#suggestions
1 messages · Page 64 of 1
Well hopefully they add more grenades
And perhaps just a 3 round burst for the drillers pistol
Since each bullet does so little damge
If you fire the gun like a machine pistol
Like I said, not making the gun better at all
Just a little easier to use
I still find it kind of off that the driller walks around walking through walls, setting rooms on fire and setting high explosives, then whips out a tiny little pea shooter
me too
driller already has so much going for him, he doesn't need a big secondary gun
all the pistol really needs to do is offer some firepower outside the flamethrower's range, which it does. good for taking down spitters and allows you to kill mactera spawn
The drillers pistol is fine for dps
It's just a pain to click so many times
I would rather have it be automatic and lose some fire rate or accuracy than having to spam click
My fingers need to work and not be wasted away
anybody think a versus mode would be good once there are more miniboss type monsters for team alien to play as?
(a hypothetical for the far future)
That would literally be Left4Dead, but DRG
Not calling the idea bad
It would just be too similar to Left4Dead imo.
L4D2 invented vs modes
I agree with the responses, the drillers gun is still ok to use and sort of balances the class, I was just pointing out how comical he looks doing it
pretty sure that's supposed to be a joke in the first place.
"A light pistol for a light dwarf"
Yeah the damage of it is fine
He needs to be balanced and cannot be good at everything
anyone else think heavy should have one more mag for his gun? or am I just being wasteful with ammo
(havent played much since april)
The gunner is supposed to rely on his minigun, the revolver/hand cannon/whatever its called is more for picking spitters of the ceiling without spin-up time
the handgun runs out fast yeah, so you need to be scarce with it
I only use it for ceiling bugs and praetorians if i ran out of explosives
yeah makes sense
i suppose i gotta be bit more careful and be more strategic with ressuplies
A modifier where it's nothing but swarmers
Oh god no
The walls would be pink
Actually come to think of it, that would be interesting
Ring of fire... 🎵
♪and it burns, burns, burns...♪
you cant get lost in the caverns if you can drill and dismantle the entire planet
Hey guys
the tunnels ar cool
but they need to be a little more scarce
they're way too common
So I've read a lot about the idea of having a sniper class in DRG across multiple instances where the game is discussed and the one thing that I've always noticed that is there are weaknesses of the "class".
A common theme with these ideas is that it's always a slow firing, long range rifle with low ammo capacity paired with an automatic pistol of sorts.
The largest weakness with the sniper idea is that more often than not, you are combating lots of low health enemies with small crit spots rather than one large, which means the majority of the damage potential is wasted on targets who don't need such overkill. \
The weakness with the pistol is that there are already two pistol type weapons in the game, and adding a third would be taking the uniqueness from one or the other.
So, I now propose some weapons that requires a similar need for accuracy, but, is more efficient with ammo and is still unique compared to the other classes.
Rather than having a low RoF weapon, having a semiautomatic rifle that is slower than the Scouts gun but faster than the platform gun could be a good replacement.
"so, what about the other gun this guy could have?" you say? Well, instead of having a gun, perhaps he could have some throwing knives. Along with being a good melee option, he could throw one of the knives he has and is able to pick it up once he is over it.
Sorry if this is hard to read
I just suck at my own language
Why not SMG. Pistol. Sniper. Radar as the snipers load out. Gives the class the small fry attack weapons and a long range class special kill rifle
Then the gunner would be sustained DPS and the sniper would basically be a less mobile scout but with heavy dps
I hate amunnition in this game. Please add some modificators like: all classes got unlimited weak energy pistol with unlimited ammunition. Add this as an option. Cause I really hate that mechanic.
That would kind of make collecting Nitra pointless then, wouldn't it?
ya. as a survival game, resource management is one of the main mechanics of the game
and you do have and unlimited ammo damage source, your pick axe
Don't be so quick to dismiss another's suggestion. If they are dissatisfied with an aspect of the game then it is likely they have reason to be so.
You might be having ammo management problems, if you dislike the ammo system.
Spray less? 🤔
if you're playing solo, Bosco helps a lot
I actually went through a HZ3 swarm just by using my pickaxe xD
"i hate ammunition mechanic"
you realise that's like saying "I hate jumping in this mario game" right?
Maby by collect extra nitra, or buying at the mineral trade you could bank it and use it for a later mission. They’d really have to work out the spawn rate and price.
Though
@distant island didn’t you have a heated discussion with a few people about how you felt that the reload anim for the scouts flare gun was to flashy?
that was a month ago
and that was different
that was an animation
this guy is complaining about a core mechanic
Carrier pigeon.
Well then...
I’m not sure actually. Only been a part of the discord for a month or so. I think there might be something about another sight for suggestions in the pins of this chat, but I’m not certain.
i believe you can @ specific groups in a discord
mention by role
yeah, bug reports they like posted to the trillo or something like that
Any comments on my suggestion?
molotov is a good idea
I don't want to headcannon a suggestion
I believe so.
Well into trillo I go
Proper, easy to read formatting. Try not to ping them for every idea / suggestion.
how do I use trello?
well new better understood suggestion
1st Suggestion, replace the Driller's grenade with a Molotov cocktail. 2nd Suggestion add a fully automatic fire rate for the driller's pistol. This is because no one fires the gun 1 shot at a time so may as well save everyone's fingers. <@&257786783666929665>
Would be really cool if the game start menu had a survey that asked "would you want to see a healer class added to DRG?", and " would you like pvp to be added to DRG?" And if you say yes to either question it causes a big red sign to fill your screen that says "You're playing the wrong game then!".
An actual poll like that would be cool. Like, if the devs went through their suggestions and found some that people mention or recommend often, and they put it up for people to vote what they wanted in an update, or in the future in general.
But that might lead to high production demands, so it’d probably be best if they found what people wanted AND what they could complete for a near future update.
there is a detailed feedback survey accessible from the game menu
though it takes more time than a simple 1-5 agreement question
@mortal panther That's the normal thing here
They take things literally a lot
Just an idea maybe a gamemode that offers longer harder missions that have separate stages and can take anywhere from 1-2 hrs help me add to this idea I just enjoy a long difficult modes
Streaming DRG now, to support AbleGamers Charity!!: https://tiltify.com/@malagate/carnage-for-charity
Had a discussion with some of the guys (gals) in general about railguns. Here's some thoughts on it.
possible secondary: SMG
Slow rate of fire, charge up time, and enemy / armour penetration.
Some possible upgrades (branches) could be to opt for full AP / penetration, to go through as many enemies as possible, and deal lower damage to each. The other option could be to add an effect which does a lot of damage to one enemy. For example it could turn into an armour breaker with a "shatter" or splinter effect, removing all or most of the armour from a praetorian / other bugs. You could also add an explosive effect similar to the Halo railgun which explodes on impact. Another alternative would be having the shot split up like a shotgun / flachette round on impact, damaging enemies behind the enemy hit.
@snow bridge I think the ability to pierce multiple enemies, and armor penetration would be nice. I'm assuming this would be the primary for a new class?
Aye, I guess. The alternative is we'd get choice for current class weapons.
I'm pretty sure I read somewhere that a 5th class is due to be added.
The railguns should get a feature where if you hold down left click for X amount of time, (Be it: 2 sec, 4, 6 sec) It's damage is increased by X amount (10%, 20%, 50%).
That's if they are added
i feel that would be op my suggestion is that against non armored enemies it does about the same dmg as other weapons say 7 but if you hit an armored opponent not only do you break a chunk of armor off a pratoreian you also do maybe 15 -20dmg on heavy armored enemies
basically a good armor buster but not op where if 4 people ran it the missions would be easy as fuck
it doesnt need to blow up prats in 2 hits or something xD
also having a slow rate of fire aswell so secondary is more practical in some cases maybe a light dmg smg who knows lol
whatever it is should be a support class the railgun should be hitting armored targets from distance not on the front lines by the gunner
i dont think that would be op at all, in fact its a great suggestion
a railgun would be bad as a primary because big baddies are rare enough that its wasteful against lil guys
if it works against normal bugs effectively, but can also be charged up to deal more damage against praetorians/dreadnaughts, it would be worth using
It doesn't feel right to have a gun like that in the game for some reason lol
i like it if only because i want to be able to do something efficient when multiple spitballs spawn in a giant cavern at a distance from you
one could conglomerate all these ideas for a ranged/tracker class under the theme of a Big Game Hunter-esque dwarf
only instead hunting with a pith helmet and a elephant gun for elephants, they've got a helmet with a bunch of magnifying lenses, and a railgun for dreadnoughts
their space-dwarf armor could have pieces of their kills on it; glyphid chitin plates, maybe some webbing as a shoulder-cape, cave leech tongue for a belt/weapon sling
actually scratch that, Pith Helmet required
excellent for picking single targets, but terrible at dealing with groups
to balance that out, maybe have them be good at detecting glyphids; enemy radar could be their teamplay gear, a la the scout's flare gun or the gunner's zipline
idea for gunner alternate secondary: single shot, medium-fast reload pistol. fires a dart that embeds itself in the ground (or alien) where it hits, and explodes after a short (1s) delay
I'd love to see a character that shoots like a semi-auto rifle that when 3 or so shots hit a single target it causes a small explosion on the otherwise decent damage it could dish out.
With cons I would think it has a smaller than average ammo capacity and alittle longer reload time.
Halo needler? :)
a railgun could be really cool
maybe gunner could equip it instead of a minigun?
it would be cool if we had an option for an alternate weapon
I've got a hunch that's coming
i wouldn't be surprised if they revamped the way the weapons for each class worked in the same update they brought out the fifth class, new enemies and missions require new weapons and tactics
Well I like the charging concept but I feel as since the railgun uses armor piercing rounds it shouldn't do a lot of dmg unless there armored maybe 8 in unarmored opponents and maybe 20 to 25 on armored targets that way people don't just take 4 railguns into an elimination game
me and my mates were talking about customizable flare colours; purchasable in the cosmetic section like the hair and skin colours
thought it would be pretty cool
also maybe an alert when a teammate has been taken by a grabber? Just like with the cave leeches
I have an idea, but.. i don't speak english verfywell. Could i write in french?
You could I suppose, but those who don’t speak french might have issues. You could write it out in french and pop it into google translate, but no guarantee that it will be accurate down to the letter.
Could we possibly get a more permanent marker solution? I was personally thinking of a tag system that might be color coded, but nothing appears on the hud unless you're in a certain range (like scanner range or something).
Mon idée, serais simplement une défense d'avant poste sur la planète minière. Un peu a l'idée de les missions de "Récupérations des M.U.L.E(s) endommagé". On devra trouvé une structure quelconque, que ce soit une plateform, une station de forage, un avant poste dans ou a la surface de la planète Puis la défendre pendant un certains pour qu'elle puisse soit :
- Vidé sont contenu
- Soit qu'elle s'extrait a la manière de la platform. (La fusée au centre)
Puis rejoindre une LZ pour s'extraire, en prenant au passage tous les matériaux / minerais disponible sous la main ^^
/!\ Google translate /!\
My idea, would be simply a defense of front posts on the mining planet. Little has the idea of the missions of " SALVAGE OPERATION ". We will owe found an any structure, whether it is a plateform, a Mining station, a Outpost in or has the surface of the planet .Then to defend her during one certain so that she can or:
- Emptied are contained
- Or extract herself like the platform. (The rocket in the center)
Then join a LZ to extract, by taking in the passage all the materials / ores available under the hand ^^
^He used google translate to translate, i'm gonna check it
(sad, to translate correctly, the first language needs to be good, rip)
His idea would be a front post defense. If you've played the new mission (Salvage), you should understand, but let me rephrase:
You need to find a structure, whether it is a platform, a mining center, or something like this, and you would need to protect it for a while, to empty its resources or to extract it with a pod.
Then, you would need to join another pod as we already do in the other missions, while you collect minerals on the road.
I hope you'll understand me, my english isn't perfect at all, but I think it's explained in a better way there (and without major fault)
@red willow Thx 😄
@near glacier Pas de quoi 😉
Mon anglais est vraiment mauvais, du coup je fais au mieux ^^"
Check ton français aussi :p
- "boss" fights at the hardest, most complicated mission in an area that you need to finish other missions in the area- and chance of Big Boys to spawn in any mission- like a mini boss | 2. more classes (a female one also) | 3. I want my barrels to be with me always, even in my missions- i spent so long to get 13 barrels in there and then my baby boys can't be with daddy
i think thats how this works
Hello, I have a health concern with your game, I'd like to suggest increasing the number of frames in flashing animations like the computer screens and muzzle flashes. I've been living with epilepsy for 14 years, certain video games with quick flashing lights are unsafe for me to play and can cause seizures for people like me. Some games, like Overwatch have 3-4 frames of animation in their muzzle flashes or blinking lights which make them OK to play. My preferred suggestion is to increase the number of frames in flashing lights like muzzle flashes and lights blinking so that folks like me could play this game -- it seems really fun! If this isn't able to be done I'm hoping that you will consider adding an epilepsy warning to the purchase page as a warning before buying. Thanks for reading, and I've included a short youtube video showing the area that gave me a lot of trouble. https://www.youtube.com/watch?v=pfy-GxIehV4
<@&257786783666929665> I'm not the type of people pinging people, but I think it's important to notify the epilepsy issue. (see above)
That's all, keep going, you're doing great!
I could imagine that could be handled client-side. So perhaps a game option (that is prompted at startup) if flashing lights (or rapidly changing colors) which would make flashes and the like are delayed. Much like how games have color-blind options
Request for Laser Pointer/Rangefinder + C to create a rendezvous point for Molly;
So, in addition to:
[Ctrl] + [Mouse1] to place a marker.
you also would have:
[Ctrl] + [C] to place a waypoint for Molly to travel to.
Could help for when you're digging a narrow tunnel, and Molly decides to sit down and block you in, or for when you're done emptying your loot bag, you can send her back in the direction of your teammates.
One of my suggestions to making the game more fun, I have no idea if you want to add items like that and have procedural generated ones but it would be cool.
give the upcoming class a vacuum weapon to combo with c4 or the scout grenade
Now I’m not sure what you mean by vacuum, but if it’s what I’m about to say, my bad. I think a cool vaccum mechanic would be the ability to suck up debris, like some of the crystal structures in the game for example, and convert them to projectiles or such. But you’d have to find othey types of debris to use in areas without crystals.
New class should be The Navigator's
guides teams through caves
Primary: MGL(crowd control) or Railgun with wallhack scope the highlights enemies.
Secondary:Rapid pistol for small insects
Item One: permanent beacons(sets up to 3 at a time)
Item Two: Tunnel scanner V3 (screen looks like the map or laser screen but instead can only see tunnels through the walls highlighted yellow. Beeps when facing resources that are close by.)
What do you think of Special Power for class? Limited with a fair important cooldown, unlocked at lvl 20? Example:
- Gunner: Minigun Overdrive (++DPS brust for a short time)
- Driller: Flaming self-explosion with flame ring AoE
- Scout: Self-AoE large Light Projector
- Engineer: Turrets Overclock (+DPS +Target Speed)
Achievements? So one already talk about it? Still would like to have them. Something else to work towards
You have the perks atm
Broken machine parts
Now I actually think about what alone has suggested
A navigator class
It could work
Sorta
Proposal : Developers officially release a Lootbug model for 3D printing. They are just too dwarfen cute to be stuck inside the game.
Can't you just use in-game model for 3D printing?
@dusty zealot I didn’t know where to look. Everything is in .pak files. Which I tried to extract already but I didn’t see it. Was going to try and look again tonight.
@twin kelp Here you go
Not sure what you need to convert it to 3D printable but you can open it in blender with this https://github.com/Befzz/blender3d_import_psk_psa addon
There should be a way to revolve your character in the vanity menus
I can't see my sideburns!
@strong ether I think the direction I want to see with the game is not preset based but randomly generated, I am big fan of finding weapons and items in games to then use to progress; They could be defined with values and then from their they are randomly generated. It would push the game to be more grind based but with any game you are playing it to escape from reality and time, games are about work as any other work so time doesn't really matter.
@dusty zealot I know it’s a little late, but Thank you very kindly.
@twin kelp Post some pictures if you get it printed 😃
@dusty zealot Will do, I'm building my new i3 Mk3 tomorrow at a LAN party
@twin kelp the sound they make! I heard it recently. Never paid attention before, now I can't kill them. Too cute! I need a plushie!
The loot bug.
Not sure if by a bug or by design but the NumPad keys on a chroma keyboard are a lot brighter than the rest of the keyboard when in a mine unless they correlate to some gameplay mechanic I have not noticed. Also the chroma effects on the keyboard was a fantastic nice touch Devs! Great use of all the effects!!!!
Yeah I loved the way the keyboard glitches out when you get attacked or the whole thing lights up when you throw a flare
@red willow @near glacier Interesting concept. I too had theorized about a facility mission. Either some sort of automated drilling platform, or specimen research facility deep underground has been overrun with xenos and the team is tasked with collecting the data/ore/personnel from the base.
< Search and Rescue | Evacuation >
It would be like a point extraction version of salvage.
Yup, we agree
Collecting scientist panic chambers, ore containers, or computer/sensor data cores.
Would be cool to see a type of enemy that makes itself appear to be part of various types of ore upon the walls then it attacks.
Also my quick idea for the new class would be an enemy scanner, railgun/piercing rifle, rapid fire crossbow, and a net gun to stop enemy movement
Or maybe cave scanner instead
My Razer Naga (mouse) is set to only use the red lights, and when I am playing DRG it for some reason resets the settings. It doesnt bother me too much, as it gets set back to red when I close the game.
It would be neat if the names of players in the player list were clickable and gave idk, people on Xbox the ability to visit their profile so inviting random people to a party wasn't irritating
Has there ever been talk of an endless horde mode?
I'd love to play out my Aliens: Colonial Marines fantasies in an actual competent game.
I'd expect the ammo to randomly disperse itself throughout the level, and you'd have to move to get it to prevent a team from just picking a spot and staying
id like a mode like this but underground like defend the outpost from an insane number of hostiles
I don’t know if it’s possible, but id like the glyphids to climb OVER each other, rather than them clipping through
How about a bug that uses a light like an anglerfish, to trick you into following it into a tunnel?
so it looks liek a miner
That climbing idea...
'Team, theres a swarm, no... there a WALL of glyphids approaching your position'
I love it
also chat during end frame
the front of the first railgun looks kinda like a frigate out of Halo.
lol
Shitty Concept I made because I'm bored: Robot / Cyborg class - DW4RF.
id didnt realize i was playing black ops 3 again 😉
xD
i dunno waht he could do, maybe crawl up walls or something
I just want a robot!
another robot
rather
molly and bosco already exist
MORE ROBOTS
Elven robots infiltrate DRG!
elves dont have robots, they barely have the wheel mastered
and they're missing the GLORIOUS BEARDS 
Suggestion: add a confirmation when joining. Several times the server list has moved because of a session ending or being added, making me click on a mission I didn't want to join but it locked me in with that one click
SUGGESTION: Make Rescue Missions REAL! A team is battling hoards of enemies, all of them go into the down position. The downed team has the option to forfeit, OR, Another team of 4 players can leave their mission to go and rescue the downed players.If all 8 players go down, game-over.
Suggestion: For during solo play, make leeches somewhat more manageable. Being near the end of a mission by yourself and losing due to a sneaky leech getting you before you can react and having to rely on the drilling bot can be irritating.
Hmm. I quite like that idea, punk
Maybe put it in the server list as Team Rescue or something similar?
It would need some downfall, so people can't just down themselves and walk through haz 4s with 8 people
It would be kind of weird to program and the timing for starting those missions would be weird. They wouldn't show up on the mission tracker menu I'd assume? You'd just be given a notification during another expedition?
Because otherwise waiting around at the mission module for one of those would be weird.
That is true
Maybe some sort of announcement for people in the lobby/station/whatever it is
Maybe, figuring out rewards would be kind of weird also. Deciding how much each side should get depending on the effort put in.
'theres a team that could use rescuing if you're up for it'
I would say keep it simple and do 50-50, at least to start off
Actually, do you know how much you get for a failed mission off-hand?
No idea
Alternate proposal based off the original: If you don't have a full team, when you're all downed, people can still join in and save you? Not sure how that would work out either...
I want a game type that is completely underwater
I know theres no liquids because of coding issues and such, but this wouldn't technically require liquids
Logically it would just have different physics, as it would be an 'atmosphere' if you'd like
Higher jumps, slower movement, that sort of thing
Could get creative with that too, and add all sorts of cool stuff
Most importantly, it would finally give me a reason to use this picture
new biome: surface
a large open hellscape
chasms and pits scatter the land
little minerals but they can be seen from a distance
mission types would usually be securing a landing for a deep mining minehead (perhaps asked by another team of dwarves)
or breaking a very tough stone so a drop pod can go through
perhaps uysing another minehead
this is still so far the most supported suggestion for Hoxxes surface
Whatever happened to tater anyways? I haven't seen him on in a while
ded
prolly
but if the surface would be uninhabitable
so would the caves be
besdies
with the right equipment
you can survive all but the magma of mount doom
its just a shame that so much of the planet is underground
See theres protective rock layers keeping the radiation out of our precious caves
hell we might even fight on a moon of hoxxes for low gravity
in the loading screen theres chasms everywhere
and theres the radioactive esxcusion zone where you can go
So the space radiation the elves are trying to use to keep us off Hoxxes is ineffective 'cuz dwarves
and caves
See they don't have the technology themselves, but they know where to get it
Toys aren't the only things they made for Santa
besides elves aint canon
They'd fit in a cannon
toggle laserpointer?
Make health bars optional, customizable crosshairs would be wonderful
I really like just having a dot for a crosshair in most of my fps games
since thers a lot of complaints/issues with how slow the mule is and how tasking it is to have to remember to call it constantly id like a Mule Follow mode where you hold your call mule button and itll set the mule to follow you. simply pressing the call mule button again will end the following.
Also a second way to use the gunners zipline as a spelunker zipline instead (going straight up and down) would be cool, if not for gunner then maybe a new character.
@oblique nacelle dwarves in diving suits, I like o3o. maybe we could get some mining out in spaaaaaaaaaaaaaace too
Suggestion; Face tattoos. (Not sure if anyone's already said it, but here we are :P )
@surreal ridge This game needs dwarfs drinking
@formal turret I agree
good good
yesh, we need a pub in the ship.
There's not enough room on most dwarf faces for tattoos, they'd be lost in all the beard
there's always room for tattoos!
also if you didnt notice by the memorial hall there is the abyss bar
having patterns/tattoos on beards would actually be really creative
Speaking of the bar
I think it would be cool for late game players if you could trade in some of the rarer gems to craft brews, which could maybe give you buffs for the next mission or something
Hummm... A consumable object system (Example: Beer = force / small bag of ammunition / etc ...)?
Pre-mission preperations sound nice
Was there any suggestions for melee class? I want to smash bugs with two-handed hammer or battle axe
Pickaxes are like standard issue knifes
Or like sapper-shovels in army
It`s what everyone have, but specialist should have better tools
Axe or hammer, with integrated rifle (for Cave Leech situations)
Somewhat like this
An improvement in the behavior of AI against fire.
-A single monster (except beyond the soldier) = fear (as in "Alien Isolation")
-Two or three monsters (except beyond the soldier) = try to get around
-Five or more or during a horde (hive effect) = ignores fire
PS: And if possible for more realism add an effect of burning on the dead monster by fire.
(Sorry but my english = Google translation ^^ ')
yep, fried bugs. Let's set the fire in four, cook some bugs and eat'em lol
Hello. I'm here to report your game. I am completely and utterly disgusted by the lack of a certain feature. It's careless that you have not put this in yet and it disappointed me beyond belief and all of my friends are saddened by this.
That feature is that we cannot take barrels with us on missions. Other than that, we love the game and are completely addicted. I even gifted it to my friend because I loved it so much and now he loves it to. Great work your doing, keep it up.
Our deepest apologies. I don't know how we could have made such an outrageous oversight. Our thoughts and prayers goes out the the ones affected and all their families because of our clear lack of judgement and inability to make games properly 😦
when are we getting the class that only uses a barrel as weapon
Is it possible to cancel the 1 supply drop when 2 supply drops are called at the same time?
I have recently decided to jump in to the HDR world and got a supported monitor. I have noticed that on the store it says that the windows version has HDR support. Is it planned to add HDR to the steam version as well? If not this would be a suggestion.
idea for gunner alternate weapon: tau cannon from half-life
for those who aren't familiar, it shoots a hitscan laser beam at a fairly rapid rate, but can also be charged by holding mouse1 to generate a single powerful beam. this would still be useful against crowds, but would specialize more in taking down armored foes compared to the standard minigun
demonstration for reference: https://www.youtube.com/watch?v=8KLQeZAz8tI
Testing the gauss gun with new animations and rigged to retail arms. It still needs a finished texture and shaders. Also, fraps doesn't record the spinning t...
the hyperbeam could be balanced by making it consume a disproportionate amount of ammo so you cant spam it without thought
A Spectator mod, for spectate the game etc...
needs to be more instances of cave leaches in smaller tunnels with rare minerals right below them, its a trap that people fall for all the time 😋
Make C4 not clear out terrain anymore
too many idiots think it's for clearing out dirt walls
Or at least change it's description and take out the mention of clearing obstacles. it really sends the wrong message
🤔 but... it's an explosion
Plz make an invite code which you can use to add ppl to the group instead of having to add them on steam first
it's like saying "The pick should do no melee damage, only dig"
that isn't what i mean
it is tho
every fucking youtuber i watch have waste perfectly good c4 on dirt walls which don't even clear out the dirt wall at all
i'd rather it clear "more" dirt than stone, or depending on the material
sand would give way
not every group has a driller, but even then, you want to police how people play the game. I mean you're right it's dumb to do. But if you're not on Haz 4 you probably will never need it
asking it to do no terrian damage because "people" are doing it
is policing at a dictator level lol
"make the game work this way so others can't do it"
"make the game work this way to avoid scenarios where players are doing stuff that they shouldn't be"
but, it's an explosion 🤔 should gernades also do no terrian dmg? or just c4
Contrary to your opinion, the designers have designed the game in a particular way. There is a "correct" way to play the game
If C4 was meant to be one of the other options for clearing a dirt wall, they would make sure dirt walls always are small or thin enough that one charge would clear it out enough to pass through, or they would make it so the entire wall crumples, or the c4 would just clear more area out
But it doesnt
c4 clearing out terrain is an afterthought: making sense only in principle rather than mechanically
same with frag rgenades
they barely clear any terrain out at all
so if you started out with Suggestion: Make C4 do less terrian dmg, or more damage to dirt walls, as right now people are wasting them to clear out thick dirt walls or the like
but to make them some sort of "only hurts living things with big boom, land is fine" just sounds silly to me
unless it was like some zap boom or gas
thats why i also suggested mechanically leaving it unchanged, but jsut altering the description
right now it reads: "Be it an obstacle or particularly thickheaded adversary, a good ol' Satchel Charge usually gets the job done. Stand well back before hitting the trigger."
"Be it an obstacle..."
like i said, it's sending the wrong message here
but it does clear a large area for sure
maybe if people "dug" in a few then planted the C4 it'd work better
if sachel charges are mechanically supposed to clear out enemies and not terrain, they why does it damage terrain
and why does the description specifically point it out?
Be it an obstacle or particularly thickheaded adversary, a monster(s) or terrain is how I read that
It can be used in both ways, it should be versatile
yeah, but using it on a dirt wall is a waste
Though i do agree it should have a bigger blast radius
I think they should replace satchel charges and grenades with a special satchel charge
So digger gets a really big terrain boom, gunner gets tons of damage
etc.
Myabe
bugs no like boom to face, bugs run from boom in face (can work as crowd control) so explosions are not "Redunant"
i'm not against using sachels for terrain clearing out
Plz move discussions over to general/ other channel
not in principle
It creates a fuzzy mess for devs
Idk, id still prefer the option because of placing multiple charges at a time . That definitely seta it apart from frags in a good way.
Maby if you could choose pre-mission wether you want a charg for killing enemies or destroying obstacles and the like.
Or make it class-specific
Driller gets breaching charges
Gunner gets anti-bug mines
makes the classes more distinct, too
Myb add a healer/ ammo man of some sort
jesus christ how many people are going to suggest medic
It's not happening. it would completely undermine the need for hunting down red sugar
and nitra
maybe they could add a support class that gives better shields or something
maybe
Maby a bagman for Sugar?
only way a Healer class would work "can collect and store red suger"
I guess a Ammo class "has small ammo resupply packs, but only replenishes 25% max ammo for 1 and 2" and is limited, so Nitra and Supply pods are still better
Healer class would also need a faster revive speed (even tho there are perks now) because losing a utility item (3 or 4) for healing others would drop their usefulness once redsuger is mined out (all of it in the area)
I can see a class storing red sugar, that would work
in fact it would incentivise hunting for red sugar even more
which is good in my opninion. half the game is mining, so having that become more of a focus is good
Collecting sugar and slowly refining it into healing serum
I think it'd be nice for all of the classes to have a unique grenade type.
Engineer — MIRV Grenades: explosion spread out over much wider area.
Gunner — Fragmentation Grenades: higher base damage.
Digger — Incediary Grenades: area of effect damage that lingers, useful area denial.
Just examples.
Another possibility for the Digger:
Oil Canisters: Leaves a pool of oil on the ground and coats any nearby enemies. The pool can be ignited with the flamethrower, and enemies burn longer and harder.
I'm down for unique grenades
I can imagine an incindiary one for driller
the other two: not sure
Maybe engie could get a more unique grenade
something thats isnt even a grenade so to speak: like scouts IFG
maybe a deployable wall
The IFG is a grenade.
I get what you mean though.
The problem with something like a deployable wall at the moment is it would be too powerful, since enemies can't tunnel through terrain.
And I'm pretty sure you can use the Platform Gun to achieve a similar effect anyway.
Maybe a Proximity Mine would make for a good unique grenade for the Engineer.
this game is very unique, but you will fail if you don't improve the game beyond the cyclical grinding of progression. my suggestion would be to create a "home" location that you can adjust and build upon for long term goals(easy implementation). also introduce a crafting system(easy implementation), and public economy/play space (expensive and highly difficult implementation).
sounds like you want minecraft
thats not how it works @tawny acorn 😛
I was gifted the game today. Excited to try it out, but come to learn my DS4 controller is not detected so I am forced to play with Keyboard & Mouse which is difficult for me because my hands cramp and my carpel tunnel flares. Really need controller support to enjoy my gaming on Steam.
I see here mention of this game for Xbox One, so controller must be supported right? If so, please also add support for DS4. It works for other games in Steam like Rocket League, Helldivers, Filthy Lucre, Nex Machina, and a bunch of others I have tried so why not Deep Rock Galactic?
im assuming , nibbler, that was directed at me? if so no you are wrong. having a "home location" to modify to the liking of the player, a weapon and armor crafting system, and central AH system has been implemented in 1,000's of other games and its one of the limiting factor to these type of games. E.G. vermintide 2 has almost no player base now, due to lack of non mission content.
@mellow heart
I've raised issues with the devs regarding incorrect performance of my B button on the mineral trade screen.
Because my controller is a 3rd party DirectX controller the bug was disregarded however.
It seems that at this time the developers have no intention to support any controller that is not a first party microsoft controller.
Though I'm pretty sure that my issue is a problem with the game, not my controller.
I think a healing class would be nice! Maybe have little healing drones that fly around and disperse red sugar.
I feel like the pacing of this game is always ruined for me whenever I end up stuck with my group aimlessly walking around looking for something we cant find. I have a few Ideas that might be able to fix this
- some sort of visual indicator towards your objective appears after killing enemies, the more enemies you kill, the stronger/more frequent it gets. this would also give more meaning to fighting things besides just surviving.
- after a cerain amount of time, the game throws you a bone and gives hints/indicators as to where your supposed to go/collect
I like the first idea more as the second one could probably be abused if you find a way to avoid enemies while standing still
I like this game and I think its fun but I cannot stand when me and my friends end up spendng way too much time looking for what we need and walking in circles
We literally spent 30 minutes on the same mission because we couldn't find the way forward. We stripped each level bare and still needed 17 morkite to complete the mission. I feel like that should never happen. After a while (say 10 or 15 minutes) or after being attacked by a couple swarms, your way to the next area should be revealed or hinted at to avoid aimless wandering. Great game, but its super frustrating when you're trying to find a needle in a haystack.
One of my few complaints about the game. That and the worms that grab you that you can't fight out of.
Well. Did you use your map to detect compact dirt?
The only dirt we found led to a dead end
My only true suggestion is to add a healer class
I feel like that would be a good idea
One of my few complaints about the game. That and the worms that grab you that you can't fight out of."..................Thats the point of a teamwork co op game you kinda cant do everything by yourself]
Of course only my side complaint is received. I understand its supposed to be a co op experience, but enemies that can grab you without you being able fight out of it without the help of a teammate is just not fun to me. I feel like all playstyles should be encouraged. You shouldn't have to be bound to your team with a ball and chain.
Unsure if this was suggested, but if you are stuck missing the last 50-100 Morkite then maybe it can give you a directional hint, like a arrow on your HUD
The healer class should be able to pick up red sugar to use it as healing ammo
That's pretty cool. Though it seems like he'd need something else because just healing isn't much
he can also extract trace amount of red suger from bugs (that's just a silly additon, but might be cool if the class could accumlate healing, but red suger is like resupplying from a resupply pod, 1000% better)
@barren flame I get where you're coming from. I don't think a public economy or play space would suit the game or really enhance it much though, for the amount of effort it would take to implement.
I do like the idea of a Home location but I'm unsure how it could be implemented; it would have to tie into the main gameplay loop of dropping, fighting and mining somehow. What I'd expect to see instead is various additional buildings you can get around the Station, with a certain rank and certain investment of resources.
A Mineral Refinery, for example, which converts one crafting resource to another at a 1:1 ratio, rather than the 3:1 ratio you get from Sell/Buy at the Trade Terminal.
Or possibly a Still, which creates a buffing brew for you before each mission.
Really I think all the game needs is more classes, weapons, tools, enemies and biomes. More gear upgrades, maybe even Trees for customization. One or two higher difficulty levels. Big Event missions. That's the kind of content I personally care about a lot.
The real add-on we need is more beards and a HAT TRADING SYSTEM. What could go wrong!?!
I wouldn't complain about more beards.
Even if they were like $2 DLC packs.
I would pay for more beards and an appreciation for the bismarck look.
Same.
At the moment the main thing I want is a better Perk system.
I really hope what they've got at the moment is just a stopgap while they work on something more interesting and complete.
Because it really doesn't match up with the quality of the rest of the game.
i am getting tired of how many more newbs i have to carry thru Haz3 and beyond. there clearly is a wall there between haz2 and 3, so i hope devs add sort of walls for lowbies ("Hazard 3/4 is hard/very hard. Are you sure?" screen, or blocking them off until certain blue levels)
No, don't do that.
If people want to play on the higher difficulties from the get-go, let them.
From my third mission onwards (done like twenty missions now) I was playing on Hazard 3 and it went fine. It was challenging, but rewarding.
well they should make it obvious at least
How obvious is obvious?
some people are like, really bad at games. they do enjoy i know but
color code?
or skull code? payday2 much?
i mean, complexity doent exactly kill you. it makes things go slow instead
hazard level is too....hidden, imo
I don't think it is.
i mean, yeah, extractions and scavenges do add some difficulities
I do think that there's a huge jump in difficulty between Hazard 3 and 4 that should be more apparent, perhaps.
there arent
you shoot exploders, boom, 4 cleared
2 and 3, you have to actually use grenades
Well, i agree that H4 is for a bit seasoned miners, but restrictions won`t do good for this game
Exploders aren't unique to Hazard 4 you know?
And not using grenades on any Hazard level is just handicapping yourself.
you can do haz2 w/o grenade
i dont. my friends did.
You're an odd fellow.
Aah, I get you.
a lot of people dont too
I don't think they're covered in the tutorial.
And the grenade indicator and everything is pretty understated.
Engineer's my least played class so far. He is good though.
on contrary, i use him a lot
imo he has a bit too OP in a way
just too many ammo he got
He does have a lot of ammo. His shotgun isn't great though. Does rely on his turrets a lot.
Digger's my most played so far.
driller's my least
the handgun
i mean its useful
still too underwhelming
sound included
Create a salon for the French
It's okay, it does what it's supposed to.
The Flamethrower doesn't feel as good as it should do though, in my opinion
the firewall's the best solution to a bunch of swarmers
I actually agree on some stoppage for newer players to try the harder hazards
it's not fun to have people always dying and not adding much to your run
easiest way is just to let people set limits on their lobbies
Player Level X min required
If a healer class were to be implemented, I feel like they would have to be very careful as to how they go about making it. Say the main weapon could be a semi-auto rifle that has a good range but not so great fire rate with the secondary being an smg that has less great range but a rapid fire rate. Utility could be rock climbing gear that allows you to ascend vertical surfaces when you have it equipped. I don't really like the idea of using red sugar as a resource because if a medic takes all of the red sugar in a level but isn't performing well, it could be a detriment to the team. He could have a short ranged healing gun with limited ammo that sprays a red mist. His grenades would be ground impact red sugar creators. He can toss them so once they hit the ground they create a large chunk of red sugar that the players can mine for more health. Everything would be limited so it still adds to the whole resource management part of the game, and this is all just a suggestion, but let me know what you guys think
i like that idear
hmm, combining some of the ideas for the sniper class (Primary is a rifle, secondary SMG or machine gun Pistol) I like the gernade idea, as it'd help during a swarm so the medic can keep up the DPS while others pick health as they need it durning the battle.
Idk about the climbing gear, what might be better is rapel gear (for those that fall into pits) I feel the Scout should still be the mobility king, and being able to scale anything would make the medic better as he can just shimmy over to a ledge making the skillful use of the grapple hook moot
a mist sprayer would be cool, I like the ammo idea. But also a healing dart gun would probably be easier to impliment? Just a weapon that ignores the FF numbers and does Negative Damage (so it heals instead of hurts)
it'd add to the medic being more skill based, which most supports in games are
@main olive I can definitely get behind better lobby settings for the host, that's a good solution.
As for a healer class, I like the idea but it would be a thin line to tread. I find if a team is playing decently, the Red Sugar scattered around on top of the health from Resupply Pods is plenty to get people through a mission.
It'd be hard to decide how much better the Healer should be in that respect, because they could trivialise a mission if they're a lot better than just relying on Red Sugar found in the environment.
I just figured the climbing gear would be unique as well as useful for being able to reach anyone in need of help.
I feel like as long as there's a limit to the amount of healing that can be done, it wouldn't be too gamebreaking to have a healer class
They'd be useful but not necessarily necessary
Yeah the biggest hurdle is how useful would they be if you're with a good team
like if everyone kites, and is good at managing shields
the only way it'd work is if there was temp health (like L4D, being revived you have temp health but you need real healing/red surger to be topped up)
cause right now it's easier to just off yourself and get rezzed if you're below half
Well I feel as though a healer could always be valuable. And if you're below half, it'd be nice to have a teammate that can bring you to full health reliably
I think just being able to carry Red Sugar they find and administer it as needed would be all you'd want.
I was thinking about the healer maybe having a passive increased heal time or maybe they could bring you back up with more health on revives maybe
Convenience over any sort of increased efficiency.
A longer ranged revive might also be nice.
Or even just being able to see health bars above players head as a medic
Not really needed
I'm not saying no, but I know Healer and Ammo class is a common topic. As the current 4 classes, even if you can't use them for one aspect they can still contribute. As right now the Scout can pretty much be a medic already
Gunner, ziplines
In the sense of reviving yes
scout, high mobility (mining, revives)
But keeping a team alive is what I mean
I think DRG would benefit from less conventional support classes to be honest.
Just being able to deploy heals
but what if no one needs heals, that's the main issue. what else could he do
I don't think I've ever had a game on higher difficulty where someone hasn't needed heals. If you don't then the game probably isn't too challenging
It'd probably be less useful on simple mining missions, and a lot more helpful on more combat based missions
I do kind of like the idea of a ranged revive too
As long as it's implemented well
I'd honestly like to see a heavy melee class, I guess he could have a med pack and double as a DPS Tank and slight healer.
And yeah some game modes would benefit from Traditional support classes, A normaly Mining mission, maybe not. but Point Extract, Salvage, etc might
as Exteriminations normally don't have drillers
I like the idea of something like a Radar Operator to be honest.
A class with gadgets that hint at the location of resources, or help navigate inside some of the much larger caverns.
Yeah, I liked the idea of a melee class better than a healing class, but I see a lot of people suggesting healing classes so I figured I'd try to come up with a couple of idea's for one
I like the idea of the grenade the best though. Even if they don't implement a healer class, It would be cool to make red sugar with grenades
Lots of people are suggesting a healing class not necessarily because it would suit the game really well, but because it's a simple, easy, ubiquitous idea.
It could very well work though. In team heavy games like this, it seems like a no brainer
As much as I am a medic main in most games I'd like this game to not have medics. Why? It would either be useless or so useful that the difficulty would need to be tuned so medic would be essential unless you want a boring gameplay
Basically what @faint vale said
A Medic is a no-brainer for most games, but DRG isn't most games.
I mean, I don't think so. It seems like a very black and white narrow way of thinking of it. It's either too good or not good. There can very well be a happy medium. Look at Battlerite.
Battlerite has healing classes that aren't necessary but useful
Just find a happy medium and play with things until you get a nice mix
I agree with your point, but these are very different games
My point is that it's not a flawed concept for this game to have a healing class
All in all I've seen games ruined by bad implementations of healing
Which games?
I just don't trust EA developers to do it properly, sorry
One that comes to mind is Robocraft
Depends on the person, I liked the previous iterations of it's gameplay
I don't think Robocraft is a good game. It doesn't seem to me like the developers care about their product or balancing
They seem to only care about money at this point
At least from what I've seen
Yes
These developers seem to care quite a bit
This one might take me a while to explain
The thing for me is that I don't think a Medic would add a lot to the game.
I want new classes, just not a Medic.
Medic is low on the list of extra classes that I'd want.
Basically RC seemed to be a passionate project before, where devs cared about people's opinions. But after all that made them commit to very requested, but not good for the gameplay design changes. It was a good game, at least I enjoyed it like, a lot.
I'm not saying it revolves around me.
Robocraft was fun, I really liked it. Never got massively into it though.
You're right. So, to end - if developers manage to create a working medic class that is not essential to team's survival on harder difficulties then I'm all for it
Right, and I'm all for giving the medic a unique playstyle that's not reminiscent of other games. Give him that DRG charm
My argument is, Medic isn't what I want first
I can think of probably three other class ideas I'd like before a Medic.
It wasn't my personal first idea for a class either
And it's hard to think about in general, considering how big a part of the game classes are, and how few there are at the moment.
I don't know if they want to stop at 8 classes or something.
I feel like it really depends. They probably want to keep the amount of classes pretty low
Though I think there should be a poll
Maybe in game or in the Discord
I'd rather let Developers sort that out, but that's slightly offtopic again
Just taking some requested classes and asking people what they'd like to see
I think it's a bit too early for a poll.
I heard they're teasing a fifth class already, we'll see what that is and then go from there
What I would really like to see, and let me know if they're already doing this because I've been out of the loop for a while, is gun options. But not allowing any class to choose any gun from any other class, but having 2 or 3 options for a main and a sidearm that are exclusive to each class. Even if theyr'
simply just variations of the default ones
I assumed that was something they were going to add later on
That's something I'd heartily suggest to be added to the game.
Maybe having one or two branching upgrade choices for weapons would be nice, too.
Like the choice of two powerful upgrades, but you can only pick one.
You can buy both, but only select one for the mission
Like I said before, the progression they've got at the moment feels very Early Access.
Like it's temporary, a stopgap to keep the game fun while they work on something more interesting and fleshed out.
Yeah, the game's very fun right now, especially with friends, but i'd very much like a bit more reward to leveling up and doing missions.
The game's super, super fun right now.
And that's why I'm erring on the side of caution when it comes to adding new stuff.
I'd prefer more depth for what's already there, because I know it all works, if you get me.
Yeah, if they could go deeper without changing the fundamentals of the game
Guys I have a problem can someone help me to solve my problem ?
What is it?
@woven trellis This is suggestions mate
what are these lines in your name sir
Try bug reporting
Oh god Robocraft
Either #drg-chat or #bug-discussion depending the question
Yeah, Medic class seems like something that's already covered by current mechanics, unless they change how health and healing works later on
This is not a bug or something my game is freezing everytime I can't move or aim but I have 40 fps on low settings
I'm not gonna go into another big discussion on it
That sounds like a bug
a class or method to bring along red sugar would be nice,..most times i need red sugar its like 7 caves back
I just got back, only just adding to the end
@small scaffold That's all I think a medic should do regards healing.
Because to be fair, when I play we do pass a lot of Red Sugar without using it
yea, more healing would make most damage kinda moot, takes away a challenge
I would prefer loadout options, to sub-clas the current classes, or a new melee class
Same
only being able to, i dunno, get the scout to store red sugar on molly or something
I really, really like the original four characters they've got now.
I don't think being able to hoard red sugar should be a thing. Just because a healer might be bad, and it would take other means of healing away from players
I'd just like more options for them at the moment.
new guns for loadouts are already in the design phase, check the twitter =3
@near glacier Pretty sure they're adding a 5th
I heard something like that, yeah.
also, my bet is that it's going to be a detection based class
until they add more enemy types right now you're right the current 4 are doing fine
I really like the idea of a biome with a lot of water in it.
No idea how it'd work, but the idea's neat.
The game would need fluid physics, swimming, and a boatload of mechanics. Probably not ever, or any time soon... sadly.
polishing existing stuff is better then adding entirely new stuff
I agree.
rather 4 great classes then 8 mediocre ones
Same.
I liked the gas and fluid mechanics from the platformer Miner Disturbance, but it's unlikely we'll get thoes
When people have four great classes to play with I think they'll be happier while they wait for new classes to roll out.
which is what they're doing, updating the upgrade system, the looks, the cave complexity
Than people complaining because all the classes are stagnant.
What I really want to see put into real fast is picking up the c4 charges lol
Such a waste to throw one and no being able to use it
Yeah I feel you there.
what if we had under[water/toxic liquids] cave systems not entirely underwater but just like a few sections. That could add a couple new characters like a dwarf that has a scuba setup or a dwarf with a little life raft. They could add resources to farm at the bottoms of these toxic rivers/ponds/lakes
The class would be too situational and adding that kind of biome would be a lot of effort.
Sounds useless in my opinion
lol riiip
already have scout and engineer
engineers can lay platforms and scouts can use hook, question is, why wouldnt hook work underwater?
It'd have like half or a third of the range.
The platforms could be cool, I feel like they'd just float though.
No but you can (with right amount of nitra) close the whole lake if you wanted to 😄
true
I'm less invested with the idea of new dwarves then I am with bodies of "water" in some cave systems
Imho the game could fit 1-2 more classes, BUT something devs really think through
Not some 5yo kids imaginery "have rpgs for arms" shit
depending on what the liquid is it could give off heavy fumes that might make it hard to see the other side making it even tougher to navigate
What do you think of like a doc oc class that can climb on walls for short periods of time
not sure how exactly that would be balanced but It seems deep rock has the tech for it looking at the mules
Well scout can "do" just that sort of, its the "get anywhere class"
Sounds too much to be honest.
I don't think any of the classes should be quite that crazy.
scouts need an engineer to do that tho
where the doc oc class would be able to mine while on the walls
Are you part of the dev group or something? Just to clarify 😄
I'm not, I don't think Grease is either.
I am not 😛
Just asking, would be dope to get shit straight to devs
well they seem to check out the discord quite a bit
I'm sure they've got their eyes out
I'm sure they spy on the suggestions channel quite a bit.
But I don't blame them for not replying to everything.
Anywho, I have massive problem with lag. ONLY when I join other peoples games, my ping jumps between 20 and 120 constantly. The thing is, people from my country doesnt lag, like at all.
When I host my own session, everything is fine
lul
I'm still adamant that its not about my internet connection, not saying its the servers, but theres some shady shit going on, and it kinda is a suggestion. To check if the problem is in their shit 😛
so suggesting to fix a bug 😛
Might not be a bug though 😉
sneaky work around I like it
Also suggesting to be able to throw nuggets, just like 2-3 meters away
like chicken nuggets? or gold nuggets?
Well they certainly look like chicken nuggets, only bigger and range of colors
I'm assuming so you can throw resources down to teamates
Yea but like those extraction missions, lets say theres a ravine
you cant grapple with them
oooohhh but that's all the challenge
you have to have either engineer or driller to make you a tunnel
that when you get your engineer buddy to make you a bridge
ramp*
but like if everyones busy, even a 3m tall wall stops you to hack a ramp into it, while million explosive bugs run behind you, trying to score some dwarf ass
If everyone's busy then that's your problem :p
Gotta make time despite what else is happening in the mission
That's teamwork
But surely a nugget cant be that heavy that you cant toss it a bit 😛
If you "bug" like jumping and "dropping", that fucking thing slings like a catapulted rock across the room
sure but its not too bad if you have a decent gunner with you
normally I like to play gunner for extraction missions and set up a bunch of lines across the obvious huge obstacles
nah you can use a line
Oh, dont think I've ever seen anyone do that 😄
Meaby thats not important. Survival mode would be pretty dope though, mainly to get money and xp
I think a survival mode would be a bit boring to be honest.
Supply drops every 3rd round, rationing your ammo and shit like that.
But honestly I like the game now as it is. Only thing that actually kept me from buying the game right away, was the fucking floss dance move. That shit is cancer
We need more enemies before a survival mode would be interesting, in my opinion.
What keeps the combat from wearing thin very quickly is that the big waves are spaced out so much, and you've got other objectives to do around them.
Grabbers have loads of health, 7 of those in a "round" would fuck you up bad
Give us a jukebox on the mule so we can dance on missions please 😃
Grease no! Dont feed the trolls like that 😄
Only thing in classes that I'd change, is the main weapon for scout. The automatic weapon doesnt fit scout as a class
7 grabbers isn't a round, it's abuse.
You cant say that it wouldnt make it harder though 😛
Giving every enemy a one-hit kill would also make it harder.
It's not a good idea though.
Also werent there suppost to be like those passive "slugs" you can ride?
Grabbers dont kill?
Leeches are the spawn of Satan himself
Point extraction is a de facto survival mode. Adding an entirely separate, but slightly different mode is not likely.
True
Grabbers can drag you into poison gas / radioactive crystals, or huge falls which definitely can kill you.
Or just into other enemies.
@heady cosmos Scount needs a ranged weapon for a primary, b/c the secondary is CQC. Also, he's the only other class besides gunner to have a ranged secondary primary.
Only got like 14h on DRG, but no grabber has ever killed me
Assault rifle is here to stay, but maybe he gets alternative gear - along with the other classes
That one map is a bitch though, the sand map that is just 1 big room, high as hell
My least favourite map is the Swamp or whatever it's called.
Do you mean like replacing gear or adding a new one? 3 pieces of gear would be overshot
That slowing glue on the ground is awful, it's so hard to see, the tunnels are especially weird and confusing, and the starting room always feels gigantic
gear as in platform gun, c4 etc etc
A class can choose an alternative weapon/equipment item. Personally, I think equipment will remain stagnant.
Ahhh yea. Well scout is kinda the OP class in the game
Class operation is too heavily dependent on things like turrets, drills, grapples, and zips.
No, scout is far from OP.
You just don't use engineer 😃
If I only had two players, I'd pick a Scout and an Engineer.
But scout has the most highest chance of surviving
Scout makes great use of the engineer's platforms.
One wrong kite, and you're done.
And I consider the Scout's flare gun to be borderline essential.
Slowing grenades, can survive any drop, op close range secondary
When you could still build 4 turrets from each supply pack... + the old combat shotty
can literally "fly" away from a horde
4 engineers = universal god tier in alpha
engineers don't have to fly away
His sawed off shotgun isn't OP.
turrets make quick work of hordes
It's really good but it has a bunch of issues.
Ok lets put it this way
@heady cosmos Magtera grabbers also like to nab kiting scouts.
No ammo left, 20 enemy horde after you, everyone is dead, cant resupply
engineers are dead far before scouts are 😉
mactera grabbers are a thing of the past with a party of 4 engineers and 8 turrets
Naw, turrets make game ez mode
If you have 4 engineers why even play the game to be honest.
It's so fucking boring
I mean engineers are great as defend, but thats about it
without ammo and turrets, they are dead before the map even loaded
Its an defensive class, you cant deny that lol
The grenade launcher is lovely honestly.
I personally like the engineer primary the best
The engineer primary is my least favourite primary weapon.
As a shotgun it doesn't feel strong enough.
Engineers was so OP, the shotgun has been nerfed, twice.
That's probably why then
Thats happens when you build shit and dont test it propely 😛
@heady cosmos That was the point of alpha, my dude
Idk what they did with drillers though, that class has "no purpose"
I will give it that, it is ammo efficient.
It's just not as punchy as I like my shotguns to me.
I mean it doesn't have as much punch as a scout shotty but
for a semi auto shotgun
its pretty damn good
Drill the last 400m to extraction with 4 drillers is also a major meta
Engineer shotgun is medium range
4 of any class but scout is OP
Because that's all I play at the moment.
Gunners x4 DPS gods, Engineers x4 actual gods, drillers x4 what dirt?
QUAD DRILLER
Nescient, scout will be shat on until the 3 others are down and scout (a proper scout) is the only one alive
2 walls of fire
To be fair 4 Scouts can probably lock down an entire wave with their slow grenades.
@little sorrel You don't go down with 4 engineers, you also don't with 4 drillers.
Also I haven't met anyone who shits on scouts.
Scout is underpowered as hell
Being able to see
I KNOW
And revive the rest of you 😄
Seriously being able to light up the larger rooms makes such a big difference.
scouts are good with team variation
Meh, when your turrets can see for you, you can just turn off the headlamp
when I play scout I feel very reliant on a good team to make a good difference
I've never played in a team that had more than one of each class yet.
[2:13 PM] StayGrease [Steam:StayGrease]: scouts are good with team variation
The point right there.
Scouts rely on other classes
did I say that?
Other classes could go without
Yes, until the rest 3 are dead
Scout is the most adaptive class, not the best, but most adaptive
This doesn't feel like a very productive conversation for #suggestions
i recently picked up scout and i don't feel as equipped for most situations
Theres literally no fucking way an engineer, driller or gunner can revive all 3 people with no ammo left
Honestly, I wish the scout's rifle had an amp damage upgrade to make with worth while for support.
Well when theres no enemies around lol
I know about the grapple hook, but it's not necessary.
Makes life easier
Lol, he's the only one without enemy damage protection. Literally, scouts armor special is for people that can't grapple well.
If you use flares right, you shouldn't fall.
lol
If people are so spread out that they need a Scout to come and save them, they're doing something wrong.
When scouts save the day, it was a bad team.
Not everyone in that game can play as a team, thats a fact 😛
so be engineer and kill everything before it is an issue
Again, you cant kill anyone as engineer if you happen to have a swarm and no ammo/no nitra 😉
or just be a gunner and strafe on the zipline above all the enemies 😛
Yeah, but grabbers
'If you happen to have no ammo/no nitra'
Acid spitters are a bitch though
Well that fucks over ltierally every class
Also, spitters can knock you off :\
Not really Jubia
lol aimbot gunner strafing on a zipline?
I mean sure if theres 5 dreads, full swarm and shit. Thats game over
Even grabbers isnt that big of a problem while zippin around
Suuuuure
On a full run, I've only seen like max 7 grabbers in a game
Plus when you shoot them close range, they just scurry away like little bitches they are
Driller - drill actively helps make new passages
Gunner - zipline actively helps people get places
Engineer - platforms can be clambered on by anyone
Scout - zips to a ridiculous ledge and gets downed where no one can revive him
Lmao
Scouts greatest strength, is its greatest weakness
Scout's great but I don't think he's some sort of master race.
You have to be a shitty scout though if you do stupid stuff like that lol
He's worse on defense than every other class, and can't help his teammates maneuver through the environment like every other class can.
only redeeming factor is amp grenades, but then again - kills his damage output potential
Scout mainly exists to get those really hard to reach minerals, and to improve visibility.
Same applies to engineers, no one can use your platforms if theres a 2mm gap between ceiling and the platform 😄
@tribal sundial they're shitting on your scout over here!
@idle quartz You know he's an underpowered class.
Could stand for some more utility.
With his grenades I think he already has a good amount of utility.
Wish you could grapple friendly's to your location, tbh. Don't know how broken that could be 😆 .
Nah, that would be too much.
They slow stuff down, but everyone else can just deal damage. Swarmers are better taken with regular grenades, and large enemies can just be run from.
If things are going well @urban verge
If shit's hitting the fan a slow grenade can let people regroup properly
If things are going well
Yeah, good point.
exactly
Slow grenades give you breathing room
They also don't do any friendly fire
So you can toss them at your teammates if they're in a pinch
But so can a long, narrow, and easily defendable tunnel that dreadnaughts can't get into :}
You don't always have a long, narrow, easily defendable tunnel.
Honestly, tunnel warz is a broken meta
Those bitches can go through a fucking straw
That too.
Fire + amp is a great combo. Too bad fire doesn't linger long enough to take full advantage.
Maybe if amp grenades also increased damage to (unarmored) affected targets.
Scout would have the beginnings of a great class besides personal levitation and light sources
I don't think he needs much more than he already has to be honest.
He's a solid class, a little weaker than the others in some respects.
I really don't think his light sources should be underestimated.
I think its a good class already. It has everything, you just dont see it 😉
However, that pulling things with the grapple isn't a dead end. What if you could pull large gems/eggs/plants with it?
Like you see a bittergem on the ground some odd meters away and can grap-shoot it to pick it up?
But why not just run over?
Same with nuggets. Instead of having to grap there and back, just nab one stray nugget and be done.
Basically the same exact argument with tossing nugget
or gem, whatever you wanna call those big things
I'm not opposed to being able to throw minerals like you can items in Minecraft to be honest.
Just barf them out of your chest.
Imo tossing gems would be less OP than grapping them
grappling*
Not minerals, with nuggets I mean those big things underground which you need to carry. Emptying minerals (like in MC for example) would be too easy
Then scout would be op, just grapple around veins and empty your "backbag" to ground for others to pick them up and empty into mule
It's not like having to go down to the mule adds a ton of difficulty anyway.
I think you can all approve the "pick your c4 back up by holding "E"" thing. Sure, you can resupply, but some maps have barely any nitra
Even engineers can fucking call to their turrets to fly to them :D, they dont need to even pick them up
Picking C4 back up is a no-brainer, yeah.
I think the throwing arc should also be a little less steep.
If I'm 3 feet away from where I have to throw it, I shouldn't have to aim up
Hmmm, could have a toss power mechanic, grenades included. Hold-release for more power in the throw.
Have you tried running while throwing a flare or a nade? Dunno if I'm the only one, but it always throws it in like 85 degree angle, even if I look straight forward. So if I run lets say away from bugs, I have to literally look almost at my toes to throw the nade at them, if I look at them, it gets thrown over them
Allows player to soft toggle how hard they wanna chuck it.
Plop a grenade over a ledge, or hold down to fastball it into the next chamber.
Charging to throw further would be nice, but adjusting the default arc should be a really, really easy change.
Well, harder the throw, the flatter the trajectory - thus harder throws allow for precise aiming, to a degree.
Hmm yea, especially in close situations the nade flies way too fast
Like a baseball pitch
Just tapping the button ought to toss the grenade with an underhand lob for minimal distance.
requested before; requesting again :D... Detonation pack trigger screen could show when/howmany hostiles are inside its radius? Just let it turn red, simple
Engi master class
requested before; requesting again :D... Detonation pack trigger screen could show when/howmany hostiles are inside its radius? Just let it turn red, simple
^ Not bad actually, but if that is coming, please also add blue screen for "friendlies inside the zone" effect
or something similar, 90% of FF comes from c4 charges
good idea, so you know when to blow up friendlies too 😄
I think that skill trees for each class would be nice. like a small 2 path option for each weapon and tool. engie could get more ammo in his guns or three guns, scout could grapple way faster and move quicker on foot. Driller can dig in any direction as long as he is in dirt, even straight up, so long as he is digging something
I think that's handled by Gear Upgrades. As more upgrades are added I think it'll resemble a skill tree more.
I did suggest earlier that having a branch, having to pick between two big upgrades that do different things would be nice. You could buy both, but only have one selected for the mission.
I think that everything else can be handled by the Perk system whenever they overhaul that.
At the moment it's in a truly sorry state.
There are like 5 tiers of Fall Damage Reduction for instance, and each higher tier only improves it by 1%.
That, and other things in the tree reeks of a stop-gap solution to me.
If this hasnt been said before: Add the support icon next to the players name also in loading screen
In one of the next few updates I'd like to see more than just the mk.2 sets of armor I would like something that's lower player level than 8 so we can obtain it somewhat easier
Also bosco is very bad at hitting cave leeches out of the 10 time I got grabbed by one he couldn't hit them at all so I got downed all 10 times
I had an idea the other day. If the devs wanted to add weapons later on but needed a lot of time, or could only produce a few, they could add in unlockable attachments for the current weapons. Like maby a more visual representation of the upgrades we have now? I’m not sure now, while i was typing it up it started to sound like the upgrades we already have.
If they are going to add attachments or more mods i have an idea for driller: instead of a cone flame you could have it shoot fireballs or at least a grenade like thing that explodes into flames. We could also have combo attacks like engineer could bring out a grenade launcher that explodes into a flammable liquid which slows down enemies, then the driller could light them on fire. But any other class including the engineer himself could shoot it and it will have a 'chance' or something to light it on fire but it will be weaker than when the driller put it on fire originally
I believe his idea is for different classes to directly synergise with one another, i.e were the driller to use his flamethrower within the line of fire of the gunner, the projectiles fired from the chaingun barrel would be set alight to deal additional damage. Apologies if that was a poor example, but I like the general idea.
I don't like the idea of direct synergies like that, just feels off, personally.
I like the indirect synergies that the game already has. Like the Engineer's Platform Gun and the Scout's Grapple Gun; the Digger's Drills and the Soldier's Minigun; the Scout's Slow Grenade and the Engineer's Grenade Launcher, or really any other explosives.
They synergise because, mechanically, they just fit together and work well. Putting in synergies which are less organic and more synthetic would have to be a carefully handled move, in my opinion.
As for the Flammable Liquid idea, that's what I was suggesting for the Digger's unique grenades whenever he gets them. Increased fire damage on enemies coated with Oil or Grease, or whatever it splashes them with, and potentially leaving puddles on the ground which stay lit for 8+ seconds.
If a character ever gets added that has a Bow or Crossbow, then I could see the Driller lighting their arrows, but lighting bullets on fire is a bit dumb.
when someone is downed you see by what and who they were downed eg: scout was downed by: underestimating gravity, engineer is downed by: c4 thrown by gunner and driller has been downed by glyphid dreadnaught's fireball
That would be nice, and a really simple add.
Laser variants for existing weapons may be an idea to consider. Having no need to reload, but unable to keep up prolonged firefights due to their heat cores. Players may opt to discard their current heat cores to discharge all the heat, but they have much lower amounts of heat cores as opposed to magazines for kinetic weapons
Drop Pod needs 2-4 turrets on it's hull. So it can secure landing zone a bit
Customizable flare color
@sudden geode I think it's fine to expect the players to clear the area around the drop pod when they get there. It might be useful in Solo play though.
I think company should invest in 2 turrets at least, because it`ll save them money for hiring and preparing new qualified miners
While they're at it, why not add guns to the MULE?
(cough) Warhammer40k Drop Pods have turrets >.>
(cough)(cough)
For MULE is bad idea, because it will limit it`s cargo capacity
Each drop pod could have 2 turrets above it`s exit, each with 100-150 bullets
Remember Point Extraction mission. Outpost there also have 2 turrets, but they are not "gamebreaking"
Sorry, but flamethrower with realistically unlimited ammo is game breaking.
You shouldn't be firing it for longer than 1-2 seconds per burst anyway, so how fast do you expect it to overheat?
it doesn't take a lot of fuel to lay down a wall of fire that catches the entire swarm
I like how you go for the Flamethrower and not the Minigun.
Which already has an overheat mechanic.
well I realise it does have that already
minigun actually has the easiest solution.
Overheats faster, literally no ammo count
but if you try to put overheat mechanics on other guns it starts to get a bit wonky.
Scout shotty?
Gunner revolver?
Engineer Grenade launcher?
NO thanks.
Heat based grenades...
Maybe some DoT thing..?
I don't know how that would work out
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