#suggestions
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I preferred the idea of an Oil / Grease Grenade for the Driller, since he already has area denial with his flamethrower anyway
What kinds of guns do we not actually have in the game yet?
We have a full range on guns on both the damage-per-shot and bullets-per-second scales;
Really faster guns, really slow guns, realy weak guns, really heavy guns.
What kind of guns could we have that wouldn't just be a palid recombination of those two factors?
surely we could have classes with different grenade launchers, since that's an unexplored avenue, but I really don't want to see that
I'm actually of the opinion shocking that the game doesn't actually need a 5th class
I'm assuming the game checks to see whether an enemy is in front of you before it plays the animation?
I quite often haven't moved the camera toward the enemy until the last few frames before the hit lands.
@sudden geode you really wanna see that shotgun in the game? Question is why, why in earth would you have that in the game? I mean I guess appearance wise it would be pretty neat, but the melee aspect of it is useless, as the game already has 1 melee across classes(yes, driller hands are another one but they dont count) and its working. Skins would be sort of cool for the game though, guns look always the same which is boring
as far as it goes gun-wise, that one would be no different to the Engineer gun, but semi-auto and reloads individual shells.
We can already see from the loud majority of driller haters that semi auto 10 damage weapons are very unpopular.
They would probably get around the reloading aspect (which would be the guns biggest point of hatred) by making the dwarf slap it and pump it.
This also seems to annoy a more minor group, but in this case would annoy me as well.
make bosco more intelligent plz. only this. plzzzz. when you are taking resupply, he pass in front of you, when a grabber (the new enemy) take you and bosco i smining, he will not help you. ok he have to finish his work, but make a button for emercency. it take 5 minuts before it starts help me!!! ๐ก ๐ก ๐ก
There is a button to call him to you during this
I don't know what it is on PC, but LB on xbox calls him over
he could do with a pathing tweak though - if not for the other reasons stated, but so that he at least understands how to fire at cave leaches and grabbers properly.
Would be nice if he didn't prioritise certain (useless) tasks over returning to his usual routine;
Target the ceiling He will shine his flood light toward the ceiling and illuminate a handy section of the cave for all of about 20 seconds.
Target a nexus, or sometimes even a spitballer He'll fly over to the enemy, shine his floodlight over it pointlessly, but never shoot at it and never return.
Once fought off an entire wave alone before I realised that Bosco still hadn't returned to help.
I wasn't aware of the nexus/spitballer issue, but he definitely still needs work on the leeches
As I keep saying, he should go up and dig them out of the ceiling
I can live with him not killing nexus for me, and I'm not sure if he isn't supposed to kill spitballers anymore or if I'm just having bad luck, but he really should return after the same period of time when sent off to do those tasks.
You can call him over to you...
didn't realise he was still gone until after the wave.
told him to go illuminate the nexus just as it started, and because I was playing P.Extraction I could hear the turrets firing at enemies anyway. I'm usually pretty good at noticing small details in sounds but for whatever reason I haven't committed the difference between Bosco and turrets to memory yet. Maybe it's just because I play in parties mostly.
.
That's another thing actually. Parties.
I read a request yesterday or so, of someone asking for a confirmation before you start joining a lobby because currently if you misclick it just hurtles you straight into that Tourist game from Finland.
Now that's all good and noble, but where we really need this feature is in the quick joining screen.
On Steam, I don't bother with Quick Join at all, because lobbies in New Zealand are hard to come by, so I'd rather just pick an American lobby and deal with 50-100 ping.
On Microsoft edition and XBox there is literally no other choice than quick join.
That's a travesty in itself, but if it's due to limitations that are integral to the XBox Live matchmaking system and can't be changed, I'd appreciate it if I at least got to confirm that I want to enter a game after one has been found.
There's a reason I don't use that copy very often, and poor matchmaking experience accounts for about 90% of the reason.
Come to think of it, I can't think of any xbox games where you can select from a server list
It might be microsoft
However, the verification screen, absolutely
I'm only familiar with the matchmaking for Payday2, which is a quick join system identical identical to this, unlike the X360 version which used a server list like it's original on steam
CYBERdwarf https://imgur.com/gallery/3fkXEW2
a Boss would be nice, the 3 leviathans is already quite fun
The ability to press f in the memorial room tyty
An option to not allow duplicate classes.
in my experience is somewhat rare that this occurs. But when it does, it specially grinds my gears when I'm looking for a serious game.
In the market, a button to get to the max resources you can buy depending on your current amount of money OR a code that lock the increment to the max resources you can buy depending on your current amount of money
It'd be nice if they just let you type in the number of resources you wanted.
Also, yes that would be nice (was not sure if it was possible though)
No reason it wouldn't be.
I'm pretty sure it's simple to implement a text field like that.
Also, an ability to push back small melee enemies (like in L4D) and flying ones too would be a great feature
It might be a bit of a contested idea, but I feel like brightness setting would help. Personally, I find it pretty straining to see things in the dark caverns when I'm playing with less than 4, and I don't like being forced to take breaks between games because of eye strain. I understand that lighting is a key part of the game mechanics, but even after upgrading flares and flare guns I can't help but hurt my eyes playing in duos. So maybe brightness setting, or some slight tweaks to brightness would go a long way in relieving some of the eye strain.
Goggles with long hair without a helmet
Ability to recolor parts of cosmetics (I. e lens on industrial goggles)
More buildables for engineer that will replace ammo drops for him
Some ideas of that:
-Healing station: Basically a supply crate, but with health instead of ammo
-Shield that blocks all attacks from both inside and outside, having a random chance to explode under certain damage treshold (When deep rock REALLY needs to invest in better equipment)
Hello, it will be nice to see a crossplay xbox / steam appear ๐
Deep rock seriously needs to invest in some better equipment
It would be extra to implement, but I'd like it if like, right-clicking while you have the Laser Pointer out would open up a little radial menu.
Letting you pick between callouts like 'Flare here' and 'Platform here' and stuff like that.
please fing balance the game in 2p mode thanks ๐ซ
Elaborate
I like the radial wheel. Add "Guard" and "Light" to it for bosco so he can watch your back or light up a certain area for you. Maybe even a "move here" for molly so you can tell her to go over to your friend instead of just to your position.
That does sound nice.
If they had it so you could call 'Flare Here' I think Bosco should be able to drop a flare or two as well.
Just poop it outโข
could there be some way to have it so that a button needs to be pressed in the actual rescue ship to escape the planet? sometimes ill make it back before my teammate does, and he'll die not too far away. if i had the option, i would go and try and rescue him if there is time left, but the game auto closes the ships doors
also, maybe adding something inconsequential to gameplay that signifies you left people behind, such that people would actually strive to rescue teammates
You do get a cash bonus for surviving teammates
Yeah
Its small tho
So dont risk going the other side of the map for one teamate and all dying
i was thinking of something like being branded a "traitor"
idk, if they hold leave no dwarf behind as their motto, i feel like it should be worth your time trying to get a downed teammate rather than just finishing the mission
Considering the company is happy to leave ALL dwarves behind, I don't think so.
I agree that the incentive for saving someone is pretty low at the moment.
maybe it should be something different, something that can only be obtained by rescuing downed teammates after rescue pod has been called, because credits can be gotten anywhere
although im not sure how to go about that without players abusing the system
There's a teeny weeny thing I'd like to suggest. Could enemies make sound when moving? I'm tired of getting ambushed by a perfectly silent swarm.
My Ideas (some are good, some are bad im just spit balling)
Bug Ideas
A trap bug, stays underground not moving but when somone steps above it, it grabs the player and deals damage over time (AKA Trap Door Spider)
Drag Bug, Able To Drag Downed People Away
Slow Bug, Does Little Damage But Slows Dwarfs
Smoke Bug, When Killed Limits View around for a while
Class Idea
Builder
Constructs Quicker Than Other Classes
Can deploy Elevators (only 1)
Can Be Resistant To Shock
Has SMG and Double Barrel
(no charges but can build small walls)
Detector
Places a Scanner that tells what ores are in the area (but not the location)
Has SMG and pistol
20% chance to dodge a grab
mechanic
Builds 2 Totem that do AOE damage around it but cannot move and have a cool down
Builds Faster Than Other Classes
Has Assualt Rifle And Pistol
Resistant (15%) to melee attack
(please dont put a healer class, i cant imagine a mining company sending a healer down)
So, Mining company sending down guy with MINIGUN is normal, eh?
That`s MINIGUN, not MINING GUN (badum-tsss)
It kills stuff
a bit confused by what they mean by "constructs faster"
I can't think of anything we actually construct apart apart from turrets and drop beacons; they ability to construct those faster is a weaker class advantage than Scout's ability to make more dumb mistakes.
your classes seem to similiar in my opinion
that itself isn't a problem, since neither is actually in the game
that and the special ability seems pointless like the shock resistance would come in handy on 1 map even then still so easy to avoid the shocks
Still waiting on my EMP bug
so a crab squid?
all of the class armor abilities seem to resist one enemy type and one terrain type.
Gunner - exploders/ explody plant things/ satchel charges
Driller - (make a fire enemy pls)/ hot rocks and volcanoes
Scout - Grabbers/ falling in general
Engineer - Praetorians/ just about the entire swamp biome
don't stand still in a blizzard
the game already has a slow mechanic that can be applied to dwarves, can't be too hard to apply it incrementally to players that move little
i understand that my class ideas are similiar/needs refinement, but i belive the Bug ideas are decient
Or, you recieve frost damage during your shields off (frost damage itself do not delay shield regeneration)
I do genuinely like your bug ideas (except the tunnelling bug and the bug that drags your downed dwarves away could be put into the same concept).
We do have a slowing bug though, the web-spitters
I wonder if their engine can handle the particle effects required to significantly smog an area?
Was trying to come up with a more fleshed out idea for a fire bug inspired by your smoke idea, but realised that Praetorians already fill that role.
They spew streams of toxin at you, their presence is both intimidating and well announced, at death they release clouds of toxin.
These are pretty much all the qualities that a fire bug would need, so I guess I'm just requesting a biome specific Praetorian.
what i'd love is for suicide bugs to release a puff of (explosive)smoke to show its damage radius like the satchel charges do, i've often got hit thinking i was out of range,
I usually have my back turned to them when they explode. Whether I reacted in time or not, Dwarves walk faster going forwards.
yea, often i jump backwards and shoot other bugs tho, and then get clipped. so yea
keeping my suggestion! =D
Can we please have a "step on bug" for the small fry?
dont be bully!
My suggestion - Make it so you can't recall the mule to the drop pod during a swarm. I had 2 runs ruined this evening because someone recalled the mule as a swarm was starting.
Suggestion: make a red sugar emote
red sugar emote?

if you mean to tell teammates you saw some,..hold left ctrl, aim at the red sugar, and mouse1
My wife, and my friends Amy, Katie, Ruby, Tabby ask "female dwarves when"?
@small scaffold but that's nitra ๐ค
so you did mean an emoticon after all :P
yee
How about. When someone joins mid mission. A marker appears like a resupply. And once loaded in they arrive with a 1man droppod. Like a resupply
@strong lantern there are no female dwarves and even if there were they'd still have beards soooo
Like I wouldn't have my dwarven women with beard
The rules established by Tolkien:
Dwarven women look like men.
Elvish men look like women.
funnily enough, in Norse mythology, dwarves were known as the "Dark elves"
I always thought of dwarves as like reverse elves
I'm pretty sure we'll get female dwarves eventually.
Reverse elves... ๐ค
Tall vs short โ
In tune with nature vs beat nature with a pickaxe โ
Live long vs die young (working for deep rock) โ
Slaves away all day working for Santa vs slaves all day working for Deep Rock โ
Sissy harps and stuff vs Rock โ
I would love to see Elves own the DRG company, commanding dwarfs around, sending them to suicide missions to gain riches to themselves
hahah, that's never going to happen, Dwarfurious would never allow it ๐
I myself believe that the setting is when a fantasy setting becomes sci-fi. Dwarves mine the galaxy, humans do the regular human stuff, elves mucker about on earth still, orcs steal spaceships and go on a piracy spree, etc.
hi guys, i have some requests.
I'm here for the first time, so for now I do not know anyone, I have questions and ideas. Will you modify the animation of the weapon? And also to fix the bugs of the cable from the machine gunner? I have an idea, why not do so, that after the victory over the beetles bosses, after them did not fall at least a little bit of resources? when we see the beetle's beetle, we are glad that in return for killing this beetle, we will receive a reward, so here when the boss is killed we can receive a reward in the form of resources, the player will realize that he is not wasting his time killing the boss and will receive in return and a reward in the form of resources.
Suggestion that really improves the game factor:
In extraction, since bugs can go through the drill head grate, please make it so you can fucking shoot through it too! Also fix it so you can actually throw nades ON the grate, not through it! Thats really annoying.
i dunno, would you rather they just couldn't walk through the gangway?
Not so important factor:
When you buy vanity items such as skin color, make it available for each class, not only the class you're buying it with. Theres literally no sense on buying the same exact item for multiple classes
grenade fix of course
That too, but it might require more coding, since they already go through floors like Vision
I'm late to the fantasy race talk but we need the true enemy of the dwarves one day
Gobbos
They could be an enemy type, maybe try to steal minerals from the mule all sneaky like?
Goblins!
Heck give those ones from croc angry eyebrows big nose and big ears and you got a good enough goblin
@hollow yarrow
it seems to me not suitable for setting games
Yee I an get that
I picture the lady dwarves in this game like the stereotypical over the hill waitresses in a U.S. small town diner.
Any word about community workshop (steam) or mod support in the [far] future? Granted, I may not be a developer but I participate in enough gamejams to want to try out a few procgen iterations of my own! Perhaps we could launch an official poll to see how many people who ALREADY know how to use UE4 that would actively participate in bi-monthly fan modding contests?
I know "Depth" (shark game) had a barebones UE3 editor and that's basically what kept it alive in-between patch updates and community events.
I think it's way too early to be talking about that.
I would be really interested in hearing the dev's thoughts on it though.
It's never too early to allow fan-made content into the game, in fact the earlier the better. The devs have made an interesting game, but there are thousands of fans out there with their own ideas, and thousands of minds thinking and creating can devise and create far more than a single team of devs. Yeah there's the process of figuring out the implementation of it and figuring out how to keep it from completely spoiling the main game while still allowing players to enjoy the experience of being completely mutilated by a horde of teletubbies replacing the Swarmers, each with 10x the HP of a Dreadnaught, but those are minor compared to the content can be introduced in this manner.
And if a particular bit of fan-made content is done just right, is well coded, and fits just perfectly, there's nothing stopping the devs from contractually buying the rights to said bit of content and officially integrating it into the core game
yae, so i suggest we make a #suggestions channel where all the fans can post their ideas and content for the devs to look at and balance to their game
=P
that's what this channel is, and the devs have only so much time and attention to spend on random ideas. That's the point of fan-made content being enabled. Yeah a fan may only spend 2 hours a day casually coding and bug-testing their mod, but when you multiply that by a few thousand working with whatever ideas they happen to come up with, far more can be made than the devs themselves could ever produce.
Mind you, at bare minimum 80% are going to be garbage or simple asset swaps, but somewhere within that 20% will be a few absolute gems that change the whole gameplay experience, making it a whole new way to play and adding further playtime and enjoyment to what is currently a fun but limited game
I definitely think it can be too early to add fan-made content, depending on what it is.
As a rule I don't think fan content should be added before a game hits v1.0.
Unless it's vetted by the developers and they're happy with how it fits into what they have.
Personally I very much like the theme and feel of the game at the moment, and I think the wrong sort of fan content, or too much of it could spoil that.
Depending on what it is, how it's implemented, etc.
I prefer the other route. Keep the core game seperate and pure, but allow players to install and play whatever fan-made content they please. Yeah there will be SOME limits, mods about the dwarves tunneling into an elementary school to kill everything would be removed quite shortly, but in general if the players WANT to install a mod that turns the swarmers into bloodthirsty nigh unkillable telletubbies, they can go right ahead. Yeah it doesn't counnt for their main game resources and would be nearly unplayable, but considering they have to manually search out the mod and install it themselves, that's their choice
Here's the other thing.
People playing with mods likely wouldn't be able to progrss like normal players.
Chances are any credits they earn or resources they gather won't carry over, unless the developers specifically validate that mod.
Like the way that Dungeon Defenders did it.
A completely seperate account, basically, for steam mods.
You'd need a "custom game" filter for the server browser and to probably add an opt-in for quick join to allow custom games
I was just about to suggest that, a profile for modded playing with easy access to reset if there turns out to be several high conversion mods developed
They could allow certain things to be changed without disabling progression. ie asset swaps
It would be a great deal of work for the developers.
And it would subtract from the experience of the people who just want to play the base game.
those are still iffy, an asset swap that does nothing but make the bug's glow brightly is still an unfair advantage
Exactly.
That's why I said each specific mod would need to be validated.
Think Bethesda's Creation Club or whatever it's called.
oh god, bad example
Bad example but I can't think of any at the moment.
I suppose there's Killing Floor.
because having the devs vet content is in general a bad idea. It goes back to time and how they have limited amounts of it while there are far more fans who have much more time than them
Exactly
But just implementing a modding system in the first place is a lot of work.
And it's MORE work the earlier they do it.
Because if they change the game a lot (as they may do, it's still Early Access) they also have to make those changes to modding tools or whatever
Doing it late can also add lots of work if they don't write the code now to be conducive to modding later.
not really. from what I understand, most modding tools tend to be sanitized and more user friendly version of the ones they used to make the game in the first place. enabling the game to support mods is more difficult, but still easily doable
^ that too
Suggestion on upgrades:
You're able to mark which upgrades you want next, and it shows you on a small window on hud like for example 40/840 Enor
I wonder - do DEVS even read suggestions? >_>
I'm sure they check in on it now and then.
But I'm sure they don't read everything.
They do read suggestions
Goblins who ride and have domesticated the swarm.
A goblin themed expansion to the game would be pretty shweet @somber egret
my main problem with the game currently is the relatively small pool of enemy types
what about a Goblin Mission Giver
cause it is my understanding that Dwarfs Are Better Builders When It Comes Down To The Underground
I know it seems to be all the rage, but I think add something like goblins as a non-playable competitor company would be pretty good and would fit in nicely with the game
You could have instances where they bust through a wall during your missions and you have to duke it out with them
"goblins sightings in our mining territory, wipe them out and destroy there equipment"
Their stuff could be hilariously low tech compared to dwarves, yet somehow still functional
A la warhammer orcs
Insted Of Turrets, Rock Launcher/Cannon
i would love a small turret inside the droppod, so it atleast shoots at stuff on its ramp
A single human in the abyss bar would be nice too
One day, I hope they can release another planet with a whole new race of bad news to kill. If they did, I know it would be waaayyyy off yet but I like to think about the possibility of it sometimes
I think that might be like a year or two in.
I wouldn't mind paying $10 for it if it's a whole new world with new enemies and stuff.
Though, those enemies would have to be a subterranean one again. Maybe moles or something
I say that'd be a long term case, for when the game is settled as a full release. Doesn't hurt to make that to-do list now.
Change my mind on Goblins, why would they add that? I mean Goblins being only melee is just plain fucking stupid and Goblins with guns is a death sentence, a swarm can seriously fuck you up on H4, the last thing it needs is some green twats riding them and wielding weapons lmao
Also why add something you cant even have in H4? double-edged sword
Meaby if its balanced so that in some maps the Goblin spawn is higher, swarm is non-existent and the same but swapped. Or that Goblins server another purpose than being an enemy you fight all the time, like someone said earlier, they could steal stuff from your inventory (not too keen about them stealing straight from the Mules inventory, because you would have to literally be with the Mule all the time, that is if you dont want to lose stuff)
Brewer class. Carries small barrel on his back in which he collects Red Sugar. Once every minute barrel refine Sugar into healing Red Sugar moonshine Flask (Weapon slot 4, hold E to use on self or LMB to give) that can be given to ally to provide him with health regeneration (For example, 50HP during 20 seconds). Can carry up to 4 flasks.
An animation for when Molly/M.U.L.E. enters the drop pod, as of now it just flies up back down and glitches in.
"I have to go now, my planet needs me"
pretty sure thats on their to-do list already :P
more memorial hall prizes!
also extra xp bonuses for additional hazards (such as exploder infestations and so on)
As the theme is more future based, would it be too much to have holograms over terminals? (rhetorical) E.g. a cog over the gear upgrade, maybe a currency logo over either vanity shop or exchange terminal and something over the looks terminal. Yea isnt that important, mainly cosmetic but would be a really neat add to the interior of the space ship!
Honestly, i'd LOVE to be able to reset my perk points i've spend, made a few bad choices
Dont you get enough eventually to open all of them?
Yeah, I Have The First 2 Rows Already.
Yeah you can just keep playing till you get them all
ALSO the idea of fan mods is cool but if they are added it should be when the game is fully released 1-2 years from now not early access
I second that.
Adding fan mods right now could actually hinder game development or potentially causing game breaking bugs
It would definitely hinder game development.
The guy who suggested it said that 'mod tools are streamlined nowadays so it wouldn't be a problem' or something.
depends on the engine, if it's Unreal, maybe. It'd still cause some snags and of couse modders bitching (modder myself) when something drastically changes and my mods break hard. I think if they plan for things to be able to be modded, but not open it to such until the time is right, would be better
Yeah, obviously there's nothing wrong with planning for the future.
But it would be a lot of work at this early stage in the game, not just for the developers but for modders as well.
yeah
The only thing I could see them allowing is weapon skins / model changes.
Things that affect gameplay would be a long way down the line.
If it was my game i would not allow until the game is fully finished
But thats just me
I would too.
I think a game should be released, 1.0, full version and be around for at least a little while, doing its own thing, before any modding support is added.
Some more sandboxy games need it though, since they lack objectives.
hello, developers are planning to add new gnomes? And maybe they are already working on a new gnome?
@near glacier So what? I'm not strong in English.
Ok Dwarfs
There we go
@near glacier
well, and can not wait to see a new dwarf )
But now I want Gnomes.
could y'all make these quantities available to enter through the keyboard
i really can't think of how to say that, i think you'll know what i mean lol
I'm not even exaggerating when I say that feature would take 5 minutes to implement + check for potential bugs and then it's good to go and never look at the code again.
might be a bit more than 5 mins, as I think it'd be their first input that is not text chat. And since it's numeric they have to ensure no one mashes a letter or weird char in, also have to make sure people can't CTRL-V or perform weirdness into that input. Validation is a chore
but I would too enjoy this feature
Checking that it's a purely integer input isn't terribly difficult. I don't know what language they're using but in the two languages I've used it's a one step process.
The game already has the container variables in place (we're already using them by clicking the buttons), all that's left to do is to create onclick actions for each of those labels, have them temporarily replaced with edit boxes and then switch them back when the user clicks off or presses esc/enter. Check that it's an integer value before commiting it to the variable (and the correct variable) and you're good to go.
I don't see how performing a paste action would be a problem? After all the game simply won't sell you the credits if you don't have the money for it during the final step, and checking for an integer doesn't have to come till later.
it's more of bypassing validation/masking by pasting "E4d97" into the input
or if someone fat fingers while typing. Just QA stuff, and potential "some goof is gonna do it"
I'm not saying "please don't add this" I'm just saying it might be a 5-30 min code job, then maybe 30 min testing (less probably)
They could def squeeze this into a release
...I'm sorry to poach, but who uses that anyway? it's literally the most expensive way to earn Crafting in the game and actually slows down your overall progress.
ie, it's a con.
I understand it's a wanted feature, it's annoying being 10 jadiz short for that shotgun upgrade, but when it costs you 250 magnite to get it (or whatever) it's actually slowing you down? I speak from ignorance. I was fully unlocked, 100% bought everything before this feature was released.
However, I presume its a feaure that's here to stay, so i must say that what you are requesting does seem like a reasonable QoL improvement to the UI for the Terminal.
+1
I'm at the point of having lots of credits, but far fewer mats that I need. Being one of those apparently rare and freakish people who doesn't care even slightly about cosmetic items and only about functional items, it's a very welcome and desired feature. It's mainly when I want one specific mineral, but none of the currently open areas spawn it at all. I just go to the mineral trade and drop 10k credits, get my minerals, then upgraded my Engineer armor to lvl 3 before starting a 3/3/3 mission in Fungus Bogs or Dense Biozone so I can ignore the poison shrooms entirely
Honestly material prices should be changed.
Certain materials are more rare than other ones
Yes, I'm aware that the spawns are random, but at least to me it feels like some materials arent as common. Enor for example is quite common compared to the green one from radiation zone
Enor has been rare in my experience.
I used to have a ton of the green stuff from the Radiation zone though.
It felt really common.
been playing for 2 minutes - easy suggestion
the sound that accompanies these notification should be attached to the master volume, or at least have their own volume slider.
Laser sight upgrade for pistols like the laser pointer and makes a line to what youโre shooting at. Helps accuracy and your team knows what to help shoot.
Barrel riding, when you hop on a barrel it starts a timer and displays a name and time on a display board somewhere in the hq for that session so you can see who can ride a barrel the longest
Spooky dwarf skeletons randomly but rarely spawned in as a nod to our fallen brothers. Maybe near a hazard.
For single player a notification for how many times you can be downed before losing unless I missed it, in that case making it more visible.
A new salvage mission where youโre exploring a crashed space station amongst caves thatโs infested with bugs and have to retrieve some tech mcguffin thatโs really rare that hq needs
Dual grappling hooks for scout that let you swing so we can Tarzan our way around the map
I'm new to this server and to the game, so probably someone already suggested what I am going to say, but just in case no one did I think it would be very useful we could mark places, just as we can locate the escape ship or the Glyphid Cocoons for example. I think it would make it easier to explore and not getting lose ๐
Theres a laser pointer you can use already, I think it's CTRL on pc
But I dont mean like that, I mean like we could have some kind of sign we could stick on the floor and we could see that mark if we moved away
If you hold the normal key for the laser pointer, it leaves a personal waypoint, but only you can see it
seems too cheaty?
@devs if a pvp mode is added ( I doubt it but you never know) it would be cool if it was a bar fight in the abyss bar and you could bet crafting resources
Just like Vermintide, that'd be kinda cool
ikr
dwarves alcohol and greed name a more iconic trio, ill wait
๐ง 

can you make sure that they can personalize the class (weapon, held, equipment ....) thank you and ad more armor and class like defender (he as a bubble shield ) and rocketer (rpg c4 grenade )
the thing with other classes is they cant make other ones usless why play scout when 4 people just run around with rpgs and murk everything

a shield guy would be cool tho
well you can get away very easy with a 4 gunner crew, even a 4 engineer crew is viable. Also Nibbler there are other mission types than just standard "mining" and I'm sure some more combat based ones (other than excavation, and salvage) will come about. And I don't see how 4 RPGs would make scout outclassed.
As for a defender class, Melee, shield, and instead of gernades he has Klaxon charges where you use a "gernade" but you get a timed taunt buff
well yeah on salvage the driller is useless
same with elemination, driller is not very usefull against a dread, I mean, he can use his 3 c4s but thats it
i understand the new class ideas my fear was thats all anyone would play if its to good which in turn means you wouldnt have a scout or so on
idk an RPG guy sounds like he'd be missing a mobility item
gunner has zips, engi platforms, driller... yeah, Scout grapple
that and the engineer already has a rpg esk weapon
id prefer maybe like a pulse or plasma rifle or my orginal armorpiercing rail gun
yeah something that can rend armor would be cool, however the real armor that is annoying is just praetorians
other than that, you'd have a low ammo, high dps, armor rend weapon that's only good for 1 thing
๐ฆ
untill I guess more boss creatures are made
or armored charging bugs (Think the "reworked" pinky demon from the newest DOOM)
well i mean he could have like a smg or a needler esk gun as a secondary just the primary would be a hard hitting armor pircing round
but less useful on non armored creatures
but then you're down a dps. I'm not saying "No" I'm just saying right now it'd be less useful
as it is now
but being able to blow a big ol hole in a bug would be sick
i aggree but with the upcoming addition of boss creatures the dreadnought will prob become a common enemy
maybe 2 guarding the glyphid queen
"pinky demon from DOOM" No, Hugo, Nooo! At first I thought those fleshy hamsters were cute, then it ATE ME! This in DRG would literally be a boss straight outta hell
I say the bosses need to be more tactical than that sorta thing, a fast dps enemy just wouldn't match, at least not anything of decent size
Swarmer sorta thing, maybe... ๐ค

due to how insects move by pumping blood into their limbs (like hydrolics) there could be a heavy armored charger/leaper bug ๐
and the pinky is the perfect example, armor on front squishy on back
just make their turning speed really bad, unless you're close then they like aggressivly spin to face you?
Bigg butts
Actually hiw they killed it was shoot a hole in the back and put a grenade inside the shell
Yes its a beetle
I think they should do more with the armour plating system they already have implemented.
You can shoot the plating off of Wariors, and even off of Praetorians given significant firepower.
I like the idea of one that borderline needs a C4 charge, drill, grenade launcher shell, etc. to get into and expose it to damage.
It obviously shouldn't be a damage powerhouse enemy, unless it's a very big boss, bigger than the Dreadnoughts right now.
Maybe something which causes tremors, which can cause rocks to fall from the ceiling and damage Dwarves, or maybe throws their aim off.
A spitter queen with barbs laced with a hallucinogenic toxic?
When it lands a hit you will temporarily become intoxicated and start seeing additional, illusionary bugs.
It should also be able to eject pheromone clouds that excite all the glyphids, making them do everything 30-50% faster.
A bug that buffs other bugs is a good idea.
No sir, it's a horrifying idea.
A bug that heals other bugs ๐ค
Like a spitter but it spits at armoured bugs that heals em up
Not a huge fan of that idea.
Maybe the Swarmers could climb onto the Praetorians to repair damaged armor plates?
Then again they don't usually get damaged anyway.
for the jumper bug a good weak spot would be its stomach so when it jumps you can hit it
Wormlike enemy which digs through terrain leaving a trail like a grabboid and once it's close it rises up to snap at you.
mactera hive queen thing
please allow drillers and gunners to pick up satchels again. Annoying to throw it and lose it for whatever reason
Maybe they don't have any bomb defusing skills?
Some ideas I've had about 10 hours in now:
- Want a dwarf/ability for vertical movement similar to the gunner's zipline
- Late game / High level unlocks can upgrade Molly to help attack during waves. You would have to spend Nitra to reload Molly with ammo
Heres a simple idea. Replace the Deeprota damage from the toxic modifier symbol to one of a bee.
In the point extraction missions i believe, i think it would make the setting more enjoyable/funny if the other dwarf miners that failed and lost their mules had their skeletons laying around the map
Sorry salvage operation lol
This i like. We should see more skeletons. Unless glyphids dont leave leftovers...
Or guns and blood splatter where they wouldโve been unless glyphids like to eat gun metal
Perhaps an upgrade for the Scout's armour (or make it default) which lets you time a secondary jump to not take fall damage in case your grappling hook doesn't land you safely? The ability could either be a double jump or just a momentum resetter, gaining no height but still saving you from deadly heights.
combat roll maybe? if you have enough momentum. I can see people basically never getting hurt if that was the case
the double jump
and if there was a roll option, probably have it just halve the damage
Scouts deserve broken legs
Maybe an upgrade for the flamethrower could be Nice like The flamethrower can trow a fireball(for one entire magazine) whose add magma on the floor and explode ?
(Sorry for my bad english :( )
nobody would use it if it consumes an entire magazine
You get a lot of ammo in a mag, but few magazines.
If it was like the Grenade Launcher with half the damage and twice the radius, I could see it being useful.
The main problem is that in the game's current state, there's no support for secondary fire modes.
also driller already has satchel charges
They don't have range.
In general the satchel charges need a rework, I think.
The ability to throw a bit further and more accurately, to pick them up if you don't want to detonate them, etc.
grenades already serve as your 'ranged' explosives
Weird thing I discovered while kiting well above a Dreadnought today (on a zipline of course)
If you're out of range of a satchel charge, pulling the trigger throws a new one - until you pull it while inside range and then they all blow up.
Is weird.
satchel charges already deal a ton of damage if you could throw them like grenades it would be too much
but yeah we should be able to retrieve them
normally you're able to plant more by pressing R
I'm not saying you should be able to throw them like grenades.
I mainly use them as mining tools, for quickly mining gold.
I'd just like to not have to be almost touching the damn stuff to plant it properly.
If I try to aim up a little it just ends up landing on my head.
Would be neat to see some sort of matriarch glyphid that protected her eggs during egg hunt objectives rather than them just be like any other handheld mineral
@brazen grail said the same thing, that thing is a MUST in this game!
Options for hud elements like crosshair and enemy health bars would be incredible, I'm sure QoL additions like that would be low on this list.
@near glacier Actually we have been discussing that. Its something we want to do
That sounds cool, glad its already in the works
What would be the top5 of UI elements to disable?
@dense idol Being able to hide/disable your name, class name and class picture would be nice; it doesn't serve much purpose, and would clean up the UI a little.
Having your inventory (minerals you haven't desposited yet) hidden unless holding Tab (which isn't currently used) would be nice.
The 'Hold F For Flashlight' bit should have an option for being disabled, since it's only useful to new players.
The 'Flares' part of the UI could be condensed down to 1 flare icon and a number which slowly fills up, like the icons themselves do right now.
@dense idol off that topic, can i just ask if there is any discussion internally on gunner balance? I kinda feel his minigun takes soo long to reach full spin and therefore aim, which reduces its use a lot since by then, unless its a dreadnought, it'ls likely dead
A more intensive change but one that I'd quite like would be a Laser Sight, as an alternative to the reticle.
If it's not effort efficient to add, that's fine, but I'd personally use a laser sight even if it doesn't show me recoil, bloom and other stuff that the current reticles do.
other than that, this is possibly the most feature complete early access game i've ever seen
and i just want to give props
Incorporating ammo counters directly onto the weapons is also something I like a lot. It's already the case with the Gunner's Minigun and Revolver.
Obviously that involves changing models, but still, I think it's a nice touch.
Agreed on ammo counters on weapons, I have a hard time tracking it on engineer, but on gunner i'm always aware, dunno why
Its strange to me that some guns have the ammo on the weapon, yet we still have an ammo count on screen, you'd think it would be one or the other across the board
personally I have no problems with the hud at all
but I've also reduced their size by 10%
Some people have preferences though.
and regarding the hud, I can't think of any elements that clutter, since the entire clutter is only revealed when you press CTRL
I really like just having a dot for every weapon crosshair for example
yeah I said personally
i do think we should have options, yeah
When you swap weapons, you also get the icons for all your weapons show up, 1-4. It'd be nice if you had the option to disable that in the menu.
as a gunner main i like the crosshair since it does show my current spread
@brazen grail None of the stuff I've mentioned is specific to when you hold Ctrl.
Also, another suggestion, molly requires a double tap to be called if she is currently on a job
@dense idol Enemy health bars, crosshair, teammate and personal portraits
My only request would be to slightly shrink and move up the mission control textboxes
seems a bit big and front and center
not a huge issue outside of mule retrieval though
oh yea, didn't even think of that clutterbox. removing that would be nice
OOO also I thought of a particular thing i was thinking of earlier
holding .... something would cause you to jam the flare into a nearby surface
I'm mostly going by my own preferences, which is as minimal a HUD as possible. There should definitely be options to toggle things on and off, and maybe a button which restores all hidden stuff, like Tab while held.
For instance I'd like to play without:
โข objective tracker,
โข mineral inventory,
โข class, name, class picture,
โข reticle,
โข weapon-swap icons,
โข flashlight icon.
All I'd really want is the compass, grenade counter, and my health and shields.
when im mining high up, throwing a flare for light often results in it falling
oh yeah the chat boxes are a bit big
for mission control it's understandable he doesn't talk much (unless it's salvage)
salvage thoughm you're fighting while he's talking
I keep my hud at 70% because of the chat boxes
so maybe just remove the text boxes from him while you are defending?
Options for reticles: specifically I liked the old engi shotgun sight. the ( )
actually both at this point
yea thats something we've been talking about, customizable crosshairs
I'm sure it's possible to add laser sights fairly easily to existing weapons, since the Gunner's Zipline Gun already has one.
it would be very nice
they could also include some optional hud elements that provide more stats for stuff
yo modding guns
also, idea for a support item for a new class. can scale walls, mine while hanging, and carries pitons with ropes for other dwarves to follow him
mods for weapons seems like a massive project in itself, like a full update by itself
but I like it
I definitely think that more modular UI should be attempted in an upcoming Experimental build.
It would be nice to play around with it and see how it works.
Also, does anyone feel satchels should be reworked to be more of a mining tool, rather than a combat one that it is now?
have you used it for combat?
@brazen grail I couldn't agree more.
What I mainly use them for is blowing up Gold veins, because mining them takes too long.
Cave collapse would be a BIG thing.
PCs would die
@dense idol A summary of everything mentioned in response to your question:
Name, class info, etc.
On character inventory
Reduce flare(one icon with a number)
Remove current crosshairs and replace with laser sight / single dot
weapon swap options
enemy health bars
teammate and personal portraits
shrink and move up mission control text boxes
objective tracker
flashlight icon
reticle(entirely)
Like really big.
I think I got everything
@oblique nacelle Bless your buttons.
you get 4 satchels
predicting waves with them is next to impossible
Satchels feel like a placeholder.
the use of them is limited to big targets
they are usually used for praetorians or dreadnaughts
and they can make dreadnaughts into a joke
infact the only grenade style weapon that i feel works really well is the grenade launcher
It feels like a placeholder, right up until you hear "Dreadnought"
@brazen grail I like the current hand grenades as well, but they need a more controllable arc, like a throw strength charge thing, and maybe a little less bounce.
I cross my fingers with them.
They feel good when you decimate a handful of bugs though.
scout's grenade definitely needs less bounce imo
I usually wanna plant it like a mine
Scout's should be on impact.
yes
i think we should get bouncing betty style nades to be honest
they would make up for the wonky bounces
Less versatile.
ah, but that way satchels have a niche
Maybe the Engineer could get them as a unique grenade but that's all I could see happening.
Satchels can't be thrown far enough to fill in for proper grenades though.
You can throw them like 2ft in front of you.
and yes all classes need a unique grenade tbhg
Yeah it's been gone over a few times.
engineer should get something similar to scout's throwable
where it's more of a support thing
I've seen quite a few suggestions saying this: each class needs to be more individual with their gear, most of all grenades
I suggested:
โข MIRV grenades for Engineer, single grenade splits into many more, higher AoE lower damage;
โข Frags for Gunner, single high damage grenade (possibly destroys enemy armor plating much faster);
โข Oil/Grease Canister for Driller which coats enemies in a flammable substance, making them take increased fire damage and burn for longer, or leaving pools on the floor which burn for much longer when lit.
unique grenades per class?
imo remove satchels to replace it with a sidearm for gunner between his pistol and his minigun (smg, maybe)? or maybe allow him to plant himself with his minigun using a tripod to increase his accuracy at the cost of movement. Gunner gets HE greandes, which would be souped up regular grenades
Team Fortress Classic fellas
Someone else suggested proximity mines for the Engineer, which I think would be a good idea, since he already has a Grenade Launcher.
@brazen grail Why would Gunner need another sidearm?
3rd gun would be weird
He can already carry 2,000 rounds for his minigun, and his revolver is really ammo efficient.
then my other idea
give him a tripod for the minigun
sets himself up
gets better accuracy (less buildup needed) but can't move
I'd like that on one condition.
His accuracy always sucks when he's not deployed.
you mean how it is now
Yeah, like he doesn't get more accurate while firing.
He's at minimum accuracy unless deployed.
just make a deployed gunner take less time to reach max accuracy instead
and not have to 'spin up'
I don't think it's worth it personally.
I think he should have a longer spin-up, but have the ability to spin-up without firing.
Ala TF2 and honestly a lot of games with miniguns.
preaching to the fucking choir
i love gunner
but having to spend 150+ rounds just to have accuracy kills me
Pretty much xwx
tbh though, i think his nades should be HE and strong as fuck
and remove satchel for
something
I wouldn't be opposed to having the pickaxe on 1, and moving all the other gear across.
Freeing up the right mouse button for an alternate fire like a spool up.
imo you could just assign spool up to another mouse button
It's not fun to click though.
i would just put it on a thumb button
Most people don't have thumb buttons.
unsure if the devs want to do secondary attacks
maybe not but gunner is kinda in a shitty place
Yeah.
and he needs love
Though to be fair he is really strong at the moment.
zips are bloody brilliant
his spin up time is nowhere close to tf2 heavy's tho
I'd like it to be longer.
TF2 heavy doesnt have accuracy issues and have to ration his bullets
I don't like having to deal with the initial poor accuracy.
TF2 heavy is 100% accuracy all the time. :p
I don't know all the controls for pc, but on console, X is reload, and is only held as engi to recall turrets... I think there should be a hold control for each class. Gunner spin-up would fit here perfectly
thats a good one, actually
That's not a bad idea.
you dont have to reload trhe minmigun
Words
might make SOME movement hard
but when you're firing you wont need to spool it
i would support putting a spool up on reload
I like the idea of the Gunner being able to deploy for some sort of bonus, but I think it would make him too powerful, if the bonuses were worth deploying for.
His undeployed power would probably need to be dialed back a fair bit.
And that'd piss off the people who don't want to deploy.
tf2 heavy has a 1 second accuracy penalty actually
he's also designed to be ambushable which is why it spins up much slower when compared
True enough, I just don't like being forced to waste those bullets.
it's not a multiplayer game
you are meant to ration but his design is antithetical to rationing
it's not a vs game imean
Honestly I'm not sure why he can fire as accurately as he can, anyway.
want my opinion
He's the best class at long range at the moment which is really weird.
gunner is meant to be anti air
no one shoots down anti air better, however
they are just big enough
and they are generally beefy
He's the best for dealing with them at the moment, but it's definitely not like his purpose.
I don't.
I don't hate playing as any of the classes
i feel like a huge drain on my group with ammo
I bitch about wasting a little ammo when I spool up, but it really doesn't matter when I have so damn much.
His kit is among the best in the game, IMO.
Ziplines are really good, you just get few of them. And his weapons are godly.
i still think engineer is the best designed
Gunner also gets the 50% Explosive Resistance, which is hands-down the best unique armour upgrade.
Due to Exploders.
funny you say that
exploders are packmasters of this game
engineer is the biggest ammo drainer due to his sentries
but he's also my favorite class
i place the argument however
that engi can modify his output and ammo throughput
by the amount of sentries he places
gunner lacks that option
i can't fire in bursts since accuracy drops off FAST
ah now I get it
still don't experience ammo problems as gunner
unless we're overwhelmed of course
Engineer is great.
Before, I said that he was my least favourite because his sentries encourage a passive playstyle but...
his shotgun is aces
You really decide how passively you want to play him, anyway.
His shotgun is alright, his grenade launcher is great
They're for making sure I don't get flanked by exploders, for mopping up swarmers, and for keeping Spitters off the ceiling.
I'd like to know what the targeting priorities are for them.
Because if there's literally any other enemy around and they're shooting at a Praetorian, that's a waste.
I believe it's anything that's closest
Not great, but good enough I suppose.
they did improve sentry ai in update 14 tho
What was it like before?
I think it used to shoot enemy armor more often and other times just practically waste ammo
That's pretty bad. Should count my blessings I guess.
At the moment Driller is my favourite class anyway.
I think like his flamethrower should have a little more range, but a little bit of an arc to his fire as well, since it's napalm.
I find that a lot of the time unless I'm shooting just a few feet in front of me, I can't reliably create flames.
shoot the floor more? i love the flamer
i just feel a tad useless against dreadnaughts :<
Driller can do a lot of damage to Dreadnaughts with his Drills, but that's about it.
a small amount of crowd control (though not an easy one), would be maybe an airblast on the flamethrower
yea, i throw 3 satchel charges and im basically done
I think the damage is fine, especially since it seems to ignore armor plating.
I think that enemies should burn a little longer and, like you said, it should have a bit more range.
Not enough to reach a high ceiling or anything, just to hit things and spread fire a few meters out.
i love the flamer already tbh, favourite weapon :P
what i'd lock is a block or cower option. sometimes im in a corner and unable to evade an explosion, i'd love to be able to reduce the damage of exploder
is mostly where i want an airblast for as well, just push exploders back :P
don't be in a corner haha
well, you sometimes just get ambushed
especially when im making wall staircases towards ores in the wall
yea, in a perfect game, only it always happens
airblast would make melee enemies obsolete
ooooooooooooo
That'd be awful XD
so its only for emergencies
You can just jump over bugs at the moment anyway.
well eff you!, its still a suggestion i wana suggest
:q
As well and good as this conversation is... have you considered moving it to #drg-chat ?
im not as good as you at avoiding those ambushes Dx
it's still mostly suggestions
its discussion on suggestions, making it hard to scroll up and check what people suggest, so yea, i'm moving
Hard to sift through this much conversation. For cleanliness sake, talk about it over there, and repost suggestions here please
- Drillers tend to be in long narrow caves, making exploder ambushes a problem at times, i'd love an Airblast or shove action to reduce the damage. or maybe a block feature to reduce damage taken
Thisss ^ also could exploders have a bit more noise to them/more distinctive sound maybe skittering legs? Iโve been snuck up on and blown up in a very unfair feeling way a ton
Personally, i'd love a radius around them to show what they hit,..(like, a cloud of explosive spores)
That would be nice yea
Bonus credits/exp either for how much nitra is leftover on mission completion.
I think reviving is not punished enough, like, you could down a mate to give him more hp without consequence so we need the following.
Being revived after the first down restore 50 HP
Second down, 45 HP
Third down, 40 HP
And so on, each down reduce the amount of HP healed when revived by -5
After seven down, you'll be revived with only 20 HP and the penalty do not go lower.
To help about this, we can allow MULE to stock up on red sugar, extra red sugar when above 100 HP is stored on a 10 inventory slot but IS NOT CONSUMMED when dropping below 100 HP. Giving them to MULE allow him to heal when interacting with him (either a new button on him or a a new bind). Mule can only store 50 red sugar.
hello, f
I had a pretty cool idea. (finally two)
The first, will be able to play two on the same screen (for xbox).
The second is to create a game server, where xbox and steam can join. For this, you must create an account on a site and connect to the game.
Hey so, you know how when you select a character inside the hub, they do their randomly selected one-liners?
I'd love to be able to use those as emotes, just like "rock and stone!!!!" emotes
We also need simple emote for communication, like Helldivers
With "let's go" "stop" "affirmative" "negative" it was simple to understand each other
"platform" "zipline" "LIGHT IT UP" "dig here"
kinda agree with the downing punishment
but only if there's more than 1 players
also voice commands were suggested and I think we could really use those
Yeah, a voice line wheel has been put up as a suggestion multiple times, it would make things a lot easier
I want to be able to warn my teammates when they have an exceededly cheeky exploder rushing towards them instead of having to resort to kill it and risk having my teammates being downed anyway.
mark it
Voice chat
radial menu would be good for "Platform Here" / "Zipline Here" , as you can already mark enemies i dont think adding another voice option to say would help anymore or any less than a pop up and a voice line already
at least in my opinion
Could the engineer gain different upgrades to their turrets if the player adds a certain mineral to it like hollowmite it will do extra damage and will use more ammo and if you give it something like nitra it will shoot faster, do less damage and use less ammo. Something else me and my friends would love to see would be a sniper dwarve that does bonus crit damage on crits like the giant green bulbus backs of the preatorians. But other than all of this me and my friends would like you guys to know we love this game to pass the time
Oh and also if the engineers platform gun could shoot walls too that would be great
Yea just in case you need to escape for a quick moment
but then again you are capable of completely blocking off enemy path
Thatโs the main thing I was worried about but I was gonna say it would only last about 30 seconds
Or the enemies can break the wall if itโs In their path
yo that would be a solution
Can we make enemies break walls? Whenever going through a player made tunnel and if it is near a natural one or next to a cave, the glyphids end up clipping through the wall and hitting the players yet we can't shoot back unless we exit our dwarf made tunnel. If the glyphids actually destroyed walls to get to us it would make it more entertaining and easier to fight back instead of shooting at a wall while being hit through it
Yea that sounds great actually
So on the fungus map during my salvage mission my drop-pod landed in the middle of the poisonous green matter thats on the ground. On top of that my beacon was smack dab in the middle of it and my fuel cell was on a small piece of floating land impossible to stand on
Maybe make it so you objective isn't like that? I lost many valuable ores including bittergem
I lost the mission because I was knocked off and couldn't get back on the objective because the standable land mass was too small
I've only been able to play the fungus bogs once due to the scanners range always being out of range. Maybe include it in more rotations aswell?
load audio settings before splash screen
There really should be the option to custom your controls. I might not want run to be shift
omg i am the dumb
awesome thanks ๐
Difficulty sliders would be really cool, like I want to play as a 2 man with hazard 3, but with a 4 person multiplier. Or maybe be able to change the percent of damage you take, or give, or ammo reserves etc etc
modifiers like this would be insanely cool
are there skins for Molly?
Suggestion. Stay awesome guys
^ for real. you guys have started something that has potential to be a huge game. in a battle royal world, PVE coop games are hard to come by
suggestion: when buying materials, shift+click to buy in lots of 5
I think it'd be nice for the driller to have the zip-line(replacing the satchel charges) and give the gunner a different utility, I think it would make the driller useful enough that people don't overlook him and the gunner not so necessary in missions for his high DPS and almost necessary utility item
Edit: Maybe the gunner could get a sort of repel line that he either places on ledges of those many deep drops or shoot out with the line dropping behind it
i dont know if many people know this but if you just hold the click down when buying it speeds it up, so it goes by faster
also if we're doing skins for molly we need skins for my man bosco too
A form of slippery goo would be cool, especially if it made people slide into a chasm or something. Maybe an enemy that could spit the goo could do the trick or something
Barrel Emoji
not sure if this had been suggested but armor skins would be a great cosmetic thing to add, maybe colors or something to keep it simple at first
also maybe the error cubes can be used along with a decent amount of cash to get secret upgrades for certain equipment?
examples:
-sticky glowsticks
-laser minigun (either armor piercing or more accuracy)
-cluster grenades
-grappling hook allows you to use pickaxe simultaneously
-Blue fire flamethrower (maybe more damage or fire wall lasts longer)
-Double shot assault rifle
more score screen (after mission success / fail) info, such as:
Individual Stats
- how much ore gathered and of what kind
- damage done to mobs, and headshots
- rocks destroyed
- miles traveled
- damage taken
- etc etc etc
Comparing stats is fun ๐
New weapons we can choose them and they are different between the different class(sry for my English)
it would be fun to have unconnected secret small chamber with gold and/or crafting resources , and you would have to be careful with the scanner to spot them or it, it would also boost the Driller picking
I was thinking and I love this game but if you want it to stay alive longer, I think adding stuff like the ability to buy different kinds of mules and bosco, have different variants of weapon classes, such as for engineer different comvat shotgun types
a new dwarf healer with some healing station or kit
It's been suggested. A lot.
it would be cool to have camouflaged glyphids. Maybe in crystal caverns a glyphid could hide in the ground with the top of it poking out, except the top of it is covered in crystals so it looks sort of normal, then when you walk close, it pops out at you
Maybe a "stinker" glyphid that lays acid traps in a radius around the player. Maybe praetorian glyphids in magma biome could use fire instead of acid -more damage to health than shields-. Maybe a stationary plant like creature that binds and constricts you in dense plant biomes. An angler type stationary creature that has a gold ore on the end of a long "line" that it lays on the ground. Maybe a sort of secret "miniboss" which is a giant adult loot bug that is highly dangerous but drops a lot of loot.
Maybe add a reskin and a particularity to each moab's in each biome like a hardened fire warior glyphid, a electric glyphid who dealt damages when you mine him ?
A mission in low gravity and the dorfs have fire extinguishers to get around
xD +1
@strong ether as I understand it, I believe I have been in parties where there were other caves not connected to the main branch where our digger dug a long ways away into one. wasn't explicitly treasure but it helps get resources or mission materials sometimes
Shouldn't the Mk.2 unlock more upgrades to your armor'. I think that would be a cool idea
I think it should just be cosmetic.
Some people, myself included, prefer the look of some of the Mk1 armor suits.
On a side note: I think that a Shield Recharge Delay or Recharge Speed upgrade wouldn't be amiss.
In an interview one of the devs said that they disliked kiting. This is why shield were heavily nerfed.
Upgrading those would just further enable kiting.
When you buy the MK.2 it unlocks the ability to get more upgrades for armor. That means you can still have the other skin if you like @near glacier
Hey id like to suggest that the sandblasted corridors sand geysers be adjusted so that they load after other formations, or that someone fixes their ability to blow through structures and walls. I can see that theyre set to tunnel a certain distance and area in front of them, so having it impossible for them to be behind things would remove the strange way the sandblasts function.
FIX MACTERA GRABBERS
listen for the sound they make
i was thinking maybe they could add like a thumbstick jiggle break away to the grabber enemies rather than just a timer, and maybe make ceiling based enemies slower so its something you can notice and avoid
Mosco could be avaible in multiplayer if there is only 2 players.
mosco
the point of bosco is to be a placeholder for when you're alone, we don't need him outside of solo-ing
Okay
I wouldn't mind a less powerful version of bosco for a new class tho
that'd just be a sentry replacement for engineer honestly
also similar stuff was suggested many times
Cloud saves
Squad #17
Jukebox in Molly ? Rock and stone.
Squiddy maybe instead of just saying thar you could add in the commands too since most of us are new
it's either the little search box in the top right on desktop, or the magnifying glass thing in the same spot on mobile. commands and what they do are listed in pretty plain wording within those menus by discord itself
An eyewear section would be cool to allow us to have certain hair and other pieces mixed together, like the AR headset and the business haircut or something
Can we get guilded gear to match the guilded suits? A golden minigun would look great tbh
@still python Or even an option to be able to change the texture of weapons and cosmetics? So we could change the golden gilded look on the supporter suits to look like shiney steel or maybe shiney green like Jadiz?
They have said it already personal skins and or changing colors wont be in for a very long time
One thing I really hope they do with the Abyss Bar is some kind of drunken singing mechanic, where the Dwarves can sing old mining songs and other Dwarves can join in
How about the engineers can equip a bozco drone or turrents but not both
I'm hoping the abyss bar features some kind of beverage making
where you can actually use secondary objective gathering for crafting materials
and the topic of engineers equipping drone or turrets, I like the idea of choose 1 upgrades
I'd like to soo the driller being able to shoot his drills, allowing to make long linear holes, but with the disadvantage of controling the directions ofc
This has probably come up before but being able to load in your own MP3s for swarm music or escape music would be sick.
I'd love that actually
Yeah I started looking to see if you could modify the .pak file but it seems pretty locked down ๐ฆ
Yeah the music is totally great. I just think it'd be fun to try some of your own. I really wanna escape to Beastie Boys - Sabotage lol
SUGGESTION - CHANNEL NAME:
in order for people to post the same ideas less, perhaps "#suggestions-search-first-ask-after" or something like that would be effective?
i wouldn't put this forward usually but it's been happening more and more as people come into the discord from the summer sale or otherwise.
Me as a fan, I really really want to have a Function, where u can see the People's names you are playing with, and send them a friendship request through the game
Does anyone wish the digging pickaxe was available to more classes than just Driller?
it would be cool if the bugs would chase the flares. like the trex in jurassic park. then you would really have to be intentional about keeping track of them
not gonna lie the mp3 thing could be cool like during a swarm you could play 2 steps from hell but then you would also have a guy playing lets go barbie and ruin the atomosphere
You could make it so that youโd have the option to hear other peopleโs tracks
They'd probably be better off leaving it individual client side only
Suggestion : Drop Pod's trunk
So, my idea was pretty simple. How about adding some option to stuff the drop pod with a one of a kind bonus like Ammo Crate or Temporary turret or even Lil Bosco to the rescue, that could come at a high price, or with a temporary malus, or both, depending on the bonus offered and that the team could choose as a whole before leaving to Hexxos ?
Hoxxes is correct
Hexxos
Shooting a bug with a flare sticks it in the body and the lightsource moves with it
I wonder if the glare gun does damage?
Dwarves react to getting flare shot with the usual friendly fire lines.
Probably neglible at best. It seems to do mild damage to terrain, like the Gunner's minigun.
Would like to be able to shoot through the flooring grates on point extraction missions. Thank @quaint moss for the suggestion If bugs can melee us from below, why can't bullets shoot through
Now that armors don't grant 100% resistance anymore: can their resistance bonuses be shared with all teammates?
Maybe exclude gunner and scout
Also they wouldn't stack with multiples of the same class
That wouldn't make sense at all.
can we have flamethrowers burn up spiderwebs?
not sure if this been brought up, but should have an option to only have 1 wave instead of 3 or 4
i like to go mining but i getting tired having to fight 3 or 4 waves.. esp that i play solo most of time..
Maybe lower your hazard level?
Will account progress, credits and minerals always be stored locally?
there isn't a set number of waves it all depends on how long you take
if there were no waves you might as well play peaceful mode in minecraft
Please do sometjing against the fucking Kick thing... I already got kicked so many times
That's not funny anymore
Maybe an Option wherw u can see your "Teammates" would be great
That u can Report them
What would Reporting them do?
They can be bannes oe punished
They won't be banned, I'll tell you that much.
I doubt they'd be punished either. Not that I think GSG wants to sift through loads of player reports like that.
But then the game is trash, u can always be kicked and lose all the loot u worked for tje last half an hour
play with friends or solo then
while the main point of the game is to coop play playing coop with randoms in general will always be < playing with friends
Maybe update the Engineer Reload/Pump animation to make the pump grip actually move with his hand
@viral bridge Yeah it's not that great
who i 2 shotting a praetorian lol
The perks feel really underwhelming, i get that grinding is the name of the game and all that.
But the Issue with it is that the perk upgrades are almost negligible for the amount of time and grinding invested to get to the next "level".
Are there any reworks that could work for them instead of just putting up 1% increases for really "under-the-hood" upgrades, something a little more visible, tangible?
Like just plain movement speed? Gaining some mining buff or speed buff that is activatable with a cooldown?
Maybe even something like a second charge with the grapple gun.
Oh, and i really like the game, so don't get my comment wrong, it's loads of fun!
I just want a little weightier short-term incentives , if that makes sense
A little bit does more than you might think.
Though I will admit it's not as impactful as it could be
But to tone up the perks probably means blanket nerfing dwarves, or blanket buffing bugs. Do we want that?
I don't think it's really 'grinding' to get perks, because perks are so inconsequential that you shouldn't be trying that hard to get them, anyway.
Some of them did get buffed last patch. It wouldn't surprise me if, at some stage, there's a big overhaul of the system and the perks on offer.
Perks at the moment are just a long-term benefit, not really an incentive for anything.
Reviving teammates 30 percent faster and applying a fear to nearby mobs isn't really inconsequential, or resupplying in almost half the time during a swarm, but sure
I'd like it if the perks were more unique stuff, not just generic "You run 10% faster"
It would be cool for each class to have a skill tree that's unique to them
Those ones aren't inconsequential, no, but they're far from necessary.
They can be 'just enough' to get something done, when you're really under pressure.
Most of the time you just won't need that. The time to resupply isn't horrible, you just need someone covering you. Or you need to do it when a wave isn't going on.
Haven't played haz4, so don't be offended if your haz4 experience differs, but I've never used up every scrap of ammo before the end of any single wave. Resupplying before the wave hits makes more sense than getting to resupply faster under pressure. Frees up a slot for something more useful like fall damage mitigation, faster sprinting or reviving.
Exactly.
Some missions do have a certain amount of consistent pressure that can make it hard to do that without cover.
But if everybody's split up, that's a bad situation anyway.
Whaddya think of my completely original idea
delet
What I want to see most at the moment is some sort of Raid mission.
Something that's really damn hard but really rewarding, as well.
When I brought it up last time someone pointed to high-hazard Point Extraction but it didn't seem that bad.
Yeah
Just a shitton of enemies in a room
Although the AI bugs out when theres too many enemies
Like they will start to freeze
I'll happily take Point Extraction over Search and Exrtact.
Those S&E caverns are a damn nightmare.
Point extract's my favourite
I need to do a Point Extract in other biomes.
I only remember doing them in the Magma Core and Sandblasted Corridors.
Honestly with rich atmosphere and a solid team, maybe 2 drillers a gunner and a scout you could do like sub 4 min missions if you have a good spawn without too many mobs
I'd be interested to see it in action
@fallow river original the idea, do not steal
Did you see the post?
Nope. Enlighten me
It was an ironic suggestion of all of the most common suggestions combined into one
Pls gib
D:
But it had the pvp, stuff being stole from molly, molly upgrades, different types of greandes, elves adn goblins
A base defense
etc
It'd have to unpin and delete the old ones, then repost and repin the new one
Reminder that there is a search function you can use to see what ideas have been posted before, if you're unsure if what you're about to post has been put up before or not
Search is found through the magnifying glass icon in the top right
Being able to choose to upgrade flamethrower length or flamethrower width
Wish we had a search function to see what ideas have been posted before
Alright I am going to delete this conversation because its causing bloat in suggestions chat
New Class Concept
Support
*Primary Weapon: Dual Pistols
Damage: 14
Fire Rate: 4
Magazine: 14
Total Ammo: 280
A pair of fast-firing and hard-hitting pistols with good accuracy that rapidly deteriorates when fired rapidly.
Secondary Weapon: Railgun
Damage: 50-200
Magazine: 1
Total Ammo: 12
High damage sniper rifle with pinpoint accuracy and a charge mechanic. Pierces all enemies in a line and penetrates armour plating. Takes 2 seconds to achieve full charge and damage.
Gadget 1 (Mobility): Gravity Cushion
Throws a capsule out which creates a Gravity Cushion on impact: a large circular pad which nullifies the fall damage of any players who land on it, regardless of distance. 4 uses.
Gadget 2: Stimpack
Can be used on Self or Other. When used on a living player it regenerates 50% of their max HP each second for 4 seconds; on a downed player it instantly revives them and allows them normal action for 10 seconds, after which they go down again. 1 use.*
I dunno about the rest, but the gravity cushion is interesting imo
I was going to give him an SMG but I want the Driller to have an SMG eventually.
Because his pistol is meeeeeh
Also nobody else has a sniper rifle yet.
I feel that a sniper rifle would be difficult to implement firstly because it'd just not a weapon you'd normally think of a Dwarf using, and secondly because it would get very little use outside of the vast caverns that occasionally crop up in biomes. Thirdly because, let's be honest, you have to be able to see a target, and more often than not you usually don't see hostiles until you hit close to mid range.
Dwarves have a severe case of tunnel vision
Is that supposed to be a pun
My god I just listened to I think the Disco song on the Jukebox, I freaking love it
Yeah aside from taking out things like a spitballer or shooting through a full small tunnel I don't see advantages on a sniper rifle
But the one class I am wishing makes it to the game is the LootBug Tamer, that class sounded fun to play
Let us mouse over the icons in the server list for a popup of information on what modifiers are active on a server
And let us click them without being immediately sent into that setver. Give us a join confirmation dialogue box please
^ this sounds very very good
Could even do both, you click on the server and a box with more detailed info pops up including modifiers and possibly the state of the game? I got in a server with 2 downed and another one veing chased by a horde, I was soon caught by said horde that didn't render in time and died too, the last guy died soon after, I joined to lose basically
So yeah any way of avoiding that (like a brief invincibility period upon joining) would be very very nice
Refresh button for server list please, unless it already exists and I'm totally blind.
The only way to refresh it is to close it and open it again, which is kinda lame.
@near glacier I think a sniper rifle and SMG belongs to maybe a Hunter/Trapper Class
Sniper Rifle - Primary, 5 rounds, 15 - 20 rounds total. High damage, etc.
SMG - Secondary - 50 round clip, low damage, high fire rate.
1st tool - Net gun: Holds a large alien or a bunch of small aliens in place and does (maybe) minor DoT.
2nd tool - Mines: Deploy em, BOOM.
Armor Final Upgrade: Dwarf Issued Bug
Repellant - Allows the Trapper to Break free of Bug Based Ensnarements (has a cooldown).
Maybe a special Grenade - S.R.G: The Sonic Resonator Grenade - once thrown, the bugs will follow the grenade and explode, doing minor damage or a small DoT. (Mostly a distraction probably)
But what do you @near glacier ? that's how i imagine a class with a Sniper Rifle
Suggestion: Level Barriers.
Description: Level barriers on difficulty settings for missions.
I.E, if you are rank 1, you cannot enter a Hazard 4 Difficulty mission. This setting is unlocked when the player has reached level 20 on 1 or more characters.
Reason: As the game developes and attracts new players to the scene, it is often found (at least from personal experience) that new players tend to join higher difficulty games with new clue on what to do or where to go a lot of the time, leaving them helpless. Now, as someone who very much enjoys the game and giving advice to people with little knowledge, I think that there should be level restrictions on hazard 4. I cannot with all my fingers and toes how many times I have begun a Hazard 4 Mining Expedition and have a rank 1 join in, and then be 100 meters if not 200 meters behind. These players obviously cannot contend in a environment that punishes your entire team for very simple mistakes. Sometimes, I have no issue with carrying these players to victory, other times, it is nearly impossible, and they end up with 10 - 15 deaths by the end of the mission.
In no way am I an elitist or believe that these players are somehow inferior to my sense of "skill", however, losing haz 4 after haz 4 because there are two people on the team that continously go down due to falling, running into the middle of the swarm, lack of awareness, or just flat out lack of reaction time, can be very frustrating to veteran players. With the add-on of mutators to missions, it not only increases the difficulty of Hazzard 4, but leaves very little room for simple mistakes.
If you agree or disagree with anything I said, or the idea in general, comment down below and tell me what you think!
---- Dwarf IRL
I am not entirely sure if this was intended or not, but point extraction missions are nearly impossible with whatever new spawnrates are in play. It does not matter what hazard level you are on, the swarms are almost back to back, and the squadrons in between the swarms keep you so busy it's almost impossible to mine anything for more than five seconds. I am not exaggerating, it is almost non stop. I am not a casual gamer, and neither is my team. We know how to play videogames well. This is seriously just ridiculous, please look into decreasing the spawn rate in point extraction missions, and increasing the time in-between swarms.
We need mutator which changes bugs on level into predatory barrels
"Revenge of Barrels"
And also rework the goldy bugs mutator, that all bugs in the mission look shiny or even gilt 
A mutator that disables flashlights
@amber dock That's why the Railgun pierces all targets in a line, and penetrates armor. If you can line up your shots it's useful even at close-mid range.
A single fully charged shot on a Praetorian's butt will kill it.
(Assuming hits to the weakpoint double damage. I don't know exactly how it works.)
Suggestion
*Let mission Hosts set fields like 'Minimum/Maximum Rank', or 'Minimum Missions of this Type Completed' for more control over who joins your mission.
Obviously this info needs to be relayed to people in the server browser as well. Or perhaps if they don't meet the requirements, they can't see the server at all.*
that was just posted a few posts up
I'm seconding it then.
@slim drum a mod that disables all light!
I like the idea of a Mutator which increases enemy speed and damage while they're not 'in the light'
i.e. they're a certain distance away from a light source.
That's would be intrestinf
Yeah, make Scout more important.
Or maybe a game mode where you move a lamp that you have to carry
And then have the idea ypu mentioned
I do like the idea of a mission that requires you to escort some sort of huge Molly, or floating storage container, or freight cart or whatever.
Maybe it holds parts for an outpost that Deep Rock is slowly building under the surface of Hoxxes.
Maybe it could be a community thing where if X number of those missions are completed they'll add something cool to the game.
That depends on the mission being fun of course though.
the whole darkness thing has come up a few times before
I think a constant flow of bugs would do that, plus Engineers being able to place turrets on the Freight Cart, and it possibly having like a rotating floodlight on it.
same with sneaking past enemies, them being attracted to sounds of gunfire, etc
High intensity mobile defense.
escort has been suggested too, but the community bit is a new addition
The search function isn't great.
it works best off of key words
Especially when this channel is choked with conversations about ideas, not just the ideas themselves.
Maybe a suggestions channel to talk
And then a suggestions for the actual idea would be nice
I just tried to search for dark for example
And most of it was dark souls stuff
Lawl
(Yes i used search, but did not find anything alike โ maybe i suck at using search, so you are free to fling rocks and stoneโฆ to the bone).
Some suggestions might not work, or others will think theyโre stupid โ hey, thatโs why itโs called suggestion โ just some things I think would be nice to have.
- Two scenarios similar to extracting aquarq. a) excavate one giant gem and protect a mining-roboter grinding it down. b) not one platform the whole time โ make your way from platform to platform (three in total?) and use them to drill up something from deep down
- Bring mining equipment to a platform / regionโฆ Escort the convoy and maybe excavate the way it has to take?
- Digging up ore, bringing it to a landing platform, building bigger defense bots as help for a big boss-fight (giant โbrainโ-bug any one?).
- Bugs spitting / biting you and letting you hallucinate (colors, more mobs, mobs as different mobs, dwarven miners as explodersโฆ.)
- A list of all suggestions made (and what happened to them โ the suggestions, not the people who made them )
The hallucination part is kind of a repost, but the rest is fresh from what I can recall. Good work :)
Whew now i am relieved ๐
Having to dash around and maneuver, attempting to build these big siege-class weapons to combat a truly monstrous bug would be really cool.
A mutator that halves the light of flares and also halves their duration
Should the Team Depository have an extra separator? ๐ค
I think so.
I'd say - remove check marks and just light mineral name`s background with green
My inner hamster is raging on those checkmarks
I WANT TO SEE HOW MUCH GOODS I MINED
Suggestion
Make Red Sugar apply its healing gradually over time, rather than instantly.
Say you have 20% health, and you collect enough Red Sugar to restore the other 80%.
It would take, say, 1 second for every 2% of HP restored. In the example given that means it would take 80/2, or 40 seconds to fully heal.
The Red Sugar healing perk could increase the rate to 4% per second, 6% per second, 8% per second, etc.
Just going to suggest that we need a dialogue wheel, for more than just cutesy "Hello" and "simulated chat" or taunting like in Overwatch. We need ones like they have in Battlefield games. Where you can say as a Scout (for example) "I need a platform here!", or things of that nature.
https://vignette.wikia.nocookie.net/battlefield/images/6/65/Commorose-squad.jpg/revision/latest?cb=20131125033155
There.
ASKING FOR RIDE
@
GOT CARRIED AWAY BY GRABBER
@
"GET BACK HERE YOU BASTARDS!"
Perhaps the platform gun can have a indicator where the platforms will land. Either a ghost image or a red outline.
Enemies alive / remaining counter on swarms?
ah, but thinking you've defeated every enemy (having missed only 2 exploders) is part of what makes the end of a swarm more exciting.
@fallow river General is a better place to flesh out an idea that you're not ready to suggest yet.
@naive oasis Have the counter on lower hazard levels and forced off on higher difficulties maybe?
Yeah the counter would if anything be a distraction, during a swarm I just think of shooting all I see and be alert for the next 30 seconds or so
Fair enough. Suggestions are suggestions anyway.
Thoughts on enemies showing up on terrain scanner or a new radar device? Might be interesting for a scout ability.
Considering you cant move with the terrain scanner would be a risk/reward. The radar device might encourage team play a bit more with callouts.
whoops !
What we really need is a new explosive
Driller's one could be like the SWAT one that focuses the explosion towads the wall
Imagine an explosive that could make a long tunnel but would be more or less the precise size for a dwarf with the chance to need to pickaxe a corner or two
It'd be really nice if driller could mine ore with the power drills. Driller is typically a last pick because scout is more mobile and energetic, gunner gets a gattling gun so that's obvious, and engineer has platforms.. Driller is so slow, so unless you're doing magma levels or eggs it doesn't feel much worth it and being able to power drill up ores would mean an increase in speed overall collecting.. Isn't the point of mining to have a driller? Shouldn't it feel more integral? ๐ค
To me one of the benefits of a driller is power drilling to the pod, sometimes it's just too tricky to get back so driller makes for a great shortcut
Okay, it's been a long time since I think about the new class of DRG and I have a pretty finish idea, Lemme explain guys :
New class : scientist
Color : Green
light armor with lot's of examination stuff.
The scientist is obviously a support class but really different of a healer
Primary weapon : Semi-auto slow death : The S-A SD is the one of the deadliest bio-weapon that DRG ever create, three shot by three, impregnated with the Praetorian poison ! be careful to don't shoot at your buddies !
Statistic
-Damage : 10x3 (three shot) and tick poison damage (3 damage by tick's(3Tick's))
-Clip Size : 15
-Max Ammo : 225
-Reload time : 1.3
-Rate of fire : 5.5
-"Accuracy" : A bit more precise than the Scout gun
Secondary weapon : Splash Red : The SR is a weapon used for disintegrate Glyphis Exoskeleton and deal corrosive damage with the solution of our scientists ! the only problem is it's really expensive to product but it's so powerful !
Statistic
-Damage : one potion for 5 Glyphid's Warrior and other's low creature, 4 for the Praetorian. (that's deal Tick's damage : 5Tick's who deal 20Damage)
-Clip Size : 2
-Max Ammo : 15
-Reload Time : 2.5
-Rate of fire : 3.0
-"Accuracy" : 100%
-Primary tool : harpoon gun : The harpoon gun was created by deep rock galactic for destroy the rock's at distance !
Damage : 20
-Harpoon mining power : 5 pickaxe hole
-Max Ammo : 12
-Reload time : 3.0
Secondary tool Force Field mine : The force field was created for helping employee with is giant buble of transparency hardened plasma !
-Bubble Radius : 10 Meters
-Bubble duration : 15 seconds
-Bubble health : 500 Shield Hp
-Carried amount : 4
No grenade-Shield Potion
When throwed in an ally face, he gain 30Points of armor.
Armor
-Upgrade one :Improved shield time regeneration by 20%
-Upgrade two :Improved shield time regeneration by 15%
-Upgrade three :You unlock a overhall resistance of 15%
bubble*
I would also like to suggest a change on gunner zipline:
You fire 2 shots, each is a fixation pole, so if a friend needs help crossing a chasm you can shoot close to him and then where he needs to go and that will create a line, so you don't need to go to him
That also means you can afixate it on ceilings of small caves instead of on the ground
I'm interested in this Splash Red.
Would you mind explaining how that works?
I think the Splash red could destroy a part of a glyphid armor
Part's by part's following which enemy is touched
I'm sorry for my bad english :/
Tell me if my idea is cool or not with the emote reaction ๐
The whole point of language is to communicate an idea @formal sedge. Which you did really well.
Thank's ! I'm really glad to read that โค
More robots with cute names
I really like the idea of a 5th class having "guns that aren't guns", since we pretty much have all bases covered as far as damage per bullet and rate of fire are concerned.
I want to know more about the Splash Red. Does it shoots a puddle of corrosive goo that affects enemies it lands on and walk through it?
And @formal sedge about your idea:
General:
As I see it would be an AoE class, which means you probably need to add splash radius to the stats, also ticks must be used carefully because otherwise it might be neutralized by a gunner or engineer just straight up killing the enemy that the ticks would kill anyway so there would need to be a way to identify affected enemies, personally I would try to change your idea to maybe a missile to tale out flyers, currently only the gunner's minigun is a real good option against them or the spitballers which the engi grenade launcher is also good against
SASD: like I said needs radius and a way to show that the enemy is affected, also ammo should probably be an even number since clip also is
SR: same two problems of above and also how long would the armor destruction effect go on for? That's important to knoe if it could take out a dreadnaught or not
Harpoon: it sounds a bit counter intuitive, a harpoon is used to attach to something and not let go, look at evolve's harpoons, it's used to pin down a giant monster, the distant mining stuff would be better fit for like a extendable srill or something I feel like
Force Field: what can go through it? And what takes damage going through it?
Can miners pass the hardened plasma? Do they take damage?
Can enemies pass it? Damage?
And if the ground below the mine is destroyed will it fall down moving the bubble?
You have a great idea but I think you are guiding it the wrong path, taking down ghyphids is already pretty much done we need things for the other enemies
I thinked to a system like the Fungus Bogs goo, when the projectile is throwed, the goo could be stuck to the glyphid armor, dealing damage and destroying the armor ?
Ooooh ๐ฎ
whop's ๐ฎ
I have a problem
It's over 2000 word
letters
Im gonna do a Docx
Stay tuned ๐
OKAY IT'S DONE @regal echo , @naive oasis and @brittle summit
It's the fixed version, with more explanation of how it's works ๐
My apologies Ms @solid dune but, can I have your point of view on the Scientist class ?
O.o I'm a lady by the way... Currently i don't have time to look! Only on lunch break at work, sorry!
Oh It's okay, I'm sorry to bother you :/
No problem! I'll read that when i get a chance
Well seeker again I'm not really a fan of your class for the reasons I stated above, but you should not feel discouraged by that because many others seems to like it so yeah good luck
If you want, you can show me your version of his class, I'm open at every modification and idea !
R o c k a n d s t o n e
Well that won't happen now, I will need time to work on a full text version
Understood
I do like the idea of a Mining Laser. Something with much greater range than the Driller's Drills, but that affects a much smaller area, and has less ammo.