Turret priority list for Engineer, allowing it to
A: Ignore certain bugs (So they don't shoot hopelessly into oppressors or immune dreadnoughts)
B: Prioritize certain targets type (Huge like a bulk, big like dreadnoughts and praetorians , medium like grunts and and whatever else is classified as medium by the vampire perk, small like swarmers, naedocytes, etc)
#suggestions
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Ok so I had mentioned this on twitch and see how it would fare. Suggestion: combine dash and hover boots BUT use around a 1.5 min cd as that's about the average of both cds off the top of my head, so in essence, dash would activate and hover would go off at the very end. Would alleviate the skill gap of those that can combine the 2 skills perfectly and those who are relatively new to the game since majority of the maps have ledges that are just to high to reach and you get swarmed on low to mid difficulties. Sorry for the long post, ty
If you press C when looking directly at the mule after it's been called by someone else, it will stop for just long enough for you to deposit before resuming its course. The destination marker will change color to indicate this is happening.
Alternatively, this could instead be triggered by holding E on the mule.
Here's a suggestion: Make the Car-pool achievement (four dwarves have to kill 15 enemies whilst riding a Silicate Harvester) less brutal and mind-numbing to complete.
Some example suggestions of how it could be made easier:
- When all four dwarves are ontop of a Silicate, the Silicate moves way slower; this makes it easier to stand on it and lower chances of it climbing walls. Also it makes sense for a hovering creature to move slower when it's holding the combined weight of four heavily armed dwarves on its back.
- Lowering the amount of bugs needed to kill from 15 to a much lower number like 5 or something, this would still make the achievement pretty rare (considering barely any of the playerbase even know about the achievement to begin with) but not dark souls level hard.
- Making the Silicate's standing area slightly wider for all dwarves to fit on.
Add the passive naedocyte floaters from Dense Biozone to Glacial Strata as well. They'll fit in with the colour scheme, break up the pale blue monotony a little, and it makes sense for them to be in both biomes that have shockers.
A possibility to spit on the Dreadnought corpses before it disappears.
Hate this son of the cockroach so much.
Bonus for doing a level without killing a single lootbug. Also a bonus for killing every single lootbug in a level (would have to be less than the first one).
the LCD screen by the memorial hall entrance says "donations are most welcome" but there is no donation box.
Allow hot bullets mod for the minigun to ignite gas
On Xbox: Could you make the button to refresh the server list another button that isn't "A" as this is the same button to join a game. The screen is mainly filled with servers so it's really easy to join a game by accident instead of refreshing the page
You know those small explosive sack plants, right? Get this: picking them up and throwing them at bugs. Boom. A new grenade.
I suggest the most evil, horrendous, shameful, atrocious, monstrous secret achievement ever : "Karl left the chat". To obtain it you must freeze a Crassus to death ! 🥶 😈
the 'Increased motor traction' mod for the Gunner's zip-lines should also apply to teammates
If i player activates a song in the jukebox, that song gets +1%, if the same player aborts it, the song gets -2%. The more % a song has, the more likely the jukebox will play it. So players favourite songs will be played more commonly and songs that the player dislikes are less likely to be played. Saves gold, time and nerves if you want to hear your favourite gems in the jukebox.
booloo cap hat!!!!!
Suggestion: Occasional secret updates.
My one biggest joy about first playing DRG was feeling like i knew everything and then suddenly there'd be something terrifying and new "Oh hey this looks like the MULE! But we're not on a repair mission?... OH GOD"! These days with gaming everything is announced and everything is cataloged on a wiki. Which is good, but kills the surprise. Half the fun of DRG is going into caves and never knowing what might pop up. Would love to see new enemies added secretly, some times. Not all of the time, but sometimes. Maybe if we get a new Dreadnaught boss it could be unnanounced. "Oh boy another dreadnaught cocoon... which of the three could it b- WHAT THE STONE???"
An achievement for finishing a mission with absolutely no ammo/grenades left
Specific suggestion:
If we ever get more electric based enemies as suggested above please make them non Glyphids. Our bug bros are epic but they're so vast already. Make 'em Neadocytes or somethin
When you shoot a cave leech that grabbed someone else and you kill it successfully and it drops the other player you say "anohter leaf lover saved from a cave leech, next time, look up!"
I hope that bartender bosco salut again when the dwarf lift his glass
Many of my ideas are merely just aesthetic things, such as there being different models for aquarq, bittergem, and jadiz rather than just colours. Possibly new models or just retextures to make the refuel and uplinks in salvage to be less flat colour and look more gritty like lots of the newer tech.
A new spitballer model would be nice, to have it look more in-line with the blobs they leave behind.
And cosmetics that are more detailed versions of the old temp models for weapons and some of the alpha art, i feel like more detailed versions of those could look really nice as weapon frameworks and armours
When you kill the lacerator(melee) dreadnought first, the arbalest does a special attack where it roars and shoots a lot of projectiles at everyone. I think it'd be cool if the lacerator also had a special attack, as currently it just roars and gets shot to death, usually
Uncommon Enemy Type: Neadocyte Latcher
Didn't see anything like this, specifically, suggested when searched. Below is an origional rendering by yours truly. The enemy would be a new type of Neadocyte that connects the missing link between Neadocyte Shocker and Neadocyte Breeder. It would hover high on cave roofs in the dark, then zoom down to a dwarf like a cave leach! Once latched onto their head it would deal some shock damage and force them to run around. Similar in some ways to both the Leach mechanic and the Mactera mechanic: thing latches onto you and you lose control.
Not sure if it would detatch like the mactera or if it would stay till you die like a cave leach.
Lore/Biology: A shocker eventually becomes seperated from its pack. This is natural and it begins to grow, with little competition. Longer fangs begin to form, and a single yellow eye develops on all 4 sides of the pink brain matter, which begins to darken to a purple. Its insides start to develop and atop its ball-shaped form puffs out a magenta pulsating sack. Tendrils form and elongate from its four "arm-bumpers". When latched onto pray with its teeth, the tendrils will wrap around and hold onto their victim. While feeding the organ sack inflates and deflates, pulsating a glowing pink
Suggestion: If there is an over 100 level gap difference between two players the senior of the two can press E during a mission to lovingly pet the junior dwarf and patronize him with talk of 'there's a good greenbeard'
In case the poop gun sludge thrower makes it into the game, please consider an upgrade/overclock that adds luminescence to alt-fire blobs so that it could add temporary sticky lighting spots at the expense of ammo.
We got the mactara brew and the glythid slammer but what about a beer from those weird jellyfish
It would be nice if lesser used and boring overclocks were changed in some way. "Slightly more reserve ammo" isn't nearly as exciting (and viable) as "Miniature nuclear warhead". I know there needs to be good stuff and less good stuff for balancing purposes but I got really disappointed getting something like minimal clips instead of supercooling chamber.
Some Chuck Norris tier Facts about Karl said by the miners or on a screen in the space station.
every time I play driller, I'm reminded of this game
a pink blue color scheme like the main character would be fun. I imagine color combos aren't copyrighted...
https://en.wikipedia.org/wiki/Mr._Driller_(video_game)
Mr. Driller is a 1999 puzzle arcade game developed and published by Namco. Versions for the PlayStation, Dreamcast, Game Boy Color and WonderSwan Color were also released. Controlling Susumu Hori, the titular "Mr. Driller", the player must dig their way to the bottom of the screen by destroying colored blocks that litter the playfield. Blocks wi...
Idea for a Doretta's skin: Honorary Dwarf.
absolutely horrible idea i just had but i thought it would be funny
new dreadnought variant; doomnaught
basically a standard dreadnought crossed with a bulk detonator, if it's not killed within the time limit it's an auto mission fail
(or it can just be a really big explosion on death like a bigger bulk would, in wich case a crassus varint could also work)
haz 5 elimination missions only
brutalise me if you wish i just thought it would be funny
To make the huli hoarder more alein give it a third eye/antenna
( long post)
So been thinking a bit about a new class of drawf that maybe be a good addication to the team.
(The name would be the rioter or Shield Bearer)
This dwarf would be like the machine gunner and he would move slow but. He makes up for it with his muscle and his attitude also his equipment.
To start off his primary would be of course a riot shield and pistol, submachine gun or, a smaller use shotgun. The sheild would also have some useful way to kill the bugs too; be it spikes in the front or just the share power of this dwarf and how he slams into and on their heads.
secondier would be most likely a semi-automatic shotgun.
the way he would move or get up to high places. Would be two 3 prawn hiking claws and two spiked boots so he could climb up walls. ( no this doesn't mean he can hang on ceilings with this tools due to the amount of weight his carrying or by a bug hitting him; he would fall of)
special gear he would have. I was thinking for the grenade something sticky or goo something to proved cover and time. he could also have maybe some spike traps or spiked walls he could set up either like the driller with his c4 or the engineer with his turret.
During the loading screen have some refineries and mineheads appear as if they're on their way back to the rig and/or on their way to the planet to feel like the planet is busier
I have a suggestion. Delete the fucking Dreadnought Hiveguards, it's an incredibly poorly designed & buggy monster. Basically having an enounter, that consist of 2-4 coinflips that can BRICK your mission is awful.
The 'flying nightmare' mod for the epc should be able to phase through things like the breach cutter since it's also plasma it can make sense, because right now it's so big that whenever it touches anything in the slightest it pops.
I never see it get used so I'm just trying to come up with something
Make Bosco detect when the gold he's mining is from a Crassus Detonator, so he mines it in one shot. Right now you have to re-ping it 8 or 9 times for an "optimized" explosion, and that's kinda annoying
Some time thought in skill tree and tools. This is sort of a suggestion but more an idea I have been figuring out for several years of playing.
The skill tree being easily finished at approx LVL 180, should have a group of extended Bubble unlocks which resets some fields so the accumulation of skill points get used. (I have 78 for no use).
This extended feature bubble when unlocked, consecutively unlocks an extended tree of feature properties on secondary tools only. Not weapons.
The tooling specifically should not allow a multi discipline class but extend a specific requirement by the class in its team relationship.
On the Engineer a tool extension off platform to build a bridge/ ladder. The platformer mod uses an extended set of telescopic rods which when pointed at a wall point extend out to a specific limit and latch onto the terrain. Pressing another bottom at the same thereafter, detached the rods and deploys a raft of rails outwards like a feather or fern unfolding. The Engineer can use this a number of time but the skill tree unlock depends on this specifically.
The skill tree has 4 feature individual skills for tools use but only 1 can be used at any time. This is because all the other slots extend its use with battery packs. The maximum usage of any extended tool is 4 because the other slots hold batteries. If a player unlocks all 4 slots for each class, they remain unlocked but Batteries are expensive and require a lot of mining resources to replace.
I am working on the tool for the gunner as it must not destroy the optimal support in team play. It should be useful for team play and not be a single player ability as I have played over 1000 games and teamwork is better when you rely on another classes abilities.
This is a pretty big change to class build so I don't expect anything to come from this idea. I do however, think the Devs are exceptional thinkers as in creating a well balanced game platform.
a blue-yellow colour blind mode/slider, my friend has trouble with a lot of the biomes and materials since the game uses a lot of blues and yellows and reds, i think it’d be a great qol update to include some sort of slider to adjust to colours/contrast of the game and UI since the gray UI is hard to see over lots of colours that look gray
suggesting to divide the armor, weapon skins for each part
for example, we can wear dark future leg and mk 3 armor torso at the same time
or we might atach the glyphid hunter rail and apply the dark future stock
in conclusion we can create our own skin by mixing each parts of cosmetics
even if we able to apply the paints for each part, our dwarves become more fancier
Hey, I know this game is 3 years old and I just joined this amazing game and don't know if this was asked or suggested; but what if you add panel in the space rig, when you interact with it, you will see all the unlockable / collectable things like: existing overclocks, skins and all the cosmetics that can be found during missions, I mean just to look at them as they are locked. I know there is wiki website about all of these, but would be cool if we had it in the game. OR we could have these directly in menus where u are going to add them, for example if u could see all "locked" overclocks, skins and paintjobs in their equip section at weapon customization panel, so you could hover it and just see their stats / visuals; and same for cosmetics for Dwarves at wardrobe.
can PoG PLEASE calculate gold on depot or something as opposed to on dig. The game does not tell you how specific the mechanic is and I'm tired of explaining it in what feels like every lobby we drink that sweet ichor to stop drillers wasting epc or sandblasted dig-behind strats.
An easter egg where at a random chance, your supply pod will come with a keg of ale for the lads attached to the top.
a piece for the back of a pickaxe (like the obsidian hammer) and the part is an over-sized bottle-opener
make strong arm embed flares in walls at max level
IDEA: I do not browse this discord often, so am not sure if this idea has been said before but: seeing as the game is covering all of the bases for ways in which industry exploits the earth (or Hoxxes), there is one thing that has not been covered. We have, pretty broadly, representations of coal mining, oil extraction, eliminating the defenders of this natural habitat etc. However, there is not a lumber industry ran by DRG yet. There should be a mission type where you are sent to find massive tree-like structures, work to cut them down, chop them up, and load them into molly or some sort of other large extractor all while defending yourselves from a hoard. Of course it would not have to be an actual tree, but anything resembling that would be fitting. Could be really fun and interesting. I'm imagining how great and big the rooms would be when you do these missions
make it so that crassus/bulks don't spawn when you're solo. especially on escort missions.
Did a quick search and didn't see anything about this.
I feel that when someone is holding Doretta's head they should have the ability to still press their key to Salute. But instead of the normal salute they just raise her in the air proudly. (or something similar.)
(Edited because I messed up the beginning part originally.)
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 4 years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
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REPOSTS WILL BE DELETED
Add a small delay to shellback rolling hits to prevent 100 to 0's on hallway spawns
I don't care if it's been said before, it needs to be said again: Blacklist the Low O2 modifier on On-Site Refining, or at least give us an additional objective-based source such as the pipelines, pumpjacks, or a MULE. Every other mode (except possibly Point Extraction, which this should also apply to) has a mobile "objective" that provides Oxygen that the team must stay focused around, with enough leeway to explore the rest of the cave for materials but not being required to spend extended periods of time away from the objective. Refining has a single objective location that provides Oxygen, but requires you to traverse at times the entire map, which without a mobile source of oxygen is impractical at best and impossible without burning your nitra at worst. Even on lower hazard levels it's a pain and on high hazard levels it can be essentially impossible.
Could there be a beer called bloopy fruit surprise where when you drink it. You turn redish pink and are turn into; a really swollen up drawf so swollen you roll around the space rig for a time than punk it blue stuff out to become normal again.
Suggestion: a new mutator: Incompetent Control: Your regular control dwarf is sick or otherwise indisposed, so an emergency temp is put in place. He's late to announce swarms, either can't specify which swarm it is or confuses the typing, takes longer to send drop pods, and occasionally sends faulty supply drops with a dud resupply or even a complete lemon that has nothing but junk in it.
play as detonator or dereadnought or haunted horror and kill other team mates
I know it is OP but I would love a Magic Bullet like OC for PGL, with the correct damage reduction and probably a medium area of effect reduction too. Don't get me wrong I'm having a ton of fun with fat boy and hyper prop but those are quite simple. I mean, simple is not a bad thing either ofc 
detonator or dreadnought death match where its a map with a central part but interconnecting tunnels and 1 dred or det spawns, then a few mins later 2 spawn, then a few min later 3 etc
add gunner happy cry or laugh when he is firing from his main weapon too long, maybe 10-15 seconds (just like heavy from tea footrest 2)
leading on from the booloo cap hat idea: apoca bloom hat, and other plant hats :)
Maybe along with using are pickaxe to hit bugs. The drawfs actually use their boots, and fists, and sometimes the back of their guns just to spice up the visual effect that the drawfs will use anything and everything the have to kill the bugs or get away form them.
throwing carried items (I.E. aquarq, big gold, gunk seed, etc.) at bugs damages and stuns. not enough to be viable mind you just enough to get some room if you get ambushed by a patrol
Cosmetic Suggestion to add an older type of gas mask used for conventional mining. Pictured is a Dutch mining mask sold to Nordic countries during the 1950's. I know we have the Gloom Stalker and all but a older, more utilitarian and brutal looking headgear would be nice too without being too far fetched.
M1000 Classic overclock:
+focused shots now chain lighting thier base focus shot damage to multiple targets
-you lose weakspot damage bonus
New spawn in caves: Ceiling mounted monster like the cave leech, but it drops physics-enabled explosives.
Alternate to the Driller's demolition charge: Hyperplasma Spike - Not tossed, but hovers in the air where the Driller places it, aligned with his aim. When detonated, destroys terrain and kills creatures in a long cylinder of width comparable to drill tunnels. Can be recovered before detonation.
You should be able to see Steeve when holding the laser pointer like how you can see turrets
some quotes when you kill enemies with thorns perk. Usually jokes revolving around calling bugs 'pricks' or 'thorns in their side' or vice versa. Such as "That's what you get for touching me PRICK"
mactera grabber hat (so it looks like you are being grabbed). maybe cave leech hat. doretta hat. armor / clothing that looks the same as enemies eg prateorian armor, detonator armor
You have got to fix the tritalyte bomb dispensers falling too far away to possibly complete the event.
pre game upgrades that make the match better at a price like on an escort mission you can make the fuel tanks bigger for less stops
allow the conversion of swarmers into steves, but because they're swarmers allow up to three at a time (at max level)
I think there is a missed joke by calling half the flying rocks from escort duty flying stones
Achievement: Sadist(?)/Sad Sendoff
- Pet a loot bug as it's rattling to die
mission type; diffuse/defend
a large dreadnought-like glyphid/other alien is threatening a company installation, the miners are sent in to defend the installation and destroy it
3-5 waves of normal enemies, followed by a "boss" wave with breaks in between to collect
or 
bosses (can) include;
super dreadnought (I.E. dreadnought that wasn't popped, see extermination missions)
doomnaught (really big bulk detonator)
Xynarch dozer (doretta covered in charge suckers (can be "saved" like normal doretta after defeat))
naedocyte broodmother (really big breeder)
Hello, I have been enjoying Deep Rock Galactic for some time now, congratulations on your game.
Idea for Deep Rock Galactic.
Imagine a dwarf mining world Monopolized by 3 large mega-corporations (for example).
Each mining company or corporation, all with their advantages and disadvantages (you could also see mercenary dwarf miners that would be free) with different types of equipment, weapons and uniforms, even add different mods in the form of mining equipment or cards that would be exclusive to the company you work with.
and to be able to improve the stats with materials.
These companies would also compete for mining exploitations and new territories (surely this can be very difficult to do but it would give a lot of depth to Deep Rock Galactic).
You could change companies with penalties and bonuses, but these mega-corporations in addition to the advantages and disadvantages always seek to exploit the dwarf miner with that you would get that there is no rivalry between dwarves, because we would always be looking for the best way to make a living, you could even see missions in which several companies participate together or in which they would compete for territories, these mega-corporations would not miss the opportunity to try to sell and advertise you everywhere even on the ship to bring down to the mine their insurance packages. All mega-corporations would have different interests and philosophies.
........
Imagine as you go down into the mine some giant screens where a very nice voice tries to sell you an insurance package, upgrades for your drill even job offers in another company. (always with a lot of humor) ......................
Have you ever thought about what you want to do when you retire? we offer you with the ELITE mining pack to enjoy a vacation on planet xion 12 with all the free ice cold beer you can drink to spend a nice day with your family in this paradisiacal place? (some ads would be chained together)(the loading times would be great)
By the way now is the perfect time to think about your families?? working in the mine can sometimes be dangerous and that's why from CORP-Galactic Insurance we offer you our best products for a minimum percentage of your income in which you can have all the spare parts you need for your EXTRA ELITE mining equipment. And now as a special offer if you don't come back alive from the mine we give your family and friends a Nitra handle pans for the home and a full dental insurance for 3 days.
I hope you like it and you can get some good ideas from this 😉 thanks for making a great game. 🐒
Add unique VO that you unlock by joining a Union Chapter. It could be them speaking in general ("Mighty Miners for LIFE!"), and when interacting with your peers on a mission ("Glad to see another Dirt Digger along for the ride.")
A new beer: Makes you move faster, jump higher, and leave a trail of rainbows behind you.
The Tranquilizer Rounds-overclock for Driller's Subata is a cool concept for a support weapon. In practice it lowers the DPS of the weapon enough to not really be worth the trouble. If it also applied neurotoxin on top of the stun (with the same duration as neurotoxin grenade) on targets hit its sustained damage would improve while also further enhanching the support weapon-theme.
To add on to this, I think volatile rounds could be buffed a bit to further enforce the support role of the subata. By making most of it's damage rely on existing effects, it could finally have a unique identity compared to the direct damage plasma pistol
have sentries target fester fleas if no other enemies are detected
Allow Hawkeye to hit festers if you manually target them
An alternate salute when looking at steeve, like "Rock and Steeve!"
Slightly "Lead Storm" overclock rework - instead "No Movement Speed While Using" set a -95% (or even -99%) Speed Movement, just to feel it a little bit better.
It feels kinda silly when you start shooting and "stick" on the some place tightly for this moment. I guess 95/99% speed reduce will feel a little better, but don't will break balance.
UPD: I know about the jumping, but when I landing, I "stick to the ground" for a moment. It slightly slows down the pace and dynamics of game. That's why a suggest that.
Give lootbugs a name like how a tamed bug is called Stevee. Ex: Terry?
Edit: They would use the name when petting it, or if it dies
Probably an existing idea but volumetric smoke and fire would be a great addition, i feel like it would fit DRG's style nicely
"Hold RT when firing a new Zipline to ride the harpoon to it's destination."
This allows the Gunner to have greater, but still limited mobility.
Alright, since I can barely write anything in English it’s seems like a good idea to make big text. And than split it in 12 point for ma boy @covert crow
1)Chainsaw for the gunner? (picture)
- So, you know how engi got special repellent on his platforms and driller can cool down his drills with blood. Like actual cool properties. Can we have that for the rest of moving gadgets? Like grappling hook that can move downed allies out of danger, or bugs from dropped dwarfs. Maybe dropping from zipline stun bugs for a second or two in a small radius? Idk
So, at the beginning of a salvage operation you get told that a group of dwarves lost their lives down there, maybe implement the mission type that they went on
- Anomaly “cozy bugs”, that stuns bugs for half a second after theyre born or just makes large bugs sleepy and slow?
- Promotions giving +1 hp for the “company cares about you” meme?
add an arcade cabinet to the space rig that's just the normal game but from the terrain scanner perspective
I think the Hiveguard needs to be a bit more threatening. I like the first phase, with the Sentinels, but once they're all dead the HG itself is so much slower and less aggressive than the other dreads that the biggest risk is running out of ammo. Especially on higher hazard ratings, I think it could do with being made more dangerous. Here's a couple of ideas:
-
During the second phase, when the sentinels are dead, give it a new attack where it spews out orange sticky goo in a line, or have it leave a goo trail. This would act as area denial, since you can't dodge the fireball lobbing while stuck in goo. Plus, it's different from anything the other dreads have.
-
Once it's down to half health or less, have Sentinels periodically spawn in during the second and third phases.
-
Give the sentinels a projectile attack with a long cooldown, or something like Praetorian acid breath, or a pounce attack.
A new mission type. Along with the dwarfes comes in an extractor consisting of 4 parts. The parts, which have the size of a big mineral you need to carry, need to be carried to deposits of a certain mineral and have to be assembled on them to extract it. As soon as it is done, you grab the containers on them, empty the goods into molly and take the extractor apart again just to haul it to the next deposit. A mission could have 2 to 6 deposits, depending on the mission length.
an option to turn off controler vibration on xbox?
Maybe in the future they should upgrade the bar to make it bigger and; add like tanks or tubes where you see the beer flow. As well a empty tank that fills up and than empty as bosco fills up your mugs. Also they could make the dance room bigger with flashing or glowing titles on the floor and; a disco ball and flashing lights and some boscos dancing or maybe one or two loot bugs dancing. ( Maybe even put fake bitter gem or other ore in the walls to glow in the dark room. As well a switch that turn the lights on and off )
Throwable similar to pheromone grenade but instead of making anything in its splash radius a target, anything in its splash radius attacks other bugs in the room.
A throwable for all classes, a flare that never stops illuminating the area. You get to carry 6 of them but then you also have no grenades.
Add an option at the bar to buy a "mystery round" of Drinks for the team; four different joke beers selected randomly and served at once, but with no identifying features on the mugs, so there is no way to know if you got the wormhole special or a blackout stout.
Please make player fear sources (e.g. Field Medic) not fear Steeves.
Make drillers HE grenade destroy some terrain and explode on impact so it’s actually useful and usable
Change the clipping around the drop pod so that
- you dont hit the pod with your laser pointer or gun when aiming at something visibly not the pod
- you dont get stuck here because the clipping makes the gap too small
Really would like to see at least one more way for us to get matrix cores. Possibly a rare event that can pop up on normal dives that give matrix cores would be nice
Add a customizable Omen tower on the space rig that acts as a weapon testing dummy. The main reason on why the event can be so difficult is that it heavily punishes not knowing the patterns or the objective, both of which you can only learn by having done the randomly spawning event many times before or through guides outside the game which defeats the point. By having it act as a training dummy you'd allow players to familiarize themselves with its attacks and learn how to counter it effectively in a safe area, giving them much better odds of beating the event.
I feel like Escort Duty removes too much of the fun just cause if there's a bulk or exploder infestation it's feels like it's impossible to win. Idk what to suggest maybe more armour or defences or just no health bar for duretta in general cause the mission feels hard enough already
There's a never ending surge of people asking for medic grenades. But if you ever do acquiesce to these demands, please do not opt for some generic sci fi 'heal gas' grenade. I propose instead a big tasty Red Sugar lollipop that operates exactly like Driller's throwing axes, only you embed them in the floor and have your team gather around and interact for a quick sweet fix to top them off.
Heck, give it to the driller. That way he can gather his victimscomrades in one location for some light murdersupport. I wanna be the candyman.
Make a 'ready-up' system in between deepdive stages, so players wont have to coordinate in advance if they need a few mins break for toilet or whatever. Right now, if one of the players is pressing 'continue', the game will continue on the spot, so i was thinking to make something like csgo matchmaking where everyone needs to accept before the match continues (a rough example in the pic).
please fix the kursite and ebonite machine events spawning mechanics. More than a few rounds of these have failed simply because the enemy spawned in the wrong cave and take forever to find their way to where dwarves actually are.
Optional Mini boss Abandoned Steeve. Steeve only got stronger fighting other glyphids when you left him and now he wants revenge. Could make him look like a big glyphid properly about the size of a pretorian maybe a little smaller.
steam achievements unlocking cosmetics or other in game unlocks
Someone already suggested a slug OC for the engineer's shotgun, but having that for the Boomstick might be more balanced and interesting. Possibly both? Decreased damage but increased range and accuracy, no spread!
dwarves in glacial strata could go for a hot drink instead of a cold one
new mission abnormality: claustrophobic caves
instead of the caves being wide and expansive, they are small with tunnels being tight and long, meaning you'll need to bring a digger along or the dwarves will have to carve their way through to fit through the tunnels
I'm not sure if this has been mentioned before but I have what I think is a neat idea for a new biome. You know how people thought the Azure Weald was going to be underwater but wasn't? Well I think having a flooded caves biome would be pretty cool! The dwarves could put on diving suits when going in to that biome and mine for minerals and such in underground rivers and lakes, and there can be new species of underwater creatures to fight as well! Just a thought
Is being able to use blank matrix cores with the cargo crates a good idea? It would be like the regular cores where you can choose what you get out of 3 options. It would also add some use to blank cores if someone already has all the weapon OCs so they could get a weapon paint job they want.
Can Bosco be programmed to do what I ask of him until his task is finished? I legit just lost cause he decided to interrupt his task to help me in combat instead of completing the mission by mining out the last crystal
Can the giant detonators just not down on this mission?
As an Easter egg put some text in the drop pod model that’s just a link to this, maybe inside the dice
When multiple people build or repair something, have them do it in sync or to a rhythm.
After the promoting each dwarf once each promotion after awards you 5 blank matrix cores
Quick problem for the devs
Having Dorretta go through sand blasters (the wall geysers in sandblasted corridors) is not really... err... conducive to victory in any possible way. Just had it happen on Haz 5; caused us to wash quickly. It isn't really a bug, so much as a problem (unless Dotty is coded to make sure that doesn't happen, in which case redirect me)
oftentimes caves feel fairly empty, especially for Scouts
and it is not worth to explore every nook and cranny and get to every place you can
many games have hidden collectables (that are very well hidden), so maybe finding all like 20 per mission could give an extra reward
or there could be small ammo caches hidden around
(New bug type )
The bug would be a new enemy type called the. ( Bull beetle ) This enemy type is a medium to large type of enemy and is a group animal which means they travel in a pack of 2,4,or 6. They're like shellback; way that if they hit you go flying OR you get trampled which means the dwarf has to take time to unstuck them (could get out fast if added from another dwarfs if this happens) or just get up themself. (but it takes longer and may be swarmed or trampled more.)
The way I would see them or if you can imagine it would have a heavy armor up front like an oppressor(which can’t be shot throw ); and sharp like rigs on its four/six (depending on if it male or female ) powerful legs like the shellback. That connects to a very large and bloated but muscular body. At the top of the head it would have very small glowing red eyes or twitch things to sense things and food that it chomps down with a big deck like mouth; also well as maybe one or two horn (again depending if male or female)
Weak points: would be of course it legs which armor isn't as tough as the head and/or. In the back or sides where there isn't a lot of armor if any at all like a praetorian but it glows red or other colors ( RND: team have reports that some teams find it easier to take them down by tricking them to slam their head into things; than shoot them from behind or taking out the legs. Or use a lot of boom boom.)
Some kind of new dreadnaught/ bug that can create its own terrain, like webs or rock towers. We’ve got bugs that path on the ground and through the air, next up would be bugs that can generate their own terrain, either as stalagmite/tite generators or some kind of spider web generating beast. They’d make the driller have a role in toppling them or scout to smack them up close. I suppose you’d make them melee-weak so engi and gunner don’t just need to snipe them or something. Just a thought. R&S
Quality of Life for certain paintjobs regarding armor and weapons as well as DLC inconsistencies. Examples given below but there could be more that I haven't noticed yet:
1 - Allow the scale brigade weapon paintjob to be used on all frameworks instead of being exclusive to the scale brigade framework with default paint job selected.
2 - Allow the default armor paintjob to be an option for armors where the default paint job isn't the original usual default. Some examples being how you can't use the Driller's usual default yellow paint job for the dark future and scale brigade armor.
3 - Add a pickaxe paint job for the Dark Future DLC, it's very odd how I can have the full set for armor, Bosco, and weapons, but I can't have my pickaxe have the black digital camo look which looks very out of place, would be a nice little quality of life for people who want to go full on with the set/theme. Another example of this issue is Bosco lacking a Megacorp DLC paint job.
Concluding notes:
I feel like these are very little oversights and thought it was worth mentioning. It'd make paintjobs and frameworks a little bit more consistent instead of having awkward instances like those where you can't have a certain paintjob for a certain thing. I like having complete sets so that's why it kinda bothers me. That is all I wanted to share, cheers!
Give the host the ability to lock a lobby entirely so nobody will be able to join, friends or not, and make this a toggle-able option just like the 'lock randoms' button at the bottom left of any game session.
This is usable for 1 on 1 teaching sessions or to try certain achievements without having others to interrupt in the middle, or just if you want to be alone but not forcing the game to go in complete solo mode (so it'll be a flexible option in mid game).
Most players agree about a nerf for the cryocanon : it is overperforming. In my opinion, the weapon should be nerfed but not the frozen control itself. Scout uses it very well with cryo grenade and cryominelets, so nerfing the control would indirectly nerf some aspects of the scout and our blue boi does not deserve this.
Ok apparently it is unclear so, TLDR : please nerf cryocanon without nerfing cryo grenade and cryominelets
Festive lighting on pipelines during seasonal events ||christmas||
Super saiyan hair or armor would be pretty rad
I'd be down for hood headwear, for that dwarf sniper aesthetic
Add a custom response to friendly fire when wearing Dawn of the Dread armour: "OK! OK! I do look like a bug!"
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An OC that makes your dwarf hurl empty (or half-empty) canisters like grenades on reload. Hold R to aim, release to throw. The reload is delayed until you throw the canister. Born ready works just like with normal CRSPR. No ammo lost, no scaling damage to keep it simple and consistent.
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An OC that allows you to make a charged attack that makes a HUGE cone of fire and consumes a canister worth of fuel.
Disclaimer: I like escorts as is, some people don’t for some reason. I would love to see more done with it though.
Escort Overhaul#1: First thing to change things up a bit would be the boss fight at the end of the mission, different variations like a rock golem or the scanners accidentally sent you to a massive glyphid nest etc., I think some changes similar to the new dreadnought variations could really liven up this mission.
Some Other things that also go along with the variations premise:
-Variations of doretta like a laser-dozer that lasermines deposits in place of both refueling stages and hearthstone and must be collected by the dwarves
- Variations of refuel stages, for example a jam in dorettas gears that takes x amount of time to repair and the bugs keep coming
That’s about all I could think of hopefully it sounds appealing to you devs and yeah I guess some simpler fixes for the complainers would be faster doretta and faster refueling of the canisters. Love the game and love escorts, thanks!
1v1 duels so I can defend the honor of my fallen Steve
ride a loot bug for 60 seconds.jump from one cave angel to another mid air. achievements
Right now, the "double barrel" OC is quite weak for multiple reasons. The normal one cited is ammo economy, but that's not the only one. This OC also does not really come through on its main selling point-that is to say, it does not actually let you "unload both barrels at once".
https://www.youtube.com/watch?v=Utrf5V_r8BU
Instead of firing both shells at the same time, it fires one after the other in a quick burst. This means that both your shots are not aimed at the same place like you would expect-the second shot will be high of your target due to recoil, and at anything past absolute literally-bumping-enemy-collision point blank range, this causes you to miss pellets that would otherwise hit. (Or even still at point blank range if you're aiming near the top of the enemy's hitbox.)
If double barrel actually fired both barrels at once, it would not only make the OC more accurate to its description, it would also be a mild buff and make it less of a trap option for players who don't realize this is happening due to the speed this occurs at.
For April Fools please replace all drinks on the menu with leaf lovers.
Can we plz buff elephant rounds damage a bit more. Currently on haz 4 and 5 it is just short of 1 shotting wardens, menaces, and goo bomber WITH MAX DAMAGE SETUP. Can we give it enough to 1 shot those enemies plz
A few more variations for the Ommeran Hearthstone phases would bring variety to the mission and bring it away from being as repetitive as it currently feels like.
It is a great mission, however it feels like it is always the same.
The main event would remain at four phases, but these would randomly be chosen from a larger pool of possibilities while alternating between environmental threats and bugs as done persently.
Some ideas:
- Raked chasm: The heartsone sends "claws" raking towards Doretta that to be destroyed or they will damage it. Design similar to beamers, just multiple of them next to each other and far shorter. Leaves behind grooves in the ground.
- Ommeran guardians: Bugs that are affected by the hearthstone to be improved variations of normal bugs (could make appearances in other game modes as random spawns to spice things up and use the investment into designing new bugs)
- The floor is lava: Damaging AOE around the heartstone that damages players, bugs and the dozer so the latter has to be repaired constantly while maintaining the defense
- Ommeran vortex: Energy vortex that slows all enemies, the drilling process and negatively affects the dwarves weaponry, for example by reducing the rate of fire
- Hardened crust: Not even Doretta can't drill through that, time to bring in the trusty nanite bomb dispenser!
- Molten Core: Hearthstone radiates heat that damages everything too close
For April 1st make it say that the beers are free but they cost double
Change sound effects for Boomstick: boomstick sounds too weenie for how much power it has. Barely sounds like a gun. Needs more boom.
More distinct sound effects for glyphids, especially slashers: Big glyphids make plenty of noise and you know where they are because of their loud steps but grunt-sized ones make very little noise other than the occasional, non-distinct screech that is the same for all of them. This is frustrating when you get backstabbed by a slasher. Slashers in my opinion are the single most dangerous glyphid (I play on Haz 5, where slashers kill in 2-3 hits). The fact that there is no audio cue that they are about to get you is frustrating.
I'd suggest having a unique sound effect for slashers that is audible when they get within a few meters of you so that you can react. Guards and Spitters should also have their own unique sounds as well.
Next April fools commission the TF2 scout voice actor to give voice lines for scout.
Make it so that bulks dont instakill part of dotty if they blow up. Right now, a bulk or crassus is almost always a death sentence to one of dotty's parts on these missions. Especially so when she is stopped.
Maybe change the bulk's behavior so it targets dwarfs and not dotty? same with other spawns like dreads, korloks, and BET-C's. (I would say OMEN's but what the fuck are you doing to get Dotty attacked by an OMEN)
Earlier the user @vocal atlas suggested something very interesting, a HUGE change to the Inferno oc (breach cutter) : what if the oc would deal cold damage instead of fire ? It would turn the bc into more of a control and and make it much more useful (frozen control being so much better than burning control). A second cryocanon in a team would probably be insanely strong though
! The name of the oc would be changed too ofc, I propose : Frostbite, Brinicle (which does not fit entirely the idea of bc but the word sounds cool imo), or Lyophilisator.
Make a reload OC similar to the cryocannon but for the minigun. When the reload button is presses, the minigun lets out a "secondary" attack, while consuming ammo and adding heat.
inspired by mission control talking about glyphid diversions, it would be neat if everyday there were like super nest clearing mission. It can only be attempted once, and if that team fails, then there is an increase in difficulty for all missions globally because they failed to clear the nest
BetC Upgrade
(Search "MooseThoughts" to locate this idea.)
Give BetC a melee attack for mobs that get too close or Pickaxe events.
kinda nitpicking here but i'd like to see some more variation on the prebuilt aspects of the maps (for example the heartstone room) and in general more variation on cave layouts for the different modes. sometimes when i join a new cave there are plenty of times where i feel like i have already been there (even for the randomized rooms)
as a inverse to the exploding loot bug perk, we need a perk that makes loot bugs go twice as fast if you're standing on top of them
What if the room in which the Ommoran resides was not the deepest part of the cave during that mission?
Let me elaborate. The Ommoran resides at its generated depth according to the Length of the mission. But what if there was more cave to explore beyond that?
Allow us to t-pose on the space rig.
Allow bugs to defy all laws of physics when being crushed by the drill.
Big hub which can host up to 12 players, both in and out of groups. Maybe has multiple droppods, and basiclly lets people move between groups more seamlessly.
We need to have objects like turrets, signs, fluffy dice, to not also cause abilities, like turrets, or other things like that to activate/recall, I really hate trying to reload my sentry and then it gets recalled, and then I have to reload it again.
Reduce Korlok's health or make it just take less ammo to kill one. A korlok on Hazard 4 or 5 is a death sentence if its in a bad place. Not only is it crazy dangerous, it drains your resources to deal with it. It takes mountains of ammunition to kill it and the reward is not worth the pain of dealing with it. I usually do whatever i can to avoid them
Have the current special beer on the HUD in spacerig or at least have it pop up when pressing the scanner button. that or just have it more visible from the space rig. reason is to know what beer it is without having to walk over as its not easy to see from the drop pod. not big thing, but if it was implemented itd be a nice little qol feature
EPC Overclock
Pop Hop
Reduces the damage of the TCF but the explosion has been modified to push back entities (Chance of stunning enemies) but also allows the driller to "TCF hop" if shot and blown up underneath him
New overclock for CRSPR. Pyromaniac's magic. If you press Alt-fire button, the weapon uses some ammo and airblast. it can stun and push enemy and reflect enemy projectile.
(i couldn't think of cons but i guess it should be unstable)
"mmph mmph mmph"
My previous large post were deleted as "repeated one", so I'll rework it a little bit, and I gonna post it part by part to see a feedback, may be with some additations.
So, concept of "Tool Guns". I like an idea to gybrid gun that could be used as a tool, like a EPC for mining.
Could be cool to see more things like that (not necessary my concepts), especially with awesome "industrial" DRG style.
But my first idea is simple.
Repair Rifle - gun that fires "universal nano-charges", or nanites (that we already got in a lore). If it hits some broken machinery, nanites will repair it (so, fire on broken stuff and fix it). It it hits enemies - it starts to devour their armor and provide some damage.
This thing could be semi-automatic (that fires with a few ammo in one burst, I mean), may be with a "stackable" damage (but, of course, with some limits) - like "more nanites to damage a bug".
How this stuff will be connect to a classes - it's up to devs. This one could be use by Engineer.
Have a dedicated alt-fire button. For overclocks like Ice Spear it is frustrating that the alt fire is on reload because my muscle memory tricks me into hitting that key frequently. It would be better if there was a key/button that can be bound for any alt-fire functions. Im sure this would be useful for any future overclocks and weapons, and would save me a lot of ammo.
Make it so that when you start playing DRG for the first time you already have a cosmetic to make your beard green, green beards should be able to have green beards
It will be awesome if you give 1/1 passive and active perks to Dwarves, I mean default perks that will be only for that class, that can not be changed, for example: "Second Wind" passive for Scout, "Unstoppable" to Driller and something like that? just like racial traits in WoW, or in old game Brink - where big guy could carry big guns but be slower, and slim one could run faster and jump higher. Default passive and active perks should also remain the same: 3 passive / 2 active as it is now.
These Dwarves are different from each other with weapons and gear, will be cool if they will have more things for their own. I don't think it will affect balance that much...
I wish they they also where different shapes, like Driller just a bit bulky, Gunner kinda taller of them all, scout smallest... but it's just my ideas, I know it's not going to happen after 3 years.
whispers also weapon special skins and color variations that you can find after Deep dives as overclocks, same as beards and gear cosmetics should be obtainable for all classes, instead of single class. I't sucks that I always get desired cosmetic for wrong class...
for Elimination missions, some sort of indicator of which kind of dreadnought is in that specific cocoon so the team can prep the room properly for that specific boss
A primary weapon for the Gunner - Some form of Gatling laser
While the thunderhead has a long reload, and the minigun overheats to limit sustained fire, this gun would rely more on high-damage burst fire. Essentially, you hold the trigger to charge the gun up (for ~a second) after which it fires constantly while unwinding (perhaps ~3-4 seconds, movement slowed while firing). This would encourage mobility and cover compared to sustained fire
Upgrades could include a shorter charge time before shooting, shooting for longer on a given charge, accuracy, allowing the gun to fire a volley without being fully charged etc, along with mundane things like ammo, blowthrough rounds etc.
Overclocks could encourage longer bursts or shorter load times, heat up targets, and perhaps alt-fire functions similar to the Ice Spear OC for the cryocannon.
idea from a friend that could be added to a harder difficulty, maybe: needing to pick up used flares so they can recharge
giving the end result screen after each mission
a damage counter for each player
this would help more clearly show the killing dont by each player
as just showing raw kills isnt very representative
fx, scout tends to be more focused on big enemies and key targets
and therefore gets less kills as a whole from that alone
TLDR: kill and damage endscreen counter
would love to see bullets having a light-up effect! light is generated when you fire guns, but the bullet/bullets don't have any light up feature them self. This is most clear when playing gunner. Seeing the already yellow glowing bullets, make me feel slightly cheated when they don't make any light when flying thru the air. This would work great as a way of letting gunner see bugs on the wall and ceiling with sustained fire. The light-up feature would not make scout obsolete. it would only let gunner and other dwarfs with fast firing guns to deal with a already located threat. Anyway i don't think toning down the reliance of scouts and his light-utility would be a bad thing. Seeing that the game already have some beautiful lighting this would fit nice inn and i would love to see this in a future update.
Now that the Azure Weld is fully in the game, and by having a chance to play on it I now know the one thing this game is missing: Colour-Blind mode. I have Tritanopia and Aquarq and Morkite missions are virtually impossible. I heavily rely on my teammates and basically am just a drag on the team Nitra is super easy to spot though. I haven't noticed this on other biomes as much as it just hasn't been an issue, but with the Weld just sort being Blue I can't notice anything. Some suggestions then other than a pure colour blind mode is to maybe change the colour of those minerals in the Weld due to it being filled with organic matter? Not sure how to fully fix this, but this should be done. Edit: This is by no means related to the fact that Morkite was in every DD mission this week, and we also had a Aquarq mission. All in the Weld.
In my opinion, the game could benefit from a "biome bonus". It would work as follow: you'd get a little bonus exp or gold for playing Magma Core, compared to Crystalline Caverns for example. Each biome could have a tiny multiplier per their difficulty. Magma Core would be the highest/hardest biome etc.
Alternative version of "Mission completed" screen: instead of a biome picture with that sign - a small cutscene where Space Rig "cathches" a Drop Pod from planet orbit with Gravitational Hook and pulls inward of station, then this sign (if it possible for that screen's duration, I mean, suits for a time).
Also, option, that allows to people to turn off this cut scene, if they want an old screen.
May be an extra option that set a percent of chance that it cutscene appearce, so it wouldn't be so annoying.
I just think that's it will be kinda immersive. We see a cutscene in a start of the game how DP sends from the Space Rig, we see, how it it flies to Hoxxes while loading screen, but never see how it goes back.
I know that suggestions about solo play are low on the priority list but please make Bosco faster when the player is down. Our little drone takes a lot of time to reach the player sometimes. It happened to me on a Salvage Operation, I was ejected by an oppressor and travelled through the entire cave before dying to fall damage. All of this during the triangulation of course. Bosco took too much time to fly toward me and resurrect me and I lost the mission because well, no other dwarf was here to stay in the triangulation zone.
Or the problem comes from the speed at which the triangulation process decreases (on solo).
Ok I'm going to get some elvish insults for this but anyway, rework Chain Hit on Bulldog. It is too similar to Magic Bullet. The vanilla bulldog could get a lot more love with a simple clean OC that adds a little bit more ammo (like 4) and a tiny bit of damage or reload speed or accuracy.
Would like the flashlight to have a longer reach. The flashlight only work effectively up to 7 meters and i think this is a bit short. I always find myself constantly throwing flairs in small tunnels just to see. May make it a alternative gear modification, something that makes flares less spammy by prolonging their recharge rate in change for a better flashlight.
add angry cry (just like when you are using power attack) when you are using iron will
Compass needs a little upgrade
of showing:
teammates marker/bug spotting.
teammates location.
A plant that shines brightly when you throw a flare inside it 
As many people have pointed out, Leadspray OC nearly doubling DPS for only an accuracy penalty is kinda silly.
However, I don't think the net result is OP on Gunner as a class, so I think this OC should recieve the treatment Carpet Bomber got: move some of Leadspray's damage to the base gun, so other OCs shine more.
I don't know if this has been suggested before, but Hollow Bough and Crytalline caverns have the same combination of crafting minerals (Bismor + Jadiz)
I think one of them should be a unique combination that doesn't exist in any other biomes , like Bismor + Croppa for example
Have the actual numbers and percentages of overcloaks show, i wanna know how much this one does for its penalties, and how bad the penalties are. Everything else in equipment mods are very transparent: +1 damage, +1 penetration, + 30% chance to fear, etc
Might be interesting to change the current way glyphids enter the level. Right now they just sort of pop in while some dirt particles spray around. It might be neat to actually have glyphids dig tunnels from out side nest chambers, to the chambers of the main level. Sort of like the glyphid swarmers. I think it might feel more organic and make use of DeepRocks great voxel system. It might also be awsome to have a glyphid grunt dropper, which instead of going straight for players, would crawl to a point on the ceiling above players and then drop down on to them.
For Update 34, if the devs are tweaking some of the m1k's ocs (I hope they will) I would like to suggest something. Make it so more of those overclocks are usable with a hipfire build if possible. For now, Minimal Clip and Hipster are the only ocs that can be used for a normal shot oriented gameplay because the others only trigger with charged shots. Many ideas have been suggested like bouncy bullets or changing Supercooling chamber so it affects ALL damage on the weapon and I think those are very good already but what about Electrocuting Focus Shots ? Make it so normal shots also have a chance to trigger a shock for example.
Mute for text chat please? Just experienced text harassment; host didn't do anything. I ended up leaving, so I didn't get exp/creds for the mission. Having text mute would remedy this. Thank you.
New Secondary Objective: S.A.M. Salvage.
Locate and reactivate/repair 3/5/7 Sonar Actuated Mapper Drones.
Design/Appearance: Larger model APD with "radio/scanner backpack" styled equipment.
Lore: Deep Rock Galactic had experimented with many types of scanning equipment before settling on its current orbital scan method for determining where to send mining teams, the S.A.M. Drone being an earlier, bulkier model of the APD we know and cherish today. Left behind due to cost or "technical" difficulties of Hoxxes IV, despite positive feedback from most expeditions that did utilize them.
Game Mission Context: The arrival of the Droppod has picked up on the S.A.M.'s transponders, Management is willing to give the team a bonus for reactivating/repairing the drones, as they may hold valuable geological data that the folks down in R&D could put to use.
Mission Function/Design: Found primarily by their transponder light slowly blinking a soft{insert color here} SAMs would mostly be found in larger rooms, or the openings to them, possibly halfway into terrain, and would have a short interaction period, upon which they rise into the air slightly and make a pulse outline akin to C4(preferably white), then remain stationary.
After activating, surrounding terrain would be mapped on the terrain scanner in an appreciable area if it already hasn't been.
Personal thoughts/comments: I feel this would be a unique and rewarding secondary objective with little in the way of needing to design "from the ground up" as well as helping to flesh out the "narrative" of the game in some small way, probably through the voice lines this idea could produce if it makes the cut for consideration.
Additional personal thoughts and understanding of how the game works/coded and its limitations can be found here in the discussion channel: #suggestion-discussion message
Thank you for your time, Rock and Stone!
Adding some more stats when customizing weapons. Something like displaying the total damage per second of a weapon would be helpful. adding others like the dps against mactera/enemies that are on fire for the subata that have other modifiers that change how much damage it deals. A different issue is for heat and freezing power for driller. Having a freezing power of 11 compared to 10 makes a noticable difference in game but in the menu it seems like it will gain very little freezing power. Making the freezing power displayed in time or some other measurement would be helpful for understanding its effect.
Make it so that if a bug bosco is attacking gets close to bosco it can ‘mine’ the bug with its pickaxes
For a "Berserk" perk make an special effects for activation - instead of standart "overcharge" blue aura make it other colour. May be orange? I dunno why, but it asscoiates as "adrenaline colour" for me. May be another colour.
Also, could be cool if that aura has some kind of small "broken lines" around the edges of the screen which shows some kind of "nerves". May be they also can pulsate, like "absolute rage".
Something like that one:
On Point Extraction missions, as a quality-of-life suggestion, show the ammo count of a minehead turret when pointing at it with the laser pointer. Right now, we have to run up to the minehead and read a display on the turret to get that information.
Make the beer buff improve in quality if we include more and different ingredients in its brew. I have so many Malt Stars and Yeast Cones rotting in my inventory, so I don’t have any desire to harvest them in mission (novelty beers are great and all, but they don’t provide an in-mission benefit).
Currently if you complete a machine event during the extraction phase the music returns to the ambient theme, make it return to the extraction theme instead.
Recent update "fixed" how beards interact with armors while you have specific helmets equipped. It was possible to wear helmets that fully cover dwarf's face, and having a long beard equipped would remove some armor parts on the front. Can we please have this feature back so helmets wouldn't clip into bulky armors?
Often times the game is too bright in my opinion. Make it to where flares are just barely slower to recharge depending on the team size. Like 5% less than current recharge rate, per player. Ex: solo= 5% slower, duo=10% slower, quad=20% slower, or something similar. This is because a lot of times missions with more than one person feel to illuminated. On top of this it would make the game asthetics and natural lighting more appreciated, more thought going into flare placement, Bosco’s light more appreciated, as well as making the scout flare Gun more helpful. If you wanted to take the concept further you could increase the recharge rate on top of that based on difficulty, or make a modifier out of it, ex: Dark Veil: flare capacity: -1 and flare recharge rate: -35%. Also buff the flashlight.
make so that occasionally, on one random day of the week, one of the random minerals selling price doubles/triples (from 50 to 100/150)
so players can sell the extra minerals they have (if they want) to gain some extra money (if they need some)
only one day per week, said offer wouldn't last for the whole day, limited amount of time should be good.
Bosco should be able to repair minimules and set up modules for the salvage mission
I'd like to see who in the team has the special effects from the beer active, currently there's nothing that tells who already drank a special beer and who hasn't
simply adding the effect's icon next to a teammate's dwarf picture would be fine i guess
please, please, for the love of all that is holy, make movement handled through the clients instead of the host. I'm not going to act like I know exactly how the networking works, but 100-300 ping should absolutely not feel anywhere near as jittery as it is in this game. I can deal with my hits not registering, and I can deal with getting hit out of nowhere, but once i start bugging off of cliffs when playing with nearby people I start to have problems.
Pointless suggestion but: i'd like to be able to pet or interact in some way with the cave vine xd
Oktoberfest items, some over the top stuff like popping out of barrels full of beer, wood and thatch armor(management is tight in cash, trust me!) along with pickaxe parts, loyd giving out a “shamrock smasher.” Beer that makes your pickaxe’s faster and your power attack charge faster, and all the goodies
Feel free to let me know what you think about this because I think it would be a good event!
I think it would be useful if the game disabled the ability of petting Doretta whenever the health of any of the parts is below 100% (or maybe critical health%, idk). Sometimes you want to repair in a hurry and you nervously mash on E, but if the "PET" option pops up it actually makes you lose time, and that time sometimes can be critical, precious seconds where you could've saved a body part with less than 10% health.
In short: make so that you can pet the Dozer only if all its body parts are at 100% (or above critical%) health, it may sound unnecessary, but i think it could help.
If some players would like to keep the ability of petting the Dozer despite its health, i'd suggest to make it an option which can be enabled or disabled.
EDIT: i found out that you can istantly repair the dozer during the pet animation, so my suggestion is pointless! Apologies
I've checked suggestions and never seen someone mentioning:
- to cool down hot rocks with cryo in Magma Core
- to remove vines in Fungus Bogs with weapons (such as flamethrower, auto-cannon, cryo, breach cutter, PGL ect)
When ever there is a swarm coming at the end of the swarm there should be a queen variant of what enemy you are going up against. For example if you are fighting a swarm of grunts there should be a queen grunt that comes out at the end and is almost like a mini boss fight
Let us point fingers with CTRL on the space rig, to be able to indicate something in a certain direction to teammates and also to bully leaf lovers
I would love to see variants apply to the glyphid dreadnaught (frozen and radiated.) I am not going to pretend that it is crazy easy, but it isn’t as difficult as many other suggestions. Of course nerfing other stats for these variants is pretty important, so they’re not overpowered
Add a decontamination shower in the space rig with a button that once pressed would drop buckets of water on the dwarf (visual effect only) and cause them to spout a grumpy voice line in response.
New overclock for crspr (unstable) Dwarf's Fury
- Shoots a long breath of fire
+Multiplied damage (Very high)
+Hotter flame
-Very low ammo
-Very slow rate of fire
(Motif : Tf2 pyro's weapon Dragon's fury)
how low are we talkin?
If you, the dev team, have no perk stuff in mind, let people buy cores with extra perk points. I, like many others, are just stacking up the perk points after opening all the perks. Make it 15pp/each or something in those lines.
We should have the option to look at team mates while in the drop pod (like when your downed) so we can see what’s taking them 70 years
If the minigun has a fire based build, than that means the auto cannon should have a cryo based build (I know neuro toxin exists but instead of just one overclock it's a overclock and multiple upgrades mainly build for it like the fire minigun)
Subata OC idea: exploding shots.
Much less ammo (maybe 5 in clip, 20-25 in reserve)
Slower fire rate.
Obviously explodes in contact.
Medium bugs shot with it will die in one shot( like the bullet exploding in the bug)
Large bugs take critical point damage to any non armored points.
Now, I got the idea from warhammer 40k, with bolter pistols, but I think it would fit, maybe with more extreme downsides. I also feel like the Subata is horribly underused, so giving it some good overclocks will be good for balance
Cryo based exploders? Lower base damage from the explosion, but stacks up freezing or leaves a smaller cloud upon detonation.
I couldn't see anything for this, but crit indicators of some kind. Either an audio cue or a change/indication in the reticule. I play engineer with the shotgun mostly so it's not always clear when a shot is a crit.
This has a continuation so bear with me
Biome Idea
Fulminating Forest
A dense forest of perpetual rain and strange lightning, so if you are stuck in the middle of nowhere, you have a high chance of getting struck by lightning, but if you're surrounded by trees, the trees could get struck and potentially light on fire. Could have those electricity crystals from crystalline caverns.
Objective Idea
Fire prevention
You have to build a machine during the growing fire that releases drones with extinguishers, but the noise and extinguishing powder attracts mactera that try to destroy the drones. If a drone dies it has to be carried back to the machine to get repairs. Only 3 drones could be active?
Fulminating Forest: Superdense forest area with only light rain, but a lightning strike causes a massive ever growing fire
Hollow Bough: The massive roots and invasive vines catch fire, and the vines writhe, spreading it faster. Pieces of the charred ceiling would fall around dwarves in the danger zone
Azure Weald: An exploder mishap or something causes a light, and the beautiful blue glowing foliage becomes an inferno of bright blue death, the fire does more damage
Radioactive Exclusion Zone: A large biomass making up the floors and walls would get lit by something, perhaps internal body temperature, and combust. Parasites would burst out of the ground trying to escape the hellfire
Fungus Bogs: Think of the azure weald's situation, but the fire does regular damage, is a regular color, and the smoke is toxic
Crystalline Caverns: A special type of sulfur crystal cave would be found, lit ablaze by a machine malfunctioning, maybe? Flaming crystals could explode, spreading more fire
Dense Biozone: A large network of coral trees and balls or whatever they're called, and when they get lit on fire they could crackle and pop, maybe shooting off thermite fire or sticky fire?
Glacial Strata: Either this mission type wouldn't be possible here, or there could be hydrogen ice, which somehow combusts and leads to massive streams of liquid fire spreading around the glacial strata
Magma Core: Volcanic super eruption, where the floor starts slowly blowing open with magma pouring out, and the drones would have to dump powder on it to harden the magma back into stone
Salt Pits: Potentially a cave with a higher amount of pure sodium metal, burning unbelievably bright, maybe causing streams of molten burning sodium like Glacial strata?
Sandblasted Corridors: I can't even begin to think how this would work, so it probably wouldn't happen here.
Platform Gun Upgrade Idea
Insulation
Platforms protect from getting struck or hurt by lightning
Is in the same league as reduced fall damage, so you can only have reduced fall damage or electricity immunity
This is a bit ambitious lol
Endemic Life / Geology temporary buffs. (Either as a droppable piece you pick up, gained on destroy, or as an aura when standing near.) Below are some ideas;
- Eyeballs give better night vision for x seconds.
- Plants that spray pollen grant slow fall for x seconds.
- Certain plants when destroyed coat you with a bioluminescense that makes you blend in with the environment and become invisible to enemies for x seconds.
- Loot Bug Ichor gives 1.5x resource gains for x amount of seconds. (Not always guaranteed, but 100% on goldens.)
- Electric and Radioactive Crystals when broken grant bonus relevant elemental weapon damage for X seconds.
- Oasis Vents in Glacial Strata grant temporary movement speed increase when passed through for X seconds.
- (NEW) Add Volatile Sodium Nodules which can be grabbed and thrown like a Gunk Seed, and explode on impact, located in the Salt Pits only. (Acts like a floor or wall growth and free grenade, does not blow up if shot, only if grabbed and thrown. Can decide if you want it to regenerate or not.)
Praetorian detonators?
looks like an orange praetorian, splodes like a smaller bulk detonator. has a fire-spray attack. maybe exclusive to magma-hell
Biome-specific textured stone glyphids for the pickaxe event, blue or icy rock for ice biome, green or mossy ones, radioactive (texture only), lava rock, etc?
(Gonna have to post in two parts btw, so info on prae is further down)
This is only one of them, but I have some concepts for new biome variants other than frozen and irradiated. I am sure variant concepts have already been pitched, but I am also pretty sure that this suggestion will be somewhat unique. I think that if these variants were added they should only be about a 10% chance of spawning instead of a standard one, and should be more of a new type of biome-specific glyphid than a variant.
“TANGLED”
Desc:
These uncommon glyphids seem to have been covered in the thorny flora residing in the Hollow Borough. This means that they are a larger threat than usual. Handle with care.
Basic functional difference of variant:
-Base contact damage
-not entirely sure but possibly a thorns-like effect to where non-power attack pickaxe strikes deal a small amount of damage to you
Appearance and extra functions
-Grunt: slight beige-green coloration of the grass in the Borough. A few mini twisty vines across the body, possibly moving upon the grunt being hit, kinda like in-game twisty vines.
-Guards and Slashers: Grunt guards and slashers could have the same beige-green coloration as the grunts, except maybe guards could have a mini thorn pod or a few white/red thorns in patches on the shell. Slasher’s spikes could also be made to look more like the spikes on the end of the stabber vines.
This should be an easy one: the next time you get Javier back in the recording studio for some other, larger add-on, maybe have him toss in a couple lines for the dwarves to say goodbye to their surviving steeves when they board the drop pod. It'd be a simple and cute addition, and would definitely increase the appeal.
Lore-wise, since they straight-up mourn the loss of Steevey in some instances, it would make sense for them to say goodbye after entering the exit zone.
Rock & stone, you guys kick ass.
(Pt 2 for the “Tangled” concept)
-Praetorian: the praetorian is mainly where the known concept of a “biome-specific variant” falls off. Of course it could have the basic features of the other concepts, but I was thinking of something a whole lot more unique, (and a whole lot more unlikely) to add. The dreadnaught would not look the same as the grunt variant’s color-concept. It’s armor would instead have a slight brown tint to it, and the abdomen would have more of a lime-green color. The dread would have 1-2 clusters of miniature stabber-vines stabbing anyone nearby in a short range. The praetorian would also have a few vines covering the glyphid, each vine with spikes protruding out from the vine whenever a player approaches, just like the ones in the level (forgot the name.) this praetorian would also have a thorn pod on top of its body that shot out its spikes up out of the pod, into the surrounding area, whenever the praetorian roared.
A rare formation that could spawn in sandblast corridors are giant light or sun crystals that spawn on top of large chambers that produce enough light to brighten up most of the area there in. They could also warm you up if you get near them and maybe even set you on fire if you get too close. They could be a nice natural feature that would help explorations in particularly large caves kind of like how the obelisks in Azure Weald can provide a handy defense boost to you when your around them or the elevator plants in Dense Biozone that let you reach high places.
little buff suggestion for the "Friendly" perk
-Reduces by 100% the friendly fire damage done to other players pets
-Reduces by 100% the friendly fire damage received by your own pet
A tower defense mode, basiclly two chambers, and three tunnels. After a short preparation time, where miners place down large emplacements (rocket turrets, mines, sticky traps, etc) hordes of glyphids start spawning in one chamber, and try to get to the other chamber. If a certain number gets to the second chamber the game is lost. If the players hold out for 10-15 mins, the game is won.
I´d like to see some alien ruins with ghosts (not necessarily hostile) for the spooky factor, or abandoned former liquid morkite extraction sites which could be from players. Also imagining a percentual chance of a mission objective change (like something happens during the mission). Could be a new mutator.
Petting Steeve heals him. Steeve deaths could be easily prevented with your vote. Save a life.
Im bleeding off of assaultcat, but mission objectives could be made as variants in the mission. For example:
Salvage missions being made able to be drop pods, PE mineheads, or liquid morkite refiners, which you must repair and launch.
A possibility for the drop pod to "derail" where then you must find it within a certain area.
I just believe it is a good idea, and I wanted to look at it further
What bosco could do is provide a menu for food maybe idk if this was already suggested but maybe food would be nice as like an extra thing maybe similar to like special drinks or could just be u know like just regular sandwiches that have special effects but dont actually give you special effects it just looks nice
(This time going to be in three parts.)
This is my second biome-specific glyphid variant, this time for the Crystalline Caverns. I have been debating going with either an emp or a Tesla tower style variant, and have decided on a blend of the two. It is very possible that the disable values are too high, and are of course interchangeable. Just like the previous “Tangled” concept. I am thinking of about a 10% chance of spawning instead of the standard glyphid counterpart, however am starting to lean more towards 15%. Also, in case it wasn’t clear last time, the “base functional difference of variant” is the section that includes the effects shared by all variants.
“CRYSTALLINE”
Desc:
Electric crystals have formed on the backs of these creatures, rapidly arcing lightning between each other. The bigger crystals can even act as an EMP on nearby devices.
Basic functional difference of variant:
-Almost constantly arcs lightning between the crystals of different nearby Crystalline glyphids, dealing constant moderate damage to any players caught in the beam.
-has a small chance every few seconds, to shock a nearby player, disabling a random weapon or tool of their’s, for about 5-10 seconds.
Appearance and extra functions:
-Grunt: along with the blue crystals along its shell, the grunt would have a monotone look similar to the glacial strata variant’s coloration, except lighter and less blue.
With lightning bouncing from crystal to crystal on its back for extra flare. The crystals on its back would provide a very small, pale, light. Other than that the grunt would have no special functionality other than the basic functional differences I explained further up.
(Exploders, guards, slashers, & Praes are down below)
-Exploder: the exploders sac coloration would become a light blue color, and would have small crystals sticking out some of them, as well as the explosive sacs looking like inside each sac is a ball of lightning (idk how to explain.) Upon death the exploder would explode, with lightning bursting outwards in all directions. This attack would only deal about 25% damage compared with a usual exploder, but would instead disable any devices (bosco, turrets, Molly, bet-c, and shield gen,) however, at the same time it would not target any of these devices. If a player is caught in the blast all of their weapons and tools would be disabled for a short time. The blast radius may also be bigger/smaller for balancing purposes.
-Guard: Vanity-wise grunt guards would have the same lightning and crystal effect on the top of its shell, just like the grunt, except smaller and less noticeable crystals. It will also share the same coloration as the Crystalline grunt. The leg armor that the standard glyphid guard has will instead be covered in a light blue crystal. The functional difference of the Crystalline glyphid guard makes it to where the leg armor is no longer breakable. Additionally, whenever the guard is blocking, the crystal becomes electrified, and begins to glow and emit small bits of electricity. This means that if the leg armor is hit with kinetic/electric damage while the guard is blocking, it will trigger a static shock, which is a forward facing blast that disables all devices, weapons, and tools in the AoE for 3s. As well as dealing a small bit of damage.
Slasher: slashers have the same coloration and back crystals as the grunts and guards. After a slasher deals damage to any player twice the third hit will disable both the mobility and utility tool of that dwarf for 5s.
Praetorian: The praetorian’s shell would be partially covered in crystals, as well as the coloration being just slightly darker than the rest of the Crystalline variants. The abdomen would have a effect and coloration similar to the explosive sacs of the crystalline exploder. The poison breath attack would instead be lightning smoke, with it mostly looking like lightning with a small bit of grey smoke, to make it fit more with the game. This breath attack would last only around 75% of the time the normal poison breath does, as well as obviously dealing lightning damage, and more of it. The death cloud of the praetorian would be a dark smoke cloud, with electricity arcing throughout it (similar to the electric smoke in titanfall 2.) The death cloud would disable the use of utility and mobility tools while inside it, and would deal slightly more damage, be non-ignite-able, and be harder to see through.
Lost Probe Missions
(Search "MooseThoughts" to locate this idea.)
"Well gentleman it's another day on Hoxxes, and your mission is to recover a particularly important probe. Its last transmission was an S.O.S. so likely it has encountered some trouble. Management needs you to find, fix, and recover it at all costs. A BetC has been sent to assist you in this endeavour. Good luck and good hunting!"
A new mode which offers the opportunity to locate a damaged lost probe and then defend it while collecting local materials to repair it while fighting off timed waves of bugs. BetC joins the fray from the get-go making this mission type unique since it is deployed as support from the start.
The Primary Objective is to collect a special mineral quantity to repair the probe. A small amount of Nitra can be used to power a temporary shield on the Probe if you're getting overwhelmed with a medium length cooldown on it. Once the probe is fixed, either it can be strapped to Molly like the Ommuran Heart or it can be carried by a player to the drop ship (Devs choice)
The Secondary Objective is to destroy 1 out of 3 special Glyphid nests which are sending bugs to attack the probe periodically. Nests are difficult but not impossible to destroy and offers a strategic component for players to choose from. Do you ignore them and fix the probe as fast as possible? Do you destroy 1 to ease the flow of that Glyphid type? Do you destroy all 3 to gain bonus XP or Credits?
Nest Types
- Large Glyphids (Praetorians, Opressors)
- Exploder Types
- Macteras of all Types
This mission combines aspects of many missions to become an interesting new mode. (Mine X Resource / Defend Drilldozer / Find Pumpjack Drop Target / Nitra Collection / Collecting Ommuran Heart / Bug Slaying for Management)
Thank you.
If any new buff beers get added can they be sandwiches instead? Or maybe give some of the current beers a rare sandwich variant that has a small percent chance of being the "food of the day" when finished the dwarves can just throw the crust like the throw the mugs
Railgun
The Salt Lichen
-Description: this rare type of lichen is a resident of the salt pits of Hoxxes. The Quartzite crystals on the lichen seem to glow red when danger is near. It is not yet known why they do this. Further study is required
-Appearance: white bit of lichen found on the floor or wall of a cave/cavern with tiny quartzite crystals which glow red when danger is near.
-Function: A type of lichen resident to the salt pits of Hoxxes. This rare lichen’s small crystals would glow red periodically whenever danger (cave leech, approaching wave, dread, korlok, or bet-C) is near. This would provide knowledgeable players with a heads up to prepare. This would also add something to the salt pits because IMO it’s kinda bland.
I started giving suggestions and now I can’t stop, pls send help
can we get a mass reactive overclock for weapons? the Leadstorm would be a weapon that could benefit greatly from getting a little AoE, and it would be cool to look at.
I already posted something almost identical and got the absolute worst reaction imaginable, This is a revision of it. I will not be surprised or upset if mods take this down. Kinda just wanted to see if it was this part that was poorly received, or just the rest of it.
Negative Mission Mutator: Dark Veil
Function:
-flare recharge rate: -15%
-additional -5% recharge rate per player
Ex: solo: -20% overall, duo: -25%, trio: -30% and quad: -35% overall
-flare capacity: -1
-flashlight range: +75%
-flashlight beam width: +25%
all enemies in radioactive exclusion zone could have varying degrees of health, speed or damage, increased or decreased (because of the radiation)
(slight changes)
A survival mode perhaps similar to @minor imp where waves get increasingly difficult while filling a progress bar. Once progress bar is full you get a cosmetic. The higher the wave the better the cosmetic. Or checkpoints that grant cosmetics/overclocks but can only be achieved once
MMMhhMMMMMmmm....might be interesting as a bonus if you kill like the glyphid queen thats spawning the glyphids. Also very low priority suggestion: I have encounterd a few instances where several events happen at once and then mission control basically tries to catchup by saying all of its lines one after another. I think it might be interesting to have some sort of transition system, where the controller makes an exclamation, or radio static cuts in so that the controller can then skip to the next line. i.e "the drop pod is leaving with or with...OH MY...Retreving droppod" Also it might be an interesting mutator where mission control doesn't warn you about swarm attacks.
Make it easier to wrench things out of Bosco's hands. I feel like i have to chase them and then nearly kiss them just to get my ores
make the presents that spawn in the map during Christmas optional. They're annoying and ugly. Not in space rig tho
give bosco a skin that makes him dress like lloyd
My request is simple - add a new loadout slots (for skins), but, if it possible, separate them from weapon loadouts.
Or add it with new weapons, so we don't need to separate them.
There so many cool cosmetics in the game, and only 3 slots for skins for each class. I very like some of my current skins, but I also want a "space for experiments".
Ok so most of us have a ton of resources to spend, and I have a suggestion to get rid of them, in an at least somewhat reasonable way.
“The Premium Employee Membership”
”The space rig doesn’t pay for itself you know”
If any of you have ever played slime rancher I was thinking something along the lines of the membership In that game. There would be some sort of robot vendor like Lloyd and allow the vendor to sell permanent upgrades to the space rig (mostly vanity, maybe with some somewhat functional upgrades) Only request I have is don’t make the upgrades things like polishing/cleaning/modernizing, as it might ruin the feel of the space rig.
Ideas:
-Some of the starting upgrades could be simple stuff like a guitar or a trash can
-The cost would be unreasonable but not unreachable. I was thinking at about a maximum of 50,000, although you could really go as high as you want.
-Some possible rewards: play-pen for Steve, so you don’t have to abandon him. I don’t know how it would work with having to tame a new one every time. I guess just say he got lost or something lol.
-shooting range/holographic-training sim to test out your weapons and grenades without having to go into a match.
-a trash shoot/airlock where if you exit you get sucked into space in front of the window and then frozen, similar to the wormhole beer. Same thing happens with barrels/beer mugs.
-could grant access to new beers to unlock
-bunk upgrades and customization
-a place to store models/terrariums/trophies, as well as a place to buy them.
-a collar for Steve in the color of your class
-I would find it hilarious if the final upgrade, costing 100,000 credits, which read “ultimate mystery item” was just a golden trash can or a new seat for mission control or something.
mutator; plagued fauna
enemies let off a small poison cloud on death (I.E. basic praetorians but smaller/larger depending on the enemy)
What about a Mactera Species that, if injured but not finished off, could rapidly cocoon and metamorphose into a more dangerous variant of itself? Inspiration for this idea comes from the Varkids of Borderlands.
https://64.media.tumblr.com/aa77b68d28c3b5db5ea154988c4cce18/tumblr_ona47iJrva1s57vgxo1_1280.jpg when it comes time to designing the new weapons, maybe you could look at this for the beam cannon design--it's an old prototype of the p90. designed like this it would look like an intensely jacked-up laser pointer.
mission/ event where the station gets infested by bugs because a dwarf brought a steve home. we have to purge the station of bugs. or an abandoned DRG facility were they were expirementing on bugs. so we could fight mutated bugs. some of the rooms could have walls that you can't mine or drill through.
add mice to SQUISH! that would be unreal
Give BET-C's machine gun an armor pierce effect that allows it to always deal damage to bugs, since if it switches to the machine gun against heavy enemies it will cease to be effective (but not cease to get in the way).
an overclock for the brt7 that makes it fully automatic
You can kill Loot bug by holding it and deposit it side on drop pod (drrrrrrrrrrrr) (this is violence it self)
New oc for breach cutter: Genocide cutter
+hugely big damage
(-) 0.3 * ammo
(-) slow reload
+genocideeeeee cuttteeeerrrrrrr (you say genocideeeee cutteeeerrrrr when you shoot it)
(yes it is fat boy but breach cutter)
New beer name:
Cobalt Weizen
Shellback porter
Weintraub's rose
Deeptorale
Context: even though the devs have gone out and said, no tool overclocks, on the one in a million chance they are, in fact added, I had some concepts for mobility tool overclocks that I thought were cool. I also left out some big ones because they had already been suggested.
Mobility Tool Overclock Concepts
Clean overclocks:
-Enhanced Winch: allows boosting both uphill and downhill. Zipline.
-Expert Platformer: improves accuracy, clip size, and reload speed. Plat Gun.
-Light drills: eliminates the movement speed reduction of using drills, as well as slightly faster drilling. Powerdrills.
-Jagged Hook: allows enemies to be pulled towards you and stunned with the hook. Grapple.
Balanced overclocks:
-Ion Venting: doubles overheat duration, but increases drill speed and reduces movement speed penalty when close to overheating. Powerdrills.
-Tactical Zip-line: Grants increased shield regen while riding zip-line, as well as fall damage reduction upon disconnection, but also eliminates the boost ability, as well as reducing base zipline movement speed. Zipline.
-Tactical Hooks: +20 to range and -1s for cooldown, however, makes it to where you only have ten grapple charges. Charges act as ammo for the grappling hook. Grapple.
-Safety Pads: landing on platforms almost entirely eliminates fall damage, but increases reload time. Plat Gun.
Unstable overclocks (the fun ones):
-Hammerpoint Drills: greatly reduces mining effectiveness and fuel, but adds chance to stun enemies upon hit and armor breaking, as well as greatly increased damage. Powerdrills.
-Cave-Sprinter Mk. II: -10 to range and reduced accuracy, however with -2 to cooldown and an increased hook speed. Grapple.
-Cavern Crosser: greatly increased range, max angle, and ammo capacity, but without the ability to fire while riding. Zipline.
-Supercharged Dispenser: reduces ammo capacity, but increases clip size, rate of fire, accuracy, and reload speed. Plat Gun.
Much like Wolverine I'm fond of petting the wilderness, but there is one critter that I think needs pets the most: Exploders. I think Exploders need pets.
time to get banned make detonators tameable with beastmaster
Gun Mastery for Cosmetics
(Search "MooseThoughts" to locate this and other ideas.)
Much like Forge Mastery, guns could benefit from a mastery stat that tracks either an XP value on the gun, number of lifetime kills, or a stat of the Devs choice. Mastery on guns is purely for achievement and cosmetic purposes, awarding a unique cosmetic look for the weapons as either a recolor (completely Gold gun for instance) or a sweet new look.
This encourages gameplay with different weapons and is another long term goal addition to the game which benefits all classes without having to rebalance anything, and you will be doing it naturally as you level classes and promote anyhow. The parameters of the conditions to be obtained would be high, and determined by Devs but I would personally place the time needed to secure one completely mastered gun at 35 Player Account Levels with 1 class using the gun consistently.
They could decide if they wanted to retroactively grant a "point" of sorts for long term players for every X amount of account levels the player has, or some other method of distribution.
As an addition, it would be neat if the weapons were shown inside the Memorial Hall when mastered as part of a "Tools of the Trade" section with a brief lore script about the weapon, or anywhere else in the ship, like inside your cabin when that class is selected. Other players could then see it dynamically, and we all know the true endgame is cosmetics anyhow.
Thanks for reading!
@hard robin I just saw your idea posted in the suggestion-discussion channel (#suggestion-discussion message) and I wanted to expand on it a little bit:
I like the idea of carrying a Big-Ass Bomb and planting it inside of a warren of Hoxxes Bugs to neutralize it. But to separate it from a standard Escort mission, let's have the bomb be a carriable item that you have to haul by hand to a location deep within the warren (you can set the bomb down to deal with any swarms or carve out a path forward through terrain). Once you plant the bomb at the designated location and start the detonation sequence, you have a certain amount of time to get to minimum safe distance before it detonates. Once it detonates, you can clean up any remaining bugs and/or harvest any spoils and then call the drop pod to pick you up.
The Demorae Vine
-Description: The Demorae Vine is a mutation of a Cave Vine, caused by radiation from the Radioactive Exclusion Zone.
-Appearance: a forest-green vine with a lime green cluster of volatile gas sacs, similar in appearance to the radiated exploder’s explosive sacs.
Desc: These mutated Cave Vines are weighed down by the cluster of volatile sacs on the ends of the vines. Maintain a safe distance from these at all times
Function: A unique and dangerous type of flora residing in the Exclusion Zone. The flora cannot move like it’s unmated counterpart and is far from harmless. The flora can be activated upon the explosive tip of the vine being shot, pickaxed, grenaded, or touched. Upon being activated the vine will explode, dealing decent amounts of radiation damage in a large area. Shooting the vine itself with weapons such as the m100, breach cutter, or bulldog, will cut the vine, dropping the explosive gas cluster, which upon contact with the ground, would explode dealing additional damage, due to the cluster being dropped. This feature could be used to disperse swarms of enemies located under the vines or damage large enemies.
Elimination missions are about finding cacoons and destroying the dreadnoughts inside before they are fully developed and become too dangerous.
A mission about hunting one big fully developed dreadnought would be interesting.
It could be about tracking the beast and capturing it with equipment you've been given or maybe killing it and harvesting something from it.
I prefer the tracking and capturing because killing it would just be too similar to the elimination missions.
Trying my best to explain this rough idea I hope you get the gist of it.
Change the ghost bulk texture/model so that you can see it easier in glacial strata
Unstable Beers?
I had an idea for a new group of beers, which would cause unique effects, granting powerful buffs, along with slight negatives and a somewhat hefty price. The beers would pretty much act as temporary overclocks, without actually being temporary overclocks. They would also have their own beer slot, and rotate daily, just like other buff beers. It would also be cool if the potency said: “unstable” or “unknown” or “unique.”
-Chaos’s Classic: no friendly fire resistance, but +5% to all damage dealt
-Bunker Brew: +20% to health but no health gain from red sugar.
-The Depth Charge: x3 grenade capacity, +25% to radius and damage, but half non-explosive damage.
-Trailblazer’s brew: +50% to move speed and jump height, as well as -50% fall damage, but +50% to all damage sources other than fall damage.
-Barrage’s Premium: x2 RoF and -60% accuracy.
-The Old Timer: no HUD, but +10% damage.
-Gambler’s ale: randomized weapon damage, RoF, accuracy, and reload speed, for all 4 tools/weapons weapon every 20 seconds (80-130% difference.) Randomized health and damage for enemies (80-120% difference, Includes Dreads.) random enemy modifiers require at least 50% of the party to drink
-Swashbuckling Rum: +10% to jump height, doubles pickaxe damage for both standard and power attacks, triples power attack AoE as well as halves the power attack cool-down, but with double the ammo consumption and double reload time for other tools and weapons
-Patriot’s Peach Whiskey: halves damage, reload rate, accuracy, magazine size, and AoE of secondary weapon, while nearly doubling all the same stats for the primary weapon
-Outlaw’s Starfruit brew: halves damage, reload rate, accuracy, magazine size, and AoE of the primary weapon, while doubling all the same stats for the secondary weapon
All these beers could also serve as a new way to use all the money and beer materials everyone has stockpiled
fighter pilot helmet cosmetic
It would be cool to see a helmet like these in the game. Also I need it for a cosplay.
I saw that art, and that gives me idea: how about some legendary extra rare loot bug that kinda "Moby Dick of loot bugs"?
Large, hard to kill, can escape as Huuli Hoarder (but appearse on a map twice - first time just moves to another cave, second time - escapes from the map)
Killing him gives a large amount of gold (and may be nitra), may be even a few Compressed Gold, and even one Bittergem.
He always crawls nearby a pack of glyphids, using them as a bodyguards. He can't manipulate them or something, it's just a some kind of "native relationship" - they dont touch him, he don't touch them, but he knows, that if predators (especially dwarves) tries to attack him, "bodyguards" will attack his offenders, so he can escape. So, obsession with chasing him causes death of many unexperienced dwarves (that's why he some kind of Moby Dick).
At least it could be some legend that dwarves tells to each other. Like a phrase "One day I'll hunt down Moby Bug", when they kills a lootbug.
I just want to some folklore for a dwarves. After all, they already has some kind of "miner's culture".
P.S. Art made by @dusty tide .
Please give us the option to drop nades off while flying cave angels!
We need a room in the space rig that just keeps track of global stats. Like amount of dorreta heads returned to the space rig, death by falling, that kinda stuff.
Also, a global tip counter above the bar. That one I especially want.
Add a chance for a loot bug to be fat, it won’t drop extra recourses or anything, I just want to see a fat loot bug
(New non-enemy bug types ) Maybe a bug called a skimmer or sand glider. Looks like a type of cave angel but with a large upper body on top and; just one tail-like back end that has a stinger/claw like thing on the back that it uses to catch things with.
Can be found in the sandblasted corridors just gliding or skimming the sand zone with four blue or brown eyes, and a brownish/tan skin tone with dark brown spots all over it. As well as maybe transparent like wings it used to float on top of the sand. ( may or maybe not be able to ride it like a skateboard)
Called the floating Sand-bag: Looks like a type of jellyfish that has sand in its body or, in some cases can hold smaller sandbags in the body. To protect it young for the sand storms that happen from time to time; and in a few special or rare cases can see dead maggots that it has caught and now eating/ absording in its body. ( maybe able to be used as a soft landing if a dwarf falls on top of it head or body) Can be found in the sandblasted corridors.
glacial strata gunk seed pods should be a bit "closer to the ceiling" if you catch my drift
An overclock idea for the m1000 could be called rotary trigger or rotary firing system and it would fire a second shot when you let go of the trigger essentially making it a burst fire. Its dowsides could be worse accuracy or more recoil. It could also have a fire rate cap so it would be less spam able making it have a use for high burst damage
when you right click as driller with your drills out, you just punch the walls with the drills instead of swinging the pick
no practical use, just for purely comedic value
also (people aren't gonna like this maybe but i'm gonna suggest it anyway) i want to ride steve, not like just jumping on top but i want to be able to get on top of steeve and ride him like a war horse. i think that'd be fun
Clicking reload on the Minigun (That currently has the player spin the barrel) allows them to pre-spinup the barrel before firing. It might not be any faster than just holding the trigger to spinup, but lasts longer, and it's fun!
Edit: As an additional feature, when overheated the Reload button could also be used to attempt to cool down the gun faster, at the cost of damage and movement slowdown (More damage depending on the current heat level of the gun as it's cooling down).
M1K overclock that removes focus shot and buffs the ammo or normal shot dmg (or some other buff), this would allow scouts to focus on normal shot builds and give us a way to make it so normal shots fire on-key-down-press like traditional semi auto rifles as opposed to on-key-release (which is my biggest pet peeve with the m1k). Honestly if they made an OC that just removed focus shot without any buff, I'd probably use it lol
So just another idea with bugs... Maybe in the snow/ ice zone there could be a time of fluffy bug. Heck be a type of loot bug, called a fluffy bug or, maybe a type of caterpillar that if you stand by it and press ( e ). It soft wraps it self around show and shakes with pure joy and it keeps you warm when the blizzard hits.
how about a mode that is sortof like a wave survival where the goal is simply to kill as much stuff as possible and the enemies would come in waves and the drop pod and supplies would come between waves, the longer you go, the more you kill the higher the reward. difficulty would increase over time
Enhance the current perk trees to add more benefits or buff the current benefits of the perks, basically extending the tree lines. Need something to spend perk points on.
A mutater for more lootbugs
Small QOL change regarding randomly found broken supply pods:
make them visible as marker like normal supply pods with the laserpointer once you repair them.
I'd like a feature of being able to add upgrades to your weapon as a mission progresses, like old shoot-em ups. The mission would be a cross between a mining mission with long complex caves and elimination where the goal is to exterminate hives of bugs.
I have a funny beer idea! It puts you in a long room. And you can’t move. With a bulk detonator coming towards you and you come back just before it gets there
a little addition to help solo players: ability to tie the oil tanks on molly like the heartstone. it would really us to save time, since bosco cant carry them.
Referencing this suggestion, maybe large chunk of resources can be putted on the rails' skateboards that you use to move around, to send them back to the refinery
Overtime Bonus
(Search "MooseThoughts" to find this and other ideas.)
- Not playing for extended periods of time grants a x% bonus to Credits and XP for x amount of missions.
Developers can math out the amount of time that would need to pass before this buff was applied to an account on login. Logically the buff does not make up wholly for the time not spent playing, but is a positive change for people with limited time to play and love the game. The bonus only applies to the player, not the lobby, so you won't have lobbies fishing for returning players only.
Game lore can explain it as "Deep Rock Galactic has received a large request and Management needs you to work some Overtime!"
Feedback is always appreciated, thanks for reading!
Armor, pickaxe, and weapon paintjob that looks like Jazz Solo Cup.
i simply must ask. will there ever be skin support for tools? like the zipline launcher or the driller's titanium drills?
trauma tequila is my idea for a name
"the trauma tequila is a fit challenge for someone wishing to face their fears, those who drink it soon go down wasted, then wake up frantic, citing dreams of their worst fears, whether it be the death of their loved ones, elves taking over, or just getting a pay cut, you wont be waking up unscathed, management is not responsible for any bouts of madness, hatred of the color green, or crying into your beer out of fear of a paycut, by buying this beer you agree that any permanent trauma is your own fault"
knocks you out like a blackout stout then you wake up in the bulk det room, you get back up just before it attacks, instead of clawing it just starts detonating, before the blast though you wake up for real, and are back in the space station
make a discount when you release new update
Mactera dive bomber: dive bombs the player from above, and explodes on impact. Probably have some sort of noise before it blows up as a warning
loot bug mimic; looks like a loot bug (with a few small differences that you have to really look for) but turns into a horrifying monstrosity when damaged
Elite Threat Exploders have a chance to spawn an Elite Threat Detonator, which has double the explosion diameter. (20m instead of 10m, for example). I just like big explosions.... a lot. Also, imagine running into an Elite Threat Crassus Detonator or an Elite Threat Haunted Cave. That'd be epic.
Some feedback regarding deep dives: something has to be done to improve on waiting times for people to join a deep dive while in the space rig, at the moment people need to go check the deep dive computer to see if any open deep dives are available. Open deep dives should really show up in the mission selection computer, along with regular missions, that way people can see if other players are waiting for someone to join their deep dives, or just play regular missions, but all available open lobbies should just show up together and let the player choose, at the moment it takes FOREVER for a full 4 team to join for a deep dive.
Can we have like a web spitter boss bug? I've been imagining this bug that spawns randomly in caves, stuns everybody it sees at the same time with webspit and drags one unfortunate dwarf far away from team to kill it. It would keep doing this for so long till you kill it. Random webs in caves could warn the team of dwarfs of it's possible spawning. It could be spiderlike, wait for dwarfs in the darkness of cave ceilings to pounce on them or just have web strings hanging. Or lassoing an already downed dwarf and dragging it away from the team, making it harder to revive! Maybe burrowing could be the thing? Anyway I was thinking of it being more ranged enemy than melee one, except for the snatching part.
I was imagining it could bring some real horror to the game with its jump-scare-like tactics and speed of the attacks. Making the dwarfs constantly watch for their backs. When this spitterbossbug dies it could burst its belly for huge swarm of swarmers! I dont know how to draw with computer but I looked on the internet for some art to imagine. Name could be 'Hunter spitter', you decide!
Also, would be sweet if you could carry heads of the defeated bugbosses back to the rig and put them in some trophy room!
Think about "Community-created" content like it was in TF2.
I mean, if someone made a really good quality mod that suits in a game, you'll add this ingame officially with a mark "community-made".
People who created mode gets a unique role on this server (something like "Mod Forger", I dunno), and his name will appeare in Memorial Hall in a special plate (like that memorial for alpha testers, but on a notable place, or may be somewhere else on a Space Rig). It could stimulates people a little bit to create something cool and unqiue not a tons of anime trash or something worse and "inscribe yourself" in a development of the game.
A mission type where you have to set up a forward operating base. Purpose could be monitoring local glyphs populations, keeping an eye on dreadnought and it can also explain how mission control knows how and when waves appear and where hearthstone are. It would be an unmaned litte base that might have all kinds of Antennas and radar dishes on it along with a energy powered turrets which would draw power from some kind of new resource that dwarves would have to build the base near or on.
An emeny that acts like a trap door spider, it could be patorian sized and would act like a cave leach/grabber where it would drag a poor dwarf in and attack them. To rescue the dwarves in its nest you would have to kill it by either using a grenade to destroy the door then shoot it or by mining the door first with a pickaxe. It would spawn in the dense biozone, fungus bog, and hollow bough. It would only be able to hold 1 dwarf at once.
^ it could make its own cavesystem inside the walls or something! And dwarfs that get pulled in would disappear from scanners to be discovered again!
weekly boss, (possibly something like a giant scorpion) where every week much like deep dives the mission has different benefits or negatives and even different secondary enemies in the "raid" so the main boss is constantly backed up by different enemies each week, maybe even rotate the bosses out every week once there more (Edit: Already said huh?)
Add more of an experience multiplier on low O2 missions that are either liquid morkite or aquark. It’s way more of a challenge since you don’t have molly or the mule around you and especially in larger maps is annoying to do. Missions take way too long because of having to run back and forth, and there’s definitely not enough nitra to constantly send drops down for O2. Thanks for reading!
There should be a docking station for Bosco. When the pod leave he should fly in and rock near the seats.
Instead of just saying "no" or "yes" to double warnings (at least for assignments), allow us to vote for if we want them to be active or not, with simple majority. Alternatively, let us have a setting that we can tick on the mission selection screen for if it's allowed or not. If not allowed, then it should randomly select between the two warnings.
Add more base cave layouts to point extraction. It's probably the only mission where I've started to recognise layouts; the other missions are usually fine but point extraction is starting to get a bit "oh, it's the spiral one again".
When holding down E to repair and construct stuff, complete optional quick time events or some sort of extra small mini game, akin to an active reload sort of mechanic, to speed it up if successful. They are however, totally optional, and choosing to ignore them causes the repair and construction to just go at the normal pace.
Rare dark loot bugs on mining missions that contain morkite
It's come up in chat so I thought I'd post it here. Make the Scout's Special Powder OC into a (tier 5?) mod. Special Powder really is a game-changer, and this change would enable everyone to have access to its awesome utility without the need to go through matrix core RNG.
A really good replacement OC would be something that makes the splash-damage shockwave of the boomstick much bigger, ideal for taking out swarmers.
big loot boug
Playing the driller got me thinking there should be a "Singed" or "missing" eyebrow cosmetic option.
Gel vines & gel fruits: The idea is I want pools of water and streams and those kinda fun mechanics but with destuctible terrain it would be hard to make work. So These gel plants, they are functionally very similar to water only they don't actively flow.
Some detail: picture during poceedural generation it lets mollasis flow fom a point and into a pool (winding out of a hole in the wall like sand blasts and vines. Maybe for a certain depth straight down its satuated and destroyed blocks become more gel. Then the players load and the molasis/gel is stagnent except for the satuated blocks. There's probably a visual effect like crusting (think lava and crust) on the edges. You could think of it as a river that simply flows on a different time scale.
Depending on how forgiving you want to be you might want to make dwarves boyant so they don't accidentaly down themselves and be sad. Or you could just have mission control scream at them to get back to the suface or special ejection boots to save the idiots ignoing the ox warnings. IDK, something or not.
I think they would make a cool enviomental element without becoming a major drag on proformance.
If you die on high difficulty you drop all minerals in your pockets
It would be SOOO cool if you guys could add in searchable music at the jukebox. would be dope to be able to play Linkin park.
suggesting an overclock which
makes autocannon able to shoot the various CC options for each bullet
decrease the damage but increase the shooting speed
to kill the bugs with CC cocktail
it gives most of CC options like fire, crio, poison and stun without explosion, which makes this overclock too strong
don't you guys wanna shoot that random CC cannon?
Replace the hammer with the pickaxe and use the backend when using the skull buster back blade (the hammer one). And while we're on it, let's flip the pickaxe around whenever we dig dirt or sandstone with the shovel looking back blades, and flip the pickaxe around for power attacks with the chasm-born cliffhanger axe and skullbuster rear! Maybe we can even use the gadgeteer's faveroute pickaxe end as a laser pointer/terrain scanner? and extend this to any other potentially useful back blades I'm not aware of?
Please bring back this amazing paintjob from before update 24 it was amazing with flamethrower https://pbs.twimg.com/media/EBgzG9NW4AAy7AD?format=jpg&name=900x900
burrowing spitballer while we are at it
so many drilldozers get abandoned from escort duty...
what if the charge-suckers got a hold of them? they integrated into the circuits to the point where the parasite ends and the host begins becomes vague, to the point where it can only be considered one entity born from the merging of two.
it spawns along with the world map, in a little den quite a bit away from the main part of the map, and then begins its slow travel towards the dwarves, homing in on them.
could have some sort of spitballer-like enemies on them for projectile attacks, maybe some laser beams attached for shooting light at dwarves. could also carry a small swarm of enemies, maybe making the inside of the drilldozer some sort of weird, mobile nest.
travelling to the den would be a challenge due to an increased amount of enemies, but rewarded with dense oil shale (which would give a lot of credits and XP, like a half-sized bittergem). defeating the corrupted drilldozer would reveal the innards, giving the dwarves something. maybe a crafting material not found in the region you're in?
After you unlock every Perk, unused Perk Points are used as a bonus Experience modifier (so for example, 8 spare Perk Points translates to +8% Experience). It'd make working towards Perk Points once you've unlocked everything actually worthwhile.
R&S!! I have a small request.. I scout so hard, ya know.. and it has become obvious that my scout's "while zipline" animation really needs his other hand to start giving the middle finger if i look back, for affect.
oh wait.. mods coming
Overclock idea: Cryo Maelstrom
Significant Increase in Freezing Power
Less Ammo
No Damage
Delay in Pressurization
Designed to make the cryo cannon the sub zero ice machine intended, this overclock completely strips the cryo cannon of any mini iceshards formed during the spraying process to increase cryo power. A few downsides to pumping so much cryogenic fluid into the bugs are the lacking of ammo and delay to pressurize.
Edit for exacts:
Increase in cryo power would be +5
Ammo decreases by the same amount Ice Storm decreases ammo
Repressure delay is 2 seconds added
Alternate Solo Companion
(Search "MooseThoughts" for this and other ideas.)
Bosco is a fantastic companion, but what if you were able to assemble an updated BetC companion named TrayC from salvaged parts you found during missions?
TrayC consists of several parts that could be acquired randomly from missions either as a found item, or perhaps from Crates;
🦿 - Armored Legs X4
🗃️ - Adamant Chassis
⌨️ - Rock and Stone AI Chip
🧪 - Internal Hydraulics Regulator
- Deep Rock Antenna
- Dual Master Blaster Turret
TrayC can venture with you on solo Missions and provide a number of benefits that Bosco currently doesn't. Like Bosco however, several mods would be available to choose from to customize TrayC to your liking. Some ideas include;
- Limited Extra Carry Space, allows you to store some materials inside TrayC that automatically unload when you deposit at a drop ship. (Inactive during Missions including a Molly, default passive.)
- Improved Firepower, the Ai on TrayC is slightly better than the one on BetC making her more effective as a combat companion. Elemental Damage, Piercing Rounds, Armor Breaking Rounds, a variety of mods could be explored.
- Ride TrayC to get to areas with difficult access. TrayC allows you to hop on and use your Laser Pointer to steer her to a specific spot. Movement speed is slower than usual due to being laden with Dwarf, but allows you to reach very difficult spots and mine while holding on. You will not be able to use your primary or secondary weapon while riding, and can be knocked off if attacked while riding.
- TrayC can ordered to become stationary and set up like an engineer turret. There is a short period of setup similar to Engineer turrets that is automatic when ordered. Mods could affect things like range, aggressiveness, or be interesting like giving TrayC a Sunflare3099 Series Lamp which lights up the area while in Turret Mode.
Thanks for reading!
One thing I've been thinking is that there isn't really a great point to Elite deep dives, other than matrix core gain. From my perspective, it's just a deep dive but harder, without any extra benefits, and I feel like that could be changed without introducing anything game-changing. I'm not asking for more cores from the dive, mind you. I think something simple like a set, modest payout of extra credits and minerals related to that EDD's biome would be good enough. Alternatively, maybe the elite deep dive could add an extra percentage to your multiplier at the end, like hazard levels, complexity/length and mutations do, so the extra challenge would be more worth it in terms of credits/xp/minerals
-Context: wasn't certain on wether to make it into an overclock or a new weapon, as it’s a little similar to the grenade launcher for a weapon, yet it’s kinda far off from other overclocks, so it can really be implemented in either way.
New engineer secondary: The Acidspitter-V.8
-Function: long-term area denial
-Description: The Acidspitter launches acid canisters in arcs, spewing acid, and creating a long lasting acidic cloud. Acid is constantly emitted from canisters a short time after being launched. Canisters are stored in slots in a three round drum, drum must be cycled via a side trigger in between shots.
- Basic idea of stats (totally up for change, I ain’t no balancing wizzard):
Base carried amount/max ammo: 5
Time until acid begins to be spewed: 1.5s
Duration: 20s
Friendly fire: 25%
Max Radius: 6m
Tick interval: 1s
Damage per tick: 15
Movement speed while inside cloud: -20%
Magazine size: 3
Reload: 0.5s + 0.5s per grenade missing
RoF per second: 1
-A few concepts for overclocks/upgrades:
Thermo-Conductive smoke: -10 damage per tick, -10s to duration, but smoke now ignited from most electric or fire damage, such as the stubby or flamethrower. When ignited, deals 200 damage.
Thick smoke: additional 20% movement speed reduction while inside cloud.
Enhanced Canisters: +20% velocity, canisters stick to surfaces, -1 damage per tick.
Plague Doctor: +2 to max ammo, +0.5 to RoF, -2 damage per tick.
C.O.B.R.A Compound: -2 to max ammo, +0.5s to reload per grenade missing, +25% to friendly fire, +10 damage per tick.
A professional concept art that totally wasn’t written on the back of my math homework: (sorry for the terrible drawing and handwriting, just wanted to make it easier to visualize. Pls no bully.)
kill counter on your guns or pickaxe
I would like some pets in the pod bay. Could be bug related, but I think the community would respond well to cats, parrots, or dogs. The pet themselves could be bought through micro-transactions supporting the devs, once a given pet is bought it could enable unlockable stuff for them such as hats/toys through the forge to increase end-game content. Or pets in general can be end-game content, and maybe the current DLC mandate could throw in something for the pet as an extra incentive.
Option to disable reflections in the ice biome? My friends PC overheats in that biome, and he just barely meets the minimum qualifications
robot steeve
Can we have an option to disable mouse acceleration on xbox series? for people who play with mouse and keyboard like me.
The idea for Bosco overclocks has been suggested and I want to put a few of my ideas down for what they could be. Given that Bosco could certainly use more diverse playstyle options, I see this as an exciting idea for solo missions. I am open to suggestions on how to tweak these ideas.
Mk. II Rockets
Clean Overclock
"RnD have enhanced the rockets of the APD without any determent to the drone's capability's, allowing each rocket to do slightly better damage, have a slightly larger AoE, and they now home in on marked targets."
Flying Lightbulb
Clean Overclock
(EDIT)
"By using an enhanced bulb and a more efficient power supply, the drone is able to light up the area around it at all times at roughly half the light radius of it's maximum. Additionally the maximum light radius has been increased by 10. Cave leaches be damned."
Bosco Overclock Ideas Continued
Neurotoxin Payload
Balanced Overclock
"Each rocket is packed with a neurotoxin that slows and deals damage over time to enemies in range of the blast and the AoE is slightly increased. The toxins leave less room for the explosive payload and are harder to manufacture, so direct damage and recharge rate will suffer a little.
Enhanced Utility Systems
Balanced Overclock
"For the lone Dwarf who want things done sooner than later, RnD has souped up Bosco's propulsion systems for a much faster drone. In addition to increased speed, the drone now also mines noticeably faster. The downside is a slight reduction in fire rate and a slightly longer recharge rate for rockets.
Bosco Overclock Ideas Continued
Weapons Systems Overhaul
Unstable Overclock
"By installing heavier guns and larger caliber rounds, the drone's damage output has been doubled and the rounds can more easily shatter armor. The downsides being that the drone moves noticeably slower and loses space for one of its revive kits."
Medic Drone
Unstable Overclock
"When one's survival is in question, these adjustments could be the difference between dying alone or living to mine another day. When a miner is downed, the drone is much faster to come to aid, and is able to revive a downed dwarf significantly faster. The drone administers a special coagulant that restores more health than normal and significantly reduces incoming damage for several seconds. The special equipment added however is rather detrimental to the rocket system, as the total stored amount of rockets is reduced by 1 and regeneration is significantly slower.
For the crispr flamethrower, add a reload speed mod as a third tier 1 option, the description could read something like: "Quick-Release tanks make reloading faster, watch out for accidental leaks!"
idea to make mini mules useful, have them passively pick up resources (not big ones I.E. jadiz, pearls, gunk seeds, etc) and hold onto them. the dwarves can then extract the resources from them by interacting so that they can be deposited into the MULE proper. (extraction could mean either going directly into the inventory or blasting out like a loot bug, either way it makes them better then before)
OCs for the Deepcore GK2:
-"Chain Reaction"-decreased damage, damage increases for each consecutive weakpoint hit up to a maximum(resets on miss)
-"Hyperburst"-fires a 3-round burst at an increasd rate of fire within the burst, but has a delay between bursts. Also reduces magazine capacity to 24/33 to make it a multiple of 3.
Change the menu pop up noise to not be the same noise as the chat message sound :) I keep thinking people are messaging me everytime i hit ESC
Deposit minerals on the inside of the droppod
come on r&d it can't be that hard
Good afternoon! I'm from the Russian server. We have already discussed one problem, but your opinion is important to me. "Why not make it so that only the Host can press the evacuation button. Naturally at the request of the host, before creating the room?" Yes, if you know your internet is bad, then you don't have to create a room where only you are the boss. (Perhaps you have already discussed this idea and perhaps I have no right to write here .. Please forgive me for that. Thanks.)
How about alternate mobility utilities.
instead of gunners zip line he can play monkey bars that you can swing on. it would have 2 different play styles where monkey bars can make you move faster but it has to be by the wall.
engineers instead of platforms has a trampoline. so engi can an option for a way to move in caves much easier that are vertial.
scouts instead of a grappling hook its climbing claws.
and drillers can shoot a drill out that would mine in a straight line.
will xbox users get a special hat for hitting a player goal?
A pet rock
A series of pet rocks.
Go above and beyond in a morkite mining mission? Congrats you unlocked the morkite pet.
Got too many minerals building up? 500 minerals, a pair of googly eyes, and a small pluck from my own beard and poof bismor buddy.
Instead of depositing that gold chunk why not take it into the drop pod with you and now all 4 dwarfs can chisel out their own shiny friend.
Maybe the scout found an extra aquarq and he wanted to bring it back to make an aquarq acquaintance.
If you got money and minerals to spend, I'm sure people wouldn't mind having some petrology pals or mineralogy mates to help cope with having to work for a space mining corporation
I think it could be nice if the mini mules and doretta's head were less "talkative" : add a timer for the noises of those entities especially for mini mules. Their beep might be cute but it happens every time they sit and rise and because they tend to bug we sometimes have an entire symphony of electronic noises. For doretta's head it happens when you pick it and throw it. Because there is no timer you hear her screams a lot.
My friend Nathan and I were talking about how annoying Molly is. The issue isn't that it gets in the way as the Dwarves' voicelines imply, but that it's so slow and takes forever to get anywhere. That, and it tends to stay in one place when you want it to follow and move when you want it to stay. We should be able to upgrade Molly like we can Bosco, with choices such as brighter lights, faster walking, a stay command, etc. One idea is that you can get an option to swap Molly out for two Mini-MULEs. It doesn't make sense that the ill-fated employees on the Mini-MULE collection mission got to use them and that there are 3 orange mini-MULEs in the Space Rig near the Deep Dive terminal, but we the players don't get to use them. Mini-MULEs would solve the problem of two Dwarves fighting over Molly by spamming the C key. Obviously there has to be some downside or trade-off involved with the Mini-MULEs so they don't completely replace regular Molly. I think we should be able to paint and apply skins/models to our MULEs and Mini-MULEs just like with Bosco, seeing as Molly is orange and the Mini-MULES are green in-game but on the Space Rig there are a blue MULE and three orange Mini-MULEs. The MULE Customization Terminal can go near the current pile of MULEs and the Deep Dive Terminal, especially as there isn't much on that side of the Space Rig to do or see.
TL;DR MULE upgrades and colors, and the use of Mini-MULEs
New hat suggestion.
So this is Prussian mining helmet, it will match with your armor paintjob.
While under the effects of the Underhill any beer you grab should remain it's normal size instead of shrinking with the dwarf
remove the poggers plant to stop racism lol
A show pickaxe animation so you can flex the pickaxe style u have to your friends
Able to customize the space rigs, drop pods, mules?
Can we get female announcer? I already hate voice of this guy
When Christmas and Halloween comes around can doretta get a pumpkin hat and a christmas hat. maybe some side decorations too if it wouldn’t impact gameplay too much
Loot infester modifer where loot bugs spawn on mass but with extra health and speed to take all your precious minerals
Good afternoon! I would like to suggest a new Secret Point if you get to the edge of the map! Total achievements 69, I would like to suggest one more ..
a dont-target-this-enemy keybind for engineer turrets so you can avoid wasting all your ammo on an oppressor or dreadnought
or maybe a setting for only shooting at weakpoints or both
Suggestion: replace HE grenade (since no one suggested this)
Perk that makes repairing quicker and can instantly fix 50% of whatever you're fixing
Loot bug guardian rare boss that basically has a symbiotic relationship with loot bugs because its covered in minerals and rock so in exchange for being cleaned it defends lootbugs from pesky dwarves it tunnels to get around and can be spotted by its back sticking out of the ground covered in a random assortment of minerals it should be activated by popping a loot bug in close proximity or mining it
I think that there should be am bulk error detonater that has a like 1 in a billion chance and explode mini ereer cubes everywere
Half the friendly fire from BET-C
different weapons for bosco, like a flamethrower or a shotgun or something else. even thought it would be like a direct downgrade, some might be better for some situations.
Add more creatures into the beastiary. When I say this i mean like adding the creatures that exist in the game now such as the parasites and passive creatures other than loot bug (loot bug is already in it) just to be able to have a nice look at the model and their animation, their stats (for any that are curious) and pretty much it
It be cool to see what or who these leaf lovers are maybe add a mission where we help a elf scientist expedition or answer a distress call, or salvage missions for the refinery, aqua platforms where we have to plasma cut them down. I want to say another dwarf class but i don't want it to affect the synergy that we have. Maybe a heavy loader quest using a mech lol
I would love to see a graphic novel/comic about the adventures of four greenbeards who mess around too much and miss their drop pod so they have to go through the biomes and the mission types and get to a salvage mission to escape from hoxxes
When pressing reload with the cryo cannon, instead of just throwing it up in the air a little bit the driller could flip open a hatch and take out a snow ball that could be thrown when you release the reload button. This would be purely for shits and giggles but who knows, maybe some people will finally pay attention when a snowball is thrown in there face after hours of them completely ignoring you.
Flashlights a little bit brighter or visible further or flare recharge a little bit less
bosco & molly having their own overclocks
have differently mulle for missions.
Exemple the blue mule in the hub for execution missions or abyssals missions
Space Station Decorations - If you bought any bundles there could be a skin setting for each bundle that would only change the looks of the station.
Ex. Supporter Bundle could have gold or a more 'shiny' looking station
https://i.gyazo.com/d6cef17d829d4ca0fd82fcf7d621242d.png So the beret looks the best undoubtedly for my character, the best out of all the other helmets for his style and role. But there's a big problem....
https://i.gyazo.com/8002f95c1d61aafb998738756b0aa719.jpg
this is unpog. It'd be really cool if I could like, also equip the AR headset, in addition to the beret since I don't believe they'd clip. At least, I'd like to equip a nice mane in addition https://i.gyazo.com/a5166aa16c0bf386088b7c0709c18342.jpg . I don't see why we have to have either hair, or a hat. For some of the hats it makes sense, since they cover the whole head, but for others... It just feels too restrictive.
Random Space Events
(Search "MooseThoughts" for this and other ideas.)
It would be comical if when you're sitting around inside the ship there is a very small chance that the occasional Glyphid Grunt or Loot Bug was seen floating in space in your field of vision, or if it bounced off the glass with a cartoonish thump sound effect. Even better would be if the loot bug popped and sprayed minerals in all directions while you watched them sail off into the void. No need to explain why lore wise, it would just be for the sake of silliness.
(Add-on to this idea, would be neat if there was also a very small chance when you drink Blacklock Lager to see a Ghost Ship sail by outside, as is the Studios Namesake. :pirate_flag: )
Thanks for reading!
New Mutator Warning: No Atmosphere
Greetings,
Idea for a new Mutator Warning. ‘No Atmosphere’ warning adds the fear of space and darkness to any level. First, you have to be wearing a helmet. This is no normal helmet, but an astronaut grade helmet. This means reduced visibility and no customization. A default developer themed helmet would be ideal. Not too terrible right? Yeah I’d think that too if it wasn’t for flares being disabled. They don’t quite work when there is no air, so that means they stay on the ship along with the O2 canisters. Helmets have been fitted with special lighting so you can see a little bit better than with your normal headlamp, but still very limited visibility. Thank you for your time!
I would love to have the option for a "random select" on the mission screen. 🙂
A melee class who would be the first female dwarf of the roster, christened as "the Breaker".
Main weapon: Auto shotgun / Rapid fire nailgun
Secondary weapon: Chainsaw / Rocket axe
Mobility tool: Rocket-propelled jump
Equipment: Heal bomb (throwable that produces a healing field)
Grenades: Lock-On missile (homes in on the nearest target), shrapnel bomb (throws shrapnel to make enemies bleed and pierce armor, no effect on oppressors and dreadnaughts), fear bomb (induces fear)
The Breaker is similar to the Scout in the sense of being highly mobile and able to go pretty much anywhere, but she opts for getting right in the Glyphids' faces and tearing them to shreds in a flash with her shotty and chainsaw. She can leap wherever she likes and crash down with thunderous fury. As such, she has innate friendly fire protection so that she doesn't have to worry about getting pockmarked by friendlies trying to assist her (subject to change).
I think we should have an option to write custom reasons while kicking people out.
5 classes in a 4 man coop game where you can lock spots for classes doesn't sound like a fantastic consideration of the impact it would bring tbh.
allow bosco to dig the uranium shards
Perhaps the ability to click "craft all" in the forge, would make it easier to get them out of the way for players who have the resources and just finished both deep dives and core hunt, while still allowing progressing players to individually create whatever overclock they've unlocked one at a time, I tried to look through the history and didn't see anything too similar to this but if there is then I can always delete this
allow us to pat molly
Broken boscos around the map
Able to repair them like the mini Mollies
broken bosco has no revives and one rocket
One thing I find that bugs me frequently is that I often miss chat messages other miners type to a group in a dive. Of course, I need to pay more attention, but maybe some sort of illuminated alert that someone has typed a message wouldn't go amiss?
Overclock for the PGL Grenade Launcher
Name: Overloaded Chamber
Type: Balanced
Load 2 shots into the PGL
1.5x the reload time
RnD managed to somehow extend the PGL's Magazine size, allowing you to fire 2 shots out. As a downside it takes longer to reload, but hey! 2 shots can save you life (or down your teammates if you so wish to do that.)
Minor QoL suggestion: Today I learned that you can pick which turret to move with Gemini by pressing R while you have weapon 4 out. But the coloration difference between the selected and not-selected turret entries in the HUD is sort of subtle. I wish it were more obvious.
Or an audio cue, toggleable in settings; "ding? Oh I better check text chat"
For machine events, make it so that you only get the experience bonus if you complete it. For now, you can just start it, move away and even if it fails you still get the bonus experience at the end of the mission.
Would be nice to have a option to change the amount of rag-dolls that are visible (“Low”, “Normal” and “High”).
I think this can make the game run better for people that has lower end system.
Exactly. Something, audio or visual or both, to alert you that your team is communicating.
likely been already sugested,but being able to drop pod into smaller caves,or towards the bottom of the cave system
Can there be an Xbox LFG tag? The looking for group is so packed with PC players it’s hard to get an Xbox group going. I’m sure there’s plenty of Xbox players on here
a suggestion to make inferno more exciting. At least in my experience inferno is very underwhelming. To make it interesting maybe a trail of fire that follows it. Like sticky flame. Similar to plasma trail but stronger and with drawbacks.
An astronaut suit or something like that?
I mean, they're in space after all
Suits from early art of the game for classes (except Driller in mech, he need something other, may be something like Engineer, but with other helmet)
A way to spend my 99 empty matrix cores that does NOT involve RNG.
Warning idea: a certain gas in the cave area that adversely affects both Dwarved and bugs. Against Dwarves, it distorts their voices and occasionally disorients them with an effect similar to intoxication. Against Bugs, it lowers their damage and occasionally stuns them for a few seconds.
Probably been suggested already:
But some cosmetics or skins for steve would be nice. We keep shooting him, as in a pinch, he is still very similar to a regular glyphid.
Perhaps a helmet and abdomen armor with an antenna/communicator on it. Or new color skins. I love customizing bosco, but I play with friends so much that I never see hom, so being able to change steve up would be awesome.
Also, a steve chilling on the space rig wearing a collar, with his own dog house and food bowl would be much apreciated.
PS: I still want a tricorn hat.
Let us use the missions selection terminal next to Loyd
Drillers flamethrower:
The flames only deal damage while you are holding down the fire button. Flames that have been released will deal no damage when it hits something if you released the fire button before it hits. This makes it so that you have to continuously spend ammo to make sure that the flames deal damage when they land.
I'm suggesting a change to make the flames deal its damage without holding the trigger down.
We have a fridge called rokk so how about a microwave called stone
Hello I saw that there will be a new update later in the year that will add new weapons is it possible to have a close range weapon for the gunner like a light shotgun plz? The minigun and the autocannon are excellents but the gunner is not too advantaged in close combat for my opinion because the 2 weapons take a long time to fire and cause a slowdown while we shooting especially on certain maps where the range is not essential...and why not a missile launcher too? Yes I know I'm dreaming but I'm jealous of the engineer's deepcore haha ty for this excellent game ^^
Replace the field medic instant revive animation with the reviving dwarf bitch-slapping the downed dwarf.
Overclock (Balanced): High Explosive Compound
For: Deepcore PGL
AoE increased by 1.5
70 more Area Damage
1/2 Stock Ammo
.5x longer Reload
RnD added more HE Compound to the PGLs grenades. They do more area damage, mine terrain, but are heavier, meaning less ammo and take slightly longer to reload
Hi fellow miners!
I really think we need some kind of cure mechanic in the game in addition to red sugar in the maps and the resupply.
Red sugar drops in the maps are not a consistent way to keep you alive and using a resupply only for health is often a waste.
Also during a fight it's not that easy to mine red sugar and without "Sweet Tooth" most of the time it won't max your health.
I have 2 ideas on how to improve this:
- An health item that you carry and resupply like the other resources (could be something like a red sugar snack).
- The possibility of stocking red sugar when you mine it and use it later when need it (this could also be an active perk).
Thank you!
Player Commendations
(Search "MooseThoughts" for this and other ideas.)
The nature of this game is built upon the foundations of cooperation and teamwork, so why not build a system which allows for players to "commend" another player for a well played match? Positive commendations only, no negatives. This encourages players to be the best version of themselves in their games and can lead to rewards down the line, plus a hopefully smoother experience for players of all walks.
The Management can call it whatever they would like, Service Stars 🌟 for instance.
The mechanics for it would be;
-
Unique, one Account can only commend another Account once per day to prevent people from spamming them together to farm commendations. You can commend as many unique accounts as you want overall as long as it's not the same one you already did.
-
This is account based, not class based.
-
This is publicly visible inside your room in the ship.
-
Can be tied to achievements, or acts as an unlock for in game shop items and cosmetics.
Thanks for reading!
Supply drop should refill all of your flares.
Overclock (Balanced): Blistering Hell
For: Thunderhead Auto Cannon
155+ Magazine Capacity
+1 RoF
+1.5 Seconds for Reload
Larger base spread
With lots a tweaking and a bit of toying with weight, we managed to increase the size of the magazine more for the Thunderhead and increase the firerate to dump more ammo into the ugly buggers. A downside is the longer reload and more spread
Overclock (Unstable): Frag Grenade
For: Deepcore PGL
Each grenade, when it explodes, sends out 6 shrapnel shards that acts similarly to ejector cactus spikes, but do a third of the damage. Each frag isn't hitscan however
+40 Direct Damage
-5 base ammo
-.5 AoE
-10 Area Damage
The grenades now explode violently, sending out their shell. They are clunkier to carry, and reduce a bit if HE compound and effective AoE
Overclock (Unstable): Explosive Bullets
For: Lead Storm Powered Minigun
Each bullet creates a small explosion on impact. (.5 AoE)
-2 Direct Damage
-400 ammo
You wanted more explosives, RnD will give you more explosives. We took the minigun ammo and filled each bullet with HE compound. This reduces direct damage by a bit, and the ammo is heavier, but miniature explosions will shred through the bugs like butter.
Turret skins that is all
As it has been brought to my attention, can we change the barrel size of the grenade launcher so it doesn’t imply that the dwarves are only 2ft/.62m tall? Alternative, change the name to imply that the caliber size is bigger. 40mm is too small for the chunky barrel
A little nook inside The Memorial Hall (tucked away so Management can't find it; maybe under the Promotion balcony?). Inside is a small DIY shrine to the Steeves that went off to Bug Heaven (keeps track of the number of Steeves that died in your career).
Management won't like it, but Steeve is honorable and deserves to have a statue for himself.
(long post ahead)
So what if in different biomes the glyphs have different skin colors and skin types?
Say for: (Salt pits) They have a dark red shell and maybe some poky bits covering them in spots or stain of salt on them, and maybe a light pink underbelly.
(Radioactive exclusion zone) Dark green shell and maybe bits of crystal sting out, Or maybe a green and gray mix to the shell and yet still a basic graish underbelly.
(Sandblasted corridors) Very yellow and orange upper shell body, but smooth/wavy like the shell showing wear and tear from being blasted by the winds. Plus a very rough underbelly that dark/light orange or in other words patchy.
These are just some basic thoughts that come to my mind but. They're still the same basic great bug to shoot. just more flavor and detail to life on hoxxes and the glyphs themself.
Also the devs could make new anomalies/warnings. Where the different types of glyphs are now fighting over ground. Give a reason to add large waves as well as seen the bugs fight each other and fight you at the same time. ( just again for flavor )
Weapon idea: swarm missile launcher
rapidly shoots swarms of micro-rockets for high dps in a small area medium range, although they'd have a lengthy travel time and very small explosion, and detonate after a second. Rockets could also whistle as they fly. because that's cool
upgrades:
1st tier: stronger propellant (faster projectile speed) efficient propellant (longer rocket lifespan) increased payload (more damage)
2nd tier: extended silo (more magazine capacity) lighter rockets (more max ammo) frag rockets (larger explosive radius)
3rd tier: implosive compound (stun chance) pressure wave (armor breaking) loud whistler (fear factor)
4th tier: extended fins (more stable flight pattern) proximity detonator (proximity detonation. mainly for mactera) rail launcher (greatly incresed rocket speed)
5th tier: guided rockets (rockets will turn towards the closest target, and prioritize marked bugs.) Uranium addative (radiation damage and small fallout)
unique overclocks:
drill heads(unstable): missiles can burrow through terrain and deal direct damage, although this reduces fire rate, blast radius, and greatly reduces max ammo
beltfed rockets(balanced)
removes reloading and replaces it with overheat.
stagger-fire bipass(clean) fire the entire silo at once! (like double shot for broomstick)
micro minelets (unstable): switches out the rockets with proximity mines which detonate automatically after 3 seconds. however they aren't sticky mines so watch out! increases ammo, magazine size, and reduces friendly fire damage slightly, but reduces projectile speed and your mines could bounce back into your face.
micro rockets: (balanced) greatly increases ammo capacity and magazine size. reduces damage and rocket lifespan
toxic fuel (clean): makes rockets leave a poison trail.
big rockets: greatly increases damage, blast radius. greatly reduces magazine capacity, max ammo, fire rate, and slightly reduces projectile speed.
Currently you can ping the wall next to a buried item - enor pearl, jadiz, aquarq, compressed gold, bittergem or error cube - and Bosco will go and mine it, so the game is obviously able to detect pinging buried items. However, if you don't have Bosco and ping the wall, your dwarf just gives the generic "look here!" bark rather than a specific "I found a Jadiz!" or "We're rich!" or whatever.
I think this should be changed so the dwarf will use the appropriate voice line on pinging buried materials.
Buff the incendiary grenade.
special sad/crying voice lines for petting a dead stevee
as it shows how deep the relation between the dwarf and stevee
Speaking of the Boomstick, a Quickfire Ejector buff or Double Trigger nerf.
Another possible solution would be to slightly increase the base ROF of the Boomstick to 2 RPS or so.
A new core infusion event, featuring a new kind of glyphid that looks like some kind of giant grasshopper. They crawl along walls but can also fly through the air to relocate, similar to fester fleas. They need to be hit by special chemical grenades dispensed by the same structure used to start the event, which will knock them unconscious, so that they can be brought back to and deposited in the structure, which will later be extracted to the space rig for study of the live specimens. An achievement could also be added for hitting one of the targets with a tranquilizer ball while it's flying.
Moving on from that, it would really just be interesting to see an actual dangerous enemy that exhibits similar characteristics to the fester flea, where it'll crawl on the ground, or fly to relocate.
An Unstable Overclock for the Jury-Rigged Boomstick: Superimposed Shells.
+capacity of 4 shells
- X2 ammo reserves
-significantly decreased damage
"R&D managed to stuff more shells into the Boomstick, but they had to decrease the powder charge."
This would allow Scouts to apply their shells more efficiently to weaker targets, and perhaps opens up the Boomstick to being built as a PDW by M1000 users.
In escort missions, have a small chance to generate bits of wreckage around the heartstone from the rare, unsuccessful expedition as bits of additional terrain.
Hello I would like to suggest an enemy
(even 2 or more) a really big goldy mactera or a new glyphid menace very interested in minerals that could stalk us all over hoxxes, he would have a chance to spawn which increases as dwarves have a lot of minerals stay long in the caves depending on the time of day and the mission location on hoxxes, there would of course be a warning on the hoxx mission map that it may appear as well as a characteristic cry or noise during the mission to prevent it might happen. The goal is not to add a very dangerous enemy, but above all an enemy that is very difficult to kill and embarrassing which will add tension, in particular to the evacuation
If a grapple can drag a dwarf... why can't it snatch other dwarves?
Unstable overclock for the Deepcore PGL : Cluster Bombs
- projectiles split into (3) smaller fragments, allowing damage to spread over a larger area
- decrease in projectile speed (-30%)
"R&D came up with a new kind of projectile that splits into small cluster bombs which should wipe the floor with large swarms even better, however the addition of the splitting mechanism means they had to sacrifice a part of the projectile's propellant to fit it all in"
I think this would allow Engineers to better deal with large swarms at the cost of reducing the PGL to a shorter range and spreading the Deepcore's damage over a much larger area
Smurf hat? it would go well with the blue skin
An end of mission report that includes a percentage of minerals mined compared to the total available. Just to get an idea of how efficient the mining efforts were. 😁
When I started game I was surprized about how big is starting location. But why its so big? I really want to start game in a small base ship and then buy new one bigger and etc
Game mode idea: A team of Dwarves is sent down into Hoxxes to destroy a massive Glyphid hive of some sort. They fight their way through to a massive heart-like structure and have to destroy it to complete the mission. To that end, DRG would be sending down some support for them, such as a large MULE or two filled with explosives or some sorts of neurotoxin weapons.
Overclocks for class tools. Mini-sentries, modified C4, a zipline tool variant, different grappling hook etc etc.
Grenade Arc Toggle
(Search "MooseThoughts" for this and other ideas.)
The Parabolic Arc for grenades is good, and I thought a nice addition to this would be the ability to toggle between the Arc and a Straight Line by pressing either MB3 or some other key of your choice while holding the assigned button for grenades. The line version would travel fastball style to the target with the focus on center reticle and have dropoff over a certain distance.
Thanks for reading!
double barrel grenade launcher
Two words: Bolter Guns.
While I understand that this is still a little out, I was playing an Elite Threat mission on the Experimental branch today. Haz 3, they've hyped up these elite bugs, didn't want to just get bodied immediately without knowing what I was getting into.
However, this felt NO different from a normal elimination mission. Beat 2 dreadnoughts, 1 was a basic one, 1 twins. Grabbed a steeve guard, never really felt like I was in any danger. Glacial strata, never froze, all in all a normal mission.
My point being, if these are going to be difficult bugs to kill, then make them harder. Or, alternatively, make them distinct. I could have theoretically just inadvertently avoided every single one of the elite bugs in the mission, as it was elite threat and some are guaranteed to have spawned, although I did fight every bug I saw.
Alternate traversal tool for scout: TF2's rocket jumper.
Alternate Traversal tool for engineer: Light bridge. Project a temporary plane at an arbitrary incline within a particular distance from projector which gliphids cannot traverse. Begins to flicker before it dies. Doesn't reduce fall damage. Infinite uses, must return to engineer & recharge.
Alternate traversal tool for Gunner: Pickaxe Catapult. A line, once fired from a rifle-like device, adheres to cave floors and walls. This line has a mechanism to interface with a dwarf's pickaxe, in order to pull that dwarf vertically at great speed, or across a plane more quickly than running. Can be used on inclines to yeet dwarves across chasms.
Bosco should build/repair the pipelines when marked at ANY position along said pipeline and not JUST where the pipeline needs to be repaired/started. I hate telling Bosco to go to pipe X to build or repair and he doesn't do it because it wasn't in the right spot.
Alternate traversal tool for Driller: Hammer of Karl. oversized mallet capable of turning slag into dust. Great at removing terrain features, not great at burrowing. Must rest after every swing. Deals damage in a great radius and can be used when swarmed. Causes nearby dwarves to experience miniature earthquakes and momentarily stuns bugs just outside damage radius.
perks or skins for the mule :)
Mission suggestion: Heavy Equipment. Sort of a fusion of refining and escort
Throughout the map, several small unbreakable resource nodes require heavy machinery to extract.
The dwarves must lay rails for the machinery to run along, preferably taking it past other resources which the machine will quickly extract for the team.
They then start the Heavy Equipment running along the rails, with only one opportunity to make it work.
Perhaps the machine is fragile, requiring an escort from the dwarves.
Yes, I like rails.
Anomaly idea: All bugs in the level have a random chance to go renegade, attacking any other bugs in the area along with incoming Dwarves.
Give bosco some health related upgrades, maybe the rocket giving some health. Medical Boscos do exist in the infirmary, and it could even solve a fifth medic class.
"Medics are for pansies!"
Have injured bugs actually behave as though injured: penalties like slower speed, lower attack damage, worse reaction time, etc. This would reduce the importance of damage breakpoints, since badly injured bugs would be significantly less dangerous.
How about buffing the engie's plasma nades by giving them a plasma field, like Explosive Goodbye? Should give them a bit more utility and fit the other plasma-type explosions.
Accessibility suggestion: Please create a separate bindable option for the axe power attack action instead of it being derived solely from primary attack + melee. I need to use an ergonomic mouse, and unfortunately the mouse design does not allow me to press left and right mouse button at the same time. I'd like to be able to specify an alternate binding without changing my primary attack or melee bindings. Thank you, rock and stone!
imagine calling as many supply drops as you want but 10.000 credits each
sweet loot: a perk that causes loot bugs to sometimes be red and glowy, and they drop re sugar
Alternate suggestion:
For the highest level of It's a Bug Thing (possibly an opportunity to increase the cap), make loot bugs killed by it drop a small amount of red sugar.
These are the strengths of cryo cannon prior to this experimental:
-Biggest direct damage multiplier (×300%).
-Instakills all flying enemies even Breeders. Usually much faster and more efficient than damage.
-Instakills swarmers.
-Procs incredibly fast with freeze builds.
-Tons of ammo and more total damage than CRISPR.
-Stops every harmful death effect.
-Only total slowdown.
-Only CC that stops enemies from attacking.
-Amor ignoring.
-Works on Dreads but fire does not.
-Damage multiplier also gives teammates effectively ×3 ammo conservation on frozen enemies.
As of experimental, 0 of these have been altered meaningfully. Cryo cannon remaining this ludicrously strong against everything difficult after the major balance update would be immensely disappointing.
Please attempt to significantly alter some of the strengths listed (which ones are up to discussion) so that cryo doesn't hard counter most challenges anymore.
suggestion: praetorians don't release gas if their head pops off upon death
A voice pitch changer of some sort. Maybe in the shop you have to buy different voices? For example, being able to make the scouts voice deep or drillers voice high pitched
I have a few very ungathered thoughts,
have fire reduce max health through armor since cryo negates armor all around having fire be as viable would be nice.
make poison act like a special trait negation like flying enemies are forced to slow down or slicer bugs have reduced damage, maybe have the glow bug ass get enlarged for big bugs as they are trying to rid their bodies of the poison maybe granting additional damage?
have zapped enemies be magnetized and have shots fired near them collect into them (maybe have them gain damage or piercing with some auto tracking shots?
PS more bugs types please
Overclock (Unstable): Un-depleted Uranium
For: Lead Storm Powered Minigun
Fire out bullets that cause the radiation status for 5 seconds to any target the bullets hit
-1 Direct Damage
You take 50% more damage while firing. Radiation isn't forgiving to the dwarven body.
While getting high at the Abyss Bar, the geniuses at RnD decided not to use Depleted Uranium for the minigun's bullets to see how they fared in combat, and surprise, they worked. Of course it hits a bit softer and you take more damage but radiation is so sweet
Let me join deepdives in other people's lobbies, like you can with missions.
If I'm in someone else's lobby, both deep dive screens are grayed out, saying "Only the host can start deepdives".
I definitely can't. I tried mere minutes before posting this.
Management ending a selected mission if it isn’t started 30 minutes after picking it. I swear some people start a double XP mission and just sit on it for hours to troll people.
Flare gun should apply a status effect to bugs that does something so scouts stop complaining about not having the same DPS of a gunner
Let me remove the voice line(s) where the char says who does what like a 3 year old.
"I was made(?) for mining,
molly was made to haul what I mine"
Overclock Idea (Unstable): Synconized Beams
For: Breech Cutter
Your beams follows your movements!
-3 ammo
-1/2 magazine capacity
By attaching new technology to the Breach Cutter and the beam it fires, RnD has managed to sync the movements of the Breach Cutter (Mainly you just moving with the Breach Cutter equipped) and the beams. The bulky technology does however affect the magazine and ammo capacity.
An extreme nit pick but: There should be an animation for the Thunderhead actually taking in ammo from the belt. It firing and yet the ammo belt just sitting there looks really odd, especially when it's used during reload animation.
Make it so that if someone pirates the game they spawn as an elf who is too tall to leave the drop pod or spawn room, pirate, as in illegally obtain
I would appreciate being able to put a Perry the platypus fedora on molly
Buff minimal clips so a non-hipster hipfire build becomes a bit more viable.
There should be an achievement for killing 5 dreads in one mission called “Karl has abandoned you”
Dear developers, greetings from Russia.
My husband and I love your game. My husband is a miner in real life and he says that the atmosphere of the game is very real. Thank you for that.
We are one of those people who love to farm and grind more than shoot. Maybe you will like our idea to introduce unique super rare trophies into the game that could be placed in a special trophy room. Or at least get achievements for them. For example, it can be fossils, gems, or very rare trophy heads of special monsters. For people like us, this would make the game just perfect. Many thanks.
with the introduction of "Double Warnings," is there discussion of 2 of the same hazard?
ex.
"Double Low Oxygen": oxygen depletes faster
"Double Haunted Cave": 2-4 anomalies (could be semi-random in size)
"Double Exploder Infestation!": more exploders obviously, but maybe 1-2 guaranteed Glyphid Bulk Detonators.
wouldn't work for shield disrupt but all the others could potentially.
Add a fall damage reduction effect to RJCompund rather than a reload speed bonus. The problem with it isn't the reload speed, but rather the self-damage & that Engineer as a class doesn't have a good fallback in case something doesn't go as planned (which happens frequently since the rocket jumping has very unreliable results). Platforms can be a good way to catch you, yes, but since it takes a few moments for them to deploy before they start reducing fall damage they aren't a reliable solution either. If it added a fall damage reduction effect to you (or any other players that were hit) until you land it'd be much more forgiving and worth using as a result.
Overclock (Unstable): X Formation
For: Breach Cutter
The projectile that comes from the breach cutter is in an 'X' shape
Mag capacity increased by 1 (by 2 if running the magazine capacity mod)
+.5 seconds reload time
Ammo per shot is 2
What's the most effective way to blend bugs? By making an X and slicing through everything! However this costs two ammo now, and it's harder to reload
Make exploder infestation actually increase bulk detonator spawns. For more pain™
New weapon for driller: Septic Avenger
Fire fecal waste at bugs, causing the toxin status effect
New Mission-Modifier Warning Ideas:
Mufflestone: The stone of these caverns contains a unique alloy that suppresses sounds within the cave network. All sound effects (whether coming from dwarves, equipment, or bugs) are suppressed by a certain percent (maybe 40%?). Swarms have a better shot at sneaking up on you when you can't hear them.
on the flip side...
Echostone: The microscopic structure of the cavern walls reverberates pressure waves in the air with low degradation. Sound effects (whether coming from dwarves, equipment, or bugs) echo long distances through the cave network, making it hard to pinpoint from which direction the threats are approaching as well as how far away they actually are.
A dedicated aim/alt fire button bind for some weapons, one example being the M1000 classic.
I wanna be able to enter focus mode without shooting as soon as i let go to make hoverclock more convenient.
if you get lag disconnected from a game, you should be prompted to re-join, even if it was during the escape sequence
make doretta shut up by hitting her on the head with a pickaxe
At least have a way to mute doretta, if the dozer is under attack having mission control tell you is enough.
The problem with dorettas voice is it never stops.
Leader board for the amount of beer drunk. Also sandwiches please.
A Raid-like Mission/Event:
At the start of Eliminations, Mission Control sometimes mentions something along the lines of "destroy it before it turns into something worse"
Idea: have the Dwarves fight through a Glyphid-Nest in order to get to and destroy said "worse thing".
Have it be a much larger cave, either a tad more linear in progression or in a round pattern around the center with enemies getting progressively harder as you approach the destination (Swarmers, Grunts, Praetorians and so on/more and more elites) with some sort of big boi boss or big cluster of minerals (or both) at the center of it all.
Would probably be better as a weekly thing like the Deep Dives or maybe even bi-weekly
(I personally would enjoy Missions of Deep-Dive-Length, but more focused on a single Objective in a single cave rather than normal missions stitched together, although I do understand that there may be issues with how big of a map the game can handle)
(Alternatively, the Glyphid Nest would make a great Biome (or sub-biome) to walk through while regretting every single one of your life choices)
edit: I have been informed, that the Nest has been frequently requested, so let's just scratch that and put the focus on the kind of mission
Overclock (Unstable): Eagle Rounds
For: Subata 120
Massive Increase in damage (4x)
Weakpoint hits do 25% more
- 2/3 Ammo
5 or 7 in the mag
Massive increase in recoil
While messing around in the weapons lab, someone had the idea to tweak the Subata into more of a Desert Eagle style weapon. More damage and more recoil, but pretty fun to use! Don't blow your arm off.
"bomber" a goo bomber but drops explosive sacks that look like the sacks on detonators. when killed they fall like goo bombers and explode when they hit the ground. potentially killing enemies if killed in the right spot, or harm the dwarfs if they are not careful.
Overclock (Clean): Vertical Beam
For: Breach Cutter
The beam comes out vertically
Small DPS buff (25)
It's amazing what RnD can do when they really crack down. By altering the way the Breach Cutter beam is launched out, it can go vertically. As a bonus it can squeeze a bit more DPS out of each beam.
(By vertical, I mean it fires out a straight line in front of the breach cutter)
max rank dash lets you do a little damage when you ram something with it. not a good amount of damage, just for the funny
I'd really really like a Blues Brothers' Hat and Glasses cosmetic.
So, this is more of a Accessibility suggestion, rather than anything else, but I have a friend with deteriorated vision, and the fact she can't change the size of text in the game makes it difficult for her to easily play the game.
We tried the UI scaler, but the difference (if any) between 60 and 100% isn't really useful to her.
This has probably already been suggested but give us a blank core when we promote
Detective hat cosmetic?
Unless it's already included in some DLC, but I don't recall seeing it around
Please for Karl's sake tweak how fossils spawn, they're genuiely the most painful secondary objective to get and without engi-scout combo theyre almost impossible to grab at times. Not to mention they barely glow in the dark.
Since that guy suggested a cosmetic for the Blues Brothers:
A "remix" of their songs on the jukebox, preferably: "sweet home Chicago" and "Everybody needs somebody to love".
Additionally, a track which is more of a personal request: "Africa" by Toto.
(i said a "remix" on purpose, to avoid copyright, captains obvious)
Maybe a dedicated pvp mode where 2 teams of 4 players go against each other. Like, you have a set amount of mineral to get, whoever gets that set amount first wins. Also you can use your weapons and stuff to try to dely the other team.
Steampunk armour?
A new type of grenade: "Black Hole"
Doesn't deal any damage but, like a black hole pulls to the center of the grenade's explosion all the enemies in a wide area, packing them tightly in a group, very useful against huge hordes.
Has a short to medium duration and a timer to trigger, affects Dwarves as well.
Most suitable class: Engineer
Doesn't pull Detonators and Oppressors but it slows them down, has no effects on Dreadnoughts.
Has weaker pull force against Praetorians
"The researchers in R&D are very proud of this one, studying the black holes function in depth they have managed to create a grenade that, when triggered, compresses mass by an immense amount of times, creating mini black holes with a strong gravitational pull in a small area. Warning: Keep away from teammates!"
PGL Grenade Launcher OC: Buckshot/Blunderbuss
You know how you can pack A LOT of pellets into a single grenade? This could be a fun blunderbuss that would be tremendously effective in clearing enemies in front of you without team damage AND could do a lot of direct damage to tougher enemies
black version of the cowpoke hat please 🥺
Overclock (Clean): Fear Factor
For: Deepcore PGL
The explosions cause fear
+5 in AoE damage
RnD added even more powerful fear to the PGL Grenades, and as a plus, they can do a bit more AoE damage.
When on the rig and you hold the button that’s usually the pointer your dwarf points with their finger and says something like “Look at this” it won’t mark it as your not using the laser pointer. it’d be great if they had voice lines for pointing at beers and maybe some for barrels.
Hi all, instead of a resupply pod we also need a beer pod. This way we can quench our thirst while on a mission. Maybe add some stuff too. Rock and stone and beer! 
Instead of bullet sponge Elites I suggest creating a new tier of tough mobs between Oppressor and Dreadnaught. A tough, fast and Crab-like creature with fairly longe range claw attacks and an armored weak spot placed near the front. Since it has long range arms, and is quicker than other large creatures, it introduces a new challenge rather than just an old enemy with bloated stats.
Something to Replace the HE Grenade
I think that the HE grenade doesn't need a buff. I think it's a relic of drg Drillers past and everything it has to offer is done better by many other parts of drillers kit and I think it is great chance to give him something really really fun and more utility focused and this isn't done by anyone else and fits his kit really well. He's got more than enough explosive stuff and damage isn't needed much either
What about some kind of oil grenade we could use to cover a bunch of terrain. Imagine this. You could make big oil traps that slow enemies and stick to the terrain be it walls or ceiling or even give it flow. If you hit it with cryo damage it becomes an ice surface you can slide on and does cold damage (ie the temp not the damage) flash freezes little enemies and big enemies will get cold but instead of an instant freeze they get stuck in place in the ice.
For fire you could set up oil traps you light up whenever it gets a spark that and acts like some kind of sticky fire or turns the ground into hot rocks the enemies try to avoid. The oil stuff could stay on the ground for a relatively long time and it has good synergy with both cryo and fire and teamates and has terrain manipulation ability. Imagine making ice slides down tunnels or make return trips back and forth quicker on central extraction by turning hills into ice slides.
New edit 4/16
And something something really cool with fire that I can't think of personally but a dm with a suggest cool real work interaction that fire has with the environment around it like an updraft that can (within the current game physics wall back gravity a bit above the fire or act like a steam vent of sorts would help me flesh it out a bit, since fire and ice dont mirror each other at all in terms of physics, fire and ice can be made different enough to not interfere with each other and be balanced easier
I dont always have good ideas but I think this one is a winner. What's the hardest mode in the game? Hazard 5? Wrong. Its actually No HUD. No HUD is awesome, it really is a different experience and 500 hours in its totally reinvigorated my love of the game. I love the subtle indicators on your gear and most importantly of all it's made me appreciate the voice line queues for certain things like full pockets or when objectives are complete. I was thinking it would be cool if No HUD was made a little more canonical. My main idea was to have some voice lines that only are said when your dwarf has his HUD off to reward the player a little bit for the additional challenge. I was even thinking you could just have the dwarves experience a little "soft fascination" when they have their HUD off, lines about soaking in the scenery. Or stuff like "Seems like a lot more bugs with the HUD off".if voice lines were added hopefully would even encourage more people to try No HUD.
Has anyone suggested being able to capture seeds so that you can replay specific levels?
Give chain hit to G2k instead of Bulldog, it cannot compete with magic bullet because of the fact that it is a low mag/slow firing rate weapon makes it unreliable to hit weakspots successively, if you don't proc on your first shot you're screwed and would've been better off with MB. I think it would make for a decent alternative to blowtrough for the G2k since it's not an option on it, chain hit could either be a mod or OC not sure which would be better for balancing purposes, toned-down to around 10-20%
Overclock (Unstable): Tank Killer
For: Lead Storm Minigun
Big targets have a chance to be stunned; no exceptions. (Yes you can stun bulks and dreadnoughts, but it's for one second)
+1 damage
-400 Ammo
Movement speed is halved while firing
Fire rate is reduced by 2
RnD have invented larger rounds for the Lead Storm Minigun, allowing it to stun any target it hits. These larger rounds reduce fire rate and you can't carry as many, but do hit slightly harder.
(Also bragging right that's 2k rounds of depleted uranium)
A few features to make no HUD a bit more viable to actually play with.
Add laserpointer similar to that of the gunner's zipline which indicates when you can or can't place it to the scout's grappling hook.
One or two voicelines to let a dwarf know if he's low on health after a swarm is over.
I love playing without HUD, it adds a whole new level of tension to missions but it needs a few QoL tweaks.
flamethrower can melt the ice in glacial strata, don't hit me with a ♻️ i looked it up this was never said before this is MY idea
Idea: Lootbugs can contain trace amounts of local crafting minerals
Voiceline ideas
When destroying a beamer the dwarf says: Ok beamer
When out of ammo the dwarf says: BANG! BANG! or PEW! PEW!
could also make a comedy flag pop out that says BANG!
Another idea: Play the voiceline "Well hello there! I thought you were dead!" or "Nice beard!" when marking a Dwarf with the Laser Pointer
make Kursite Glyphids spawn closer to the players; I have had so many Kursite Infection events shafted because they just kept spawning too far away and in such few numbers
Show me how many times I saved doretta
Make Beamers and other terrain (Such as Cave Coral or Granite in sand blasted and glacial) one hit with the Rocky Mountain buff beer
How about a mission summary counter for times resupplied?
Allow us to thaw Steeve by hitting him with pickaxes, like you can thaw players
On a similar note, play some unique Voicelines when another Dwarf starts attacking your Steeve. "That's my Steeve, you thick bastard!" "Noooo!! Don't hurt my Steeve!"
Remove Teamkill and Kick, or maybe at least do a kick vote. I spend nearly 40 minutes in a game. then the leader Teamkills me and kicks me. Not a good mechanic
Something like this would be a sweet cosmetic
(If you're unable to view the video it's a guy folding his beard up over his face and tucking it into a helmet)
Idea: make Cave Leeches occasionally snatch wandering Grunts or Macteras
Maybe a chat room for talking about mods since that gate is slowly opening for your game.
Idea (1/2), Beer crafting overhaul. Make "Today's special" require more then just barely bulbs to make it more worth while to grab all brewing ingredients for those who have already maxed out their brewing licenses.
Idea (2/2) Make some craft-able beers give lasting effects for the length of a mission. Those effects that could be deemed negative, (Arkenstout freezes you at random intervals, flintlock flings you randomly every 20 or so seconds, Etc) would give a Hazard % bonus to compensate for the negative side effects.
Azure Weald rooms are much larger in size like glacial or sandblasted and Glowlits and Glow Trees spawn inside the biome as well
So I see deep dives as incredible similar to mythic dungeons in WoW. Add an ever increasing number that increases the health and difficulty of the enemies (i.e deep dive 10 is harder than a deep dive 5). At certain numbers add more affixes (i.e at deep dive 10 have two modulators and at 15 have 3). Then slap a timer on it so inorder to progress to the next deep dive level you have to beat the timer. Then give awards and cosmetics at the end of the season for whatever deep dive level you achieved.
Make dwarves more likely to pick fitting dances to the music in the bar, i just saw my guy HEADBANGING to jazz and as absolutely golden as that is, well... you get the point.
At some point in the future I’d like to see a boss fight with a malfunctioning Elven automaton. The lore’d be that the Elves are secretly trying to cull the wilderness and pull the crust together so that they can inhabit Hoxxes, and they use cloaked robots to do the first part. It phases into reality as it’s cloak fails, and it’s humanoid in looks. It’s damaged but it’s the cleanest robot in the game, and the most advanced. Once you kill it gets teleported away, and the Elven Mission Control gives the crew money so that they don’t talk about this outside of Hoxxes.
cab u make pickle rick outfit pls
anomaly: molly teleports instantly to the spot where players called her instead of slowly waddling over
OCs with an X on reload should trigger the effect if the gun runs out of ammo
Allow for a player with the lord of the deep title to pet players with the greenbeard title.
Legendary portrait colour customizability
This might be a hot take but...
Nose grenade accesory so i can finnaly cosplay Ozob ?
The Cryocannon and Cryo Grenades are still comfortably better than the alternatives, and I'm convinced that the problem is with the "frozen" status effect itself.
A possible fix would be to make every enemy thaw faster, to reduce the time the team has to exploit the frankly overpowered effect, and to require better timing and coordination to prevent harmful death effects.
There needs to be some kind of weighting or changes in distribution to the cosmetic cores. It absolute fucking sucks sinking hours and hours into the game, getting cosmetic cores and them all being for every clasz other than gunner, despite my playtime on gunner being significantly more than the othet 3 combined.
Like id even be okay with something like ERR% cubes or a material cost to "convert" the cosmetic core to the class id want.
It could be cool to have a unique voice line play after a Dwarf completes a mission with a Modifier. This document contains some post-mission dialogue ideas I came up with.
a Warning that makes regular swarms/hordes spawn at faster rates (with nitra-enhanced bugs?) and they drop nitra upon death similar to the Golden bugs Anomaly so you can keep shooting
Make dreadnought hiveguard armor take damage from the neurotoxin status effect.
Tier 5 Mod: Aggressive Cooling
For: Cryo Cannon
When the chamber pressure is fully charged up after emptying it fully, it sends out a wave of ice that doesn't freeze but does AoE damage
Redistribute cosmetics between matrix cores, supply crates, and lost packs. Currently there are way too many cosmetics on matrix cores, so you will run out of things in lost packs and supply crates long before you finish the matrix core cosmetics.
have the enigneer gain the ability to modify the structures deep rock sends in, such as give doreeta a turret , additional platings or sawblades on the tracks to keep those grunts away, giving those weapon platforms on on collection missons long ranges,more ammo or hook up a seperate station that has a zip line to the main station with its own gun platform, maybe turning molly into a octo legged machince which can pick up downed players? these would need to balanced by taking tools away from the engineer or with a extreme cost of nitra but could be sick.
HE Grenade Buff : The grenade arms as soon as you pull it out, making it easier to time your throw. But hold it too long and it explode in your hands.
HE grenades exploding on impact.
When playing with a controller on pc and using gyro aim tying to call in the resuply is impossible. The same happens when using the steam controller's mouse input.
A some kind of "Main Menu Theme" for a start screens (that one with "Press Any Key" and where we see an announcements and offer to buy DLC)?
At least some of ambients from the game.
Feel a little uncomfortable when I don't hear your cool music from start of the game.
Discord Suggestion
(Search "MooseThoughts" for this and other ideas.)
Configure a Bot in Discord to post daily, bi-daily, or hourly reminders for players to perform a cursory search using the search function for their ideas prior to posting to see if they were a repost. The bots can be configured to self remove their original post so it doesn't fill the channel with the same spam text and will hopefully help to cut down on repeat suggestions.
Thanks for reading!
Make the sticky flames on the flamethrower have more light effects, your shooting fire but it barely produces any light
Developer Approved Mod.
Some kinda vanillia mod. But accepted by developer. You can play with your original save with that mod. Becouse It's balanced or make the game harder. So You dont need to lose your savefile becouse you just wanted to test the mods.
i just want an anomaly or something to make something other than starch nuts spawn. i really need yeast cones.
For sandwich time to actually occur once we get back.
Clean Overclock for Crispr: Brighter Flames, Increases brightness of flames
It could add some utility to crispr and level the playing field with the cryo cannon because right now it's just too good,
It could also maybe change the color of the flame to a brighter color
The already existing dance moves can easily be used as emotes during a mission
Make the lasers on the tritilyte deposit hurt you a little if you run into them. They are big red lasers after all.
Overclock (Unstable) Thicker Beams
For: Breach Cutter
Positives: Massive increase in damage (+250 beam DPS)
Negatives:
-12 ammo
Less beam runtime
+1 second reload time
RnD souped up the Breach Cutter to the extreme, making it have massive damage increase. They nearly compromised all systems, and the beams are heavier, meaning less carried and longer reload, and they use more power t generate more damage, meaning less run time in the air.
Reduce the recoil penalty for Full Auto on the Subata. The climb is mostly fine, but the spread gain is a bit excessive.
I'd love an ingame boombox or portable speaker plugged to my local computer music to be able to listen and blast my music to my mates during missions
Here are my thoughts on new throwables for the classes in DRG. I have two ideas for each class. While the thought of new support/mobility tools for the classes sounds exciting, (I like the idea of a portal gun for Scout and a dwarf-operated turret for engi) I think new throwables are the best way to add new utility and fun for the classes while not ruining the existing team play. :)
---Scout---
New Mobility Options!
-Speedball Sprinkler: (2-4 count)
A ball that is actually thrown underhand like a bowling ball. Upon hitting the ground, the ball will sprinkle blue ink on the ground from both sides of it. This will leave a long trail of ink which grants a substantial speed boost to both dwarves AND enemies. Perhaps enemies will also gain a 10-15% damage weakness also. The ink could also be slippery like the dark ice in Glacial Strata. The ink stays forever, allowing for lots of uses to speed up completing the objective and also while extracting at the end of the mission.
While holding down the grenade key/button, a horizontal line and cursor will appear on screen. The cursor will bounce back and forth between both ends of the line. When a player releases the grenade key while the cursor is in the middle of the line, the Speedball with roll straight forward. Releasing the cursor along the edges of the line will cause the Speedball to "spin" and give the ball a curved trajectory. This allows scout to coat say, a curved tunnel with the blue ink.
At the end of the Speedball's max distance, the ball will create a small explosion that damages enemies. If it kills an enemy, Scout will shout "Strike!". :)
-Portable Teleport: (6-8 count)
This throwable will stick to surfaces. After a 2 or so second readying period, Scout can press the grenade key again to instantly teleport to the location of the grenade. After teleporting, all negative status affects and all momentum is negated. Perhaps the grenade only lasts for like 30 seconds to a minute or so. A counter will appear on the right side of the screen to show how much time is left, similar to other abilities.
Useful for completing objectives faster, avoiding enemies, and negating fall damage. Gives the scout another tool for avoiding fall damage to compete with Special Powder, Hoverclock, Hoverboots, and the fall damage reduction upgrade for the grapple gun. This allows for more diverse loadouts because most scouts wouldn't be caught dead without at least one of the above.
---Engineer---
Can't decide between the first two. They have similar uses.
-Nanobot Cloud: (4 count)
A "cloud" of nanobots is created by the grenade. They have a chance to inflict electrical damage to enemies within the cloud. Any object that is buildable or repairable will be slowly built/fixed while within the cloud. The cloud will always have enough time to build sentries; other objects might take more work. While the Nanobots should be somewhat underwhelming as a combat grenade, the flexibility and utility should make it a good choice. Could also work as an overclock for the PGL.
-Builders Beetle/Builders Drone: (6 count)
The engi throws a small clockwork beetle/generic drone that has a generous auto aim for finding a target. The drone can attack medium to large enemies, sticking to them while stunning and shocking the target. Any object that is buildable or repairable will be slowly built/fixed while the drone is attached. The drone will always have enough time to build sentries; other objects might take more work.
-Dwarf Repellent: (4 count)
A vile light-green goo that metaphysically repeals the dwarven form. Only RnD knows what it's actually made out of; but if you dare sniff it, it smells a bit like spoiled Leaf Lover's Special...
The canister will break upon hitting the ground, coating a small area with goo. The goo acts like a springboard/bounce pad. Momentum is carried after a jump, creating a massive amount of potential trajectories. The goo negates fall damage when bouncing on it, but it doesn't grant fall damage protection after a jump from it. It would become good practice to place a foam platform next to the repellent as a way to break the fall. Can be used in tandem with the Speedball for some sick jumps!
The goo lasts forever but will dissolve eventually when stepped on by bugs. Bugs will be slowed while moving through it; allowing for some more direct combat applications. If the engi wants to all but guarantee that the goo lasts forever, he should place repellent foam platforms around or under the goo.
---Driller---
-TCF Container: (4-6 count)
Essentially the EPC's thin containment field's upgrade in throwable form. Has a nice wide arc for long distance throwing. Ok for crowd control. Let's the driller use loadouts without TCF while having a backup option for emergency mining.
-Atlatl: (4 count)
A primitive device used to chuck spears long distances. Great for killing mammoths and other megafauna. Look it up if you don't know what it is!
Comparable to the Throwing Axes; counts as melee damage and can be reclaimed if a shot misses. A wide arc let's it be accurate over long distances. Does a tremendous amount of damage, but has no area damage and has a low amount of ammo.
Spears are large things. I imagine the spears that the Atlatl uses expand in a telescopic way when readied.
I would love to hear the dwarves shout "ADDLE ADDLE!" when using or pinging the spears.
---Gunner---
-Julian Fireworks: (2 count)
Named after Julius Caesar, who issued the Julian Calendar and is the namesake of the month of July. Hence, Fourth of July. Would be another example of Roman names/words in the game, along with Crassus and praetorian.
After a short distance, the throwable will self-right itself and shoot itself directly upward. A massive fireworks display will ensue for about 5 seconds or so. Only the largest of caves won't become fully lit during the display. Great for scouting minerals in a large cave. All mactera caught in the fireworks would instantly die. Enemies close to the explosions on the ceiling and walls would receive some damage.
However, the largest effect would be the massive amount of fear generated in a large area around the display. This would fit the gunner's role well in beating back swarms and giving his teammates a breather like the portable shield does.
If the projectile hits a ceiling before it naturally explodes, the effect would be reduced.
The idea of fireworks and fear could also work as unstable overclocks for the PGL and/or the boomstick.
-Infra-fear Drivers: (4-6 count)
Ultra low-frequency sound emitters that scare off and prevent glyphids from entering within a radius around the Driver. More or less functions as a poor man's portable shield without the ability to block projectiles and recharge personal shields. Creates a small amount of fear in large radius around the Driver also; nothing compared to the fireworks, however. Sticks to surfaces.
Players within the fear are still vulnerable to ranged enemies and pill bugs, etc.
Based off the phenomenon of low-frequency infrasound creating cases of perceived ghost sightings and feelings of dread.
---Conculsion---
What are your thoughts? Any ideas of your own?
A bit more details for Lvl 1 and Lvl 2 armors for each class (Like numbers, some scratches, pouches, some inscriptions like: "Today, we forge tomorrow", or "Leave no dwarf behind").
FOR THE LOVE KARL, CAN WE PLEASE HAVE FLEAS EASIER TO KILL IT IS A JOKE I CAN KILL SWAMERS EASIER THAN FLEAS!!!!
If any new features are added to the old maps later on then I have one idea for Fungus Bogs.
Giant mushrooms you can bounce off of.
Saluting towards the statues in the memorial hall should have the dwarf do a proper
7 salute.
I don't play scout, sure i got him to gold but i dont like playing him, it's just not my playstyle.
However, after some 800 hours, i agree with the sentiment that the scout is not very good right now
He is a precision shooter with high mobility on a horde shooter game and most of the classes all have options for high single target damage and crowd control, leaving him, in my opinion, as just the nitra slave and the guy with flares.
Now, it's easy to complain about a problem and not offer a solution, so i'm going to try and do my part and offer a few suggestions and additions that i think would make the scout a more valuable addition to the team while keeping him in theme of being a Scout.
Scout New Passive: Analysis Drone
Scout receive a mini bosco that does not leave his side (and make distressed bosco noises when the scout is down)
The Analysis drone will passively attempt to scan enemies within line of sight of the scout and in a certain light threshhold
The scan takes about 1 second and it will always prioritize enemies with more hp, once it starts scanning it won't stop scanning the target so it doesn't spazz out when a praetorian enters the effective range and then leaves.
after scanning the enemy, the drone will reveal to the scout, and to the scout only, a hidden weakspot in the form of a glowing red spot.
It acts as a normal weakspot for all intents and purposes.
Optional: The Analysis Drone is equipped with a single barrel low damage gun (like a subata with no mods and low firerate) that he will use to shoot the last target the scout shot with a 0.5s delay from the scout shooting it. It deals increased weakspot damage and will prioritize revealed weakspots
More in 5 minutes because of discord message size limit
Priority Target:
Whenever a scout pings a enemy, the drone will then scan it, this scan takes longer than a normal passive scan but it reveals the weakspot to the entire team and it's in effect as long as the enemy is marked by the laser pointer.
This suggestion is based on the scout default AR visor he has and his name, Scout so he scouts and reveal weaknesses.
Other Suggestions:
Scouting Toolkit:
As a additional tool for the scout, he receives a pack of tools that lets him place certain deployables to help the team while still keeping in theme with his scouting. It has a limited number of charges that can be resupplied
-
Proximity Scanner:
A small deployable rod with a sensor that automatically scans enemies that pass through it's area, i imagined something like the area of a blackbox before it's built maybe smaller, and pings large enemies like praetorians and detonators. It gives off a warning beep whenever something passes, the beep becomes more dire the bigger the thing passing through is. The scan lasts about 5 seconds and the Scanner stops working after a minute or 2 -
Long Duration Flare:
It's like a normal scout flare but with a increased payload that makes it unfit to shoot from the flare gun, the scout has to place it and hammer it in place like a engineer turret. Once placed it can't be removed or turned off and it will burn for 2 minutes -
Mineral Scanner:
Not a deployable but rather a tool that consumes a charge from the toolkit to use (like a battery or something), allows the scout to send a sonar like signal tuned to a certain mineral which will ping back to the scout revealing their locations for a brief moment. Select the tool and press R to cycle through minerals your team has on the depository, only works on minerals.
Scout Proficiency:
he can do objectives that need interaction faster.
I based these suggestions on the Scout AR visor and his role as a Scout, meaning he scouts, he lights up the cave, spot enemies and reveal weakspots on the big ones for his whole team and himself since his weapons are precision weapons and all around making him more usefull for swarm combat and giving himself more firepower when alone.
Still doesn't solve the problem of being a precision shooter in a horde game but it's emphasizes his role in combat
Also add blowthrough rounds to the Deep Core as a option
Talked about this in discussion but thought i'd move it over here, Shaped Shells for the Scout Shotgun are still not very good, I propose the below alteration:
Shaped shells:
+30% weakpoint damage
+60% less spread
-1 shot magazine size (brings shell count down to 1, you need to reload after every shot)
This would turn the shotgun into a blunderbuss of sorts, a mid ranged skirmishing weapon, perfect for taking out single targets and ripping into bug butts
Few suggestions from me (cosmetic only though):
-Give us the Megacorp paint job either included to said dlc or as another thing + Megacorp bosco maybe? (the weapon and pickaxe paint jobs stand out so much that they barely fit to anything but they look so sick)
-Give us an option to paint the Dawn of the dread alien parts but only let it be optional.
-Let us preview armors with currently equipped paintjob on for free but keep the item locked till purchase.
-Scale brigade weapon paintjob perhaps so we could use it on different frameworks?
-More skin tones like Silver, Metal, Diamond, Full on black or Full on white, full on red to fit the halloween mask we got, same with hair colour, just give us more options, it saddens me i cant fit my skin colour for example to the dawn of the dread armor or that i cant be a living statue other than a gold one.
This one is a bit of a stretch: Maybe let us paint hat and clothing separately and allow us to use paintjobs from one class on another? I mean, why cant a gunner be whole blue, scout be completely yellow and red, engineer be green and driller red? Its a simple thing but it would open new possibilities for us to customize our dwarfs with
I think pheromones need an adjustment. When you use them, enemies are supposed to fight each other, but currently it doesn't work like that
Hello,
Small quality of life suggestion : can Mission Control stop telling me what the Memorial Hall is every time I go in it ? I think I got it the first few times 😅
Small suggestion for joining missions: Could we get an option to hard-save our preferences for search distance? I would prefer to only search for games on "close" but find that filter is removed not only between sessions, but between missions. Thanks!
make an achievement for finding (and pinging) an Error Coil as they are incredibly rare and are only found in the Radioactive Exclusion Zone.
Would be fun if we were able to pet our fellow dwarves like we pet the loot bugs. (Full size, not underhill, actual headpets)
Can Lloyd get a dishwasher or sink where we can put used cups to make his job a little easier?
Make it possible to take beers with you on missions.
Not sure if this is intended to make bigger mineral bag more appealing. Base bag size is 40 but the way minerals are collected you always cap at 39 unless you find a very small chunk to round up at exactly 40 (don't think this ever happens), with 2 supply runs you end up with 78 so you need to make an extra trip to collect 2 nitra when you technically wouldn't need to. Not a big issue in team scenarios where everyone can collect nitra but it's noticable in solo Refinery/PE.
If we shouldn't be able to call a ressup with 2 full bags, make it display 39 on the arsenal and make sure we can't get 40 so players aren't tricked into thinking they can. Otherwise make it easier to round up at 40, either by walking over bigger chunks or perhaps make it 41 in the files but keep displaying 40 on the arsenal.
every beer is backbreaker, this sh!t's so boring
Overclock (Unstable) Blowthrough Pellets
For: Wharthog Shotgun
Positives:
Pellets go throw 3 targets
+4 pellets
Negatives:
10% more base spread
-3 direct damage
No armor break
Special shaped pellets allow them to passthrough multiple enemies, but drastically reduce damage and have slightly larger base spread, and they can't break armor.
To better differentiate Carpet Bomber from Splintering Shells, make Carpet Bomber fire slow shots that arc in flight, so the AC acts more like an automatic grenade launcher. This would let you give Carpet Bomber a disadvantage - short effective range - that is very different from every other overclock, so it would feel different. If you want splash damage at long range, you still have Splintering Shells.
3 times per mission, throw all your minerals as a loot drop container at your teammates to put away.
Scout already does that like 5x a mission so
moar perks
a slider to adjust how fast it takes for corpses to fade, how long to start fading, and/or a tickbox to disable the fading of bodies
Overclock (Unstable): Acid Payload
For: Deepcore PGL
Each grenade is loaded with acid. (Lasts for 15 seconds, does 20 damage per tick)
Larger AoE (+1.5)
Much less AoE Damage (-1/2)
Longer reload time (+.5 seconds)
RnD took the acid spitter bile and stuffed it right into the PGLs grenades! While they don't hit as hard they do mad acid damage, and the AoE is larger. And since these rounds are quite volatile, it's best to take it a bit slower on the reload. (Management is not liable for any damage caused by reckless usage of weapons)
Sentry Turret (and possibly other Support Tool) Skins
So I've searched and I found people suggesting Sentry Skins but not here at the Suggestions channel, so I am here to suggest just that, the ability to have Sentry Turret Skins. I know this might prompt the notion of Engineer special treatment and maybe people asking "Why not the Flare Gun/Satchel Charge/Shield Generator as well?" and yeah those could have skins too. Really I'd be happy even if the Turrets didn't outright have skins but are recolored the same color as your Engineer armor's selected color. Maybe it's just me but when my Engineer is sporting that fancy 3 year anniversary armor with the shiny gold embellishments, and my guns are also gleaming, I find it sad to see my Turrets still looking like, well, what they look like right now.
Here is an idea for another boss type for Elimination missions.
Mactera Queen: A parasitic giant Mactera boss that is able to shoot Mactera spit, grab dwarves like the grabber, release goo like the goo bomber, and spawn smaller versions of the Mactera spawn. They have less health than the dreadnought bosses but make up for it with increased speed and danger. They can't be instakilled by freezing.
They spawn from breaking a cocoon just like the dreads. Mactera Queen larvae burrows into a dread coccon and feeds on the maturing dread. There is no way to tell if it's a queen coccon just from appearance, as with all coccon bosses.
They have a 10% chance of spawning. Every dread type would then have a 30% chance of spawning.
Mission Control will comment when it's a Mactera Queen. "Oh that's not a dreadnought. Kill it anyways team!" "It seems that a nasty parasitic bugger has spawned instead of a dreadnought. I think Management would want it dead all the same." Etc.
hello dudes
An Elite Leech with 3 tentacles instead of 1
New Special Beer: Venom Vein Stout
Our brewery created something so strong and poisonous, that only dwarf's guts can take. This stout is so strong and contains so strange mix of ingredients, that it's metabolites in dwarf's blood stream in some kind of toxins. Be careful - we don't know how it effects on your liver...
Effect: when a bug attacks you in a close range (better after shield were destroyed), there are a high chance that it get poisoned.
Balanced Overclock for the EPC
Particle Accretion:
- damage of normal projectiles increases with distance travelled
- projectiles bounce off of terrain (for extending travel time)
- reduced base damage of normal projectiles
Increase the duration Cryo Minelets last once they've armed. The arming delay is fine and the power of the mines is fine, but the OC would feel a lot better if the minelets just hung around for a little bit longer.
changing the TCF to a overclock, + reversion of explosion mining nerf
overclock - Thin containment field
- shooting a charged shot causes it to implode (same)
- change implosion damage thresholds, able to kill grunts(and lower) up to haz 4 with implosion, leaving haz 5 grunts and up with remaining HP
-20/30 ammo cap
revert the change to explosive mining that sends minerals flying across the map when using explosions to mine via epc and C4
it forces a minimum of 7 ammo per implosion, and massively reduces the number you have access to without taking the super rewarding skillshot of hitting nitra in hard to reach places away from the class with the least to do during downtime between waves/ objectives
Right clicking with a c4 already out throws out another one (if you still have ammo)
This could be fun for big demolition jobs in one click, more explosions!
might be OP for boss missions, would def help for crassus mining tho
be able to walk along the rim of the drop pod to get inside when the doors are open. when the pod is at a inconvenient position and you can't get in through the front you'd try to grapple on it from the sides but the open doors block the way in
Okay so:
How much money has Lloyd made off of tips? And could we get a universal counter for how much money he makes that updates every hour?
A firing range with glyphid type enemies to test builds in a more controlled environment might be nice
Make the Inferno OC leave a wide trail of sticky flames behind
Please for all that is good in this world, make the mine heads outline highlighted when you press x. We have this for the refinery and it makes life so nice. It makes things so much more clear vs a cm wide symbol in point extraction missions.
For the love of Karl, please allow kicking of players after droppod called. Running into troll players intentionally wiping the group and causing mission failure. 3 of the 4 public matches i had time this weekend had this, one cost us an error cube, another was double xp.
hey, was on a simple hazard 3 parasite aquark run when we had a swarm, then a bulk detonator, then a glyphid dreadnought, then a second swarm with another bulk detonator, then a third swarm because all but one of our party dropped and had to run around like a chicken with its head cut off whittling down the first two swarms, then because it took too long, a third swarm with a third bulk detonator. all in all, we had 3 bulk detonators, 3 stacked swarms, and a glyphid dreadnought happening at the same time. my suggestion is, while a swarm is active, you don't get more swarms. pretty simple bit of code, if swarm active=yes, disable swarm spawn. this was hazard 5, maybe hazard 4 difficulty. that SHOULD NOT happen on a hazard 3.
If a lot more power beers are added at some point consider having two beers available at once instead of one, but still only allowing players to benefit from the last single beer they’ve had
take ‘dirty’ out of the mission name generation options :’ ))
Overclock (Clean): Thinner Casings
For: Bulldog Revolver
+12 Ammo
.5 second faster reload
By shaving off all unnecessary parts of the magazines, you can carry more and reload faster
Bring back the barrel armors.
Overclock (Balanced or Clean, depending on how you interpret downwards recoil): Reversed Damage Coils
For: Gk2
+2 damage
? (idk if this would be positive or negative) Recoil goes down, not up
Based off of some old world recoil modifiers, RnD modified the Gk2 to have the recoil push the gun down, and increase damage.
Overclock (Clean) Spiralling Grenades
For: Deepcore PGL
Positives:
Your grenade spins in a spiral fashion
+10% velocity
+10% more AoE damage
RnD warped the firing system of the PGL a tiny bit to make the grenades spin. As a bonus it has a bit more AoE and more velocity
Overclock (Unstable): Fully Auto Fire
For: M1k
You can fully automatically fire the M1k
Increased fire rate (+3)
+80 ammo
No more focus shots
Hipfire recoil increase by 25%
-15 damage
Make the M1k like the Gk2! Rapid fire the M1k and wipe out swarms. Unfortunately this removes the focus shot mechanic
Cryo cannon balance suggestion: The T1 "bigger pressure chamber" mod makes the pressure drop rate into a complete non-issue, even when you have a mod like Ice Storm that makes the pressure drop faster. Part of the problem is that the cryo cannon's pressure gauge is too big anyway. Managing pressure isn't a big part of the weapon, unless you take Flow Rate Expansion (which no-one does because it's pretty much strictly worse than Perfectly Tuned Cooler). Here's my suggestion:
Firstly, greatly increase pressure drop rate for Cryo Cannon, so pressure management is actually a big deal. This acts as a nerf to the weapon, an indirect nerf to the Cold Radiance mod, and also makes the weapon more skill-based.
Secondly, remove the Flow Rate Expansion OC and replace it with Mammoth Pressure Chamber: +10% flow rate, sufficiently reduced pressure drop rate that the weapon goes back to being "hold M1 and don't worry about the pressure drop", but less total ammo carried.
Have a dedicated help channel for ingame- and general issues(Why does game crash - FAQ doesn't describe my issue etc.), as bug-discussion seems to be the wrong place and is ignored anyway and drg chat is only about 'Who has the best build', which leads to the same, being ignored.
So I saw some people mention before about voice commands similar to in TF2, but I did not see any really elaborating on the concept like this. Feel free to hit me with a ♻️, but I have searched for voice commands and I never saw anyone elaborate to this extent.
The x button just does not cut it. It's great for grunting, but the lines are too inconsistent and situational within the mission. Even while downed, players should still have access to the full list.
So, here are some examples I whipped up. Each category could be cycled through by pressing x again. Alternatively, pressing x could bring up a selection of the following:
Voice commands:
- General
- Combat
- Utility
- Gathering
- Cancel.
Examples:
General:
- Yes
- No
- Sorry
- Never-mind
- Follow me
- Hello
- Attention!
- Regroup
- Search this area
- Focus on Objective
- Cancel
Combat:
- Help! (This could even be contextual)
- Focus Fire
- Save yourself
- Need Ammo/out of ammo
- Call a supply pod
- Fall back
- Deploy Shield!
- Mactera Grabber!
- Cave Leech!
- Cancel
Unused:
?. Friendly fire (in case dwarf doesnt automatically say it)
Utility:
- Need light
- Drill Here
- Need zipline
- Need Platform!
- Cancel
Gathering:
- Start mining!
- Minerals here
- Gold
- Gather Nitra (Meaning to gather nitra in general cause low stock)
- Need to deposit! (Might be useful to give someone else a heads up before calling Molly to your location in case they want to use it first)
- Cancel
This is nowhere near a finished product and will definitely need to reduce redundancy wherever needed and to play with the order. But this should serve as a good example as to how it can be utilized, to help others visualize the concept better and to give an example of the variety of options it can provide. In my opinion I think the list would be easier and faster to use and memorize than a wheel.
Would elites be better if they less health but random modifiers akin to a Diablo? It shouldn’t require any model changes, maybe color shades. Ex:
Axbane - takes less damage from pickaxe attacks
Cold blooded - attacks apply X% freeze. Also, it can’t be fully frozen (still slowable)
Ditch digger - able to dig, and digs quickly
Fearless - can’t be feared; moves faster
Imploder - causes an implosion shortly after death (TCF)
Nadebane - takes less damage from explosives
Leaper (hiveguard, grunt) - can pounce like a swarmer, but only once every 15-20 seconds
Electrified - twin elites that arc lightning between like crystals
Lavabreather (hiveguard, grunt) - breaths fire and leaves small lava patches
Shieldbelly - it ate a shield; gains a shield that regenerates after a few seconds of not taking damage
Cannibal - heals when nearby glyphid die
Crystallized (praterion) - increased armor; breath attack also vomits random minerals (with a max)
Adaptive - gains a modest damage reduction against the last element that damaged it
Steelbelly (Mactera) - significant armor and health increase; attack speed and projectiles significantly slowed
Ambusher - model is very translucent unless in 10 yards of a dwarf
Faceoff (if model change is doable) - literally lacks a face and that weak point. Karl only knows how it feeds..
• maybe have a warning “super elite” that spawns elites with 2 modifiers
• Similar to swarms having a 1% chance of dreadnoughts, have a 1% chance of only elites (5? 6?)
- have elites drop a small reward — 10-20crafting minerals, 20 nitra, etc
Get rid of pheromone grenades on scout and replace them with a battle scanner. (Numbers can be tweaked). Provides light equivalent to a flare and within 6m all bugs take 20% increased damage and have a slight graphical highlight on weak points
I know it aint out yet but have elite enemies have a lifespan of some sort. All that anger and danger at the cost of a shorter life. It'd let people try to run if they can or fight it if needed and the devs can make them as strong as they want.
I would suggest the addition of all the models in Deep Rock Galactic to the SourceFilmMaker Workshop, so that we can start making some nice SFM animations
Perhaps, an "Always Run" checkbox in the OPTIONS menu?
I would like to suggest an option to buy multiple cosmetics at once in the shop so we don't have to buy them one by one
maybe make a little icon to see if you are talking in game.
Possessed dwarfs ... new enemy type
make the beer mugs irl merchandise
Overclock (Clean): Improved Sightlines
For: M1k
Focus 50% faster
+5 focus shot damage
Training and less beer mean you can focus faster, and RnD managed to increase the damage a bit.
Upgrade for the scout grapple hook that lets me swing around like Tarzan and use the swing to send yourself flying
anyone else feeling like we need button to mute game sound when we're tabbed out of the game while afk on the spacerig? kinda annoying to always lower master sound to 0 and then trying to hit perfect 100% when done watching dumb shit
Biome Idea: The Festering Corpse
The Festering Corpse is a biome located inside the remains of a MASSIVE Dead alien (we are talking about on the scale of mountains, here). The xenobiology of the alien remains a mystery, but it might be related in some way to Loot Bugs as there is viable minerals to be mined there. The walls are more organic in nature (similar to the organic material of Egg Sacs). Could include hazards such as explosive sacs of gas and toxins as the corpse decays (possibly deep inside walls too?). Also could have "Parasites" in lieu of/in addition to Swarmers. Would also be a more viable place for Corpse Feeders.
Overclock (Unstable): Nuclear Minilets
For: Subata 120
Shoot out nuclear minilets that last for 20 seconds
Blowthrough rounds applied (Go through 1 enemy)
-3 direct damage
-80 ammo
Overclock (Balanced): Oppressive Firing
For: Lead Storm
+10 increase in fire rate
Faster Overheat (20% faster)
By channeling the gases back into the minigun's barrel, we can make it spin faster and rapidly fire even more bullets. The downside is a bit more heat generation.
Headgear that is just you basically wearing a grunts head, with your dwarves face being visible through the mouth. (something like what you'd get if you search "Bear hood" into google images)
Make Bug thing perk have a much bigger AoE or more upgrades to make it bigger. 
Overclock (Unstable): Cold Feet
For: Cryo Cannon
The sticky ice cryo effect lasts much longer. (+10 seconds)
The ice decreases walk speed to affected bugs (-50% walking speed)
-3 freezing power
-2 direct damage
RnD increased the lasting effects of the cryogenic ice that lingers on the ground by using a new solution of fluids. This new mixture does however, compromise a bit of the normal freezing power and also ruins a bit of the direct damage done
Buff bullet storm minigun OC, because right now carpet bomber autocannon OC is literally just better in every way possible.
Passive Perk Suggestion: Prospector
Level 1: Each time your pickaxe strikes a mineral, your pickaxe swing speed increases by 5% to a maximum of 10% faster swing speed for 5 seconds. (2 Perk Points)
Level 2: Each time your pickaxe strikes a mineral, your pickaxe swing speed increases by 5% to a maximum of 15% faster swing speed for 5 seconds. (5 Perk Points)
Level 3: Each time your pickaxe strikes a mineral, your pickaxe swing speed increases by 5% to a maximum of 15% faster swing speed for 8 seconds. (8 Perk Points)
Level 4: Each time your pickaxe strikes a mineral, your pickaxe swing speed increases by 5% to a maximum of 20% faster swing speed for 8 seconds. (11 Perk Points)
Buff crspr: give it more ammo
Suggestion: make an experimental suggestions channel
Game Mode: Deep Dive Frontier
Your team is sent down into Hoxxes like a regular Deep Dive but with a twist, this is endless. Each stage increases the difficulty by half a hazard level and every stage you are rewarded minerals, credits and even cores with rewards increasing along with the depth and difficulty and the missions and levels are randomized. As it is an endless mission, I find rewarding the player every stage makes sense. The team can select their own starting difficulty from 1-5 but after 5 you have to play the mission to reach something like hazard 6 or 7.
What about a gamemode where you start in the center of a giant map filled with anything. Alien eggs, morkite, dreadnoughts, aquarqs and so on along with secondary objectives such as boolo caps, dystrum, fester fleas and so on. Along with that are the usual minerals of the biom you are into. It is up to you what you do. Fullfill everything or just 1 objective. The escape button is always active so you can leave whenever you want. The more objectives you fullfill, the better is the reward upon success but the harder the mission gets. More waves, more special/elite enemies and biom based events such as sandstorms earthquakes and so on. It could come in 2 variations. 1 with molly, 1 with an armored lifter.
Suggestion to add a compass for the Vertical aspect of the HUD, giving degrees at which the character is looking up and down. Can be helpful when blind drilling or mining in order to maintain a certain angles.
Suggestion to severely reduce how often mission control talks when you get out of the triangulation zone. He just keeps saying "Get back in the triangulation zone! You need to stay in the triangulation zone!" NONSTOP, it's insanely annoying, especially on higher difficulties where you don't have a choice but to leave sometimes because of the amount of enemies there are.
Letting players choose what overclock they want (or maybe just what weapon they want it for) through the Forge Mastery rewards, (same with cosmetics) to not be at the mercy of RNG as much would be nice. This way players can grind towards something in particular, instead of hoping for a blind chance each time.
Weird idea: add in a spectral Mactera Grabber that could spawn in instead of the spectral Detonator in Haunted Cave missions. It would behave like a normal Grabber and can be warded off or forced to drop a teammate by shooting at it; it can't be permanently killed, though.
I'm not sure where to post this, but why don't you guys have the modded game be a selection when launching the game ("Launch With Mods" vs "Launch Without Mods") with achievements disabled and which can optionally copy your base game profile? That way players can use their leveled characters without having to worry about breaking progression or having to start a new character for mods.
Suggestion, don't know if this has been though of before. Beer alchemy. A customizable beer where you can mix in different amounts of the hops as well as minerals to get different small buffs
Idk how this would work but I want like cave wide giant bosses with a bunch of weak points and control over the environment and shit
Suggestion:
i've been searching to make sure this isn't a repeat of another post, though it looks like i'm safe. here's an idea for a pickaxe mod. this mod would definitely need balancing, but the loss of the power attack helps with that; the numbers given are for example purposes only. edit: found some posts similar to this, but they date back to mid 2019; ill leave this here. . . for now.
pickaxe mod: pick-mattock; replaces the power attack mod.
*"strike the earth!": a tool of utility, your pickaxe has the following attributes
~ swing your pickaxe [50%?] faster.
~ pickaxe does [50%?] less damage; this balances the faster swing speed.
Suggestion:
i've been searching to make sure this isn't a repeat of another post, though it looks like i'm safe. here's an idea for a weapon. some of the mod/overclock ideas can also be cannibalized for other guns. if something like this is already in progress, disregard the following.
Pepperbox (carbine or pistol).
~ perhaps make it a break action weapon edit: break actions are cool
~ upon using [vague button description] to activate, it fires all the remaining loaded barrels at once. edit for clarification: otherwise, this weapon fires shots in a semi-auto manner (realistically, it would be double action, but the specifics don't matter)
~ overclocks/mods
~ duck's foot: much more damage, less ammo. can only fire volleys.
~ undersized rounds: much more ammo, less damage and accuracy (smaller rounds bounce around inside the barrels, and have less kinetic energy to impart).
~ beard grease: faster rof, increased accuracy.
~ loose parts: much faster rof, less accuracy
~ tight fitting parts: slower rof, increased accuracy and damage
~ rocket rounds: damage increases with distance (think gyrojet)
~ piton rounds: fires small pitons. when they are pickaxed, it accelerates the responsible dwarf vertically. these are one-use, reduce fall damage, and despawn after a period of time
What if you can press c more than one time in the same place, the mule wont follow you straight after you go 20 metres away.
Instead the mule stay there as long as you call him again to move to an different place.
This would be very good in Solo missions becourse the mule can stand still and wont get in the way or push to right to the dreadnout or something.
Suggestion:
Have a 1/100 chance of the Driller's head replacing Doretta's head in escort missions
A new type of grenade for Engi:
A single time use mini sentry turret:
- builds itself automatically
- 30 ammo, cannot be replenished
- detection radius 7 or 10.
For comparison, sticky grenades could do more damage overall, but these would not hurt allies.
Hear me out, less give my boi Gunner a Proton Cannon. Give him the mahvel treatment baby. fast af damage/ammo drain, LESS GO.
Make it so that you can sit in the chairs at the abyss bar?
So I got this one thing that kinda bugs me with the Zhukovs, and that is the final row of perks for the guns only contains two perks. One that basically is made for IFG and electro damage builds and the second being a "meh" second option that feels underwhelming. But if you don't wanna use the electro mod you're basically stuck with the "meh" option. Other weapons seem to always have cool perks on the final row that really changes the weapons playstyle. So basically, please add a third perk on the final row to give the gun more options. Like an ammo upgrade or anything really...
Add a voice line for giving Lloyd a tip that includes the name of the machine: TIPsy (yes it's a double joke)
Overclock (Clean): Dual Nozzles
For: Lloyd! Our favorite beer drone!
He pours beer 50% faster!
(This is a meme overclock but would be cool to have)
A training course in the space rig?
It's a place to practice movement and parkour or just run n jump around with friends
Going off of this, but shooting range when?
Scout lacks a lot of room-clearing potential. He's got a lot of movement options (grappling hook, shotgun jump OC, general dwarf perks), precision weaponry, and throwables that apply debuffs. In teams, he has other dwarves to help cover his deficiencies. In solo, his firepower can be insufficient to deal with hi-hazard swarms, and he can get overwhelmed. This brings me to the topic of his get-out-of-jail-free card in Solo play: Bosco.
Bosco Rockets currently are Scout's best option for explosive area damage and killing crowds of Glyphid Grunts, and they are invaluable to him in Solo play. When Bosco's rockets are on cooldown, Scout's waveclearing potential falls dramatically. So, I would like to propose this: an upgrade for Bosco that reloads one of his Rockets instantly when a Dwarf gets ammo from Resupply.
DRG is good and all, but what if it had VR support ?
idea for mod support,
do what minecraft does with packs and require players to download mods host is using and if a client joins with mods have a pop up say deactive mods or join another session
so i heard about giving elites special attributes but, I'd kinda like to see elites become "unstable", where they gain modifiers like in Diablo, but they spawn with 1 or more that can help the dwarves in a specific way, idk im not good with this.
Overclock (Balanced): Round Roulette
For: Thunderhead Autocannon
Randomly switch between firing Carpet Bomber, Splintering Shells, Neurotoxin Payload, and Big Bertha rounds.
.5 second longer reload
RnD mixed a bunch of random bullets together in the autocannon magazine. Good luck!
the ammo display bar is kinda inaccurate being split into 4 bars but trying to display 5 different ammo counts, 6 for engineer. i know there are "flashing squares" for the edge cases but at times its hard to tell if a teammate is low on primary ammo or has just used a couple ziplines or flares. perhaps a solid bar with 5/6 (possibly labeled by type) segments?
edit: apparently C4/shield aren't counted on ammo bar yet. the more you know i guess
This was, hopefully, suggested many many times before, so I could add my voice to the chorus - please add map marker for Doretta‘s head! So tired of loosing her on my way out, makes me feel I betray her despite my best effort. Also, on many occasions, valiant Dwarves die while searching for their friend, and others are forced to evacuate and loose money on survival bonus
Suggestion. On rare occurrences dwarves who don't make it to the drop pod before the mission start countdown can be seen hurling frozen in space, suggesting they were tossed out to "go with you anyways"
Please stop swapping matches around in the matchmaker, half the time I click to join a game it gets swapped around with another and I join the wrong round.
It is SO annoying.
Suggestion for the server. make Roles for EU / NA and etc
add a popup screen that tells you how to get sober with leaf lovers/blackout the first time you get drunk. it's not super clear in game that you can use leaf lovers or blackout to sober up, when i first started i didn't know for a long time and thought you just had to leave the server or play the mission drunk
It might be good to have a Suggestions outlet separate from the Discord server. It could help resolve reposts and possibly prevent people from seeing the "votes"on an idea, which may adversely affect how the Suggestion is received.
I go through the fall through the map glitch enough that it would be nice to have a respawn button that would put you back next to your team like you were joining into a mission late. This could perhaps use up one of your revives but it would be preferable to falling through the void for a while. This could even be automatically triggered when you go 700 or 800 blocks below the lowest point on the map.
Overclock (Unstable): Increased Beam Velocity
The beam moves 100% faster
2x DPS
Longer beam lifetime (+1 second)
Shorter beam width
.2 seconds longer reload
Beam deploy time is now delayed by .4 seconds
RnD fine-tuned the Breach Cutter's beam velocity, but it did cost the deploy speed and a bit of beam width, but double the damage to compensate for the higher speeds
I was just thinking it be kind funny and just cool, if when you get really drunk with all dwarfs around you. They would do small animations like dumping into each other and laughing/cussing each other out. Or swing back and forth as they hold onto each other. As well as maybe trying to sing and dance which would be out of tone, and soon after they all fall down all together as their laugh and burping… then you wake up in the medical bay.
Also just another side idea maybe the dwarfs could maybe sing if they're drunk on mission or just burp.fart, as well as randomly dance and even laugh loudly.(which in turn would make them more of a target for the bugs) As well as maybe just singing or hummm little tones to give them more character as they mine. Like sea of thieves where if you have multiple people playing a song it starts making it sounding better and more like a song.
here's another dumb idea i had; hopefully this stokes someone's imagination. also, as far as i was able to find, this is not suggested elsewhere (though i could also just be blind).
mission: the great mushrum hunt
~ somewhere (far off) in the cave there is a special type of beer ingredient that is being guarded by either a) wildlife (maybe its their favourite snack, maybe they are cultivating it to feed to dreadnoughts, like how some ants cultivate fungus), or b) some sort of vault or machine-event type encounter, stored for safe keeping and/or gathered by machines. after felling your foes, you can strap the great(big, but also awesome) mushrum to molly, then make like an elf and leaf.
yes, this does take inspiration from the escort/heartstone mission, but it could be an interesting twist on the "hunt/gather this object(s)" type of mission. overall i rate this suggestion with a chonky 'F', as it is not unique enough and has probably already been suggested.
What if the deposit ports at the sides of the Drop Pod had bigger retractable platforms like the Drilldozer has below its button?
I have a small suggestion and a big one:
** 1️⃣ Dying Cave**: Biome which slowly but surely collapses and needs to be played through quickly. If that is too hard to implement, maybe some modification to only have limited time to finish a mission as an extra mod?
** 2️⃣ Quick "Thank you" and "You're Welcome"**: When resurrecting and generally being a nice dwarf, maybe add a button for others which allows for saying thank you quickly? This exists in Apex Legends, and there I find it to be a very neat feature
The frost praetorian is currently very non-threatening. The reason for this is that the frost breath doesn't do much damage, and it doesn't really have a high chance of freezing the dwarves either. Just increasing the damage and freezing power would be frustrating, though, since the breath attack starts up so fast and applies a slow - you'd get caught in it and frozen with no chance to get out!
Instead, rework the breath attack so that instead of steady freezing over time, it has a long and obvious wind-up and then a MUCH larger burst of cold. Instead of getting immediately hit and slowed the instant the praetorian begins the attack animation, you see and hear it "taking a deep breath" and then you have to move or you will get frozen.
I feel the older Hoxxes IV biomes could use a bit more endemic life that are not maggots, so I'd like to suggest a non-hostile, small species of shiny hermit crabs :
Option to show ping in numbers.
Weapons skins that look like the original alpha weapons.
How’s having a cluster bomb oc for the 40mm on engine an balanced cluster bomb which decreases direct damage the cluster grenade works in a similar way to the cluster bomb on the gunner but bigger and more nades could be an idea for update 35 with new overclocks
feel like we should carry pickaxe just like guns .. we couldnt show it to others... also like to add some effects to each pickaxe
Pgl oc: Hot fuse. The grenade has 1 (or whatever)second of fuse. Holding m1 makes fuse burn. You can modulate when it will blast. (This is pro and con) -the grenade will not explode before the fuse hits 0. but it will give the enemy knockback and stun and some damage and the grenade will bounce off. +blast radius + blast damage (if my english is bad, think about tf2 loose cannon with no double donk)
Overclock (Balanced): Electric Bullets
The bullets are now electric! (Lasts for 4 seconds)
Less Magazine Capacity (-10 per each Pistol)
RnD electrified the Zhukovs bullets, but the bulky copper bullets reduce the amount of bullet you can have in the magazines.
For the crossbow weapon that was teased in media, in case it is coming in-game:
- Have an explosive arrow
- Have a fire arrow
Could be through normal upgrade or OC.
Balanced overclock for the ThunderHead Autocannon: "Scoped Barrels"
-60% base spread
Slight decrease in Rate of Fire (-1.5)
An improved aiming system has been installed on the barrels of the weapon, reducing the spread of your bullets for a more accurate firing, however to keep the weapon stable the rate of fire is reduced
Change the voice lines when you ping a tamed bug with the pointer. I don't want people to shoot my bug!
I get this bug almost every match, either I fall through the floor or more commonly, the person I'm reviving falls through the floor forever. When I'm trying to use iron will and save the match and they just fall through the floor it's the saddest thing
wat is recycle rxn
Some Overclock ideas taking inspiration from the teased Goo gun, as well as the concept behind Embedded Detonators and Explosive Reload being on separate weapons, but retaining the same, or similar, function.
DeepCore PGL:
SynthGoo Filler (Balanced Overclock)
Explosion covers the are in Sticky Goo.
Increased effect range. +2
-25% Velocity.
Moderate decrease in explosive damage.
The folks down in RnD must have been on a bender, and stumbled upon a synthetic version of the the Sticky Goo found in Hoxxes' Bogs, and obviously tried it out as ordnance filler. Your rounds lack most of their damage now but they'll leave behind a sticky mess that's proven to slow down anything that gets coated in it, yourself and fellow dwarves included!
Note: Management does NOT offer discounts on laundry services!
Thunderhead AutoCannon:
SynthGoo Filled Shells (Unstable Overclock)
Rounds impacting terrain have a chance(75%) to leave behind globs of Sticky Goo
Increased effect range. +2
Decreased Max Firerate. -2
Decreased Direct and Area Damage. -4/-3
The folks down in RnD must have been on a bender, and stumbled upon a synthetic version of the the Sticky Goo found in Hoxxes' Bogs, and obviously tried it out as ordnance filler. Your rounds lack in explosive damage now but they'll usually leave behind a sticky mess that's proven to slow down anything that steps in it, yourself and fellow dwarves included!
Note: Management does NOT offer discounts on laundry services!
Not the best at the whole numbers and classification of OC's, suggested tweaks/balancing is welcome!
Mission modifier idea:
Bioluminescent bugs
The bugs have eaten something and have started lighting up their surroundings
order sandwich at bar
dwarf say sandwich time
no sandwich so no sandwich time
munchey crunchey not possible without sandwich
sandwich with multiple fillings available like bread sandwich
I think the cryo cannon should be able to produce an ice path like on the Incredibles
Suggestion: Make customization shared between classes. It feels bad having to pay to unlock the same haircuts, colors, and winposes for different classes.
Elemental Bulk Detonator variants- stuff like radioactive and slimy, which have different effects on their stomp and death explosions and also might spray stuff when their weakpoints break (like Goo Bombers).
Radioactive could be called a "Holog Detonator" (after a nuclear test) and drop radiation AOEs (and maybe have an excessively large death explosion) and Slimy could be called a "Septica Detonator" (after fuligo septica- "dog vomit" slime mold) and drop orange Sentinel slime everywhere.
give cryo cannon a utility purpose similar to crspr
crspr can burn cobwebs and melts ice
cryo cannon should be able to cool off the burning rocks that are created when you use explosives in magma core
So I was thinking of this the other day, I often forget to intentionally choose the proper build as I switch between missions and such, there are, after all, a ton of mission type/biome/modifier combinations.
I think it would be a good idea to offer a way to distribute loadout selections to your mission types, as well as to the biome, and if possible even to a specific modifer. It doesn't always matter, most casual stuff you don't need to min-max, but for example in Crystal Caverns and playing as Engineer, forgetting to have the right type of primary weapon to deal with all the small swarming bugs can be a real problem.
Basically, you could assign a standard loadout that the game defaults to most of the time, but if certain conditions are met, the game switches to your preferred loadout for your current class based on those conditions. No loadout is a master of all trades, so it would be nice to make it so if one so chose, they could automate the process of tailoring their loadout to the mission type, biome, or modifiers. Never again bring the Deepcore Nuke Overclock to the Radioactive Exclusion Zone, the Flamethrower to the Magma Core, etc. If you make a loadout that works best for a certain scenario, you are allowed to assign it to that scenario. Just something to make a sufficiently invested player with the time to manage it be able to always have the loadout they want to use.
In order of importance, probably being able to tailor to the Biome is most important, then the mission type, and lastly the modifiers.
Idea for a mission type: Tower Defense/Mann vs Machine-escue type missions where you defend a Loot Bug farm on the various planets. Maybe the administrators of the rig want to protect the Loot Bug populations, so they want to ship them to a safe haven, and they plan to send a carrier that'll ship them off soon, so it's your job to defend said Loot Bug farms from grunts. Every grunt you kill drops 0.50x nitra, meaning if you kill two grunts it equals 1 Nitra. Maybe it can also last 3 or 4 waves or even more minutes.
I hope that in update 36 it is about the bar! That you can sit down there and arm wrestle.
Alternative to loadout fixes, seperating each loadout slot to only affect the item/weapon. That way if you want to run a specific loadout you don't have to remod half of your gear while mixing existing ones
Idea for mods:
I think the best way to add mods to the game is to have 2 separate saves but your main save affects your mods one for example I am core level 27 and have a promoted scout all that goes to my mod save and any xp and gold I gain on main save goes to mod save including resources upgrades and all but not vice versa and finally mod save can't unlock achievements.
I hope my idea is helpful and good luck management.
With the TCF nerf, a magnet perk would be a really appreciated thing imo, but just a suggestion
Active Perk Suggestion: Juggernaut
Level 1: 3 Perk Points
Passive: You are 10% Resistant to slows/stuns caused by enemies (10% Resistant meaning the effect slows you down 10% less or lasts 10% shorter, up to devs to determine what that means)
Active: By pressing [some key], you overcharge your armor, making you 20% resistant to damage from bug bites and immune to slows & stuns caused by enemies for 10 seconds. (4 minute cooldown)
Level 2: 7 Perk Points
Passive: You are 10% Resistant to slows/stuns caused by enemies
Active: By pressing [some key], you overcharge your armor, making you 20% resistant to damage from bug bites and immune to slows & stuns caused by enemies for 10 seconds. (3 minute cooldown)
Level 3: 11 Perk Points
Passive: You are 15% Resistant to slows/stuns caused by enemies
Active: By pressing [some key], you overcharge your armor, making you 30% resistant to damage from bug bites and immune to slows & stuns caused by enemies for 10 seconds. (3 minute cooldown)
hey me again, turret skins that is all. thank you
Female Dwarfs... my girlfriend started playing the game with me and she is sad that there are no female dwarfs...
So with the bug I (and probably many others already) have found, I have a suggestion: Allow default paintjobs of certain weapon and armor designs to be used with all other weapon/armor designs for that weapon/class. And the bug I'm talking about is that Scale Brigade weapons with default skin now use that weapon's default design's default skin instead and it actually looks pretty nice
Throwing heavy objects to deposit or interact them e.g. throwing a gunk into molly or a battery into a cargo crate
Female dwarf that punches bugs to death
Surface missions, saving valuable items from a corporate facility, rescue management from a facility that is being swarmed which would also expand escort missions. other surface missions would be no gravity and have all the base environments but above ground. this would make it where you could make the planet look way more diverse, you'd also be able to look into space while in a mission and see the space rig
Overclock (Clean): Improved Gas System
For: PGL
Increased Velocity (50%)
+30 Direct Damage
Need longer range AoE? RnD souped up the ejection of the PGL!
I didn't find the proper place to post this so... here I am. I've played DRG since launch and really enjoy it still. This game was perfect for my friends and I because we could just start a game whenever, even if we didn't play for weeks. It was at that exact good level between simple and complex to keep our attention and not drive us off with the difficulty.
I get it though, some hardcore players need more things to do and more challenges.
I just want this game to remain an option for casual players like me.
faster reload mod for PGL
I have an idea for an Flamethrower overclock:
Fire ball spitter: now the CRISPR throws fireballs instead of it's normal fire
-deacrease ammo (both in mag and stock)
-Deacrease heavily flow rate
-Add some damage
-Add some range? (not sure about this one)
#MakeSubataGreatAgain
Atleast now when EPC is getting wierd
Remove Double Barrel as an Overclock and make it into a Boomstick mod in row 2. Might actually be useful when combined with other OCs.
Pipelines should not extend beyond there maximum reach when you build them, just like cable in salvage operation
A Rework of the Frozen Status Effect, at least from the Cryo Cannon:
As it stands, the effect of freezing is a bit too polarizing, giving you amazing CC and 3x kinetic damage against frozen targets. To try and smooth out the effects of the status, while not making it a blue flamethrower, is a rework suggestion below:
Enemies are now chilled when hit by the Cryo Cannon, slowing down their movement speed, attack rate, and attack windup. They also take increases damage. Both of these effects scale with how chilled the target is. As a result of this change, enemies would likely take longer to freeze, and freezing enemies now will not offer as large of a damage multiplier (possibly 1.5-2x), but it should make the Cryo Cannon into less of a deletion stream and more into a Crowd Control Weapon.
Whether weakpoints would still be available on frozen targets is another choice that I am currently unsure of whether to add. Having indestructible armor still affect damage while frozen is another possible balance change.
Hopefully this can help balance the strength of the Freezing Effect (for the cryo cannon at least) and make crowd control a more important part of it's core strength.
I'm going to suggest once more that subata 120 has a higher base damage, around 15 or 16, in order for it to work well in its intended role as a semi auto pistol. I would also suggest much more diverse build options such as improvements to the automatic fire OC, more damage increase options or mag capacity or fire rate options, possibly armor breaking or neurotoxin options. Just make it stronger so that it can stand on its own legs. As it is now the subata relies massively on the weakpoint and burn bonuses just to do average damage, making it less efficient and less convenient to use than just using the EPC.
You see way more diversity in the bulldog, brrt, and dual zhukovs in how you can build them. The subata 120 doesn't really have that. It's over clocks are also very underpowered and don't address it's root problem of just not having damage.
The subata severely underperforms and it's current OCs don't really fix that. I strongly suggest overhauling the subata to make a more effective semi auto pistol that takes advantage of weakpoints but does not rely on them entirely.
We have a lot of hot bullets or bullets that cause stun through lightning, explosives, and etc. We don't have any bullets that cause cooling when hit or reload. So how about a coolant bullet that freezes target when hit or reload?
Quality of life suggestion for Cargo Crates that dispense Croppa: can the chunks of croppa not fly off in random directions when standing on top of the crate? its infuriating having to hunt down small chunks of croppa especially on an escort mission.
Every Other Mineral: goes into Dwarf's mineral bag
Croppa Chunks: flying everywhere
On controllers, "Use" and "Reload" is the same button, this leads to issues in certain situations, among them, you cannot use the "Liquid morkite rails" and the "Ice Spike" OC for the Cryo cannon without the overclock special triggering, the ability to separate the bindings for reload and use might be useful.
For rock and stone, please put the EPC back to how it was without minerals flying across the map - some of us just prefer not to use pickaxes.
Low oxygen missions - Molly needs to be programmed better. When you call in the drop pod, please fix the pathing so Molly doesn't walk up a wall and leave you where you can't get to her. This is very frustrating as there is nothing you can do to stop her or call her back. Which leads to you dying, and failing the mission.
The ALL CAPS names sucks
Old fonts as option. I get eyestrain trying to read new fonts, especially player names. The distance between letter is too short ((
As EPCs Think Containment Fields description say it makes "implosion" so minerals should colapse from middle of implosion (as before).
Plasma vaporize dirt making lower pressure in middle of implosion "buble" which sucks minerals into middle where they bumb into each other, canceling each others momentum and fall down with gravity.
So make it like before or change Mod Description as its physical wierdness 😄
I say R enough to deserve a pirate hat and parrot, so adding a pirate hat would be funny.
dumb m1k overclock idea
"High Velocity Rounds"
Increases damage dealt with the weapon this applies to, depending on distance from the target.
Close? You get a damage penalty. Your damage can go down to half damage at point blank!
But if you enjoy hitting people from far away, it can double the damage you deal.
The amounts might be too drastic but I think it could be interesting
Ok, I said it before, but not here, I'll say it again: unique models for Elite Enemies
At least a new colour. Current state with "skull sign and inscription" isn't your level, guys. You can do much better, and we want a new content, not a just "slightly glowing bugs".
To be honest, the elite enemies don't even feel like an additional feature, they're basicly just usual enemies with more health. There's nothing what makes them anything else than annoying. Unique models won't change anything on that.
If you want to add harder enemies, you also have to make the player feel happy to encounter them. Make them drop loot for example, maybe in a special way like the Crassus Exploder. Players love this one because it's a nice challange with a great reward. Elite enemies are bullet sponges wich prevent you from doing your work.
Another thing: What's the point of Deep Dive Elite if it's (nearly) impossible to win? The second mission of the current DDE is way too hard due to the Dreadnought bossfight. Im my opinion, this is because of the swarm that comes with the boss. You simply cannot reach the damage output you need in order to not get overrun. So here's my suggestion: Leave the bosses buffed (more or less) like you did in the update but let the players fight them without any other enemies spawning at the same time. The bossfight are way more enjoyable if you don't need to deal with those purely annoying swarms at the same time. The bossfight can still be hard though, if you manage to balance the bosses right.
You should be able to view the Unions from this screen so you can see how the monthly progress is going when you load into the station.
I think it would be fair if the minimal height required to get fall damage would be increased, at least for the modifications/beer (even perks in the future?) that provide fall damage reduction (zipline, scout's armor/grappling hook etc.)
Fall damage is extremely random, and in this game it's especially punishing, i understand that you get oneshotted if you fly up high and fall down, but the randomness is real, sometimes you fall from a high place and you get your whole shield + some health removed, or either just half the shield, i don't really know how the calculation for fall damage works.
The suggestion is basically: if you fall for 5 meters worth of height, and let's say fall damage is applied after a fall worth 3 meters of height, your protection will add 1 or 2 meters to the standard fall damage proc height which won't proc said damage, as it's going to be considered as non-lethal height.
if you exceed 5 meters, the %damage reduction will kick in, as you're going to take damage.
Note: i used random numbers as examples, i do not know after how many meters the fall damage is actually applied, don't kill me pls
TL;DR, also for people who don't seem to understand: anything that has a fall damage reduction should also increase the maximum height which you can fall without taking damage. Simple as that, right?
Mod reviews by the devs
Stop nerfing the m1k
It's probably been suggested already, but elite enemies would be more rewarding if they dropped rare resources like enor pearls and whatnot
able to tear off glyphid parts while they're still alive, just like real bugs. the bastards...
obviously not tear them off with your bare hands but shoot 'em off
Some sort of new enemy catagory/ mission that is the standard glyphids but they've been infected by some sort of fungus or virus that resurrects dead glyphids or takes over live ones. Perhaps in whatever mission they appear on we're trying to kill whatever is the source of the infection or bring a sample or simply kill all infested glyphids.
Give the Elite Enemies 1 or 2 additional attacks to set them aside from them just being a bug with bigger numbers.
i think being able to trade matrix cores (unforged) would eliminate the frustration of getting cosmetics for the wrong class.
Another suggestion about Elite Ennemies: Mark them as elite when pinged. Helps with team communication without mic.
Instead of Glyphid Slasher which isn't that dangerous by itself, a little Glyphid Slasher (Elite) will help to understand the cry for help
Probably a costly implementation due to frameworks and paint jobs but
The Bulldog’s cylinder model remains the same regardless of overclock
Six Shooter? 4 rounds in its model
Elephant rounds with 3 rounds per cylinder? 4 bullets in its model
Maybe a minor thing but for someone that pays attention to these kinds of details, it’s rather irritating when the in-game model doesn’t match the amount of bullets loaded
I fell so far below the skybox today that it teleported me back to the space rig and all I saw was green void. Petition for this place to be Karl's location.
Also petition for Mission Control's voice to be pitched up on Rich Atmosphere anomaly
Rename the "Super Blowthrough Rounds" mod for the Jury-Rigged Boomstick to "Flechette Rounds".
Current "Elite" enemies are unimaginative and uninteresting bullet sponges black holes, and some are hard to identify until they waltz out of a 4-dwarf bullet inferno with only 3rd of their HP bar missing.
On one end of the spectrum y'all did great with the new mactera variants and the revamped dreads and then you swing over to the other end where you do elites like you're making games for a month.
If you have no better ideas, just remove them and nobody will miss them or grief over it.
So the elites are out.. and while some of you will worship the ground the devs walk on, I'm here with some constructive criticism;
The elites need to feel rewarding to fight, because right now they're just an annoyance that make the game less fun.
Have elite enemies chomp through the environment or drop minerals when killed, have them exhibit new mechanics to upgrade what was already there - like giving armor grunts the ability to hunker down and take 99% reduced dmg for a short while, like a turtle.. or giving slashers like a slashing spin move, or an alien head extension.. or giving pretorians a shorter puke spray, but triple it, or, have them leave a trail of toxic waste that damages and slows you, or have them just demolish the environment like bulks/dreads when they're trying to get to you (but have them destroy it by simply walking close to it, not as a chase mechanic)... make them upgraded and interesting, not just a boring ammo sink.
Make killing them rewarding by boosting your mineral count, or xp, or both.
Make the game fun, not a tedious chore.
I'm not sure if this is a bug but the volume of the Jukebox inside of the Space Rig is being dictated by the 'Sounds Effects Volume' slider rather than the 'Music Volume' slider, can this be be changed?
From hotfix:
Fixed a bug that caused Magma Core Earthquakes to make spikes not holes
I played several missions with this bug and it's looking as something new for magma core. It would be interesting if this becomes a feature and not a bug. Except when you find yourself trapped inside this "hill".
the ability to switch between first and third person view both in the space rig and during missions...also a shooting range to test weapons and weapon mods
friend has colorblindness and finds it difficult to see the steve's effect to tell them apart from the rest of the enemies, can we get an option to change the color or increase/decrease the intensity of the effect to make it clearer for people with visual impairments etc? It's already pretty hard to see for me (able bodied) I can't imagine how invisible it must be for them
Elite oppressor slams and makes spikes instead of the blunt rocks. Maybe less bouncy, definitely more damaging
Maybe it was suggested already, but an achievement for doing 1000 Rock and Stone gestures.
Overclock (Balanced): Revolving Barrels
For: Lead Storm Powered Minigun
The minigun starts off fully centered
As the minigun fires the spread increases
RnD balanced the Minigun to start off fully accurate but it grows more inaccurate as it's fired
(For specifics the spread starts off as fully balanced then spreads out to 125%)
Make Elite enemies special instead of just turning their stats up. Fighting random bullet sponges just isn't very funny.
Or maybe just spawn some new Pretorian variants instead.
Also: please let us disable the mission control subtitles. It blocks a significant portion of the screen, which makes fighting things like Acid Spitters a pain.
a Flower Trader or let us buy and sell flowers on the Mineral Trader... also the ability to see our teamates through walls the same way we can see them when they are downed and also show them on the compass
so the aggressive venting mod for the minigun was buffed recently and that's great, its a personal favorite of mine for lower haz missions
unfortunately i dont think enough has been done to make it properly useful for haz5, its still not as valuable as cold as the grave
the problem is you just cant use aggressive venting on haz 5 if youve got oppressors or bulks bearing down on you, its impossible to give up the minigun in those situations
but rather than do something like buff its damage or radius, i propose allowing it to scare away creatures who are normally immune to fear factor - oppressors, dreadnoughts, bulk detonators etc - like how the shield generator currently does
this gives gunner players a semi reliable source of consistent fear on enemies normally immune to it, which could be potentially huge but comes at great sacrifice. could open up some interesting options
Please add a health bar to stabber vines. It sucks not knowing how much more damage you need to deal to them. It's also not clear at all if they have a weakspot or not.
Idea for an enemy type: glyphid trapper
A glyphid that is slightly larger than a grunt with Partial camouflaging skin, with a small tendril like antenna that makes something that looks like a small deposit of minerals. When a dwarf lingers near for too long, or tries to mine the minerals, the tendril will wrap around them and body will take bites at them. The mineral bait can morph into part of a larger mineral deposit of morkite, gold, nitra, and other minerals similar to them. Meanwhile, smaller crafting minerals and red sugar would look like normal. I just think this will make players be more careful, and check around them.
At this point im just gonna slap this into place and leave it
A special channel for a suggestions that developers "take on note". At least for some cool, but hard ideas that could be realized in a future. I remeber a great idea about "Mastery perks" (or kinda like that). It will be sad, if it will be lost in tons of different stuff.
And it will be great if we'll see that you read this channel. Sometimes I think that we writes here for nothing, may be for gain a "rocknstone" under ideas, like "hey, community thinks that it's a cool idea, good work". Could be cool to see that you get some feedback from here.
FEMALE CHARACTERS 😄
M1000 Classic - T1 Expanded Ammo Bags
Feedback:
-It's very punishing to take T1 Increased Caliber Rounds on most builds without Minimal Clips' ammo bonus.
-A lot of MinClips users (me included) feelsbad about the ammo hit.
-EFS could also use T1 Damage to compete with other builds.
Suggestion:
-Shift some of T1 Ammo's bonus to the base weapon (+36% ammo is a lot). Re-adjust Hipster and SCC ammo bonus/penalties since they would be affected.
A little pause icon on a player’s icon to let you know when a player has gone to do something so you know not to revive em in the middle of a wave just for em to get downed straight away.
ANY armor paintjob should work on ANY class regardless of color. Let me be a red Gunner dangit
Could it be possible to have the "Ice spear" overclock to require holding R for it to work?
sometimes i just press R because i want to see the animation but i forget and just waste ammo (i know you can change weapon to prevent this but sometimes i just don't realize).
And with this it would even restore the animation upon pressing R
I know blast mining with c4 and tcf is polarising, but would removing mineral scatter on only oil shale be a decent compromise? Or reducing the number of hits required to mine shale. Currently, there are too many situations where the dozer refuelling takes forever because all the shale is clustered around the ceiling and the best method of dealing with it has been removed.
Personal Company Special skins for each class. Instead of white and blue for everyone, have the color correspond to the class (blue for scout, red for engineer, etc.)
Beer effects to be in the mission like mini dwarfs, dwarves on fire or giant dwarfs. Those are all effects from beers why not have the effects in missions too I think it'd be really funny. And it's just aesthetics or cosmetic so it just looks cool. ( This is also counts for combining effects like having mini flaming dwarfs.)
Suggestion 1: a "Shuffle" option in Victory Moves where it randomly chooses a victory move based on ones that you've whitelisted as your favorites.
Suggestion 2: an option to pick your favorite dance moves for when you dance at the jukebox (or with Blackreach Blonde).
Suggestion 3: an option to pick your favorite songs at the jukebox, making them twice as likely to be played as other songs would.
What if you could play split screen, but player 2 would be bosco?
The idea is to make the boomstick very good at killing swarmers or naedocytes upclose while struggle with anything stronger than a grunt. Think of the BRT7 flechette rounds
Can we make it so veteran depositor gives you the dmg reduction while within the range of Doreta and not just the mule?
Please add an icon for fear. It's often very difficult to tell when an enemy is feared, especially when you're shooting 20 grunts from 50 meters away with Neurotoxin Payload. Adding an icon will also help new players understand the fear mechanic exists, as there are a lot of weapons that can cause it but it is rarely clearly stated. Adding an icon will also help players understand its "duration", which is not only unclear, but is affected by other status effects (slows/stuns/freeze).
A type of Hazard Bonus or Mutation where you go into a area where the company hasn't sent any workers yet and the bugs haven't really encountered
any DRG workers. This would change how the bugs act but I don't really have any ideas about the behavioural changes
naturally spawning small chunks of rock and stone to be thrown at leaf lovers
Give azure Weald another creature that is a flying loot bug that looks somewhat like this moth, also let us pet them, don’t worry it will be with loot bugs it won’t replace them
An animation of tearing of bugs. I mean, if you kill them with shotgun, autocannon, minigun or grenade launcher, you turn him literally into green fog or "thin green paste" that splashes around. Could be cool if it will be some animation of blowing them apart. It will provides more weapon impact. For now they just, ugh, flies away using ragdoll, like you shoot him from a simple pistol, not with a god damn heavy cannon or powerful shotgun. Let us feel a power of our weapon.
Make weapons louder the more DPS they do so it feels better using stronger weapons
victory animation of a dwarf breaking open a keg with his head and pouring the beer inside of it down his head
Give the subata +3 damage so it can 1 shot swarmers base and be reasonably on par with other weapons in terms of damage. This constitutes a flat 25% damage buff but it is much needed
C4 should retain the ability to drop minerals neatly in a pile. The TCF nerf applying to C4 was completely unneeded, and this would give C4 a unique purpose for mining over TCF.
The Mask For a helmet option
the mask from the movie the mask by jim carrey should be an option for a head gear. it looks like this:
A Fedora
new steam leaderboard for amount of credits tipped to lloyd so dancing time isnt the only one (also maybe remove the cheaters from the top 10 spots of the dancing one if that's something you have control over)
Weapon frameworks with beards on them.
BEARDED GUNS! BEARDED GUNS!
Overclock (Balanced): Pinpoint Accuracy
Your minigun has a base spread of 0.
You stabilize 100% faster
Longer spinnup time (.5 seconds)
RnD heard got so sick and tired of dwarves whining that the minigun wasn't accurate enough, so they increased spinnup time to help calibrate the minigun to have laser focused accuracy.
Idea: Collectables Ik this sounds like it be horrible but hear me out. Imagine if they were like the perk points where you'd have to do missions or certain objectives and there would be perks for it such as bar upgrades; more special drinks, poker, eating, etc. There could be other minigames unlocked; football (European), basketball, zero-g hockey, and like card games.
Add a sound effect when your rechargeable skills are recharged, much akin to the borderlands series. The reasoning behind this is it would just be a nice QoL thing, just letting you know your skills would be back.
Add a marker for doretta's head
Why Not give every class uniuqe perks:
F.e. 1 extra Perk Slots Like engi can choose beetween faster repairing or Scout can shout at someone to motivate them
A beer that make you hallucinate mad sh*t like deadwood worms popping all around and the Haunted glyphids roaming in the rig
The Eldritch Ale
Suggestion: change to a fond that allows for lower case letters in the name
Allow enemies killed by Electrifying Reload to trigger Battle Cool / Battle Frenzy
Suggestion: when placing a pipeline to a well, automatically order that pump
(Gk2 Homebrew Powder replacement OC) Super-Sonic Rounds: +1dmg +25ammo "These bad-boys tear through glyphids like butter. You might want to bring some ear protection though."
What about some more voicelines about mini mules with a twist : the dwarves call them smollies (because Small + Molly = Smolly 🤯 ) instead of mini mules !
EDIT : Tater thought about it way sooner
Pings also appear in the map (so if someone that is far away pings, we can see aswell).
OC for drillers cryo cannon that makes the ice he shoots on the ground slippery, so u can slide on it, it could also extend the time the ice is on the ground by a lil bit, could be fun for getting around
New, quiet voice lines for the Memorial Hall. Things like "Gone, but never forgotten" due to the solem atmosphere of the place.
Maybe someone already suggested this: Please make the paintjob bug into a real thing. (Look in #galley) The Possibility you can create with this... Its SO Good.
Suggestion: turn on anti-aliasing in the space rig consoles such as the equipment screen, wardrobe, forge, etc. The 3D models in these screens looks very jagged.
How would the community feel about “EMERGENCY MISSIONS”?
Basically an event mission where multiple teams collaborate. Would only be available for one week of a month
Character specific victory animations.
Ie. Engineer crouching near a turret, pointing out targets which the turret then shoots.
Scout hooking onto the ceiling and then hanging down from it.
Gunner leaning against their main weapon.
Driller initially hidden behind a small patch of rock/dirt which they then drill through.
For aggressive venting, allow venting of the minigun heat at any stage of the heat (green, yellow, red) with the reload button. The power of the heat vent become more powerful the closer the minigun to overheating. That way aggressive venting can be used as a defensive maneuver for gunner who wanted to play defensively without using so much ammo to build it to overheat.
can you time doors in the spacerig better so when you sprint towards them, they open before you hit them? (as in the video attached). this also happens very slightly when walking.
also, they refuse to open for a short time after you walk through them, which i see no benefit from.
Suggestion title: Steeve moustache
I believe that every Steeve that we tame should have a classy moustache added to its face. It does not affect the gameplay, but the experience will be enhanced by having not only a loyal companion, but also a gentlemanlike and classy one that we will want to protect and spend a whole expedition with. The con here is that we can't take those lads back with us.
Suggestion, After all perks are purchased remaining points would add to weakpoint damage at a .5% per point. As i have a bunch of points just sadly kinda sitting there now home.
Addition to @rough comet's idea
I think the animation could be recycled, as to not give devs more work. Button clicking animation while holding some cartoon moustache and just slapping it on Steeve's head
give the Elite enemies a Kursite model instead of a slightly upscaled normal one, so they're easier to spot and stay consistent with previously established lore
Please bring back the green explosion for neurotoxin payload, I miss it.
Suggestion: Shield animation
When you press the reload button on a gun that's already reloaded it does a neat little animation right, what if there was an animation with the gunner's shield were when you press the reload button, the character flips it with their hand or like a coin maybe
Suggestion: Limit the amount of interaction randoms have on messing up the hosts mission.
Too many games Ive played in a public lobby with randoms who ruin the mission either by immediately calling the drop pod as soon as the primary mission is fulfilled denying the chance to the other players of getting the secondary bonus, finding rare materials in different parts of the map, or even trying to explore and find things like battery packs and helmets.. My suggestion is just to switch control of the call drop pod button to the host of the games preventing players from doing this.
helmet+goggles please? im sure you know where this is going... maybe add it to the rough necks dlc?
A dedicated build discussion channel
add a mod ideas channel to the discord so the community can give ideas to the modders
Add an Achievement or even an XP, Money or loot bonus when saving Doretta!
Buff the minigun already, the autocannon is for all intents and purposes just better at anything that it can do.
Would love to see something like customization to lighting options, such as changing the flares to be sticky instead of bounce, or the option to swap out the flashlight entirely for a faster flare recharge speed (or the inverse, swapping flares for an improved flashlight and making holding F change the focal length and other players being able to see what that lights up so it's not a selfish choice). Or sacrificing recharge speed for greater light radius and up-time on flares.
Perhaps the flares in the loadout screen (which seems to just be there for UI symmetry at the moment. Edit: I learned they used to have upgrades but were lumped into the standard flares. It sounded from the dev stream mentioning this that perhaps the old upgrades were cheap essentials you forget about once you get them instead of preferential decisions. I think not everyone would necessarily grab something like sticky over not) could just be general lighting equipment, with flares and flashlights lumped into each other, giving options to specialize for play-style.
the update removed Bosco's ability to mine Ommoran Beamers. I would like it back.
Can we please get a blood and gore switch?
Hear me out: Special Powder for the Zhukovs.
Ok, that's all I got.
OC Idea - M100 - name pending
- Whilst in the air, charged shots propel the draw in the other direction
- Faster charge speed
- Small or medium damage penalty / reduced weak point damage bonus
- Small clip size penalty
i saw this in a comment section and i thought it was a good idea. A warning/modifier that replaces all gold and nitra veins in the cave with loot bugs
The game should recognize that someone made it to the drop pod despite being incapacitated.
I'm sure something like this has been suggested before, but I'd suggest two different OC for the M1K.
OC - Sniper Shot (Unstable)
Pro - Massive Focus Shot damage, especially to weakspots.
Con - Longer time to focus
Con - Single shot requires reload (but doesn't consume an entire clips worth of ammo)
Con - Aim penalty for moving
OC - Explosive Shot (Clean?)
Pro - Focus Shots now embed an explosive charge into an enemy. After a short fuse (and beeps) it explodes dealing damage in a small/medium AoE around the target.
I would like a "Random" button on the map screen.
When selected, the mission would show up as "???" and you would not know what you were going into until you're actually in the mission. Drop me in, coach, I'm ready!
would like a 'thumbs up' 👍 option for players at the end of the mission (the scene where all the dwarfs walk and pose?) ... so grateful to have some random amazing teammates
Allow us to land on loot bugs to stop fall damage, also making the minerals violently explode out the sides of them
Reduce Pipe Build time depending on length, so a pipe 2 Metres long doesn't take the same time as a Pipe 9 Metres long.
change proximity trigger for the deepcore grenade launcher to firing a sticky bomb which detonates on command or having an overlock which does this
How about a little Steeve next to the face of the player on the HUD. So you know if your Steeve is still alive
I miss old EPC 😦
Color-Coded Bucket Pourings, instead of the default Red/Blue/Gold Crystals, just to satisfy OCD.
Bring back old EPC - sincerely, driller with 1k+ hours
Electrifying Reload replacement: Voltaic Rounds (Electrocution on hit, -2dmg, -5mag capacity, -25 ammo). Just an idea, I find the reload requirement for Electrifying Reload to be too tedious in remembering which enemies you tagged for electrocution. Also I'm just throwing in the -25 ammo because you would be able to instantly tell which enemies are zapped.
I have been playing for some time and I have noticed that the sound is always really quiet. I have all of my sounds on max on both my computer and in the game. I think the volume should be raised.
It would be cool if there was an effect associated Heat Radiance so you could tell when it was procking.
Okay, in all of this TCF chaos I want to bring on topic something that was buffed in driller's kit : HE grenades. They are DEFINITELY better than before BUT remain boring and kind of unnecessary next to c4. Please mighty devs, add something more to the needy HE grenade !
Suggestion: add the loadout you have for your pickaxe in your ingame menu.
Context: the pickaxe swings at different rates depending on the target (ores being a normal rate / identical to the initial swing, whereas things like enemies or ebonuts begin a much slower swing rate than the former).
Suggestion: Keep one speed for each (leaving the nice touch of the change in stance for the pick swing), or make the initial swing speed be determined by the target in addition to the follow-ups. Another option is having the initial swing be a lighter hit with follow-ups being more weighty in damage, or some other variation of making the slower swing speed be worth not doing the bellow.
Currently I just find myself clicking for each swing whenever encountering things that slow down the swing rate, essentially preemptively doing the first option of the suggestion.
Give Elite Slashers normal health but allow them to leap at enemies like swarmers
Elites should have unique mechanics and attacks that set them apart. This is just one example.
your loadout should also say what skins youre using
BUFF HAWKEYE!
My idea: Marking an enemy causes the guns to shoot at the enemy's weakpoints
If that's too difficult, make the turrets deal 50% more damage to marked targets
Suggestion: player waypoints (laser pointer + E) stick around momentarily after dropping the laser pointer. Currently it fades instantly, would be nice if it was easier to reference when tunneling. Previous suggestions mention making the waypoints permanently visible as a toggle, (which perhaps could be holding E with the laser pointer out similar to flashlight), but I further would still like the addition of the momentary visuals, perhaps for the same duration friendlies are outlined.
I would appreciate if Breach Cutter didn't ignite Neurotoxin Grenade smoke
limited release deep rock themed beer
its slammin time!
We came up with a idea for a unique rare dreadnought.... Steve the Betrayed. Has abilities from other dreads and it's more aggressive by comparison. Could have a unique line from mission control....
This is probably not possible due to the way satchels are coded but I kinda wish you could stick the satchel to bugs to be able to detonate it at a more appropriate timing. It would give a bit more flexibility to this support tool. For example, sticking a satchel to a dreadnought early, and only detonating it when the weak point is open. Maybe this could be a new perk idk
Kursite event variant: Kursite dreadnought that can slam the ground causing Kursite spikes to come out and can shoot and can spray liquid kursite at the players and after a while causes them to get frozen like I’ve but in Kursite and have to wiggle out but it takes longer to escape. After you kill it grab the 3 kursite shards it drops and deposit them
Perk they lets you have your own mini mule that only follows you and has a certain amount of space. I was always confused about salvage mission where those mini mules came from but this perk could change that
Had an solo OMEN fight when I got downed by a pulse wave, and then an exploding drone kept hovering next to my body waiting for me to be revived by Bosco, after which it proceeded to detonate, taking out a very sizeable chuck of HP almost immediately after my resuscitation, which felt really unfair. Please consider an AI change to exploder drones that makes them detonate near the dwarf regardless of them being downed or standing, instead of them waiting for the optimal moment.
Why isn't there a blue hair color?
Re-add friendly fire for autocannon direct hits, to help the minigun be a more competitive choice
hello, since latest update its appear to me that my game freezes more then before, a specially on drilldozer missions, my pc culd barely handle the game before drilldozer update but now i just cant play, can you maybe add some graphical options that will make game more ugly, so it could actually work on my 3gb ram elder, since it could before? i know its sounds stupid, but i can t afford a new pc or any upgrades, and ps4 release is not on the horizon. 😟
We need a drillchamp logo for all the rest of the characters in the name of memes!
upgradeable flares (e.g. duration, sticky, brightness, etc.)
add some speakers for the jukebox in the droppod for the lobby
it'd be nice if you could spectate your sentry while down, like in TF2
Has sunglasses been suggested?
give elite enemies higher weakpoint damage multipliers
allow See You in Hell even if your entire team is dead
Passing on being host to other players if the current host crashes, so that the entire progress of a mission isn't lost with no chance of recovery for the whole team. It's a shame whenever there's a hoarder, tyrant weed, crassus detonator, or multiple of those things and a lucrative mission only for it to all be snapped away. Has happened a few times to me at this point.
Similarly, buff beers don't currently return on a re-connect from crashing as well for non-hosts. Edit: would be nice if the game kept track of players having a buff previously, possibly nullified if they try to switch classes or something since it'd be a different dwarf that drank it.
It'd be cool if you could store red sugar in M.U.L.E and use it later as Health
New Regular Beer: Wild World Brew/ Death World Brew
After years on Hoxxes IV our Brewery created some special sort of brew - a mix of diffirent examples of plants of this planet that ferments into a wild strong potion. Plump fruits from Azur Weald, Cave Urchin and Ejector Cacti from Dense Biozone, probably clean ethil and other stuff that we don't want to tell you. That strong fermented juice with a big piece of red sugar can punch in your head, or in your guts. Drink and become wild!
Price: 80 credits.
Potency: Strong (23%)
Let Bosco repair Dorito. Repairing is the worst part of escort missions. Bosco doesn't mind, he's a bro like that.
competitive beat minigame using the jukebox, DDR style. also allow dwarves to choose which song to play, and allowing the OST to be played as well
Add VR Support with popularity of Cheaper VR, would add a different feel to the game for PC please 😂
Not sure if this is a bug report or not but I cannot salute while holding Doretta and I think that's a bug
Not sure if this was suggested anywhere but I think it would be cool to have biome based armor set. Like have to do a mission set to get it or play in that biome x amount of times. Like maybe even just armor that looks like it had been lost and had been laying in that particular spot so come flora became a part of it. I think an organic look like would be fun!
Maybe it’s a silly idea but finding lost armor and watching restoration videos made me think of it.
Make the E.P.C not make minerals fly everywhere after mining
My idea for an overclock replacing the tcf (haven’t thought immensely about it so might have some problems but mainly I imagined this would make players use it on especially hard to reach minerals rather than spamming it on everything) some increase or decrease on damage and cool down would perhaps be necessary but this is just my prototype idea
I now realize how this is pretty terrible
Reworked it a bit thanks to some tips from Reddit. Was thinking that it could maybe do poison damage since it does very little damage otherwise and it would fit with the name
The double warnings are great but I would also love double anomalies so that we can experience low grav and rich atmosphere at the same time.
Using nitra to call the defensive beacon, which gives some resistance to fellow dwarves.
Okay not trying to spam but here is the maybe final product of my odd idea (contains DRG note)
a general discussion channel just to talk about gameplay or other such topics, also sparking discussion I think it would be cool to see some cinematics for each class in a vague TF2 style, I say this as I just finished watching a fan video made for the gunner using the heavy dialogue from his video, I think it would give each class more personality and maybe give more insight into some inner workings of Deep Rock Galactic as a company and other such things
feel free to ping me on this in #suggestion-discussion as well
I have a request, maybe this isn't where it goes 🤷 I love how often we're getting actual updates, but this has been bugging me for a while tbh. I play on controller and was excited to see Rebinding in the patch notes, but it doesn't actually solve mine and my friend's issue afaict. The USE button appears to be impossible to split up, and has at least 3 different functions? Reload, grind, repair right? I would really like to reload while continuing to grind for example
In solo, Allow Bosco to press the event buttons that trigger it. The event buttons can already be pinged and this should be able to speed up pressing all the four buttons in solo.
It would be cool if the golden statues in the memorial hall are the same loadouts as your dwarves and the statue in the middle it the class you play as the most
dorreta search and rescue mission (dorreta`s head or other parts)
Suggestion: Voicelines for situations where you can't call the MULE
There's several instances in the game where you can't call the MULE and yet the game still allows you to call. It's pretty straight forward whats going on when you can't call the MULE to your position, but for new players this could become confusing at first. Thus I suggest we add some more voicelines for the dwarfs to say in certain scenarios relating to the MULE, in particular on OSR/PE/SO where there are different conditions for the MULE and during deployment and extraction where you cannot call the MULE.
Examples:
Calling MULE during deployment
"The MULE is being deployed."
"The MULE hasn't deployed yet!"
"Hold on, the old lady is grabbing her rollator..."
"She won't return my calls!"
"Molly's radio isn't on yet."
"Comms on the donkey aren't working yet!"
Calling MULE during extraction
"Follow the MULE's trail back to the drop pod!"
"Molly's headed for the drop pod! Lets follow her!"
"Lets race the MULE back to the drop pod!"
"The tin can is rolling to the drop pod! Look for the green markers!"
"MULE is enroute to the drop pod!"
"The donkey is leaving a bread crumb trail! Lets follow it back home!"
Calling MULE on Point Extraction/On-site Refining
"That MULE doesn't have legs!"
"The old lady is at the retirement home!"
"I don't think Molly can hear me from here."
"The depository doesn't have legs this time."
"Dammit! I'll have to walk this time."
"The MULE is missing!"
More examples of voicelines here: https://www.reddit.com/r/DeepRockGalactic/comments/mybf6a/suggestion_voicelines_for_situations_where_you/?utm_source=share&utm_medium=web2x&context=3
not sure if someone has does this before but
perk that gives you a random beer buff for a certain amount of time.
dwarf rescue mission? like prevnting some poor soul from turning into a lost gear incident
I don't think I've seen this one yet, but an indirect change that would appease those complaints about minerals flying everywhere with the TCF, is making it only destroy terrain similar to drills, so resources must be disconnected. (I would dissent this personally, I'd rather have the flying minerals, but I figured I'd mention it anyway).
I've only seen suggestions purely on loot bugs or EPC mining, but I think overall the velocity the minerals achieve is a bit comedic and feels somewhat unreasonable at times. I haven't EPC mined since the update, but speaking from loot bugs at times I simply don't bother unless the bug is in a cramped space, expecting a 2 minute walk otherwise to get the loot which may get eaten by another loot bug across the map. As mentioned in the discussion previously, I prefer the comedic nature of things to be left on the space rig. (I think faster than the speeds of the chests would be good though, since those are slow enough that standing on them involved no searching for minerals)
This is all to say, they should be launched, just not fast enough that if a mineral chunk hit me in the face I would be decapitated. Just knocked out or maybe a cracked rib is good. 😅
turn this into a beer, credit to @mystic rivet for the video
https://cdn.discordapp.com/attachments/258990272967475200/836253085789192232/video0.mov
its not like i edited it
Did a gold rush mission with pots of gold and got, and get this, 230 gold total the whole mission. Mission modifiers like that maybe should include a minimum number of veins generated. I have a theory mineral mania does nothing, I simply don't notice the difference between missions with or without it. A good indicator of it working might be having the additional spawns have a visual difference to their mineral formations.
When you are searching server, you find desired one and before you click, it moves when server list refreshes automatically (goes up or down) and by missclick you enter in wrong mission... then you have to leave and search again while mission you where trying to enter is no longer exists, it is so annoying. I suggest to make "JOIN" button next to "REFRESH" button, so we could click on server (mission) and if it goes up and down it will be still selected and after you can click JOIN button below and you will no longer join wrong run.
Will be cool if you add mission type logos in filters so we could check / uncheck before searching.
Being able to assist another player in mining (currently, if an ally struck something that takes two hits, you striking would start your first hit, but not finish what they started)
Treasury room on the space rig?
Allow us to sort columns in server list. (Basically just want to be able to filter my current assignment to the top of the list). - Better yet just add a filter option to the left for "Current Assignment"
thought:
hoping for more varied praetorians
want to see magma praetorian
no toxic puke, to be replaced with a dragon-like effect
sets you on fire (duh)
explodes like a standard exploder when killed(??)
ofc with a larger explosion radius
A new mission mode/ new machine event:
Management is tired of needlessly losing miners down in Hoxxes, so RnD had a fantastic idea of using a device to attract every single bug in the area. Problem is, it works a bit too well. Not only it attracts bugs, they also drive them insane. The bugs rampage all over the mining areas that it is impossible for DRG to send down miners for their regular missions. Now you dwarves are going to be the team that goes in and shut that thing down before the whole planet is crawling with more bugs than it already is. Be warned you are facing hundreds, if not thousands of bugs of all sizes down there.
It is a timed mission type that might be more suited as a machine event.
If it is a full mission then when players first drop down there is a welcoming party (hundreds of bugs right out of the pod) and they have to fight through those bugs to the main machine. Once there they need to activate a shut down sequence of around 20 minutes (I took that as average mission time of morkite mission could be scaleable with hazard levels). Players have to defend the machine or else it will draw more bugs the more damage it has sustained. Once the countdown starts, bug waves will start spawning. It would start out slowly with only a few bugs, nothing unmanageable. Eventually in a minute or two of the shutdown massive waves start spawning (depending on the hazard level) much like the Dorreta missions. At shutdown the machine sends out a massive shockwave that will kill all the bugs in a set area and the team needs to hold out until the drop pod comes back, and then it’s business as usual. It might be cool when the wave starts there will be sentry gun platforms that drop down from orbit to help miners.
Resource wise it will be like the On-site extraction but there will be MULE for mobile resource extraction. Since the machine is "disposable"
Make the scout shotgun oc's more fun and interesting.
The only real fun oc's are special powder, jumbo shells, and shaped shells.
The rest are just boring minor buffs that don't really add anything to the gameplay overall.
(Seriously why would anyone in their right mind pick double barrel over stuffed shells?)
When you get promoted, an Abyss Bar changes for a "festive" version for a few missions (I mean for a few "breaks on Rig after mission"). Just a transparant with congragulations, confettee on a floor, may be a free portion of regular beer, may be Lloyd in a party hat.
You told that Promotion and this type of progression costs a lot of time and efforts, and you appreciate that (that's why you avoid a "cheat" mods). Let us feel that it so. We deserve a little party for our endeavors.
I'm here to petition for the re-addition of hollow magma spikes, maybe through some new modifier that increases/alters terrain events in the mission? I thought it was kinda awesome
A perk for resource collection, such as a passive for an increased drop pickup radius, or that could be a passive portion of an active perk which allows you to throw something which tethers resources in an area to stop them from escaping a certain radius for a short period of time. Could be activated by doing pickaxe + grenade (similar to power attacks). Upgrading those could result in incremental increases to grab radius, tether radius, chance to grab faster moving items, cooldown / number of uses, or any combination of those things. Just spitting out ideas there.
Alternatively or additionally, a perk could just make it so resources which appear close enough to the player to be picked up can't escape being picked up (could be called something like "Inescapable Grasp" and maybe some voice lines whenever it successfully prevents something from getting away.)
You added a double warnings for a "making more money". So, we finished a Point Extraction with some random Scout. 5 hazard, Haunted Caves and Lethal Enemies, 31 minutes (kinda hard when there are only two of you, Gunner and Scout), and we got...3500 credits.
Are you serious?
I'm not talking about a time - it's our problem that we've dig for so long. But LE and HC and only 3500 credits?
My suggestion is - add a special point in a "Reward List" after mission - Double Warning, that gives you at least another 50% of reward, or may be even doubles it.
For example, this mission could reward us an extra +1750 credits. Not so much, but 5250 for Double Warnings sounds better, isn't it?
It could be a good idea to give Bosco a passive lighting mod. Bosco constantly lights the area around itself, making things easier to see when it's near a player or attacking enemies.
Please give Ice Spear some penetration power. I just had my shot against an Infector blocked by a single Naedocyte Hatchling. 50 ammo down the sink.
I wanna arm wrestle in the launch bay, mhw style. Spam a button or two to win, Mano y Mano
Loose mineral chunks on the ground could be represented on the terrain scanner by colorations in the terrain, intensity of the color based on the quantity and exact hue being the average resource there. E.x. Terrain scanner shows a golden portion of the cave if loose gold chunks are on the floor there.
New perk: Lootbug Master
Once per mission, tame a lootbug the same way you would tame a Steeve. Your character has a short animation of picking the lootbug up, petting it, and then placing it on their head or shoulder. For the remainder of the mission, the lootbug (immune to friendly fire and evil perks) provides you an extra +10 mineral capacity.
Notes: perk is incompatible with "It's a bug thing" for obvious reasons.
Balance: can be a tiered perk, +5, +10, and +15 mineral capacity, respectively. Not entirely sure how to balance it with the deep pockets perk, as this does essentially the same thing. Perhaps it could also be incompatible, you can take one or the other, but not both.
A way to combine beers and their effects? A brewery where said combining can happen?
HE Grenade replacement:
The Driller's kit is lacking in direct burst damage in a way that is mitigated by the throwing axes, which is why these are so consistently popular. My idea is to replace the HE grenade with something similar, but different to the existing throwing axes so that each have their own interesting niche.
The idea is a fast, accurate, high damage (but not as high damage as the axes) throwing weapon that hits the first target in a straight line. This weapon could deal bonus weakspot damage to benefit accurate throws, but it would have significantly lower base damage than the axe, meaning it would be very weak when not hitting weakpoints. Ideally this would be a better weapon for dealing with mactera, or other threats that are longer range than the axe can hit (as long as you're accurate). Axes would still be the high damage, lower range weapon of choice, and would be better with a quick freezing build due to their higher base damage. Otherwise, the new weaponwould work the same way as the axe: 8 ammo, and you can pick up missed throws.
What would this weapon look like? I have two thoughts: throwing darts, to fit with the drinking games theme, or a "power fist" that creates a kinetic shockwave when you punch in the direction of the target. Darts probably make more sense, but doesn't a power fist sound cool? I suppose if it were a power fist you couldn't pick up missed throws, so darts are probably the way to go. Power fist tho.
on the highest voted fan arts, ghost ship should put them on the fridge in the abyss bar, like the employee of the month thing
Machine event concept]
Liquid crystal Extractor
This will be a drill similar to the liquid morkite drills one ternd on you'll have to fight 4 waves each Increasing in difficulty That could be filled up one of the canisters will be filled up half way per wave If You fill up one of the characters but not the other Before the Bugs destroy the machine You only get one canister to strap on To Molly Giving you only half of the random crystal currency you would otherwise get. If you were to Fill up 2 canisters And successfully Complete them Mission you will get And amount of crystal currency from 50 to 150.
If the mission is not completed you will Will lose the bonus entirely Any details can of course be tweaked to the devs/moders desire.
gimme class that can carry red sugar and shoot it for self or team mates. 🙂
Here's a quality of life suggestion for the scout: If the grapple hook doesn't hit anything after being launched, the recharge time is much shorter.
The reason I want this is for when I accidentally click and release the grapple (like in a panic or because of lag or both). I think anyone who has played scout with a high ping would appreciate it if this was implemented in some way.
For the Thunderhead, move some of the extra ammo capacity from the expanded ammo bags mod to the base weapon (around 55 rounds sounds about right).
Lets add more slots! You can buy a slot with perkpoints. Doesnt sound too OP for me.
Move some of Quick Deploy's time reduction to turrets' base deploy time.
Capture machine event:
The crew needs to deply a tranq weapon style tool to capture a certain number of a randomly choosen Glyphid or other creature that spawns in this mission and mark them for extraction, as well as defend the collection drone from being destroyed
Basically research subjects for RND to Dissect
friendly green outline and voice line for steve to help idtentify 
Please disable "Press any button to continue" screen and let us instantly load straight into the rig after we launch the game
Will be cool if you make more types of aliens, for example some Centipede-like creatures, you can simply use grunt model segments and merge them together, resize it and slightly remodel to make some fast powerful alien; Ticks - they get attached to you and only other dwarf can remove it from you with interact, while you see ticks on your screen and also it leeches hp every few sec until someone removes it, in solo runs bosco have to remove it. Same you can make with fly or bee hives, when they are attached to you and obscuring your vision without leeching your hp. I just feel this game needs more creature variety, don't get me wrong but 90% of enemies are grunts and some big ones too (in normal missions without any warnings)
Anniversary/celebration suggestion:
For one week the three clans/guilds are called Lootbug Leaders, Molly Mechanics, and Doretta Diggers. Completing the weekly guild goal rewards a lootbug hat, molly hat, and doretta hat respectively.
If you plan to add a "Mineral's Guide" in "Miner's Manual" in a future, add a counter for every mineral how much we mined it. You know, like a "kill count" in a top right angle of screen in Bestiary, thats shows a, huh, kill count of every beast.
Always were interested how much gold/nitra/holomite etc. I mined.
Lore about the uses and makeup of the stuff we mine would be awesome!
Whats Morkite used for? What makes Liquid Morkite so attractive?
What does Hollomite do?
Why nitra for ammo?
Are Jadiz radioactive?
A way to tell a Engineer's platforms has the bug repellant mod other than the Engineer telling you themselves or having a Steeve, Like a slight change in color or a little particle effect.
Please revert the change made so that switching class would maintain a beer effect forever. I loved walking around the outside of the Space Rig after a nice swig of Wormhole Special
New Mutation, Lost Base, AKA Matrix Core Heaven.
Flavor Text: "The area we're sending you to is a abandoned base of operations, meaning that there are more Machines there than the average mission has, Watch out and don't lose your limbs."
So basically it makes Machine Events, Cargo Crates and Lost Loot more common, alongside spawn new structures like tents (purely there for a aesthetic reasons).
Overclock (Clean): Handcrafted Casings
For: Bulldog Revolver
+16 more ammo
-0.5 second reload
Lots of classes and craft fairs, along many a Smart Stout allowed lighter casings handcrafted by RnD.
Love the game. Add daily assignments of voluntarily length and amount of missions to complete per day 
There was a similar suggestion to this, but it was in a different light, and it was 2 years ago.
A change to the scouts grapple that allows it to grapple to bugs. This would mostly be used on macterae and other flying things, but could also be used on trawlers and qronars. Maybe with the downside that it cannot hook onto strong exoskeletons, so glyphid guards, praetorians, and other heavily armored bugs can block the hook. Once again, yes there was a suggestion to make a "utility overclock" that does this, but I tweaked mine to something that I think would make the deepcore and sawed off have purpose apart from if you don't want to use the meta.
Also, a little brain fart that just came out, no clue if this is not already a thing or was suggested already, but a balanced sawed off OC that makes both barrels shoot simultaneously.
Edit: yeah I expected someone already had the idea
Overclock (Balanced): Sniper Rounds
+25% damage
Less recoil
-25% ammo
RnD upgraded the caliber rounds for the Bulldog revolver to more of a sniper rifle. The downside is a bit more ammo, but it is versatile!
Just a really stupid overclock idea for the bulldog
The jury
Description:
So, don't ask how, don't ask why, but the rnd boys managed to stuff one of our deadliest shotgun shells into the barrel. It burns white hot and hits like a drop pod. It takes lots of fiddling to get the shell in the barrel though, and you can only load one.
Extreme damage bonus
Fire damage
Very slow reload (only a little bit quicker than the reload of the autocannon)
Clip of one.
Some other large downside, probably total ammo halved or something.
Also, shotgun round, so heavy spread (so it isn't just elephant shot)
I just think this would be a fun "screw that guy in particular" gun, and be one of those sets you run just because you want to have fun. Not expecting this to go through, just haha shotty revolver go boom.
(Also, name was based off of payday's judge shotgun, which is a revolver shotty)
Ps. Yes there is the elephant shot, but I just wanted to make a stupid suggestion, ok?
New mission type concept]
『Dangerous hunts』
Thare is a mutation that has made a super bug this bug has killed multiple team's get rid of it before the cave becomes unusable
The bug will leve tracks with will clue you in on what bug you hunting
Once you kill the bug you can harvest the bug and unlock cosmetics relating to what bug you killed (this is like the dreadnought mission but with more variety)
Tried searching for this but couldnt find anything; it would be nice if when you pinged an elite, it showed up as an elite enemy in the ping message so others know the urgency of killing it
Someone make a shirt that says "I hate mactera plague".
Gotta pack up on raid
buff drinks should be stackable at the cost of sobriety. i say 3 drinks should be in rotation, and if miners choose to take all 3 it'll take a huge hit to their combat effiency with any benefits the available drinks have.
ideally, getting blackout drunk or drinking a Leaf Lover's (ew) would remove ANY buffs the drink would give you. on top of that, because these beers are Prestige, the buzz you get lasts the entire mission.
We need a umanite emoji
Make the Weekly Priority Assignment always give the mineral that you have the least of
would it be possible to have a option where one would have to double click to actually join a game? edit: to clarify. one click to select the server and double to join (or an "join game" button). I don't know if its just me, but with the servers continiually refreshing they tend to jump around and making me join the wrong game
The ability to preview where an engineer platform will be placed on firing (perhaps hold click to preview, release to place). Possibly just client side, but might be handy for all to see in a voice chat if someone wants to give live feedback to another player on where they'd like it placed.
Can Lloyd get the exquisite handlebar moustache
New fun feature I thought of : Make it so you can personalize your cabin in the space rig.
You'd be able to chose the style of the furniture, the things you wanna put on the walls, etc. You'd unlock these new collectibles like you unlock regular cosmetics for your dwarf, and you would be able to personalize your room from a new terminal.
When you connect to a lobby, it would load your room so other players can check it out.
Bosco can take advantage of field medic, for the x times I've forgotten to switch perks before doing a solo mission lol
Improve the matchmaking system, it's WAY too often that you get a "join failed" for some godforsaken reason.
Why does this happen?
The mule needs a hoop for dunking minerals and gunk seeds
if the cryo cannon can have five hundred base ammo then the crspr should have 500 as well, or at the absolute minimum 400 base ammo, And That's The God's Honest Truth™️
I've noticed in gameplay and in my kill counts in the bestiary that the tri-jaws spawn more than twice as often than brundles. I don't know if this is intentional for balancing, but I think I would prefer it if the brundles and tri-jaws appeared with the same likelihood much like glyphid guards and slashers currently do, plus it can be annoying at times when half or all of a mactera wave is tri-jaws and they saturate an entire room with explosive barbs.
Allow elite grunt units to be electrified. All of the elite macteras are able to be electrocuted (tested with Electrifying Reload), so why can't the other unit types?
on the missed grapple = lower CD suggestion, there will need to be a tweak on the momentum T4 mod, since it procs regardless of hitting terrain or not. Could cause spamming missed hooks to infinite proc the speed buff
Overclock (Unstable): High Discharge Explosives
For: Deepcore PGL
On explosion the grenades release a 6m wide electric field that slows and ticks damage (Lasts for 5 seconds)
+1 second reload time
-4 ammo
-20 AoE damage
RnD added modified IFG grenades and slapped them into the PGL, doing extra electric damage at the cost of total ammo and reload speed, plus a smidge less AoE. Electrifying ain't it?
Add daily assignment and random pick mission feature
Add all of the dumb, unpowered and balanced OCs suggested, to mix up playstyles and have a more unique feel to each weapon and to generally mix up the "META"
Side note: this was a meme suggestion
http://chng.it/gxLYgGQJXP
I'm trying to get the font change of U34 either reverted or a "Classic UI" option in the settings. The group of veteran players I hang out with all seem to dislike the font, as it is harder to read at a glance, looks like it needs to take iron supplements, and worst of all: it's different from the font we spent hundreds of hours looking at! I'm sure many of you feel the same way, and GSG is good about listening to fans. While this is a minor issue, I think if we gather enough support they'll give us our old font back.
Overclock (Unstable): Mini Bertha
For: GK2
+5 damage
-50% recoil
-1/2 magazine size
-33% total ammo
Tired of hitting like a baby? Try Mini Bertha rounds? Heavier, but hit like a sack of potatoes.
Please consider removing the current implementation of elites from the game, or at least removing their immunity/resistance to status effects such as freeze and stun. They are currently annoying bullet sponges that have no real counterplay. This is especially evident on 4-player hazard 5 missions, where they can cause some very unfair and unavoidable deaths/party wipes (some examples: elite tri-jaws one-shot everyone from full hp/shields, elite grabbers are impossible to deal with, elite bulk detonators move as fast as sprinting dwarves).
Ok I see a lot of gripe about Elite enemies, so here is my 2 credits (forgive me if some of this has been stated in here before):
Elite enemies shouldn't just have boring/overpowered stat boosts. (personally I haven't had much trouble defeating them, but it feels ridiculous how much ammo you need to dump into some of them and how they are too resistant to debuffs) They should be more difficult mechanics-wise as opposed to stat wise.
Elite enemies should be relatively uncommon, yet exciting encounters that provide a fun and unique challenge compared to the regular version of that enemy. They should have special attacks or abilities that make them unique threats that don't require 1000 leadstorm rounds to the weak point to be a challenge.
I'll post a few separate suggestions for what each elite could do.
Someone already suggested that the elite grunts should jump like the swamers do. However I think it would make sense , as the word elite would imply, that it would have learned that running headlong into gunfire makes its weak spot an easy target, and thus would jump/roll from side to side when it gets hit so that players have to adjust their aim a lot more to do consistent damage. In turn they would be a bit less tanky so that how quickly it's defeated relies more on the player's aiming skills than it being a more spongey grunt.
Elite Praetorians could probably have the ability to spray targets at greater range and slowly rotate in place in the direction of the target, making flanking a little harder and the spray is more likely to hit the player. I think the stun immunity should stay so that flanking remains more challenging while lowering the health a bit so that you don't need to spend too much time dealing with it should you flank it well enough. I also think it should be easier to freeze than the current version, but like the dreadnoughts have the frozen damage multiplier lower and the frozen time much shorter
Elite Mactera Spawn, and maybe the Tri-Jaw and Brundle too, could have a much shorter wind up for their attack, making the window of time to hit them with a more vulnerable weakspot shorter while also increasing their overall RoF. In turn they no longer have too high a resistance to stun and don't have as much health as they currently do.
There are no elite goo bombers, but if they were added I would have them be able to spread goo over a larger area and make the their goo sacks harder to destroy. this way they will be able to cover players in goo more effectively and for longer.
The elite acid spitter could spit a volley of 3 for each attack (possibly the same for elite web spitters if they're added back), challenging players by having to change direction while dodging to avoid the slight random spread of the acid projectiles. It should still be mostly immune to stun, but it could have a little less health than it has now.
Hazard Warning: Magnetic Anomaly
(or something, best I could think of)
(probably +15% or +20%)
This hazard doesn't directly enhance enemies.
Instead, it disrupts the 3D map, making everything fuzzy/glitchy approximations, maybe certain things (like carried objects) are gone entirely from the interface.
Could also have player HUD's ammo/grenades numbers obscured/just random jumbled symbols. Health, shields, and that "4-part total ammo capacity" are un-obscured because no. (oh and O2 bar for double warnings, almost forgot)
In-game explanation: "Something is affecting managements local scans more than usual, miners will have to pay more attention to their environment and act accordingly."
a new map hazard: giant spore.
this spore would have a rare chance of spawning. any dwarf that wanders too close will breathe in it's hallucinogenic spores floating in the air and they will hallucinate being attacked by bugs. these bugs do no damage.
you could even throw in some real bugs that spawn when you get close.
Enemy Idea:
Glyphid Brood Queen
Size: Slightly Larger than a bulk detonator
While not in charge of the glyphid swarm, all glyphids will group around her to protect her, climbing on her body covering her weaksopts on her abdomen.
She can spit globs of nutritous goo that smaller glyphids will greedily devour, regaining health, armour and getting even an increase to their health and speed.
Her main means of attack is a corrosive webbing she can shoot from spinnerettes on her body. She constantly lays eggs containung up to 10 swarmers that will burst after a few seconds releasing them
Deepcore GK2 Overclock Idea: Slayer Rage (Unstable) “Management have somehow modified the GK2 using the Error Cubes to draw upon the battle-rage of dwarves, temporarily increasing direct damage for each enemy killed at the cost of weakpoint damange and some ammo. Karl would be proud.”
Positives: Each enemy killed adds +2dmg, stacking up to +6dmg for 3 seconds. Similarly to Battle Cool.
Negatives: -10% weakpoint dmg, -25 ammo.
(note: repost from earlier, just without my rant on what I think of this oc) Also feel free to tell me why the oc is bad and how it could be better/alternatives because I feel like the mechanic behind Battle Cool could make a good oc.
New Warning: Migration Zone
"This area placed on a way of different kinds of bugs migration. Better prepare yourself for unexpected encounters."
It makes a high chance of random specific swarms, like swarm of Glyphid Grunts, Glyphid Praetorians, Swarmers and Macteras on a mission. And yeah, even a random Dreadnought spawn (it's not a guarantee spawn, but higher chance than usual).
+25% Hazard Bonus
P.S. Name and description could be changed, I guess you get the idea.
Engineeer Shotgun OC:
Gyrojet HEAP
Replaces the normal shotgunshells with small self propelled recoilless grenades with traveltime that explode after penetrating the target, dealing damage on impact and a small radius around the target.
Max ammo reduced by 20%
+15% armor breaking
Edit: please @me with suggestions for changes and feedback
Edit2: removed the negative on armour penetration... made no sense
A new warning specifically for the Hollow Bough: Overgrowth
Vines will continue to slowly grow as the game progresses and will eventually fill the entire map. This means you have to complete your objectives efficiently without too much fooling around or else you'll get trapped within the invasive vines.
Overclock (Unstable): Orbital Strike
For: Deepcore PGL
More velocity = more damage (Caps at 300% more dmaage)
+30% more velocity
Gravity affects the grenades 100% more powerfully
The grenades can't be fired downwards (-30° and can't fire)
Call in an orbital strike! More damage is generated for the faster the grenade is going. RnD claims that looking straight up is the best way to do it, bu dwarves might be able to prove them wrong with field testing.
An inspect pickaxe animation
If you keep holding V after the salute animation, it will bring the pickaxe back and turn it around in your hand like a CSGO/Valorant inspect knife animation). I find it a shame that there are so many customizations for the pickaxe but you can only ever really see one side.
I'd like the ability to spend some crafting minerals or credits to be able to change the current required mission for an assignment.
Example : Spend 50 Jadiz to turn an escort into any other mission type or turn the current mission into the same mission as another teammate's.
not sure what to call these but i think it's a neat idea;
a special mission thing like deep dives, but you can pump resources/money into it to make it harder, but give more reward
for example you put 100 enor in there you wind up with 200 or something if you win, but if you fail you just lose it, doesn't have to be those exact numbers but you get what i mean, risk reward.
Enemy concept]
『BOT-CO』
this will be a basco counter part to the bet-c
Thare are three variations (for variety)
1 default/commen
It will use it's Melee attack To deal damage
To defeat it you'll need to hit it with your pickaxe stunning it then you will need to shoot the infested patch
Once defeated it will drop reboot it to have an extra Bosco or Bosco in multiplier it will atomicley attack bugs but can not mine minerals
2 shooter/uncommon
Will use it's guns infested patch is always visible hits hard but is easier to take out
The reboot process and behavior will foutchon the same as 1
3 swarm/rare
This will have a heavily infested bot-co with three infested patches on it it will send out basco minis which will attack you
This one has the most heath but can still be taken out a few well placed shots
Rebooting is the same but the futichon will be different
If alone you'll get 2 Bosco minis on top of your main basco
Otherwise each player will get there own basco mini to control
Killing all three will get you a new basco cosmetic
I hope you like this idea as much as I do bye - cardinal
Abandoned Mining Equipment 
Randomly in missions, players can find unique mining tools scattered about the caves. These tools can be picked up and used, but only like Drilldozer batteries, in that they are dropped if you switch weapons. These tools could add alot of variety to mining, a task that can sometimes get a little monotonous
Diamond-Tipped Powerdrill
--Functions like Driller's drills, but can mine ore as well
--Reduces movement speed by 15% due to its weight
--Has only one tank of fuel and cannot be recharged
Jackhammer
--Digs trenches and increases movement speed while "riding" it around
--Can be recharged by placing it near the mule, or refining platform if no mule is present
Seismic Charge
--Explosive that weakens terrain over a large area, allowing it to be broken in one hit with a pickaxe
--Stuns all bugs in its radius for 10 seconds (aside from really large stun-resistant ones)
Sledgehammer
--Functions like a pickaxe, but can break all ore and stone in one hit
--Can be thrown at enemies, stunning them for 10 seconds and breaking their armor on impact
--Has a chance to break after being thrown, rendering it useless
Scout weapon Concept:
The Lepard 56
"From the ever busy RnD team comes this new tool of precise destruction.... The Lepard 56 is a pinpoint accurate 3 round burst gauss bullpup tactical rifle launching flechettes at mach 2 against its target.
Single projectiles are lacking in damage but aimed just right to hit the weakspots of any foe will reveal the main attraction:
The ballistic processor.
If all bullets hit their mark the weapon will calculate the ideal parameters and increase the weakpoint damage of the next burst by 20%"
Medium Ammo pool
Pinpoint accuracy when fired while feet are on the ground
Can overheat
Makes cool humming sounds when fired!
@me for feedback. Always wellcome!
Beer System Update Ideas:
-Beers that provide buffs require different ingredients rather than just Barley Bulbs. Only requiring Bulbs for the buff beers leads to always running low on Bulbs while having hundreds of other ingredients.
-Allow players to choose from 2 or 3 daily specials. Sometimes the buff provided by the daily special is useless for your assignment mission (for example dark morkite is very limited on when it is useful).
-Allow players to pour out beers or throw them away. When random players order a blackout stout or wormhole special and then leave, before you get a chance to order the daily special, it's a bit annoying.
Cool Community Update: Guilds
BRT OC
The BRRRRRRRRRRT (or something stupid like that.)
/\Stupid high rof
/\Slightly larger clip
/Unloads entire clip in one burst.
/Less damage.
"Do you ever have TOO much ammo? Well, rnd made the BRT fire insanely fast. They couldn't figure out how to stop it from firing though..."
Just something I think would be fun, I just kinda want a group of stupid OCs that are kinda dumb for high level players going on low levels to help out greenbeards.
Oh and also, that isnt full auto, this is.
Elite oppressors could have a arcing fireball attack (similar to the Hiveguard) that it uses when its target isn't in range of its other attacks. Additionally their ground-pound and rock attacks could have a shorter windup. In exchange for these new abilities, it will have less health than the current elite one.
Elite detonators could occasionally shoot a tumorous projectile that has a short fuse time on contact with terrain (to allow players a chance to take cover), which bursts into several smaller explosive tumors which function like and do similar damage as the gunner's cluster grenade. In exchange for this devastating ranged attack, it will not move as quickly as it does now and would have a little less health.
We should be able to give our Dwarves custom tattoos!
Elite Menaces could have a secondary attack in which they lob a volley of small AoE web bombs that stick to surfaces and detonate after a short fuse time. Making for a deathly combo of webbing and bombarding for the dwarf caught unawares. To balance this new ability in, it would have less health than the current Elite.
A new idea for the bottom part of OMEN towers. 3 grenade launchers that constantly lob grenades around like the ones Bet-C fires.
Add beer mugs to the debris around the drop pod on salvage missions.
( New Planetary region )
The Muddy Hills: The Muddy Hills is a wet,rocky, and down right muddy hell hole for any team set down there. With its dark and humid air, as well as its rock hard walls and sludge roof over head, and god awful sloppy floors. The company once believed it was not worth it time to even check it out- but still, with a bit of stubbornness and high pressured showers. ( and a few lost scout drones ) The company was very surprised to find this region did indeed have a great bounty of resources, and thus send teams down to grab everything they can in this god awful place.
Note to all teams when coming back from this region. Get ready for a high pressure clean.
(New bug in the region)
Called the mudskipper due to how the team describes how it is large like fish wings let it skip/ glide through the mud with ease. ( more information may follow in time )
Mess hall expansion to space rig.
A meal ready place for the combat mining dwarves of Deep Rock Galactic to fill their empty and beer filled stomachs with actual company made food instead of disgusting space noodles.
Glyphid Omelettes: now we know what the eggs of the Glyphids are really used for...or are they?
Boss Idea : The D.R.4.G.
ENEMY TYPE: Mechanical Boss Dragon
ASPECT: A mechanical dragon
CHANCE TO APPEAR: Very low. Other option is a game mode where you fight the D.R.4.G. and its life is divided in 2-3 parts and when one of those parts get empty, it become inmune and moves to another zone of the cave making a tunnel (something like the bulldozer mission)
LORE: I was thinking something like BET-C, old machine forgotten in the deeps of Hoxxes after being considered too dangerous.
ATTACKS: Claws and bites, a stomp like the Dreadnought and a plasma lazer-breath.
WEAK POINTS: The D.R.4.G. dont have protection, it will receive damage all the fight, but it has a weak point in his chest. This weak point will only be directly visible when the D.R.4.G. use its stomp and plasma lazer-breath (it will rise over its hind legs and fall over the enemies close or vomit a long straight line plasma laser that destroy the terrain)
LOOT: Like any dragon, it has its treasure. In this case, its heart/core is made of valuable metals and gold. Other option is that the D.R.4.G. has taken all the valuable minerals of the zone (except red sugar and nitra) and its holding them on its body, so you wont find them around. Maybe can drop some cosmetics too.
ACHIEVEMENT: "This Dragon is Dragoff" Kill the D.R.4.G.
Still in process, but what you think? You like it? What changes or suggestions you have? Thanks for your time 😄
As of time of writing, the second phase of the heartstone battle has rocks float over above the dozer before smashing down. However, many engineers have figured out that by simply putting a roof of platforms above the drill dozer, the rocks harmlessly shatter on the platforms and the dozer takes no damage. It's kind of a buzz kill for me when you don't need to worry about the rocks anymore because of this.
I am not suggesting to make this no longer a viable strategy, but right now it is overpowered since it does not seem like the rocks do any damage to the platforms on impact. I suggest that the rocks should be stopped by platform material, but the engineer will need to consistently replace the platforms as rocks hit them and create holes.
Liquid mineral deposits
Theese can be encountered in any biome, depending on the color, they hold a large amount of a single mineral. You call in a pumpjack that has a small canister rocket on it and activate it with a button. While the pumpjack fills the rocket, you have to deal with a swarm that tries to destroy the pumpjack. Fail and you go on empty handed but win and the payout of that mineral will be alot. Single missions might hold multiple of theese deposits but the waves get harder and harder on each one.
A quality of life suggestion for engineers: Seeing as waiting for the turret to come back into your inventory refills its ammo, and that relocating the turret doesn't refill its ammo and it takes its sweet time landing into position, I think the build time for a relocated sentry should be shorter than one you deploy from the inventory.
Logically this would make sense since to fit in the engineer's pockets the sentry needs to make itself tiny, but if it's just relocating it wouldn't need to completely deconstruct.
Gameplay wise, this would make the relocating mechanic for turrets a more valid strategy for when its not low/out of ammo.
Remove the ranking system. The ranking system, aside from being nearly useless, has basically only served as a way to divide the community. You judge them if they have too many levels, you judge them if they don't have enough. I've caught myself many a time thinking "Great, another Bronze." when I play public lobbies. But more often than not, lower ranked players/newer players, have shown more willingness to learn and cooperate with their team than higher ranked players. Higher ranked players effectively become one man teams after a while, they do things on their own, and if other people don't catch up, they are the ones at fault. By removing the Veterancy, you force players to judge each other on their skill and teamwork, rather than some arbitrary number or rank. Are you a good team player? No? You run off ahead and blame the rest of the team for not following behind you?
The Mod support update got delayed because of concerns from players about the ranking system. Modded players will get ranks faster by using xp mods. Without ranks, there would not only be less discrimination, but basically no other problems for mod support.
It's just a number people. Having the bigger number isn't important.
I have two suggestions:
Elite enemies should be enhanced versions of the original enemies that are superior to the original at filling their niche. Basically keep the spirit of the original but turn it up a notch.
Examples:
Elite Mactera Grabber: Visually more streamlined looking, maybe a colour change too, Noticeably different audio cue from original grabber so you can tell it is an elite, lastly make it faster and make it prioritise vertical movement once it has grabbed someone so it is more likely to drop them from a dangerous height.
Elite Grunt Guard: Visually more bulky, a bit more health, When it is "guarding" bullets shot at its forelimbs have a chance to ricochet back at the player.
Elite Glyphid Warden: Make them a different colour, make them faster, Change the buff they provide to make it so the allies move much faster but reduce the defensive bonus by half.
These are just examples for my idea. Nothing has to be done exactly to this but the main idea is just make them better at doing their niche not make them universally better in all base stats.
Second suggestion: Home Brew Powder change. For this example I will be using the Bulldogs version. Base damage is reduced to 75% have a 50% or 33% chance whatever makes more sense, to fire a powerful shot that does the full 200% damage with a noticeable "heavier" audio cue when fired with more recoil and a half second delay added to the firing of the next shot. I feel this change will make it more fun to use so players can "feel" it working because it will appear more impactful when that lucky shot is fired. May not be the top of the line overclock after the change but fun is important.
GK2 Buff
: Some form of damage/ammo buff. The +25 ammo in the update was a step in the right direction but it wasn't substantial enough to solve ammo efficiency with the GK2. Honestly the GK2 needs more done to it in terms of the base weapon and the mediocre clean overclocks to make it "competitive" to other overclocks such as Bullets of Mercy.
the combat section of the miners manual should explain what elite enemies are, or at least mention their existence
New caves generations.
Make the suicide drone spawned by modular towers make some beeping noises so that they don't act like silent elite detonators. A swirling noise like you hear from real drones would be cool too but i doubt you'd hear that through the action
Gunner Weapon Suggestion:
The Thunka M12
(Sidearm)
"A classic weapon concept, almost nothing more to say than to be carefull with the trigger."
6 shot revolver style grenade launcher lobbing bouncy Frag Grenades with a 5 second fuse.
Could be adapted with overclocks to use other grenade types from the game
(Yes the name is a wordplay of the sound its real life counterpart makes when fireing)
How about adding some custom cave generation for Salvage Operation mission type, that reflects that cave was pre-surveyed by other team? For example, adding some driller's tunnels, marks from C4 explosions, ziplines, some mineral deposits would have Engie platforms next to them, maybe inert flares from flare gun stuck in the walls and ceiling, that would give some light after being shot? I think that would add nice flavor to these missions
Gunner Weapon Idea: BG11K (Big Gun 11000) “Our most maniacal gunsmiths have crafted this weapon of mass destruction… The “Big Gun” 11000, utilizing the latest plasma technology to send fiery balls of justice towards the glyphid swarms. Note: does not result in any ripping or tearing ”. 👀
Just like a hand held mortar, only fancier! Launch a ball of green plasma temporarily into the air, dealing damage to enemies flying into the plasma ball and raining low damage electrocuting plasma that slows and weakens any glyphid unfortunate enough to be caught underneath the weapon (has a somewhat low accuracy). Has a low ammo pool.
Overclock ideas…
Rapid firing plasma balls, dealing low single target dmg, but having a penetration value and status effects to rip and tear through grunts. Increased ammo pool.
Charged plasma attacks that cause the plasma ball to explode on command, dealing aoe damage in an immediate radius and causing low damage burning plasma goo to fall down (Just like those annoying macteras).
Charged beam that can shoot at airborn plasma balls to overclock them, allowing them to last for a longer period, with decreasing damage until an explosion occurs, stunning and weakening glyphids for a significant time.
Mission suggestion:
Helium 3 Harvest.
"The solar activity of the Hoxes system increased dramatically in the last few years and it seems that the stars solar winds contain large amounts of Helium 3. Literal Star Fuel.
Management wants you to go out and set up as well as defend the collector equipment.
Being Underground will serve as protection from the worst radiation. The solar winds seem to travelnthrough Hoxxes natural cave and vent systems like the occasional storms you are used from the glacial strata... Be very carefull of jets made of plasma and radiation."
Its simmilar to On site refinement but the dearves will need to defent the equipment from the onslought of glyphids in the area while having to avoid periodic solar winds irradiating the area. Having to seek shelter or be burned by the stellar fury!
The equipment could either be something like solar nets or a fleet of modified Dorettas gathering the HE3 particles on the cave surfaces bombarded by solar winds
The mission could be a more payout the longer you stay deal!
A "rigged" strength test game on the rig, you can hit it with a power attack to see how hard you hit but it's always randomized and the dwarves will complain "I'm just a bit tired that's all" or "This game is rigged anyway".
I have a small Discord server to coordinate playing DRG with my friends. We have created a special channel to subscribe to the official #patch-notes-steam announcements. However we are finding that many posts do not show up in our channel on our server. Reading the Discord support articles says:
Keep in mind, server admins have the ability to choose which announcement posts will be published and sent to your server through Channel Following. If you're missing an announcement post, it's likely the admins have chosen to not publish that post.
Might I request that every post in #patch-notes-steam is pushed out to channels which have subscribed to it for updates?
Thank you. :)
This is a cosmetic thing so not a huge issue or anything, but please give elite enemies their own unique models. It would make them much more menacing if we could visually identify them besides their size increase.
more facial expression for the dwarfs