#suggestions
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add a layer of strategy by making it stun anything that gets knocked back / anything it hits
oh yeah, some kind of pheliac pod thing would be nice, to draw away horde and to pile them up for nice granade lunch
so if you hit a bug into a crowd it stuns some of the crowd
if its on driller then it could replace his 3
and be used instead of his drills
more close-combat strength in exchange for being slightly less good at drilling
if seasons are implemented, mutations on the bugs that counteract against the weapon that killed them most, with a base reset quarterly
they dont have eyes @charred fox
i disagree with that because that limits weapon options and creates a meta
"i want to use my favorite weapon the ___"
"well good luck because now bugs take less ___ damage"
No resistances please
"why would you go driller, they're weak this season"
too bad, adapt to them, kill them with style & variety
๐
Bait: Tasty wad of sugar sap that the bugs seem to love. Use it to draw them to one area, be it to escape or attack.
i mean, i hope they at least make it so the support tool (3rd item) is not changeable - it is near impossible to coordinate with other random people
communication could be solved if
they changed the X button from a simple callout
into a communications menu or wheel
or at least, you can see loadout of others - Assuming they make loadouts changeable in the first place
i still like X and V functions
id really, really want a "RUN" or "FIRE IN THE HOLE" button to call out the exploders
because ctrl+click is a bit too much to press in time
"im about to explode"
like the plants that explode
those change color
but the bugs dont
each character should have a specific role, and new weapons shouldnt change their role, but instead allow a new way to approach that role
yeah they could visibly inflate and shine
They need to be a little noisier before they pop IMO
2 turrets / 1 shoulder mounted turret / one big turret
Sometimes they just don't sound
drills / big hammer / one large drill
placable drill packs that automatically drill a certain distance
Drillgun
different types of big guns for the gunner, like minigun / slower-firing one with a shield attached to the front
any chance of mini vehicle?
mini vehicle?
stylizations to bugs to match environments (except exploders and dreadnoughts)
explain your idea
Doubt a vehicle would work with the randomized ground
yeah, it'd need to be small enough to fit in the small tunnels too
some kind of resupply pod like shaped thing
that carries one or two person
can wade through rocks but unusable in open areas
I suggested a drone that you can control in first person for a limited amount of time like the old nikita missile from metal gear solid
Use it for recon, maybe pop a few loot bugs
a drone would be a cool turret too
yeah, drones. because this is SF
being able to firstperson control it to shoot/mine or jsut setting it to auto guard
laser gun yet
like a smaller / less useful bosco
I'd want it to lock down your character as you control it though
bosco jr
So your teammates have to cover you or leave you vulnerable
yee
Then no one would use it
i would
me too
A gun for engine shooting repurposed green goo to slow enemies down or create a perimeter
A shooting drone that you need to control?Why not just a turret then?
Engie
It'd need to be able to mine pretty well to be worth
still, a problem solver to the whole "one each class or die" situation
It could mine as well as bosco does, but really it should just be a recon drone you could take in place of a scout. Maybe check a room ahead for leeches before you wander in, find the dirt
still needs at least two guy coordinating - but different kind
Can of spray paint to mark the walls. Use it wisely (make a map or directions) or use it unwisely (draw a dwick)
weapon re-stylization on each weapon, per upgrade (think ratchet and clank 3, with each weapon level-up adding something new to the look of the weapons)
I want to play Tic Tac Toe on the walls while I swarm is going on
hmm - a laser cutter maybe? can cut out some stones remotely in bulk - can be used both as reaching the ceiling ores because its on floor now, or to crush some pests. low ammunition count, or takes a lot of time to perform as downside
a long-range mining tool for the driller would be cool
As for bosco, I'm hoping they take my old suggestion for him: make him adaptive to the player count and let people start a multiplayer game alone with bosco then have a message stating his battery is low and make him dock with molly to "recharge" when another player joins. Then just have him reactivate if people leave you alone.
Damn autocorrect
Or just have him unable to shoot with 2 players, and then only provide light with 3 or 4
"Cost cutting measure"
Or have him sulk off when you find other friends. He watches you from the shadows, staring at you without emotion as you get downed and the other 3 are on the other side of the map
Sometimes he does that now lol
Like when you get grabbed by a leech
They need to make some of these bugs features
Bosco is jealous of the love between the leech and you
I want to become immortal by grappling myself to the ground mid fall and accelerating down!
bio based weapon maybe?
@fluid heron a scientist class to go with it
i mean, they said that some of the hazards we are fighting against are the residues of old expeditions other companies tried - so they could be repurposed again
I'd still like an animation where when you pickaxe a swarmer it could have a chance of being impaled and lifted back up screeching and wiggling on your pick
I'd like to see some class specific revive animations. Scout waves a flare in front of your face. Driller lights a match and sets your butt on fire. Engie hits you with a wrench until you're repaired. Gunner kicks you a couple of times
Yeah, maybe a 1 in 1000 chance so when they happen it's extra special
Have it happen if the player you're reviving has accidentally downed you earlier in the mission
Nah, then you'd have people tking just to get an animation
some new dialog lines for all characters would be nice...
We don't want to promote team killing
what does "you whale piper" mean? i mean im not native ._.
It means you're special
check the pin mark
Yay
โค
they can easily see your message at any time
As for whale piper, I have no idea. Pretty sure they made it up, or maybe that's an English translation of a Danish insult
Who knows
was wondering because all others made sence if they are spelled correctly
A stalker enemy, in the class between a prae and acid spitter. shimmers near flares, damage equal to or slightly higher than prae's bite/leg stab, but weaker in health. runs away at mid to low health.
i've never liked stealth-type enemies in games, having to watch out for an invisible bug just adds to the already tedious back watching for exploders
adds to the fun๐
i wish molly / bugs would dig into the holes they climb through
it'd make more sense for the bugs to rip open a small hole and climb through
and it'd help with following moly
@fluid heron The scientist class could have a rail gun as a main weapon (high dmg, low ammo, far shot distance that has very minimal drop off), tesla cannon (arcs to multi. enemies, charge-up required, low ammo + base damage, can upgrade for increased dmg the longer the trigger is held), acid grenades (leaves a dmg ring for 3sec, upgrade to more dmg+additional 2sec), jet pack(low fuel, high lift, making it harder to control/master), Mutagenic Neural Disruption Focused Cannon [M.N.D.F.C.] (takes control of ONLY small bugs, warriors, and spitters, making them temp. allies, upgrade to have explode after death/wear off period, stuns larger enemies and kills exploders[SIDE EFFECT: makes exploders more volatile])
yes, yes it is
his trade-offs would be low ammo, while doing massive group damage (crowd control)
stop having the damn bugs crawl through the metal flooring iont he extraction missionn
this is nuts they crawl through the metal extraopr paltform with teh guns on it that has to be fixed its dumb and fustrating
Remove the elevated platform
free spactate while down, limited range of the cave area, so you can see your fellow dwarves battle
Still playing nothing, but the Gunner, there's only two things I would like to see. A way to spin up the minigun for when you're all together, waiting for the wave to spawn, and a way to recover the ziplines, like have an interactable point on it.
let digger dig minerals with his drills pls
Is this possible to make Bosco less annoying ? He keeps walking in front of me when I'm trying to mine/ressuply/unload minerals ^^;
walking ? <<
he just
wants attention
like any good pet
he wants you to pat him on the back with your pickaxe
Maybe not walking, but glitching ๐
Bosco just wants to snuggle :c #MisunderstoodBosco
I would like to see other uses for credits when players host a mission, maybe not host specific but single mission passives players can select such as increased mineral carrying capacity, a speed boosted MULE who walks slightly faster (slightly, not overkill), an extra grenade for everyone, even adding a temporary engineer turret to the MULE. Simple buffs that wouldn't ruin a missions flow but just a small benifit as a sink. A pick one if you want kinda deal but not required.
people can already get an extra grenade through upgrading
Highlation has good idea
a support item that can see through walls for short range, including how thick they are, would be very nice. MULE goin through walls will no longer be a serious compromise. or like a topology data just like in Subnautica.No idea which class and/or which slot they should go though.
needs fair amount of light to begin with to get the data, so it cannot be doubled as night vision. or can it?
Is there suggestions for outpost building or missions of that sort?
agree^^
To answer the question, there is not yet such a suggestion, if you'd like to elaborate further on it, then preach brutha.
I like the look when you like
get into a small cavern
and by the time you go to leave
you look and you see
the two engi turrets, molly parked in between them, and a supply drop right beside
it looks almost like a little base
So maybe with like, an "endless" mission or something, you could save your progress in case you guys have to go or something, and set up a little outpost or a "safe" spot
To build off of that idea, maybe there will at one point be maps that are random each time, like always, but far bigger than they are now and filled with abundant resources; that's where I could see the use of an outpost.
Oh, to try and recover his research or something?
Like a defend the fort kind of mission?
I like where you're goin with this m80
massive caverns with outpost/checkpoints
occaisionallyy a massive swarm attacks it
you have to run back to defend it or risk losing all your collected ore
it has turrets like that one mission mounted on the walls
i'd like to say unlimited ammo in the turrets too
so we can dick around inside the outpost and relax
the massive swarm could contain at least one dread, just to make it interesting
to the unlimited turret ammo, have them have a cooldown, meaning you still have to fight
"lock and load, brothers"
'WE ARE GOIN' IN WITH FIRST WAVE. MEANS MORE BUGS FOR US TO KILL'.
DRG is basically the best Starship Troopers game ever made.
that would work
I like it
A lot
I'd @ the directors, but I don't want to bother them lol
Suggestion from @near glacier ; pretty please put in the ability to callout specific commands, like a command wheel or somethin so we can do things like callout for platforms when we need one.
Yeah I've said a voice wheel or menu a few times
It'd allow for easier communication while still doing things, and can be fun
especially if that player doesn't have a mic
as typing takes too damn long
they should add a dual wielding upgrade for the revolver (doubles ammo and fire rate only)
also the base turrets should also able to used as mounted guns, giving you better judgement on when to let it cool down, think a non-removable Gatling with unlimited ammo (great for when you have no ammo and a massive hoard of enemies restricting you from resupplying)
Could there be some sort of vote for the Drop Pod button? Keep getting games with new players that hear the mission control guy tell them to hit the button on the MULE when the first objective has been completed and do it without question, even if we've barely explored most of the map
or host can veto it
That would be fantastic. I have one guy I play with who does that just because he's ready to be done and doesn't want to keep looking for upgrade mats
Ruins it for the rest of us
Do they plan on changin the platform gun? I've come up with some nice ideas that I may draw concept of.... not sure what kind of suggestion is received and how they're received here?
aggressively
no
And it took a few seconds to harden
That's kind of the idea I have, basically it would be a magnetic epoxy gun
with 2 types of foam
you place both of them on two ends, they attract, and once they make contact, harden to form the platform
Ooh that'd be cool
Or what if you shot a beam into a wall and unraveled into a platform
Like a metal one
And it could withstand more damagr
Also it'd be cool if there was a bug that could hit you and it would send you flying
And you'd be kind of embedded into the wall
Kind of like how in L4D the tank can whack you away
Or it could pin you into walls
Haha
Yeah I though the platform gun so far was kinda bland, and was mainly used to bury innocent dwarves alive
yeah
and what if agility was a factor
if you were lugging around this giant platform gun youd be slower and less manuverable
But at that sacrifice you get more durable platforms
But you could also have a smaller and more agile platform gun
So you could run and jump more often
and that goes for most items
like what if you could get different guns, each with their own weights and stuff
Well the idea of the platform gun currently is that it isn't heavy, it's probably the same weight as a T-shirt launcher
The "ammo" for it is spore-like, and inflates on impact as you can see in game
Meaning that it's likely the result of a chemical reaction crushing the contents of the spore
That leads us to believe that the "ammo" is also lightweight
i'd like a light weight alternative. platform gun with twice the ammo but the platforms deteriorate in 60 seconds
I can just imagine scouts raining from the heavens as the platforms fall out from under them lol
I also liked the idea of the platform gun substance negating fall damage
we really need an "alt fire" button for that kind of stuff ๐ฆ
i aint a console gamer myself so... do we have ANY button left?
Not really, no lol
so we could only hope "hold X key to do Y"
That's already a thing for Engineer
Recalling sentries
and it really shucks
Hold two buttons at once
Eh, I don't mind it
i mean, DRG so far doing fantastic job
Gives you the ability to recall them at anytime without interrupting other actions
for holding key stuff
Like, you can recall sentries during reloading
Hold all the buttons on the controller at once and press the power button 5 times to reload
Easy
yeah noticed
maybe make it so sentry will auto recall in 60 seconds? so we can free up a button
or yeah, that
No auto recall, because of the nature of large caves where you need to climb vertically to reach something or the ones with tunnels that loop right back to the same room
shucks. well then, other function for holding R maybe? like, recovering an already set up Satchel charge because you missed the right timing to hit the trigger
Hold x on charge, since driller and gunner dont have a hold x function yet
i mean nobody does
engineer, hold x to recall sentries
and we are talking about cramping keys into stuff
That's hold r
x on controller
yeah
That's the main problem here
You could assign whatever you really wanted to any keystroke on a keyboard
But controller has a finite # of things you can hit
Let's get some fight pad combos going
lol, yes pls
Up, up, left, right, left, right, A, B, Start to equip doodad numero something
Simple, quick and easy
Thatโs for doodad numero something-2
shoot you right
This way we can have hundreds of combinations
Alternate controls is easy, "Q" is pick already, right click could be alt-fire
could be a toggle
of...
Both of the sticks already have things bound to clicking them
Letโs develop a controller-addon with more buttons
what does the stick clicks do?
aftermarkets have just a headphone jack
Foiled again
Have one d pad cycle through all of them
but double tap up would work
no, pick
yes, thats it
tap once for wep
Keep tapping to cycle between weps
Like a weapons wheel?
Yeah
Sounds like a neat idea
Microsoft needs more buttons of there controllers
PlayStation has the touchpad for additional controls
โFuck the controller, I want the lootbug!โ
Play using the lootbug
Whisper to it softly
Maybe it'll do what you want
Maybe not
Caress it, love it, own it...
Toss it
Blow it up for gold and Nitra
Twist it
Drill it
Aim it
Wait that sounded horribly wrong on my part
I like the direction this chat is going
Take the memes out to #non-drg-chat
I understand now what Dwarfurious meant by "aggressive" suggestions ^^"
this is mild
KYA
My suggestion is an in game suggestion box/terminal thing where you can write up a digital report under a specific category or aspect of the game to be appraised at the developer's leiasure
Discuss
Like a suggestion box but with some form of sorting?
or bugs encountered in game
would be nice, because im forgetful so im using notepad on other screen
right?
or more like , could be doubled as bug report, which you can include the screenshot of the current screen
yes
yeah
At least they should be a minimum formatted and sorted yes, because now than the game is out, I'm sure the devs are drowning in furious, unreadable suggestions, and the majority of them will go unread because of that.
make it once per few hours then it would be better at least
also you can use filters
Use an old Steel Battalion controller
specially since the bugs like to phase dash right through the fekkin ground
stability needs some attention
especially when you get DC'ed and cannot rejoin or you get ann invite to a game with your friends and cant join them when actually in game. me thinks these are things that need some work
If red sugar is dangerous and highly addictive.. Shouldn't it be temporary hitpoints? Or have some kinda drawback?
we are expendable dwarves after all... who go to highly contagious, toxic pond and such... especially the region with radioactive crystals which youll need a full detox AFTER going there and not BEFORE, like proper hazmat suit.. so yeah, nobody cares what to consume when it comes down to survival
Speaking of which, some Cthulhu themed area would be fun. not just the eye walls we already got, but even worse
what about adding traits? something addtional buffs to your dwarves(carry more minerals, faster movement, give extra credits to team members, etc) at the cost of debuffs(less damage, longer shield cooldown, etc). you can buy them as a "end content", can be swapped inbetween, and make it so choosing none is always a viable option so no one will have to feel like they are missing out.
need a tracker for how many of that map type we have completed.
and to use the pointer to direct the mule to go where we point to get out of our way.
Ability to sort server list by map/mission type/hazard level etc. please
^
@Draygo#7732 I would add to this small icons to read faster the Biomes and Hazard Level
Having played my first solo games ever, after about ~15 hours of joining random lobbies and doing what dwarves do best, I have a couple suggestions for solo mechanics. That robot BOSCO needs to learn some personal space, I am glad a pickaxe to the side of that thing doesn't hurt it, or it would be dead. BOSCO should also be sent back to Dwarf school to learn how to actually dig a vein as he left massive chunks of ore in the walls... You would think a floating robot made by dwarves could dig.... Last thing about BOSCO, he should have a small inventory where he can carry one mineral type and deliver it to the ground, I have spent WAY to much time carving a path up to a vein to gather the small blocks it leaves. One change I would like to see on ALL the Dwarf Classes is the ability to pick WHICH pickaxe type you want to have, either the extra damage one, or the one that mines faster. Anyways, I doubt any of this will actually get put in the game, it's just my two cents. :3
Suggestion:
Bosco (APD) could also learn to just pick a bunch of the dropped chunks of a mineral up and drop them elsewhere, if asked.
Another great idea.
I wish I could have the faster mining pickaxe on like the Engineer, make levels go by SO much faster.
it'd be cool if the grappling hook had actual physics
it'd make it more difficult to get manuver the terrain
which in my opinion is a lot cooler
I haven't really tried the Scout yet so I don't know much about the grapple.
basically it just pulls you toward the destination you fired the hook into
It has a range limit but
you can arc the grapple shot and instead of swinging you kind of just float into the direction of where you fired the hook
I see, I typically play a Gunner, or Engineer so I'm always making platforms for Scouts. xD
yeah haha
Grapple also give you the ability to go downward without taking fall* damage (remind me of dying light...)
Sounds like the Hookshot from Zelda.
The caves are too predictable, where are the huge underground lava pits or even the underwater springs with lava/water monster??
Where are the glowing fauna, something like glow worms would be beautiful just like they are in real life
ComingSoonโข
At least its written in the Early Access disclaimer on steam that they are changes planned in caves generation, such as "actual biomes" and stuff
Boss like creature's would be cool
You guy's could also make certain cave's pitch black and within these caves there are curtain bugs that have Really bright and piercing eye's
I dunno about you, but there are a LOT of caves that end up being pitch black lol
A small thing, but any thoughts on making the drillers pistol a machine pistol? I find myself firing it in bursts generally anyways, save a little wear on my clicker ๐
well, buffing it slightly wouldn't hurt
I don't even mean a buff, just a full fire rate if you hold the fire button down instead of mash-clicking
Maybe I'm dumb and it already does that and I'm mashing needlessly
make every squad squad 1
Except Squad 17
^
when you point something with laser (eg : morkite) it should stay more than just a few seconds . Otherwise by the time you start to dig to fetch it, it disapear then you have to point it on again and so on.
also : it would be good to be able to pin point some locations for later (eg : when path split in two or when you find room exit but don't want to take it now ) so you can take a look at those later
tigrou just throw a bunch of flares down, they don't dissapear
Please allow us to change the FOV on console. 90 is too low.
I have the feeling that engineer's turrets don't get so much ammo like you can literally come out of turret ammos with 1 wave which is a really poor amount. And I figured out that turrets often waste their bullets by attacking armoured bugs in front or parts that don't take any damages so this is a little bit an issue because you can't really control what they are shooting at. Maybe an AI improvement on turrets + a turret ammo upgrade (maybe instead of 1 of the 2 fast turret reloading upgrades ?) should be great for this class
you can run out of satchel charges pretty fast too, if you use them improperly
Yeah but you can control the amount you use whereas you can not control whatever turrets are shooting at
Suggestions to enhance the Server List
My opinion, but I prefer a manual refresh server browser instead of instant blinking live refresh. Also column sorting would be a plus.
Tunnel Gun: Fires a beam of pure nitra that clears away any material in its way. Be careful; gun does not know the difference between normal dirt and valuable materials.
Who?
Driller ;___;
Who?
; __________ ;
And the gun would be more like a low-ammo count charge weapon. Fires a beam that goes a certain distance instantly and can only do it a few times.
'He's the man, the man with the Golden D r i l l s'
The idea about placing specific markers is an important one.
Can't rely on dead flares on the ground
The scanner in general is lacking anyway, I use it alot but not being able to figure out if the cave detected is up or down is a pain, and when several cave are overlaping you no longer see anything
What about displaying a specific altitude of the scanner(still relative to you) that you could move a couple meter up or down with the mouse wheel?
Scanner really needs some blips for stuff.. Definitely enemies but maybe ore as well? And seeing teammates on it would be nice too
YES
no enemies, that was already removed from seeing them on the map
would it be possible to officially add Hor+ Fov scaling?
adding it to the engine.ini (\SteamLibrary\steamapps\common\Deep Rock Galactic\FSD\Saved\Config\WindowsNoEditor)
gets reverted each time i use one of the vanity/character selection computers.
games look so much better on 16x9 and wider displays with this, and the defaults make me feel nauseated after a round. see here for steam discussion, with screenshots showing defaults and after adding it to engine.ini . http://steamcommunity.com/app/548430/discussions/1/1693788384136123088/
HOR+ means, as the screen gets wider, the top and bottom FOV does not increase/decrease , 21x9 and 16x9 have the same vertical fov,
as it is right now, it gets cut off the wider the screen gets.
honestly i feel motionsick without editing the usersettings.ini to increase the base FOV to 130 even at 16x9 (which would be around 95-100 on hor+)
why epic thinks VERT- should be the default is beyond me, this only makes sense for 4:3 aspect ratio, and we are all pretty much on 16x9
LOVE the game, 43 hours already
I still think the spray paint idea could work to help navigate. Glowing, colored paint to tag which way you came from or draw silly pictures
Just wanna say this game is great. Keep up the good work!
ikr
a primary ore other than morkite
Gold
the spray paint idea would be awesome!!, but to some caves are way to easy. Complexity 4 or even 5 caves would also be nice.
Oh god
rock!!!
that's where the glowing spray pain would be handy.
Customize the colors
So that you can either tell where an ally went, or create works of Urban Art
that could be cool... but then there would be that one teammate always painting, and never helping
The paint should also be allowed in the hub, and what ever the host paints stays, allowing custom hubs...
limited paint obviously
yeah, certain colors should also cost certain ores
customizable bedroom?
Only after Miner Rank 20
that would be cool
as to only after Miner Rank 20, that could add to the status, giving even more incentive to play
Paragon points; let you minorly buff shield regen/max, hp,, damage, ammo or weird passives and talents
my scout's at 750k/20k XP, so hopefully there will be a use for them like that
It would be cool if we could find hidden temples randomly
Well, booting up the game has reminded me of something, should be able to change the volume of the starting screens so it doesn't scare the hell out of me each time. Only other game that had that issue that I've played was Payday 2 and they fixed it.
intense foam noises
I was recently playing the game and had thoughts on some new content that could be added. New planets later on? Bringing new caves and areas with new resources and of course cool new visuals to see and places explore, maybe include underground lakes or lava pits. Also, new enemy types? The different spiders are cool, but I would like to see new dark creatures like cave trolls or some radioactive bats etc. Something else to fight than just bugs, but don't take the bugs completely out, just include more enemies, more variety.
Suggestion: Change hazard 2 to tourist mode, hazard 3 to hazard 2, hazard 4 to hazard 3, and add in a new harder hazard 4 entitled "Critical Infestation"
New enemy: pill bug (rolly poly)
This little booger falls off of ceilings and curls up into a ball midair, aiming to knock into our brave dwarven miners and knock them around for a small bit of damage. While not a real threat to your health on their own, when combined with a swarm or dangerous terrain, they're a force to be reckoned with.
We already did that tater
Know the best way to improve a game?Limit accessability
@idle quartz ? You mean the falling crystals? Or am I forgetting something?
Oh, that. I thought you meant the rolly poly. I was just suggesting they do it again since there's been so many people saying haz 2 and below are too easy
Something that's been bugging me a bit has been the design of the pistol.. The model would look so much cleaner if the ammo counter was directly on the gun and not on a little panel to the side.. Just seems impractical and kinda cluttered to me. I always have fond memories of the old halo assault rifle. Always thought that was the coolest sci - fi gun back in the day
don't buy into those people saying "too easy"... they will never, ever stop saying so. if you keep listening to them, you end up making IWBTG. yes, you CAN clear it. but that doesn't mean that is managable enough for everyone, especially the ones that are not used to the basic game mechanics. what happens if they cannot clear a game? most people LEAVE, instead of trying again. i've seen countless of people instantly quitting after being killed in other games, DRG included.
but yeah, i see a steep difficulty jump between Hazard 2 and 3
iirc there was one game that did "permadeath per account"
it was an fps, that if you die once ingame, you cannot play it again
nah I just meant reset upgrades
i dont want another death of MULE going thru walls , we are 200m away, no drillers, and everybody else are clueless
or simply, losing connection
I think having overheat for the gunners Gatling gun displayed on the UI would be nice, the display on the gun is a little out of the way.
Probably already suggested but it might be nice if you could spend some of your ammo to reload the platform guns in point extraction
(or maybe this is possible and I never noticed)
Mule only goes through very thin walls, so one to two chunks broken with a pick-axe is enough to go through
Aketi i would say the game is OBJECTIVELY easy for what should be the "highest" difficulty. I do not think that the highest difficulty should be something that anyone can just do, its not for everyone its for people who want it
A suggestion I made on reddit was for a reason to need to escort molly to the drop point
Like if there are bugs that can steal resources from her or if she can take damage and break down where you have to fix her
I understand the issue there would be when she climbs a 90 degree 50m wall though haha
I can't think of a worse hell than having to defend ceiling-crawl mcshitty-pathfinding from enemies as she makes her way back to the extraction point
i dont think anyone wants an escort quest with something that can be hurt though but i would prefer it if molly followed you to the drop pod instead of vice versa, as long as the amount of bugs assailing you is increased to make up for it
now MAYBE some bugs could try to steal from her, which may lower your total reward and incentivize protecting her and staying together...
I havent played past hazard 3 but it seems (barring when the team plans poorly for extraction) that the end scenerio is a bit easy though
Alot easier to run past enemies than fight them off
I have a nasty habit of getting lost on my way back to the drop pod
it's why I like driller
can just go straight there
Yeah haha
I think my most repeated phrase over voice chat is "I have no fucking idea where I am"
@idle quartz Yeah that was one of my suggestions. For there to be smaller bugs that cant attack but can grab resources out of molly and carry them away. So it incentives you to defend your loot
And yeah, the map is basically useless as well haha
yeah its easy in that you can just run past almost any swarm of enemies
once you learn how to navigate, getting back is pretty easy too
Yup
Like i said except for times when the team didnt plan properly
Like i ran into last night when we went down a deep hole with no real path back up after we called the drop point haha
Those pits are the end of runs half the time
Yeah haha
i mean if people wanted to, they could just split up and then press the molly button and the drop pod will likely land really close to someone...easy win secured
You basically needed a driller there or a bunch of scouts
either you fall down and die, the team is split and cant get to eachother durring a swarm, or you cant get back up
Yeah
And digging a path down is very tedious without driller
I actually suggested to the devs on the AMA for there to be some sort of rope for those instances and they actually just theyve been discussing it but it will likely be in a new class
I mean, actual ropes for deep pits are used in real life spelunking and just about every spelunking game out there haha
and in every game, you just cant live without them cause its just so good
Yup
Which is surprising they dont have them in here haha
Just zipline thats only good for horizontal movements
eh, they just focused more on manipulating the environment, figured people would just have driller tunnel a stairway down the vertical shafts
Yeah but the issue there, and I know they said theyre against this, is being forced to have any class in your party
problem there is that not as many people play driller, nor want one as much, due to his combat ability and not needed support
Adding another class with a rope could help alleviate that a bit I think
not many people say "we should bring a driller for those pits"
Yeah haha
Really?
Huh
I guess I've just been playing with an odd group
Sorry to have intruded on that then
ive only really played with a few groups, but for the most part its been 2 gunners a scout and engi
Well yeah, that's what I felt
it is true, he's extremely useful, which im kind of sad that people hold him lower compared to the other classes
Like I said though the devs have actually said they dont want you to feel forced to have a certain class in your party. They want you to be able to go 4 gunners and it still work
Gunner I think is actually the least used from what I've seen
Except on combat heavy levels
One thing I wish is that you could see what your next level is going to be without being host. When its a combat heavy level i like to switch to gunner.
That Hyperion brand minigun tho
Maybe its already in the game and i missed it though
Hyperion, isnt that Borderlands?
yah
Yes
Took me a while to figure it out tho, though the minigun was useless until I used it continuously
^^
That's kind of counterintuitive... unless it's written somewhere?
I also noticed you can "sorta" mine by shooting the wall but it will turn resources into slag
Well its good for scout
Shoot a spot to land on then mine from there
But also you can shoot the resources down and get some of it
Better than nothing
But Engi/Scout combo goes so unpraised
My issue with that though is that alot of it doesnt seem to fall or takes too much gunfire to get mined effectively
Haha yeah
Idk I always suggest engi/scout haha
I think alot of people just dont realize how to use them
I was in a game with alot of resources on the walls and I kept telling engi to shoot a platform for the scout
But it didnt seem like they understood haha
I use driller a lot for hard to reach ressources it's golden
Excepted when the marker you place disapear when you get near
Really wish for more consistent markers/nav points
I feel like so many randos don't look at the chat ; ___ ;
@flat bough In relation to what you're saying, that is
I know
@limber drum Imagine if the markers lasted more than 10s
Oh, I'm so used to games thathave a bottom left text box that any time there's a slight change, I notice
And yeah, Koko, I wish there was longer lasting markers for that reason exactly
So I guess that it's unfair of me to presume others have that same level of attention for chat
I'll keep that in mind from now on
Yeah I usually notice it myself but I do get focused on what I'm doing sometimes
They said theyre trying to implement a larger variety on commands at some point
Chat is often out of the awareness sphere when you're focused on something, not like vocal orders (be it vocal chat or dwarven pikes)
yus
Ropes can be so strong though
i dont think you could like, shoot a rope into the ceiling and climb it
i think for balance reasons they'd be downward only
But that's the only reason people want them lol
they could be a consumable like a zipline, lay it and forget it but personally i'd kind of like it if someone had to hold the rope ๐
I feel ya
shooting them into the roof and climbing up makes them a little too powerful imo though
Oh yeah
I'm seein what ur sayin
I'm searchin for yer sasquatch
I'm pickin up what ur putin down
Yeah my idea of a rope is one that you can only place it directly in front of you
Like on a ledge
But cielings tho
And it would go down
Here, what about this then;
Put it on an edge, thats fine
But you can rappel down the face of the wall, and unclip at any time
Wherever you unclip is where it remains
ooooo, fair nuff
engineer platforms for example, they're really good at getting down fast, just a few of them at a safe falling distance can get a whole team down a pit in seconds
they can also get you up but it takes more ammo.
it works really well
if an engineer starts from the top and works down hes at his most efficient.
Yeah but as i mentioned ive encountered a few times really deep holes
Like you said you can drop down but like the match I had last night there was no way one engi was making enough platforms to get back up
make enough to get down, resupply at the bottom and you'll ahve enoguh to get back up ๐ it also depends on the biome
somthing like salt, bogs, crystaline, the pits can be more accessible due to environmental Crystals and fungus
He did resupply haha
h e h e h e . . .
This was a particulary deep hole haha
You assume that's the best way to return to the pod
The easiest way to get back to the pod is to simply drill there
i prefer running to it, its faster =p
Yeah but you dont always have a driller on your team
Let Driller do his work, while everyone else fires backwards
and then i stand in the area where the driller is heading
Almost always ensures a win
And as i mentioned the devs want to avoid there being a class so good you just HAVE to have them on a team to be effective
And we could have dug our way down with just pickaxes but it would just have had been needlessly tedious for how deep it was
And we simply just didnt predit that hole being a thing haha
all classes together are rly strong in any situation
They are but the devs said they wanted you to be able to go 4 of any class and it still work
..is it just me or is boscos hit box enormous?
like, i keep hitting him with my pick, even though hes a good dwarf width or two away from me
several game modifiers to handicap you in game. like less/no healing from supply pod/revive, have to clear out 100% of objective ores, faster enemy attack rate, etc... for those masochists out there. maybe a little more credit/xp, but NO achievements for using them please, so unskillful completionists like me doesnt have to suffer.
<@&257786783666929665> <@&296918282403840000> I noticed that the update notes use the term 'clip' instead of 'magazine' when refering to the ammunitions of weapons within the game. I'd just like to point out that in the real world, the correct term is magazine. Thank you!
lol
Little things like that will go a long way with people who are familiar with weapons ๐
-_-
Really minor thing, but one of the gunner's voice lines states his minigun shoots depleted uranium bullets, but the 'upgrade' for it on the experimental for damage is tungsten bullets. I'm no ballistics expert by any means, but I do believe that is backwards.
^
it is ๐
ofc if he really did shoot depleted uranium bullets, they'd hurt a lot more.
Hi, I would like to find a way that when I scroll down on the mouse wheel, the next weapon is selected not the previous one.
Currently if for example I have Weapon 1, scrolling down will give me Weapon 4 when this should be Weapon 2. Is there a way I can change this?
did you try scrolling up? :3
Yes of course haha, but I would like it to scroll down :)
Would it be possible for perhaps a custom bind?
@idle quartz Good on ya for setting the difficulty levels up a notch, but please do it again. I've mainly played on 3, and 4 was difficult but survivable. I've only played on 2 when there were beginners in our squad, or we were critically low on people, and I can't imagine playing on 1, let alone tourist mode. At the very least, it'd be nice to have a level 5.
hopefully we'll have different mutators to adjust difficulty besides more bugs/stronger bugs. More complexity and unique things
We definitely want to do mutators.
awesome dude
ooooooooooooooooooooooooooooooooogh
yus
pls
This thing
5 messages up
and also 8 messages up
Respectively
@spare kestrel I would like to make a suggestion for the Gatling gun (ahem...minigun). When last I played, there was no secondary trigger for the gun. Meaning it had to spin up then fire. My suggestion would be...a secondary trigger to keep it spun up. So holding secondary spins up the gun and keeps it that way, but would reduce movement. Then the player can keep it spun to fire bursts from the gun as they please letting it cool between bursts.
While spinning it could also cool faster as it would increase air passing over the barrels. This is based on reality but I am not proposing a realistic pov. Just that...some times...reality is a good way to make things as they make sense. why change what is not broken...right? And it would work well for the weapon and game play as well.
Two buttons is two complex?
As for what it would improve is time to fire. If you do not need to wait for the spin up animation...if the gun is spinning, then it is just point and shoot. The heat mechanic prevents infinite shooting, so this is more towards being able to fire on target right away in busts then just blazing away.
the spin up takes less than half a second
no need to add complexity where none is needed
Interesting...a half second. a lot can happen in a half second, that is why people loose their...excrement when people have a high ping. Yet as a game mechanic on a gun...it is acceptable? Many examples of it not being so exist. I just suggested a method that fits with the weapon. Not much more to be said.
the main issue is since this game isn't pvp and isn't gun based, there is no reason to add a completly unneccesary level of complexity
and if things are being dependent of LESS than half a second, then there is another problem
Well...thing is a half second is not long. BUT you add in reaction time to that half second, things get longer. Remember that the human reaction time is about 250 - 450ms. That is the time it takes for the brain to take in information, process it, and come to a action in response. Add in the spin up time, you to a second in older players or less trained players...ie casuals.
so
even with all that considered, the added complexity will overbalence the faster reaction
I also point out you chose the right mouse...I just said a button. ๐ Could be a toggle as an optional button. In the end it is the devs choice...if they try it, like it, then cool. Any way, I am fin on this, idea submitted.
You can tap fire to pre-spin it?
adding a button is just unnneccesary
tne gameplay needs to be simple
prespinning can at most add 0.03 seconds
the game is not a pvp, its pve, so no faster reaction times are needed
You do usually see the enemies coming and it's an important lesson to plan ahead how you're handling enemies?
pve means that the fastest you ever need to go is ~1 sec to 2~ reastion time
also the barrel only takes a fraction of a fraction of a seconds to start firing
My stance is that there is simple, and then there is simple. If they wanted "Simple" then they could make Dwarven click miner...and all yah need is click. What is needed is not simple, but elegant. To have a collection of mechanics that are easy to understand and use, but also there may be more under the hood that a player can use to make them play better. This comes down to options, things that are not necessary, but can impact gameplay in a positive way. That is my suggestion.
do consider that this game is also out for consoles
Adding on here this is also a console game, adding a button just for spinning up has to be mapped to a controller as well.
they already used up buttons
so yo need to reduce complexity at all costs
because a console has at most 10 buttons
i mean, extra buttons on PC versions only to reduce added complexity to each key (hold key to do X) aint rare though
the problem is the feature is so small
but extra manuevuer? nop
to add an extra button for such a small feature is wasteful
14 buttons on a PS3 controller not including sticks.
also the "I need fast, no matter how little at all costs" is a distinctly pvp mindset
THough that does inclused start and select
some of them are hard to reach in combat, mind you
the game is still pve, speed is not of the concern
this also aint Warframe
HEy if I could have a button to keep my Tenora spinning, I would be happy for that.
too many buttons
not enough simplicity
adding too many options for the player can get extremely overwhelming
I disagree, I don't think too many options has ever been a problem in a game
Especially if they're given a bit at a time
the options need to have meaning
one small function for one gun for one class is far from useful
esp when the option is redundent
hold fire, a picosecond later, the gun fires
oh yeah, maybe they could make it like Tenora - or an actual minigun. you dont have to wait for the gun to spin up, so they actually start horsing bullets.... IRL they do fire bullets the moment you pull the trigger... its just does it slow.
Gunner's windup is hardly a picosecond. I think the issue is more that you waste shots at first
That'd be better IMO
Slow firing but accurate
aim at first
Instead of the inaccurate rapidfire
There are otyher classes...and more weapons...it opens the possibility for secondary uses. Like...the scouts gun that launches lights...use an alt fire and hit a mob and boom...or zap...or what ever is in the lights.
then no more misses
from my experience
alt functions for the great majority of times fails spectacularly
it complecates things even more
also the minigun is not meant to be "slow and accurate"
thats a sniper rifle
I think his point was that as the guns spins up, it is a waste of ammo to fire as the cone is huge. Only once it hits speed is it accurate. And I do find that disappointing really. If I point it at something, I want it dead...not walking toward me as my rounds go hilter skilter.
Well then you get into balance territory, better aim turns into more damage and less 'wasted' missed damage.
On the other hand the simple way to handle this is a passive upgrade that keeps your minigun spinning.
@nocturne viper I could see that...say having it spin at half speed?
Trade off fire rate for instant bullets on demand doesn't sound bad.
Anyone know if theya re planning on allowing a third person view toggle like when you use the jukebox? I think it would be awesome for mining
Or may be an upgrade to spin up time and thus reducing the cone duration.
I dont really miss an incredible amount when it is spinning up
the minigun was never meant to save ammo or be accurate
thats why it carries over 1000 rounds
i want new upgrades ๐
of course
and you will get new upgrades
in the form of new content
but bugs need to be fixed first
so wait up
Engi platforms should have upgrades to glow , and reduce/eliminate fall damage when landed on
i do hope we get side upgrades for that. One that has bouncy pounds maybe, and yeah another thats soft landing. Or a gun with temporary platforms, but much more ammo
How about a napalm grenade for the Driller? To go along with the wall of fire stuff. Or has this already been suggested?
^it might even be on the way already ๐ค
Oh alrighty!
The platforms shoudl definitely decrease fall damage haha
It would make them much more worthwhile
they could help supplement the zipline
FBI barges in
do not question the spinnies
Think of them as rotating nozzle heads that each spray out an individual chemical compound that when they combine, make up the plastecene foam that forms on impact with whatever surface it collides with. Think of it as the gun has two internal storage tanks of chemical that need to be kept apart to protect the gun from being impacted and accidentally exploding as the chemicals mix inside and rapidly expand sending shrapnel through the unsuspecting engineer. The spinnies save lives @charred fox
Flaming pickaxe upgrade for driller please
Pinned my explanation in case the <@&257786783666929665> may end up wanting to use it as a bit of weapon lore/background info. Who knows, maybe it's what they already thought of when designing it.
How about backpack size upgrade? To hold more stuff at a time? Has that been suggested already?
It's been suggested many times. Either alone or in class suggestions
OKe
Make Frednaught a rare Dreadnaught encounter. He's just a Dreadnaught with a top hat and he's purple.
don't know if this has been mentioned before but
like the supply drop, add a beacon for the point extraction minehead
more casualties come from the minehead coming down than from supply drops
Make supply refills priority over zipline usuage
Bug Ideas: Fireflies or Mayflies
Fireflies: Cast a good amount of light, hot to the touch. Only attack when attacked first
Mayflies: Don't do damage, but exist in large groups and swarm sources of light, disorienting any caught in the confusion
Why, is there something in that game like what I mentioned?
one of the characters, an annoying elf named Kerillian who has a superiority complex, refers to the other characters as Mayflies
about 10 times per minute
muted
๐ค mutes tinker
i've asked for a feature to mute specific characters dialogue ๐ฆ
๐
That's Dr. Professor tooter tits to you, intern
Dr. Professor Boldur
Dr. Professor Patrick
I can imagine the mayfly swarms would make the team more appreciative of the Driller's flamethrower
The joke is mayflies don't live long, and she's an elf, you see
I remember parking my car under a light one day and came back that night. Car was covered in mayflies and the entire area was still swarming with them. Got in my car and couldn't see out of the windshield. Made the mistake of turning the wipers on, thinking the bugs would scatter. They didn't. They smeared.
who wont live long with that kind of attitude
The bugs on my windshield
They need some mayfries
banned for bad pun
This has probably already been mentioned or is already in progress but liquid hazards in caves such as poison, water, magma might be a cool addition. Poison could have some sorta bioluminescent glow.
whats that? you want the sludge from the fungus bogs to hurt? well okay ๐
make it so the team can easily see what mission the host has chosen so they can select the best class for that mission
@idle quartz I WANT IT TO HURT! >:)
@stoic crypt Bottom part of the screen after mission has been chosen usually shows it iirc?
A way for teammates to show their interest in a particular region would be nice. The host ultimately still decides where the mission will take place, but could see where other teammates would like to go.
๐ค press enter to talk ?
i would like to be able to SEE the map even if im not the host though, just to know whats available
yea i might just be missing it
Can't press enter on console ๐
Dunno if you have think about it (maybe it's the "Treasure Rooms" from the Trello Roadmap), it's would be fun to generate small secret chambers without any connections and only visible if you lucky to take a look at the Map Scanner (absolutely no others hints) and drill to it with
Driller (<that's a buff)
The devs said they want to add in more secret areas you can find by digging in random directions
In the AMA yesterday
Can we get Bosco to be able to destroy Hazardous Plants for us? Like if directed to shoot it? (Poison Spores, Ejector Cacti, Exploding Flowers, etc.)
spotlights match flare color to help visually differentiate dwarves and minimize onscreen text.
or a light feature on the player model.
Also, why is there 2 different flare color? why not 4?
It could be usefull/tactical to choose the color of the flares in fact.
how about a deployable floodlight?
infinite light source, but it's got limited range and direction, and you can only carry maybe one or two with you
I would love a return of the spotlight, if perhaps tweaked in some way.
I would love some levels to be added that are static and never change. Sort of like introductory levels or challenge missions specifically made for classes or teams, with leadboards, clear times an all that. Would definitely raise the interest in the game by introducing some community competition.
@idle quartz Thoughts?
^^^
Very interesting. Perhaps an abandoned dwarven mining project that has become overrun? Perhaps a mode where we need to extract as much resource as possible (morkite?) before the swarm becomes too overwhelming, or just wave survival?
I would imagine a wave survival of some sorts is planned, but in the far future.
Even if procedural i would like to see some sort of leaderboard system for clear times or minerals extracted
Iโd also like a survival mode, one that ends when your all dead and see how long your team can survive
And the leaderboard for that is just time survived
Yes blade i also want long challenging handmade levels, maybe one massive one per biome
Yes, a selection of finely handcrafted levels, likely one per biome, with a specific objective, like refueling/defending/repairing a deep mining rig or something would be awesome
mysterious cave growing mushrooms. consumable items that have random effects
What kind @blazing plaza of effects?
could be anything. speed bonus. drunkenness. night vision. shield buff. ? larger size.
I really want more interactive stuff in caves. Press E to kick or pick up.
a short teather. so you can latch on to teammates or pull them to you. if you choose
I would like to see a flower which engulfs and attempts to digest the dwarves - no doubt this has already been suggested.
a cave leech with petals
Yes, please!
Bring barrels in caves with you
On @split lotuss suggestion, I would like to see classical โdwarvenโ structures. Idk how that would work in the lore but I really like that type of architecture
I'll just drop in and say that we should have unions instead of guilds when/if the game implements a guild feature. And you'd have to bring in a lot of ressources to gain advantages by negotiating with the direction. You could lose these working condition bonuses if your guild is not active enough (with the possibility of using paid leave days when you don't wanna/ can't play)
(that's just something that popped into my mind while reading the official website and laughing)
And by having a good unions you could get a better recreation room and stuff. It would tie in nicely with the themes.
MULE repair? sent out to protect/escort a damaged MULE back to the escape pod, no MULE will join you on this mission apart from the damaged one which would be somewhere in the cave and have lights similar to a downed dwarf until repaired. cant be losing MULEs to the glyphids, so mission command is sending you out to fix one up where the team of dwarfs given said MULE were unable to call their drop pod before being over-run...
(any resources found can be put into this MULE)
The bog in fungus bog needs to slow you down over time, not instantly and to a -1000% walking speed drop. If it's going to be that punishing it should take 2-4 seconds to get there. ๐
Yes I agree, it feels stiff to just โhitโ the goo
I think it just needs to be easier to clear and should be burnable/explodable like plants and stuff should be.
It takes like 9-12 pick swings to clear just a single "square" of it
so
i thought of an idea
lets make a 4v4
each team has to make enough resoces to get out of that mission same thing
but
4 others will be on an other side of the same map at random and have to fight for resorces killing each other for the scarese resorce
killing will drop resorces and or attacking the mule
raid expidition
gather more than the enamy corp ^^
later on of course there will contracts to what you need to do and so on like quests
thats where another corp would jump in
has the balls to mine off this planet like us and boom
a 4v4
i say it would be cool
oh and loadouts more gunz change the tide of the gam e:D
Rough concepts for alt weapons
Diamond Back, alt drill for driller. Same damage and attack speed. Generates heat 50% (25% w/ upgrade) faster. Driller moves at 50% (67%) speed while "firing". Enemies hit by drill are pushed back in direction driller is moving.
Liquid Metal, alt minigun or gunner. Fire spread and armor penetration values depend on heat. Spread is initially 50% (35%) wider than standard minigun, but decreases by as much as 80% at 85% (70%) heat. Armor penetration starts at 20% and increases as high as 40% (60%) at the same heat value. Damage is 25% (10%) lower than standard gun, and increases heat 35% faster. The lower spread and higher armor pen should compensate for damage reduction and reduced ability to continuously fire when used properly.
Spider Monkey, alt grapple gun for scout. Reduced range to 15m (20m), recharge is 5s with no upgrade to decrease. Can accumulate up to 3 (4) charges. Each charge takes 5 seconds to recharge, and rechare 1 at a time. If all charges are used, locks up for 15 (12) seconds before recharing all charges at once.
Scorpian Tail, alt grapple for scout. Functions like standard grapple gun but with range of 30m (36m). Grapple will continue to targeted spot regardless of whether or not trigger is released or weapon is switched. If targeted at enemy, enemy will be pulled to scout (does not work on certain enemies, such as leeches and armroed enemies). Grapple speed is 2x as long as standard.
Auto Turret, alt sentry gun for engi. Only one turret available, but can be deployed at range like a gernade and automatically unpacks on first surface it touches. Can carry twice as much ammo, but total ammo supply is 250 (300).
Colt Classic, alt pistol for driller. Revolver with 6 shots and reloading takes 0.8s + 0.4s per bullet after first. Shots pierce 30% (50%) of armor and punch through unarmored enemies. Does 50% (100%) more damae per shot. Max ammo is 36 (48).
Zip-Zap, alt zipline for gunner. Max of 5 (6) ziplines, but can not reverse direction and auto drop at end of line. Zip speed is doubled compared to basic zip lines. Range is 35m (45m).
Guided Gernade, alt gernade launcher for engi. Shots travel at 50% speed of regular launcher, but after 1 second of flight will target nearest enemy and head toward targets current location. Blast radius is 33% smaller but can be upgraded to do 50% more damage than standard upgraded launcher. Ammo compacity is 6 (8) and reload speed is 30% (10%) longer.
Tungsten Terror, alt heavy pistol for gunner. Fires explosive rounds with a radius of 2m. Does 35 (50) damage per shot. Primary target - if it hits an enemy - takes double damage. Does an additional 50% damage beyond the standard bonus if it hits an enemy's weak spot. Fire rate is 1s (0.7s) between rounds. Armor penetration value is 50%, Reload speed is 2s (1.5s). 8 shot magazine, 20 max ammo. Basically, this gun is meant to be "too good to use" - with limited ammo making it reserved for that special occasion.
Don't know if this has been made a suggestion, but giving enemies the capability to "let go" of the ceiling and fall down on/near dwarfs would make for an interesting difficulty increase. It would close distance faster in large caves if the spiders are up on the ceilings.
Also, I don't think swarms should operate the way they currently do. Perhaps they should spawn in from a single large area, with spawn rate gradually increasing, instead of in waves. Then petering out when the operator calls it out. Or - at the very least - swarms in waves should spawn from far more random locations.
@dusk fox I like your alt weapon ideas,. I was thinking alt ammo types, such as the engie's turrets with shotgun ammo or a flamethrowing turret
maybe shock ammo for the shotguns, with upgrades to have it create chain lightning
acid or cryothrower ammo for the driller
I really like @dusk fox โs ideas
When hosting a new game let the first person in the lobby start with Bosco then he'll disappear when another player joins. Then people can host lobby's and not have to wait (when applicable).
Agreed this needs to happen, but we still need to keep solo mode too.
Indeed
Also could upgrade materials be traded with other upgrade materials? (at a crazy %, like 100 of one mat for 10 of another)
^hoping for a rotating market offer system for that. So you can take limited advantage of exchange rates but not just 100% dump something into another
that would be excellent yes ๐
Also, perhaps being able to give Bosco a 'perk' per mission, (ie making platforms, zipline, ect)
Anyone else notice how Annoyingly Loud maggots are now?
Any chance we will see the ability to upgrade the scanner/map in future updates? It would be sweet if the scout had some sort of advanced scanner, maybe something like the mine map from Descent 1995. I always think to myself, 'this cave system must look incredible in wireframe'. Unless you are hiding some key components of the procedural system on purpose. I just can't get over how organic and believable the caves are. Been wowed many times walking into a new room, or nearly falling 200m to my death as I crest a rise. Very very impressive. @dense idol @floral fox @wind karma @rain fog
https://tinyurl.com/Descent1995Map <-example of map system
WE NEED EACH ABILITIES ON ARMORS. It could help us enjoy more establishment in this game with more strategy. More importantly, try make it different not superior on another. For example, significant light bulb detached armor, Fast but low defense armor or the reverse of it, Fire walk or electro damage nearby and Ice reflection on the enemy hit. Also temporary invincible but can't move or can't attack. Just 1 or 2 patch would be wonderful
And I'd like to suggest on driller patch. Those damage buff on 3/9 was good but not significant on the balance. Driller is the cahracter who should make the road for the company and mine more minerals. It didnt need to deal more damage with drill (3 weapon) which consume more ammo after this patch. So I strongly recommend to buff on mineral storage 40 -> 80 and able to store 1 big mineral such as Aqua on his back.
What? It doesnt consume more ammo this patch and he had plenty of ammo before that. People just didnt know how to play him ๐ But the inventory storage size thing should hopefully come someday, for every class.
increased attack speed isnt an increase to fuel consumption
well you should rethink your statement and try not to talk other 'didn't know how to play'
they didnt, its a new game. I watched how they played while they complained ๐ฆ it hurt my driller soul 
anyway watch it
that sounds vaguely threatening ๐ค
i did mention it in #experimental-bug-discussion and devs seems to have missed it - now i have to kill every single one of them ๐ฆ
wish we had character face emotes in the in game chat
Let us sit in the drop pod seats, please.
seatbelts
Safety first.
To buckle in the barrels of course
I know y'all worked so hard on making the revolver GOLDEN, but you didn't give the lovely gun it's own animation ๐
Oh. And for the discord, BARREL EMOJIS
Enemies with weakpoints that are only exposed sometimes (example would be an enemy that releases toxic gas that can only be killed when it is preparing to release or something)
Enemies that can crawl along the gunner's zip line
You mean, like, when they open their mouth? lol
yeah, am I mistaken here Koko?
I thought mouths were weakpoints regardless of if open
They actually already do
only when open
sometimes you can critical hit them, the head explode
But I agree, more of this could be nice
Also, enemies that hide near veins (like a mimic or one of those ambush animals)
(exception is the dreadnaught, his mouth is not vulnerable at all, learned this the hard way)
Enemies that give aoe buffs or something (example could be something that spits a sticky coat of acid on spiders and causes them to slow and dot you)
ooh, enemies that electrocute the gunner's zip line?
Warrior glyphids (among others) take more damage when you shoot their underside, rather than their shell @merry crow. I suppose that counts as a weak point.
@boreal lintel - thx, I did not know that, although my recommendation was more around enemies only being damage-able in certain circumstances (Rather than always being able to be damaged). For example, maybe a turtle that hides in his shell to avoid all damage
now that I think about it though - having what I suggest could be just annoying
Very interesting. I would like to see something like this.
depends on execution probably
Oh no, perhaps an enemy which is attracted by light and only comes out to attack / become vulnerable in the presence of flares?
Like, Diablo 3 had enemies which would randomly go invulnerable and that was just cancer
dude, sick
I never played Diablo, but I imagine it to be similar to the Halo 5 enemies which can teleport upon being hurt?
lol, never played that
but the issue was that it just wasn't enjoyable to face against
it didn't add to the complexity of the fight
I see
just randomly made you wait for 5 seconds
but my suggestion would maybe be more around enemies that are vulnerable during strong attacks
err
only damage-able
during their 1-strong attack
or maybe an enemy that does a flashbang attack after charging up some sort of weapon for 3 seconds
Come to think of it, such a mechanic could work well for cave leeches. They remain hidden and invulnerable until they are lit, at which point they come out to play. I feel this could combat some of the problems we currently have with them.
Hmm. We shall have to wait and see what monsters GSG unleashes upon us. I am sure they already have many plans of their own.
Fair
That said, I would be much in favour of such an enemy. Perhaps this will be one of the ways boss combat will work?
yeah that would be tight
ooh
what about like, a heavily armored enemy that you need to either shoot it's feet or use a c4 to flip it on its back
then you can shoot it
for dmg
Interesting. It seems similar to the praetorian, in that it will flee from explosions, revealing its weak point.
if the explosion doesn't kill it ๐
Indeed, haha.
a whack-a-mole enemy could be awesome
boss-style too
so you can try to hunt it by digging to its caverns
or fight it when it comes out to play
I believe the devs already have plans to introduce burrows in the cave walls / floor which glyphids pour out of.
Agreed!
How about dwarven football with surplus ore chunks ?
<@&257786783666929665> s taking away using the lifts with nugs as the miner hurts so bad, basically makes it so that the miners can ONLY land bridge their way to a drop off in collections. Unless that is your intention then.... :welp: miner guys lmaoooooooo suck it grapples off into the void
@limber drum Already suggested 'barrelball' to a friend. Hell, the kick mechanic is already in there.
Two teams of Dwarves, two goals, one barrel.
Only one? ๐
Make Molly a barrel
Have a server setting where each player must be a unique class
have a set time frame for host to be able to kick its not really fun spending 15minutes in a mission only to get kicked for no reason
<@&257786783666929665> Being able to carry items while using the Zipline is one of the primary reasons that Gunner was a viable choice over the Driller for Point Extraction missions. I'm not going to suggest that the Gunner is now useless because he can obviously still kick in the teeth of Dreadnoughts, but this is an enormous nerf to the Gunner's viability for anything outside of Elimination.
its a bug
I've written up a small collections of suggestions, should i just dump them here or is there another place for grouped suggests/lists of suggestions?
change drillers drill colors with the armor he has on :o unless it does idk im working my way to the black crag armor atm
Electrocrystals are a bit too sturdy, and also should show a warning before they arc between other crystals. I do like their idea tho, and they're infinitely less obnoxious than goo
Electrocrystals seriously saved my bacon on a Haz 4 solo run, it just zapped all the bugs for me
also they are realy intimidating, love the sound of them
They are stunning visually too