#suggestions
1 messages · Page 66 of 1
great idea, i support you
💛
@near glacier there was another idea in the steam forums about hard to collect loot, check it out
https://steamcommunity.com/app/548430/discussions/3/1489987634009030811/
I think with the changes to engineer, in that he can now recall sentries, the idea of a class that uses "deployables" for the lack of a better word is actually quite posible, what y'all think?
well to me the ideas look similar in that they are for hard to reach situations but your idea is trading off range for reach, while the other is trading speed for reach
Leave the loot bugs alone
why? to let them be killed by dwarves? NO!
What do you mean by trading range for reach?
but you brought an interesting point Jubia, laser stuff, by one side it would be really cool to see and we do have force fields, but on the other hand Deep Rock Galactic doesn't seem that high on tech, I mean we still use pickaxes and balistic guns
also what I mean is that you can reach farther but you affect a smaller area, so I'm calling the circular area the laser would dig as range while the distance forward the laser would be able to dig for reach
Okay yeah, I get what you mean.
And Deep Rock Galactic isn't that high tech... at the moment, but I think it could be.
They could definitely have lasers, they'd just need to be made dwarf enough
The dev's have stated the game is intended to be set in a semi futuristic state. More of a gritty industrial style space age than a sci fi one
I would like to see the devs just come in here and like ping someone saying "yeah good idea"
the person would probably blast off from excitement
Drone ? Robot ? More Dwarf with long range weapon ? Lemme Eat that ⚙
You can have gritty industrial space with lasers.
Lasers aren't realy that high tech at all compared to personal forcefields and stuff like that.
Just make the laser look like something out of a diesel engine :p
I think it would be pretty cool if it was possible to add a 5th person who could take over the role of mission coordinator, they could keep track of incoming swarm activity, dreadnoughts, and even call in supply drops on their own (provided the team has enough nitra). maybe add some sort of other varying abilities as well that dont make them op
maybe a scanner power that would highlight some nearby ore that they have limited use of
This person would take full advantage of the new minimap system but as their mission screen, it might also be neat to make it so they have to load their various tools in a pod to use them like they a have a room to navigate where they do this
Idea inspired by Jubia and Ace_Xinthar ❤
New class : Recon
Color : Dark Green
light armor with drone parts and hack tools.
The Recon could be a damage/support class
Primary weapon : Fulguarent Space Hunt Gun : The FS-HG, old friend. Created by the biggest glyphid Hunter of DRG. Do your job and pay respect.
Statistic
-Damage : 30
-Clip Size : 7
-Max Ammo : 105
-Reload time : 0.2 per bullet (one by one)
-Rate of fire : 4
-"Accuracy" : Hitscan, Like allways accurate.
Secondary weapon : Track Crossbow : The Futurist Track Crossbow is a great weapon when you want to get rid of a big Glyphid !, follow the red light and shoot !
Statistic
-Damage : 45
-Bonus Mark : (10seconds)The enemy gonna sustain 20% more damage and he is gonna be marked by a red countour
-Clip size : 3
-Max Ammo : 21
-reload time : 3
-Rate of fire : 2
-Bullet accuracy : Low fall of projectile
-Primary tool : Recon attack Drone : The RaD is a drone with one canon who shot lil bullets ! he flies slowly and stablilize for unleash a storm of bullets
statistic
Damage : 10
-Stablilze time : 5sec
-Bullet shot per storm : 30
-Rate of fire : 9
-Drone during time : 30s before explosion
-Carried amount : 3
Secondary tool Hacking Tool : the Hacking tool ? What is that ? An unofficial weapon of DRG... The hacking tool can Upgrade for a few second all of the technologie of DRG equipement ! (Plateform gun, Minigun, flare gun, drills...)
statistic
-Upgrade effect :
Rate of Fire : +2
Heat recovery time : -25%
Damage : +2
-Max Ammo : 15
-Hacking time : 5s (if you sudden a damage, the hack gonna be interrupt but your ammo not gonna be used)
-Carried amount : 4
Enrage grenade
This grenade gonna enrage some glyphids for fight each other glyphids for 10seconds !
-Radius 300
-Carried Amount : 2
Armor
-Upgrade one : Upgrade your shield by 30
-Upgrade two : Upgrade the shield by 10 for every dwarf ! (BONUS ISN'T CUMULATIVE)
-Upgrade three : Wow ? your armor is greatly light ! Upgrade your movement speed by 3% and you jump 10% higher.
I wrote up a new dwarf class that I think could be pretty fun! https://docs.google.com/document/d/1-HSlaxIb8tXyMxlzwMLQTspMLdTZqIafY7PZBEBRIic/edit?usp=sharing
Tell me, for the Clean Mode: (Secondary) The soap is throwed like the flamethrower ?
or maybe more like a gluethrower ?
yea a gluethrower would be more accurate
it has about the range of a flamethrower but with a drop off
Seem's logic ^^ and interesting !
I do like the idea of using the terrain for our advantage, real good idea on that one
Last question for you, With an Upgrade of your Clean mode you says that "Any Glyphid standing on the soap patch takes 3 damage per second" BUT ! you says too that "When used on the ground it creates a patch of soap that Glyphids cannot climb on. "
If glyphids cannot climb on, how they can sustain the Upgrade damage ?
Janitor sounds like a really fun class.
@♡SeeKeR♡#0733 It'd only damage enemies that walk on it on the floor.
If you have it on a flat surface that they can skitter around on
I'm so dumb xD
3 damage per second is too low though. It'd take 4 seconds to kill a Swarmer.
we need to be careful with damage to don't make a class too Overpowered
I think Strong Chemicals should cause a slow effect instead, similar to the Scout's slow grenade, but only affects enemies in contact with the soap.
but yes, you right
yep Janitor is a good idea, I'd like it
It's really original and that is really what we need
15% slow sound good?
Also the hardest part about the class was finding a good acronym lmao
dreadlocks please
Dreadnought with dreadlocks
I am serous though.
I believe the game would be improved if the player could wear dreadlocks
Looking back at the future roadmap for this game, here is a list of content we got, sort of got or could get more of, or have not got yet (correct me if im wrong)
What we’ve gotten:
-Updated Vanity System
-Mission Mutators
-Player stats
What we can get more of
-Updated class upgrading
-New enemies
-New hazards
-More Cave content
-Advanced damage system
What we haven’t gotten
-5th class
-Proper Boss
-New stuff in Space Rig
-New biome
-Who tf is karl
how about a protable radio?
What we haven't gotten: a clue about who the hell is karl
right ill add it
I suspect karl is the character depicted by the central statute in the memorial hall, and some exemplary miner from the early years of the company's history, or the early days of Hoxxes 4
For all we know, he is the dog that our team keeps on the space rig
He might've been the first miner
NEW DOG CLASS CONFIRMED
@hard robin https://docs.google.com/document/d/1TkTV3i8KJNJqwecXUJC9O0Aggo1bLvpLZsQ9zuYkUJY/edit?usp=sharing
I got u
yee
Nice xd I have some ideas for a New class that I'm probably going to write when I get home xd
And draw 👀
This one is heavy work in progress
Well, very nice idea, but he needs a tool that allows him to move around the environment, see the 4 classes we have right now. Each one of them have a primary tool that allows them to move around and support the team, the engineer would be the most obvious, he has a platform gun that allows him to climb or go down very high places and also to help reach materials
Gunner can go through big empty spaces or to reach materials too, and I don't need to explain driller and scout xd
TBH I put much more work into Roscoe and Janek lmao
Has it ever been considered to turn extra xp into credits for max level players?
Probably
I think the new Minor Regeneration players have could be expanded a bit with perks. like regen a bit more health with a Regen Boost perk?
A perk that increases pickup range
Be neat if you had like a magnet gun you could swap out for your secondary
Just suck loose mineral in like a vacuum 😛
the problem is that you have 2 engineers and no scout.
Are we ever going to have the lore for the universe that Deeprock takes place in expanded upon?
the devs are probably thinking about a backstory for deep rock galactic
and hoxxes
and everything
I hope so. I eat up lore like its candy
I want to know at least what karl looks like
because i'm working on an animation and if I don't get at least a little clue, then i'm gonna do my own version of karl
@slim drum I know for a fact that the Devs are interested in Lore for the game. If you wrote some fan fic stuff, or lore based stuff and posted it (don't PM a dev for that) in sugestions, or at least link to it in suggestions, I'm sure it will find it's way to appropriate ears.
@slim drum ^ see? Thats' the attentive ear of the games' designer dude 😃 Hey D!
😮
Awesome
I compiled the three classes I created into one folder. I am super proud of the janitor https://drive.google.com/drive/folders/1DJNinQOgx1Pk8GcVyxkQ7u55S_fe-deI?usp=sharing
My other concepts will probably be posted there, like a Glyphid Cloaker that doesn't cloak itself but the Glyphids around it
50% question, 50% feedback - will saved/progession data be stored locally long term?
The new terrain scanner is quite nice, I like the grainy effect! With that having been said, I think a fun little feature/somewhat useless thing that could be added could be helmet/body cams. Lower quality and grainy, since the dwarves like to complain about Deep Rock needing to invest in better equipment. Similar to say the helmet cams that the colonial marines use in the Alien films?
As good as the search function is, the fact that some people may use different phrases or words to describe the same thing may result in getting the same suggestion in different forms from day to day. And while posting that reminder is good, its not always 100% necessary. I've had suggestions in the past that I searched only to find out someone else asked them using a different phrase and now I look like the butt end of the stick.
For instance, looking up "Locally" resulted in a good find of people asking about account progress, but using the other keyphrase data didn't really result in much. I don't think people should be expected to search multiple different keywords of what they want to suggest to make sure they don't aggravate the people who have to or who do read this page on a daily basis. Me being one of those people as of late. I love this discord and the suggestion box. I've seen almost instant implementation from a suggestion and its a great feeling.
Or maybe I'm just not the brightest with a search bar, who knows
+1
I tag high priority enemies with my laser pointer fairly often. Things like grabbers, and praetorians, and ranged bugs, I want people to notice and deal with as quick as possible. But one thing that tends to confuse me is that: enemies stay marked for the full duration after they die. It can sometimes be hard to tell they're dead, especially if it's a larger bug in the distance. Also, the smaller bugs when collapsed on the ground can sometimes look like the orange silhoutte of a downed teammate. I've run out to pick up a friend only to realize it's a webspitter more than once. So my suggestion would be to make the laser pointer marks, dissappear from enemies when they die.
My Suggestion: Can we get a statue of "Karl" in the memorial room?
Flipping through employment papers.... "It appears there's no such employee by the name of 'Karl'. "..... walks away laughing manically
👀
What about the discord intregration ?
If you have steam or Xbox it should show you playing it
I'm talking about the game invitation on discord chat, then you can join peple without adding them on steam, Battlerite did it on their game.
You can do that right now, it's just not a Discord thing.
steam://joinlobby/548430/109775245023047512/76561198052894886
Here's one I just made for example.
why not Nib
What about missions with many objectives as principal mission ?
Or even a mission where all dwarves are split and have to join or something like this ?
Sorry for my poor english 😃
@near glacier Well we are using discord it makes sense to make some improve to invite people to join discord, i don't knw
It doesn't really matter since you can just use Steam.
It'd be a good thing to add eventually though.
while the split up idea sounds interesting I feel like it wouldn't work out in the end
Yeah.
and get the feeling this was suggested many times
here comes the "use search before type"
Search is so hit-or-miss
Basically
I mean it doesn't take long to search for something basic and flip through stuff
Just out of courtesy.
But eh.
well last time people has mentioned discord integration dates from months, and as u said it's hit or miss ...
for the searching thing
@wispy marten just for you ;)
Cross play with Stem and Xbix, why no?
Ask microsoft
Fugging (money grabbers(
some Server List QoL request/suggestion
I still want class icons for the player slots instead
@strong ether I like it, to add onto it I think instead of the length/complexity taking up so much horizontal room they could replace it with 1 icon each, changing color depending on severity just like your hazard color suggestion
i know people have mentioned a hold out mode before, but i was talking to @solemn kestrel yesterday and said there should be a mission in the Magma Core where you have to defend a giant drill platform from waves of Glyphids for a certain amount of time/waves to gain a set amount of minerals (changed by the amount of gold collected, i'd imagine only gold and Nitra would spawn for this kind of mission). i decided it should be in the Magma Core because of all the earthquakes that go on there, it mgiht explain some of them in a cool way.
by extension, i also said it would be cool is biome specific missions were a thing, though i'm not sure what the other ones would be
I suggest we use the search function?
could we lower the revive health down to where the health regen stops, or raise the limit up to the revive health? Whats the point of health regen if im just going to down teammates then revive them to gain more health anyways
@humble sage good suggestion 🙂
i understand that the hold out thing has been suggested before, i was just trying to add some kind of bulk to the bones of it is all, i try not to repeat suggestions if i can help it though. i'm always reading the DRG discord :)
@inner estuary it's cool, we weren't referring to what you posted. Wulgar is poking fun at my reposting the search reminder
ahh i see, i thought you were mentioning it because people had talked about a hold out mode before lol
Nope :)
I think the current state of the Scout is somewhat awkward, his mobility keeps him strong, and his utility with his lights allow him to be a valuable member. However, I think his class weapons don't make much sense in their current state. Mostly, his assault rifle. I think his identity should be a burst dps type of character, with his shotgun, and a more accurate, decent damage, long range fall off submachine gun.
His high mobility goes perfectly with his shotgun, however, his assault rifle just feels too inaccurate, low fire rate, awkward mag size, to pack the same kind of punch as his shotgun, in terms of how it feels to use. Adding a submachine that is big, industrial, high fire rate, decent dps, would be highly in line with his ability and his character type. Being able to balance his mobility of being able to take out high hp targets with the shotgun, and kite enemies around, short range, with an smg type weapon would make him feel thematically better.
I agree
I think one of the ways to make things harder could be by making some of the ore deposits in the rock itself and you would have to use a radar to pick up a ping or something idk just an idea
Also scout needs a crossbow idk why he just does
or an optional weapon choice rather
About the Scout, that's true, but anyways, his current primary allows him to clean swarmers, and spitters, so he needs to keep a weapon doing this job
I wouldn't mind if they added a dmr type weapon to the game and gave it to the Scout as an optional weapon. Doubling down on his effectiveness towards enemies with high hp would be an interesting choice and allow for more team comps to form, but I am not sure that's what they want.
Adding an smg type weapon would allow him to clear out the trash, and his high mobility he can easily keep his distance from the swarmers.
As for the spitters, I think it's perfectly reasonable for a class to be weak to an enemy type, as this is a team oriented game. As the flying enemies, and wall spitters are perfect for engineers and gunners. He can out maneuver the spitters. The driller is sort of weak to high hp enemies, because no high damage burst, but that's counteracted by his amazing ability to deal with trash.
I just feel other classes feel thematically designed well enough, while the Scout has an awkward loadout for what his class abilities want him to do.
Since the Driller is the only class with an unique upgrade for the pickaxe, maybe it could be done the same for the rest of the classes? Gunner can keep the damage upgrade since that goes with his role.
For instance, the Scout could have a speed upgrade to his mining, that would go with his role of collecting ores.
Perhaps the Engineer's one then could be that he upgrades it to the hammer and bashes out large chunks of ore that fall to the ground or something like that?
I'd rather not give up the damage buff personally.
It can be really handy.
There would either have to be multiple upgrades, or a choice where you can buy two, but only take one into the mission.
SUGGESTION: when you are going to join the other game, you can choose this game at roster and then... you have to follow to the lift or transport which is "starting your transfer to the server". It should be looks like your are getting in to the capsule or transport and it's going to the loading screen and then you are joining to the server. PROS: it's looks pretty cool and kinda more real CONS: you have to go somewhere so you are not starting join same time you picked server to join
it's about in-game joining
PROS:
*You get a chance to confrm what mutators the game is using, instead of just having to recognise the symbols.
*When playing on Microsoft/Xbox versions you get a chance to actually see what game matchmaking has dug up for you, before you get forced into it.
There should be natural disasters like if the cave were to flood or if there was an earthquake or a magma flow or something like that
All i want is a dwarf gunslinger and my life will be complete
more different classes to get more diversity or different weapons for each classe, it's been already said i guess
I'd like to be able to preview multiple cosmetics together without buying one. for example, seeing completely clean shave and no mustache (blasphemy I know) requires at least buying either one of the clean shaves first.
I don't know if this has been talked about before, since I'm dropping this in between matches with my group, but I think that a good class additional class would be a "Medic" class. Main distinction that I have is that the Medic starts with approx 150 red sugar which they can deliver through a short-medium range weapon, and they can stockpile red sugar by breaking the crystals to increase their surplus (up to a cap of 300 or so?). Weapons would be medium range as well (maybe the assault rifle the Scout has, if the Scout gets an SMG instead). Alternatively, if a Medic class isn't something anyone wants, I think that adding the red sugar delivery system to the Driller would help increase his use and enjoyability.
Other thoughts:
*I think it would be awesome if the Scout could use his pickaxe while grappled that would be nice.
*Weapons should be reloaded once the sound of the weapon being cocked is played. In particular, the engineer's grenade launcher has a notable delay between the cocking sound and the weapon being actually reloaded. This can easily result in a player switching weapons before it is fully reloaded.
i want a Dwarf irondrake helmet for Driller/all of them, like cmon! METAL BEARDS!
I think the engineer needs a new mk.2 suit his just looks a lot less armored and badass as everyone else has armor covering their entire body while the engineer has weak spots all over
Turrets for the engie should have a tree that splits into 3 sections: Machine Guns, Flame turret, and rocket turrets. Those can be split into 2 sub upgrades that can only be chosen once down one tree
Idea is that the machine gun turret splits to either heavy cannon that does high damage but low rate of fire OR vulcan cannons that has high rate of fire but low damage.
Rocket turret is either homing rockets that are slow but does decent damage. The other is dumb fire but medium speed with higher damage.
Flame can be napalm that sticks to enemies that can spread to others like up to 2 other enemies OR lobs fire balls that when impact burns in a medium sized aoe for a couple of seconds.
I liek the turrets but adding a new tech tree to really expand them could be pretty impactful and could change the way the game plays
Would be cool if some dialogue appeared when something updated to become better they reference the mining company actually listening like "Finally some better equipment, maybe the ones in charge aren't that bad" or something.
Could also speak some dialogue for the first time using new equipment being like "Out with the old and in with the(Insert text based on class)"
Suggestion: Combat Uses for Mobility Gadgets
*Scout, Grapple Gun: When shot at a light enemy (anything less than a Praetorian,) the enemy is pulled into close range of the Scout. When shot at a heavy enemy (Praetorian or Dreadnaught,) the Scout is pulled into close range of the target.
Gunner, Zipline Gun: Does ~120 damage on hit. Any surviving enemies (Praetorians, Dreadnaughts, and Mactera) are tethered to wherever the Zipline was shot from, for a limited duration based on enemy strength.
Engineer, Platform Gun: Small AoE on impact with an enemy, which freezes enemies inside foam. Swarmers are sealed for a long time, Spitters and Warriors less. Praetorians much less, and Dreadnaughts barely at all. Mactera (flying) enemies drop to the ground while frozen.*
^^ Should the Platform Gun affect Cave Leeches for a short duration?
for yes,
for no.
Maybe it could block one tongue-shot, then break
Maybe when the cave leech tongue itself comes into contact with a platform it will do an attack to break it but shot with the platform will stun the tongue.
I like the idea that hitting the tongue with the platform gun will make it unable to grab you, because it loses its stickiness temporarily.
Freezing the Leech itself might just halt damage for anyone who's dragged to it.
Mostly useful for the Engineer in a pinch, if he's going to get grabbed and doesn't have time to swap weapons.
Maybe the stun/freeze for the platform would donut around the tongue until it breaks
If you hit a cave leech with a platform it should fling it back at you for an instant k.o. on hit
Make a hat for engineer made out of the plasticine foam from his platform gun.
"Allow Engineer to dedicate targets for his sentries with the laser pointer" /u/ruvmu2
Dont know how often the dev's actually read the reddit posts. I thought that suggestion post really stood out personally
It's been suggested multiple times before
Why the shouting?
I'm a loud person, my neighbors are in grief
Suggestion: Focus Sentry Floodlights
If the Engineer tags a spot with his Laser Pointer, while sentries are out and not actively engaged with enemies, they will aim their floodlights at the tagged point, illuminating it similar to how Bosco does.
A more elaborate version could be to have the Floodlights follow wherever the Engineer aims with his Laser Pointer, not just where he tags.
wrangler!
Basically :p
I do like the suggestion somebody made earlier about different Sentry Types. Like Fast-firing low damage, slow-firing high damage, flamethrower, rocket etc.
I feel like that would be a lot to implement, but it's the kind of thing I'd love to see in Experimental
Just slap some new sentry types together and let people go ham, get feedback, get analytics.
Yee.
I also kinda like the idea of dwarves being able to Die if they're not revived in time. Or if they have some Bleedout HP and if bugs damage past that, they die.
Then instead of a Resupply Pod, people can use Nitra to call in a Reinforcement Pod.
you can actually find them by searching "sentry upgrade ideas"
@wispy marten Not bad suggestions.
I like the idea of an upgradeable sentry, but I think the problem is that it would become too ammo efficient.
Do you say the Uber Sentry uses 2 ammo per shot? Do you say it uses 1, but the buffs to range and damage are negligible?
I like the idea of increased fire rate, with enhanced turn and tracking speed. More effective than two Sentries stood next to each other, but it still uses a lot of ammo.
And it'd likely need to be reloaded more often.
•It would be nice to have some Xbox/Windows and Steam specific voice chat rooms. People don't always answer in #lfg-steam, but empty voice chat rooms are easy to join in with.
yeah it would have to use more ammo to compensate
I think it would find use in those situations where the second sentry isn't really needed
perhaps instead of a damage boost it gets a faster firing rate
Can we have detailed after-match list of good we mined? Not that bland "Minerals mined by team", but "Morkite A (B exp), Gold C (D exp, E credits)" and so on.
When the eng puts down turrets, if when he marks an enemy can the turrets aim at that instead of what they were previously firing at?
What if you don't want them to fire at that enemy though?
I could mark a Praetorian or Dreadnaught but it would be a waste of ammo.
Then that would be on you for marking it
Only the eng marks would change target
Rather then them shooting at a wall because an enemy is behind it the eng should be able to change the turrets target
New 3D map is amazing. A perk to have it as a minimap would be 10x as amazing.
Or hell, a class for navigation. Map always on + markers to place :P
I don't like that idea.
It'd mean I can't mark certain enemies :/
While I have my sentries out.
Maybe a perk to increase scan radius?
I thoguht about a class being in the game with scanners too but more minerals or enemies blips or something
that relays it to the other dwarfs scanners like intel
I could see a scanner class having a synergy with driller scanning cave system routes better as the engi and scout have with platforms and gather resources.
Maybe a kind of Geometer class ?
@lone spoke I like this idea. Some sort of scanning class and some minerals inside the Walls. So we have a Good Team of Scanner/driller even for finding some shortcuts.
@sudden geode +1 for the detailed mining statistics
If anything while both sentries are out you press the button to have another sentry but if you have 2 out it brings out another type of scanner that just marks targets for them
while mini-maps wouldn't be too dramatic of a change I simply don't want em
Please lower the volume of intro cards when you start up the game
Can we favor spawning enemies out of LOS? I find the immersion and tension better when we don't know exactly where things are coming from.
I mean there are only so many places enemies can spawn.
They can spawn anywhere on the map. In many cases it doesn't seem to favor spawning out of LOS.
Considering they don't move that fast, I think it's more threatening to have them spawn above you, under you, or just pretty close in general, forcing you to move or divert the entire team's attention onto them.
If they added new enemy types which work better when they spawn far away / outside your vision, sure, I'd be behind that.
Hey everyone, i started play DRG like a 2 weeks ago and have about 50 hours ingame time, i fell in love with the game because it playes so well with friends and feels like its made with love, our problem as ex-counterstrike and overwatch addicteds is that even the hardest levels are really easy to beat, so i would suggest to impliment a harder difficulty.
tl;dr make it harder (love your game)
HAZARD 5
@near glacier I have to politely disagree. The spawning particles are visible regardless of lighting, making it easy to see things coming and greatly reducing the importance of well placed lighting for fights.
This also means cool moments like this happen less
Plus having swarms spawn directly under you can cause some pretty annoying pathing issues.
What about the possibility to change your class at the start of the mission. I just started a mission and while in the loading screen someone was added. He took the driller. Now we had two driller in our team and no engineer. So I think it would be good to have the possibility to change the active class in the first 30 or so seconds of a mission. What do you think?
^^yeah
Also someimes when using the other terminals than the class change
In multiplayer it will switch you back if you are not host
Should be able to do it before you get off the pod as when everyone gets off it goes away, just change the class but not able to change your perks.
Maybe they can implement different builds for the engineer like maybe he can build a spot light for big caves or machines that speed up sheild recovery
Endless mode. Spiral cave with small dead end branches along main tunnel system. The deeper party descends - the tougher and more numerous bugs becomes (bugs stats and their spawn amount are modified by party's Depth meter). Also some dwarf skeletons, broken equipment and destroyed MULEs scattered here and there along the way.
that's actually a badass endless mode idea
Maybe they can add an Terminal in the Droppod. So you can only change your class while the droppod is still around. And I agree @turbid echo only change the class not the Perks. Just like in your room in the Space Rig.
@sudden geode That is an great idea. Sounds really fun.
Versus mode, where two teams must race to mine 200 morkite and extract!
Soccer court in lobby... but a barrel!
@lean haven
👀
Extra versus mode but 4 teams of 2 and endless swarms.
Versus mode will ruin "coop" feeling about this game
You have plenty of "versus" and PVP games out there. Don`t turn DRG into another one.
Just focus on making a better co-op experience IMO
This'll be a suggestion for far in the game's future, but...
Suggestion: Mega Expeditions & Gold Rework
Add a big Raid-style Expedition to the game; longer and harder than normal Missions, with a more in-depth Objective, stronger and more numerous Enemies, and perhaps even unique Enemies/Hazards and multiple Mutators.
In turn, make Gold something that you keep in your inventory after a mission, like Crafting Materials. Players can sell it at the Mineral Exchange and get the normal amount of credits out of it, or they can use the Gold to purchase temporary benefits or buffs that will give them an edge in the difficult Raid missions.
Examples for Boons you could buy with Gold:
• first Resupply Pod free,
• 20% extra Reserve Ammo,
• Fixed Turrets at key points,
• Floodlights at key points,
• a single-use Red Sugar Pouch (instant heal) for each player,
• a single-use Stimpack (instant revive, may have to be bought once for each player, or only buy one.)
etc.
Maybe being able to queue for a match instead of joining a preexisting one, and being able to choose what world and what difficulty to queue for would be preferable.
Gold Rework? Can we take Bittergem home with us too?
but to be honest, reworking it so gold is a currency? Why do we even have credit? All of those consumables could be bought with credits (not gold, since gold is sold for credits)
However I support these consumables to be something that rich endgamers (or someone still learning the ropes to help them) can buy with all those extra credits.
Raid mission? Destroy the Gylphid Queen? Mutator "Moar Dreadnaughts"
I just like the idea of gold having a specific use besides just selling for Credits.
It's just an aesthetic thing.
It also makes Gold a bit more special in a way, because it really is just credits at the moment.
ehhh... A heavy, soft, conductive, yellow substance. And in the end people will just sell it for credits
or they will go "Oh god, I sold too much gold to buy that powerup, guess I better buy it back at 3x the amount, or do a mission to get more"
sounds like something that doesn't need to be "extra carry on" baggage
sometimes it's better to keep parts of a game simple
Suggestion : be able to put our own playlist on jukebox to enjoy with friends ?
Guys do you really want to make another Destiny of this game?
@mental notch What do you mean?
how much time do you spend in the space rig is what I wanna know lol
Perk suggestion: "Not on my watch" you receive 50% less damage when reviving a teammate
during [??] seconds ?
Perk suggestion : "Stay at position !* you have 5% precision bonus when you are near teammates
I > 5% II > 6% III 7% > IV > 8% V > 10%
Perk idea:
Gemstone sniffer.
Increases the spawn weight of crafting minerals and Bittergem by 5% and reduces the spawn weight of Gold, Nitra, Red Sugar by 5/4/3%.
(Edit) @ripe axle "what is someone joins mid game?"
Missed opportunity i guess, like how your reviving perk is useless if you don't perform any of the revives, your zipline perk is useless if the whole team are engineers.
what is someone joins mid game?
Where be nice if the flamer could burn grass and spiderwebs too.
burning spiderwebs has been suggested
how about a biome where you'd have to "stick your head" to the roof to travel between places and like the floor could be lava or something like that
That sounds more like a feature/gadget/ability than a biome idea
yeah you're right
thent like modifier on armor so you could stick your head to the roof
then*
that sounds like a neat idea, side upgrades to armor that change certain aspects of them?
yeah!
I'm not sure about sticking to the roof, but perhaps low grav but less armor, tanky but cant "double jump"
something along those lines
yeah it was just an example hehe
custom armor types with benefiits/downsides is a pretty cool idea 👍
How about some Bug Scouts / Pats through the whole already opened Cave-System - would love to have some motion-trackers. Maybe a new class can carry three of them, not replenishable, but be able to pick em up again. You throw them like grenades into the smaller tunnels and they trigger an HUD-Alert for eg. Tunnel coded with red, yellow or white tracker (or just 1-3, maybe visible in map, too) , if any bugs come in range or cross line of the „tracker”
AFAIK, some roaming bugs already exist, I know I've seen a few Pats that don't seem to directly target the players.
I like the idea of a tracker/scanner to highlight enemies, but currently even marking a single can make headshotting diffciult, I don't know how bad marking a whoel swarm might be
having to tab (which stops your movement) to see the map and movement seems a tad inconvenient, but cool idea
I thought more of alerting to know from where bugs are on the way. We sometimes really have got problems because all bugs swarm from one tunnel and we focus from that big big cave to one entrance - and then at the last wave some exploders get us from behind - an alarm (tracker 3 activated - you have to remember where - or a simple pointer) would help
So something you'd leave behind or palce and it'd alert you like a motion sensor when something hostile goes over it?
right
I can't help but think that feels a little underwhelming, with no info about what passed over it, how many did/are around it, and also it possibly notifying you of something hilariously far away or even getting spammed by too much info clutter when its something you're aware of, theres some mechanics there that I think you'd have to think out first
True - you always would have to pick up the trackers again. Thought of one type of tracker can detect flying bugs, another smaller and a third larger, but i thought you could be very unlucky that way - and too much info what passes can spam the screen with notices... Hmm does not sound as helpful as i wished for. Will do more thinking. Maybe i will be enlightened some time ^^
if you think of any improvements give me a ping, I don't mean to discourage you, idea has a lot of potential 👍
Thanks, but i see your point - have to find a balance between uselesness, usefulness and spamming with alerts
How about highlighting the skills for which the required materials are available in the upgrade screen? EDIT: Red for level not met. Than the current yellow for level met but not enough material and green for ready for upgrade.
there already is a red boarder when the required level is not met, I wouldn't be against white for -level met but not enough materials- and possibly green for -upgrade possible/ready-
alternatively, dark red for level not met, orange for level met but not enough, and white for ready for upgrade
Thats what i thought. Red for level not met. Than the current yellow for level met but not enough material and green for lready for upgrade.
Sounds like a fine idea to me
A lot of the perks feel very inconsequential. Smaller % changes don’t add a significant amount to strategy or depth. Some upgrade are much more interesting such as scout grenades increasing damage, that opens additional strategies.
Perks such as the “not on my watch” 50% dmg reduction when resing suggested here sound so much better
would really like to make modifications to the guns. It could be different types of shotguns or rifles to switch through or even just different gun skins for each class but I would like to be able to make my character more unique. using the same gun gets old.
Option to swap between old and new terrain scanner 👌
50% dmg reduction when resing That might be a bit strong as scout
The scout's grenade allows you to res people even while they're surrounded by death itself
I'd also like to see the perks have a little more oomph then they do currently, but I think the small changes they added to a few of them are a bit more balanced and in the direction i'd like rather than boosting the numbers
Doesn't revive perk 3 do something like knocking bugs back (on successful revive) now?
I'd prefer unique perks over % boosts
OOh, theres an idea, different trees of perk upgrades
Like a perk to allow you to have the map open & be able to move :P (I really want a class that has the map as a mini map ;-;)
having the map open and being able to move should just be a QoL thing, have the devs said anything about that being intentional?
no idea
If kept then it'll allow for something like a navigator class though
Minimap+beacons to lay down or the likes
iirc
interesting perks would be good but you have to be careful of power creep
many higher level players already are looking for more challenge
making perks that are too OP would trivialize it
Well, you can just make them interesting over useful
easier said than done
Eh, it's possible still
currently I do feel that a lot of the perks lack oomph and/or usefulness
11 - 12 - 13... fall damage reduction sucks
An extra 1% for upgrade
come on guys
^
it's good if you hit that breakpoint where it actually saves you at a certain fall height
it feels... underwhelming for the amount of effort that goes into climbing the tree
Like the minimap suggestion. It wouldn't be a must have perk, but it'd be nice for the people who'd want it
Maybe even silly perks like sliding around :P
Less friction so you can slide down hills :D
I mean having positives matched with negatives might be a good idea for custom perksthats arn't too op
give me one sec
silly perks would be nice
uh yeah
That doesn't seem silly though
I'm just suggesting something better than the 1% bonuses >.>
They're... Eh.
Fuck it, I'm going to make a large list of possible perks. Silly & non
Hmm
Platform Gun has less platform drop
they'd have to be not class dependent
And goes up instead
hmm that could be interesting
Helpful Hand:
+Revive players slower/No change to default speed, but revive them with more health (60% instead of 50).
-50% health gained from Red Sugar (Resupplies included)
Emergency Shield:
+Shield automatically fills upon starting to revive players (30 sec cooldown)
-5 total shield capacity
Fast and Quick:
+faster revive (25% faster)
-Health when revived starts at 25% and slowly regens to 50%
Mixing the perks with upsides and downsides is a good way like this might be a good way of keeping them in check
the downsides would make it not OP
and its really neat that theres nothing wrong with the "default" loadout if things are balanced well
thats much better
I already have some ideas for a lot of the tree perks, I'll make a document or a table to better organize things later
I still feel doing any kind of %s end up with players feeling like they should try and minmax
if the list becomes big enough, perhaps consider making it a reddit post
best of luck to ya
Yeah, I'm going to attempt to build a list of perks avoiding %s as much as possible. If I can't do it I'll concede and add some %s to it
Go check the wiki (Shameless plug) for some values if you need them
for shield and damage and health values they should be there, I dont think theres anything on movement speed right now though
@ripe axle : Gave the tracker mechanics another thought and came up with this:
Will take a look, give me a moment
Alright, here's the scenario I'm imagining with a tracker so far, given a simple tunnel and the warning from mission control that a swarm is coming the "trackers" are thrown a little ways into each side of the tunnel. When the swarms do spawn each tracker will display the most dangerous mob that passes through them (name) and the number of mobs that pass through (#) both of which will update as the enemies are killed by your squad.
I like the sentry recall mechanic, since it already exists It'll likely be intuitive to players and I can see that having a display to help determine when/where/what mobs are coming to be immensely helpful in certain scenarios.
I still see three main issues with trackers (not your idea in general, just the concept)
how/where they are implemented - If they are the utility item of another class, then that class will be the least mobile of all the classes - every other class has at least some movement ability to help directly adjust the environment
are they useful for every mission? Is the scenario when they are useful likely? - On point extractions where small tunnels and holding small tunnels are scarce, how useful would the trackers be? Open areas where sightlines are fine make trackers seem unappealing, limited situational usefulness is a killer to a utility item
Is it competitive? - Given sound cues, I can generally determine the general direction where a crowd is spawning ~3-5 seconds before any of the enemies emerge, even sooner given the visual cue. Will trackers be useful in higher level play when players won't necessarily have difficulty keeping track of enemies or watching both sides of a tunnel?
Hmmm that is true - they won't be useful in all situations / scenarios. So one class equipped with them will be at a disadvantage with their loadout. Only solution coming to my mind right now would be to share a slot with grenades and let all classes choose if they throw a grenade as grenade or as tracker - or give every class a tracker in addition to their existing loadout, so every class can throw one, if they think it would be useful.
Class unique gernades is a pretty insightful idea and something i'd def like to see beyond scout has a unique gernade and everyone else is generic
the tracker could be a "type" of gernade and the type of gernade thrown could be changed via a toggle key
then the tracker would probably have a time limit, say 60 seconds, and could be refilled much like grenades at a resupply pod
I can see that being immensely useful and an intresting option for the players
given a crowded room with a lot of crawlers all over the place, a tracker instead of a grenade could outline enemies making them easy to pinpoint and eliminate as well as help the team make a decision as to hold, flee, kite, or anything inbetween
True - interesting modification. Thought 60 seconds would be too short in a lot of scenarios to be useful as alert in advance, but with outlining it's even useful in mid-combat and helps a lot in dark or clustered areas. - or could even be thrown before mining to get alerted while mining a hole for that aquarq ... before the exploder gets the better of the dwarf ^^
What really sells me is that ability to be able to throw them in a nasty situation as well as in a calm one as a precaution
place one before drilling up to something as a driller just in case an exploder follows you in and downs you while your back is turned and get a nice warning
alright, do you want to do another rewrite? I'd offer to help but I'm working on some of my own suggestions right now as well >.<
I wasn't sold completely at first but now I'm 100% on board, really great idea 👍
I'll do the rework - will have some time today to do it
Thanks - glad to be able to contribute something useful 😃
[Suggestion] I'd love a guard ability on the driller, the flame is super short range, the drills is melee, and the pistol is mere backup against leech/exploders ect. maybe a 50% damage reduction, or a damage reduction grenade
Maybe when you use the drill the direction you face with it gains a damage reduction whilst they are spinning?
Would make melee stronger for the damage reduction so you could run into battle unless it's a small reduction.
Could also be a weapon upgrade to purchase for the drills
^^Yeah
Thats the main issue with the drills is that you take too much damage
Maybe if it reflected shots, scattered enemies or reduced the damage it would be alot more useful as a melee weapon
Its damage is great, but when on haz4, youll take heavy damage against just three warriors if using the drills
I've read about grenades etc, and I just thought of a gravity grenade, like an implosion. And it could work greatly with the driller because it would gather the bugs for the flamethrower
also, I think having the same reticule as the grappling gun or the zipline gun that tells you the angle helps when you have the drill equipped
Guys you really should make an exit to menu while launching mission
Why not have the ability to create our own Deep Rock Galactic servers on VPS to reduce lag problems due to peer-to-peer connections ?
There already is a "gravity implosion" grenade on the scout?
I like the idea of having a reticule or element tell you what angle you are drilling at as a driller
By Exit to menu while launching to mission I assume you mean the screen where players load with tips and the view of a planet in the background
I've noticed some people getting stuck rarely or loading extremely slowly, so it'd be a nice QoL thing
The scouts grenade is more like a slowing and weakening field an implosion grenade I think he is referencing is something to pull enemies together like a magnet but for a quick instance.
I'm curious about the Bulldog Heavy Revolver used by the Gunner, the description states it is a customized revolver however it only has one upgrade slot, I think to make it have more of a "customized" feel, apply additional upgrades like ammo cap, increased clip size, and maybe even potential penetration of enemies. This MAY be achievable by reducing the damage of the base Revolver damage - however the damage upgrade can offset the reduction completely. I just felt like sharing it cause it doesnt feel customizable. I don't know maybe I had a bit too much Morkite Ale
😂
Yep, that's it about the grenade I explained
Yup, this one (i didn't look bcs that was on a whim, people talking about grenades).
My bad tho
I was trying to explain the implosion grenade one guy mentioned but what I thought about it.
You guys need to add a bitcoin mining option where you sit at a desk and cry as your gpus fry
Optimal, so 400 degrees Fahrenheit?
Probably mentioned here already - but a mission where we ride/pilot a large MUEL with turrets and shit to keep the bugs off while it extracts a large mineral ore. Kinda like a moving platform with incoming waves. We all try to ride the MUEL on the way out - so i thought itd be cool if that were a full mission.
Keep up the good work devs! awesome community building.
Hey guys , i got an idea that could be used in the future , how about a new map area where it's all dark but i mean DEEP dark and the team is send there at first to reinstablish contact with some pice of tech that the HQ send there and then they find out that there is a new creature in the dark that is the predator that eats the glifh and also miners? , so the first conteact would be like a run for the drop pod were you got to buil "safe" areas with lights maybe turrets ecc, then when you extract you unlock this new place and you do quests to them dedicate yourself to hunt him down , maybe there are more then just one...
Also can we all agree that a 5th class would be cool .. like a Medic??
The engi and the scout have the same beard, to distinguish the two a little further could one (preferably engi) have the bulbous full beard by default?
Had a thought for temperature based areas, or areas with low O2, to make traversal of these areas require quicker movement, or certain resources. Possibly as a mutator?
Do you mean low O2 as a hardcap time limit on some missions? As for quicker movement isn't that already a mutator with rich atmosphere (All players move 1.25x quicker IIRC)?
@ripe axle I believe he means low 02 as a hard cap that requires you to plan accordingly and not dily daly, so in a sense "quicker movement."
let players shoot while doors are closing. just have invisi wall where doors close.
Flare gun, plus damage buff equals best weapon.
It can hurt dreadnought through it's armor, no need to aim for weakpoint with flare gun.
Scout became mvp.
As a somewhat serious suggestion I wouldn't mind enemies getting hit by flares being automatically outlined/marked
Which makes scout even more valuable. Flaregun already one hit kills web spitters, swarmers and exploders. Two shots for cave leeches and three for warriors and acid spitters.
On the side, a new mutation, Hard surface (or another clever name) this mutation hinders miners due to the thick crust over the cave system. This means that Resupply pods will cost twice as much for the fuel nessecary to punch through the surface. Making resupply pods cost 160 nitra, conserve your ammunition.
I have a lot of ideas, the flaregun damage buff was a joke, though @ripe axle 's Idea for it to hightlight targets is nice.
molly's AI and pathing should ignore engineer platforms to circumvent the exploit that allows players to dictate where the drop pod lands
you can do that?
Yes you can dictate where it lands
I never tried that.
It would be nice to have keyboard and mouse support for the version on xbone
Tried playing on my PC, crashed alot
I like how DRG feels, every class has it's own perks and drops, and they're significant enough that you always want one when you don't have it, or realise how much easier it would be if you had the right tool for the job. Along that line there's one thing my friend has said that made me wonder. Now I know the dev and co. have a lot on their plate with making DRG run. However if they chose to expand the list of dwarves you could pick from it would be nice to see a class with good area of effect damage and weapons. There are games where I find myself in situations where satchel charges aren't in good supply and I lose my grenades when a swarm cometh, not saying anything to downplay the mechanics, capacity nor effectiveness of grenades and satchels, they do their work well, that's why I run out so often. I also know that I play on the hardest difficulty and notice how ammo is scarcer than water at sandblasted, it's a challenge to face swarms with my pick (Thank you berserker perk) and I can't always rely on teammates, nor the lovable dog drone "bosco" all the time. Having someone that can lay down a swarm with relative ease would be nice. I love the gunner's ability to suppress a swarm while it's coming and a Driller to make a wall to add some hurt, but in solo as anything but I struggle, may just be me. If there was a class added or something relative to such could they by chance be a demolitionist? Armed with an automatic grenade launcher, or proximity mines to make glyphid swarms watch where they step. Having amazing stopping power at a distance but risks self damage and friendly fire once the enemy gets within arms' reach. Just something that popped in mind that would be neat to see and talk about.
(If this has already been brought up I haven't read the whole page.)
I can't help but feel an explosives class would still suffer from ammo issues. Engie has a grenade launcher which can do some serious work on swarms but he simply doesn't have the ammo capacity to continuously spam into waves. Rather than make a whole new class around explosives with that larger capacity I'd rather see something like modding the weapons, so as an engie perhaps you could sacrifice some primary ammo for increased secondary ammo via some perk or toggle upgrade, also possibly have larger explosion radius weaker explosions or smaller radius focused explosions
I have over ambitious thoughts for new things rather than rationalizing already existing mechanics.
Maybe another Idea I had would be neat to add, something that isn't just new gun for more gliph carnage but a class to help a team. But I must sleep for the night, I will tell everyone tomorrow.
Small suggestion: I would like to see different skins and models for the weapons. So you can personalize your dwarf a bit more.
Thought of a secondary firing mode that maybe you unlock after buying all the upgrades to a weapon/it's available as an equipable upgrade that would change how you fire a weapons for preferred styles such as a fireball launcher instead of the Drillers flamethrower or maybe a heavy cannon like weapon instead of the Gunner gatling gun and the last idea a burst rifle instead of an assault rifle for scout.
Also maybe the Scouts flare gun would launch a group of 3-4 smaller flares that shotgun out idk.
I like the idea... but pre-spin for gatling gun, not a cannon, I say
If you hold it or something like that
Make the Gunner russian as well
Maybe like a faster spin-up gatling/hand cranked? That has 6 barrels larger rounds but doesnt increase in accuracy as well or at all
Could do different weapons as well like for the Flamethrower it's weapons could change entirely to a laser/plasma weapon that's more accurate but causes less burn damage, although the armor upgrades for flame protection would be useless probably.
SUGGESTION: Unaccounted Variables During Missions
not sure how it would be implemented but it would be cool to have things go wrong from how they normally are in missions, for instance, if there's a mining expedition and an elimination in the same biome, perhaps Dreadnought Eggs could still spawn in the mining expedition (example based off of the environmental hazards now being in the biomes next to the ones they originated from, such as the exploding plants now being in the dense biozone as well as the magma core).
When the droppod arrives and takes off, maybe a dreadnought or something worse could sometimes spawn and hit the droppod, causing it to fail and crash, then the team would have to hold out in order to wait for a new pod to be sent down (though i do understand the difficulty of properly implementing that)
just a couple ideas to mix up the regular formula of the gameplay :)
More primary gun variations
What if there was a mutation that gave everyone a mini mule?
Not sure encouraging people to wander from each other is a good idea
honestly though i'd like to be able to use mini-mules at some point in the future, simply because of the Salvage Missions (also using the giant blue Molly in the space rig would be cool, perhaps a chance thing?)
I have to imagine molly customization is very likely to be a thing, but it's not very high priority
Engineers can build turrets on molly, but they don't stay when she moves sadly.
Another idea for a spice of variety, what if we could have a class who can drop ammo packs, along with the respective health benefit that comes with. They could carry four of these ammo packs, each valuing 25% health and ammo for times that nitra is a hard to find, or if you can't wait for a resupply pod.
So would the resupply pod refill these packs, because that'd essentialy mean doubling every supply drop and only the support class would be the one to take every supply drop I imagine
And if it doesn't refill then does this class just have a dead utility slot for longer games?
And then what about movement mechanics, if that's his utility this class would be the least mobile in the game
Well it would take two normal resupplies to recieve all for ammo packs in return
It seems like a poor balance decision to get two ammo packs back because then they could always take two, throw four packs down and it's as if they didn't take anything at all despite being fully resupplied
There's various solutions or work arounds, but o can't help but also think about missions so short that often times players don't need to resupply
Or missions where nitra and ammo are hardly an issue
The class utility would seem pretty obsolete in comparison to the others
sitautions render any one class obsolete.
Really?
I feel this class would be picked up on haz4 more often than not
I can play the game, in it's entirety only using the Driller, they have everything you need to move and fight.
They just take the longest and consume the most ammo doing so
Worst example to use for that in my opinion but go ahead i wanna see where this goes lol
Soloing doesn't make other classes obsolete :/
I'm not trying to gatekeeper or put your idea down, I just think a lot more thought needs to go into making it a suggestion for a class
But having a sitaution where abundance of nitra would render a class obsolete isn't making a fair argument. :L
If you have an eng and a gunner, who both use their platforms and ziplines to move around and collect any minerals. The driller power drills become obsolete which is the entire focus of his class.
I'd be in favor of a side upgrade to an existing class, like a toggle upgrade for engie where he throws 100 metal for 10% ammo for another class
Platforms provide far more mobility than the drills, and zipling are quicker for going up and down than the drills take to mine
It's not a good trade, but might be necessary in an emergency
The driller still has utility in creating passages back to the DP, and if the scout downs the engie is going to have to do some serious platforming and waste lots of resources while the driller might take like 5 ammo?
Creating passages back to the DP, i don't think that was the point of his drills
I know it's a lot of hypotheticals, but i have drilled to a downed scout when our team had no other way to get up to them before
I mean, modifying terrain can be crucial as well, driller tunnels are something the entire team can take
and well placed platforms aren't wasteful
Since most of the time as long as you're touching part of the top the game throws you up
Platforms are useful, but they are a more limited resource compared to driller fuel imo
and the pickaxe's do what the drills do just far slower, and only a couple of hits can be used to make places to jump
Looking at mobility I still prefer driller's ability to make tunnels over the platform gun which determines on placement and other person's ability to jump. Ziplines can only go up and down at a certain degree making the giant holes in certain maps a pain to navigate. Scout has a grapple gun but only for him. The Driller just seems to have the best mobilty for the team.
Ay, that's a good point, going straight down could require a driller to make some staircases
Unless you want to spend platforms like crazy to make a 2 way staircase so you can get up easily
I prefet the platform gun, i don't take into account the ability the driller has to make tunnels for the entire team straight to the drop pod because i believe that breaks the point of the entire last 5 minutes of the game
And the hardness of materials can turn a path mined via pickaxe much more tedious, sandblasted allows you to take a chunk per hit, while radioactive requires three.
Any short hill anyone can mine, 1 platform, 1 zipline, 1 fuel or les
1 break in the middle to create 2 jumps to the top
anything in the ceiling is for a zipline with the right angle, platform for a scout. or a long way around the walls to the ceiling with the drills
all classes complement each other in some way or another i just find the driller incrediebly useless if you have a full team of competent players until it's the last 5 minutes of the game
or you could use a resupply pod to mine out, eggs, jadiz, enor, etc from ceilings. If nitra permits it.
You can also use that but that doesn't have anything to do with class utility
More of map generation
Everyone can call a resupply to avoid getting to the ceiling, I would like to think that the resupply pod is a utility.
well then its a utility every class has so it doesnt affect anything at all still
I would like a class that has healing capabilites and some other utility to make it more useful just what that is i don't know, I don't think we need an ammo class unless they decide to make nitra far more scarce
being able to hold red sugar for when you need it would be useful in haz4 and during certain warnings
Eh, I'd rather adjust perks and upgrades than make a new class idea
I was going to add the rest of the ammo class (Now labelling as support class) have a secondary that could be used as a harm/ heal gun.
before the idea of exploiting resupply pods was announced
I don't even like the idea of a dedicated support class
Support classes are the ones that everyone loves to have.
It feels... misaligned with the rest of the classes is what I mean
I'd rather each character have different support abilities
Than cram a lot into a class
In my opinion driller is the support class as of right now lol
Game wise it is a mining company, where it would make sense for Deep Rock Galactic to open a job to keep their works alive.
Replace the driller with power drills and a healing ability instead of c4 lol
I'd say he leans the closest that way lol
and we solve all our issues
We already know they go out of their way to reclaim mollies and whole escape pods via salvage missions
and make his drills able to mine minerals and id play him more than eng
Well if you're really going by practical reasons we do ditch people after 5 minutes
After landing a drop pod god knows how far away from the team
tight schedule <.<
Despite sending a drop pod to exact coordinates
I mean, they do, if you exploit
Boo
I never have but coming here I learned you can
You don't have very good signal in caves, so the fact that they dig within a 5 minute walk is pretty good i say
Game wise is a silly argument
I have to imagine a support class will either be useless or a must pick, and in both cases a nightmare to balance
or just there
If they can implement it well, that'd be awesome but it doesn't seem like something I can see working without some creative ideas
just like the balance with other classes, you like having them when their around, but the game doesn't end without having one of everybody during a mission.
That doesn't mean their balanced at all
just cause you like when their around
that means you don't really mind it if they aren't there
I mean, every class is the same with a couple tweaked concepts. The classes that are good at fighting, Gunner and Driller, have slower and a more limited mobility. Scout is able to go anywhere roughly 20m away via grappling hook at the cost of having a cannon, yes the DB shotgun is amazing but to deal the most damage you have to touch the glypihs with it from maximum damage. The well rounded one of the group is the engineer, with average mobility which solely depened on placement and the ability to land on platforms, his shotgun is a bit underwhelming at close range, not being able to one hit kill like the scout's shotgun. But you can hit things effectively with it from across the cave, the grenade launcher is good against a well condensed swarm or reaching out to targets at a distance. Sentry guns are pre-planned defensive measures that can help, each one effectively that of the scout's rifle.
They are balanced when it comes to mobility and strength is what I meant to say.
I see where Flip is coming from, maybe making the engineer's aresnal a bit more beefy, I would love to see a change to the grenade launcher personally, but having a Support class can be modelled like the Engineer as being well rounded, only focus more on keeping the dwarves alive via ammo and heal versus shoot more bugs.
Is it outlandish to want a dawrf with a jetpack? >.>
How about a sidegrade to scouts grapple
new upgrades or perks > new classes to fit a single idea/weapon/utility
I would like class specific perks
like a perk that lets you hold onto your grapple and mine/shoot at the same time
it would make the platform gun useless if you have a scout i guess lol
so maybe not
If it's a class specific perk I'd rather it be a toggle-able upgrade
wym toggle?
Erm well I'll try to give an example then
Scout flare upgrade: costs this much stuff,
when unlocked you obtain the ability to toggle on magnesium flares, which are half as bright but last twice as long
Sometimes you'd want that on, sometimes you wouldn't depending on your pkaystyle
ohh i see
So you unlock the option to turn a different ability
Which in turn allows a different playstyle
I think that should just be put in with the upgrade mechanic then
That's what I said
"If it's a class specific perk I'd rather it be a toggle-able upgrade"
I would just like to see like different perk trees based on each class
i see
i misread what you said then
Oh hm
but like drillers perks would be different from everyone elses and so on
just like how everyones upgrade tree is different
Yeah, I'd like to see something like that, more customization and options for playstyle is nice
that sounds like more a completed game then an early access one but
I would like to see more upgrades for the bulldog revolver, i see some ammo reserve upgrade potential
lol
Gunner revolver is pretty bad imo
Ammo reserve and a single upgrade is a little pitiful
yeah it is bad im not arguing lol
i like it, but its really lacking
Did you play with it before the nurf
In a way flip how far do you go? How many changes, upgrade, sidegrade or additions to a class before it's no longer that unique tool for the job?
What do you mean?
Oh I see nevermind
I'd have to probably go case by case and think what would be thematically appropriate for my own judging and ultimate decision
I like jetpack for scout since he is a very mobile character already
And I like the ammo pack for engie since he is essentially putting ammo into his sentry
They both made sense to me and fit with the character
For the unique class perk trees I have no qualms about adding or changing properties of equipment already in game, like zip line speed or platform size
Engie can make flamethrower turrets, just carry driller ammo
For flamethrower turrets the ammo pack idea would lose some credibility but I still think that's within the realm of believability. He'd simply carry gel or some dwarven equivalent
Swap the reward bonus for Exploder Infestation and Mactera Plague so that they make sense for the difficulty of the mission.
Suggestion. The icons on the left for UI, i'd like to see little things added to them. Like if someone is mining; a small pickaxe icon appears over them, maybe a swinging pickaxe little emoji.
or if they're being attacked/fighting something else.
Icon for fighting the demons of his past
Being able to see what perks are your teammates using?
oooh 4 little icons next to their name would be nice tbh, make it easier to set up your gear in a sense
What about 3D Face-Icons with the actual dwarf in it. Instead of the standard class icon?
Underwater areas or biome, with new enemies and limited breath
^^^
I think i saw something about underwater biomes being very difficult for the devs to do or something like that
difficult = not impossible
lol i can see why it would be hard
water tends to make games pretty hard on the hardware
[Suggestion] Plleeaaasssee, increase the range of entering the droppod to the same as motherbase,. have had so many gunners and engineers stand on the first half of the droppod while the rest of the party is inside already
sounds like a good chance to shoot them in the back and takeoff
I know it's been beaten to death already, but I have a class suggestion. Perhaps an extra small dwarf who rides a robotic exo-suit and has strong melee and a shield buff for himself and allies. He could be called a "hacker" or a "nerd" or something.
His funny "backstory" could be that he was tired of being bullied by bigger dwarves and build a robotic mining suit, making him about 1/3 bigger than the other dwarves (requiring team mates to help him through small passages as a downside to the class)
I think it'd be great if the class could have limited flying ability and maybe even a limited(limited by ammo/fuel) use of his robot suit.
Maybe there could be a "gold rush" gamemode, with indirect PVP, still waves of monsters, etc. etc., but instead of working to complete a mission, everyone works to collect as much gold as they can.
There could be a timer, or a passive timer (waves get worse as time goes on)
(Note: Suggested once in #wiki-related-chatroom, figured I could put it here just in case?)
Relating to the underwater thing someone mentioned: liquids are hard to implement. Making a fully underwater biome would be the same idea as what the rich atmosphere is now
How about a glyphid variant that's millipede like to where it comes up and attacks you but rolls into a ball after taking a certain amount of damage and releases poison clouds for like 6 seconds but of you break its armor or blast it then it'll die or maybe even roll away with enough knockback.
for a second I thought you were talking about like ones of the gears franchise
where they jus train after you
random water generated levels sounds like a disaster imo
half the level could be underwater, + modifiers? wild
I don't mean half the level underwater
I mean they drop you in under the ocean, and the entire map is underwater
don't think hoxxes has oceans ;/
Jump higher, voices would be through radios, different enemies, move slower(probably)
We've only seen some of Hoxxes
I'm sure there's some lakes or something
Aquifers, whatever
But water
well the salt pits were once a lake wasn't it?
^
It should have all sorts of fps players in there as well as enemies
In the salt pits
A lake of what though
Salt bug city?
Glyphid mormons knocking at your drop pod door
Wait can you still find maggots in the salt pits
WE BUILT THIS CITY
Does that make sense 🤔
ON ROOOOCK AND STOOOONE
and yes, i also think its odd you can find "maggots" in salt and sand biomes.
Maggots are everywhere
They're aliens /shrug
I think theyre saying salt should kill them
If we're going by the earth rules, maggots turn into flies and feed on dead things, so why not have them anywhere there's life? maybe they turn into mactera
if theyre anything like fly maggots
I'mma take this to #drg-chat but am I just imagining things, or in previous versions (I started playing in u13) did killing a maggot produce a small toxic cloud?
Yeah there were maggot variants
Have a Maggot Queen that throws her baby's with their various effects but she is rare like the spitter plant things(I'm not sure how rare they actually are but for me they are).
i need mule cosmetics/recolours
Glythid hive biome
@warped folio
You mean like a Brood Nexus, but even weaker?
Like a brood nexus but it tosses aggressive maggots towards you or spawns small groups of aggressive maggots and the queen itself can move around but slowly like a loot bug.
Or my idea of it at least
would it be possible at all to have a surface biome at some point? with big rock arches and lower gravity by default?
also can we get plaited beards and hair designs for the vanity section? i want to be a Norse Dwarf :3
A King of the Hill Mode with more then 4 players. Here is what I think of.
You start with the normal drop pod but this is not for mining it's for combat so it looks different, has more seats maybe some turrets on the side, heavy armor.... You drop In a area where from the beginning a huge amount of bugs attack your group. You have to fight your way through the tunnels and caves to the hive. There you have to blow up the hive heart. Then on this position a dropship appears it looks like a bunker with turrets on and ammo dispensers in the inside. You have to defend the hive center for 5 minutes because the boosters need to charge up. During this time the bugs attack from all sides. After the time you can launch the boosters and escape.
It would be cool to have an "Wave Extermination" gamemode, I imagine something like this :
A massive hord of enemies is comming your way, your missions is too exterminate it.
You have a countdown (maybe like 5 min) to prepare as best as you can.
You have to collect nitrate to get ammo supplies and a new mineral that you will drop into
an massive special mining platform on wich you would be able to put turrets and traps, medipack etc...
The fun and the stress of the preparations as well as adapting to the environement and
available ressources might make it realy fun and feel different each time.
Plus I imagine the introduction of alternative class weapons so you have a more "warrior" dwarf.
i saw the new armors and they look nice , really good job ... but i think we could use more "bulky " armors the new ones looks kinda of light in my opinion... still i'm happy with this news ...
You can even introduce a campain mode.
Like you have an order in wich you would do a set of missions on a part of the planet.
The succes of each mission will determine the difficulty level of the next one.
And in the end we could have an actual boss fight.
The biggest flaw of the game right now in my opinion is the lack of difficulty, the game is fun
but it's hard to play it more than 30 min in a row because of how simple it is (no matter the
mission difficulty level).
i got a minor suggestion : how about the class id in the top left coner that changes with the loadout you go with, like if i have a gray beard it chages too , with the hairstyle ecc...
@hollow jasper The Salt Pits' description says that it was the site of a lake that dried up billions of years ago.
well still doesn't entirely make water/liquid based missions impossible
Aye
Personally I really want a frozen biome.
It's entirely reasonable to have part of the planet containing heavy permafrost.
that would be cool
Suggestion: pilotable mechanized exoskeleton/exosuits.
cant deny the idea is cool but damn that would be a ton of work
I do like the idea of a class that has some sort of robot suit, and unique mechanics to go along with it, not necessarily just pilotable mechs that anyone can use.
hl1 ghost busters gun here we go
guess the best place for it would be another weapon for driller lol
Game mode/event/ idea name: employ of the year : you get a task to do a certain objective in a tot time and you get a reward that could be unique or well lots
Of money
Or a limit time boost for the rewards
After mission
Or better your own dwarf pic frame
Lil
Employee of the month!!!
Devs should keep track of people with most missions and make the name and photo of him appear in a giant screen in the space rig
DRG's Employee of the Month
Surface biome has already been discussed, use the search bar to see the semi-conclusion to those discussions
The king of the hill mode with MORE THAN 4 PLAYERS seems like a worrying precedent, while I like the idea of a hive sending mobs from the end of a cave- as it means you'd always know the direction to head to the end of a cave generation, I don't really see the point for the improved drop pod. It's "cool" but salvage missions have quite a long defense and don't have the fuel cells drop with a free resupply or anything else to help defend.
If the hive is too difficult/quite a ways in it seems like the mission will be similar to mining expedition or egg hunt, if it's really early then it seems like the end of a point extract with a fraction of the work or intensity
The wave idea seems like a salvage mission ending, but you're forced to start after a certain amount of time, I actually prefer being able to do my own pacing at times so I'm not sure I like the idea of a mission that is literally prepare for 5 minutes, hold for 15 minutes, let's leave.
The mini campaign mode, if it can be counted at all, is being able to host missions only at certain player reputation ranks. I'd like to see a better campaign but I'm not sure doing increasingly difficult missions is the way to go, I think making a good functional immersive campaign would require more than the assets currently in game at least.
Also for difficulty do you mean mechanical difficulty or total difficulty, because hazard 4 isn't simple for me at least
Suggestion; Pickaxe skins. I can't stand the look of the new pickaxe.
I like the preparation game mode. It would be fun to have the waves of glyiphs coming at you, mainly because it supports the idea of a demolitionist or area damge class.
so just did hazard 4 complexity 2 length 2 mining expidition in radioactive zone, had the modifier cave leech clusters... but there was a whopping total of 6 leeches throughout the entire mission. 2 in one room and 4 in another. I'd like to have seen a lot more than that on this difficulty with that mod
here's an idea - if you manage to bring the barrel with you on a mission - player models become barrels for the mission
Cave leech cluster does only give 15% the lowest of all the warnings
The barrel thing seems a little too easy to pull off, I regularly get barrels in the pod in the 15 or so seconds it takes a host to select a new mission
Also sounds fairly annoying in actual gameplay, as an Easter egg perhaps if you get all the barrels in I'd be fine with it, but the degree of difficulty feels disproportionate with the reward
how about the green barrel then
XD
or if you put all the normal barrels into the launch bay - then put the green barrel in the ship
idk - just something silly would be a cool reward
kinda like a playground rumor style sequence of actions
We are barrel dwarves here to mine the food from your world
My friend has done it again. What if we had a mission of having extract a super sized resource and the only way of extracting it is to mine out around the mineral chunk and having to defend the area as a specialized heavy lift pod can hook up and extract it. After the pod leaves the miners then go to the escape pod.
Driller seems mandatory
What if it's encased in compacted dirt?
Or it pops out like the other chunks you normally mine
Me and my friend talk about things that sound like fun. Another idea for a mission would involve a mech in which would mine out specific minerals, the issue is people would fight over who gets to drive the mech
What if they added a version of salvage mission where you had to recall a mine head from a point extract. That'd be neat
New Mission Type idea: Excavation (Escort/Payload)
I like the look of that a lot
I do think that DRG needs to have more BIG MACHINES in its missions.
BIG MACHINES befitting a galactic mining giant like DRG.
Is there a reason it breaks down midway instead of having an end event? I like the idea of having to go into the tunnels for fuel otherwise I seems like it'd be primarily just combat
The mission seems like it'll be just constant wave fighting with little of the downtime to recover other missions have though, idk about the pacing
Unbreakable rock feels very meh, cutting a major part of the game (terrain modification)
Besides that meaning no in-wall resources won't driller get a little shafted?
i guess it doesn't really have to be unbreakable, but if the machine is chugging along, won't you get left behind if you stick around to mine to much anyway?
I assume it's unbreakable so you can't steamroll ahesd
lorewise, the truly unbreakable rock just has to be a deposit between you and the surface, unless the mission is explained some other way
even if the machine moves slower than the dwarves, it should move faster than regular pick axing, and has unlimited fuel vs. driller drills. I think leaving the rock to be the regular variant would be fine
The Drill would advance when you close and the unbreakable rocks is to prevent people to get faster than the drill
you don't really need unbreakable rocks to keep the players behind the drill
if you occupy them with bugs and minerals, and the afct that the drilling tool doesn't last forever
But when you in a tunnel you could short cut to the next one, leaving the drill behind
you wou;dn't know where the next tunnel is though
and the main drill still has to cut the path to the end objective right?
there's no point in leaving it behind
Don't have the entire tunnel unbreakable, make unbreakable walls at intervals, where the drill has to stop to drill through, so you can't get further than it plus have normal terrain modification, as you put it
So how does the drill move forward? I'm getting the impression you're thinking more along the lines of TF2 Payload than the drill simply moving along autonomously?
Does it have a control platform on the back that at least one dwarf has to be standing on to move it, or do you just need to be in proximity to the drill, exactly like Payload?
tbh, if I'm stuck waiting behind the drill, I'd at least prefer if the drill dragged me with it > control platform
hmmm, true Nescient, but has this?
The drill has multiple speed settings. Injecting fuel faster leads to much faster drilling, but more frequent breakdowns (the map always has enough fuel to sustain this speed).
It also causes greater seismic disturbance, meaning more frequent enemy swarms
@near glacier The driller was originally going to have an exosuit in concept art, but alas it was not to be.
He's already a really bulky boi
@naive oasis Variable speeds does sound interesting, but is seems the ability to run down the drill head and get swarmed is soft difficulty fluff.
it was kind of inspired by the ability to force waves in tower defence games
Most every other mechanic of that sort in the game is fixed, I.e. MULE extraction route, pod deployment
It would be difficult to implement on top of an entirely new game mode. Interesting angle and a good suggestion nonetheless
I just want a big lever handle to push all the way forward, and be called a madman.
@strong ether holy shit that's amazing
its a cool concept art/mission depiction
but I feel like practically it has some issues
every game mode has some issues. Over all mineral placement which hinder players is an issue for mining expeditions, point extraction and ammount versus location is that for search and extract. It's very hard to kill a dreanought alone, which is the issue with search and destroy. And Salvage missions have a problem with the leg spawning for the mollies, yes there's a surplus just in case you lose or can't find one, but their spawn location is sometimes absurd and annoying to work around. Not to dog on the game but you will never avoid the issues with a game, modes or other mechanics.
Medic: he has a high caliber rifle and an SMG. He has 2 stimulants that can instantly rez an ally from a short distance or himself
I have a slight modification to that, he gets the scouts flare-gun but instead of flares it has stims in it, one stim revives instantly and reastores 15% of the dwarf's max health when used (Plus the amount of health you get back when being revived), or gives 25% health back to the target. Would have roughly 2-3 reloads before you need a supply drop.
For the Primary weapon a mid/high caliber DMR or Assualt rifle would suit, or something that has high ROF, low recoil (for the 3-5 shots) , low damage, high/medium ammunition capacity.
Secondary-wise i'm thinking of a high/mid damage pistol, with a medium (8-10) ammunition capacity and a slightly faster ROF than the Gunners Revolver (and less damage).
for another class a cool weapon idea would be something similar fo the Auger from Resistance: Fall of Man, you get the thermal vision (which would be affected by e.g. weather conditions/environment temperature), and it has the lowest damage of any primary...
However, it has the capability to go through enemies comepletely, the more enemies it goes through the more damage it does (or maybe it does more damage if you hit organs within the target similar to the eyes on a brood-nexus)
Healer class is too basic for DRG
having a healing class would require a ton of rebalancing
they're only adding one new class, right?
I'm sure they already have lots of brainstorming on it and player suggestions wouldn't be that impactful unless they're still in early stages
a healer would be cool , but all would be more easy if the devs tell us what they would plan to do now...
because we can give them 10000000 of suggestions
but if we don't know on what topic we have to "work "
we can't get far awey
if for example the main objective would be work on new armor ideas it would be easelier to get on with becase we would know that they want to work on that so we could provide support
for what i can tell now the game needs to set up and have solid basics like , gameplay and so on
Lots of things would be cool, but I don't think a healer would fit the game very well.
why not?
there are some missions where a healer would be perfect
and if you play on hazard 4
it would be a blessing
So would a class with a 50 second invulnerability buff.
The game's designed to force you to rely on the environment. For ammo, and for healing. Nitra and Red Sugar.
To fit in, a healer would need to be directly tied with Red Sugar.
my "stats" were more focused on keeping alive the team while keeping the game hard
so the medic would be just a way to hold in missions more defencive oriented
where the driller ain't that necessary
for now mate
Just add a class that's a giant immobile turret :p
that's the gunner
so listen to this idea of medic : the so called doc , would be able to do two potential things first type of medic would be a buffer so it gives over heal making most of the dwarfs more tanky, (i think this one would be too op, but can also lead to a new enemy that could potentially kill you even if overhealed it's all about belance after all) while the second type of doc that i think it would be more fitting it could be like this : has a portable "camp" that he sets up and creates an aura that heals in a ring while you stay inside of it, he could have the passive ability to instarevive his teammates, for wepons we have lots of choices , a semiautomatic rifel could be cool tho with pircing rounds to compensate the slow firing rate, for secondary i have no ideas, his armor powers up could be when maxed full regenaration
because now the regen stops till a certein point
what i'm saying is obvsly a new class would need lot's of work
and so i think that it's normal that they are focusing on the normal game
still a new class like this can lead to interesting things , mechanics and so on
Gliphis seems a insectoid species really aggressive but they also have some defencive traits , so my guess it that there could be something that eats them.... so if such new enemy could show up that would be a perfect moment to have new dwarfs
It's a valid question of design, really. If you add things on the enemy's side, increasing the difficulty of the game, do you also add things to the allies' side to lower the difficulty again?
For me, and for some others, increased difficulty is more content, and more enjoyment, so I'd be nervous about the developers potentially overcompenstating, and giving the Dwarves a bigger buff than they do the Bugs, throwing the balance of the game.
it's called belance mate , and don't think that adding something to us would make things easy. it depends strongly on what we got to fight
That's what I mean, it's all hypothetical at this stage, but it's still worth talking about.
I like some parts of your Medic suggestion but I think it would make the game far too easy.
And if they added something which made it genuinely difficult even with a Medic, that would make it excruciating for teams without a Medic.
because i first love to get in trouble in this game
no because we can imagine that they could work on a belance
i mean there is also the road of the subclasses
so if they realise new perks
there could be like: the engie with now new tools to be more a support like class with new "toys"
however that woulb be too similar to tf2 engie
see the problem is also to keep the game unique
i understand compleatly a game dev. because it use to be my dream
i gived up on it due of my lack of skills in programming
i'm just good a drawing
You can balance anything given enough time and effort, but I'd rather they have as little as possible to do when they release something new.
Balancing will always be a part of the development but I'd prefer it if they released things which required less balancing in the first place.
A new class will always affect balance in a big way, for the bugs, and for the other dwarves, but you can still minimise it.
yeah sure i agree
still as i said there are lots of ways to change the game
New tools, weapons, ecc
Something I rarely see in suggestions for new classes are risks, tradeoffs, or things which make the class potentially less useful than others, in some situations.
Which is what you really need.
Those are nothing like what I'm talking about.
where your own heroes can get stressed and get mad at each other lol
i know i know i was just imagine the dwarfs getting mad at eachother lol
The Driller is a good example at the moment.
He's good versus weak bugs, with his flamethrower, but weak against larger bugs such as Praetorians and especially Dreadnaughts.
accually he is extremely deadly with the bigger ones
because how fire works
he can't 1 vs 1
but surely deals more demadge then the scout
in scale i gues he is second or third
Scout has a way higher single-target damage potential than the Driller does.
meh it's assult rifle without upgrades seems at the start a little crappy
side note : the reload animation is the same of the shotgun
and it's a bit sad
His assault rifle is lackluster compared to his shotgun, but both are capable, especially the shotgun.
300 damage per clip.
the saw off you mean ?
Yeah.
the saw off is like the other shotgun a beast
and that's ok
but i think his primary is the weakest
among the others
Flamethrower is weaker.
I've played a lot of both Driller and Scout, and you need to use like half your tank to kill a single Warrior.
Scout kills them in 9 shots, at base, with 25 in a magazine. That's almost 3 kills per mag, but you get more than that because it can headshot.
Driller's flamethrower can't headshot, so it loses out.
i play engi and assault occasionaly
so i talk by a prospective that i usuallu oneshot almost anything
take the engi he is solid as hell
on paper he can destroy everything however his armor is medium
You just set them on fire for DoT and sticky flames to lock stuff off
Isn't all armour the same? (Raw protection)
i think there is something about damedge reduction
like i think assault can tank more
even driller
Yeah, Driller's mainly just for crowd control and gradual DoT on the bigger enemies.
while scout is the cookie of the group
He's not for single target damage.
All classes take the same damage, there's no damage resistance.
the description of the engie lied to me lol
Yep.
Anyway. I'm fine if they add a new class with some ability that provides healing, but I don't want to see a dedicated Healer.
The class I suggested, the Support, has a Stimpack: can either be used on himself, or on others, and it's dual use; on a downed ally it revives them instantly at full health, on a living ally it provides 50% health regen per second for 4 seconds. But you only get 1.
Yes. 1 per resupply.
I think that would be too much.
The stimpack is extremely powerful, but has to be used carefully to tip the result of a battle.
by this i mean he has a passive
so like he has a extra injection that he can decide passivly if he is downed
That'd be too strong.
If you fall off a cliff then your team better save your ass.
Or you have to use your single stimpack to get yourself back up, and waste a resupply.
Nope.
i mean if you play haz 4 you get only 1
1, on all hazard levels.
The Stimpack in the form that I suggested is a teamwork tool. It can be used on yourself, but it's wasteful. If you pop it on a key teammate like a Gunner, or an Engineer who can resupply his turrets, that's obviously way better.
If you go down before you can use it, you have to make that choice though, and I think that's an interesting caveat to the class.
Having a dedicated Stim which you can't use on other people is too much for a class that already has the potential to be quite powerful.
i think that the ammos of the sentrys should be only a engie interest
i mean right now ammos for sentrys ain't that big issue
at least for me
The ammo for the sentries is already a team interest.
Because the sentries are important to the whole team.
what i would like to see in the future is an accual changing of the planet btw
yeah i know but it's on the engie skill to keep them running
and i don't want to see lazy engies
Hard to do if they're downed. :p
it's the game mate
That's what I'm talking about. If the engi is downed before he can resupply his sentries, pop him back up.
That's the power of the Stimpack.
we can't have all the cake
no mate
the thing is
we are a mining company
and whatever we are send in there are No blody infrastuctures
i would like so to have the accual possibility to have missions where you build those
ye that's also a thing
but the planet surface seems a mess
and dwarfs don't go outside
only outcast does that
i know
i played too warhammer
yep
my pic is a dwarf thane from the fantasy
backing on topic
imagine to have the chance to build ifrasturctures
like mining rails or something among that
and obvsly defending them
a pl mission could work too
pushing a BIG thicc -rocket powered drill
with dwarfs bitching about it
Openworld mode with procedurally generated terrain is way out of the scope of the game.
It may work for either an expansion pack, or a sequel though.
Which is obviously quite far into the future, if it happens.
my suggestion ain't for the open world map
I know.
is for specific missions
I wasn't replying to anything you said.
so like : team get on point A set up stuff then get ready to defend-> then extraction
then there could be mission where you got to just defend what you builded againg hordes
with a more Cp oriented idea
like the "bugs" are going to attack some main generators
when they reck them they will storm in for the second thing
and for last thay will reck your own escape pod
thus leading to give us a reason for why there are savage missions
there could be also the opposite of the salvage mission
where you go around the map with the extra mules who are set to be automated exscavetion module
so you set them in place in located points (with a mark or a flare) and after that you go back home
I like the idea of Mini Mules that eventually being usable by players.
Likely as a Perk, or some form of universal Gadget.
Like button 5.
I feel like they'd have a small inventory that you could either fill up with maybe 20 of each Nitra/Gold/Morkite etc. , or a single large resource like Jadiz, Enor Pearl, Bittergem.
And once full they'd jog back to the large Mule, or wherever you normally deposit materials, empty themselves, and then come back.
that would be weird...
I can't think of another purpose for them.
They're clearly used for something in the universe.
i give you an idea
if you read it
the mini mules could theoretically be used as the support we are looking for
... Bomb mules
i just realised that potential
lol
that would be too cruel tho
i wounder if other people are reading the "madness" we are doing here
i feel observed
lol
Possibly.
there are no devs on
"a goat and a dwarf discussing about a mining company future...." it should be an easter egg
damn if i would like to hear my name said by one of the dwarfs lol
like the engie saying "you know guys my grand-da' was a blacksmith" or it would be ok a " for Jhörbirn!"
meh... it will never happen tho
btw i will try in these days to draw by hand on paper a new enemy type , so we can discuss about him
i can also draw your ideas if you want guys
i have some ideas on how the dreadnoght can evolve if it gets out of that cacoon
I don't think the drawing is as necessary as just discussion the mechanics...
Didn't we discuss a setup => holdout deal yesterday? If it's a forced 5 minute setup or something i feel it wouldn't work well with the pacemaking aspect of the game, and if it's not it kinda seems like salvage missions
I don't like the idea of minimules yet just because i think it would discourage sticking together as a team, currently the big mule is sort of a rally point all players have to eventually gravitate toward
Surface biome has been discussed as well and I don't believe the idea was very popular, too many mechanics would have to be adjusted / go into making work
I'm not going to go on another medic rant again, but the medbeacon idea sounds like alienswarm and if it can be refilled/can't it'll either be incredibly useful or class becomes useless in longer games.
The Stimpack idea seems cool but don't forget about the classes mobility and having a capacity that low does feel slightly jarring
Jhorb do you play haz 4/haz 3? Just curious where some of your insights into balance are coming from