#suggestions
1 messages Β· Page 47 of 1
that's the second meaning
Dude you're drunk go home
csontructing means building, but building does not mean constructing
well you're sharing your suggestion on an open field
Go
this is simple
DM the developers instead if you just dont feel like sharing opinions with people
building means making something out of materials
when we dig in DRG we actually destroy matter
this game is easily my favorite game right now, i just think the actual mining aspect of the game could be better
quite the opposite of creating something
Love's got a point here; tangent was fun, but this is suggestions.
to construct is to build, but to build is not necessarily to construct
Some fine builders there
to construct is to build, but to build is not necessarily to construct
y'all on about some wierd shit
i just dont see how you could argue that this game doesnt share similar mechanics to another 3D voxel game about mining and caves
you're not mining cubes
its pretty similar
in what way
you even have to mine a 1x2 tunnel
fo ryour character to walk
through
cuz 1x1 is too small
you dig in dirt, and your character walks through.
It's a practical minecraft clone!
stop strawmanning me
I can't believe the devs ripped minecraft
im being serious
the mining is one of the reasons i love this game, i just think it could be better
but how would you make it better
buffing a pickaxe makes no sense to me
it takes a few swings to mine a rock irl
thats not a real argument
this is a game, not real life
anyway
i think one way is you could make it clear a wider area
wider horizontal area
maybe even make it clear just a bigger area than it does in all dimensions
its hard for me to know exactly what needs to change without being able to like see how the changes affect it first hand
then you would have to increase it for the drills as well
thats why i just am making the suggestion! π
no you wo uldnt have to increase it for drills
drill stays the way it is
drill is very good
you would because then it wouldn't feel fair
maybe in terms of mining speed
in terms of area too
you dont need to make it as big as the drill
just bigger than it is now
still smaller than drill
i say just add a 'super shitty tourist' mode that makes you able to dig through anything instantly like it's creative mode.
then this dude can have his dreams of playing minecraft in DRG
then it won't make much of a difference
well maybe it wont
who knows
but i think it will
thats why im suggesting it
for you or me to say that we know what the outcome of changing it will be is silly h
not at all, but you do you
how can you know what will or wont make a difference
i can imagine
no
playing it
oh ok
having a feel for it
cool
oh we're doing this now?
just saying ive played it a lot
me too, and?
if you're going to use "i played the game" as an arugment for why your judgement is so much better than mine, then im gong to lay out how m uch ive play ed
you started this
im using this as an argument not to have a cock fight of who played more and who is more right
im using it to make a point that well, maybe
Just maybe
yes i agre having that argument is a bad idea
Your suggestion isnt as good as you think it is
but if you're going to say "ive played the game" as an arguemtn for why your judgement is better than mine
thats the path the conversation goes
no
man clearly during those hours spent playing you were tripping balls
if you thought the game is anything like minecraft
π€
I love making a 200x200 strip mine
but i still disagree that it feels alike
Its the tastes like chicken argument
DRG is an original unspoiled flavor
People can't place it
So it tastes like minecraft
etc etc
what have i joined
Hahahaha
honestly this whole convo got fucked up because you guys dont understand that mining and resource collection are two different mechanisc
that's what you think
what where the suggestion in the first place
Okay bud
the suggestion was that i think the pickaxe should dig better
i think digging with the pickaxe is too awkward
theres already a tad improvment from the others but thats ok i guess
Make a drill
he has a drill
that's the drillers job
Exactly
yeah in an ideal world, but the driller cant be everyone at once
people will have to use their pickaxe to dig eventually
So there is no need to mess with the pickaxe
why not make the mechanic good
Cause you have drillers
i've always thought how you can make the driller even more mining centered
with a ""op"" pick axe
this whole taking fall damage thing is really annoying gameplay, why can't everybody be able to grapple everywhere?
who said it should be op
sure you have gunner ziplines for that
then either use platforms + scout, platforms + zipline, zipline, or dig by yourself. this game encourages you not to split up from your team
but gunner can't be EVERYWHERE
it's really annoying gameplay to have to deal with swarmers, theres so many of them all over me
dude the driller has to spend a lot of time cleaning up the escape route alot of the time
like i could get the help of the driller's flamer to quickly deal with the whole swarm
but driller can't be EVERYWHERE
everybody should have a flamethrower IMO
who are you playing with that is drilling all over the place?
isnt that why we have mains
why are you strawmanning me
if you're drilling an escape route you probably suck ass at the game not gonna lie
those who proffes in one class
You're proposing an idea that doesn't make sense in this environment
drilling tunnel straight to the pod will get you killed as swarm spawns right on you and blows you the fuck up
lel
Captain bigballs here
hey if you're gunna be an ass to me
"oh watch out for the pro over here"
if you make a mental map of the area, then you can backtrack to the escape pod and if you know there is an area that is difficult to navigate then climb to the top of that area before calling the drop pod.
You have a bad idea and you're hostile about it
haha guys
yeah im mad that this is the response i get for suggesting something. makes me not want to suggest anything here anymore. real good community π
im good at the game and that means everyone is worse
lol
have fun playing in yout TOURIST MODE L0L
i dont want anything new for now
^
Just think it through first
@mods i think perhaps this discussion should end and/or be moved out of suggestions? plez
Instead of blurting out something about pickaxes
W0ts going on in here?
T_T you can't tag mods
im getting gang banged
Yall better not be fighting
it feels real good
you're suggesting something intentionally bad and the majority of responses you're getting is that it's a bad idea
^
hmmm
@stray hazel Calm down please.
and rather than accepting it you're going off on weird tangents
arguing about the definition of the word building
im just responding to what you guys are saying to me lol
nah nafen, you're just a haz 1 player
you don't know what this game really is
smhh
@glacial wedge I only play Haz 0
same
and talking about your gameplay hours and high difficulty play to try and make your opinion more important than the like 10 other people's saying your idea is shit
the game is too scary to me
Sigh, elitists come on fast
how do i turn on the lights?
you guys are intellectually dishonest
it's too dark
sad
i want to actually try Tourist just to see how hilariously easy it is. probably have to be functionally braindead to find it hard
AKA 'love life'
πΌ
it is
please ease it now
@wide prawn
π
do you see thsi abuse
this is the suggestions tab'

move these pointless arguments to another
Who do I have to slap
how about do your jobs and read the discussion instead of slacking off in #non-drg-chat π π
oof
Kappa
Whats even the problem here?
i suggested something and everyones going crazy attacking me for suggesting it
What did you suggest?
a disagreement on opinions dissolved into some low end mudslinging
that's... not true
i think the mining in this game is kinda akward with the pickaxe and i htink the pickaxe should be buffed
so it m ines more of an area
The driller needs a job
im being serious idk why you are belittling my suggestion
That's a genuine suggestion.
While some don't agree with it, including myself. You didn't do anything wrong.
I think maybe the attack speed should be buffed on the pickaxe π€
I've played with 4x pickaxe mining, and honestly, while fun, it's not very useful
attack speed affects combat
But the mining feels fine
and i think the combat effectiveness of the pickaxe is fine
driller should get attack speed instead of his current 'mining speed'
i wouldn't say so
Having your pickaxe take out large chunks of area doesn't do a lot to help you in this game
his current pickaxe upgrade makes him kinda special
therefore his pick takes the same amount of hits to break things as other people with less damage to enemies, but he swings it a lot faster
Fuck pickaxes, gimme a jackhammer
well swing speed would still make it faster but it'd also help a little bit in certain combat situations
not being able to take out warriors effectively without using ammo like the other classes can is a pain
sure, but then you can just drill your enemies to death instead
Jackhammers only really work in a downwards direction
he already has a meele weapon
but at least the faster swing speed would let him take out swarmers faster
i think that having the pickaxe take out larger chunks might be bad, i agree. thats why i think the pickaxe should mine out more on the sides, so that instead of a square, its a rectangle shape with the longer sides being the horizontal side
which kinda fits in with driller's thing
But I have to go collect my winnings
like with how the drill works, right? the drill literally mines everything in front of your camera. from corner to corner. i think the pickaxe should mine more on the sides
i feel the drill causes too much screen debris and potentially fucks up the terrain to effectively use on swarms of enemies
it's decent ish for praetorians if somebody else is distracting it
but satchels or scout shotty is way better
If you use the pickaxe to hit once in front of your face, and once at your knees, it makes a perfect dwarf sized tunnel.
The driller has the adbvantage of making a large square opening that two Dwarves can fit through side by side....that is his advantage.
to explain this
at least until the video drops
i have a idea. we have more gold than we need so it can be cool if we could buy 1 pixel/cube for 1000 gold and have the possibility to creat my own beard with pixels/cube
sorry for my bad english
i feel that'd be way too complex for what they're goin for
A while back, I had suggested a melee class who had a secondary ranged weapon of throwing pickaxes or something along those lines, but now I'd like to expand on it.
With so many people asking for a healer, why not combine the two?
Have that be the mele fighter's third ability, where for every bug you kill you gain points towards filling a bar that on completion would allow you to drop a small healh kit useable by either yourself or a teammate.
This would reward a melee fighter's skill as well as give something back to the time. Maybe explain it away as the fighter collecting and distilling glyphid essence into the healing vials as a sort of miner's remedy.
Et tu, TatΓ©r?
I view it as letting people heal, but having to work for it
and even then the heals are for small amounts of health
it'd make more sense for a melee focused class to have some form of lifesteal, whereby his weapons can drain life essence or probably more fittingly some science biological mumbo jumbo.
like maybe 20hp at best
depends, and with your teammates doing the klilling, it'd make it even harder for you to earn the medpacks with just melee weapons
idk, if your melee capabilites were strong enough you could just kite groups of enemies away from the main group and rack up kills that way
when i used to play killing floor a lot i basically never stayed with my team and ran around the map kiting with berserker π
Thats the same I do
Regen 2 hp per second
And all the damage buffs and reduced damage overall
Basically invincible
that's why we would have to make it take a good amount of kills to fill the meter to earn the small health pack
maybe once every 75 kills
maybe make it so you have to melee kill 5 praetorians to gain a charge
then it'd be practically unuseable and nobody would use it so no point in adding it π
(i like the idea of a melee focused class, but fuck adding even more sources of healing to the game)
the focus should be on learning to avoid damage
not add more ways to make up for sloppy play
red sugar is literally everywhere
nitra is even EVERYWHERE...ER
the same problem with us having practically more ammo supplies than we could ever use before finishing the objectives is sorta similar with health, since supply drops also give health but you ALSO get health from red sugar
and people still think that a medic class is a great idea somehow π€
im not even convinced adding any new classes would be necessary
i like the 4 classes that currently exist a lot
i cant think of any weakness one has that another doesnt make up for
Melee class would be super cool, I was hoping the driller was that but not so much.
With no penalty for being downed, I don't think you need a healer class at all really.
im not sure how good driller is as a melee fighter since i dont have the upgraded drill damage yet
sure it feels weak but that may just be cuz i dont have the upgrade
add quadlauncher it make game better
The end mission reward should be based on what the M.U.L.E. is carrying AND what the team is carrying in their backpacks, kinda like in Payday where the game take into account what the van and the player carry
Lost 30 golds because of this :'(
somebody told me that it does take that into account π€
I don't think pocket inventory counts, or else why put the deposit boxes on the outside of the ship?
well they're kind of awkward to use
and the pod positioning can make them barely possible to use since you're being swarmed anyway as its the escape
i dunno
i distinctly remember somebody (don't remember who) saying that it's something the devs changed during one the the last alpha patches
I would fancy some nice little rocket powered jump boosters.
lol, unless I'm solo I just sit in the rightmost seat and deposit from inside the drop pod π
@near glacier @lusty lichen there is a deposit box inside the ship in your seat
Like NataFish said
i feel like that's just being able to access the chutes from inside and is unintentional / glitched interaction
and you can't really do that if everyone is at the pod, unless you ask someone to stand outside for a sec π
i feel like it should just count it
like it's on your person
Maybe
where does that stuff go if not in your stash
Falls out of your pocket on liftoff π
@umbral walrus You can't deposit when you are in solo cause you are instant stoppezd when you step in the ship
I have an idea for a new mode. The regular mode is really fun, but to make this game even more re-playable and appeal to the craze of people who like battle royal modes. You could add this multiplayer mode:
A 4v4 skirmish to collect minerals and get out while battling another squad trying to do the same
**Details: **
I think there should be a way to compete in this game, maybe a 4v4 mode where you battle another squad while mining and stealing enemy minerals. You could have the driller build a huge tunnel system and engineer place turrets in little peak holes to shoot at the enemy and then have scout steal enemy minerals and mine minerals so they can call the drop and get away with all the loot
There would only be one drop so the two teams would need to fight to get onboard
Then as both teams are fighting to get inside, a swarm would come and only the strongest dwarves would survive with a haul of loot
The story behind why you need to fight another squad is that Deep Rock accidentally sent two teams down and can only bring one back (budget problems).
I really hope we're not getting the obligatory battle royal cloning here, if versus I think it'd be more fun to maybe have players control the hive, but the strength of the game definitely lies in cooperative chaos/survival, which is a fine niche to be in
I wouldn't mind seeing a dwarves vs bugs pvp mode.
Could either be a limited number of deaths thing (where the dwarves have fewer deaths) or more powerful/balanced to the level of the dwarves bugs and the same number of deaths.
Not sure that dwarves vs dwarves (in that they're shooting at each other) makes a whole lot of sense but if it were a race to get to 'the good' drop pod with the losing team needing to repair a malfunctioning pod before they can get out (or not) then that might work.
i feel we'd be better off with leaderboards and group/clan leaderboards
rather than active PvP like that
Meh, a leaderboard does not a valid substitution for actual pvp make.
I'm not suggesting they replace the current PVE and planned meta with sweaty death matches, but having it as an option to change things up from time to time is all.
sure it does
the leaderboards in Slay the Spire are a way more satisfying form of player competition than if they shovelled in some dumb active PvP mode in the game just to please the folks who just can't handle a game being solely coop.
A leaderboard is a leaderboard, not pvp.
Nobody said or even implied they can't handle DRG being solo/coop - this is a suggestion for ways to change/improve the game and make it more broadly appealing to more players.
Many have suggested variations of a competetive mode ranging from coop competitions with no true pvp (shooting at each other) to straight up death matches - clearly there is an audience who would be interested in it.
yes because they think that every game has to feature a pvp mode
you're projecting.
i'd rather the devs just focus on what the game is actually for rather than cater to that
that's why i suggest leaderboards as a bare minimum effort π
yeah i'm projecting
it really us just me that things the game should be coop only
you're right dude
lol, the attitude you've got is spectacular.
Should everyone run their suggestions by you so you can vet them before submitting here?
Just trying to get a feel for how you think things should be since that is apparently the only way it matters.
first doesn't equal only, nice try tho
meaning that anything else would just be a tacked on addition just to cater to people that can't just have a coop game and enjoy it as such, so what's the point?
also, as I stated above, some of the competitive suggestions made do not involve traditional pvp and include coop play so..
and yeah people probably just run suggestions by me or certain others in here because we have this thing called C O M M O N S E N S E
i know, it's rare.
lol, cute.
your position seems to be 'I like the game the way it is and any suggestion that involves changing aspects I don't agree with are bad and the person who made them should feel bad'
guess I'm doing it wrong.. as I don't agree with your position and have common sense to boot!
Including a competitive mode or modes in this game will not ruin it but could make it more widely appealing thus resulting in greater sales which then funds additional development.
Devs can (and regularly do) work on multiple features in tandem so it isn't as if 'tacking on' a competitive mode means that all other considerations will stop.
I think competition and cooperation can go pretty well hand in hand
competitive mode seems completely out of place for this genre.
just like warframe which was designed around Co Op, the devs wasted time creating PvP mode which literally nobody plays nowadays because it detriments from the main feature of the game which is co op wave based shooter.
I can appreciate your concern, @clear moss but citing a single example of pvp implemented poorly doesn't prove that it cant be done well.
If they were to just put in an awkward 4v4 deathmatch mode inside a proc-gen cave then yeah.. it would probably not be great, but then that isn't what is being suggested.
There have been ideas ranging from 2 teams racing (effectively tandem speed runs) to last team standing type horde modes.
These could be fun and wouldn't require massive changes to the existing game mechanics.
It would require time and resources which would be better delegated to improve core features of the game.
Everything in game development requires massive amounts of time and must be gauged carefully.
Not necessarily true.
A lot of the core mechanics for mining, traversal and shooting are already there so really we're mostly talking about some UI menu changes and maybe a custom graphic or 3 for the start and end of a 'match'.
I develop video games for living, and every single feature no matter how small requires months of work.
there are countless examples of games that have had a pvp mode tacked on because of focus group results or whatever saying that that's what games needed, and then NOBODY PLAYED THEM π
There's no simple solution or hack jobbing features together to make something work.
except fortnite lol
and nah i don't think that people's suggestions are bad and they should feel bad. i think they're shit and should feel shit π
It requires testing, bugproofing, UI design, sound design, additional 3D renders, hours upon hours of netcode testing.
most tacked on gamemode to the most underplayed game and suddenly its top viewed on twitch
is fornite BR not a completely separate game? just uses the same assets
no? it's the same game, just a different mode
just rebalanced weapons for pvp specifically
fortnite is also horrid game dev limbo mess with lootbox locked progression.
and naturally a specific map
if Deep rock galactic goes into that direction im dropping the game completely.
Fortnite BR is a free to play game, where Fortnite is the original coop game you gotta pay for
Deep Rock galactic adding Loot boxes
theyre the same game, you just have to pay to access different parts of it man
its like dlc or some garbage
regardless it was a mode that was added cause the base game was failing and they needed to capitalize on the battle royale trend. the game's been worked on for years now, and no mention of battle royale until pubg was a thing
eh, nobody said anything about loot boxes in DRG - they are terrible and should stop being a thing.
I guess we'll have to agree to disagree, @clear moss - IMO not much or even any of the core gameplay loops already established would or should need to change in order to implement a competitive mode.
A basic competitive mode would be a wave based survival mode
with leaderboards
you can have a "lure" platform setup that replenishes ammo between waves
with secondary dig objectives one can do for some extra points
that spiral further out from the platform
with no nitra, so the only ammo comes from the platform
the ones who do the best get crowned "employees of the month"
So.. All the players on that platform blastin' ammo away
it would be like 2 supply pods at once
until the next checkpoint for it to spawn the next set of ammo to be consumed
it'd probably have to be a risky platform to just chill out on, to discourage camping
or limited ammo, replenishing on a cooldown or something
that is more or less what the lure platform gives
its like 2 supply pods waiting to be used
once used its on cooldown
the "idea" behind it
is that this is a fighter team
here to draw the bugs ire while a mining team can work uncontested
apologies for using the suggestion channel for what its meant for
dont be
as said it would be a basic competitive mode
every community has at least one
and technically you can have crafting mineral rewards every x swarms
from the mining team as thanks for making their job a hell of a lot easier
standard co-op survival mode for a horde shooter
@flat bough I like it - I'm picturing something akin to the point extraction type map with the mining head being where the ammo is distributed from.
that was the basis for the lure platform
the lure thing also being inspired by Thumpers from Firefall
and THMPRs from EM-8ER
since in those games going mining results in enemy attack waves
well what is going to happen in EM-8ER anyways
except this is not pvp
how would you make this coop game better?
make it a pvp game
its pvp as far as a competitive leaderboard
but its core is standard horde shooter mechanics
its a standard survival mode
why the hell would I want actual pvp in DRG?
not to mention there is those PSAs which mention "Employee of the Month"
which would fit in with competitive leaderboard of being the best miner
or in this suggestion case holding the line the longest to make things easier for other miners
there is nothing wrong with a little competition in a pve game that is focused on the pve
Actual PVP should exist in DRG.
But not in the way you're thinking.
Once the Abyss Bar is opened...
Drunken. Fights. All the time.
Fists, guns, grenades, all of it.
that would be amusing
I say random because if it wasn't you'd get people teaming up to win. So maybe add a 2 on 2 mode of it as well.
You drank enough morkite ale to kill a moose, and now you're thinking the Driller's been lookin' at you real funny.
Could use a good knuckle sandwich me thinks.
Driller's been eyein' up yer barrel.
Overall though, if we are going to add on a vs/pvp mode, I would personally prefer they do it after the base game was in what could be considered a mostly completed state so as not to stop/slow development on what is already there.
There so many pvp nowaday it's good to just play coop in this game
I do appreciate that; it's very not stressful, unless things get hairy.
Suggestion:
Not sure if this or something similar has been suggested before, but what do you think about a 'holographic', three dimensional, pre-fire version of a platform from the Platform Gun being displayed where it would later land or stick to in the level, much like or similar to how Sentries / LMGs are displayed, before being placed.
As in: Before discharging the Platform Gun, a partially transparent, possibly colored version of the platform can be seen by the Player, where said platform would later be placed, if the weapon / item were to be fired.
The transparent platform 'dummy' would be a non-solid object and could then be replaced by a regular, solid platform, once the projectile hits the target. It would be a cosmetic or purely visual effect.
An alternative to this might be a two dimensional overlay of some sort being placed on the geometry, prior to firing the weapon or tool and having it removed automatically, after the platform is placed.
These overlays or 'holograms' would only be visible, while the gun is selected or until a discharged projectile arrives at the intended location.
This could make the Platform Gun a bit too easy to play with or master, so it might be a shot in the dark, but I thought it may be worth mentioning or suggesting...
It could also help some Players or, admittely, myself as well, place their platforms more consistently and / or preserve ammunition, since it sometimes takes a few attempts to get a given platform right. Apologies, my fellow Scouts.
a chat at the end-briefing, sometimes you want to ask something or maybe tell someone. or you just want to chat xd
Let only the host hit the continue button to move on if you wanted to do that
I think that because of the fun coop dynamics that already exists the 4v4 mode would be a fun pvp mode that's different
If there would be PVP in this game, I'd say it'd be better to have a sort of "invasion" mechanic, akin to Dark Souls, but asymmetric. Basically, some missions have can be ambushed by a single "antagonist" player, who would take the role of a goblin saboteur/new form of alien/kobold/something that fits the theme, and they would spawn somewhere further into the cave system from the team. The Antagonist player's primary objective is to hamper the dwarven mining operation through whatever means they're given, for example, the goblin might try to use bombs to to slow down the miner's progress, an alien player might try to organize the swarm in attempts to defeat the dwarves, and something like a kobold could try to steal from the M.U.L.E and horde it away somewhere. Antagonists could either be only able to invade select missions or have it so it's an option you can disable , just something so players who prefer the regular operation procedure don't have to deal with them. Upon a successful invasion, Mission Control will report a strange "blip" on the scanners, with some context clue as to what you're dealing with, and then it begins.
Upon a successful completion of a round with an antagonist, extra materials and rewards are given to the dwarves as compensation for dealing with the threat. To give reason to play as an antagonist, an extra console could be added to contact an "investor", who claims with a certain amount of credits, you'll get a great return on your investment. However, the investor then goes, invests the credits into some company against DRC, thus explaining the reason why the antagonists exist. When you invest, you basically pay to play as an antagonist in someone's game, and after investing the proper menus will appear to select an antag and game (both can also be done randomly) If the antagonist succeeds in accomplishing their "goal" (could vary between them, and partial goals could also work so killing them all isn't the only option), the investment is a success and you'll get more credits back out than you put in by a good amount. If it fails, you lose the credits you spent, and are compensated nothing.
Basically, this could allow people who want extra challenge to have it, and those who want to frag dwarves the option to do so. Along with making it optional, I feel this is the optimal and most fun way to add PVP to the game.
i personally dont see pvp being a good addition to the game
but thats just my opinion
friendly competition between mining teams is better
Once again, it'd be optional.
I'd certainly spice up games for those who want more than just bugs to fight.
Only one thing that comes to mind for me: I'd really love it if players names were associated with their character in game. In co-op it'd be great if I could see exactly who is which dwarf in front of me!
tbh I think just more enemy types should be introduced rather then an invasion mechanic
or NPC only invasions
Like a enemy that is attracted to lights and snuffs out your flares
Then again, AI can only do so much, and variation in behavior would be something interesting.
this is also a horde shooter at its core
You can make thousands of NPCs, but eventually the player will see them all at one point or another, and nothing is suprising.
Well, Left4Dead is also a horde shooter which had a very fun PVP mode included.
While this is clearly different in a number of ways, it's just an example of it being rather successful if done proper.
An example of this done wrong is Killing Floor 2
KF 2 imo was done wrong all around
They decided to focus so hard on the in game shop to try and get money that it pushed back development of the core game, huge waste of resources and time on something that could have been better than the first game
If you want an example of the "invasion" mechanic, Dark Souls is clearly the best because they're the first to really have that idea and execute it.
I personally would love to have a little more something to worry about in my cave explorations than some bugs which can be handled pretty easily.
Even the Juggernaut really isn't an issue if your team has a basic grasp on the game.
I love @next oxide idea I +1 that
Some kind of indicator lights on the sentries that make it obvious that they are out of ammo
π€ there are already three visual indicators
Yet none of the playthroughs that I have seen have had the players recognize the droopy guns as needing more ammo until well after the sentries fail to shoot and everything is already dead
26hrs, get context
I could see some sort of audio cue (beyond the lack of shooty shooty bullet noises) being beneficial but if you're looking at the turrets when they're out of ammo it is fairly easy to spot so I'm not sure how additional indicator lights would make a discernible difference.
I could be wrong.
The ammo meter displays empty, the guns droop, and they obviously stop shooting π€
engineer has definitely been the most pampered/altered character so far, so many character tweaks and upgrades, i think people are just never going to be 100% happy with those turrets
maybe he needs glasses
Clearly a texan accent and a wrench to hit the gun with are required to properly care for a sentry
add an option to toggle either to play or not play with people who are using mixer just as a lil preference kinda thing
or maybe even set it so that only the host can decide if mixer is allowed or not
Suggestion : Cigar consumable. Would be for all classes. Quantity(2-3; upgradable). Light and smoke cigar to regenerate lost health. The longer you smoke the cigar, the more health you'll receive. There could also be penalties for lighting cigars in wrong places(like with poisonous gas). This could ignite the user and deal damage rather than heal. I could already see the dwarves exhaling smoke into eachother's faces, coughing and laughing.
^smoking to heal might send the wrong message π
It's a video game not a quit smoking ad XD
They could totally be special intergalactic cigars with healing properties anyway
since the gunner used to have a cigar, and now he does not, it seems unlikely
I have a buddy that is color blind and tried the game. he said it is difficult to differentiate between colors. is there or will there be color blindness options?
Some of the hidden objects behind walls are indeed hard to see from my perspective being colorblind. Lights that are green and white blend a lot, and things get hard to spot. I think the only thing we would need to counter it, is the option to change the flare colors.
the visual indicators remain though (plus team mates) so it shouldnt be much of a trouble. Even if you couldnt see color you can dig into a wall and get either a compressed gold, a bittergem, or a jadiz π
Yeah without the debris on the walls I dont think I would find half the stuff in solo.
Also we do see colors, think of it more of a gradient between them. Or a smaller color range.
Colorblind mode seems like a good thing to include for people who are so afflicted. What was it, bioshock 2 that had a hacking mechanic that was literally impossible if you were red/green colorblind?
Yeah, Bioshock 2 had the hack dart which had you stopping a needle in a green zone surrounded by red zone.
I have a minor red/green color blindness, really only an issue with very bright or very dark shades of red/green. Just harder to tell which is which. Think of black dress/gold dress dilemma. Sometimes looking at it, it appears green or vise versa.
Suggestion Hazard 5
Give the digger bad voicelines like, "Can ya dig it?" and "I can dig it!"
a glyphid type that becomes stronger the longer its left alive, either for a gamemode/biome, or a difficulty setting
I suggest when there are enough funds to create a Item shop
I would love to have a model of the Dreadnought, drop pod, and of a Molly
parkour parkour
?
parkour
I just like jumping on the walls to get up ledges I would usually need to mine to get up.
I don't think it'd be a good mechanic in this game tbh
@near glacier yes, add it to vanity
That reminds me so much of the "Let Torbjorn Wallrun" Meme
I've never heard of that meme before :0
Someone suggested to blizzard that they make it so torbjorn can wallrun
On which game?
Overwatch
and he wasnt the first. Like all things blizzard.
Ah
This suggestion has probably been made before, but the 'quick join' search filters could do with an 'any' option on all 3 filter settings, not just regions, this is on the Xbox, right now players seem to just universally search for a mining excavation on hazard 2
Something you can get in the upgrade station that adds 3 deplorable turrets for the engie.
I don't think anyone would be satisfied with deplorable turrets
lol
Question
Is it worth mining the extra mission minerals after you've met the quote?
You can't really tell at the end if you get any credit for the amount of minerals mined outside of special stuff.
I think it does count towards experience, and maybe if you find gold, it gets added to your credits. Could be wrong though.
I would like to know why the cave doesn't keep going on and on. In Astroneer, the procedural generated caves go on seemingly forever. Would be nice if caves were deeper/longer in DRG, or at least have the option to go on much longer expeditions. I would expect to be able to drill into rock, keep going, and eventually hit another cavern.
I feel like some of the missions drag on lol
yeah i prefer being quick and starting a new one but you get like 1exp per mineral 'mined' and gold is xtra credits.
@modest star Lmao, stupid phone
Another idea would be a new cave system area that could be based around some sort of giant Glyphid nest.
or a large spaceship crashed into the planet, with tense claustrophobic halls
maybe i mean, idk I havent explored the idea much more than that sentence π
Well another idea would be other events that could happen while mining.
Say, maybe the tectonic plates shift and this creates a large chasm in the mine or something. or maybe a roof collapses somewhere.
I presonaly think that more enemy types should be number one, all a different area adds is new wallpaper and some generational differences.
the only real problem that i have is that almost all maps are the same thing but coloured differently.
Like give each area some sort of environmental hazard that can only be found in those areas.
Sandblasted corridors could have quicksand pits
Maybe give the fungus zone some sort of gas leak or some sort of acidic liquid pools.
etc etc
I think it would be fun to have a new mission region with designated drop zones (that occur only at higher elevations). That prohibited drops anywhere but on them. Including the drop pod and resupplies. Forcing players to be mindful of the few marked spots they can get them, and a big none digging section in between the lower and higher elevations by any means but by natural caves. Think digging so deep that you punched into a granite layers just above the resource motherload.
Have Dwarves be invincible to friendly fire within the Drop Pod. I've had one too many C4-happy asswipes ruin our bonuses by blowing us all to kingdom come.
^were they standing outside the pod? this happened so much in alpha testing that i just started shooting people if they didnt get in the pod
usually mean they were up to no good π but dwarfs should be invincible in the pod, since boomer bugs/gas can still get them and thats bad
He was standing just outside. Three of us were in the pod, he tossed C4 in, downed the whole lot of us.
Any news for an upgrade DLC pack for the windows store? I'd really like to get the supporter badge and armor
@earnest ore imo its ok to shoot people who delay by not entering the pod π they put the rest at risk
That's entirely besides the point.
It's not like he was loitering for a long time or anything.
The moment he reached the entrance, he tossed C4 in and just wiped us!
We weren't invincible in the pod.
They already need to make you invincible, friendly fire or not.
was it the host? because hes just gonna get kicked anyways
He didn't get kicked because after knocking us out, he was able to escape
this all happened in the course of like 7 seconds my dude
there was no time to react to anything
Also, I thought you were saying that dwarf pod invincibility was already in the game.
My bad.
its a bonus of like 150~credits a person, the loss is trivial, the act is the issue
^but thats subject to change, a lot of people teamkill friends at the end, at least he didnt blow himself up too
THAT would suck
It's just frustrating; you spend the entire hazard-3 mission fending off endless waves of bugs just for some jackass to blow you up at the end for kicks.
yeah but you finish the mission and then he gets kicked or you find a new game (if its the host)
you just shouldn't be allowed to friendly fire people in the pod anyway
your triumph getting stung like that always sucks
Hazard level 5
Morkite should be called Markite because we have to mark it so often π
π€’
Or call it Moarkite since deep rock always needs moar of it
that ale really goes quick
Split screen for console
more beard options 
Has a VGS menu like in tribes been suggested
It means more voice lines to record but it's really good for communication if one doesn't get on voice, or just general dicking about
Is it ok to suggest that on Point Extractions the objective drill and drop pod deploy simultaneously?
Also a quick join option for an "any" type of mission
Much love Β―_(γ)_/Β―
Suggestion:
- Extended 'UI Scale' Slider
Extend the UI Scale slider beyond the currently available, limited range of 60%-100%, to something like 60%-125% or 60%-150%.
Players should then be able to scale the Interface / HUD 'up' or increase the size of the displayed elements, past the 100% factor.
This could help improve the readability and visibility of some types of information on the screen, such as text.
An ice/frozen biome would be cool with different enemies that can slow or freeze dwarves. Also you take damage if you aren't running or near geysers that can warm you. Different weapon loadouts or munition that affect fights (slows, poision, fie, etc). Duo queue would also be nice. Having two people join at once can help level up different dwarf types without worrying about trying to finish a level with only a scout and driller.
the geysers would be too RNG based
weapon damage types would be too fantasy and the devs want to keep it very industrial and realistic in that sense
how about new class with drones like bosko, but more specific. war drone/mining drone etc
at most a ice/frozen biome should have ice that players can slide on, but no damage for just being in the region itself
Spawning Bosco when you find yourself last player in the party might be a good idea. Either way it can end really quickly
Not sure if it's been suggested before, but an additional mission type for retrieving equipment from a failed expedition could be interesting. Fight against malfunctioning MULE's + retrieve their black boxes or some other (likely expensive) component, that sorta thing.
On a similar vein - retrieving the haul from a failed expedition could be interesting. Write off Molly for the mission (electrical interference, or reducing exposure to malfunctioning MULEs would mean moving material chunks together through the caves while getting hit by constant waves.
point extraction loosely covers that 'play without molly' niche
Ah, we've not gotten to those just yet - makes sense though :)
i'm not really sure how threatening a malfunctioning MULE would be, unless it just slowly walks into you and bumps you off a cliff...but we have regular Molly for that π
Ha! True. Perhaps it's an earlier prototype. Ever wonder why DRG doesn't stick those engineer turrets on MULEs? Well...
because they run out of ammo in two seconds and need manual reloading π
Search and rescue of an mule or mining squad game mode!
Fighting against MULEs?
Do you have some sort of a death wish
They are indestructible
Give Molly a healthbar so we have another idiot to worry about :^)
N o
I mentioned this yesterday to my friends and their reaction was just pure disgust
Yeah same
a renegade molly would be cool. maybe it's filled to the brim with valuable loot so you can't just blow it up
"Y'know what would make this game even harder? If they gave Molly a healthbar"
"god n o"
my reaction to most people's suggestions here is disgust
and like...how do you even come up with that and post it here and not be ashamed of yourself?
and like...have you actually PLAYED the game? π
I mean, my ideas are never that serious because I know absolutely fuck-all about balancing video-games
But it sure is nice coming up with devilish ideas
Delightfully devilish seymour
s-same
add a button in every pod wich instantly blows it up
:)
we should just tear out the jaw of a dreadnaught and use it as melee
since that does a lot more damage than a hecking shotgun
well a retrieval mission could have unique enemy types for one
instead of constant waves
there could be a multitude of reasons why a mining mission failed
from space pirate goblin looters to brain bug parasites infesting the miners and driving them insane
or good old fashion technical failure that resulted in the utter annihilation of the mining team
or accidental flooding of hoxxes with magma
some lore/story would be fine for the game
and linked missions would be nice
after all I had come up with the idea that we as a community could establish regional mining bases
which could get attacked and destroyed by titan class boss mobs
but their existence would unlock mission types
including setting up outposts that then can spawn as missions
based on the posters deep rock wants to basically try to tame the planet to get at its mineral wealth
we could just make that seem more tangible (even if our bases get smashed cause we forgot to take care of them)
@devout coral That flooding with magma comment conjures some interesting imagery and potentially fun gameplay ideas..
magma or [insert caustic/hazardous liquid here]
anyone else keep finding glowing cubes?
Nope
there are cubes
which are not errors
but the dwarf technology cannot identify them
so people confused them with errors
I thought they were technical bugs
nah they are intentional, rare, and random but do nothing
people keep reporting them as bugs when they are not
they gave me the idea of unlocking hidden mission objectives
which lead to a boss fight or something
what use the cubes to track down an alien facility and the cubes are used to power the equipment inside?
which could lead to that the bugs were originally experiments that escaped and inside one of the facilities is the alien queen?
or something like that
that would be pretty rad
is the queen on;y excluvie to one planet region?
or queens
the idea probably would be that the alien facility is a region unto itself
it would have different collection type missions (gotta salvage that machinery) and could lead to unique upgrades for gear
which would fit in with some of the upgrade ideas the devs mentioned on the forums
got a suggestion : just went on an elimination misson alone and noticed that bosco wasn't able to shoot somewhere else than the armor of the big glyphids >< i ran out of ammo, couldn't call ressuply so I tried to run for 10 minutes he didn't have much life left, but bosco didn't do any damage to him u_u
maybe make him shoot in the back of em ^^"
you need to run so that the praetorian is between you and bosco
this will cause bosco to hit the weakspot
also
you can smack a pratorian in the jaw with your pickaxe to kill it
they have a slow attack speed
sometimes I wish bosco had terrain piercing rounds
so that he would not get stuck shooting something on the other side of a rock
dont try to melee a dreadnought period
they spit exploding balls of fire and can groundslam to cause flaming spikes
they also summon minions to their aid regularly
@flat bough nah, you can hit them with a pickaxe just fine
just gotta be smart about it
it's not a good idea to attempt in solo, but in mp it works out
More Dwarven Swearing.
Maybe switch the flare gun and zipline gun so the scout offers mobility support and the gunner can light up areas during swarms?
Bosch emoji on the discord
We need a way to bring up the current count of deposited materials at will. I know it shows when you deposit. But sometimes I want to know how far away I am from a supply drop, when I don't have any nitrate to deposit. unless I'm missing a button or menu somewhere.
ctrl
laser pointer brings up deposited team resources
also highlights allies through walls
I would like the option to keep mineral counts up at all times. Or at least keep the nitra count up.
perhaps nitra should be listed when you select 5?
or just press ctrl lol is it really that hard
just tap it
thanks @flat bough Didn't realize it came up with the laser pointer.
Itβs not that hitting control is hard, I hit it constantly to keep an eye on squad mates, I just want to see nitra at a glance.
That's what ctrl is for
<@&296918282403840000> we had a pretty decent idea in our game. A call out wheel that could be paired with lazer to say things like zipline here
Been suggested, good to see you guys feel the same though
perf
But please, don't ping us all for things like this. If you need our help, we're happy to be there, but you ping every one of us when you send it out.
jeah. and we don't make the game.
lol sorry, wasnt sure
so pinging us is pointless for a suggestion. just hope that the devs see it and react with π or π on suggestions so they know what is actually liked
(if this is working in here. not sure)
Proposal: The minigun, as it stands, is just too weak. Every other class has comparable DPS weapons at all ranges, with the bonus of being far more accurate. The minigun, on the other hand, has to waste it's surprisingly limited supply of ammunition just to be accurate, while still dealing less damage than, say, an assault rifle. That, and the overheating mechanic naturally conflicts with how the bloom works.
It needs a buff. More accuracy, more damage, less-harsh overheat, something.
45 hours played, I can't hear exploders at all even when they are right next to me. IMO they need to have more of an audio cue when walking
Their purpose is to sneak up on you
And you get a small countdown noise as they prep to blow
That's your que to move
no it's not, theyre the brightest character model in the game next to a practorian's ass
Yeah, but if you heard them coming every time they'd be useless
the countdown from the audio cue is not long enough to move, you need to have already seen it
The point is for them to sneak up on you when you're not looking
If you see them, then great, shoot them
you cant see every bug all the time
And it's long enough to move out of harms way
If you're on a ledge you may be in some trouble, but 90% of the time you can get clear
only from a visual cue of seeing it charge it's explosion
And I've got hours of footage to prove to the contrary of your statement
The 90% is taking into account your placement on the map
placement has nothing to do with audible sounds
I hear what you're saying @thorn stirrup but I'm going to have to side with @lean haven - the decision to make the 'sploders brightly colored and easy to spot and nearly silent save for a quick chirp before they blow up seems intended to force players to rely not only on audio but also to keep their heads 'on a swivel'
Were they to make the 'sploders noisy & brightly colored they wouldn't really pose much a threat to anyone who wasn't AFK or had their game muted + focused on mining and nothing else.
Ive had multiple encounters where I look 360 degrees... I dont see anything... I turn back to the wall and hit a deposit once with my axe, and by the second swing of my axe I have been hit without an audio cue for the charge up
it happens consistantly, I work with audio for a living, I promise I listen for this stuff
it's possible that theres a bug with the cue, I don't know, all I can say is sometimes it plays the sound and sometimes it doesn't
I believe you man, but I've yet to experience what you're describing in that I'm hit without having heard the distinct audio cue shortly before the blast..
I don't always get away cleanly depending on how split my attention is but I hear it every time.
welp, that hasnt been my experience, thats why im posting here
gotcha
A Linux version would be rather nice
add a hardcore solo mode
maybe it either has no BOSCO to help you
or its like a damaged BOSCO that cant revive you
one down = game over
Suggestion: If the drill leaves without a dwarf when starting a mission, they start the mission downed outside the pod.
yeah i do do that
Dwarfurious, he's talking about the existing solo mode but with no bosco to revive you.
Oh, you mean a multiplayer game where you go solo, Dwarfurious?
which is the same as what dwarfurious suggested
i think they should add the option to the SOLO mode
to not take BOSCO
people who play solo dont look in the multiplayer match list
when starting a solo game
at least, most dont
hazard level 5
suggesting danger lvl 5 i think it would be awesome if there were a hardcore mode
Hazard simply increases enemy hp/dmg, it could increase enemy spawn later but
keep in mind thats just the glyphid side of things. There are a lot of Biome things that could be tweaked to make the game hard.
There could be game modes that dont even have enemies, that are just about mining in time
that would be cool
I think the idea that mission success is a function of ammo conservation, risk/reward of when the player chooses to end the mission, and enemy spawns is cool and I think should remain. I wouldn't want them to just slap a timer on Hazard 5 as some kind of 'hard mode'
The ability to understand the relationship between those things - and understand the complexity of your cave system - is what makes DRG so unique
i think hard mode should be 1 down = game over for solo
and hard mode multiplayer should be everyone has to make it back to succeed
"Leave no dwarf behind" mode
karl mode
shhhh
Hazard 5: Three consecutive Hazard 4 missions in a row. Nitra, ammo, and health carry over. Limited downs. Massive rewards.
Anyone enjoy the idea of a 'campaign' that gets harder and harder each mission for like 5 missions? And you carry over nitra, ammo, health, etc. between missions.
sort of a roguelike type gameplay where you upgrade along the wayt and start all over
could be fun, yeah. definitely would be challenging to have an "endless" mode
in terms of the number of missions you could do in a row
@ruby garden but the balance is currently pretty off, you can swiftly reach the end and that room alone often has a trove of nitra. Still hoping for a seismometer to tell you how active the bugs are, and mining/explosives increase bug activity as you go along. Sort of like risk of rain, longer you take in a level the harder it gets
Or maybe the longer it takes the harder extraction is
more bugs to get past if you dawdle too long
I think that you should not be allowed to kick a player once the drop pod is called
^thats already added in the experimental branch. Problem is thats the best time to sabotage a mission anyways
@idle quartz the seismometer is a cool concept; more mining increases the attention of the bugs. So if you go crazy in a final room you can expect the next wave to be 2-3X bigger.
I'm just not sure if it would result in meaningful player choices. Wouldn't you still want to mine everything?
Also the explosive plants, and using detonation packs... lots of power but makes it harder in the long run
like maybe you'd skip the extra morkite or something
yeah
Just saying, I don't know if it would really affect gameplay any more than just adding extra bugs each wave
might just complicate things
but players should feel like they're in a hurry, like there is an actual risk but there isnt really. Even if a swarm comes the room itself is pretty secure and ammo plentiful
Yeah I think waves should scale harder for sure - i agree
especially on harder modes
L4D and V2 are good with this because they always pressure you with Specials and waves so everyone just naturally knows to push forward since supplies are limited
the mining aspect makes people think its okay to farm though π€
what hazard are you playing at?
i typically join games, i join haz4 when i see it but i host them at 3 for randoms to join
Yeah I haven't played a ton of Hazard 4, but when I have it's felt super urgent
to get to the bottom ASAP
feels like what you're describing; pushing forward bc supplies are limited
if time wasnt an issue than a lot of tools kind of lose their power
just some issues with grappling lines and kiting being a little OP
which is a separate issue
the pickaxe can get you ANYTHING, eventually. Tools just make it faster
so their speed is their value
yeah
I also think on console the right stick should "scroll" through menus like the vanity shop. Still feels like it might be optimized for mouse scroll, which console doesn't have.
how is kiting op?
Bugs cant attack you while you're on zipline, so people just float up there
well how the game is designed you cant be on the ground for longer than ____ because of the little guys who run faster than you
how the game is designed that you kill them before you get surrounded or you will take damage
well being on the ziplines should still pose some kind of danger. Right now the strategy for each wave on harder difficulties is to zipline, remain stationary by spamming E and just shoot them like fish in a barrel
the dominant strategy***
There should either be 1. a % chance for a bug to knock you off the zipline when doing damage (perhaps scaling by dmg dealt) and/or 2. a flying bug to pose a threat to you while on the ziplines
ive got a fully upgraded character and theres no way in hell id have enough ammo to stay on the ground during a normal haz 4 swarm
More ranged bugs. No reload while on zipline. Stress limits for zipline. Webspitters can spit web on the zipline, clogging it up, etc.
Well dont bunker up, stay mobile while fighting
if you took ziplines out nobody would be able to do lvl 4
@idle quartz I think the ranged bugs could use a buff as well, I agree.
sure they could i do it all the time
the ranged bugs IMO should be almost as dangerous as praetorians, and right now they feel super non threatening
we had a hilarious haz4 pub game last night we had 3 drillers and a gunner, nobody ever needed that zipline
^yeah they mostly harass you while you revive or resupply.
need some long range bombardment or sniper types.
faster projectile speed, faster attack speed IMO
the faster projectile speed will help combat ziplines
i want that too ghost but it could be harder to implement. Leaping enemies that can knock you off though.. .I think fall damage is the solution π
Heck, even make a bomber that instead of explosive, releases a gas cloud
i dont like that chilling on a zipline is a thing, but the game has kinda been made around them. If theyre altered its going to be a domino effect and other things will have to change with it
oh a ranged poison gas spitter would be interesting
yeah some kind of persistent AOE dmg on the bug's target location would nerf the hell out of ziplines
@thorn stirrup I think people will adjust if ziplines are made not as dominant. they'll still be essential to facilitate movement, they just won't 'break' 90%+ of the enemies in a wave
π€ domino effect will be gitgud
You'll see more intelligent use of explosives, better coordination, diggers building moats to entrench themselves, etc.
yeah path-making might become more prevalent if they made zipline camping impossible
which i think would be cool
currently, if youre on a zip line you will run out of ammo well before a lvl 4 wave is done
you cant just sit on it forever
yeah that is true
people who rely on zipline also waste ammo π€
you gotta get nitra and/or resupply
yeah but you can escape onto a well placed zipline and become effectively invulnerable anytime you want
you gotta get moving eventually
why do they waste ammo?
and if you're playing co-op you can kite mobs pretty well to resup
it just feels like a strategy that can take you out of danger too immediately, too consistently
taylor not if you need ammo, which requires mining
which you need to leave the zip for
im curious, how much of the wave do you think a gunner is taking out while chilling on 1 zipline, without leaving, starting with full ammo?
I'm not saying chill on zipline the whole wave
depends how good their aim is tbh
its not anywhere near 1/4
I'm just saying if shit goes south I know with 99% certainty I can jump on a zip and be safe
if its a 4 player game? probably not the whole wave. Unless he uses C4 on enemies that bunch up around him
and that ruins the sense of danger and adrenaline
it doesnt matter how good their aim is they could land every shot and still have a million guys to deal with
yeah honestly the biggest potential for killing off lots of the horde is probably when you are kiting around and find a good satchel moment
totally agree - if you want the most dmg per ammo you want to be close
we are not disagreeing lol
way easier to kite through long tunnels
plus its easier to land headshots when they are running at you head on
im just saying that being on a zip is good sometimes yes but you cant just stay there like everybody was complaining about
theres objectives, theres ammo, theres easier ways to kill creeps
good then you wont mind ziplines getting nerfed
because it wont matter π
But next people might just exploit it with platforms...
im saying save yourself the trouble and put the effort into something else
if you nerf zipline it will affect the other aspects of the game outside of dealing with the swarm th ough
that zipline is good for
you're saying "Please dont nerf this exploit its the only chance i have"
no were not
hell i can make a friggin floating island and never get hit, dont even need to spam e or waste a zip ammo
all im saying is that, being able to attack enemies without them attacking you back is objectively easier than having them eat you while you shoot them.
thats not what i said at all, im saying its not that good and doesnt need a nerf
zipline is intended for party movement, not for living on
then make it so you cant switch direction more than 3 times
and yeah you 'can' make a floating platform island. That needs fixed too.
that doesnt make sense, thats an annoying counter intuitive obstacle π€
zipline might need a change for all i know, but i dont think camping on a zipline is as strong a strat as you think it is
same fix though. More ranged enemies, or more mobile enemies.
So you're saying that its not easier to fight an enemy that cant fight back?
I think we're all in favor of more ranged/flying enemies right?
You think you'll run out of ammo faster because you have the high ground? π€
nope never said that
its implied
no its not
literally 100% implied lol
thats not implied anywhere lol
Zipline allows for almost uncontested firepower on enemy forces for as long as you want.
obviously its easier to fight an enemy that cant fight back
That is the zipline strat.
im not disagreeing with that
i can group creeps 1000% better when kiting down a long tunnel than i can on a zip, end of story
what im saying is i think camping on a zipline is not as strong of a strat as you think it is
not implying anything
more htan that
you sitll have to be accurate with your shots while on the zipline, and zipline inherently makes you less accurate
the argument that "But you run out of ammo" doesnt really make sense either, since you run out of ammo regardless.
your reticle gets bigger when on a zipline
and you are not in a good position to get as many headshots
dude you said you can camp... i said you cant camp because you need to MOVE OFF THE ZIP FOR AMMO EVENTUALLY
you will eventually need to refill your ammo
works with minigun once its warmed up. Dont need headshots for small stuff.
running out of ammo is not a zipline thing
thats a shooting bugs thing, regardless of position
@hidden vine its a CAMPING ZIPLINE THING
hitting the melee bugs in the head is pretty important
the melee enemies have pretty strong armor
Yeah you can, because you MOVE on the ZIPLINE, a 30-40 meter rope can get you far away from the bugs who have to climb the walls.
i forgot what they are called
praetorians
not the green guys
Grunts?
yeah grunts i think
They have no armor though
they have no armor, they have a weak spot
shooting them in the body does less damage
thats what i mean
maybe thats not called armor
but thats what i mean
you didnt say its called armor hes just nitpicking
getting headshots on the grunts is pretty important for not wasting ammo
i know what you mean
for maybe the revolver
But if there is a "haz4 swarm" you're just nuking it anyways, you dont have time to be that precise, because the longer it takes to kill a wave the sooner the next one comes
another reason chilling on a zipline isnt that good
then nobody will miss it
i dont have a lot of experience with haz 4
to be honest
but the same basic mechanics of running and gunning applies im assuming
from haz 3 to haz 4
I do have lvl 4 experience and you cant just stay on a zipline, you would 100% have to move and get ammo before that lvl 4 swarm is over
the problem is i think you should be able to chill on a zipline if its your best option at the moment
imo, ideally, you actually dont want to camp on a zipline
you want to be able to move around and keep moving
I think in my next video im just not going to use ziplines π€
its a tool that can be used at times, but staying on it for a whole wave will not help you out
but if you get cornered or something, or ffall in a hole, or theres awkward terrain thats actually DESIGNED to be ziplined through
then i dont see a propblem wi th being on the zipline
^how do yo know? cant be sure you'd be alive if you werent on the zipline
@hidden vine youre pretty spot on with everything you said
"You agree with me so i'll agree with you"