#suggestions
1 messages · Page 54 of 1
The normal one is a fire type >.>
What about a acid one, ice one, and...idk...earth one?
dont ignore me guys, I'm alone enough
😥
a salty one ? xD
Sugar one
yumme
Good idea btw, depending of the map you are playing on
but what will that bring beside the orginial one ? except for skins
The alien one?
yeah he is too scary :u
A Squad #17
Its all about not being too boring
everytime fight a fucking huge fire spider
its too...repetitive
new mechanics are always welcome
At least in my opinion
It would be better to take in a new boss instead of new appaerances
This way is less repetitive
The new apparenace its just to combine with the biome
its a bit strange fight a fire huge monster in a "eletrycal" biome (crystal cave)
I agree with that point. But it won't make the game less repetitive.
It's all the same after all
Just color swap
and one thing that many players talk about is flying enemies
i can imagine something like dat
We need a GIANT EARTH WORM
Don't you played the experimental already ?
they added a flying enemy to combat zipline camping
Yep
But i think they should be mor efficient
Even in hazard 4 i destroy them with the engi's tactical shotgun
and about the color swap, not about just colors, think about weakness, damage type, health variation, new morphology
and so on
I don't even speak aabout those turrets.. xD
Mmmh you've just open my mind
giant hearth worem ? 😮
noice
I realy like the design
Especialy the DRG's bestiary, aliens with no eyes
so...where can i play the experimental one?
oh
beta
If you see some huge bugs, don't forget to report them. 
Right
What about a campaign ?
Maybe not, they are talented

At least, make a better scipt for each type of missions
script*
it's not exactly suited to a campaign format, and there are reasonably varied objectives in the mission types that exist
Not just a HUUUUGE text in the middle of your screen
It could be possible to do something like LFD2
During the drop, the chief may explain us the mission in details, with some random( for each game) specifities.
I sort of feel like that's adding an unnecessary level of complexity to it, it sort of runs the risk of making things feel less varied
there's something to be said for the simplicity of just
mining shit because that's your job
like the daily grind is part of the game's appeal
sort of reminds me a little of viscera cleanup detail in that way
L4D got stale super fast because it was just the same shit over and over, even with the AI director
I agree ☝️
I don't mean to do something complex. At very last, they should change that big text box wich appears when you left the pod
Cuz it's a real mess when the swarm come
Mining is a hard, repetitive job. These dwarves know what they're doing. All they gotta know is where the target cave is and when to expect the extraction.
Then tell them the information when they are safe in the drop pod x)
I do not want any sort of "worms" added to the game
The tunneling the bugs can do is good enough
How about a large randomly spawned carry back crystal worth alot of credits? Kind of like the eggs or the white crystal balls but you can't deposit into molly or ship because it's too big. The only way to take it is to leave with it.
Actually... make it a living crystal bug. So it crawls when left alone. Slowly
Actually being a living crystal bug would give another reason it couldn't be deposited. It'd eat all the ore.
"Great job team, you found a chubby crytal muncher. I know quite a few nobles who'd pay a fortune for it. Get i back to the drop ship. Don't drop it!"
If you want a credit burner as well, customizable ship rooms might be an idea. Since every player is assigned one anyhow
Some greater differences in the biomes, one of the areas is described as windblasted and super dry
Have the wind effect your mobility, some surfaces are quick sand
It's underground though?
you only need a building the size of an aircraft hanger to have its own weather system
so I think it could work
One more thing! New armor. Well, vanity armor. Maybe one we're you can actually see the gunners beard so it feels less wasteful to by pretty facial hair
especially with the volcanic activity
Well volcanic activity stims from the molten core. Suppose there could be winds with temperatures changing but not sure how intense it would with no direct acess too the sky
But there's no water in our underground caves? It's damp enough for plants to grow though so maybe minor flood is possible
Though your ideals have given rise to an a thought. Area specific dwarf complaints such as "It's soggier than my boots in here" or "I got sand in my drawers and I haven't left the ship yet!" "It's warmer than the smelter!"
Someone did respond to one of my suggestions earlier saying radiation is the bane of everything living. Not entirely the case though. Some creatures are so simply built there is nothing for the radiation to really effect. To top it off living in certian biomes could expose one to excessive amounts of idionine which would shield from radioactive exposure
As for the golem, I don't have too many defense for that. Perhaps pull a doom 2016 and have rocks piloted by parasitic weak foes
I have a serious issue
right now, the fungus bogs are a living hell due to the industructable slime
why is the slime industructable?
Why can't it just be a staionary rock that I can mine away or platform over?
gunner ziplines
I think they're going to make it burnable
i hope so, that would mean two ways of dealing with it
If the owner leaves or "crashes" the owner ship can be transfered
Yeah, I like the idea of Driller being able to get rid of terrain issues in general
Gunner is shootman + chasm crosser, and engi is a good support to other classes. And Scout is of course the scout and "Oh I'll mine the ceiling" guy
Scout needs wall latch
"rock climber pick" grapple is good for that zip zop but to latch should need to climb up (hold spot with one pick, dig with other) taking any damage will "knock" you off, so doing this with hostiles nearby is not good
What about bazookas?
Gunner...he does not have much explosive variety
he is supposed to do massive damage, right?
@left ivy i disagree. the classes are meant to be co-dependent and allowing scout to latching onto walls and then just make his own path through the rock suddenly means the only thing engineers do is mine the surface and sit around for the horde to come
@gloomy bloom Well the scouts common failing ia how easily they get seperated along with their arnmanets not being strong enough to solo a horde. I suppose I ca kinda see your point about the engineers platform being less useful as a result but others here have made heavy recommendations towards changing it out to a cloud concrete gun. Spray and cemet ordeal. It would be nice if the engineer got that change and the scout got latching.
is it all possible to stop hits from registering when using a supply pod? other players, or even bosco interrupt a lot
why does everything need to solo hordes? i thought this was a co-op game
Drill should ignore allies IMO
They get caught on allies (and enemies frankly) too easily
I meant more like, if they're anywhere near you at all, even if you're kissing dirt in front, they'll be hit and it won't dig
yeah even if they're BEHIND you too closely
its not the drillers fault its the allies fault
They can literally be behind you and interupt it
and i thin kthey're fixing it
Alright sweet
Well, that might make it not dig as well
That's why I was saying just have it ignore allies, since picks do
I don't think you could really abuse it anyway
Faster drill speed, doesn't harm allies, also polishes them to a nice shine
Maybe
Maybe a heat blowback for drill/Gatling (short heat blast that cools gun quicker but still takes time)
Maybe a 10-20% heat reduction for a premature burst and 5sec cooldown reduction for a full overheat
Both requiring upgrades
And a 2-4 second recharge for next heat blast
i had the idea of holding down the MULE call button to get it to follow you, so you dont have to wait for it to crawl its way from 7 miles back after clearing out a cavern
you can just have them with you for when you find more loot
She already does follow you-ish, especially as you mine
still, it be nice to have that happen on command
yah, that make the mule go and sit at your location, but i mean follow as in it dosent sit down and just follows
for those long streaches of empty caves
Could be nice to have molly vulnerable and have to protect it
^since when do people want an escort quest with something thats ai and vulnerable?
It is way more interesting to defend the mule last the escaped instead of rushing the drop pod
dont defend the mule, defend yourselves
Why glyphids attack dwarfs and not molly ?
also a lot of people like running back to the pod its pretty much the most tense part of the mission
because molly is a robot
Aliens are clever ?
they walk into fire
Create a battering ram type enemy, that charges at you in a straight line, is invulnerable from the front, but has a weak point on the backside. It deals mid level damage but if you're hit by it, it causes severe knockback. If the bug doesn't hit you, it continues charging until it hits a wall, or skids to a halt maybe 15 meters away, then turns around for another charge. make it relentless like an angry bull
definitely want more physical knocking around
A bumper glyphid would be painful
only if you get hit
Must have i think
a compromise to defending molly is the web spitters shoot her with web making her unable to move for X amount of time
Noice compromise, but what if the web hold her too long and the countdown reach 0 ?
Is it lost? :o
guess so
would stop people from rushing waaaay ahead of her at least, would work out even better then i thought
People on steam are saying to nerf the mactera please under no circumstances nerf that thing anything that makes the game harder is amazing and it is in no way op
Plus I was kinda hoping the mactera to be predatory to the glyphids because it’s a wasp like organism with predatory mandibles that spits acid that can (probably) melt glyphid armor. So it might be a predator of the glyphids
This would mean that t would have to be a lot tougher than them to eat or parasitize them
It so I’d be cool if we could get big wasp nests like glyphid tunnels that would hang from the ceiling and spawn a limited amount of wasps
would be interesting it they gave the mactera its own faction/ team ID so it would combat both the player and the aliens. Maybe a "queen" type insect inside of a structure (destroyable/digable) spawning out larva/ wasps. Maybe even see the wasps searching the area and moving loot bugs into the nest as "food" so you are rewarded for destroying them. I agree 100% on not making it easier, if you want it easier you play a easier hazard in my opinion.
+1 on that
I like that idea.
Since wasps in nature work as helpers.
Would be nice to fight aliens and even us.
Maybe they could have some sort of paralyzing poison yknow.
Like they would paralyze the alien and bring him to nest.
Or make player unable to do anything for few seconds.
I'd like to see a piece of map in a nest, with a lot of flying and their mother as a boss. Can also see some dead bodies of glyphid been eated by the mactera's family
Thinking about area in the level selection menu, where some biome are in "conflict" so Mactera and glyphid fight each others. The game would be even more difficult due to the real mess they created, and of course more rewards!
Kinda like the war frame invasion system?
We could collect mactera honey as a new collect mission instead of another secondary obj or would they just just make red suger
Yeaaah that's a great idea, i'm too bored to collect shrooms or flowers
It will make a real challenge for the secondary obj
Yea u gotta break into the nests and fight them
Like if you want to try it, its gonna be hard but the rewarded will be good enough to do so
FFS !!
Take honey back for the brewery !!
😱 😱 😱
Crafting beverages for the bar...
That slight buffs for a limited time
Something I want to see is the drillers ammo for the drill be boosted greatly but get harder rocks that only the driller can dig through and only an upgraded drill can go through the deeper you get. Adds some good risk reward to it and adds a REAL role for the driller. Plus digging is fun !
also just adding more densely packed ores/ minerals the deeper you get
Just add a complete random gen massive mission that is not linear and you actually have to dig but their is no requirement for ore so it’s kinda like free roam
tbf i wouldnt mind a free roam sorta mode, or just a much longer mission w/ more objectives
the missions currently feel really repetitive so i'd hope thats something they're going to work on
inb4 battle royale mode
Don't feed the troll
'twas a joke my dear
Good
A free-roam mission? EPIC!!!
Add objectives for various collection objectives with the option to extract after a single one is completed, or complete all of them. The scout gets a boosted scanner that can detect minerals (guides the team to the mineral pockets) the driller is the only one who can drill through certain types of rock for some objectives, some areas would have excessive enemy presence making the gunner invaluable for those areas (enemies are territorial and stay in their turf rather that hunting indefinitely). And the engineer... (fill in the blank)
Defends and supports
you cant make the game impossible for a team without a driller though
Just make the rock harder
have being covered in bug guts or bile draw the agro of the swarm?
blood in the water creating a shark feeding frenzy style?
yeah. and maybe a boss type enemy enemy that attacks light. this could create a situation where not using your light is part of the mechanics
Like killer bees
and creat an interesting dynamic where having lights up is dangerous but so is navigating in the dark.
the light bit has been suggested before, as well as a similar sound aspect
I hope they put either in
have the flyers attack flashlights
Just make the game harder
lil
angery moths
We need a hardcore mode : constant swarms : occasional boss mobs : high glyph is armor : higher leech spawns : higher spitballer spawn : higher environmental hazards: less ammo : maybe random mutations for missions like less ammo or lower dmg not only negative ones but it could also be a buff such as higher dmg or more ammo
adding a few small mechanics to the combat would really add to the game . which is already pretty great
Weapons skin, pls
No, seriously, what about weapon shop? like, the main minigun has no bonus, but the Minigun 'X' deals more damage but has lower fire rate
like tf2 u know
And put a dealy to the molly call...if u spam the button molly goes numb, stay in the same position
I'd prefer customizable parts over having a large inventory to sort through
Customizable parts + weapon shop
10/10
something like that:
what do u think?
@lean haven
eh, sort of I guess
You need to know this game to understand exactly what im saying
I got a pretty decent idea.
How about an upgrade that allows you to carry a bit more ores with each upgrade?
Sort of like a backpack
Carry capacity upgrade? I like it
that's a very old suggestion we've all been waiting for lol
The years
I really don't know why it hasn't been implemented
it would be great to get a response on the devs' thoughts on it
Btw, on my free roaming idea: I would like to see some objectives that require/much easier with a specific class. To encourage a diverse team, overcoming any undervalued class discrimination
Another thing would be possibly having more guns for the classes. Like Auto-shotgun for Gunner, Automatic Pistol for Scout, Pump-action shotgun for Engineer, and for Driller.. not sure.
Please add more barrels, thanks
^
^^
add a barrel dispenser
guess you guys have pushed all the barrels beneath the drill?
Yep
what does the green one do?!
We need a message for kicking a barrel into memorial hall
At some point there needs to be an update called Creatures, crystals and chasms
^
Also, when the bar is finally opened, call that one “beerfest” (unless it’s in October, then “Oktoberfest”)
Praetorian clouds shouldn't linger as long IMO. Can make em do a bit more damage to compensate but they're so obnoxious
It’s a “gas cloud” what do you expect?
I personally want some of the gas spitting plants to be a different colour and cause screen distortion for a short bit (because it’s a hallucinogenic gas plant)
Touch fuzzy get dizzy
I just want to be able to collect it and make “skooma” (a drink that has a random chance to take and/or give you something [credits/minerals])
But can’t be skooma, because, most likely, trademark
You could have rhymed better with “touch the fuzz, get buzz’d”
Wasn't a rhyme, yoshi's island reference
Ah... gotcha
Touch the fuzz, get buzz'd
i would love if we could become management and send out dwarf groups to do missions for us, get less rewards but be able to do more of the missions available
kind of like in WOW with the garrison missions
meeeh
Any chance for some sort of twitch integration? Like maybe your viewers could vote the occasionaly helpful (or harmful) supply drop? Could add a nice bit of unpredictablilty to a match
I don't want to switch platforms for integration, tbh
It was an example, but could be modified to be more minor helpful things. Maybe a small drop of Red Sugar or the occasional ammo touch up.
I think it could be fun if tweaked correctly, i guess it all depends on the implementation if it ever comes
what about a harder difficulty by making a "dark mode"
no hud no outlines of characters
Suggestion: Add a minor, yet noticeable shake to the screen, when taking damage.
(If the HUD is off, it's not necessarily apparent, that one is taking damage, except for the audio cue(s).)
should be a monster that gets stronger when there is more light cast upon it. potentially nonaggressive if left in the dark, but a pain in the ass to deal with if it gets roused. similar mechanics to the witch from L4D, hopefully giving a reason to be careful about walking into a new cavern instead of thoughtlessly throwing flares everywhere and anywhere
How about a dynamic diffciulty?
There are times where haz 4 is a walk in the park and time wheres we will die in haz 2
Not to mention allow for closer battles as well as time to breath
Customizable flair colors???
I have one suggestion for you guys... Instead of holding CTRL to see names etc on your teammates.. Perhaps you can add them to the hud or make it through a checkbox in settings so they appear in the HUD?
Like small icons top left so that u can see if someone looses HP or if u want to know their nicknames for shouting and mining! 😄
Two minor suggestions: an increased hazard reward for permanently disabled flashlight, and an easier way for us to add teammates as friends on Xbox live! Typing in usernames can be a hassle.
Idea: What if the sticky slowing goo on the ground in the Fungus Bogs was flammable?
- Finally a way to get rid of it
- Use it for own advantage
(only driller)
- It burns slowsly so you can't just speedrun
slowly*
oh
I'm... a bit slow
then I guess I still support their suggestions!
sounds good
also (this has probably been suggested as well) it'd be neat with more explosions overall or in some way making the gunner's armor upgrade more useful
Suggestion^ Let us burn those poison clouds away too
same goes for driller but fire would fit even worse on many maps
let's burn the entire caves to the ground
How about pockets of gas that explode if a bullet or explosion happens
so if you walk into one, you better keep running
would probably be the only thing not igniting it unless you go over 80% heat?
make the praetorian gas clouds explode when burned
that's a bit too far I think
make Praetorians leave a pool of acid blood, but allow them to spit a glob that explodes into gas clouds on impact
with a decent cooldown time between spits
they are the lesser version of a dreadnaught after all
I might be very wrong, but I remember them as being way stronger (and rarer?) in the beta version
What if gass clouds were made to be explosive/flammable and praetorians were made to drop acid instead of gas?
that was my other suggestion that they only leave acid pools, but since they are slow power tanks, they would need something to allow them to be effective at range
Warriors should get a gap closing leap, as they are the mid tier bullet sponge
or a "rush" move
I wouldn't mind if people think it's too OP as these new "moves/attacks" could be unlocked in higher hazards
which would make Haz 3 and 4 more of a challenge due to the AI having more attacks/abilities
How like KillingFloor2 is doing it
new attacks etc on higher difficulty
would be neat
I agree
plus it would leave players able to cheese things like ziplines and floating islands for a more casual playstyle. but with the Hazard bonus multipying rewards, being on a higher one should push you, and not with just things do more dmg, take more dmg, and spawn more often/greater numbers
so if you're new then haz 2 and lower is nice to get into it, but haz3 and up (hoping for 5 and 6) then things jumping off of the cave walls/roof to hit you off a zipline would be great
postions being comprimized from a gas glob
It would also probably make the new classes coming up more important so a varied playstyle and variety will work wonders to expand how you play when you get to higher difficulties
I'm wondering it they do introduce loadouts, it might be worthwhile to give class specilties like gunner has more ammo, driller holds more resources, etc. plus with what the new classes are their buffs
because if I can trade weapons on engineer like the AR instead of auto shotgun
So playing haz 1, 2 etch you wont have an issue playing whatever class or stacking but on higher difficulties it would change how you play
It has been suggested by many to have different weapons, it would be pretty cool
just the option to tweak a loadout incase of stacked classes, say a heavy caliber LMG or minigun for a gunner
one can be the heavy anti armor, the other the crowd cleaner
lighter classes would swap weapones between them barring it makes sense. Some would be class locked (Gernade launcher, grapple hook)
A formerly suggested idea was armor shredding, some weapons might reduce/destroy armor
gunner technically could use the flamethrower too
@lucid oxide yes exactly and now with destructable armor having weapons that ecel at that would be cool
Pick axe would obviously be a shredder that all classes have, give them a reason to get in the face of a prat, and the driller drills, perhaps a weapon for the gunner?
I think 1st we'd have to group weapons into "everyday weapons" and "class type weapons" anyone could use the engineers auto shotgun and scouts sawn-off + AR. But things like Minigun, Gernade launcher, Flamer seem like specialized things, that or at least "heavy" weapons
then add new weapons
that fit into those groups
I know Killing Floor has the Encumberence system so you can't have it all
That way the devs could probably balance so you can only have certain guns together
might work here as well. Can't have a minigun and a auto shotgun you'd be too heavy
unless to ditched your zipline and charges
then you'd just be a pure gunner with no mobility
which would doom you
So probably only 2 guns and then balance which ones you can choose
based on how much you can carry
because it would ruin the Co-Op a bit having everyone ditch their support items
not exactly
if you're going for full DPS and your team wants to make up for your lack of support gear
it's still coop
but if EVERYONE did then yes you're right
100%
but having a loadout allows you to tweak your playstyle and your role
Haz 5 with 100%dps? mayhaps if everyone brought extra pickaxes for all the digging they gonna do
Pickaxe would be default can't change that. since no weapon has a melee feature
and if Haz5 or higher was done, then there might be extra things that need to be done to beat the bugs
like the armor breaking weapons we talked about
my point is the insane amount of pickaxing that would take place to get around
that's if the Driller (if should be allowed) can remove his drills
however he has class perks/upgrades that make him better at digging by default
but if a team decided 100% DPS and they lose then, I guess that wasn't the best route lol
i still think all the classes need a specific buff for more class diversity, such as a scout's map highlighting minerals or an upgraded scanner. The gunner can draw extra aggro so enemies expose their backs to the rest of the team. The engineer gets buff items to boost the rest of the team, and the driller gets improved tunneling speed with his pickaxe for when his drills run out of fuel.
yeah considering if they do add loadouts, the classes will need desirable buffs/perks. Gunner can draw aggro, however he might be best if he's the one shooting the weakspots (so Aggro pulling is debatable) however being able to hold more ammo that anyone else and perhaps better gun control (so if he had to use an AR he could full auto it better without the usual short burst tatic used by scout)
Driller should have a larger pick dig radius, plus the dig power. Since Drills are in the 3 slot which to me 3 and 4 is utility items. It could be replaced with a second pick for faster digging (however drills will always be better as they are the fastest and have the largest dig radius) Driller should also have deeper pockets and hold more (up to 80 instead of 40) and drills can harvest resources too
a 2 handed pickaxe pheraps?
if Anything for aggro pulling should be the engineer, as placing turrets and other "traps" might help if he can lure stuff
actually thinking about it why not both? can use 2 small picks for faster digging, but the same dig radius, or a 2 handed larger pick for larger radius digs but normal pick swing speed + better dig power (on top of upgrade)
or drills
i just find it odd that the driller's pickaxe does exactly the same thing as everyone else's dispite supposedly being an expert digger
at least Fortnite got them right
why are we calling a pick a pickaxe when it doesn't have the axe/hoe-blade that a pickaxe has
also there are smaller picks, such as climber's picks
however without the weight + leverage to get that right mometum a 1 handed pick is out of league with a 2 handed one
mattock is pick + hammer?
and yeah, i have my own pickaxe at home. I just put a couple tacks in it to keep the head from sliding down onto my hands when i swing it
one sec let me google and educate myself
huh, google images shows they look the same (pickaxe/mattock)
only a mattock is smaller?
and more farm related
I see 2 pick ends on these picks so I prefer to call them just a pick
but I guess it's all that tomato tomato saying?
From what I understand, a mattock is a farming tool with just the horizontal blade you typically see on a traditional "pickaxe." While a traditional pickaxe has a pick head on one side and a mattock on the other, I have seen a few picks with a hammer, axe, or another pick head instead of the usual mattock. Though, I don't know how the mattock part qualifies as an axe, how the tool would benefit from having 2 of the same type of head, or why the name "pickaxe" stuck in the first place.
Randomly throwing in two ideas for game types I had chatted with others about Earlier - I'm sure someone else has mentioned something similar but extra voices add credibility
-
Equipment Retrieval and Repair - Originally I thought of just a busted escape pod that you have to go fix, but then I thought maybe just general equipment instead of pigeon-holing the escape pod into it. Long story short, you have to collect parts from a damaged piece of equipment that fell into the depths and repair either a downed drill pod, M.U.L.E. or otherwise. You could make the parts non-specific so you don't have to endlessly hunt for that one last part you can't find. Once you have them collected, give it a repair timer that only goes down while someone is "using" it, which in turn spawns waves of enemies. So you could have either one person dedicated to repairing while others defend, or take turns as combat allows.
-
Black Rock Down - Simply put, you have to find, heal and evac downed dwarves, say between 3 and 5 or something. each time you find one, you have to call for a special medical M.U.L.E. to come retrieve them. Time could be a scoring factor and the enemy presence would have to be very intense.
-
Research team escort - Escort a Science Dwarf into the depths in order to study an strange rock formation, some sort of lifeform or whatever else you can think of. This could get prety dicey when it comes to AI scripting and pathfinding. One option would be to give them a "rig" in the form of a mech suit that moves similar to a M.U.L.E and just make it so enemies can damage it, therefore requiring the players to keep a tight eye on it. You could call it the Ambulatory Science Station, even.
Maybe add just broken down, destroyed drop pods into the environments?
Like ones that just malfunctioned in landing and the teams inside were just decimated?
Or some other signs that you were not the first ones to attempt this mission?
finding dwarf skeletons with a loot bag near them (something like a stationary loot bug that doesn't explode) would be neato
I like number 1, as it would almost make sense for a mining operation to "fix and get some very expensive equipment back, we're a mining company that's working on a budget here folks" This could also give the Engineer another use other than a platform maker for scouts. IE allowing him to "repair" would go much faster. Parts could be in the form of large carry objects (much like pearls, etc) Also optional missions could be elimates (kill a dreadnaught, or kill spit ball infesters, or kill spawner hives) The broken object in question should be a MULE this makes it so the team has to fix it, before they can leave/collect materials in the area. So killing things and fixing the MULE is the goal, getting stuff is optional.
-
idk if a mining company would be doing search and rescues. I'm 50/50 I wouldn't mind another game type, but I don't think it fits the lore.
-
This could be viable, since the dwarves at deep rock are vetern cave miners/fighters DRG could be contracted by another "science" company to ask for an escort because the minerals and flura/fuana of HOX are unique. The rig would be a modified MULE that the dwarf would be controlling. The mission would have "Points of Interest" that this MULE would goto and then "investiagate/sample" over a set period of time, before moving on. Since it's still a MULE that DRG owns depositing materials into still belong to DRG (other that samples that the Science Dwarf collects, via rules of contract)
that's my 3 cents
Also I'd like to add a 4) to this,
Another varient of Elimination where you're dropped into a heavy infested area, and have to dispose of a number of spawners, and dreadnaughts. to keep the "population" down. That or Dreadnaughts spawn endlessly (with longer timers of course but taking your time to clean the area is suicidal)
I'm all for an elimination mission type as it does fit the lore: population reduction to make mining in the area safer for other teams.
This tactic would also be part of why DRG company seems to be having a measure of success where others have failed.
Speaking of which, it would be cool if it were possible to find remnants of former failed expeditions. Including those failed endeavors of other companies.
that all depends if the reason why DRG has mining rights in HOX is because no one else managed to do it right and thus gave up rights to it (too high risk) or DRG fought and won the rights policially
aka was other companies here before or is DRG the 1st to set foot
That would bring in the question of foreign parties, claim jumpers, piracy etc. Not bad ideas in and of themselves. I would hope that anything like that would be kept distinct from the bug smashing action I want from the main game, but it'd also be interesting if you could run across rogue delver parties..
Very interesting, but I'm skeptical of that one.
Based on the fact that subterranean conditions have been evaluated to an extent that even the richest of ore veins are considered too dangerous to mine in-spite of the immense value, I strongly feel that DRG is not the first to try sending in expeditions.
Highly likely - and if it's another species, even, that'd make it a sore spot in terms of rivalry
I didn't mean to indicate I said DRG was the 1st just spit-balling lore wise, was DRG the 1st, or are they the latest to try to mine this hostile planetoid
I think it's that they're the only company crazy enough/uncaring for workers enough to try to mine there
^well the others learned the hard way but their inferior equipment is hardly worth looking for.
Maybe not equipment but experience. People mention it could have been "other races" humans or elves might be used to not so deep or open quarry mining, that doesn't have hostile wildlife. As most dwarves comment that "DRG needs to get better equipment" possibly indicating second-rate/used equipment
So an Elf (if that's the case) with some fancy high end mining equipment and M.U.L.E (or something else, if anything M.U.L.E.s might be the economy version of mobile mineral hualers) might not have been expecting such aggressive insects to come and eat their faces off. Or maybe they just suck all around 😛
Most likely it's all jusy tongue in cheek about real corporations today.
Space capitalism
At least this corporation isn't trying to breed and weaponize the bugs
We don't know what they do with the eggs...
Shhh, if they hear you...
Or for that matter, what creature's eggs those even are
Or who might be buying them...
Plot Twist, they use them for really expensive omelettes
The glyphid eggs don't look like that, after all
That's glyphid eggs apparently
Unless its a joke, one of the descriptions says while worthless, red salt is great on glyphid eggs
And they DO apparently have a bacon shuttle that ships in now and again
New mission type, recovering dropped supplies that crashed to the planet
Bacon being one of em
Bring home the bacon
Actually, a search and rescue/recover mission would be pretty sweet. Having to dive deep into glyphid hives to rescue webbed up dwarves, recover loot and supplies, then get out
Beer recovery
apparently glyphids are attracted to the smell of pork and have been raiding downed transports for it.
BRING THAT BACON BACK!!!!
randomly, I hope that they don't ever soften the dialog
Soften?
I am 100% for anything involving beer
I like that they're jerks to eachother
There are dwarves
But don't really mean it
Soften? As in E for Everyone aged 1-100?
there should be beer
I don't think they were going for E here
Yep, COME AT ME YEH BASTARDS!
Rated D for Dwarves
I'm just also glad they're not DISGUSTINGLY foul mouthed for "realism"
Cuz that gets on my nerves
yeah they're more like you'd expect from dwarves, which is essentially british/irish ship yard banter
I think it might be cool if the insults for Molly and w/e were based on distance or things though
Like if she gets stuck or is far
More dialogue for extra spice ingame is always a plus
one of my favorites is "I can't feel my beard!"
It would be nice to be able to reload the turrets on the mining platform in point extraction missions.
Charge nitra or something.
Or just have them use engineer's ammo
maybe add a minimap to help navigation
add a feature where you can add people on steam through DRG
Would be nice to know where the mining platform's dropping. I've been nailed by the thing 3/5 missions.
that'd be so helpful
Had a guy get caught by a leech, and as I ran to save him we were both nailed by it and failed right there
lmao
This is a fun game. However, it does lack some content(ik it's EA and updates are coming) and 1 thing that probably has been suggested more than anything would be a PvP gamemode. But then, I was thinking: "What if there was a PvP gamemode where 2 teams of 4 are dropped in different,random locations in a map with a common objective(i.e find the golden egg and bring it back or get ALL THE MORKITE) while having to deal with the swarms from PvE. I do believe this would add more incentive to play the game and could possibly bring in more players. Having new biomes and mission types would be nice as well (clearing/raiding an infested mineshaft,rainforest,snowy tundra) instead of the only setting being C A V E S.
i really wanna see this game inflate
i'ss a gud game
Uh so I had a dreadnought cocoon get busted by the drop pod and it RUINED our mission. Should probably fix that one too.
[Suggestion] Engineer has the "weakest" movement ability in the game.
I know, it's useful. Don't get me wrong. but I feel that it's the least viable 'traversal' option in the game.
Scout can go anywhere, any time. All the time.
Gunner can span entire caverns, and if they're placed intellegently, can mark entry/exit points sweetly.
Driller can do over 150m on one reload in any direction (especially in sand) and can ignore entire routes if there is a marker to aim at
Engi gets 16 platforms that have to stack on each other, are hard to jump onto, sower, and have the highest skill ceiling for placing intellegently. You could "easily" use them all up trying to traverse one wall that any one else could basically oneshot.
I'd suggest 2 things to make them more viable:
- Make their hitboxes easier or more fogiving: climbing onto them from below can be a total PITA
- Make them a bit "Trampoline" so that they don't have to be stacked so closely to each other when using them to climb walls.
this would also actually help the scout/engi "impossible places" Meta
These issues become most apparent in Solo, and in endgame, where engi has to be the most paranoid about making sure he has an escape route in both directions to the extraction.
Its quick though. In those pit situations he can get the whole team to the bottom faster and safer than anyone. Also fuels op anyways, ziplines being nerfed (taking dmg so you fall) I did find that he suffers a lot in sandblasted biome though, some of the pits are huge and wide but at least he can fast dig out.
@dense meteor minimap? press and hold M?
@idle quartz it's still significantly weaker than the others'. I know, everyone needs an inherent weakness; Scout does low DPS, Engi has bad movement, Driller has to Kite to be effective, Gunner.... oh. Gunner has no weakness.
ammo, ammo is gunner's weakness
honestly feel like gunner and engi's movesets could be swapped.
kinda, @main olive but I find the driller is so ammo conservative that I can leave my ammo for the gunner most supply drops.
how about an ammo dispenser instead of a platform gun? but it only restores slot 1 and 2 and sentry ammo. (preventing unlimited explosive charges, zip lines, flaregun, drill fuel)
scout low dps?! booo
low ammo.
engineers weakness is uphill
and I don't think Scout is low DPS
Well, its definitely low damage per bullet, not really DPS.
I'd prefer it be stronger but slower
he's pretty strong TBH but his mags are low, and can get rekt if swapmped
Like a rifle
i like the old suggestion of alt fires for engineer 😦 expanding plascrete spray foam.
could build rather than carve a staircase with a quick line sprayed into the wall
obviously it has no rails and would be slightly dangerous to cross unless you double up on thickness with more ammo..
...or bounce platform special ammo...
in match but I like that.
hmm Bounce platform sounds like Warframes famed TrollBan (Vauban's bumper skill)
Platform + spray foam/plascrete I like
I think we need more enemies
can always use more enemies, however they'd have to be non-Glypids? As there seems to be quite a few varients already (Swarmer, Warrior, Praetrion, Dreadnaught, exploider, acid spitter, web spitter) which is already above the caste types of most insects (that share the same family) We do now have the Fly now, which technicly could get a dive-bomb varient and a explodier varient as well.
We also have Cave Leeches, and passive jellies. Only thing that I can think of is adding in Predetors for Glypids/Flies that also have a taste for dwarf. As for spawning of these creatures idk if they should be limited to mission (like leeches, set amount) or spawn further away from a swarm and make their way to the swarm location
Which could make them a special boss creature, that could be on par with dreadnaughts, as they could recover health by eating warrior and below glypids
Would it be possible to have a server list on xbox or is there a tech constraint to make it happen? Would be cool
A New mission à breach on a laboratory with the collected egg ?
The eggs are for breakfast ;)
@lean haven "We 'don't know' what they want them for"
brekky
hmmm. food. good plan. brb
gonna make me some eggs.
but not the green n purple kind.
a cave with water, like a water biome, where some places are flooded and you have to swim, makes space for new enemies too
@Goomboss#7915 ooooo me likey
and an underwater resource
@lean haven done it. bacon, eggs and toast. I even made one for the gf first.
I'm skeptical of any swimming or flow mechanics in a game like this, handling it could get very dicey very fast. Imagine finding a cavern full of water, then digging a little and draining it into other areas. A flow mechanic would need to be developed to handle it without causing everyone's cpus to explode.
Doing it well would be epic, doing it badly could ruin the game
thats where testing comes in
The devs have said in an AMA that they would struggle with fluid mechanics in the engine. The only workaround would be if the entire cave system was underwater.
Yeah. I do like the idea of a 100% underwater cave system, that would be cool. No need for fluid dynamics, just add a bunch of effects that make it feel like you're underwater, like reducing light ranges, increasing jump height, etc.
they would also need to make underwater guns, with no spiral barrel
driller would need new weapons
so would engi and scout
Just point the drills backwards. Instant propellers
we would also need a floating molly
Randomly need the Luigi’s mansion theme to play in between waves, thank you
Football with barrels.
water in the cave systems would be cool, and would encourage a new class of Dwarf to be created.
Can we get some kind of minecraft style sneak/creep function that makes it harder to randomly walk off a ledge? This idea is mainly born of lagg falls. Where the the game laggs and you appear at the bottom of a pit, dead.
I hear talk about the engineer's platform gun and I once again think that it could be changed to something a little more flexible
still, a lot of ways to change it would be too useful and I do like how it works right now
and you get plenty of ammo, too
I'd like to have real names for the minerals. are the levels generated or are fixed?
www.RockAndStone.space - Check it out, thanks guys!
Yeah it seems to have rooms that are changed around abit but have the same shape
Ordered randomly
For example the end room i have only ever seen it to be one of two rooms
some cosmetics, ie crystals, for your room would be nice 😛 oh, vanity
Have the armour actually do something, some different function for each of the classes
The gunner could have extra shields and perform as a tank
or maybe be able to swap it out for a less shielded armor that can let out bursts for electricity
like in support of their alreadt lvl 3 upgrades that are custom for each class as is?
or redo all the armor upgrades?
No not at all
the original armor upgrades should be a base
and from there have two branches for new upgrades
to specialise more, I suppose this idea would be better if we had a wider variety of game modes
since the upgrade system doesn't have a way to branch or respec I'm not sure how long that'd take them to redo that system, considering the chance of loadouts as well.
Altho I think it'd be cool if there was "Armor" upgrades aka when your shields are down, and then "Shield" upgrades that you mentioned, however i'd perfer if you could set one immunity/resistance for the shield. Aka I'd rather have gas immunity on all my classes
Is it possible to put an option somewhere, so nobody beside the host can call the drop pod ? It's really frustrating sometimes when someone call it before the secondary objectif is completed, or the place not fully explored ><
or at least to start a vote for supply.
what about rare loot bugs, that drop a small amount of crafting materials
oor a lootbug that tries to sneak up on molly and eat the materials out of it, then slink off into a part of the caves (not vanishing, just running off and holding some of your hard earned work)
making it so you should keep and watch molly closely
Yeah, but the idea is cool
so perhaps when molly is fixed sneaky lootbugs would be a thing
(starved/skinny lootbugs)
A variant of the explosive bug, but this one spews psychoactive gas that messes with your vision and poisons you a little
I think there should be timed missions for higher risk and reward
the gas could swap molly's model with a praet and vice-versa
and include some kind of modifier that makes it harder to survive like poison gas everywhere with only several safe zones
Sounds like a cool idea
We had that in the past, it wasn't very fun
the poison gas?
I can't imagine it would be in a game like this.Also pleaaaase let you be invulnerable in drop pod
Only if it deactivates guns - otherwise you could just farm from it
Add stuff for some hardcore survivalist as an option. Modifiers and mutations are always fun.
and frankly I like firing out of it \
not required, just for challenges
Also, mini nexus bugs, swollen and slow, and they spawn swarmers like the nests
A whole 1 EXP per enemy
yeah farming via kills is not a viable solution, considering kill to xp ratio is very, very low. And you'd run out of ammo quick
so being immune to damage in the droppod isn't a huge deal
Especially compared to failing a mission due to exploders OUTSIDE it, or an ally tossing a satchel charge inside
yeah, the platform issue is resolved, now trolling/crafty bugs are the issue
Well honestly the platform issue NOW is that you can't use em on the drop pod sides
inside as well they "delete" as for on the sides is not that big of a deal
unless someone managed to get it inside still
Well they delete on the inside, I mean, on the outside I've been stuck before from the pod landing in like, nowhere
If it touches the side it poofs unfortunately
gotta make that jump to the extended ramp
I've had it extend into walls and be like, floating otherwise :c
yeah it's unfortuante that it just faces whatever way it pleases
If only the platform that stuck INTO the ship would be deleted it'd be great
I've has to dig around through a wall to get in
Since it can be broken in chunks
It doesn't delete enough area around it when it lands, on the sides
I think it's to prevent someone from just gluing up the enterance as well
Maybe around there too?Just let it be on the sides/top etc.
it might be a limitation on the coding, as the "terrian" isn't "solid" until it's done animating. But in that time the code could be checking to see "should this be here" so no terrian is generated yet but to be safe it just cancels the whole "make platform" even
the pod "could" constantly "dig" however that could cause performance issues in on it's own
and possibly "kill" everything near it
not saying your suggestion shouldn't be considered. I'm just wondering if they can place some hit boxes that just "delete" terrain
And also would help prevent farming, as it doesnt count if those shoot it IIRC
safely
Oh, for the platforms, I see
and alter the platform code/event check
"Try Generate Terrian, does any platform interact with 'no ground box' in that case don't generate chunk of platform in box"
It'd have to come down on a platform like the minehead does
Well, not HAVE to, but it might help if it did
I'd prefer it kick out runner boards so you can deposit on the sides easier, now that we can't bug dump it form the inside anymore
Also would be nice
and pre dig around the running boards too so if the door is facing a cave wall
I don't ahve to panic dig around
I had thought it wasn't a bug TBH, cuz it was at the panels
I felt that way too, but seems odd to be dumping things into your seat before being launched into space in a metal tube
I have a serious suggestion for a new update
A quality of life update
1st off
Sticky goo in the fungus bogs should be easily broken through only 1 or 2 pickaxe strikes
2nd off
Extra objective and secondary objective materials should yeald extra credits at the end of a mission, like gold
for ex, 405 morkite and 11 apoca blooms
5 morkite (worth 1 each?, find a value) + 1 extra apoca bloom = 10 extra credits
That would make me feel better about not leaving anything behind
@terse knoll
@idle blade
Sticky Goo breaking faster would make missions not end?
no the second thing
sticky go probably already being fixed with fire
like most things
hmm extra collected Primary and Seconday materials being converted to credits would stop a mission from completing?
strange if you already collected the quota and can call the drop pod
people wouldnt want to do they, that'd suddenly be incentivized to farm every scrap in the entire cavern.
and you dont know when you've got it all either. It'd add too much length to missions and be a pugging nightmare
any random game you join would become this debate on if everyone wants to finish the mission now or spend 10 minutes exploring for credits.
why not just incentivize finishing a mission quicker? that actually makes sense to be something DRG would pay you for.
well there is already incentive to collect it all, XP bonus since all collected materials count as XP, this is just allowing max levelled players to actually still value getting that extra bit
I like the "complete mission in 10 mins for a third bonus" as an example you mentioned
thats a false incentive, the time spent gathering is completely inefficient compared to just doing another mission, its literally 1exp each
its just tacking on tedious farming after you've already won
that'd be the case if Morkite and co was solo. But normally there are other materials with them (gold)
so snagging a few extra morkite is no big deal
idk being able to get a bit more of going the extra mile should be a reward
Could have both.Make extra mats a reward but also a speed bonus
if the challenge of the mission actually escalated with the time spent, THEN it would be going the extra mile
maybe, but those can be completed really fast
although they did fix the nitra spread so the treasure room at the end wont have like 2 supply pods worth of ammo..
Can be, yes. It varies
hmmm. So I'm borderline now. Cause being able to do the job in a fast time giving a reward is great, but you'd probably miss that speed run getting everything
Doing a job fast also means doing the next job sooner. 3 missions rushed is always better than 2 because of the mission bonus itself (most of the time)
Considering you generally wanna head to the end to ensure you have all the crafting mats either way
I think the fact that 98% of players are already "get everything" mindset so I think the more reward for extra obj is valid
the only time I was in a quick missions is that quiet rando hitting the button
obviously not a real statistic, but many that do are under a false impression
they just need to make up their minds
at the same time it makes sense that there'd be a bonus for extra stuff. It's a mining company
or just offer a game mode for this kind of thing
might be a reason they only ask for a certain amount though.
not something like a web company just making a site for a client
Thats why they dont say "get everything you see"
well what if you make them TWO sites and ask for more money 😛
just cause you met your qouta doesn't mean you should stop there. You can, and client won't pay. However this is raw material, you can sell the extra still
Mining Company vs. Web Company as examples was to signify that they function differently regarding "asks"
storage tends to be at a premium in space, i imagine they can only have so much output per day
in their minds its not like the morkite is going anywhere, they'll get it eventually
If difficulty was paced in a way that earning extra materials was an extra challenge it would be different though imo
ight, I still don't see the logic of it. But I guess that's it
i mean it feels more like a time vs reward instead of a risk vs reward, and i like risk vs reward, the whole "greed" theme
there is a reset button in options 😛
no i dont want it
i just want to level up more
what is reset button doing actually? only resetting my level or the whole account?
everything to 0
@idle quartz hey uh i think i found something in the game that i was not supposed too
oh okay. But srly now higher ranks would be more motivation. So you can see by ranks who is playing longer etc
@ashen stag #420195388675588096
oh yeah lol oops
go to bugs and then check pinned messages
@dusty wolf i think thats coming, since you end on account lvl 26 and 1/3
@near glacier
I would like to see more cosmetic items to buy
@idle quartz I heard they do weekly updates to the game, is that true? 😮
ha not GAME updates, but we've had a few. You can check the update channel to see how many we've had
over a peroid of time
ok
I have a serious suggestion for a new update
A quality of life update
1st off
Sticky goo in the fungus bogs should be easily broken through only 1 or 2 pickaxe strikes
2nd off
Extra objective and secondary objective materials should yeald extra credits at the end of a mission, like gold
for ex, 405 morkite and 11 apoca blooms
5 morkite (worth 1 each?, find a value) + 1 extra apoca bloom = 10 extra credits
That would make me feel better about not leaving anything behind
@idle blade
why would you ping a music composer for that
lol
I did some rough numbers and the exp bonus
for mining materials after objective comapred with objective
Youll be earning exp at a rate <30%
oof
Its also a generous rate, probs much lower as i left in the minerals you have to mine
oof
Heya, dunno if it reached you guys yet, but the suggestion of a permanent, placeable, marker seems pretty neat. But instead of giving it to every class, I'd make a new class around it (like, Navigator or such) or make it an alternative to the Scout's flare gun. The markers would maybe look like the beacons that the M.U.L.E. leaves behind but in a different color, and they would be visible from the scanner (be it the terrain scanner / map or the handheld laserpointer)
@idle blade Hey, is the extreme difficulty been tweaked? its a way to easy. also the new flyin' bugs doesnt do any damage? for what are they good for?
It totally broke them
hhmm, id love to blame him if it wasn't my fault 😛
Can we have a server list on xbox or is that not possible for some tech reason?
i think they should deal a lot of damage, since they were intended to be annoying i assume. And the best way to make them annoying is make them deal a lot of damage.
@hushed hemlock I was thinking about the same thing. Make a new class called "Cartographer" which can place holographic signposts in limited numbers. Make it so that only the cartographer can put texts on it as well and the signposts can be visible on the map and the hud. This way, the Cartographer can put signposts on junctions to make navigation much easier. I think that would be a very complementary class especially on high complexity caves.
That reminds me of an old joke dwarf
We need a safety inspector dwarf that can put up do not cross tape and hole here signs he could also intimidate glyphids by writing them up to management
Well they are adding it so the host transfers
@hushed hemlock that's a cool idea; but we already have one (navigation marker tool)- it's called a ZIP LINE.
use them on entry/exit points only and bingo instant navigaion tools.
@rancid rock no,I THINK they (the flyers) were made to knock you off ziplines to prevent that bs, as you also take the fall damage, they become a big threat to gunnner cheese - but yes, broken ATM
[SUGGESTION]
- Make the New Wall Tunnel Nests Swarms a 'real threat' - they're hardly even a mild annoyance ATM.
- put a resource somewhere in their nest (preferrably at the back) that you can mine out. It would encourage more scout/engi/gunner/driller runs, and less 'double gunner' runs.
+1
Suggestion for a monster similar to the witch from L4D, but aggro is strictly limited to light or physical touch (unable to hear). For example, you get into a big cave and throw a flare out which wakes it up, it then starts chasing everyone around until all the dwarves douse their headlights, at which point it hibernates again. This kind of monster needs to be very fast and a real threat though in terms of damage. I feel like it would provide an additional layer of caution when exploring, and a reason to stick together
I'd like a way to join a game as a duo. My friend and I sometimes have ping spikes that can make for a laggy game for anyone who might want to join.
@eager vale oh wow, That got some good feedback. "Remembr this moment"
@hexed needle make a custom, private game and invite your friend through Steam, or the in game Invite. It's totally already possible.
@trim creek sounds very OH ^&(*&^ CAVE LEECH
@gray crater I’m almost thinking of like a tank from l4d that you can disable by quickly turning off your headlights
never played, just thought it sounded funny.
I had the idea of revive times and if team mates don’t get you up in time spend like 200 nitro to get them back will add another level to the game e.g shorter time the harder the difficulty.
I will start off saying, Great game!! I love the whole concept, and its graphics is just right for me! I love the mining, that it makes you actually want to dig. However, now after playing for 3 hours, it becomes kind of singular (Simple, boring) because of it lacking difference. Having different types of game modes, larger density of gameplay would be amazing. And also more items to buy, more characters. One thing I thought of would be having a city, of which dwarfs can gather, meet and just chat. But then we're looking at a MMO game, but perhaps it will even so make the game a lot better. And even more monsters, and bosses! I'm looking forward for the final form, and that it is not abandoned when labeled complete. I also don't mind DLC's, as long as it doesn't limit the game for users who just want to buy the game itself. Examples of DLC's which if anything should be allowed would be skins and tags....
Can we have a server list on xbox or is that not possible for some tech reason?
To clarify my post above, I'd like a way for my friend and I to join someone else's game (at the same time) without hosting ourselves. That way we can play a game without destroying the server the way we sometimes do now when we get ping spikes.
a bug that eats your flares
If possible, instead of just pips on the server select screen, could it say what class each person is? They could be colour coded or have a single letter to represent the different characters. Would be nice to know so I don't join a group with three engineers as engineer when I could play scout or gunner at that point. It may reduce join rates of games where people felt they couldn't play their favorite class, but I think it would be fun for people like me who just want to fill and are willing to play anything.
@ThePenguin#0690 oof. Play some H4. you'll see, it's already hard enough. Thre is hardly enough Nitra, and people go down ALL THE TIME>
@near glacier so, basically, you want what we already have? DLC is cosmetic only (more sweet, sweet gold) and updates that ad content every month or so?
oh and a pregame lobby where you can all chill and kick it... or kick barrels... while your team grabs another coffee?
@blazing plaza flare eating bug? just no.
they could just make flares disappear after a while if that was the goal
yep, but then I can't use them to mark taken aquarq on extractions (who uses scout on extraction??????)
force darkness on combat. prioritize enemies or sacrifice easy navigation.
the flares do fade out
I'm guessing you haven't played many 3skull caverns on H4 @blazing plaza. You'll find that scouts have to be... frugal with their flares on harder diffculties.
@gray crater Well, there's only one DLC, and I know the developers, in a long run, will need more funds to keep the game updated. And personally, kicking barrels for 10 minutes is not fun, now is it? Besides, with 4 players it gets boring... I was hoping a city where all dwarfs can unite, have fun, chat
that would require a central server, which is not how the game currently works, since it's all done peer to peer
@near glacier
@near glacier took more then 10 minutes, mate:
http://steamcommunity.com/id/hotmatrixx/screenshot/913540708468289856
@near glacier not really how games work the updates will slow down by that time to a point where they will prob be working on a new game dlc is just a cheap way to get a quick burst of money.
My point is it will be a lot cheaper to maintain the game by then
Here is my review/suggestions after 10 hour of gameplay. The base game is quite good but it gets repetitive after a while. The game desperately need more content such as search and destroy missions like find and locate the hives and destroy 1, 2 or 3 of them depending on difficulty. More guns and gadgets are needed first then add more classes (just like in killing floor 2). More specific biomes type of monsters. It's kind of weird to see the aliens like figures in the crystal or volcano worlds. Anyway overall it's quite polished but if you want to keep your player base and then get more people you'll need new content added to the base game.
@blazing plaza look up. someone mentioned an underwater biome already today.
you look up
@blazing plaza I did... that's how I can tell you that it's already been mentioned today. I'm not saying you can't suggest it again, just that it's not new.
Maybe it's so popular a suggestiont hta it might get added?
Despite the difficultythe engine has in rendering liquids; as already suggested by a mod. Or did you maybe miss that bit?>
i don’t have time to look at the past. i’m too busy looking ahead.
In the obsidian/lava biome rock monsters could drop some rare gems for the boss ones
Does anyone think that customizable flair colors is a good idea
flare color? sure. The LIGHT from the flare? maybe not.
Like you choose a color out of like a template and the flair color and light be that color
the color of the light has mechanical impact though, different colors of light are more/less efficient at lighting
True
What about you can choose from the flair colors that are already in the game
kinda wish they all had the same light color but the flares matched the class color
so you could tell whose was whose
Can we have a server list on xbox or is that not possible for some tech reason?
doesnt it automatch you for the area you're going to?
Can we get gold weapons or like a gold trim for the people who have the supporter upgrade
@gray crater h4 is easy I play driller and my whole squad was down dealt with whole swarm by meself then got them all up and we succeeded in our mission
Could they not spawn more nitra in but only enough for either 3 resupplies or 2 resupplies and a drop pod with dead friendlies
<@&257786783666929665> I was wondering if there are going to be steam achievements this may have already been raised but I can’t seem to find an answer to it anywhere
So not sure if its intended but. The "APD" won't help you with leeches if you have sent it to mine something. But it will come the second that you down and ress you. + if you are collecting something from the drop-pod the APD can run unfront of you canceling the "collection" quite annoying. (same with mining.)
Spitball infector should do more infecting. For example, would be cool if it did corrosive damage that ate at health instead of armor. A hit from one could bring you down to 1hp on haz4, but wouldn’t outright kill you. As of now I don’t think they’re very dangerous given the fact that they’re stationary
I love this game. Right now I have about 30 hours played.
My only suggestion so far is I wish that the Engineer's rocket launcher felt more devastating. I know it has a lot of splash damage, but it seems like the shotgun is more effective against the Dreadnought than the rocket launcher in terms of dps. I think a way to fix this would be to half the amount of rocket launcher ammo shots and have it do as much damage as the satchel charge or detonation pack.
dreadnaught is resistant to explosives. Naturally an AoE weapon is gonna be less effective than a shotgun against a single large entity
thats asking for a 6-7x damage multiplier for the grenade launcher, it would instantly teamkill allies with that power
I really don't know what to use the rocket launcher for then, if its for AOE the flamethrower does it better
I guess I just find myself not using it at all
long range aoe? the explosive can terror route bugs
safe enough to use at point blank range
It just seems too situational. If that many enemies are that far away I can usually take them all out with the shotgun before they reach me, not to mention turrets that are also out when playing engineer.
To me the rocket just seems like a last resort, you would think it could one shot a Praetorian
I mean how much damage does the Rocket Launcher do compared to the Shotgun?
@old veldt I think giving the gunner the rocket launcher and giving the engineer the deto pack would make more sense.
right
And heavy weapons overall.
the engineer is like the tool man
Like ever held minigun?
Its damn heavy.
Det pack slways seemed more like support class equipment.
Not the tanky class one.
Gunner speciAlizes in continuous high DPS output.
Deto pack sort of removes that from him.
Since it takes time to arm
And you can easily miss.
Yea exactly.
dat flavor
I think my favorite class right now is the driller
i was an engineer man
its a Grenade Launcher and the damage it deals depends on how many targets it hits
its far more ammo efficient in a lot of situations
Still i think that deto pack sort of does not fit gunner.
But thats just me.
Magnum on him is nice though.
Heavy damage output and deadly precision.
Magnum is my favorite weapon in the game right now
I wish it carried a bit more ammo tho
I think it would be nice to have some kind of sniper class
or maybe give the scout more sniper capabilities
A sniper would get eaten alive in the tighter tunnels tho
yeah
Explosive bullets mhmmmm.
give him a machete as a backup plan
That would be deadly.
A machete
A rifle with heat scope and explosive bullets
A magnum.
that would be OP though if you had a strong melee with no ammo
You ever see a dwarf use a machete?
give him an Axe
War axe, twohanded and hard hitting
Gimley is best.
Well a battle axe while efficient was taking longer to hit.
A small machete is maybe bit less efficient but you can do quick slashing attacks.
some sort of trapper class is what I'm thinking
I dunno i like idea of sniper class.
Why not both?
He would play similarly to scouts playstyle.
The bugs move too fast for a sniper to be viable
But he would be prioritizing big bugs
point
Those can be taken out easy with a det charge
what were you thinking for sniper, aside from obviously a rifle
Sniper, magnum
As melle maybe the machete or axe.
Theres usually 2 weapons, a fixed sort of weapon and a mobility thing
fixed sort aka det charge/turret
I was thinking maybe some grappling hook like scout has
@old veldt i do too except they cant scope in coz that's the 'mine' key. nothing has an altfire mode, remember?
Idea
@oblique nacelle translate? sorry Im not braille native. and im curious
AssertiveCrust, my xb1 gamertag
thanks
Like yknow climbing gear would make sense.
Grenades could be smoke grenades
Or flash grenades.
I'm quite liking this
[SUGGESTION] I'd be keenerer on a molotov for the drilller... or at least an incendiary
camo? its PVE dude
yeah, make it prioritize other players, then if you don't do your job well enough they come for you next
I like idea of camo upgrade for armor.
I still think some sort of ACOGBscope would work.
Since acog is for close combat to mid ranfe combat.
middle range, not true sniper, yeah
But still it would work and would be viable.
Mouse wheel.
It's not gonna happen me think
for xb1, hold x or something
far as I know thats only used for recalling turrets and engineer
Well i dunno. Snipers are doing good on solo but better in team. High damage armor piercing rifle would be good for big bugs i think.
I think a class that buffs shield and healing would be more viable, a shield regent grenade
But thats me.
Yeah I just see you playing a lot of PvP stalker. No disrespect. I understand the sentiment. A melee class would be more viable in this game tho
Not really PVP. Im more of PvE player but i played alot of PvP sniper soo yea xD it became my main to have most fun with.
Discord on phone sucks. I miss my PC already
List of problems I see with this so far:
most caves aren't big enough / have a lot of obstruction to make sniping useful, not to mention the weapons are hitscan weapons anyways, so you can already snipe with things like the pistols from any range
It's a horde shooter where your teamwork is key, making one player give all the aggro to everyone else is not a team based mechanic
Xbox is pretty full up on keybinds
Wow you're doing some thinking
I tend to agree there is no room for a sniper class
I'd be sad if it was added, I think.
Sorry stalker. Maybe with 100+ h of game play you'll come to understand why.
I do like the climbing perch idea, that might be useful as an alternative scout loadout to replace the grapple, provided he can't use it as a digging platform. Just something where he's locked with his back against the wall
Not to discourage suggestions or shoot you down, but it doesn't for the current game. Still glad you're here and in open discussion. Keep it up!
🤔
wait.. did I just read that someone taking aggro away so a DPS can just lay into targets means it's not teamwork 🤔
Otherwise it just further promotes solo play
@main olive as it stands, everyone is targeted evenly
I'm hoping you can buy alternatives in future, ex. scout can replace grappling hook with climbing claws
It's a horde shooter where your teamwork is key, making one player give all the aggro to everyone else is not a team based mechanic
Sniper encourages someone to break off
And if you get a guy who hides to give away his aggro, it just stacks further on your team. And god forbid you don't have a competent team to handle it
Game is about sticking together.
If implemented right, it would be a class thats sitting 20 feet away disguised as a rock picking the tougher enemies out of the crowd
Sound like you need to play some killing floor, friend.
I have, which is the only time I don't see how a sniper/sharpshooter class fits, as it's quite fast paced andt here are no aggro pullers
fastpaced + confied areas
Maybe overhaul the current line of thinking and turn it into some sort of stalker class, there is quite a bit of validity to the not enough range argument
Hitscan weapons
off topic my spacebar is sticky and it's really annoying
Hugo, play with my team some time, I'll change your mind :)
Range is anti team staying together
That's why its not a big thing.
that sounds like you'll just troll me, no thanks I'll pass
I'm surmising ofc
Hmm killing floor. I do play it alot so i can see disadvantages of sniper in DRG even without having the need of 100+ hours hotmatrixx
climbing, jetpack
camo, mines
stun, lure
armor piercing rifle, melee weapon
I'm were one of the most sought after teams to play in, on unleashed nightmare, we are tryhards, no trolls man. Sniper is invaluable
just a list of ideas
I like jetpack, stun, lure, melee suggestions.
I dont really need to have 100+ hours on a game to know upsides and downsides of classes.
As the game is, there's no real constant long range threats anyways, they're almost entirely close to mid range, aside from the web / acid spitter, and the spitballer. You can hit anything you need to and take it out reliably with any of the pistols or scout rifle, even the engineer's shotgun can hit stuff off the roof of a medium cavern from far off because of how the bullets travel
Medic could be usefull.
That likely true, in just saying a but more time in game you'll likely see range is largely moot anyway
But then again red sugar exists.
Yeah medic shield buffing class
But he could work on basis like killing floor 2 medic.
Kf2 medic too strong in here.
Syringes being upgraded to give shield,speed boost dmg boost and etc.
The climbing and camo ideas were pretty much the only new ones I noted out of the bunch from this conversation
It would make him very viable.
Yes, just the passives without the heal is a good idea
The heal, any heal would be op
Well i dont remember people mentioning lure stun and flash grenades in past tater.
Shield buff be nice tho
Or new melle possibilities.
Agree
It's been mentioned, same as melee
🤔
Not today tho.
Alright.
Hmmm
Yknow there could be some unclimable walls that you can deploy.
Like lets say youre making a tunnel but bugs are on your ass.
So you deploy a wall.
It can be destroyed but not climbed over
It would slow them down for little time.
Interesting. Orob make it too easy to cheese with ç4, but interesting
Engineer's platform gun could work, maybe could we right click with it to change it from a horizontal platform to a vertical wall?
Possibly was thinking of that actually
Spray can engine is a better idea