#suggestions
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1tater you know what I mean
I'm making a list
I'm out. Need sleep.
They'd have to change the platforms to no longer be able to be passed through for that. And the sprayable platform foam that was mentioned a long while ago that matrix brings up would be a better fit for that use
I have a funny feeling I suggested it originally actually... #engi-main
Idk, but it's not a bad idea
^
Hmm but wouldnt be foam easily breakable?
Yeah
well it's still plasticrete
maybe make it harden over a few seconds?
just the action is like spray foam
Some metal plate wall would be bit more durable. No offense.
But you could make ramps, walls, it anything you wanted
Eww
The devs had a sort of barrier thing back in the project dwarka phase, but they decided not to carry it over for whatever reason
Is just that rn engine movement is weakest traversal skill in the game
quick question
Because they couldn't stop bugs getting around it, but it was great for trapping team and getting them killed
Hmmm i played alot of mobas and stuff. I remember a hero called engineer from heroes of newerth with interesting ultimate ability. He threw down a box that created strong electricity field.
In the fungus bogs, theres the green bubbly swamp stuff on the ground in some places, is that damaging to people?
Idk, I don't have a great deal of issue getting around with him as it stands. If anything I would argue that we need to make it a little bit harder to get around for everyone else. Promote a little more planning
it slows you down
I play engi main, and by the time it was released, I was immune to toxins, so I wasn't sure
No but it get you killed if you can't move
pretty sure it also slows down the enemies too though
Yep, it sure does
It does
What do you think of some electric field generator that would fry incoming bugs?
stood in the middle of a particularly open and big one in solo, didn't even have to shoot 'cuz bosco had so much time to kill
The portable crystal idea
Stalker, I like that idea
At least damage or weaken, sure.
Similar to the Molotov idea
It would have activation timer so you can safely leave of 3 seconds
And would last 15-20 seconds.
or trigger like the det packs
It would be also destroyable
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
But
I believe this has already been suggested before, but what are your thoughts on breaking cobwebs and the green goo in fungus Bogs, possibly by burning then with a flamethrower?
It would have feedback if destroyed
nah use the pickaxe
Some electric feedback
The flamethrower already has very little ammo
Yes, it make it the engineer grenade
In form of electrick shockwave damage.
@mossy laurel yeah but maybe could it spread, so just shoot out a small dose of it
Totally would be fine with that (as long as it's good)
indeed
Cyber it had heaps, damage doesn't stack so don't keep burning them
The flametrower needs a continous burn to keep the damage
Burning goo and webs is coming AFAIK
Great minds think alike it seems draygo.
A burning glyphid doesnt burn for very long
They don't get hurt by it
they are immune
bugs arent hurt by toxic gas
I've seen bugs die to radiation
What about nerve gas?
guys
electricity?
I would say so as well, but there is the argument that they're only immune to their own gas, which is the only gas in game right now
these arent suggestions
shh
I think he's suggesting a poison weapon vs bugs, is why
I want the devs to actually see my suggestion
well debate in the general
and then your final idea goes here
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
yes
You know that we all are suggesting etuff here whole time right?
Thank you
post from @mossy laurel
your havaing a debate
Weird question, Will they add achievements into the game?:o
Ive been making a list of things I spotted
climbing, jetpack, unclimbable wall, portable crystal/biomass
camo, mines, healing/damaging bubble, armor
stun, lure, poison, syringes(health/misc boosts)
armor piercing rifle, melee weapon, healing gun
It seems you arent here long time. Whole duscussion was about new classes and weapons.
Yeah, climbing picks or something, to get up verticla walls
Slow, but unlimited and versatile
Climbing claws.
emphasis on slow
we need more features for eqipment
also, no debating in here, 'member
Not really, since drills create a path for everyone
point, tater
Climbing claws would effect only the person using them
I'm liking the idea of a stalker class, active camo with limited use, powerful melee weapon, lure grenades, climbing claws, traps, etc.
just an idea
also, mods if you're reading this, here's a recap of the main points of that conversation
There was a lot of talk about the ups and down of a sniper class, as well as a healing class
There was also these ideas posted throughout:
climbing claws, jetpack, portable crystal/biomass
camo(makes enemies prioritize allies before you), mines, healing/damaging bubble(specifically shock field), armor/shield boosts for allies
stun, lure, poison, grenades
syringes(health/misc boosts), healing gun
armor piercing rifle, melee weapon, radioactive/elemental weaponry
a sort of modification for the engineer cheese platform gun to build vertical walls that enemies can't climb
And Cybermetic was worried his post would be lost in the conversation, so I will repost
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
In response to Cybermetics idea for bonuses for objective materials, I think it would be nice to have a tier system for bonus rewards
ex. tier 1 60% of objective, tier 2 100%, tier 3 150%
Here is a simple one. Make an emmisive color version of the MK2 armors (Doesn't need to be too strong of an emissive value, but at least enough to see them in the Dark). Extra points if you make Scout's look like the glow in the dark Buzzlightyear from the second movie.
@toxic pike neon-ish glow suff? me likey.
the'yd stand out more and be more noticed/appreciated throught the match, too.
[Suggestion]
make the Map tool bindable to 6, similar to the scanner, and take it off centre screen, so i can run around with it more comfortabley.
thanks.
[Suggestion to add to above suggestion]
Have a little terrain scanner on Driller's Drills
[Second Suggestion]
Allow Terrain Scanner to better indicate if terrain is above or below you, by perhaps changing the colors to that of how SPEC_MAPs work (Blue is lower, Red is higher, leaving Green as same level)
@main olive I likey
it's always annoyed me, but hadn't thought of a way of fixing it, or even 'to' fix it.
As for coding since the map is client-side anyways have it scan X amount of meters below the player, generating the "lowest" map (blue) then offset and scan again heading up (light blue) then offset to the player's depth (green) offset again (yellow) finally (red) for the top most layer.
Also perhaps when the viewer is opened some keybindings/controls could be overridden for additional control of the map (show/hide layers) so that one could only show Blue, Light Blue, Green for "digging down" or only show Green, Yellow, and Red for digging up
OR attach it to the players view pitch looking 45 degrees up or down would trigger what to show, but looking between those limits shows all
the above "OR" suggestion could also be applied to the current terrain scanner as well. If color mapping would be an issue (this is regarding players that suffer from color blindness)
but if that's the case at least make lower terrain dark grey and White be the highest
(or allow it as a setting in options for those that'd prefer a color map, or greyscale because of vision impairments)
@gray crater not sure if I should ping AT:Devs or they will see this, However what are your thoughts on it?
i think thats a problem
you see i just entered a game and for no reason boom kicked
and ive seen a couple reviews mention that
and i like the game very much to the point ive played it 10 hours straight first day
the group may have been waiting for a friend/newfriend to join them, it would be nice for the host to have an option to give as to why they kicked a person
they where two guys but anyway no worries
ohh this doesn't apply to you really though hmmm
Maybe they wanted to be only 2 of em but i agree that was rude.
i would even leave if they said you know man we wait for two friends
maybe not sure anyways, lol, i am thinking about moments when people are in a lobby, but in game it does happen when a person gets disconnected and needs to rejoin again
then why host public?
They could have asked you to leave politely.
theres a button host private session boom solved
Agreed.
by the way thanks for the quick responses appreciate that ๐
the session i am in right now, none of use were steam friends, we had to kick a person from the lobby for the 4th to rejoin... so yeah, it feels bad to kick people who don't deserve it! this is why i keep gaining steam friends ;)
They should expand steam friendlist to go infinite.
Kind of bummer you can have 250-300 friends at max.
yeah its bad! i dont mind leaving by myself if they ask politely
i hate it when its just insta kick
whats an old chap? "D
@main olive this games' beauty is in it's simplicity.
nice thoughts, but it's not simple.
@gray crater just the color part or the view pitch part?
In the trailer they showed some big collector thing is that coming or not?
If not they should add it
They should also give the donkey hp would add a nice new challenge
that's the minehead from the point extraction mission type, instead of a m.u.l.e. you have that to deposit stuff into
If they impliment the color part or greyscale depth I'd be happy, if they also add how high i'm looking or low to show what's below above me also more happy
@main olive mostly the zooming stuff. just the colour tone would be fine for finding the next entrances. cool tones for down, warms for up.
Give molly health. Then I can finally have my revenge!
@safe barn nope nope nope... one or 2 C4's... instant mission failure state.
people join matches they see you hosting... boom bye molly. FXCING trolls would be real.
why failure state? just have it downed, have to "repair" it
@gray crater But I must make her pay for all the deaths she has caused!
.... if you died, it's you're own fault.
unless someone C4's you, it's you're fault. always.
@main olive eh seems kinda pointless to repair it, plenty of time between waves.
I still think it'd be a fun option
adding modifiers I think is viable for stuff
that way people are not forced to endure it
Rock and Stone.
I feel mactera on higher difficulties need a nerf in the swarm number, at least on solo. I play gunner and while the gun is firing I can't dodge them from the distance they spit at and one volley is usually enough to down me, while it takes a few seconds at the very least for the minigun to gun just one out of like 7-9 down.
Maybe not even a nerf, just more dodgey after being shot instead of having to face a firing squad that eat bullets for breakfast
I'll have to try a solo on haz 4 and see if that's viable, but my play style is fire for 2-3 seconds sprint to new spot, turn and fire again
normally sprinting messes up their aim/ready to spit
Usually, but what about when they come and there is nowhere to run like in one of those pits that you have to go down. You just lose like 2 lives to random chance and even then the stray hits and stagger fire will be enough to whittle me down
location and positioning, normally if I'm solo and a swarm comes, I tend to run back to a spot I already know
if I was forging ahead
sometimes I have to goomba stomp my way over bugs taking some dmg but it's worth it to get to a good kiting ground
Right, but there is no warning for the random mactera deathsquad. It's not that they're impossible to deal with it's just that as far as random waves while adventuring I feel they need to be reeled in a tad. A simple reduction in numbers and add some acid spitters or swarmers would make them more than fine for me.
if solo you could let bosco murder them all while you just weave
They got a lot of health to do that
i havnt noticed, but do they stagger under fire? do they panic from bombs?
Not from what I've seen. I think the mactera themselves are fine, it's just the random encounters of like 8 of them that feel excessive
Like you wouldn't see 3 praetorians randomly while exploring but i'd rather deal with that than the mactera death squad
they dont automatically aggro to you right?
I'd rather deal with 10 praetor. and they do
When I notice them they usally fire a volley into my back or im lucky enough to see them coming
They just appear and boom, they're all shooting you
Also they tend to shoot,dodge into terrain so you can't hit em, dodge out
I think that was intentional
all part of being the first flying hostile mob
There are bound to be kinks and things to work out with them
It'd be neat if there were friendly ones that'd attack glyphid
Predators
Or cave leeches occasionally just eating one
With the recent debuff to praetors i dont think thats going to happen
lol that'd be pretty funny actually
I mean, it'd make sense, dwarves aren't exactly their natural prey
debuff to Praetorians?
Armor plates can be shot off now
oh that's "all bugs" and I love it
The armor that can be shot off, though it has a TON of HP
best change yet
Dreadnaughts need it the most, and they're the ones who don't have it QQ
Its still something
now they don't eat all my turret ammo
hmm Dreadnaughts I think it's ok that they need to be shot in the ass only it's a boss
It's in planning
I dunno, the fact you really can't hurt it if it's aggroing you is awful
however, I think for Praetorians (and Dreadnaught if impliemented) get faster the less armor they have
Unless you're a driller and wanna spend 10 minutes killing it with DoT
or should
only for the butt armor
Right
I still can't get over the image of a mactera just flying around and a cave leech snapping it out of the air with its tongue like a frog
I mean all the armor
Don't they already speed up when shot?
aka why I said "Praetorians"
Or when close enough to you
it's more of the idea, it has less heavy armor on, should get faster
they still need a rush attack
OR if going in a straight like build up speed
so you need to kite around them
Get it to smash into a wall or something like bullfighting
it's a short burst of speed yea
but idk I do'nt feel its enough gap closing
what makes some fights easy
Definitely closes unless you're sprinting away from them
And then it's roughly the same speed
give it grasshopper legs
Or another armored bug
boing smack
I could see a jumper bug, but not one with a SHIELD too
I think a ram bug would benifit from the spring shot legs
Like, instead of sprinting at, they'd bounce at?
yeah, hobble to a spot, get some LOS on you, ready up, Boing
Ouch
I think the sprinting or option for a short sprint and "nom" could go to the praetorian
and a short "leap" attack for warriors
for when you're on a zipline
or floaty island
swarmers are already perfectly fast and annoying
but they might need a "can't get to player, try to leap" move
The swarmer tunnels seem to continually send new ones though, which isn't great
Unless it's only the audio that keeps replaying, and it's just coincidence swarmers show up after
When will we get an enemy I can flip on its back to attack the weak spot for massive damage?
audio bug makes sense, geysers have a similar issue where you hear them even after they blow up
Only if it's an enemy crab
or a turtle
Electric crystals too
๐
I think if they get enough content, they could have differnt critter types in the biomes
That's their plan IIRC
Glyphid would just be one enemy group, probably in fungal biome
can split them between Fungal and Biozone
And they'd work up to similar but different enemy types in others
Biozone seems aquatic-ish
With the coral, jellies, weird plants
Giant enemy crabs
angry snip snap doggos
actually a giant enemy crab would work for the "boss" spawn Team something big is coming your way
hmm I guess Gylphids would work for Fungal and Sandblasted. Since those would be viable places for ANT-like creatures
Glyphids can be almost anywhere, spiders/ants are almost everywhere
Just not an ice biome
true I was just wondering if enemy type could be like the resource type, Abundant and sparse
Maybe just cycle the enemies like they do some of the passive hazards
@main olive
true I was just wondering if enemy type could be like the resource type, Abundant and sparse
^this
I just want some crabbos
crabbos in the Biozone ๐ very heavy armor and dmg?
There should be a Discord Rank for Supporters like myself
I'm playing some DS3 when I get home for a dosage of some crabby goodness
Also I dont and my teamates in-game dont see my supporter badge....
I'd like region bosses too (I mentioned element based Dreadnaughts) but would be cool to see some bosses like big bad crab, the Mantis like bug that Drygo mentioned. The Sandworm they're thinking of for the Sandy Corridors
There already is an elemental one hehe
Stupid fire Dreadnuaghts.... Hate em
Every time I become an engineer they always go for literally only me....
Makes hilarious gameplay doh!
fire one yeah but would be cool that it'd depend on the biome and RUN ENGIE RUN!
An enemy thats disguised as gold
I support that
Oh god, ore mimics with slight differences
I support new enemy = MIMICS
Yes!
mineral leech
oh god could you imagine I'd shit myself, a line of nitra, go to swing and it just fucking loops around and eats my ass
like a bobbit worm
Looooo
Well
Barrel bots
Since dwarf has their fancy machinery so there should be some droids they sent in first instead of dwarves.
Minigame
That would be completely out of the frendchise
Imagine this entire time the Dwarves were just fcking drunk on their asses seeing all these ants turn into what we see in-game " Hungry, badass de-formed, super sized ants "
...Minigame?
Fight your barrels
if anyone is wondering https://www.youtube.com/watch?v=aMorvRRbZ5E bobbit worm
combine that with covering itself in minerials
Rc barrel bot battle arena
Maybe on the space rig they could add mini games to pass the time and/or just calm their nerves from all the " Hungry, badass de-formed, super sized ants "
by the gods, those buggers get big
Yeah I should know, my secondary is engineer. R.I.P.
Imagine minigames ingame
Like
Press a button, the dwarf looks at some kind of clock
Minigame are fun :)
And plays an 8 bit game
I've actually given a bunch of minigame suggestions so far
Hm
Does anybody ever use the MAP RADAR?
I sure dont.
Whats it suppose to be for?
I dont see anything on it
Other than scribbles
Lel
I think there should be a function for sprinting/walking, because i see no point to just use walking. Like maybe enemies could not notice you if you walk slowly past them, but if you sprint they'll notice or something
Sprinting or walking is actually a function in a lot of games that just doesn't make any sense. Everyone is sprinting and there is absolutely no use for an option to walk slowly instead of sprinting faster. Also it strains your finger when you hold shift 24/7
the sprint function has a toggle in the options menu, barring it's a tad laggy.
and sprinting makes you go faster but you can't shoot
plus if you're in a tight tunnel that your driller has kindly made a stair case in the side of it's nice not to accidently run off the edge
So I'm not entirely sure what you're asking
Ah okay, didn't notice that
And yeah well you have a point, walking in tight spaces could be wiser to prevent falling down
Maybe i'll take my words back ๐
I would like to suggest that there will always be at least one of each mission type available at all times. I love point extraction, and prefer to play only those, but the last three times ive logged on none were available. Would it be possible to take into consideration in the algorith that one of each mission type is always available perhaps?
[SUGGESTION]
saw this on steam:
on someone joining, bosco wanders back to start area; if they insta leave again, bosco strolls back down to you.
this prevents people leaving on death so that bosco can help the last man standing, then they all rejoin when the fightings done.
https://steamcommunity.com/app/548430/discussions/1/3211505894118617064/#c3211505894120460845
Maybe Molly could have a little hatch, where Bosco can live. That way, if you end up being left alone, Bosco can come out and help you.
Sometimes the quick join function is totally blocked by people who go AFK, in a public lobby, i suggest implementing a timeout function for lobbies where there has been no activity for more then 5-10 minutes. And that lobby is then dropped.
what yall think about being able to actually die instead of being permanently downed until you get some booze poured on you and then you're okay again?
like vermintide style? Downed > Die. will you be able to respawn? or out for good?
Purple drank 4 lyfe
cause if I died because you know, accidental falling. And i'm out for the whole mission
I think permanent death would be destroying the experience my self
nah
I don't like it
i mean like coz the way it is atm
if you get downed
u can just sit around for 5-10 minutes until someone revives you
So what would help my understanding, is explain the whole suggestion
sorry i worded it extremely badly
You can, but the swarm counts don't go down because someone is downed. So now your team is dealing with more enemies per person, and it becomes harder to survive and get you back up
yeah that's true
yeah it was a kinda "just die for good" is what I consider a "passing comment"
there was no plan, idea for it
i guess in other games there is a fixed enemy count so it makes more sense
and in point extraction, it snowballs
actually in retrospect it was a passing comment
if u cant get the 4th member on his feet, fast enough, you'll run out of ammo and get more and more enemies
since i didn't really have any concepts behind it
I'm glad I get to pour out some lean for my homies
I'd be ok with it if there was a valid system, and a respawn action
but if you just die and that's it
nah
yeah sorry I meant akin to other co-op style games
Treat it like left 4 dead and have your teammates respawn inside of barrels
just straight up dying instead of downing first would be kind of :big_thonk:
but what is the downing? is it timer? is it bugs nibbling at your toes?
what says you're not dead for good
how long do you have?
I'd think timer would be better. Like a bleed out mechanic
yeah a bleed out mechanic
booze out mechanic
though on higher difficulties i'd imagine you'd die in 1-2 seconds if damage accounted to the bleed out timer so a straight up timer only bleed out would be more balanced i think
Attempting to revive would give the person a little extra time if for whatever reason they couldn't be completely revived
1.5 minutes
people have to get to you
60-90 seconds? I'm not sure, with being chased by bugs, or trying to safely get to someone
what if the scout died up high?
It'd also keep people from wandering off, knowing that if they get separated and die, that could be it for them
^
then what would being a scout be good for then?
It would encourage scout teamplay
so you're up high, like magma core (cause tones of stuff is shoved into the roof) and a explodier gets you
well, when I'm playing other co-op style games on high difficulties
i always do a 360 or at least glance behind me every 4-5 seconds
but i also know that DRG isn't really meant to be super hardcore or anything
at least the way it is atm
https://youtu.be/phs3i0onDDg?t=20s crawling like this?
see that's you, and me. Some people are not very... aware
and to have a some noob randos just up and die
puts me behind
then what? I carry them to victory solo?
ye that is a concern as well
Crawl by flexing their beard muscles
free mission rewards
but YOU CAN GET THEM again
they're not perma dead
unless a DEED in vermintide 2 says so
but that's a Mutator
oh I haven't played vt2 yet
i've only played vt1
and on vt1 i normally play on nightmare difficulty which has no respawns iirc
if they die die and gone for good good then fk that
Or haz 5 if they ever add one
I'd rather Haz 5 and up and have that
ye, haz 4 atm as it is is pretty ok where it stands
because then getting that 125% or 150% bonus would make sense
at least i think
point extraction on haz 5 would be ๐ฌ though
80 for ammo 120 for bring in the bois (or boi)
yeah defo
but if not then I'd only play with a select group. But honestly I like playing with randos as I can meet new people, even is some of them can't look over their shoulder
also I wish we could fork over some of our own credits to being in drops if I run out of Nitra
Nitra could be that "if you don't want to pay"
Start out on lower difficulties with randos until you can work together cohesively, then permadeath mode
that's if Randos stay long enough. Some people go for 3-4 games others they're gone after 1
a bonus to completing missions consecutively one after another would be cool
im not sure if that would be enough of an incentive for people to stick together though coz the missions are quite long in fairness
people do what they do
it'd have to be limited tot he hazard, I could rack up a bunch of haz 1's then do a haz4 and pull in the big rewards
yeah exactly
and i'd speed run that shit, fk 2nd obj just grab primary and go
then do my due digging on a haz 4 lol
loaaads of money
idk I don't think this game is ready yet for a perma death, as it stands
If done right, and put in the right Hazard with a incentive to try-hard then sure
yeah i've mentioned this before, the game atm is a bit too casual
defo needs more development before anything hardcore gets put in
also if new hazards are added, and that is tacked on, I want those limited by player level
no PL 1-7s joining a Haz 5+ group and just dying
and if you reset your profile something should say "this is the highest PL you got to"
so people know you're just redoing for the giggles
but you know what you're doing
right yeah
that's why it's not ready lol until there can be limitors either per lobby or haz, then it'd just kill it for a vet player trying to try-hard to only lose a player slot cause a nub just died and now everyone that fills it is ded
but maybe, they could have it planned, it is almost a uniform mechanic in co-op games
Anyone ever play dawn of war 2?
Iโd like to make a suggestion, but I donโt want it to fall on deaf ears
make the suggestion i'd say, many people here are from what i can tell quite experienced gamers
but if you are trying to refer to something spesific from a game title, it could be advisable to explain the conscept first, then do the parallelle
Ok, well in the game dawn of war 2 there is a separate mode called the last stand (they eventually turned this into something called โthe last standaloneโ since people enjoyed it so much but didnโt necessarily want to play the original game). The foundation of dawn of war is an RTS, but the last stand is a wave based horde mode. I think their system of rewards could work quite well for DRG. In the last stand, each person controls one character out of I think four different races, and at the beginning, you have a typical loadout per the lore of that character. Take space marine for example; you start with a power sword, a pistol, a leader item, and a special item (like a grenade). Now over the course of that match, you use the items that you selected in your loadout in the lobby. This is important: no item is better or worse than any other, they are all situational, and encourage synergy depending on what someone else brings to the table. With each level gained, you can unlock new items, with I believe 20 levels total gained. Depending on what item you bring to the match, you can really change the play style of your character, and even with only four classes (such as in DRG) you have a wild range of possibilities. I would like to TF2 to correlate this description in terms of items acting as sidegrades more than upgrades, furthermore I would watch some YouTube videos of Dow2 - the last stand. Itโll give a better idea of what Iโm referring to.
I think rather than gaining an item outright such as in the last stand, they should award โcrafting plansโ at each level, but still require you to dedicate the resources to it. In this way, you could see that you have an unlock at level 17, and decide that you want to save up to craft that as soon as you hit the level. It would encourage long term planning.
DoW2 has 5 vanilla and 2 DLC for last stand. And not sure how that'd work in DRG, and it may, or may not discourage new players if they have to grind to lvl 20 to get the grapple hook for scout (as an example)
plus then you end up with people only using "the best" items, which makes say creating those base items a waste of content
Hi there, in reddit people were discussing crowd control mechanics and this suggestion came up. Have you ever considered adding crowd control effects such as stun/panic etc. to weapons? For example, if you've played Killing Floor, you might know that in that game explosives cause enemies caught in the explosion radius to get stunned and flamethrowers/molotovs cause enemies to panic and run around randomly when they are set on fire. Are you thinking about adding a similar mechanic to DRG? I think that would be amazing.
Also, staged reloading could be cool as well. Right now, especially with the grenade launcher, even if you switch to another weapon/equipment at the last milisecond of the reload animation, you have to start the reload from the beginning which is kind of frustrating. Adding stages to reloading animations could be nice so that if magazine is inserted, even if you cancel the reload, when you continue reloading with that weapon, it would continue from the phase that begins after inserting the magazine--pulling the charging handle etc.
Scout has LFG or w/e his gernade is that slows everything caught in it. An explosion in the face of a glypid makes it run away in fear for a bit.
Altho lighting something on fire has no effect other than DoT.
there are also some environmental hazards that also effect players and bugs
i think the scout grenade is called FSG, but i'm not sure
IFG; Inhibitor-Field Generator grenade, apparently
yeah
To be honest, at the moment it doesn't feel like any weapon, apart from the IFG, seems to have any noticable effect to any enemies. Machine gun, grenade launcher, shotgun, flamethrower, they all seem to lack any effect on enemies other than dealing damage. Staggering effect with shotguns at close range, panic effect when you set enemies with a flamethrower or explosives actually stunning/disorienting them would be much better and add depth to the strategy in my opinion.
Is this where I give a quick suggestion?
Maybe some one has already suggested it but have a way for the material trading ui for me to trade directly for materials to materials
or maybe more greedy stuff like directly trading metirals with other players
I do think being able to trade with other players. Even at a loss. Would let us focus down on boosting 1 player that is lacking on the group. Or simply handing down material you no longer have a need for.
I like player run economies
push come to shove materials counts could be populated by players buying and selling
I sell 50 jadiz, 50 jadiz is now on the market
however issue is things buying out before you can get a hold of it
I would like to see fire have an effect however it's so easy to set things ablaze that teh Driller would become the CC god instantly
@main olive the point is to not have anything better than something else, hence why I referenced tf2. Furthermore, the idea is that the items you have right now in DRG is what you would start out with as a loadout; you wouldnโt have to grind to get any of those items. Options would instead unlock with levels.
Nah thats too easy.
I'm already grinding for materials, now I have to grind for unlocks. Even then it's still incredibly hard to balance everything so that going one route of unlocks would be the same as another route
say if I had to pick from Extended mag, vs Bonus Dmg, everyone would say bonus dmg, because I can shoot more per clip I'm still shooting my max amount of ammo, where more dmg my max amount of ammo now is worth more
then it drops into "builds" and then you end up seeing everyone with the same loadout
because it's the best loadout
With DoW2 you have more leeway because that silly little bolt pistol is weak, but it gives 1.5hp regen. But DRG doesn't have stats like that at all
without some incentive or desired buff/trait things fall off and become "nub gear" that no one touches once they advance enough to swap it out
You can look at any CoD game after World at War and see there are Guns that no one even touches
except for hipsters
Don't get me wrong, I'd love for loadout options, and more guns to pick from. But it's a difficult task to balance it in a rock paper sicssors fashion, that going with gun A only makes to good against creature X
Like if scout was able to swap his Sawn off for an SMG or drillers pistol so he could favor picking off weaker targets at range. But if you want to hit heavies you'd take the sawn off and go shotgun monkey
run in, unload, grapple away, reload
Also the fact that you can rely on one class to have a specific item is key
It allows you to work as a team
And now in a glance what ablities they have
Hey! I would love to see splitscreen implemented. When I hang out with my wife we love to play games together. It is a bonding moment and I know this game would improve and benefit from adding splitscreen
I take it this is an Xbox suggestion?
If they managed to get it working on console it would be nice on pc as well, although that's a somewhat niche market
yeah there's not enough room at my desk to allow SS. however that's my desk, I'm sure someone else with a PC rig might have a setup for SS
yeah I used to be a console gamer
But i swapped the console with a PC and put in a movables desk for my keyboard
I would like Splitscreen, but I dont think it's too important
Split screen would be epic for me. That would mean I could play with my brother and cousins
@lucid oxide Thats a good idea.
Just talking about this in general chat: since the game is co-op is it possible to create a bundle pack to buy friends the game also? Perhaps a small percentage discount with it would be great ๐
sad w
@spare kestrel Hey cool game. However, my GTX 970 is faulty (drivers are updated) and I am unable to alter the graphic settings. I need to be able to change the graphic settings down to the lowest in order not to crash on my windows PC. Also Sorry, not sure where to post this message. Thanks in advance!
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
Hmm that's the 3rd time I saw you post that, I believe they might have seen it, and possibly cataloged it. I say Possibly because we had a discussion on. At least on point 2. Point 1 I think they intend to allow Driller to burn it away
They've definitely seen it at this point. No need to ping them about it while they're sleeping
@BluesAdam#4759 all explosives have a Fear effect. do enough splody damage and they turn tail for 6 seconds.
basically, engi-nade to the face, shotgun in the bum.
[Steam Profile sharing] - is kind of pointless, it should probably be a locked "how to add your steam profile to your Discord" Tutorial?
or am I missing something?
Endless mode
change the color of the drill when we wear an armor, exemple with the black armor, the drill still be yellow
Hm, its still an equipable weapon tho
Little holes form where bullets hit :o
Instead of decals
Replace the mining decals with 3d cracks .3.
Bugs catch fire when hit with the flame thrower after 2 seconds
Or 1 .3.
Reload animations for engineer shot gun, 40 mm grenade launcher :D
The bigger xenos can smash threw dirt or common rock? :D
Different weapons for each class :D going by they're personality of weapon choice
When minigun is heating up make it so steam is coming of the Barrel or something like it x3
Small bugs when blown up with explosives should be blow into pieces with parts of legs flying every where x3
Bug blood should stay on the ground longer and should get on weapons and armor if the bug gets to close
It should get dusty when you blow up something in that area ^~^
Bigger personality to each class .3.
Add conversation to each class :D
Magazines stay on the ground like flares do
"you slimy bitch"
"ouch, watch it! You could of blown off my head idiot."
"take that you worthless shit"
"god damnit I just washed my Beard"
"you flying fucks"
๐ค
"wall with eyes urh.. eye wall! Uhh whatever that creepy shit is"
"dreadnought!!!"
"sentry coming up!" (tf2 engineer reference?)
"sentry out of ammo!"
"my darlings are out!"
Are you alright lad?
"Molly the goodist of mules" (emptying goods into molly)
"fellas over here" (calling you teammates to follow)
"I'm taking a nap after this." (When escaping in pod)
Mate are you good
"fire in the hoooole!"
Ig not
I know what he's doing but idk why
Some bios should have a faint mist on ground
Magma core should have some lava pools and lava Rivers, streams, or waterfall like ^~^
Suggestion: The cobweb covering your face could maybe wobble a bit when you turn around quickly or jump
just a nice little extra
@near glacier devs said that there will not be flowing effects such as water flow or lava flow or poools.
So sorry to pop your bubble.
Ohh ok I geuss it's to much for the engine >~<
There should be a xeno that runs faster then the rest and charges at the player making a creepy scream like in dead spaces 2 with those creepy runners
I know it's probably never gonna be in the game but wouldn't it be crazy if the driller had a big ass drilling mec
A drilling mech you say?
Ik but like something he could call down for like 200 nitro
Like it would drill bigger holes faster so like if your running to the drill but your stuck you can get out faster
actually
we used to be able to call down floodlights and stuff, I kinda liked that
it'd be cool if the things you called down would be class-specific tho so no class would be completely useless because you can just call down their stuff like sentries
Re add floodlights those were my fav thing they removed
Big sentries
The old big ones
yeah floodlights were so nice to have but made the scout's flare kinda useless except that you had to pay nitra
Not useless the spotlights were for general lighting the flares are for specific lighting
I just thought it was a cool idea
Alternatively, improve the scout's flare so that it shines almost as bright as a floodlight. Give him less ammo if necessary.
Best Idea > Make the scout be the only one able to call in flood lights, along with giving the other classes also exclusive call-ins.
yeah that's what I said
"it'd be cool if the things you called down would be class-specific(...)"
tho the devs have probably already thought of it
^yes please
The hwuh
will there be achievements?
@barren hound Steam has gotten rid of buying more than one copy of a game at a time due to people just buying the packs and then selling them on Grey Market websites
I guess that makes sense, and with a 4 pack you do get a bit of a discount (regarding 4 games that is) so you technically buy your own version for discounted then sell the other 3 at face value (what Steam charges)
@near glacier not really UE 4 is quite good.
Howdy everyone.
Was playing around and thought all the caves seems to support dwarven life and what if they didn't? Fully suited dwarven miners in NBC armour with one of those wicked Stony stoic face helm. Between sections of the cave we can have those heln open up to get respite.
Up armored dwarves are a sight to be hold.
@twilit slate Ah i see ๐ฆ
yeah it sucks but it does help combat grey market websites
I have a possible suggestion! Have a dwarf based on the classic fantasy dwarf! Melee/close range fighting!
Give him a hard-light headed axe (acts like a torch for consitant small radius of dim light around him) and a shield with a built in short range shotgun that fires if it blocks a hit!
Standard gernades or none what so ever.
Edit: Has a rapple rope so that he can allow people to climb up and down easy if its set up ahead of time and a really weak side arm like the diller
Another suggesstion for something that doesnt really fit into my previous idea, have dwarf (maybe the driller) to be able to throw a gernade or maybe even use a divice that when smacked against a wall/floor/etc that it gives a holographic heads up of what the caves structure is like and be able to tell you where a material is.
It would allow the devs to create even more hidden resources/caves/HIVES?/ruins burried to time? that only that dwarf really can find without spending a long time looking at your map.
What if every mineral that placed into the mule was confiscated by the corp and players needed to snatch some rocks before they leave the map (during countdown) in order to upgrade?
Then how would people carry the mass amount of materials without the M.U.L.E to carry it with? Expand the hold amount of them? I think it's good as it is.
Mother M.U.L.E. when?.. I mean the blue one we find in the Space Rig.. Not sure if you can just call it a bigger M.U.L.E. or something.
Since it's bigger, maybe faster deposits?.. Not that it matters much, now that I think about it..
Well if amount of materials needed for upgrade is decreased than there's no harm in making players snatch rocks into their pockets.
@split lotus Engineer should have the old call-down drop pod sentries again.
But only for Engineer
Disable the ability to call Molly during the escape phase
@twilit slate i suggested a while back to turn the driller into a full melee character but since they added super small tunnels back and fixed the flames not showing on enemies who caught fire he is now in a slightly better place. However i wouldn't mind having the idea of customizing the dwarfs and having the driller getting a full melee option build.
hi, I would like to have chat added while loading the game (it can be like in the picture ,Polish language)
That was a thing but it was regular in the bottom left
not sure if already suggested, but a communication wheel for instance being able to gain a specific players attention, or specific commands like "engineer- place platform here"
a mode where you have limited lives, so you can only go down for a limited number of times, before you are permanently dead.
@worn scaffold I like it, special ping system, HOLD CTRL (laser pointer) then hold left-click (opens up ping wheel) I might be easier to just have 4 options (Gunner, Scout, Engineer, Driller) and if you pick an option players of that class will get notified of it (minus the one doing it, Driller to Driller. Driller A has no fuel left but Driller B does, so please dig that spot)
A quick click is just a normal generic ping
Yes their is Voice chat, but some people are insanely loud, or super quiet. Text Chat depending on the situation could get you killed
Really, voice chat just needs an ingame voice output option
also if a bunch of people are laying down pings and you say do X here, some people get confused
i just find my self often in situations where if i had a simple wheel like that communication between team mates would be a lot better
Voice chat in the game seriously needs some sort of notification or icon showing WHO is talking and WHEN.
Including yourself, so you know you're actually being heard by the game and don't have to ask every time you voicechat.
Also that, voice output volume control, and a notification. I do like the chat wheel idea too though
some people don't have mics, OR suffer from something that might make talking hard
all in all i think it might just be a good quality of life function
Also, a suggestion that might mitigate some of the issues with the M.U.L.E 's pathfinding making it annoying to follow back to escape, or two actually.
1: make the beacons it places down longer, maybe a little brighter too so they're easier to keep track of.
2:Alternatively, or additionally, some sort of glowing wire between beacons.
I think if they were little arrows it'd be nice, the blinking pattern often messes up for some reason
@fathom stag 3: being close enough a little "x meters away" pops up on them?
but maybe combine the Glowing Wire with Draygo's little arrow? when you get close to one, there is a small arrow pointing to the next one that the MULE places?
In coding all it has to do is keep a Reference of the "last" placed marker, then when it places the next one. Put the Coords into the old one. then replace it's refernce with that newly palced one
until it's at the droppod
it could definitely be improved, but i feel like the devs probably have the beacons function that way so that it creates a little bit of difficulty getting back to the pod
raises the stakes a little bit
Yeah but it can feel pretty BS when molly climbs a sheer wall or goes through a wall
I mean most of it can be negated by making sure you have a way back
But sometimes caves can be really confusing and you have to use the beacon
Oh yeah, the blinking pattern messes up on the beacons sometimes.
I've had it reverse, or restart midway through. It's..weird
I've had occasions where they blink more like christmas lights.
That too
Thus making it impossible to tell which direction is which, which is terrible in confusing areas if you have to stop and fight a short bit to get past some bugs.
@near glacier and i thought about this idea today, what if deep rock really did invest in better equipment and mule had glitches on propose and the player needed to upgrade to the T.H.E M.U.L.E T= Terrain , H= Hovering E= equipment (name work in progress) and it will hover and wont need to "crawl" towards the player which would be faster then the normal mule. or as a more simple idea have MULE be upgrade able in speed ,weapons and ammo ,shield generation just a thought really love the game
There needs to be a way to record the whole Round Like in Halo 3.
Like Halo 3 Theater PLEASE ;-;
Example
cant hear you
Quick suggestion: Target list for engineer turrets. And by target list I mean making it so they don't shoot at praetorians unless they're literally the only thing in range, would alleviate the frustrations of turrets wasting tons of ammo on them a good bit.
Turrets basically never really contribute to killing praetorians anyways, the reason they're around is bug-hordes.
that's true, however is the target list something the player makes? or something that the devs will hard code based on a point system(scan nearest enemies, weakers are higher points so shoot it, armored ones are less points so ignore)? might eat up a bit of CPU for them to make that choice.
However keeping it simple as the turrets just pick a target and fire away is the best CPU useage, I found it's best to run in and try to shotgun the praetorians until too many little ones get around me then I run to the turrets to help me pick them off
maybe an option to have them target melee or ranged attackers. Say Spitters, Webbers, and flies
so I can have a AA turret and a swarmer turret
I think turret/weapon options in general could be cool
like before the mission you can choose Antiarmor or 'crowd control' turrents, have the AA guns shoot slow but deal high dmg to praetorians/dreadnought/ dmg armor and maybe implement a simple priority list for each
I'd like to see side-grades for every class and gun, rather than the straight upgrades we have right now.
Like, piercing ammor for the gunner, but they overheat faster, and/or he carries less.
Yeah stuff like that would be very cool
But I imagine balance testing would be a nightmare, let alone coding it in.
Or alternate guns with different functions
Like a scout can have something closer to a DMR if they like, lower capacity but high per shot damage and slower rate of fire
as an example\
Perhaps the guns themselves could be the sidegrades, a'la TF2.
I'm sure someone else has also already mentioned cosmetic skins for the pickaxe, too
I think it will have to be planned out carefully that it's not "everyone just uses weapon X because it's the best" but where if a team wants to go 2x gunner, then one can be the heavy anti armor, and the other is the group cleaner. As it stands now driller and gunner are crowd cleaners (with some exception to gunner's magnum being heavy DPS) leaving Engineer and scout and this weird crowd cleaning/CC classes
I'd want gunner to get some pistol changes/buffs honestly.And Driller too cuz jesus. But it'd be interesting if there were like, shotgun with slugs option for Gunner or something
Acid gun for Driller, melts armor, less DoT
yeah i think every class should have a different set of weapons, in keeping with the themes that they already have
Mining laser :3
Laser loses the DoT but has piercing, and doesn't reload like the gunner shooty tool or the drills and has the overheat mechanic.
Here's a question since I dont have it unlocked yet. For the flamethrower's sticky gel upgrade, does it hurt teammates to walk through it?
I know I hurt them if I fire the flamer directly at them, and Im not sure if a flaming enemy biting them does more damage or not.
A 10 second or so invulnerability period on game join would be nice, so if you join a higher hazard match mid swarm, you don't lose half of your health before you ever get the chance to gain control of your character
^^^
what if from time to time molly broke down when overcrowded with bugs and you had to go and repair it, maybe it starts moving slowly as it's leg gets injured and you could see sparks going on from it
and enginneer obviously was the best at repairing
how about karl being a last boss, where he has been mutatd by the glyphid, so he is a giant half dwarf half glyphid monster.
Is there any chance we get a server list on xbox? Or is that not possible due to some tech limitation?
Sometimes I don't really have a preference on the hazard or mission type I want to play, but quick join forces me to choose and end up limiting the options of finding a game. A server list like in the PC version would be great
Like the queen of blades from StarCraft?
I would like to see a puffer fish variant of the mactera fly, it tries to float close to you and hurts you by contact
Or a mactera that shoots the slowing goop from the fungus bogs region, and killing it makes a puddle of the stuff wjerever its corpse lands
And perhaps a way for whoever is caught to handle the cave leech, say by cooking a grenade and letting it detonate on them
^^Escpecially for single player
Dreadnoughts and Leeches, tools to help get around and flares rates seem to be all baalcned for multiple people
If someone is solo maybe increase flares? leeches only take some life rather than downing and a phase of attack that lets solo player get behind dread would be good
Maybe have bosco auto mark big enemies when theyre within a certain range
oh its dark af and im out of flares, whats that i see?
bosco: "BWEEP BOOP!"
OH SHIT ITS A BROOD NEXUS, KILL IT BEFORE IT SPAWNS MORE
I don't see anything wrong with the solo for me it's fine the way it is
Its fine
But it's unbalanced
Solo has less light, less tools, less revives and is weaker against ceratin modes
I mean I always play multiplayer but for those who only solo maybe changing a few values around so it's fair
I suppose it is really a multiplayer experince but still,
I mean I do solo all the time and 2 revives is enough for me
Armor piercing for turrets, Gunner with an AA shotgun
His revolver is reliable already
Anyone know if they have any intentions to have character customization for physical appearances? Hair, face, skin color etc?
Oh haha I haven't bought the game yet, but through my research I couldn't find anything on character customization. So I was just curious. If you don't mind helping me, what customization do they currently have?
Theres 2 sets of armour for each class in 3 colours, 4 skin tones (white,black,yellow and blue)
About 5 beards
And 5 hats and 3 hairstyles
Roughly
Oh okay nice! Thanks. Do they have any face presets or height/weight?
I'm definitely going to get the game now haha
No, not right now
Well thanks dude!
Make flares a consumable resourse and have them be a but stronger/brighter. It's strange they are the only thing you can't run out of. I personally love the idea of being able to place/throw a light source instead of just having a stong light where ever you look. While flares in concept are great, they become something you can throw left and right without thinking. It would be far more interesting if you could run out if "light" if you didn't conserve your flares.
Beyond the more interesting gamplay dynamic it also would look nicer to not have dead flares all over the place.
I feel like there should be a Medic dwarf
Dwarves are hardy beings that subsist entirely on special meth rocks from space, and hard liquor. The fact that we can bring ourselves from the brink of death by pouring one out for our homies kinda invalidates the need for a specialized medic.
Or if you meant a class that specialized in revives, we do have the scout and his grappling gun already.
@leaden root finite flares was a thing during early alpha, they decided to go with regenerating flares.
@lean haven do you know why?
Nope
making the game more casual probably
The only two ideas for dwarves I can think of that would be good is
- Bard dwarf
Plays music that buffs or something else that buffs
2.melee based berserker dwarf
Self explanatory
Dual axes or something idk
1 could be neat. Has a sonar for his special tool, that pings/marks ore in a large radius around him. Maybe uses a guitar for his pickaxe.
For 2, we already have the miner. Just ram your drills in a bug's face and pull the triggers.
The driller can use the drills for close range combat, but I wouldn't consider it melee.
what is it then?
The lack of real action behind doing it disqualifies it from that in my mind. I don't feel like pressing and holding a button down while moving forwards really counts
so a chainsaw isn't a melee weapon either?
Not by my standards, no
so doom guy becomes a handy man when he cuts open demons with the chainsaw?
hold on lads
If you're going for a melee fighter "berserker" class like pyro stated initially and shadowbag responded to with the driller as an example, you'd be going more for someone using more analog methods of fighting, like a hammer, sword and shield, axe, etc
doomguy the broomguy got this
however it's still a tool, the fact it's dangerous and used as a melee weapon just works in it's already dangerous operation. Same with Drills, it's mining equipment, sure in a pinch you can drill something to death, but that wasn't it's function
Also the newest DOOM jokenly made the Painsaw(chainsaw) and it's a silly mechanic compared to all the other dooms
since it's a ammo giving instakill
As for a melee dwarf, since it'd be hard to smack many bugs, he'd have to have a hammer/armor breaking type weapon that could also daze/stun/stagger
i think its sucks that you only use for executions, and not actually run around slicing through everything
takes away the soul of the chainsaw
Chainsaws take time to cut through things though
real ones, yes. Painsaw, nah it was made for flesh lol
which is why it's a "tool" in my books
just like anything it can become a weapon
but that is not its design
As for the melee dwarf, one of those axes with a hammer on the back half would be kind of cool
actually that'd be cool. Like how shachel charges let you hit reload to switch from detonator or charge (to place more) hitting reload with the melee swaps the ends
Like this thing
But bigger
More war dwarfy
i sell those things at work
axe part to look like a bearded axe, hammer bit to slenderly extend but then has a bit bigger of a hammer tip
I can crapply draw it rq
if anyone wanted
Go for it and I'll tell you if that's what I had in mind
what about a pick axe, that has an axe blade on the other side, like a twinheaded battleaxe, just pick axe and axe blade
jesus this is so bad
hammer bit should actually be smaller
maybe like a ballpoint hammer?
Close to what I had in mind. I'd want the blade to extend upwards as well
I was going for viking bearded axes, but it could. slashy wide contact for light armor (maybe a cleave like attack) and then "reload" to twirl it in your grip to use hammer for armor pen
but then it's a single target
great for praetorians. headshots might apply the slow effect from scouts gernade? daze them
sidearm could use the magnum or drillers pistol, or a shotgun
also I drew a bit of mass in the middle so that either "head" would be able to make use of it for the swing/momentum and to keep the balance in check
I'd like the hammer bit to be useable to damage and eventually break off heavy armor on enemies like the praetorian and dreadnaught
The axe portion would be good for slashing small enemies
And it'd bring me some joy to knock a mactera out of the air with the hammer :)
they need to add ragdoll without death ๐
swarmer golf
(altho they're so weak they'd splatter anyways)
Glyphid golf minigame yes please
or just breaking off armor with normal pickaxe would be fine with me
How about a slow moving tram/mining platform through a tunnel where dwarves take control of mining laser turrets and have to defend the tram in turns while mining resources along the way
I like that idea
I want to suggest unlimited healing from bosco the robot so no mission fails on solo mode
night vision goggles and bosco as a pet for everyone
That berzerker dwarf should have a rifle, it should do considerable damage per shot, fire slowly (bolt action preferably) and have a rather small pool of ammo, like the scout's double barrel.
The rifle would serve a purpose for dealing with things you just cant get close to, exploder glyphids and cave leeches come to mind
Maybe give the berzerker dwarf a napalm grenade to set an area on fire to help with CC
Maybe make the berzerker a female dwarf and give her a line about how her beard is pretty
as long as she has a somewhat reliable ranged attack. Lest she run into the overwatch problem of reinhardt vs bastion
Yep, like how the driller only has his sidearm for long distance attacks
Give her a graviton gun that can do force attacks with high knock-back and damage but very slow fire rate
Or like, a kinetic wave generator gun
Does anyone agree bosco needs more healing so we can have easy mission
What about a taser/stun gun? Causes everything except cave leaches to drop from vertical/upside down surfaces? Stuns for (short) timespan and disables wall and ceiling walking.
Good lord ๐คฆ๐ปโโ๏ธ๐คฆ๐ปโโ๏ธ
Also the moment you say "no fails" in any context, I'm done with that avenue of discussion.
unless it's linked to Hazard, Tourist where you get no rewards "unlimited revives" haz 1, 4 haz 2, 3, haz 3, 2, and on haz 4 only 1
Just saying this in response to your response to my earlier suggestion about target list, Hugo.
I answered your question in the suggestion already, everything but the praetorian being same priority.
So it shoots at targets it can actually freaking damage instead of wasting valuable ammo on praetorian armour.
Everything else has same priority as always.
Possibly make reviving use a resource, medkit "ammo" - maybe limited to 2 kits per dwarf. Can be replenished by supply drop. Running out of Nitra means dead party or having to find it on your own, which probably means dead party.\
I unno, I don't really like that idea. Doesn't really add anything to the game
Just have people hoarding Nitra even more than now
A small suggestion (dunno if this mentioned before) : can you add ability to crouch? When digging tunnels it will be really useful.
@near glacier ive had some weird generations on the crystal caverns multiple times before where its tunnels are too short and i have to dig my path to the next room
So maybe crouching would be useful, another option would be to patch the world generation to help prevent this
Suggestions:
#: When a Player calls in the Drop Pod (via the Button on the M.U.L.E.), display
"{PLAYERNAME} has called the Drop Pod!" (or something similar).
#: Display the Playername above a Dwarf's head, when using the Laser Pointer (in the Lobby and in Caves).
(Above the green outline.)
That would be a good deterrant for cretinous behavior
Better idea, make the upgrades for bosco consumable, oh you want to buy an extra rez for your next solo mission? That will be 1.5k credits, 50 enor, 20 umanite
More bosses!
^
+1
I want to fight what the announcer says the dreadnoughts could become
Well... as I understood, in every co-op game here's a small chance that you can encounter with dreadnought.
https://pastebin.com/AKK4PCFw -- also, I have some ideas about extra weapons & equipment for every class.
An incredibly tough boss that only the most co-ordinated team can take down, which sits upon a pile of loot that can be collected as other team members kite the beast.
...Glyphid Queen, maybe?
Perhaps!
I like the idea of distractions, quickly looting, and escaping while being chased by an almost legendary creature.
"Team, your co-workers failed to extinguish a glyphid cocoon and now we've got a beast on our hands. Grab what you can, and finish the job."
I definitely like it. Also, I got one idea, don't know how difficult it could be for devs, but maybe this could be as expansion pack.
Idea is, that actually DRG not alone on Hoxxes, also sometimes you can find a rogue groups of goblin pirates, and they're here for same reason as you, to mine and collect minerals.
Interesting concept. Perhaps they will scamper down the caves, and drop resources from their little bags when killed, like loot bugs ๐
Yeah
Maybe missions like raids against Goblin mining operations
And another idea for game mode, which calls "Gold Rush".
Mission control found a really rich gold deposits and if you want, you could collect it in your "free time", as salary premiunm. BUT you have a limited amount of time (10-15 min)
Bosco still needs a buff in how he deals with cave leeches
He either lingers and does nothing, or he shoots a rock next to the leech
In that way, getting leeched in single player is a death sentence that garentees using one of Bosco's limited revives
Unless they add a way to give Bosco more revives, like perhaps sacrificing an entire supply drop for one more revive?
Anyways look at my suggest please devs <@&257786783666929665>
@mossy laurel yes true lad
I'd love to see more creatures in the caves that resemble other enemies or are harmless but creepy. Just ran into a cave vine again after about 30 hours of not seeing one and I have to admit it made me jump. Other passive creatures that follow you around or hide from you might be neat
the cave vine isnt harmless though
if you're foolish enough to let it touch you it drains shields and health
Really? I'm standing in front of it now and it's not doing anything
I'm as close as I can get, it's just hovering
Radioactive exclusion zone
good
Cave vines by lore are mutated cave leeches due to high amounts of radiation exposure
they lose their abillity to grab, so they can only SUCC
Oh really? I didn't know, that's cool
Still, regardless of whether it's bugged or not, it would be cool to have more creatures in the caves that are mostly passive
True
Interesting about cave leeches and yeah bosco first
@mossy laurel stop lying to @latent bluff
thats not a lie
Why do you think cave leeches only exist in the radiactive exclusion zone?
I was reading back through the history and saw a lot of people agreeing cave vines were harmless but didn't want to make a big deal out of it ยฏ_(ใ)_/ยฏ
Why do they follow the same feeding pattern as the cave leech?
Cave leeches spawn in all zones, and cave vines are harmless
yes
which is why cave leeches are only mutated cave leeches
They are attracted to dwarves
Cave vines are harmless, though
I'm pretty sure that wasn't a bug, because none of the other ones I've encountered have ever done damage either
wiki edit was incorrect
But cave vines are still closly related to cave leeches
Radiation weakens many creatures
Cave vines have never done damage at any point, unless the devs had some build they never released where they did
I get it
Anyways Mr. Tater
Would you perhaps like to join our cause of healping the wiki grow and get correct information?
you are a mod after all
Nope. I'm not a wiki person.
If people have a question, or need a screenshot of something that I might have, then I don't mind helping.
Bosco still needs a buff in how he deals with cave leeches
He either lingers and does nothing, or he shoots a rock next to the leech
In that way, getting leeched in single player is a death sentence that garentees using one of Bosco's limited revives
Unless they add a way to give Bosco more revives, like perhaps sacrificing an entire supply drop for one more revive?
Anyways look at my suggest please devs <@&257786783666929665>
I doubt pinging devs to the same suggestion twice is going to make them any more likely to look at it
ok then
We're always watching... The cave leech issue is a technical one with Bosco's navigation and aiming. Due to the nature of our terrain it's not simple to fix. We are working on it. ๐
Fool me once, shame on you. Fool me twice, devs pls nerf
maybe have a leech hang lower when it snags something? aka when hiding waiting it's pressed against the ceiling, then when it grabs someone it slowly extends down a little bit to "eat" the prey. Making it easier for bosco to target and shoot from the common "dip" areas they live in?
however that'd make it easier for players to "save" other dwarves which idk if that'd be an acceptable change/nerf?
Eventually this is going fine
so i have an idea about an "endless mode" that I know has been suggested many times over
instead of having one long map (which could be a huge amount of data to process all at once), maybe it could be broken down into sections
for example, the endless mode could be centered around recovering drop pods that never made it back
on the start of the mission, or the "first level", your task is to go and find a drop pod that never ended up making it back to the surface. you eventually discover that it never made it back due to the fact that it was missing several critical components (batteries, minerals, etc etc), so it is your job to figure out how to power it back up
upon getting the necessary materials, you get to the broken down drop pod, boot it back up, and have a decision: take it back up to the surface and claim your reward, or take it down further
More variety in gamemodes would surely increase playability
each "level" could feature increased mob health, damage, difficulty, decreased nitra spawns, etc
I would assume it's difficult because, due to the way levels are generated, the pits the Leeches live in aren't always exactly the same shape. Other surrounding terrain and objects probably also play a role.
(Lots of calculations...)
Sure it'll be fixed some day.
Could just make Bosco's shots pierce terrain, though he tries to fire at enemies with nothing in between?
Endless Mode: I'd say make the generation of the map similar to Search and Extract and Extraction (more centralized cave chamber) however no Mule, but instead use the Mining platform from Extraction.
however the outer rim of the cavern will be littered with Glypid tunnels, and if possible that weird purple eyeball wall stuff. Endless modes take place inside of densely populated Gylphid locations (why Endless is possible) there will be nothing mineable, as rewards come from "wave drops" at the end of each wave will be a grace period where "loot bugs" spawn allowing for nitra and gold collection. Every 5 waves will magically drop a "resource" from a boss creature (dread naught or something new, Hive Guard?) RNG caculates what one based on the Abundant/Sparce of the resource.
Primary Obj would be Survive 1-5 waves Secondary would be survive 5-20 waves
Problem one I see "Floating island/Resupply Pod abuse" we have Mantra Spawn to deal with ziplines yes. but you can still stand on a resupply pod and just dig out under it to make a "safe" zone
that is until Bugs can get "gap closers" or "I'm close enough to you, I see you, but can't walk to you" moves (Warriors doing a cat butt wiggle and leaping at you, doing some knock back as well)
Other types will need I have LoS but no path attacks as well
you can just make it so you get pushed off if you try to stand on a supply drop
or that the supply drop falls down if you dig under it
even then you can build floating islands as the engineer. does this mean that you'd have to make platforms do that too?
retorical Q, it's no. So to fix "both" enemies need a anti cheese move
wellif there isnt anything mineable, why would engi need platform gun?
maybe to fill holes from boss fights?
map damage can just reset after each wave?
hmm not sure how hard that'd be with their current system, but it could be a possibility. It would delay the creation of the gamemode just to add that, and depends on how popular it would be. So maybe 1st draft of it wouldn't include that
true, but in order to make a combat exclusive gamemode, i think they need to introduce new guns
exactly
2-3 gunners or scouts or 4
but if there was an endless that's how'd I'd see it being done (subject to change but as it stands that's my view)
another form of endless i'd like to see, is standard mining expedition, where caves never end and you have a very high quota. But even when you're done, you can still keep going. I know it's most likely impossible because of the sheer map size and rendering involved. But it would be cool none the less
but with the problem you stated which would be fixed via Weapons/loadouts, and my Problem of cheese methods Endless is gonna be a bit
hmm What if there was 2 kinds? "Endless - Combat" and "Endless - Mining" where at the very end of a "Endless - Mining" there was a "cave-like opening/passage" that when the host or enough dwarves got there would do a "count-down"
then it'd just generate a new map but insteaad of the starting beinga droppod, a collapsed passage be there instead?
they could just outright ban cheese tools, and introduce combat tools instead
even without cheese tools you can still dig and make a floaty island
just platform and/or resupply pods make it 200% easier
they could make so if bugs cant reach you and both parties are standing still they can still damage you
but then again
magic bug bites? nah new moves would be more benifical
What about instead of resetting the terrain to how it was before the wave started it goes down to the level of the deepest hole created by the explosives
even if one can do a knockback would be enough
that'd just change the cheese tactic is all
if the melee cant get to you, just shoot "up""
like bugs that carry around a form of mini spitball infector
a scorspitter
o smth
spitball creeper
Dreadnaughts can stop floaty island cheese cause of "fireball" but resupply pod can't break
also in and endless if team was good enough there'd be a lot of them
so perhaps that mode pods will "explode" over time?
I suggested that, but someone said "fk you're stupid" or something along those lines
so people only call them in when they actually need ammo, hence the risk of losing ammo