn't leave, you run out of iron will and die in the pod, and then you realize one of your teammates a mile away from the pod also has iron will, which prevented you from leaving - this way, once your iron will runs out, you'll still be alive in the pod, just with not enough health to leave it, and you aren't punished for your teammates not having ran out of iron will

currently you need to make sure all your teammates activate their iron wills and then die before you can activate yours to enter the drop pod, which is a weird-feeling workaround and can be hard to coordinate in the ten second window you have to activate IW before losing the mission (especially for console/controller players, who don't have text chat)

otherwise you can actually lose your run entirely because you didn't burn all your iron wills before the end of the mission, which is pretty strange

fallow oasis
#

**Steeve Rework **

Idea:
The ability to “release” Steeve and let him burrow back into the ground to reunite with his pack. This way, we could release Steeve at the end of a mission instead of leaving him wandering alone.

Implementation:
Hold the interact button (E) on a tamed Steeve - this would make him do a small salute gesture (similar to Bosco’s) and let him burrow back into the ground.

primal holly
#

Perk idea “One more” gives you one ammo for your terrain traversal tool allowing you to have one more use of them ( would work on scouts flare gun instead) because I often find myself in situations where need one more zip line or one more platform or one more fuel on my drills

opaque silo
#

add a new beer that makes you walk wrong. it is made of 3 starch nuts becausen i have too many of those.

astral siren
#

Stubby OC: Coulomb Bullets
Category: Unstable
rocknstone If bullet hits an electrocuted target and successfully re-electrocute the target, the bullet ricochets. There is no limit to how many times this can happen but a bullet is unable to re-hit the same target
rocknstone Side effect: T5B electric arc induced electrocution can proc the ricochet effect and deal full bullet damage if it attempts to electrocute a target that is already electrocuted, causing bullets getting generated out of thin air. The damage potential is restricted by the “cannot re-hit same target” rule to prevent infinite arc bouncing
tothebone Reduced damage
tothebone Reduced rate of fire
tothebone Significantly reduced mag size and/or total ammo

finite heron
#

New passive perk idea!

Grenadier
Increase grenade capacity by
1 (level 1) - 2 (level 2) - 4 (level 3)

Grants passive grenade regeneration up to 1 (level 1) - 2 (level 3)
Regeneration timer
Once every 2 minutes (level 1) - 1:30 minutes (level 2) - 1 minute (level 3)

hard mica
#

Sludge Pump OC:
Radioactive Goop
rocknstone goo blobs and puddles do extra radioactive damage aoe
rocknstone goo glows in the dark and illuminates surroundings
tothebone Less ammo
tothebone Lower "magazine" size

astral siren
#

Passive perk: we’re rich!

Highlights buried object or important object (such as cargo crate / helmet) in 20/30/40/50m

upper turtle
#

A buff for the collete wave cooker

peak scaffold
#

add new missions either in general or exclusive to certain areas. Like drilling an ice core in the Glacial Strata, filling up a tank of lava in the Magma Core, Planting plants in the Dense Biozone etc, etc. Could also add new areas to the map, an idea is the Ionised Fields where there are miniature thunderstorms and electrifying rocks

near glacier
#

more dynamic voice lines. for me it's pretty annoying hearing "got it right between the eyes!" when using a flamethrower

astral siren
#

Corrosive Sludge Pump mechanism upgrade

It always feels weird to me that goo puddles only interact with fire but not ice. I suggest allowing goo puddles to be supercooled (https://en.wikipedia.org/wiki/Supercooling) after taken enough cold damage. Supercooled puddle will crystallize on the first enemy that touches it, consuming the puddle and apply the corrosion effect (same as a direct hit from goo) while also applying moderate cold damage.

finite heron
#

Overclock idea for the corrosive sludge pump

Bouncy Buddy Solution - balanced
rocknstone Allows the goo that you fire to bounce you and your fellow dwarves

tothebone massive decrease to physical impact against bugs

median karma
#

I have one major complaint with the game and its pretty simple it just does a bad job at showing off progression .I'm kind of dyslexic so heres what I think needs a change
For the upgrade station I think it would be awesome if the weapons around the station changed in tandem with our weapons.
And the cabin just in general

clever sparrow
#

Sludge Pump overclock: Glyphid Toothpaste
Makes your goo behave similarly to real life 'elephant's toothpaste' that causes it to rapidly expand as soon as it comes out of the barrel. The reaction that causes this is exothermic meaning it generates excess heat and is very hot to the touch. The foamy substance also covers a much larger area, but is comparatively much easier to move through.
rocknstone Generates some heat meaning enough foam can ignite an enemy
rocknstone Foam covers a much larger area of ground
tothebone Foam is much easier to move through than sludge, so it slows down bugs less
tothebone Less ammo capacity because Foam is less dense

fringe plaza
#

Mission Control only beer- by doing a new mini game, you can hack Lloyd, and get him to give you THE GOOD STUFF, usually barred from employees altogether apart from Mission Control. If successful, Mission Control freaking tweaks out on how they are willing to put all this effort into beer, yet are so inadequate in the caves.

opal flower
#

Reworking some of the OCs
I hate to sound like a bit of a broken record, but after looking at many of the OCs and gear modifications in the game, I find it incredibly annoying that far too many of the OCs for weapons feel pretty underwhelming.

And just know that I say this out of a love for the game and a desire to see it be made as good as it can possibly get. And I'll just use the Auto Cannon OCs as the example of how they could improve OCs in general.

Composite Drums: Can go unchanged, as it's only an ammo OC.
Mortar Rounds: Mostly unchanged, maybe getting a slight buff to ammo and magazine size.
Big Bertha: Reworked to be the opposite of the Mortar Rounds, with very high direct damage and armor breaking, but with very little if any AoE damage.
Neurotoxin Payload: Reworked to actually be gas rounds that can create clouds of toxic gas that linger and kill enemies with DoT damage.
Carpet Bomber: Buffed to be the more basic but still effective AoE OC, but without any major penalties aside from less direct damage.
Combat Mobility: It could maybe use a nice proper passive speed buff or something to make repositioning oneself easier to do.
Splintering Shells: This OC should be reworked into something different all together, since there are two other OCs that do the AoE damage far better. Maybe "Incendiary Rounds" or something.

That's just how they could improve the auto cannon OCs, but I know they could do more with other ones as well.

echo venture
#

it would be cool to be able to forge blank matrix core the cost could be 5K-10K gold, and 40 of each mineral

pulsar goblet
#

This idea just came to me in a dream: an anomaly mutator, that is basically an equivalent of modded's extra objectives, random events and minerals.

The principle is as follows: One mission on the mission terminal CAN get this anomaly mutator and get 2 mission objectives, simmilar to a single deep dive mission, an increased chance of random events, like jet boots, bittergems and machine events and a chance to have any of the 6 minerals in it. The mission with this modifier has a chance to feature enemies from biomes, that do not belong here (Sandshark in biomes other than Sandblasted corridors, radioactive exploders on non-radioactive-exclusion-zone biomes)

I think of this modifier as a sort of "Bean Bonus Room" from Harry Potter games: There's a lot of all kinds of rewards here, if you get a chance to visit it.

The chance of this anomaly apearing can be made smaller than the rest, the unbelonging minnerals can be made rarer than the main biome minerals.

astral siren
# opal flower **Reworking some of the OCs** I hate to sound like a bit of a broken record, but...

Autocannon is fundamentally flawed as it’s trying to do everything and excels at nothing; Most builds push a weapon to one side of the extreme and make the other weapon or other means to cover the other extreme. The inaccuracy of autocannon means it’s designed to do area saturation damage, but its aoe is comically small and most of its damage got assigned to direct.

To fix this, I think autocannon itself needs a rework. The appearance of autocannon always reminds me of bofors 40mm so we can start from there:

  • Default autocannon should have 0 direct damage, big area damage but extremely low max damage radius while having a large total radius to simulate a flak round
  • Proximity fuze by default: make it similar to wave cooker that have a cylinder extended from the gun and detonate the bullet at first contact (remains hitscan)

Overclock changes

  • Splintering Shell (Clean -> Unstable): Instead of radial AoE, the damage area becomes a cone / half sphere with significantly increased radius
  • Carpet Bomber: increased spread, increased AoE and increased proximity range with randomly added fuse delay (no longer always exploding as soon as possible)
  • Combat Mobility: Maybe add a small grace period before the weapon resets the RoF (note: this also retains the T5C effect)
  • Big Bertha: blowthrough enemy that got killed by it
  • NTP: loses proximity fuze/ chance of applying neurotoxin decrease over range like damage does
slim eagle
#

please for the love of god make an oc for the crossbow where it shoots a giant harpoon i need to harpoon the crassus bulk

drifting patrol
#

Show us the "slow but tough" mum the dwarves mention after taking down an Oppressor.

timber marlin
#

add a toggle to most cosmetic helmets to turn the face shield glow on/off. not sure if i'm the only one, but i really love it when helmets interact with armor paint jobs to glow. wish there was more of that.

median karma
#

i think the having some type of trophy room would be aswome because all good dwarves have some type of trophy room also i can only talke in suggestions chat for some reason

velvet forge
#

You should make split-screen multiplayer

opal flower
#

Color Scheme Variation
I would personally like to see the color schemes be allowed to be more varied between the classes, because as much as some color schemes work well for one class, they don't always work as well with others.

daring cape
#

Hire a mini Bosco to forge OC. (1 per mission) I have a lot of OC that need forging but the time it takes just repels me from doing it.

deft lantern
#

Grenade concept: "Maligned Cocktail"
Chucks a bottle of Leaf Lover's Special that Fears bugs in the resulting spray. An act of protest with unexpected, yet vindicating, results.

shell fable
#

“Angel System”
EPC Overclock

Using a never-before seen energy transfer system, R&D completely reworked the firing and plasma systems for the Experimental Plasma Charger. Charged shots now act as “hubs” for your regular shots. When hit with a regular projectile, your charged shots transfer a percentage of their energy to it while directing it towards the nearest enemy, dealing more direct damage. That being said, the charged projectiles move extremely slow and do not explode on impact anymore. Furthermore, the Thin Containment Field upgrade no longer works as intended, instead giving you an increased number of regular shot deflections.

rocknstone “Angel System” (Extremely slow moving charged projectile. Similar to base TCF, shooting the projectile with regular shots interacts with it. The shots deflect into a nearby target, dealing significantly increased damage (2.33x). A maximum of 6 shots can be hit by the charged projectile before it disappears. Burning Nightmare still works exactly the same, Plasma Splash damage scales with the damage buff, and TCF provides you with 8 shots rather than 6.)
tothebone More costly charged shot (+2)
tothebone Increased charged shot heat generation (Instant overheat after shooting a charged shot) and longer overheat duration (+.1.2s)
tothebone Significantly slower charged projectile that does not explode on impact

upper turtle
#

I have an idea for an OC for the flamethrower it would be called holy fire

rocknstone it makes the fire blue
tothebone it doubles fuel consumption
rocknstone double damage
rocknstone sets enemies on fire instantly
tothebone the fire can hurt you twice as much as it hurts the enemies

opaque silo
#

do we take cosmetic suggestions? i thought of a few.

  • a beard that looked like a second mustache. half of it gies left and the other goes right, in a V-shape.
  • a pickaxe (or at least the head) themed around those rival shredder things. if they're going to kill us, the least they could do is let us use their parts.
  • is there a santa beard? i think there should be a santa beard.
  • a helmet that you wear backwards, for the cool dwarves.
  • bosco framework to give him a little helmet and a beard, so he doesn't feel left out.
astral siren
#

Sludge pump: High Surface Tension Mixture
Unstable
rocknstone If corrosion effect kills the enemy, the enemy drops a goo fragment which the size scale with remaining time of the corrosion effect
rocknstone shooting goo at a corroded enemy increases the remaining time of corrosion effect and can stack indefinitely as long as you have ammo to do so
rocknstone charged shot corrosion time and puddle time is significantly increased
rocknstone puddle size scale with remaining time of the puddle
tothebone charged shot no longer split into fragments

I just want to see comically big goo puddle

Interaction with non-high tension corrosion: damage doesn’t stack, timers are separated.

quasi cairn
#

an overclock or option to the flair gun: "LADAR". rocknstone make a verry clair "scan" of the exposed cave and stay a long time (would be usefull fo big and and vertical cave) .tothebone But do not expose the enemy (stil need the normal flair).

knotty knoll
#

Please re-add the ability to change classes at the loading screen by hitting Q and E.

jagged flare
#

i would like if i can use the map wile the hud is deactivated. it gets annoying having to constantly switch especially wile tunneling with driller.

umbral solstice
#

Make fossils as bright as ebonuts

dull path
#

If we cant get a Halloween beer, can we get free Blacklock?

finite heron
#

Drak-25 overclock idea

Splash Barrel
Unstable

By widening the barrel and sticking a secondary plasma spooler in the receiver, it can now fire large and very splashy shots. However this also guts the fire rate, only allowing a few every second other than the blistering fire rate you scouts are probably used to. That and these shots heat up the gun pretty quickly, leaving to only getting a few dozen shots out before having to let the gun cool off.

rocknstone massively increased splash damage and radius (X4 increase)
tothebone fire rate is massively decreased (half fire rate)
tothebone drastically more heat per shot

honest valley
#

I'm suddenly reminded of an easter egg in that old game Zoo Tycoon 2, where if you spin the globe a few times while in the map selection, theres audio of people screaming like it's the end of the world // What if when you obnoxiously spin your dwarf in the shop, equipment station, or the wardrobe, theres some kind of animation? Perhaps he gets dizzy, or there's an accompanying voice line?

dry lion
#

three in a row style game but with drg minerals🤔

quasi cairn
#

a the witcher"gwent" type card game

#

make the dwarf die when you jump in to the drop pod reactor in the loby

drifting patrol
#

Make Steve-owning dwarves yell their goodbyes to Steve when the droppod departs

shell fable
#

“Communications Disruption” modifier that gives +50% xp

Rival Communications Routers in the area have caused mass interference between you and the Space Rig. Be advised that resupply pods will not always land in their intended location and swarms may go undetected.

tothebone Resupplies don’t always land at beacons.
tothebone Mission control no longer announces swarms until they’ve already started.
tothebone Mission control no longer announces mission objectives being completed.
tothebone Objects/creatures marked by the laser pointer stay highlighted for less time.

perky Anything else mission control says is very choppy and glitched, though still decipherable.

opaque silo
#

"What?" Modifier

You don't know until you try it! Feeling lucky?

tothebone Any combination of Warning and Anomaly is chosen, then hidden from you. Like with the Secret Secondary, you'll only find out once you're already dealing with it.
rocknstone An extra 50% XP will be earned upon completion.

solid garnet
#

hurricane OC that turns it into a sort of LOK1 lock-on weapon would be sick, i had a dream about this

shell fable
# solid garnet hurricane OC that turns it into a sort of LOK1 lock-on weapon would be sick, i h...

“Lock-On Module”
Hurricane OC
-# i too like this guy’s idea

Taking inspiration from Engineer’s Lok-1 Smart Gun, each individual missile is fitted with a heat-seeking device that automatically hones in on locked on targets. The added precision of artificial intelligence means that they hit weakpoints nearly every time, however the weight and extra space needed in the missiles means you carry less and they don’t hit nearly has hard.

rocknstone “Lock-On Module” (Acts similarly to the Lok, targets can be locked onto by holding down the fire button rather than auto-firing missiles. The fire rate upgrade instead acts as a lock-on rate improvement. Each enemy can be locked onto a max of 6 times, and every lock-on past 3 ignores armor and always hits weakpoints as long as there is any section of it broken off. This only really applies to Lacerators/Arbalests. Missiles avoid terrain to a simplistic degree, however they can’t just completely auto-curve around pillars and other large obstacles, as they lose their lock on once they face more than 50 degrees away from their target and instead lose all tracking ability once that limit is passed.)
rocknstone Increased missile maneuverability (+30% turn rate)
tothebone Reduced magazine (-33%) and ammo (-30%) capacity.
tothebone Reduced direct and area damage (-15% for both)

fringe plaza
#

Idea- trophy hall.
Idea is simple- displays random achievements you’ve done. A bit of morkite for 50 morkite missions, a dreadnought tooth for 10 eliminations, etc.
The good part- super silly achievements. We have the ones already in the game, yes. But here’s a few ideas.
Riches untold- say “we’re rich” 3564 times.
“It’s his affinity for mushrooms. They’ve addled his brain.”(hobbit Refrence). Say mushroom 5673 times.
College fund gone- spend 5000 on the arcade game.
Drunkard- drink 1000 beers.
Bane of management- spend three hours overall dancing.
I walk the lonely road, the only one that I have ever known- complete ten missions solo, no bosco.

It could also be a community thing- vote on the next silly achievements.

finite heron
#

Overclock idea for the Stubby smg
(I noticed that the Stubby doesn't have a damage increasing overclock)
Obelisk Rounds
Unstable

By strengthening the internals and making the gun shoot heavier and more penetrating rounds, you get a handheld semi-automatic cannon. By replacing the rounds with duterium-tipped drill rounds, you get bullets that not only deal incredible damage, but also deal greater damage to armor. So much damage that it ignores the plates! However, ammo takes a massive hit and so does fire rate and mag size.

rocknstone massively increased damage and shots ignore armor
tothebone massive decrease in ammo and mag size
tothebone the gun is now semi automatic

opaque silo
#

a slider to increase text size cuz my dad is having a hard time reading it

tight sedge
#

Allow us to click on a player's name on chat to have a button to add them on steam

vale gazelle
#

My biggest desire, is to have it so you can personally choose what holiday theme (if any) you want your station to have

astral siren
#

Make Goo Bomber Special overclock have its fragment from charged shots have infinite blowthrough so it can consistently form a line of puddles

junior escarp
#

EPC Thin Containment Field Tweaking Proposal

The damage and area of Thin Containment Field should scale based on the charged shot’s damage and explosion radius. This change would introduce more build variety for TCF and lead to better overall balance. It would also make T1C, T4A, and T4C more viable options, as well as provide a buff to the Overcharger overclock.
Right now, TCF is overtuned and has become the default best choice for the Driller’s secondary. It could use some adjustments to bring it in line with other options.

junior escarp
#

Disabled Inertia Inhibitor toggle

DII for platform gun and PGL should be a seperate switch instead of upgrade. For PGL it only exist only RJ250 OC and even then it is not a really good option.
For platform gun it competes with good crowd control option or ammo.

shut scarab
#

We need to have pet loot bug on the rig simple.

twilit cobalt
#

Tunnel Rat beer should make a squeaking noise as you drink it

opaque silo
#

here's an idea, certain combinations of mission effects could add extra effects, for a little extra challenge

warm igloo
#

It would be really nice to have a way to turn the lights off in the equipment terminal (and pickaxe terminal) so you can see what the glowing parts of your equipment will look like in the caves rather than having to que into a match to check for sure
A lot of lights show up as white on the equipment terminal but have a different color in matches

silk citrus
#

I think there should be food you can buy at the bar but instead of it giving you a full run perk, you get a temporary perk but you are able to eat it anytime in a run

drifting patrol
#

Third last tier upgrade option for the engineer's turret:

  • Turret is thrown like a grenade;
  • Turret assembles itself;
  • For it to start deploying, it has to hit a valid surface, so it will bounce off walls/ceiling. As a failsafe, it returns if it fails to deploy in X seconds.

If other options provide more damage over limited angle or focused fire over a larger radius, this option allows turrets to be used as a quick fire support if caught off guard or on the move, similar to Shredder Swarm.
Also it would allow the engineer to deploy turrets on platforms higher on the walls if they are used for zone defense or as a quick support for dwarves in the cave below.

versed radish
#

Giant mech suit mission + Glyph Kaiju

heavy sparrow
#

It might be too late for this to happen, but I really think you should try to get Fern Brady to voice one of the dwarves. I would love to hear her various takes on 'oh, no!' when she see something trying to kill her.

merry cloak
#

Make it so you can change controls for specific actions such as activating perks like berserker. Also make repairing and riding a pipe separate keybinds so they can be rebound.

cosmic tree
#

Add the ability to enable activation event/droppod/ect by voting/host consent. It's really annoying when the greenbeard scout activates Dorettа when you're digging to omoron.

alpine reef
#

can you add a setting to make see through bugs and such more visable. cuz even with the fire effect from one certain monster i cannot see and and kept dying. i am aware it may be a skill issue from me but i thought id share the idea of a setting to make it more see-able

slender tendon
#

Can you add a backwards Cap so I can make my dwarf Fred Durst?

deft owl
#

Tracking Beacon

Basing this off of the Monster Hunter paintballs, a tracking beacon will help us track whichever enemy is marked by it. Only one can be marked at a time, but it can let us see the marked enemy like we can see our allies when holding up the pointer. Don't know which class it can fit best just yet. But it could help keep track of Hoarders, Detonators, Dreadnoughts, and Nemesis if we need to.

drifting patrol
#

Make glyphid constantly attack Doretta when she lands to prevent the team exploring the caves ahead without it.

pale wave
#

Bumping this request for visibility since it's been 2+ years now since someone else made it!

The only mod that exists to allow you to move the UI/HUD elements closer to the center of an ultrawide monitor isn't no longer being updated and it doesn't work properly.

If Cyberpunk can incorporate this into their UI, I'd imagine DRG surely can! rocknstone

livid urchin
#

Just a little suggestion - pet lootbug on the space rig. It can be tamagochi-like activity for the players to feed their lootbugs the bits of minerals, make them wear hats, buy them funny beds (like for cats or dogs) and other cosmetics. Maybe even have little bonuses like from beer if the player treats their lootbug extra nice

shell fable
#

MCAO should totally electrify Molly and make her act as an extra electrical node, i think it would be funny

wicked jolt
#

I always found it a bit strange that engineer had poison immunity as the armour upgrade so what if we replaced that with a REPAIR speed boost(not CONSTRUCTION speed boost). This means engineer would repair clawtracks, pipes, drilldozer and mini mules faster but would not build pipes and sentry’s faster(as a side effect this means they would repair cargo crates faster)

upper ocean
#

It's ridiculous that the kick someone out of a room after the escape pod is called is disabled. Before our second mission is completed, there are people who call an escape pod, or who throw bombs in front of the ship and kill people, trolling them, and the room owner can't do anything about them. Please Fix

upper turtle
#

Over clocks for traversal tools and upgrades for flares

jagged ferry
#

For Industrial Sabotage, instead of using a hacking pod to disable the power station, the mission could sometimes feature a “Chained Nemesis.” In this setup, a Nemesis is physically tethered to the power station and used as the power source. While it’s chained, the Nemesis has a frontal shield, moves slower, and the power station occasionally emits force fields that push players away. If the Nemesis moves too far from the station, it seals up but keeps powering the Caretaker’s force field.

If the Nemesis is destroyed close to the power station, it shorts out the system and lets the dwarves open it up to cut the wires directly. But if it’s killed too far away, the power station locks down, and Hack-C has to be called in like normal. This would add a bit more variety to Industrial Sabotage missions

rugged field
#

24 new weapon suggestions! 3 primary and 3 secondary weapons for each class - complete with images, descriptions, stats, mods and OCs. I've spent many, many months (years even) to come up with these ideas so that they feel different enough from the weapons that already exist for each class.

While the devs have said they are unlikely to add more weapons in the future, I hope these ideas can sway them to think otherwise 😉

Please, have a look, it is a LOT to read:

https://docs.google.com/spreadsheets/d/1-efmVELwhdJ4lzSM2TmXnIGLQBAq0VGViq3JJ0J6UFA/edit?gid=639583409#gid=639583409

sullen wraith
#

Make molly customizable
Right next to the deep dive terminal where are those mules
The upgrades could range from speed to depositing faster
Also add paintjobs and frameworks

late fern
#

Couple of things from my playing experience:

  1. Driller flares need to be better (shine brighter, recharge faster, ect.) Can't tell you how many times I've needed to throw one, only to realize I'm out. Pain in my ass.
  2. Septic Spreader needs to be toned down considerably. Far too tanky for a ranged creature, and is really annoying to hunt down and deal with.
  3. Deep Dive difficulties need to be more consistent. I always find them to be either suspiciously easy or ridiculously hard.
  4. This might just be a client-side issue, but occasionally I'll clip something weird and be sent flying across the map, which really sucks. Would be great if that didn't happen.
raven plover
#

Taming lootbugs and having a pet house in the rig?

fickle glacier
#

Steeve should be feared to be near bulk detonator
I lost 3 steeves in one mission like that 😭

elder raven
#

Buff everything about the pgl except keep fatboy how it is, it’s strong enough in its niche

brave ibex
#

Shorter overclock crafting cutscene

shell fable
#

“Triple Barrel”
Boomstick OC

Scout had an idea, R&D provided. You reload slower but you have 3 barrels instead of just a boring two!

rocknstone +1 “magazine capacity”
tothebone Slower reload (+.6s)

perky Visually, your gun has 3 barrels horizontally except for two. Alternatively you can also just have a third one sitting on top of the original two.

upper turtle
#

I feel like the cutscene for crafting over clocks needs to be redone the animation isn't as good as the rest of the game

hazy ether
#

make it, that if someone does manage to get into the drop pod during count down on the space rig, he gets send in that little capsule that shows up when someone joins mid game, like if they had to use a plan B since they were late

tawdry kite
#

Make it an option to skip the overclock crafting animation

cosmic tree
#

LOK1 overclock: additional processor

rocknstone When aiming at a turret, it forces it to aim at weak points, increases its rate of fire.
tothebone The turret overheats and stops firing for a short period of time.
tothebone reduced damage and rate of fire of the rifle itself

dry marsh
#

Gonna put this in here asap since season 6 has a lot of bones in it.
Dwarf skeletons. Maybe incredibly rare, but they're down there.

languid vine
#

Quite a simple change, but one I think people would greatly appreciate: all armor frames and weapon frames should come with their texture as a skin that can be applied to anything else, this also goes for the default gear.

It would do wonders for customization.

iron trench
#

An idea for a small random activity on the map:
A compass leading to treasure.
On the level, you can find a large portable item that works as a compass, pointing to the treasure. The compass is big, so you have to carry it with you until you dig up the treasure, which contains a cosmetic item and rare minerals

warped urchin
#

So, for the Ossiran Pit Jaws, can the dwarves give them the nickname "hugbugs"?

hardy relic
#

Rework the perks into subclasses and make it into a skill tree of sorts.
Group the already existing perks that do similar things (maybe even add new ones having a subclass in mind). For example: Bug master subclass with perks like beast master, heightened senses, it's a bug thing; or Medic subclass with perks like field medic, sweet tooth. Other subclasses could be Pick-lover with melee related perks, Miner with the mining and depositing perks, or Tinkerer with the equipment enhancements perks.
I would also suggest, being able to display the subclass that is being used, and to have a seperate promotion system for subclasses (preferably after unlocking all perks of all subclasses). It could cost 1 blank matrix core to level up a subclass 1 level, and u could get a bigger number and a kind word from mission control (maybe some extra stuff like phazyonite).
(Yes i know that perk rework isnt planned)

sterile harness
#

would love to see some bestiary descriptions even if brief about machine events, like ebonite bad omens, trililyte, its nothing much just a bit of lore and QOL on the small things or other things like that, also a few voicelines on the big glyphid skulls would be cool too!

olive saddle
#

For season 6 I would love to see a perk that gives you an extra overclock slot, but takes an active perk and 1 or 2 passive perk slots.

echo venture
#

be cool if dwarves talked to each other during the mission and good example of this being done is in space marine 2 and how they talk to each other during the operation and dialog is different depending on what classes are talking to each other

vagrant bone
#

In regards to newest season6 content reveal:
||That new mission is interesting indeed. However I'm not sure about the logistics of it. Are lasers supposed to bore through 100s metres of rock to make a new shaft? Seems a bit excessive and wasteful of money fuel/energy. What I'm saying is there is already a big shaft on the map that can be used. Droppod one. So maybe instead of making a hole above the rock, the mission should be about dragging that rock to an excavation shaft?||

merry cloak
#

The mechanics of rejoining Deep Dives are absolutely atrocious. You need to be friends with the host, and they have to invite you to the lobby for it to work. This means that in public lobbies it's nearly impossible to rejoin a Deep Dive if you lose connection for some reason. Rejoining a Deep Dive should work the same way as rejoining a normal mission, where you don't need to be friends and you can just rejoin the lobby by navigating to it in the Deep Dive Terminal.

The reason why this bugs me so much is because I only learned that it was even possible at all to rejoin a Deep Dive when I already had more than 800 hours in this game. This should either be made common knowledge by directly giving the player the information in-game, or changed to be intuitive rather than pointlessly pedantic like it is right now.

TL;DR, the problem is:

To rejoin a Deep Dive, you need to:
A: be Steam friends with the host
B: receive an invite from them to join their lobby

hollow prism
#

Regarding the IFG:
1) Please significantly increase it's duration, and ether (preferably) improve ammo count from 6 to 8 or (less preferably) significantly increase it's radius. It doesn't last very long at all, and the radius is so small that you typically need 2 of them just to sufficiently cover most tunnels from a single direction.
2) Adjust the visuals some so it's less obstructive of whatever is inside/behind such. It can be rather difficult to clearly see through with all the little electrical particles.

bronze zealot
#

Just watched the season 6 announcement. When the bone collector event came up they started talking about some kind of trail it would leave behind you need to follow. I wanted to suggested making the trail an invisible gas-like pheromone trail that will require special goggles to see. Perhaps tagging the bone collector with the laser pointer could be the trigger for Mission Control to send down a goggle package. This could also be used to introduce a new mini game to unlock the goggle crate and put a new arcade game in the space rig.

random patrol
#

A seasonal option thats the OPPOSITE of "Unseasoned". Where you can get any event or modifier! Would be fun for people who want variety but don't want to constantly switch seasons at the season terminal.

raven canopy
#

DRG Dwarf plushies as merch, I really want a DRG dwarf plushies.

remote harness
#

New mission suggestion (deep dive only?): your team is sent on an emergency mission to destroy a deeply buried egg that has just been discovered and is about to hatch naturally. (Because the location is deep, almost every rock is hardened)

First you need to find it and, upon seeing it, you realize that, as it is mature, you cannot break it with your weapons. You call mission control and they say that the best and only available (and cheapest) way of destroying it requires the use of large amounts of explosives that will devastate the area and send it down to the location. After setting up and activating the explosives, they will level the area leaving a large open arena where the ground is mostly flattened and only some ancient hardened rocks and pillars remain.

Unfortunately, the explosion is only strong enough to crack the egg and release the creature (as using more explosives or other ways would be too expensive), and now you must fight this almost perfect Glyphid boss.

Version 2: your team is sent to an area to investigate a deep location where there is a high concentration of insects and discovers an egg about to hatch naturally. The rest plays the same.

severe badger
#

After Season 6 First Look Stream.. I just want to Remind GSG that Mr.Smoof cosmetic, that was in Season 5 Trailer didn't make it into the actual game :(

As long as I remember from QaA on one of the streams ya just forgot to add this one.

So, there is your chance! Cosmetic is really great and I hope it will be added in Season 6!

#JusticeForMr.Smoof

unkempt forum
#

bring back the barrel armor...

viscid sluice
#

new voice lines for digging for long periods of time with the Pickaxe. “Oh man!, i should’ve had a Tunnle Rat before we left!.”
or “Ughhhh, i feel like i need a tunnle rat about now!.”

tight mango
tough wyvern
#

I was watching the recent DRG On the Horizon video, and I had an Idea right about 20:55 (when the topic of discussion was riding the amber out of the hole).

I think it'd be really funny if there were special voicelines and a mechanic for dwarves trying to ride stuff out of caves.

If the game detects you on top of a returning vessel that isn't the drop pod (e.g. HACK-C's pod or the amber chunk), it would trigger a voiceline once you got past a certain height threshold. At the same time, your dwarf would slowly lose friction on the surface of whatever is returning while getting pushed around (as you would too if you were standing on top of a rocket trying to reach escape velocity). This would inevitably lead to your dwarf "slipping" off of the rocket and dying (preferably before they can see the returning vessel despawn).

I think it'd be a more diegetic way to keep dwarves from escaping the caves, as well as enhancing immersion by hiding the despawning.

timber marlin
#

daily special rework concept

• the buff beers on the menu are tied to the current selection of missions, rerolling when the missions do. This unfortunately means you can’t reroll the beer by refreshing the lobby, but it makes more sense as a “”daily”” special.
• optionally, add an extra buff beer to choose from the menu, to keep variety up since the beers won’t change with every mission now. Maybe there could be some other solution, but this one is the simplest i could think of. However, without some solution like this, you could be stuck with dark morkite for a solid 30 minutes.

The reason i suggest this is to de-jankify the beer selection system. I’ve had a good buff beer roll on me cuz i had to reset my game, and i’m not too sure the devs like that players can reroll the beers since they re-approved the beer selector mod, so this was kinda my thoughts/take on it.

(Edit)
This has probably been suggested before, feel free to respond however you want to it

(Edit 2)
I keep getting occasional reaction notifications on my mobile device from a user named john. Don’t know if this is a bug or not.

echo venture
#

allow dwarfs to smoke a cigar as part of the customization gunner nice

median light
#

Scout crossbow overclock that essentially makes it the crusaders crossbow from tf2. Deals less damage, but if you hit your teammate they gain some health.

solar sand
#

In the main hub, when manager is making announcements a message is shown in the middle of the screen. It really interferes with the jump jet mini game. If I'm playing that game, would it be possible not to show me any messages in the middle of the screen, please?

flint quartz
#

OC for LOK-1: Rescue Wrangler

+Targeting your sentry refills the ammo by a ratio of 2:1 sentry ammo.
+LOK-1 weapon upgrades are used by turrets while locked on

-Less ammo
-Lower damage
-fewer locks

smoky plover
#

I have an idea, so during the announcement of the season 6's event the devs said that the Bone collector wont leave sprinkles . But I think that there might be a use for such sprinkle-leaving creatures, like during the DRG Anniversary event. So it will work almost the same way, but it will also be anniversary themed. And instead of the bone collector leading you to a room full of bones and enemies, an anniversary themed Ossuran bone collector(or a different creature) will lead you to a room full of gifts and valuable resources(or smth else). Also you could call this variant of the Ossuran bone collector differently. For example the Ossuran Gift Collector.

upper turtle
#

A new daily special beer that gives a 30% speed boost would be cool

sour peak
#

A blue perk that allows you to hold onto 50% ammo. Doesn't restore health. Only works on primary and secondary weapons. Can be used one time on first tier, then the number of uses increases on further tiers. Must wait for a minute or more if you have more uses. Passive effect would be a nerfed version of Deep Pockets, like +5 or +10 carry amount.

echo venture
#

Allowing us the view when weapon buffs are triggered and example is the upgrade for the lead storm variable chamber pressure which is 15% more damage when at max stabilization it would be nice to have a little icon maybe above the ammo indicator showing that its active when at the max stabilization

gleaming vortex
#

Allowing for greater controller sensitivity and gyro sensitivity for playstation players would be really nice. (I got 1000 hours on playstation im begging for more gyro sensitivity)

knotty walrus
#

Get rid of promotion assignments.

Number go up is fun.

Being forced to play certain missions in a game like drg goes against the core gameplay loop and is not fun.

neat cypress
#

The character limit for a steam username isn't congruent with how many characters appear in-game (I believe that only up to 18 characters in a name will appear in-game, whereas the character limit on a steam username is 32).

It would be nice if more characters would appear, though I'm unsure as to how this could be changed (font size probably?).

echo venture
#

some ideas to shake up mission's is on haz 3+ on any mission a swarm can be a dreadnaught swarm where when the swarm spawns it spawns 1 juvenile dreadnaught cant be hive guard or the twins has to be the normal variant this can only trigger once in a mission with it being a juvenile its smaller but also weaker in health, and damage so its not to crazy while dealing with the swarm still. Also mini bosses spawn rates feel like should be increased its been a minute since I've see a korax weed or a prospector

left mirage
#

Rather long and complex, but that's the way most things will gradually increase if more OCs are added. Also this is a charge based OC similar to Rotary Overdrive on Leadstorm.

Warthog Unstable OC: Inductive Plasma

rocknstone gain 8 plasma charges that can be used by pressing R. After shooting a charge, the warthog will return to its default firing mode. Half of maximum charges can be recovered when resupllying. Charges can be used in two ways.

  1. If shot at a creature, they will gain a status effect for 15 seconds that causes them to take additional damage from Plasma and Electricity damage for the duration, and if killed by one of the two damage sources explode into a residual cloud of plasma. The larger the creature is, the bigger the residual plasma left behind.

  2. If shot at a turret, they will not expend ammo, but instead will shoot energized plasma from an unlimited source depending on your turret type:

Gemini System: 10 seconds

LMG MKII: 20 seconds

The statistics of a turret while under the charge effect are the exact same, but instead of dealing Kinetic damage, it's projectiles will now deal Plasma damage. After the time has elapsed, a turret will not be chargeable for 30 seconds.

tothebone 1 second cool down on weapon after charge shot is fired

tothebone Weakpoint stun change is reduced to 3%, and weakpoint stun duration is reduced to 2 seconds

tothebone Reload Time increased by +1.5 seconds

fickle glacier
#

Imagine home brewed powder for revolver giving u like bit more max damage (probably like 250%), but it also one of the bullet in ur magazine now have a chance to explode in ur revolver when u shoot from it damaging u a bit, would turn this gun into full gambling machine

ripe willow
#

Bosco could help maintain the Drillevator

ripe willow
#

Idea: Scout's grappling hook could be used/upgraded to pull carriable objects (core stones, compressed gold chunks, gunk seeds, etc.) towards him.

candid lagoon
#

Could there a be a "view all as seen" button for cosmetics? I always inevitably end up with red exclamation points on every character and weapon, particularly after buying DLC cosmetics.

buoyant harness
#

warthog OC - slug rounds

reduce max ammo
(reduce magazine size maybe)
reduce fire rate (maybe make it pump-action?)
increase recoil by a lot

remove accuracy altogether (so it just shows the inner circle)
greatly increased damage
reduce pellets per shot to 1
+3 blowthrough or sum
increased armor break
increased stun chance (atleast 50% chance per shot)
(maybe allow it to stun anywhere on the body? might be a stretch)

the general idea imo

#

LOK-I OC - semi-auto

bullets shot from lock on mode damage reduced to 10 or below
reduce max locks to 3
reduce fire-rate of bullets shot from lock-on
increase how long it takes to hold the trigger to start lockingo n perhaps, i hate trying to spam click to use semi, and sometimes actikvating lock on
(reduced lock on rate maybe)

increase damage to 30-35 (from 21) 36-41 (from 27)
increased max ammo to 200-250 (280-350 with upgrade)
(maybe increase magazine size/increase reload speed)

the idea here is to make a build for engi where the weapon leans into more of a semi-auto carbine role, boosting its ammo/damage while also hard nerfing its lock-on capabilities
i would suggest removing the lock-on altogether but the lock-on is needed for a lot of its upgrades to work
(this could also make more sense realisticaly as reducing the AI presence in the bullets could mean for more ammo storage/damage since i would assume the bullets would be quite expensive logically speaking because of the whole lock-on thing going on)

i feel this is a nice addition to engi's kit and would make for a step toward making lok-i a usable gun (of course buffing its base stats would be better, but i also just want a semi-auto built carbine weapon for engi, and this fits perfectly to me)

dusk basalt
#

Sludgepump Overclock: Muck o' Stuck
Unstable
Cons:
No direct hit damage.
Increased charge time.
Increased reload time.

Pros:
Increased puddle size
Increased puddle lifespan
Increased Slow effect.

Like a disperser compound but focused more on acting as a glue gun for supporting team.

sour peak
#

Give Bosco a bartender skin. Or just a fancy hat. I'd like him to be dandy.

cosmic tree
#

Shard Diffractor OC- red sugar evaporator

+Allows you to extract red sugar by filling divisions (up to 200hp)
+Pressing reload will release a cloud of red sugar vapor in front of you (+50hp)
-Less ammо аnd magazine
-less aoe and st damage
-Cough after inhaling red sugar

fluid dock
#

move auto reload on tier 3 of the flare gun to tier 2, so it instead competes with other 'utility' modifications (mag size, firerate) rather than ammo or duration

wicked jolt
#

I know this has probably been said 50 million times but I want to see more traces of the dwarfs before us.

umbral dirge
#

More arcade machines like jetty boot

dusk basalt
#

Heavy sludge that makes mactera and robots fall to the floor and regular bugs off the walls and ceiling.

Mechanically, pretend a charged shot has hit the bug location and treat the resulting fragments as terrain for it to be locked to till they hit the floor and turn to puddles.

dire granite
#

Add kvass. A lot of Russians play deep rock and they would appreciate such a popular drink from their region.

teal widget
#

Add mutator icons (warning / anomalies) to inventory loadouts

shell fable
#

“Electric Catalyst”
Lok-1 OC

rocknstone “Electro-Catalyst Rounds” (Electrified enemies let out a small radius of arcing electricity to all other enemies around it when shot with at least 3 consecutive shots in a row. The electric arcs to a maximum of 6 enemies, and the more locks increases both the radius and damage of the pulse. It only triggers on the last shot of the burst.)
tothebone Only 3 targets can be locked on at one time.
tothebone Significantly reduced magazine capacity (-50%) and less ammo (-36 max ammo)
tothebone Less damage (-3)

spark agate
#

New enemy: Glyphid protector
The protector is a walking wall, providing cover to bugs behind it, including explosion protection and blow through protection. This fella has heavy but destructible armor, similar to Praetorians, that also protects its weak point. It attacks by biting, crushing or charging at you, and on death leaves a puddle of goo. This guy's counter should be armor breaking, but the penalty of not having it is having an enemy that is hard to kill and protects other bugs.

dusk basalt
#

A selectable mission region near the edge of the visible planet. This densly-packed region is known for small caves with large chambers due to the gasses formed during the cooling cycle as they settled, the perfect place for R&D to test new equipment. Thankfully, the shallow depths of these caves reduces the fuel needed to send dwarves to and from the area and company insurance has agreed to lower rates for us not testing such dangerous weapons on the space rig.

spark agate
#

Armor rework (the one for bugs)
Currently, armor on bugs matters only on 1 enemy, the stingtail, and everywhere else its just a destructible aesthetic, I am not saying thats bad to have, but its supposed to be armor, not decorations.
The point of the rework:
Make armor a legitimate concern when making builds, make armor breaking a useful stat, while not too important.

How exactly do we do this?
Make armor on certain units more prevalent than on others as well as changing how much of it there is and how it interacts with different damage types and weapons.

Lets start with the armor itself, some units get armor close to or perfectly as its supposed to be, like praetorians and grunt guards, but some not so much. Which units get it wrong and why? Lets start with normal grunts, there is quite literally no reason to have armor breaking against them, so why not make the armor a tiny bit heavier, and make the flesh under the armor take slightly more damage. The glyphid guard should have more armor on its back but less on its sides, and again, more damage on the flesh. I'm gonna rapidfire the rest of the enemies:
Acid, web and sceptic spitters should have low armor, more exposed weakspots since they attack from range (Not the menace, they feel ok right now)
Crasus detonator should have breakable armor that drops gold pieces, its the most armored unit right now, and most of its gold is annoying to get, hes more of an annoyance than a lucky find
Corespawns should have hard armor, but squishy flesh, double armor values but double damage on the flesh
Mactera goo and ice bomber should have destructible armor parts that, after being destroyed, expose an another weakspot

The rest of the enemies are fine to be honest but here are some other ideas:
Corrosive status effect massively increases armor damage
Heat, electric and freeze damages armor by a random amount (different pieces pop off after a while)
Temperature shock breaks a large portion of armor

young lagoon
#

I just thought of an Overclock for gunners minigun: a secondary fire mode wher it loads all the barrels with a few rounds and fires them off all at once for big damage, causing big heat build up and consuming a bit of ammo. I dont have exact numbers but i feel like it could be fun!

hollow prism
#

Please moderately reduce the shot arc of the Mortar Rounds OC

hollow prism
#

Salvo Module OC Suggestions:
1) Change it's classification to Balanced. It doesn't have much of any real downside other than the removal of guidance and the inherit spread of the salvo.
**2)**The overall dispersion of a salvo should be reduced by half or two thirds. This is so all of the projectiles from a full salvo can actually hit a praetorian (and do so reliably) at a decent range instead of barely not missing such at short range.
3) The velocity bonus should be changed to a flat bonus instead scaling with how much it's charged, and have instant acceleration (ie they start at max velocity). This is so leading shots is more consistent at any salvo size.

smoky whale
#

What if gathering extra secondary objective items counted towards more money, because after you complete your secondary you just kind of ignore them for the rest of the mission.

clear horizon
#

If engineer can get a pimped out subata in the form of stubby, I think another class should get a modified preexisting weapon.
My suggestion is that driller gets modified lead storm that has been fashioned with a microwave instead of a bottomless magazine/belt. It would fire similarly to the wavecooker with gamma contamination (hitscan radiation dammage) but with individual "bullets", not a beam. The spread, rate of fire and magazine would have to be set to make it not too similar to the actual lead storm so maybe it doesn't increase in accuracy over time and it has a limited charge, as in it would have to reload. I imagine there is a literal microwave door on the side and whatever is powering the weapon is swapped out for the reload animation. This would follow the elemental theming in driller's primaries and it would also bring a new weapon style to their arsenal. An electricity themed weapon would be cool too but there are already a lot of electricity themed mods and OCs.

I also think the new battle rifle would be a very good gunner primary 🙂

gleaming vortex
#

I beg you to increase the sensitivity cap for console players for both the joystick and gyro.

clever sparrow
#

sludge Pump unstable overclock: Hardening Mixture
Normal shots begin as liquid, but solidify soon after impact and slow the enemy.
Charged shots take two more ammo and are 1 second slower to charge but become a large, hardened ball of sludge that hits like the bottom of a beer mug, stunning enemies and even sending smaller ones flying.

clever sparrow
#

can the automatic fire subata overclocl come with a slight mag size buff to really take advantage of the firerate boost

cosmic tree
#

Warthog
Unstable oc Contaminated ammunition

+Applies neurotoxin on hit
+More fractions
-Increased spread
-Damage reduced.

  • Less shells

The idea is crowd control and damage over time

dire granite
#

Subject: Deep Rock Galactic Kvas – A True Dwarf's Brew for Hoxxes!
Hey Miners,
We love the Abyss Bar, but what about a truly ancient, traditional drink for our brave Dwarves? We propose adding Kvas to Deep Rock Galactic!
Imagine:
• "Grandpa's Kvas Corner": A new, rustic section in the Space Rig bar, offering a taste of home. Think old wooden barrels, hearty aromas, and a sense of tradition.
• New "Fun" Kvas brews: Just like our beloved Oily Oaf, Kvas could offer hilarious side-effects in the bar (like temporary beard-dyeing!) or quirky visual gags during missions.
• Strategic "Mission" Kvas: Beyond just fun, Kvas could provide unique, lore-friendly buffs for our challenging missions. Picture "Iron Belly Kvas" granting temporary resistance to slowing effects, or "Baker's Boost" increasing drill/platform tool speed!
• Unique resources: Maybe Kvas requires "Hoxxian Rye" or "Fermented Fungi" found in specific biomes, adding new objectives.
Kvas adds character, tactical depth, and another reason to say "Rock and Stone!" at the bar. It's a taste of dwarven heritage that our hardworking miners truly deserve.
For example:

  1. Kvassgiver
    • Buff: One automatic revive
    • Side Effect: After respawn, for 10 seconds you experience “dazed effect”: slowed reload and shaky camera, as if the dwarf hasn’t fully recovered
  2. Crystalshaker
    • Buff: +50% resource carrying speed (crystals, minerals, etc.)
    • Side Effect: Weapon reloads 50% slower
  3. Bubble Overload
    • Buff: +15% grenade damage, +10% explosion radius
    • Side Effect: 5% chance when throwing a grenade — it slips out of your hands and falls at your feet
  4. Foamy Echo
    • Buff: “Rock and Stone!” → team gains +5% damage for 10 seconds
    • Side Effect: –20% movement speed and –30% pickaxe/reload speed — short-term fatigue after the shout
    Rock and Stone to the Bone!
    A Dedicated Miner
sturdy onyx
#

An option to make the armour paint effect some tools like the drills becouse for example i have the scale brigade paint on and the drills are just yellow and it just doesnt fit

cosmic tree
#

Stubby oc- spray and pray

We used a file to bore out the barrel for high-powered ammunition, but this caused the bolt to operate unstably

+Much more damage
+A little more ammo
-You don't stop shooting until the magazine is empty.
-Huge spread

dusk basalt
#

Being very drunk decreases bug speed in 10m radius of the dwarf due to the psionic scrambling effect.

faint palm
#

Bosco speeding up or getting locked on you so drillevator ride won't be basically one attempt in solo or jumping on the caretaker while it rotates

haughty latch
#

i don't think there's any stealth-sort-of-overclocks/builds that grant temporary "invisibility" or something close to that to get crits on unsuspecting enemies, are there? i know we have the Stalker Glyphid hunting us down on Hoxxes with that same "ability". anyone up in R&D consider grabbing that ability? know the bugs- most of them don't have eyes, but it could be neat, wouldn't last forever, just long enough to grant opportunities.

dusk basalt
#

Beastmaster perk stuns the bug being tamed during the taming animation. Force dwarf to commit to the taming for balance.

carmine salmon
#

I really just want a better way to find armour colors!

fathom briar
#

Paint jobs for each classes special tool (ie: power drills, grapple gun, platform gun, zipline launcher)

tawdry heart
#

Since I have been playing DRG for a very long time, I noticed that the problem with all Dreadnoughts is that they are boring, because their main tactic, so I offer my ideas for improving Dreadnoughts.Let's start with the Dreadnought Glyphid, because of all of them, it's the most boring, because besides the fact that you just need to circle around it and wait a very long time for the right moment to shoot it in the back,and to solve this problem I suggest adding him a special dash move before which he will scream and raise his paws, after which he will run in a straight line towards the player, and if he crashes into a wall,He will be stunned for 10 seconds or more or less, allowing the entire team to comfortably hit him, but if he hits a player, he will stop and make another dash.
The second Dreadnought in line is the Guardian Dreadnought, it is much more interesting than the Glyphid Dreadnought, but its second and third phases are very unpleasant because in these phases it very often circles on the same place because of which you have to wait again for a very long time, and in order to make this wait more interesting, you can add in these second phases the suppressor's technique where he shakes the ground, which will give the players timeIn the third phase, you can leave it unchanged, but add the ability to reflect projectiles with a powerful pickaxe strike before they fly, which will stun the Guardian Dreadnought for a while.
(I have ideas for twins too, but they all don't fit in one message)

cosmic tree
#

Broomstick
Unstable oc - gas cartridge
He's already blowing you up, lending him would be morally right.

+The first shot creates a cloud of neurotoxin in front of you, the second is normal(i.e. the fraction on which all that pumping works)
-Very long reload
-Slower fire rate

shell fable
#

“P-VOM System”
Sludge OC

Taking inspiration from none other than the Praetorians of Hoxxes, R&D came up with an entirely new dispensation system for the sludge. Rather than use any fancy gravity tech to launch the sludge chunks, the mixture instead is misted directly out of the tank. While this means you lose out on a good deal of range and puddles altogether, you get a lot more ammo and responsiveness while retaining the core abilities of the corrosive sludge. Additionally, the lack of coagulation agent within the mixture means the corrosive effects are more potent.

rocknstone “P-VOM System” (Replacing all firing modes altogether, it instead acts nearly identically to a praetorian’s vomit attack. The gun no longer has a magazine system and is instead connected directly to your ammo supply. Upon firing, the trigger can be held to disperse a cone of sludge up to 8m in front of you that has “infinite blowthrough” against bugs, as long as the path of the sludge isn’t blocked. The damage increases the longer you hold down the trigger, retaining the “charge” aspect of the gun.)
rocknstone More ammo (+60 base)
rocknstone Increased direct hit corrosive damage (x1.5)
tothebone Sludge no longer sticks to the ground

merry cloak
#

drg's progression system is really really bad after you max the perk tree
it's basically gambling and imo there are a lot of people who never make it past around level 70 because they get hit with stinker after stinker in terms of overclocks
this is basically what happened to the friends i started playing drg with. i think they wouldn't be so burnt out on the game if it gave them better overclocks
imo there should be one assignment per class where after completing a pretty large number of missions, say 5-6, you get to choose exactly 1 specific overclock to unlock
it incentivizes playing all the classes and learning about the game from other people
they could call the assignment something like "R&D Work Order Special Request: Scout"

yes, i know that we previously received an update where a weapon overclock infused matrix core was added to the rewards for promoting a dwarf, but i believe it's time to evolve again. there are 160 overclocks in this game and if someone is playing to get one overclock they really want, it basically feels hopeless to keep rolling those dice over and over again and they give up unless they already connect deeply with the game.

shell fable
# shell fable “P-VOM System” Sludge OC *Taking inspiration from none other than the Praetoria...

perky The velocity upgrade in tier 1 can be used to increase the range, while the puddle radius upgrade widens the cone. The magazine upgrade I guess would act as a slight increase in ammo?
perky In tier 2, the charge shot damage increases the upper limit to the maximum damage ceiling when holding the trigger down while the regular shot damage acts as a clean damage increase intended for shorter bursts. Unfortunately I can’t figure out a way to make the fragment count upgrade useful. Maybe an increase in damage cone height rather than width.
perky In tier 3, the supersaturation mixture would just increase effects duration. Ammo upgrade would of course just be an ammo upgrade.
perky In tier 4, the Spillback Extension could reduce the ammo use per second when holding down the trigger while the charge speed increase could make reaching the max damage limit faster and more responsive.
perky Finally, in tier 5, both upgrades work exactly the same.

cosmic tree
#

1(Add the test room to the game! There is already such a mod, but on consoles there are no mods. It can be designed as a chair with a VR headset.
2) Adds hunting for equipment above level 100

winged shell
#

A "Supporter Downgrade" pack that costs 1 euro and all it does is give Leaf Lover's Special a fancier mug

strong bone
#

a seperate volume slider for the juke box

drifting pagoda
#

Don't know how often this may or may not be brought up but, full keyboard and mouse game play for console as it still shows controller controls even with it plugged in (and some controls don't work like breaking out of ice and others)

kind aspen
#

Rare Rival-Tech Ambush – “Scorptron”

Imagine a rare, solo Rival-Tech predator lurking in dark caves: the Scorptron. Fully mechanical, stealthy, and deadly, it stays hidden until dwarves approach, then strikes with its segmented tail. Weak points on its tail backside and legs reward smart tactics. Solo spawn, rare encounter, perfect for tension and suspense in deep mining missions. Fits seamlessly into the Rival-Tech aesthetic.

How do u guys find this idea?

dusk basalt
#

Warthog OC: Selector Slug
Huge recoil increase
Fires 1 high damage pellet that is not pinpoint accurate.
Shooting turret flips it back and forth between overcharged shots and regular firing modes instead of needing to shoot it every time ya want a powerful shot at the expense of it wasting more ammo on weak bugs.

rigid hatch
#

I would like class-specific Victory Moves to be added — for example, the Driller’s Victory Move could be rubbing the two Reinforced Power Drills together, similar to the first-person drill animation.
(My English isn't very good, so I'm using a translator. Please forgive any errors.)

severe badger
#

Again - This is one of the "Recycle Request". But I will not stop suggest this one until it will be added.

With the Season 6 Announcement I have little bit of hope that Dark Future PaintJob for Pickaxe and MegaCorp for Bosco may be added.. Like I said, they wasnt added still after 5 years, which is not fair. Players is gonna be happy if ya do add em! It would be ideal if you added them in upcoming Season 6 Update, by adding them to their DLCs. As it should be.

[And pictures are just reference how paintjobs can look like]

solar vault
#

gunner "Hurricane" Guided Rocket System OC: Neurotoxin filled rockets
OC type: 🟥UNSTABLE 🟥

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

rocknstoneRockets leave behind a medium-sized trail of neurotoxin behind itself (1.7 radius)
rocknstoneUpon collision it will explode and leave a neurotoxin cloud that will go from large (6 radius) to medium (4.5 radius) in an instant (cloud lasts 10 seconds)

◻️Both the trail and the cloud can be ignited

totheboneLess direct damage (6 default damage)
totheboneLess area damage (8 default damage)
totheboneVery slow rockets
totheboneLess magazine size (12 by default)
totheboneLess max ammo (128 by default)
totheboneLess firerate (1.8 by default)

devout rover
#

Redesign Glyphid Stingtails

Problems:
1. Not Glyphidy enough! — It's bad enough that it has a tail (necessary to function), but it has no big frontal limbs, no gaping maw, no chunky abdomen. Even an Elf could see that this is no Glyphid.
2. Poor vulnerability communication! — How are these Green Beards supposed to know where to shoot? Everything on Hoxxes has a big mouth or a big glowing sac to shoot, except this bug. It's got a tiny pimple on its chin and some faded blue mush beneath a tough armored plate on its back. What fun is shooting bugs if they don't tell you where to shoot them?
3. Defies Dwarven countermeasures! — If I shoot a Cave Leech or a Mactera Grabber, it stops trying to touch me. If I steer clear, I can avoid a Q'ronar Shellback or a Nayaka Trawler. A Stingtail though? I can be shooting it AND steering clear and I still get yoinked like a beer at Lloyd's tavern!

Solutions:
**1. Give it a Glyphid face! **— The head should be tucked into the shell like a Guard/Praetorian, it should have a mouth I can shoot, and it should have a cross between current Stingtail design and an elongated Glyphid Guard head spike with Praetorian tusks. That under-chin pimple is too hard to pop so just remove it!
2. Give it Glyphid legs! — There should be two front legs like most Glyphids have, and they should protect its face like a Guard, and it shouldn't be able to see to grab anyone when it does this!
3. More vulnerability! — Make its armored back weak point bigger! A lot bigger! And bluer! A Glyphid Warden does it right if you ask me! Maybe when you break that armor, it inflates like a balloon!
4. It needs a goo sac! — The bottom half the Stingtail's tail should be extra sensitive and glowy, like the underside of a Q'ronar Shellback, but more bulbous and squishy! If that make's them too shy, give them some plated legs so they can cover themselves while they protect their face!

tough void
#

I think bosco should be able to stay “alive”. if doing a solo mission and someone joins bosco just… explodes. This is kinda sad since he’s meant to be your teammate but just dies. So I propose that if someone joins then bosco just flys back to Molly or whatever main rocket to be able to store himself without just flat out exploding. Like some kind of charging dock. And the next point is if you’re doing a solo mission and finish solo then whenever you leave bosco just stays behind like we are abandoning him. It would be super nice if there was a mini “seat”/ charging dock that bosco can go to inside the drop pod so he can return with us. Overall he just feels wrong and sad that bosco gets blown up and left behind when he’s supposed to be a part of the team.

atomic mural
#

I think should have a round based mode almost like a call of duty zombies type mode but bugs making the flying bugs dog rounds for insperation but a round based would an amazing gamemode

clever sparrow
#

can the dreadnought's stomp only actually effect the area where the spikes reach? it feels really odd to be on a zipline above the dreadnought for example and get absolutely obliterated by an attack that is visibly groundbased

lethal laurel
#

An option that becomes available after a certain amount of promotions where we can pick our mission control handler (change the voice that alerts to hordes and gives summaries and notices for the missions). The first option would be the normal voice. The second would be a robotic voice with minimal voice lines. This voice wouldn't give summaries to the missions when you exit the drop pod since the player is already experienced and likely wouldn't need it. For warnings there would be an alert noise, such as womp womp "Glyphid swarm incoming" or womp womp "High level threat detected" (random boss fight) but for mission completed voice lines it would just be something like, for instance, the liquid morkite mission; "Package received, sending drop pod" or the hunting missions "Threat neutralized, drop pod ready for deployment". The third option would be a woman who's accent and vocabulary is much more Scottish. Example: a glyphid swarm "Oi! There's a big number of medium sized dafties coming your way! Take it to 'em!" and for the random boss fight; "The hell is that...? Drop your beers and put up your fists! Some big hackit dobber is looking for a fight." And for mission summaries, example: mining mission, "Aight, you don't need me to explain this one for you, but in case there are any numpties on this team; mine the shiny blue stuff, drop it in the mule, press the button, and scanter on back to wherever I feel like plopping down the drop pod. Got it?" or the hunting mission, "Hope you're up for a fight ya white livered jakeys. Those corporate bawbags want you on pest control, so give those scabby radges a paggering for me yea?"

#

sidenote: whenever you swap from the main mc handler he'll say something like, "Finally! A break from you idiots." lol

tough void
#

It would be cool if error cubes could be used for special cosmetics or something instead of just being a collectible.

tough jasper
#

I just started playing about a week ago but one thing I’d like is something similar to the beer and all the fun things it can do but with cooking.

Something seems fun about singing shanties while roasting a loot bug over the fire of some turbine while drinking.

tough void
#

With the core stone event, on sight refining, and point extraction, plus the new mission coming soon it is slightly scratching that itch of wanting to launch rockets with goods back up to the space rig. But I’d like to see one more thing. Maybe big deposits of minerals that can’t be mined That need a smaller version of the rockets from the future new mission. It would be fun to rarely see a big deposit of gold or a huge enor pearl etc. that need a rocket to launch up to the rig. Overall I just want more stuff to launch.

sick marlin
#

i tried to design a healing perk akin to Resupplier and Sweet Tooth for fun earlier today :]

earnest dawn
#

There should be a new biome called Dark Overhang. It is more of a flatter ground area with caves on a horizontal plane with dark to black stone with green foliage. This would be all an overhang of the depths below. There is a toxic pool of liquid a few meters below the bulk of the overhang. The fog and atmosphere is pitch black. The team will have to navigate across the pools from overhang to overhang whether by old bridges or by the traversal tools provided them. The goal is to get to a far off location where there is are subs docked at an abandoned bay. The subs hold one player each and can be used to navigate the depths below the overhang. New enemies like boney fish or something else which can be combatted by the arms of the sub (Which resembles something like a prawn suit from subnautica) Some fish must be deterred with a light pulse that can only be recharged in the bay (there are three charges before having to resurface) creating a dependency on the bay for further searching. Other fish can just be fought. The players will need to reconnect the cables that transmit signals from resonance crystals to "maintain the ability to keep the information flowing to keep the deep imaging clear for management". As well, molly will not be able to follow the team down to that depth, so bosco will be there to retrieve anyone if they fall in

upper turtle
#

So I saw an idea a little while ago about making error cubes give over clocks and I thought it was a decent idea but it seems a little too op for it to cost only 1 error cube for an OC I think to balance the idea a bit better make it cost 1 error cube and 50 of each mineral and you get to pick what type of OC or for which class you get it for (yeah yeah yeah do the recycle emote I alr know you people will idc)

magic trail
#

It would be ace to see Gunner start laughing maniacally or saying something like "COME ON! I HAVE BULLETS FOR EVERYONE!" while firing his primary weapons for, let's say, 5-6 seconds.

frigid vortex
#

Idea for Thanksgiving event (I know this holiday is practically only for the U.S. but hear me out)

the shuttle pilot once more ran into an accident and had to dump his cargo of turkeys for thanksgiving dinner on the rig onto Hoxxes IV, much to the surprise of absolutely nobody
so it's time to suit up and track them down!

of course, Hoxxes does what it does best, and like the christmas elves and halloween skulls... the turkeys have come back from the inanimate to make the task that much more difficult...

mechanically, they behave like stalkers, mostly invisible, only looking like a faint outline upclose, but like the stalkers, you can still hear them flapping around like fester fleas... of course, if you salute, they too will respond with a loud "gobble gobble gobble" that will uncloak the model of the plucked and butchered turkey, just ready to be put in the oven, surrounded by the outline of a live "phantom turkey" (think the unknown horror from haunted caves)

Upon defeat, the turkey's phantom dissipates, leaving the whole unthawed turkey ready to be picked up and put in molly

I think it'd be a neat gimmick idea that follows the pattern of the other "living" decorations' gimmicks (the christmas elves running around the cave walls, and the halloween skulls flying around)

tough void
#

I think there should be a little percentage number on top of each season where you go to select the season you want to play in that tell you how much progress you have in it. There should be two numbers. One for how much of the actual level progress is made and how much for the scrip tree. So we know if we’ve 100% a season or not without having to go check each one everytime

strong bone
#

New Warthog Overclock:
Karabin Special '23

- x0.1 pellet count
- -4 mag size
- -0.5 rate of fire
- +0.5 reload time
- +300% recoil
- -50% bloom recovery time

  • x9 pellet damage
  • -80% spread
  • shots are perfectly accurate when standing still and when there is no bloom from a previous shot
  • sound effects are pitched down for added impact

shots are fast projectiles instead of hitscan pellets (similar in speed to turret whip explosives)

karmic oxide
#

Give us the ability to put default armor paint jobs on other armors, just like with dlc armor.

earnest dawn
#

Ability to use perk points on decorations for entry pod

dusk basalt
#

Please lower parasite limit during swarmageddon. Game just freezes and have to do a full reboot of the computer to be able to close the program.

pliant breach
#

I know I'm not alone when I say that buying a beer for Mission Control should be an option. We already know he likes to drink on the job... By Carl's Beard, the Dwarf deserves some consideration from his crew every now and then!

tidal ore
#

I've been playing a good bit of helldivers and I think the autocannon turret seems like a good inspiration for an overhaul to the MKII turret. Slow 3 shot bursts that effectively breaks armor off heavier boys like guards and pretorians. Ammo type would mean less capacity. Maybe it'd be adjusted to prioritize heavier targets.

blazing kelp
#

Please, Ghost Ship or Invisible Walls, we need more loadout slots on console, I have no more room for all of these cosmetics 😓

near glacier
#

Wish i couls get rhe chillaxe again

#

Like maybe a winter solstace event

rotund axle
#

Let us use the Weapon Maintenance paintjobs on the armor, pickaxe, and Bosco.

earnest dawn
#

Ability to sit in chairs in the abyss bar and ability to also order bratwurst

opal flower
#

Suggestion: Reworking the Deepcore Assault Rifle's OCs.

I honestly that the Scout's assault rifle has some of the most underwhelming OCs of any of the weapons, as many of them just feel like they're either far far too gimmicky or they're not really useful beyond some almost meaningless utility.

A few OCs like the AI Stability Engine are fine in what they do, but most of the others feel incredibly underwhelming. And why does it have 2 firing speed OCs, one of which doesn't really do much at all?

Aside from Homebrew Powder and Compact Ammo, and ASE of course, I honestly think they could do anything that's more impactful with the other OCs.

But this is how I think those two OCs should be reworked

Compact Ammo -> Extra Magazines
Homebrew Powder -> Diamond Tipped Bullets

Extra Magazines: +80 Max Ammo instead of a tiny +5 magazine size.
Diamond Tipped Bullets: A nice +4 or 6 damage and +200% more Armor Breaking, but maybe at the cost of -80 Max Ammo, since these bullets are so expensive to produce.

I just think that the Deepcore assault rifle deserves to have its OCs be as impactful as many of other weapons.

strong bone
#

New Breach Cutter Overclock:
Javelin Plasma Molds

- -3 max ammo
- x0.7 rate of fire
- x0.25 beam width
- -0.6 lifetime
- beams are limited to 6 max enemy penetrations and cannot penetrate more than 2m of terrain

  • +250 beam damage
  • x1.3 beam speed
  • instead of a wide single beam, projectiles are pointed arrows with a longer length, one pass dealing much more damage to a single large target
  • initial beam impact recieves weak point bonuses for the first few ticks of damage
vestal palm
#

Random idea: add in the ability to go into missions as prop hunt objects, without the third person camera, plus, barrels vs hoxxes would be pretty fun!

merry cloak
#

please for the love of god fix stalkers. stalkers sometimes have extremely buggy and misleading sound behavior, especially if there are 2 or more stalkers active at the same time. the audio cues are completely off a lot and it's frustrating to be hit by a stalker that plays the sound only at the moment it uncloaks right on top of you.

tight sedge
#

Make the game count as a win instead of a loss if host aborts mission/crashes while nearby the droppod/inside it at the end.

regal zealot
#

a nice thing would be to have the ability to port data from console, peak idea

strong bone
#

New Shard Diffractor Overclock:
Gamma Knife

- -50 max ammo
- x0 area damage
- x0 effect radius
- range is limited to 7m

  • x1.5 direct damage
  • x2 direct target heating
  • +35% move speed while firing
  • gains the ability to carve terrain
  • the beam can pass through an unlimited amount of enemies
  • enemies that are in the beam for longer than 0.8 seconds are stunned for 3 seconds
opal flower
#

New Breach Cutter Overclock
"Plasma Blaster"

Instead of shooting a standard blade of plasma, it shoots out a giant shotgun blast of 20 or 30 "pellets" of plasma that do massive damage and pass through enemies, but only very far into terrain.

After some thought, I think it should just have one big magazine of 12 shots, no charging or anything, just 12 big mega shotgun blasts.

That seems like a fair tradeoff to me.

sturdy onyx
#

a button in the wardrobe and the armory that if you press it auto checks your new skins so you dont have to go throu every item

strong bone
#

New Breach Cutter Overclock:
Destroyer Blade

- -175 beam DPS
- x0.5 max ammo
- x0.33 mag size
- x0.75 projectile speed
- +0.2 plasma expansion delay
- each shot must be charged by holding down the trigger. max carge in 2 seconds. x0.2 move speed while charging

  • x3 projectile lifetime
  • beam width increases in-flight by a max of 0.8m per second after deploying. shots with less charge expand slower
tough void
#

If using error cubes for special cosmetics is out then I propose there be a way to display them somewhere like have a pile of them laying around or something to show how many you’ve found. It would also be cool if there could be an add on to the memorial hall that’s like a museum of sorts. Now hear me out this would be so cool. There could be a section for each type of equipment such as doreta, hacksey, corstone rocket and such. Then another section for the sample containers/rival tech. Then the main thing could be a display of each type of mineral/resource that will be displayed and you need to collect a certain amount of that resource to add/donate it to the museum. I think it would be a pretty cool addition. I hope you agree

Maybe even stuffed versions of each enemy to go look at and appreciate their detail. It’s hard to look at them while you’re shooting them so that would be cool to get a close up look at the different bosses or some different glyphids

strong bone
#

New PGL Overclock:
Cannoneer

- x0.25 effect radius
- +1 reload time
- +200% recoil
- projectiles are very heavy and experience more gravity, shortening the firing arc. projectiles will dud on terrain impacts.

  • +100 direct damage
  • +10 small and medium enemy penetrations. explodes on contact with large enemies.

instead of a grenade, projectiles are cannon balls. (or bowling balls).

extra funny: if one shot reaches maximum penetrations and hits a large enemy, it plays the sound of bowling pins being knocked over

knotty knoll
#

Make Bosco's rockets automatic.

#

Make the crassus detonator drop compressed gold.

near glacier
#

I have an idea for a sludge pump overclock it just makes it shoot lava

fast sail
#

Cool extraction level idea (the ones with no mule): sacrifice mitts to make the guns on the big extraction thing bigger and better, but every time you do that, you can’t order a ammo supply for the next 5-10 mins

fast sail
#

Over clock for drillers’ flamethrower that makes it burst fire sort of, but damage is increased and aoe increases over time

strong bone
#

Bulldog Revolver Overclock Rework:
Chain Hit -> Money Shot

  • when the player has gold in their inventory, pressing R will consume one unit of gold and throw a gold chunk in a wide arc. hitting the chunk with the revolver will guarantee a ricochet into the nearest enemy weakpoint with 25% extra weak point damage. 0.33 second cooldown between throws. ricochets can be chained.
tough void
#

Please add the Kurasite enemies to the bestiary. Every other enemy/variant is in it so I think there should be a section for the kurasite enemies. I mean if the maggot is in it then these should be too right?

fast sail
#

New glyphid variant:
glyphid lurker

Is camouflage, follows your around until you deposit/mine an ore .etc then it grabs you and drains your health pretty fast

Fellow dwarfs have to help you or you get downed

sick marlin
#

i feel like an electric primary as Drillers 4th primary would be a no brainer, but i wanted to share a simple idea i had for it :] obviously i dont have specific stats as that would require actual playtesting, but just a general idea should be enough

tough void
# fast sail New glyphid variant: glyphid lurker Is camouflage, follows your around until yo...

I have a suggestion to change this so it’s not like a stalker. What if there was a glyphid that’s called the Watcher. All it does is watch you and gather intel. It will stay far away and not attack but if you attack it, it will run away pretty fast/burrrow away and wait until you forget about it. Then later you’ll just see it watching you again from across the cave. If you kill it, it will let out a very loud scream and a bunch of bugs will come to avenge it triggering a small powerful wave. So you could go a whole game without killing it but if you do kill it you’ll be rewarded with its huge eye for RND to research. I think this would be a really cool and creepy addition.

upper turtle
#

The tools in the animation for building things should use your pickaxe paintjob

merry cloak
#

Mitigating the Randomness of Weapon Matrix Core Infusion

i realize how weird and controversial this idea is, but i think it would be beneficial to the game to add an algorithm that sources data from the number of players who use a certain overclock. (or use karl.gg) this means that there would be an objectively sourced overclock hierarchy, which could then be applied to giving newer players overclocks.

the idea i propose is that if a player is new to overclocks or hasn't played the game in a long time, they have better luck and are more likely to roll an overclock that is high in the hierarchy. this luck would go down as you keep grinding for oc's, and will start to go back up if you are away from the game for a week or more.

this would make newer players more eager to play the game because of the consistently good oc's they receive and get to use ingame, and would make the "overclock grind" less punishing for players who don't have a lot of time to consistently play the game and chip away at the 160 overclocks in the game, many of which are just a waste of time

acoustic orchid
#

Could I get a mullet headwear

fast sail
#

When you resupply from a resup pod the animation so that you drink beer to heal after the normal resup animation

dusk basalt
#

Allow slow movement crawl for several seconds upon being downed so dwarves do not somehow get stuck on what is supposed to be vertical terrain of the drillavator descent tunnel, unable to be revived until after jetboots are available.

cosmic tree
#

LOK-1 unstable oc: ST-U P1d

Removes the ability to aim, turning it into a semi-automatic rifle

More ammo and damage

lethal laurel
#

Alternate modes for the platform gun and the zipline launcher that can be engaged by holding right click. For the platform gun, when you engage the alternate mode, instead of creating a platform, the plascrete foam covers the surface you fire at and it becomes easily mineable (minus minerals and more durable rocks such as bedrock or the rock that surrounds the Ommeran Heartstone). For the alternate mode on the zipline launcher you can fire the zipline at more vertical angles, but the zipline has a weight limit of 1 dwarf, if more than one dwarf attaches to the zipline, the anchors will no longer be able to hold and will break away from the wall.

stoic root
#

Make Steeve come to the space station after mission and either customise his quarters, extra coaster at the bar for him, get him involved in football.

clever sparrow
#

New enemy: Glyphid Lunger
Semi-developed Glyphids with less armor than a Grunt, but are in turn much faster and more agile and still possess the ability to jump, just like the Swarmers. These juvenile Glyphids use their more developed legs and jaws to leap at and latch onto dwarves, weighing them down for the swarm to overwhelm. They tend to either rush at you from the ground, or will leap onto you from above if the ceiling is low enough.

timber marlin
#

Add the ability to play enemy sounds via the bestiary,

fast sail
#

Give the barrels in the space rig a purpose make the robot at the abyss bar be connected to some or something

upper turtle
#

Overclock for the gunners missile launcher unstable so like it would have a secondary fire where it would fire all the missiles at once alongside the normal firing mode but it has less damage slower fire rate and slower reload time but more ammo

crystal snow
#

if you have collected all the weapon overclock matrix cores, maybe have them be replaceed by the mineral packet cores like the cosmetic ones?

dusk basalt
#

Charge attack from pickaxe anchors dwarf in place when held if pickaxe strikes terrain.

It's similar to using hoverboots perk. Maybe include it with hoverboots. That or decrease the cooldown on the things. Looking at jetboots, I know they got the tech to do so.

lean meteor
#

🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄
Tl;dr: Make the Yuletide in-game period more closely matching the majority of western world population (i.e. longer span than other seasonal events, and longer than it's usually lasted anyway).
How it is now: In DRG tradition there's not a fixed date every year for the start of this seasonal event, looking at past years it would hit on the first Thursday after the 13th December (the day when, in Baltic countries - Denmark included - the xmas tree is usually put up) and would last for 19 to 21 days
How it should be: Push the starting date forward, taking the xmas tree tradition as a reference, thereby increasing its duration
Why: It's just about the main holiday period of the year, it deserves a larger span! Jokes aside, the build-up to xmas is the better part of it, and have the in-game event start so close to the actual Christmas Day unnecessarily cuts that short and kills it... a bit
Background: in the USA xmas trees are put up as early as mid-November, but most people make it the day after the 4th Thursday of November/Thanksgiving Day (i.e. on the Black Friday)

Pros:
rocknstone The double XP bonus linked with the holiday would make this the best time to help the newbies catch up (especially this year, soon before the new season launches);
rocknstone As pointed out above, the earlier starting date would make it more closely resemble its irl counterpart;
rocknstone The Space Rig is so much cozier when decked anyway, and this ought to be even more the case through the holiday season, which is all about the vibes!

Cons:
tothebone The grinches out there might hate everything related to xmas and so they'd hate on this change too (I mean I guess so, haven't asked them)

Oh and btw, Season's Greetings everyone!
🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄🎄

proven elm
#

let bosco roam the spacerig

timid beacon
#

We should be able to ping stuff while in the space rig, and have option to tell them to hurry up, or use a certain gun, or be a certain class, it can make communication better if u cant talk

strong bone
#

New Autocannon Overclock:
Side-by-Side

- -110 ammo
- -0.4m area damage radius
- x4 vertical recoil
- x0.66 rate of fire

  • x0.33 horizontal recoil
  • x0.5 base spread
  • both barrels fire at the same time, each shot consuming 2 ammo from the mag
  • if both shots hit the same enemy's weakpoint, 50% chance to stun for 3 seconds
wary shell
#

can season 6 finally introduce tipping Lloyd while holding a beer?

eager yoke
#

I would have i new idea for a overcloak on the grenade launcher: anti-Gravity grenades

More ammo (around 50%)
Faster reload

Negative sides:
Grenades do no damage

Explanation:
the explosion would generate a dome (like the shield from gunner) that traps Everything in the center for about 10 seconds. After the dome collapses she pushes Everything in a random direction out. Small Enemies like swarm glyphids would get stunned while in the field

short pewter
#

Don’t know whether this is just me but as an Engi main I feel like the Engi always draws the short straw when it comes to armours, DLC and in-game.

Driller, Scout and Gunner seem to always get more details and cool things in their outfits.

In the new Skullcrusher set all the other classes get some really cool things but Engi’s just seems really plain in comparison. Give Engi outfits some love!😭😭

tight sedge
#

add eye color options

shell fable
#

“Electro-Static Shield Link”
Leadstorm OC

insert cool description here

rocknstone Enemies are electrified when at a minimum of 60% shield. Electric duration and slow increases with shield %.
rocknstone Overheating discharges an explosion of electricity similar to Turret EM Discharge’s pulse
tothebone Overheating collapses your shield with a slightly longer recharge delay.
tothebone More heat per shot (+40%)

bleak moon
#

big lootbug
pros

  • you and your team can ride it
  • its big
  • its cute
  • its friendly
    cons
  • the lootbug haters will get much gold and nitra
hard cloak
#

Give us access to the fridge nice

tough void
#

Add more than one season event. I liked when rival tech and rock pox had more than one since it adds more variety. The core stone is fun but I feel like every other season or so could use 2-4 different season events. Also allow us to up spawn chances of old season events if the season you’re playing is completed 100%. The old events hardly ever pop up and it’s lucky if you get a rival teach one. The only way to boost spawns of old events is to play that season but I personally like all of them. So having it be an even chance for all events would be super fun.

warm lark
#

Add raid style boss missions, i mean other than caretaker, Like boss bugs and stuff like that more rival bosses and stuff

wise oyster
#

Change the kills stat on the end of a mission to how much dmg you've done (ex: 1 point per 100dmg.)
You can kill like 3 Swarmers and you've done more for the team than killing lets say an Oppressor.

shell fable
#

“Barrel Feed System”
Leadstorm OC

Cutting out the heavy backpack and chain system allows for an overall lighter gun that lets you move quicker and aim more consistently. However, the gun now operates on a drum-fed system, requiring a reload.

rocknstone No movement penalty when firing.
rocknstone Slightly increased accuracy
tothebone Magazine system holding 400 rounds per barrel, reloading takes 4 seconds.

shell fable
#

“Shrapnel Fragmentation”
PGL OC

Using a completely overhauled shell and explosive compound, the shells’ frontal AOE and damage is increased, along with flying in a straighter trajectory. However, the overhauled shape means that the explosive shockwave detonates in a forward cone rather than rupturing in a complete radius like a regular shell.

rocknstone Increased AOE size (+1.5m) and damage (+120)
rocknstone Faster flying projectile (+40% projectile velocity) that follows a shallower arc
tothebone Explosion doesn’t affect anything outside of a .5m radius around the shell, unless directly in front of the shell at a 60 degree angle. In other words, it’s only effective when blasting bugs directly in the face rather than shooting it in the middle of a crowd.

queen wind
#

Overclock idea I had for the breach cutter :D

The breach cutter now shoots out moving platforms that dwarves can stand on without being damaged. The platforms require more energy, so you have less ammo.

finite scaffold
#

Make a bandana/half-balaclava cosmetic for beard slot that matches the color scheme of armor paintjob

sage vigil
#

Can we add a modifier for "Swarm Frequency" to Hazard 5+? The modifier would make swarms happen more often when applicable, if not applicable then it does nothing and gives no bonus.

tribal chasm
#

Add slight articulation to explosive spores! if we could turn them around and angle them to use reliably in combat it would be a really fun to use in combat! Make it so that walking into one will change it's angle. Sandstorms and enemies walking past can also tilt them.

near glacier
#

Hey, newbie here!
Anyway, I've made some rework ideas on the existing Armor Rig mods, specifically those from tier 4. All of 'em I think are pretty useless, so here's an idea on how to make them at least viable:

Armor Rig:
Rework! - Driller's Temperature Insulation: +50% Fire/Heat and Frost/Cold Resistance
Tier: 3 - A

Move 'Breathing Room' to Tier 3 - B

Rework! - Shockwave: 24-32 AoE Damage in a 5m Radius upon Shield Break
Tier: 4 - A

Rework! - Static Discharge: 100% Stun Chance in a 5m Radius upon Shield Break (No More Damage)
Tier: 4 - B

New! - Speed Demon: +50% Movement Speed upon Shield Break
Tier: 4 - C

This one is just a bonus that came to mind while making these:
Platform Gun:
New! - Bigger Platforms: +2m Wider + 1m Taller Platforms
Tier: 2 - B

strong bone
#

New Minigun Overclock:
Goliath Munitions

- -400 (200) max ammo
- x0.66 rate of fire
- +0.4 spinup time
- +25% heat generation
- -2 direct damage
- +75% base spread
- the intense recoil prevents you from moving fowards while firing, and pushes you backwards if you jump while firing

  • rapidly fires a stream of fast projectiles instead of hitscan bullets
  • projectiles are explosive-tipped, and deal 11 explosive damage in a 0.4m radius
  • the pushing recoil can be used to dampen falls or extend jumps
dusk basalt
#

Increase accuracy of autocannon mortar rounds. Shooting 45 degrees away from where the barrel is pointing is just silly. Just decrease the magazine size if ya need to nerf it.

Edit: Or do the thing like with lead storm where ya gotta stand still.

compact flame
#

Rework of Warthog Minishells - Electrified Flechettes. Same downsides and extra ammo, but remove the -recoil and +mag in exchange to apply a strong electric damage over time (DoT) when 3 or more pellets connect. Also when shooting a turret allow the turret to shoot electrified shots (like Bosco) for 30 seconds. This helps alleviate the large damage downside by applying an electric DoT instead and a slow instead of a stun, improving ammo economy at the expensive of stopping power and improve turret whipping which is a large (misguided) part of why people like to take this. Also would pair nice with T5A Shard.

Rework of Lok-1 Eraser into a balanced OC. Ignoring that base Lok-1 probably needs a buff, but keep +mag, but instead of 1.33x max targets, have each unique target locked onto provide a damage boost while making it have a longer reload or something. This would play into all of the Lok-1s mod tree; speed of locks for DPS, more locks for better ammo economy and potential damage, Smrt Targeting would help achieve the higher damage boost, but youd have to forgo the extra damage of electro chemical rounds. Since you always want as many locks as possible it’d work into T5B Unstable Lock Mechanism but also shooting lots of targets is nice spreading electricity to slow anything oncoming. Should be great for build variety and plays into what makes the Lok-1 such a unique fun gun. Obviously Explosive Chemical Rounds would be far better, but I don’t think Eraser should be as good, as ECR is too strong.

shell fable
#

“EMP Launcher”
PGL OC

insert description here

rocknstone AOE is replaced by a large discharge of electricity, similar to EMD’s turret pulse. Lasts for quite long and does a large chunk of damage that falls off slowly as the effect wears off.
rocknstone Slightly larger AOE
tothebone Near-zero AOE damage (-95%)

perky Initial kinetic AOE damage is replaced by Electric element damage.

shell fable
#

“Snakeshot”
Bulldog OC

Hey, R&D didn’t make these and management certainly didn’t approve them. How did you get your hands on these? Regardless of their origin, they act similarly to the shells found in the Boomstick and the Warthog. 6 pellets that individually do significantly less damage than one bullet but a greater combined damage should your aim stay true. The extra charge needed means a greater kickback and makes it a little harder to recover your aim though.

rocknstone Full bullets are replaced by shotgun-esque ones. (6 pellets that do 13 damage each. Each pellet is treated as their own individual bullet, so each blowthrough instance can happen up to 3 times with each pellet.)
tothebone More recoil
tothebone Slower spread recovery

perky Crosshair is replaced by the one pattern comparable to Boomstick’s with Shaped Shells, just smaller. The edges bloom outward with each shot to indicate an increasing spread before returning to normal after a few moments if not firing.
perky Casings are black and have a golden snake on them.

dusk basalt
#

M1000 Overclock: Bolt Action
Pros:
Weakpoint Damage increase.
Fires full 'clip' per shot.
Click-fire instead of hole/release.
Louder

Cons:
Requires reload after every shot.
Instant 'charge' of the shot removes ability to 'hipfire'
Longer reload time. (Pressure to pick the reloading speed after kill mod)

High risk, high reward unstable overclock. Devastating for the 'quickscoper' who can land their shots while those who miss are left fumbling about with the reloads. Less ammo efficient than supercooling chamber due to lack of hipfire option but provides potential for back-to-back headshot chaining with quick reloads keeping the momentum going.

charred quail
#

lead storm overclock: Gatling Conversion

  • holding r allows the minigun to be placed like a turret, or calls it back to you if its already placed
  • once the minigun is built, any dwarf can mount it and 'start blasting'
  • while placed: ammo consumption is halved, accuracy is increased
  • can still be fired from the hip (as it can usually)
  • reduced accuracy when hipfiring
  • placed miniguns will not fire autonomously
  • cannot be mounted by other dwarves if the gunner who placed it is nearby (just to prevent other dwarves from 'stealing' it from the gunner, either by malice or by accident)
    not sure if this would be too similar to leadstorm, but i thought the general idea of it was too nice to not mention here
#

thunderhead overclock: Volatile Rounds
+bullets explode violently enough to physically launch glyphids and dwarves alike
+launched glyphids are subject to fall damage
+increased AoE radius

-reduced AoE damage
-reduced firerate
-launching is less effective on larger targets
a somewhat rough idea, just thought the thunderhead in general is somewhat lacking in the 'gamechanging' overclocks field tbh

frigid quarry
#

Add lore like there is lore but also yk not a lot of lore like who is Carl? Unless it says it somewhere idk I think more lore would be cool. I mean like my theory is Carl found out what morkite is and he got assassinated. But idk because there isn’t lore about Carl or morkite. Like I guess it makes sense on why there isn’t a lot of lore but it would definitely be cool if like in the memorial hall it mentions Carl (maybe somewhere Carl is mentioned idk) idk that’s just some things that I think more lore would be cool like what is morkite used for. Idk if any of this makes sense lol

gentle girder
#

New Beer
Liquid Wealth - cost 100,000 gold

After drinking, you and all your costemics become the color and texture of gold. You can still run around like normal but as essentially a gold statue. This cosmetic effect lasts for one mission.

Idk I think it would be a fun way to show off your riches.

slim nebula
#

if the host leaves someone random should become host instead of everyone having to leave the game

sage vigil
#

Deepcore GK2 Clean Overclock: "Explosive Rounds"
"Some of your bullets (not all of them) have been replaced with explosive ones."

  • Every 5th bullet fired out of the gun will explode, dealing 3x its base damage in a small AoE.
    (3x is just a benchmark, I don't know how much damage would be considered "balanced" here.)
near glacier
#

I know the chances of DRG devs adding new weapons are very slim, but it doesn't hurt to dream!

Driller - Tesla/Arc Cannon:
A heavy weapon that would fire high voltage bolts that would arc or bounce consecutively to each enemy after. I think it fits his elementary arsenal and his main combat role, crowd control.

Engineer - Nail Gun:
A weapon that would fire fast-traveling nails that could pierce through enemies with ease. A precision weapon that awards you when hitting those perfectly lined up shots.

Gunner - Huge Shotgun:
Another heavy weapon, this is just a Warthog... but BIGGER!!! Firing automatic buckshot suppressive fire against anything that would dare to even get close to you! A CQB option to quickly dispatch close enemies.

Scout - ???:
Uhhh... Sorry Scout mains, but I couldn't think of anything for you guys... I mean, Scout has the TH-0R in Survivor, so... yeah?

tight mango
#

mission modifiers that are have benefits and negative effects: blood sugar and volatile guts
have yellow AND red as part of their icon instead of just yellow

wary shell
#

Would it be possible to have different pickaxe power attack abilities?
It comes more from my desire to combine a crossbow and a pickaxe. Not sure how it'd be implemented, but what about instead of just a power attack, you had a selection of gadgets you could attach to your pickaxe.

modern trellis
#

add Order of the Deep and Skullcrusher DLCs to the description of the dwarven legacy bundle on steam

flint temple
#

It's a bug thing III, however many perk points you have left with ALL milestones completed, and all perks bought, you can buy a third upgrade that kills all lootbugs within 50m. Why? Because I don't like seeing all these points with no way to trade them in, even though I wouldn't use the perk, it's be funny enough, without breaking the game, and still have a thing to spend the points on.

tough void
#

Make lootbugs not crawl on refining pipes unless there’s no other way. I’m tired of riding the pipes to a break and running into 5 loot bugs piled on one section of the pipe when there’s perfectly good ground right next to it. Or at least make it so you can go through them while riding instead of having to stop and kill or go around them

shell fable
#

“Pile Driver”
Thunderhead OC

Repurposing a model used for deep-space construction, R&D have converted your gun into an accurate and devastating metal slinger. Instead of firing explosive shells, it fires long rods of hardened steel with such high kinetic energy that they tear straight through the wildlife of Hoxxes. Additionally, because of the fine tuned explosive charge, they land perfectly in terrain to act as little balance beams for whatever purpose you may need them for. However, despite the massive increase in damage, the violent nature of the projectile means that weakpoints don’t do much of anything anymore, and the lack of an explosive charge means they obviously don’t detonate on impact. To prevent the gun from completely overheating and melting, the maximum rate of fire had to be toned down as well.

rocknstone “Rebar Drivers” (Massive direct damage increase (+52), with better accuracy (50%) and 3 blowthroughs. Fast moving, visually long projectiles that look like metal rods.)
tothebone No AOE or weakpoint bonus
tothebone Slower top ROF
tothebone Less ammo (-40%)

perky Fired projectiles that impact terrain before they pierce 3 enemies stick into the ground act as thin balancing rods for scaling obstacles. They can be destroyed with one pickaxe swing.
perky Fired projectiles that do pierce 3 enemies stick into the final enemy similar to how arrows stick into the Minecraft player’s character model. This does nothing except look cool, and they disappear with the bug’s ragdoll model being removed.
perky The guns sounds different, with a loud ”KA-CHUNK” sound for each shot rather than the regular ”POOM”

honest valley
#

I am once again asking for Bosco to stop engaging the Huli Hoarder before I do.

golden glade
#

Quickdraw
Boltshark balanced overclock
The crossbow is equipped with a high powered mechanical lever. if the lever is set, it will automatically draw the string after firing. This allows shooting two bolts in quick succession, but resetting the lever takes a long time.

rocknstone Quickdraw: If the lever is set, reduce reload time by 0.8
tothebone If the lever is not set, increase reload time by 0.8

perky If the lever is set: After firing, the lever pulls back the string immediately with a satisfying clang, and a bolt is loaded very quickly.
perky After firing two bolts, the lever has to be pushed forward, then the regular reload animation is played. Setting the lever is a separate action, so disrupting the reload after its set will keep the lever set, and only a bolt needs to be loaded

frigid quarry
#

I wanna be able to bleed after touching the vines

oak sphinx
#

Sentry rework proposal
The main idea is to give more of a reason to make MKII and Hawkeye System more viable and unique compared to Gemini and Defender System and improving mod choices overall.

Notable changes:
11 Base damage now instead of 6, Defender System only increases burst size
MKII has enough damage to one-shot swarmers
Hawkeye System now prioritizes long range enemies (HVT)
faster turret building, mod adjusted accordingly
Other underused mods improved to make more viable

pallid zealot
#

what about making it more clear that more dwarves fixing the drilldozer not makes it faster

maybe some voicelines mentioning that with such complex mechanism multiple dwarfes are making it only harder or smth
it is not intuitive mechanic at all, and it not really helps when playing with randoms, and while you do the fixing, 2 of 3 other dwarves try to help you, keeping glyphids unkilled which leads only to situation becoming worse

oak sphinx
#

Coil Gun minor improvements proposal, especially for backfeeding module

frigid quarry
#

Make it so I can have more ammo for my fat boy overclock

bold lily
#

I have an incredibly silly suggestion. everyone knows about the mineral trade system, and the little bar at the top that displays stock market news, and the voice line "i wonder if i could get rich just trading minerals, would miss the excitement of spelunking though." my proposal is to turn the mineral trade network into a live stock market for the players. you could do this by making it so the game tracks the total amount of a mineral that exists in everyone's inventory's, and having a public domain of minerals. if someone sells minerals they get added to the public domain, and if someone buys minerals they get removed from the public domain. to simulate how a stock market works, more minerals in the public domain means lower prices, the game could use a formula, 1, divided by, 1 minus amount of minerals in the public domain divided by total amount of minerals. this would get you a factor of 1.something which could get multiplied with the prices for buying and selling minerals, buying being 150 and selling being 50. this would make it so the price dynamically changes with the amount of minerals being bought or sold, and the daily deals would have an effect too. i think this is really fun, and would add some more world building to deeprock, and give a little more community interaction. thank you for reading.

frail tundra
#

"Meaty" Miner's Manual

{ Not sure if anyone's suggested this before but there's several gaps / opportunities that could be fleshed out in the Miner's Manual }

  • It's not much a big thing but a Flora type category next to Bestiary would be neat to have; just a sentence or two on the more interesting, strictly-flora species on Hoxxes IV (at least the ones that employees would describe as flora, and those that are relatively passive rather than actively attempting to eviscerate our employees.)

  • The second is Secondary Objectives in the Missions tab. I know they're all pretty self-explanatory but in the same vein, a brief blurb on each and what you'll need to do would help round it out. It would also be cool to have, say, R&D's speculation as to the fossils we're collecting or what in the exact hell we're using Dystrum for. That overall sort of thing would be appreciated, just a touch of fluff to round it all out.

  • A Minerals or Resources category about what we're mining, pumping, chunking, dumping, and sending back up to orbit. A common thread of these is that, despite us miners not being paid to ask why, it would still be reassuring to know why in a quite general sense.

  • Short blurbs at the end of each Missions entry that similarly explain, in general terms, why each mission type is profitable and deployed by Deep Rock Galactic. Nothing specific, nothing contradictory, but it would nonetheless be interesting to know why we're doing what we're doing in the way that we're doing it. Some mission types, like Salvage and Elimination, are very self-explanatory in their benefits to the company; perhaps rather than the why, we get the other why. Cursory cost-benefit analysis, loss in production efficiency, some other corpojargon of the sort. Much like the rest of these, it would only take a couple sentences of lore for each to help flesh out both the procedures and the details while reading the Miner's Manual. Quite frankly, it would just be cool to know what a full rocket of Liquid Morkite sells for at retail on the galactic market. Bits like that that serve to fill out the lore without detracting from what's been previously established, and I'm a glutton for useless-but-cool details. One would wager many others in this community are as well.

  • A section for class and weapon descriptions. Very brief like all of the above, copy-paste as many segments from the equipment screen descriptions as needed to keep it simple and straightforward. It would just be nice to be able to access all available information entirely ingame and through a single menu. An Overclocks menu (or subsection for each weapon) may also potentially be helpful, though overclocks specifically seem best served as-is currently.

Perhaps consider the above as an investment in longest-term longevity; if the game includes a functionally-complete encyclopedia built in, it'll serve to outlast any wiki or forum post describing it. I've never once doubted GSG's commitment to long-term support for a single second, but every game has its eventual limit. An overall, 'endgame' goal should most definitely be 'infinite' playability after the final season and support ends. Fleshing out the MM would be a phenomenal contribution to that end.

R&D's Miner Satisfaction Division has come to the conclusion that the above, if implemented, could potentially result in a considerable increase to long-term employee retention, derived from an additional increase of 16% to employee survivability and 1.4% to employment satisfaction, respectively.

(Also, IIRC there used to be the Radioactive Exclusion Zone sniffers / breathers and a couple others in the Bestiary category that aren't listed anymore. The Flora category would perhaps be a good place to include that sort of thing once more, unless I'm really missing something in the menus and it's here but I can't find it.)

dusk basalt
#

Maybe a way to diffuse an exploder during escort missions. When there's a swarm of them, popping a headshot on each individual one isn't really a viable option at high haz. Sure, the dwarves can run away but there's not much that can be done when it has its face buried against the drilldozer. Maybe a damage threshhold where you pre-emptively pop it before the reaction taking place inside the bug has time to fully react.

dusk basalt
#

In remembrance of the passing of the voice actor, can we get a tall white cowboy hat similar to that of Doug Dimmadome, owner of the Dimmsdale Dimmadome?

Maybe a little portal at max hat height range as it does not end.

rustic field
#

add cat ears

dusk basalt
#

Repeatedly pressing X to yell draws aggro towards the yelling dwarf.

dusk basalt
#

Haunted caves get slower but tankier bugs similar to rock pox infected but without the boils.

Also possessed equipment. Old supply pods reactivating and drilling down from the ceiling, distorted comms messages, satchel charge craters of previous fights, drop pod with a bunch of swarmers that burst out of it when ya pry the doors open to loot whatever's inside.

Also, gotta kill/break something to reestablish comms so you can call in your escape.

dusk basalt
#

Missions with an odd switchup where the environmental threats are ramped up instead of the bugs is another idea.

More stabber vines, more falling ice shards, near constant sandstorms and bees, maybe some magma gel similar to the slime that slows ya down but burns also.

Sure, the bugs are an issue but making a team ration out its equipment to traverse through everything can be a greater emphasis on these missions. Also good exploration fun with the rare anti-gravity wells and such that seem to have disappeared.

echo cape
#

Perk Point extension, or sell/trade them

noble field
#

Ebonite Glyphids should make different noises to regular Glyphids to make them easier to differentiate by sound.

sage vigil
#

Rockpox Dreadnought
Functionally identical to a Classic Dreadnought, but it can inflict rockpox on you and shooting its butt weakpoint causes boils to appear on its body rather than the weakpoint's armor coming off.

shell fable
#

“Erroneous Prism”
PGL OC

Due to the massive surplus of so-called “Error Cubes”, R&D decided to put them to use: Ammunition! Using the high energy catalyst inside of the blocks mixed with a large jolt of electricity and a heavy impact, firing the cubes out of the PGL creates a square field of enclosed high reactivity goodness that melts anything inside of it! It lingers for a few seconds at maximum concentration before fading away as the energy discharges into the surrounding air. However, because of the heft of the cubes, you can’t carry as many rounds, and nearly all of your area damage comes from the containment field rather than the initial explosion.

rocknstone “Prismatic Residue” (Projectiles leave behind a large square area of slowing plasma. It does full damage for a few seconds before DPS slowly decreases over an additional few seconds. Area size of the plasma is affected by radius mods, but damage is not. Unaffected by the heat mod.)
rocknstone Slightly larger AOE (+.5)
tothebone Less ammo (-3)
tothebone Near-zero AOE damage (-95%)

perky Costs 1 error cube to forge.
perky As plasma damage decreases, the density of the plasma cloud also decreases to accurately represent how much it’s doing. Additionally, the slowing factor decreases alongside damage, starting at an initial 70% slow.

vale prawn
#

add some sort of underground river in some areas. fighting water enemies would be cool.

vale prawn
#

And a mission type where the cave is itself alive and has a sort of hive mind and tries to digest you would be cool

earnest dawn
#

Vines to swing off of in fungus bogs. Similar to the vines in supermario physics wise.

shell fable
#

“Voltage Induced Frost”
Cryo OC

insert cool description here, something something we smacked a battery and telsa coil on your cryo cannon to make your direct damage induce electricity

rocknstone Enemies directly hit by frost have a chance to be electrocuted. (20% chance per damage roll)
tothebone Slight decrease in damage (-2)
tothebone Slightly lower tank capacity (-10%)

perky The gun makes an extra electrical-sounding “BZZZZRT” effect whenever spinning up. The frost cloud also gets electrical particles in it.

vale prawn
#

a version of the septic spreader that shoots globs of beer and makes you drunk

forest cipher
#

dynamic crosshair that disappears when not in combat (for taking photos or screenshots)

honest valley
#

Another suggestion before bed: can we get a way to offload excess Phazyonite? Maybe the ability to sell it at the Mineral Trader? Dump it in space? Give it to other players? Heck, just put a "Delete excess Phazyonite" button somewhere? Its useless after you purchase all of the cosmetics, except for a little extra XP for resources mined in a mission.

dusk basalt
#

SM4RT Rifle OC: Turret Trainer
Large Ammo Supply Increase
Slower Rate of Fire
Slower Reload
Turret Prioritizes Locked-On enemies and deals increased damage to them.
Turrets auto-assemble after 5 seconds when called to secondary location but not during initial deployment.

The idea is this OC is used to fine-tune the turret AI using the rifle. With the rifle handling some of the processing, the turret is able to perform at an elevated level, becoming able to more quickly dispatch bugs.

Fills void of no turret oc for engie rifle. Neuro Lasso is nearly unnoticeable at high haz so this may be a buff to it instead of it's own oc to handle 2 birds with 1 stone.

karmic oxide
#

Power attacking Molly forces her to stand still and ignore the beacons for around 5 seconds

dusk basalt
#

Pickaxe center portion that looks like a morningstar spikeball.

rapid geode
#

An abilitie that let you inyect yourself with charges of red sugar for those moments when even a swarmer can kill you
(My english is not that good sorry)

last stag
#

A marker above steev so he's more visible, I'm sad to say i have froze/shot him on more than one occasion (but always give him a good pat afterwards)

last stag
#

A medieval pack (dlc or whatever), I'd love to have a framework for the Nishanka (scouts crossbow) that makes it look medieval

merry cloak
#

BRT7 Burst Fire Gun
Balanced Overclock:
Backloaded Magazine

Each uninterrupted burst from the same magazine increases in size and damage

rocknstone +2 slugs per burst
rocknstone +3 damage per burst
rocknstone burst speed scales with burst size so that each burst takes about the same length of time
tothebone -1.5 fire rate

Burst size x damage added by overclock:
3x0 5x3 7x6 9x9 (with mag upgrade: 11x12 1x15)

The effects are not interrupted as long as you do not switch weapons

#

Shard Diffractor
Unstable Overclock:
Refraction Lens

Beam bounces between targets, but takes some time to stabilize, so the number of targets it gets around to increases the longer the weapon keeps firing.

rocknstone beam refracts from target to target
tothebone 0.8x direct damage
tothebone -2 rate of fire

merry cloak
#

Subata 120
Balanced Overclock:
Pinball Machine

Bullets bounce off of terrain and armor and have infinite enemy blowthrough. Lifetime of 5 seconds

rocknstone bouncy bullets
tothebone x0.66 magazine size

(This one is very stupid but I don't know any other way to make subata fun)

hallow widget
#

maybe give the scout a pistol of some kind, it'd round out his arsenal nicely because he'd have 3 kinda big weapons and 3 small to medium weapons, with the new one fitting into the small to medium range. i'm thinking obrez, a cut down M1k that still takes clips, but is slower, less accurate, and can't focus, but it still just as fast to fire and faster to reload. it'd also have a pistol grip and a bit of metal on the front.

merry cloak
#

Zhukov NUK17
Unstable Overclock:
Frostburn Bullets

rocknstone
Left and right pistols now have separate ammo pools and shoot independently
Left pistol shoots cold infused bullets while right pistol shoots heat infused bullets
Press R to switch from one to the other. When you do this, the unused pistol will automatically begin to reload and the bullets will detonate inside of enemies and apply their temperature effect.

tothebone
-50% direct damage

near trout
#

Gunners auto cannon overclock idea: replace the auto cannon shells with shotgun shells

shell fable
#

“Cryogenic Acid Wash”
Cryo OC
My last cryo overclock idea was a flop, so I hope this one is a bit more balanced

rocknstone Bugs frozen by direct damage only gain a Corrosive malus for however long they’re frozen. The damage falls off, but can be replenished by re-freezing the bug.
tothebone Bugs stay frozen for a much shorter time
tothebone Less freezing power

perky The cone of frost that comes out of the weapon is now a green tint, and bugs with the frozen-corrosive malus applied by the weapon also become a green tint instead of the usual bluish ice color.

near trout
#

Eat-a-swarmer:
Eat a swarmer to gain a significant portion of your health back
Uses:1-3

timber marlin
#

Add a “weekly bulk deal” to the mineral trade, where you can buy a package of minerals or a LOT of a specific mineral at a discount. Similar to daily deals, but larger and slower. Could also use a little bulk detonator sticker.

timber marlin
#

Also, strange idea for a haunted cave rework:
instead of the unknown horror, ghost versions of the enemies present in the mission may spawn in the midst of spawn clusters. Ghost enemies act identically to their standard counterparts, but are immune to damage and will fade away automatically over time.

charred quail
#

thunderhead overclock
'Ommoran Power Module'

+convert your bullets into two glyphid-piercing laser beams
+lasers beams can also slice through terrain and cut deeper with sustained contact
+alot more ammo and magazine size
-Zero AoE
-rapid ammo drain when in use
-weapon now only fires when at top rate of fire

river dock
#

Glyphid Crassus Exploder:
Same as the crassus detonator, when it explodes, it leaves behind a gold coating on the damaged terrain, but obviously the explosion is the size of a normal exploder's explosion and not a bulk detonator's - otherwise it's similar stat-wise to the exploders, only with slightly more armour
It would be a pretty rare cluster spawn in swarms, possibly only appearing in specific mutators like IE exploder infestation, and you'd only net around 10-15 gold per explosion if you mined it all, but it would be a fun thing to see 5-10 of them appear during a swarm every once in a while without disrupting the gold and credit economy much (you'd get more gold by just picking a gold rush mission instead so it isn't like it would be the best way of farming credits anyway), and would give some interesting lore regarding crassus detonators

terse locust
#

Maybe make a pet system but more so going into dives and coming out with eggs and you could have a little zoo or place for the creatures u find from the caves and perhaps you could breed/combine/geneticaly modify them to give them cool abilitys or make them look a certain way and when i say pets i dont mean cats or dogs i mean creatures from the caves

forest cipher
#

Unstable OC for the PGL that gives it Buckshot rounds, turns it into a single-shot shotgun (just spitballing, it would probably be hell to code though considering the projectile)

vale prawn
#

idea: remember how i suggested rivers? well i figured out how water and water enemies could be implemented. just make anywhere below a certain level in a new area have water, so if you mine down you would hit water. then, make the generation for that area have parts that dip down, so there would be "lakes" where water would be exposed. that way you wouldn't have to worry about water physics!

vale prawn
#

also dwarves would not like swimming nor would they be able to swim long. they would say stuff like "Darn it, my beard is all wet!" and would be grumpy about it

near trout
#

Unstable OC for PGL: B.B.B. (big bouncy bomb)
The projectile for the launcher will now bounce if it doesn’t hit an enemy or if it direct hits an enemy.
If it bounces of an enemy and hits the enemy it bounces off of it will deal QUADRUPLE damage and will slow the teams scout for no reason whatsoever

kindred oxide
#

happy yule, yall! heres a suggestion: add some mistletoe please it would be so funny and after you've hit another dwarf with enough snowballs they should freeze up

novel ridge
#

Give every dwarf an ability to make turrets

last stag
#

Here's a suggestion:

Please make the Order of the Deep driller armour look good.....

Ghost ship hates driller notnice

tough patio
#

Add an OC for scouts shotgun that turns it into a slug shotgun, so way more damage and range, but less ammo and no other pellets only the slug shot

alpine oar
#

Add a unstable OC for the Cryo cannon that would allow it to create the electric crystals like from Crystalline Caverns, you can shot large crystals onto different surfaces and electricity would arc between them, but it would change the firing style from a consistent stream of ice to a slower but larger projectiles

mighty kelp
#

An ability whether it be an upgrade or an overclock for Driller’s drills that let it be refueled by glyphid blood. I don’t know how strong it would be, hell it might even be overpowered, I just think that it would cool if Driller had a melee build

karmic sedge
#

If not for this year then maybe the next one.

An Armor pattern called "Ugly Sweater"

It's color unique to each class, and it's a sweater texture with boscos, pickaxes and ores. Like a christmas sweater. This would be its main color.
It's secondary would be wooly white texure and the tertiary could be a dark brown, choclaty leather texture.

wise gulch
#

You guys should add an overclock for the breach cutter that replaces the lasers with drones.

dusk basalt
#

Festive Beers for the various Space Rig themes similar to the one from Octoberfest with the sausage in it.
Christmas/Yuletide: Hot chocolate with a lil extra kick, heavy on the marshmallows and cream with a candy cane and gingerbread in there.
Easter: Red Velvet heart brew, maybe a marshmallow bunny in there.
Summer Beach: Coconut mug with the lil umbrella
Halloween: Monstrous purple brew in a skull mug with green fog and a gummy eyeball.

near trout
#

Thunderhead auto cannon unstable overclock: unstoppable force

The auto cannon will not stop ramping up in fire rate.

It just gets faster… and faster… and faster… until those spare rounds you jammed into the mag are gone

frail tundra
#

The ability to place Molly-style markers to facilitate a more permanent navigation through larger and more complex caves. Waypoints are nice but we only get one, and torches / flares burn out and pile up

pastel cloud
#

For the amazing holidays make jet boots shoot out snow instead of the regular unstable fuel they use drgbeer

thick jacinth
#

Last time this was mentioned was 6th Sep, but with Season 6 coming out thought I would chime in:
FILTERS FOR THE FORGE TERMINAL
Clean/Balanced/Unstable
Already technically sorted by class and weapon but being able to cut out the clutter would help
Possibly even sorted by stats boosted but understandably a bit of a stretch

lyric coral
#

I keep imagining the dwarves tinkering with the bits of resinite that falls off of the payload as it ascends, and through pure trailblazing genius/stupidity, figure out how to turn it into a delicious syrup to add to sandwiches. They gifted some to Mission Control, and even he admits it's good in a drink.

sour goblet
#

Can we just...like...scoot the color slider on the blood moon skins over just a smidge so that they're actually red and not like a dark orange? They're like..."this" close to perfectly matching black crag armor paint the red just needs to be...well...more red! Was hoping for something to match and got really excited for these skins, especially when they're called BLOOD moon, I mean c'mon they should be like scarlet red not orange!

pastel cloud
#

I would really like to see the drop pod decked out with christmas things i feel like they did alot with the lobby but i would love to see more ingame some snow in it some lights around the drill part you know i would also love to see some grunts or random enemys wearing some santa hats or maybe be tangled up in christmas lights or maybe even the Glyphid Praetorain shooting out snow and can freeze you instead of the toxins drgbeer

flat magnet
#

Should engineer have a speed bonus for repairing/building stuff? Maybe tie it to the perk to build turrets faster.

modest fiber
#

Special Beer idea:
Allows you to see exact enemy health and heat values besides their bar.

The main idea with this is, not so much about the boon itself, but about how much easier it'll make trying to memorize everything during missions!
Even just having the one mission on occasion where you can see "Grunts have 108 hp, this praet now has 900hp, macteras freeze at this point, and this nemesis has just... this much cooling" will make it infinitely easier on players because they'll be seeing the health and thermal values infinitely more often (compared to the once a month MAX most players check the wiki)

And it also lets them see the health scale based on player count, maybe in real(ish) time if a player joins mid round!

snow remnant
#

What about new weapon skins inspired by Baroque architecture ? It would look a bit like GSG Guardian but with the base model itself being slimer to allow even more decorative golden flourish. Although I don't know how small can the details be on a weapon with DRG's art style.

Call it ... Barock drillchamp

fresh sonnet
#

Small cosmetic idea:
Basic helmet with horns sticking out of the sides and looking downwards (not like skullcrasher) and in bio it would have a reference to "diggy diggy hole"

tropic oxide
#

Doretta head somewhere in lobby to pet and feel like "oh we brought you back!" Cause YOU SHOULD ALWAYS BRING DORETTA BACK

worldly cliff
#

There’s a bosco in the medical area looking at a screen but there’s nothing on the screen, next season you should add a meme on their or something

sly idol
#

A small idea in terms of cosmetics:Add some unique accessories for achievements gained on Steam

hollow plover
#

Suspicious Stout
Desc: The ingredients in this beer are unknown, so management advises you don’t order nor consume this. Why is this even on the menu? Who knows but just don’t order it.

Gives 1 of 3 effects
1: Reverses your walk and turn controls.
2: flips the screen upside down.
3: disables you’re ui.

Effect can be remove via death or (if you’re boring) leaf lovers special. Effect will also carry over to a mission if not removed and will stay applied until the mission is over.

hollow prism
#

An optional upgrade that turns C4 carve range into a cube instead of being a sphere. Such would make it much easier to make large areas flat, like around the uplink and fuel cells, without unevenly removing the floor.
Would also be nice if hitting reload while holding C4 swaps between no/little carve and full carve.

vale prawn
#

For lore purposes and for missions without Molly: a regular mule with some kind of dangerous thing stuck to it similar to the Xynarch charge suckers on Bet-C that you have to fight to get a mule in a mule-less mission, such as point extraction or on site refining missions

raven lion
#

What if you shamefully hid your glass when rock and stoning with a leaf lover's special?

dusk basalt
#

Armor set similar to the dread rising one but instead of bug chitin, the dwarves decided to try piecing together a few bits of those tanky corestone crawlers. That sizzling ichor turns out to be pretty good at welding into the usual armor plates after all.

earnest dawn
#

Make the void of space outside of missions match the same color as the fog, looks jarring when playing deep scan missions to look up and see fog on the walls but then just a black void that feels not even remotely visually pleasing or realistic for that matter.

dusk basalt
#

Maybe something to promote community-building rather than the habit of dissolving the team after every mission. Upon successful clearing of a mission, perhaps the dance floor of the Abyss Bar opens up into a lounge pit with food options.

Or a Bossco hibachi grill pops up.~

Or let the dwarves spawn in that room of the mission complete screen. Have it visibly connecting to the space rig.

sly idol
#

I would like to add a separate recreation area for dwarves with voice chat where dwarves can play a game console or watch TV. I know it sounds pretty difficult to implement, but it would be nice to see this

snow remnant
#

I would love some voicelines for when you're using litho tools when the Rockpox has been completely cleared in the cave !

still swallow
#

name the event M.U.L.E.tide

karmic minnow
#

Warthog buff idea, as it's generally agreed upon to be the worst engineer primary by a large margin, even with its best overclocks.

Base stat changes:

  • -10% base pellet spread
  • +1 pellet per shot
  • +1 damage per pellet
  • innate 10% weak point bonus (to slightly increase consistency and to let newer players know you're supposed to be aiming for weak points)

Along with increasing effective range, and therefore ease of use by a marginal amount, assuming you're at close enough range to hit most, if not all pellets, and playing hazard 4-5 with no TE2 common scaling (108 hp grunts, 177.6 hp slashers, and 324 hp guards), this would make it deal:

  • at base: 72 damage per shot (158.4 to a 2x weak point), able to:

    • consistently kill grunts in 1 headshot
    • consistently kill slashers in 1 headshot and 1 body shot
    • kill guards in 2 headshot and 1 body shot
  • with t4 bigger pellets and t2 loaded shells: 99 damage per shot (217.8 to a 2x weak point), able to:

    • easily and consistently kill grunts in 1 headshot
    • kill a slasher in 1 headshot
    • kill guards in 2 headshots
  • to counteract this buff's major increase to total damage, the base ammo of the warthog will be decreased by 10, from 90 to 80 reserve shots, however the more consistent killing potential will cause less follow-up shots on common enemies, which will result in less wasted ammo

Pump Action overclock counter-balancing to keep it at relatively the same power level as it's the best overclock currently on it by far:

  • pellet increase will be reduced from +2 to +1 (will still deal 13 or 14 more total damage per shot than current pump action not including weak point bonuses)
shell fable
#

Put a doorbell on the drop pod to piss Mission Control off for when we get there before molly

split river
#

Vaccuum weapon for engineer to suck up bugs and spew them out as ammo. Lightning gun/Tesla thrower for driller, revolving slug shotgun for scout and akimbo belt fed fully automatic shotguns for gunner

thin bridge
#

New grenade: The Scout throws an empty magazine at the bugs. And when you throw it when you're reloading it gets thrown faster (because it's empty. Though of course not all scout weapons technically have mags)

naive mortar
#

Add pink armor paint jobs and better pink weapon paint jobs.

granite latch
#

Add more stupid things to do in the lobby

opaque silo
#

i have two suggestions:

  • pinging a compgold, bittergem, or a 🍄 plays the line twice as often as any other line. this makes it so we can spam even harder than before and give mission control guy a migraine.
  • make it so every type of 🍄‍🟫 plays the line, for consistency. small ones don't work for some reason and it's really annoying
    (this message was given the super mario galaxy treatment, because i thought it would be funny)
keen phoenix
#

Oh I have suggestion:
Lithophage bugs should take small amounts of damage over time when being covered in soap, not enough to be significant just enough that’s it funny.

Also perhaps could be an achievement for either crushing a certain number of bugs with a supply drop or crushing two praetorians at the same time

ruby epoch
#

Pickaxe Frames based on Mustache related tools (razor blade, scissors, comb)for the ones that take bit too much time choosing what mustache to bring to their horde shooter.

torn dune
#

Wish we had more melee weps

dull path
#

Fun/Silly/Pointless Suggestion: Dark Morkite drops additional morkite yeah? On non-mining missions, it makes other nodes drop morkite, just because (so at least it does something outside of Morkite missions)

real plank
#

make it so you can pet engineer turrets

hard orchid
#

just playing the game on solo and wondered if there was any plans to make better interactions with bosco. for example when you get on the drop pod for the character to call bosco to you rather than leave him in the level

rocky dune
#

Idea: So......you know how scout has 2 overclocks that essentially are safety nets to break a fall(Those being Special powder for the Jury rugged boomstick and Hoverclock for M1000 classic), well what about 1 with the Nikshandra bolt shark?

A clean/balanced overclock called Meathook! Basically it uses a bolt tided to a cord as a grappling hook with a range of 7/10 meters. It can be used to grapple onto terrain, or enemies, stunning them in the process. All you have to do is hold down the trigger to use. If necessary it can be made so that grapple bolts that didn't hit an enemy can't be retrieved.

hard orchid
#

the lobby area/game UI make it more obvious which machines are worth visiting for upgrades etc

cosmic tree
#

Let Bosco not explode, but fly into Molly. From what he materialize, when player comes out

bronze viper
#

Please for the love of god add HRTF surround sound or support Dolby Atmos mode. This game is so vertical and its so difficult to tell sometimes whether something is above you or below, like a loot crate. I've seen people asking for at least 6 years in here.

compact flame
#

can we get more Loadout slots pls. With some guns having 8 OCs, its annoying having to change slots already saved if I want to try something new. Hurricane is worst for this since all its OCs are so usable

tropic falcon
#

please,on god,add a way to rejoin matches if your internet disconnects,PLEASE,FOR THE LOVE OF GAWWWDD

timber marlin
#

Add a setting to change what controller glyphs show up when a controller is connected.

exotic bramble
#

Please make it so that elephant rounds and six shooter overclocks for the bulldog change the amount of rounds in the cylinder.

tawny pine
#

Can assignment mission progress please be shared so everyone gets their assignment contributed to when a group does a mission?

gilded cliff
#

New mission anomaly: Nitra Gluttony

Nitra ore doesn't spawn but somewhere in the caves hides a massive fatahh loot bug that ate all the nitra, killing it gives a ton of nitra (possibly too much nitra)

if a dwarf gets close to that big loot bug with a perk "its a bug thing" they'll get eaten by it and turned into nitra for using that perk

torn cloud
#

Support Weapons

You can select one of your primary weapons in the loadout screen, that will function like a support weapon from HD2.

You can then call it while on a mission, similar to a resupply pod, but less costly.
It comes with significantly less ammo, and cannot be refilled by resupplying.

Support weapons could work in situations where you are out of ammo, but don't have enough nitra for a full resupply.

rocky dune
#

A solo black and white colour scheme for all dwarves, with black being the dominant colour and white being the accent.

dusk basalt
#

Require all dwarves to remain on the drillavator in order for it to continue drilling. Apparently a scout can just zipline off it and leave everyone else trapped on the death tunnel descent while they go off to crack open a corestone and unleash never-ending waves of crawlers after them with no recourse. Alternatively, require crawlers to stay within a certain distance of the corestone if there isn't a limit already.

charred quail
#

new big bug that picks up and launches other bugs at you

west void
#

Add an anomaly where Nitra is either harder to find or Nitra veins are smaller

I was thinking of calling it: "Nitra Deficiency"

crimson delta
#

cross platform progression. maybe each account can generate a code which tells the game its data. like a sequence of numbers and letters storing progress

near trout
#

Bolt shark unstable overclock idea:

Ftl rigged bolts; “R&D slapped a small F.T.L. (Faster than light) engine onto your special bolts. Anything it hits SHOULD die, but if it doesn’t … RUN

Pros: right before it hits your target it activates and deals an extraordinary amount of damage

Cons: bolt has an extreme projectile arc

The bolt is super slow in the air

Extremely low ammo (2-3 bolts)

frigid vortex
# gilded cliff New mission anomaly: Nitra Gluttony Nitra ore doesn't spawn but somewhere in th...

make it so that if you get eaten by the lootbug you get kicked from the session by the game, because you straight up die

if you're the host, the mission gets failed, with a message from management going

"I cannot believe it.. i truly, cannot believe it... not in my 57 years of working for the company have i seen something like this... my expectations for all of you were rock bottom, gentlemen, yet you didn't only pull out a pickaxe, you called in a drillevator to keep going for the morkite seeds of my disappointment... curse your folly, i'll see you next week, once they've molecularly reassembled your friend in the medbay... provided i don't turn in your pink slip by then"

hollow narwhal
#

Supporter edition Leaf Lover - it serves empty mugs. (which are fancy, but shatter when being thrown)

terse herald
#

Add upgrades for flares, e.g.
Faster recharge
More flares
Brighter flares
As there is currently no purpose to them being displayed in the equipment terminal.

frigid venture
#

Add some area to hit enemies, i was trying gunner and got this upgrade on the revolver where i have explosive, and i cant really see in the caves, so yeah, that would be nice

severe jasper
#

I know it’s most likely too much work but visual changes while using different overclocks would be cool

fervent iron
#

Give engi's shotgun a satisfying kachunk pump action sound, and better firing sound as well

cyan sandal
#

Engineer can stand on the O'morlan Heartstone to gain the best field of view. Additionally, you can use platforms to place sentry guns on the Heartstone. This reduces the pressure on both sides of Doretta while making it easier to reload sentry guns

proven otter
#

Overclocks made from the Rubik's cube that do insane stuff. Like a random ammo overclock for the pgl, Everytime you fire it chooses between a few random projectiles. One is a Molotov one is a aoe shock etc. or a double barrel oc that gives it a few extra rounds in mag at the cost of base DMG. I think that would be cool

deft owl
#

Two suggestions, the rare white and blue mushroom triggers the Mushroom response AND a line about the rarity of it.

And in case we get a supporter 3 upgrade pack and have to upgrade the Leaf Lover next, let us swap it out with a Pina Colada and add a line about mixing it with Pineapple Juice. Not just the one with thin with water.

#

If we ever get flare upgrades, it should work like picking different grenade options instead. Default flares, sticky flares, and brighter but shorter flares for missions without a Scout.

cosmic tree
#

During the Omoron phase, when he attacks from underground, have the dwarves shout "Don't stand on Doretta". Often newbies ruin the mission this way.

proven otter
#

Support weapon overclocks. Like the support weapons could be so diverse if it had overclocks. Usually everyone runs the same exact build on the support tool. Possible ideas 1: loose winch for grappling hook instead of pulling you straight to where you aim it instead tethers and let's you swing (still pulls a bit to maintain balance) 2: solar flares they function similar to normal flares but apply heat to anything in the light including dwarfs( huge reduction in ammo also). 3 laser turret the turret instead of using bullets shoots out a beam similar to the shard diffractor but a little weaker. Burns through ammo extremely fast so it would have to be used strategically to keep engie from eating all the resupply 4:blast drills instead of the drills digging they make a huge blast to mine on a short cooldown blast is roughly fatboy sized and deals 25 damage to dwarfs. Idk I just think stuff like that would be cool it would give even more build variety and risk reward to the game which would be awesome

graceful hinge
#

It would be cool if there was brittle stone in ossuary depths that would cause a chain reaction, destroying the whole vein when part of it is mined or shot excessively. Especially if generated above pits, this would be an interesting hazard that would encourage careful gameplay and could even be used strategically to cut off enemies or act as a temporary platform (also satisfying).
Being able to shoot the ceiling and making rocks/stalactites fall would also be interesting.

snow remnant
#

Thanks to Pet Rock up there I had an idea for Season 6 (only read it if you don't care about spoilers) :
||The colossal skulls in the new biome could trigger some special voicelines ! Probably not something like MUSHROOMpingdrg but simply lore related short talk. I mean we have been hearing about adult dreads since Elimination is a thing and I believe those enormous skulls could be just that : dead adult dreads (that Karl took out ofc).||

fresh sonnet
#

sludge pump overclock which lets you slide on your goo (on some walls too) but would damage you constantly and make your projectiles a bit smaller so you wouldnt abuse the slide feature much

kindred kettle
#

Make next year's Yuletide cosmetic a festive decorated beard instead of a hat. Adorned with baubles and/or garland. Shake things up a bit.

clever sparrow
#

New season mission: Fossil Lift
Locate, dig out, and scan several massive fossils for research purposes.
Location could be similar to finding resonance crystals, then calling in specialized precise dig equipment to not damage the fossils before activating and defending the research scanners

fervent iron
#

get rid of minigun's spin up time and accuracy increase, full rof normal accuracy from the start, rebalance the weapon as you see fit but the spin up thing just sucks

hearty sorrel
#

teeny tiny suggestion: regal aegis weapon paintjob

light mortar
#

New enemy idea: Mactera Goo Tank: an rare subspecie of mactera that is large and bulky as an goo bomber but too heavy to fly, walking on legs. it has two exposed weakspots like goo bomber does but its on its behind, front and sides are armored with an shell. It hunkers down then covers area around it in goo so its hard to reach on its backside due to goo slowing you down but not much of an threat on its own and it will pack up to walk again if there are no dwarves upclose. Serves as an large annoying living barricade. (In discussion i posted image of what it anatomically would looked like with explanation, but you are free to add your own ideas on how it should look)

dense otter
#

New grenade idea, “the tunneler”, as the name suggests, it makes a small tunnel with a small room in the end, making a perfect bunker for those long games

dusk basalt
#

Warthog Shotgun OC: Cut Shells

By making a cut roughly between the wad and gas seal, the front half of the shell stays together during flight and functions similar to a slug. Upon impact however, the shot rapidly fragments into the wound cavity for devastating damage as the pellets spread, almost as if shooting the bug at point-blank range.

Fires 1 pellet that deals the entirety of the damage as if all pellets hit the target.
Increased weakpoint damage
Increased accuracy.

dense otter
#

The “instawall” grenade, it creates kind of the same thing as the engineers platforms, but vertical, good for closing tunnels that the driller makes? Only used by the engineer

fresh sonnet
#

jettyboot achivement

terse herald
#

Remove the scout voicelines that play in the drop pod when there is not a scout present, as they always play if you are in a team

sturdy mist
#

Equip the space rig with a therapist so I can unpack my hour-long solo deep scan trauma

fresh sonnet
#

add an actual cafeteria, ammo upgrades say they took an extra sandwich space, where is it.

distant anchor
#

A pickaxe blade made form sausage for rocktoberfest event, i really want to mine nitra with a sausage.

terse herald
#

An option to hide/archive paintjobs/frameworks/parts to declutter customisation and create better ease-of-access

shell dust
#

Beer that makes you build/repair faster. Might be a little situational, so a lower barley bulb cost would be good I think

vale prawn
#

ok, this one might be a wee bit of a selfish request, but add a tiny mule in a small cage at the abyss bar with a hampster wheel. the tiny mule should be named HAMP-TER and walks around randomly in the cage and briefly uses the hampster wheel sometimes. it shouldn't run on the wheel though, it should move at its normal walking speed because mules are slow.

clever sparrow
#

Balaclava with goggles.

digital dove
#

The Plaid Track Suits from Guy Ritchie's movie “The Gentlemen” as Armor cosmetics.

proven otter
#

New dreadnought type dreadnought stalker it has a little less health than a bulk but will burrow around the cave and go invisible relies on sneak attacks to kill dwarfs (a basic sneak attack would do enough to kill a shieldless dwarf

dusk basalt
#

Cave seed retainer option to save and visit copies of caves as 'training data.' No rewards for completing these caves due to them being 'recorded footage training material of past missions.' But really to avoid exploiting exp and such. Gives the community a way to share challenge missions. Maybe have a filter during them.

fresh sonnet
#

shroom beer which will make you halucinate for 15 seconds

fervent iron
#

make the stalker a real predator and remove it's noise

dense otter
#

An armor upgrade for all classes that allows the driller to slap his C4 unto another player, when it goes off, it takes the players shield and half of their health, but does the same damage to everything else. This could clear out the wait for something to get into the blast radius

fresh sonnet
#

achivement for jumping on other dwarf head 20 times without falling

thorny nebula
#

add a like 10-15ish buffer after the mission is done were the host of the group cant neither kick someone off the team nor disband the team cause often times if its done too fast, the assigment mission doesnt get registered would be so QOL improvement and i doubt it would be difficult to implement
(maybe im the only with the issue but i dont think so xD)

humble knot
#

I feel like weapon charms would be cool

thorny nebula
#

might be more a "bugfix" but maybe try to improve/optimise registers if you done the missions for assigments? as in the last 2 weeks it didnt register 4 times for mew rn too for mining expedition (morkite) and it wasnt like the host disbanded the team super quick or i left but just so, didnt register, maybe im mega unlucky but i kinda doubt it

pale hinge
#

More Weapon and armor paintjobs with animation like skullcrusher.

fresh sonnet
#

Weapon inspection fails (R) where with 10% chance the anination looks different, for example drillers flamethrower where he doesn't catch his gas galon and it drops, making him take another one and possibly leaving the dropped gas galon on the ground visually.

fresh sonnet
#

achivement for beating the mission while being max drunk "Karl would toast"

timber spear
#

Show if you have empty matrix cores while in the missions. (also more empty matrix core sources)

cobalt patio
#

On the topic of people having too much crap, what if once you reach legendary on one of the characters you would unlock a company program for investing your materials for a sort of dwarf currency (or maybe multiple) and then maybe also a stock market and then competing in a leaderboard for who is the richest for ultimate bragging rights? (I also had ideas for like what groups you would invest in)

fresh sonnet
#

could there be an actual profile check feature, like right click in menu on person, because i get really tired searching them out of many other people, sometimes have to ask for id.

vale prawn
#

increase the character limit for in game names by exactly 2 characters (my steam name gets cut off in game)

glossy vector
#

more perks
there arent that many perks in game and too many perk points to earn, once you unlock all the perks ya never touch the menu again.

terse herald
#

A statue of a Steeve in the memorial hall (unlocked after charming one) that is pettable and has unique voicelines when petted (eg. Steeve... I miss you...)
Edit: maybe three statues; grunt, slasher, and a guard.

hard orchid
#

some way of swapping weapons out when on a mission.

vale prawn
#

something involving usable portals idk (not like a portal gun, something else, you would not create them yourself) Edit: finally I know what it should be! portals should spawn in the new area they are adding over time, like the magma rifts but two at a time, they would all be yellow, and link up to a random one and the one they are linked to gets randomized every time more spawn. each time you go through, it has a chance of deactivating the two portals you used. they should spawn on the walls near the ground, and are framed by a ring of bones. also there is a chance of taking damage each time you use them.

hollow plover
#

Still see this get shown off and even though it’s just a red variant of the antler cap, I think they should release it. Could maybe be an extra for next year’s event?

terse herald
#

Ebonite and Kursite Armour/Frameworks/Paintjobs, perhaps similar to the infected frameworks from S4

dense otter
#

A secret gun called “the mug miser”, hence the name, it just shoots mugs, it should be a rocktoberfest exclusive

primal holly
#

Buff the weaker perks so they can compete with the best perks like born ready, field medic, and iron will

fresh sonnet
#

kill swarmers by jumping on them

keen shoal
#

**New mechanics : Ammo Adjustments. **You can access it via the weapon's upgrade screen, and it will be as a separate window. For the Credits, or some minerals, the player can select one of the many types of ammunitions adjustments. It can mostly contain small damage bonuses (5-15%) to the certain enemies, from the same family like the Macteras. The player can only equip one modification for their ammo. The other ideas for the bullet/ammo adjustement could also offer stuff like smaller heat per bullet to reduce the overheating in certain weapons, (10-25%) more damage for the enemies with specific status like a fire, electrocution, e.t.c (Just like in some already present upgrades for some weapons), bullets with more armor piercing capabilities (33-50%), bullet that could be coated with some substance that would increase damage bonuses to weak points (5-10%) and perhaps some other small enchances or unique benefits that could be added at the developer's discretion. It's quite similar to the Oil mechanics in Wither 3. The player can equip them for the single time, or he could use them all the time, but after every mission it must be replenished with credits & minerals. Here's some of my personal ideas for those various adjustments : Bullets lubricated with a substance harmful to Macteras (+10% more damage for every mactera type | cost 2000 credits / 10 croppa) , Bullets lubricated with a substance harmful to Naedocyte (+10-20% more DMG for Naedocytes | cost 1250 credits / 20 enor pearl / 10 Jadiz) , Bullets lubricated with a substance harmful to Lithopage (+10-25% more DMG for the rockpox enemy | Cost 3500 credits / 30 Magnite / 25 Umanite) , Bullets lubricated with a substance harmful to Deeptoras (+10-20% more DMG for Deeptora family enemy | cost 2500 credits / 40 bismore / 30 Enor pearl) , Bullets lubricated with a substance with universal harm (5-7.5% to all enemy or 10-15% if for enemies from category 'Others' | 5000 Credits / 50 Umanite)

opal flower
#

Aside from the usual desire for the devs to rework a good number of OCs, I would like to ask the devs if they can make the Sapphire, Emerald, and Amethyst hair colors a bit shinier and more metallic looking, kind of like the gold skin color, as they just seem a like just another hair color and not quite as unique.

If they can find the time of course.

sick cloak
#

^and add a Ruby hair colour in that style too

stone jay
#

Show shields alongside health for teammates. Your health refers to what 20%? If you're bad at the game and you're at 20% most of the game, your teammates can't really know if you're in trouble or not because your health isn't going down. And if it even goes down, you're probably too late because your health is so low.

near trout
#

Beer idea: a beer that makes you less effected by status effects including the status effect that makes the status effects not as powerful

median torrent
#

Make the drillers drills match the color of your current armor color

vale prawn
#

^and the other traversals too^ (i just realized you should be able to pick traversal item color seperately

fresh sonnet
#

Classes have different eyes color, stock are: yellow, red, blue, green, you get it for who.

And they may also change to the same pattern as paintjob.

shell dust
#

New anomaly called "Shuttle pilots cargo"

Somewhere in the cave is an Item the shuttle pilot lost along the way (maybe burried in the ground like the best wurst mug) and since this wouldnt be tied to an event, it could maybe be a small box\crate of unknown contents. Gives 1.5 performance pass xp upon mission completion

dusk basalt
#

At max level, taming a Steeve turns a grunt into a slasher or guard. Also, give Lloyd the rock and stone salute like Bosco.

fresh sonnet
#

can gunner get an actual shield on throwables slot, he just holds it infront of him for 5 seconds giving i'd say up to 70% resistence in the front and a bit slower movement speed, 2 or even 1 uses maybe? (It could also be a perk)

shell dust
#

Suggestion: more barrels on the space rig

glossy vector
#

more armor modifications, allow for players to push further into different things with their armor customisation in the loadout menu, currently the modifications dont do enough to allow you to differentiate between classes.

pale hinge
#

Make more todays special beer buffs and let us choose what beer buff we want. Also pls make paintjobs for the class gadgets - weapons.

tulip night
#

Make Steeve salute when you rock and stone at him

fallen atlas
#

1: let people join in mid game. As a player in the Oceania region it's hard to find games and it feels like searching for deep dive lobbys. Maybe make it so you spawn in a similar way to when your left behind?

2: I think enhancements could be reworked to focus more on horizontal progression rather than vertical progression. Currently, I don't think there is any analogue to overclocks in rogue core that you can just put on and have it alter the way you play and I think having enhancements fulfill that role makes sense. Alot of roguelikes tend to give you those random trinkets or perks every time you die and that particular aspect of progression where u find something new and random feels missing.

3: something aside from collecting expenite? I like the variety of events, they are fine, but I feel like there should be something your doing aside from that like collecting plant samples or trinkets. This game has a lot of cool set pieces that feel like they should have more than just armour.

dusk basalt
#

Achievement: Not really a solo mission.
Have Bosco, Steve, Sentries, and Shredder drones after fixing a Bet-C on an Escort mission and bring Dotty to the drop pod.

dusty scaffold
#

another supporter edition that gives the owner of the dlc a paintjob (not a frame!) that is pure gold. like beautiful clean polished gold, like a lot of games have, tf2, ow2, cods, etc. i think it would be so nice to be able to have it as a paintjob so we can use it with the frame of our choice. its just an idea, maybe one given hundreds of times but id love to get even more dlc for the game and a gold gun would sell like CRAZY <3

hard topaz
#

suggestion: add types of the haunted cave unknown horror, it can be just different 3d models or different visually and functionally, to add some element of surprise the first time you meet it in the cave

hollow prism
#

I came up with a new mission idea for DRG that could also work for Rogue Core. Since I wanted to go into more detail, I put it in an rtf file to avoid hogging up a bunch of space in this channel.

proven elm
#

French (non military) beret cosmetic

lyric gorge
#

Steampunk helmet, weapon sets, and paint

shell dust
#

Something for the turret slot for engi

A mini Bet-C, follows the player, and shoots mini bombs. Has to be refilled after a certain ammount of shots

The name?
Bit-C

||Get it||

hallow widget
#

add an option in the weapons menu to straighten out the zhukov mags.

"Wrong Tank Syndrome" is when you know something well enough to know that it, either wouldn't be practical, or wouldn't work at all. given the size of the bullet casings, the angle of the magazines, and the rate at which the guns fire making it impossible for it to work logically, the zhukovs trigger this. you might just say that you have to suspend your disbelief in a game like DRG, and everybody does, but it's hard to do that when you've got this issue so, straightening out the mags for the zhukovs would fit perfectly. and since it'd be optional, you wouldn't have to worry about people being unhappy with the other version being gone. plus, it's just a button that changes the rotation of the mags, that's all.

dry marsh
#

Since we're getting the new mission type of digging out a giant amber thing and attaching rockets to it, I wondered how they were gonna have enough fuel to get to orbit.
So why not have that as a secondary objective?
Amber transport refuel. Somewhere in the cave there's a slightly buried giant amber with thrusters already on it. A team had already extracted it a few kilometers below you but due to the company not investing in good equipment fuel density being a design challenge, it had to take a pit stop in another cave. The tunnel it dug to get into said cave has been filled in due to Hoxxes' tectonics being odd as hell. You dig out a bit of dirt around the bottom of the amber and call in refuel pods, get the rocket laser things fully fueled, and you're done.
Instead of being just a scout zipping around the cave for five minutes collecting things the most efficient way to do this secondary would be the whole team digging it out with their picks, and nothing is more dwarven than digging with your buds.

dense otter
#

Either a bomb or some form of gear that quickly mines veins of any mineral

spark agate
#

deepcore gk2s bullets of mercy should apply multiple times depending on how many different statuses an enemy has but should have its damage increase be 33% instead of 50%

hallow widget
#

give the scout an obrez. or the TH-0R Bug Taser.

the basic idea is that the scout would have a bolt action rifle, he'd cut it down, then he'd use it as a pistol. he'd have 5-10 shots, have poor accuracy and reload speed, high damage, and a moderate amount of recoil. it'd have the same firing animation as the bulldog and the reload animation would just be slapping in a new clip and cocking the gun.

i think it should be from either the M1K or something completely new.

as for the TH-0R, it'd just have one beam this time and would have electricity arc between bugs on crit, along with being semi-automatic. would that work? i just want scout to get an actual pistol that would work.

snow cedar
#

in solo, (assuming he has revive charges left) if you're not revived by bosco within a minute you're automatically revived and it consumes a charge from bosco

this prevents being soft-locked by going down on a constantly moving object faster than bosco

last pasture
#

"It's a bug thing" perk should make lootbugs drop more resources, just to give the perk more of an actual use. Optionally: the higher the perk tier, the more extra resources

spark agate
#

Grenade launcher OC: shattered blast
Shots fire multiple grenades in a spread instead of 1
Hits slow enemies down hit by 30%
Slightly higher direct hit damage
Lower explosion damage, lower explosion radius
Slower reload
Slightly less ammo

Cryo gun overclock: pulse freezer
Instead of a constant stream of freezing, shoots waves of freezing air which deal high damage and freeze
Slightly higher repressure speed
After every shot you have to repressurize your gun
Consumes a lot of ammo every shot

terse herald
#

New Deep Dive type, not sure on the name

5-10 pre-generated caves

When dropped in, the drop pod will remain, after 20-30 minutes it will open back up.

The amount of enemies increases over time, reaching near haz5 after 20-30 minutes.

Upon returning to the drop pod, you are dropped into the next cave that has more/stronger enemies than the last cave.

Mission ends when you and your team are downed, and is not meant to be fully completed, and is meant as more of a challenge to see how far you survive.

The further you make it, the higher the bonus:
1 phase=10%
2 phases=20%
3 phases=30%
And so on, with all 5/10 rewarding 200% instead of 100%

dry marsh
#

Inspired by seeing a new player dig out a tritylite, I bring this idea:
If you've never promoted and you ping a machine event, your dwarf says some dialogue that lets the player know they gotta promote before interacting.

OMEN tower, you're lucky management is slacking on giving me my well deserved promotion!

First thing I do when I get promoted, I'm trying this pickaxe overcharger thing.

Tritylite, that'd have been a nice payday if I was promoted...

Pinging an activated core infuser without being promoted could also give dialogue.

There's BEARD ACCESSORIES in that thing and I'm not allowed to use it? This sucks!

Need blank matrix cores to use this thing, need to be promoted to get blank matrix cores. I feel like DRG is making this convoluted on purpose!

Can't use this yet, but at least completing that machine event will be a nice pay bonus.

autumn aurora
#

Keep focusing on social elements like the salute maybe not emotes but i love gestures like the salute team based interaction would be fun too like a highfive

vivid grotto
#

Kind of a minor thing, the Bestiary could use a new coat of paint. For instance:

  • Some of the older entries are lacking in content comapred to the newer counterparts
  • Despite the Korlok and Nayaka getting categories all to themselves, the Infectors (2 iterations) are dumped into the Other category. It might make sense to dump it in a separate "Flora" category with the ScaleBramble, and the Stabber Vine but they're both consider ambiguously either or.
  • Some entries have duplicate notes despite being separate entries, notably the Kursite Infected and Lootbugs. Which is also unusual, since the former should arguably have it's own category considering the Lithophage does.
limpid pawn
#

Within the Miner Manual's bestiary there should be an option to have whichever glyphid (or other) youre viewing do an attack. I'm slightly baffled as to why this isn't a base game feature as it could add more depth to the bestiary and help understand the mechanics of them further!

unreal lodge
#

make the plasma burster missiles oc on hurricane less laggy to use plz

terse herald
#

Add a voiceline when attempting to call a resupply with insufficient nitra, eg.

Ah dammit, my guns and pockets are empty!

Anyone got any nitra? I need a resupply!

Everyone, let's deposit our nitra in the M.U.L.E, we need ammo!

proven otter
#

Concussive rounds oc for the zhukovs large damage ammo and armor break buff BUT it only does damage with a blast wave similar to the boomstick

#

(creative title or sumthin) oc for engies Lazer that makes it go from a beam to a blast consumes 50 ammo and puts all that 50 ammo worth of damage and heat into one concentrated blast that has infinite piercing gives it a longer windup time in exchange

wintry seal
#

Give the Bestiary entries exact health values for the creatures (with scaling with hazard level) . The equipment terminal shows me how much damage my weapons do - but how do I relate that to practical stuff? How many shots to kill a grunt or praetorian or an oppressor? (Show percentage resistances for the creatures as well). I love the bestiary; it’s helped this greenbeard many a time. Let’s make it even better.

blissful atlas
#

I think that an armour cosmetic akin to the lederhosen for the summer event that's just swim trunks would be really neat and thematic

blissful atlas
#

And a bikini

shell dust
#

Make the beer victory moves oily oafs instead of leaf lovers specials. Its unacceptable!!!

limpid folio
#

Add non-alco bear, drinking which makes you die on the spot

sturdy mist
#

A beard/hair/eyebrow/etc cosmetic set where it’s normal on one side but shaved bare on the other. I want my dwarves to look insane

clever sparrow
#

Pickaxe tier 1 upgrade that lets you throw it like a throwing axe instead of power attack
Has a shorter cooldown but also does less damage.

proven otter
#

New haunted cave variants that make the horror different bugs. Possibly having a permanent stapler that never dies but goes away when shot or evaded for long enough. A praetorian that moves towards you forcing you to play fast and careful compared to the normal bulk. Or a warden that moves slower than normal so you have to train bugs away or waste tons of ammo

pliant juniper
#

The trailer for the new Relic Raider DLC doesn't specifically say this so I'm gonna assume it naturally won't happen (PLEASE PROVE ME WRONG ❤️ ).
I really hope that the armor that the DLC comes with also includes an armor paintjob for a desert camo color palette (à la Gobi Glazed war paint from Tf2). This is more of a selfish suggestion on my part and I don't know who else in the community really wants this but I would love to sport some of my favorite browns and tans when fighting off critters and robots on Hoxxes <33333
(Pretty please...?)

swift acorn
#

Please give back the ability to recall turrets as the drop pod is extracting.
He's a good boi and doesn't deserve to be left behind because of my negligence... T~T

hollow prism
#

A new enemy (Mutant Swallow Toad?) the size of a bulk detonator or so that carries a bunch of medium sized enemies inside it, that will be released upon it's death, along with with a bunch of mucus that slows everything in a sizeable area. The creature can only spawn a bunch of your average medium sized glyhpids that could feasibly endure being inside with many others without being immediately crushed (ie grunts, guards, acid/web spitters only, no swarmers, slashers, stalkers etc), but will also infrequently spawn 1 of such every so often if a dwarf has been nearby it. Any bug spawned by the carrier looks like it's been covered in mucus to make it easy to tell where it's coming from.

Optional quirks: The carrier creature has one or more eyes and several legs, all of which are destructible weakpoints. Destroying any of the legs will slow it down some, but destroying all of the legs can (ie not guaranteed) cause the creature to roll around instead of walking, potentially taking damage and/or losing size due to crushing the bugs inside; Lose it's grip on walls and be unable to travel on such, becoming vulnerable to fall damage due to such; Or some combination thereof.

#

Lore: The Swallow Toad is a relatively uncommon creature normally home to (planet), no bigger than a mug of ale and known to leap onto and then swallow animals of comparable or smaller size than itself, eventually triggering it's digestive acids once it feels sufficiently full after catching several of such. Said method of predation tends to stretch it's fairly elastic body enough to increase it's size by several times before it begins to consume it's meal(s). It's also a pleasant surprise for the avid hunter after it manages to collect so many meals in 1 catch. What not a pleasant surprise however, is how said species managed to reach Hoxxes 4, nor develop to such an astounding size or sufficient durability. Regardless instead of small game animals, our miners are the ones now at risk of being on the menu.

terse herald
#

Glyphid breeder:
A large glyphid with an abdomen similar to that of a bulk detonator, if not larger.
It would occasionally lay a swarmer egg, giving a lore-friendly explanation for what lays the eggs.
Would be as slow as a bulk, and would be unable to attack directly, and would instead rely on these methods:

Swarmer release:
A group of swarmers would be released, similar to a brood nexus.

Goo bomb:
A glob of goo would be thrown in a random player's direction, and would deal no damage but would slow players.

Summon reinforcements: the breeder would make a screeching noise similar to those in egg hunts, and a small group of grunts would come to attack.

Upon death, it would have a similar animation to that of a bulk detonator, and a large area would become covered in goo. It would also release swarmers, similar to a brood nexus.

Appearance wise, it would have a typical glyphid head and front legs with much larger back legs.

keen shoal
#

Scout's crossbow unstable OC : Explosive Bolts

"Strong explosive charges with a contact fuse were mounted on a specially reinforced bolt, causing the small but strong exposion. Great for swarm control with their AoE damage. Unfortunately the bolt itself weights a lot more, they take up more space so you can take much less of them, their speed is noticeably slower, and the tension mechanism has been tightened to partially compensate the weight increase, and their speed decrease, forcing more force on you when inserting the bolt which also become heavier, and with its weight being uncomfortably distributed."

rocknstone Your bolts are triggering an exposion that deals a big direct damage, and solid AoE damage
rocknstone Faster speed of the special bolts? (-"the tension mechanism has been tightened"-)
tothebone Significantly less ammo
tothebone Slower bolt speed
tothebone Slow reload speed

shell dust
#

Forge hammer pickaxe framework

vivid grotto
#

I think I may have mentioned this in the past, but the sleveless armor toggle should be included in the randomization/randoweizer
Currently you have to have it previously turned on, which doesn't make a whole lot of sense for randomization

fading ether
#

I think they should add a perk that makes repairs faster, like building sentrys and pipes or repairing drillivator engines, the drilldozer, mini mules ect.

reef pumice
#

Shovel Pickaxe head, for the memes.

vivid grotto
#

Please reword the "Drill-by Shooting" achievement
It currently says "Ride the drilldozer with three other dwarves and get 15 kills each without leaving"
This is unclear if:

  1. This has to be done consecutively or not (i.e. get 15 kills in one attempt as opposed to 15 kills total)
  2. This requires all four dwarves to get 15 kills in order for everyone to get the achievement, or if only you have to get 15 kills whilst other dwarves are onboard.

I believe it is get 15 kills in one attempt, and only procs for one person each.

primal holly
#

Thinking maybe perks that come with a bigger upside but also a small downside something like big boned increasing your health, but making you move a little slower

terse herald
#

Move certain headwear into a (glasses?) slot, as headwear like mnemonic visor, chameleon goggles and gunmetal glasses either have built-in hair or none at all, restricting customisation

fervent iron
#

have the occasional glyphid or glyphids hunt and kill/eat maggots and silicate harvesters and the like

loud quiver
#

Highlight lobby names and make them bigger. (so people actually look at them) And the mission name smaller to make room.

tight mango
#

more stuff for bosco:
special attacks: Tesla module: commands Bosco to stay near a targeted enemy ro spot and create a damaging electric field: similar size to an IFG but it doesn't last as long. 5 second duration with 50 total damage over the duration
overclock ideas:
bosco holds onto red sugar they are commanded to mine. calling them uses it on you

removes special attacks but +2 revives. the revives give you full health

+50% mining expert

+3 damage to main weapon but makes special attacks charge slower
(make the more rockets mod affect any special attack)

meager orbit
#

An idea to make tranquilizer rounds (unstable subata overclock) a lil more impactful:

make it an entirely separate debuff from regular stun. There are so many guns that are already either naturally come with stun or have mods to make it do so on top of slasher Steeve, engi turrets, pickaxe power attack, etc that kinda makes tranq rounds hard to get the full duration on average. If tranq had its own unique debuff it would have have better average up time and be very well for crowd control situations where terrain manipulation is used like sticky fuel or goo bomber special. Obviously use diminishing returns for hits after the initial stun as to not stun lock a single target.

shell dust
hallow widget
#

add some winter armor.

the basic idea is that you wouldn't have winter outfits for all the classes, for instance, gunner gets a big, poofy jacket, scout would get a sweater, engineer would get a hoodie, and driller would get a fur coat. those ARE just suggestions, but i thought they fit.

gleaming pagoda
#

One word: Septic Spreader Special OC for Sludge Pump

charred quail
#

shard diffractor overclock: Stryke-Tekk Propulsion Module

  • killing a bug with direct damage will automatically 'grab' the glyphid (like a hl2 gravity-gun) and allow you to use its corpse as a powerful projectile by firing again
  • bigger corpses do more damage and can 'bowl' through more enemies
  • certain bug-corpses have special effects (exploders will explode on impact, goo-bombers explode into goo and slow enemies, groups of swarmers are collected into a ball that rolls through crowds of enemies)
    -greatly reduced ammo capacity
    -reduced discharge rate
    -movement speed reduced while carrying a corpse (scales with the size of the corpse)
    -corpse is dropped when changing weapons
    -corpses can only be picked up by killing with direct damage
shell dust
#

Can we call the ossium raid bug Heisenbug? It drops blue pebbles, leads you to a hidden place, has TONS of blue rocks, and dips later.

That's heisenberg on hoxxes

carmine salmon
#

Frying pan pickaxe

dense otter
#

A perk that allows you to throw players on missions

carmine salmon
#

A new perk named fixer up, that allows for 30% fixer speed for mini mules and pipelines and things that are along that line.

tight mango
#

some overclock ideas:
clean for thunderhead: damage slows medium (grunts) or smaller enemies by 10% for 1 second
clean for stubby: +15% shock chance. +5% Arc chance
clean for breach cutter: +1,5 beam width

near trout
#

Perk idea: if you uhh melee something to death death you gain damage resistance for a time, it also stacks.
(It could be named armor of contempt)

jagged copper
#

Show ping on server list instead of distance.

clever sparrow
#

what if there was an armor paintjob that looked like the Drift Crusher pick paint?

sacred sorrel
#

Find a way to transfer rewards/mission credit or put a system in place to rejoin missions if you were disconnected regardless of mission progress. Just lost 30 mins of work to a lag spike

sly summit
#

Figured I'd see what people thought here, made a quick thing for the Chithon Hydra, one of 3 members of the Chithon (Ki-thun) family I came up with, and one of several custom critters I've created/concepted. "Once believed extinct when their home, the Salt Pits, dried up eons ago, reports of tentacled, shelled beasts in the caves have made something clear: the past has returned, hungry for dwarf. Wherever those creeps were hiding all this time, you don't wanna go there. I think the Chithon family overall would be more difficult, attention-intense enemies that take priority over others/have specific strategies to easily eliminate them."

Hydras are meant to be a large, rare disruptive enemy, one that you love to hate and get the joy of payback on, essentially a "melee Menace". I tried to avoid giving specific stats/details so they can be changed if the devs ever did pick up the suggestion, just that they're meant to be seen as unpredictable, mischievous and constantly mocking until you get the upper hand on them, revealing them to be the cowardly creepy-crawlies they truly are.

Also, they'd have blue blood I think, though idk how possible that is in DRG (presumably not too difficult since Mactera explode into yellow if you pop their stomachs), and I feel like their tentacles would have similar physics to those found on enemies like the Stabber Vine or the parasites, real wriggly and gross, exploding into particles when severed.
any critique or suggestions to make this enemy more enjoyable/interesting are welcome

vivid grotto
#

Might be nice to have different variations of the lootbug like the Gold lootbug. Specifically with the ores, though either they wouldn't give as many ores as the gold lootbug, or would appear at an even lower rate.

gaunt olive
#

instead of different loadouts have each overclock save a tree that you chose its presets, swapping OC will automatically hop to the desired/prepicked tree

fervent iron
#

Make the hiveguard a bitt less jittery

snow remnant
#

What about some Mission Control voicelines for when we kill a Korlok OR when we deposit it's shards in Molly ? I think hearing MC vaguely explaining why the tyrant shards are valuable and how we should deposit them quickly without asking for more information sounds both cool and fitting. We could even get a few popculture or even something lore related. Have two uninspired examples lol (I tried to make soemthing with Groot but couldn't do it ...)

"Finally it's dead ! Told you nature hated us. Now deposit the shards into Molly and try not not to make oil with it."
"Perfect this mutated salad is dead. R&D is trying to know if there's a connection between this and Creeper Vine."

tight mango
#

Mission mutator "extra work"
Replaces the secondary objective with a deep dive secondary objective like black box, 1 morkite well or collecting 100 morkite
(Either impossible on deep dives. Or adds 1 more objective to them for 1 primary and 2 secondary objectives)

daring cape
#

Goo leeches - tiny little leeches that lives in the fungus bogs biome infested with pools of thick goo. They spawn in goo pools and laches on to dwarf who enters their territory. When Goo bomber's spread their goo, they have a chance to spawn in the goo. Watch your feet as they laches on to anything and continually sucks blood.

rigid galleon
#

Creeping goo that follows players around.

clever sparrow
#

A version of the Biohazard pack gas mask with normal glass lenses

clever sparrow
#

Tranquilizer Rounds for the Subata 120 could apply a unique ''sleep" effect causing enemies to slow down over time before losing their grip on walls and going totally defenseless for a few seconds, before waking up with slowdown that wears off after a few more seconds. It would take more shots to tranquilize bigger enemies, and take longer for sleep to set in.

vivid grotto
#

It would be nice if cosmetics that were in the pass that were moved to the shop had some kind of indicator that they were previously found in a pass.
I would be disinclined to spend credits on something that I can grind for instead.

rigid galleon
#

Two new NPC just having mission control seems odd so i have a suggestion to make the station feel more lively and would give us more funny lines to interact with.

First of the doctor for the Infirmary a very angry and sarcastic female dwarf with a Scottish ascent that belittles the players especially when they fail but make her interactable with the player dwarfs flirting with her and her making fun of their attempts.

Game wise though she focuses on medical mushrooms and herbs as well as samples from the enemies after all she needs supplies to keep you clowns alive.

Second a nerdy tinkerer who talks way too much about his passions he will be a male dwarf with a Irish ascent that constantly wants to talk about his inventions to the players with the players sounding disinterested.

Game wise though he is in charge of new research and tech as a member of the R&D team he will give the players an assignment for a weekly buff to a random piece of weapon 1 for each class for that week this will encourage equipment changing.

halcyon sable
#

It would be really cool if we heard some noises from a very large leviathan of a beast deep under Hoxxes in the new area, or perhaps only on the deepest of depths, like the last level of an EDD. We wouldn't even see anything, just hear it under us, and maybe our dwarf would comment on it.

This could add a slight touch of horror for the bravest of dwarves, and either become a little easter egg or a hint at content to come.

One day in a future season I'm sure we may like to see the thing responsible for these cries though, maybe something bigger than we've ever seen... is it responsible for all the bones in the Ossuary, or was something else?

opal flower
#

DRG or Rogue Core Suggestion: Introducing Rival "Battle Droids" enemy.

It's a fairly simple idea.

The devs could possibly add in a new type of basic "battle droid" enemy into the Rival's roster, be it in DRG or Rogue Core, mainly to give them some more flavor of common enemies beyond just patrol bots, shredders and turrets.

I don't think they need to be too crazy, just a basic battle droid style enemy that has a blaster that they fire in 3 or 4 round bursts, but something that can follow players and such.

And I think that how they could go about the caves could be via fairly simple jet/hover packs that allow them to follow the players around the caves.

carmine salmon
#

A new under water like cosmetics like the big daddy’s from bio shock but like the ones form the second one

misty junco
#

it would mean a world to me if the auto canon bullet feed was animated

hollow storm
#

Change Crassus detonator to drop gold chunks instead of making us mine and waste time on the same mission. I don’t even bother on haz 5 it’s kinda useless. Making it drop gold chunks would solve this issue. Maybe a random amount ranging 3-5? I think 3 is a good amount since it’s around 1,000 gold

terse herald
#

Change the Crassus weakpoint bulbs to pingable compressed gold, shooting and "destroying" them would cause them to be dropped before the Crassus explodes (they would be destroyed by the explosion if still attached). Could also have a comedic voiceline, like "WE'RE GONNA BE RICH, SHOOT IT!"

dense cipher
#

Old seasons should be flavoured as labour specializations, and swapping between them as putting in a request for a work transfer.

So if you swap from Rivals to Rockpox, your dwarf declares: "I'm sick of fighting robots! Sign me up for cleanup duty!"

This would give an in-universe explanation as to why you can swap between seasons, and where each season-specific threat "goes" once that season ends: it doesn't vanish, it's just being managed by other mining teams.

clear bane
#

Bone collector mission idea

There could be a new mode with these new bone collector things where you go down, sneak up on one and tag it (kind of like how biologists tag animals) so you can find where it goes and stores the new bone mineral thing, and thus lord wise charting hoxxes of all these stashes for big $$$, you could have it be a special one {like a really big, mean, boss one) or just a few normal ones, the sky’s the limit , but in my mind here is the chronological order:

  1. get off drop pod
  2. Look for clues
  3. Follow clues that lead to the sleeping bug in some sort of secluded part of the cave
  4. Sneak up behind it with the tag (be it an item like the things that come out of the hack pod, or Molly would have from the get go)
  5. Place said tag but dont wake it up, if you do it burrows away and you instantly get swarmed, and you have to look for the new clues (old ones can despawn or something like that)
  6. Get out of the little cave section without waking it up
  7. Push Molly and do drop pod run
    8 (optional). Give the player on the map a icon for this thing and while running away

it could be chasing the players

making all these noises and really ramping up the end (this could be a thing only for higher haz or not)
9. Get on drop pod and leave

Easy, simple, could have swarms going on and off at different points, possibly make it so they cant go to the bone collector room (somehow), but here is my idea, think about it

ROCK AND STONE

clever sparrow
#

CRSPR overclock: Atomizer Nozzle
Swap out your flamethrower's nozzle for a specialized one that turns your fuel stream into a fine mist allowing the entire fuel load to immediately combust after leaving the nozzle. This makes the flame extremely hot but burns all the fuel midair, completely removing puddle creation.

vivid grotto
#

If we can't get new perks to spend perk points on, could we get some kind of converter to allow us to spend them to use on other things?
Some people are much further along than me, and I've got all perks and am sitting on 85 perk points with nothing to spend them on.
I can't imagine what a 2000 hours player's perk point count looks like

left mirage
#

Can in some way the efforts of DRG and DRG:RC effect each other with an objective? I think it would be cool if at some point the miners could begrudgingly have a random event task that could be recovering lost materials to send to the ramrod, or the reclaimers could with an equal-to-possibly-greater amount of spite reactivate certain mining operations that give enough funds to let R&D experiment.

Tldr: games have an event where both can help each other get rewards if goals are reached

junior ibex
#

idea:
mission modifier where one dwarf becomes VIP (no shield, bug's main target),
VIP swaps during mission, so everyone could gets it once,
=> makes team stick together. (:

vivid grotto
#

A new Hazard idea:
Particle Dense: Particulate matter in the area is denser than normal, causing guns to jam.

To fix it you just have to reload the gun. Not sure how often it should happen for balance reasons but not all that often.
In most cases the gun would just click like it was out of ammo, but it'd be slightly different for some guns, for instance; All driller primaries, as they are liquid based, they should probably sputter rather than just outright not work.

misty junco
#

suggestions for deep dives : 1.Make heavy extraction have a chance to be a secondary objective in deep dives requiring to extract smaller resenite clusters that only need 1 rocket module(with 4 lasers) at the top(could be entieraly inside the terrain working like aquark). 2.Industrial sabotage as a secondary deep dive objective only requiring to hack some stations(without the boss). 3.Point extraction as a secondary deep dive objective where you only need to find a few aquarks and deposit them into molly. 4.Some seasonal events (probably also secondary objectives) could be moved into deep dives for even more variety. I imagine that cracking a meteorite, killing Herald(corruptor), destroing a prospector, hunting down ossium crystals or neutralising a core stone would be so much fun

heady onyx
#

I think it'd be handy to be able to ping thrown Driller axes that missed, just in case the Driller can't find where his axe went or something

grave gate
#

Old west style cosmetics pack! Gunner as a sheriff, Scout as a bandit, Engineer as a train driver and Driller as a gold prospector

tiny jacinth
#

Add like 10 more loadout slots, I don’t know why this isn’t in the game yet unless there’s some kind of technical limitation

untold sigil
#

Suggestion for an overclock of the driller 's flamethrower thing in drg. Make it so the driller can control ignition and gas release separately. So if they wanted to,they could spend all their ammo filling a room with flammable gas. And then with the rmb, ignites all of it at once, big kaboom.

sturdy nimbus
#

This has probably already been suggested but I think there should be a chance albeit a small one that barely bulbs can spawn in groups of up to three as every other hop can spawn up to four per plant, as barley bulbs are used for temporary buffs it shouldn't be as common as others I can understand that so rarely you could find 1-3 on a single plant

terse herald
#

More Naedocytes, just the shockers and the rare breeder is kind of boring. For example,

Naedocyte latcher: would grab onto the player and would act like rockpox, and die upon the player escaping.

Naedocyte spitter: would function in the same way as an acid spitter.

Naedocyte burster: upon hitting the player, or being hit, it would burst like Goo Sac and create slowing goo.

Naedocyte slasher: like a grown version of the hatchling, with longer claws, dealing more damage.

I would imagine that a Naedocyte swarm would probably have a mix of these varieties, with a breeder spawning about as often as an Oppressor in a Glyphid swarm.

sturdy mist
#

Mullet

grizzled spire
#

you should make every bug you tame be named Steve

clever sparrow
#

PLEASE add some goggles into the eyebrow slot...
imagine how cool the skull reinforcement goggles for example would look while being able to wear literally any headwear..

fervent iron
#

Stronger grenade throws pls

buoyant lodge
#

More sections to the space rig.
They don't have to be that big, just little nooks and crannies to show what goes on in dwarves spare time. A little forgotten room in the upper section has been converted to a u unknown moonshine distillery, with planet found beer materials and other things strewn about. A shrine to Steve, maybe hidden under the bar. A picture of Steve then a good dozen candles strewn about among the shrine. A hidden poker or some sort of gambling table tucked away, with chips and cards facing up showing who won. Just little lived in stuff like that

misty junco
#

I like more involved warnings like low oxygen forcing you to strategise with placing resuply pods. So what about a warning called low preasure regions, whitch would cause the air to periodicly drop to unsurvivable tempeatures. Deep Rock Galactic attatced some heating modules on your armor so you dont die instantly but to dont die slowly to frostbite you would need to stay close to your teamates(if you are solo the modules woud be attaced to molly)making spliting risky because a presure drop could happen at any time

gaunt fable
#

𝐎𝐬𝐬𝐢𝐮𝐦 𝐭𝐮𝐧𝐧𝐞𝐥𝐬 𝐟𝐨𝐫 𝐬𝐞𝐚𝐬𝐨𝐧 𝟔! 𝐁𝐮𝐭 𝐭𝐡𝐞 𝐪𝐮𝐞𝐬𝐭𝐢𝐨𝐧 𝐧𝐨𝐨𝐧𝐞 𝐢𝐬 𝐚𝐬𝐤𝐢𝐧𝐠, 𝐰𝐡𝐨 𝐝𝐮𝐠 𝐭𝐡𝐨𝐬𝐞 𝐦𝐚𝐬𝐬𝐢𝐯𝐞 𝐭𝐮𝐧𝐧𝐞𝐥𝐬...?
Would be really cool to see new boss /miniboss enemies, such as an Ossiran tunnel digger, a huge centipede like creature that digs tunnels and is meant to be fought in the tunnels of the Ossarian nests in close quarters combat, unlike the open spaces of other boss fights. Could pick up players, drag them deep into the tunnels to separate them, making for splendid chaos during fight gameplay. Could also block up a few entrances and passageways to create new ones to make the fight more unpredictable. Just really liked the idea and I thought it could fit in nice with the wildly awesome new stuff coming in season 6. Thoughts?

eternal frigate
#

Broadly speaking, please spend an update focusing heavily on touching up and rebalancing old content. Old areas of the game that could use improvement:

  • Some of the less detailed, less interesting earliest biomes could use small touchups to bring them up to feel. More cave life and bits of flora, things like lines for pointing out the passive naedocytes like you get for the Azure Weald passive bugs, etc. Biozone feels like it needs something special in particular.
  • Overclocks and weapons in general, of course. A scant few weapons are starkly overshadowed by others, or have very few useable overclocks. The Zhukovs and PGL in particular need some attention IMO, and some of the GK2's overclocks such as Burst Fire--just small examples that come to mind, there are lots of places. Some balancing between the Autocannon/Hurricane could be examined. Buff Face Melter! Any content you rebalance might as well be new content if you're making something not good worth using!
  • With as much content as is in the game, a page that allows us to view each loot source (like crates, helmets, etc), what we've unlocked from it, and how many things at least if not exactly what we haven't unlocked from that loot source would be constructive.
  • Please add a loud 'thump' when minelayer hurricane rockets impact terrain, thank you. :) It's very sad that they make no noise.
dusk basalt
#

Flamethrower OC that increases the fear aspect.

Fear % up 30, hits 50% with mod.
Stickyflame duration down.

Ideal build would be range, heat, ammo, fear/ammo, and t5 of choice.

terse herald
#

Seeing as S6 introduces an Ossiran in an enclosure to the rig, (and adding a free-roaming Steeve is impossible) why not add a similar enclosure with a Swarmer inside?
Edit: maybe one pet swarmer in every dwarf's room?

clever sparrow
#

new mission type: Nest Eradication
Bring the fight to the Glyphids by directly invading a "nest cave", absolutely packed with Glyphid eggs, nests, tunnels, rooms and more, during a rest period when most of the Glyphids are asleep. Plant explosives at strategic points in the nest, being careful to wake up as few Glyphids as possible, and then detonate them all at once, before making a mad dash for the Drop Pod with a wave of Glyphids on your tail.
(the reason you can't get super far away before detonating with basically no risk is of course because of DRG not investing in Better Equipment and thus you are stuck with a pretty short range detonator that only gives you like 50 meters range)

shadow leaf
#

Just make it so bugs have to spawn a certain distance away from the exit drop pod.

Just a minor bit of feedback. Yall should fix they enemy Spawning AI for end of mission gameplay. Its seriously weird and not very fun to run back to the drop pod with epic music being chased all the way just to get there only to find bugs derpily climbing out of the metal walls of the drop pod itself, as if mission control sent as a shipment of bugs to fight, and instead of all of the enemies chasing us from further in the map and having to defend our little pod before jumping in, we have to awkwardly keep clearing the area around the pod that keeps filling up with bugs while all the enemies we left behind in our chase mysteriously just give up the chase for no reason. I've played this game for a long time, and I have a deep love for it, and that is why I say that if you fixed this and started sending in waves to attack the pod and the survivors trying to survive next to it, instead of what we have now it would make the gameplay at the end of the missions almost perfect. ^_^

terse herald
#

Mini M.U.L.E. leg pickaxe blade

echo gale
#

I'm sure this was already suggested at least once, but is there a reason as to why we can't have the weapon maintenence skins increase by 5k xp each tier instead of 10k? Or better yet just BE 10k each without increasing the required xp?

west shale
#

we have red rubies for the engineer, green emeralds for the gunner, and gold gold gold for the driller. why not sapphires for the scout?

but on top of that, more pure gold items for the driller. this way we have color coordinated beards. im not sure theres a yellow gem, but topaz is close.

mental seal
#

Improve the victory move menu by either giving each victory move a unique icon or making the menu a list of names. The current UI just feels pointless and awful to sift through.

fervent iron
#

this one is about terrain: during caretaker fight if you're in a tight space phase bombs can spawn inside the walls being invisible but their aoe still in effect, and shellbacks while walking sometimes get their tail weakspots inside terrain also making them invisible. pls fix

dusk basalt
#

An explanation of where all these bones are coming from on a planet infested with a ton of creatures that all appear to have exoskeletons.

terse herald
#

Please, for the love of Karl, let players use all pickaxe back blades as front blades. I just want a welding hammer, for Steeve's sake...

glacial haven
#

Can we get some way to convert blank matrix cores into gold or other resources?

wispy hawk
#

100% this has been suggested a thousand times but holding V lets you hold out your pickaxe longer so people can get a good look. could even have those classic funny voicelines

"Did everyone get a good look? My arm is getting tired!"

agile lake
#

Concept for a Queen Glyphid boss, she would be stationary like the Caretaker covered in thick armor asleep at the start of a mission, drawves would have to find nests to blow up around the map which would anger the Queen causing her to drop her armor. The fight would be in segments simalar to the Caretaker as well with new attacks being added after each phase. These attacks could be as follows..

  1. The Queen spawns 3-5 eggs which gradually turn from red to pink spawning Swarmers > Grunts > Wardens based on the color and time left alive
    1a. During this attack the Queens back would become a weakpoint making Dwarves choose between the eggs, her or splitting up to do both
  2. The Queen shoots a spike into the ground which acts as a obstacle and when approached would deal AoE damage similar to a Dreadnaughts slam
    2a. This spike could also be broken similar to a radiation crystal at the cost of getting 1-2 shockwaves off, unless broken by drills
  3. When a player gets too close to the Queen she would spin around dealing damage and throwing Dwarves back at a high speed
    3a. Dwarves can use this to randomize the direction to a more favorable direction if in dire need
  4. The Queen spawns "Rooks" which act similar to the Hiveguards Reinforcements although heavily armored except their back

Every 3rd of the health taken from the Queen would make her rearmor herself and spawn a normal swarm along with rooks(4) after they are defeated a new attack from the list is added at random and she is vulnerable again.

(Sorry for the paragraphs I think a new boss more organic than the Caretaker is a cool idea)

sly summit
#

"Miners, our work in the Depths seems to have awoken something long since buried within Hoxxes. an ancient race of bugs able to stand dormant like statues have begun to appear across the caves, and R&D are very interested in getting their hands on their remains. Find these terracotta warriors and blast them to bits, and bring the samples back up to us."

Tecilites are a new faction of enemies, stationary and inert until disturbed, at which point their incredibly durable bodies lurch towards foes, their jade-colored insides warping their breath into a ghoulish green hue. Every Tecilite has an abdomen that is weak to being cracked open for damage, like that of a Dreadnought, but they also spawn with a randomly-placed "crack" on their body, which can be shot to expose their otherworldly flesh to open air, enabling an additional point to damage them.

Tecilite Conscripts are the smallest and weakest of the bunch, able to do little beyond inconveniencing their foes with gnashing bites and tough armor plating. They can be smashed to bits with relative ease, but can easily overwhelm those who underestimate them.

Tecilite Conquerors are far larger and are much more dangerous, able to attack with a small jet of ghoulish green fire in addition to melee attacks. Take them out quickly, and prioritize eliminating them whenever possible.

Tecilite Coroners are the largest of the Tecilite swarm, draconic in their size and disposition. They lead the Tecilite armies with thundering screams and a mastery of ghoulish-green firey breath. So powerful and spirited are these creatures, that even upon death, their heart still beats with such intensity that holding it in your hands burns the skin as if stepping on hot rock.

The objective is simple. If you encounter these warriors slumbering down in the caves, try not to wake them up. and if you do, make sure you kill the Coroner at the very least, R&D wants those hearts for study.

Though they typically only appear within their setpiece alongside their Coroner leaders, the Necropolis warning causes small packs of Conscripts and Conquerors to spawn throughout the cave system, as well as sprinkling a small number of them into any swarms you may encounter. "Tread carefully, for old things have begun to rise in this cave."

some sample voicelines from MC if the Tecilites are disturbed:
"Oh, team. looks like you've disturbed a sleeping swarm of Tecilites. if you survive, collect the Coroner's heart if possible. R&D has been begging for samples of these critters."
"Alright team, for no reason in particular, I wish to remind you that R&D have been after the heart of a nasty beast called The Coroner. if you find one, if, kill it and deposit its heart. No pressure."

tropic folio
#

Idk if this has been said before but I would love something to do with my perk points after unlocking all of the perks. Maybe being able to trade them for different rewards, like with 30 perk points you can get a blank matrix core or with 10 you can redeem 1000 credits. Can't wait for s6! o7

icy oyster
#

I hope that add a tier 6 mod to every weapon that allows a secondary overclock, like 1 clean and one unstable or 1 unstable and one balanced

misty junco
#

I think that the drop pod should have an unfolding rocker animation when it is leaving the current one is screaming unused potencial to me

tame moss
#

Something that i think would be cool would be to have an upgrade station for Doretta.

Beacons/lights: Doretta would have either search lights or lights similar to Point Extraction missions, allowing for constant light provided by her rather than the player. Search lights would allow the player/s to ping a certain spot and Doretta would aim the lights wherever the ping is (you can hold the ping button to have more lights on one spot and there would be little light icons to show how many SL you have on your ping). PE lights would provide overall light but would not be able to use the ping function.

Turrets: Doretta would be able to equip various turrets (up to four max) that would function similarly to how they work in DRG Survivor (but they would all be stationary on Doretta). The turrets would be flamethrower, freeze ray (think of the driller's gun), acid gun (more like the acid turrets in Survivor) and regular turrets. Flamethrowers would have piercing, ice would slow (slow movement and attack speed of enemies, but not freeze them), acid would break armor, and regular bullets would allow for weak point damage. The turrets could also, rather than have a limited ammo pool like PE, could instead have something similar to an "overheat" mechanic where each gun temporarily goes down after constant use. The flamethrower barrel would be warped from the fire, the ice gun could be frozen over and require being thawed out, the acid gun would be melted off somewhat and need to be quickly repaired, and the regular turret could have too many bullets jamming the barrel. All of these (by choice of the devs) could either be repaired by automatic systems aboard Doretta or be repaired by the player (the turrets wouldn't be able to be targeted or destroyed, essentially being an Engi turret with more functionality).

Part two will be posted after the timer is done as i couldn't fit everything in one text

#

Added armor: Doretta would have roughly 2-3 times as much health as usual at the cost of slower speed and having to stop to refuel more often. But if you play well enough, I'm sure it'd help greatly when reaching the Ommoran Heartstone.

Difficulty/scaling reworks: The mission gets a change on hazard difficulty that is dependent on player count, you'd only be allowed to have a certain number of these upgrades (ie one player on haz 2 would only be able to pick one of the three options, turret count would also be limited as Management wouldn't want you using unnecessary resources for such an easy mission). Enemy spawn rates would also increase as the bugs don't like all increased noise and bright lights Doretta would be bringing into the caves.

clever sparrow
#

what if see you in hell melee bonus DID apply to drills...
let me shred swarms with my drills GSG..

hearty crystal
#

Add beers. A lot more beers.

misty junco
#

Food in abbys bar

glacial haven
#

Make MUSH-ROOMS more common in fungus bogs. It’s kinda hard to find them nowadays and idk why. I can find compressed gold more reliably than that

stiff pewter
#

make it so we can spam tipping lloyd
i wanna give him five billion dollars

hollow prism
#

Patrol Robots are currently far too difficult to freeze and extremely unrewarding to do so, and therefore need to be at least moderately easier to freeze and have a much more worthwhile benefit from freezing such, both for the slowdown and for reaching the freeze temp, be it dying instantly like all other flying enemies do, or having the duration they take 3x damage last far longer due to a much greater difference between their freeze and unfreeze temp.

Patrol Robots have higher freeze threshold than even Oppressors, as well as a much smaller hitbox and greater mobility, plus minimal slowdown from being chilled. And despite the high difficulty of successfully freezing a Patrol Robot, the payout doesn't even remotely match the effort because they take 3x damage for such a short duration that players can't even take advantage of, instead of dying instantly like other flying creatures do when frozen. In comparison, even Q'ronar have a larger hitbox, are slowed down noticeably more by sufficient freezing, and have a solid window of time they spend being affected by the frozen damage vulnerability.

merry cloak
#

Make seeker rounds work on the caretaker vents and eye

eternal frigate
#

Turn loadouts into a scrolling dropdown with renameable slots and then give us twice as many.

mental thistle
#

i don't know if it been suggested but having the beers that gives bonus accessible through a special menu only accessible once you unlock all the funny beer menu that cost a good chunk of the four resources! The beer resources feel kinda useless once you unlocked all of the funny beers!!

frigid vortex
#

don't know if lorewise this would work... but a mactera dreadnought species could be cool

maybe give them cool names like

Mactera Skybreakers

and like, they can sometimes spawn in cocoons in eliminations with the other dreadnoughts... would be a cool change to the formula (provided it fits lorewise)

distant gazelle
#

A minor addition but I think there should be an animation for mactera's spawning rather then them just... appearing

toxic ice
#

can we make it so that after everyone is inside of the drop pod and the mission is ending, that you can still move around for a short bit so that the last person can get into their seat aswell, i always feel bad for the last guy who has to awkwardly stand up :(

vale prawn
#

a new beer called the Driller's Delight that is a mug full of rocks that makes the most horrendous crunching noise when you drink it and it makes you hallucinate rocks

tired ivy
#

Stupide suggestion : Make 4 overcloak for each utilitarie of the dwarfs, like for the shield, turrets, ect ect

pale hinge
#

Pls add weapon charms and paintjobs for the weapon gadgets! And add paintjobs with animations!

eternal frigate
#

Mining Expert on Bosco should also improve his speed while carrying heavy items.

misty junco
#

I think that the drop pod should have an unfolding rocker animation when it is leaving the current one how it is just gliding up is kinda underwhelming

silk gazelle
#

Might’ve been suggested already, but a small niche change to Bosco’s flashlight is instead of pinging where we want to light up a certain part of the cave. Make it so you can toggle it on or off so you can have him give off constant light.

terse herald
#

After claiming all the perks, allow players to level up their alcohol tolerance, allowing players to drink a Blackout and only just start stumbling.

Seeing as (i think) the game processes drunk-ness as each beer adds a certain % to intoxication, every 2-3 perk points could add 1% to the 100% cap, with no real maximum.

pure turtle
#

In a similar vein, have extra perk points be able to be put towards some aesthetic or cosmetic thing, like decorations for the pod, or being able to turn on decorations for events not in progress (e.g. Oktoberfest in summer)

left mirage
#

Coilgun balanced OC: Curveball

rocknstone while aiming at a creature, holding the R key will highlight it for 6 seconds, causing the ball to curve towards it as long as you are looking in its direction while fired. (This sounds a little confusing, but in theory the ball traviling in a curved line rather than a straight away depending on if you weren't looking directly at your highlighted target would hit more bugs in a swarm)

rocknstone Upon hitting a highlighted target with a fully charged shot, the ball explodes dealing high direct damage and leaves behind a 3.5 meter sphere of trail (properties such as duration are based on weapon mods)

tothebone Mod tree trail effects (example being longer duration or fear trail) do not apply to the projectiles trail, only the 3.5 meter sphere upon hitting a highlighted creature with a fully charged shot

tothebone While charging speed remains the same, window of maximum charge and overcharging is drastically shortened. (Basically think of it as the Heat Pipe penalty on EPC)

merry bluff
#

Glyphid Radioactive bulk detonator, exclusively for the Radioactive exclusion zone, much like the Radioactive exploders.

junior timber
#

A new perk for better flares, meaning longer duration or faster recharge.

sick cloak
#

Random idea for new collectables to... collect down in the caves:
Custom beer mug parts!

Collect different handles, bases, lips, bodies, and paintjobs from Lost Packs (because Cargo Crates are full enough already) then put them together at a new terminal near the Abyss Bar!

A toggle in Lloyd's menu screen will let you choose whether to use your custom mug or the standard ones.

New custom mug parts could even be added to future seasons’ performance passes, or to DLC packs.

flat magnet
#

We should be able to carry fallen dwarves to the drop pod (assuming iron will was already used).

terse herald
#

Perhaps a Rogue Core armour DLC when it releases? (As in, RC armours for DRG) They look incredible and I would like to be able to use certain armours in both games.

*Edit: The DRG Rogue Core armours for Deep Rock Galactic

clever sparrow
#

yooooo guys we all like customization right
wha if you could unlocks some cool paint jobs with perk points

fallow roost
#

Have season objectives (plague hearts, data cells, core stones, etc) be collectable in your inventory and then spent for scrip in whatever season you want to spend them on. You still get season XP for whatever season you have selected just the objective item.

waxen dew
#

Devs... I beg of you... make Explosive Chemical Rounds cap at 3 locks per enemy... Or at least change how the SMRT works on it. I would gladly trade extra damage from electricity for capping locks at 3.

There is a mod that does exactly that, but I don't want to deal with approved mods.

lofty parrot
#

what if there was some sort of gas weapon, that covers the cave in gas. my idea is that it can deal with huge hordes and large enemies, it would also be able to get lit on fire at the expense of time that it lingers for. the issue with it would be that it can also suffoctate your fellow dwarves. there should be a special mod for it that gives you resistance to it, but not immunity. maybe this could be an overclock for the sludge pump, or another weapon for driller, or something just new.

merry bluff
#

Voice line suggestion for the driller. When his drills overheat make him say "peice of shit drills" referencing the payday 3 meme

rose anchor
#

Another thing, make sprayable gas, the gas is heavy and can be spread across caves and into tunnels, it can be ignited via a spark using the 6 key or by the drillers flame thrower or any grenade, if left for over 30 seconds it will disperse

gleaming vortex
#

I would love for the gyro sensitivity cap to be increased for me and my fellow controller players

eternal frigate
#

There is a huge disparity between new and old map elements having ping lines. We need stupid lines for things like the xenofungus, passive naedocytes and the glowing tree!

grizzled jetty
#

Caretaker should be able to "Omnidroid" itself with the Appendages if players are ballsy enough to be standing on top of it. Partly because it'd be funny, but also because apparently having that not be a thing softlocks you if you're downed while on top of the Caretaker in Solo runs.

fervent iron
#

Alcohol tastes awful, please add a black tea option at the bar 🇹🇷

eternal frigate
#

Secret Secondary should include special secondaries typical to Deep Dives like the Black Box.

brazen cipher
#

I wish there was an in game emote wheel. I would love to dance in caves , becouse funny.

ripe willow
#

Glacial Strata's cold winds should cool down jet boots faster

eternal frigate
#

I think with the amount of seasons now in the game, past seasons could use a very slight buff to their progression speed in some fashion. Maybe an increased number or refresh speed of challenges, or maybe just a small multiplier on season gain for non-current seasons.