#suggestions
1 messages · Page 34 of 1
If you are solo and a bit close to them, Hiveguard Sentinels should turn a bit slower to allow you to hit their weakpoints, otherwise it's virtually impossible.
A beer that turns you into a barrel for 30 seconds. The thing is, you're now a physics object that can be pushed and kicked around, with some ability to move and jump added in.
A pets menu that gives the team different buffs
Minigun Unstable Overclock: Flinch Frequency
With some insight into the psychology of Hoxxes wildlife, R&D has managed to tune your minigun to emit a specific frequency range while revving up which locals find extremely unpleasant.
Pros:
Any bug that is currently targeting you will get fear factor while your gun is revving up to speed.
The revup period before your gun begins shooting is increased, letting you make the most of this attribute.
Cons:
The reconstruction of the barrels required to direct the fear frequency makes them more vulnerable to overheating.
The rev-up period is increased.
new warning that disables/severely scrambles up the terrain scanner
Replace blowthrough mod on subata with a mod that rolls a 25% chance to shatter every time a bullet impacts a frozen enemy. This stacks by adding to the shatter chance on the cryo cannon if both are equipped.
This serves both as a solution to subata and cryo being awful together, and to how weak the shatter mod is on cryo cannon
Plushies hat
Having a plushy hat of scout, driller, engineer and Gunner as a hat that can be put on their head. The plushy would have similar physics to the miner at the abyss bar so that it wobbles a bit on your head and looks funny
A Bosco or Lootbug variant would be cool too
I know this request would be a bit annoying and a pain to code but having some form of armour set customisation would be awesome. In sense torsos, legs, arms. Not full individual cosmetics even though that would be cool, but more cutting armour set into pieces. Idk how difficult it would be to do such a thing but I think it has potential as both Cosmetic variance and future Dlc content ( Artificial limbs, glove etc).
On a seperate sidenote can the skin variant applied to bosco be also applied to engineers sentries. Like I said I have no idea on how the current skin system is dissected into surface textures but starting with a colour shift on sentries would be a nice start. Frameworks wouldnt have to be a major feature but could be more dlc addons later
Wave Cooker's chance to poison with the relevant mod feels just a little too low. A few too many circumstances where you magdump into an enemy and they just don't get poisoned.
You should really be able to place goo on the Drillevator.
Make bugs unable to spawn on stuff like drop pod or the refinery, it looks stupid with the unburrowing animation playing on metal surface
CRSPR Unstable OC: Fireball
Instead of liquid napalm, the CRSPR has been modified to launch condensed volatile balls that leave an explosive impact
Direct damage is changed from Fire to Explosive, as well as each projectile having a 0.5 meter radius on impact, leaving sticky flame behind in a equally sized radius. Projectiles can also be charged by holding the fire button to increase velocity and bounces.
+9 Direct damage
+10 Heat damage
Projectiles bounce lightly off the terrain once before dying. The longer a shot is charged increases the amount of bounces one can have. (Example: every 0.75 seconds adds 1 bounce up to a maximum of 4 bounces)
(
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Magazine capacity is reduced to 25, and maximum reserve ammo is reduced to 100. The weapon is converted to being semi-automatic, requiring you to click to shoot each projectile individually (math wise, you get two less reloads, but a projectile bounce can make one shot hit multiple times)
One manageable ammo downside may not seem like enough, but how the idea of the overclock would function already is so drastically different from the crspr that it requires more planning in itself to use as it is not a consistant stream of fire
Add push to talk support for the controller (possibly a button combo)
maybe something like a stand your ground type of mission, make it like a random occurence, that a drop pod malfunction leads to your team dropping into the middle of a giant nest and you have to survive for a certain amount of time until mission control figures out how to pull you out
the perk second Wind only drops its buff if you stop sprinting for 4 seconds: theres often a lot of navigation/movement that makes you stop sprinting, it would be far more appealing to take if it was active more often and that way its not "instant speed'
I think it would be nice if we can spectate the other players as a prop when your playing with the prop hint beer
What about
a Rogue Core DLC that unlocks the classic deep rock galactic outfits and weapon skins?
and a Deep rock galactic DLC that unlocks the rogue core outfits and weapon skins?
Allow us to tell Bosco to kill Bha Barnacles and Swarmer Eggs, as we can for Fester Fleas.
please make the turret ai not shoot invulnerable armor plates
Make it so that Bosco can say "we're rich!" Or do some beeping noise similar to it when pinging the chunk of gold
there should be a mission modifier where pickaxes don't exist but to make up for it you can punch the bugs really really hard (dirt also always has a hole in it so you aren't completely screwed)
pickaxe tier 2 upgrade that applies fear to anything in like a 3m radius when you power attack
There should be a really small chance for someone to not pass out after drinking a blackout stout
mission modifier: Chilly Cave
The cave is passively cold and will slow down and eventually freeze you and enemies the colder you are. Other dwarves, the MULE, etc., are sources of heat that will counter the cold.
More random events, announced by Mission Control, that are... more of a miscellaneous occurance. Only one or two can occur per mission, and it can only be rolled on a 25% chance.
-# For clarification, these are events that can happen like, 10-30 minutes into the mission, not at cave generation!
-
Lootbug Swarm: Mission control, in a perplexed tone, reads, "There's... a swarm of loot bugs heading your way. Consider it an early christmas." And then, similar to a swarm, lootbugs start appearing, though in smaller numbers. All in all, about one cave system's worth of lootbugs appear.
-
Rare spawn: An additional enemy from either the Rare Boss or Rare Critters category spawns in the cave, i.e. golden loot bug, huuli, nemesis, crasseus, etc. Good luck :) Mission control will note, "Our scanners have just picked up an unusual anomaly in your system, and we're not sure what, so keep a look out."
Note, this can only spawn an enemy that isn't already alive in the cave system, so you can't have two huuli hoarders in one place, but if you already killed a hoarder, you CAN see a second one. -
Rivals, Rockpox, or Ossiran swarm: It's a swarm of season specific enemies, regardless of modifiers or objectives. A wave of said enemies can not occur if the enemies of the type are already infesting the mines (So no rivals in a rival ridden cave, for example)
-
Seasonal Event Spawn: A random bonus from the seasona' events - be it creature, cretin, or stationary - will spawn in the caves, if no event is already taling place. Mission Control will state, "...Heads up team, a stray object has just landed in your cave system from orbit, and it seems to have come from a previous incompetent shuttle driver. Be on your toes, and we'll award you the usual bonus for finding it."
Suggestions for more are always welcome!
I think "It's a Bug Thing" passive perk should not explode loot bugs, instead we can get full resources (and little more) from them just for petting them
-# Make beer and love, not the loot bug massacre 
press some keybind to dump your current inventory, would function like the containers that players who left leave behind.
(your inventory would be emptied into an identically functioning container)
ability to apply a different armor paintjob to your headwear
PGL Unstable Overclock: Cannonball Rounds
Replace your explosive payload with a large iron ball, causing devastating damage to anything that happens to be in its way.
Projectile functions similarly to the spring-loaded ripper. However, if the health of the enemy is more than the projectile's damage all remaining damage will be applied to it, plus 5 seconds of stun.
Pros:
Extremely high direct damage (could be modified by velocity or something)
Can cut through unlimited enemies as long as their health is low enough
Cons:
Extremely small AOE radius
Less ammo (cannonball heavy...)
It would be nice if there was a little more nuance to the bonus payout. For instance:
After acquiring 95% of the bonus objective, you get a measly "bonus" getting only maybe 5% of the full bonus for "substandard work."
Conversely, once the secondary is acquired, you can get an additional reward, although this "extra credit" is likewise rather meager.
This way you get something for falling short even if it's next to nothing, and you get something for going above and beyond, even though it's not worth enough to scour the caves for every single secondary objective.
Distraction perk.
An active perk that allows you to draw the attention of bugs to yourself by double clicking the shout button(20-30 sec cooldown).
This will allow you to let your teammates resupply , deposit , carry smth or do anything else more safеly.
Taming glyphid exploders.
The beast master perk should allow you to tame glyphid exploders. They will try to explode near the enemy that you marked with the laser pointer. The explosion will deal 50% of the normal damage to you and 300% damage to the enemies and stun them for 1 or 2 seconds.
This will make the beast master perk more useful and will help with fighting big crowds of enemies.
Limited supply warning
A mission warning that removes all the nitra veins and lootbugs from the cave but gives you some nitra at the start of the mission based on the size of the cave and the hazard level. Also, the bugs will take more damage to weakpoints.
this will help players learn to manage their ammo better and resupply only when really needed.
Crispr flamethrower overclock: Cauterizer
Ignited bugs are inflicted with a stun effect.
Reduced stickyflame duration.
Reduced direct damage.
This would serve as a means of making the stickyflame slow mod non-essential for the weapon at high haz and help provide some options when cornered by a praetorian.
Ideally, the oc would suit a more mobile dwarf quickly igniting bugs while running, putting distance between them before the stun wears off. The ability to stun a group and get out of a dead end is traded off by the fact that the dwarf cannot just bunker up as easily because they may be able to get a slash in during the window between when the stun wears off and when they burn to death. Having the stun available would allow perks like Beasttamer to be more easily activated without taking damage and would pair very well with vampire.
If you could tame acid spitters that would be cool
A platform gun QoL modification.
A tier four platform gun modification that shows you a silhouette of a platform where the platform is going to land.
this will make creating stairs or bridges with the platform gun a lot easier and will also help to prevent placing platforms right under yourself when trying to place them at the bottom of a hole.
Milestones rework.
After getting enough perk points to upgrade all of the perks you should get minerals and/or exp for completing milestones.
this will make milestones usefull even after upgrading all of the perks.
Allow multiple headwears.
You should be allowed to wear multiple headwears if they are not conflicting with eachother, like furious eyepatch + crest.
This will add more ways to customize your character and will let me cosplay demoman tf2 please just let me cosplay demoman tf2.
A buff to the mkii sentry gun, since the Gemini system is just way better than it. You get more ammo, dps, you can turret whip more, and it works way better with em discharge and microconductor. It’s just kind of a downgrade and it’s less flexible than Gemini. Maybe a damage buff, a longer burst, or maybe turret whipping does more damage with a bigger radius, as well as maybe a damage buff to the overclocks that rely on turrets.
Some glyphid AI behavior that might be neat to see would be pseudo-hierarchies. (Pseudo being the key word). Essentially, the AI would have two behavioral patterns that give the illusion of hierarchies.
When a larger ally (praetorian, oppressor, etc.) is killed, the smaller glyphids may respond in one of two ways:
- Panic: They essentially scatter away, as their more dominant ally was killed.
- Reinforce: Other glyphids not in that little gang will rush over to account for the loss.
Utility Overclocks. All utility Items like C4 should have overclocks for example one I would use is for C4, Bulky Compound [only one c4 is allowed, all fear and stun are weakened, the crater is the size of a bulk explosion][the final form of the prophecy scout shall suffer lol] Or for platform gun Platform Gun, Foamy Construction [3X more platforms, platforms are slightly smaller, platforms only last 45 seconds] Utility Overclocks. this could contribute to the game by giving a sense of more choice to more than the customization of primary and secondary weapons. Having overclocks for utility and not just weapons could also make it feel a little more immersive when it comes to choosing your utility modifications.
engineer turret overclock ideas based off of a set of designs that came to me in a one-second vision occurring in the transition between sleeping and waking:
Warthog overclock: Neodymium Pellets
Making each pellet a magnet makes them attract each other, causing internal damage over time to enemies as the pellets attract.
More pellets means stronger attraction, so dumping several rounds into an enemy will multiply the effect.
However the firing mechanism must be adjusted to prevent the rounds from jamming inside the chamber.
Pros:
Stacking internal DoT
Cons:
Lower rate of fire
Less magazine capacity
PLEASE increase the gyro sensitivity cap, many controller players will thank you
add See You In Hell lvl 4 with bigger range and maybe more dmg
Would love an upgrade to BOSCO where I could have him lift heavy things at a faster speed, kinda like the Unstoppable perk.
Would completely change solo point extractions.
Thanks 
Simulated Training Room
Hello Management,
As a loyal employee of Deep Rock Galactic, I have pondered the ways to improve miner combat skills. As such, I propose a shooting range. While I am aware that has been suggested before, I want to add the ability of simulations into it. The space rig will have a dedicated room where dwarves can test out new weapons, modifications, and overclocks in a safe (and less expensive) environment.
Looking below, you'll see my methods to make this a worth investment:
- Dwarves will be able to test out their weapons on simulated enemies, with the roster of enemies expanding with the bestiary database.
- Lets them test various weapons on the weak points of enemies and observe their attack patterns.
- Safe place to practice combat in a way that doesn't cost the company time and resources in the field, and lets the greybeards show the greenbeards how to fight.
- The inclusion of modifiers, such as exploding guts or parasites, teaches employees how to deal with those situations without being totally clueless.
I hope that you take this idea into consideration. If you need further refinement, you know where to find me.
Rock & Stone!
Add for Bosco napalm rocket's like a napalm grenades from gunner
2 Mission mutator ideas
onslaught:
Adds point extractions escalating enemy spawns / pressure waves ontop of normal spawning.
Heavy hitters
Mission uses a special spawning pool weighted toward spawning grunt guards, praetorians, oppressors and wardens. Projectile enemies and slashers would be rare
Add for Bosco a small barrel of beer for 2-3 cups and u can use them like a average rockets with a large aoe and quite small damage but with a periodic fire dmg
Unbalanced Autocannon changes that were revealed to me in a dream:
Spread reduced by 50%
Combat Mobility spread reduction removed
Combat Mobility no longer has mag size penalty and becomes a Clean
Damage increase somehow, one way or another
Overclock: Gast Principle
A fun new discovery by R&D that links the actions of the barrels such that when one barrel fires, it chambers the other barrel! This allows for incredible rate of fire with no ramp-up needed as well as a less complex and lighter feed mechanism, meaning more ammo carried and snappier reloads. However full RoF bonuses no longer apply, and your gun becomes less accurate.
×3 starting rate of fire
-2.5s reload time
+220 (or ×1.5?) max ammo
×0 rate of fire growth speed
+50% spread (becomes that of current base Thunderhead)
make frozen status at least greatly slowdown robots, cryo drillers play very weakly in sabotage missions
alternative sentry gun 'system' upgrade: assault system
-lower time between bursts of bullets
-targets enemies with the lowest % hp,
-more ammo capacity
-reduced dmg
-maybe could have chance to jam
-cannot target the same target as other sentries (excluding bosses)
(i know i put this before but i wanted to change some things to see how reactions differed)
make a ingame friendlist, it woud help a ton in geting more drawrfs ingame
Deep Rock not having a Valentines event for this long is almost criminal, how am I expected to show my love for my fellow dwarf without my company designated holiday?
Here are my ideas for a Valentines event:
Event Collectable: a large candy heart would be the most fitting I think. Having it spawn in different colors and with different quotes would make unique among the event goods.
Heart Quotes: "You Rock my Stone" "From Molly" "You Don't Bug Me" "Heart of Gold"
Hats: Springy Heart Headband (with jiggle physics ofc), Heart-Shaped Sunglasses, Cupid Arrow Headband, etc
Spacerig: Valetine Collection Boxes. They could be to differnet people/bots (mission control, dotty, etc) and you'd be able to donate credits when interacted with. Inflatable hearts and edible boxes of chocolates could also be available.
Assignment Award: A special heart pickaxe as well as a Cupid Bosco would be very fitting. I don't know about Cupid dwarf armor though..
I know we have a lot of seasonal events around this time of year but Valentines still seems too good not to do at this point
random new voicelines which will be uncontrolled interactions between players, by that i mean something like what happens just before the mission starts, where sometimes one dwarf says "were all gonna die" or "i hate this damn planet", and another responds, i.e. "pull yourself together". A random example of new voicelines like this may be the driller joking making a stupid joke and the scout player trashes him for a bad joke from the other end of the cave, or something of that sorts. Also lootbugs at the rig. Management already approved some presence of bugs on the rig with the upcoming update, so these fat cutesies might as well be brought along
Could our managers and overlords in the DRG add an outfit randomiser that does it automatically each mission? its getting irritating gaving to go to the wardrobe each time before i start, would rather it just be completely and utterly random each time..........its also more fun this way, also apply this to the axe and bosco as well etc
also, i think its about time we had a run in with a certain Red Dwarf (and yes, i am a complete and total smeg head)? surely you can make it happen for us to meet them with cosmetics/axe blades/bosco paint job for the event? WE NEED THIS!!!!!!
please slow down spitter after it spawns, if it spawns near you it instantly hits you
Beer that turns the player into a lootbug and all he can do is crawl around the space rig and make the cute sounds, the player may also be petted by other dwarves? Sounds like a really cool idea, id love to see that. Maybe it could even be a beer similar to hidden dwarf, but for example a lootbug race with your friends around the space rig
I feel like the amount of phazyonite in the pass is too low. I regularly get three times that amount in levels where it appears, and you get three times that amount in the shop when you buy enough stuff.
Compare that to the ores in the season pass which sits at 100, that's about 3 times more than what I generally find in a mission. I'm not saying that Phazyonite needs to be bumped up to 100, but maybe somewhere in the 30-50 range. Especially considering it only makes two appearances total in the pass. IF you even manage to get both from the pass, you *still * walk away with less phazyonite than either of the two aforementioned sources.
10 Phazyonite in the pass isn't worth acknowledging at best, and an insulting space occupier at worst.
Caliphets are an uncommon species of Hoxxes native, known for their agility in combat (and their fragility when wounded).
Caliphet Leapers are the larger members of the species, known to travel in small herds for protection. When engaged, they will quickly begin to leap across the caves with their muscular legs, charging dwarves with intent to bite. Able to leap over and sidestep gunfire and capable of a hasty retreat upon a failed attack, it is advised to use slowing weapons to quickly eliminate Leapers, as they lack heavy armor plating and sport a large abdomen that is easily ruptured.
Caliphet Archers are the smaller and rarer member of the group, moving alone or in pairs. Unlike their Leaper brethren, Archers attack from range using a fascinating defense strategy: Their diet of vegetation is supplemented by small amounts of neodymium, which they use to create magnetically-cored globs of acid that quickly liquify on contact with a solid surface. Not only are these dangerous upon a direct hit, if they land on the ground, they are able to slowly pull surrounding metal towards their center, which can be incredibly obnoxious for the metal-clad dwarves. Luckily, Archers are easily distinguished by their size and distinct metallic cry, and in addition to their small healthpool, if their abdomen is shot enough, the delicate organs enabling their neodymium-cored projectiles will malfunction, causing their insides to violently implode, damaging anything nearby! Their flying capabilities and natural agility won't make this easy, though their abdomen always raises above their head just before they attack, so wait for an opportunity to strike!
I think frail, agile enemies could be interesting opponents to encounter infrequently, and I think being able to hit an Archer that's been bothering you before watching it explode, eliminating a pack of grunts around it, would be fun. If anybody has any suggestions on improving the concept please lmk! 
(Also I think they sound like Elk, like that weird nasally call they have. Idk I think it suits their weird sporadic nature.)
I think it’s weird that Mission Control has a line where he says Christmas, despite it being called yuletide everywhere else in the game. He should say that the scanners just lit up like a yuletide tree instead. (:
The new mission control nag for the bone fragments should only play one voiceline, rather than multiple. In my opinion, the humour comes from "Haha mission control is angry and we are annoying him", but from the fact it's the exact same voiceline every time, as well as the odd, stilted nature of how "We're rich!" and "Mushroom." are said.
The voiceline picked doesn't matter, as long as only one of them is used.
New Primary Weapon (probably for Scout) – Magnetic Spear
===Mechanics===
Spear has two modes: melee and throwable. You can switch modes by pressing reload button.
While in throwable mode
You can launch it and than get it back: take it from the ground (like driller's axe), pull it from distance by looking at it (like Nishanka bolts, but takes a little bit much time) or wait until it comes back on its own (takes about 3-5 sec).
While in melee mode
Chargeable attack (+- 1 sec) that seals damage similar to pickaxe strong attack but hurts only one target
====Ammo====
Fuel/Charge/Batteries. When you have no ammo left, you can only do melee attacks which deal less damage. Mb you still can throw it, but it will be weaker, without additional effects and you cant pull it back (only pick up like driller's axe)
==Upgrades==
Increased amount of pierced enemies, Armor piecing, Shockwave at the landing spot (and of course damage increase, more ammo, less spread and so on)
==Overclocks==
There and back
+Spear stays in the ground for longer time until it comes back (up to 10-15 sec) but you can call it back immediately by pressing reload button. Spear deals damage on the way back that means you can hit glyphids twice and even hurt them in weak points from the back
-Less damage/ammo
Olympic throw
+The longer you charge your throw, the more damage it deals
-Charged throws waist more ammo
Antigravity field
+Area around throwed spear has low gravity
-It takes more time to take spear back and you cant pick it up like driller's axe
P.S. Low gravity can be replaced with speed boost or another effect
==Problems==
Is there any sense to add third melee-weapon? It is also third weapon which can be picked back
What if you have no ammo left, leave the spear in one another side of the cave? You just loose your weapon until resupply?
Isn't it too imbalance to give infinite weapon (yes, it becomes much less effective, but you still can use it even without ammo)
I just want more pink/purple weapon and armor skins, maybe even a glittery one... Even if it was a DLC or something
the new pitjaws are cool, but they aren't fun to fight because they hide too quickly and they're halfway underground which makes hitting them is a chore, especially with how tanky they are
they also reach further than they should, further than their jaws actually frame
and they keep moving directly beneath other dwarves giving them zero time to react (which isn't fun!)
this all leads to players simply ignoring them and walking around as opposed to interacting with them
maybe some of this could be fixed by making them more vulnerable to debuffs like stun and slowness (slowing down their escape animation to provide more time to kill them)
or by just slowing down their escape as a whole
Hello. New skin DLC "Relic Raiders" cost too much in Ukrainian region. Please look at your pricing policy
we should be able to strap these lil boosters to barrels and watch them jet around the space rig until mc gets pissed and shuts them off
make bet-c use only its machine gun when repaired, bombs are a threat more to you
How about a Skin DLC "Deep Crystal" the skin would be like some tipe of purple/pink spiky armor made of crystals. I got inspired by the Dawn of the Dread pack.
What yall think. ?
For those that are crazy enough to do a Deep Scan without the drillevator, maybe some surprised/special voicelines from the Mission Control guy, since all clips I've seen of Drillevator Skip, Mission Control acts like if it was completed normally
some biome exclusive secondary mission ideas, def need some tweaks/balancing, open to suggestions.
• Mine Uranium - A Radioactive Exclusion Zone exclusive secondary requiring the dwarves to collect 45 Uranium. Excise caution and deposit fast, holding Uranium exposes dwarves to unwanted radiation.
• Mine Amethyst - In the Crystal Caverns, you may locate small to medium size geodes- order Geode Busters and break in to access the gems inside, each yielding 6-12 Amethyst. Mine 35 Amethyst.
• Extract Sap - In the Hollow Bough, you must locate 2 large cracks that will spawn in within the tree, they're visually distinct having hardened amber colored sap over their crack, approach and order a Sap Pump which will fly down and land nearby, which must be carried to the crack, press E to place in it, and then Hold E to activate when placed. The 'Sap Pumps' take 45 seconds to crack into and pump the sap from the root, during this time you will defend from swarms of enemies.
Just a few ideas I've had, but I think it would be cool to have a unique secondary mission for each biome that could appear sometimes.
the new mission type color is way too similar to elimination, so I made this to show how it could fill out the rainbow much better and look more visually distinct
make unions purely game thing and have it here only in spirit
A day-1 suggestion related to pit jaws:
While I appreciate the intention to try something different, so far I feel the sound cue is inconsistent when compared to others that I find it hard to tell if it is nearby or miles away, which I hope to be addressed by having its sound amplified when it is really close-by (like 10m-ish away) for a "fairer" engagement.
Also, given the potential threat of pit jaws, a related dwarven voicelines about having them run away / repositioning, aside of the usual specific kill cries, might be necessary for team communication aside of text chat.
Here is some examples to express the idea above.
*"Damn it, it ran away, watch your steps!"
"So close from getting it, we will meet it elsewhere!"
"It is changing its spot, watch out!"*
Make it so that the enclosures break after knocking on them too many times
can we please get an actually good map tool, current one is like an early access place holder
In the next update can we have pitjaws that evolved into something like this? Since its what antlions transform into
Ikari Weapon paint job to match the armor paint
Maybe separate pants and upper wear so we can dress diferent things or make more types of style
Make all soft terrain like dirt mineable in one hit instead of two so it's easier to look for objectives and move around. It gets somewhat tedious after a while
Walk back the Ossium season point nerf
There is a fantastic opportunity to make a mid-weight enemy between Grunt Guards and Praetorians with a heavy Scrab, perhaps a 'Scrab Behemoth' that is an especially large, heavy-armored and rather slow Rhino beetle-inspired ground Scrab that can launch projectiles like Bombardier beetles? A heavy-armored and slow artillery enemy is an unfilled niche!
At close range, it could do a heavy wind-up and then a fast dash that destroys light terrain, kinda' like the Antlion Guards in Half Life. They wouldn't be able to turn, but if they struck, they could do heavy damage and stun you. You could goad them to smash into a wall, causing them to lift their big abdominal shell as they do a 'shake-off' animation to reveal a weakpoint!
You should be able to access past Season assignments while on a selected Season. This might alleviate some of the now quite considerable grind in doing past seasons if you pick up the game now. Having a lot of content to work through is great, but I think this would be a very modest but meaningful change--and also, just having more assignments to do is good!
Please reconsider the Ossium performance nerf. Passes are already kind of demotivating for people who don't have a lot of free time, and although passes are always available, and seasons last for a year, it still feels like a slow trudge toward some rewards. I understand that 1250 is quite high, but a middle ground between ~750 to ~900 would feel a little more rewarding.
-Edit: If this is not possible, perhaps having another way to assist progression would be nice, for example: Every Scrab killed could grant 1 or 2 performance points, and every Pitjaw could grant 5.
Standalone paintjobs from each season's weapon frameworks. I want neo-tekya with diesel driven's paintjob
Make the normal flares another thing to upgrade, they are there on the equipment menu but they cant be upgraded, maybe nerf the base one with only having 3, slower recharging time and less fuel time, but if you upgrade it to the max it would be better than the ones we have now.
I mean, maybe put also some upgrades like they glow much more, they stick to walls, even a little bit of damage if you hit a player/enemy with it, but like, 2-3 dmg only
Separate slots for hair and helmets so you can equip hair with any helmets that don't fully cover the top of the characters head?
Just wanted to thank the devs for the extra seventh build slot. One one the things I enjoy the most in this game is building and I'm having a blast doing it all over again (and even taking the chance to give second look at the other 24 builds I already use)
As per this and other related suggestions, seperating framework's native paintjob from itself will widen the potential of dwarven weapon aesthetical customisation by miles and kilos.
Dealing a large amount of damage to a Pitjaw before it finishes grabbing you, such as hitting it with your pickaxe power attack, should send it into its hiding stage.
Please move certain headwears (like the mnemonic visor, chameleon goggles etc.) to the eyebrows slot, as it severely limits customisation that you can't equip headwear/hair with these cosmetics
Make it so you can search for cosmetics such as headwear because of the enormous amount of them you have to scroll through and especially victory moves, which literally all look the same in the menu
Drip sounds
atmospheric water dripping sounds in quiet caves full of stalactites
longer beards, bigger beards
more armor options for those who dont want to pay for cosmetic packs
On deep dives if there is a salvage operation on the first or second stage change the voice lines. So that when the drop pod is gonna be drilling deeper it doesn't calculate orbital trajectory but it says something else like "Priming drilling systems." and insted of "Powering radiation shielding" "Initiating preasure shielding". Also when you arrive in the next stage you arrive in the rusty pod. They are small things but the small thing make the player think that the world is alive and he is a part of it.
the ability for the gunner to retrieve zipline cables with maybe 5-8 seconds of retrieval time 🤔
Please optimize the game, since season 4 the perfomancs got worse and worse, however, graphics didn't get better, every major update was - 20 fps, this update now added unbearable fps drops, game feels unplayable because of the fps drops
please adjust moly's pathfinding to not be like this
More Ossiran bugs, and perhaps some kind of territorial war between the Glyphids and the Ossirans?
Pretty self explanatory. we love the Ossirans, and I think it'd be a shame to only have 3 of them.
The second part is kind of a shower thought, so I haven't fleshed it out much yet, but I think some kind of territorial bug war would be awesome, like ants and termites on our own world. Doesn't have to be Ossirans, can be some other bug type. Perhaps the two bug factions shape their environment differently? The other faction might form different symbiotic relationships than the Glyphids do, like a noticeable decrease of Mactera in the area.
When it comes to the question of what this would add, I believe it would add a ton of gameplay variety between the two factions. Some biomes might play quite differently under the rule of another bug. It would also be interesting to see how the war progresses as well, and how it would effect mining operations.
I do understand that something like this would take a lot of effort, and most of the team is probably on Rouge Core right now and will be for the foreseeable future, however, I think a sizable Ossiran expansion would be a fantastic idea for a large update in the future if one is planned.
Please add many weaknesses to the new Scrab enemy to match mactera type enemies, they are so overwhelming to deal with in large swarms
Make popping scrab nests not be at equal volume on the other end of the cave
Sludge pump oc that turns it into a stream lithofoamer. Foamed enemies take triple status damage at a high tick rate..
add an icon of some kind (like a star or something) to completed seasons (i.e. 100 performance pass tiers and all cosmetic tree nodes unlocked) in the season selection menu of the season terminal, that way you can easily check which one's you've finished already.
A button to toggle the piece of armor that usually gets removed by a beard on armor frameworks similar to the sleeves button
for instance the skullcrusher framework looks great but equipping the full helm and armor blocks part of the helm with the extra piece of armor
this mostly affects gunner and driller
Under the Server List, add a filter to only show the servers with the player's current Assignment (if technically feasible).
I love the GSG Guardian paintjob, but on Driller it turns into this out of place looking dark green on many armors, where the brighter parts are.
It happens on Dark Future, Biohazard and all MK drill suits except MK1 as far as I've seen and own.
Could you perhaps adjust that to a dark grey instead? I'd be totally ok with that, doesn't even have to be the same black-gold, just not green please.
maybe adjust the paint regions of the new balaclava helmet? right now the liner looks flat and doesn't really have much depth to it, and it's noticeably a different shade than the rest of just about every other outfit – separating the liner from the headphones while also giving it the colors of the boots/webbing would also make it look more distinct
the balaclava itself is fine to remain as a shade of dark gray, but it's just the liner and headset that somewhat bug me
Make the bone collector nests more like a nest: more corridors, dead-ends, rooms such as ones that hold eggs. Having a mini gauntlet to get through to get to the Ossium crystals.
searchbar for the modlist menu, i beg of you
1/100000000 chance bulk detonator swarm
Yet another one about Server List filters: separate S01/02 and S03/04 so that it's possible to select specific Seasons (05 and 06 already have their own unique filter)
A new beer for this season based on an Ossium crystal brew. Do something like temporarily kaleidoscope your vision, mess with colors, and start hearing things weird... So like a buzz that you can enjoy hippy style while jamming out to the jukebox
I get that the devs want to explore different directions based on the current game, which is great, but I feel some of the PitJaw's mechanics don't really fit into the current combat system.
For example, when a dwarf is within the PitJaw's lock-on range, it will grab target instantly upon taking damage.
Normally, players immediately fight back when attack by leeches or grabbers to create breathing room. But hitting the PitJaw(Especially within the range of the Alert perk) just gets grab right away—which feels counterintuitive.
Suggestion: Before it initiates an attack, players should be able to interrupt its lock-on nearby targets by dealing sustained damage, or alternatively, add a longer delay to its attack sequence.
huge skeletons in the new update, please add some monstreous living species of thaT S size, maybe in the deepest layuers
With ossium crystals now available for retrieval, we're gonna need an ":ossium:" reaction emoji on the Discord server.
A new craftable beer, made using the bones brought back from the Ossuary depths: Calcium Fortified! (for the osteoporotic graybeard).
- Regular potency.
- Suggested cost: 4 Yeast Cones, 1 Starch Nut.
- Mug: white-ish, with a bone for the handle.
- While active, the dwarf can jump higher and run faster (the calcium has fortified both legs' bones and muscles).
- Drink two or more of this during the same drinking session, and the dwarf may start shitting small bones (too much calcium isn't healthy, so the body rejects the excess); this causes Mission Control to yell "Clean up after yourself, will you? This isn't a dog park!".
Add a purchasable barrel of beer. It's decently expensive and very big, and when drunk sets you to just before passing out from drunkedness.
Scrabs are almost perfect in how satisfying they are to kill, but I think their weakspot needs a more identifiable 'pop' when they get weakspot killed.
When joining a mission, allow the ping to be visible alongside the Close/Far descriptor. Getting a lot of supposedly Close missions that are really someone with a VPN who are actually located in another hemisphere judging by the lag and text not being in my language.
Allow players to receive OC cores even if they haven't had their first promotion.
it's kinda disheartening to do a core-rewarding event and not get anything because you haven't unlocked that whole feature. Rewarding them before unlocking the forge would probably motivate further playing as players would have an accumulated resource by the moment it's unlocked
MacOs support maybe? Like there are some situations, I think many have something relative problem, You want to play with someone that has MacOs. What should He do then? ( If he doesn't want to install aly soft that gets rid of the problem)
gilded mustache options? at least for the bound and bangled braids?
A dragons breath overclock for the warthog, it will let the pellets light bugs on fire at the cost of some damage and ammo maybe
A lobby setting that allows you to set a player level requirement, so experienced players can put a high-level requirement so new players won't join, then get kicked.
i think customizable seats in the drop pod would be cool. just assign one seat per dwarf and when they join the seat matches their chosen one. think that would be fun :)
An arcade machine called code cracker, and it is the hacking minigame but infinite
Show players levels in servers list.
I have nothing against greenbeards (newbies), but I always have a hard time trying to find greybeards who like to tryhard hazard 6 because I cant see the level of the host or difficult he likes to play if he didnt select the mission (for ex: hazard 5 with all modifiers set to 2x) unless I join the lobby
Id love for the dwarves to say something when Betsy (or Bosco, tbf) accomplishes something. Not all the time, but when they take down an enemy give a chance for a bark. Like how there's already something when you kill glyphids, it'd help reinforce the idea that you're interacting with them, and it's help me convince my friends Betsy doesn't only get in the way like a useless stomping buffoon
Heightened senses should have the white alert at the bottom of your screen if there is a Pitjaw nearby
Can we please have a Deep Scan icon for loadouts? You added the Resinite icon, but we don't have a Deep Scan.
Also, an icon for acid or sludge would be awesome.
I imagine this has been suggested before, but it'd be really nice to have the blood sugar anomaly rebalanced to be a benefit on all hazard levels. As it stands, on hazard 2 and below, enemies often aren't plentiful enough even with the swarmers to keep up with the health drain. I feel like it could benefit a lot from rebalancing the amount of health you get per enemy based on hazard level (much more on 1/2, less on 4/5)
Not sure if this is just a me problem, but I've noticed at times that Steeve will get stuck in certain caves and refuse to pass certain walls of dirt, meaning he won't follow you into the rest of the cave to help you. You can't replace him, and as a result Beast Master becomes a dead slot for a perk when this happens as its unlikely Steeve will die randomly while you're away.
I think having a button to call Steeve similar to how you call Bosco with X, forcing him to follow you regardless of what might be stopping him in his bug mind would be helpful as it would allow him to pitch in for the whole mission :)
The assignment system disincentivizes cooperation and playing with friends. I recently got my friends to play the game but since they're not all on together at the same time, their assignments get desynchronized and we have to choose every time which of the four of us is going to have do get their in game progression, whereas they would have progressed at a normal pace if they were playing alone
make minigun and autocannon not have starting inaccuracy or speed climb, normal accuracy max rof from the start
also remove brt pistols burst's inaccuracy, all 3 bullets should hit the same point
A new slot for loadouts. So we can Happily Hop around Hoxxes, Holding our Hatchets while Hunting for the Hidden riches in the Hollows of the caves, Halting for no Hideous bugs.
If you drink in quick succession both an Underhill Deluxe and a Wormhole Special beer, there should be a decent chance of ||being teletransported to the inside of the glass cage where Percy resides. Percy should not be amused at this invasion. ||
New secondary objective: Jewel Scrabs
Your task is to hunt down shiny jewel-colored Scrabs. When attacked they summon small Scrab swarms to defend themselves. After killing them they fall to the ground and you can pick them up and deposit them, like Yuletide Elves.
Can compressed gold be worth 2 gold per unit instead of one, please? Like regular gold?
We're poor 🙁
The Scrab tank has proven that more (roughly 90-100%) development time should be put towards putting senseless little toys on the Space Rig. Please give us more stupid buttons to push and animations to watch.
Unstable Sludge Pump OC: Nano-Duplicator Mix
Puddles created from charge shots are x2.0 times bigger have a metallic hue. These charge shot fragments can hit enemies and still leave the unique puddles on the ground underneath them. Creatures coming into contact with puddles made from a normal or charged shot also gain an additional status effect called "Nanites", which goes away once the projectiles effects wear off. If a medium or larger creature dies with this status effect, they dissolve into regular sludge puddles equal to their size category, spreading randomly around within a 1 meter radius.
Size category examples:
-Glyphid Grunt/Mactera Trijaw: 2 regular sludge puddles
-Glyphid Praetorian/Mactera Goo Bomber: 4 sludge puddles
-Glyphid Oppressor: 8 sludge puddles
+2 seconds to effects duration
-4 Charge shot
fragments
-25% projectile velocity
+30% charge time
Concept: Nanomachines/Nanites are mixed into the goo to recycle broken down matter into more goo. This can cause a chain reaction from the unique puddles to create a lot more puddles of acid.
if you complete a mission without anyone joining it counts as a solo mission
Lead Storm overclock: Mechanical Synchronization
An older, fully mechanical firing system that is smaller and lighter, and its perfect sync with the barrels means it is much more accurate.
Pros:
- Spin up time is reduced
- Higher accuracy throughout the stabilization range
- Much higher firerate
Cons:
More heat produced, longer overheat and lower cooling rate due to the complex mechanical linkages
It be nice to have a toggle in the season select that weighs all events equally. Like unseasoned but while still progressing a season pass
It'd be pretty cool if beers and their effects were in mining manual because we all know that alcohol and bugs mix well together and there isn't a pay reduction for MUI (mining under influence)
Maybe visible weapon changes on the guns when you upgrade them with standard upgrades or overclocks (Each change looks unique depending on the upgrade, and you can choose to have them on or off individually)
Skins to the driller driller's
The Pit Jaw's trigger range should probably be split in half, into an inner and outer radius. Moving inside the outer radius should only grab a player if they fail to respond quickly enough to move outside the trigger range before the grab occurs, or if the Pit Jaw doesn't receives sufficient damage in time. Moving inside the inner radius however, should instantly grab a player, or at least significantly shorten the delay.
The reason I say this is because it's too easy to sprint, jump, or dash out of range despite moving directly over it.
Please give us a Stubby overclock that decreases direct damage in favor of cranking the lightning DoT's damage. I'd love to have a proper DoT Stubby (that involves shooting the enemy directly rather than platforms/turrets.)
give a passive performance point gain boost (like 15 - 25% or something) to previous seasons to reduce the grind for them.
I want ale that turns us into rabbits, so I can kick Scout through the barrel hoop
Also Drillers should have C-4 that can stick too enemies and allies, just slap a giant brick of C-4 to a Scout watch him jump towards a swarm and press the shiny red button and watch that beautiful dwarf go out in a Blaze of Glory ( Buy him a drink at The Abyss Bar poor lads earned a couple of drinks. Also don’t forget to tip Lloyd )
could we have beer effects that last in missions, like if you bring the beer with you into the mission you like hear a drinking sound in the loading screen and get that beers effect for the whole duration of the mission (would LOVE to do a tiny dwarf mission)
Sometimes drop pod spawns in the hole rockets dug, if happened extraction will be very difficulty, maybe make the pod avoid these holes
i'm guessing for sure this has been requested a billion times already but we really need a "mark all as read" button
Space Rig and-or personal rooms customisation please
Fix kursite balance with acide spitters varient. For some reason I keep losing them. Or get them at few seconds off. All the matrice core event are fine except this specific varient. Decrease the number of crystals needed to win the event.
An official page in or out of game dedicated to DRG Modding (How to's, examples, etc) for those interested in modding DRG
The ability to play soundclips of enemies in the miner's manual bestiary.
A huge part of DRG is audio cues, be it the chittering of the new pit jaw when you get close or distant bulk detonator roars telling you that there's a walking nuke in the cave. With how many enemies are in DRG now and mission control yapping it can take a really long time for newer players to figure out what sounds are tied to which enemies. I know I had trouble with that my first few hours.
An in game way of being able to hear what each enemy sounds like would help a lot.
Addon suggestion: Bug Gallery
A place to view the 3D Models and animations of various bugs and other creatures in the ship/bestiary. Could pair with the audio suggestion pretty well imo
While waiting for the seasonal challenges to refresh, I typed the possible ideas of reworking PGL to hopefully help it bridging the power gap between it, against Breach Cutter and Shard Diffractor.
This rework idea might be too conservative for some, and I admit that this rework might only have little effect on desired goal. And I am not one of those players who is skillful or fast enough to solo deep dives. But still, I personally pray that this document sparks some more ideas and possibilities on the topic of PGL rework.
https://docs.google.com/document/d/1vTkkdisNqtXeV-k2oZ53VvmHd9kiGLrXIP5jMbse1nY/edit?usp=sharing
I honestly think that Resinite Masses should take much more digging to get out.
A favorites and random favorites for collection perhaps
Let the breach cutter plasma trail retain elemental effects. It would make Inferno and High Voltage Crossover so much more versatile. I don't get the point of HVC because anything you try to electrocute just dies anyway and you have so many easier options for electric damage as engi that it doesn't really warrant a whole OC slot. If the trail could electrocute or set things on fire it could it would add a bit more depth to these OCs and more build variety.
Suggestion: when getting the Bone Collector's treasure on missions without mule, update mission control's text so he doesn't tell you to deposit the crystals in the mule.
Remove Ossiran hesitation. they should automatically glide into or walk into attacking and not wait at all. would make them a better foe.
Do a balance patch regarding weapons with poor to no reason to use them, such as any that only have uses because of one or two overclocks. This includes grenades, some of which are completely irrelevant at the moment, but also situations like the Thunderhead where a reason to use them exists, they just fail entirely when it comes to actually fulfilling said purpose.
Weird one: add an option to put the game UI/hud in a separate window. i love playing this game with the HUD disabled, it makes everything feel so cinematic, but there's too much important info there for me to play higher haz levels with it turned off the entire mission. not sure if it's been done before, but if i could put my HUD bars on a second monitor, that would be so freaking cool, and do the art of this game justice.
I really like the added customization options from the cosmetic restriction remover mod and would love to see them implemented in game some way, especially since it seems to work with no real issues.
Maybe reaching max rank on a weapon unlocks the stock paintjob for use on every other weapon, and getting a framework on a gun would also unlock the default paint for that framework as a normal paintjob.
-# Cryo cannon stock paintjob on Neo-Tekya is beautiful and everyone needs to experience it
add a season challenge that's just "do X missions with warnings" (doesn't matter which warning is chosen), as well as one to do the double warning mission.
A way to conaistantly rejoin mission you got dissconnected from, when I loose internet connection, the game never promts me to rejoin
For the love of god please make Ossium cave have at least 3 of the stuff, ive had only 2 five times in a row already, that isn't even one Scrip
Ability to play past season specific assignments when switching season
voice lines when repairing the dozer for audio feedback to remind players that multiple people repairing doesn't speed it up
"I'm repairing, cover me!"
"I got this lads, keep me covered!"
"I'll handle the dozer, focus on the bugs!"
New primary for every class
Driller:Some sort of electricity based weapon, that applies electric damage that bounces or arcs between enemies
Gunner:Some sort of lmg like an M249 SAW
Engineer: A bolt action rifle, that can upgraded to have a scope or different ammo types
Scout: A lever action rifle that could do decent blowthrough damage
New idea for a sentence when you join a lobby:
"STONE AND ROCK! Wait... some of that didn't sound right..."
Idea: If one dwarf is down and the rest were waiting for them in a drop pod, it doesn't start immediatly but rather starts a 10 second timer that works the same as mission start timer (if one player keeps going in and out, timer doesnt restart), giving other dwarves time to react and revive the fellow miner.
I think that the Elephant Rounds and Six Shooter Bulldog overclocks should change the model of the cylinder to have the appropriate amount of bullets. I avoid using them because I am weird about the inconsistency. The cylinder does not seem to change model across different frameworks, so unless there's some weird invisible code issue that makes it difficult, it seems like it should be a relatively easy change to make. (I know nothing about programming please do not throw bricks at me if I am wrong.)
Due to potency randomness making it a bit difficult to get into a mission max drunk, i suggest a beer that's always 99% potent to be added
i wish Gunner had more burst damage primary options than just Salvo Module on the Hurricane, so i propose the "Scalebreaker ADC"
a gun designed to kill dragons also works on bugs, who would've guessed?
the weapon is a tank cannon with an auto-loader removed from its turret and modified for dwarven use. it holds 5 shells, which can be fired semi-auto at a fairly fast rate. the projectile it fires is fast moving, dealing high direct damage and able to pierce through two targets, exploding once with each hit for a maximum of 3 explosions from one projectile. none of the weapons in the game load a single round at a time, so that could be another option to differentiate this from everything else.
overclock concepts:
clean: "Rifled Barrel" a slight increase to direct damage and projectile speed
balanced: "EMP Payload" applies the electrocuted status effect to targets hit directly, at the cost of one pierce
unstable: "1-Guage" replaces the ammunition completely with massive shotgun shells. the weapon loses out on range and crowd control to push even further into the burst damage niche.
unstable: "Flak Rounds" removes all direct damage and pierce, replaced with a proximity trigger effect and largely increased AOE radius and damage
Bay for customizing Steve with armor / jaw weapons / cosmetics
Is an option to remove certain parts of the armor discussed before? It would make the cosmetic system way better with just already existing armors.
"Weak Exploit"
Unstable Overclock for:
"Lead Storm" Powered Minigun
⬆️ Weak point kills replenish ammo and cool the weapon down by a bit
⬆️ Weak spot damage increased
⬆️ Weak spot kills grant a temporary boost to dampen recoil aswell as a bullet accuracy boost (you can hit targets from farther away)
⬇️ Ammo cap greatly decreased
⬇️ Normal damage greatly decreased
⬇️ Recoil greatly increased (lessens as you get more kills)
After the first promotion, I find that the promotion assignments really just get in the way of playing what class I want to play, and the freedom to pick what mission I'd like to do (assignment guided missions selection gets kind of annoying when the only reason I'm doing it is so I can start earning experience on a class I'd like to play). Is there any chance we could consider getting rid of them after the first promotion? Please? Have almost 1k hours in the game which I know isn't a huge feat amongst greybeards... But this part of the game really irks me for some reason.
Unstable Lead Storm overclock: Non-Depleted Uranium
Replace your gun's boring depleted uranium rounds with NON-depleted uranium! These rounds are still 100 percent radioactive causing various side effects...
Pros:
10% chance to cause gamma contamination on hit
Enough rounds and the sheer amount of uranium in an enemy will hit critical mass, allowing you to cause a small nuclear explosion by hitting the enemy with any one damage instance of more than 60 damage.
Cons:
Reduced ammo capacity, as the ammo is radioactive and enough of it could cause severe radiation sickness.
Even the current amount is just barely inside safe levels, making your shield work much harder and therefore recharge slower.
The radiation also messes with your gun's electronics, slightly increasing spin up time and lowering fire rate.
New Weapon Suggestion:
A 3rd shotgun to fill in a niche that's different from the Warthog and Boomstick
Given overclocks may or may not exist in a similar form to classic DRG I think there's room for a Pump Action shotgun to go along with the auto shotgun and double barrel.
Where the auto shotgun has high magazine size, and tight spread, and a decent rate of fire at the cost of lower but more consistent damage. and the Boomstick has wide spread low mag size, but a quick reload and high rate of fire, having high damage but only at close ranges.; the pump action would have a niche of middling spread, high damage, but a low rate of fire between pumps and a slow reload time as each shell is loaded individually in a high magazine size though the reload can be cancelled as each shell is loaded in for a partial reload. Basically a powerful gun when fully loaded, but getting caught off guard while low will put you in a bad situation.
Wait this isn't Rogue Core Suggestion sorry for the confusion
Blood sugar should belong to the red category, not the yellow one
Make The Mole's damage scaling from penetrating terrain depend on the distance it travels inside of terrain instead of the number of surfaces it goes through.
Non-respawning hazard-related secondary objectives.
i.e. Kill [total on the map - variable] [Non-respawning enemy hazard (pitjaws, cave leeches, spitballers, barrage infectors, scalebrambles, brood nexi.....)]
just to add some more threat to mission objectives rather than just being "gather [x]"
This idea came to me in a dream
New Warning: Bedrock Layers
"It is far more difficult for the drop pod to drill into the caves. Make every second count."
A special duty drop pod has been deployed to help you arrive to your mission. It is forced to stay there however because it costs a fortune to drill into the caves. If you are unable to complete the mission within 10 minutes then you are forced to retriangulate and refuel the drop pod due to it constantly using up power.
+15% Hazard Bonus
Run drilldozer missions less
The drilldozer isnt a bad mission but it runs often and its very repetitive, every mission feels the same.
When i start an assignment and see the drilldozer, i see it as a mission that im forced to do before doing the rest of the fun missions
It would be good to have an option to limit how many drilldozer missions there are
yk how like theres a big ol roar when you bust them damn eggs out the walls, make that a boss like the caretaker but make it multi phase swapping fight
perk rework
everyone gets iw which would have the vampire effect during its duration
gunner gets unstoppable (but 80 percent) and dash as armor upgradess + new nade similar to shield link
engineer gets field medic (but no instant revive) and dash as armor upgrades + new nade similar to beast master
scout gets deep pockets (but its +20) and heightened senses as armor upgrades + new nade similar to see you in hell
driller gets vampire (enemies killed with melee drop red sugar) and dash as armor upgrades + new nade similar to berzerker
and you get these perks off of the perk tree
and you make new ones that can compete but dont overshadow the ones that are left
extra perk points can be spent to add mutators to missions, doing so will set you back 1 rank in the milestones terminal for that mutator, that way if you decide to spend perk points to play mactera plague, after you have gotten all perk points from it, you then can grind a few more missions with that mutator and get the perk points back
I thought about the idea of a time limit on a mission and something like this is probably the best way to implement it.
I propose:
New Hazard:
„Mandatory Speedrun“
Effect: There‘s a time limit (that scales with mission length).
Start of Mission:
Mission Control says something like: „Alright Team, this one‘s a little different. There‘s something very big heading here and you don‘t want to find out what it is. You got [INSERT TIME] until it shows up.“
During Mission:
Digging-stomps like from the Bulk Detonator that get louder and more frequent as time advances.
Mission Control and the Dwarfs start to panic and remind us to hurry (like in Blood Sugar („The toxins in the cave are hurting me. I need sugar!“)) (Maybe with a reference to Karl).
End of Mission:
When the time runs out, you hear a screech, Mission Control says something like „It‘s here. I‘d wish you luck, but that won‘t help you.“
Maybe the dwarfs say something like „Let it come! I still got a pickaxe.“
And then the screen fades to black and the mission ends. As a failure of course.
‘High Velocity Rounds’ mod on the autocannon should actually make the rounds travel faster (and thus further) when you’re using Mortar Rounds OC, especially since there isn’t much reason to take that mod with Mortar Rounds as is.
When you run out of ammo on a gun that has “sandwich space” and try to reload, you should heal 5 hp. because you ate your sandwich.
An anomaly/warning that makes deep dive secondary objective appear in mission
(probably terrible)
Warthog Overclock idea:
Slug Rounds
"We have replaced the shells with bullets and modified the firing mechanism to accomodate this. These new rounds need more power put into them due to their design, and the modified magazine is a little harder to slot in, but overall you can carry a few more of them."
All damage is delivered as one large pellet* (replacing spread with long-range accuracy so the Choke mod is still useful)
*(Loaded Shells would add more damage to the total)
+20 Ammo
X1.25 Reload speed
X0.5 Rate of Fire
X1.5 Recoil
more split color beards? currently theres like 2 and the rest are solid single colors
alternatively: the ability to mix and match beard colors
Something. literally anything to do with perk points, I and many other already have all the maxed out perks.
Acid and Cold variants of the Temperature Insulation modification for the "Mole" Armor Rig
Have the dwarves say "ROCK AND BONE" when pinging bones in Ossuary Depths (one more reason to get
annoyed)
a lil bit nit-picky but hollow bough and ossuary depths have almost the same background colour for their biomes,
hollow bough should probably have a colour more like its mission selection background
an overclock for the m1000 that gives focus shots aoe (like plastcrete catalyst-esque explosion on a focus shot) and knockbacks the player when firing, downsides could be 0.5X clip size and a focus speed/ammo penalty
m1000 overclock: Electromagnetic Propulsion System
Fit your M1000 with a series of electromagnets along the barrel that massively accelerate focus shots, allowing one to punch through virtually anything.
Pros:
Infinite blowthrough
Shatters armor
Small area explosion around a hit point
Cons:
Longer charge time
Focus shot cost doubled
Electrocutes user when fired
Taser bolts should leave a lingering shock on ememies that leave for a couple of seconds.
m1000 overclock: Excess Energy Harvesting
A large copper coil fit around the muzzle, wired into a capacitor, allows your gun to shoot two shots for the price of one - but the firing of the second shot is delayed.
Pros:
Shooting a focus shot will start a timer of 0.75 seconds. When this timer expires, another focus shot will be fired, but at the expense of no ammo.
Cons:
Focus shot total damage reduced to x0.7 (so taking focus shot damage t3 will make it ~88%)
This is going to sound kind of weird, but I would like one of the tips from management to include "Please stop jumping up to intercept bullets meant for bugs. Neither they nor your team mates appreciate your sacrifice."
Some things that I think would be really cool to see would be a Tesla Cannon for the driller as it continues his lean towards elemental damage types and close range primaries. It could provide a stun to affected enemies and jump to other enemies in close proximity. As well as do more damage to mechanical enemies. I also think giving the Crispr Flamethrower a "Toxic Additive" Overclock would be cool as it could apply poison/corrosion DoT damage over time alongside fire at the expense of direct damage and fire burn time.
Please find a way to optimize the game im playing at low settings low resolution scale and still barely hitting 45-60 fps but sometimes the fps manages to go near 110 then randomly dips so please find a way to optimize the game
Another suggestion
Make drillers power drills match his armor paintjob it's a small thing but would make it look better imo
I also think it'd be cool if you were able to give the engineer the option of two mobile drones with a reduced ammo capacity that just kind of hovered around him shooting enemies around him and if you really wanted to go all out then he could tag an enemy and then they would focus it like two mini Boscos (but they only shoot) (Bosco's still the goat though)
CRSPR Overclock: Recycled Oil Fuel
Your flamer now runs on whatever used motor oils and expired rocket fuel the maintenace crew found around the Space Rig. As a result, it burns very dirty and creates loads of smoke, causing another hazard for the bugs.
Pros:
Flames now create clouds of thick smoke that apply a poison-like effect and slowdown to bugs as well as the normal burning
Thick fuel burns slow, increasing sticky flame duration
Cons:
Heat is cut in half and damage is lower due to the unrefined fuel that barely burns
can u guys add a font that supports the hammer and sickle in names cuz im trying to represent the real Karl
Regarding 'Victory Moves', an option to select which victory moves will be played when you select random would be nice
Please change the Hiveguard's slash and bite attack from center AOE to frontal cone; fucker ass bit me while I was behind it, and I know it wasn't lag because I tested it several times on my server. Hiveguard's slash and bite attack can hit directly from behind, which makes no sense to me. I have no clue how nobody else noticed it, but... Can that be looked into?
This concept is interesting, but I'd personally rebrand it to something like "Onsite Manufacturing"
The raw materials have a very short half-life and cannot survive outside of Hoxxes or whatever made up reason so that we have to craft it on Hoxxes rather than an actual factory
Maybe there could be multiple sources of a couple different materials that needs to be mined and collected inside of a crafter robot to produce some kind of product
I like the idea of fuel, so I might reuse the power cell used to power dotty as a fuel source for the crafter
Once it is fueled, a couple of raw materials in the form of heavy objects/chunks you have obtained will have to be inserted into somekind of grinder to transform it into products
During this crafting phase, you'll have to protect the bot/machine for it to manufacture the items that will then be stored either in Molly or in a certain part the factory itself to be sent home
(I might make a little diagram)
Increase the internal hitbox trigger of the evacuation ship. Often, people are standing inside, but due to the small hitbox, the ship's doors don't close, and the whole team has to wait for the player to take a step further in
New mission type: Blast Mining
Combines elements of On Site Refining and Escort Duty
Players are sent in alongside a type of minehead called Payload Fabricator to extract minerals from extremely tough rock masses in the region.
The rock requires a minecart with Unstable Nanite Bomb to explode in close contact in order to break and free the mineral. Players must build 2 maglev rail lines from the fabricator to the rocks, which then have to be reinforced to hold the minecart. The mission has linear cave layout like Mining Expedition (except Fabricator is in central, not edge room) with total of 3 or 5 rooms depending on mission length, differentiating it from big-room type of OSR caves.
Once the rails are built and reinforced, players can press the button to begin (noisy) payload fabrication, which takes about a minute, and then have to protect them from the swarm. The rails are numbered and run in strict sequence, one after the other.
Failure to protect the cart damages the rail segment it was on, requiring repairs (necessary measure to prevent too frequent button mashing), but can be reattempted as many times as wanted (read: as much as nitra supply necessary to kill the bugs allows); the only way for the mission to fail is all dwarves going down.
Once the rock is weakened, heavy object minerals can be picked up and delivered to the refinery: rails can be grinded on just like pipelines.
The mission has no timed swarms; the only way to trigger massed bug attacks is by fabricating payloads. To compensate, each escort job is longer and more difficult than a standard swarm, and rooms containing rock formations are overrun with high numbers of enemies like in Salvage Operations, making room breaching a tough task.
I really think they need to add a use for extra perk points as I have already bought all the perks in the game and have a lot of left over perk points.
I'd originally just thought they should make it possible to exchange extra perk points for some other resource like credits or even minerals as they would be far more useful to me at this point in time.
Bring B0b-33 from Deep Rock Galactic: Survivor into DRG. Mainly as a random chance to replace Doretta in some Escort Duty missions, it'd be a fun yet slight nod to the other game being in the same universe as the mainline one! We could have new voice-lines be introduced with this alternative drilldozer as well such as: "Where's Dotty? This is Bobby!" "Maybe ya ain't so bad Bobby!", "Quick! Hurry up n' fill Bobby, it takes a bunch'a fuel to get his excavation wheel spinnin'!", "Get to excavatin' Bob! We got a stone to collect!" and so on. Functionally it'd be the exact same as Doretta, just different voice lines and a different dozer.
New secret objective: Mechadwarf VS Megabeast (silly idea I know, i was just thinking about it)
Sometimes you might find a dormant gigantic enemy. You need to bring in the big guns.
The mechadwarf is too bulky to be sent on its own. You have to assemble the pieces and fuel it up it up.
This is like an escort mission but one player gets to drive!
The mechadwarf is not super large just very large, 5 times the size of a dwarf.
Its walking speed is slow but it has jet boots (with high speed, goes more forward or sideways than up, and overheats fast. More like a dash than normal movement)
It only has two weapons the Nuclear Pulse Cannon and the Mega Pickaxe.
A player can eject or be ejected from the hatch on the back, you enter it the same way.
It cannot be fully destroyed, you can always rebuild it.
When it runs out of fuel, you eject. HQ will send another fuel cell in a few seconds.
The only way to complete the mission is to bring the Mechadwarf, and use it to defeat the boss. (extra large armored versions of various species)
The other players need to assist the Mechadwarf by recovering blown off pieces/arms, delivering fuel, and protecting it from swarms.
Depending on the enemy/situation, the mechadwarf can expose weakpoints for the other players to hit, or the other players can damage locks/tendons to expose spots for the mechadwarf to hit.
I think, even only, a second option of support tool would be great. Ex. Engineers turrets. I like them but they don't fit my playstyle. Something more mobile, but, might be expecting too much. My favorite overclock was the one that turned my grenade launcher into a railgun. A support tool to complement the deficit in area damage or perhaps strengthen the archetype of precision destruction. It would spice up every class and create greater variety amongst the player base. That or flare upgrades lol
Option to toggle voice chat instead of being forced to either hold a keybind for ages or just have it always on,
so a toggle would be nice
When gathering Ossium, Mission Control tells us to deposit it in the MULE, regardless if we have one in the mission (PointExtraction and OnSiteRefining) , it could be cool for immersion if the voiceline changed accordingly:)
Light Weight Rounds:
Rework
(This rework is in a world where t5 Electric Arc on Stubby actually activates)
- Remove fire rate penalty.
- 10 more magazine size.
- Damage penalty goes from -1 to 2.
With a buffed electric arc, it gives LWR it's own niche as a CC option without setup (MCAO, EMD) or delay (ECR).
The fire rate just hampers the CC aspect too much, on the other hand, the -1 damage was so pointless. At -2, it's not too harsh, not too forgiving, at least in my eyes.
Abyssal Bingo!
• In the Abyss Bar, there would be a BINGO board with 24 objectives (+1 free space) that would update with each season, featuring season-long objectives that could vary widely (Kill 10 of Each Dreadnought, Mine 20,000 Morkite, "Rock and Stone" 25,000 Times, and so on). Achieving a bingo would provide a pretty good credit + mineral bonus, but the real payout would be completing the board, giving hefty credits + minerals + 24 hours of free corporate beer.
New enemies the macteria speedster and macteria larvae the nayaka drill tip and the rival acid turret and lava turret and the naedocyte freezer
I can't sleep so instead of actually resting im gonna put my grenade ideas in here because I want them written down.
Gunner - Missile Cluster
A bunch of modified Hurricane rockets configured into a ball shape. Once thrown, it detonates at the peak of its arch or after 1 second if thrown directly down, then releases several dozen missiles that track and blow up the first thing they can find. Plus, if there's only one enemy you get to pepper it with SO many rockets.
Scout - Concussive Armor Cracker
Using the basis of the HE grenades, these things can be cooked for easy detonation precisely where you want it.
Any creature with armor, light or heavy, caught in the quite huge blast gets all their armor stripped off plus some damage and a stun that gets stronger the more armor was destroyed. If all armor is removed the creature will be still for longer than even the stun sweeper can do.
Unarmored bugs are sadly very shockwave resistant, squishy bastards...
Driller - Elemental InflaSac™
Throw the Sac on a surface to prime it, then shoot at it with your main weapon to fill it up and blow it up for absolute devastation. Depending on which main weapon you have the Sac will have different effects.
The flamethrower causes it to explode with immense heat to set even the biggest things ablaze, and leaves the surface the explosion hits covered with fire that can easily kill anything less than a guard in seconds.
The cryo cannon does roughly the same, but with freezing. The ground freezes and damages anything walking on it and the explosion flash freezes anything in the blast. The reaction is also a bit more violent, dealing quite some damage in addition to the cold.
The sludge pump causes it to cover the ground with puddles galore and fills the air with neurotoxin. Safe to say, quite deadly.
Engineer - Disposable Electric Turret
A modified turret you throw onto any surface and watch as it deploys itself. Its ammo is limited, but those electrically charged bullets will hurt. Plus, three turrets at once sounds pretty sweet to me.
After running out of ammo, or when you throw down a new one, it violently discharges its battery which both destroys the turret and shocks bugs unlucky enough to be near it.
As a bonus, it works with warthog's turret whip and the stubby's micro conductor addon overclock for maximum area denial.
stunner overclock should also provide a small boost to stun chance per pellet
I'd like to suggest adding flags next to player name as an indicator of what languages they speak. Also adding gender indicator next to name (for languages with gender inflections).
More additions/ideas to my FUELING STATION idea
please some better creature-terrain physics
For April fool's, replace the ping preview of the data vault with a cheeseburger. They look similar.
I see we got floor Cave Leeches. Wall Cave Leeches and Cave Leech Stalkers when?
Backpackless options for armours, as in my opinion some base armours are ruined by the backpack.
there should be a way to locate the resinite masses
A gamemode where you plant the morkite seeds and they turn into morkite trees which you have to harvest and water with watering cans filled from various lakes in the cave, then defend the trees from the bugs. Would make sense and add more lore to the seeds. DRG would be richer and R&D would be pleased.
Enemy concept for a different type of Nayaka Trawler called a Nayaka Charger
A variant of a Nayaka Trawler that has converted from an omnivore to a full carnivore due to dwindling resources in its habitat. Nayaka Chargers are fully covered in medium armor, with their front side having unbreakable armor allowing them to appear in more biomes like the Glacial Strata, Fungal Bogs etc. Unlike traditonal Nayakas, they've evolved to slam into their prey rather than dragging them away from saftey due to their increased weight slowing them down.
They have a few attacks at their disposal
-
Directly charging into dwarves for large knockback and damage.
-
Burrowing into a nearby wall and coiling its body to launch out like a missile for lethal damage.
-
If knocked down and not killed, will buck up in a circular motion to deal light knockback and damage.
(Pickaxe like appearnce on its unbreakable armored front)
Let us sell, but not buy, Phazyonite in case we have already bought out the store and have no use for it.
Make the Hidden Dwarf beer permanently free. Maybe a way to use lots of resources to pay for it, or at least some way to get it. Me and my friends love playing prop hunt before every mission but we keep running out of the resources to craft the beer. The other beers can stay purchasable with the materials but this change would be really nice.
Make GSG Guardian skin + diesel driven combo on bulldog make the ENTIRE METAL of the gun golden, not just the top part
For the people downvoting; i'm talking about how GSG skin only colors the top part of the gun golden, when the supporter upgrade skins like that one and the first one are meant to look golden. It's the same issue as team fortress where an item is paintable yet the only paintable part is a tiny part of it, defeating the whole purpose
"Breakthrough" Mk 5 railcannon.
A proper railgun for Gunner, primary weapon. The Coilgun doesn't really fulfill it (after all, its a coil gun and is too "compact and refined".) Yes, still on the boat of "big gun" for Gunner. I want this thing to truly show the power of electromagnetic cannons. Yes, I'm pedantic and petty, slightly annoyed by the coilgun being called a railgun and being so small.
A primary weapon that focuses on powerful consecutive single shots, with good AoE and Single Target.
Flechettes: Its APFSDS (Flechette with a sabot).
Magazine: Holds a few rounds before being depleted and needing reload.
Firing/M1: Starts a charge time and slows movement speed during it. After 1.5s, it fires.
Shot behaviour: Hitscan weapon. Once fired, deals damage in a cilindrical area in front of the gun ("infinite" range like the coilgun).
Two damage areas: A smaller one in the center, where the shot is and deals higher damage. A larger area where the "shockwave" from the shot deals damage (0.7m), deals less damage than the main area. Pierces any amount of enemies, but limited terrain penetration.
Damage Type: 100% kinetic for the main area (benefits from armor break/weapoint bonused), but the shockwave deals explosion-type damage. Ignores armor.
Weapon Mods: W.I.P, but main focus will be on ammo, damage etc.
Have one overclock in mind.
As a special treat for Lunar New Year, can the Ossium reward be 1250 once again? Please?
Stubby T5B Electric Arc:
Buff.
Increase the chance to proc to at least 50%.
Add 20 damage to the aoe upon activating.
Kills swarmers and jellies and adds faster crowd control to electric arc. As it stands, right now it feels powerful if it procs, but it really does lack oomph in bigger/faster waves.
What to do with all this excess phazyonite and perk points?
Maybe convert to credits? Vouchers for free beers at the bar? Make a joke about it at least?
being able to set music and dance playlist on the space rig would be nice. some way to easier get the music and dances you like
Mission control always tells us to stomp swarmers. Can we get a stomp/kick attack? Fast cool-down, not a lot of damage compared to pickaxe but enough to take out a swarmer? It could also damage other ground enemies but really only useful to finish off a grunt clinging to its last hit point.
Last suggestion before bed, more of a silly throwaway idea:
What if landing on enemies after a lengthy fall damaged or stunned them? I often use the rebound mechanic to save my skin when needed, but it'd be a nice touch if the praetorian I land on gets stunned at least when the hairy ball of dwarven fury made contact at a high velocity. The player's shield absorbs the impact for the dwarf, but with no shields the player would take some damage. Does nothing with short distances, I'm not suggesting Mario Brothers logic here.
In a bid of fairness, maybe also affects fellow dwarves when landing on them to break a fall, just not like it does enemies.
If you are directly facing Lloyd and there are no other players nearby, he should salute or do some kind of fun gesture back to you when you toast him with a beer.
There should be a Tequila-themed shot you can order that will cause your next funnybeer to last twice as long, for one starch nut and one malt star.
Hi everyone. Lately I feel like there's a lot of newbies in hazard 4. I have nothing against new people coming to play this great game but easier hazards are for them. Their guns and armors are not good enough and they do not know the basics of the game yet. So when there's 2 of them (or even 3...) it's just impossible to do any good. I'd like to suggest implementing a minimum lvl to play hazard 4, just the same as hazard 5.
Megacorp: Business hours
This idea to give the classes suit and ties whenever management needs the dwarves for P.R reasons
what if the aquarqs could spawn in walls at random since the point extraction mission is specifically 'a huge vein of aquarqs'
so a lone one could be found in a wall rarely on other missions
let bosco knock down wall-mounted secondary objectives (like fossils and caps), or pick them up & bring them to me.
Give Bosco bag 
remove "worthless crystal" voicelines from mining ossium
Ossiran dreadnought with flying and ground phases as a rare new dreadnought type
Joke idea: we now have cave leech, cave leech warning, glyphid cave leech (stingtail), mactera cave leech (grabber), rival cave leech (nemesis), 2 sonic cave leeches(Q'ronar), sand shark cave leech and now ossiran pitt leech
Now we obviously need Naedocyte cave leech
Loot bug leech
Leech infector
Rockpox leech
Cave Dreadnought leech
Cave leech unknown horror
Cave leech boss like caretaker
Cave leech core infuser event
2 cave leech seasons
Cave leech ore
Much more cave leech enemies in Rogue Core
And Korlok weed tyrant to summon leech turrets
It has probably been said before but:
we have beers that boost
-health
-mining speed
-power attack damage AND recharge
-fall damage (prevents it rather)
-carry strength
-certain ressource mining
It only makes sense that we'd get a beer that boosts:
-shield (hp or regen speed)
-walk/run speed
Can we have an option or maybe just make it permanent that only the host can press button to call drop pod/start events/start mission objectives
I think it would be nice to have a button or lever in the drop pod, because so many times i wanted to go in, and someone dies outside and the pod just closes, like something to confirm that you want to leave even if there are dwarfs outside, its nothing really important just a quality of life
Add double (Or even triple) warnings to Stage 3 of the Elite Deep Dive. At least sometimes.
I'd love to see an "extra cave complexity" warning:
literally does what cave complexity does. Bigger rooms, more loops, more confusing caves, just in the form of a warning! "Time to get lost, boys" ~
I'm sure someone had suggested this, but what about being able to customize our bay? unlockable flooring, wall paper, bed sheets, some trinkets on a shelf. maybe themes in the store to buy. would be cool to see my friends room or even strangers load up and i can check out how they decorated. (kinda like outlast trials if anyone knows what im talking about)
They should have an Heightened Senses alert for the Ossiran Pit Jaw similar to what they have for the cave leaches as it isn't always obvious where they are or where they can grab you from.
More out there and creative OCs, especially on earlier guns. It's an incredibly bland suggestion, like no shit we want unique OCs, but I don't care. Some weapons have basically zero transformative OCs, Warthog, BRT, and Bulldog serve as examples. I want to see some of the boring/useless OCs on those transformed completely. In terms of what I believe we need more of in terms of creative OCs, elemental-based or status-based OCs are horribly underused. How do we not have a single Corrosive OC? No OC for PGL that leaves elemental puddles behind? No Fire OC for the Autocannon? You know what else we need? Shotgun OCs. BRT + Bulldog need an OC that turn them into shotguns yesterday. Thank you for coming to my Ted Talk, upvotes to the right
(Probably a suggestion for if they get a sequel) Cosmetics for equipment like the grappling hook or platform gun. Even if its just colours I would be happy with that. Just want to have a complete style for my character.
What if we could use the forge to create upgrades for mission equipment like the mule sucking up fallen chunks of ore within 10 meters of it or being able to give the drilldoser all your current shield to give a small bit of extra protection
An option to create our own custom mission could be neat. You'd get no rewards from it, or at least a considerable drop in the amount you'd earn otherwise. This way we can do a mission with whatever modifiers and warnings we want without having to wait at least 30 minutes for it to show up.
A funds system where you give resources to the space rig to unlock new things like a second arcade cabinet or unlocking new ways to upgrade equipment like adding new mod slots to the pickaxe and adding a overclock to both the pickaxe and the armor it would be quite pricey
Seeing as the Thunderhead's T4 is missing an upgrade, either
A) Have T4C be Blowthrough Rounds (to fit the whole autocannon vibe some more)
OR
B) Have T4C be Weak Point Bonus (with blowthrough going to Big Bertha)
"Thunderhead" Heavy Autocannon Overclock that was revealed to me by a tankard of Blacklock Lager
Thunderhead (Unstable)
Through extensive modifications your gun now fires with the Lorentz force instead of brute force. To not wear down or overheat the barrels the firerate had to be tuned down significantly, but your new, highly devastating rounds find their mark with near-perfect accuracy. However, the new rounds are quite heavy and take up lots of space while lacking explosive charge. The railgun barrels also vent excess energy forward in shockwaves that stun most wildlife upon being hit.
x3 direct damage
+Shockwave Venting (20 damage, 5m long x 2.5m wide, 80% stun chance, 3s stun duration)
Firing sound is replaced by very cool thunderclap
x0 spread
x0.3 magazine capacity
x0.75 starting rate of fire, x0.75 top rate of fire
x0 area damage
-# if you take 12111 which is the optimal build dps wise for this overclock you get about 390 dps at max rof, which is better than leadstorm leadstorm with damage mod ≈240 dps, but you get ≈12,000 total damage compared to ≈38,000
-# this shit ass but it'll be cool
some qol features:
- make the overclock forge animation skippable with a toggle button
- make it so that you can rejoin games you were abruptly disconnected from, ESPECIALLY a deep dive. the amount of times i was disconnected from a deep dive and couldn't beat it because of it is ridiculous (it's not the game's fault, it's my internet's fault). maybe add the lobby you were disconnected from in the lobby list in the deep dive list or normal mission selection screen with a big "REJOIN" button. how it works right now is incredibly unreliable
- make clicking on modifiers and dangers in miner's manual transport you to mission selection screen and HIGHLIGHT the modifier/danger you clicked on
Show us what percentage of each Season we have gotten the content for in the Season Selection screen.
On Hazard 4 and up, Ossiran Pit Jaws should be able to down players. After doing so, they should bury away, taking the player with them and depositing their body right on top of where their "beak" is.
Perk: Handydwarf
No. of Ranks: 3
Description: You know your way around a set of tools more than most! Repair and build 15 / 30 / 45% faster.
When playing engineer you should be able to place your sentries attached to dorreta so they follow dotty and on drillavator you should be able to attach them so they face upwards this way you can use them better during these missions
On-site refinery pipeline build time should scale to the length of the section
It makes little sense it takes the same amount of time to construct a 1 meter section as a 9 meter section
-# just realized this would make people spam very tiny segments
(edit) but the time to build small segments should not be more efficient than building max length segments
Casino Idea
Add a blackjack table in the area under the bar or like a small casino away from “peering eyes” and you can bet recourses against the dealer (which can be a bosco with a tuxido)
You can order drinks from the bar on a small lift
Balancing ideas
And if that’s to op maybe you earn tickets through missions/playtime so you can’t stay forever and you have a set number of plays
You can’t beg a recourse if you have 100 or less of the actual resource in storage and bets only go from 5-25 in sets of 5
Cosmetic
The recourses bet can be 5 of any so you could do 3 pearls and 2 jadiz and instead of chips their little version of them or chips with their emblems
Maybe like the forage you can earn cosmetics after a certain number of wins
Ps The space rig has some games but not many are co-op
Like a chess board with drg pieces
Ex like using bugs as pieces in place of paws and queens and such
A arm wrestling spot would be dope and so on
Season concept counter measures
New enemies
ACID TURRET:built to be a measure against the engineers platforms
SIGNAL TURRET:built to be a counter measure against the engineers turrets while also calling for aid
RIVAL explosive mite:a measure against the gunners ziplines being able to climb onto them and slide but a well placed shot can take it out
FLAME turret: built to counter the driller with flames that can cause rapid overheating
RIVAL production facility:these massive constructs are a problem that needs to be dealt with
New mission facility shutdown: take out and destroy multiple production facilities from the rival company
New weapons
Gunner:steel shot:it’s high compression cannon built for taking out large targets with a small amount of ammunition so make every shot count
Scout: mark 1 energized sniper shot:it’s built with with turret parts it’s has a long charge up and a high zoom scope built for precision and crowd control
New warning:production zone
It looks like they have decided to start operations their stop that from coming to pass
Special event:rival schematics you unlock a hidden data vault by hacking it and surviving a intense wave for 3 minutes then deposit the schematics
New thing in the space rig:the codex:it holds final transmissions and chat logs along with information on the flora and fauna of hoaxxes
Pit Jaw Colony and Scrab Nesting Ground warnings cannot appear in Ossuary Depths missions. Scrabs and Pit Jaws are common enough as is over there, we really don't need more.
We need an option to pet the bone collector
Maybe adding a new mission type surrounding the Ossium; kind of like a mix between egg hunts and mining morkite:
searching caves for X amount of ossium deposits and then fighting in the scrabs lairs to collect them all
Enemy pretending to be apoca bloom, boolo cap or ebonut, that will attack you if you try to pick it up (or pickaxe ebonut), but the types of enemy only appear in missions that dont have thoes side objectives (for example, if you have apoca bloom side objective, you cant get apoca bloom variant of this enemy)
what if warthog had a base weakpoint damage bonus of like 30 to 50% so that taking something other than ammo in t2 was actually worth it
right now the small bit of extra damage from a couple more pellets or tighter spread is not worth taking over getting 42 more shotgun shells
this would also be logical in the sense that buckshot does a lot of damage to soft materials
overclocks could also be rebalanced a bit around this, so pump action for example might sacrifice the bonus weakpoint damage as a tradeoff for giving higher damage output and blowthrough
Glue trap OC for Platforms so I can watch Scout's stupid ass get stuck and die
I keep drinking Blacklock Lagers
Thunderhead overclock
Perforator (unstable)
R&D had a night out at the Abyss Bar and took some suggestions from an inebriated Driller. The result? A canister shot, filled with penetrative lead balls that spread apart once fired, turning the Thunderhead into a horrific meatgrinder up close. You can even skip the balls across the floor to increase the area of effect, at the cost of losing direct damage.
8 damage x 10 pellets
+3 penetrations
Pellet Skipping: shooting the floor at a shallow angle caused the lead balls to continue travel forwards, extending their range but spreading them apart
x2 vertical spread, x1.5 horizontal spread
-165 max ammo
if your computer sucks you might get frame drops
stalksploders that are almost completely invisible until they start exploding.
would have a small chance to replace a normal stalker
Crassus Detonators should spawn a
on death
Allow cave generation to partially generate connecting tunnels as vertical shafts; within reasonable restrictions, I am not asking for Drillevator scale chutes.
I am specifically suggesting this for cases where the game currently generates what I would informally dub as "staircases" where the tunnel repeatedly makes 180° turns at minimal intervals while rising/falling. I have found these to be particularly common on Heavy Extraction.
In my own opinion these segments are typically rather annoying to navigate and also pretty jarring looking, this suggestion would mean replacing such tunnel segments with a sudden vertical drop (assuming that drop wouldn't be excessively high).
This is inspired by the observation that I have found cave navigation outside of big rooms to be far more interesting when the connecting tunnels end up intersected by naturally generating vertical shafts such as those left behind by the Drillevator's initial descent, extracted resinite, drop pods or those found above some Lithophage Contagion Spikes; there is also at least one kind of cave room that can be found on Mining Expeditions that is effectively that.
The tunnel segments I am suggesting obviously would stretch across much smaller vertical distances, not to the very top and bottom of the map, they could also generate small shelf like structures protuding from the walls so as to assist Scouts and particularly Gunners with a foodhold to target their ziplines at if putting up a zipline straight from the top to the bottom of the shaft is not feasible due to steep angles.
When all perks are unlocked and maxxed out, Milestones should give Credits instead of perk points (100 Credits per perk point it would usually give), and any remaining perk points are also converted into Credits
I once again beg the devs to increase the gyro sensitivity cap for controller players.
Make cosmetics that change the dwarves voice for example
Mission control mask: sound like mission control
Horse mask: horse noises
Grag helmet: rival nemesis
Corporate marine helmet: apollo 11 filter
Gloomstaker mk2 or mk3: Darth vader breathing and filter
Skeleton crew or GSG logo head: the voice of one of the devs
Ski mask: voice muffled
The list goes on
New Creature interactions
Electric creatures will prioritize electronics and more illuminated areas
Maggots will eat flares left on the ground (dead ones will be prioritized) or a new creature so they don’t just sit there and build up
Depending on the map glyphids look different for example on the desert map they are scalier and more sand colored and on the plant one they could have bioluminescence spots/patterns along their body
And depending on the map like how some have specific creatures bosses can also be specific to their region like a mega roller or for sand a giant shark like boss instead of the same 3
These could help make the environments feel more adapted and balanced like a proper ecosystem
Also can it be like hell divers where everyone gets a seat in the drop bot like a confirmation system where you leave early if everyone sits
Either make Blood Sugar a Warning, or fix it to not drain your health (and there's a percentile chance the enemy drops sugar). In all the missions I've played with it, it was never a boon.
SEASON 7
Dwarves and Dungeons
alright miners settle down. We have gotten reports of magical and strange activity in hoxxes.
For one we have dungeon like structures appearing in hoxxes. These are layered with traps and puzzles you have to endure. At the end of said dungeons are lots of riches and gold. Deposit them into molly or whatever means and bring it back. It will also contribute to creddits and filling quote of coins gather gives you scrib
Thats not all however we have detected a new threat in the caves zombie and skeleton glyphids
They may seem weaker but they have 1 unquie ability. Resurrection if not killed by a head shot they will revive in 10 seconds
The new cosmetic framework known as magic engravings is on the cosmetic tree. Featuring magical runes filled with dwarven energy to keep those pesky spirits at bay
And also Dont forget to purchace the DnD cosemtic pack
Management thanks you for listening rock and stone!
FOR THOSE WHO CANT READ THE TEXT
The way it is now, Promotion Qualification assignments have one major con: they must be completed with any class that is NOT qualifying for the promotion AND is yet to reach its level cap of 25, else the related XP is wasted. This makes no sense, and it should in fact work the opposite way: missions for those assignments should ONLY be available to the class which is working for said qualification, and the XP added to a temporary pool, until the class is promoted and eventually gets the whole amount of XP that went in that pool in the meanwhile. The current situation also determines the inconvenience, to all those who like to level all classes evenly (e.g. me), of having to plan ahead and leave at least one class behind in leveling, enough that it won't hit the level cap before the assignment is complete, in order to prevent the wasting of XP.
PROS:
No wasted XP
No need to plan ahead and leave a class at lower levels to do the assignment with, so that no XP goes to waste
Consistent with what those assignments are actually about
The promoted class gets a small boost through its earliest levels from getting the pending XP all at once
CONS:
~~Nobody is ever gonna offer me a beer for this brilliant idea 😔 ~~ (Edit: except you did, love y'all!) 🍻
Something I think would be cool to see would be a black hole/rift gun secondary weapon for the engineer, using fragments of core stone as a power source. It will behave similarly to the drillers experimental plasma gun but bigger and more powerful, where holding down the trigger would increase the damage and size of the "singularity" fired and overclocks could make it do things like creating a vortex and drawing enemies in, emitting energy to do more damage, slowing enemies, or even creating mini localized rifts
what if pitjaws and cave leeches had a small chance to grab a Medium enemy that walked over them? would help enforce the idea that they are just part of a hostile ecosystem, not united in a fight to kill dwarves specifically.
rifle rounds - subata 120 overclock
refit the gun to fire m1k rounds, which massively increases its base damage. however, firing rifle rounds out of a handgun produces a lot more recoil, has a slower fire rate, and less can fit in the tiny magazine and your pockets.
counter showing the total number of resupplies each player has taken
M1000 Overclock:
Overtuned Ejectors (Unstable)
Oops! After what seemed to be an attempt at making the clip ejection system more efficient and less prone to failing with what seemed to be a highly reactive lubricative compound, someone at R&D managed to make the already fine system to be both a hazard for the enemy and the user
The last shot in a clip deals 2.5X damage, 2+ blowthrough, 250% Ammo Break (Applies to both normal and charged shots)
-0.5 second reload time
0.5X Clip size multiplier
-24 ammo
+30% Spread per shot
Valentine's easteregg suggestion: Make the Nishanka Boltshark X-80's pheromone-bolts heal your allies (just a little bit; maybe with a funny voiceline), maybe even allow to Steve-up some grunt rometly while under the influence of pheromones (all this just on Valentine's day)
DRG MINI SEASON
The concept of a mini season is a small content update for drg that just adds something small. Consider it filler content
This mini season idea is all about finding these mysterious creatures that have a very low chance of spawning per mission
Exuse my poor illustrations
new mission modifier high gravity: cant jump and increased fall damage
Balanced PGL overclock: Landmine Module
Grenades become landmines. They no longer explode on impact and instead explode when they are walked directly over (not the wide detection radius like proximity mines and Hurricane Minelayer mines) and shoot a powerful explosion directly up, doing massive damage to anything it hits.
Pros:
Powerful blast that does huge damage to anything in range
Grenades can be retrieved
Grenades are now landmines
Cons:
Blast area is now a small cone above the grenade, making it much worse at wide crowd control
The mechanism and weight lower ammo capacity somewhat
Ossuary Depths:
Rare chance to find a dwarven skull inside bone collectors lair, which gives unique ping.
ENEMY IDEA!!!
Utastaten Mother!!
Essentially she’s the ultimate loot bug. The large mother that all lootbugs follow.
• tall
• wide
• shell consists of large minerals
• Her gimmick is that she’ll grab not only minerals with her tongue, but larger chunks and even MISSION ITEMS. Meaning she can either be a passive thing you shoot at to get some crud, OR an annoying bugger you GOTTA get rid off. And the images don’t fool you. She can drop lost helmets because
• she will bite you and follow you with enhanced speed when you shoot her or her lootbug babies.
• she will leave a trail of radiation gunk, damaging you.
• essentially, a hulli hoarder that’ll BITE.
If the boss on sabotage had more variants
.
Warthog needs the subata treatment.
Although the Auto 210 isn't in a terrible spot, I do believe that the modifications available to it (and their placement) severely limit the weapons' build variety.
There are clear "best options" in 4 out of 5 tiers. A 50% boost to dps competing with +2 mag capacity, for instance, provides only the illusion of choice.
My suggestions to alleviate the stagnant build situation are as follows...
Move these weapon mods to Warthog's BASE STATS (not a buff, more of a "restructuring"):
- ROF: 2 -> 3 (supercharged feed)
- Mag size: 6 -> 8 (overstuffed mag)
- Pellet count: 8 -> 10 (loaded shells)
Rework the gear modifications as follows:
Mods:
T1
(A) Recoil reduction (-60%)
(B) Reload speed (2s -> 1.2s)
(C) Ammo (+16)
T2
(A) Damage (+1)
(B) Full Auto + 0.5 ROF
(C) Weakpoint damage (+20%)
T3
(A) Choke (-30% spread)
(B) Ammo (+24)
(C) Mag size (+4)
T4
(A) Armour break (+400%)
(B) Stun duration (+1.5s)
(C) Blowthrough (×1)
T5
(A) Turret Whip
(B) Rifled Slugs (-60% spread)
(C) Laced Shells (33% chance to electrocute, corrode or poison target).
Warthog Rework Continued
These changes keep the DPS of the Warthog relatively unchanged whilst the potential total damage in the ammo pool is raised by a mere 17.54% (assuming you take BOTH ammo options). This brings it more in line with the Stubby and Lok-1 while keeping its identity.
The mods are more balanced within each tier, allowing for meaningful choices, rather than obvious picks. This should open up fresh ways to build and play the weapon.
The ammo options are now split between T1 and T3 for a graded investment and neither compete directly with damage.
T2 is a thing of beauty.
(A) gives +14.29% damage per shot for good breakpoints and ammo economy (this is the existing "bigger pellets" mod).
(B) gives +16.67% burst dps and the convenience of full auto at the cost of ammo economy and reliable breakpoints.
(C) gives +20% damage per shot but only on weakpoints, making it less consistent but providing the highest ceiling.
Finally, T5 introduces some competition for Turret Whip to spice up the capstone tier.
PS. If the changes prove too strong and the Warthog somehow surpasses its alternatives, the base pellet count could be reduced down to 9 or even 8.
im at a point where i just rack up blank matrix cores since i only have a half dozen cosmetic overclocks left. i was thinking that it would be cool if there were an even or even just a special container/event that takes a few blank cores to open but it gave something (could be resources or something else) to the whole team. i think it might be nice for new players, but also give more to do with blank cores since i alwys have a couple dozen
For those who have a hard time reading descriptions
The Box:
The Box is a variant of the Caretaker. Its cube design leads it to be more tanky and requires heavy focus Fire. Unlike the other caretakers, this does less fighting but more summoning of rivals. It's only a means of attack is a knockback bomb thrown on to of its head
The Nialith:
The Nialith is weaker than the other Caretakers, but that doesn't mean it's not powerful it shoots out multiple projectiles and lasers and doesn't rely on rival bots. this caretaker needs to be dealt with as fast as possible
The Mastermind:
the Mastermind is the toughest one. as it has fazes that it attacks and times where it summons glyphids to then become targetable, so fight the swarm, then it will open up. Whatever you do, SHOOT THE BRAIN AND NOT EYES. shooting the eyes only disables the arms. It also can detach itself and become mobile, so be on your toes
The valve on this pressurized gas tank should be an interactable object. I want to twist it. I want to see what comes out. I need to twist it.
Make the T4a affect the size of Persistent Plasma OC on EPC
let me tame exploders for the funny
I want more pink and purple weapon skins
The Subata 120 and M1000 Classic should get slight adjustments/buffs
the Subata 120 should have a decreased rate of fire.
the Subata 120, despite being semi-automatic, has a very fast rate of fire.
the fire rate is so high that it is physically straining to click as fast as the gun can shoot.
while the 2-Round Burst upgrade and Automatic Fire overclock help to fix this problem, i do not believe they are proper solutions.
people with health issues, or those who simply struggle to physically click their mouse fast enough, are practically forced to use these upgrades, limiting their choices.
being forced to take Automatic Fire locks you out of 5 different overclocks.
i think the Subata 120's base fire rate should be halved, and its damage should be increased to compensate for this loss in dps.
the M1000 Classic's unique trait is that you can charge up a shot that costs 2 bullets and deals the damage of... 2 bullets.
the M1000 Classic's base focus damage bonus should be increased to +200%, so 2 bullets would deal the damage of 3.
alternatively (and preferably), you could simply remove the extra ammo cost. a base focus shot would cost 1 bullet, and a Marked For Death focus shot would cost 2.
a single-target semi-automatic weapon already struggles against hordes of bugs. spending 2 ammo to deal the same amount of damage in a single shot as i would've if i had just shot the gun twice is insulting.
the Precision Terror upgrade should also be changed. requiring both a focus shot and a weakpoint kill to trigger is too demanding.
the requirement to activate should be either a weakpoint kill or a focus shot kill, not both.
if Precision Terror required a weakpoint kill only, it would reward skill.
and if it required a focus shot, it would incentivize using the weapon's unique mechanic.
i do not know which choice would be the better option when reworking Precision Terror.
I want more relics of hoxxes enemies like the scarabs yk it just seems like you can make much more creative and cool and fun enemies
Like just an idea I came up with right now a kind of bomber now I KNOW there is a lot of those kinds in the game but hear me out it drops a large amount of a random mineral and drops it on you quietly so you have to pay attention and if it drops on you you take damage or die say it's to stop afk I just think it'd be really cool to have more of those little guys
Can we get some more ways to view some of the dlc armors before we buy them? I'd like to see how they look in the color you want before I buy it, like how the shop in the rig shows you a preview when you hover over an item before buying it
Could we get Regular(Copper?), Armoured and Gilded versions of Moustache, Sideburn and possibly Headwear accessories such as 'Bangled Braids', 'Bound Braids', 'Braided Boldness', 'Braided Bangles', 'Top Knot' and 'Ponytail'
A "sleeveless" equivalent for the Roughneck armours that removes the tattoos
stop feeding me blacklock lagers please god
Thunderhead overclock
Pyro Minelets (unstable)
Driller was dissatisfied with R&D's other modifications to the Thunderhead, so while Gunner was asleep, he snuck in some modifications of his own. When the new, likely illegal rounds impact any surface, they plant themselves as a little landmine that releases a napalm blast if a creature treads upon it. If planted in a creature, it will instead inject burning hot napalm into the poor thing, slowly cooking it from the inside out and releasing a deadly explosion upon death!
Pyro Minelet: 1.5m radius heat and 60 damage; 2 minelets to ignite 1 grunt, no heat falloff
Embedded Pyro Minelet: 20 heat/s, no radiance, 30? fire dps
Embedded Pyro Minelet Death Explosion: 1 stack per second per minelet, 0.2m radius per stack, 5 heat per stack, 10 damage of some sort per stack
woohoo no direct damage or aoe whatsoever
-# at this point im only doing this for fun and not to actually make a balanced overclock; thunderhead is my guinea pig, and once i finally have time to do testing and maths i may suggest real balance changes
I still want a weapon colorscheme that matches the black crag armor color
A shady dwarf at the space rig you can buy space dust from that gives you a speed boost during a dive
For those of us that play on console, would it be possible to add a toggle for turning off aim assist? There is a slowdown effect whenever we move the reticle over an enemy or an interactable object and it can seriously mess you up in high intensity situations.
Hazard Level 0
Bears little to no reward, but would be nice for some peaceful mining xD
(Just for lore sense just have them not dive as deep 🤷♂️)
Okay to preface this.
This is an idea for a mod for deep rock galactic. Except its a separate game in the drg universe
Not intended to be added to the base game
ITS IN EARLY CONCEPT STAGE SO EXPECT UNBALANCE AND VAUGENESS
Idea works for both Rogue Core and DRG.
It would be a real funny easter egg if there was a super rare chance that, when drinking a wormhole special, you would end up floating next to the reclaimers spaceship (forgot what it's called oops)
Alternatively it would be very funny if in Rogue Core there was a very small chance that a DRG dwarf could be seen teleporting outside the window, saying a funny line that gets cut off by him freezing, and then teleporting away again!
(The funny line could be something about this being where all the companies budget went, something about the shipment of knee pads or the dwarf being stunned by the existence of female dwarves)
The Gunner's cigarette as a cosmetic in the beard section
Please add more core spawn enemies besides the one, I think it would add more challenge and be more engaging!
Throwing a grenade into a Ossiran Scrab nest should destroy it and the bugs inside, preventing any from spawning. I think this should also apply to shooting at them - I was disappointed to find that torching them with the flamethrower did not preemptively kill them.
If you're playing solo bosco should appear on the end screen with you, to show off all of bosco's kills and all the minerals bosco mined. i want to see my bosco buddys' contributions
Lemme expand upon this idea, basically there is a shady dwarf that appears in random spots in the space rig (cuz management hates him) that you can buy a variety of space dusts from that give you boosts during dives. The boosts would be better than just small speed boosts and can even have new abilities like temporary immunity to damage (kind of like the Uber charge in tf2). But with the boosts comes side effects like hallucinations. I’m still trying to think of what abilities and side effects they would be I just had to write this shower thought down
So this comes from someone who has just picked up the game after all this time and has about 90hrs into this game so far. My Gunner is promoted and lv 17 on its 2nd go around and my Eng is near his first promotion at 23. Scout and Driller are still under 10. I just want that said so its not assumed I'm griping after playing the game for just a few hours.
This game sorely needs a new player experience re-balance. For some who have been playing from the start you have all this stuff already but the game feels like a endless grind out of some freemium game right now of credits and resources. Each dwarf kit has to be unlocked, all those guns talents need to be unlocked, all the cosmetics for EACH DWARF even if they are the same item, it needs to be unlocked again for each. The only universal unlocks are the beers and the perks. Then on top of those grinds, you have the season pass grinds and oh the gated RNG hell that Core grinding.
The mountain of grind I see before me as a new player just seems to much and much of it feels redundant. That all said I think my biggest issue is the Core system. There has to be a better way of doing this then time locking us to X amount per week and praying to the RNG gods you get any you want. I still have ZERO overlocks on my gunner and Eng. Which is beyond frustrating when your trying to paly with friends and they get to do all these weird neat things with their guns and your stuck there looking like the idiot cause all you have gotten are cores for scout and driller or cosmetic cores for the dwarfs you play
I understand their needs to be re-play value but not only do i have to look at the giant hill of things to unlock or grind for in both terms of dwarfs guns and abilities and their cosmetics / season pass rewards. I'm artificially locked out of game mechanics that change how you can play. As a new player with time invested at this point, this just leaves me feeling frustrated.
Would it be possible to make the electric bolts for the Boltshark to work with Trifork Volley? Y'know, to quickly deploy
New voice line for Smart Stout.
"The phrase 'nothing is written in stone' is technically true because you cannot write in stone, and instead have to carve it in order to make words in it's surface. Or at least not without something capable of melting stone with ease that is."
I have a coilgun overclock suggestion which this gif explains better than I could with words.
Basically:
Either increase the minerals/credit amounts in the season passes or stop putting them in there, they feel like such a waste...
Version 2.0
Of project R.E.B.U.I.L.D
Note once again this is to be a mod game in the universe of drg
Have added more explenations towards the idea
I've been thinking about how to implement the gibberish one says when being drunk, without having to record every voice line for every state of drunkenness. And still be a bit random. So what about changing the pitch constantly a little bit. The more you're drunk the bigger the change. Maybe additionally changing the speed in saying normal stuff without affecting the pitch. There should be some algorithms for it. If the speed is not changed too much (everything >50% maybe) it could work quite well 🤔
Two suggestions.
Black Market dwarf that offers more mineral trade deals and sells special cosmetics and overclocks for a high price and can only be found on missions in certain areas (e.g. there's a 20% chance of running into him in a specified region of Hoxxes that rotates on a weekly basis or something, kinda like Xur in Destiny 2)
Secondly, please add crossplay in the next seasonal update. I want to be able to play this game with my friends on PC who enjoy it as much as I do, but I'm on PlayStation. The absence of a crossplay feature really stinks because this game pretty accessible requirements-wise, making it easy to pick up and play for a lot of my friends. A crossplay feature would significantly boost the playerbase and the amount of time people spend on this (absolutely amazing) game.
Please at least take these suggestions into consideration, I've spent 150+ hours and a good chunk of change on this game and I love it so much. In my opinion it's one of the last real video games, so please make it better by implementing these suggestions in some way, shape, or form. Thank you!
Perk Rework (Part 1/2)
Design Goals:
- Distinct and strong effects from each perk. You'll easily notice which perks you have.
- Clear distinction between Passive and Active perks. (Live version of Beast Master, Field Medic, Heightened Senses and Shield Link are all a mix of Passive and Active, most of them feeling more like Passives, while filling an Active Perk slot.)
- Perk choices and options that enhance or add to what each dwarf brings to the team, without taking anything away.
General Changes:
- Removing the rank system of perks (no more rank 1-4). They all come out of the box at full strength.
- Number of Passive perks: 3 --> 4.
Passive Perks:
Born Ready
- +50% Reload speed.
- Unequipped weapons and tools automatically reload after 5s.
Elemental Insulation
- +40% Elemental damage resistance.
- +50% Slowdown reduction from Environmental effects.
- Nullifies Environmental damage while shields are above 0.
Field Medic
- +50% Revive speed.
- +20% Health on revive.
- -50% Friendly Fire damage dealt and taken.
Grenadier
- +50% Grenades.
- +25% Explosive resistance.
Resupplier
- +50% Resupply speed.
- +25% Health from resupplies.
- Automatically reload upon resupplying.
Shield Booster
- +20 Maximum shield.
- -25% Shield recharge delay.
- +50% Shield recharge rate.
Shock Absorbers
- +50% Fall damage resistance.
- +5m/s Velocity threshold for fall damage.
Strong Arm
- +50% Throw strength.
- +20 Pickaxe damage.
- -50% Power Attack recharge.
Unstoppable
- +50% Slowdown reduction.
- +20% Movement speed.
- +50% Health from Red Sugar.
Veteran Miner
- +200% Deposit speed.
- +40 Pocket space.
- +25% Pickaxe speed.
- -1 Pickaxe hit per Terrain and Mineral.
Perk Rework (Part 2/2)
Mission Beers (Passive Perk in disguise):
-# Including it here since it's basically another passive perk.
General Changes:
- All players will benefit from the Mission Beer if at least 1 player has drunk it, including when joining mid-mission.
- All beers cost 2 Barley Bulbs.
- 1 Beer is on sale for 1 Barley Bulb, changes daily.
- Fixed the bug where beer effects are doubled.
Pots O' Gold
- +100% Gold.
- +50% Minerals and Nitra.
- +20 Pocket space.
Red Rock Blaster
- +50% Max Health.
Skull Crusher Ale
- +20 Pickaxe damage.
- -50% Power Attack recharge.
Tunnel Rat
- -1 Pickaxe hit per Terrain.
- +50% Jump height.
- +50% Fall Damage resistance.
Active Perks:
Beast Master
- Duration: 20 seconds.
- Cooldown: 2 minutes.
- Charms the 5 closest Glyphid Grunts/Slashers/Guards within 15 meters to fight for you.
- Charmed Glyphids deal +100% damage.
Berserker
- Duration: 10 seconds.
- Cooldown: 2 minutes.
- Power Attack cooldown set to 1.25 seconds.
- +60 Power Attack damage.
- +20 Pickaxe damage.
- +50% Melee Damage resistance.
Dash
- Duration: 3 seconds.
- Cooldown: 30 seconds.
- +125% Movement speed.
- +100% Slowdown reduction.
Hover Boots
- Duration: 5 seconds.
- Cooldown: 1 second.
- Hover Boots effect.
See You in Hell
- Activation: Hold "Grenade" while downed or while you have 0 grenades.
- Passive: Removed. Otherwise same active effect.
- Number of uses per mission: 5.
- Cooldown: 1 minute.
Vampire
- Activation: Hold "Use" while not having anything to interact with.
- Duration: 10 seconds.
- Cooldown: 2 minutes.
- Enemies within 15 meters take 10 typeless damage each second.
- Heal for each Enemy that dies within the area: 1 for small, 3 for medium, 10 for large.
- Robots are unaffected.
For console players: we need some way to name our lobbies and establish rules. Or maybe a toggle option when hosting to only let the host start events/objectives
Make Pitjaws even more visible and easier to counter
A small rare event
- You may randomly find a rusty Resupply Pod left by the previous team with 1 out of 4 compartments
make an agreement with tarn adams and add dwarf fortress' dwarf icon as a cosmetic
New Today's Special: Presto Pilsner
Mixing the perfect blend of flavor, tradition, and stimulants, dwarves that drink this feel invigorated to work their classic 9-5 with 50% fewer complaints.
As a note: I don't imagine this buff would affect revive speed, but would speed up tasks like building pipelines, heavy extraction setups, etc.
I was thinking a bit, what if when two engineers intersect the beams of a shard diffractor and a stronger laser beam is formed where the two beams intersect?
it is 2026 and engi still cannot use both a hold E and hold R prompts at the same time.
Gunner Weapon Suggestion
I don't know what to call this sort of weapon exactly, but I think it'd be cool if the Gunner got some kind of quad barreled rotating heavy shotgun as either a primary or secondary weapon.
And what I mean isn't a auto shotgun, but a heavy shotgun that has 4 barrels that rotate after each shot.
Just go to YouTuber and search Doom the Dark Ages Atlan Shotgun to get a good idea of what I'm talking about.
I would say that two of it's major stats should not simply be decently high damage per pellet, but also that it shoots no less than 14 pellets per shot and it comes with a penetrates 2 enemies.
And seriously guys, I just hit enter by accident before.
DRG PROJECT: R.E.B.U.I.L.D ver 3.0
Now rebranded as fan game in the world of deep rock galactic
Many overhauls have been made so make sure to read everything
Thank you.
Part (1/2)
Part (2/2)
can lok1 get an annoying AI personality to criticize the players aim and make them feel bad for killing bugs?
Can we make it so players can move while fleeing through the drop pod instead of freezing. I think it'd be cool
Make it a 0.001% chance that the caretaker will blue screen after removing the force field battery, ending the fight early. Add some funny voicelines to it too
"Well, I was exhausted anyway"
"Lucky day! I can drink sooner"
"Take care, care taker!"
serious suggestion: make the heartstone waves stop spawning immediately after it dies
just had the whole team fight hard and i even clutched just for the team to wipe because there were too many enemies left
lost out on a lot of xp and a lot of time
if you are gonna add more rooms on the space rig, maybe some sort of garage or hangar where players can sqrew around with the various heavy machinery or at least get a look at it outside hostile evnviorment.
asembeling/inspecting a drilldozer for example
It would be cool if the dwarves have a daily "chore list" on the space rig that encourages them to interact with different mini games (sweeping, electronic fixing/hacking, gun maintenance, scrubbing, etc.) in exchange for some extra credits and resources and maybe even class xp
the ability to Steeve a lootbug so it follows me around and becomes invincible
theyre too cute i dont wanna leave them behind
Can we please get some fix for pitjaws? I’m on ps5 and anytime they render in it causes a massive lag spike.
Ok, listen, this is an absolutely insane one right here. Remove matchmaking restrictions for players running 50+ mods at once.
I mean… this has probably been said several times at this point, but in the name of rock and stone (and lore), it would be neat to see some bestiary entries added for a few creatures that never got them:
- Glyphid Sentinels, as they are without a doubt unique enough to warrant at least some special treatment in the miners manual - this is the main one I’d like to see lol
- Kursite Bugs (if putting a unique entry for all of them seems unnecessary, I don’t see why we couldn’t get a single entry describing the infection or something like that and just listing the types of bugs it could appear on)
- OMEN Towers
- Cave Vines
(Glyphid spawn and naedocyte roe are fine without something as they can basically be attributed to part of the brood nexus and breeder respectively)
If the B-B-B-Bha Barnacles could get an entry after their release, I’m sure some of these guys could too
The "revive teammate prompt" should override "pet steeve" if they're in close proximity to eachother. i almost lost a mission because he wouldn't get out of the way.
Dialogue for escaping from a Pit Jaw and possibly pinging one says “gotta watch the ceiling” likely from when only Cave Leeches existed. Should be changed to “gotta watch the floor” or have that dialogue changed to service only Cave Leeches.
Another variant of the OMEN's radial pulse gun, pretty much an equivalent of the twin slicer except rotating slightly faster with no tilting. This wouldn't make the event much easier, but would prevent it from being repetitive and infuriating.
Edit: could be named "radial slicer" and have 3 lasers instead of 2
Just a dumb idea for gunner overclock.
Unstable overclock for Leadstorm. If you get the references (there are multiple), you get a cookie.
Press R to charge a shot for 3.5 seconds spinning up the gun to the maximum. When releasing, fire a barrage of 50 shots all at once over a large area, dealing increased damage per bullet. 1 central one thats big and deals big damage + curtain of smaller ones.
+Huge shockwave
+Power shot has blowthrough
-Power shot instantly overheats the gun.
-Power shot consumes 200 ammo.
-Power shot has 5 charges (like the coolant overclock)
Could we get more props and prop variation for prop hunt/hidden dwarf?
Ideas:
-Empty Cans (the green ones ive seen scattered about)
-Wrenches/other tools
-propane/gas canisters
-cup with pens in it
-other chairs/chairs with other stuff in it
-broken down MULE
-boxes/crates (yellow/orange ones ive seen)
-
1: race to glory : possibly some kind of way to race a certain type of speedy bug to a very valuable mineral, using company-issued vehicles. Like motorcycles, rock crawler (all people together), or jetpacks of some sort to glide to the finish. And the bugs can either be rollerbacks or a new bug bred for speed. When arrived, you have to protect the mineral from the incoming swarm, along with the speedy bugs, Also harvest the minerals and return to base.
-
2: kaiju fight :
The dwarves are sent to a planet where everything is 10 times the size of their usual planets. The terrain, the minerals…and also the bugs of course. To accommodate to the planet’s size, so mineral harvesting stays possible, mech suits is deployed (The mech(s) have to harvest the huge mineral chunks and if the big bug (behemoth class, bigger then dreadnought) appears, he has to fight it while the others fight off it’s smaller bugs it spawns. -
3: payload delivery :
a certain planet contains a calm type of bug, like either a mother- or a oversized lootbug. The dwarves need to drive(or fly) some kind of cargo vehicle to where the bug is located on the scanners. Then they need to lure it inside and drive it to the assigned coordinates. Where it, along with the dwarves, will be picked up (one drop pod for you and one for the vehicle) Along your way though, you will be ambushed by bugs of all sorts and multitudes. And so one controllable turret is available on the vehicle. The others need to drive and shoot with their own guns. -
4: sea robbery :
You are sent to a planet where it’s 70% sea, But it’s unsafe to swim because of bugs. New sea-bugs arise from the depths. You are sent to a island where the precious eggs of a giant dreadnought, are stored. You are tasked to steal those eggs and try to escape from the monster without too much damage. For travel, you can order a drop pod that deploys a sea vehicle. it contains cannons you can use.
Rework current assignment progression notification.
Instead of locking you in place it shows your progress and plays MC's voiceline while still being able to control your dwarf. Seriously, i love seeing my progress, but the annoying paralysis makes me wanna skip this every time
It is my firm position that with this season and all moving forward, Percy is a permanent addition to the space rig. He just gets moved around from time to time.
There should be more variation to the battlepass challenges, like mining a certain amount of minerals or killing a certain glyphid archetype
New mission, slay a scrab queen, she’s big and feeds her young a form of fermented red sugar which makes dwarves drunk when consumed and she also sprays clouds of the stuff in the fight. Dwarves must call in a modified form of the lithofoamer that sprays a sobering mixture at dwarves (management insists this is not leaf lovers special).
Add a victory pose where the character holds weapon, so you can show off cool gun
Reduce Pit Jaw grab range. It's bad enough they can move around. I can shoot them from 5 meters out of their range and STILL get grabbed.
Here's a good one, add a play pen to the space rig where you can interact with your Steeve from the previous mission
what if throwing a grenade or throwable on an undisturbed pitjaw caused it to try to grab it, making it deal lots more damage
(i.e. let me obliterate pitjaws with satchel charge)
Mission control should have a voiceline for if you throw a firecracker in the drop pod thruster.
Killing a praetorian/oppresor with fire should ignite the gas right away
add filtering to the Forge like in the Wardrobe, so you don’t have to just scroll as much
Here’s a funny achievement for this game that popped in my head
“Karl would be disappointed”
Lose in a hazard 1 mission. Karl would not be proud
Make Diesel Driven frameworks turn plasma projectiles red.
The Diesel Driven framework is the first thing I've seen that has any effect on the purple plasma parts of the breach cutter, turning them a deep heartstone red/orange. I thought because of that it might also turn the projectiles red, but no luck. That would be really cool for fire mods/overclocks imo. Maybe in the future a framework set that turns plasma blue, too.
Septic Spreaders + other ranged enemies (and most enemies in general) should NOT be able to go on top of drop pods in salvage ops. If you are solo as for example, driller, and you have a spreader on the thruster of the drop pod, you cannot hit it, can barely get a chance to even ping it for bosco to slowly kill it, while it cant perfectly arc shots up to you.
Skillet Skin for Pickaxe / Breakfast DLC
Have a "Showroom" or option to allow teammates to view your Fit; I'd like to show off my Pickaxe in detail
Camos, Cosmetics and Upgrades for The drilldozer and M.U.L.E that could be unlocked for completing assignments/playing missions (amount of times the mission was played) considering we already have those for Bosco
Version of the Omen's radial lasers that instead fires 3 lasers that sweep across the arena continuously so that you have to play jump rope.
MKII LMG shots should blow through enemies once, rewarding very careful and smart placement.
The Diesel Driven framework for the Warthog is missing stock it's stock. Ether add the stock or give the gun a stockless option for all frameworks.
could the assignment system please get fixed?
it's deeply annoying to me that the game makes it's own arbitrary mission choosing. please just allow us players to choose a mission that fits the assignment's mission type.
i literally have a folder containing 994 screenshots detailing the time and date as well as which mission on that time and date had the warnings, difficulty i desire. and those 994 screenshots are just from feb 7 to today (feb 21). i WANT to do the mission with the highest cave length, complexity and highest main objective requirements, as well as the most difficult warnings attached to it. and in some of my screen shots the stars align and i have what i want. but then the assignment arbitrarily chooses the most easy ass mission with no warnings attached.
a mission modifier with all the things that can grab you (cave leeches, pit jaws, grabbers, stingtails, nemesis). basically a more evil version of cave leech cluster/pit jaw colony. just like duck and cover was a more evil version of mactera plague
make the part of armor that gets removed when wearing certain beards a toggle
Make so overclocks that add a big change to the weapon (mainly unstable ones) modify the model too. Like mortar rounds AC with different barrels and rounds, fat boy with a larger barrel and nuclear warnings, SCC with more visible coils etc.
Maybe dlc frameworks bypass this or get a toggle
My friend suggested that you should be able to pick up and throw downed teammates to get them to a more convenient location
Passive perk (Red perk) suggestion.
Name: Strike the Earth.
Your ancestors empowers your thirst for digging. Increases the amount of terrain getting destroyed with your Pickaxe when digging.
Lvl 1: 5% increase in Pickaxe destruction.
lvl 2: 10% increase in Pickaxe destruction + loose Dirt are dug out in one less hit.
Lvl 3 15% increase in Pickaxe destruction + loose Dirt, Oil Shale and Gold veins are dug in one less hit.
Note: Perk does not effect Drillers Reinforced Power Drills, or any weapon that has the ability to remove terrain. Perk also does not reduce the amount of hits to dig out normal terrain. (Like the power gained from Rocky Mountain)
Allow Bosco to carry the attachables - I forgot their name - from the lift pod in Heavy Extraction without having to ping them directly, so I can just ping the lift pod itself anywhere on it
Add deadzone setting for console!
C4's disarm upgrade should be inherit instead of being an upgrade, we could add more damage, ammo or something completely new to that spot instead, like an upgrade that turns the crater the c4 makes into hot rocks but makes a less round crater as a result
Field medic should make Bosco revive faster in solo
New Jury-Rigged Boomstick OC: Slug Rounds
In assignment board, allow "abort mission" to choose other missions to play with friends
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I think there should a possible dump for any extra Perk Points we get, either as QoL benefits or cosmetics.
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In the Season Selection screen, having a gold/blue star or some sort of indicator for a Season whose Performance Pass is either maxed out or Level 100+ would be nice.
a) Thank you for making this game, it is quite lovely.
Add a section to the miners manual with all the machine events and season events, with a counter to show how many you have completed
Menaces should have a minimum time they have to be out of the ground before they can dig again, (7.5 secs for example) so they dont just dig and dig over and over again.
Same thing should be done to twins as well, it is very annoying when lacerator spams his dig.
2 player arcade cabinet similar pong or 2 player air hockey table.
in the extraction mission. the one where you repair the mini mules. wouldn't it make more sense that the fueling prozess would go automaticly instead of having to stand next to it? plus it makes even less sence that you loose progress when you leave the area. it could be made like doretta that it can be destroyed, but you can repear it. further more I would find an multiplayer option funny that everyone gets an designated minimule but in exchange you have no molly. I find the mini mules addorable and I want to have one. in that sense it could be made that only after the end of the mission the different inventorys of the mules are put together. so if an suplydrop is needed one person needs 80 nitra in his mules. I know that would be annoying.
Handheld battery-powered mining industrial drill to swap out the normal pickaxe (full cosmetic system). It drills minerals super fast, dirt and stone a bit faster in a slightly smaller hole compared to the mining pickaxe, but it has a cool down time so the battery can recharge. Does double damage to armored enemies, half damage to everything else, but it stuns what you hit for a whole two seconds and you can hold the drill button as you turn to quickly stun multiple enemies until the short battery drains. Power attack depletes mining 50% of the charge for same duration options as the pickaxe but causes an electric discharge and stun AOE for 2 seconds. At full battery can power attack twice.
Make It possible to to replace the bug you tamed If the bug that you already have is low on health so you don't have to wait It get killed to get another Steve
One thing I just would find interesting. We all know the dreadnaughts. The ones we fight are just the children. I would like to see an adult, since they are capable to stop the entire operation in an area. Make it like a raid battle. With like 30 dwarfs fighting against one of these dreadnoughts. I want to see an adult on. That is all I wanted to say.
This is just a throwaway idea, but I would love a voice line when depositing that claims Molly is better at eating rocks than the driller.
You should be able to put dlc's on your dwarf before you buy them to see what other armors look like paired with said dlc
I've seeing devs added the new heavy extraction mission but didn't added deep scan, on top of those suggestion could :
- fastmoving boot (for movement speed based build kinda specific for the scout)
- range
- electricity (we have engineer and scout and a little bit of gunner who can play with electricity)
- high rate of fire
- blowthrough
- damage
be added ? I feel like we don't have enough build and I'm already quite happy devs added a other slot (why not 4 more)
I would remove the grenade, and rocket logo since they either fit any build or only one gunner primary (who can be moded with the best diversity OC of the game by the way)
Maybe change the ammo mag logo with the 3 bullet logo for ammo.
Add extra weakpoitn damage bonus to hyperprop and remove AoE completely. Area damage turned into more direct damage. Something like:
+385 direct damage -> +500 direct damage
+50% Weakpoint damage bonus
0x AoE, 0x AoE Damage
Also, add custom sfx when firing it
can we make preatorian spit not go almost 20 meters
A gun range could be pretty cool, it would make build crafting and testing out overclocks a lot more efficient, especially seeing differences immediately versus having to load into entire missions
I had this idea a few days ago and didn't pitch it until now; life got in the way, you know how it is:
GLYPHID COLONIES [By sector]
In the distant future, when the current sector of Hoxxes IV gets too crowded with biomes, scanner upgrades reveal two new sectors of the planet worth exploring. the reason for this is different glyphid bugs own those sectors. Like rival colonies similar to ants. There's a 'Turf War' warning that gets added, forcing a random colony to show up in the selected sector's territory and starting a war with that sector's colony [the dwarf are the third party, but they have a job to do]. Who knows what new minerals could be guarded by these colonies, or if one of these colonies are guarding a massive hoard of Korlok jewels..
A simple and petty request but please make it so that the hair color changes the horses fur as well, that way you could be a white, black or green etc horse like just like real life
Yall could add styles sort of like how the armor has sleeves and sleeveless version so you could change either the mane, the mask itself, or both
Can you please make stories out of assignment
I've always wondered what the company made with all data racks, alien eggs, and heartsones i brought to them
If in every season a series of assignments that has a story component within them it will make a nice touch
New Bulldog OC: 26mm Shotshells
There should be a split between face items and head items or maybe head items and hair so that we have more customization options
C4 disarm shouldn't be an upgrade but a stock feature to replace this upgrade my suggestion is an upgrade that allows you to place multiple C4 charges at the same time but to balance this if there are multiple charges in the same spot it will only deal the damage of 1 to prevent spamming charges for a oneshot
Addition to Beast Master perk - now would let u tame lootbugs. Domesticated lootbug couldnt be killed, and would regulary drop nitra, gold ores or maybe even some extra things on the groud without being killed like common ones. Also there is idea to make this tamed lootbug attracts other loobugs or make them appear more often. In some universe maybe even u could ride Steeve or this lootbug? It could be untamed to make room for Steeve or another lootbug or those two could be tamed at the same time. I propose, if there is Steeve, then it would be Susan
A quick load icon option for the cosmetics equip screen.... I have a decent SSD and there are just so many hats to load it literally takes 10 seconds to see them all. I don't think we need a full-res in-game render of every hat, at least I don't.
I have a phazyonite suggestion.
Once a player has bought everything in the shop, allow them to enable a setting that sends phazyonite from completed missions to other players in the lobby.
If you and two others complete a mission and each person gets 10 phazyonite, you instead don't get any while the other two players get 15 each.
If 3 people have the toggle on and 1 person doesn't, they get 4x the phazyonite.
If everyone has the toggle on, it works like normal and everyone gets the same amount of phazyonite.
Once you buy everything in the shop and phazyonite becomes useless, knowing that what would have just made a number go up for you instead goes to someone new who will be able to get a cool hat would be neat. The shop has a LOT of stuff in it after all. And since phazyonite has no gameplay use, I'd say giving it to other people wouldn't hurt.
New perk idea: hackerman, makes hacking easier and increases the chance of downed rival patrol bots being hack able, and extends the lifespan of the shredders from engineer’s shredder grenade, max level perk: removes the slow degradation of the patrol bot whilst hacked
Simply put, Beast Master V
- Glyphid Stingtails are now tameable, and are named Steephine (pronounced "Stephine" but the first "e" is emphasized so "StE-phin-E")
- Ossiran Scrabs are also tameable, and are named Percy (or perhaps something else because of the already-existing Percy on the Space Rig)
Additionally, unique voicelines pinging tamed bugs
It would be so cool if there were LoFi versions of different DRG OST tracks that were compiled into an album called "The Calm Between Swarms"
can we have upgraidable flairs/ glowsticks also my freind says hee thinks that the scout should have more glowsticks/flairs but he already has the other things so i dont htink he needs it
New PGL OCs: Bouncing Burster and TEZLA Rounds
https://vxtwitter.com/i/status/2026005386986230170 what about this weapon as Gunner's new secondary if we ever get some more 
very rarely have the "if you dont rock and stone..." voiceline end with a quiet "i will kill you"
secret achievement for getting a barrel of each color (blue, green, yellow, red) into the seats on the drop pod?
Unstable OC for 40MM PGL
"High Yield Deuterium Rapid Ammunition" [H.Y.D.R.A]
mag capacity +3
ROF increased to 4
+16 ammo
20% increased bullet velocity
-50% area damage
-30% direct damage
-30% explosion radius
100% increased reload time
"For when you want to kill a bunch of little swarms, instead of a big one."
add/re-add post-objective kicking/banning. i just had a guy join my lobby and spam the n word a bunch after we completed the objective. if i was a streamer this couldve been catastrophic.
Teammates who drink leaf lover should be able to receive 50% more friendly damage
Lwk I want a mimic typa enemy like it acts as one of your teammates
I wonder how a spin-off 2D pixel metroidvania would play with the biomes, rpg elements, upgrades to craft, a drop ship to repair, and what it is like being the very first dwarf to explore Hoxxis and take out the queen glyphid of each biome...
Ok, i got a funny idea for the dwarfs here.
Exo suits. Now hold on! Keep reading.
So, imagine if you could take say, drillers drills. And make em into a big ol tunnel maker like how larger bugs do.
Or have gunners zipline create large bridges for teammates.
Hell, give engine mobile platforms to carry his team.
Scout could even have a special zipline that doubles as a whip attack.
Granted. Special kits could be overpowered, but! They can be balanced depending on separate mods. They would be much bigger but use half a dwarfs shields to work right. And once it's powered down, you gotta fix it up.
Long post- 1 of 3
This might be asking a lot out of two DLC suggestions, but I’m trying to keep this suggestion in as few DLCs as possible while keeping up with the theme of it and so it doesn’t over bloat anything.
Gem Armor Framework & Gem Weapon Framework
Gem Armor Framework fits each dwarf in an armored suit fashioned with the minerals that DRG has deemed “Not up to Company standards.” No armor leans too heavily to any one material and if it was go be grayscaled, it would be difficult to tell some of the minerals apart. Some flatter pieces for chest and back, jagged pieces for any armor around the arms and legs. Rounder parts for shoulders, elbows and knees. For helmets, I figured two might be enough. Each with a full or half helmet option. First helmet would have a spherical gem (Like an Enor Pearl). The full option is just the full sphere, while the half helmet option would be showing your dwarf’s face. Letting you give him a beard, a mustache, and eyebrows. Helmet Two I was thinking if you cut off the tip part of a Magnite deposit, hollowed it out and put in eye holes, that would be the half helmet and the full helmet is the same thing just more added to the bottom to cover the full head.
Gem Weapon Framework is the same concept but for your Weapons. Same minerals that don’t meet “Company standard” Each weapon is adorned or possibly replaced with a mineral substitute. Like the Grip and stock could be replaced. Barrels could get adorned with gems. The front of some weapons could have thin jagged pieces as make shift bayonets like Waster.
Now throughout all of this I wanted to keep the gems on the armor or weapon a bit ambiguous because this is the reason for making the suggestion and why I think I might be asking a lot.
Long post- 2 of 3
Armor and Weapon Paintjobs
From what I’ve seen so far, we have several paint jobs that come close to the minerals we mine but nothing exactly. So between the two Suggested DLCs, each one will come with three Paint Jobs. Giving you six paint jobs for both armor and weapons of each of the six materials we mined if both are bought.
Bismor- The Yellow with splotches of the Dark grey will make up the majority of the base weapon and armor with the orangish brown bumps making up smaller parts or accents of the weapon or armor.
Croppa- The light green coloring mix with the dark green for the base coloring of the weapons and the purple spikes coloring smaller or accented parts of the weapon or armor.
Enor Pearl- This one is a bit different as it’s a bright white, when we sort of have in a way. To keep it in line with how the first two are going, mix some light grey and very little normal grey splotches in with the Pearl white base. And the Small pearls that stay in the ground after removing the big Enor Pearl, Use that coloring for smaller or accented parts, just so there’s some extra contrast for this one.
Jadiz- We kind of run into the similar problem with Jadiz, So the same solution should work. Take the base green color of the Jadiz, swirl in lighter green in a few placed on the base of the weapons and armor. And the same gems in the walls that go dark once the Jadiz is removed, same thing. Use that coloring for smaller and accented parts.
Magnite- While Black Crag is probably the most easily compared to, the darkened Red will take center stage as the base of the weapons and armor. And the black nodes will color the small bits or accents.
Long post- 3 of 3
Uminite- Since Uminite is green as well, I figured for this the base of the weapon and armors would still be the lime green, maybe a tab darker than normal but still a lighter contrast than what Jadiz is. And while all the smaller parts were given darker colors before, for Uminite, this time around I figured change that up and make the smaller or accented parts a brighter contrast of green compared to the base.
Because this is asking a lot already, I didn’t even bother thinking of anything for Pickaxes or Bosco. This would strictly be for armor and weapons. And then considering old paint jobs have to go on the suggested frameworks and vice versa, the new paint jobs on the old frameworks, this is probably too much trouble for the work needed or will come with a premium price tag. But I’m just some chuckle-nut with an idea and thought I’d put it out into the aether.
I don't know if anyone mentioned it before, but a button in the customization menu for both weapons and Dwarves to mark all notifications as read
I really don't want to go through all the notifications just to get rid of them because I already know what reward I got.
As a main driller I would really love for the flamethrower to be more viable. On higher difficulties it just doesn't hold up against the cryo build or sludge pump (specific mission types)
I suggest a balance change, increasing the flamethrowers base ammo by 75. It's not much, but it would help a lot to have way more flexibility in creating more viable builds for Haz5+
Woke up at 2:30 AM, got bored, decided to write down some weapon ideas for DRG
There should be some perks that can be leveled costing exponentially more stars per level but also scaling in power. Like pumping 30 stars into getting 2 Steves
When playing hidden dwarf, you should turn off management voice lines. He gives the seeker hints
When doing a Deep Dive I found some jet boots in a mission and found out that they don’t carry over to the next mission. Would be nice to have the jets boots to be equipped for the rest of the of the deep dive till the end.
The orbital station should have access to mission control. If you climb to his office you can tap on the glass to bother him.
I don't know about this suggestion, but how do we feel about adding cave-ins to the game? It would likely have to be a modifier though.
Rock and stone
Oh yeah mule customization, traversal overclocks, and utility overclocks would all be cool, but only one of each overclock type maybe
Just a idea seeing how ghost ship games and arrowhead Studios have been doing a lot of stuff together. We should have a Collab between Helldivers 2 and DRG such as a DLC pack themed off of the armor from Helldivers 2 and a legendary DRG Warbond for Helldivers 2.
Scout grenade idea -
Explosive slingshot:
Launches explosive pellets at high range and accuracy.
Supply Pod customization (depending who called it in).
Nothing fancy, maybe like Bosco frameworks or just a paint change at least.
The idea came to me when my group called in Hacksy and mistakenly thought it was the supply pod (4 feet next to it), and one of them said "Man, imagine if we could drop a supply pod that looked like an oversized barrel."
Ok, to clarify on this.
They are not mecha. It's literally just a set of legs. Think if a dwarf got a hold of the power loader legs and retrofitted it to hold them and a upgraded utility tool.
It comes as standard. Extra jump hight, slightly slower, but has a dash.
Honestly that would be cool as overclocks if you could put them on the mobility/utility tools.
1: Gunner with Bridges (but likely less range).
2: Driller with wider drills (likely more fuel draining).
3: Engineer with the treaded turret like in DRG Survivor. The platforms could become poisonous (damages enemies who walk on them) or longer from the direction of the Engineer (not bigger because that feels weak for an overclock)
4: Scout with his Grapple could pull enemies or objects to him like the Stingtails (likely longer recharge time)
Idk if they'll ever give the mobility and utility tools overclocks (probably not but that's ok), but its a fun idea
add damage dealt number at the end of the mission, or replace kill number with it
nerf bet-c's friendly fire OR implement one of these alternative solutions:
- remove the beeping that plays after youve killed her and haven't upgraded her
- option to destroy bet-c if you didn't repair her
have dorretas head glow and/or have her visible on the map 
Please enable LAN connection, I have a bad internet connection
I'm not entirely sure if it's possible, but maybe some satisfactory cosmetics? Like a somersloop hat, or a lizard doggo hat? I know that deep rock has a music tape in satisfactory, it would be cool to get one or two silly cosmetics from satisfactory.
Option to use cryopod (I assume that's what our beds are) as an "Quit to menu/Exit game" option just for the fun of it
add radioactive bulk detonator and fire breathing preatorians in magma cave, or remove frost breathing preats from glacial strata. lacerator can breath fire already
Trying to come up with new overclocks for each secondary. have about 7 ideas floating around but these are the 2 im happiest with currently. any thoughts? (might think of proper stats for plasma lance later)
With help from @stone zodiac and another friend. I present to all of you a V2 of weapon ideas!
Idea for driller primary that I came up with about a year back.
Colette Kore
(Weapon designed in a partnership between colette and armskore)
Arm mounted reactor that has a wide spread, and blowthrough. Charging it up allows for a focus of the shot. Shots are like a camera flash (but green), and damage everything in the spread (unlike the cwc, spread shown is exactly what will be hit). Less damage at a distance, more up close.
Potential upgrades/overclocks include extra blowthrough depending on enemy armour, an inversion of the charge mechanic (charge to spread flash), and radiation chance on hit.
I designed this as an opposition to the generic lightning and rocket launcher ideas (not saying they’re bad, in fact, they sound great. Just that they are very common concepts for driller).
Random beer idea: loyd’s moonshine, what it does is it increases the damage a player does by a good amount, but gets the player decently drunk, (entirely because of balance reasons)
Idea from a friend, delivered and translated to english
A perk that previously only allowed you to throw a torch further, and which is called a "Strong Hand"...
It requires processing and adding useful properties! The current one sucks.
The joke is as follows:
- While carrying a heavy object in your hands, you have the option to use tools which are responsible for movement.
- A weapon in one hand is significantly less effective.
- You cannot drop an item when taking damage or when falling.
And the explanation is simple: the management has limited the use of weapons to one hand for security measures... Scout is special, his hook doesn't carry more than half a barrel of beer, and you can give him a phrase as a joke: "if only you could overclock the hook..."
Can you increase the sensitivity speed on console or have an option to turn off the aim slowdown when the cross hair is near an enemy?
What if for April fools management turned off all the lights in the space rig for the day
Zhukov Nuk17 overclock that compliments the conductive bullets mod? Would be cool for a plasma carbine + zhukov dps build.
Heightened Senses highlights the bottom of your screen for Pit Jaws.
A golden pickaxe hat
My idea for a new overclock on the bulldog should be snakeshot rounds that turn it into a miniature shotgun
scout crossbow overclock that strikes electrocuted enemies with lighting and causes an explosion
especially with the most recent "Diesel driven" weapon framework, I think all the guns have too familiar of a feeling when you shoot them. it'd be nice to have some amount of variation in what they feel like when you reskin them.
Please could we have the backpacks from different armours as a separate customisation option, with a blank option as well?
1 slot for custom player paint jobs in either the weapon terminal or closet
maybe buff mollys climbing/walking speed during the extraction after deep scan?
unique/spesific voice lines for pinging steeve?
Flying dreadnaught idea first u gotta break its shield and its always flying after the shield breaks it dives down doing an explosion and then u can damage it while it fights on the ground
overclock idea for the DRAK
"Sharp plasma" 'balanced'
2x shotspeed multiplier
+50% weakpoint damage
-4 rof
Actually i can improve on that it wouldnt be a dreadnaught but a mactera and it would be a hazard it'd be called the mactera mother and in its shield wave it would spawn macteras
Native compatibility for Linux, or better functionality with directx and proton layers
Unstable Overclock for the Slugepump
Overflow: "due to the softer materials made for the pump's ammunition time around, it now seems to be pouring out with relative ease. While that makes for a vastly higher ammunition count and quick on the draw usage, it does mean very little impact damage and lasting effect on the terrain."
these are generalized stat buffs and debuffs
+20 mag size before reloading, now 40
+300 ammunition
+replaces charge with a constant flow of sluge (like the flamethrower but in an arc)
-massive decrease in damage
-massive decrease in lasting terrain
-slightly decreased range
-slightly longer reload time
sorry I don't have a spreadsheet for exact stats and such, but I hope the idea is decent enough to understand and hopefully decently balanced
Can we please get even more load out slots?
Can we get a minigame when forging équipement ? Like for exemple a whack the mole mixed with tetris ? Anything else than juste a blank unskipable animation, and the possibility to forge multiple OC/cosmetics et once. I quite love hacking minigame.
Can we get more extreme mission control crashouts
Option to skip the forging cutscene
PUT PERCY'S TANK IN EVERY SEASON
the depths still exist in every season, after all. i understand thematically he fits in season 6's lobby the best but i just finished 6 and switched back to season 2 and i really miss him is all
Add Compressed Pyrite Chunks to the game
they work exactly like Compressed gold chunks, the only difference is that when pinging them you don't say "We're Rich!" and instead you go "We have money" like that one google translate mod
When you annoy mission control with this one, you get a couple new voicelines
"....that's not right... did the Drop-pod's suspension system fail again? you're all normally a lot less eloquent."
"oh, you must be the variable group in R&D's mental enhancement pills... i'll send the report in that they are NOT working"
"somehow, this is even less funny than when you did it with gold... you do realize this is pyrite, right?"
"exaggeratedly long sigh....well... I suppose it is called fool's gold for a reason"
"you miners are lucky Pyrite is just as valuable as gold nowadays... now get to work, I've still got management breathing down my neck here"
"You have money! yes! we heard you! you still need to deposit it for it to count! otherwise you're going to not have money, move it team!"
scout flare gun voiceline where he says "exit night, enter light" (metallica - enter sandman)
A sludge pump oc that causes sludged bugs to drop sludge pools on death balanced by decreased ammo and pool duration, maybe even decreased area.
When Rouge Core comes out fully, can you add visible pods in the distance going to and from the Ramrod? i just think it be cool
Add flare upgrades but they're only funny upgrades.
For example:
- an abnormally large flare that doesn't actually increase brightness
- flare that spins nonstop
- flare that changes color continuously like a rainbow
- flare that has a Karl sticker on it and make your dwarf yell "FOR KARL" every time you throw it
- Flare ball upgrade so it becomes a little ball you can kick around (but breaks after 2 kicks and prompts a funny voiceline)
- A flare with an antenna that pings mission control every time you throw it and Mission control can't figure out why he's being pinged randomly.
You can only have one equipped at a time, and they should be achievement unlocks only.
Suggestion for additional T5 weapon mod for Warthog
As someone, when using the Warthog Shotgun, I don’t use the Turret Whip mod in Tier 5 because I place my turret(s) down and draw enemy agro into their line of fire. Focusing on the enemies instead of baby sitting the turrets. And only a few overclocks do I actually use the Minor Adjustments mod for the full auto fire in Tier 5 and actually use it to some sort of efficiency. So suggestion for a third Tier 5 weapon mod-
Duck Bill Muzzle
Reduces Vertical spread by 50%
Increase Horizontal spread by 50%
Making the shot spread more flatter horizontally. Condensing it in once way and spreading it out in another. The included picture shows different percentages. The Blue circle is, what I assume, the shotgun’s default spread. An equal radius all around. The green lines is a 0% just in the form of straight lines. The red lines is a respective decrease and increase of 25%. The yellow lines is a respective decrease and increase of 33%. And the purple lines are a respective decrease and increase of 50%. The purple lines are more what I had in mind. Flatter but wider.
The only concern would be the Choke you can also take in Tier 2. The orange lines in the center represent the 50% spread reduction if both Choke and Duct Bill Muzzle were applied.
My autism is forcing me to put stuff here. Have some secondary OCs
Colette Wave Cooker: Flash Capacitor
While either of the alt fire mode upgrades in tier 4 are activated, instead of a constant ray the wave cooker uses 30 ammo to shoot a flash that deals quite good damage and stuns anything it hits. The alt fire also has a much higher chance to proc chance related upgrades and the width while using the alt fire is also increased. The heat generated is quite significant though, with the gun overheating after one shot using the wide lens and only a couple using power supply overdrive.
Shard Diffractor: Reflective Crystal Former
Pressing the reload key uses 25 ammo, slows you down for a second, and then fires a crystal that embeds itself into any surface it hits. Firing at the crystal splits your beam into three slightly less powerful beams which go from the crystal into whatever hostile nearby.
The rumors that a semi sentient AI core is what's used to alter the beam to bounce precisely from the crystal into enemies is just rumors and is completely denied by management.
Coil Gun: Cracked Tungsten
The tungsten ball fired by the coil gun now splits after leaving the barrel. The shards have very low terrain penetration and can only go through one enemy each, plus the spread is a bit big, but the possible damage is... staggering.
Zhukovs: Belt Feeding
You now don't have to worry about reloading. Ammo is directly pulled from the reserve.
Yall should make it to where we can equip beards on the horse head
I'd love for there to be a new unstable overclock for the cryo cannon that allows it to fire a spread of ice shards into enemies like a shotgun. It'd first need a small time to spin up before it begins firing, and then as it's firing, maybe it could increase in fire rate as the trigger is held down it starts slow and then picks up speed as the pressure chamber begins to overheat. For downsides, slower fire/flow rate would be a given, and perhaps it would have a harder time freezing enemies. That, and/or less ammo in the reserves, and requiring more time to spinup
Add more customization for the dwarfs and their rooms
For dwarfs it shoud be that You coud have a hats and googles that You can equip and convine to make more customization
For armours You shoud be able to mix and mach parts of it,example: i like the desing of the 4° armour but i want to add the shoulderpads from the 5°, it coud add more customization and it woud make dwarfs a bit more diferent
For rooms, just add a lava lamp
Joking, add pósters, dice, lootbug plushy, a better beds and other drg things (like dorreta's head)
Kinda of a bad suggestion I guess but maybe a cosmetic dlc with "magic" theme? Like, rpg stuff, or viking runes. Weapons floating a bit and having runes around them, plus some accessories
Can we please keep the scrab cage between seasons? I like him
make it so that if the scrab in the habitat is overfed it will explode
Can the Heavy Extraction missions be slightly less tall? I keep seeing that one cave formation which just looks like two bookcases facing one another with unevenly spaced shelves. It's barely more navigable than the lift rocket shafts.
Like it's cool when the lift rocket shaft intersects with the previous cave structure, but it's so tall it's not worth interacting with. Neither ziplines nor platforms cut the mustard, and the driller's better off just drilling straight to the drop pod.
Change Iron Will, so you go back down after the timer, even if you find healing,
but when revived, you come back with whatever HP you gained during the invulnerability period.
Doesn't encourage people to rage pop it right after getting downed, at least a bit? Check
Pushes IW out of the "mandatory" perk picks, at least a bit? Check (or maybe pushes some new perk combinations and strategies)
Helps with preventing death spirals (with HP regaining), at least a bit? Check
Still extremely strong clutch perk? Check
Can we get some Length variation to more missions? Sabo is the most obvious example, but give me 1 Length OSR with 1 pipeline or 3 Length OSR with 5. Please IW, I need this
So glyphids come in a large range of colours shapes and sizes right? Now that is good and all BUT...
have we considered making big lootbugs?
Like lootbugs but just in a silly range of sizes for the creatures.
Lootbug Praetorian?
(Please do something with them they're just all Identical looking chuds please at least make some slightly bigger or smaller it'd be so awesome it'd be so cool)
Why not just make every single one of assigments turn into simple progress it not based on doing specific missions but by simple collecting enough exp.
Like lets say weekly assigment: Collect 30,000 exp witch each milestone is not a single mission, but lets say 10,000 exp
Or promotion assigment: collect 40, 000 exp. Or event assigment collect 60 000 exp overall.
It would encourage people play whatever missions on map they enjoy, it would stop many from being in infinite loop of assigments after assigments and let them chill with whatever mission types they like, mutations they enjoy etc.
Less leaving randoms in lobbies and more friends being eble to play together no matetr what assigment they want to do.
I know it could serve small issue with getting some voice lines in betwen missions so why not make it that statement post mission trigger after each 10 000 exp and cannot go beyond that on assigment until you hear that quote.
Or atleast give player choice on what mission with X type mission they like instead locking them out into specific one (usually without fun mutator).
I know it would make assigments "the same" but to be fair, I think being forced to doing constantly specific mission over and over and over again is not fun and against nature of this game especially in term of playing with your friends who are constantly doing different assigments.
(note: I am playing this game since season 1, 800 hours in, I love this game,devs, community but I still hate current assigment system because I just want to use that map with all of its map selectiona and fun mutators but I cannot because I still need to do 30+ assigments one after another)
BRT7 Balanced Overclock: Returning Drill Rounds
Firing into an enemy will deal initially little to no damage. These rounds leave a status effect indicating that the rounds are still embedded into a target. These bullets never decay or leave an enemy until they die. Holding R will cause the embedded bullets to begin drilling forward, dealing the rest of the bullets damage as melee damage, as well as shooting outward in the direction you shot them into the enemy, potentially damaging enemies near embedded targets.
(Bullets cannot embed into a second target once you activate them by holding R)
+9 direct damage
Rounds after being activated by holding R have 150% armor break bonus.
+0.8 reload time
Bullets have drop at range
Make a new special brew called X-Ray IPA that makes your character wireframe or makes your armor invisible and makes you naked haha 😛😛😛
Tool overclocks would be cool. Or just more customization options.
Just spitballin here but platform gun glue trap. Flare gun that drops a length of rope. Plascrete C4. Zipline but fast going UP. Plany of design space
He explained the problem exhaustively. There should not be things in the game that feel like a drag or annoyance or disrupt the natural flow of gameplay. If there is something that invokes “ehhhh, this thing again” and isn’t easily circumvented, it has no place. The Litho Corruptor is the cleanest example, he is just lengthy to fight without posing substantial threat, unnecessarily annoying, and can’t be left alone, because then he becomes even more annoying corrupting everything around. On the other hand there is the lonely power station, which you can choose if you want to engage.
Current season’s event is great, it is engaging, optional, based on exploration. Yet it doesn’t really solve the problem of players completing the whole scrip reward from it in first two weeks of the season being up. For the remaining time there is nothing to be done, the event becomes an afterthought. You could easily incorporate getting e.g. cosmetic, or even overclock matrixes for completing contracts talked about in linked video. This would make it more fun and easier for new players to get up to speed on both the cosmetic front and the weapons front. What about a player getting all cosmetics and being left with nothing to do? Reward them minerals, but add something to the game that costs an insane amount of them to get. Experienced players have infinite stocks of minerals and cash lying around and doing nothing. There could easily be something that can be used for an insane mineral cost, like a special mission type (which you have to pay for to access) or some kind of small, but significant boost, or some kind of special beer offer. Even some type of minigame in the space rig, that, once paid for, unlocks for all the players in the lobby during a session or in-between missions.
I assume it's been suggested many times already, but being able to customize ones room on the spacerig would be a neat way to add more collectables/cosmetics. Things like posters, a scrab terrarium, christmas lights, a lootbug plushie (maybe make some of them possible to pickup or interact with) etc. Potentially tied to specific achievements.
I also assume adding things like that is easier than normal cosmetics that have to work with different armours and movement from a developer pov.
This surely has been suggested numerous times but pls add customization for the utility like frameworks and paintjobs. #begging: #pls #on my knees
Beard and mustache with icy ends for those proper "I've been in glacial strata for 2 days" vibes
whoever deleted my suggestion, i'm making it again:
i think it would be a good idea for the DRAK-25's shield battery booster overclock to apply your armor's t4 shield break effects (if selected) upon the short-circuit, including when you use manual reload
idk maybe scale the radius of the effect with remaining shield or something
i’m trying to say it could really open up some fun build options for scout
hello I know people have probably suggested this multiple times but beast tamer should be buffed there's a lot of other perks that just are stronger than it and I feel like it needs a bit of a face lift.. so my ideas
give more buffs to tamed steve such as damage resist
or more bugs can be tamed like praes and other things of its caliber instead of the 300% dmg bonus
I feel like beast tamer shouldn't be a incredibly strong perk but Steve is iconic and it sucks to see him sidelined so much a major reason why I personally think steve should be buffed is that again he is a icon to the game and its historically been a fun perk to run but over time its gotten to feel weak and overshadowed and I feel buffing it will bring back the fun and creative perk everyone knows and loves
On the topic that someone brought up about making iron will less mandatory by making it so health doesn’t keep you alive (so you can bring other perks instead), what if we just add iron will into the armour upgrades?
You know how you can find buried Resupply Pods in Salvage Ops? What if you could find more stuff? Like a ruined (or partially functional) BET-C? Either to act as a turret or salvage its core for some bonus XP.
On the general subject of the eventual (hopefully) perk rework, i think combining the perks with armor (and maybe tool if making them class specific) mods into one unified more complex skill/perk tree would free up a lot of design space and also make the powerbudget easier to balance. This could also facilitate adding oc or oc like abilities to the tools as is frequently requested
I want to be able to tame an acid spitter or septic spreader so I can have artillery cover fire
gunner sticky nades should apply a brief slow (basically just until the detonation) on hit so that the bug you stick doesn't immediately book it away from the rest of the group and waste most of the aoe (or worse, beeline straight into you or your teammates)
I like the sticky nades but it's just really hard to justify using them over gunner's other options
Grenade cosmetics that change how the explosions appear? For example, gunner’s cluster grenade could have random colors for each bomblet to resemble fireworks.
New beer (idk name)
%60 chance to just burp/fart (no drunk)
%40 chance to instant-blackout (max drunk)
Can be synced with other players, in that case only 1 player gets blackout.
If it’s possible developers, please can we have the ability to obtain the anniversary hats from our first original save date. I missed out on so many previous years cause I didn’t know or have the time🥲
roulette beer with a 1/6 chance to instantly blackout you but does nothing otherwise
last dwarf standing wins
Can we get a fix to snowball and ice spear overclock so it reacts like scorching tide? When using scorching tide on controller the feedback for activating it by holding reload is perfect but for snowball and ice spear it will activate in a much shorter time and tends to fire off when grinding pipelines, repairing objectives, etc
Could we get upgrades for flares and pickaxes? Maybe smth like sticky flares, longer lasting?
Additionally, mini games around the space station? Smth like fixing mollie and the reward could be a loose piece of jadite that got stuck?
new gear options? i was thinking about this and had to put it somewhere..
but like, new support gear options. that could swap from their normal ones.
im still mostly new, i guess, i havent promoted anyone but ive played for a fair amount so im not sure how completely balanced these would be.
Gunners shield is already strong i think? so i dont know if people would use other gear for him, but maybe he could get a ammo bag, he gets 1 per resupply and once placed it can be taken from 4 times and resupploes 25-30%, maybe even 40-50% with an upgrade? it takes no time to take from like a normal resupply but resupplier perk works with it. edit: was told this literally doubles the amount of ammo you get from a resupply if only gunner takes.. so maybe its just on a cooldown timer instead..
Driller has his c4, but then he could get maybe a plasma c4 option called c5 or c9 idk just a bigger number than 4 lol, it does more damage and has multiple explosions but doesnt damage terrain. And he could also get a "Safe for work" c4 that does no damage but removes more terrain.
Engi has his lmg turrets, then he could also get shotgun turrets that fire faster and have much higher damage but have shorter range, slightly less ammo capacity and have trouble gettin through armor, and an anti-tank turret of some kind that has longer range, less ammo capacity, higher damage, slower fire rate, and breaks armor very quickly, and maybe an upgrade for it to have explosive rounds.
Scout has the light gun, maybe could have a on-the-go beer or expiremental infused beer which takes a couple seconds to drink and gives him higher damage, fire-rate, and a small damage reduction for a little while, only gets 1 per resupply, 2 with an upgrade.
I love the Mortar Rounds overclock as it feels like what I wanted the Autocannon (or at least the Big Bertha overclock) to be when it comes to damage-per-shot. Still, I would like an alternative for those who love piercing rounds rather than explosive ones, but instead of just "Bigger Bertha" I'd like an overclock that, besides reducing ammo and firerate but increasing overall damage as much as Mortar Rounds does, removes the explosion property of the autocannon shots and instead replaces it with blowthrough rounds. Of course, I think it should also have Big Bertha's spread reduction.
I spent a good while thinking about it and realized that the dwarves have a huge repertoire of dances at the station bar, but we can't use those same dances during missions. Then I saw the Jet Boots arcade machine and wondered why there isn't a Dance Dance Revolution arcade machine or a hacking system like the one in Jet Boots for a new event.
fatboy vaporizes bugs instead of ragdolling them just like an actual nuke would
Grenades for gunner that are rocket-boosted javelins instead, as dedicated single-target throwables.
So he can build his guns for crowd control and still have a dedicated single-target option when one particularly tough bug needs to die.
Literally the driller's impact axes but on gunner and can have any other stats (bullet damage instead of melee damage, besides different carried amount)
When petting Steeve during extraction or specifically when near the escape pod, give the petting dwarf new alternative lines on the style of "I'll miss you, Steeve..." or "Goodbye, dear friend". Let us give our loyal companions a proper farewell because making players cry is fun!
Move choke on warthog to tier 1
I love this game so much! But what I don't love is that there is no noticeable chat notification ingame. I host multiple games a day and often greenbeards are joining. Sometimes they don't know what to do because everything is overwhelming at first. Using the laserpointer does help, but certain things need explanation via chat. And being overwhelmed new players (or even veterans) miss the chat message(s) completely. Can't you make the chat sound more noticeable? It would really help.
We need new traversal tools for each class, but I want to stay true to the classes, here are my ideas (feel free to suggest more ideas)
Gunner - Anchor Line
A alternative to the zip line that's fired at the ceiling to create rope that you can either speed down or crawl up, but you can only use secondaries when you're climbing, and primaries if you fully stop.
Engineer - Green Gob Gun
Somewhat similar to the platform gun, but more versatile and way less efficient at building instant and easily accessible platforms. Fires gobs of the green liquid found in glacial strata, but in a spherical or cuboid shape. can be used to create bridges, barricades, or a personal elevator (if you jump and fire below you)
Scout - Boost Plate
Essentially a jump pad that when used, increases movement speed and reduces fall damage for a short time after boosting. Can be placed at any angle, so you can go up, down, diagonal, etc.
Driller - Rocksplitters
Gauntlets that have souped-up pickaxes built into them, they have greater mining radius and mine faster, with shorter range compared to the regular pickaxe. Can be used on minerals.
can we finally get an easter armor paint? looking for pastel purple, white, green and yellow.
resupplies should also replenish your flares
I think we could do with an indicator or better visibility pass for the resonite masses. I'd seen some people complain and assumed they just expected to bump into them on the path and weren't looking. But we just had two back to back missions in the highly visible crystal caverns of all places where 4 highly experienced players could not find a 4th mass out of 4. We had 3 masses done in 10-15 minutes both missions and the 4th was nowhere to be seen. No visual indication, no side rooms next to pinhole gaps, no audio indication, no mission control notice that we had ever gotten close to it. One of the two maps was as straightforward as I've seen a heavy extraction quest and the last mass was just was nowhere to be found after carefully scouring the map with drillers and scout flares. I should've saved that seed but didn't think about it at the time.
Flares recharge faster on solo missions
(As a result of not having up to four players' worth of flares, I often find I am left with no lights in solo missions unless I play scout. This is especially annoying for the new pit jaw colony missions.)
Bosco rocket upgrade that is basically scouts flare 
a futuristic armor pack? yes, ik dark future exists, but I was thinking more near future instead of distant future, think of a Call of Duty Advanced Warfare style, with like exoskeletons and faceplates and little nodules and wires and whatnot everywhere, maybe even give the Gunner or Driller something like an XS1 Goliath-styled armor set. i personally think that would look pretty damn cool
Hello! Probably been suggested before--An armor paint job which is the default color combination and/or the "Splattered" color combination except without the blood "splatter."
Essentially just a clean, basic paintjob for use on any of the existing armor sets which reflects the original paintjob design and the class specific colors 🙂
some extra voice lines for the heightened senses perk to reflect the fact that we now have more than one land-bound grabber enemy that interacts with it
feels odd to say "watch the ceiling" or "gotta look up" when what got you is beneath your feet and thus looking up wouldn't help
you could still argue that looking up would help with nayaka trawlers since they jump around but it definitely wouldn't help with pit jaws lmao
increase the spawn chance of Jet Boot crates on Heavy Extraction missions?
Add the third active perk slot, pretty please
There are cool active perks but i can't really use them on anybody except scout because i'll need to give up on either Dash or Iron Will
ironic orange-tipped guns/toys skin line 
I saw helium tank in space rig and thought that it would be funny if you could stack multiple breaths on top on each other to make your voice even higher, until you pass out or something
Clean shave eyebrows
imo Beastmaster often feels like a passive perk that takes up an active slot once Steeve is up.
I suggest that, if Steeve is still alive by the time the perk has recharged, you may spend it on him again to immediately heal 30% of his max health and give him a significant damage boost for the next 20 seconds.
(Important: activated by hold instead of tap, so that you can still pet him without wasting your cooldown.
)
When using beast tamer on hazard and 5 and sometimes even 4, 2 exploders is all it takes for Steven to die, and makes the perk quite useless. Now I think the best solution for this is to allow us to tame oppressors but if you guys don’t like it just find a way to make this perk more viable in high hazards.
You know, it would be neat to see a season where you capture a steve, and then take it back to the space rig and raise it (digimon/tamagochi style) where you feed it, and train it during downtime at the rig. Then, take it with you on your next adventure.
Bring back the 2 resinite mission length variant for Heavy Excavation. Along with some tuned cave gen for a smaller overall cave.
Make grappling hook's 'safety first' upgrade change the 'risk of accidental death' stat to medium 
please decrease the chances of deep scan appearing on the season 3 map. its season 3 and im struggling to get lithophage.
Bosco alternatives? like Freddy, a mining drone with miniature powerdrills, he mines ores faster than a dwarf could, and moves faster than Bosco when carrying things, but doesn't have a gun (so he attacks enemies with melee by drilling at them just like the driller dwarf)
and Jack, a military drone with heavy weapons with more damage output, and advanced A.I., with longer targeting range and capable of targeting weak spots and prioritising targets that are more dangerous at the moment (bugs that are targeting the player or dotty/hacksy over bugs that are idle), or in general (like cave leech, grabber, pitjaw, sniper turret), or ones that have to be attacked quickly (uncloaked stalker, menace, open korlok, etc). cannot mine, less powerful light
Jack could possibly have an oc (small chance to drop randomly instead of a different oc, i.e. at core infuser you select driller oc but get Jack oc instead) where he gets LOK-1's smart bullets that can fire in curved trajectories to avoid obstacles or hit weakpoints more reliably, at the exchange of lower fire rate
Wanna suggest how statuses work on rival enemies.
Cold - slow turn rate and other mechanical move, while full freeze - stop every mechanical move, but still can shoot/create force barrier.
Corrosive - depends on talent: Protein Disruption Mix - same as cold status, but no full freeze effect, just slowing effect, Fluoroantimonic Acid - corrodes armor, wich increase permanently damage vulnerability, from physical sources, as Subata, Impact Axe, engi Shotgun, 40mm grenade launcher e.t.c., and this effect also stuck with Weak-Point damage buff.
Electricity - already work against rival, but only with Nemesis and Prospector, electricity just stop their moving but Nemesis still can grab you and create force barrier, what i suggest is - electricity temporarily stun all rivals tech, from shooting, creating barriers, moving, but only on short period of time, like 2-3 seconds and disrupt all moves, such as grabbing Nemesis move, melee Caretaker tentacles move.
That it.
During tritilyte event when the bomb dispenser comes down it doesn’t highlight until it has landed. Can we get a fix so u can see it coming down as well? It’s already hard enough to find if your teammates don’t know what it is or what to look for.
So there's already helium tanks dotted about the space rig during the anniversary event, please can you also provide tanks of sulphur hexafluoride?
2 beyond lethal settings:
add warning mutator(s) to the mission
objective scale 1/2. Makes the primary objective have a higher requirement/take longer
may have to adjust cave size to accomodate.
mining expedition 600/650 morkite
point extraction: 10/12 aqaurqs
on site refining: takes 10/20% longer to collect all liquid morkite
Escort duty: heartstones hp drains 10/15% slower
elimination and industrial sabotage. bosses have 10/15% damage resistance
egg hunt: 8 eggs: 4/5 of them are swarms
Deep scan: 5 scans. drillevator moves 5/10% slower
Heavy extraction: 5/6 resinite masses
Salvage operation: triangulation takes 20/30 seconds longer
Make Bosco's light be on at all times whether or not you have the extra lumens upgrade equipped, instead of it being reduced to a dim glow that provides negligible visibility when he's doing literally anything but lighting a ping point
dual heartbeat sound if the cocoon contains the twins but make it subtle
Collection requirement for secondary objectives should scale with cave complexity.
E.g Apoca blooms
Cave complexity 1: collect 15
Cave complexity 2: collect 25
Cave complexity 3: collect 35
(Figures are arbitrary but you get the idea)
Has anyone suggested a pure just “Survive X amount of waves, there is a boss at the end” and you move super down into the cave
Can we please get 600 morkite missions back in game?
Overclocks/upgrades for subata and wave cooker that allow them to apply fire/ignite enemies. It'd be nice if EPC wasn't the only options for igniting Combustive Goo Mix.
...plus, it's not like subata and colette are overpowered compared to the competition or anything, so giving them more toys would be nice
ive noticed that each time i use steve and i go thru dirt that was not mined by a driller steve just gets stuck on the other side and i think a easy fix would be to let steve fit thru tight places or tighter
Literally let me have the Jayne Cobb hat, and I'll be the happiest dwarf known to MinerKind!!!!!
Thought of this now, (kinda only by seeing above suggestion) that I don’t believe we have some sort of balaclava or something of the like in a beard slot yet
Can we get the ability to spin the chairs on the space rig to make mission control angry
give us the kamina carmine miner glasses
(pls)
New beer idea: Anesthetic Absinthe
Makes your vision blurry, makes your voicelines incoherent and reveals a man wearing a hat in the corners of the space rig
Make the characters’ voices even higher when you’ve taken helium and drunk Underhill Deluxe. I mean so ridiculously high that you barely understand what they're saying.
Ok make it so when you hold down G to throw the Sweeper, time slows down and you can bounce between enemies with your mouse to pick targets, like GOWR Levithan
make it so you can skip the forging animation when making an overclock
Would lifetime on sweeper make it more viable on higher haz? Either a quick timer but faster ricochet, or slower timer but slower ricochet, but it has no enemy cap now. Would make it more viable on higher haz because of the denser swarms.
Alternatively if it's focus is just HVTs, perhaps make it health based (targets tankiest creature nearby) or have some sort of priority?
Make it so that somewhere near the Abyss Bar there's a screen that displays how much credits you've tipped Lloyd. Maybe even a global tip count.
it'd be cool if Heightened Senses alerts you when a Stalker is targeting you. It's not strictly speaking a grabber enemy, but it IS an ambusher.
berserker should have a passive where if you kill 2 bugs in one power attack you auto reload your main weapon
We need more mission types that include the robots (aka the Rival Tech)
Cause right now we just have Industrial Sabotage, and the Anomaly modifiers
Leadstorm leadstorm should push the gunner back due to the recoil if you hop after firing AND reach max rev, the direction you should inch towards when airborne would be perpendicular to where the gun barrels face
Beard/ moustache 18 from the latest Rouge Core blog post is awesome, and I want it. My best guess as to why anyone would reject it is because it’s “too silly” for Rouge Core. But mainline DRG is already really silly, so I think it’d fit great. (:
An overclock for the lok-1 that lets it lock onto turrets and shoot them to reload from a distance, maybe with bonus fire rate/damage if these shots would overload the turret.
Overclock for the "Leadstorm" powered minigun :
Pre-spin Crank
Balanced oc
'-Holding [right click] allows you to spin the barrel without firing. Can be used to keep a spin up after stopping firing or to spin it up early, so on.
-0.2 seconds slower spinup time
-cannot use pickaxe with minigun out (obviously)'
Could be an interesting sidegrade for ammo conscious players. Yes it would basically be how heavies minigun works in tf2...
Better idea: a beer that makes your game more scary and paranoid. Imagine that you - you go on mission and your flashlights turns itself on sometimes, random jumpscare Dreadnaught appears in front you just to be gone in seconds, then glyhphids are attacking you and shooting them makes them puff in smoke but the game still will act like you was getting hurt by them even tho they deal no damage but attack you mixed with real glyphids., caves are way more spooky full of more dark than usually, you hear giant exploder screaming in the distance or Nemesis quotes but they arent on the map, more creepy soundtrack than usually is being played AND THEN...... [insert something spooky]
Suggestion for a Modifier:
Revengeance. Previously killed enemies have a chance to reappear during the next swarm, as ghostly Variants. They are faster, but have less health and deal less damage.
Add blowthrough to burst fire oc for deepcore GK2
Had an amusing idea of what if there was a different name for each of the three Glyphids? Like Steve for the Glyphid Grunt, Bob for the Armored Glyphid(Grunt Guard) and Kevin for the Bladed Glyphid(Grunt Slasher).
It seemed like it could be hilarious, and adding an achievement of like “First time befriending Kevin” etc.
let players ban people after they leave, currently nothing stopping someone from being an asshole and griefing the mission then leaving and coming back after you forgot their username to do it again
might already be a way to do this, but its not made obvious to the user
a Compass enhancement would be nice. Have like, little icons on it for your teammates, teammate pings, Doretta, the drop pod, Maybe even have the icons appear slightly above or below the compass line depending on if it's above or below your current Y coordinate.
As it stands now, the compass is there, but feels separated from the actual game systems. If you want a heading for the drop pod, you're better off looking straight up, spinning in a circle, or checking your map. But like, we got a compass for that, right? It's right there!
Hey. Just throwing some ideas at the wall for Gunner's Autocannon improvements in the future, if there will be any.
Problems:
- The only means of getting crowd control on the gun is through 5b/Fear mod, and it's a relatively awkward status effect to boot up, and at expense of the other two upgrades,
- A lot of ammo that takes a lot of time to unload, and doesn't feel impactful with the base gun. It clears swarms well, but Gunner's other primaries (or some secondaries cough Coilgun cough) are already good at that, whilst not sacrificing a great deal of their high-value-target clearing capabilities,
- the gun is mighty inaccurate, which is fair for what it does by design, i.e., shoot explosive bullets, but the major components of its damage by default is direct hits, which often go to waste and make the ammo efficiency suffer on non Area damage-based loadouts,
Opportunities:
- AC has a rather diverse mod pool across all its builds, and what's viable and what is not. Can it be improved, though?
AC buffs-wise, I would suggest starting with something „tame”:
- Give base gun a slow debuff on hit - small slow on area hits (0.8x), big slow on direct hits (0.5x). Make it last 0.5s - 1.0s - optimal values are debatable, but this is to make it so that AC is to be played around it being a massive gun with a lot of firepower, and elaborate on the fantasy of pinning down bugs as they struggle against the grain of bullets falling on their exoskeletons,
- Two ideas for adjusting the 5b/Fear mod: either make it only proc on direct hits, or remove the Fear factor entirely and make the area slow effect from the previous suggestion more profound with this upgrade. This is to make Neurotoxin Payload less dominating in the sphere of providing on-demand crowd control and placing an efficient debuff that will kill most small bugs throughout its course, and also give skill expression to prioritising certain bugs for fear more than others,
- Can the base gun be made more accurate by default? - say, have its cone of fire reduced by 15-20%. Autocannon has bad performance over range with its Direct damage with how unreliable it is, while its strongest area damage builds omit that completely. If this was considered alongside the suggestion about 5b mod and introducing a slow debuff to base gun, it would also help with applying slow to more problematic targets with slightly less dispersed cone of fire,
- Merge 1a Direct damage mod into base gun - this mod sees basically no play, since either mag size or total ammo are the superior choices for efficiency (sometimes it's roughly on par with magsize), and the base gun could use some more efficiency on its direct damage,
- Buff 5a General damage boost back to pre nerf value, I.e., 20% - I do not know what GSG was thinking back when the nerf was made, and then introduced Hurricane into the game, but as is 10% is not making the cut for the most lucrative mod on this tier and it basically always loses in comparison to realistic value provided by 5b or 5c. This mod would also see more use provided that AC gets some sort of soft crowd control in the base kit, like I'd suggested in the first bulletpoint.
The main intention of implementing these changes - either in full or in part - would be to improve the base kit of the Autocannon in comparison to other of Gunner's primaries. The numbers I'd provided are exemplary and likely could use a pass for subtler changes still, but what I wanted to avoid is reinforcing Neurotoxin and Mortar the dominating choices for the weapon, which would otherwise be leaving not too much for the base gun to scrape off the floor efficiency or effectiveness-wise.
Suggestion: add more overclocks or new weapons with some overclocks for new season pleaseeee
When will you add a system so that if the mission host crashes, host rights are transferred to another player, like in Helldivers 2? The game is over 6 years old, and there's still no such feature :/
Add overclocks for grenades, pickaxes and traversal tools
considering adding a system that compensates players who are disconnected from missions/lobbies late into a mission. we have one for Kicking, but not one for network connection issues, which is strange considering Kicking is voluntary and disconnections are involuntary
add prostetic bodyparts for the dwarfs, and add some dialogue about how they fucking hate them
Loot bug catapult!
Add underwater caves as a new deep dive mode where you can get and equip special suits and equipment/guns to do underwater missions. Gretta can be a submarine and the spiders can be like crabs and loot bugs as axolotls or something
Cargo Crates and Lost Packs should no longer be unavailable to players who join a lobby after they are opened. With machine events i understand, the point of those is that you do the challenge for the reward, but crates and packs are different. They’re just exploration based, usually quite simple, and don’t use up a resource like Blank Cores, so the only point of them not having rewards for late joiners is just to punish an unlucky player? It just seems arbitrary and unfair.
This is an old idea but the reason why I'm writing this is because this should have been added months ago. there needs to be an ingame warning for standing close to doretta during the cages phase. This would be a matter of implementing a few voicelines.
Without this, innocent well meaning players are punished for trying to help their team by repairing doretta, which is destructive to the teamwork that the rest of drg is designed to encourage
make it so Bosco can repair mini mules, the uplink, and the fuel pods in the salvage mission
please let us drink the champagne each anniversary instead of letting it sit there until the glasses are broken. they look great and the dwarves may enjoy it too.
please update both the memorial hall and medical bay. memorial hall is starting to feel outdated. and medical bay can have heart rates appear on the monitors with the medical drones, and give them a medic skin that can be unlocked for Bosco too please.
When using any long beard or bulky helmet, the cape's brooch medal on the Scout's Skullcrusher armor disappears, which saddens me because I think it's cool and not even the thickest beards seem to really get on the way of it. I wish to enjoy the medal without sacrificing my big beard privileges, so I'd appreciate if you'd make the medal stay!
This is more of a beg than just a suggestion: move into the "eyebrows" slot any "headwear" cosmetics that are just visors and the like that add nothing on the top of the head and already disabled the eyebrows anyway.
I'd really love using the mnemonic visor with the GSG guardian helmet, for example. Or just using the mnemonic visor and not be bald as a consequence.
I also would like to beg to move all masks to the mustache slot please since they cover the mustaches anyway. and I would love to wear my neck brace with the masks and helmet combos.
Reduce drilldozer missions, there are many mission types but 50% of assignments start with a drilldozer
I know it's probably been said before, but I really think it'd be nice if the devs fixed the problem with assignment missions so that they just allow you to pick and type of mission that is selected instead of forcing it to be a certain type of that mission and all, because that's incredibly annoying and frustrating.
I'm just saying, I've had times where I started something like weekly assignment and it say "do a Mining Expedition" only for there to be no viable mining expeditions to do.
I thought it was ever so infuriating to have wait at least half an hour or so for the game to allow me to actually be able to join a game that allows me to progress the assignment.
QoL suggestion. Be able to spend some points to get an extra quest slot so one can do 2 quests chains and choose between two missions on the map. That would help when you play with friends and seasonal quests arrive that you all can start together instead of abandon or having to complete a quest chain.
I know it is something I personally would really enjoy and appreciate. 🙂
Make the "Intracranial Modem" headgear not disable the moustache, since otherwise its impossible to make facial hair look good when wearing it and thus I can only use it either by embracing lack of a beard (preposterous) or using a face mask of some kind, such as the Motor Menace
Now that I've mentioned the Intracranial Modem, should you devs bless this beg of mine, could we have an alternative version of said Modem headwear that went into the eyebrow/visor slot instead (as in the same item but without the stuff on the top of the head)?
I adore it for being both really bulky and techy and I'd love to wear it alongside something that feels a lot more like a properly protective helmet.
I would LOVE to have a way for us to test and get a feel for our equipment before jumping into a mission without knowing if we'll like the loadout. This would specifically be useful for testing overclocks, which can entirely alter the way a weapon functions.
The Splatoon series does this concept well, giving you an area to test out weapons, complete with targets and obstacles.
As for aesthetic, I'm picturing a well-worn rock climbing area aboard the space rig with various glyphid/dwarf dummies used to test both offensive and defensive tools, along with a glyphid hologram that accurately reacts to gunner's shield, status effects like fear, etc. Obviously there's tons of ways to do this but I'd love to see it happen either way. :]
Inspired by both [this suggestion about giving pit jaws a small chance to grab a medium enemy](#suggestions message) and [this image in #gallery](#drg-gallery message), how about... ?
An Ossiran Pit Jaw variant, appearing every now and then, with a specialized lure-praying appendage that looks like, but not quite so, a boolo cap or an apoca bloom (perhaps even like a breather, in the radioactive exclusion zone). This variant would have a slightly bigger attack radius, to compensate for it being a bit less difficult to spot.
Thunderhead Autocannon Unstable Overclock: Hull Buster Sentry
"We modified your gun to fire much denser and faster rounds, as well as giving it an upgrade to enter a faster firing mode with side shielding at the cost of mobility"
Visually there are now two shield plates of metal on the sides of the autocannon. Holding R will deploy them, reducing your ability to move as if you were constantly shooting. While in this mode the side shields give you 15% damage resistance from the front, as well as boosting your base rate of fire to 8.5. (Fire rate weapon mods apply to this too)
+3 direct damage
Greatly increased bullet velocity
35% base movement speed while using
Can only reach 80% of maximum rate of fire outside of sentry mode
Please change the name of Heavy Extraction to Heavy Excavation. It drives me nuts that there are two missions that both use the word Extraction.
If your team leaves without you, then you have 2 options give up, or stay where you are, if you give up its just the norm, you wake up in medbay, when you stay behind 5 invites are sent out to teams in lobbies, "attention team, a dwarf has been found down in Hoxxes, it time to save his ass." Giving them a new mission, when landed they have 5-10 minutes to help the dwarf get back, the drop pod stays. When you complete your first recovery mission you get a medal which you can wear.

rare chance for dwarves to say "ORE CUBE" when pinging bismor
Subject: Proposal: The "Maintenance Wing" Endgame – A Low-Asset, High-Retention Expansion
The Core Idea:
Transform the "Under Maintenance" area behind the Abyss Bar into a Veteran-only Research Lab. This system uses existing, underutilized assets to create a deep, achievement-based progression system for players with 500+ hours.
- The "Visible Goal" for Greenbeards
The terminal remains in its current spot behind the bar. It is visible to everyone but "Locked" behind a rank/achievement gate (e.g., Account Rank 100 + 10 Error Cubes).
The Impact: New players see a "Mystery Door" every time they get a beer. It creates a long-term "Career Goal" that encourages them to learn the game’s deeper mechanics. - Error Cubes as "Data Keys"
Instead of being mystery collectibles, Error Cubes become the currency for Mastery Unlocks.
Mechanism: Players "submit" Cubes at the Maintenance Terminal to unlock a private, solo-interactable room (similar to the Promotion or Season terminals to avoid multiplayer networking bugs).
The Reward: Access to "Experimental Tweaks" for weapons or perks that offer subtle, non-game-breaking advantages (e.g., +5% reload speed, +2 flare capacity, or unique "Veteran" tracers). - Secondary Objectives as "Endgame Fuel"
Give veterans a reason to stop speedrunning and start exploring again.
Feature: High-tier "Mastery" upgrades require massive amounts of Hollomite, Dystrum, or Boloo Caps.
Result: Greybeards will actively want to help Greenbeards finish every secondary objective, fostering a more helpful and thorough community. - Why this fits the GSG 54-Person Workflow:
Asset Reuse: The room, the "Under Maintenance" signs, and the terminal models already exist in the Space Rig.
Technical Feasibility: By making the terminal a Solo Instance (like Promotions), it bypasses complex 4-player synchronization bugs.
Endgame Content: It adds hundreds of hours of "Discovery" and "Grind" for 2,000-hour players without needing to build a new Biome or Mission Type.
I would welcome cosmetic frameworks for the autocannon that also add a non-functional frontal shield. Huge bonus points and my life for the devs if they tweak some existing frameworks (such as Diesel Driven which has lots of protective-looking plating in some guns) just to have decorative shields
It might make sense for Ossium bone collectors to generate frozen dirt patches instead of regular compacted dirt in glacial strata :)
Make it so that "Unseasoned" still gives you 500 credits for every 5000 performance points gained like performance passes do on 100+ levels
(Currently it does not and all performance points gained are just wasted ALTHOUGH it does keep track on your performance pass level)
Please make it so you have to hold the button/key to activate snow ball/ice spear instead of pressing it. This makes it easy to tell when you are using it just like with scorching tide. Also for bonus points allows us to still do the weapon inspect animation.
I know perks are well trodden ground, but I've been branching out and using and testing different perks and found that Friendly doesn't mitigate self-damage, and Shield Link's passive doesn't stack.
Please! If Friendly helps explosive builds not make themselves into confetti, they'll use it more often, and by consequence, make their teammates into confetti less often too!
As for shield link, it'd be tricky to balance as to make a quartet of Shield Links not overly sturdy. Maybe a small bonus to the range of the effect between dwarves with it? Or perhaps for the activated ability part, make it an AoE activatable by holding [Call Mule] while grounded. That way it doesn't overlap with Hover Boots when falling to your death.
Idea for a goofy little random side objective in missions: now that DRG has laser drilling and compact rocket booster technology from Resinite harvesting, it would be cool if we could stumble across huge, compressed deposits of biome materials that can't be mined or deposited traditionally, but instead play like a resinite extraction objective.
Imagine finding a ginormous Enor Pearl, or a huge block of Bismor and hooking some rockets up to it to get a large bonus of that resource.
I think this could be another fun little random interrupt to the known mission objectives, and would be a neat way to supplement the mineral economy
If you're familiar with Minecraft snapshots, maybe consider adding "Beta tests" to DRG so people can test upcoming features and all that jazz. Give people more input on what's getting added and where to go with them next
Probably not super fair to the devs (my bad), but how about something for future seasons where there are suggestions by the community (overclock ideas, new enemies, etc) that are voted for to be implemented into the game
Hi, I think it could be nice to be able to randomize weapon frameworks and weapon paintjobs in the equipment terminal without having to randomize the weapon also. Maybe by adding two 'tick boxes' when you hover on the dice icon like in the wardrobe (one tick box to decide if we randomize the weapon itself and one to decide if we randomize the 'cosmetic').
Would be cool for a classic 50’s style sci-fi alien hat/event. like the green dudes with the big heads.
Please buff the XP for the Heavy extractions missions
Add a warning for newer players without any prestiges before joining hazard 5 missions, I kinda feel they don't notice it and end up dying a lot
these enemies would be nice in the regular game. first one is simple, huge slime ball that walks around. his weak point could be his mouth which only opens for slime time...so side dodge shooting. this other guy does a leaping jump and slams the ground throwing you. it'd be cool to get another dreadnought. i know that's just like a regular guy, but a slammer move added to our regular dread, or a new dread all together. 🫰 these would make awesome additions to DRG. but also this is gonna get me to buy Survivor.
Make it so you can escape the macrera grabbers without a friend
We need more melee options besides the pickaxe. Maybe an electric bug prod or a vine chopper.
new biome/enemies/mission type idea. all inspired with dead cells biomes, pictures for reference.
for a biome: i would like to see a biome with more hostile plants rather than Hollow Bough that has mostly vines and stabbers, i somewhat enjoy the concept of Korlok and questioned how deeptora class has just 2 species, maybe some shoddy ground can be applied there as a trap.
enemies: again, plants but maybe some hostile type of maggots that suck onto you or something to explain how bugs multiply or where do they come from naturally.
mission type: cleanse the hive of bugs - you drop nearby in some cave, find the hive and leave no way for them to recreate. maybe some additional gear with detonator capsules/set ups how to burn them.
would actually want to know what everyone thinks in #suggestion-discussion
I love gunner. I love mowing down bugs with my minigun and autocannon, but I don’t like losing my continuous stream of bullets and my fire rate whenever I want to throw a grenade. So I bring you a possible solution to this issue. The idea is a new perk that works for all throwables that allows you to charge your throwable like your flare throw and launches it like your flare (think of the shoulder-mounted equipment launcher from doom eternal). Thank you all for coming to my CarlTalk
Could we potentially get overclocks on Support and Traversal Tools?
I'd love more customization options, especially for tools that are so central to your class regardless of your weapon type. Especially if they were kinda goofy or interesting rather than being just pure stat changes. Although I'm sure some folks would love just regular stat trade-offs
Some random ideas for Overclocks I had were as follows:
Speed Screen: Gunner Shield is no longer a dome, but instead becomes a long vertical screen that blocks bullets and enemy movement, granting you the normal shield recharge AND a speed boost when you pass through it.
Bouncy Platforms: Inputting a jump just before/as you land on an Engineer platform allows you to jump higher based on your velocity when falling onto it, like a trampoline
Hinge Attachment: Gives Scout's Grappling Hook an alternate firing mode, accessed by holding the reload button for a second or two, while in this mode, Scout's grappling hook does not automatically draw him to the target destination, and instead, he can ascend or descend manually using the primary and secondary fire buttons respectively. Using the movement keys in this state allows you to swing around through the air on the rope. You can immediately end the swing by pressing the reload button, untethering the hook and allowing you to continue your trajectory, while also resetting your firing mode. Taking too much damage while swinging causes you to fall and resets your firing mode to normal.
Drill Overdrive: Driller's Drills can go into Overdrive for a short duration by holding the Reload button for a second or two, while in this mode, the Drills cost more fuel to use and overheats faster, but also increases the Driller's movement speed while in use, maybe also increasing how fast it digs terrain. (this would also make the digging terrain mod more useful since you're less hard capped by your movement speed) probably ends after 4-6 seconds or if you hold the reload button again.
Also, please give me a beer that turns me into a lootbug.
I'd like to suggest a hat or something for Steve to give them a visually distinct outline
I would welcome more color schemes that use white/grey/black details to let the main colors properly stand out.
I find that most color schemes over-use non-neutral colors which badly forbids the weapons' details from standing out nicely.
On a similar note, I find a few too many armor color schemes (notably Scale Brigade, which would otherwise be my GOAT) use the class-specific colors as paint on metal bits, which tends to feel unpleasant to me (except on Driller because his yellow becomes gold), I'd much prefer said colors being dedicated to cloth accents where viable and letting the metal armor be metallic
small HUD change: display the actual icon of the grenade you have equipped on the grenade counter (or a filled in silhouette if it would look bad at that scale)
Make more steeves but different bugs
A second arcade cabinet, but it's pac man. But instead of pac man, you're a loot bug eating minerals while running away from the four dwarves.
This may have been addressed in a stream at some point, but with the addition of Heavy Extraction to the "Do 3/5 runs of Mission Type A/B" season challenges, was there any particular reason Deep Scan didn't get added?
can we get a small quality of life feature where we can turn on the jukebox by throwing beer tankards at it? Effecient blackout celebrating before missions might increase productivity and dwarf morale. lol
will there be a "personal hole" progression system that has an actual radar map with tectonics? choose your own cave system in a way. the deeper you go the harder it gets. maybe the drop pod even gets caught on something along the way.
A beer that has a glass mug so you can shatter it on the ground after drinking
An overclock for the gunner minigun that lets you propel your self by shooting. Sort of like jetpack joyride
more support for cold minigun.
hot minigun is so much better that the increased cooling rate on thinned drum walls is widely seen as a downside.
suggestion: some kind of feedback loop mod/oc like for shard diffractor/drak, wherein the longer the sustained fire the higher the direct damage climbs.
then you could take “cold as the grave” to maintain your spray.
You get 1 sandwich per mission, when you select it and press shoot you eat it and get 10 health.
To be able to use your ping in the lobby
A trash bin for throwing mugs like an educated dwarf. Think of the polar bears and the turtles!
Not overclocks but more versatility on the non weapons. I think the armour needs something more. Maybe something like when your shield is down you get a speed boost or regen quicker. I know there is a health thing already and probably some perks but still. I think infusing perks into armour might be cool. I dunno just rambling at this point.
Make a new Nishanka Boltshark modification on t4 that allow to combine the effect of special bolts and normal bolts together so that we can have something like phero/taser/explosive bolts x fire/cryo/trifork/bodkin together in one bolt. This also come with a rework of the overall reload speed of boltshark will be longer to make the reload mod on t4 become more competitive to choose along the new mod.
Make big and small mules available for specific missions
Perhaps as a stopgap method before a potential major perk rework, it'd be nice if we could exchange excess perk points for credits or minerals, once we have every perk unlocked. Would be a nice way to make all those extra points...not completely useless without having to commit to a full rework yet.
Another idea: Dark Morkite giving a small buff to crafting minerals the way pots o' gold does with gold. The more mission types they add, the more useless Dark Morkite becomes, and this would fix that instantly.
now that we have a line of sight check for pitjaw grabs could we PLEASE get one for praetorian spit, getting chunked by it through walls is to this day one of the most infuriating things in the game
Small thing that mostly bugs me: An option to turn off the ammo counter on the gun itself while in a mission. The models look really good on the rig, but then that ammo counter pops up on the gun model itself and while it's not immersion breaking, I do wish I could turn that off and just enjoy my gun's model/skin cleanly.
Can we get some in-game functions for players?
-A list of players whom we recently played with (Sometimes youre vibing with a crew but then the host disbands, this would help find the same players so you can keep going)
-Can we get the option to block players? Just had a dude who dropped into my mission, no swarm, immediately ordered a resupply pod right where he spawned, drained a resup and was working on a second one before I kicked him. I also previously had a dude drop in, promptly C4ed everyone upon arrival, and threw the match.
It's to my understanding that kicking someone does not permanently banish them from lobbying up with you. But I'd like to have the option to block em permanently so I don't run into them again.
An improvement to the Nemesis.
Right now, it isn't that scary to deal with and can be cheesed easily.
Make it so that everyone loses connection with each other at some point if a nemesis has spawned. Only players in proximity of another can chat and ping things, but only for said teammate(s).
The connection may flicker to life at random points. During that, all restrictions are lifted.
Rarely, however, the Nemesis can project a dwarf outline or say a voiceline of that class. In reality, the fake dwarf isn't there or has been killed by the Nemesis. The Nemesis will attempt to attract players with the outline by faking various activities such as a call for help (accompanied by the red outline), performing the "We're rich!" ritual or pinging various other important items such as cargo crates.
When a victim has been succesfully lured by the Nemesis, it will attempt to silence them and continue the cycle.
This is a very crude idea, but it would make the Nemesis a lot more challenging and scary, along with making it stand out from the other random enemies that can spawn.
Well, this is my idea. Feel free to contradict me.
For the couple of victory animations that feature beer tankards, swap said tankards for the Oily Oaf ones.
The only beer that still uses the default tankard model seen in those victory animations is the Leaf Lover's, so said animations are creepy at best for your average red-blooded dwarf. The Oily Oaf is the 'ol reliable of our era, let that beer become the new default.
Allow us to pick a specific selection of victory poses, something in-between always having one specific animation and having the game randomly pick one from all the animations we own
Since I wasn't shure what peaple hated on my last comment I am going to split it up. The first thing I like to see is how big a dreadnought can get. What we fight ingame are basicaly the pupa(idk how it is written. Young insect.) Becoming adults. They appearantly become so big that an entire area gets blocked of. I would love it to be some sort of raid battle with like 20 dwarfs. Imagine walking on an giant glyphit. Like the volcano beast from monster hunter.
The second suggestion I made back than was for the option to switch out molly with the minimules. Basicaly I find it such a waste that the minimules are only seen in one mission. It could have been made, if the option is picked, that every player gets a decignated minimule the inventorys, except for the important one like mission stuff and nitra, would be mixed until the end of the mission. Just like I said i find them addorable and would love have one with me. Customization for molly would be interesting aswell.
Can we let Bet-C ride the escape pod back with us please. She can probably like, clamp onto the outside
I'd appreciate it if we could recolor the gems in the Diamond Cutter pickaxe parts in some way
Warthog mod tree needs a rework
A helmet on the style of a big and bulky heavy burgonet, but techy. Big bonus points if you give it a big plume!
Please let us keep Percy the Scrab after the season ends, it's fun feeding him and having another bug to hang out with alongside Steve. Who could use his own enclosure too.
bring back the old modding UI where you could change mods while in the rig instead of going to the info screen
i’d like to see a season built around glyphids evolving to fight the dwarves, adding some new enemy types and a mission that plays into that theme
the main addition would be glyphid tyrants, a new elite that spawns in small packs during certain swarms. they’re heavily armored with a weak point underneath, and when killed they drop a glyphid heart that has to be carried and deposited for seasonal progress. I originally thought of these guys as biome specific, but I think designing that many bosses for one season would be too much, and any future biomes would need a version or they’d feel incomplete
also, a few new support-style enemies could show up in regular swarms. a glyphid rioter that buffs nearby bugs while it’s active, a glyphid hexer that marks a dwarf with pheromones and draws aggro to them, and a glyphid burrower that focuses on tearing up terrain and breaking player setups
praetorians could also get some more biome-specific variants. a magma version that breathes fire and leaves burning ground, a sand version that burrows and uses knockback attacks, and a hollow bough version that fires thorns and uses root grabs. maybe more than that but that’s my thinking for now
for the mission, something like a glyphid capture operation. I really want more with the pipes or something like the pipes. you drop in with a pheromone tanker, build a pipeline downward with a similar cave structure to a morkite mission, but stop at zones where you set up electrical traps. activating the trap lures in bugs, stuns them, and lets you carry and deposit them before moving deeper. extraction would be riding the pipeline back up
Let me have more than five SSG shredders out at a time. If I want to blow all my grenades for 40 seconds of swarm shredding goodness I should be allowed to
Being able to find a rare cheese glyphid that gives you a lot of health if you kill it
MORE beards like the Tank Division. I need fully-armored beard diversity, mostly because Tank Division kind of feels a bit too short and plain for my demanding tastes
Drak-25 plasma carbine should become more powerful if it has Shield Battery Booster overclock and the player is being under the effect of shield link's active ability
Nitra beard style: Beard in the texture/shape of nitra crystal, but still takes on hair colors.
Call it "Miner's Craze"
A cosmetic for gunner where he's actually smoking a cigar like in every single one of his game arts
Orc Jaw beard slot mask for next Halloween please? 🥺 🥺 🥺
I have no tusks and I must zug-zug 😭
Subata 120 Magnum Rounds - Unstable Overclock
.25x max ammo
.5x magazine size
.25x rate of fire
2x base spread
5x spread per shot
5x recoil
+0.6 seconds reload time
in return:
4x damage
set armor break modifier to 200% (a 4x increase as the base gun only has an armor break mod of 50% iirc)
big, punchy sound effects (the most important part)
It's a rather tiny thing, but sometimes I wish the autocannon "fully loaded reload" animation consisted of twirling a bullet around just like how the flamethrower's animation twirls a canister. If it's not too much work, would it be possible to make some weapons get a choice of what animation to play?
The Autocannon could use an optional upgrade to set targets on fire much like the Leadstorm and Hurricane do. Perhaps a new overclock, or perhaps just changing the "extra damage on max firerate" upgrade to build up burning at max firerate instead of adding damage
TBH Autocannon needs a complete overhaul, everything about it is underwhelming and Fear as the only CC is straight up counterproductive on aoe weapon (at the very least Fear should be an aura pulse around the user like CRSPR/Cryo Radiance mods)
also i would love some mods that interact with the longest reload in the game, something like:
- mod that gives some bonus on full manual reload (damage? firerate? more ammo in a mag?)
- mod for faster reload after fully emptying the mag
etc
can we get visual upgrades for flares? or at least be able to customize it?
Make deep dives count to something in the seasons, other than performance points equivalent of 1 normal mission.
Maybe not count them as 3 missions in the season challenges, but at least 1 would be nice
An option to somehow show others what class you want to take when connecting to a mission, maybe early access to chat
Please increase the sensitivity on controller it feels extremely slow when fighting big groups of bugs. Or can you add an option to turn off the aim assist/slow down. It feels like a hindrance when using certain weapons.
Increased chance of bulk detonators on april 1st
Some way to call for others to join deep dives, maybe area based “alert”
Completely Frivolous: If you have a steeve at the end of the game that is still alive, you bring him back to the station, but then have to airlock him due to corporate rules. Or alternately the automated quarantine system takes him out on the victory pose screen.
A hat Halo, similar to the 'Cheater's Lament' from TF2, KF2, Rocket League...
Haven’t played drg in a like a year but (if this isn’t already in the game) they should add a mini mech that is size of a normal person
please add the cannon finale to Tchaikovsky's 1812 Overture to the jukebox
Ear cosmetic. Some ideas:
- Earrings (studs, gauges, bar, etc)
- Ears with hair sticking out
- Pencil behind ear
- Secret service earpiece
- Airpods
- "Suspiciously Pointy"
allow us to use the energy in our shields to boost the zipline speed
NEW IDEA: a perk that allows you to control a turret on the cart (forgot their name lol)
The chances are high, that my suggestion was brought up a million times before but I will just send it anyways: The game is in a damn good place balancewise and there is only one thing, that is not realy optimal in my opinion and that is the grenade launcher from engi. Hyperpropelant is great RJ 250 is amazing with fire and Nukes are fun even if the ammo perks should give 2 shots each instead of 1, but the other OCs could realy need some love if the next balancing comes around. They don´t have enough ammo for the punch they deliver and it would be awesome to have other elements in the grenades or let them explode twice, only to name some options here.
can the scale brigade logo on scale brigade frameworks be toggled cause a lot of them look super cool but then the sb logo is just slapped on there
New idea! (That probably sucks) but you know you can tame one of the spider guys as a perk? Well how about as neat little feature where they have a small box on their neck or smthn where it’s the Microsoft Sam voice saying out of pocket stuff/random stuff
NEW IDEA: A beer keg machine that you could bring on missions that heal you but get you gradually drunk per one
Welcome to my new series called “Bad ideas” where I make really bad ideas
The cache: a sidegrade for engineer where he can make a cache that has ammo and heals but use some shield to make em
Welcome miners!
After your long hard work of gathering data racks from rivals faction, our Research and Development got significant boost in their research, they discovered potential use for unknown ERR://23¤Y%/ resource, they developed new machine that allows you to override overclock or boost its potential, we hope you will do great discoveries with that, lets hope it will not lure unwanted attention.
Rock and Stone, miners.
New use for error cubes, new terminal that can be unlocked after getting first promotion or obtaining error cube, this would bring 2 options to player:
1st:
Allows player to re-roll one of its overclock to any other overclock of its choice... but there is hook, you need do specific set of challenges, the better overclock the higher requirement for challenges, for example, wanting to turn balanced OC to unbalanced OC would require you to do some tedious set of jobs, the subject of challenges i would left to GSG but if someone ever read it, i could split it do different categories:
- Kill
- Gather
- Mining
- Experience
(any special one, even pipe building or repairing mini-mules)
This could be also used to motivate players to do specific modifiers, play specific season to kill specific enemy, gather specific set of resources, this could allow grind expansion with attractive reward choice if you get to this point.
(possibilities are huge in this department)
2nd:
Choice to unlock alternative (hidden) OC's potential, best example i could give is, "Plasma Burster Missiles" (blowthrough missiles) for Hurricane weapon, it mainly makes your missiles explode on impact and allow to pierce enemies few times before loosing its potential.
Alternative option could be same function (blowthrough missiles) but instead of exploding on impact it would have "drills" attached to its tips so instead of exploding on impact it would deal constant "piercing" damage similar to plasma cutter (constant damage when going trough) and drill terrain.
You could swap between the OC's hidden option if error cube was used on it first to unlock (only unlocking have cost), of course there could be like, other special rare resource in new season 7 that replaces the error cube idea (or any other resource if its fitting here), also only OC's with hidden potential should be visible on new terminal so its not wasting cubes on OC that don't have hidden potential.
Alternative to 2nd one would be just allowing players to costumise OC's with custom choices that can be unlocked in some specific way (this one is less tough through)
A modifier that makes bugs come back to life if you don't destroy their heads, it could be like the cordyceps fungus
A bit of a dumb idea. A spear grenade for the gunner.
Only one charge, but you can keep reusing/grabbing it, or recall it by using the grenade key after throwing it.
Probably either high single-target damage or piercing through targets and terrain (not to the same extent as the coilgun), and holding the grenade key would charge the throw to make it go further and deal more damage
A gathering mission when you have to gather a bunch of booloo caps but the map is huge(doesn’t have to be booloo caps tho)
LOK-1 Overclock in the same vein as Turret Whip/EM Discharge/the turret half of Microconductor Rounds.
Maybe like some kind of bullet relay system?
Make it so lures can trigger pit jaws.
I tried it out once and it didn't work, literally unplayable
add progress indicators for each season (represented as a percentage) to help completionists see what they have left to finish
I was thinking that occasionally have an affix for the booloo caps that they cause cumulative visual and effects due to being psychoactive. Because it’s more legal to rock than stone.
can we please get customizable equipement besides our secondary and primary
our guns are but not other equipement for example the driller equipement i want to have the drill equiped with the same color i run on my loadout because the drill is yellow and i have a black and gold accent
let us pet the mini-M.U.L.E.S :3
The dreadnought roars feel weak compared to the mighty, terrifying and screen-shaking roars of glyphid oppressors, and that just feels wrong in my opinion.
There is something "sharp" and "rocky" about oppressor roars (and actual screen shake) and it's glorious in every way. Dreadnoughts deserve that badassery even more. When a dreadnought roars, I want to feel a lot more. I want to feel the ground shaking, my not-too-pointy dwarven ears hearing not just a large glyphid, but an intense, terrifying manifestation of hatred for us intruders: I want a dreadnought's roat to represent how much the entirety of Hoxxes IV wants us dead, gone and erased
(TL;DR: make dreadnought roars more badass!)
Overclocks and tool variants for support equipment
There’s a mod that’s no longer up to date for weapon heat on the reticle that I think would be a helpful option. Yes I can look down at the gun but having it where I’m aiming would be nice.
Perk cooldowns need to be less punishing
Bearded robots?
(Would just be a little sticker/drawing maybe for April fools)
Guys ive got a suggestion for perks how i think it should work since the current system is a bit outdated if im honest and lemme know what yall think. Lets say you get 10 stars and each passive or active perk costs X stars depending on how good they are (allows easier balancing) and then devs can add many possible utility/combat perks that can work cause "weaker" ones will just cost less stars. then you can just assign the cost for each perk that is already in game and that will make less picked perks more avalible. also then you could add some staples that would be extremely cheap like +5 shield for 1 stars that u can use to fill the gap if you have in a build.
Make the Scale Brigade assignment also reward you with that color scheme for Bosco and the pickaxe
Being able to name loadouts would be cool
Change sort by region to sort by ping. (Or alternatively add a sort by ping.)
With the war going on, russia has gone full censorship mode, so the chat in DRG is only usable for russians when they use a vpn. Leaving this circumstance uncommented:
Every third lobby i join has an almost unplayable high ping because it is NOT a lobby in or near my region, but a russian lobby using a VPN which results in high pings. It is really annoying.
Adding the option to sort by ping will completely eliminate that issue.
Base game should have option to sprint as default
Fix boscos rocket system, sometimes when i press L2 he just looks at the area instead of firing the damn rocket
i would like to suggest some skins! i wanna see some bunny skins the heads are good but i wanna look like an energiser bunny slaying bugs and collecting minerals
allow the color of this year's easter hat to be changed with hair color, like the horse mask.
in this case, it'll determine the color of your hare.
Change the button to pet steeve or make it so it goes somewhere else when the perk's user gets downed, sometimes it's downright infuriating to try to revive a guy and his steeve is bodyblocking the revive button and getting petted over and over again
There should be a difficulty meter in the barrel kick minigame near the Abyss Bar or a credit reward for making a score of 1000
an upgrade to make the power attack do more damage based on momentum and/or airtime, im gonna keep doing melee trickshots with rj250/special powder without it but i just wish to be able to do more damage after flying across the cave
I think the game could really use banner during loading screen or maybe checking someones profile of some sort! I love how apex did their banners where you can equip badges that you earn from challenges, animated backrounds and frames, and stat trackers that are also customizable
I wish we could use the Haz5+ modifiers on lower hazard levels. Sometimes I feel like havin a chill time without having to lock in, but when a swarm only has like fifteen bugs in it it feels a bit underwhelming.
Maybe giving Bosco his own stats at the end of a solo mission perhaps? Not sure if this has already been said - I've always wondered how much bosco helps
I'd like to suggest giving the option (especially on PC) to bind special weapon functions (eg Cluster rocket trigger for the Hurricane) separately from the reload key. This would help avoid accidentally reloading when using weapon abilities or vice versa. Cheers
After playing this game for literal years, I've only just realized there aren't any subtitles for enemy noises. There should be subtitles for enemy noises.
You can't really play the game without audio in its current state, and that's a bad thing.
rework hover boots perk to jet boots that doesnt refill automatically and resupply maybe fills 1/2 of its bar
Who doesn't love our sweet, little, fat and adorable little bois
?
He shows that not everything on Hoxxes IV is trying to kill you
.
He has a brother, who has a different diet, and looks a little different →
.
So, my proposition is, a new bug!
To make the family tree complete, there should be a Nitra variant. He does everything the same, with the exception of not containing gold, but Nitra - a helpful resource for Dwarves. Petting them should also give nitra. 
He would look like this:
Add weakpoints bonus to the beams of Return to Sender on Breach Cutter. ⚖️
I'm probably shooting myself on the foot for this, but I'd like it if the Controlled Magnetic Flow mod for the Coilgun made it so the partially-charged shots have also only a fraction of the trail duration.
For a little bonus, I'd like it if the Hellfire overclock still built up burning on partially-charged shots instead of only fully-charged ones. Any added buff for the weapon to compensate this change would be nice, I just don't want to be this discouraged from fully charging my shots
Add a bathroom. Maybe multiple.
Also make it possible to absolutely demolish it and make a horrible mess there as it would be in-character for the dwarves.
I wish we had much better controller sensitivity setting. Sometimes sensitivity's too low to turn fast, other time too high to make fine adjustment.
We could go for some bananas in the summer event.
Minelayer system rework to maybe make it more interesting
Damage and radius ramp up over 10s when planted, 3x damage and 1.5x radius at max charge, 1.2x damage and radius when initially planted, ramping starts slow but increases in rate
Mines last 30s
- This encourages the user to set traps for the real reward
Loss of guidance
-72 max ammo
Hey, just had an idea. Don’t know if it’s been suggested before, but you know how those super cracked Scout players can throw a carry-able item, then grapple and grab it midair? Why don’t we have a grappling hook perk that allows us to target a carry-able item and grapple it to us? Like Enor Pearls, Resinite rocket packs, cargo crate batteries, etc. if you target it just right w your grappling hook, you reel it into your hands.
Two suggestions here:
- some kind of a counter in the forge that shows you how many unforged matrix cores you got (or an even fancier version that shows how many of each type)
- removal of Bet-C. Seriously, that enemy is the single most annoying and (after repair) useless asset of the game.
Mute button for bet-c after defeating her
Has anyone noticed that Ossium is WAY more valuable than Plaguehearts? Like, each Plagueheart is only 300 SeasonXP while each hunk of Ossium is 500 AND you can get up to 7 in a hoard! I suggest that Plaguehearts are bumped UP to that same 500 or even to 600 since you get less on average compared to Ossium. Seriously, even 2 Ossium from a hoard is worth more than an entire Corrupter fight or Litho-Meteor event on average.
A new quote when killing a Mactera Grabber saying something like "Don't you ever hug anybody without consent!"
Let us unlock framework-based weapon paintjobs. I wanna be able to like, put NEO-TEKYA Red & Tan on the Neon Band framework, Danger Dice flames on Waster, or Scale Brigade gold on.... well, everything.
A suggestion: dual weapons for almost all secondary weapons.
That would be great 😄
mission modifier: Lootbug Infestation
Almost all minerals of any type are gone from the caves and have been eaten by lootbugs. Red ones stuffed with Nitra can appear, gold ones are much more common, and you can occasionally even find one that ate a mineral chunk whole and is funnily misshapen.
Suggestion: we could have collectibles in our rooms, so if I've drunk a beer I have the mug from that beer in my mug collection
Ossiran Scrabs should not count for Vampirism, it's too easy to farm health on them with their numbers (especially with the drills)
Modification to Salvage Missions:
Salvage missions should have more varied unfinished tasks that need completing before you get to repairing the damaged extraction pod, and given the uniqueness of mini-muels, they could be treated as prospecting teams rather than full on mission squads like your own. For example:
- Unfinished mining expedition: current setup
- Unfinished on-site refining: cave contains the base of a refining station and several damaged pipe sections, management explains that the payload was launched only half full, one or two morkite wells still in the cave that just need individual pump jacks to be called down (like the sub-objective on deep dives)
- Unfinished heavy extraction: single resinite chunk that needs extracting, already has one or two jets attached but the others are missing, the team must scan the pod that was called down which will reveal the location of the missing jets, the team must then collect and attach them to the resinite before launching it and leaving.
- Unfinished escort duty: cave contains an empty omiran hearthstone and the wreckage of a drilldozer nearby, team needs to locate Dotty's head, which will then lead them to the omiran corestone that's lost in the cave somewhere
- Unfinished industrial sabotage: cave contains the wreckage of a destroyed caretaker but the data core is missing, team needs to find it (perhaps by following the cable of a deactivated shield generator, and the rack is in the cave)
- Unfinished point extraction: cave contains the base of a minehead rig but mission control explains that the minehead was launched prematurely without the full quota of aquarqs, you need to find the last few and deposit them into the busted pod before repairing it
- Unfinished elimination mission: cave contains a dreadnaught cocoon that's appears to have pupated before the previous team could get to it (so regular cocoon but with a large hole in it that the dreadnaught climbed out of), your team then finds an injured dreadnaught (say, half health remaining) that you must finish off before leaving
- Unfinished egg hunt: similar to current setup with mini-mules, except there is an egg that needs collecting
- Unfinished deep scan: cave contains a large drillevator shaft with a geode at the bottom, team must locate a pack of Mk1 jet boots that will enable them to safely descend the shaft, collect the morkite seeds in the geode and then retrieve the mk2 boots from the drillevator so that they can get back out (Further note: actually on reflection I can see how this wouldn't work as a scout could just dive down the shaft on their own, so not really sure how deep scan salvage could work.)
These ideas are just off the top of my head, they could certainly be refined, feel free to add your own ideas. I think it would make things interesting if you didn't know what the mission would entail before you arrive.
Have a secret achievement where you have to drink all the beers in one session and have the reward be a selection of different hats for Lloyd.
Just a funny idea that came to mind. What about if there is a voice line from Mission Control that’s used for event related things. Say for example on the space rig when you are going up the catwalk to the drill. You kick the inflatable carrot on the drill. It would be comical if he told you off saying you can’t take the decorations with you.
Let's dwarves sit down at the chair in the abyss bar and drink beer as well the chair is there but cannot be used right now
Please make resupply pods show up on the terrain scanner - Not sure if fully used ones should show (maybe green for available and red for not)
what if haunted cave modifier turned the game into horror? Like there's a constant fog on the ground and area around you, the ghost has a new special model rather than be a mass detonator reskin. And hallucinations because that's fun. And mission control loses connection from the group, but will occasionally say that there's a swarm coming, if its for all players there is a swarm coming, if its for an individual player there's not a swarm coming. And there's nothing wrong with an random jumpscare, but not a cheapo jumpscare, but a glyphid coming out of the fog at Mach 2 when there's no activity. The new model for the incomprehensible horror could be something like a reaper or a deformed up-scaled core spawn crawler; and maybe a couple different abilities than just the explosion. And this could go uncompensated without a possible 40-50% hazard bonus.
There should be a random event where partway through a swarm, MC would announce another swarm's arrival, but it's actually a bunch of Steeves who have come to help you. They'd have the friendly fire reduction/blue glow, and at the very end, they'd come close to your dwarves and do a little salute animation before burrowing into the ground.
The premise is that all the Steeves we leave behind are banding together and actually help out occasionally
Drinking content mini game at abyss bar winner gets gold
Engineer platform should be bouncy as opposed to just canceling out your fall damage
Reduce the number of out of range bioms a bit. more often than not both bioms for a season challenge are unavailable at the same time. Also i think its not so cool to prevent players from going on missions in certain bioms just to make sure that all the bioms are played evenly or to avoid having too few missions in every biom or what ever reason there is for the restriction.
This is a bit specific, but I wish the Bulldog's Magic Bullets worked with Super Blowthrough rounds. As it stands currently it only ricochets once, which feels a little odd.
Playing mainly under Linux, so if it possible - it would be great to have native Vulkan launch option
DXVK and VKD3D are fine, but under native Vulkan there less input-lags and more stable frametimes
For UE4 should not be a problem, hope so, but who knows
Anyways, thanks for attention and have a great day <3
Skins for engie turrets would be awesome
Add Liquid morkite to the Abyss bar effect: A free trip to the medbay!
More Pickaxe Upgrades
Things id think would be cool,
- big fully grown dreadnought boss fight
- buyable lab for custom beer making, (expanded mechanics for beer ingredients)
- gun range
- fan art in the memorial hall
-campaign
— idea: following a story of divers with bosco who are sent to find evidence of a Texas sized worm who lose contact with Mission Control and must find there way back while the worm itself is revealed to be the cave there sent into - more detailed cosmetic options
— idea: customizable / swap able knuckle guard - supper long mission mod
— idea: 400 morkite —> 800
— idea: 8 eggs —> 16eggs
— idea 3 dreads —> 6 - proper voice lines and personalities for each class
- buildable paint job booth to create combinations of unlocked color pallets
- built in toggle for health bars, damage values, and percentage based ammo hud
- increased fov slider
- view model fov slider
- left and middle weapon placements
- mission mod for increased beer ingredients
- mission mod for barren life
— idea: grass, vines, mushrooms, loot bugs, etc are gone - toggleable instant bug despawn on death
- toggle for no smoke/ effects
— idea: excludes radiation, gas’s clouds, etc - buildable dj booth to make your own music on the jukebox
- emblems gotten for specific achievements
— idea: miner on a bull for riding barrel, equitable on the paint job booth - better drill down immersion
— idea, there’s no loading screen. Upon black screen, everybody is teleported to their seats, and the loading sequence is the drill going down to the planet and into the crust. There’s a tv showing the output of the cameras outside the drill. - better drill animation
— idea: ammodrills speed up I’d there’s no ground beneath them, instead of at a distance from their call point. - trading skill points for a credits or experience
- stock market
— idea: there’s a second tab in the trading station that allows you to put credits into gold, cropa, bittergems, even drg itself (no other companies) - buildable robot salon
With scorching tide's activation being a press and hold to activate it, could you also replicate that function onto both snowball and ice spear?
scorcing tide's method is so much better than the other 2 overclocks, it prevents accidental inputs and is only activate able only if the user want's to activate it.
snowball and ice spear's implementation on the other hand...
the OC's activation is way to easy to activate to the point that it's detrimental since you could accidentally activate it by trying to reload.
by switching the activation method to holding the button prevents accidental presses while not changing the way you play the OC in any significant way.
it would be a massive QoL for those 2 OC and more controllable.
please make the props in prop hunt random because at the moment there are set pools for the props so for example when playing with 3 players if one gets the rabbit the other is guaranteed to get the egg. please change this so it isn't predictable, add more props, and stay rocking and stoning
-More weapons and overclocks for bigger weapons diversity
more/level V perks to make perk points useful after unlocking all perks from level I to IV
Proximity Detonation mod for the autocannon. It could probably use a major buff to the weapon's AoE to be suitable (since it'd remove the ability to deal direct hits), but it'd already help a lot to give it better anti-air capability overall
Interesting idea we could have pets in the space rig like a lootbug.
What if you make a new Mission that is about getting the most? Point coins As you can develop a large spaceship. In space So your spaceship is built up. For a future Update in the game it's just a suggestion. I know It takes a little long but the other question is can't you change the coin system a little so you get a little more per point every time you shoot an alien or another alien Thanks for a fantastic game
Let us buy our own Drilldozer. I don't care how much it costs, I just want my own Doretta.
Bosco has a special where when attacking an enemy for 5 seconds (like a background timer.) When the 5 second timer go off, Bosco will fire a shocking attack, dealing 6 hp, has a chain reaction that hits 4 bugs, and slows them heavily for 1.7 seconds. After firing 5 shocks, Bosco can perform a smite (this must be used with the right click of the pointer). This deals 100 hp, burns enemies in a 3.5 meter radius, and stuns them for 3.5 seconds. If it is a boss, it only slows them heavilty for 0.7 seconds
Hey, my main discord account was banned from this discord server, I'm tryna get it unbanned, I did nothing wrong, I never even sent messages. I have done LITERALLY everything possible and no one has helped me
a we're rich line where mission control says a swarm is coming but then says something about it being a joke he said because we annoyed him too much
After a mule leg or an egg or another important item has been dug up, please, mark it with an outline when a laser pointer is on, like you do with resupplies
The GhostShipGames short "It stings like a Stingtail." gave me an idea. We need that in the game. Players buy/craft a fall meme or war cry or something but can only equip 1 meme per class. It doesn't always trigger, it just adds the meme to the rotation of things the dwarves say or do as you play.
Hey! Someone said in one of my recent games "A double dip? In this economy?" Thought that could be a fun voice line to add :p
A suggestion: dual weapons for almost all secondary weapons.
That would be great 😄
If the devs ever decide to do additional weapons for each class (longshot, I know) I've been thinking about the fabled Dual Flamethrowers for quite awhile, and I think I've finally figured out how they could be a Driller secondary without overlapping with the crspr too much.
I'm envisioning them as a pair of light weapons, like the Zhukovs, and their gimmick would essentially be that rather than using a napalm based fuel, they're essentially blowtorches, but with magnesium fire. They burn extremely bright, extremely fast, and are almost a shower of sparks rather than flames. They wouldn't lay sticky flames on the floor, and they wouldn't even be that great at igniting enemies by default- but they deal rapid single-target damage at moderate range, so the driller is less reliant on impact axes.
A potential flaw with these is that they would be pretty limited in terms of long range, which is something that Driller kinda needs his secondaries for. I'm admittedly not certain how this could be resolved, but something that comes to mind is something like a "champagne cork" effect- when the player holds down the trigger, the flamethrowers initially shoot a small, fast projectile that travels a long distance, before the continuous stream begins. Tap-firing would allow these projectiles to be shot repeatedly, so you'd have at least some way to chip away at the occasional acid spitter or the like.
For overclocks, I think a rapid ignition could be cool, especially for pairing with the sludge pump. Another one could be leaving behind gobs of hot magnesium slag behind that explode when enemies (perhaps only larger enemies) walk over them. A funny one would be turning them into holiday/birthday sparklers with confetti. I don't know what this would do functionally, but I like the visual. High armor break could be a fun one (literally melt it away!) as could blowthrough . I haven't put much thought into the OCs yet, tbh.
A proper spot for doretta in the space rig, as I recently saw her head ejected with trash from the space rig. Deep rock thinks she's dispensable, but not us!
I would love to see more masks and other non-hair beard-slot cosmetics. I love helmets, and I love combining half-helmets with something like the Knightfall Mask to make my dwarves look weird and cool. However, there's only eight non-hair beard cosmetics in the whole game. Knightfall Mask, Corrupted Rebreather, Motor Menace, Industrial Facemask, Sterile Face Mask, Scorpion Mask, Positronic Neckbrace, and Neck Guard.
More mini games like the prop hunt beer please
My overclock ideas recently, Part 1
Autocannon: Unstable "Flak Rounds"
"We've replaced your explosive rounds with Fragmenting Flak shells, as well as added a proximity sensor to trigger the blast automatically."
(Essentially, you shoot a round, it explodes when it gets close to an enemy, the explosion is cone-shaped forward, it shreds armor and deals higher damage to flying targets.)
Pros.
Armor Breaking has slightly increased.
Proximity Trigger has been added.
Explodes in in a wide, cone shaped spread forwards from where the round explosion is triggered.
Aoe Damage is increased.Cons.
Direct damage is reduced to 0.
Magazine Capacity is significantly decreased.
Overall Firerate is decreased.
Reload speed is slightly decreased.
(As I was reading up through the suggestions after writing this, I noticed @opal pewter also wants the autocannon to have something for dealing with flying enemies, nice to know its not just me!)
I am not a game designer, and these concepts can be changed by the devs in any way they like, personally, I just wanted to theorize about how these concepts could work in game 💜
My recent overclock ideas, Part 2
(I wanted to separate the two overclock ideas, so people could vote for each one independently, this one I struggle describing a lot more, sorry!)
Boltshark Crossbow: Unstable "Tipped Darts"
"We've replaced your original bolts with thinner, lighter darts dipped in praetorian bile, allowing for an improved storage capacity, as well as an effective toxin delivery system"
Pros
Total ammo capacity is greatly increased.
Reload speed is greatly increased.
You apply a poison DOT effect that slows/damages them on hit.Cons
Direct Damage is moderately decreased.
Radial damage is significantly decreased.
It would be awesome to have an option to remove backpacks from armour. just a simple checkbox to have it equipped or not.
let me join new lobbies straight from a different lobby
Need a female dwarf representation
personally, i would LOVE to get some sort of single shot pistol for the scout and engie. possibly an obrez, possibly a D-eagle, i would even settle for a 1911 and a luger. but scout and engie should ABSOLUTELY get a pistol that looks practical like every other class has.
So, we have Lootbugs (baby), we have Golden Lootbugs (Goldie), but Hear me out: Nitra and Red Sugar Lootbugs, for even more moral / ethical dilemmas!
Guys so stay with me
So we should have mech that would helps us mine and fight bug depending on the missson
landing on dead praetorians or larger should reduce fall damage
an active perk idea:
press [example key] to take a chunk of ground and toss it
basically: grab n yeet a rock
im sick and tired of waiting a week for deep dives, not because of overclocks but because i like doing them, so after you complete the weekly deep dive there the option to play a new deep dives with new maps and missions, that doesn’t have overclocks just increased rewards, i just like ther more than regular missions so im lowk biased.
There's GOTTA be a better way to display armor skins. What you see on the swatch and what you get on the character feels completely random at times. Take Crispy Contrast for instance.
Scout: exactly what it says. Blue armor, bluish white gambeson, orange highlights.
Gunner: Green armor, a slightly different white for the gambeson, maroon instead of orange. Not a huge deal, but sure.
Driller: Gold armor, another off-white gambeson, and.... brown?
Engie: Red armor, another off-white gambeson, and verdigris? That's almost the opposite of orange.
I kinda like crispy contrast, but it is 100% not what I was expecting.
I'm not sure what the better system could look like, perhaps a simplified dwarf bust icon with like a shoulderpad on one side which is the main armor color, a shoulder mounted lamp on the other side to show the glowy bits color, goggles for the visor color, the gambeson color on like the bust part. Maybe the shoulderpad has a rim around it to show the highlight color?
Anyway, at the very least the swatches should be updated for accuracy. (pls forgive the awkward phone pic edit)
add Thragg’s hairline as a cosmetic
Following off this, I quite like his coat and wouldn't mind that being introduced as an armor set
Gilded variation of the bangled braids moustache
a mine layer overclock for the engi shotgun, by holding R and spending 5 ammo to set up the small mine
sludge pump should really get a spray overclock like how a praetorian vomits.
A snail enemy that regenerates armor and heals from both radiation and fire. It's armor should make it immune to aoe damage also.
Or a snail foe that absorbs and stores explosive damage to use as a lethal counter attack.
New Enemy type that is Bosco but infected. It has like three attacks. First It just shoots bullets, that deal like 5 hp not much. Second Attack It shoots rockets, that deal 50 shield if shield is up and 30 hp if shield is down. Final Attack Kinda like a suicide, if it reaches 15% hp it just pathfinds to the nearest dwarf and explodes dealing 100 damage. It's like the same infection that infected the other automaton in Hoxxes
In game friend list, so you don't have to go to steam
Random moments where dwarves ask and respond to each other depending on how close they are to each other and their class.
Ex. Gunner asking something like, "What are you guys planning to do after this?" and the Engineer could say, "Planning on hanging around the memorial for a while. Need some piece and quiet around you blokes."
Ex 2. Driller asking something like, "Hey Scout, we should swap weapons next mission, I wanna try something new." and the Scout could say, "I'm not letting you get a hold of my weapons with your greasy palms! Bugger off!"
If it doesn’t exist already, a weapon framework that makes the boomstick look like an over and under shotgun (diesel powered should have done that imo…)
Hey devs 👋 I had an idea that could fit really well into Deep Rock Galactic and wanted to share it.
Salvage Assembly System (Endgame Feature Idea):
After missions like Salvage Operations or Escort Duty, players can collect leftover robot parts (like heads, legs, etc.) and bring them back to the Space Rig.
Over time, these parts can be assembled into a deployable support unit called the Arachnorig (a spider-like robot built from recovered tech).
How it works:
• Built slowly over multiple missions (long-term progression)
• Can be deployed once per mission via Molly
• Only one per team (high-value asset)
Custom Modules:
• Turret mode (combat support)
• Resupply station
• Lure/distraction device
• Utility scanner
It would:
• Give more purpose to mission debris
• Add long-term progression outside upgrades
• Create awesome “we built this ourselves” moments
I also had a class idea involving a lost dwarf using insect armor and wall-climbing if you’re ever exploring new roles.
Thanks for reading—love the game ⛏️
Is it possible to have a bladed weapon in Dead Rock Galactic?
Given we've a hat that's a reference to Lemmy from Motorhead, can we have a cosmetic in tribute to Ozzy Ozborne to honour his memory?
Gentlemen, I propose an idea for a DRG narative expansion; DRG factions.
Where'd there'd be a rival faction or factions in which you could swap over to in the same vein as the original lego batman game where you'd swap from heros to villains.
One of these factions could be space kobolds, maintaining the thematic cohesion of DRG along with adding a lore update of rival mining companies.
The four classes could be as follows
Digger in place of the driller, where it'd be a kobold that has articulated spade claw enchantments that'd work in principle the same as a driller's drills. But instead of fuel it'd be mana charging the claws' abilities and they could double as a bruiser melee class
Artificer in place of the scout and engineer, where the spell casting abilities would be akin to the flare gun, platforms and grappling but instead be a glowing illumination spell, a magic repulsion field that'd launch the kobolds like a boost pad and a 'phase warp' where you'd mark your end destination and warp to it, sort of like a VR 'blink' teleport.
The Gunner would more or less be the same, the only differences being the calibre of armerments being smaller to fit a kobold frame but the kick is, the gunner's weapons would have different magical enchantments that could range from poison, ice, fire and stun. along with a deployable mini bosco that'd act as a traditional engineer turret but it'd fly about and still require amunition replacements.
And finally the Medic. A wholey unique class where the main focus would be apothacary spellwork for targeted healing akin to Overwatch's Mercy or Team Fortress 2's Medic's medigun where it'd be a stronger regeneration but could only heal one kobold at a time, and the side equipment would be armour weakening spells and passive enemy debuffs or buffs.
As for mission control, simply a dragon with a 1337 gamer headset. The rival company could be called; "Draconic Retrevial Garrison" so that way the initials could stay the same.
make the kursite mobs in the kursite grinder matrix core event thingo spawn faster - i often have only like 20 seconds left and it gets sketchy when they dont spawn
A way to add female dwarves in non-Rogue Core came to mind: add an alternative voice filter for each class that makes them sound feminine in a rugged, badass way, and nothing else.
Dwarves need no visible dimorphism whatsoever, let them all look just as bulky and beardy regardless of gender, the voice will probably be enough and I don't think you should need an additional voice actress for this
Might I suggest. Different kinds of bug ghosts for the Haunted Caves danger? Maybe add a way to get rid of ghosts but only temporarily. Maybe some left behind but unused prototypes of stuff past expeditions of dwarfs were unable to test out against potential huantings? Not speaking of proton weapons, ghostbuster style, exactly. Oh! Imagine a ghost Stalker glyphid * shivers *
For christ sake make it so you don't see lobbies of people you've blocked. So sick of joining lobbies of known griefers that change their name
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Update idea: the rivals return
Theme: the rivals return with new tools to harvest the planet and to stop any dwarfs that are getting in their way, the main thing they made being the CRUST breaker, a big crab like robot that during missions have a chance to rain down into the cave, similar to the meteorites in the plague seasons
This update would bring a new primary weapon for gunner and driller, and a new secondary weapon for scout and driller, that i had all thought up of that are different enough to fit in their classes, all the while that still fit in DRG
More about the CRUST breaker
While im still making the design, its a big 4 legged robot that has a big sphere in the middle, killing this would drop a data cell (or whatever the new objective is for you to collect), its about dreadnaught big in size, and it has armor all over it, the main damage point being the sphere once you break its outer shell, breaking its shell would also reveal its weapons that it has
Each leg has a gun attached to it that targets the dwarfs when revealed, and the sphere shell has 4 laser beams that can be revealed, the bot itself also would also charge into the dwarfs, knocking them back, if they get close enough
Some other things for this, its sphere body is constantly spinning, making the laser beams attached to it to be moving as well all the time, and making it harder to determine what areas are safe to target to not reveal any weapons it has
None of these ideas have to be exact, infact if they ever want to add a new rivals season, these ideas can be used and changed to however they want
Ill be making a Google doc showcasing everything I thought up of for this update
Im really excited to show what I've been making for the class weapons as well!
Sorry if this seems rushed, I dont have alot of time since I was writing this during my breaktime at work
you know that meme about the immortal snail that slowly chases you and you instantly die if it touches you? would be funny to add that into the game lol. could be a haz 5 modifier or something
Ideas for DLC armors:
Pirate Armor - A nod to the dev's studio;
Musketeer Armor - Again, a nod to the studio, but referencing the imperial side of the Age of Sail;
Trench Armor - Armors referencing WWI and II attire, properly dressing dwarves for their combat needs while being classy.
Legally distinct Leagues of Votann armor (skullcrusher armor but techy and fully sealed)
Change the scrip system to give out more scrips so that way you don't need to rely on one scrip every 24 hours once you get a season to level 100 because I've been having trouble completing a season scrip unlock bracket or two due to needing to wait 24 hours for one scrip even after doing the season event challenges, and ranking up. It's rather a put off and tedious.
Would it be possible to add response curve setting to drg? It'll tremendously help player with gamepads.
Here's an idea. A new Warning. "A Suspicious Lack of Bugs" Greatly decreased spawn rate of normal bugs; greatly INCREASED spawn rate of Cave Leeches, Pit Jaws, & Stalkers, & Exploders.
Similar to how Duck & Cover is a suite of ranged enemies and Mactera Swarm is a suite of aerial enemies, A Suspicious Lack Of Bugs is a suite of all the sneaky ambush bugs.
Now, I know most of those are already their own warnings, but I think having a full concentration means you're not just fighting bugs while also looking up occasionally, you're having to maintain vigilance. Clearing rooms. It's also dynamic in its difficulty. Easier in smaller cave systems, tougher in larger ones. Having to fight for every inch of ground, while retreading it is significantly easier.
If four dwarfs have beast master perk equipped, they can tame big steeve (bulk detonator).
Read file ( Notepad ) for more details. SHORT: An idea, enetered my mind while at work. A mission type for a new future DRG season: We all start in one big room with the drop pod and smaller drop pods with two bots ( will pack/ unpack depending on bug threats nearby, can be reactivated ) that can help us pinpoint location of the objectives and dig through heaps of dirt.
The cave systems... well there are almost none. Only 1 giant chamber with smaller corridors and chambers which are the main goals to find and place research beacons in the nests there, somewhere in the map.
DONT have to involve a glyphid queen/ king.
But either a unique rock/ mineral OR new type of leader bug that disturbs the signal Management and R&D try to home in on but for now have failed. Boots on... in the ground are needed.
Now. it will be ALOT of digging, no Doretta, she will disturb too much and no signs of oil shale either to fuel her up in these new parts of the planet.
This mission type COULD be part of a new season as the new " attraction " or a new mission type in general adding in a future update.
It would be fit for a longer haul and should be well compensated in EXP, gold and whatever else.
Can the developers increase the sensitivity values on console. The way the game feels with max sensitivity is too slow for me when I’m playing on the hazard 5+ difficulty’s. And or could we have the option to turn off aim assist? When I’m using the crisper and Cryo cannon, putting sticky fuel and crystal nucleation on the ground in front of a group it locks on to a bug and slows down my cross hair to a crawl.
In Low O₂ missions, could deployed things be outlined on your laser pointer? Resupply pods for example, will be outlined when it still has ammo, but it loses that outline once the final ammo pack is taken. But in O₂ missions, it still has value to the player as a place to get air.
this is prob already requested but when you go planet side and its clear we are in seats and stuck could there be a drop down bars/lap bars on the dwarfs to hold onto and once we land it lifts up and we are free to move?
The ability to sell blank cores for xp or credits. Cuz it sucks that i can't do anything with them late game. Would make deep dives more compelling late game as well
To continue my initial suggestion with a few addons;
Instead of 'rock and stone' emotes, the kobold could go 'weh!'
The kobos could get drunk off of shot glasses instead of full mugs
The kobo scales could be customizable in different hues and patterns unlike the 'one skin' colors for the dwarves.
Explosive Goodbye (Breach Cutter) - Suggestion: Change activation from [FIRE] to [RELOAD] key.
I've tried using this thing for a long time, I DESPISE HOW CLUNKY IT IS! It impedes you from firing a second shot and feels annoying to use.
Alternative Fire Keybind
Give the option for users to bind a keybind for an Alt Fire. So relying on the Reload Key is no longer needed.
Hover boots perk buff idea:
increased burn radius that increases with tiers and explosion that slows down and fear bugs in tier 4
I think it would be interesting to make this perk useful for battle
Be able to put stuff in mini M.U.L.E’s when they show up in certain missions along with still being able to put stuff in the normal M.U.L.E
Make pickaxe, armor skins, and actual load out separate when switching between load outs, so it's possible to change your skin without changing the pickax
I’m suggesting more fit options… can I make my dwarf cute? For example, little sparkly wings would be nice thank you.
A flying dreadnought for the elimination mission (a mactera like boss)
Being able to see event counter in the statistics console (how many core stones, ebonite machine events, kuriste events, etc...).
New Overclock Idea: Bolt Ammunition (Subata 120)
Turn the Subata 120 into a Bolt Pistol from WH40K. Just massive damage per shot and armor break along with... well, can't think of downsides, but still it would pretty awesome!
steeveable ebonite glyphids
Possible new mission type:
We already have means to drill through big meteorite shell so how about testing it with denser rock deeper in the mines where the pressured veins of resources compressed into dense chunks that become more valuable that way, or we can have a stationary base like in PE or Refinery that provides us drilling means which is can be interpreted with how we pump morkite and then use it for drilling something more valuable in slightly modified stations.
Devs, please take a look at the Platinum weapon paintjob for all classes; they do not match like Moss Crawler does for the Pickaxe/Armor/Weapon paintjobs. The hue and saturation of the colored bits do not match. Could the values of the Platinum armor paintjob be copy-pasted to the weapon paintjob, please?
I want a mission type where you just go in and mow down a big nest of bugs, little to no bugs should be allowed to spawn after you drop in except rare spawns like bulks and dreadnoughts, i have two ideas for the mission gen. Either 1 (each room should be either big and open, tight and cramped, or big but packed with terrain features)
Or 2 (it should have one or two rooms with lots of little tunnels, connecting them (as if burrowed by bugs) that the bugs would come after you from, so your head would have to be on a swivel)
I can easily see this not working by either 1, being way too hard, or 2, being way too easy.
Please dm me any feedback tell me what you think
add a third-person camera mode like Helldivers2
I love this game, seriously, but I really wish the cabinets were customizable. It would be awesome to have themes or decorations you can find while playing, so everyone could build their own unique setup. Being able to visit other players’ cabinets in the lobby and show off your own trophies would be insanely cool!
pickaxe damage should get stronger the faster you fall
to add onto this; stackable pickaxe slam, as in you could do a leaping jump attack and it'd negate fall damage like PHD Flopper from CoD Zombies
Give Engie's Plasma Burster grenades a proximity trigger kinda like the PGL's. So like, it could activate if you throw it down a tunnel a bunch of glyphids are crawling through, or toss it at a cloud of mactera.
Baby Lootbugs?
(Not too much smaller, just a lil cuter)
I'd like it if the electrical pulse of Engineer's L.U.R.E. grenade dealt more direct damage and had a larger area of effect. I know its main purpose is to distract enemies and make them easier to clear out, but Scout's Pheromone Canister does a much better job of this by virtue of creating several points of distraction and enabling infighting. Greater direct damage and AoE would help the L.U.R.E. out quite a lot, effectively turning it into a more proactive Proximity Mine with less overall power but more crowd control. This would also make the cleanup require less ammo, something the Engineer in particular would appreciate due to low max ammo across the board.
Would be nice in Rogue Core if they give you in something by being a good dwarf with like thousands of hours in Deep Rock Galactic.
I wanna play Rogue Core but I feel a bit tied to all those hours invested.
If they give you something that you can get only by playing certain hours in the other game (doesn't have to be thousands of hours but something like "ascend all dwarfs in galactic") I'm sold
New Overclock Idea: Flak Cartridges ("Thunderhead" Heavy Autocannon)
The Thunderhead now fires multiple shrapnel projectiles in a shotgun-style pattern.
x1.5 Direct Damage
x35 Shrapnels
Instant RoF Growth (No Delay)
x0 Explosive Damage (Non-Existent)
Add a perk or add this effect to a already existing perk that increased switch speed between weapons
buff it’s a bug thing’s range so that all lootbugs in view pop
Make a bug thing work on any passive mobs, including huuli horders (so it would be a little meta perk for scout to pop hoarders instantly), bhabharnacles and fleas (but that might be a little bit too op), silicate harvesters (GET OUT OF MY WAYYYY), exploding maggots (to punish the perk), cave angels and cave cruisers (to kill someone standing on them from fall damage)
I see this perk as "haha funny useless perk, but hey it's kind of nice to not waste ammo, time and powered pickaxe hit on lootbugs" and would appreciate it if this perk would get a little bit more evil and fun
Sometimes I even think of another semi-useless perk (especially for greybeards) that would make gold ore a one hit thing just to join some newbies lobby and help to get richer by collecting all the gold fast AND speed up gold collection from shiny detonator (which is worst random encounter that only wastes ammo if you ignore gold that you don't need). Now that I think of it this kind of a perk would work very nice with strong arms perk that helps you to throw big objects further.
being able to swap backpacks on the armors?
This will sound pretty nitpicky, but here we go:
Change the "Thunderhead" Heavy Autocannon and "Bulldog" Heavy Revolver's descriptions.
The Thunderhead is classified as an autocannon, but it's described firing .50 caliber ammunition. Autocannons are 20mm minimum, and the cartridges in-game do look like 20mm.
The Bulldog is described firing 26mm ammunition, but it doesn't look big enough, not even close.
It looks more like a .50 caliber magnum rounds. It still sounds intimidating, just more feasible.
they should add a bulk detonator bulk detonator-
when the bulk detonator bulk detonator detonates more bulk detonators come out of the bulk detonator bulk detonator. This enemy would only spawn in lobbies with 2+ people
Magnetic Pellet Alignment feels like it lacks oomph. +Acc +Crit -RoF is an excellent recipe, but I'd like to see it pushed farther. As it stands currently, it's competing with Pump Action when it really shouldn't be.
Make second wind perk effect last a while after you stop sprinting
Show the performance pass progress for each season on the season selection menu.
Cosmetic Suggestions:
Name: Vicious Hunger
Appearance: Pig head (matches skin color)
Description: "Brother, may I have some red sugar?"
Name: Fluffy Guy
Appearance: Fox head (matches hair color)
Description: Hippity-hoppity! - I'm felling a little foxy!
The Charleston as a new dance style and swing music from the jukebox?
Upgrade options for flares
-
Quicker recharge time
-
sticky flares that'll adhere to surfaces so you could better illuminate fixed areas
-
longer flare throwing distance
-
brighter flares
passive global change: every 1 mineral unit deposited reduces flare cooldown time by 0.1s
(i've been grinding solo missions because i'm achievement hunting, and i figured this would be a harmless change that would help out prolific flare throwers like myself)
idea for a new mission
Mission Idea: Return to Abandoned Deep Scan Site
Concept:
A new mission type where we return to a previously failed "Deep Scan" expedition. The cave is partially collapsed and overrun by Glyphids or Macteras.
Objective:
Descend into an old geode formation that was previously scanned but abandoned. Clear out a large Glyphid nest and reactivate or recover scanning equipment left behind.
Gameplay Features:
Familiar but changed terrain: parts of the cave show signs of the previous mission (broken, abandoned gear, damaged Drop Pod)
Collapsed paths:
players must dig through blocked tunnels to reach the geode
Central “Hive Zone”: inside the geode is a dense enemy nest (similar intensity to Salvage Operation finale)
Optional objective: recover lost data cores or broken scan modules for bonus rewards
Why it fits DRG:
Expands on existing mission fantasy like Salvage Operation (returning to old sites)
Reuses Deep Scan theme but adds combat-focused twist
Encourages exploration + teamwork (digging, defending, navigating ruins)
Extra idea (optional):
Sometimes the voice lines hint that it was the previous mission with the geode, where the glyphids made a nest
ROCK AND STONE !
An idea that came to me in a dream, likely too big to be implemented but I still wanted to share: a new mineral, Chronos, as well as its dedicated Chronos mining mission.
Basically, it's a mineral that has time rewinding properties, which corporate doesn't exactly know the trigger of. The cave would basically be star-shaped with 2 to 3 branches we need to get at the end of to get the Chronos. We land on a pocket of it with the drop pod, which becomes unminable but causes the whole mission to be on a time loop: every ~10 minutes, the cave (except inventories and ammo) reset. So the team has to move fast and together to the end of every branch on every loop, or be lucky enough to be able to split and still arrive at the end of their branch. At the end of the mission, we have mined 150-200 Chronos for corporate, plus 50 to put in a specific generator near the drop pod: the idea is that the drop pod doesn't strictly speaking take off, but rewinds time with the team in it until we arrive back at the station.
Chronos could be big crystals rather than mineral, which would make counting easier. There could also be some other time fuckery happening: mobs rewinding their time to avoid bullets, or mob projectiles that makes a player rewind time until 5-10s ago (hence go back to a possibly dangerous situation).
Okay, so what about the idea of making the mission to collect morcite more interesting by complicating its extraction or adding a mechanic similar to deep diving, like creating another primary task that wouldn't contradict collecting morcite but at the same time would make this mission a bit more varied ??????
Make the tables on the spacerig interact able, maybe give us a Minigame (like the arcade) that we can play with the crew, poker would be great, relatively simple to code and it would be fitting. Maybe let us bet credits and minerals on it.
New Modification Idea: Against All Odds (Subata 120 - Tier 5B)
Deals 25% more damage against enemies suffering any and all status effects.
Note: Yes, this is based on a suggestion I've seen at the Suggestion Discussion channel. Unfortunately I don't remember who suggested it, so... SORRY!
Mission idea/Modifier
Core Corruption
Description: A core stone has festered in a cave system for a long period of time allowing it to root itself and start creating rifts and crystallizing the cave.
Mission: Destroy Elder Core Stone.
Dwarves must call in a stabilizer pod that you hook up to surrounding rifts to close them causing the Elder Core Stone shell to weaken. But it will put up a fight while you attempt to make it dormant by using its tentacles and rifts. After it is dormant, Players have to use the same process of resinite extraction missions to get it into orbit.
New Enemies: Elder Tentacle, Core Spawn Juggernaut, Core Spawn Assassin.
This is my own idea
Perk "Outta My Way!"
- When dealing damage to a dwarf, seriously motivate them to get out of your firing line!
(Give a 1-2 second lasting speed boost to the dwarf you hit upon dealing friendly fire dmg to them)
When relocating Sentries as Engineer, the game highlights which Sentry will be moved in the Sentry HUD to the right of the screen by making it slightly brighter (and you can switch which one gets relocated by pressing R while holding the Sentry item.)
This can be hard to differentiate at a glance, and probably isn't very accessible. Could we have a more visible indicator, like an arrow, as well as a brighter highlight?
the ingame six-pence hat with a pair of thin oval glasses
-# totally not for grandpa vibes ;)
posted my stupid pickaxe to leddit and someone told me to post it here. edit: turned out more light saber esque than i wanted. making the shaft solid metal (maybz wth little glow ring) and reducing the silver on the grip would fix this
to get overclocks you now need fragments, you can select which overclock you want making it so that you only get fragments of that overclock, and the way youd get them is with machine events, overclocks would require more or less fragments depending on if the overclock is green yellow or red
Can We collect the Core Stones from the Greater Core stones like the season 5 event. Defeating it is kinda abrupt.
"Uh oh! It looks like something went wrong and you got disconnected. Would you like to try and rejoin your last mission?" or something along those lines
Steam PC Cafe/EDU Access
It would be awesome if Deep Rock Galactic: Rogue Core could be accessible for organizations using the Steam PC Cafe program. I run an afterschool gaming club for students where I work, and have shown a bunch of them DRG, as well as the Rogue Core trailers. Many of our club members have expressed interest in playing both the original Deep Rock Galactic and Rogue Core titles. This program makes us responsible for licenses and bans (repeated bans will get us removed from the program and invalidate all the licenses purchased), but allows anyone using our devices or network to login to their account and play our games, up to the number of licenses we purchase. Steam does not permit sharing accounts, and we aren't in a position to buy it for all the students.
I think one common misconception developers think is that it allows folks to play the games and there are no consequences for bans, so it is bad for game communities. As steam partners, we are incentivized to promote respectful play, as repeated bans will get our partner status revoked. Also, folks only have access to PC Cafe titles when they are on the org's network.
I know this would mean a ton to our students and myself, but totally understand if the team isn't interested.
add the Lark from Rogue Core into DRG as a scout secondary.
the reason i say this is because i feel that it perfectly fits scout, being a fast firing weapon with fair damage, but not being so fast that it overshadows the subata and not being so heavy in damage or accuracy that it overtakes the bulldog. it's a good balance. it wouldn't be too far fetched to believe that the lark from rogue core is upgraded too, so it'd be a fair thing to nerf it a bit.
make bosco continue vacuuming the foam off the corrupter after taking its first armour layer off instead of just shooting it to no effect
If a lootbug happens to eat too many minerals (such as eating part of the valuable hoard from a hoarder), they stop moving, make different noises and potentially look even fatter than usual. And they do not despawn. I prefer to only eat lootbugs that dared eat anything too precious and be "pacifistic" with the rest, so this would make me know what lootbugs are too greedy to be left alive with ease
Suggestions for Bosco:
1 - Bosco will sometimes stop mining and leave some pretty big chunks of mineral vein not mined, requiring you to command him again to mine what's left. Could Bosco keep mining until it detects no more minerals around?
2 - When commanding Bosco to fire a rocket, he will just refuse. Please, fix it.
3 - 'Let There Be Light' is lame. Could it be a constant light instead of having to command Bosco to do so? Also, when commanded, I wished Bosco kept illuminating an area until I call him back instead of it being for a short duration of time.
ooh, actually, here's a suggestion. Voicelines for perk recharges. It already exists kinda for Born Ready. As it stands currently, your perk cooldowns are shown on your hud, but it's very small. It can be hard to tell if it's worth jumping off that cliff for a hover boot-y escape orrrr if you're just going to blow your kneecaps off.
Beast Master could easily have one for the 5 minute cooldown if Steeve died quick, or after the 20 second steeve mourning period.
**Berzerker **could use one considering how long its cooldown is, even at max level.
Heightened Senses might not need one? Considering at max level its cooldown isn't really a factor unless you're in a cave leech cluster, and if it's at level 2 well, if you're grabbed you're either dead anyways or not doing much other than watching that cooldown. Similarly, See You In Hell may also not need one considering again, you're not doing much else in the moments you can use it.
Hover Boots could definitely use one as mentioned above. Same with Shield Link.
As for Dash, I don't really use that perk, so the people who do would have better input, but with such a short cooldown it might get a bit annoying to have a voiceline for it.
I'd love to suggest a new line of armors that are basically remakes of the MK1 and/or MK2 armor suits but with the level of skill and craftsmanship seen in the armor models we get nowadays in this game.
-# (I just love the pauldrons of the MK2 gunner suit and wanna use them while wearing a much more gorgeous, much less barren armor suit).
There should be a resource you can mine that extends timer for eternal wave so exploration > speedrunning can be an option
Integrate the "Tighter Barrel Alignment" (-30% spread) mod from the Autocannon
into the base weapon. Accuracy and direct hits are just too crucial for this weapon (the AoE is only ever a big factor when using Neurotoxin, Mortar Rounds or Carpet Bomber)
With the core stone event back on the plate (more or less) and still showing some of the same issues has the last time, IE: the spawn are way to difficult to kite and fight on equal footing unless one has a way to CC them down or you cheese them with zip lines.
How about addressing these issues by introducing some more of the Rogue core spawn enemies?
I was thinking instead of pure crawler waves these could be replaced with waves formed by mostly creepers and scorchers (The weaker melee type variant and the ranged variant of the crawlers) with maybe a crawler here or there, with the occasional pure crawler wave in between to keep people on their toes.
Would also fit the core is leaking out vibe with more different types showing up.
Scouring through the Old and Unused content for DRG. And by Karl, theres some nuggets of content that didnt make it, most likely due to time and/ or save it for later. Theres ripe potentiale there for later indeed. Most makes sense that got replaced and are obselete but chokingly some I see opportunity for
One example. One I would suggest tweaking if needed
The Mactera Fire Bomber. That dropped timed ( fiery ) explosives. Glimpsed in Update 33 Trailer.
My suggestion would be:
Home biome: Magma Core ( like the Mactera Frost Bomber have home in Glacial Strata )
Alternate name suggestion:Mactera Magma Bomber ( not really needed, Fire Bomber sounds just as good. Just a tought )
Mechanic suggestion:
IF somehow timed explosives are too non-fun, annoying.
Instead of timed explosives, replace it with them dropping slim streams of magma goo.
You know, similar to the after-effect the Shard Diffractors overclock " Volatile Impact Reactor " does.
ONLY if timed fire explosives are too " op ". I mean theres enough explosive fire in Magma Core than actual magma. Balance tweaking as needed for either.
The Mactera Frost Bomber and the standard green Mactera Goo Bomber also stream their goo. So the effect is alredy there.
I do LOVE what GSG started with the bug variations that have their own home biome like blue Frost Praetorians, Radioactive Exploders etc.
My dream would be to see a cohesive and structural addition of variations for at least a few buggos for all biomes. Attacks, effects, defences to differentiate them.
Making each biome feel even more uniqe
At least in my eyes, I seee zero reason why not to add them and similar things later on. GSG have enough to deal with as is with RC and all. Invisible Wall could help though.
I wonder if the devs should add a new weapon paintjob to be the same color scheme as the Lego Power Miner's Vehicles, similar to the "buff" paintjob. that would've been awesome
Ooo a 4th weapon choice for each class could be cool too. Gives more ppl to unlock new stuff and expand on their playstyle. Plus 4 weapons to choose from instead of 3
The existence of “mactera spawn” implies the existence of something spawning the macteras. Suggestion: make a flying dreadnought called “mactera lord” or something along those lines. It could have the abilities of all other macteras (trijaws triple shot, brundle’s armor, goo bomber’s goo) and spawn mactera spawn as part of its attack. Feel like elimination missions need something new anyways
Also please add a jet pack joyride style flight overclock to gunners minigun it would be so funny
i think it would be nice to have a daily deals on the shop just like mineral trade does, but instead of getting minerals, you would get 3-5 different deals containing other resources, such as beer ingredients, overclocks or even seasonal resources. doing this would prevent phazyonite being a dead weight after purchasing every cosmetic items on all 4 classes and also utilizing error cubes
i also made an concept on how this would look like, have a look:
flares affect spider web (one per web)
In the new Heavy Extraction mission, the rockets installed onto the resinite mass actually deal damage to the player, whereas the mine-head (Point Extraction) and cargo rocket (On-Site Refining) don't.
Also, the Drop Pod has a rocket motor on top of it that is active while at the Space Rig, but is inactive during missions.
The Drop Pod's rocket motor should also deal damage if you got inside it. While on the Space Rig though, it should just send you to the nursery.
Add this, and it'll be very... IMMERSIVE!
A perk that allows you to parry
It would function similarly to the active part of heightened senses
Pressing the pickaxe button very quickly could trigger it and give a small window where enemies will be stunned if they hit you, and negate damage
If it was to work on projectiles it could knock the projectile back or just destroy it
Preferably infinite use with a medium cooldown if you fail the parry and no cooldown if you succeed
The cooldown would decrease and the stun and/or parry window would increase with levels
And the animation could just be swinging the pickaxe in front of you flat ways
Lootbug plushie hat for all classes
Please reduce the difficulty of the core stone mission and the event. I know now ghostship is focusing on rogue core, but this new red warning is ruining many player's experience. the damage and speed of core spawn crawlers are too high in hazard 5 and 5+. They are too many and too strong! In the past it was an optional event, but now it has become a red warning mission and a must-do to complete the mission, and it's too hard for most people. I know dwarves can evade being attacked by them on the zipline, but there is not always a gunner every time, and it makes this event highly dependent on the level of players. One core spawn crawler is more difficult to handle than 10 glyphid grunts and many other enemys. That's so insane. Please make some adjustments,plzzzzzzzzzzzzzzzzz😭
When joining a public mission when your selecting your dwarf. I usually have to quit in that page when I realize that my dwarf has the wrong gun, certain upgrade, or overclock. Please add an option where you can customize your dwarf when joining a public mission. Also please add an option for toggle voice chat
Something I sometimes find frustrating in my experience playing Dwarven Regalia Garments, is that some beards that appear to be "small" beards that do not require the removal of a breastplate, do.
I just got the Corrupted Rebreather and much to my chagrin, despite being much smaller in size than the Motor Menace (and a number of helmets), it requires the removal of the breastplate/gorget/bevor.
Could this be made into a toggle similar to sleeves? (or at least let the rebreather be listed as Small please I am begging)
Engineer platform mod.
Slow bugs moving across foam. Slows dwarves as well.
Please buff neuro lasso. It feels like it does nothing. Maybe increase the slowdown per bug locked on or a flat slowdown reduction.
destroy any platforms near the generator. Covering it with platforms to block enemies is a lame cheese
Can we get more character progresion amd harder modes, not just cosmetics? i mean like new abilities equipment guns
The ear flaps of the Ushanka don't line up with the ears of the dwarves, I feel like this should be adjusted
Idea for Core Stone: Add a ranged corespawn to kill zipline cheese, but lower the overall corespawn density a little bit to compensate.
New Enemy Idea: Glyphid Praetorian Firebreather
Biome: Magma Core (exclusive)
Ranged Attack: Breathes fire, similar to a flamethrower
Death: Engulfs area with fire
gilded options for the "bangled braids" and "bound braids" moustache slot please
If a (regular) praetorian dies while it's on fire, its gas explodes immediately and doesn't spawn the gas cloud
when ordering "hidden dwarf" it be nice to get both beers even if solo. so even solo players can run around as props
this has probably been suggested before but cosmetic/hat stacking would be really cool
New Framework Idea: Old School / Old Fashioned
Updated models of original beta weapons, keeping mostly of the design, but more polished to fit in-game animations.
I'd love a framework that are simpler takes on the in-game weapons, while making a nod at how the game evolved to what it is today.
New seasons won't come soon probably, so I wouldn't mind a new DLC.
There's a certain upgrade for the Zipline that's supposed to increase movement speed while using it, but I feel like this upgrade should be buffed to where the ability to speed up also works going up the Zipline and not just down.
Note: the speed going up will be half of that going down full speed, and there will be a "delay" for reversing directions to prevent cheesing it.
New BRT7 Overclock:
Ion Grid Attachment
- -3 damage (effective damage)
- -0.5 rate of fire
- +0.04 time between shots (burst speed)
- each shot splits into three energy beams that deal 6 direct fire damage and heat each
- beams shoot in a set pattern, and aren't affected by bloom, recoil or inaccuracy. each shot in a burst alternates between beam patterns (like the unmaker in DOOM)
- new custom crosshairs, one with three little dots showing where the beams will go
extra: energy beams have a cool sound effect and red plasma tracer (VERY cool)
New PGL Overclock:
Sticky Clusters
- +0.6 reload time
- grenades dud on direct hits
- 0.8x projectile velocity
- grenades stick to terrain and have a 3 second arming time. grenades are not triggered by nearby enemies
- press R to manually trigger all armed grenades
- grenades split into three explosives that deal less damage, but cover a wider area
"couldn't ya see the bloody bombs?"
New Lok1 Overclock:
"Directive: Exterminate"
"this aiming module was salvaged from a partly intact Nemisis unit. it never stops flashing its light in morse code, screaming "KILL" over and over"
- -6 damage
- 0.1x number of lock-ons
- if a burst is interrupted, -12 ammo
- +5 lock-on range
- 2.5x max ammo
- ammo is pulled directly from reserves, eliminating the need to reload
- will continue to shoot until the target is dead. additionally, much beefier sound effects
If you press Call Mule when right next to and looking at her, let us pet Molly.
Small idea: Throwable Flares should have upgrade mods.
Ideas for upgrades include:
- Allowing you to hold the flare button to hold onto the flare, letting your dwarf be the light source, at the cost of not being able to have your weapons/pickaxe out while holding it, and also the flare's duration would tick down twice as fast while you're holding it.
- An extra flare charge.
- The next flare you throw will have an increased duration if you have all your flare charges ready.
- Killing a bug with a power strike grants you an extra flare charge independant from your existing flares' cooldowns.
Flares should have passive universal upgrades or perks; one idea is that they can burn longer and brighter (but not as long nor bright as the Scout's Flare Gun does), and the possible passive of having a Flare be used in place of your headlamp at the expense of one less flare to use in the field.
Build a bet-c side mission
in a salvage mission you should be able to scrounge up enough parts to build a bet'c of your own instead of one already being sucked, of course it wouldn't be perfects so as soon as you finish the bet-c it'd blare out the fog horn that summons a whole swarm
New weapons and new classes are out of question... but what about new throwables?
Some removed content include a Stun Grenade, a Fear Grenade and a S.O.G. (Shield Overcharge Grenade), with finished models and icons.
It certainly sounds much easier to add.
Just 1 more and we'd have a 5th new option for each class.
breach cutter oc where you are able to make a plasma fence by shooting inbetween turrets
hold e on lootbug to hug
Use perk "Beast master" on Glyphid warden, so he can faster reload shield to the all team if they near him
Add a small compartment for Bosco on the escape pod when playing Solo that he flies into or joins you in the dwarf seats so he isn't left behind.
make the memorial hall music continue playing when you open the promotion terminal, right now it stops playing and it ruins the immersion
Boomstick oc called lead to gold that converts a portion of the damage dealt into gold dropped on kill (you figure out the balanced numbers)
New enemy idea: some kind of spore infected glyphid that when detects a dwarf runs to a nearby group of enemies and jumps and exploads itself onto the enemy pack "infecting" them and giving them a speed/strength buff. The idea being to when the player spots the enemy they shoot it and kill it before it buffs the other nearby enemies.
Playing a mission, I deposited minerals on the sides of the drop pod, and got the voiceline Where do all these minerals go?. I think this voiceline should be exclusively for Molly, not the drop pod. The same can be said for "It's a mystery to me how all these minerals fit inside...!" (and all the ones that refer explicitly to Molly).
ALSO, a couple voicelines exclusively for the pod could be added. Something along the lines of:
- "You ain't Molly, but you'll do."
- "I'm depositing so much in the hatch on this side, I fear I might unbalance the pod!"
- "Is it me, or is depositing in Molly faster?"
- "Is it me, or is depositing in Molly slower?"
Idea for a new Drilldozer widget, instead of the usual fuel-speed bars below the Drilldozer condition display.
-# (This was mostly motivated by me not checking mission length and forgetting how many stops it needs to make.)
New color scheme concept (scale brigade boltshark as a base): taking a bronze like Scale Brigade's, but having a metallic light gray (silver) where in this image we have gold, and maybe making the currently gray areas darker. The parts with the engraved black can be anything else (such as class colored like in Order of the Deep paints).
Ideally rearranging the location of the colors for something that works better for the color scheme I just suggested.
I just adore metallic brown and I desire for more options featuring it, specially without any gold on the way.
Add enemy infighting like in doom eternal but they don’t do any damage to eachother, and stop attacking eachother when they notice you. It doesn’t make sense that things like the rival defenses and glyphids get along
More perks(literally any)
Buff idea for springloaded rippers: now it can spread sticky flames🔥 , cryo puddles❄️ , sludge☣️ and electricity⚡ (from scout bolts, engi oc and electric crystals) leaving 3 second trail and gaining a bit of additional elemental damage(can stack with different elements, but fire will override ice, and vice versa)
About the Iron Will perk, it says it increases pickaxe damage by +2.5 points, which confuses me. Why such low bonus?
If it's extra damage is gonna be so pitiful, it might as well not exist, right?
It could have been a typo, perhaps it was supposed to be x2.5 points.
So there are two options, either increase it or remove it (which honestly wouldn't make a difference, since it's so low it ain't useful for combat specifically, and I don't know anyone who equips IW for anything other than to self-revive or to revive other dwarves).
Season filter in the server list could be improved by defaulting to all boxes unmarked.
Selecting a box selects only that season, selecting 2 seasons allows those two.
With no boxes marked, all seasons are allowed.
Currently, if you want 1 season, you have to de-select the other 5 options. This suggestion will fix that.
Dwarves have conversations
it is a co-op game after all, so why not have the dwarves actually bond or joke around on a mission?
Ideas for conversations could be like:
Pinging Nitra
"Nitra here! Try not to eat any, ok driller?"
"No need to tell me twice, Nitra doesn't even taste good anyway"
"Oh, what's it taste like then?"
"Not good"
Dreadnought Twins Spawn
"Prepare for trouble!"
"And make it double"
Dialogues that play when depositing near teammates
"Hey scout, mind if I have a go at that grappler you got?"
"Sure, but don't blame me if you splatter yourself on the cave walls, break both your legs, or-"
"Actually never mind"
"Are the platforms you shoot edible, engie?"
"What? No, these platforms are made of highly volatile chemicals that could-"
"Ughhhh, ok nerd"
"Whatever, idiot"
"You mind I borrow that kitchen appliance of yours to heat up my sandwich? I'll buy you a beer if you want"
"Sure, but make sure it doesn't blow up that sandwich all over you"
"Uh, I'll keep that in mind then"
"Hey gunner, what's your favorite gun to use?"
"Easy, all of them"
"Figured"
Deep Scan
"Never was a fan of hide and seek"
"I used to play with my dad a lot. I thought he was really good at it until I realized he just left the house to go grab beer, which is why I could never find him"
"Did he share any with you?"
"Yup, best dad ever"
tactical leadburst would be a lot better if it worked in an area you direct it toward, like a claymore.
an alternative would be for it to choose a random target and fire at it like a mini-turret.
Make [edit: already existing] autocannon upgrade on tier 3, slot C, called "high velocity rounds" actually upgrade projectile velocity for Mortar Rounds overclock
A small collaboration event with Evil Raptor's Far Far West would be pure bliss.
A terminal where you can spend your piles of hoarded perk points on accessories for molly. These could be things similar to Bosco where you have the skin then the paint. And if you are in a multiplayer session it would be the hosts customisation that shows.
Alternatively just some additional perks would solve the issue, though I feel like both would be a great addition to an update.
add the goat sim npc dance as a dance option for the abyss bar (as shown here https://www.youtube.com/watch?v=VcCUAUH2NAY)
Turning perk points into XP
Addendum 1: increase isn't meant to be enormous, in brackets of about +30% to +50%
Addendum 2: mind the upgrade competes with Loaded Rounds responsible for substantial 63->77 damage improvement
Addendum 3:
"High Velocity Rounds" already exists and increases direct damage by flat +4 (unnoticeable effect on MR); I'm not proposing any new upgrade, just existing one do more
Glyphid Dreadnought Conductor
Note:
This dreadnought spawns with a shield around its abdomen weakpoint rather than armor. When it spawns from the cocoon, or when its shield replenishes, it will automatically use its first unique attack where it spawns power crystals in a close proximity so that dwarves can take down its shield.
Attacks:
Besides the ubiquitous melee and digging abilities that dreadnoughts possess, these are its attacks:
Power crystals: Spawns two stationary crystals sticking up from terrain. Each one spawns a slow moving homing orb of death. You can’t fight the orb, but you can get it to detonate on other enemies. Damaging a power crystal causes it to zap the dreadnought, eventually breaking its shield.
Thunder stomp: Electrocutes the ground around the dreadnought, applying stun and little damage. Synergizes with the power crystals’ homing orbs.
Lightning breath: Dreadnought spits a beam of high DPS electricity, lasting 5sec. He’ll slowly aim it towards dwarves.
I just had an idea:
What if the modification system worked similarly to the Perk Tree system from WH40K SM2? (Although without the tree part...)
Instead of choosing only one modification per tier, there'd be a modification chart and you'd choose whichever modifications you want and place it anywhere. Of course, you'd still be limited by how many modifications you can equip (3, 4 or 5 depending on the weapon).
About Boltsharks' special ammo modifications, if you've chosen one, the others would be blocked.
The Pickaxe and Bosco have modifications that require another to be equipped (Power Attack and Rockets). If such modifications are not equipped, the others would be blocked as well.
ULTRAricochet munitions:
- Found on coilgun
Hitting a interactable object (like gunk seed or compressed gold) will cause said interactable object to hit the closest or largest (in sight) enemy too hard and most likely smush them
Tuned cooler: Add also a stream reach buff to the overclock
Make it so anything that is brought into the drop pod would be brought into the mission, barrels, cups, you name it.
Alternative Traversal Tools for each class that require completing license assignments:
Scout: Short Range Teleporter - A throwable that adheres to gravity. Click once to throw and click again to warp to it.
Driller: Anti-Inorganics Beam - A ranged version of the drills with a penalty to damage against enemies.
Gunner: Low Gravity Field Generator - A portable ring-shaped low gravity field in an upwards cylinder that enables dwarves to reach a height of 40 meters with a single jump. Unaffected by the Low Gravity mission modifier.
Engineer: Hard Light bridge - Makes a bridge up to 25 meters at base that also emits faint light. Can be upgraded so that enemies prefer to path along the bridge.
Overlcoks for grenads...)
2 more loadout slots so we can combine every gun
gun that shoots beer
DRG Rogue Core Supporter DLC pickaxe skin in Base DRG if the DRG Rogue Core Supporter DLC is purchased.
(Since both games are published by the same dev, the Steam API can be used to unlock the content correctly...)
Guys, I grinded 156 scout hours into DRG. Just bought Rogue core and we still cannot hold the pickaxes up to view the stellar designs !! can we please get an animation or button to inspect and hold the axe out. Thanks - a fellow scout
Wish I could swap weapons onto a different slot/keybind in the main pause menu. If so, you could keep the same keybind for your primary" and "secondary" in your mind, no matter what order you gained the weapons in. Same for traversal tools.
On very low graphics settings, the vr-blue/red color scheme of the training mission made the game appear more unplayable than the regular missions. The red and blue layers were so separated that it was hard to function (especially the wire-cutting mini-game (required) was very nearly un-playable). I'm enjoying the game after that. FYI, I had my resolution scale down to 24% while experimenting in order to not lag out (I bumped it up to 45% later to play the game). Suggestion - quick fix: maybe if someone puts the settings that low, just switch to the normal graphics for a cave - i.e. just make the red-blue simulation view toggle off. I'm guessing that's just a setting you can flip in that situation 🙂
Could you add a "Return to Solo Lobby" button after a mission?
The one thing that bugs be in DGR, and now in RC, is finishing a multiplayer mission->Loading Screen->Lobby->Walk to a terminal->Host Disconnects->Another Loading Screen->walk back again.
I think a good addition could be a team wide reroll mechanic, where you can vote for a reroll and if everyone agrees then you get to reroll the upgrades (this would have to be done before anyone takes an upgrade), and rerolls could be a limited resource (maybe also usable on weapons/grenades/equipment)
Here me out, new game called Deep Rock Tavern Manager. set on a civilan ship where you manage the local Tavern, have a little biodome plant farm to get some ingredients and make beers, and have a cozy room you can decorate, also its a big ship with lots of civilan space dwarf towns people so you can do a dating mini game.
When spending scripts, i wish the first buy of a cosmetic (the one that branches out the tree) didnt let you choose for who it is, only subsequent spends let you choose who gets it
Reason: I liked the randomized aspect of which dwarf gets the swag, i built the personality and fashion of my dwarves starting from whatever cool stuff i got.
Put yourself in the scenario you just played 1 game, and you get a cosmetic and ofc you dont even have any opinion on characters to gess "who" gets the cool hairstyle, however if it gave the first one randomly to slicer, maybe now i wanna try that character on my second run....
Its the little things you know
Change name of autocannon upgrade on tier 3, slot C, from "high velocity rounds" to "weighted shells" to make it consistent with upgrade's lack of any effects on actual projectile velocity on one of its overclocks that is not hitscan
Make it so that Randoweisser randomizes your loadout on each stage of a Deep Dive.
I suggest to remove friendly fire
This channel is not for suggestions or feedback about rogue core. You will need to use #rogue-core-suggestions for actual ideas and #rogue-core-chat for feedback posts / essays.
Let us ping other mushrooms and say mushroom also instead of saying "look what I found"
New Modification Ideas:
Reinforced Power Drills:
Bigger Drills: +2m Carve Diameter - Tier 4C
Flare Gun:
Cinnabar Material: +3m Light Radius - Tier 1C
Emergency Flare: +3m Light Radius - Tier 2C
I'm almost afraid to suggest this... but... one of the guys should have an Aliens like motion scanner to freak us out just a little before the bugs start pouring in 😃
I was missing the information that I have to dig into the "dirt" on the walls to get to the other rooms. I found myself stuck the first two games, without knowing what to do. I eventually dug myself so deep into an endless "wall" that I had to restart 😉
Yeah its 1 of the 2 rules that we really should explain at the beginning 😃 Dig the brown dirt and Down is mostly the right way to go 😉
gold not only on the walls... more a stirp stimetimes... and silver and diamonts too
the game really needs a story or a goal... i really like the gameplay and the idea .. but right now its nothing that attracts ppl ... bosses .. puzzle( random old dwarf mines) or so would really help imo
i know you are a small team, and dont want a publisher (i guess)
@ancient quarry At the moment our focus is entirely on the main gameplay. It'll be a while before we turn our attention to the kinds of things you're mentioning, but I think we'll have some nice surprises to show off later. 😃
@solar badge try to beat the devs of "CrossCode" 😄
@ancient quarry I think I can safely say that the current plan is to tell most of any story through environmental storytelling. We absolutely want to have story and lore in the game - you're just not at the center of it. You're soot-covered miners at work, not the shiny heroes that will save the galaxy, if you know what I mean. 😃
@dense breach Never be afraid to suggest stuff. 😄 And yes, that would be a lovely gadget for one of them to have.
Btw, @ancient quarry and others that might be interested, we started an FAQ on the Steam forum - there are some bits of our current story thoughts in there. And now I am off to bed. G'night! http://steamcommunity.com/app/548430/discussions/1/154643795211447609/
@solar badge good night 😄
Some suggestions: 1. add in-game volume control 2. add option to toggle in-game voice chat after a group is joined. 3. add names option over players to make them easy to call out to
Digging into a wall can be a little disorienting, maybe something like an attitude indicator, so you dont end up just digging straight down or just really unevenly.
search and rescue mission ^^
"how deep can you go"-endless mode
with a leaderboard
Definitely feel like some characters could get some more unique perks. Like a better head-light on the Scout, or a motion sensor for him. Anyone can check the map to see hostiles but scout should get a mini-map for it
Gunner could probably use a tool that highlights hostiles specifically, easier for shooting things in the dark.