#suggestions
1 messages · Page 63 of 1
Do you plan to add more stats tracking? like Gold, Crafting Resources mined, Lootbug killed, more Enemies kills tracking (like Nexus, Flying/Ranged/Melee,..)
Probably already asked but have you guys taught of adding new guns to the classes?
what do you think about adding more type of caves, like an underwater cave? (maybe you have to buy a special item for unlock this cave...)
or even asteroids with low gravity
The rocket launching in Point Extraction should do Fire damage like the Lava geyser when it's take off
i think if they add tons of different caves, this will be the final exploration game ever
The Ability to change the "Under Armor" color of the classes, I like scout but the bright blue is a bit much when using the different armors.
@glacial vault they've said no to fluids due to engine restrictions, so I doubt an underwater cave would ever be a thing
Aaawww
i thunk its time for an up grade
i think fluids would fit this game really well. now im not a developer of any sort so forgive my ignorance, but what are the complications of adding the likes of flowing water or lava in the unreal engine, when many other games have achieved it? and i mean this game isn't exactly visually demanding when compared to other titles.
i realise that implementing this feature/mechanic would take up a significant amount of time, and that its not a priority but I just hope that someone hasn't already declared that its not going to happen and that it could still end up in the final game perhaps? ;D
The trails for buried treasures such as eggs, Enorpearls and others should vanish once the treasure is dug out.
adding fluids is a big deal there are so many ways to do it wrong as well and the flow physics dont get me started there
and its a NEW thing its not the same as the other inverments which all base off the same start princible and are minipulated from there
There should be a way for you to open the drop-pod if you beat the M.U.L.E. to it. It’s fine that you can’t leave without Molly, but jeebus forbid you are the last one and the pod is closed, and the swarm of eight legged toothy vice grips close in on you, and you fail the mission. And of course you still can die outside the pod.
Do you guys wanna mess with the players? How about an insect that resembles the very ore you mine and only attacks when you get close. Or hit it with a pickaxe. Killing it would yield the ore that it had as camo!
Nature in that game doesn't have a camo based creature yet! There could be a game mode where you have to hunt down these creatures and kill them!
If I remember right, you can walk through the droppod doors during the last 15 seconds, either that or for 15 seconds after the timer ends
what about ranking weapons? for example, if you are level 1 with scout, you have his basic weapon. if you reach level 5, you unlock a new weapon, same as level 10-15-20-30...
because now you can only upgrade your weapons, but think about leveling for unlock new weapons and upgrade them
more variaton in gameplay
idk if its been suggested already but when u press ctrl and it displays the resupply pods with a triple bullet marker, it would be cool if it could also display how many resupplies there are remaining (e.g. by making it 4 bullets, but have a bullet faded out for each used resupply)
resupply count depends on how much nitra you have
you can easily calculate by looking at the nitra, but that addition would be no harm
Funnynin is talking about how many resupplies are left on any given supply pod, not how many supply pods you can call for with your current Nitra count.
my suggestion (coming from an old gamer at 44 years of age) is as follows: i think the vanity shop prices are ridicolously high which makes the character customization almost impossible. everybody is going for gear upgrades first (which quite normal) and leaving customization for a later time. i think those prices should be significantly lowered and they shouldnt require minarals.
agreed
and I would like to suggest adding minigames into the lobby to make waiting less boring, now the barrels are fun to kick around but why not add some more stuff to play around with while waiting?
there's gonna be some sort of bar, you can already find the placeholder entrance
In fact, you can see a lot of rooms you can't access yet. Mind you the game continues to be under development.
Gunner weapon #suggestions
---
< "Holley" Smart MG >
* higher RoF compared to current weapon, like a supercharged Deepcore GK2
* hold R to activate _smart-fire mode_ - mode targets hostile weak points automatically, targeting computer stores five targets per salvo; tapping R swaps targets, priority closest-to-farthest enemy
* in dumb-fire mode it acts like regular Powered Minigun, but with lower RoF compared to smart-fire
* parallax targeting upgrade; enemies in the view of allies can be targeted faster, and become highlighted on their HUD
< "Slugger" Heavy Pistol >
* seven shot pistol
* less damage per shot compared to Heavy Revolver
* incendiary bullet upgrade
Have the devs said anything about implementing a reporting system? Got grieved earlier and would like to not hace that happen again
usually grieving is super rare in co-op games like these imo, but would be nice to have this guy never join my lobby again
Driller weapon/equipment #suggestions
---
< BFL Debris Laser >
* pulse fire weapon, enemies hit repeatedly take fire damage
* effective against sticky goo, and webbing
* heavy damage to light debris (crystals, dirt, sand, plants)
< Supercharged Power Drills >
* removes two debris blocks vertical, but drills faster and with greater max heat
Bruh just called everyone the n-word and then downed us all with some c-4s and his mini gun then dc’d
@snow slate You can kick players that don't play fair
@urban verge ya I know but he killed us all before I realized what was happening
@snow slate Well, good suggestion. However, once the game starts tracking stats, there may be a penalty for TKs. Also, cheeky business might become grounds for suspension/bans
Engineer weapon #suggestions
---
< Deepcore APX Carbine (bullpup) >
* burst fire assault rifle
* 15 rds
< Deepcore 25mm MGL >
* rotary grenade launcher
* less damage/explosive radius per shot compared to Deepcore 40mm PGL
* more shots means long range shots are less punishing, but hits are less rewarding
* good for Cave Leeches on harder difficulty due to friendly fire
Scout weapon #suggestions
---
< Deepcore SM6 >
* SMG type weapon
* better controllability, fire rate, and magazine capacity - but less damage and range compared to Deepcore GK2
< "Stinger" Pistol >
* four shot derringer type weapon (COP .357, akin to _Shortstop_ from TF2)
* applies inhibitor grenade effect to targets
How do you do those text boxes @urban verge
Markdown text
@snow slate Thank you! 😃
I WANT A FRO!!! afrow that is...im mean come on staying alive scout fro dico shoes and all 🕺 🎩
An afro is always a go for me.
we go dread mite as well have a realy nice afro
we got dreads dang brain faster than hands
ONE MORE THING!
BE THE BUG MODE.
the only why pvp should be done in this game in my opinon
just like left for dead's be the zombie
it would help with some of the insetbehaver and add some more fun to "normlae run"
How about rare collectable crystals off of rock trees?
like Emerald Apples?
Oooooo, collectable foods for the canteen for buffs before missions
idk i just want more gems to collect
maybe not hi jacl be make some hi jinks
I've been playing the last few hours and have been enjoying it. I suggest a flag beacon or some sort of marker i can drop and see with the scanner so i can mark a place to come back to later, perhaps if i drop another the first is recalled.
would be nice
randoms would be: crouching to help nagivate holes, scope/iron sight view
once again i suport
no need your right would be realy nice make sure you do the in game sugtions to
oh.. new here, thought i was already. COPY PASTE!!
in game there is a suggestion poll in game that thay look at a lot
well link in game
done! thanks
there's mainly 2 ideas from many people
either a melee dwarf or a support dwarf
my personal idea is a support dwarf that boosts his teammates without healing them much or at all
I want to bring 2 ideas on table. One thing It's very annoying when you got no ammo at all. I guess every dwarf should got a very weak energy pistol with overheating mechanic. Dmg of the pistol should be very low.Second Idea is about class. I mean it's very unique but I think many of us would have fun with this. What if we got a class with with walking on the walls as moly or aliens walk. It could be a robot or for any reason friendly alien. And I think it would be cool if we got summoner class who bring drones to fight for him or a class who can bring aliens on his side to fight for him. I know those are all crazy Ideas but you know what? Game should be full of difrent gameplay mechanics. It's very boring when only diffrences are like type of weapon or something. 😃

you shouldn't run out of ammo in the first place tho
either conserve it or spawn a supply drop right before the wave hits
otherwise pickaxe will be your only way of defence often
@wispy marten Hardcore players srsly will no feel the drifrence. They still always gona be prepare for wave and no run out of ammo. But for less skill players it would be something great. It's no game changer. It's just very bad feeling when you can't really fight cause you got only pickaxe and aliens eat you just like that. It's very annoying because for example. You are the only dwarf alive and you want to fight. But what's the point. Better surrender now and let aliens kills you because you can't really fight back. I recommend add something like this energy pistol because when this situation happen I lost all will to play more for today.
if you are running out of ammo so much, (and I mean no offense with this statement) you are probably playing on a difficulty level unsuited for you. Hazard 4 is very unforgiving in this regard comapred to lower difficulties, were the finding of Nitra is much more lenient.
That said, what difficulty do you play on?
Also, never give up. Once I was playing Point Extraction as Driller, and my whole team got downed. I had to manage between the remains of a swarm and an upcoming one, with my flamethrower out of ammo.
What I did, was juggle between the waves, sneak for a supply pack, clear up the cave from the smaller enemies and revive atleast a teammate.
We pushed through. You'd be surprised how things can change when you persevere as grim things might look.
yo I dont consider myself a 'hardcore player'
mutator idea: you have triple the ammo, but there's no nitra
Oh and I sugest add squads for EU , US and so on. I got to much lags when I play with US
On discord ofcourse
The voice channels along with this discord server are eu hosted. And we don't get enough people using them at once to warrant separating out the community based on region. Just ask for people from your region when you use #lfg-steam
if you make a battle royale, I would be
-happy
-impressed
-sad
-sad pancake
You don't need liquids to make an underwater biome, the easy trick could be to add a gravity modifier, a blueish filter with bubbles and a vignette it will give you the illusion to swim underwater in a diving suit.
also a minor fog effect to make the water not fully clear
but then comes the question: how would the dwarves swim around and move and breathe?
Diving suit with O2 tanks?
But it's need a tons of work, it's gonna need a lot of new enemies. Mission Control talk to you from the SpaceRig, I'm sure they can have microphones..
Microphones inside the diving suits, I imagine the driller's would look a little like Big Daddy's from Bioshock. Also the glyphids would need gills or they'd have to design an entirely new terror in order to suit the biome
canonically there's almost no water on hoxxes tho
which is why the aliens are after you in the first place
Oh haha, in a way it would make sense then, it would be the last pocket of water on Hoxxes and everything would be trying to defend it.
If they could do fluids, i'd love to see water added to the magma core just to mix lava with it. It's a shame they can't right now. I look forward to future updates regardless :D
@charred fox if you search back through this a couple weeks I had an idea for a tech based class.
engineer?
Except the dwarves never use their hands when climbing them. Such pros...
How about a Tracker class that uses one of the bugs as a backpack? Complete with bolt action elephant gun, enemy tracking radar bug, burst flight capability and the assisting kidnap ability where you can send the bug to grab one of your crew mates and bring him to your position. Maybe even a downed teammate?
Makes sense they would use the eggs they collect from missions as experimental equipment
@charred fox Thanks Melon, but I admit the concept would be a little overpowered mobility wise. Give or take a nasty cooldown for collecting that one stuck dwarf or horribly positioned downed player
Beards made of the minerals you mine
Golden beard pls
Nitra beard would look badass, nitra mohawk :O
Bittergem Swanson?
I don't care for the class suggestion but that's a nice drawing @vocal hollow
Can I order a sniper, loadout system, some crafting with my minerals and sentries that don't shoot the escape-pod?
Oh, can I also get that a uuuhh; Boss, and some prestige levels?
fuck it. Barrel Biome. You're welcome.
All exploding glyphids become exploding barrels and all the minerals spawn as chest high walls and hell why not have the harvester become a wandering cave leech cluster too
In all seriousness, I can see a sniper class sort of working, I dunno what the rest of his kit would be though
Cave leech infestation could be an interesting warning
deep cave mode?
you have to reach an altitude (like, from 400m to 1200m) for find particular minerals
maybe with this minerals you can create particular weapons. for example: if you collect 200 prismarine, you can craft the Prisma gun, that use the power of ligh for deal damage to enemys (and light the terrain)
An unlockable minigame terminal that functions like the tutorial level terminal. Only unlockable by lv20 scout
Level is titled, the floor is lava
Any time spent on the ground deals minor damage
Grappling hook recharges in 1s
Ground will be defined as any surface you stand on thats at 30° or less and is more than 2m^2 in size
No payout but an achievement upon level completion
A lv20 minigame for engineer: Fortress mode
Solo point extraction, can place 10 turrets, turrets hold 2x ammo, has 20x platform ammo and 25k ammo for turrets but no ammo for guns and cant call resupply drops
Lv20 gunner minigame: NOW IS COWARD KILLING TIME!
Elimination, but instead of dreadnoughts, its 10 brood nexuses
Gunner has 5k ammo for minigun but no other ammo and also cant call in resupplies
Driller lv20 minigame: Mecha anime reference
Drills do 5x damage and have 250 fuel but no other ammo w/ resupplies disabled
Exploders, leeches, spitters both web and acid, and mactera do not spawn
Basic mining expedition
All 4 of these missions wont have any payout for the game but an achievement
Mmmm. Now I want to play the Granite Smoothie challenge.
Hi, sorry for my bad english, really like the game. Personally, I would like to see it as a larger mission. I mean a mission with huge large territories, in which it is necessary to extract about 1000 morkite. Duration not less than one and a half hours. You can add control points to them, for example, rest about five minutes from monsters, drink coffee in the game. A kind of miner's fortifications, protected from spiders. But this is not necessary. I just want to see long mining expeditions with team interaction in the game. I think, then the game will reveal its potential even more. But if you still like the idea of original checkpoints, I would like to see them not so that they can not just sit out and do nothing more. The whole expedition can be done just one such. Given that the territory will be huge, where it will be necessary to find out every milligram of morkite. You can still give access to these missions only to players who reached the tenth level, experienced miners. I think this decision will give the game elements of hardcore and spontaneity. After all, you can be killed at any time, even at the end of this very mission. And it turns out that you spent an hour and a half on it and just died with the team. Then the players will be more responsible and more purposeful to go to such missions, because everyone wants to reach the heights. I would, for example, get a storm of emotions from passing such a level through sweat, blood and tears.
I slightly supplemented my previous idea
thanks
Oh, I forgot something. If you still implement my proposal, then I will definitely buy an exclusive set of costumes
Alright I deleted the old message lol, thought maybe you got caught up in a swarm or something :P
I like the idea of long missions :D
(On experimental branch)
just tried out solo for the first time and encountered a conundrum, Bosco's priorities! I had just assigned Bosco to mine a vein of Morkite for me when I got grabbed by a cave leech. No problem, I'll get Bosco to save me! ...or not, as he continued mining. After I died, I was finally able to call for help.
Later on, I happened to be grabbed by another cave leech (I never said I was great at the game). Alright, Bosco's right next to me, this time he'll save me! Except for the fact that his damage is too low to kill a leech.
If I could give a couple of suggestions for changes/additions, it would be these:
- Bosco damage increase/cave leech health reduction
- The ability to call for help when grabbed by a cave leech (and by extension, when grabbed by a grabber as well)
It should be that if you press x or whatever your assigned call button is he stops what he's doing and comes to you, at which point he'd go after the leech, but if you don't alert him while he's on an assigned task he won't come. If you did do that and he stayed digging until the job was done that might be a bug and you should report it @shadow torrent
But if you didn't hit the call button then he won't drop what he's been assigned to do
I'll have to try another solo mission to be sure but I do think that I tried pressing x
Also bosco is easily able to kill a leach, especially after his recent damage buff. Everything you suggested either already has happened or is already possible.
If he was shooting one and it wasn't dying, it's probably not because he didn't have enough damage, he was probably missing because a rock was in the way.
I suggest for solo play that if someone leaves your game, Bosco should come back. Otherwise you are screwed big time. But also, I suggest a small single shot turret to help make soloing a tad easier. It doesn't have to be a dps monster but just abit of support. Lol.
I think someone suggested that when another player joins Bosco docks into the MULE but when you're solo again it reactivates and undocks
That was my original suggestion for bosco joining you before someone joins a game
Sorry I didn't know who orgionally suggested it, just remembered someone did 😛
Hello, I initially posted it on reddit but someone suggested me to also post it here to bring more attention to it:
An idea for new lighting mechanics which suggests the use of ultraviolet lights (or may be infrared detectors) in order to find some specific ore (or enemies, or may be eggs, etc.) which is/are barely visible normally.
See picture (spooky scorpion in ultraviolet included) https://imgur.com/a/GujYxkM
🤔 does their engine support another layer, a "glow" layer that this UV light could "brighten"
Can't tell but if it does or if it's easy to do then it would be really cool
It's got my plus one. I'd like it as a loadout option "or" 1 of your flares can be a UV flare
or swap to a UV flashlight (hold T to toggle) instead of turn off
Yeah was thinking about switching between normal and UV flashlight
"less range for VISUAL sight but can see the chemical on bugs"
or maybe even allow for glow in the dark "painting" lol
idk
however it'd need some balance, because I can see everyone swapping to "UV" and just using flares (like normal)
that or flashlight upgrades (Scout has a better normal flashlight, gunner gets UV)
Driller could may be get UV flashlight too
or do the whole gunner can put on "orange" visor so everything that is "lit" is harder to see but UV is easier to see
or using UV enrages swarmers
idk. I really like the idea, but also the normal flashlight needs some love too, or else it becomes a meta. Which I'm not to fond of
"Alright bois, switch to UV and lets flare it up"
Need to simply ensure UV flashlight doesn't give too much light overall and that normal flashlight actually gives enough light
that or scouts flaregun flares double as decent light but a "wider" UV radius
Or may be make UV light some sort of device you need to pull out like your marker
so during a swarm shoot the roof and have bugs get lit up
yeah that might work, pull out the UV wand
but then you have someone just holding a wand to light up bugs (and certain materials, Morkite I think should be UV sensitive)
I was thinking mostly about some ore type becoming more noticeable, or may be eggs
Enemies being lit up in UV light is more like a bonus
Well I'm sold on it, I just don't know the best way to impliment it for "not too annoying to use" and "the go to for use"
too annoying being something that makes someone standing there holding it doing nothing in a fight, and the go to for using being everyone just defaults to it
How about certain enemies are invisible to UV
A small percentage of glyphids have developed a genetic anomaly, making them essentially invisible to our UV sensors
But how do you make a type of enemy invisible to a type of light?
0s and 1s, heavy. 0s and 1s
That sounds a next level of TF2 Spy tech
if they can just make it a material/texture layer, simply not giving that layer/material to a glyphid would make them invisiable
webbers, spitters, Mactras
but swarmers, warriors, praetorians could get lit up
dreadnoughts I'd assume would be too "armored" to have any soft UV reflective flesh
that or just leave it as Non-Glyphids and of course the ranged webbers and spitters to being immune to UV
it makes more sense to give the attribute to Spitter enemies. Specially webbers, since they are so fragile.
A little advantage over one type of light would do great on them
yeah since they are purple/red(acid) to begin with, while warriors and praetorians are darker
makes one light source spot one better than the other
Besides, you tell me what purpose would have to give a living tank like the dreadnought invisibility, lol.
I accept your reasoning about their armor invalidating the use of UV, but the fact that you're going to have most encounters with them at close range and their presence would be specially loud it would defeat the purpose of making them invisible.
Make armor highly visible, but weak points invisible maybe?
Theres a lot of ways you can go with this
I really want to make an invisible boss work.
True I was just spit balling that they are pretty much highly evolved version of the Glyphid (fire balls) but like the pretorians its butt glows
Loud, firefly butt, I'd like to see maybe this "glow layer" I talk about make red neon lines appear along it (like godzilla charging his laser) when it goes to fireball and/or AoE stomp
maybe what "would" be the soft skin (altho it's armored) could glow dimly in UV
just so when you fight it, you're not doing battle with a giant Neon sign
I really don't know what to make about this idea. I really want it to work, but it doesn't convince me fully...
Tell me again what do you think it should be: a general sidegrade to the flare, a sidegrade to the Scout's flaregun, or a new tool for another dwarf?
i will say could be cool but could be difficlt to implament
If it will be a tool which only one class can use then it shouldn't be the only way to find a specific ore for sure, in that case it should at least be somewhat noticeable even without UV (but hard enough)
If it's something that every class can use then yeah, said ore can be absolutely invisible unless you use UV (i guess this variant will work better)
UV can be integrated into marker and be toggleable, when I was thinking about it I thought that it could be something related to specific missions (with objective being to find hidden bug eggs or mining a certain ore type which is barely visible unless you use UV)
Some enemies or even plants could actually even react to being lit up with UV too (for example some plants could explode or start lighting up a big area or start producing some kind of gas which heals players and/or damages enemies, limited of course).
OR some enemies would react to players using standard flashlight but ignore players using UV ones (say the objective would be to catch specific small bugs and bring them to the mule)
now that sound fun and setting it to the scaner would be easer(in thoyre) than a strate flash light
yeah I'd like to see it, but sadly I don't know the best way to put it in (spitting on it ain't helping)
I just had a wicked idea for a rare or boss enemy: a giant daddy long leg that has little glyphids dangling from its center via a bunch of webs. In order to kill it you have to damage the deet, but if you don’t deal with the child glyphids they come after you once the large one has died.
bunch of webs... hm
sounds sticky
SUGGESTION: Make the juke box cost 1 credit to use. Because management is greedy.
Just 1?
Make you can choose a song
a background music when it's really calm
yeah just 1
just think about the potential! If you do a mission really well management will reward you all with a free jukebox song ❤
SUGGESTION: A small chance of the drop pod missing its planned landing spot and starting a survival mission and the players have to wait for a rescue pod
also way more enemies than usual spawn
or a survival mod where you defend a drill
Yeah, I had a similar idea earlier that I forgot to say. Like Wiggley said, its a survival mode where you and the squad miss the drop pod(coincidentally Molly is with you) and they send another pod to retrieve Molly and the equi-, employees. The way you do it could just be to hold out in one room or cave system, or another way would be to do the same, but at the end of a wave a dreadnought spawns, you beat it, and in its death throes it destroys the cave floor, and the squad falls into another cave full of nitra and red sugar to replenish themselves, and the cycle continues. Eventually you’d make it out, but I’d like the final moments to be crazy, in like a massive cave full of bugs.
I think there should be more tips in the game. Stuff that says that getting extra nitra, morkite, or secondary objective materials don't give you anything except such a small amount of experience that you're essentially wasting time compared to ending and starting a new mission.
Because almost everyone does what I've been doing in trying to get as much extra stuff as possible.
I think there should also be more casual voicelines for stuff like putting loot into Molly. I've gotten sick of hearing "Deep Rock seriously needs to invest in some better equipment" over and over again. 5 times in a row at one point.
Deep rock seriously need to invest in some better voice lines
I've meant for a time to suggest some changes to Extraction to spice up the gameplay, since Morkite is so easily collected.
Like giving more than just one type of mineral to collect for the primary objective. Either give a complete list, or cycle it once the main one is done.
@solemn kestrel I don't see how that would add anything, it seems a bit strange to have multiple minerals and have to possibly backtrack to collect things you could've gotten anyway for some arbitrary reason.
Main objective:
Morkite [x]
Eggs [y]
On a similar note, mega-long missions where you have to collect like a thousand Morkite would be cool.
I could see it working just fine
Possibly, in that case.
That's why I also said "complete list" which in that case, yeah, it sounds better than doing the objectives one by one and having to backtrack.
Also, I don't think upping the number of Morkite to collect will make the mission any more interesting.
It's not about being interesting, it's if I just want to settle in on my own solo and spend a couple hours or so mining uninterupted.
DRG is a chill game for me when played solo.
I get you. In that case, there should be some kind of mission modifiers that allows you things like choose the amount of objective required to complete the mission.
That would be pretty cool.
Even if it doesn't pay out as much or something so it can't be "gamed" or whatever, it'd just be nice to have fun with.
Crossover with Viscera Cleanup Detail please.
Deep Rock Cleanup Detail (God Damnit there's some bits in my shoe)
@lean haven Tell us about it.
I'm probably confusing maps but I think green depths had an 800 morkite quota at one point. A lot of it blurs together with how much the game has changed over time.
Help an old fogey's memory @idle quartz ?
Nope
i would enjoy that now
oof
@wild storm soda upgrade absolutely needs this improvement imo
SUGGESTION: Lock empty rooms when you host a game, approaching the door prompts an "invite friend" menu
its kind of intuitive
•Allow us to unlock new jukebox tracks by completing achievements.
SUGGESTION: some kind of bomb to distract bugs from you for a small time (5 seconds, for example)
Like a flash bang or what Bosco uses?
SUGGESTION: Explosive enemies can now drop small amounts of Nitra If you kill them before they explode.
there's already more than enough nitra with loot bugs and whatnot
maybe it too late for me to complain about this, but It would be great if the system was the opposite of what we have now, with more shields than health instead of more health than shields
it seems to make more sense, and constantly being stuck on half health with the red screen is annoying
make it like almost every other game out there, like Halo's if you run out of shields, hide, or payday's if you run out of armor, hide and wait for regen
not trying to bandwagon, but perhaps their's a reason these 2 very succesful games do this from a gameplay perspective
I think you're comparing the wrong kinds of games. Those games are based around the idea that you can be killed very quickly, while DRG is more like L4D or Vermintide.
still, i hate being stuck in the red screen
It's not your healthbar, it's a buffer for your health bar.
the shields so do , something
and the upgrades for the shield are now absolutly worthless
at the very least, make an unupgraded shiled signifigantly weaker than an upgraded one
I will agree the upgrades for the shield look kinda.. "what difference does this even make"
The two upgrades combined into one would make more sense for, say, +5 onto a 25 point shield.
I believe the purpose of reaching max class level and not being able to achieve any more player levels is meant to encourage you not to main anyone.
I can understand why people would be annoyed with this, but honestly I play for the experience DRG brings, I like the balance it has for challenge and enjoyment so I mostly play the engineer
even though I am richer than an oil tycoon
well Im done with my rant
we can just delete our messages
No need.
oh
I wouldn't mind if we had a slow hp regen (not to full) and the "you're in danger" indicator is at 1/4 (or 2/5) aka close to death, and you regen just enough to clear the red zone, but not enough that you'd want to take a few bites with no shield
that make sense
pretty annoying having to hunt down red sugar when a little divit of health is missing
I like the current thing TBH, it punishes mistakes so you can't just go hide in a hole for 5 minutes sucking your thumb and ruining the pace.
well if you hide for 5 minutes
that or "swappable" shield upgrades, do you take the 50% explosive resistance or the 200% shield capacity boost?
or if they impliment "weak health" so it regens but it's only half as strong as normal health
Would be nice if DRG added a sort of "reputation" system like in Payday
where you could reset all stats and upgrades for something
I think I suggested that, but along with "caps" on joining hazard lobbies
so a lvl 1 can't join a group of pros and die every 2 seconds because they're new (then get mad because they're not experienced enough to play that hazard and hate the game)
yeah
but if you "reset" the games knows (you may be lvl 1, but you've been player level X before)
I never mentioned any "bonuses" this was just fo those that either glitched in a bunch of stuff and would like to start fresh, but still play the Haz 4 experience because they're not new comers
or just want to start fresh anyways
say when all the new stuff gets finished in experimental, I'm 80% sure I'm going to reset
if not at least lobby level stuff (you need at least player level 10 (at some point) to join my lobby)
There should be some requirements: players must complete a haz 3 mission without dying before the game allows them to do haz 4, something like that
Your teammates can die all they want, you have to not die
That sounds tedious.
Unless you do extraction, that's not something that can be done "easily" solo on haz 4 (unless they nerf'd the swarm times) as normally you get stuck in the "try to kite until I can rez 1 guy (dies shortly after)" or just give in
I think having options to set mins and maxes on lobbies might at least help
I'm pretty sure I've ruined some new players experience by joining their game and just rolling everything
More shield than health just creates the problem they're trying to fix; as soon as your shield is gone people kite in circles until its back to full and the glyphids cant really do much about it as long as you have open space.
which tends to drag on fights and extend games; often leading to protracted defeats that are self inflicted.
SUGGESTION: An enemy that directly interacts with the lighting mechanic. Either a creature that creates darkness around it/destroys flares, or one that only opens up its armor once its sufficiently lit. Something like a completely armored praetorian that sheds its armor or gets stunned in lit areas or something.
I think more interactions with the lighting in general would be cool. These creatures are evolved to live in mostly darkness and all. It stands to reason they might not appreciate bright lights and what not.
What about the Magma Core's geyser's or the Radioactive Exclusion Zone's glowing crystals? How would that work?
RE-ADD BEARD HAIR COLOR
I have a suggestion that would help with solo play and such, give the scout the ability to mine while using the Scout's zipgun. Like it only needs one hand, I don't see why you can't mine with the other. And it would help abit the viability while soloing and such. But even with others it would help.
"suicide mining" - Have your scout buddies mine all that crap hanging off the walls, then revive them when they fall to their deaths and grab their minerals
if you get grabbed by a Cave Leech, press x to call Bosco so he goes to your rescue.
As for him shooting a wall, you'll have to wait for a fix for that. I don't play much solo, but apparently his ai is still kind of floppy.
Not a huge suggestion but would it be difficult for you developers to add liquids to the game? Are liquid physics difficult to code?
@azure crescent There was a statement a while back saying that liquids would not be added to the game.
ok 😃
The short answer is that its probably too difficult to do @azure crescent
Can you change the font next to the player's names ? I'm playing at 1680 x 1050 and I can barely ready it
bring back hair colours please
@solemn oak I've passed it on to our art director 😃
Thank you!! And I agree with @charred fox :D
why are all customizations so expensive in the game ? we players prioritise to upgrade gears and high prices lead to very little to no customization. we all look the same 😦 also please bring back hair colors (preferably at no cost)
I like the idea of expensive vanity so u have a goal after all your upgrades
Hey fellas, I know the rework of the vanity system is a ways off, but hopefully that makes this request even more feasible. Can you put a few cowboy hats in the game? A Stetson, and a straight brimmed one? Or at least one for the gunner? I'd love to tote that heavy revolver as "The Dwarf With No Name,"
There was a thing about cowboy hats just yesterday, lemme see if I can find it
And yes, those reactions are spelling out "despacito"
Very small server, just a group of friends
Point is, you can see which hat is in favor
Firefight mission, kill ___ ____s with a constant swarm, e.g. kill 10 preatorians
Savior mission, save and escort a previous miner back to the drop pod
and community made skins for guns and characters but not neccerely on the market maybe like a competition very month or so and then they would go in the game
Good ideas
thank you
give us back the silver and black armors 😃
And flood light
you can just change the color
i dont think you can change armor colour
while on the topic of old cosmetics, also allow us to change hair colour again!
i hope you remove the grabbing fly. it really kills the game. you cant see it and it grabs you again and again. we just failed 2 missions only because of them and if this goes on i'll qiut the game 😦
you can hear them coming tho
doesn't really kill the game tbh it just makes it harder
i think they forgot something in this update
No longer green! A sign from the Gods!
@broken marsh you barely have to damage the grabber at all to scare it off, and it makes a loud high pitched screech when it targets someone. awareness counters the grabber
Make praetorians slowly deflate as they spit acid
ahaa! so the Praetorians were water balloons all along!
the acid spitting isnt as scary as i first thought actually. since theyre immobile while spitting, you can more easily shoot them in the butt
VANITY SUGGESTION: can we have the option to dress up bosco with different animal shaped parts and different colours?
And maybe Molly too (though I can see issues with the online for that)
Just end the universe, you'll be doing us a huge favor
i think the flying grabbers should either have lower health, or be changed to where you can shoot while grabbed
feels like they have way too much health for something that can instantly incapacitate a dwarf
they had lower health and it wasnt a challenge. the missions arent supposed to be cake walks. as a team they easily gey shot down.
Maby have a tap-to-free-self system to free ones self, but you’d have to time it to not drop and die
So maybe like a bar that fills up as you tap?
If you stop tapping because you decide that the timing isn't right the bar resets rapidly and you have to make the progress back up again.
.
(!!) I want to see peoples level, and total level like I could before this current update!!!!!!!
Also - You can mine Hot Rock but not drill it
You can see the levels at the end of the mission @oblique osprey
I want to see it mid-game
Could we get the ability to block tunnels ? to keep swarms etc from entering a tunnel or something. Or maybe have enviromental hazards that cause tunnels to fill with debris
I don't know what the limitations of the game currently are
A barrier grenade would be cool
or maybe like tripmines or something to secure a tunnel for a while
The problem with that is the same as setting up the engi's turrets at the start of a tunnel and moving away from it, the glyphids will spawn in past where you left the turrets, so it would only be effective if you were sticking around
I'm not too fond of "mash this to do X" ever since ResidentEvil 4 and up (Mash all the buttons and wiggle the sticks)
I'd perfer if you could "punch" but the legs holding you some would show a weakness and you'd have to punch these weaknesses to make enough of the legs not hold you thus allow you to be free. But I'm guessing they're using the same code as Cave Leeches for the grab. so either they make two types of "grab" code or now you can free yourself from leeches too, which by the way just grab your whole head (and could possibly have a muscle relaxant slivla venom)
But at the same time I'm not a fan of Disabler creatures (cave leech I feel is more of an environmental hazard and doesn't count in my books)
I've got kind of an idea for another class - basically the premise is to increase your teammate's damage, defense, or speed temporarily.
Essentially just have one of the utilities be a booster box the class puts down on the ground that has 4 slots. Each slot has the option for 3 different boosts.
1 could be enhanced ammo that pierce armor, which makes every hit a critical. The amount you pick up is dependent on the weapon you are using, say 1 magazine for weapons that reload and then a percentage for weapons that don't (like 10% of your total ammo). Alternatively it could be just an overcharge for weapons so it could apply to the flamethrower.
Another slot could be a shield overcharge which would double your shield health and recharge rate for a set amount of time.
The last slot would be a temporary adrenaline booster which increases movement speed, pick swing speed, and pick damage, which would be helpful for quick mining or running to a drop pod.
Or instead of giving each slot a choice, have the class have the option to put down a booster box which has 4 slots of one type. This could prevent the incentive for one player hogging all the slots and getting every boost.
I think this would be a cool way to communicate with your team and see what boost is needed for the situation at hand, and would be most effective if your team stuck together.
For the weapons I'd recommend a burst assault rifle for a primary, and a 6 shot grenade launcher similar to the M32 for the secondary. The mobile utility could be a deployable rope ladder to help scale vertical walls or overhangs. Grenade could be an incendiary which puts down a temporary field of fire.
Bosco's Hammer
Let's him repair items (like miniMules) and assist in Building (Like turrets) At a slower speed than the player. Still, his help would be appreciated.
I'd rather that when he digs up eggs and ores on the side of the wall, he makes sure that the egg actually falls out of the cavity. I probably asked him to mine that particular egg because it would be a massive bother to reach it.
He could just pick it upthen dump it next to Molly
oh god, why is there this weird headbob when you mine stuff, can we have an option to remove it? (setting "headbob" to 0% doesn't help)
Just disable (or turn down) head bob in the options.
id like some more standard sideburns available
also the ability to change our classes voice would be nice. my scout looks way too tough now to have such a squeaky voice.
Idea:
Heavy Melee Class:
Specializes in AOE damage and overall protection for the team.
Description: The heavy melee class is a front line bruiser (tank) that can withstand a moderate amount of damage before having to pull back. This class does AOE damage, with basic attacks from it's weapon being sweeping strikes.
Weapon: Hammer or Axe to stay true to the dwarf aesthetic. These weapons can be upgraded to give the melee class more damage (obviously) and have more of a affect on armored targets such as the Praetorian and the Dreadnaught.
The weapon's final upgrade can be a power attack. When left-click is held down for 2 seconds, the melee class will raise his weapon, then immediately smashing it down, dealing a great deal of damage to anything with in a 5 by 5 meter area. (I haven't picked numbers due to balancing issues).
Sidearm: Pistol. This sidearm would be similar to the Driller's and give some utility to the class when using it's primary weapon is just not feasible. The sidearm cannot be similar to the Gunner's due to balancing issues.
Special Tool: The engineer has turrets and the scout has a grappeling hook. The heavy melee class has a shield with a 10 second duration and a 15 second cooldown. This shield protects the Heavy melee class's front completely, while reducing melee damage by 20% for the duration of the shield. This shield can be upgraded to have a shorter cooldown of 12 seconds.
Pickaxe and Flares: Same upgrades as the other classes.
Grenades: Same damage.
Health: Same.
Armor: The heavy melee class is a tank, and being a tank requires a lot of defense. The armor can be upgraded to provide the class with 20 more shield, giving the class a total of 110 shield. The final upgrade is resistance to damage such as poison, fire, and explosions, not complete immunity however. This upgrade only gives 30% permanent damage reduction to those specific types of damage. This upgrade also gives the melee class 15% damage reduction to blunt damage (Basic attacks from Warriors, swarmers, etc).
Note: I understand that some things that I have typed up may be a little broken / game breaking. Please let me know what you guys think!
hammer down?
@oak basin it doesn't do anything to what i'm referring to
artic style biome or a partially submerged cave system with water
game is in desperate need of snow area with slippery slopes
can even repurpose the bog slime for deep snowbanks
have snowstorms be repurposed sandstorms
lemme workshop this for a minute
what would be unique about the snow tho
@near glacier , I like the idea. Maybe instead of the hammer down ability for his primary weapon, he could get a mobility utility item like a jump booster jetpack that has a cooldown similar to the grappling hook. He could then use the hammer when coming down to do the AOE damage, plus this gives him some sort of extra mobility to traverse across caves.
hell you could just have it be a challenge biome with hazards from every area;
-snow banks = bog slime
-falling salt crystals = icicles
-hotspring vents = visually practically they'll look and act like steam vents from the bogs, but they'll inflict damage over time while you're in their vicinity; vertical mobility at the cost of hp
-snowstorms = sandstorms
-radiation crystals = ruptured drop pods or equipment from previous expeditions that's leaking radition from a power core or something
-I don't know how you'd work biozone's specific hazard in there (those cactus things that throw thorns everywhere? elevator trees?), but I guess you could have some other sort of carnivorous flora? Maybe just remodel the spike-thrower cactus into something that resembles a coniferous tree that throws out pineneedles/cones instead.
but nothing is unuiqe
That's the gimmick, it doesn't have anything new per se, but it has everything hazard at once, instead of one specific thing
it'd be a complete nightmare to navigate for those who enjoy a challenge, without affecting the whole game, like a certain balance change to health & shields for instance lol
See, it practically writes itself
a semi-low effort update that introduces a whole "new" area using recycled content, for when you need to release something, but you're not quite finished with the large project, for instance
honestly though, the thing I want to see the most is more evidence of previous expeditions
salvage missions totally scratched that itch, what with retrieving broken Mollys™, but it's always nice to see more of that
Sort of I guess, they certainly have the color pallette for it
I wonder if it's possible to make crystals that are part of the terrain transparent
^ could have a few tools laying around the compacted dirt to make it look like it's been recently excavated
if we're still rolling with the snowy theme it could be referred to as compacted slush or something like that
if it's possible to make it semi-transparent, or even glossy, that'd be perfect
one could even spin this as a winter event; I'm no programmer, but I don't imagine it'd be too difficult to have an idea like this done by the holiday season
The Unreal Engine's material system is quite extensive, translucent materials are certainly possible with it.
There's transparent material on the space station, can't believe I forgot that
was thinking entirely of the terrain you find in levels
bosco roaming around in the spacerig!
i mean who knows maybe with the snow theme you can have a set time the longer you take the closer you get to freezing to death kind of like a hardcore mode which is just batshit insane to navigate lol
or maybe multi stage missions where its takes more than the normal tim to complete
but yeah if there is a snow theme the floors should defiantly make you slide around
Ice slides too :D
idk if bioluminescent is possible but that would be cool
like something out of avatar XD
Bioluminescence in the snow biome would look really cool
if we get a snow biome, we are going to need snow monsters to compliment.
I'm looking forward for some Yetis to replace the Praetorians.
if we can have both, the better.
I mentioned the Praetorians blowing freezing wind to slow you down instead of acid, also would be coloured blue to compliment this
Thinking about it twice, I don't know if I'm prepared to see swarms of Yetis again...
XD please god no. Although it would be cool if each biome had a unique enemy
Maybe a ice centipede creature
Found this on deviantart
It could basically freeze you in place and if another dwarf doesnt free you in time it downs you
That could be cool yeah
still waiting for that frost biome
you can put ice on it
frozen glyphids
snow storms
and what not
yeah ice biome would be cool
How about some more weapon varity, doesn't even have to be new weapons jsut some like special mods for them
like every weapon has like 2 mods that change how the weapon behaves and you cna switch between them in the lobby
like have a previce shogun wit hvery tight spread, or one that jsut anihilates everything close range. A grenade launcher that either shootes a devastating big grenade or a cluster of 3 small ones.
slow firing minigun that does more dmg or one that has even higher firerate
thingsl ike that
i think emotes/voice lines (similar to overwatch) would be a cool addition to the vanity store :p would have to implement a radial menu as well
Make it possible to escape the Cave Leeches and Mactera Grabbers by yourself. As it stand they are more or less an instant death. Particularly if your partner is down or grabbed as well.
thats the whole meaning behind it i think i mean this game is a teamgame and without such team mecanics u could go solo and do what u want i think this kind off enemy supports the teamplay a lot.
please add so that we can raise the mouse sensitivity more than we can now!
I have it at max and it's still not nearly as high as on my other games and it'd be super annoying to go and change the entire computer's mouse sensitivity settings every time I swap between this and another game
Suggestion: Biome Based Boss Creatures
A unique big bad for each area that you reallllly didnt want to fight that had about a 33% chance of showing up on any haz 3 or above mission
or possibly they could have a very distinctive lair that you had to enter on purpose, but if you did it had a massive amount of minerals
I imagine they will, idk when it will get to be biome, but I have a feeling there will be a Mactra Queen or something soon to compliment the Dreadnought
but yeah, boss chambers with a biome related boss would be cool too
seeing other types of wildlife would be cool, there is already the floaty jellies
and the angry bees
angery cacti
those too
And I had a boss chamber suggestion a long time ago, let me see if I can dig it back up
<@&257786783666929665> you guys have done a great job with making each biome/environment feel unique as for as far as geology and non aggressive fauna. Love what youve been doing with it. You may already have it in the works, but aggressive creatures unique to certain areas would really help each biome feel unique
It's gone be a few screenshots worth :/
@main olive there ya go
That's all I could find of it
hmm would be spookier if that eploder boss was just a momma, and the stuff that looks "explodiy" is just thousands of explody babies
on it's back
that it flings at you and around
maybe give it long legs like a daddy long legs
with weakpoints like spitting infestors have on the legs
gotta cripple it
it then crashes and nukes from all the babies blowing up
Probably been mentioned, but Make Black Crag great again
Or perhaps just armor dyes.
In the sand blasted corridors could there be an ant lion like enemy similar to the cave leech, but instead it's on the floor?
Basically there'd be an inward cone that is slippery that if a dwarf or enemy goes into, they'll slowly slide into the middle and a buried creature pops up and grabs them, thrashing them around until they are downed or dead. It could be a natural predator for the enemies and a cool environmental hazard. It could be pretty easily avoided, but if you're running around trying to kite a swarm you could easily fall in. There could also be a boss based off of this like an antlion queen that is much bigger and has grabbers that pop out of the sand and drag players towards the cone, which requires players to shoot them before they get grabbed. The queen could be partially exposed when grabbers are damaged enough to retreat and that's how you could take it out, or just throw explosives into the pit and reveal it.
*grabbers being some sort of appendage or tentacle, much like the Sar'lac pit in star wars
that reminds me of the creature from "Enemy Mine" when they crash on the planet
which basically means you're just making an inverted cave leech
I think something like a trapdoor spider would work better for the ground grabber
or combine trapdoor with the bobbit worm
Bobbit worm is exactly what I was thinking but just couldn't think of the name lol.
where is my 50% blast resist?
@main olive https://www.youtube.com/watch?v=qy2wbgzUaD0&t=173s the thing from the start of the video, is that what you were talking about?
idk if it's in this "part" but yeah the thing that grabs his leg in the sand pit
Yeah you were dead on about the inverted cave leech lol
Do cave leeches only spawn in certain biomes or in all of them?
In all of them, as far as I know.
Besides spit ballers, there aren’t any long range mooks.
Maybe an ambush sniper boss bug
Web Spitters, acid spitters? There's plenty already lol
But a sniper boss bug does sound pretty fun
@strong vector Yes, but they have slow projectiles and have relatively close attacks - or they merely disable.
I’m talking about something like a turret/gun bug.
hmm. Maybe they could make a bug that's adapted to take over sentry guns from old mining missions? So like it has a couple mounted on it's back or something
oh that's bad ass
Maybe a bit smaller, and more nimble.
#suggestions : Indirect defense/offense class
I've been thinking about some ideas over the past couple weeks for a class that would have no directly offensive weapons but instead indirectly causes the enemy damage. the first idea i had about this was a barrier grenade where you throw it down and it spawns a barrier that protects the dwarves for a short time or blocks a tunnel temporarily. the Glyphid swarms would have to attack a section (let's say it was a bunch of hexagons creating a dome or wall) in order to break through it but it would be useful for reviving a bunch of downed dwarves
the next thing is basically a gravity gun from half life, but you can only use it on medium sized enemies and below, so warriors, Swarmers and exploders. the dwarf would be able to fling away exploders and save his fellow dwarves from damage. by extension he could also use the exploding glyphids to attack this way to clear out swarms and other hazards where applicable.
for the primary weapon he would be able to shoot his fellow dwarves with an energy pistol that restored small chunks of their shield before having to reload (i imagine there'd be a small AoE on it so you could also defend yourself this way in a swarm or when pinned) if he hits a glyphid with it it will stun it (upgrades could prolong the duration of the stun and have the energy arc to other glyphids to increase effectiveness)
as for the secondary weapon he could have a gun that sprays hot rocks in an area that damages both Glyphid and dwarf alike, or the fungus bogs goop to slow them down (not sure if this would be a bit too close to liquids though so i don't know how possible it would be to do something like this)
for his mobility he'd have a pair of gravity boots in order to be able to stand above his fellow dwarves and see the entire field in order to know where his ability will be most effective. the boots will have a limited time to stay up though so it isn't too OP and a double jump mechanic to make sure fall damage doesn't kill them)
Wow, that wall appeared faster than even trump could ask for
XD i had it saved for a while, i was waiting for the right moment, i didn't want to dump it in the middle of the other conversation
@inner estuary Make sure to # big posts.
@inner estuary I like the barrier idea, I posted a few weeks back about a class that could deploy an electric fence.
yeah i remember reading that, it'd be the same sort of thing really
The barrier has been suggested a few times as a modifier for Engi
The gravity gun idea is cool though. You could use items in the environment as weapons
like exploding plants, spike plants, etc.
yeah like the big exploding plants
yeah
perhaps even stop cave leeches for a couple seconds by holding their tentacles
My prediction for the 5th class is one that can remotely detect ores/xenos
Some sort of scan tech
Technician
Also, goo immunity
Scanner gun; like a directional X-ray/radar shotgun
Artillery-esc glyphids you say?
@near glacier that, or a sniper
Snipers would be such a pain in the ass, especially on Haz 4
@inner estuary The technician aims the scanner, and fires of a charge that denotes PoI on the team hud
@near glacier that why it’s a special
Like dreadnought alternative
ahh i see, i thought it would work something like that too haha
“Team, there’s something with high energy levels sneaking around down there. Be alert!”
They should do more with the special mobs. Dreadnaughts are cool, and I can see what they're trying to do by making a "scary" glyphid, but it's an easy kill if you know how to kite
Also, charges seem to shred the armor
that sniper boss you were talking about could be a MActera based buggo
^
i'd appreciate a giant tunneling worm boss myself
I think Tater came up with an idea like that
Thats a recurring suggestion
Something that rolls extremely fast and explodes on impact?
A few people have said it, don't know who said it first
A wild Tater has appeared
gasp
@oblique nacelle Mactera Striker
Where's my freeze ray
There should be more mobs that affect terrain. For example, the dreadnaught smashes the ground, but doesn't destroy terrain unless it shoots the fireball. Terrain destruction should be more of factor since it could impede the progress of the player.
@lean haven Amp grenades
It's not the same :(
Bass Grenades?
Wish loot bugs ate goo
Wub grenades
Thats what we're missing
dubstep gun next dwarf class confirmed soundwave manipulator
that'd be awesome for a support class
shh
Echolocation scanner
I hear a DREADNOUGHT
Nice
that'd be cool, then it could just erupt out of the ground un announced by mission control
id really enjoy a slow firing dmr type weapon maybe uh railgun.......
a railgun could be amazing
A cool thing would be a rare praetorian with an or put over its weak spot that's mineable or drops after death which could also be like jadiz or just some morkite.
@warped folio like an encrusted enemy
Yeah
Sounds cool
this would be bad ass
Another idea was a crossbow like weapon which would drop a rope for steep climbing areas idk who would hold it though
like shooting straight up and then the rope hangs down and free climb it?
Sorta yeah
Or could be a crossbow weapon with a like ammo switch or something to have a rope special
might defeat the purpose of the gunner though
Well it's for steep climbing so it could only go up
I could only see that as an alternative for the gunner, shooting ropes upwards instead of ziplines across
@tawny acorn nice rail gun
Another idea would be when someone loses connections or just decides to leave the game the minerals in their inventory would he dropped/put into a lootable bag.
or the dwarf just explodes in gore and loot
and on reconnect "Well that was weird nervous laugh"
I just want the resources off people who leave but I like your idea better
Another idea would be if there ever was a melee class that they could charge an attack for better damage/armor piercing but also charge the pickaxe for a bigger mineral chunk to be removed.
Sorry if my suggestions aren't well thought out I just want to put em out there.
I'm sure this has been thrown out before, but i think it would be cool if the driller's flamethrower could be used to handle enviromental hazards, like hardening/removing the slowing goo, and clearing spider webs from tunnels, or roasting those holes in the walls that the little ones crawl out of
I agree, the driller should have a way past the slime
Engi can platform on it, scout can grapple, gunner can zipline, all driller can do is go under/around it
I reckon a constructor class would be awesome, someone who can build elevators and build electrified fences, synergise with engy when defending on the new salvage missions
I just drill through the slime :/
speaking of that
the new hot magma stuff isn't drillable for some reason
i suspect because it shares some kind of similar "not drillable" tick in the same way that ores do
it'd be ideal if they were treated the same way that green sludge is, tough to drill through but if you;re using drill fuel on it it should be getting demolished at least a bit
or if you want to make it realistic: it could eat it up quickly but also make it so that your drill overheat extremely quickly
What about a switch version? Would be cool to play on split screen on the go with friends!
girl dwarves be a good idea?
uh...
Robot dwarves ;)
Speaking of that, how about rarely finding dwarf remains or humanoid remains holding certain resources on them even ammunition.
I remember seeing patchnotes like that recently, something along the lines of
-added dead dwarves to caverns
could just be imagining though
Hell, I thought we'd be seeing some when salvage was added
I think the devs posted something like that on twitter
wasn't there also a sighting of a bacon shuttle or somesuch from the space station, or am I crazy
^ I think that's where I saw it
you're crazy
Could we get a togglable "visor HUD"?
With it enabled, depending on what style of helmet you have equipped the HUD takes on the appearance of a visor interior, a monocle or a hologram projected from your collar.
So today me and a friend did a point extract mission and wow was it a blast!! However after all the fun we realized that our efforts were not compensated very well, we both talked about the lack of payment and came to the conclusion that a "cash bonus" should defiantly be rewarded, especially since there doesn't seem to be any crafting mineral's in point extraction missions. I really think that a "cash bonus" would encourage players to participate in that missions type, the combat is fun, the difficulty is just right, just the rewards are a bit sparse. Rewards aside Point extraction is a absolute blast to play! Great work Ghost Ship!
Loving the sandstorms, however I think they should be more localised if possible: so a big area could have it blasting sand in your eyes but if you dive into a side tunnel, it's normal. Or vice versa; you could possibly use this to 'herd' players too. This is assuming it's possible to put it to certain areas ofc.
Oh, and here's an idea to help get feedback: the first time you complete a survey for a new version of the alpha/beta/whatever, you get some credits and/or rare minerals (50?) as a reward. Give some people who might not bother to give feedback and incentive, even if it's just to do the 'on a scale of 1-5' questions.
FedEx what difficulty did you play on
@warped folio this game definitely could use something for vertical climbing aside from driller who just makes improvised ladders, so I like this
Why such a difference between difficulty modes? I mean we played with my friend in two yesterday and faced with the dreadnought at easy mission. We both died there and out of ammo but we haven't kill him (near 15% hp left). So in one person mode, for example, I could kill him with Bosco and kiting. In three or four we could easily kill him. This is kinda stupid.
What do you mean exactly? Is it an issues with how the difficulty changes?
Often it heavily depends on the kind of environment you are in and how you deal with that.
(i.e. The room / cave.)
Dealing with a Dreadnought in a room full of holes, where one goes down from falldamage is not the best idea.
Suggestion:
Currently, the mission counter in the server list (00:00:00) starts when the Host of that session / server chooses and confirms a mission for play.
It could start when they exit the Pod in the cave or when it drops / drills down, after the loading screen, instead.
While the Players are in the Lobby, it could read "Space Rig", still.
Sometimes you'll have servers that read "Mining Expedition", "Radioactive Exclusion Zone" or "Elimination", "Dense Biozone" (for example) with, say, "00:16:47" played, but the Players have been idling in the Lobby this entire time and aren't really in the cave yet.
This may be a bug.
Yep. Doesn't make much sense to start the timer, which is visible to a Player looking to join, before the mission even begins.
yeah, makes sense. There should also be an auto mission cancel for afks. I've quick joined a few lobbies where the host was just snoozin
for a long time
I think we should be able to join our friends if no mission is selected as well.
just an idea but I think the engineers armor should give you shock resistance and not poison :V
cause like engineers are more likly to have insulated clothing right ?
NO
please ;~; poison immunity is the best thing in the game for Engi's the prae's are always dying on top of my turrets >:U
but engi has like no way to remove electro crystals d;
also shock resistance would be a very situational advantage, only in the Crystalline Carverns i think
I tried mining or blowing them up
you CAN just avoid them too though
not everytime I jsut found a tunnel that was jsut filled wit hthem and they pointed from one site to the other :/
yeah very narrow
You can shoot them but it takes a lot of ammo
understandable they'd give you trouble then, perhaps the engineer should be able to choose the kind of resistance he gets before he starts a mission? though perhaps the separate ones should also be paid for but at a cheaper price
I hope that we will be able to dye our clothes at some point
Need a better indicator if an exploder is about to blow. In pubs where mics are basically nonexistant, its hard to tell if one is behind you or underneath. Perhaps add a unique sound effect as it charges its blast, or make its glowing effect larger to show the effective range of the explosion.
On the topic of communication, i would love if you added a radial vocalizer menu. Lines like "look out!" "Exploder!" "Need a hand here!" "Hello" "out of ammo" "Swarm here!" "Thank you" Ect Can add alot of teamwork and character to each dwarf. As it stands, almost all of the dwarves have the same lines despite having different voice actors. Having 2 radial menus for communications, and for fun banter would go a long way.
@tough wadi im almost certain all the dwarves have the same voice actor
Really?... even still original voice lines for each would be nice
•Any mission type which uses a sonar would be particularly enjoyable. An example could be a very tough boss which the team must find and defeat.
I was thinking about the same thing viper said
but for another class
or changing the terrain scanner to a sonar
because I think is kinda useless as how it is now
i was playing with some people the other day and they suggested that the in game map, have an alien-like sensor for enemy blips
gerrit they would probably make taht a class specific thing
That would be cool
flare colors for cosmetics!
Also, make deeptorra hives (sandblasted corridors) and the shooting cacti (dense biozone) more common. Especially the shooting cacti, i think ive only seen them once in my entire time in the game
And for the love of carl give us back the beard colors ;(
probably will take them a bit, as I think beards and that were "fixed" items, now that they have build-a-beard that uses softbody physics, it's taking a bit to try to get them to use a shared material that will color all at once (or we can have blonde mohawk, black eyebrows, and red beard again :P)
I just hope they let me choose "no eyebrows"
I want an blue-white exploder variant that periodically releases EMP pulses instead of detonating itself.
These pulses disable all of your electronic equipment:
ammo counters, ziplines, drills, turrets, shield
Then we can give electrical protection to the Engineer with no problems, and poison resistance to the Driller, who should be standing at the front of the group anyway.
driller already has fireproof since hes uses a flame thrower
and fireproof should be even more important since magma core actually has lots of fire now
I'd rather have the engi keep poison resist as it gives him additional utility
no need to nerf him for one specific monster
With the change to the gas duration I would say poison resistant is not needed for driller
It goes away between waves
Shouldn’t the magmatic rock created by explosions in the magma core be made drillable? Currently you can only use pickaxes on it.
hoooooo, sonar attachment for guns like in aliens :D
Hi guys were you thinking about in-game global chat with possiblity to invite friends etc. perhaps?
what about add an upgrade to armors for increase armor's light?
You mean improve the flashlight?
What's wrong with the flashlight?
Theye didn't say anything is wrong, specifically, just suggested improvements
Also, most people find it really dim
I think giving a buff to the flashlight or increasing it's radius would remove the purpose of the flare
Honestly, just increase the brightness where it does reach, and people would probably stop complaining so much
Then why fix what isn't broken?
but you can upgrade your armor for increase shield
have bonuses for the flashlight, same as all your other tools.
I'm following you
why don't make an upgrade for upgrade range of the flashlight? or maybe a little bit brightness
It's been suggested a few times
it isn't broken @near glacier, i only suggest some upgrade for more brightness
Ah
As far as I'm aware, it only exists to keep you from walking off cliffs, bugs and ores tend to shine in the dark
there are upgrades for ammo, shield, numbers of flares... why not range or brightness for flashlight?
This just gave me an idea... 🤔
yes, totally right @oblique nacelle
Hold flares, same sort of thing as cooking a grenade, hold it up if you hold the button, lighting the area around you, but taking the burn time of a normal flare while you hold it
That would save me a lot of the flares I use walking down tunnels
Just making sure I don't miss anything
yes, not bad idea
i hope flashlight upgrades or perks. just it
because if you have a little bit brightness, you don't need drop flares for see everything in a small range around you
The only thing you need flares for is if you want to see the specific shapes of the terrain, or for spotting those buried materials(eggs which you can't see the glow of, bittergem, etc.)
@oblique nacelle
Holding the flare button toggles the flashlight. I understand this to be the case on keyboards too.
Can't add any more functions to gamepads unless you want to leave them behind. As it is, they don't have a VOIP button.
In the current game, there are no light-sensitive materials or enemies; no actual benefit to turning off your flashlight, so would you recommend replacing the function?
How is that new character for the game coming along?
[Q] So there is crossplay in DRG?
Check the welcome page, at the bottom it says about cross comparability
ok thanks anyway
@naive oasis First, sorry, this is like an hour late
Second, I completely forgot that was a thing, as I never turn off my flashlight(I do play on xbox btw). I think there could definitely be implementation of this without removing any current features, but I'm too tired to think of one atm. Only thing I can say is there is a lot more keybind(buttonbind?) potential on the controller than most people acknowledge
I can't think of any more potential myself, without putting more stuff onto the LB+Button and the like.
On the topic of the emote wheels that people frequently ask for - those could easily become LB+DPad, I guess.
Look at Elite Dangerous
Haven't played Elite Dangerous, sorry.
I've got 32 keybinds just based on abxy
I don't really want them messing around with the triggers. Don't even see how that would work. Grenades on RB could be made to share functions, in a pinch.
A point system; not for the perk tree. Points you get from (also a suggestion) daily missions, or even a weekly mission. A system that is in the game Killing Floor 2, and it is GREAT and it gets the players to keep playing when they have 5k+ of all materials and there is nothing else to do! 😃
But what those points should be used on - I don't know
Maybe some skins or something like that
I think there should be a mineral trading system between players like 100 jadiz for 100 magnite
New Class idea: Hunter
Carries a big huntig rifle maybe a double barrel shotgun with slugs ( no scope) that penetrates armor
can put up traps that can slow down swarms etc
Sounds like !scout
oh I missed the part where the scout had a hunting rifle :V
to me it has a mediocre assautl rifle and a sawn of shotgun
but sure same thing
The problem of adding a 5th class is finding what the current 4 lack
the ability to penetrate armor
I theorized in a previous comment: the 5th class is most likely going to be a detection based class
Explosives are in abundance though
I want a class wit ha big slow fireing ap gun that ignores armor
The Gunner can already penetrate armor
yeah the hunter could get tools to track enemies
can we have an explosive that's specific to ores?
but can he oneshot a praetorian ?
Yes
k I guess you dont want variety
360 butter sauce no-scope class is not going to be added
i mean like. plastic explosives?
Alt equipment will definitely be a thing in due time
Eh, I stopped speculating atm, I want it to be a suprise
I do hope scout gets a real ranged rifle of sorts
good thing Nescient knows what the devs will do :V
Good thing I know they won’t introduce a class with a handheld orbital cannon 😒
handheld
How does the dropod get out of orbit
Indicating they just ripped it from space and use it down there
The thrusters are on the top
Pure dwarven contempt for bugs
Why not take 2 bosco's and strap them to each foot, like rocket feet
cruelty to bosco's
"5th Class Speculation / Prior Suggestions"
---
* Sniper / Marksman
* Scientist / Technician
* Cryo-gun / Cryo-grenade
* Misc. Heavy Weapon / Demolition
* Scanner / Radar / Echolocation
* Medic / Healer / Repairs
What if there was a random low gravity event during some missions? (like in the lobby)
Or perhaps that could be a feature for a new area?
As long as it didn't make the game too easy
Being able to fly away from any bug attack seems like a cake walk
The bugs could leap at you with high speed while your floating around.
Which requires new animations and scripting, which may not be worth it because it totally messes up balance anyway
is the whole interactive stream thing going to get twitch support, or is that not feasible?
I was suggesting leap attacks but for another reason. A Dev said it'd eat up too much CPU having the bugs calculate leap logic (at least for issues of floating islands) I think just having some spit attacks would work
I didnt even know what mixer was until I looked it up
I’m not really a fan of spit attacks anymore, really just for mobile enimies. The amount of living beings that can spit/shoot stuff is pretty high at this point. Acidspitter, Preatorian, webspitter, mactera spawn, and the dreadnought, though I know the dreadnought uses it from a distance(duh) and I haven’t seen what the preatorian spit is like. I just feel that the roster could do with more melee based enimies at this point.
But idk. Up to the devs.
yeah I'd prefer if warriors and swarmers had a flea like leap attack but, eh
please add a Nigel Thornberry moustache to the game
would be nice if the salvage op involved more doing and less waiting, honestly
having two proximity-based defense phases followed by one even longer hold-out phase just ain't terribly satisfying to play, at least in my experience so far
making the uplink and the fuel cells an active repair that one or two players can do while the others defend against bugs, then ending it with a huge swarm finale during the last countdown, would probably be more satisfying to do
@main olive They do; it's a cute little leaping animation and much apperciated.
@lunar quiver This indeed
@glass peak Problem with that is that it would make it impossible to play the mission solo, except as Engineer, which is not preferable.
I've played it, but swarmer leap isn't the type of "leaping" I'm referring to
or at least I didn't see a 15m leap yet
Mule I think counts as a Vehicle and a Robot
That would be sick if you could call in a Crawler or some sort of 4 legged 2 seated robot, have a driver and a gunner seat with like a 40mm cannon and a HMG. Has a set number of HP so it won't last forever, costs gold or nitra to call in, and has 2 extra passenger seats so your team could use it to scale really crappy terrain or transport large minerals for point extraction more easily.
Vehicles are a very interesting concept...
Might be difficult to implement, unless there was a special mode that used them.
Hmmm, or simply they could add that ability to hang onto Molly and order it around.
Drive it
Couldn't it just be a reskin of Molly essentially with some seats and weapons and player controlled?
with some HP stats, make it attacked by bugs as if it were another player
so you can't really leave it behind.
I was thinking dwarves could just hang onto it
I dont see vehicle implementations being good for DRG
seats might be a bit much
That would be cool to have them hanging on the sides. Weapons could be less accurate since they only have 1 hand
@oblique nacelle that's why I suggested the ability to hang onto the mule while it moves
But yeah, it isn't really neccessary, just a thought
As is, in certain areas, you don't even need to use your mobility aids
I've gotten pretty good at navigating crystalline caverns, and using Molly as a stepping stool
Yes, but riding the mule would aid escapes... especially when it climbs 100m straight up
But couldn't the crawler concept be really fun? I'd personally love it to be able to have essentially our own tank to just plow through a couple swarms before it runs out of HP or ammo.
I just can't see a way to implement it that wouldn't be broken
Just put foot holds on the back end, and a bar grip on the top.
Some sort of fixed drop-ins, antigrav shaft or something cool like that, sure. Vehicles/riding Molly, is a solid no from me
And probably quite a few others as well
simple
Fair enough, it is a bit extreme at this point.
One dwarf at a time
Molly is already super slow, so it's not a huge advantage... plus maybe it can't be driven. You'd still need someone (scout) on the receiving end to call it
As a separate vehicle, no. I was trying to compromise the basic concept of being able to ride something.
fuck this is drg not minecraft
Diggy diggy hole
What's the point of a mine cart if molly is there. There's no practical use for the company to have that
vehicles woulkd defeat the purpose of the game
There would have to be a different game type entirely to allow it, if it was to be implemented
nescient thats not a good idea when you call an escape pod and you can just hang on and just goo 100ft straight up through the map
Either my idea or his
defeats the purpose of running to the escape pod
Very valid point, solo would become trivial
its supposed to be a mad dash to the pod not lets get in the vehicle and let it do all the work
@tawny acorn That's not a valid argument because: (1) you need to know which chamber the pod will drop too, (2) you can still elevator with molly already as it can easily be ridden on vertices, (3) the mule would only be able to take one dwarf, (4) knocks would still be in effect (like a zipline) so grabbers and projectiles could dislodge a rider and easily kill them in a steep chamber.
In practice it would be a slight advantage, but with major downsides.
You'd also be abandoning your team... which more often leads to death.
So are we saying vehicles just don't have a place in DRG or they would be unbalanced?
the whole point of the game is exploring deep dark caves on foot there in my opion is no need for vehicles as caves arent that big
separate vehicles have no place (outside of a game mode), but riding mechanics for the mule aren't out of the question
Of course, this is the first time the subject has probably come up, so I doubt it would be added.
why would you even bother the mule is slower than walking
not to mention unable to defend yourself if your holding on to it
The scout could basically summon a teammate + the mule to a hard to reach spot
Lost teammates could get on the mule and have their friends call it back
It's a way to get across goo
Unbalanced imo @strong vector
Theres lots of ways across goo, I dont know why everyone complains so much about it
also, you can already ride the mule. why not just allow players to hang on?
Wouldn't that make the gunner zipline kind of pointless? And then it'd be annoying to have to wait for the mule to drop minerals off.
And then with the vehicle I feel like it could be tweaked to be fair, have a limited use, and have high risk /high reward to use. Crawling on a wall as a team? Get blown up by sploders at once, vehicle gets destroyed, everyone could fall to their death.
because it defeats the purpose of the game]
right now only one person can kinda stand on it for any period of time
@strong vector My suggestion involves one passenger at a time
I dunno, the more I think about riding the mule, the less I like it. It's already annoying having to call the mule and wait for it, now if some other players are using it to scale stuff you'll barely have access to it.
not to mention if the mule glitches out your screwed
Well, the argument I'm making is basically the only way anything remotely close to a vehicle would be added 🤷
also riding the mule up anything would defeat the purpose of scout and zip lines
as mule doesnt waste ammo so they would just use the mule 247\
@tawny acorn Well, you need someone at the bottom to get the rider back down.
Yeah, I see the point.
It's a redundant feature.
Of course, if someone has to go afk... you're forced to leave them behind. with this they could hop on and have a better chance of not being killed, but meh.
So ya'll keep saying something about an alternative gamemode where a vehicle could be used. Would that be like "You'll be landing in a massive cave with huge caverns. We've sent down a vehicle with you to assist with transportation"
@oblique nacelle I don't think it would break the game. People can already abuse pod elevators.
and then maybe there'd be certain minerals you'd need the vehicle to mine so you'd have to protect it?
Also, greyhound, thats the kind of thing I was thinking Minecarts for
ive only seen 2 people succesfully ride the mule the entire way back lol in 156 hrs
Molly is out of order, you're going to have to make do without her, team
I did have an idea for a TBM like machine that you need to protect... like a mobile point extraction, but each new chamber the machine bores into brings with it new unknowns.
Ooh that could be cool.
You're going to have to bring everything directly to the drop-pod, we threw in some carts to help with the heavy lifting
Also, there was an idea that it can bore through some super hard layers of rock/deposits.
A sort of extended Point extraction
@urban verge Like most of the landscape you can't mine, especially downwards, but each different cavern has more resources, the further down you go the harder it gets with more reward?
Because that'd be pretty cool
@strong vector Yeah, I imagine it as a gently sloping cave seed with large caverns the TBM moves through.
and then there could be a boss room at the very bottom that is optional
I was thinking more like the machine just digs straight down after you're satisfied with how much you've mined in that cavern
🤔
Ok so it'd go sideways instead of down, but same concept?
The team protects it as mission control sends it directions as which chambers to dig to
Payday, defend the drill type of thing?
Yeah, but mobile and you don't know what you're going to uncover with each stage
"THE DRILL IS JAMMED!"
"GIVE IT A GOOD SMACK!"
So we can finally all agree that at least that's a cool idea? Because that'd be awesome
Yeah, thats cool
Ya did it Nescient, ya did it lol
The issue I was having was a vehicle thats mobile, if it just goes to a specific location as part of the mission, sure
mobile as in wherever you want, whenever you want
It was a long and bloody battle, but you came through in the end
This game mode could easily be applied to a queen hunt - like the team had to dig into the chamber that is within extremely tough rock formations
YES
Hell, the drill rig could even contain a bomb.
kinda like a payload objective
Protect it while it sets up and then gtfo
Could it also be used to mine really tough minerals? Finds a massive deposit of something picks can't get through, breaks them up, deposit fragments in Molly?
Both modes could be available. Might be easier to develop a simple mining mission and then apply it to a queen hunt
queen could be a stationary thing like a giant dreadnought with one of those swarmer nests for an abdomen (I can't remember what they're called)
Team, we've detected a very large heat signature in the next chamber, we're sending you a resupply. This is the last chance you'll get, so make sure you take it
boring machine has to drill to it then detonate
Given the toughness of the next layer of rock, we won't be able to send you any more resupplies
Summarize this idea so they don't have to dig through this chat to find it lol
^
@oblique nacelle @lunar flicker Yeah, the rock hardness might mean resupply is impossible past a certain point...
I'm pretty sure they dig through here every once in a while anyways, but thats still a good idea
that could be part of the gamemode; they can't detect it because it's so deep, so you have to drill to a chamber, collect mission data from a previous expedition of dwarves, then continue to the next chamber, etc etc, like a treasure map
So a payload gauntlet of 3-4 chambers, then you reach the final chamber with the queen, and then have to protect the now vulnerable drill as it's unloading the payload
drill could have a set number of resupplies mounted on it
🤔
just have the Molly AI on it, but so that it returns to the queen location instead of the drop pod
have a constant trigger on it to remove material around it so it doesn't crawl through 2 inch spaces
Mission type: Drill Head
(1) Ore collection: Protect the drill head as it breaches into chambers whereby the team is responsible for collecting and/or the drill head mines the objective mineral
(2) Bug hunt: Guide the drill head through a series of increasingly deep chambers, then guard it as it breaches the queens nest chamber. finally, escape to a pod, all the while facing down the queens royal drones
Something like that
in every chamber there's a bunch of data fragments you have to dump into it, then press a button so it can continue to the next room
in fact why not just make it a giant molly with big dumb pacman drill jaws
-Mission control has detected a glyphid hive in this location -We're sending you in with a drill to break through, find the queen, and detonate the payload -due to the strength of the stone in the glyphid tunnels, you only have so many resupplies, so use them wisely -also, watch out for the glyphid king, he probably won't be too happy with the intrusion -good luck team
My spin-off of this idea
Also, pick mining normal rock would be difficult, and perhaps impossible on some formations. All mobility tools gain huge necessity in that regard
- this mode would eliminate the drill the last 100m to extraction meta that plagues the other modes (which would be a good difficulty wall for something intended to be a boss mission)
Reduced mobility idea
Platforms won't stick to the stone here very well, so we've modified the platform gun to use more foam on connecting to surfaces, meaning each platform is smaller.
Due to the toughness of the stone, your drill will take a fair bit longer to break through the stone
+
Your grapples need more velocity to properly stick in the stone, so you're going to have to be closer than normal to use your tools.
The stone here is too tough for this, but I'm sure you'll be able to use it for something... (egg nests, bossfight? I'll leave this up to the developers)
It wouldn't address why supply drops are unavailable, but wouldn't making the walls really gooey instead of hard better explain why drills and pickaxes don't work?
The harder a material is, the easier it is to shatter.
Shatters in pockets? I dunno dude, it's a game
While in a hive, it would ve kind of cool if they used a different tunnelling algorithm, so that it generates networks of twisting tunnels only just big enough to fit a Praetorian and then a little more.
Not quite so cramped as a driller tunnel. say twice as wide, and naturally round
and a new room spawn type, where there's just a massive cavern that is wall to wall with Glyphid tunnels (a nesting room)
we need a drawfriend to doodle up some of these ideas
We've found a glyphid hive, sealed off by a series of cave-ins, you're going to have to drill in between the sections. Being trapped in there, they've bred to an ungodly population. We need to destroy it, so they never find a way to escape
^how's that?
every surface is covered in glyphid tunnels
That cave is actually pretty much how I picture the rooms
should we perhaps nerf some of the flyer's health
the flamethrower is too weak against them
which sucks because they are super hard to hit with the pistol
could we perhaps also replace the pistol with a machine pistol ?
Are you expecting to snipe with a Flamethrower (Which has expected damage fall-off)
And of course they're going to be tanky against a Pistol, and they'll stop a bit to charge up after their jittery dodging tactics
Please don't make the game more noob-friendly like that
I mainly take them out with pistols, or if they've stopped dodging I'll use the flamethrower if that's on hand. Only takes a short burst and then I let the DOT take them down while I focus on something else.
chumps try to use the flamethrower's own primary damage to kill things.
Next, a grenade that latches on to flyers because they dodge them too well
yus
and make Borderlands style "shoot friends to heal them" baseline
sticky grenade perk that also increases grenade throw speed 😄
Well that's not game breaking I guess
Anyways another suggestion
Different grenades
Perhaps a Molotov that breaks on impact for driller
Not sure of good replacement for engineering tho
Gunner and scout can keep theirs
Still want the driller to change to accurate machine pistol
Everyone spams the firerate anyways, may as well spare their fingers