Endless Elite Deep Dive: Management dont want to collect you that often, give a call if you need to be picked up !
DD Continiues at haz5, but time between waves shortens every mission, and one more modifyer is added to the mission.
To end the Dive you have to call for the 'lift home' that will be delayed according to deept fx 30sec + 10sec*deept..
If the drop pod is called it (as usual) leaves within some time.
The point is to make it possible to win the endless dive, but have enough overview to know when to call.
Maybe make it so all dwarfs has to call before it get send
#suggestions
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Building further on this, make taking the bypassed integrity check upgrade change the risk of accidental death from "high" to "even higher".
Just put the Risk of accidental death stat on everything for maximum comedy
Add "risk of purposeful teamkills" on satchel
Glyphid screamer. Once in range it will start letting off a high pitched scream that will either slow down or slowly damage the player.
Suggestion;
Lorie The loot bug.

Management has finally allowed a pet on the space rig, a harmless loot bug, since capturing one is easier than paying around 50k credits for a AI named dotty, Lorie would be next to the abyss bar. It can be pet, and has a small nitra deposit it’ll feed on occasionally.
The space rig is lonely.
Add Bosco during the rewards sequence for solo missions
Add a punching-ball on the space rig with the face of the mission control guy on it so we can relieve our stress after a long day mining on Hoxxes
Probably already been suggested but what about a white phosphorus bulk
Bosco should have voice recognition
Oh gosh if only
Confusion Spitter: same as the other spitters in size/shape, maybe green or yellow instead of red/purple. Attacks deal minor damage and apply a confusion debuff for a few seconds, which reverses the movement and aim controls. Debuff appears as purple swirls?
Maybe another class called medic. Able to put down small health and armor packs. He would be more back lines and he's weapons would be like the scout primary and a pistol
UNIBROW
UNIBROW NOW
We have goo that slows you down, but what about goo that makes you bounce?
Ok, so we already have goo that makes ya slow, and the guy above asks got goo that makes ya bounce, what about goo that makes ya fast?
Please, if we get disconnected, and there's still an open player slot, allow us to join back even if it's halfway into the mission!
I got disconnected just as we reached stage 3 on the current EDD. My internet is crappy rural junk, so disconnections are regular.
Without the provision for reconnecting, im regularly getting screwed through no fault of my own.
(Also, when you get disconnected and you do manage to reconnect, you lose your beer, which can be a real pain. I had the 1 less terrain hit beer a few nights ago, and one disconnect/reconnect later im taking 3 pickaxe hits to mine instead of 1 on the EDD.)
Make it such that turret arc is never a perfectly straight line. Instead, it always has a slight "arc" to it
Add twerking dance
Please allow me to throw hands with the glyphid’s, I want to punch one, please ghost ship. A martial weapon or something I beg. Also why the hell did y’all upvote the blasphemy above me so quick?!
If we could get a Neon Band/Dark Future pickaxe paintjob I would be a very happy dwarf
Give us a hat thats just a cat napping on the dwarfs head, i am making this suggestion from my own free will and am not being held captive by my cat. Anyway the desc reads
"Someone decides to bring a cat on board. cats also, for some reason, REALLY like sleeping on workers heads. So guess whos on cat duty"
A nice little world building Easter egg would be to have a rare chance of an Xynarch Charge Sucker on the electric crystals. Perhaps it makes the crystal not connected to the others.
What about a xynarch parasite hat ?
Machine or random event or even a mission type where you have use throwable bombs to break some enemies armor before you can kill them (the bug is moving and not stationary unlike the tritilyte crystal) , something that encourages throwables to be thrown dwarf-to-dwarf while doing the specific task.
An ingame bugreporter, press a key, it takes a screenshot and a formula for description text pops up and sends all mission data/seed and whatever meta data along with it, even the player position on the map :)
I'm gonna get a lot of 🥬 and 🧝 and
and
but ... Can you guys please lower some mechanics of the drone replicator (maybe the speed of the drones or the damage) because those things are deadlier than bulks. On multiplayer I suppose it's much more manageable (I hope so) but on solo they are relentless. Tell Management and R&D that the Drone Replicator would be even better to wreck havoc in Hoxxes than even a squad of heavily armed dwarves 
Make a little synth jingle play from the resupply pods when they land and open up. Just to add to the "oh finally we have ammo"
Additionally have a corrupted version of said jingle play when you fix a broken resup pod.
Ebonut mutation
If Hoxxes can have inexplicable rock-trees, why can't it have harmless rock-cacti?
Gnome hat for all classes.
To add onto this, people list the problem of ammo & supply pods, well give them engineered boxing gloves! A punch takes a certain amount of charge from the gloves, maybe similar to the gunners rapid fire, holding down punch can bring to rapid speed, but with the penalty of your dwarf getting fatigued and can't run for a short time.
LET US PUNCH
Add an accuracy rating and how many of each type of enemy a player has killed in the reward screen by hovering your cursor over a player's total kills.
How about a skin for Bosco that textures him to look like Lloyd
New Minigun OC: Havoc Fire
Buffs:
- Increased Accuracy
- Higher Firerate
Changes (Neutral):
- Able to charge minigun, the more you charge it the more bullets it'll shoot. But you can tap the fire button to fire a short burst
Nerfs:
- Less damage
- You're slower down when both charging up and firing
(Inspired by the Splatlings from Splatoon)
1: Betc has a place in most peoples hearts, so it isnt fair that she stays down there while we leave in the drop pod. Add a docking animation for her
2:This may be too much to ask but it would be nice if you find a betc in a deep dive it would be carried throughout the stages
3: Please make betc not shoot her grenade launcher on flying enemies lol
Let us pet the BET-C.
Royal aegis as a gun skin so I can have some color unity
Personalization for flares perhaps? Even if we want to keep the color tied to class, maybe a cosmetic for after effects when they're still burning?
Gold plated flares.
Have the messages that pop up when someone joins display the region they're joining from. You usually speak english by default but they might end up having the same native language as you and you won't find out unless you ask them or take a look at their steam profile.
Have an alternative way to join a union other than Discord Rich Presence. Discord and DRG can't communicate via Rich Presence when running through Proton. I understand that Linux/Proton is not supported, but this would help out Proton users (and, by extension, future Steam Deck users). Using a user's verified Steam profile that is displayed under the connected accounts in their profile to link a Steam/DRG account to a Discord account could be a solution (the Discord API enables bots to read a user's connected accounts).
differently colored sparks/particles
Not a serious suggestion, but what if there was a bulk detonator that, when it explodes, creates a sphere of dirt (depending on which biome it's in) instead of a crater? I'm sure that'd get a bunch of laughs out of some blokes here.
centralized hud elements? i always seem to miss how much ammo is really in my gun, or how much health i actually have. i'd love for there to be an option for those of us who want it to move our health bars and current ammo count somewhere nearer to the center of our screen. maybe something similar for minerals collected as well?
The Impact Axe should glow red if you can't pick it back up.
A "Interplanetary Miners Union Donation Box" somewhere in a Space Rig, so we can spend our credits to a good reason. May be a 500 or 1000 per time. After donation, you will get a message with thanks. May be Mission Control will comment it somehow.
P.S. Could be good if reaching of some donation point in a month will increases Miners Union Reward for completing a Union Assigment, so we will share our credits with our brothers.
Or at least add a some "list of needs", may be with joke points.
Like:
Medical issurance;
Pansion for veterans;
Prothestic limbs;
Bosco's restoration program;
Free beer;
Genetical researches for liver improvals;
Searching team for Karl;
Discredit program against leaf lovers;
etc.
This reason can change any month. Couple "serious" reasons, and couple "joke" reasons.
dont let spitter (namely acid spitter) type enemies spit the second the spawn please
New EPC OC: hyper charge
Replaces the flying ball projectile with a charge burst. Essentially you hold down the trigger, let it go, and it rapid fires a bunch untill it overheats. Would also increase the time to full charge, and charging would not generate heat
When flares burn out make them go out completely, having that faint glow can get annoy/confusing.(Thinking scout flare is aquag, driller is gold and engi is nitra.)
An arcade machine in the space rig, that plays a 2d simplified version of Deep Rock Galactic.
Call it "Deep-Bit-Galactic".
Pounce isn't posting it, so I'm gonna do it
Breach cutter rebalance concept
Base changes:
- Beam DPS reduced to 400
- Beam width reduced to 1m
Part of base dmg moved to mod for better single target vs wave clear competition, beam width decreased to reduce overall wave clear performance
Mod changes:
- Tier 1: projectile lifetime, expansion delay, reload speed
- Tier 2: damage (+350 DPS), ammo
- Tier 3: beam width (+1m), clip size
Changed mods for more build variety: tier 1 is QoL mods; tier 2 is single target vs wave clear; both tier 3 mods fit for wave clear builds but having to pick one will slightly reduce performance compared to current BC, clip size is expected to be a pick for single target focused builds; hopefully with reduced base dmg armor break will become a more viable alternative to stun
Overclock changes:
- High voltage crossover (clean): clip size penalty removed
A little buff to make it compete better with other wave clear builds
- Stronger plasma current: damage bonus changed to 1.2x
With base damage changes this OC needed a buff, bonus changed from flat value to multiplier so high damage builds benefit more from it
- Return to sender: ammo penalty changed to -3
The effectiveness of full ammo build was reduced so penalty was lowered to compensate for it, ~8% potential damage increase overall
- Inferno: 2x beam width added, +3 ammo added, 0.2x impact damage added, beam DPS penalty changed to 0.5x
Reworked into wave clear focused overclock - kills smaller bugs with DoT rather than beam DPS but has better potential due to extra ammo and beam width
- Spinning death: beam width changed to x2.25x
Beam width bonus increased to compensate for the base nerf, more build variety due tier 2 and 3 mod changes
- Roll control: completely new mechanic (and name) - allow it to "turn" beam left/right using the crosshair as long as fire button is held, similar to the mechanic of the upcoming guided rocket system
And a little bonus (not exactly my idea)
- Stronger plasma current v2 (balanced): 0.6x beam width, 0.75x beam speed
Rebalance for making it focused more on a single target, lowered beam speed instead of a damage bonus as a gimmick; might as well be new overclock
Additional arcade game for the rig. A DRG knockoff pacman variant! In all of its pixelated graphics and repative gameplay loops glory.
You pick a class to run around as, and pick up gold chunks (rather than pills). Aquarq appears on random parts of the level and need to be collected (and returned to a central point) to move to a new level. Ghosts are now glyphids obviously, and new ones slowly spawn from the edge the longer you take. Occasionally bulks or oppressors spawn too, especially as you get to later (lower) levels. On later levels one glyphid is always an unspeakable horror, which can never be killed and will dig directly for the player through walls.
Each class gives you a unique ability. Drillers can dig out special dirt filled routes quickly, and can dig right through walls slowly. Gunners have their revolver and can shoot the glyphids, allowing them to kill them if they encounter one separate from the others. Scout can grapple to rapidly move down straight tunnels. Engi can block passages with yellow foam, enemies can dig through this slowly though.
Powerpills are replaced with supplypods that randomly drop in on a timer, picking them up gives all classes a gun (gunner upgrades to their minigun) and lets them kill glypids for a short period for extra score (and to remove them, until new ones spawn)
Brewing mats replace fruit, occasionally spawning for a score boost. Loot bugs occasionally appear and just remove gold that you've yet to collect (killing them drops nitra which lowers the supplypod timer, and any gold they got, but they also can leave the level with all their loot).
This is likely a waste of dev time to make a mini game in a game, but meh, it was fun thinking it up. Probably call it DigDwarf or something.
Healing with Vampire Perk depending on Tier AND Level of killed bug.
(Probably someone already proposed it, but i don't really know)
When you equip the Vampire Perk, the healing reward depends on the tier of perk, but also on the level of bug that you killed. Also, if your tier is too low for a certain bug, you get no healing.
Tier 1:
Swarmer = +1 hp
grunts/guards/slashers = +5 hp
warden = +10 hp.
Tier 2:
(Previous tier +)
Web/Acid spitters, Mactera spawn = +15 hp
Q'Ronar youngling, Mactera trijaw = +20 hp
Praetorian, Mactera Brundle, Hooli Hoarder = +25 hp
Tier 3:
(Previous tiers +)
Glyphid menace, Acid spitballer, Mactera grabber = +30 hp
Q'Ronar Shellback, Nayaka Thrawler, Goo bomber = +35 hp
Tier 4 (boss tier):
(Previous tiers +)
Oppressor = +70 hp
Bulk/Crassus Detonator = +100 hp
Any Glyphid Boss finished with melee = full health restored.
ROCK AND STONE!
A machine event or a mission where you need to destroy an unstoppable object before it arrives to its destination. It could be a Xynarch infested machine, or some kind of new glyphid.
Your target will have a lot of health, and you cannot stop it once it gets going… but it will not directly attack you. It can still crush you if you’re not careful though.
Think of it as the Tank from Team Fortress 2 Mann vs Machine mode.
https://wiki.teamfortress.com/wiki/Tank_Robot
And yes, normal swarms will still appear to ruin your day.
bulk brew beer, you just explode
Add a passive crab creature to X biome. Have it scuttle around and make little chirping sounds as it forages for silicate.
Also let us pet it with a chance of it pinching a dwarf's finger for a tiny amount of damage.
not flintlock, more like you just explode and die
Add a new terminal in the space rig to pay some unique cosmetic and gadgets with error cube
Only one gadget can be equipped at the time there is unique gadget for ich class
Exemple of gadgets a shoulder mounted railgun for the engineers with like 1 min cooldown or for soldiers a orbital laser request but there is multiple gadgets for ich class
Ragdoll and roll a few meters before downing and becoming stationary when killed by explosives. Could be a funny touch
pirate costumes for all classes
make flares bounce off of molly
So if the flamethrower can affect certain terrain like the engi's platforms and ice, why cant the cryo cannon do the same? Like cooling down the spicy ground from an explosion in magma cavern
alright hear me out, when you tap v it plays a random rock and stone line like usual, but if you HOLD v it opens a radial menu that allows you to choose the line. The rock and stone shouts would obviously change to toasts when you're holding a full mug
I was thinking that the Haunted Cave warning should be revised to make it actually really scary to explore, for example:
-
Have ghosts of enemies that deal far less damage than their living counterparts, appear then disappear after 3 - 6 seconds, sounds distorted.
-
Hear Dwarven calls in the distance, also distorted.
-
Have a true threat that appears at least once per game, an incorporeal black fog that makes chase after its scary theme plays for 3 - 6 seconds, damaging Dwarves that get caught in its midst, also causing scary images to appear if caught.
-
Have the background music be tense and unsettling - have an increased contrast between quiet and loud moments - have a lot more dissonance and sharp rises and falls in pitch to put the player at unease.
-
Have a thick fog surround the player, perhaps see faint faces in the distance.
-
Error helixes should be much more common and much taller, hinting at a dark nature to them.
-
Have the Terrain Scanner be buggy and distorted, showing off at least somewhat inaccurate information.
-
Have a very rare chance of a random Dwarf being temporarily teleported to an inaccessible area with a high chance of being immediately chased by the entity in suggestion 3.
-
Have the Drop Pod depth meter show "ERROR".
-
(for faint-of-heart players) Have Haunted Cave missions not appear during Assignments - also warn players that Haunted Cave missions are very scary.
PS: Perhaps the ghost Bulk could be reused as a temporary chase enemy, being much faster than it is now, but only lasting like 10 seconds.
Please incorporate crossplay between Xbox/MS Store and Steam. I have seen other games do it
in the bestiary, add a counter for each enemy for: - times you killed it - times it killed you -
add M.U.L.E customization
Add a "Pick Random Class" button in the class selection UI for those indecisive type of blokes.
Having the Friendly perk also deal 50% less damage to yourself would be swell.
Voiceline when pinging grabber: "Maybe it just wants a hug!"
A free matrix core on promotion would be nice I think
Allow us to stop a Machine Event and restart incase the thing needed to complete it is in a position that makes it impossible to actually complete it. An Alternative solution would be to make a failsafe where its coded to make sure the nanite Despender spawns around the same latitude, so if will always fall on ground that allows you to complete it.
I have no idea about how hard this is to code though
Example wise I recently had A Tritilyte Deposite where the Nanite Bomb despenser spawned over 200m below the deposit
Add a trash bin for empty beer mugs in the Abyss Bar
A perk that allows you to carry lootbugs
Ever since dreadnought phases were changed to be threshold-based instead of time-based, they're less fun to fight against for players with optimized builds.
A better way to handle it would be to make it time based, but make the timer go faster based on how much damage the boss takes during a phase. By doing it this way, skilled players running optimal setups are rewarded for playing optimally, and unskilled players with low damage usually won't get softlocked from lack of ammo by bosses (which was the reason they changed it from time-based to threshold-based in the first place).
Cave leeches able to get killed by a pickaxe power attack when getting grabbed.
doretta head in the med bay
An uncommon exploder/mactera crossbreed that can fly. 
A section In the log about promotions and how/ when can a player get one
allow bosco to push in machine event batteries
allow bosco to do a lot more QOL shit. i know he isnt meant to be a dwarf 2, but itd be nice for him to help with more tedious tasks that normally a dwarf is suppoesd to aid you in. he can build pipes, why cant he push in batteries or build mini-mules/crates?
What about a target room, to test weapons without having to go on a mission?
make the Glyphid slammer Icon change to its supporter variant if you own the DLC
Put the second P back into "supressive fire"?
make the classes spawn in their respective rooms (unless there is a 2 stack of classes.)
add a bowl of "corporate mandated complimentary snax"(mix of various shaped salty foods like mini pretzels) to the bar, that you can use to decrease drunkenness by 1 level. holds 4 fistfuls of snax, one for each dwarf(or 4 for one greedy dwarf)
(might have been suggested before)
How about a rare spawn on broken Bosco in Mule Recovery (or just any) missions? 
Could even be "broken beyond repair", so there is less balancing problems. 
Probably a repeat but having some beers with special effects in mission would be nice,just to give me some use for the 100s of beer crafting materials I have
Tiny visual update, maybe - Foam on beard after drinking beer, which tells other players that "this guy just had a drink".
||Excluding the LLS, just because||
so what if agressive venting actually increased heat generation. The problem i have whenever using critical overheat is that it takes almost 10 seconds of continuous firing to overheat, so whenever i actually wanna overheat i either kill all the bugs or get swarmed cause i dont wanna stop firing and lose heat.
i think something like +50% heat (6.33s) or even +100% (4.75s) heat generation, if you’re feeling lucky, might make aggressive venting more than a crutch for when you overheat on accident. a sort of diet burning hell
I am not sure if this belongs in the bug report or not because it's a pretty big oversight; Proximity Trigger for the PGL does not work with the Fat Boy over clock. The arming distance is shorter than the blast radius. The arming distance for Proximity Trigger should adjust to accordingly when the the blast radius is something other than the default.
Some horizontal text squishing in text boxes would be nice for translations. It would give a little more wiggle room for translators.
For example, the check box text on the info screen is too long for several translations and clips into the box.
Suggestion: "Co-Op Buttons" or "Democracy mode" for the drop pod recall button.
If the host enables this in the option menu (similar to renaming sessions or turning off class duplicates), at least 50% of the team are need to simultaneously press the button on Molly to call the drop pod .
This would basically only apply to teams with at least 3 players to prevent the host from holding a single extra team-member hostage by refusing to extract.
"Button Voting" would be a nice way of reducing griefing by a bit for larger sessions (be it intentional griefing or not); teams of 3+ no longer have to abandon gold, machine events, cargo crates etc. because someone didn't know better/ wanted to see the world burn for a bit
To make it more clear on what is happening, maybe have the dwarf initiating the button holding automatically ping molly too.
[+1] survival bonus for securing dorettas head
A separate "more stats" button on the mission complete screen that will show stats like:
Damage dealt
Dreadnought damage (om Emlimination)
Medium and Large enemies killed
Primary and secondary objectives completed
Damage repaired (on Escort Duty)
and maybe some class specific stuff like:
Times grappled
Distance drilled
Damage blocked by shield
Enemies killed by turret
etc.
How about a shooting range in the HUB to test new weapons and mods before signing up for a mission???
There are alot of online missions with cheat modded in, there should be an indicator for modded missions
Short version change vampire to at max.
1 for swarmers and shockers
5 for grunts, spitters and materas
10 from patoreans and most things that you can rarely melee
20 from oppressors and naedocyte breeders
and sure 40HP from a dreadnaught or bulk
I would like a most balanced version of what was suggested above.
Also I feel it sound be scaling should be off of enemy size not necessarily threat lvl (IE spitters and macteras are the same as grunts)
So for sizes we have
Tiny
swarmers
naedocyte shockers
carnivourious larva
Small
Grunts and varients
Spitters
Exploders
all macteras
Q'ronar youngling
Deeptoras
Korlak spouts head (Tyrant weed)
Korlak healing pods (Tyrant weed)
Stabber vines
wardens (maybe a medium it's half way between the two)
Medium
All Patorians
Menaces
Q'ronar shellback(Maybe a small though)
Nayaka Trawler
Korlak weed core (Tyrant weed)
Spitballer
Leech (How?)
Brood nexas (maybe large but could argue had it's not meaty enough despite it's size)
Large
Oppressors
naedocyte breeders
Huge
Dreadnaughts
Bulks (good luck ziplining away scout)
Nothing
Bet-C
Things with no attacks (like it currently is because balance)
Smalls give the same amount that they currently give (Or maybe one less mark with
for one less)
mediums give 2x
larges 4x
and huges 8X
and at Teir 4 only tinies give 1
Use a
if you think stabber vines and tyrant weeds should give nothing.
An idea for a new aesthetic pack that may have already been suggested: Cyborg. I imagine Hoxxes causes a lot of Dwarves to lose body parts, so miners going around with metallic bits would be normal. Scout with cyber legs because he broke them by falling from a great height, Driller with metal arms because a Glyphid ate them (or perhaps he blew them up with a badly placed satchel charge). I imagine it either being a bit like the Roughneck pack and showing skin so you can see where the flesh ends and the machine begins, or with the implants sort of fused to the armor for a more robotic look.
A "Rope" or something that you can scale dropped by Molly when extracting from the mission:
Unless you aer scout, trying to follow molly in some high complexity high length missions can be a literal nightmare. It is really stressful to have to figure out how to place a zipline for example (or you may not even have any) or mine through extremely tough rock whilst being swarmed by glyhpids to actually have a chance of extracting. A rope that you could climb walls with to get to a surface that is actually navigable by dwarves would make extraction so much easier, since molly don't give a care about our feelings... ;(
I feel like this might have been suggested before, but how about a few more miniboss types? Especially ones that are unique to certain zones? We already have the Tyrant Weed which, while not explicit to the Fungus Bogs, definitely has that ‘dangerous flora’ theme. So why not others? Maybe the Crystalline Caverns have strange crystal golems made from semi-biological crystal formations? Perhaps the Radioactive Exclusion Zone would have a chance to spawn a certain type of heavily mutated glyphid? There could maybe be a “Giant Cave Leech” type mini-boss, where it’s teeth are dropped as trophies? While I’m sure more bosses are planned, I think having biome specific bosses could add an extra bit of flavor to do missions in certain biomes (besides mining for minerals, of course).
have the mini mule legs get piled inside of the drop pod the same way dotty's head automatically goes into a certain spot
story mode? perhaps a lost city discovered deep in the planet?
This is story mode
new fun beer idea, boolo cap blitz
"with a taste similar to that of bubblegum and grapes, this light beer is popular with all sorts of dwarves. from dwarf children looking for a sweet treat, to a gruff miner needing a kick for his sweet tooth."
the effect would basically be the rich atmosphere modifier. making the dwarf who drinks it faster, and have the lighter voice for a little while
Perhaps a “Hoxxes menagerie” or a trophy room with all the enemies in game along with a counter for each one you killed?
A oc for the thunderhead that makes the barrels shoot at the same time
A beard cosmetic with bullets tangled in, somehow dwarven beards are so thick they can kinda stop some bullets...
Overclock (Unstable): Sticky Nades
For: Deepcore PGL
The grenades stick to surfaces now!
+.5 AoE
Each grenade explodes twice
-90% velocity
+1 second reload time
The grenades have -50% fear
Based off a certain TF2 (looking at you Jakob) weapon, the grenades are removed of fear and velocity to set up trap networks to feed into a more defensive playstyle.
Wide, full-body mirror in the Mining Rig (for group selfies, without needing to dance).
Same as above but it's a funny carnival funhouse mirror that distorts the dwarf's appearances, making them extra fat or skinny
Community event to tip Lloyd a certain amount of credits, if the community makes it within the time frame we get some sort of award. Bosco gets some Lloyd cosmetics or maybe Lloyd gets a golden hat
I think it would be cool if other dwarfs can take driller's C4 pack (from ground)carry and plant it in some place. It will add new co-op feature, and communication between players.
For example: you want to destroy big column, and it is hard to climb for driller on the top of it. Instead driller can give C4 to scout (or somebody else), and scout can easily carry C4 on the top of it while driller do drilly things at the column basement.
Other possible way to use it in battle: scout can deliver C4 to dreadnought's ass and shortly retreat. Leaving a great BOOM behind, like in cinema.
What if we could damage the Neurotoxic grenade with a bullet or the pickaxe to trigger the "explosion" (I mean the release of the gas) earlier ?
New Flora: Hephaestus’ Cage
A bioluminescent core, surrounded by a spherical, brittle, cage-like shell. (Think rouge cradle from Subnautica)
The brittle shell can be broken by any source of kinetic damage (no flamethrower or cryo.) Core can then be picked up and thrown, and detonates in a large explosion upon contact. Spawns on every map other than azure weald and glacial strata.
I would like upgradable flares/grenades, it's mostly a nitpick because I'm a perfectionist, but I can think of some serious upgrade potential for some grenades, like if you could choose to make the gas nades cloud bigger, or appear faster, or poison quicker, or make grenades stick to what they hit, as for flares there could be a brightness upgrade, a cooldown upgrade, a "sparkle" upgrade of some kind that makes ores glisten more
(I think it would make our dwarves feel more customised too)
Why can I not throw a grenade down a dreadnought's throat. I have a grenade, he has a mouth.
I dont know if this has been suggested before
But why not make a special mode with sliders setting?
You want to test your new autocanon Oc at his fullest potential?
Why not put the difficutly slider to haz 3 and ramp up a slider for mob count to haz 5 style
Want to smash lots of bugs casually with your friends?
Toggle x2 spawn count
Slide the difficulty to haz 2 but ramp up the mob count to haz 5
Sometime i wish mob spawn amount are not tied to hazard level
Moved from other channel
Idea to make Scouts base suit look interesting.
Adding abit of another color to his suit in the form of kneepatches and the front would break up the large mass of blue his undersuit has, but still keep its eye catching hue.
Stimspore, a rare, multi-tiered mushroom, with a red and green color. Releases glowing spores when disturbed (walked through, shot, etc.) spores stick to anyone (including enemies) who pass through them. The effect lasts for 1 minute, and gives the spore holder a 50% speed boost, and illuminates them. For dwarves the effect aggros enemies. Plant is shaped like a cone, with a pink and blue color. The effect sort of acts as a give and take
more lost and broken mining equipment. i know it would probably be too much trouble for what it's worth, but i think seeing a few broken weapons or a bent pickaxe occasionally could add to the atmosphere of the caves, especially if it is a much higher difficulty mission or near a lost pack.
hide the little blue flames on the end of crispr when viewing it in the equipment terminal
give the shield generator to the scout and make something new for gunner :)
give all of the dreadnoughts death effects
classic: 3-5 smaller versions of the pheromone attack
hiveguard: a large puddle of the same goo that sentinels make
lacerator: lingering fire (think of a praetorian's death fart but instead of toxic gas it's fire)
arbalest: a medium sized explosion
On the topic of boss fights, Change the "kill" sound effect to something more... satisfying, I guess. The big "cha-chink" just doesn't do it for me.
to add to this, maybe scare the heck out of any and all nearby (non-dread) creatures (basically have them go "oh no i'm gonna be next")
Glow-in-the-dark engineer platform mod
a new mutator: "unusual assortment" or something like that that increases the likelihood of a mission generating with rare enemy types like bet-c, or spawning events like the lost pack. i know the entire point of these random encounters is to spice things up since you never know if you are going to encounter something like that during a mission, but giving you a heads up isn't going to ruin the surprise too much (or at least, i would hope it wouldn't).
edit: alright, yeah, it was a bad idea. not every one of em is a winner.
instead of things disintegrating when the bottom is mined out make them fall over, this way you could use pillars to bridge gaps and other cool things, you could also cause cave-ins too perhaps?
new idea for a mission: hivebusting - enter a bug hive and eliminate the queen, could change the idea a bit, i just think more mission types would spice up the game more.
I think what the game really lacks is variation for boss types in elimination missions (or bosses in general), it could really use bosses that aren't glyphid. Maybe a mactera boss set, it could have a different looking cocoon (for eliminations)
New species: Yurids, these mantis like beasts are thought to a contender for apex species on hoxxes. There are 4 currently known variants.
Yurid Ripper: The backbone of the Yurid Species, the size of these nasty bugs are somewhat in between a grunt guard and a praetorian, they rely on sneaky flanks and quick, high damaging attacks luckily it takes a bit of time to attack so watch your backs and you might catch one about to attack.
Yurid Brusier: These tanks are big, tough and are ready to crush you with their mace like clubs, they're about as big as a oppressor and have similar weak spots in terms of position.
Shoot them in the back and don't get crushed.
Yurid Backscatter: These menace sized bugs shoot bone like spikes from their backs all at once dealing lethal amounts of damage to the victim. Good thing they have a large glowing bulb on their back to shoot.
Yurid Swooper: These winged mistakes in evolution can't actually fly, but they can and will get up high and quickly glide down to their target and perform a quick hit and run attack, even worse is that they tend to do this in large groups but they make a loud clicking sound before attacking so shoot them at the wing to cripple them.
New anomaly: anomalous gravity.
At semi-random points throughout the mission, the gravity will briefly turn completely off or switch directions. Each shift will be announced by mission control warning the team either that the gravity is going out, or in what direction it will be switching (Using cardinal directions). Each shift will last 25-45 seconds. The team will get 5 seconds of prep time after the warning to get in a comfortable spot or mine into the side of a wall.
A bug that kinda mimics dwarves behaviors, being a neutral bug (doesnt attack until attacked) and has the ability to copy phrases, kinda like a parrot
The bug will
- (attempt to) mine a small hole
- Respond to you when you press V key
- generally observe you
When attacked the Bug will bite, scratch, Spit acid, curse at you, etc
just a random idea i wanna put out there
Edit: also, these things come in small trios and squads, youll hear some talkin in the distance, and it'll be these guys
Overclock (Unstable): Recursive Grenades
For: PGL
Each grenade launches a cluster, then those clusters send out more clusters (1 nade sends out 6 mini nades, which then send out 6 more mini mini nades)
The main explosion does -50% damage, and each mini nade does 25% of the main explosion
The mini mini nades don't stun but do normal mini nade damage
By heavily packing explosives RnD were able to make recursive grenades that explode multiple times to cause maximum damage.
broken bosco encounter in rare occasions, simmilar to bet-c, however is faster, can fly, and has the charge sucker on his back which he tries to keep turned away from you, once defeated he works just like bosco but in multiplayer. perhaps give the charge sucker more hp?, or burry it inside bosco so you have to break metal plating on him to get to it?
edit-i understand that its a recycled idea, i just wanted to put my take on it out there
In the magma core, there should be a cave breather variant that spews out flames. ... Not directly at the player, but wherever it's facing.
Suggestion: If you are drunk at the start of the mission lootbugs will have voicelines that only the drunkard can hear. They can hear these voicelines until they sober up.
More loadout slots
I'd imagine at least 5
possible overclock for miner's goo gun: alchemist's friend
goo can now be charged with elemental damage(fire, ice, radioactive, toxin, electric) from friendly sources
goo duration incrased
decreased damage
decreased tank capacity
increased charge time
if possible can the devs add a reload animation that only happens when your trying to reload your pickax it has a chance to make a farting sound?
Can we have centipede species in the game? I'm sure everyone hates centipedes and wants them dead
Ok what I'm proposing is fairly ridiculous but Plasma Burn needs to do more than just heat up the enemy. EPC is not a microwave
Next to TFC and FN, plasma burn is bland (and somehow effective in certain situations yeah I know that don't get me wrong).
So : let plasma burn either affect the charged shots ( @sweet basin thought about this) or add a normal shot damage modifier (kind of Proxy trigger does on the PGL's aoe)
devs , add fart now !
Spare Battery - active perk - Refill 1 used use of your other active perk and remove its cooldown.
1 use per mission.
Jumbo Lootbug
Aw lawd he comin
This fella ate a lot and is quite old. thus growing into a rare size, becoming a magnificent creature.
this big bunch of wobbly happyness can either be killed for a sizable amount of gold or be given pats wich will make him drop a few nuggets of any mineral.
but who would harm such a handsome chonker?
Paid DLC, optional (to avoid splitting community):
Two character classes. My friends and I were talking during some runs. It's just a fun suggestion, not something we actually expect to see at all - and if it even did happen, it probably wouldn't look exactly like this.
An artificer/pilot, in a potentially Glyphid-shaped mini-mech that can crawl on surfaces like they do (Ever play Alien vs Predator?). Same size as a Glyphid Guard, perhaps.
Quirk is high shield and low HP, like a Glyphid with armor that can regen.
- Primary weapon is melee
- Secondary could use the missile pistol that was shown as a preliminary idea for new weapons
- Special could be summoning a short-lived fleet of drones (like the brain-jellies that shock you)
- Movement could be a leap that leaves* behind a jump-pad other players can activate to follow
An elf. As an irony, the only female character in the game.
Quirk is resistance to melee damage with extreme weakness to ranged.
- Primary could be the crossbow-like gun shown off as a weapon idea
- Secondary could be a literal magic burst, somewhat like a targeted version of a single Plasma Burster shockwave
- Special could be a healing field. Has a set amount it restores, more people in it means less health for each
- Movement could be temporary free-flight
New Biome: Slippery Aquifer
This biome would be a beautiful, cyan/clear-colored cave with puddles and waterfalls. This place would feature flora which require an abundance of water to thrive, examples being large lifted lilypads, tubes that shoot out strong water streams able to propel dwarves, and more. Exclusive fauna would include small spider-like bugs that glide atop the puddles, and frogs that leap across lily pads.
Beer suggestion:
Sunny Orchard Radler
A refreshingly tart mix from beer and the finest lemon soda made from suncarresed fruit makes this beer a refreshing and fizzy delight best served with ice.
its light and refreshing effect makes every step nimble and as light as a feather!
on consumption the dwarf will emit lots of yellow bubbles and move at thrice the speed for the duration!
More variety on weakpoints on new enemies.
I want to see weakpoints on some glyphids flanks (and are hard to target from front or back)
Weakpoints on their "tops" so you need to be at a higher elevation to strike them.
Some weakpoints on the front (top of head perhaps) that are behind armour plates so armour breaking had more utility
Tiny receded weakpoints all over that require accurate weapons to consistently hit.
The standard circle around and shoot them in the bum is fun, but gets repetitive. A few mobs already have more interesting weakpoints, but a bit more variety will promote different tactics during encounters and make different loadouts for weapons a little more viable and rewarding. Variety is the spice of life afterall!
turn "it's a bug thing" into an active perk. you go up to a loot bug, press V, and your dwarf lets out a mighty shout, causing any lootbugs in a X meter radius to pop. passive effect: lootbugs now have a chance to pop in a single hit
more broken stuff you can find in caves, it would add to the aesthetic to find busted morkite extractors and other stuff
make the barrel physics even worse
Chance to find a bosco wandering the caves aimlessly, not even bothering to notice you
new beer idea - uptown ale
flips gravity upside down so you can walk on the roof
A cave modifier where the walls are pull-y. Like Super Mario Galaxy, you can walk on walls all over the place like a glyphid.
custom molly, like you can make it a mini mule to be faster, or add a small caliber gun but its even slower... it could be a team decision of what to put on it, the unlocks could be from cores you find and they could function as overclocks, the station would fit right in on the left of the bosco station.
I want to be able to put my minerals in a resource canister or something and throw it down to my teammates, it’d be really useful in point extraction and liquid morkite missions
Also a beer dispenser on the drop pod so people who joined after you started can still get the buffs from whatever beer was up at the time
New anomaly: location instability
At semi-random points throughout the mission, you and another dwarf (or Bosco) will switch places. This will be heralded by a noise that the entire team can hear. 3 seconds after the noise, the dwarves will switch places with one another.
new modifier - high gravity, you fall fast and can hardly jump but it also slows down flying enemies and prevents rollers from jumping up walls - it would be a negitive one
No more mules, make us run back to the drop pod to deposit
No more drop pods; make us climb back up the shaft and launch ourselves into space manually
no more space; live on hoxxes like a true dwarf
And make every enemy an elite dreadnought
I was thinking more on Mini-boss ideas, and came up with this.
And have this horrible concept drawing I did in MS Paint.
idea for a queen for the hivebusting mission i suggested earlier...
Glyphid Queen
-abilities include-
can summon a wave of glyphids
is immobile, so its attacks mostly involve downward swings with front legs with long windup and environmental damage ( like poking holes in the floor)
can coat a portion of the room with toxic gas that it spews
on death it starts a never-ending swarm causing the advance to the drop pod to be more difficult
this boss will only appear in the middle of the large glyphid hive exclusive to the hivebusting mission
this mission will involve entering a glyphid nest and killing the queen, glyphid hives will be jam-packed with praetorians and have huge hoards of bugs inside, the hives would be large too, like take up a large area underground where you have to drill to it or climb inside through one of the tunnels that leads to it, the walls could be coated in eggs as well...
make lootbugs go hyper speed in low atmosphere
Add a rageful warcry or maniac laugh when you killing a pack of enemies in a short time. Better with primary or secondary weapon, may be even with explosives.
Make a chance of it, so it not start be annoying. Maybe 30 or 40%. Or as you wish.
It also needs a cooldown alongside that chance, and perhaps it would work better if it counted being accumulated over a few seconds
Perhaps a moon biome, I think that would be cool, with low gravity and special enemies unique to the moon (besides glyphids, obviously). Maybe there could be oxygen crystals you collect just like red sugar, except it's to keep your pressure/oxygen up
I love this game, but the one thing that I absolutely hate is the helmet coordinates mechanic. I keep getting games where the scout grabs the coordinates and then just ignores it altogether. Instead of making the coordinates obtainable by one person, please make it so that everyone gets them.
Perk idea:
Last Resort
Passive Perk.
While holding a weapon with an empty magazine, your pickaxe deals 4/8/12 more damage. (Does not affect Power Attack)
(Bonus is less than See You In Hell because the condition in rather easy to get.)
(Buff goes away after reloading, switching to a weapon with ammo in the clip, or refilling your weapon's clip with Born Ready/Resupplier)
Perk idea:
Mad Grit
Passive Perk.
Gain 3%/5%/7%/9% damage resistance for each negative status effect affecting you.
(Effects that give resistance: ☣️ / ⚡ / ☢️ / 🕸️ / 🌟 / 💕 / 🥾 / 🔥 / ❄️ when fully frozen/burning.)
(Resistance is less than Elemental Insulation because it gives a more versatile effect. But these perks do stack together.)
I like the full cooperate play of the game, and can think of a few ideas that may work out well...
Integrate Epic Online Services - this already has full unreal engine integration in place.
** Epic games store release** - should work fairly well with above entry.
** User run dedicated servers** - in theory this can help with some gameplay reliability by allowing users with better internet host the game for their friends.
Steam cross-play ( mod free) - I have friends that refuse to install software/games from windows store due to system breaking bugs ( imagine 70+gb stolen every patch Tuesday)
Perk idea:
🛡️Anti-Distraction Field🛡️
Active Perk.
While interacting with objects hold [Fire](Left Mouse Button for PC) to start rapidly draining your shield and deal Electric damage to enemies around you. Cooldown 60/50/40/30 seconds. (Radius 3 m. Shield to damage conversion rate is 1 to 5/5/7/7.)
(The effect lasts as long as you have shields left and can't be turned off.)
(Can be triggered while Building, Repairing, Depositing, Resupplying, Calling DropPod.)
(Works with Shield Link's boost, allowing for a long damage aura. Still requires good communication between 2 players.)
Perk idea:
Inspiratory Presence
Active Perk.
Passive effect: Whenever you are within 4m of a teammate, you both reload your weapons 25% faster!
Active effect: You can "motivate" your teammates to move 50% faster for 5/5/7.5 seconds by smacking them with a Power Attack. (Cooldown 2 min/1.5 min/1 min. Only triggers if attack hits other players.)
Possible voice lines:
"Move it, you lazy bastard!"
"Heads up, seven up!"
"Go or I'll do it again!"
"I've seen Lootbugs crawl faster than you!"
"Leg it!"
"Do it for Karl!"
"CHAAAAAARGE!"
(Works pretty much the same way as Shield Link.)
(Multiple instances of the passive or the active effect of the perk don't stack.)
(The movement speed bonus stacks with Second Wind and does not ignore slowdown effects, unlike Dash.)
(Active component can trigger on multiple allies at once.)
"Unwashed Maniac" Beard(s) or other cosmetic items, to match the splattered armour paint jobs.
The basic one would just be a bushy beard with obvious goo left on it.
Armoured versions have small bits and parts of glyphids poking out or wedged in it.
Gilded versions have pebbles and crumbs of minerals stuck in it.
"Who didn't shower yesterday!?"
When a mining head or refinery head launches, there should be an AoE blast underneath the grills of the platform, grilling any bug or dwarf to be unlucky enough to get caught down there
Heartstrings Hops - Makes a dwarf all teary-eyed.
“A brew made for you”
More mineral skin tones for the dwarves, with a little bump map too to try and capture the minerals shape. We have gold, why not Croppa, Morkite and some others?
Time Wells - Anomaly
Time will sometimes temporarily slow down (mostly during swarms), or speed up (mostly when the area is clear and everyone is free to dig up minerals.)
Both moments will be announced by Mission Control and will be brief. (Let’s say… 10 seconds long)
residual reactants: probably some sort of hazard in fungus bogs, radioactive exclusion zone, or maybe azure weald since that place is always crazy.
my idea for this is just some multicolored sludges or oozes you can find littered around occasionally, that can react violently to damage. just some sort of blatantly strange chemical reaction caused by chemicals either left behind by DRG or maybe just distilled by the planet hoxxes.
maybe one type flash freezes and creates a spike of ice jutting out from the ground, which the miners can use maybe as a short perch after the fact, or even a booby trap if a glyphid is on it when it reacts.
maybe another is oily and black and slows you down, but with the slightest impact ignites into an inferno.
maybe one is a kind of balled up slick of yellow and green and emits glowing light, but releases toxins when burst.
Scout should be able to pull some things like enor pearls and jadis towards him using the grappling hook, but it would take longer to recharge as if it was using extra power due to the weight
Off Planet assignments, From Helping some leaf lovers with a bug problem, to going to one of the multipule human bases and shooting some hostile Confederacy for a group.
These would be like a deep dive, but youd be in an outpost to clear all the nodes, like on the map on the space station for bags of ores to new skins and helmets.
perk idea: Hold the line
passive:10% more damage while sanding still
active: anchor yourself to the ground and deal double damage and have triple shield for (x) seconds
New active perk: Tracker
Enemies pinged by you are highlighted to your team for longer and take 5/7/10/15% more damage, with a 15 second cool down . You can ping 2 bugs at once. By holding down the ping button for 3 seconds, every bug in the map (minus cave leeches, Bet-C, tyrant weeds, spitballers, and other stationary threats) gets highlighted for 5 seconds. The ability takes 6/5/4 minutes to recharge. NOTE: the names are not revealed, only the silhouettes.
perk idea 2: Shield Blast
passive: gain slightly more shield durability
active: burn your shield to create a large detonation that shocks nearby enemies
either replace the screen on lloyd's back with a picture of beer or make it display how many times you've passed out drunk in the current lobby session
When a bug is shot with the flare gun, the flare should lodge in the bug/dwarf, making some dynamic lighting as the bug/dwarf moves around.
"Look at me, I glow in the dark! Also, AAAAA"
Playable female dwarves when?
Basic crash-preventing fix: put a chat length limit in game.
A helmet that looks like the Cloaker from Payday 2. Call it Difficulty Tweak or something based on the cloaker’s voice lines
give mission control voice lines for when you repair a BET-C "seems you've found yourself an ally!" and when you deposit a tyrant shard (only for the first shard) "taking care of that weed has earned you a nice bonus"
more rooms and things on the spacerig, maybe like random storage rooms or machine shops we can tour?
When U35 hits, replace the Subata's Mactera Poison mod in T5 with a 50%+ damage mod on poisoned targets (or just add it as a third option)
This will synergize with the new poo blaster (assuming it does poison damage) and the neurotoxin grenade (and NTP, as a bonus)
This change would give the Subata more synergy with the rest of his kit.
new machine event: a piece of mining equipment has been rendered inactive, due to mactera snatchers(think grabber, but smaller) and nayaka burglers(again, trawler but smaller) stealing power cells from it. hunt them down, and pop the cells back in. both bugs have the full speed of their normal versions, but have a light aura from the cells they've grabbed, and the power cells themselves give a speed boost to make up for having to haul them back(the difficulty comes in tracking them down)
cave mapper: just a random encounter in missions like lost packs, cargo crates, or bet-c.
basically, it's a set of 3 pylons attached to a center device, that all together is roughly the size of a supply drop. you can carry each the pylons like a large object out to a distance of around 20(?) meters from the center device or other pylons, where upon being dropped they stick to the ground where they land. boot each pylon and then the center device by holding e, and the nearby caves are mapped and resources/objectives are marked.
i always thought it would be an interesting counterpoint to bet-c, which brings an extra couple of guns to the fight to make the mission easier, but instead of guns you get information. plus, if you are in a long mission with high cave complexity and facing a mutator or high hazard level, it makes it pretty difficult to get that one last fossil, or gunk seed. it won't always be useful, but when it is it is a lifesaver.
Halloween event - Flesh planet/moon.
The dwarves aren’t on Hoxxes IV anymore, they are on a moon/new planet made of flesh, this planet is alive, and the bugs on it, while not being from this planet, have adapted to suit this new environment, they are more parasitic than the wildlife on Hoxxes IV, and will attempt to drain the blood of the dwarves, and many will be able to use enzymes to poison the dwarves. DRG is only interested in one thing though, at the center of this planet/moon is a heart that the company wants a large sample of, the dwarves will have to make their way through the arteries of this massive beast, avoiding the parasites along the way. Occasionally, the immune system, or local wildlife to this planet, will arrive to the dwarves location, these will be unique enemies (not sure what they would look like/do) that will attack all foreign invaders, the parasites, and the dwarves. they come in waves. Let me know what you think.
I think that having more cool things to do with your Steeve would be very cute! Like being able to feed him to heal him up and to be able to take him back to the drop pod and back to the ship and then you can take him with you on your next missions! And maybe having voicelines of the other characters being disgusted or scared of the little creature! I just think that would be super wholesome ❤️
Save filter for server list
What if each or most bugs had slightly varying sizes
Just as a visual thing idk
A minor thing I think that should be added but resupplies should recharge all your flares and your pickaxe power attack
how about overclocks for pickaxes?
Semi Joke - Semi Serious Suggestion: Momma Loot Bug miniboss. She is tired of us murdering her children for loot. Randomly spawns if enough lootbugs are killed in a mission or by some other means
Suggestion I know probably would be more effort than its worth but I think it would be cool(and probably over suggested): Steeve Cage on the space rig.
Deep Rock Galactic needs more perks. Suggestion: “Quick Wrench. Press X to repair pipelines, Doretta, BET-C, Mini M.U.L.E.s, turrets, salvaged/lost resupply pods, black boxes, fuel pods at a faster rate for 10 seconds. 120 second cooldown.”
new mission modifier: compacted minerals. any veins of minerals are now smaller, take more pickaxe hits to mine, but provide more minerals(essentially the same amount of minerals in each vein, but the vein is smaller and tougher)
New anomaly: Experimental Barrels
R&D has been hard at work testing new teleportation technology to get down to Hoxxes quicker. However, the only test subjects that management has allocated are barrels. Tread lightly team, your next cave is a prime testing spot.
Caves with this anomaly have several (15-20) barrels spread around.
So, uh...I have every perk in the game. Except for the co-op stuff which is meant to benefit your teammates. But I'm a solo Dwarf due to my Umgak internet (a cookie for anyone who gets that reference), and I have like...A ton of unspent perk points.
Weird idea, but what about converting unused perk points into class/career XP, or Credits? Just to prevent any bloat.
When you have no blank cores (and have at least 1 dwarf promoted, of course), what about having a successful machine event give you a blank core for later use? Would help with that sense of, "Welp, guess I'm done playing until next Thursday".
add a beer that just kills you lol
Compass Based Perk
Active: when facing north, you deal 10% more damage to enemies.
Passive: 10%less projectile damage from projectiles coming from the southeast.
This will help people remember they have a compass.
Wait I have a compass?
Few Idea of overclock
QUANTUM ACCELERATOR for deepcore GK2
- the longer time you're firings the faster you firings
- the faster you're firings the slower you fall
-higher magazines capacities
-less damage
And another overclock for the grenade launcher
EMP CHARGE
-you have 100% chance to electrifying (sorry for my english)
target
-less damage
-massive damage to machine
And finely one for the hurricane
FULL CANON SHOT
-use the 9 canon at the same time
-big delay between each shot
Add a funny sound effect that plays when any class lands from a very, very, very long fall.
The dwarf could say "wow that was a looooong fall"
And I also updated my suggestion about the GK2
let us slap the various exploder plants, with a varying(and increasing) chance for the plant to explode for each slap
A special cargo drone on a Space Rig, that flies around some points and delivers small packages. The best part is that dwarf can grapple on it, and flies on it like on Mobula Cave Angel. Mission Control, of course, will not be happy about it.
Cmon, it's not so hard to made, there are mechanic of fly already in a game. It will make Space Rig more alive and allow us to have some fun while we waiting for start of the mission.
Annoyed remarks by Mission Control when he notices a dwarf climbing up the drop pod's tunnel or climbing the drop pod while it's leaving.
Changing shield disruption from there are no shields to your maximum shield is now 1 so armor mods based on the shield depleting are still useful and the newly revealed gun for scout DRAK's OC - Shield Battery Booster is also not entirely unusable.
The fifth miner
A barrel. The idea is when you put a barrel in the drop ship it will accompany you on your mission. It'll have a little miner hat and be attached to a player at random with a rope. it serves no purpose but it's a barrel that follows you around just doing barrel things.
Gun so big that mister Goblin hand cant trigger the gun 
Hi! how about a new mission type or anomaly where you have a greenbeard npc in the group. He gets in trouble, dies, falls and does common noob mistakes. You have to show him around and make sure he survives and makes it back with the team in one piece! He could have his own (hilarious) voice lines, like for example, when we rock&stone he messes it up: Stones & Rocks! or he could be a teen with that breaking voice and no confidence... I could go on, but you get the idea.
Specialized/Smaller Grabbers who don't steal dwarfs, but instead steal things like Turrets, Objectives, Dotty Fuel Cells, Eggs, and more, and drop them off somewhere else.
I'd be surprised if this hasn't already been suggested, but a shooting range in the hub (maybe located on one of the upper levels) to test out overclocks and weapon combinations would be nice. I find myself wondering how a weapon mod will feel (increase in firing speed, more damage, etc.) and lacking a space to do it other than in a mission which might take more time than I'd like for a simple weapon test.
Ability to throw a large object at a Mactera Grabber, causing them to grab the object instead of a targeted player and providing an opening for players to shoot the distracted grabber.
Pls add a marker for the driller to see if I'm looking up or down in a tunnel, thanks ❤️ Also female dworfs
Give us a chef hat cosmetic. The Driller should at least know that a crispy glyphid is considered a delicacy on this side of the galaxy. 
“mass extinction event” warning
far fewer aliens spawn but those left are much, much stronger (more hp and attacks deal more damage), also higher chance for random dreadnought
personally i think it’s a bit too close to elite threat/lethal enemies but sounds cool
Quality of Life improvement...Mass Forge Core Creation...If I could only get those hours of my life back not being able to skip the animation!!!
Adjust HP of Q'ronar youngling on haz5 4people from 150 to 146
Reason: to be able to one-shot them with scout's m1000 (upgrades: 2311X)
All other breakpoints for bugs are lined up perfectly and only this one is an oddball
Add a dynamic crosshair to driller's drills similar to zipline launcher but instead of showing distance it shows an angle. sometimes it's hard to estimate a precise slope i'd like to dig so i think it may be useful
Allow Bosco to carry Doretta's fuel tanks, to make solo Escort missions slightly less miserable.
(Apologies if this is a repeat suggestion. I did try the search function!)
A little bit of a buff for Chain Hit ocs : if the shot kills the target it automatically bounces instead of having 75% chance only to bounce, even if you don't hit a weakpoint.
so ik it was said a 5th clas would never be added let alone melee based,but i did alot of thinking on the subject and came up with this jsut for fun:
the abandoned/survivor/unemployed
charge hammer primary - on hit it generates shield (tank play style)
electro baton - causes electric arcs on hit between nearby bugs damaging and stunning them (damage play style)
**
speargun secondary **- shoots sharp spikes that can be retrieved if you miss (long range single shot)
home made throwing stars - low damage rapid fire throwing stars made from plant spines (short range rapid fire)
bounce pad - lets you throw a pad on the ground that when u stand on and jump, gives u a huge boost to your jump power, also lets you fall from any height onto it and receive no fall damage.
**goo grenade **- like a charged shot from goo gun but in grenade form.
smelly rock - aggro whatever you hit for x amount of time.
stimulant grenade - a buff grenade that speeds up any dwarf that passes through the aoe cloud.
all of his load out/ look would be as if he had been abandoned and left to fend for himself on hoxis, a gun that shoots plant spikes for ammo and grenades made of things he had found. ammo for high tech weps ran out long ago so he was forced to resort to some crude melee weapons just to survive.
the bounce pad opens up both utility and combat options when substituted for that of another class as it provides excellent vertical movement, combined with player movement it is able to launch you into combat (or out of it).
pet rats in the space rig for each miner
This probably should be a bug but i’m not making an account for that. When dwarf orders Bosco to dig out an egg or a chunk of mineral, please make Bosco actually come to the player instead of flying above the head and running away when i try to grab it off of Bosco. Yes i know i can order Bosco again and it will drop whatever it is carrying but it’s not good in complex or vertical terrain when it rolls off somewhere and you have to run after it.
A special announcement of swarm from Mission Control:
"The swarm is heading your way. Looks like something ... or someone? ... disturbed them. Get ready!"
"Lots of signals getting close to your position, really fast. Are they ... Runs away from something? .."
Just a some kind of hint about brutal survived person, that was left behind on a planet. I'm not saying about someone specific, but anyway 
a new overclock for the thunderhead autocannon,
the general idea is that the bullets drop extremely fast so you will have to fire in an arc, dammage is increased based on how far the bullet fell before impact, effectivley turning the weapon into a mortar where you have to arc the shots over of the enemies to deal maximum dammage, other stats will need to be tweaked appropriatley to balance it out like all overclocks.
Maybe a warning that's the complete opposite?
Unexplored Area: DRG hasn't sent any dwarves and equipment here yet, so the there will be a lot more bugs but they'll do less damage due to them not knowing how to fight you guys.
The setting that automatically switches back to your last weapon after firing your zip line is a nice little quality of life thing that's helped many players avoid accidentally shooting their lines twice.
However it should auto switch after the reload animation, not before. Because it makes it inconvenient to have to reload when you switch back to zip again.
Flamethrower OC (balanced?)
Hellfire
-2 damage
+5 heat
larger AOE
Overclock (Unstable): Dart Convo.
For: Subata 120
MASSIVE increase in weakpoint damage (5x)
Only one in the chamber.
Body shots and armor breaking reduced by 99%.
Darts. Lots of darts. Massive WPB but a incredible decrease in damage while hitting anywhere else. Good luck hitting anything.
While drunk, pressing V should make 'yer dwarf shout the good 'ol "ROCK AND STONE!" line but with an actually distinct drunken slur.
AY, WE NEED M.U.L.E SKINS
so been thinking about something, the plasma carbine has an upgrade that relies on having full shields right? what if the shield disruption mission modifier wasn't just "ggnoshield", but had your shields decay over time. like low oxy, various structures(drill heads, molly, supply pods) would have shield chargers, which would provide normal shield recharge when nearby. note that your shields will still work like normal(get hit and it stops charging for X seconds) when near charge sources
Bit of a quality of life one:
A video player demonstrating what each perk does built-in to the place where you can upgrade/buy new perks.
Now the main issue is this may increase file size greatly for the game, and is probably not worth it but Idk just a thought
Some kind of UI/System Change that would allow us to check our ping before fully getting in someone else's game
Overclock (Balanced): 9mm. Convo.
For: Lead Storm
2x ammo
-50% damage overall
Spray and pray. A dumb amount of ammo for a dumb dwarf.
Add faster firing rate
Balanced Overclock: Barbed Wire Barrel for lead storm
Upside: Deals moderate amount of melee damage to bugs directly in front of the barrel when it is spinning
Downside: Slower spin up time
This would be able to trigger the Vampire perk and allow gunner to really get in close while fighting
Dynamic Bucket Emptying. Have the bucket be full of what i have in my mineral pocket so it looks a little more unique and interesting when im carrying a mules worth of shit
Suggestion: Point Extraction Rework & New Spawn Frequency Mutator
I really dislike how Point Extraction behaves as, not only is it outlandish compared to other gamemodes, but it also makes no sense why a mission where the objective is spread out across a large cave with a stationary depository has more enemies to slow you down even further (not to mention the endless swarms makes secondary objectives like Fossils impossible to complete without being rushed the whole time). A mission like this on paper would be much more fun if the game allowed the players to explore and take their time gathering the giant infinity stones.
However I believe that the decision to have enemies spawn at higher frequencies was more of an early game counter-balance to the bland nature of the gamemode (basically just a slower, more tedious version of Mining Expedition). As the gamemode was added early on when gamemodes were not as amazing as they are now (On-site Refining, Escort Duty) and with GSG actively improving older gamemodes as of recently (Salvage Operation, Elimination), I think its time that Point Extraction got a rework.
Suggestion:
- Frequencies of enemy spawns are normalized and swarm events behave like any other swarm event (ie the grace period announcement of the swarm and the announcement of it's conclusion).
- Aquarks behave like Alien Eggs on Egg Hunt and have a 50/50 chance to start a swarm event.
- Minehead Turret ammo is halved.
- "Grumpy Glyphids" - A new mutator that implements the frequent enemy spawn mechanic on any gamemode.
More in-depth description of my proposal here: https://www.reddit.com/r/DeepRockGalactic/comments/p8qk84/suggestion_point_extraction_rework_new_spawn/
A grace period when leaving the drop-pod where enemies will not naturally aggro. To make those higher hazard right-out-the-pod swarms a big more easier to chew off.
Meaning i can move and even prep slightly (the grace period lasting maybe all of 10 seconds) or choose to aggro the swarm by shooting and take them as normal
Somebody posted this on Twitter, they were playing drg on a crt tv. But, what if you could enable something like that in settings OR a mission modifier that made the game look like a cat. Also mule skins and tiny hats for mules thank you.
A training room in the home base to test out weapon loadouts
This is a biome that I came up with that I call "Static Wasteland" . It has dark grey stone and blue grass and a blue fog, there are the electrical crystals fron crystalline cavern as well as an electrical version of the explosive mushrooms. Pretorian, oppressors, explorers, and bulk detenators all have electrical variants. Also, every once in a while a electrical storm will occur which makes you shield take more damage and regenerate. Here's a concept photo (croppa is the abundant resource and enor perals are scarce)
boomstick unstable overclock: blunder shells. extra long shells containing more shot, at the cost of overall accuracy and taking up more storage
x3 pellets
less ammo
wider shot spread
I think Shockwave and Static Discharge (the shield mods) could be a little bit more different. What if the electric aoe appeared multiple times ? Like 3 or 4 times, with a short delay between each waves. This change would also make it a little bit better and less reliant on sheer luck (at the moment the static discharge sometimes won't stun target)
Also, I invented a new status effect call arking electricity. If an enemy is effected with it, it will ark to all nearby enemies then it does a lot of damage
Hello, silly small suggestion but I think we should be able to pet other dwarfs that are frozen (just like how you can with certain creatures). Just to be able to mock at them a little more for being frozen 😆
And maybe if you ping a frozen dwarf there would be funny voice line
Seeing as we already have Lemmy Kilmister's hat in the game, how about more cosmetics that are references to rock musicians?
Joakim Brodén's mohawk and sunglass, Rob Halford's voodoo priest hat, etcetera.
boot Turret EM Discharge to a balanced OC. its stat changes arent..drastic enough i guess to warrant it being a Unstable IMO
besides the whole gimmick of it i guess (but RJ250 Compound is Balanced and thats also a varied change)
Warthog Overclock - One Bill - (Balanced)
Increased base damage around 30-45. (Depends on what would be balance.)
Slightly increased accuracy.
Only one pellet per shot.
Instead of stuffing your shells with many tiny pellets, you decided to put just one giant bullet.
This OC trades a small amount of up close damage for more consistent damage on longer ranges.
Side note: With no overclocks or upgrades, Warthog will deal 56 damage if all pellets hit. So yes, this OC will lower your max damage for more consistency. This OC also disables the Loaded Shells mod.
M1k OC: Burst Receiver
When charging, instead of firing a focus shot, it will fire a burst of normal shots, fulfilling the focus shots single target damage while make it a little more burst
More Recoil and Spread
Less damage
Lighting Hands - Passive Perk
Allows you to reload your gun faster than others, but only if you press R again at a perfect time. Press it too early or too late and you will reload longer than normally, without the ability to cancel the animation.
How it works: When you reload, a bar appears underneath your crosshair. That bar will have a highlighted section. If you press R when the reload progress is within the highlighted section, you will reload your gun faster than normally, even with the animation cancellation.
Multiple levels could increase the highlight size
If you do nothing you just reload as normal.
"Ice to see you" "Aw man, He's giving us the cold shoulder" "Look guys, he's just chilling" or something like that
"Chill out" "cold-blooded" "snow way out" "need a map? Your looking a little frost" and ect
Make the escape pod not leave if everyone but one person is in and that person gets downed, but he can still use Iron Will
Breach cutter Overclock -Slice- (balanced)
increased damage
projectiles travel faster
smaller plasma beam
Translocator Nade - Active Perk
Throw a special kind of grenade that instead of blowing up bugs to pieces, will instead teleport you to where it landed. The Translocator acts like a normal grenade, so the range is limited but it is still a nice get out of jail card if you’re stuck in a ditch with a bug horde coming for you.
1/2/3 Uses per mission and a 2 min cooldown.
TL;DR: Enderpearl as a perk.
Breach cutter Overclock -hot plasma- (balanced)
lights things on fire
less direct damage
New message for the information channel. PSA: all personnel are to be reminded that when reloading your weapon, it is mandatory to perform the full procedure. Half reloads may lead to malfunction or potential maiming, and are overall frowned upon
add some noise to the shape of compacted dirt generation because atm it feels a bit too round
could we pleeease pleeeease have an option to remove Bloom I really cannot handle it anymore it's the single thing keeping me from a smooth experience I hate Bloom please let me turn it off I'm going to perish
Piko Set - Colorful cosmetic parts and paint that make your pickaxe look like a plastic toy. The backside is a hammer and makes a nice squeaky sound when struck.
Pikopikopikopikopikopikopikopikopikopikopikopikopikopikopikopikopikopikopiko
Inspired by Piko Hammer from Rabi Ribi
Pickaxe Set Ideas
"Decorated" - set with braided/weaving decorative patterns, similarly to Fourth Relic/Scale Brigade.
"Precious" - set with a plethora of gem-like elements, like it has precious minerals in it.
had a weird idea. An overclock for the hurricane that increases damage but gets rid of guiding the rockets. No clue if this’d be balanced cause the weapon doesn’t exist yet
Sharing is Caring - Active Perk
TL;DR: Basically Resupply Pack perk from Killing Floor 2
Passive: Take some additional ammo for your fellow dwarfs. Players can interact with you to receive free 5%-10% ammo. (At least 1 bullet, at most 1 magazine. Cannot go beyond their max capacity.) Works once per teammate, but it can be replenished if you take a resupply.
Active: Take out some of the additional ammo you’ve hid for an occasion, restoring some of your used up ammunition. 1 use per mission.
allow us to pet the medbay APDs "thanks for patching me up yesterday" type voice lines
Experimental Design - Unstable Lead Storm OC.
More damage
More ammo
Better armor breaking
Better accuracy
Better stabilization
Less movement speed penalty when firing.
Better rate of fire
Much worse cooling rate and delay.
10 TIMES longer overheat delay. It will take 100 seconds for the gun to cooldown if you overheat it.
R&D has played with the design a bit and the wizards found a way to improve the gun's performance in almost all areas… except cooling. Whatever you do, do not let this weapon overheat.
Based on @dusk vigil idea, an unstable OC that increases most of the stats, but makes overheating more dangerous.
A Rock - Active Perk
Throwing rocks requires a perk now? Pick a rock and throw it like a grenade. The rock deals no damage but it will stun medium-sized bugs or smaller, and might distract the bigger stuff to make them chase you.
10(20?) second cooldown.
”We’re in a cave full of rocks, why not use them?!”
Higher Caliber Box Mags(can't figure out a good name) - Balanced DeepCore GK2 OC
Increased Damage
Increased Mag Size
Slightly Decreased Rate of Fire
Increased Reload Speed
"We were able to give you some harder hitting bullets and a bigger Magazine. However they ARE heavier then before and your guns going to be a bit slower to empty the mag."
when using mixed input (controller with gyro aim) there is an issue with selecting resuply when the gyro is on and the game is sort of in mouse and keyboard mode and pressing the 4th tool button you cant select resuply.
maybe you could fix by just having a tik box in the options where you press 4 twice instead of dpad down
An overclock for the grenade launcher,
It’s explosion is like the stubby’s em discharge but it does more damage. (+5 AOE damage for the grenade)
It electrocutes enemies
Smaller radius (-1.5)
no stun
less ammo (-5 maybe?)
-50% armor breaking
Maybe call it something like electric payload.
EMP
allow the forge hammer to be picked up instead of kicked
Can we please allow Hoverboots to be separatly rebound from the MULE? It often triggers the mule when you're falling instead of doing hoverboots to save yourself from falling to death.
A few ideas for lines for the dwarves to say if they "accidentally" shoot another
"Oh sorry! Your beard looks like a glyphids arse!"
"Watch where you're going leaf lover!"
"What are you doing? Stepping in front of me like that!"
This is really small thing, but it'd be nice if the Shield Link screen overlay took up less space on the screen, it can be distracting to receive a shield boost in the middle of combat and have a load of the screen covered by the blue glow.
allow us to order more rounds if there are enough open spots on the bar left
make it so beastmaster can work on acid spitter
rebind hoverboots to double tapping space
kicking other players ( idk it would be funny )
edit- as in kicking them like a barrel but with more heft
Add flare upgrades! Like one to make it faster to reload and 1 to add an extra one (5 instead of 4). Make us have to choose between them to not make upgrade too OP.
New pickaxe set: ancient relic
a pickaxe design from a time long old, back when the dwarven clans kept their feet hard on the ground, when nary a though turned to the star filled skies above them. Back when resources were rare, pickaxes were made with cores of heavy yet soft materials, reinforced with lighter harder ones. When a handle was made using wood from the topside wrapped in cave beast leather and not some fancy carbon fiber polymer. When a beer was brewed with wheat and shroom, not exotic cave plants. While pickaxes have become sleeker, more refined over the years, this hefty tool imitates a time when dwarves fought, not over morkite and enor perals, but over rocks, stone, and gold
TL;DR: a big chonky pickaxe, akin to an old high fantasy one. Multiple metals used in the head, grip of authentic leather, wood for the handle
We have the "Call Mule" button, which is nice for getting Molly to come to you. Would it be possible to hold the "Call Mule" button like how engies recall their sentry guns to tell Molly to hold still?
An event that could occur when leaving missions where your drillpod would break down before leaving the planet. You'd have to put Molly back together and pick back up some of the resources you mined before bailing on a new or rebuilt drillpod. Kind of like what happens in Payday 2 when the driver gets shot and you have to bring all your bags of money to another escape van. The event could be you drilled into a glyphid nest so it's just big swarms till you get out.
April fools: instead throwing your axe, you throw a Banana
(Based on @light raft idea)
Instead of flare upgrades, let us pick between different types of flares and other light sources. Like picking a grenade type or an Unstable overclock. These could be available to everyone from the start, or locked behind level.
Sticky Flare - This kind of flare travels a bit further than a normal flare, but doesn’t bounce. The moment it hits something, be it ground, glyphid, Molly or other player, they immediately stick into it until the flare burns down - after that they behave like a normal flare.
Lantern - Instead of throwing a flare, you put a lantern where you stood. This lantern behaves like an Engineer's turret (no collision, cannot be moved), has a slightly bigger light radius and lasts for longer, but you don’t throw it and carry less of them at a time.
Flashlight MK2 - Trade your flares for a better flashlight. As a tradeoff you don’t have any flares. If that’s still too OP, the better flashlight could only last for a moment (20-30 seconds?) before reverting back to a normal flashlight until it charges again.
Bouncy Flare - Complete opposite of Sticky Flares. These flares will bounce even more than normal flares, reaching uncontrollable levels of bounciness... Until the light fades away and they start behaving like a normal, used up flare.
Heavy Flare - This flare is so heavy that throwing it can actually damage the ground. It travels less than normal a normal flare, and recharges slower but the initial contact with the ground with deal 1 pickaxe attack worth of damage - allowing you to use it to mine nitra or morkite if you’re patient enough. You can also use it to deal damage to enemies.
Light Flare - An opposite of a Heavy Flare. This flare is lighter so it will travel further than a normal or sticky flare, however it doesn’t shine as brightly or as long as normal. It will however recharge quicker.
When hauling a large object, have M2/pickaxe button gently place the item down, so it doesnt roll or move
Loadout change to drop-down list and can give a name to it.
New upgrade for pickaxe: when you mine for aquark (or other hiden mineral like compressed gold)
it do BEEP noise for every hit, it beep with higer sound when you mining closer to mineral.
Have render scaling ignore in-world text (e.g. on the laser pointer) so that it remains readable.
Luminescent Moss - Anomaly
The cave is covered in patches of glowing moss, providing an additional light source.
have dotty make a noise when you ping her
An Event were you can get a skin for taking an object from a plato but it triggers a huge wave unless you switch the object with a object you can carry (Mule legs, Perls or gold nuggets etz) like in Indiana Jones. You can make the comments and animation realy funny and players can just pick up the object later anyway to mess with you.
Go full Team Fortress 2 and show the exact Angle and Range a sentry will cover. Currently you just get those 2 lines that show the angle it'll aim at, I want to see if it will protect what I need it to
Traversal Overclocks- now before you get your Downvotes out- These are simply cosmetic and helpful to the user, they dont change how the tool itself operates, simply make it easier to use and serving more as a Tier 6 upgrade instead of a overclock like on weapons
Such as platforms that glow like a lootbug (I.E absolutely no actual light emitted but the platforms can be seen) to make platform bridges easier to create in a dark room or in general
Gunner's Ziplines now Create a small Holograph to gunner while placing, showing how the rod will be when the zipline is shot to prevent those "Oh shit thats right against the ground" ziplines
scout's grapple gun Previews how he'll be hanging if you grapple (akin to gunners earlier) so that scout doesnt whiff up his grapple and fall or cry for help as he dangles like a possum
And Finally, Driller's Drills get a GODDAMN level so i stop digging at an angle
Give us a pogo stick made by the Engineer in the Space Rig so we can destroy company property see how many times we can bounce on the window until it breaks. 
Put Turret Whip on the stubby- I mean for gods sake, it has 2 Overclocks revolving around The turrets, and its given a Tier 5 Magazine Upgrade? wha- Why?
Mysterious Mist - Warning
There’s a dark, mysterious mist in this cave, which not only makes it harder to see - but it also conceals the bugs.
The bugs in this cave will be blurred, pixelated and censored - making it harder to see which type of enemy it is and where its weak points are.
New gunner or driller secondary. A shotgun pistol. 6 round magazine, 4 pellets per shot in a equilateral triangle with a single pellet in the center. Large damage fall off, 20 damage per pellet. 36 backup rounds. Fully automatic, faster firerate than bulldog.
New hopup for said weapon, "Hammerpoint rounds" unstable. 0.5x damage, slower reload/firerate, 7x weakpoint damage multiplier.
Yes this is a slight copy of the Mozambique from apex but whatever
Stomp - Passive Perk
Deal 1x/1.5x/2x falling damage to a bug you land on.
The numbers could be readjusted.
Idea, turret whip for stubby, but instead of just it do big damage, you shoot at it to build up a charge, and that charge is drained over time to make the turret do electric damage
Air Fighter - Passive Perk
Increase melee damage by 2x/2.5x/3x when airborne for 0.X seconds (So you cannnot just press space and get more damage). Bonus damage goes away when touching the ground.
Safety at Work - Passive Perk
Significantly decrease self-damage.
Return to Sender - Passive Perk
Power Attack can reflect enemy projectiles (like Acid Spitter), but the recharge takes 5 seconds longer. Reflected projectiles deal 1x/1.33x/1.5x more damage.
Basically airblast from Team Fortress 2|
Sidenote: Reflect should affect projectiles even slightly outside melee range. This would make it a bit easier to do, given the bugs’ projectile speed.
Trophy Hunter - Passive Perk
Killing a big-sized enemy (Bulks, Oppressors, Dreadnaughts etc.) with a melee attack will drop a trophy. You can deposit this chunk in Molly for a small bonus to XP and credits for the whole team.
"R&D is grateful for the extra samples, miner."
New Achievement: "We're Rich!"
Ping a Compressed Gold chunk 25 times.
Options-SaveMenu = Profiles -- save & load is so 1990's 😉 Rock & Stone = Profiles (aka DRG manages the save&load behind the scenes -- just toggle which profile you want active (and of course allow rename the profile so the kids & parents can tell who's is who's)
Cosmetic Concept: Blindfold
Name says it all, dwarf wears a Blindfold instead of having eyebrows.
"Some Dwarves need their flares to work. You, however, dont need that, You can hear them coming a mile away!"
pretty random but could it be made so you can walk around dancing in the bar rather than having to stand still?
I want the host to have the ability to kick the player who pressed the big red button to call the drop pod, as well as a text alert that says exactly who pressed it. I'm tired of people saying "r," waiting 5 seconds, and then proceed to press the button anyway. They're jeopardizing the mission, they're making it much more difficult to finish depositing heavy minerals, and I'm sick of it. Something needs to be done about lazy, inconsiderate players.
pet bosco
have it so that when you fall with enough velocity you actually put a dent in the ground
emote wheel by holding down the button so we have things other than "rock and stone" mabye even coop emotes like a high five or something
Maybe prevent other actions from occurring while holding E, such as accidentally charming a glyphid grunt while depositing minerals
Arm Wrestling minigane.
A player could challenge another to a friendly strength contest at the bar. Repeatedly pressing a key moves a progress bar to either side over animatiom of dwarves locking arms on a table until one beats the other. Loser buys a round of beer for the team.
Idea for a new fun beer. "Hivemasters special"
*"We're not quite so sure how this one got added to the menu. Recently made by one of our members of RnD. Apparently it's pretty tasty according to them so its probably alright. Note, DRG is not liable for any broken relationships, loss of limbs, or chewed furniture created from this drink."
The effect is basically as follows. It temporarily turns whatever dwarf who drank it into a bearded glyphid grunt for about half a minute.
A dart board in the Space Rig but no darts because they're a safety hazard.
For missions which involve a secondary object dropping to hoxxes alongside the dwarves (the Minehead, the refinery, the drilldozer etc) have them appear in the loading cutscene flying down a second later than the drop pod
Tier 5 Gunner Zipline upgrade: Safety Harness
It takes 2-3 times more damage to knock a player off the zipline.
So a dreadnought projectile still dislodges you, but one mactera projectile won't.
Faes - Dragonfly-like insects. Harmless, very curious and fearless of alien things. That curiosity and fearlessness often costs them their lives, so not many of them are left. However bonding with one can provide various benefits depending on the species.
Sun Fae - This Fae is attracted to alien organisms - in this case Dwarfs. They will fly around the player and provide flare-like light for 2 minutes - after which they get bored and leave, going out of sight and despawning.
Thunder Fae - This Fae is attracted to machines - Molly specifically. For 2 minutes Molly will move at double speed before the Fae gets bored and leaves.
Spelunker Fae - The rarest of Faes, and for a good reason. This Fae will try to lead the players into a specific spot, upon which they will find buried treasure. This buried treasure is a rare mineral (Bittergem, Error Cube) which doesn’t have the usual markings on the wall - meaning the only way to know these minerals are there is the Spelunker Fae.
There’s also a chance you will get a box with an empty matrix core.
(I need more ideas for these, and perhaps a different name.)
Give us MORE alien dismemberment. I won't stop killing until Hoxxes IV is a chunky insectoid soup

Give us insect soup as a drink
so fun idea, what about a predator type bug like a mini boss that could spawn. but instead of acting like the others it actively hunts down the players. using terrain and movement to avoid them and only striking with the time is right. basicly acting like a predator that's trying to hunt down the players
players joining a game in-progress should still be allowed to collect loot from cargo crates/lost equipment
Rich Atmosphere should also increase pickaxe swing speed.
While playing any class... Using the laser pointer on another dwarf should make your own dwarf say (or imply) something related to what they think of them.
For example, if you play as Engineer and ping a Gunner, Engineer could say, "Wonder if I could upgrade my sentries with that sort of firepower..." (referring to his primary weapon(s)) Or if you ping another Engineer, "More sentries, MORE FUN!"
Got this idea from the fact that you could ping Engineer's sentries as any class and make your dwarf say something related to them. Perhaps the devs could expand upon something like this?
What if Scout had a... flash grenade? It'd temporarily light up the area it detonated at with the power of a gazillion flares multiple times in rapid succession and severely stun and disorient most glyphids, causing them to attempt to run away from it.
The flashes would start out bright and become progressively dimmer as its power runs out.
change ejector cactus name to Ejactus
A new item added to lost packs: Hidden lore logs that appear along side usual lost pack rewards. These can be read in a terminal next to the bar and contain work logs from different Miners on Hoxxes, maybe even some from Karl or the Scalebrigade.
a beer that turn's you in a barrel... obviusly the dwarf in your lobby can kick you
or in a glyphid and you can be pet
More uses for the perk points? After you unlock the entire perk tree the whole milestone system becomes redundant. Maybe you can trade them for xp or buy one-time boosts to some stat kinda like the special beers?
New game mode - management have discovered a new market for selling alien bones to wealthy collectors. Excavate the remains of giant monsters, while keeping the pieces in-tact as possible. Gun fire and explosions that hit the site will reduce the rewards until sections of the skeleton are lost entirely. End of game shows what the remains of the alien looks like in it's new display.
Make the hover boots rebindable
Allow Drillers to throw the C4 farther by holding the mouse button, similiarly to heavy objects. I yeet the C4 all the time and I'd like to throw it farther to not potentially blow myself up trying to get rid of the Grunt swarm in front of me.
Have a shop like the mineral exchange, but for beer plants. You would need to have every beer unlocked and barley bulbs likely wouldnt be purchasable, but you could buy or trade minerals for the beer plants.
"Poggers" voice line when you mark a breather
in the space rig, when drunk u should be able equip 'finger guns' and if u shoot another drunk dwarf, you would say "pew pew" or "bang bang", he would fall over and pass out after saying the line "ahh you got me"
When you killing Brood Nexus, it's just explodes and let out a group of Swarmers. Could be more interesting, if it will let out less amount of swarmers and a some kind of "spores" (big and fleshy, not big amount, just a few), that fly in different directions and sticks to some surfaces (walls and ground). After that, they starts to grew quickly and forms a new Nexuses, so you should wipe it out as fast as you can, if you dont want more trouble.
Of course, new Nexuses can't spread new spores and spawns less amount of Swarmers, for a balance.
I always perceived Nexus as some kind of tumor. So, it could form some kind of metastases.
have killed brood nexus deflate like a balloon, complete with balloon sounds
Glyphid Crassus Exploders. Rare, like the bulk ones, just a tiny explosion, partially of gold when they pop. Would show a bit of progression towards the older larger version of the species
I'm always saying we need more voice lines and I love thinking them up. Some more ideas:
Gunner to Gunner: "Could always use more firepower!"
"Nice weapon, mate."
"Let's see who can blast more bugs!"
Any class to driller:
"Don't go blowin' us all up, now"
"You might give Doretta a run for her money."
Any class to Scout:
"Thanks for the lights, mate."
"Never seen a Scout with both legs intact."
Scout to Engie:
"Those platforms really help with mining!"
That's all I can think of, for now.
Bittergem skin color to match purple beard color. We have a blue and a green, why not?
Stones that lay on the ground in the caves that when you walk over them they shift and move around. Steeve will sometimes grab and hold onto these rocks in his mouth like a toy
New beer: Skittish Hexfly
Upon drinking, it rapidly teleports your dwarf across various parts of the space rig. You spend roughly 2 seconds in between teleports.
Give Gunner a Tommy Gun. Why? To make an offer he can't refuse.
a lighting slider in the wardrobe, pickaxe customization, and equipment terminal so that we can see how our stuff looks in the dark
I think that it would be a good idea to add buff beer that makes you drunk as well, so you get a good buff, but you also get drunk.
Drinking a 🤮 Leaf Lover 🤮 would cancel this buff, because you could easily cheese this by drinking a Leaf Lover to get rid of the buff.
At first I thought about amplified effects of current buff beers, like x1.5 faster movement speed when carrying heavy objects (as opposed to x1.3225) or x1.8 health (as opposed to x1.69), but you could easily sprinkle something special in, like dealing more damage overall or ability to spew out fireballs (on a cooldown of course). The only limit is one's imagination.
Make it so that you can see today's special from drop pod door. At the moment there is a banner of some sort blocking the view near the bar. Edit: the screen displaying today's special should also be tilted so it is easier to see from the door of the drop pod.
More rock and stone voice lines
Adding to this, I feel there should be also christmas exclusive voice lines, something like "Ice cream scone! Wait what?"
I would love to see melee secondary options. Full on ancestral weapons, with the flavor being like you get you use a family heirloom in the mines. Maybe sword n' shield for Gunner, battleaxe for Driller, spear/pike for Scout, and then I don't have a great idea for Engineer that feels dwarven and would provide a unique experience from the other melee weapons, but maybe like a whip or flail weapon? All of them would have a regular and charged attack.
Auto refresh on server browser, disabled by default or have the setting remembered. It’s tiresome having to uncheck it every time or risk clicking on the wrong game to join( using controller).
Hi, don't often post in here. However I have three quality of life suggestions for the space rig:
-A small mineral trade point near the promotions area, because draggin my lazy ass down stairs for 2 Jadiz after be excited for promotion sucks.
-Allowing you to promote your players in public lobby (If the other lobby players come with you and have the ability to like clap or celebrate your promotion). Even if it just forced a little cut scene for the rest of the lobby.
-Getting a new statue in the memorial hall of the host gives the ability to pull a sheet off the new statue and have a brief cut scene of celebration.
Let you choose your starting weapon.
I.E; Subta or EPC.
I say this as a player whos always been hesitant to try the new weapons because they seem weak and bad compared to my current one that i favor and have skill with, and i think being able to choose your weapons for your class may spice things up some. its a stupid idea in concept and in practice but i like the idea of starting variety (especially with MORE primaries coming soon)
↑ A twist on this
Randomize starting weapon for each slot for each class for new players.
This way there's more variety in approach across playerbase, as different players learn and master different combos before being able to choose. Different metas will still inevitably emerge, but more combinations will be given a chance.
Lore-wise, it can be explained as greenbeards being a rag-tag collection who each bring to the job whatever they happen to have.
make the pickaxe power attack do extra damage to frozen targets like the regular swing does
DLC idea - A new class The Brewer
Overview: Using components found in the level, brewers create the beers normally only available at the abyss bar on the Space Rig. Each beer would have the same effect as it does in the bar but some would give you functional buffs during the game. For example growing bigger would allow you to to dig more each swing or do more melee damage, but might make travelling in tight tunnels difficult. Careful not to drink too much.
Weapons
Weapons are themed around chemical weapons
1/ Primary (Default): Needle Gun- Fires hyperdermic darts full of concentrated poison, targets take damage and damage over time with stacking effect (could be modded to cause other effects).
Primary (Alternative): Sludge shooter - launches goo that slows down and does poison damage to enemies over time.
2/ Secondary (Default): Beer gun (like a big healing water gun). Would allow this class to function in a healer support role healing allies as they take damage allowing them to stay in more dangerous situations for longer, or this gun could be modded to give alternative buffs that increase movement speed or resistance to damage.
Secondary (Alernative): Acid gun (Debuff) again like a big water gun, but now fired at the enemy it lowers armor, increases damage done to weak points.
3/ Traversal: Paint gun - applies a sticky substance to surfaces that allows you to run on walls or ceilings.
4/ Buff: Set up keg (deployable), start brewing beers using components found in the level. Players access the beers like a supply drop.
5/ "Grenades": (A) Webbing (Vertical wall that slows enemies moving through it, looks like spiderweb), (B) Bagpipes (Fear AoE), (C) Sticky splat (bear trap).
An uncommon loadout chest we can find in the caves. Interacting with it would allow us to change our loadout mid-mission but only once per player.
What about a grenade cache? Except theyre bonus one time extra of, say, four grenades picked randomly from your classes grenades (even if you haven't unlocked it yet). A 1/12 chance of finding them on a level, maybe more common in some biomes and on salvage missions.
You get told what type it is when picked up, and it stacks ontop of your regular grenades, even if it causes you to carry more that your max. Theyre always used first, and so kind of act like explosive/incendiary rounds do in L4D. Once theyre used you throw your regular grenades again (assuming you have any).
Looks like a small crate-like supply pod (they glow and have bore-holes above them) that are rusted shut, having been dropped ages ago by a targeting misalignment.
You need to repair it for a short time before it becomes active. Then it deploys four resupply-like pannels out the top in this shape ==. You can use it multiple times but it doesnt stack with itself, so youll just replace whatever you had left of the bonus grenades.
Quality of Life & Ease of Use -- When you (Driller) equip the drilling arms; change the HUD to include elevation lines in whatever -3 and +3 make sense -- eg: -15deg -10deg -5deg 0deg +5deg +10deg +15deg -5deg -10deg -15deg or eg: -45deg -15deg 0deg +15deg +45deg -- these can be subtle so you can still see what's around you. There have been too many times in a pinch when I was trying to drill to a point that I made the wrong turn & elevation. BEST - include a mini-map (scanner) to Driller arm HUD so the orientation problem is solved. The greatest part about this game is how much fun it creates. This will make drilling much more fun (right now it's pretty onerous).
FYI - as a Leadership Consultant, I would have had a better HUD for the Driller with DRG management long ago. If you think about it; all the other roles & guns have a single orientation point to assist with their use (it's amazing what a little dot can accomplish). The Driller with drill arms needs the same thing (only he needs more than a single dot) 😉
If you start a mission, but youre not in the drop pod, you drop down in one of those mini pods that multiplayer dwarves drop into mid-session. This would just land directly next to the main pod
Edit: this would also zoom down seperate from the main pod in the loading screen
Overclock Rework: Micro Flechettes
The overclock itself isn't too too terrible but it's just more ammo lack of damage. It doesn't feel unstable. I propose these changes:
The bullets are now burst fired micro flechette shotgun shells with 8 pellets each (each pellet does 20% of base BRT damage)
Base ammo -1/3
No Longer Burst Fire
Converting the BRT into a pocket shotgun, the BRT fires micro flechette shotgun shells instead of the conventional SMG rounds.
Overclock (Balanced): Denser Rounds
+2 damage
The shotgun fires much much slower (+1 second between shots)
By fine tuning the shotgun RnD coaxed more damage out of the pellets by adding a pump between each shot, which decreases fire rate.
Abillity to select a set of victory moves. So I can pick all the beer ones.
Maybe a weird suggestion but in heroes of the storm you can give one player basicly a thumbs up at the end of a match. This mostly does nothing gameplay wise, but is just there for comradery. This might be something that could work in drg.
Another thing from there, tho for mechanical reasons: I'd like to have a damage dealt and maybe a cc time on enemies at the end screen of a mission. This would help evaluate builds a bit more. Enemies killed is not amazing for that since you can't evaluate swarmers and pretorians the same for example.
splintering shells unstable OC for m1000
hipfire is now a shotgun blast
power shot kills have a 50% chance to fling 4 frags in random directions for a short distance that deal like 50% of that bug's health
yes this can chain. each frag counts as a power shot
0.5x magazine size
1.2x reload time
0.7x firerate
0.2 sec longer power shot charge time
new medbay voice line (when respawning from failed mission)"next time, you be the cave leech bait."
New balanced oc idea for the 40mm grenade launcher.
"Sticky shells"
With a couple of modifications, these new grenades can be detonated remotely. However they lost some killing power and overall aerodynamics.
- Can be detonated via the reload button
- 5 grenades
- 0.75 damage overall damage
- 0.8 slower grenades
How about other options to exchange nitra for besides a resupply pod? Perhaps summon a bet c or a temporary buff for all dwarves. The amount of nitra should be adjusted according to how strong the buff/summon is
I have all weapon overclocks, but very, very far from getting all cosmetics (i always opted for weapon overclocks in machine events). I also have a lot of blank cores and game still gives them to me. So, i am punished for my choices: DD/EDD/WeeklyCoreHunt are not rewarding as they were because the only valuable i get is the cosmetics. My proposal is:
- give blank cores if player has all weapon/cosmetics cores
- allow trading blanks to other types at some ratio, eg. 2 blanks for weapon, 3 for cosmetic, or more
- also i have a lot of gold, maybe allow buying cores at some insane rate?
If you die to a leech, the leech should keep attacking you until it dies.
I mean...why would it even want to abandon their food?
This would also ensure that 1 leech cannot wipe the team because new players can't look up.
Maybe a fun mode where you can play glyphids and so?
I had an idea for a mod tier for the Sentries that changes how their AI functions; such as only targetting low HP targets (Swarmers, Grunts, Naedocyte), anti-air (Mactera, Naedocyte, Fester Flea, Cave Leech??), anti-projectile....
Overclock (Unstable): Thumper Buckshot
For: PGL
Convert your PGL into a M79 Thumper!
(20 damage per pellet, ten pellets, +20% WPB and 4 penetration per pellet)
The PGL no longer has grenades (losing AoE, making certain modifications useless)
RnD stuffed buckshot canisters into the PGL after being inspired by the raw power of birdshot being fired out of wide cone from a grenade launcher.
I had an amazing idea that the dwarfs randomly start singing some kind of mining song 🎵 
What would you say about random stouts with random effects in the abyss bar? This will require a separate ingredient extracted in the caves - a chaotic mushroom or something similar. All this is in inconspicuous cups and each cup will have its own random effect.🤔
If you've been hit in the last 5 seconds, pressing X calls for help, rather than saying 'Follow me!'
With the new ||empty reload animation for the hurricane|| will other guns and could other guns get such a nice glowup?
What about a weird carnivorous venus flytrap type of enemy that resides in pits or ravines that attempts to stretch out and eat glyphids or dwarves alike that get too close to it? I sorta imagine it behaving like a cave leech, but residing on the ground or vertical walls instead.
The Arbalest and Lacerator might need visual changes. A friend of mine is colorblind and finds distinguishing between the two very tough due to their very similar color and shape. Typically the game is very good about this, every enemy kinda glows with their own visual style, ores are distinct enough that it's hard to get two mixed up, every class has their own appearance to their armor and deepness in their voice, but the Arbalest & Lacerator are particularly troublesome. Even as someone who isn't colorblind I get the two mixed up from time to time.
When you dance in the Abyss Bar, press E and Q to switch to next and previous dance style instead of exiting and reentering the dancefloor
Air hockey table on the space rig plz ? Just to pass time u know when ur wait some friends
A somewhat common creature that makes good use of heavy armor. Meaning it has heavy armor all around which one plate has about as much health as it has hitpoints. Maybe a gliphid that has as much health as a normal grunt.
I feel like armor breaking often is not great to take since armor is often avoidable easily, except with a few creatures like shellbacks, that are only present in a few biomes or brumbles that are rare and not part of the base enemies.
I really enjoy the new hipster and one part I noticed is how nice it is to have armor breaking in a few edge cases. I would like to be able to take it on more guns without it feeling like a waste in most matches.
very silly idea here, alot of you might not understand what it means (i'm british and i don't know how known this is in america) but there should be a rare chance that any time sandwiches are referenced in a voiceline it is instead replaced with pasties, a bit of representation for all our cornish dwarves.
A mass-mining mission type focused on mining out enormous amounts of minerals, like huge deposits of just a wall of stuff would be nice. Some sort of specialized tool for it would be good, like either something similar to the fuel canisters from the escort missions but with a faster tick update and area of effect, or possibly using a proper mineral-tuned breech cutter. Alternatively, using loretta with the laser pointer or mule marker, and directing the tank to just cut out huge holes. Not sure which would actually feel better in practice, but either way, a big emphasis on just "here is a tooooon of stuff to mine out and your normal pickaxe won't cut it for this stuff, but here's something to play with where you can just be like yeah, we'll totally bring back a cubic kilometre worth of stuff."
Bring back the OG Dreadnaught to spawn rarely during waves. Make sure it has the OG model so people don't get scared/confused.
Another suggestion regarding armor breaking: Another way to go about this would be to have one biome have a lot of armored creatures. This would incentivise a different build on that biome similar to something like glacial strata, which I tend to have specific builds for.
place a sign or banner over the union terminal so it isn't so drab and easily missed
a sawn off shotgun secondary for driller, to keep with the theme of driller not having the best ranged options
got a idea for support tool alternatives of classes (only the top one can be changed the main one stays)
Driller: Big Spotlights Mounted on its back can heat close enemies as well and can replace scouts flare if he isnt i the team/ Engi: gets a drone like bosco but it has limited ammo and stays by your side and can only fire and provide a bit more light/Gunner: Shoulder mounted cannons give him extra firepower and can be used along the primary or scondary but makes him slower can overheat and damage yourself a bit /Scout: Super Vision goggles have a charge but can use it to use xray (only cave structure and resources gets shown) infared (only heat sources and enemies (also trough walls)) get shown and night vision only one can be used at a time and infared and xray burn 2 times as much charge or Teleporters : Your team can close distances quick and make escape or dreadnought fights a breeze (only 2 can be active at a time and have to be picked up by hand to be moved (all of them can replace / Driller: C4/Engi Turret/Gunner:Shield/Scout Zipline
This is just a big OCD thing but also something that would be nice to have, can the green parts of the mechanized skin PLEASE be effected by the paint job. I really love the mechanized style but 90% of the time the paint job i have equiped makes the green part stick out like a sore thumb.
Some kind of daily missions with smaller rewards than the weekly missions would be great. If I've done both sets of weeklies and I don't have a promotion upcoming sometimes it feels like a little bit of a grind, and a small bonus, even if it's just a handful of random crafting material, would be a nice incentive
More idea of overclock
Clean OC for the hurricane
Anti aircraft payload
+30% more damage against ennemi that are in the air
Clean OC for the lead storm
Pocket flying machine
when you fire under yourself will being in the air will make you float
And add an new terminal that only unlock after the second promotion "the hunter terminal"
each week/month you have (all the players) a special and unique boss/ennemi that will appear in one of the missions after killing it you will have a reward
Add more bismor to Dense Biozone. It's the only biome where it's supposed to be common, yet you regularly end up with only 20 at the end of a long mining mission, when the same mining mission on REZ would give you 200+ umanite
would like a lootbug variant who drops red sugar instead of gold/nitra ^^
I don't know if it was suggested before ore not, but the game has - and possibly will have more - closed helmets or headgear options which cover up the face, why not add subtle or more audible changes to the Dwarf voice-lines? Like a dreadful jammed voice in case of the corporate marine helmet. And if people don't like it, they can just turn it off.
(Also, don't know if it is too much of a legwork for the devs)
Imo beastmaster is useless on higher difficulty so maybe there could be a tier 4: Youre Crazy enough to risk getting ripped apart but you drank too much red rock blaster to care about (Tame a pretorian for a short amount of time the pretorian will do 200% of a normal one but will loose life quickly due extensive use of its elemental attacks and with it its body fluids (it will die after 1 minute or 30 seconds) but provides a boost in firepower and support in some cases ( cooldown increased from 5 to 8 minutes)
have detonator hellfire slams create a thin and patchy layer on the surface of nearby terrain
Would love if the driller's drills had an altimeter / floating compass built into them. I'm not necessarily interested in the cardinal direction aspect of a compass, but rather, the angle that I'm pointing (how far up or down) That way, when I'm deep in a tunnel I could tell if I was level (flat) or pointing up/down. It can be really hard to tell when digging a really long tunnel and kicking up lots of dust!
New Mission Idea:
I'd like a mission where it's just a straight-up base defence. Say Deep Rock Galactic has actually committed to setting up a temporary base of operations in a mineral-rich area, and your job is to help set it up and get it in a functioning state.
This would be cool because you could actually then build the base how you want, setting up defences (turrets, walls, traps etc) wherever you please and the actual amount of bugs that are attacking could be drastically increased as you have all of these defences in place... making the game even more hectic than it is currently.
The key stages of the mission could then be something like building an onsite refinery, setting up an automated mining/transport system that produces robots that mine minerals then transport them back to the space rig and then the final thing that you must build is this huge rail gun or something that completely automates the defence of the base, by then you can leave. Not sure if this might be too ambitious with too many things going on and may make other game modes pale in comparison, but hey I can dream hahaha.
Adjust the bulldog reload animation to have 6 cartridges in the cylinder if you have 6 shooter OC active.
We need to Give the cryo cannon a better fidget animation. Right now, all you do is yank it up. That’s it. In comparison to the animations where you spin your revolver or zap yourself with your breach cutter, this is extremely bare bones.
allow us to change our main save because the game keeps telling me I have a save with more progress, and that save is the one I am currently using
make a Drill-head beard based off the DEEP DIVE logo
make doretta helmet 🪖
For when you’re typing in chat and a bug catches you off guard: allow us to close chat by hitting esc without the menu appearing.
If two people have the same animation when you finish a mission, you should high five, or some other cooperative emote.
Glitch Detonator -- A rare detonator variant that sports a classy monochrome black-and-white color scheme that appears to have gotten in contact with an Error Cube. It would have a unique behavior: when it it explodes, it creates a cuboid-shaped crater that has ~1.5x to 2x the radius of a normal detonator's explosion and transforms all affected terrain into glitch terrain.
Glitch terrain would provide a random buff or debuff to any player that steps on it for approximately 5-15 seconds. It would also spread to nearby terrain until a certain point in time where all of it would just vanish and return all affected terrain back to normal as quickly as it came.
You lose the smallest amount of hp/shield when you inspect with the breach cutter 
This is the peak of pointless, but Engi rarely says "pancake" when he places a platform. Same tome and every as platform, just pancake. Just because I was doing that today and it got some laughes. People kept asking for another serving.
dunno if this has already been suggested, but being able to salute while holding things. The dwarf could even lift the giant object above their head.
It could be nice if we were able to name character load outs. I've got certain set ups for different purposes and I often forget which one is which, so it'd be nice to just be able to look at a name instead of going through the whole thing to figure out what it was for. This especially applies to characters I haven't played in a while. This could just be a me problem though.
Make the plasma bursters overclock for the Hurricane even more dedicated to the idea of shredding with plasma with its projectiles spinning through and around the target. Make the projectiles have a special missile animation. Let them pass through walls. Give us a real heavy plasma weapon in DRG.
give engineer's turret a mod that lets you choose to make your turret prioritize small, medium, or large targets (it's already smart enough to not shoot invulnerable hiveguards)
Suggestion: Re-introduce Elite Oppressors (pretty pls?)
Me and my friends (though as unpopular of an opinion as it is) LOVE the Elites and more so the Elite Oppressor. It was annoying on regular missions, yes, but when Elites are more common and are exclusively designed to cause chaos and ensue havoc in an organized team, the Oppressor (for as ridiculously annoying as they were to fight with a large health pool, increased speed, and more damage in addition to their already impervious armor) was a great choice for an Elite imo!
Suggestion:
- Re-introduce the Elite Oppressor as an Elite enemy that can spawn on Elite Threat.
- Reduce the health to being less than the Elite Praetorian's.
- Increase weakness to power attacks.
More in-depth description of my suggestion here: https://www.reddit.com/r/DeepRockGalactic/comments/pcku3w/suggestion_bring_back_elite_oppressors_pretty_pls/
make it so you can bring steve the bug with you on the drop pod. its sad leaving him behind.
Allow one to see his ping before entering a lobby, because "close, medium" aren't very accurate indicators for latency
Idea for a New grenade: gravity grenade (gets every entity in a 15 meter radius and pulls them to the center for 15 seconds larger enemies get less pull) after the effect wears out all get thrown in all directions and a 2 second electrocute debuff (great CC but if anything surives it will be even worse so it needs tactical use)
Priority: Investigate Bulk Detonator spawn rate. They're out of control on Haz 3 - 13 spawns back to back almost every mission I've played now the past 4-5 days.
Brawling Bears Brew: Other than mining, dwarves love drinking, and fighting. So why not combine both? This drink would allow the drinker to pick up furniture or barrels and throw them at others who take the drink as well, the dwarves drunkenly insult each other as a bar fight breaks out and they put up their fists. All dwarves slowly begin to pass out unless one of them is left the winner of the brawl, who then gets confetti exploding from them and boasts
OC idea for Subata 120: HE Bullets +Explosive Bullets +1,5m AOE +5 damage AOE -x0,75 ammo -10 direct damage -2 Fire rate
SPACE RIG UPDATE
put in the abyss bar a table where after a less amount of credit 4 dwarf can play something like Russian roulette but with beer.
like spawning 4 leaf lover cup but one of them is filled with the blackout beer. who passed out lose
Dwarf who drinks the leaf lover is out
Can the devs balance the mission type probabilities for assignments? I never get refine 😢
mineral golem that are made of biome mineral like jadiz or croppa ect
depand of wich mineral there are made of the golem have different capacities
make flares bounce off of dotty
"Sugar Bug" Anomaly:
Maggots drop red sugar when killed
New mineral: Black Sugar. (Polar opposite of Red Sugar)
EUGH! It tastes horrible! (A lot like black licorice, maybe..?) Mining it and just overall collecting it will damage you.
Because it has to be ingested to gain its effects, the damage you would receive from it ignores dwarven shields and directly affects your HP. 😱
A menu option of ‘mark all as seen’ to address all new item notifications at once
Just a suggestion but as long as dwarves have been mining there you think we'd find old and possibly repairable minehead and refinery structures that have long sent their cargos back to the space rig but maybe the lights and possibly the turrets might be functional with the use of the dwarves hammers? The turrets might only have 100 or so rounds left but the lights would be helpful
I would love to see an additional Loadout Slot to go with the new set of primary weapons.
i think someone mentioned this but could we get a pet lootbug for the mining rig?
because of the voice line "When we get back to the space rig, it's sandwich time." i want to eat a sandwich in drg, so i have a few idea on how this could work.
-
during a mission you can press a button (say h for example) and your dwarf will pull out and eat a sandwich. there are 2 ways i can see this going
1a. you have unlimited sandwiches and can eat when ever, or
1b. you have a limited amount, but the sandwiches will heal you a bit after eating. i can see why 1b isn't the best idea especially with builds using ironwill, but i would give them a purpose. -
after a while of not doing anything, your dwarf sits down and enjoys a sandwich. as a new idle animation you dwarf gets to have a break from this madness and have a sandwich.
-
have sandwiches available to buy at the abyss bar for 15 credits. the sandwiches can be made by a new robot, or despenced by something or lloyd can make it for you. either way that voice line can now be fulfilled.
tl:dr add sandwiches to deep rock galactic please
If nothing else sandwich victory pose as they do say back at the spacerig. So victory pose would be perfect for sandwich time.
Maybe each class has their own certain sandwich preferences? Like each class has their own types of sandwiches tailored to them
Scout:
-Red Sugar Icecream Sandwich
-Stop and Go Slider
-AI Stability Chicken
Driller:
-Havoc Ham Sandwich
-Grilled Glyphid and Cheese
-Slice, Dice and Swiss
Gunner:
-Titanium Tuna
-Rampaging Reuban
-Error Cuban
Engineer:
-Platform Phily
-Stubby Subs
-Bacon Egg and Boom
I don't know if they would act the same just look different or they would all have unique effects
Ok so two versions of one idea
Both are sort of based on deep dives
The first version is a 6 (7) mission deep dive , it would play like a normal deep dive for the first 2 missions but on the third the drop pod breaks or blows up due to the rock in that region being very dense, so what happens is you have to get back to the surface using bug tunnels which can lead to different regions rather then being in just one like a deep dive , so for the other 4 stages once you complete your main task you got to find a bug tunnel, however these tunnels are guarded by a dreadnaught ( or just something stronger then you basic enemies), once beaten you enter the tunnel to move onto the next stage , the last part when you finally reach the surface would be a 5min survival waiting for the drop pod
The shorter version of the idea is the drop pod starts you at end stage deep dive depths when the drop pod breaks so you just need to make your way up rather then going down then up
Power Attack should make a "bonk" noise when hitting a dwarf with one
A warning idea could be called “dense rock” which makes supply pods cost more nitra
Warning idea.
"Backtracking"
The cave has already been explored by a different team, who stripped some of it's resources. Nitra veins are more rare/smaller, but there are a few abandoned supply pods scattered around, which you can repair and hope for good RNG.
Pickaxe overclock ideas (if they ever come) 1. Slayer blades(Unstable Overclock): Turn your Pickaxe into a deadly melee tool and feed yourself from the hatred against the bugs. the only problem is its weight and size so be Carefull out there. +40 Pickaxe Damage +50%reduced Pickaxe Supercharge +2Metres Supercharge AOE + 20% Lifesteal of Inflicted damage -x0.5 ammo (support tools excluded (except turrets of engi wich are also aflicted) -40% Sprinting speed -20% Gun accuracy -60% red sugar effectiveness 2. Hardened Blades (Unstable Overcklock): Rival the Driller for a Digging battle but keep in mind than your Pickaxe is your digging tool not one for combat. +1 less hit for terrain digging +bit larger Digging area x1.3 -6 Melee Damage (11- 6 =5) -50% Powercharge loading Speed 3. Leightweight Blades (balanced OC): R&D did manage to cut a lot of weight on the pickaxe so you can use it in new ways, also it makes you a bit faster. But it impacted the effectiveness of it as a digging tool. +New Supercharge swing the pickaxe around you to get rid of bugs around you (Flat 130 damage on 3 metre Radius) +10% movement speed -1 Hit more for Terrain -x0.7 Dig Radius 4.Emergency charge(Stable OC): R&D Developed a System wich can save any employess life under the right Circumstances. Also it gets Rid of some of the Anoying Naedocyte shockers on the way. +2 Second stun on Pickaxe Hit +1 Second 50% speed (both trigger at once with 10 second cooldown) +Supercharge inflict 4 Seconds Electrocution on hit +Every 5 Seconds one Naedocyte Shocker in a Radius of 15 Metres gets killed by the charge system wich reduces the cooldown on 1 second and adds 0.25s of elextrocution on supercharge (max 2 extra seconds Cap)
New Passive Perk idea: Critical Panic
When your HP goes below 35% or when your overall ammo count goes below 25%, you gain a 15% increase in movement speed (does not stack with itself for both criteria).
For Halloween or christmas or other important occasions edit mission control voice lines for it even while in misson and his apearance in the pic like Santa as example 😄 even he shold be in the mood for a bit fun sometimes i guess
Why the hell isn't the sound track album on Spotify I mean think about, some random guy gets the song recommend and thinks dawm this song slaps lemme check out the game. Plus I absolutely love the soundtrack and would love to add it to some of my playlists.
Pretty please
Can totally balance this
When your HP goes below 20% you briefly 25% movement bonus for 5 seconds to help get the FUCK outta there
passive perk great final
Plus 20% damage bonus (plus 5% for each level there are 4 level) for the last magazine for any of your weapons (for weapons that don't have magazines its when you have only 5% of the initial munitions
Cosmetic idea: Add the old closed-alpha weapon models (or modernized versions based on them) as easter-egg frameworks or weapon skins
the patented strangest suggestion I have ever made:
Swap the colors of the particles that surround the zipline and grapple hook projectiles, right now the zipline has blue particles and the grapple hook has green, which is opposite to the respective class colors (gunner should shoot green and scout should shoot blue). Previous versions have the scout shoot grapples with blue projectiles as well, and it just feels correct
Thank you
Allow us to change the color of the Gunner's shield generator to our liking (Or give it an optional modification so that its color matches the dwarf's currently-equipped beard color)
Probably been suggested, but I can't see it.
When browsing open games, can it display the levels of the players inside? I like to help Greenbeards
Let us throw heavy objects to deal some damage, I want to kill things with my 
could even be an active perk that lets you launch heavy objects to deal a lot of damage
Light Sensitive - Passive Perk
Slightly faster interaction speed (repairing, building, depositing, etc.) when in a very bright environment.
Slower interaction speed when in a dark environment.
Side note: Buff is smaller than when picking a perk that buffs one interaction specifically. In my mind this perk would increase the speed by at most 10%, and lower it by 20%.
By "bright" environment I mean having a flare close to your character, or be lit up by Scout's flare.
Optimist - Passive Perk
Increase the duration of positive effects by 1 / 2 seconds.
(Tier 3 only:) Decrease the duration of negative effects by 1 second. (Up to a minimum of 1 second.)
Pessimist - Passive Perk
Increase the duration of negative effects you inflicted on your target by 1 / 2 seconds.
(Tier 3 only) Slightly increase the effectiveness of your negative effects.
Passive perk - Optimal Panic
When taking 70%/65%/60% or more damage, gain a momentary speed boost and partial resistance against slowdown effects
No idea if it's been suggested (big surprise), but when selecting different classes for customization (be it loadouts or cosmetics), it'd be nice if we could select the icons for the respective classes like the character selection terminal does (that arguably nobody uses) instead of using arrows on the bottom of the screen.
It would be a very minor QoL change, but a welcome one
gunners shield mod idea
when under the effects of the shield you revive teammates faster can or can not stack with field medic perk
8 MAN RAIDS: HAVE TWO TEAMS of miners drop in seperate areas to accomplish a mission obj like planting a giant bomb. then both teams meet up, activate their bombs, and fight a giant creature in a badass teamfight
tic tac toe board in the abyss bar
so killer focus for the m1000. its a tier 3 mod that makes focus shots deal +25% damage. Just make it +50% pls. with plus 50 you’d at least be able to kill a grunt with a single focus shot and no armor breaking. also cuts out a niche for penetration focus shot builds
New Passive Perk Idea: Critical Panic (Revised)
Whenever you get hit while your HP is below 20% and while your shield is totally gone, gain a +10% damage and +20% movement speed increase for 5 seconds (in the case of the Shield Disruption warning) or until your shield comes back.
It's okay if this doesn't get a particularly keen reception. It's just something fun to think about. 
Have it in the patchnotes if certain ideas came from the reddit or discord as just a friendly little nod to those who helped the devs form the ideas.
(side note: still am incredibly stoked on of my oc ideas made it into the main game, albeit tweaked)
Overclock (Balanced): Shattering Bullets
For: Subata 120
45% bonus damage to frozen enemies
-45% damage to enemies
These cryogenic bullets shatter in the cold temperatures of frozen enemies, but barely do anything under warm circumstances.
Change the descriptions of the buff beers to make them say the actual bonus they get. They've applied double the effect for a while now, and instead of "fixing" them, the descriptions should just be changed to better suit the doubled effect
id like to be able to buy new assignments for credits/materials bc i feel like i dont have much to work for after i complete weekly stuff
just throw the whole concept of haunted dives out the window. I enjoy every single other challenge modifier, but avoid haunted dives like the plague because they are just pure cancer.
Armors Overclocks
like, adding some specialisations for any armor class, and specialise them or just add little buffs, like the same thing for the weapons, but for the armor (ex: add ammo but decrease speed, give buff if some weapons are empty or full..)
Titans. super-sized bug. Big as the game can handle. Has the ability to eat downed dwarfs and prevent the team from reviving. Has giant, spiked, limbs that need to be shot off by tarteting joints. To find it, you would carry a special device into a high difficulty mission and would heavily increase its chance of spawning. A giant tunnel with a rare matterial would rest both out and inside its cave. blasting the bug to death gives massive amounts of this matterial and any of the dwarfs who got eaten would be thrown out and be able to revive.
Make it possible to join in while keeping the buff of the beer you drank at your rig.
Petition to give name to that giant floating part of Hoxxes that has been separated from the planet. There is a possibility that this will become Hoxxes's moon.
Suggestions:
- The Rock
- Karl (why not? Supposed end of this ~dwarf~ person came on this planet)
- The Broken
- The Shard
Miniboss Idea: (but less frustrating than Korlok due being optional) Hive Mind: Central Neural Points of the Glyphids network are spotted. Take care of them and retrieve the neural samples to get a bonus on your paycheck. R&D coulndt be happier.
A passive Entity wich is stationary and wont do anything unless being atacked. 10K Hp (crassus has 6k on haz 5) If disturbed it will call in glyphids and has 4 phases (no invicibility though) 1st only grunts and swarmers will engage 2nd slashers and guards as well 3rd pretorians and web spitters and 4th some opressors and acid spitters added. While the hivemind is active no swarm or random enemy spawns (also exploders or macteras can be triggered due calling bugs already to aid it to Surive. (it cant atack and its onlay ability is to create a heal pulse for bugs each 60 seconds wich gives them 25% hp back )
Bug spawns are capped as well 1 wave a base amount of 75 2nd 100 3rd 125 and last 150 (any non grunt/slasher/guard is capped by 10 per wave pretorians are capped by 10 and opressor by max 4 (so you should kill bugs first before enganging next phase or you get the next wave on top of the one before) Also reduces wave enemy spawn amount by 25% afterwards if destroyed in the mission. (the spawn amount and so on could be altered of course (its about the base concept) and could also do some concept art if wanted 😄
add statistic how many times you saved doretta
after some response i would add some changes 1. it gets only 5k hp and 8 shell pieces of armor with 500hp each wich regens every wave it cant take any damage from resupplys and due enemy spawn cap the amount of enemys are a total wich have to be killed that no new ones will spawn until you engage next phase you can decide to burst it and deal with a huge swarm afterwards or do it step by step with time that way (the 25% swarm spawn reduction still aplies wich is a bonus and conclusion if it uses a ton of bugs in the area to aid it already) and it should be around same rarity like korlok but only one of both can spawn in a mission (not in escort to avoid unfair losses like on korlok) or only in the final room if at all rewards otherwise will be similar to korlok but gives less gold and more XP due being a research object
The Hawkeye Upgrade of the auto turrets is a bit Underwhelming i guess(never seen someone using it XD) as Rebalance maybe every shot has a 10% chance to get 5 seconds of the Pheromone debuff on an enemy so it would balance out the big dps loss of the defensive upgrade by using a bit CC
More beard, moustache and sideburns clipping through armor pls i want to have cool beard while still look good :(
Give Bosco a barrel skin as a reward for doing barrel-related antics in the Space Rig. 
New Warning: Pitch Black Flareguns and Flares wont work in this mission type or stop working for some time (wich gets anounced)
Add an option to disable the automatic recoil recovery mechanic that pulls your aim back down after firing, at the very least for semi-automatic weapons. In my experience it has a tendency to pull my aim off when snapping very quickly between different targets using guns like the M1k and I'd rather not have to fight against it
Random deep dive idea i had A random chance for a 4th stage of a deep dive where your drop pod gets attacked during exit and you have to either repair it or take parts from it to repair a distroyed drop pod to escape
New Spitter Type: Hypnotic Spitter if you get hit it does no damage but obstrucs vision a bit and you start hearing sounds from enemies that arent even there also changes audio sides for the time (sounds can include anything from grunts to exploders or bulk detonators) effect lasts 5 seconds
If we catch a dwarf drinking a leaf lover, allow us to slap or kick him for being pointy eared 
add a simple system where you can honor/dishonor your fellow dwarfs after the mission (enough honors unlock a special skin piece of a set only obtainable that way and enough dishonors forces the dwarf to wear a specific skin set (a leaf lover costume or similar to point out his actions ordered by management itself)
An achievement for barrel jumping a specific height.
add randomness to your power charge atack so that you use your fist or your heavy weapon sometimes instead (hit em in the face with whatever you have but hit em hard)
Most active perks have a passive one built in, but for some reason dash doesnt. Your passive perk idea should just be included in dash.
When a dwarf inserts an Infused Matrix Core into the forge terminal, display full information about what's being forged on terminal screen in addition to progress.
Let us give names to our sentries 
New types of detonators or they absorb/eat certain chunks to transform into that material
Spitter swarm. Just menaces, acid spitters, and web spitters. Think about being attacked by like 5 menaces, 15 acid spitters, and 40 web spitters at the same time. You'd have to think about terrain even more than usual. The normal best fighting area (big flat plane) wouldn't cut it here.
please reduce the hp of those glow tree plants in the fungus bogs, it feels like they're virtually unbreakable and it's really annoying when they get in the way of a mission critical area (like the salvage uplinks)
in low oxygen missions increase the base rate that your oxygen refills but have it taper off as you get farther away (and also increase the max distance you can get oxygen too)
Not sure if this has been suggested already, but changing the engineers colors to a different shade of red or orange. I hold out my pointer to see who is downed and get a bit confused when i see engineers icon is the same color as the downed dwarf icon. I think an orange color scheme would fit his character. A brighter or darker, more pronounced red icon for engineer or the downed icon.
Or, maybe hawkeye could have faster swivel and more damage from far away
I know it's been suggested before, but update the spitball infector model. Most notably about the current model is that ball of a weakpoint which is a flawless sphere strapped to the neck of the thing instead of a piece of art like some of the other bugs. It'd fit if it were a bit slimier too, maybe some dangling bits from a membrane or similar covering that it pushes through when being awakened
To torture dwarves:
The horror could have some other forms, and I was thinking, what about a buncha swarmers as one? Or a grabber as another?
the variations shown on its perk point reward include a grabber and shellback, if I recall correctly, they could be added as some way to shake up the mode a bit
Dreadnought horror, mactera grabber horror,
a button to thank BOSCO for stuff would be funny
not saying this because i only play solo, nope never
Sugar Surge - Passive Perk
Gain a small amount of damage resistance for a few seconds when you heal
Don't know exactly what the numbers would be, but to avoid it becoming an obvious pick the buff would only last 2-3 seconds - Enough time to stop a deadly blow (like when resupplying and immediately getting downed by an exploder)
More space rig secrets, just a further expansion on our hub map in general, I want to search around the rig some more and find more cool stuff!
Black Hole Grenade (Could be for any one class) - Briefly pulls in most medium-sized bugs (and dwarves) into its gravitational field before exploding.
Great for vaccuming swarmers and giving Scouts unwanted detours! 
The ability to kick flares after throwing them.
Terrain destruction bonus at end of mission. Each unit of terrain could be worth .5 xp/gold.
We could have new boss that spawn randomly in missions as or a bit more common as the dreadnought in normal mission
boss could be
- 50 swarmer that have climbed on each other to make a enormous ennemi
- or a giant telepathic naedoctic
that make illusion and launch rock at you - I let you make your own idea
Would add a Extension to it the Perk can be used every 15 seconds for 20 damage and 2 seconds stun on medium sized and 1 second on large sized bugs or could add a 5% fear factor to the impact if it hits terrain also it makes thrown flares do minimal damage as well (flat 2 damage but no stun) (the perk wont stack with strong arms perk wich increases flare thowing range)
Active Perk Heroic Mindset: Show everyone how brave you are and Taunt the bugs in a 10m radius around you to Attack you instead of your fellow dwarfs (10 second duration) 2 minutes cooldown (could work with pheromone mechanic) Just dont get Eaten by them while playing Hero.
The possibility to increase the amount of flares or the recharging of flares (never ever got enough of them, godammit)
Not sure if this has been requested, but could the grind rail and repair rail, and connect rail have different buttons? i often find myself accidentally doing a task i didnt want to, and sometimes falling off into a deep chasm taking major or even lethal fall damage trying to not grind a rail
New Mission Type: Detonator Escape : Whats happens if Bulk detonators Keep Growing? They get even bigger but also Cant move anymore due their heavy weight. We located Valuable equipment in close proximity of one of these Time bombs and Management wants YOU to get the Eqipment back before it Blows everything up. (in the center of the map is a Static Swollen Detonator you have to get down and finish the mission in a time limit before it detonates higher hazard levels reduce the time you have and fewer dwarfs increase the time you have. Should add a mission with a bit more tension and the unnerving feeling that you have limited time. The Equipment could consist of Retrieving a broken Doretta body by collecting its valuable parts and stroing them in the Drop pod by hand. If the timer hits a certain mark (75-50-25% there could be a quake like on magma core wich shows that you have to speed up also the timer should be shown) time ideas could be for 4 players 45 minutes on haz 2 for a large cave 25 for a small and on haz 5 25 minutes on large and 15 on a small one.
flying dreadnought
OC concept for the lead storm
What if you disable command center messages at the beginning of missions? Link this feature to the progression of each type of mission. Or add new short messages of the command center for already experienced dwarves, but also with a link to the progression(new types of missions will have full messages). You can also give players the option to disable these messages in the settings. 🤔
Have as a rare voice line when pinging a mushroom, have the dwarf say, "Mush and Shroom" :P
More skin colors
examples:
Pure red (to match the halloween mask)
Pure blue
Pure black and white (to make the more revealing armors look flashier in certain combinations)
Silver (same as below)
Metal (for robotic looks)
Hidden(?) customization option: enable beard clipping
Basically some armors morph to allow for beards, and some helmets don not show your beard at all. However, I’d like an option to turn this off. I know it would look bad for a lot of combos, but there is good ideas. The dragon helmet for instance would be epic to see our beards flowing from out of its maw. This option would of course be auto disabled because most combos look best with the armor morphed to fit the beard.
maybe separate certain hats into masks and allow hair to be equipped? (horned horror aswell as the scale brigade hats leave you bald when equipping them, would love to at least have a tiny bit of coverage in that area)
apply paintjobs to the dreadnought armor please, or make a separate one that can have paintjobs applied to it
Cross Save / Cross Progression - though cross play between Steam / Microsoft would be ideal.
I honestly don't mind buying the game in another storefront / platform as long as my character progression would transfer over.
Add 4 stacks of drunkenness for every second you look into the Void Basket.
Strange things...
Some sort of glyphid hive biome would be pretty neat
Give cave leeches the ability to grab steeve
Give us a stat counter for "accidental" team kills. Just to see how accurate your c4 throws really are and how many annoying scouts got caught in the crossfire.
The ability to customize different hats for Lloyd? Think that would be cute
Rename the second wind perk to “natural sprinter”
Subata Mini Rework:
- full auto
- base mag size increased from 12 to 15
-- 20 with T1 Mag Size mod
-- 25 with Mag Size OC
-- 30 with both - full auto reworked to be Hoxxes Hawk (play on Desert Eagle):
-- semi auto
-- Higher damage per shot
-- slower RoF
-- Mag Size Decrease
-- Ammo penalty
The weapon is currently balanced around its numerical RoF rather than its practical RoF. For this reason Full Auto is a very popular OC because it allows you to consistently convert actual to practical. Unfortunately with a mouse click spam macro you quickly realize that when this problem can be circumvented the full auto oc is just a 25% RoF for enormous accuracy penalties. This is a design flaw.
it would be cool if we could have a mini garden like room where we could plant plants like: ebonut, gunk seed or else.
At the end of a successful elimination mission, it should show everyone’s damage contribution towards the dreadnoughts. Just a simple addition of some numbers.
Be able to carry knocked down dwarfs, like when the space ship is about to leave and you don't have time to heal the bud,leave no dwarfs behind
Have something to show if your steve is still alive, whether it's steve showing up when you have the laser pointer out or something in the hud
RJ250 should not launch teammates. Had my first griefer just start launching everyone to their deaths at the end of a deep dive
Overclock (Balanced): Multi Boom
For: PGL
The grenade explodes 4 times.
Each explosion does 25% of the normal damage

(Idk if it's good or bad) The grenade follows the plasma burster physics
Explosions are the best right? Why not have 4 of them packed into a single grenade for massive crowd control.
(Side note: I wanted a DoT specialized OC)
Add an Enemy that looks and acts like a Mimic (could look like resources or even a Beer Mug 😉 to lure dwarfs to it and inflict massive initial damage (should be able to be spotted if you look at it and be aware of their existence and can be killed for loot similar to hoarders but with way less ore but more common.
Nuke OC for the Hurricane 
Very large AoE and high damage but low ammo and very slow RoF.
Probably little to no radiation AoE though, since you'd use this much more frequently than a regular fat boy
Call it Ultra Heavy Payload or something 
Alternate shield modification: EMP Charge Wave
Upon taking damage that downs you, your dwarven armor would create an EMP wave that immediately restores about 5/10/15 points of shielding to all other dwarves within about 3/5/7 meters. (Cooldown: 5 minutes)
The wave deals 0 damage to enemies.
Overclock for the deepcore gk2: spray and pray.
+1 bullet penetration
increased base spread
maybe a little damage penalty for good measure
Overclock for the Breach Cutter: Plasma Shield: Turn your beloved Breachcutter in a defensive tool by using R&Ds newest Prototype. It will create for each shot used a front facing shield (wich can be canceled by choosing another weapon or getting downed) for 5 seconds this shield has a size of 3m and blocks incoming shots and melee atacks from the side youre facing but only for a certain amout of damage (150) otherwise it will collapse after the 5 seconds. enemies who try to meele get caught on fire as well by burning themselves. +Plasma Shield -4 ammo -1 magazine size -all dps (will be converted to heat applied to the bugs who attack it) also AOE wont be blocked for obvious reasons
With Modding Support being added (YAY!) us over at Flatscreen to VR Modding Discord are wondering/hoping for VR plugins to be added back in that one of the incredibly talented modders over there might be able to use to add full on 6dof VR support to DRG
Overclock idea for the smart rifle: remove smart fire, but you can control your sentry(s) with it like a laser pointer. When your sentry(s) are being controlled, they get a faster fire rate. If the loss of smart fire isn’t enough of a bad thing, reduce mag capacity. This would give the engi more of an active role on a team, where as normally, he just has to run around and reload his sentry
Hurricane overclock
+holding down the fire button will launch all rockets like it does normally but the rockets hover in place until the fire button is released, making them all launch at once at a specific point
-lower magazine capacity
-lower damage
Warthog 210 OC: Slug rounds: R&D found out that One large Piece of metal does more to glyphid armor than a lot of small ones so they reinvented the old slug ammo for the 210 and with it maybe your new favourite way to turn these bugs into glyphid slammer: +Slug ammo +50 Damage + 95% reduced spread +50% reduced recoil -25% ammo -1 Fire rate -3 Magazine Size and 0,5s longer reload time Edit: Maybe a 2 second stun duration could be added with 50% chance
Better description: "During one of the lab-brawls, eggheads found out that throwing one heavy object at someone instead of using a lots of lathe leftovers is better at knocking the opponent out of the battle. After couple of friendly handshakes and round of Oily Oaf post fight, someone got an idea to apply the patent for the Warthog shotgun"
Stubby OC: Charged Bullets: No Way They must be kidding right? They Put Tazers in Bullets? R&D cant be serious! Use your bullets to roast these buggers from the inside, also the bullets have a bit more omph due their larger size. Just dont waste them since you cant carry as much with you anymore. +26 seconds (total of 30) of electrocution +1 Electrocution damage +3 Bullet damage +(25% electrocution chance without oc wich would make a total of 62,5% instead of 50% at max) -75% ammo -50% Mag size -2 Fire Rate (Edit:if someone thinks its op keep in mind you only have 220 ammo in total at max if you choose all max ammo upgrades AND only 15-20 mag size )
Warthog clean OC: Magnesium pellets. Pellets now do small amounts of fire damage
Dice Customization.
Minigun OC: Heavy Laser : R&D changed the minigun to work with an more efficient and more accurate laser wich sounds Great Right ? Well if you can handle the Long Time To cool down and the danger of damaging your battery by overheating sure it is a nice change. +Laser +75% reduced spread +95% Faster spin up (still a minigun with other looks and stats) +100% fire rate (if it isnt possible by the engine increase the tick damage to match it) +Insta Fire on Affected enemies and +5 Heat in a 1m Radius (if fire bullets upgrade is equipped) -300% longer cooldown without overheat -100 extra ammo usage on overheat -25% cooling rate of cold like a grave and 10% more speed penalty
make the refinery produce actual hazards
-the smoke would deal some poison damage (the same amount as the fungus in fungus bogs)
-the liquid that pours out creates a slick mess on the ground that makes you slide around almost as if you were on ice (and also can be set ablaze/make the player more prone to catching on fire)
-the flames that shoot out of the top deal damage and can set creatures on fire
Can we get natural DS4 support like with the matching face buttons as well? Maybe see if it’s possible to add duel sense compatibility as well (at least just matching button prompts and working vibration)
mission modifiers/anomalies based on hazard level
Basically, each mission could have different modifiers based on the hazard level.
•For example, an Azure Weald mining expedition on hazard 4 may have different modifiers than the same mission on hazard 5, and so on.
•Ideally, modifier type would not be weighed by hazard level. Any modifier could appear at any hazard level.
•The mission objectives would be the same on all hazard levels, only the modifiers would change.
I think this could go a long way towards making the mission variety more interesting, because sometimes there just aren’t any interesting modifiers occurring and the missions won’t cycle for another 20+ minutes.
"Static Impact" Unstable OC for thunderhead. hitting the ground with the projectiles will electrify all enemies within radius, faster firerate. Lower direct damage, lower AOE damage, lower AOE
edit: hitting enemies with this will not trigger the effect
Count solo DD/EDD as solo missions in stats (i'd like to complete some achievement with bosco this way)
Echoing with other VR users have said, the Flatscreen to VR Modding Discord would love if you could bring VR plugins back.
The modders in this group are insane, one just created a full VR conversion mod for the RE2 & RE3 remakes with full motion tracking!
I love DRG, if you can't afford to convert it yourselves, then please allow modders to try.
Sludge pump: OC hydrochloric acid additive: whenever a fully charged shot is fired from the sludge pump, where ever the sludge lands starts to destroy the ground beneath it. If the terrain affected is destructible I’m one pickaxe hit, then the acid will burn 15 meters down, 10m for 2 hit terrain, and 5m on 3 hit terrain. Due to extra packaging for the acid, ammo capacity is reduced, but any bugs affected by the intense pain of the acid are affected by a fear factor.
I believe the extra mule legs in salvage operations should be deposit-able after repairing the mini-mules, for a small bonus income.
Solo missions are too risky to play. The problem is the escape pod. It often drops into very difficult locations, always on the other end of the map. Molly will sometimes scale a sheer cliff face to return to the pod, which leaves most players to find a way around. Solo missions are already a lot longer than multi missions which represents more time invested for the same rewards. It's not worth the risk of losing it all right at the end of the mission. 1) give the solo player longer, like 10 minutes 2) put the pod back at the starting spot 3) penalize the survival bonus but at least give the player "completed" 4) assistance from Bosco 5) drop the pod at the player location. I understand the final rush is supposed to be exciting, and in multiplayer it usually is, but losing sometimes an hour's worth of effort due to overly difficult and unlucky pod location is misses the objective of excitement. Multiplayer is great, and solo play offers a different but enjoyable experience, but only if the risk of losing all progress is removed. (edited to remove salt)
Turret whip upgrade increases turret damage but reduces fire rate of the turret so the turret dps remains the same if you don’t touch it.
This would let turret whip be used more often without burning through the turret Ammo so quickly.
So overall this will be a buff to players who do not forget to shoot their turret
This is a bit of sily/nitpick suggestion, but being able to select crosshair state by weapon + being able to customize crosshair by weapon. For example, this feature would be useful on scout because his AR, sidearms, and torch gun don't need a crosshair, while his grappling hook and sniper do. Or on the gunner, while his minigun doesn't need a crosshair, his sidearm with elephant gun mod still could use one
Give scout's grapple a mod that gives you significantly more air control after releasing it. Doom Eternal style.
dedicated melee weapons so i can be a slayer
Carnage Turret
A normal, single turret that levels up after kills. Moving or recalling resets this and it gets a small boost in power and fire rate after killing a few bugs, promoting smarter turret use. Tier 1 option so overclocks work with it
Thumper Turret
A turret that has a thumper device that lures glyphids. It would work as a less effective L.U.R.E., only keeping the attention of nearby bugs for a short duration before it needs to recharge. This is a tier 1 option so it cannot be used with Gemini or MKII but works with weapon overclocks
Q'ronar dreadnought
something like total morkite (and/or liquid m.) mined goal, for aditional reward. For example, the mission asks for 200 morkite, but you can bring back more back to the space rig. The goal would be 1000 morkite, which you can get in 5 missions, or in 4.. after that you get your aditional reward. This could be tied to hosting player, so if you leave before after 1k morkite, no additional reward for u.
this would potentionally eliminate at least few players jumping from server to server.
for additional fun, you would have to move mined morkite from drop pod to other container becouse of limited cagro space of drop pod
Continuing to hold E on a fully repaired doretta gives her a small speed boost. Unlike with repairing, multiple dwarves doing this stack for a faster speed boost. Lets speed run escorts!
(Overclock Suggestion for BRT7)
Unstable OC - Zero Delay
"Forget safety - This overclock pushes the pistol to its most unsafe level. Supercharged firing mechanism causes it to fire all bullets in the magazine in one trigger, at the cost of severely reduced accuracy, and wrist-wrecking recoil. Magazine size and bullet strength are adjusted to avoid causing this gun to explode when firing."
- Fire all bullets with one trigger
- Accuracy decreased
- Recoil increased
- Magazine size -50%
- -6 Damage
Hardhat for Bosco
Elite Threat could be made a bit more interesting if when normal bugs downed a dwarf they “leveled up” into their Elite form. And when Elites down a dwarf, god help you.
This suggestion may or may not be inspired by Shadow of Mordor/War(tm)
April Fools joke:
Every Piece of gear of all players is PINK for a day
Add Lyod skins (Abbys bar drone) ideas are: Fast food worker, Maid uniform, Beer Mug costume and Steeve Costume so we can at least remeber our beloved glyphid friend since gyphids arent allowed on the space rig
Also an April fools joke: All dwarfs get glypid heads and sounds instead of their normal ones and all glyphids get dwarf heads and voicelines 😉 Edit: imagine the sound in a cave full of them XD (just for one day will be fun and not too much i guess :D)
secret karl related mission.
you find a lost helmet or something of karls in hollow bough
whole assignment based on it
you do it behind mission controls back, with a facade of a normal mission control assignment
you find clues along the way, having to locate more of the story every mission
ends with either finding karls dead body or something he wanted the dwarves to have
Is there a way to check whether my microphone in game works? If not then pls add one.
let dreadnought catch on fire pls. even if it’s super gimped like freezing. the on fire immunity just invalidates a lot of builds and i dont really see any good reason for it
A rare new random map element you can come across that is basically a big light covered in dirt. You can mine it to remove the dirt and it lights up the surrounding area
make large-aoe explosive weapons more effective against large enemies. It's so counter intuitive because you would think that big enemies take a lot of dmg from big explosions, but it's the complete opposite. You use bullets to kill the giants.
I had a friend launch 4 grenades into a praetorian's bum before I had to explain to them that their pellet shotgun is actually way more effective against praetorians than their explosive armor-shredding grenade launcher 🤷
Beer that makes you glow in the dark, emiting a dim light onto your surroundings

An option for us to start missions without the headlamp on.
mining red sugar should replenish some of your 02 bar on low oxygen missions.
add an uncommon type of fungus that only grows in places with little oxygen (aka just the low oxygen warning) that releases a medium sized cloud of poison gas and oxygen when destroyed
A voice line when a dwarf finds a lost pack, “I hope this isn’t Karl”
Interesting weapon interaction: If the Engineer uses the Fatboy on the Driller's C4 with the mod that allows damage to detonate it, the C4 pack disappears and the radius of the radioactive explosion gets doubled (but with no damage increase). 
The Fatboy must make a direct hit on the C4 for this to work.
Make it be that fat boy ignores the friendly perk for some... High rad action
If you're in a server with a group of 4 dwarves, add an option for Lloyd to "spice up" a round of Oily Oafs at the Abyss Bar. It'd probably be like this:
All 4 dwarves will be (optionally) prompted to bet (1-500 credits) and Lloyd will briefly hold onto the money, then he will casually pour 4 Oily Oafs. However! He seems to have spiked one of them with a Blackout Stout!
Then all 4 dwarves will drink one mug provided. Whoever passes out due to the spiked drink wins all of the money Lloyd was holding.
Just a small drinking game to pass the time inbetween missions. 
If we breath from a tank in Low O2 missions, why does poison gas of various types still damage us? It could simply not, that might help.
Rework matrix cores to be tiered rather than pre determined. Adding different variants, say Tier-1-2-3-4 matrix cores.
Rework stats for overclocks to be randomly generated. The higher the tier matrix core used, the higher rolls you can get.
R&D Grade Matrix Core - Tier 4
Nitra-Enhanced Matrix Core - Tier 3
Bitterjem-Bedazzled Matrix Core - Tier 2
Morkite-Coated Matrix Core - Tier 1
Tier 1 matrix core could roll you +1 to +5 damage, but a Tier 4 could roll +5 to +12 (Just as an example)
Would add a bit more to grind for in regards to getting your dwarfs min maxed.
Additionally rework mineral trade for an auction house where players can trade in their overclocks for others using the minerals they bring back.
I'd adore a system that if the host locks in an assignment mission, it progresses everyone's assigments on completion, even if they have a different mission type in solo. They're randomly selected missions anyways, why does joining a multiplayer lobby and sticking with it have to be discouraged by ingame systems? I remember playing this game in the beta, and you'd get a team of random dwarves, and go through several missions with them. Now people will join, play one game, then leave because your assignments no longer overlap. It also makes it harder to consistently get a full lobby to start a mission.
The drop ship remembers what seat you sit down in. (You will spawn in the seat you were closest too)
If a L.U.R.E. gets run over by a rolling Shellback, it should get squished to half height until it disappears.
Buff visibility for selecting a specific sentry when using Gemini
Have an alternate platform gun that shoots vertical discs instead of horizontal to make walls. Bugs are still repelled, but if the path around is too long or there is no path, the bugs get to chew through the walls and create holes for them to pass through.
the haz 5 assignment should be able to be completed with haz 5 missions
To add some variety to the Salvage mission, how about adding some different uplinks - each one with their own twist.
Uplink Mk.2 - This uplink has a much stronger signal - meaning the triangulation range is increased. However this signal is so strong it will attract a boss to fight you. This could be a Dreadnaught like from the Elimination mission, or a unique boss made just for this. That one is on the Devs.
Kill the boss to proceed immediately.
Side note: I’m not sure if this Uplink’s range should be limitless, so the players can focus on just killing the boss. Or the range should be limited (but still greater than normally), to force the players to juggle between staying in the zone and damaging the boss.
Damaged Uplink - Something destroyed the critical components of this uplink and they need to be replaced. Mission Control will send you a 3D Printer that will give you an endless supply of these components - Similar to the Tritilyte Crystal.
Grab the Component, bring them into the Uplink and insert them. Once all components are replaced, you need to hammer fix the uplink to proceed. All while the bugs harass you.
Side note: I’m thinking these components should be fragile, so that if they hit the ground they get destroyed and you need to pick new ones. You can still throw them from player to player, but make sure that you catch them mid-flight.
I have one more idea but I reached the word limit. I will send it later.
Mobile Uplink - Upon activation, this Uplink will walk around the map and try to find the best signal. You need to follow and keep close to it so the triangulation signal doesn’t drop. To make things easier the Uplink will highlight where it will go next - giving the players a brief warning if it wants to climb the wall or go down a cliff. The bugs will of course still attack the players as the Uplink moves.
Once it finally finds a good spot the usual ‘Hold the Line’ phase will start, however it will be shorter than usual due to good signal.
Side note: Each of these new Uplinks should have a unique look so players can easily identify what they should expect. Mk.2 for example could be bigger, with a more complex model and painted orange - while the Mobile Uplink could look similar to M.U.L.E.
I also have no idea how to add more variety on the ‘Fuel the Drop Pod’ phase.
GK2 OC: Stealth Shield Generator: R&D got their hands on military technology! No one knows how but keep in mind the Companys Motto: Dont ask. If you hold the GK2 you get invisible for most bugs (Exceptions are: Opressor , Bulk detonator, Any Dreadnought Variant and adds (sentinels and dread swarmers), BetC and Korlok. If you got already targeted by bugs they still will attack you regardless of stealh mode. Any action except sprinting and jumping breaks stealth mode wich means taking damage/ throwing flares changing weapons or interacting with anything. If you select the GK2 it takes 5 seconds until stealth gets active. While stealth is active your shield is offline to channel the energy to the stealth device. If you get damage while in stealth mode you get 3 additional seconds until your shield regenerates and stealth needs 30 seconds until it can be used again. +Stealth Mode -Basically anything else if you screw up 😄 could be a unbalanced OC (also stealth mode could add that you cant sprint or limited by time for only being active for 10 seconds until it stays off for 5 seconds again if its still too strong)
An idea for the fueling phase:
Instead of needing to stay near the fuel cells (which makes no sense anyway), enemies will try to attack the hose and will prioritize it over dwarves when pathfinding. When the hose takes a set amount of damage, It will leak (similar to pipes in OSR). The leak would need to be repaired where it connects to the drop pod. The repair time would be significantly longer than pipes (maybe double). This would encourage people to make as short as a hose as possible and change the gameplay from the "stay in this area and don't die" snoozefest.
not a bad idea also counters burry the fuel cells afterwards like most do
Royal aegis as a gun skin so we have something that properly matches outside of paid for gun/player skin content
Minigun OC: A11: Who says Dwarfs Cant Fly? Prove them that you can....Kinda. R&D got their hands on the ziplines and modified them so much that every safety employee would jump into a glyphid nest on their own rather than using this. Oh and they Modified the Minigun a bit as well. +18 Damage +200% Zipline speed +20 m zipline lenght +10degrees zipline angle +2 zipline ammo -20 Fire rate -1200 ammo -1 second more time for windup of minigun -1 cooling rate 50% more damage taken on zipline and the +18 damage of the minigun only apply while on the zipline (the zipline upgrades only count for gunner with this oc eqipped like the em overcharge and turret arc of engi) also with more fall damage means the height when fall damage starts as well so you start taking damage sooner than others to counter low ziplines
Passive Perk: Sharpened Pickaxe: Your Pickaxe Deals now a bit bleeding damage as well 5 damage per second for 3/4/5 Seconds (debuff cant be stacked but refreshed by atacking and it wont trigger vampire if enemies die trough the perk) Active Perk:Menacing Determination: If You get below 20% hp you get an aura for 5/10/15 seconds with 3/3,5/4m range wich slows down enemies by 30% and creates fear pulses every second wich have a 10% fear factor (wont trigger after revive with low HP) 10/7/5Minutes cooldown
Helmsplitter - Beer
Power attack stun any but the biggest of bugs (Dreads, Bulks, Oppressors) and both the power attack and normal attack have significantly increased armor breaking.
Mind Craccker - Craftable Beer
Upon drinking this beer, sparks can be heard and seen near the head of anyone that drank.
A moment later the screen flips and the controls become reversed, mirrored. Pressing “Move left” moves you to the right, pressing “Move forward” moves you backwards.
Side note: The double c was at first a typo… but I decided to keep it.
This has probably never been suggested, but 3 loadout slots is not enough!
I feel severely limited in my ability to make fashionable and ugly dwarves alike.
(also with all the ocs and guns in the game its bit annoying that you can only have 3 builds saved for each gun) 
Autocannon Carpet Bomber rework idea (since neuro toxin is mostly used now): It acts like a grenade launcher and shoots mini grenades wich stick to any surface and explode 0,5seconds later it gets its AOE range buffed to 1m instead of 0,6 additional range but its direct damage nerfed to 0 and Extra AOE damage is buffed from 8 to 12
Razor tongue - Buff beer
Strength: Disgustingly sweet
We allowed scout to put in his two cents on the menu and here's what we got.
A brew blended in with only the finest Glyphid energy drink, it comes in a glass with an LED bottom that glows in accordance to the 4 teams role colors (so 1 of each color), the glass itself is nearly obsidian with a razor sharp looking image cause we all know scouts a gamer.
All interactions are 5% faster +5% per dwarf interacting.
So the Others May Live - Passive Perk
If your teammates are within x meters, 50% (25%?) of damage they take is instead transferred to you. You can’t die from this effect.
If they heal (anywhere on the map), you get healed for 25% of what they healed. Revives doesn't count.
Reduce all direct melee damage by 20% and direct projectile damage by 30%.
The perk turns off when at 30% health or less.
I'd love to see a camera on Bosco with a picture in picture view to have a look at hard to reach places
April Fool's
Loot bugs yell "Whyyyyy?!" when popped
Heads-Up Display - Passive Perk
Highlights special enemies. (Warden, Menace, Oppressor, Bulk, Dreadnaughts… uh...)
Basically any enemy that isn’t common will get highlighted for those that use this perk.
Plus you can see them in the Terrain Scanner
Blood Transfusion - Active Perk
Passive: Gain 10%/12%/15% more healing from all sources.
Active: Transfer your own health to other players. Transferring forces both players to stop (the recipient can break out whenever they wish) and health is gradually transferred at a speed of 10hp/s.
You CAN die from that.
Always ready to be used. No cooldown or limited uses.
Enemy Type Suggestion: Slime Mold
- Commonly found in Fungus Bog, and maybe radioactive exclusion zone.
- Stationary enemy, or moves slow enough that you don't notice.
- Lives in ambiant slow-goo, (and spreads it, if it moves)
- The gimmick here is that you can't tell if there is an enemy in the goo. You walk through some, and get slowed, but eventually you get hurt. Holds you like a mactera, but doesn't control your movement.
- Does low dmg, but increases over time.
- Team mates / Bosco need to shoot it to free you, or you need to do a super smash.
- very low HP, weak to flames and ice. Resistant to kinetic damages, other than super smash.
Active Perk: Improvise,Adapt,Overcome:
Passive: Chance to not consume a flare for a 15/20/25% chance
Active: Your Sidearm /or for engi W210/Stubby Gets 25% AMMO back and your grenades get 10 stones along (you can change between stones and grenades by HOLDING the G key and pressing LEFT or RIGHT mouse button)
Stones deal 10 DIRECT IMPACT damage and 5 AOE in 1m radius and can stun enemies (direct 100% chance for 3 seconds Aoe 25% chance for 1 Second)
Active can be used once Per mission
You can make the best out of the worst by using what youve got , also you got a bit of extra ammo and flares when they where on discount.
Warthog 210 OC: Needle shot (Balanced)
+replaces the pellets with needles that can pierce through multiple enemies (2 or 3)
-less "pellets" per shot (-2?)
don't know whether it should also reduce spread or not
Subata Balanced OC: Pheromone Bullets: You got some of scouts Pheromone Grenades and tried to coat your bullets with them. Well lets say it works at least. +10% chance of pheromone Buff (10 seconds) on hit target -5 Mag size +0,4s reload time (max 8 bullets in upgraded mag so no guranteed pheromone in a magazine)
addition to "carpet bomber" OC for thunderhead, higher AOE damage, and larger AOE, the higher above the enemies you are, to a certain point. Lower AOE/lower AOE damage if you're below them.
Telsa gun or grenade for engineer
wooden skin for all weapons. This way i can have m1000 megacorp + wooden skin as 2by4 gun
petting the mini-mules
april fools: new skin and palette for all weapons, turns them into brightly colored plastic nerf like weapons
Make bosco better at defending bertha. It circles bertha without attacking the monsters beneath her.
I have a suggestion in regards to the aiming reticle, my eyesight is not no great and so I usually have a difficult time making out the default white reticle. So I propose the ability to change the color of the reticle on all weapons / tools to make it more visible!
Pet anything by pressing E. Nothing escapes. Even you, bulk detonators
Machine event or even quest type that has you using a metal detector to find buried items you have to use to repair a broken machine or something of the sort. It could also be something in the vein of bet-c or cargo crates giving you something for the rest of the mission or cosmetics.
Tier 1/2 Bosco Upgrade: Enhanced Propulsion System
Increases Bosco's flight speed when responding to a ping. (as for the actual number, I'm not sure. Maybe +50%)
Could we get like in the XP section of the rewards after a successful ommoran hearthstone mission a "Saved Doretta"? Doesn't have to give XP but it would be a nice addition. Also I was very happily surprised when coming back to play the game I discovered you could save her and have her in the end Mission screen. Thank you for that : D
Introducing: Corrupted Overclocks.
What is that you may ask: R&D Won't deliver the goods, so we must make them ourselves! (Just don't tell them.) By sacrificing 2 or 3 Overclocks you can craft overclocks that take stats from other overclocks and mix them together. Don't like the Fat Man having too much damage and low ammo? Mix it with an ammo overclock and sacrifice that damage for ammo instead, yielding a Corrupted Fat Man OC. You would be able to pick which parts of an OC you wanna mix.
Overclock 1: Fat Man. (Nuke Explosion selected.)
Overclock 2: Pack Rat. (Ammo selected.)
End OC: Corrupted Fat Man OC.
Fat Rat or Pack Man (Some creative name could be used based on the OC's used.)
Corrupted Overclock
- Shoots mini nuclear warheads that do moderate damage in a medium area.
- ((No ammo penalty.))
- Low projectile velocity.
The options are endless for new creative Overclocks. Mix Fatman with Clean Sweep to get even more AOE for the Fat man.. Perhaps a cluster grenade launcher.
Additionally you would need to gather the ERR Cubes to craft Corrupted Overclocks, finally giving them a proper use and ending the question from our old friends. "What is that..?"
The price of these would obviously be high as you'd sacrifice multiple overclocks to get one. Stats would vary based on what you mix together.
(Reposted to show image in post. Image is fake and just a representation of what these OC's could look like)
Thanks @humble rapids for discussing and coming up with the idea together.
suggestion, we break into R&D and teach doretta how to sing
Ammo Priority - Passive Perk
More reserve ammo for your secondary weapon, but less reserve ammo for your primary weapon.
Breach Cutter: Breaker Blade OC:
R&D inreased the power output of the breach cutter a lot at the cost of overall ammo consumption wich increased a lot and slower movement and way longer reload due the heavy weight of the massive capacitors.
+DPS is converted to a flat 400 Damage on hit (means more on small bugs bit more on larger ones) +Beam Width 3m +250%beam speed +500% armor shredding
-each shot consumes 3 ammo (entire magazine) -2 seconds longer reload time -beam lifetime decreased by 50% (to counter the higher speed ) -50% movement speed while Holding the breach cutter
(supposed to be a more skillfull waveclear wich rewards you for using it properly by killing them more consistent and a bigger
row but keeping the total damage and size of the beam around the same (from a ammo POV) as you would use 3 seperate shots wich instead is one strong one now)
If the Devs are looking into this disord, I have two ideas to make Smart Rifle combo with turrets
-
Bullet tracer Sensor
-25% lock on speed
Turrets automatically add a lock to the target when shooting
Simple overclock that helps you aim faster if you have turrets setup -
SWARM array
-6 max locks
Turrets will also shoot a bullet per lock if target is within range.
The 'fatboy' of smart rifle. Will slaughter entire swarms or a single target at the cost of a ton of turret ammo.
new pickaxe part set: Hoxxes Harvested, a pickaxe made completely of (ORGANIC)materials found naturally on hoxxes. pickaxes materials are in ample supply, and R&D was bored, so they came up with this
blades: stabber vine blade
head: carved tyrant shard(very expensive)
shaft: creepervine(still thorny)
grip: cave vine tendril
pommel: mushroom
Make random dreadnoughts on random missions to appear more often
But make changes for them in this case, so it is fun and not bothersome
- Drastically scale down HP and Damage, but make them appear with normal bugs (don't stop normal bugs from spawning during dread)
- Twins on random encounters don't heal
- OG on random encounters doesnt restore his armor, only has it once. No invulnerability stages
- Hiveguard comes already with horns up and he will never close weak spot after initial horns are destroyed. No invulnerability stages. Still can call in sentinels at different points of HP
I think it will refresh things at higher difficulties
Maybe only haz4/5 thing and only if party of 2+ people, since for a lot of builds solo dead will be too hard with no way to attack backside of enemy that is always looking at you
Passive Perk: Moral Support
reload 10/15/20% faster around Molly or Mine head/refinery (Molly 5/7/10m radius for minehead and refinery 10/12/15m around the center of it
Sensitive Feet - Passive Perk
Gives you a forewarning before the swarm announcement.
Since you use your feet to do it, you don't get any solid numbers. You get a warning that a swarm will arrive within 30-60 sec. (The number is random and changes each swarm.)
Active Perk Incredible Reflexes:
Passive: You have a 2/4/6% chance of evading an atack. if you do you only take 25% damage from that source (has a hidden 5 second cooldown duration as well)
Active: You get a increase to 15/20/25% for 10 seconds and it has a 20/15/10 minute cooldown
(Sources wich cant be evaded: Bulk detonator stomp/explosion /any dreadnought atack except its bite/ exploders/ grabbers/ leeches/ friedly fire and fall damage)
Passive Perk: Automatic Flare Charge System: Your flares regenerate 20/30/40% faster IF there is no Active flare or flare gun flare around you in a 25m radius
Move the "pet steeve" command to V or X so he doesn't block resupplies, ziplines and pipe repair.
Active Perk: Blood Pact
Passive: If other players heal Get 5/7/10% of the total healed value as well (revives and passive hp Regeneration wont count) (If more players have the perk the healed amount gets divided by th players so each only gets 33% of the heal if 4 players are there)
Active: Sacrifice your avaiable HP (up to 10% HP max 90% hp can be sacrificed) to heal your teammates (for the sacrificed hp 25% are lost to prevent gaining more heal than in the mission aviable the rest gets divided by the amount of teammates )
10 minutes cooldown
(If you got revived the hp you have cant be used until you healed on a supply pod or a Red sugar Crystal (vampirism wont work) (to prevent revive abuse )
Active Perk Idea
Anchor Down
While grounded, hold Shift to lock yourself to the ground for 5 seconds and become immune to grabs and pushback.
Cooldown 40/30/20 seconds.
(Prevents player from being grabbed by Mactera Grabber, Nyaka Trawler and Cave Leech.)
(Prevents player from being launched/pushed back by Oppressor attacks, Dreadnought Twins burrow explosion, Q`ronar/Trawler collision, Stabber Vine hit.)
(You still take damage from the interaction itself.)
(Possible side effect - inability to jump.)
Addition to the game without Perk or anything: If you Rock n Stone Fear 1 Random enemy Around you (maybe with cooldown) inst supposed to be a Fight Advantage but it would be fun to see glyphids starting to fearing you without impacting the gameplay much or at all also while you do it you cant atack anyway so no abuse danger
Flourish - New type of Cosmetics
Something akin to Unusual Taunts from Team Fortress 2, a special particle effects that appear when saluting.
For example fireworks could appear behind you when you salute, or you could throw confetti above you. Stuff like that.
All of these would be purely cosmetic and could be crafted in the matrixes... Maybe at a much higher price than other cosmetics.
Flamethrower Balanced OC: Flames Should be feared right? Why do glyphids then Just walk straight at them? Lets Add some special Fuel so it is brighter and louder maybe then they realize whats infront of them!
+Direct Hits of the flames creates fear
-Fuel flow rate reduced by 20%
Machine Uprising - Beer
Double movement speed for M.U.L.E. when it's responding to your call.
To explain it a bit more: If you drink the beer and call Molly, it will come to you at double speed. If someone who hasn't drank the beer and called Molly, it will come to them at the normal speed.
Extraction is unaffected.
I know it must have been evocated earlier, but what about a mactera boss ? It could be in the cocoon too. This new boss could be summoning minions, launching missiles, and just flying around, grabbing players, and when failing to grab one, its weak spot gets revealed so you get rewarded for dodging it (by hiding or shooting at a weak spot only revealed when in chase of a player). Must be resistant to ice, or it would be broken though.
Buff Beer ideas :
Swarm Smasher: Heavy thrown objects do 50 AOE Damage in a 3m radius price 1 Barleys
Leech Ale: Get Slight night Vison (doesnt impact your vision if light sources are active) 2 Barleys
Honey Harvester: Get Slow life regen (1hp every 10 seconds) 3 Barleys
Dwarfs Fortune: Get 10% more nitra by using a pickaxe 2 Barleys
Careful Shooter - Passive Perk
After standing still for 4/3/2 seconds, increase weak spot damage. (Damage bonus doesn’t increase with tiers)
The buff immediately goes away after you move, or get moved in some way.
A suggestion to make it easier to unlock matrix core overclocks and cosmetics: Core Fragments, a new resource exclusive to lost gear and cargo crates. Upon successfully opening a cargo crate or acquiring a dwarf's lost gear, the player would receive one Core Fragment. These fragments can be used in the Forge to create one random cosmetic or weapon overclock, but you need a total of three to forge them together. And the end result is TOTALLY random, you don't get choose which class the cosmetic or overclock is for.
How about a passive perk that gives everyone around you a small % of the healing you receive?
Change the Hiveguard in the following ways:
Instead of having three distinct, repeated phases, combine the first and second, and split the third into a permanent final health phase. It would look like this.
- No more iframes, you can always damage the Hiveguard.
- Sentinels spawn constantly throughout the fight, but in smaller quantities than currently. Up to a cap of 5 or so.
- The Hiveguard's health would be split amongst its horns and butt, which need to be destroyed one after the other. When it first appears, only the side horns are available. After you destroy those, the center horn becomes available.
- Increase the health of the horns and turn them into a 1x or 1.5x weakpoint (they are currently neither a weakpoint nor armor). The side horns together would have health equal to 1/3 of the total health of the Hiveguard, but damaging either will damage the hiveguard. The top horn would also have 1/3 of the Hiveguard's health.
- After the three horns are destroyed, the remainder of the fight will be like the current "third stage," with the Hiveguard in a "rage mode" shooting molten rocks everywhere. This would also be 1/3 of the Hiveguard's health. Sentinels would continue to spawn during this stage, possibly at an accelerated rate to heighten the danger.
The point of this is to make the Hiveguard a less tedious, more dynamic fight while keeping its unique feature of having to deal with trash. However, instead of just being an ammo sponge that breaks up the action, the sentinels would be turned into trash that need to be worked around.
One side benefit to this change is that the horns don't get a benefit from freezing, so giving 2/3 of the Hiveguard's health to the horns would reduce how overpowered cryo is on at least one of the dreads, but driller would still have the ability to take care of the sentinels that way.
Enemies (and possibly the dwarfs) killed by Crassus Detonator should turn into golden statues.
This could either be purely cosmetic... or if the devs want it, allow us to break the statues for more gold.
Allow us to use mission control's office as a practice room for builds please
Add special voicelines if you ping your teammates like: This is a Driller i wonder what he ate for breakfast or Is your minigun really that heavy? or Do your turrets run on boscos AI ?
We need a breathalyzer by the bar to see exactly how drunk we are, so we can avoid getting black out drunk, but drunk enough to make mission a whole lot more fun.
In lore reason could be about how management is twiddling their non-existent beard and doesn’t want the miners to enjoy a mission before first tasting some leaf lovers.
Also, I want to be able to see that I have a 100% BAC after drinking a blackout.
The ability to have more dwarves in the lobby, but these large-population lobbies must be private and there is an xp/gold penalty due to the extra sets of hands helping out
An achievement called “embarrassment” that you get from drinking a full bar of leaf lovers.
Add an achievement for getting killed by every enemy type. 
If you've chosen to go clean shaven, give us the option for your facial follicles to grow into any of the other beard styles you have unlocked (purchased from the shop) for your drawf after completing a certain number of missions. (Unrelated to assignments) 
PGL OC: Frag Rounds:
R&D added Hardened Cases to the pgl grenades wich creates frags that shoot in all directions until they hit a wall or Bug. At the expense of payload and a bit Of ammo due their increased weight.
+Frag Rounds (shoots 8 sharpnells in random directions for 20 damage each until they hit something)
-20 AOE damage -0.3m AOE size -4Ammo
I already talked about this a while ago but I'll try again because I think it would be a nice qol : Elephant Round (bulldog oc) should have a huge increased in stun chance and stun duration. I feel this way because I'm using the ER bulldog to take down big targets (I suppose every player uses ER this way because you don't want to waste the few ammo you have on smaller enemies). But even that amount of damage is not enough to kill most of those big targets fast (it is not THAT slow ofc don't get me wrong).
That's where the huge stun buff would helps ! Keeping the target immobile for a good 3 seconds allow you to deal with it more easily.
I also think that such a huge calibre shot at such speed would cause severe trauma to the target, hence the stun.
I might be wrong, maybe ER simply need more damage. Or maybe ER is fine as it is I'm not sure, but to me it is not that good. It's fun to use for sure though
Do something so that F11 doesn't window the game.
I have multiple monitors, everything defaults to the monitor 1 even though I launch games on monitor 2 by default, meaning that if I accidentally hit F11 instead of F12(the default screenshot key for steam) I have to cock my head to the left, which is awkward to play like because my mouse is on the right side of my right monitor.
The only way to fix this is to stop, go into settings, and change my resolution to something lesser so that I can see the window bar and drag it back over to my right monitor, then set it back to fullscreen window.
Hey guys, would it be possible to make commands for Molly when you hold C? sometimes I'll be mining something and she will wander off or I need to run away from some bugs and she will try to follow, having a stay command, a patrol command and maybe even being able to send the MULE to other members of my team would be super helpful, or possibly even using the waypoint marker to ping where you want Molly to go?
Sometimes Molly is getting possessed and refuses to go back to the escape pod, it's a known bug. Few players know that the escape pod automatically opens a few moments before leaving if that happens though. It could be a tip or even shown in the tutorial so when it first happens the players know that they definitely still have a chance to win.
I would like to be able to somehow switch the scout grapple to a titanfall grapple style instead of the straight grapple. That way i can get in those sick grapple swings into hoverclock kills
pressing and holding e whilst holding the grapple can switch it maybe?
Perk suggestion : Dwarven Grit
"Your mining experience on Hoxxes IV and its inhabitants has numbed you somewhat to pain.
You take 5/10/15/20% less damage. There is a 2/4/6/8% chance that you can completely negate the damage from a melee attack."
an option in the mission selection screen to have your class be randomly chosen (and also one to use a random loadout option)
Zoom - Active Perk
Grants you an ability to zoom in and see stuff far away. You know, like in modern FPS shooters.
Use the perk again to zoom out.
20 sec cooldown (Cooldown starts when you zoom out).
Chance for a stowaway maggot to spawn somewhere on the space rig when you return from a mission.
a setting to ping the object you're looking at when you tap the laser pointer button without actually bringing out the pointer
swarmer wich got somehow in the drop pod 😉
Add in a plant that actively sets off an acute allergy for the dwarves. 
kickable barrels that can spawn in salvage missions, can have special voicelines play when kicked / pinged "they did it, those crazy bastards actually did it" "they died as heroes" and more.
idea by u/gamekatz1 on reddit
i think it would be cool to reincorporate the old designs of the starter weapons into the game (the minigun, the flamethrower, etc.) i really like how they look and i wouldn't mind having them as frameworks
Be able to see you and your fellow dwarves loadout in the map loading screen.
Hey DRG crew, is the any plans for adding a female playable character to DRG?
We have guy dwarves but what about Manlier dwarves? 
Mission type where you have to destroy a Glyphid Hive by setting explosives in certain places and extract before the whole place comes down.
Expand the Abyss Bar to the Abyss Bar & Grill, complete with Glyphid Omelettes.
Being able to personalise your rooms in the space rig with trophies related to achievements, promotions, and things to buy in a new store.
Adding on to this, the grill would be in the useless tunnel under the bar, It would be a stand similar to restaurants in shopping malls. There would be a new bosco named Doyle, who would serve use food perfect for hangovers and the dwarven diet 
Adding on to this ^ even more, you should be able to see alien eggs, glyphid parts, and alien flora around the grill area.
Lloyd’s robo gf.
also have a separate, competitor stall across from the Abyss grill which sells mass-produced chinese takeout that is given off of a conveyor belt and the empty boxes can be thrown like beer mugs
make supercooling chamber shots bright blue instead of the usual whitish yellow
Display the number of charges for the Shield Generator instead of the amount carried, for clarity. Currently, the player see the amount of generator we carry (which is always one) but it is confusing because it works with charges.
An idea of missions where cave are infected with plant where you need to destroy the core of the plant to win
GK2 OC: Hit and run: R&D Made a lighter chassis for the GK2 wich helps for movement but impacts the precision and damage due less balanced case and less powder in the rounds but as nice side bonus you can carry a bit more ammo with you as well due the lighter Rounds.
+10% Movement speed (while holding the GK2) +15% Ammo
-50% More recoil -1 Damage
OC Suggestion for Boomstick - Balanced (???) Unstable OC : Blank Shells
"Quartermaster called in, they got all the training shells here gathering dust and he doesn't know what to do with them, and shooting them out of airlock is rejected by management for reasons best left to discretion. After some fiddling by Scout, the blanks have been requisitioned and remade into something useful, maybe..."
- Shockwave Damage multiplied by 4
- Shockwave Range increased to 5m
- Shell pellet fixed to 1
M1K OC: Marked For Death: R&D Altered the Neurotoxin to Weaken the Bugs instead of hurting them directly. The problem is the Wierd shape of the rounds impacted the Rest of the weapon a lot.
+Marked for Death Buff on Focus Shots (50% More Damage to target for 10 Seconds (if Armor is hit it doesnt count (same goes for dreadnought armor also it wont stack)
-75% Less Focus Shot Damage -100% Longer Focus Shot Prep Time -4 Instead of 2 Ammo used on Focus Shot -10 Normal Shot Damage -25% Ammo
(Oc is intended to sacrifice your own combat ability to increase the others ones)
New perk idea - Transfer of Goods
Basically, it would allow you to “donate” a percentage of your ammo/health when picking up a resupply to other players who need it more.
Say, if you didn’t need a resupply during refueling Doretta, and you need it before the Ommoran, someone could go get it and give it to someone who was running low
i would really like a pet slug about the size of a head named glubby on the rig that you can pet and it does a funny jiggle and literally nothing else but all of the dwarves love him and he is placed in a random area on the ship (you have to go out of your way to pet him) in a small damp box pad thing with a little bowl of food
Doesn't that contrast with the Dwarves saying that Management doesn't allow bugs on the Space Rig?
He's an illegal alien that they keep secret.
To small to detect
he is not a glyphid or the like he is Glubby (pls dont tell management, this is why he isnt in the main room)
Hat Cosmetic Suggestion:
Medical Miner
- appearance is based from the M1 Helmet with a large (?) red cross emblem on the front
- comes with a camouflage color but can also be compatible with armor paintjobs
The damage indicator should have an up or down arrow / chevron to help you know if you got hit from above or below, might help take care of web spitters after being blinded from behind
From Reddit: Rock and Stone should still be a voice line while frozen, but muffled
Machine Event Suggestion: Oppressed Oppressor.
"Oh no, not this again. I thought we destroyed the last of these. Well, miners, this blunder is of particular embarrassment to R&D. We thought that the glyphid oppressor's natural aggression could be restrained with bionic enhancements. It was not."
The Oppresed Oppressor is a cyborg oppressor, half robot half alien. This turns it from an organic tank to a real one. It can have with one of two weapon turrets mounted on its back. One, a railgun that locks onto a target and fires a single shot, high damage projectile that encourages miners to find cover. Two, a magma turret that specializes in area denial by placing pools of molten rock on the floor. And three, a freeze ray to freeze targets so the oppressor's strength can shatter them.
An option to only let promoted dwarves late join lobbies. It's annoying to have total newbies join my haz5 and the ni have to carry them all the way through. sure i could kick them but that doesn't sound very rock and stone to me. and not everyone reads the lobby title/description thing, apparently.
This is sort of a big suggestion, but I think it would be really cool to have an underwater mission/cave type. The way I imagined it is that the pod lands in small landing, (which is not underwater) and then you have to order diving gear by doing some task similar to uploading something like in the salvage missions. You will then get a drop with the diving gear, which your dwarf can put on and go into the water infront of the landing. Then I don't really have an idea of the sort of mission types that you could implement underwater, I think mining missions and refinery missions would be really cool. Some new underwater specific enemies (I'm not just talking glyphids in different colors) that are special to underwater caves. I think that this would freshen the game up a bit and make it a bit more interesting, or it either is just an annoyance. Not sure yet, just a suggestion.
i dont doubt this has been suggested before but it bears repeating, please consider getting rid of the slowdown that occurs when you hit an enemy with your pickaxe
it doesn't add or change anything, it's just a major annoyance to move at snail speeds for no good reason after whacking a single swarmer
With the release of Update 35, grant everyone provisional weapon licenses that last a few weeks after launch date, such that everyone can use them but must complete weapon license assignments to unlock them permanently.
dwarf vs machine mode where all the glyphids are replaced with mollys of different sizes and colours and molly is replaced by a glyphid with a really big mouth
Active Perk: Elevator Drone:
Passive: When you grab a ledge you can jump 25/35/50% higher from it
Active: Summons a Drone wich can be used like a Cave Angel and destroys itself after 20/25/30 Seconds
(6/5/4 Minutes cooldown)
(worked a thematic fitting passive out without making it too op (hopefully) unlike the doublejump)
More Enemy Variants : Radioactive/Ice )Opressor spitballer Exploders(ice) and bulk detonator (bulk in radioactive zone could have a smaller explosion but leaves a big area raidated after its death similar to its smaller cousins the ice exploder could do no damage but if youre too close freezes you instant instead of killing and the ice bulk has no real explosion but freezes you if youre too close then launces you in the air and the spitballers on ice just add a bit freeze and radiation zone a small radioactive field wich dont last long Edit: The ice exploders should do a nit of damage otherwise exploder infestation would be to easy but only a bit so you need a few of then to kill you
it's been suggested before but a statistic for how many times you've saved doretta
Remove aim acceleration from Xbox mouse and keyboard. Please
Overclock (Balanced): Square Geometry
For: Breach Cutter
Make a square with the Breach Cutter beams!
1.5 times damage
Delayed release time (+1 second)
50% ammo
Widened cohesion lines, tweaking, and doubling the shots up make the Breach Cutter into a square launcher giving larger AoE and more damage.
For ref the square looks like, well, a square, but with an x in the middle of it.
adding to my suggestion from before, here’s some more stuff
all dwarves present are by glubby: “Hey, where’d you go? Ugh, Management really needs to fire the guy who did the camera work.” -mission control
there is a camera by glubby but it has an oily oaf mug over the lens
glubby is randomly sometimes in the background of the victory/loss screen just vibin (very low chance, like 0.5%)
when petting glubby:
scout voice line example: “I’m too sneaky for management!”
gunner example: “The only slug I couldn’t fire.”
driller example: “I’ve always had a soft spot for a pet who can dig.”
engineer example: “I sometimes wonder if you’d like my L.U.R.E.”
these arent too great but im sure whoever writes the dwarves’ voice lines would do a better job
give the drop pod a nickname like Bertha or some shit
Remove bloom from all shotguns for a fixed-shot pattern to increase the reliability of the weapons at medium range. Alternatively if this is seen as too powerful add it as an overclock.
Two new Scout overclock ideas:
Deepcore GK2: Hyperburst Mechanism
"After-action evaluations uncovered a worrying pattern of greenbeards seeing their first bug, screaming "Oh my beard there's too many of them." and emptying their entire magazine into the nearest vaguely bug shaped thing, most likely another dwarf. R&D rectified this issue by introducing a new variant of the GK2 which fired in blazing fast 3-round bursts. This modification proved incredibly unpopular, and was scrapped immediately. However, this new overclock will reconfigure your gun back into a burst-fire rifle with added functionality."
+30% weakpoint damage.
x3 firerate increase.
Replaces full-auto with a 3-round burst with a 0.66 second delay between bursts.
-50 maximum ammo.
Boomstick: Riot Shells
"Security team issued "Non-lethal" rubber rounds, with extra emphasis on the quotation marks. Such shells are designed to stun & incapacitate rather than outright kill. This doesn't mean they won't kill, so quit daydreaming about your ideas for "hysterical" pranks, unless you want Management to make you rewatch the "Friendly Fire, And Its Unfriendly Consequences" training video."
-60% Spread.
+30% Stun chance.
On weakpoint hit: Pellets have a 60% chance to bounce and hit another enemy. This can only happen once for each pellets so you can't get a theoretical infinite-bouncing stun projectile.
Pellet count reduced by 2.
Damage reduced by 4.
Shockwave damage is reduced by 10.
Boom stick Unbalanced OC: Frag Rounds
Turn your Boomstick into a small grenade Launcher with Frag rounds Half shotgun Ammo half grenade, Awesome! Just keep in mind that its inacurrate as hell and the reload process is way longer due their unconventional shape and loading process.
+Frag ammo (grenades) +10 Direct damage +20-40 AOE damage(blast wave upgrade depends on it) +2m-3.5m Aoe radius(pellet upgrade depends on it)
-200% accuracy -x2 Reload time
(idea based on real frag rounds for shotguns)
maybe this has already been suggested but maybe upgrades and customization options for M.U.L.E.
my ideas for upgrades would be:
- faster movement speed
- a gun attachment
- damage reduction when standing near it
- maybe being able to store excess red sugar you find so you can heal if there isn't any nearby
During Easter, replace Alien Eggs with eggs which are painted in cute, bright colors and wrapped with a ribbon. A literal Easter Egg.
Dwarfs could have some unique voice lines if they ping it.
”Well... I guess it is the Holiday season.”
“I found an Easter Egg!”
“Is that… an Easter Egg?”
Maybe also allow us to very rarely find them outside Easter.
Hear me out... Deep Rock VR
I know it's been suggested billion times, but is it so hard to make Chat wheel? with customizable calls from the menu:
Rock & Stone
Help
Over here
and more useful things
"death on swift wings" Unstable/Balanced OC for breach cutter.
massively increased beam speed
slightly higher beam damage
-0.5m beam width
0.75x max ammo
0.66x magazine size
Turns it into a sniper of sorts
Let me hold the waypoint button with the laser pointer to remove waypoint
While pointing with the ping tool, molly gets called where you are currently pointing at.
Beacon could have a big arrow redirecting molly there.
A cave warning that significantly reduces the amount of Red Sugar, if not outright remove it.
When Iron-Willed, have a the Health bar filled with a faded red slowing depleting, fully depleted when iron will ends, or you get health. This way we have an idea when we will go down again, it also adds that sense of urgency of O i gotta revive someone or find sugar i am going to die soon!
I’d like to have a bind for waypoints on console, maybe like lb + rb for Xbox and PS.
bone overclock that gives you more bones per bone
A mission hazard that randomizes your load out, or at least some aspect of it, like your oc
Is there any ideas to change the way you choose dwarf for a mission? I've tried multiple times entering with wrong class. Why don't you get the choose class when you enter a game instead of have to choosing before opening server list? Seems clunky and old.
I'm going to regret this but...
Red Mutation suggestion : Depleted Area
"Frequent mining operations in this area has, to our surprise, resulted in mineral scarcity. Make very good sure to conserve your ammo, or better pray you remembered to sharpen your pickaxes..."
- Less Nitra
- Less Gold
- Less Lootbugs
A way to make BET-C stationary like a turret
i know an estimate 2 billion people have asked for this, but could we get paint jobs and maybe skins for support tools? I especially would love to have cool colors on sentry guns
a mission type where he have to hunt for a creature, capture them in a trap/case, then deliver that to the drop pod by carrying it yourself rather than molly would be fresh and fun. different types of capturables can also add more variety to the mission type
Idea for LOK1 SMART RIFLE to work with turret.
Now I now what im going to say might either be impossible or stupid, but I wanna know if this is a good idea.
The hawkeye system on the turrets are kinda annoying to use and just waste time, but wouldn't it work amazingly if it targeted tracked enemies.
So you target an enemy with your rifle and when you fire the turrets also shoots at the target. I could see this making the turret feeling more like a weapon and less like a utility option.
I dont think it should have the same burst fire as the rifle unless it becomes a mod option like turret whip on the shotty.
Just as a note, im not sure if the devs have said anything about making the hawkeye more desirable and less of a crappy option.
we already have a Gold skin color, whens the Nitra hair color?
Update the inspect animations for the scouts rifle and shotgun, it's the same flip animation for both
Add new models so that the reload animations for the "Bulldog" heavy revolver so that it shows 6 rounds or 3 rounds in the chamber if you're using Six-shooter or Elephant Rounds.
Add an Colour changing RGB paintjob 😅
why don't we put guns on molly?
Id love to be able to kick flares after throwing them
let us bring the barrels with us on our missions and if we manage to kick them throughout the entire mission all the way to the drop pod we get 50000 bonus credits
Would it make sense when you burn a mactera, the wings would burn off and it would be scuttling around on the floor?

Time to have my kinda broken idea moment.
Have the R key swap between the sachel charge and the detonator.
We have low gravity warning.. what about high gravity warning
Maybe it has been said before, but as a biome, the surface of hoxxes could be interesting. to keep it drg it could be like an impassable network of canyons, with storms or radiation hitting the very top of it (like crematoria in the chronicles or riddick)
passive perk idea: Well prepared. you carry 1 extra magazine for your primary weapon for each of three levels.
I was thinking maybe adding another assignment for a weapon over clock it has a one day reset and you have to play on hazard level 5 to get it
I also think it would be cool to be able to prestige your weapon once to unlock an extra weapon perk slot and you can pick any perk you want from the specific weapons perk tree but only one prestige per gun I can however understand how that would be a relatively op also hard to implement
Breach Cutter Unstable OC: Unstable Plasma nodes.
Youre an Engineer So you thought, why not make your own modification instead of letting R&D having all the fun. And You will Have it even if its dangerous for anyone.
Can create temporary black holes after a random travelled time. Plasma can't pierce walls anymore but collapes to a black hole if it hits a wall. The larger improvised nodes reduce your ammo ,increase reload time ,Also Dps is lowered by a lot.
+Black Holes (plasma can collapse between 0.5 and 3s (with upgrades) will be created wich last for 4 seconds wich pull any npc(or player) to it in a radius of 5 metres and does 100 damage per second (400 max that way)
-25% Ammo
-1s Reload Time
-450DPS (and plasma cant pierce through walls anymore (still can enemies, and certain things like supply pods)
Edit: A good breach cutter hit on a pretorian without dps upgrade does already 300-400 damage so you dont get much more damage but mainly a crowd control upgrade.
An idea i've been thinking about recently! What about support tool frameworks and paintjobs? It would be really fun! And you could finally make your tools match your dwarf! Like if youre driller is black and blue neon armor thingy or something the yellow drill doesnt really fit but if you could use the neon band and a black paint on it it would match it perfectly! And maybe you could customize the colour of your platform that would be cool!
Breach Cutter OC: Plasma Saber Ray
Wield the Power of the breach cutter directly like your ancestors did with a Hammer. You added a Magnetic field to the breach cutter Nodes wich turn them in a Plasma Saber wich cuts trough these buggers like a hot knive trough Glyphid Omelette.
+Plasma Blade (can be swung by pressing left click with the breach cutter while its active(4 seconds or 8 swings use time per ammo) can be thrown away for a fixed 100 impact damage and 50 AOE in a 2m radius (if thrown dissapears if nothing hit after 1 second and throwing is a one time thing per blade)
+Plasma Range +1.5m
=Projectile lifetime fixed at 4 seconds
=DPS Upgrade limited to +25 DPS (similar to spinning death behaviour)
=Stun does only 0.5 seconds of stun
=Armor breaking upgrade reduced to 100% extra
=Lenth upgrade reduced from 1.5m to 1 m
-475 DPS (100 remaining)
-1.5s More reload time
-4 ammo
An animated neurotoxin logo (similar to fire & freeze when not reaching 100%) so we can see how long neurotoxin will last on an enemy
Cosmetic revamp of the previous biomes like the Sandblasted Corridors.
Maybe if we say it enough times it will be made in Update 36 or 37
There could be dry skeletons of dead wildlife lying around, or soft sand that slows everyone down and makes them sink a bit (Not enough to actually suffocate, although that could be a “fun” mechanic).
A biome inspired by the Womb Level trope.
We venture deep inside a colossal superorganism which merged with the planet itself. The ground is basically meat, flesh and bone. Each of our steps makes a disgusting squishy sound, and the walls would disturbingly pulsate over so often. Trying to dig through the terrain makes the area as if you struck a creature (no water physics though)
Giant organs would decorate the area as well. Pulsating organs.
It would be a very hostile biome whose unique creatures could be inspired by our immune system. Like White Slimes that will swallow you whole if they catch you - suffocating and burning you with acid until someone helps you. They would not let you go if you die.
Natural hazards could be pits leading to digestive organs - whose walls hurt when you touch them.
Make it canon that Leaf Lover is indeed a tea.
Be able to, if you enable it in the settings, pick up and deposit glyphid corpses for minus one credit from your share. "Why?" You ask. "Because why not?"
beer that gives player low light vision (bumps up brightness a little) description can make a joke about how radioactive it is
Have more feminine models/cosmetics been discussed? I know some girls that like the game but they were kinda disappointed that there weren’t feminine cosmetics
A biome or a mutation where the glyphids (and the terrain's scale to compensate) are twice their normal size. 
Mutations where the dwarves are half/twice their normal size
make flares bounce off of dotty and molly
Since Buttons take time to push, and multiple dwarfs on the buttons shortens the time, wouldn't it make more sense for it to be a lever? It could even have a special animation where you grab it instead of just doing a 2-finger salute. Lever would look stupid on Molly, but static structures would be fine I think.
alternate voice/accent options
A full helmet with a gas mask like attatchment that has a braided beard sticking all the way through it
Passive perk idea: shock absorbers. Reduces fall damage by 10% for each of 3 levels
Gunner lines : when you shoot minigun or lmg for long time, he laughs comically
A bone colour for armor that will fits with Ghost Ship helmet
Or just be a nice variation by itself
New enemy ideas :
Normal: Mactera Hunter (hides on a wall or a cave roof until you get too close then becomes active and tries to attack you similar to a normal one.
Glyphid Ant Lion : Hides in low small holes if a dwarf is unlucky enough to fall in it traps it until bosco or one of your fellow dwarfs help you (similar to a leech but with way less damage but better hidden)
Special: Living Slime: A gooey mass wich looks like slime of fungus bogs but moves slowly or stays still if in any dwarfs vision if not it slowly follows you and does damage over time as long as you touch it.
Funghi Glyphid/macteras: On fungus bogs some of the enemies have funghi grow on them wich makes them like a zombie they are less agressive and sometimes attack their own but if they hit you they add a short visibility effect like the slime and stun you for 0.5-1 second
Wall eye monster: (since the eyes are wierd without explanation) small rock monsters wich resemble a ebonite glypid a bit but feature a big scary eye instead of the mouth and they try to jump onto you to stun you (but are rather slow to counter that)
Event/Boss Level: Heartstone corrupted mule: A molly where a dumb dwarf put the hearstone inside and the AI got nuts. with the psychic powers of the heart stone the mule augumented itself from old dorreta and drop/ supply pod parts to a actual tankdozer/mule hybrid wich features a cannon mounted minigun as secondary and a built in shield generator (shield can be drained and stays off for a while until it recharged)
Dreadnought Hopper: The newest member of the dreadnought brothers resembe a Huge grasshopper wich jumps around causing explosion stomps on landing similar to the detonators (it jumps to change its position and tries to land on a dwarf but it will be shown before he starts to jump where it wants to jump)
The ideas can have inspiration of existing ones but are in essence my own
Bug Gore! Make 'em smear, rip, and tear! I want to see crushed bug corpses stuck to the floor if Dotty runs them over. Bugs with large punctures in their body if you pickaxe them there. Rip legs off if you hit an unarmored part hard enough, makes them slightly slower. Pour salt on them and watch them sizzle! Well, not that last one, but you get the idea. More ways to squash an insect would be cool.
A “hat” that is just a sticky note attached to our forehead with words “Rok”
Yeah, just Rok.
And yes, this is a reference.
Show the name of the song wich is currently played on the jukebox
I think it would be fun to be able to play hide and go seek on the ship. A seeker is declared and their screen goes black for a while and every one else hides and then the seeker has a set amount of time to find everyone.
A ranged naedocite that sends arcs of electricity towards you, it can extend its range by connecting the attack with a shocker or having it jump between a whole chain of shockers, though each jump retains a range of only a few meters. Visually it would be a good bit bigger than most naedocites (cave cruiser size at maximum) and have it's appendages extend further so they can have the electricity arc between the while it consolidates the charge for an attack
random conversations between dwarves in the spacerig, just to make them feel more alive.
"Oi, mate. Settle a debate, would ya? Oily Oafs or Glyphid Slammers?"
"I'll drink anything as long as Lloyd serves it!"
I have 1 suggestion me and the gf plays together a lot and i gotta say when i play solo or when she plays solo bosco is such a huge help!! if its possible it would be nice to have bosco on 2s and solo considering we have such a disadvantage without having 4 people due to if me and her goes down we dont have 2 other people to pick us up. just a suggestion in private games of 2s and solo to have bosco tysm for reading this (:
Allow players not to get stck when on top of oil rigs as this happened too many times and had to fail because i ran out of grenades and stuff. Im not sure if i shouldve posted this in bugs or not
Big suggestion: unpatch the bug where you can drink underhill and switch characters to stay small so i can do it again
This game could use some sort of pseudo-bullet hell swarm type. 
Well, I mean, more than just Macteras. In such a way that the bullets fill up space with many tiny but moderately-fast moving projectiles. Functionally similar to the purple lasers from the OMEN
an idea i had that whuld probably be a lot of work to pull off...a kinda "armory" that the only job it has is showing off certen gear customization combinations...can either be filled with the devs favorite customization's or an idea is for there to be a kinda server wide event to have people share the gear they customized and have everyone vote on which one they like the best
occasional sightings of an ebonite glyphid in missions, just rarely one at a time so they're not unbeatable, and also more variations of those ebonite enemies - oppressor, guard, and so on
New Enemy Idea
Naedocyte Lancer
A big flying naedocyte with four long barbed tentacles hidden under chitinous plates (breakable heavy armor, like Glyphid Praetorian or Mactera Brundle), which it uses to jab at the nearby dwarfs similarly to Stabber Vine from Hollow Bough. In addition it should have a weakpoint on it's bottom (where the tentacles come from), requiring the player to put themselves at direct threat of the tentacles to deal bonus damage to the Lancer (an element of risk/reward).
It would be a rarer type of enemy, that could appear during the swarms, like Praetorians and Brundles.
Drifting through the air towards players until it reaches a certain distance, at which it would start letting out a loud humming/buzzing sound and start stabbing with equal intervals (similarly to how Stabber Wines make a wood crackling sound when aggroed).
Small addition I'd love to see: When you are frozen and you hit the rock and stone button you hear a muffled 'Rock and Stone' from your Dwarf
on the topic of new enemy ideas
an enemy that only spawns so long as you have a 2nd player with you...a kinda "jockey bug" if you will...have seen something like it in another game but all it did was move you towards danger...well what if instead of that it kinda "takes over" the player using them agents one another rendering player 1 unable to move on there own and automatically hunt down and attack the rest of the team till another player shoots it off....for balancing purposes might want to make it die in 1 hit
with one of the lines of the controlled dwarf can be "GET IT OFF ME BEFORE SOMEONE GETS HURT!!!"
called it lol
active perk: twice while downed, per mission, you can force all enemies within a like 5/10/15 meter radius to target you. they will stay targeted on you until you get revived (doesn't work on enemies that normally wouldn't target a downed dwarf)
whilst alive, you can trigger the same perk to take damage designated for allied players within a 10 meter radius (at just a 60/45/30 second cooldown), and prevent them from taking damage, albeit with a 5/10/15% damage reduction on your part.
please note, this cannot be used to tank bulk det or dreadnought slams
In multiplayer , when a dwarf late joins, dont let the mule go up the tunnel to avoid players getting lost
Add in a unique voice line that Mission Control can say if all 4 dwarves go down (without any of them having any Iron Will uses left)
show shields of other dwarves so i know when to use shield boost
Give us an option to toggle pressing and holding E for Shield Link. I've wasted so many of them on accident when I didn't need them (Depositing into Molly, using a zipline, grabbing
... etc.) 
Make an event
Give treats to Steve. Maybe make him gain some health.
different flares like there is different grenades, for example ones that you only have 2 of but recharge quicker, ones that you have 2 of but glow brighter, ones that you have 6 or 8 of that glow dimmer, stuff like that
new driller secondary weapon: the RIV37
a modified construction tool used back in the days when management couldn't be assed to come up with self deploying mineheads and such. after a few nasty encounters with the local population of hoxes, some of the workers took to overriding the safeties on their tools, in the event a swarm comes and the pointmen were too hungover to shoot straight. while generally frowned upon, the introduction of self deploying constructions led to more widespread use of the rivet gun's more brutal use
essentially bastardizes a precision and machine pistol into one sidearm. tapping the fire button shoots out a superheated(does not initially do fire damage) bolt with added damage, while holding it will let out the heated bolt followed by a series of smaller rivets. tap tap for heavy targets, hold down for swarms
Inspired by the music video shown during the downtime at the Dev stream.
Passive Perk Idea
Mining Shanty
Saluting now triggers your dwarf to start singing. Saluting with the right timing will continue the song.
There is no benefit to doing that.
This is a joke perk similarly to "It's a Bug Thing".
similar vein! my suggestion is to implement a call and response song mechanic to DRG where through an event, or by the players, dwarf hard labour song singing can happen.
if in that time you press/hold V, your dwarf takes part in the next line of the song.
an example among many for how this might sound if done well (albeit with more punctuation by gunfire maybe), would be:
https://www.youtube.com/watch?v=J2eSSC0O5KI
why do i think think this is worth considering, even though it has no real benefit to the game? dwarves singing (about gold) while mining is c a n o n, hard labour songs are pretty boss, and it continues the DRG tradition of using emotes for creating a neat bonding effect.
New cosmetic: sunglasses
You should be able to say rock and stone when you are down.
"Rock... and... cough stone"
Was suggested already but its already a while and i wanted to share my Version of it:
Active Perk: Rock the Stone: Use Rocks around you to Smack them in a Glyphids Face.
Passive: Any Thrown objects do a flat 2/3/5 Damage on direct hit of an enemy (5 seconds cooldown)
Active: Throw an Rock wich does 10 Damage on impact and stuns up to large creatures for 1 second
You can hold a maximum of 2/3/4 Rocks wich can be gathered by mining terrain (only by pickaxe not drills or explosives) (5 second cooldown between throws)
My pitch for a new gunner secondary: Laser Pistol
This is a beam type weapon where holding down the trigger would fire one continuous accurate laser. It would obviously have a faster firerate than the revolver and burst pistol in exchange for lower damage. It would overheat similar to the mini-gun and plasma pistol. To make it more unique, it would be able to pierce three enemies without any mods. Perhaps it could also have some minor mining capabilities.
Some overclock ideas I had were:
Unstable - Lock on targeting: Removes blowthrough and reduces ammo heavily. Allows for a lock on mode where targeting a single bug will slowly ramp up the damage over 4 seconds. Once it is locked on to a target the laser will bend toward it as long as the crosshair is decently close to the target, similarly to the Lok's smart bullets
Unstable - Infinite Beam: Allows for infinite piercing that ignores armor but reduces damage
Balanced - Star wars blaster: changes the way the Laser pistol behaves to make it similar to a blaster from Star Wars. Could function like the default plasma pistol but with increased accuracy and weakpoint damage to make it more unique.
Balanced - Fire Beam: adds fire damage to the beam allowing you to set fire to multiple enemies at once. Gun overheats way faster and has less ammo
Clean - adds a little bit of ammo and allows beam to cut through terrain
There should be an option to select which music tracks play while in missions. Some of the combat tracks are more epic than others, after all.
Add a picture of steeve in one of the dwarf cabins 
The pheromon canister could be a little bit better. I know it's supposed to give you some breathing room
but when compared to the other options it's less interesting imo : why make the bugs fight each other for 10 little seconds when you could just freeze every enemy (and one shot swarmers and mosquitoes) or slowing a big swarm while applying a long resistance debuff to them ?
The phero could poison enemies. I know it's similar to the neurotoxin grenade, the main difference being that enemies won't be affected if they are not in the initial "splash".
Or we could simply carry 6 phero at a time, simple yet effective 
@glad tide Also suggested that dead bugs could attract enemies, like downed dwarves do but I don't know if it's possible.
Sugar Syringe: active perk: whenever you would pickup red sugar when at full health, you still pick it up but it will only charge the ability (maybe 100 health from sugar to full charge) when it is fully charged, you can activate the ability to use the stored health to heal yourself for 100(or double tap the activate key to heal an ally that is next to you for 75) using the ability will have a long animation (about as long as reviving, maybe longer just for balancing reasons) and the heal will only take effect at the end of animation. Potentially with a few voice lines, when healing yourself it would say “If only I could taste this!” or something along those lines. If you were healing an ally, it would say “You need this more than me, brother.” “Let’s keep going, friend” “a dwarf never dies, let’s keep it that way.” (Something like this has probably been suggested before, but I feel like some sort of healing perk would help in haz 5 and the like)
Weapon Mod: Fueled Drills
Currently the meta leans towards the cryo cannon. I'm not a fan of it all things considered, since the gameplay becomes redundant when one cryo driller wipes the floor.
So with a bit of inspiration from the Drg chat, I invented what I am calling the Fueled Drills mod.
Drills do 2.5x damage to targets inflicted with the fire status.
Drill .25x faster
Boom you have something that can compete with the Cryo Cannon meta
Milk man hat.
“You are the milk man, and your milk is delicious”
What if there was a mode where we could endlessly see how far we could push down. when we die we have to start over? i really like the idea of seeing how far down in depth i could go with it getting increasingly harder
Give Molly a unique sound effect (that of being vague, robotic pain or annoyance) if you "accidentally" hit her with your pickaxe.
Give her a behavior where she will attempt to move a little bit out of your way if you, for some ungodly reason, hit her with it enough times. 
I would love it if you could add more loadout slots to the Equipment Terminal. Currently we have A, B and C but after update 35 I know I'll be hurting for more to accommodate the new weapons into builds.
new bad anomaly: "Critical Evolution". Everything is now 3 randomized enemy types, nothing in between (with the exception of dreads ofc)
in singleplayer every ping is an order to bosco with hardly any object specific stuff, so how about every ping for the same object after the first one be a normal ping voiceline
(ie: pinging a compressed gold twice in a row will get "look what i found!" then "we're rich!")
2 suggestions. #1. Flooded caves. Certain caves are flooded. There are air pockets. You get oxygen tanks (5-6 mins or less.) you can only get more oxygen threw resupply. #2. Dorretta retrieval. A group of dwarves failed their mission to escort the drilldozer and died. The drilldozer is still intact, but out of fuel. It can either be at the hearthstone or halfway. You must repair it, but the navigation has gone bad, therefore it must be manually driven to the hearthstone.
Razor tongue - Buff beer
Strength: Disgustingly sweet
We allowed scout to put in his two cents on the menu and here's what we got.
A brew blended in with only the finest Glyphid energy drink, it comes in a glass with an LED bottom that glows in accordance to the 4 teams role colors (so 1 of each color), the glass itself is nearly obsidian with a razor sharp looking image cause we all know scouts a gamer.
All interactions are 5% faster +5% per dwarf interacting.
Modular encounters sounds like a fun idea but who necessarily needs it to be from a rival mining faction? I like the idea of left over tech but think it could expand to more interesting events. Rather than "scavenging", why not a recovery mission of a defunct scouting systems regional information? Could be used as daily rotational mission that's segmented into two parts, a deep dives "we must go deeper" extraction game and then a randomly generated mechanical boss cave system with artificial lighting in damaged tunnel segments.
This is like the weekly deep dives but more chill since it's 2 missions instead of three with a single blank or written core drop on the completion of the 2 assignments.
Make the sludge cannon's goop shoot brown instead of green
It'd be nice if one of the EPC overclocks significantly reduced charge shot damage, but increased ammo and allowed charge shots to detonate on impact so you didn't have to micromanage it with a followup shot to use it as a mining utility.
Give us a cosmetic that attaches a Mini-Mule to our backs, giving them the appearance of a backpack of sorts.
It would be awesome if there was an overclock for the corrosive sludge pump called cement which causes the sludge to solidify as part of the terrain or something like that and would kind of freeze enemies
We all know barrel physics is flawless, so how about being able to pick up barrels like heavy objects in the Spacerig by holding the interact button 
(Wouldn't count if you threw them into the hoop ring as only leaf lovers cheat on the hoop game)
The W730 Competitor, a new secondary for Gunner:
"A classic in action movies, competition shooting, and dwarven mining expeditions, the W730 Competitor is a lever-action, tube-fed shotgun that packs a hell of a punch."
The W730 would be like a futuristic looking Winchester 1887 shotgun, in the same way that the M1000 is based off the M1 Garand rifle. The Gunner would hold it 1 handed, spinning the shotgun to eject & cycle new rounds a-la Terminator. This would both just be very satisfying, but also act as a point of balance. You get the power of a shotgun in your secondary slot, but it's gonna be far slower than the Warthog or the Boomstick.
Damage wise, the W730 would feature a small count of pellets that do high damage. 5 pellets that do 15 damage each, totalling to 75. This makes it distinct from the other shotguns in that its smaller pellet count combined with its low rate of fire would mean much more rewarding hits, but much more punishing misses. Aim well.
Speaking of aim, the spread of the shot wouldn't be too terrible. Less accurate than the Warthog, for sure, but nowhere near as wide as the Boomstick. A decent tool at close ranges to get riff raff off of you, but it's not gonna be doing any sniping any time soon.
Ammo management is an issue with it, naturally. 5 shots in the magazine, 20 in reserve. Reloading the W730 is a longer process than most firearms, as you must individually load shells into the tube. This can be interrupted at any time to stop loading the gun in an emergency.
And finally, recoil. You're 1-handing a 12 gauge, it's gonna kick. Very high recoil.
I think a shotgun would make a great secondary for Gunner, filling a fun niche that the plinking & sniping capabilities of the revolver, and general DPS of the burst pistol don't fulfill. Additionally (Update 35 spoilers) ||It'd make a great secondary to pack with the new Hurricane Missile Launcher, assuming it does self damage.||
A couple of drink ideas, name suggestions welcome:
Ebonite Brew: Mug has the appearance of the ebonite glyphid skin in a sort of tornado-y twist. Upon consumption, dwarves grow ebonite stoneskin temporarily, before eventually crumbling off and disintegrating.
Electric Elixir: Mug has the appearance of an electric crystal carved with a handle. The handle itself is shaped like a lightning bolt, and plated with gold. Upon consumption, the dwarf obtains a chain lightning effect on other dwarves and objects around the player.
Jumping the gun a little bit here, pun intended, but a pheromone overclock for the sludge pump. Under-utilized effect IMO and the sludge pump is the right sort of weapon to deliver that sort of thing. Turn sludge into love jelly instead of corrosive gunk.
Secondary Ideas for Upcoming Updates:
Driller:D360 Mini Missile launcher: Shoots small unguided rockets wich do impact damage and under circumstances more. Since driller is a bit a mactera Hunter (Subata with mactera upgrade or cryo) it does more damage against airborne targets BUT since the rocket is rather slow it needs practice to hit. The rockets deal no Real AOE damage but can fear/stun with upgrades in a small aoe.
Stats:
30 Damage (Kinetic)
80 Ammo
Effect range: 2m
Fire Rate Per second: 2
Rocket speed: 2/3 of stock pgl rounds
Extra Damage against flying enemys: 200%
OCs: Stable: Super Fuel:
25% Faster rockets + 5 extra damage
Smaller rockets: +10 ammo
Balanced: +Incendiary Fuel
Set targets on fire on hit
-5 Damage
Unbalaced: ICBM: +10 Aoe damage and Small Radioactive area for 2 Seconds (1.5m radius)
-30 Ammo -1 fire rate
Cluster rocket: +Splits rockets in 8 Smaller ones wich Do 5 Impact and 5 Aoe Damage in a 1 M radius each
-40 Ammo and main rocket does no damage and needs time to release smaller ones and no extra damage against flying targets
The other 3 classes will come later as well
Engi Secondary/ Heavy weapon :
K9000E Laser Cannon:
Shoots a laser of 1 m size wich is fueled by a large battery but it can overheat and damage your battery where you loose charge and it takes long to cool down also the laser is a piercing weapon and can set targets hit on fire.
Stats: 10 Per tick (10 ticks per second)
Battery Charge:1000
Overheat Charge loss: 100
Cooldown rate: 2% per second
Ammo consumption: 100% (20 per second)
Heat Generation: 20 (on enemies)
OCs: Stable: Sharpened Lenses: +1 Damage 10% less ammo consumption
Liquid Cooled Radiator: Cooling rate +1% Reduced ammo loss on overheat : 20
Balanced: Cryo Cannon coolant Turbine: Cooling rate + 3% and Freezes near enemies on overheat
- 20% Increased ammo consumption
Unstable: Hyper Density Battery: +400 Charge + 1.4x beam size +2 Damage
- 200 extra Ammo loss on overheat - 1.5% Cooling rate
Experimental Prisma Lens: +Turns the beam into 5 smaller rainbow beams in a 45° Cone wich do 2 instead of 10 damage each
- 50% More ammo consumption - 10Heat generation -50% walking speed
Hyperray Capacitors: Shoots now 0.5 second bursts instead of a constant beam thr beam does 300 damage but you have to wait 10 seconds before the next one also no penalty on overheat since every shot overheats
- Charge consumption per shot: 200 -0.3 Beam size
i think damage indicators should be hitmarkers instead of a change in the crosshair color, it's often confusing. also it could make killing more satisfying
Telekinesis - Active Perk
By using an ancient dwarven magic you can manipulate the world with just your mind.
Pick up a medium-sized bug or a big mineral chunk. The picked up object will float a short distance in front of you. You can use it as a shield against enemy projectiles, wait for your teammates to kill it, gently drop it, or throw it at enemies - dealing damage to the target(s) and, if you threw a bug, deal damage to the bug that was thrown. (3 min cooldown if used that way.)
If the bug dies while being picked up, his corpse can still deal damage. But you can’t pick up an already dead corpse. (This is to prevent other players from griefing, either by accident or intentionally)
Using the perk while pointing at small mineral chunks will bring them to you, either to be collected or to fall at your feet if you don’t have any more space left. (30 sec cooldown if used that way.)
You can’t shoot, switch weapons, interact with anything, throw grenades or use pickaxe while this perk is in effect.
New Swarm type?
Q'ronar swarm - a lot of rolling bugs.
Spitter swarm - dodgeball game
Naedocyte swarm - a lot of flying jellies.
More varieties for the Qronar genus? I’m thinking a spiky Qronar with a rolling charge attack that can get stuck to a wall temporarily if you dodge it; and maybe some kind of Smooth Qronar that rolls faster but can’t corner as tightly.
Idk how often this is talked about, but i’d love an animation for Molly’s call drop pod button. Maybe it slides out of the top of her head and folds out support legs so that the button looks the same as it would now, or maybe the top of Molly’s head open to reveal the button.
When customizing your dwarf/pickaxe, there should be a button you can click that updates your other loadouts to what you just customized this one as
Edit: This would apply for that specific dwarf, this wouldnt make all your dwarves look like that, just all loadouts on that dwarf
What if Space Rig had a door marked as "shooting range", but with a window through which players could see a ruined room with rubble floating around.
Upon approaching the room, mission control would say something along the lines of "You know what you did. This is why we can't have nice things!"
Crouching? - Crouching
Any chance we could we get a sitting animation and or seatbelts/harness for the drop pod?
Also, I'd love a slight reduction in the global flare time, a little more leniency for reload canceling, and lastly seeing more of the spacecraft we live on!
To increase the variety of Lootbugs and chances of players going “Wow, now that’s funny.” How about more rare variants of the Lootbug.
Sonic Lootbug
This boy learned that speed is key to success and food. Therefore he read a book on how to be s p e e d.
This lootbug is 10 or 20 TIMES faster than a normal lootbug. (A normal lootbug is pretty slow so this big increase… will probably not mean that much. Maybe. I don’t know.)
Molly Lootbug
This rascal decided to raid the greatest treasury of food in Hoxxes. The M.U.L.E.
This lootbug will suddenly appear on top of Molly when no one is looking. No one knows how it got there but don’t worry, this Lootbug has no idea how to get into the mineral storage so it won’t be able to steal anything. It’s just there to look pretty and surprise the players.
Super Lootbug
Through an unknown means, this lootbug became impervious to all means of damage. Bullets will bounce off, pickaxes will break. Nothing will penetrate it’s skin. Nothing but love.
This lootbug has INFINITE HEALTH... but he will explode and die after being petted a couple of times.
Dreadnaught Lootbug
Oh lawd he’s coming!
This lootbug is like… really, really big. It’s still harmless though.
Bonus points if it has a boss healthbar like other Dreadnaughts.
Side note: I think that none of these lootbug variants should use a different skin/color like the Golden Lootbug. These are more meant as an easter egg that you rarely find and confuse you for a moment until you check the laser pointer.
New mineral: Light-blue Sugar.
Functionally similar to Red Sugar, except when you eat a chunk, you get a brief 10% movement speed increase for 3 seconds. (Does not restore health; does not stack with itself)
In case the mission fails due to death, a Salvage Operation mission will be triggered.
Maybe retrieve the mule with some of the minerals and with the same secondary mission.
Another thing I've been talking to some friends about, it would be nice, maybe with MODs, to add dubbing for other languages
A way to select favorites in the Victory Pose Menu, so that I can have specific ones on rotation instead of them all.
No more game
Being able to push the mule off cliffs as revenge
be able make it such that the mule/bet-c doesn't follow players unless called (maybe a host setting). I constantly being knocked off my roller coaster achivement was the most painful thing ever, just because of that
while in the space rig, change the escape menu so that the player is holding beer instead of their gun
I had this idea for an overclock bouncing around in my head for the Hurricane. I know the hurricane is not out yet.
I call it: Cheapskate
Type: Unstable
Description: These missiles are incredibly cheap but they are not quite to spec. They won't perform the best but it's a good thing there are a lot of them.
Stats:
Ups:
+ Greatly increased ammo capacity.
+ Projectile speed and lifetime varies from 85% to 120%.
+ Slight increase in firing speed.
Downs:
- Random decreased damage, 80% to 45% of original damage.
- Missiles tend to spiral and drift away, leading to poor control
and accuracy.
I'm not sure how balanced or fun this would be, I just like projectile spam.
A loot bug pinata that very rarely spawns in the abyss bar. You can press E to hit it, and after an unknown number of hits, it will explode, scattering a few minerals. (Edit: not very many minerals tho, to prevent abuse)
drinking a spooky beer whilst under the effect of the spooky beer jumpscares an image of a bald, beardless, goggle-less dwarf
Idea for New Mission Type (I know not if someone has already suggested a similar idea or if these ideas are even encouraged but here we go)
Hive Extermination
Briefing: Alright Boys, there is an active Glyphid Hive nearby that we need you to take care of, we are sending you down with a specialized device to kill the active hives. Get in, plant the device, and defend it while it does its work. Expect an increased amount of glyphid activity.
Concept: A mission design similar to dreadnought missions where you head down and destroy objectives in the cave system. There are 'devices' dropped down with you by the drop pod and the dwarves will need to carry these to points in the map, deploy, and defend them from the swarm.
While the dreadnought missions focus on single powerful bosses, these will test miners' conservation skills as they fight through an increased amount of glyphids with reduced wave timers as they attempt to take out the glyphid breading grounds. The devices will need to be carried to these locations, set down, and activated. More devices can be retrieved from the starting area if lost or destroyed. (Similar to Event Bomb dispenser)
This has probably been said before but can you add o2 points to morkite refinerys?
Possibility to add rewards once you get your class to a new rank?(Bronze, Silver, Gold, Etc) (Not every star)
More drinks, and some extra detailing for the memorial hall. Some benches for the back wall up top, and some little pickupable models of all the different bugs, so you can get a closer in game look at the models without the danger, give them physics like the mugs or snowballs, and after so many bug kills of that kind, the model turns gold. (Crassus can turn into something else like crystal or something)
I know it's been suggested a million times, but make the M100 Classic's ping louder, it gives me neuron activation
haunted cave but instead of a detonator its just like 50 swarmers that follow u
We saw in the latest stream that the corrosive sludge Canon has 125 max ammo (including 25 in clip) I wish it was divisible by 2 (resupply) as well as a multiple of 4. That's because the charge shots cost 4 ammo each iirc. 125 is an odd number. Perhaps 140 with 20 in each mag? Or 24 per mag and 120. Right now 100 reserve seems really low. But to be fair, I haven't used it yet.
radioactive detonator. the exploded area is now a radioactive zone
A gravity cannon for the gunner that is very slow firing that does increased damage to bigger enemies. (Time to squish the bugs!) Maybe give it a overclock/upgrade to give it an area of effect.
It would be cool to have a stealthy enemy type. 🕵️
Name : Mactera Stalker
Inspiration : Assassin rats from Warhammer Vermintide.
Description : Bipedal praying mantis looking aliens. A dark shade of purple. Claws emit a dark red light with trails when preparing to attack. It's outline is faintly visible when cloaked. They have wings, making them a type of mactera, but rarely uses them. Has glowing weak spot on butt.
Powers : Can turn invisible, except for the claws. Cloak drops for a short time if shot or after attack. Has powerful claws that charge up to deal a lot of damage.
Behavior : Only attacks from the back. Will stalk its prey and avoid it if it groups up. Once they are alone it will sneak up and charge an attack, emitting a faint chittering noise and a reddish light. It is very cowardly, however, and will run away if approached head-on or attacked.
AI : A little bit like a Boo from Mario. Remains immobile when in line of sight (but invisible). If player gets too close or shoots it, it will run away in an erratic zig-zag pattern. If player(s) aren't looking in its direction, it will sneak closer. At 3 metres of target it will charge attack. If it hits it will become visible then fly up in the air and vanish. If it misses or its attack is interrupted it will fall over for 2 seconds, then scurry away while remaining visible for longer.
Gameplay : Fortunately, the Stalker has a very pungent stench (worse than a maggot), a side-effect of its cloaking biology. This causes the dwarves to comment for example "Urgh, this place reeks of Stalker, keep your eyes and ears open guys!". Tagging will not give its outline when cloaked, but it will leave a marker with a voice line "Oi! There's a sneaky Stalker hiding here! Shoot it!!".
Lore : A recent addition to the swarm, it appears to have evolved specifically to combat the Dwarven intruders, since its cloaking is virtually useless in the dark ecosystem full of blind aliens. It is most closely related to the Grabber.
New Boss/Mission/Machine Event Idea : Deserted DRG Employee: In the old times when DRG landed on Hoxxes they thought it was smarter to send single employees with a Combat suited Mech and machines who can convert red sugar to food and harvest water Down to the dephts of hoxxes. But that this would backfire was just too obvious. Power corrupts and so does (maybe) the truth about the company, but only they know it and it should stay with them.
Well Fast Forward, Management wants You to take them out before they risk the life of other employees or harvest all of the nearby resources for their own. Just be carefull they hit like a truck (Literally) and where made to combat Dreadnoughts close and personal so keep your distance they dont have much ranged gear and are slow)
A large mech with a cockpit wich is the weakpoint for 400% damage instead of the normal the mech has 8k hp and a built in shield generator wich has 1k and reloads itself after 1 minute after being turned off (you can decide to go in the shield to deal damage but risk of getting hit my his meele fists wich deal 100 Damage and Knock you around like a frozen detonator or to stay in distance where it can only shoot with 2 guns on his shoulders the bolts travel rather slow and do just impact damage for 20 at a fire rate of 4 per second (they can only shoot if they have free line of fire) also the mech can dig towards you or fly if it cant dig but its around the speed of a detonator so just keep your distance. Sometimes it can turn its shield smaller just to the cockpit so you can deal damage and it gets stationary to use a huge Railgun on its back it needs 10 seconds to charge and targets one player it is piercing (not trough terrain but trough players and npcs) and downs instant if getting hit (1k damage) if you manage to destroy the mech the pilot dies as well (it remains a mystery who he was since you cant actually see him (so no humanoid AI or signs who he was)
Damage and HP Meant for Haz 5
Grenade Launcher OC (balanced):
In addition to dealing damage, additionally choose between dealing extra cold, electricity, poison, or radiation damage.
If they roll cold, then it freezes, electricity will shock for 10 seconds, poison will poison for 10, radiation will set radiation for 10 seconds.
Combining with fire allows for instant temp shock with cold, and DOT stacking with the rest
Make so modded lobby can't reward XP / OC / skins, imo breaks the game to be able to call supplies for less than expected and other bonuses, unmodded should be the go to way to progress on unlockables and levels and modded should just be a fun sandbox place where you can experiment things.
How about not falling from the zipline when a monster shoots you a projectile.
a beard that's burnt at the end for the driller called the "volatile virtue"
A drinking minigame where high scores can be posted. Can be challenged with friends, and with Bosco when playing alone
Falling gunk seeds should do 1 damage if they hit you.
Make it so Floyd serves 4 beers every time you pay for it. It's immensely irritating buying a round and only serving 3 only for a fourth dwarf to join
A nail in the space rig that if you step on it your dwarf screams.
I'm sure you're aware of all the various minerals in the game. Morkite, Nitra, and Umanite to name a few. These all have fantastic textures and models when deposited on the walls or ground. Except there's one problem. When you mine them and your inventory is full, they drop as little nuggets on the ground, which you can pick up if you have room for them. And the problem lies with these. Now, while there are 12 different minerals in the game, there are only 3 models for these little nuggets. Only three. And we really need more. And they're not even evenly split up! Red Sugar & Morkite both use one that looks like a crystal chunk, Gold & Dystrum use the lumpy looking one, and every other one uses the triangular shaped one, most notably nitra. Enor Pearls too - so once you process the pearls, they get cut into triangular pieces like Nitra? It doesn't many any sense! I propose, that several more models are added, to increase variety. Sharing models, there's no problem with that, but when 60% of all resources use one model, that's a bit excessive. Perhaps Enor Pearls, when you get them out of a cargo crate / lost pack (only way to get them in nugget form), come as a bunch of little spheres stuck together! How about Croppa? That one's got a bunch of spikes sticking out of it. So what about a shape that's got little spikes? Bismor's in the shape of a cube, so make its model a cube! How about you make Umanite's glow a little in the dark! Or make Hollomite's a cone, to reflect the shape it's generated in! Maybe Jadiz could be a miniature version of the large chunks it spawns in. There are so many options. Please add some variety. It would be a nice subtle touch.
add a voice line for pinging morkite that says "Morkite! Someone make it less-kite!"
show your current selected mission in the bottom of the map menu so that you can compare it with other missions on the map
overclock idea for the CRSPR: Incendiary Fireworks
"With our discovery of the Hurricane Guided Rocket System, we thought it would be a good idea to mix some of that powder into your flame canisters. Unfortunately, due to the powders mass, you can't carry as much and your canisters won't be as potent."
+25% chance for ignited enemies to explode on death
+gas ignited with your flamethrower has +50% AOE
+all explosions caused by your flamethrower deal +20% damage
-Reduced ammo (from 300 to 250)
- -2 damage
decrease the base chance of machine events spawning but increase it by some for every mission completed without encountering an event
fire, like from the grenades and flamethrower, should burn off sticky goo on the ground
Honestly fire should burn a lot more stuff, like a lot of the vision obscuring vines in the bog
New enemy type: glyphid hunter/pouncer
A weaker grunt with lower health and armor, but a powerful leap attack which will disorient any dwarf hit by it. Will generally stay on the opposite end of a horde of enemies, waiting to pounce, only to be betrayed by their shrill hunting cry. Needs to be on the same plain as their target to leap, so no BS wall attacks
golden beard color unlocked at player level 76 (because lord of the deep)
suggestion for the engineer to be able to put his turret on the drilldozer
Make that that dreadnought burn more easily
Make dreadnaughts take more damage from fire when fully on fire (without making it easier to get there)
The cold screen effect should start off barely noticeable and become more prevalent the higher your cold meter
Layered Shield - Perk? Mod? I have no idea...
This new model of personal shielding projects multiple layers of strong, but brittle shields. When struck, the outermost layer will shatter and disperse the energy of the attack. This allows you to shrug off slow and powerful blows, but you’re more susceptible to chip damage. Not only that but this shield won’t protect you at all from fall damage or Damage-Over-Time effects.
Instead of having 25 shield hp (30 with Overcharger mod) , your shield will protect you for a specific amount of hits (Let’s say… 4). Each enemy, be it a tiny swarmer or an Elite Bulk Detonator, will take out 1 hit for each hit they do.
The cooldown is also different. The timer is slightly lower and doesn’t reset after getting hit. It resets after recharging a layer. So if it takes you 5 seconds to recharge a layer, it will take you 15 seconds to get 3 layers.
Side note: Overcharger mod adds 1 more layer.
TL;DR: An alternative shield like in FTL - Faster than Light, more suited for fighting hard-hitting opponents like Dreadnaughts.
"fault line" warning that causes the earthquakes/ravines that appear in glacial strata & magma core. if it appears on a mission in one of those two areas, they're bigger/more common
A hat that’s one of the old ww1 era aviator hats and goggles. They look neat.
a hat where its just a little barrel put on top of your head (one version with your armor paintjob and one that's just the default blue)
a BRT7 overclock where hitting all 3 shots in a burst will cause them to react in a chain of massive damage. Lore descriotion being proximity magnets that attract towards each other, destroying internals, or some sort of unstable explosives activated on impact which react violently with interaction
Ability to use paints from all framework. Because a couple of them look really nice, but I cant add just the paintjob to another framework.
We could find some other cosmetic items inside lost pack after finishing all pickaxe parts, maybe finding some pieces to craft a cosmetic overclock.
m1000 focused shots use 1 ammo. makes more sense in universe and would make focus shot builds a lil more viable
the driller's animation when you reload with a full magazine involves spinning around one of the fuel tanks. however, because this animation also plays if you have no more reserve ammo left, it doesn't always make sense. when no reserve ammo is left, he should have a different animation. my suggestion is that he turns a dial on the weapon briefly to make the small flame at the front way bigger for a moment (or change color or something)
you should be able to salute on the end screen of a mission
Can we please have a modifier for missions where everyone is permanently drunk? Or make it so that if you go in a mission drunk you get an extra plus 1 Haz, also i want more drunk lines
Unlocking scouts MK5 armor would also unlock shovel as a pickaxe skin. Also would be great if it had a different animation.
QOL improvement for grappling gun: Make it so holding down fire on the grappling gun will cause it to automatically fire as soon as it's in range. Currently if you fire and hold while it's out of range nothing will happen when it gets in range (IE: if you're falling) and by the time you realize that it's not working you frequently don't have time to react (particularly true if you have high ping).
Allow us to pick snowball fights with fellow dwarves in the Glacial Strata by allowing us to press E to pick up and throw snow. The projectiles would deal 0 damage and inflict no sort of freezing status effect (I mean, that's the Driller and Scout's job, ain't it?) . 
Add more Emojis to Steam Points shop.
We really need these:

can we make it so as soon as you press ctrl you can tag stuff pls thank u love u
A mimic loot bug attacks when you go to pickaxe of shoot it or attempt to pet it, acts like a grabber or sand shark if you choose to pickaxe it or pet it, just a bug thing detonates them
Maybe its in the form of a warning?
Rainbow beard color...
Some thoughts on new weapons as it pertains to their design in light of update 35 delays.
============ GOO GUN ==================
- Both cryo and flame primaries for driller allow damage multiplication intervals for driller et. al.. Elemental interactions with goo might be a way to open up combo potential but thought should be given to combos enabled on mods of other weapons.
- Larger targets should have higher goo saturation capacity such that we can stack it on larger things like Praet's and oppressors. A goo gauge on afflicted targets indicating how at capacity for dots they are would be excellent.
============= Smart Rifle ======================
- Smart Rifle has a nebulous weapon distinction of being a "rifle" while being listed as an SMG. It appears to fire interim cartridges like an assault rifle or perhaps it fires a sub-interim cartridge like a .30 carbine (M1 carbine ww2) or FN 5.7x28mm NATO (FN P90). This either puts it in the assault rifle weapon class, or the pdw weapon class. Either, class it as an assault rifle and mark it as such in the terminal, or call it a PDW.
- The smart rifle design makes mods that allow for greater lock on count to counteract mods/oc's that are activated on full lock on. This is a design blunder.
- The smart rifle being able to electrocute enemies on 3+ lock-ons eats into the stubby's space and I don't like it.
- The smart rifle lacks a turret interaction like turret whip or em discharge, and for engi players who enjoy this mechanic like myself this is disappointing.
- The smart rifle should allow players to choose whether to emphasize normal shot, locked shot, or hybrid builds. Right now most of the mods are purely lock on oriented.
Ideas to make Caustic Mire more interesting if it ever ends up being added:
Style it as a waste dumping zone rather than a volcanically-active area. This makes it less likely to feel like Magma Core's domain and gives us extra options for interesting scenery. There could be "contaminated sludge" in certain areas like hot rock in the Magma Core or ground slime in the Fungus Bogs. Bugs could have mutated and nasty variants; maybe some could even have acid for blood, letting us recreate scenes from Aliens! I guess you could also add some hot springs or tar pits, but focusing on the industrial waste part of it would probably work better.
Abandoned equipment could also be present in the area, such as broken-down M.U.L.E husks or dead Bosco units. Maybe BET-C could have a higher chance of spawning, but that might be unbalanced. Best of all, though, it would give us an excuse to have
KICKABLE BARRELS!
I'm thinking of styling this after the Valley of Drums, which used to be a Superfund site. Barrels could be scattered all over the place, half-embedded in terrain or loose on the ground. Some could be explosive, others could be kicked or sent flying by explosions.
As for justifying its existence, maybe DRG used to use it as a dumping ground, thinking it was barren and useless, until the Space Rig underwent renovations and new scanners revealed it to be rich in minerals.
Anyway, this isn't a huge priority, as we've already gotten two new biomes and others probably won't be in the works for a while. But it might be a good thing to keep in mind going forward.
Add an achievement for killing a dreadnought while drunk
Add a replacement for the pickaxe. A bigger pickaxe, basically it would take less hits to break ground, or the same, but it also breaks a bigger radius and is slower. Does more damage against stinky bugs. And it's power attack is a sideways swing for a better aoe attack.
This is probably suggested before, but maybe a computer inside dormitory rooms that lets you access log records of your completed and failed missions? Details could be like minerals mined in this mission, bugs killed, damage dealt, accuracy percentage and the like, tiny details for those who like looking at the little numbers.
I'd personally recommend something along the lines of a significantly weak focus shot if that's what you were aiming for.
At any rate M1's pretty good as it is
While surfing/repairing or when laser pointing a pipeline its number could show on screen. It would be easier to tell over discord which pipeline you are working on.
new idea more information later its late
edit: actually i should add more information like right now at the drop pod there will be a rack and there can be multiple guns for you to select you pick it up and give it to bosco he will also have an ammo box which tells you how much ammo he has and can be refilled by supply drops but this will also count as a large object so he will have reduced speed and cant do other tasks without dropping it one idea is if ordered to do a task (other then lighting something and firing rockets) he will automatically stow the gun in the mule or if asked to drop the rifle near the player.
quick note: when out of ammo bosco will stow the gun in the mule and switched back to his regular machine guns
he has Had enough he literally brought a rifle. hide the children
Right now, when playing with a group, there isn't really a good way to tell your teammates to be ready to drop without the host walking into the drop pod and starting the countdown.
maybe instead of that, add a big red button that's, like, next to the ladder leading up to the drop pod catwalk that once pressed, turns all the lights in the station red like those paratrooper planes, and also have mission control say the usual voice line, but without the countdown until the host goes into the drop pod
the usual way of everyone going into the drop pod should still start the counter as usual, though, button pressed or not.
Combat Rush - Active Perk
Because some people get a bit carried away in battle.
Passive: Slightly increase your movement speed after taking a heavy hit (Damage somewhere in double digits)
Active: Significantly increase your firing speed and reload speed. You shoot uncontrollably (read: you don’t stop shooting) but every 5/4/3 shot doesn’t cost ammo.
A perk to quickly dump a lot of ammo and damage during times of crisis.
New perk suggestion: Grenadier.
+50% or +2 extra grenades
- ~20-40% ammo on primary and/or secondary weapon(s).
Function: Allows for a playstyle more focused on the grenades by trading in some ammo from your weapons. Grenades are usually more tactically useful in keeping your team alive when compared to just purely shooting the enemies.
give bosco skins based on our favorite dwarves, one for the gunner, driller, engineer, scout, and maybe even one based on mission control
A gun for X dwarf.
-Semi-automatic
-Shoots spikes, made from crystals of the Radioactive Exclusion zone
-spikes lodge into enemies for moderate damage, and do damage over time as long as they continue to exist.
-If three spiked are lodged in the same enemy, they all explode and leave behind a small radiation zone that disappears quickly.
somethin’s gotta be done with pheromone canisters. you only get 4 of em and they last only 10 seconds. Ifgs last for 15 and are in most situations just as good as stalling enemies, plus they have some offensive capabilities.
I think increasing the pheromone duration to 20 or 30 seconds could help, or alternatively just let scout take 6 cans.
so had an idea, not really sure WHAT to call it, but the specifics is that on higher hazard levels, there's a chance that a mission type might be different in some way. nothing too big, but enough of a change to give some variety
mining: some pockets of morkite will have a much harder "outer crust" which takes more more effort to break through
egg hunt: the nest now have built in defenses to deter any would be egg theives. the defenses will be clearly visible, and can be removed through damage
refinery: chance that when the designated "repair segment" pops up, the pumpjack itself will be jamed instead of the pipes. something about "morkite solids jaming the gears" or something
extraction: aquarq now comes in RBY colors, with random colors of each being needed. nothing over 4 for each one tho
escort: bad news, charge suckers. occasionally while on the move, a charge sucker will come crawling to latch onto doretta. if it manages to get onto her, doretta will stop in place and let out a warning sound(with her head spining around like a siren for comedic effect). pop the bugger to get her to start going again
salvage: escape pod requires a little extra TLC, couple of parts are missing and need replacing. mission control will drop down a small cargo container with some critical components that need to be attached and fixed to the pod
Add a mustache twirl for a finisher if there inst one already
A possibility to reward entire team with something like "customased personal badge or trophy" that they can collect.
Details for it could be open from Cargo Crates, or may be Machine Events, or Lost Gear (as you wish).
May be it will be something like a resource (I mean, you had some amount of it, and need to forge or farm a new one) to make it more valuable.
Sometimes I has a really good teams of random players, and I want to give them a small present as gratitude. Beer for all is good option, but less memorable.
Concealment - Active Perk
Using knowledge you gained from dozens of lessons on stealth and camouflage, as well wasting several cans of deodorant to hide your scent, you managed to briefly hide your presence from the swarming hordes of Glyphids.
Upon activation all but the closest bugs will lose the scent of you. Enemies further than [X] meters will no longer target you. Even the biggest of bugs like Dreadnaughts or Bulk Detonators.
Attacking or mining with pickaxe will immediately cancel the effect, but you can safely interact with the environment.
2 minute cooldown.
new dreadnought type: skulker
essentially a spindly emancipated looking beast, trading in armor and health, for increased speed and mobility. moving fast, leaping about, and dodging shots. one upside is that it's lack of armor means it's not as resistant to status effects as it's bulkier brothers(more than a praetorian, but nowhere neat as good as other dreads). overall being less of an endurance match, and more of getting in enough shots on it to bring it down
Some sort of mega mission you can play with more than 4 players
Pepsi man poster but it’s beer man.
And a dwarf.
We have rok the fridge but what about ston the microwave?
Return my EPC mining ore-cluster, please, I beg of you.
If we're getting new weapons, we should also get more than 3 loadout slots. Having only 3 slots can be a bit annoying for if you want to make different loadouts based on specific overclocks or upgrades, adding a third weapon to each class will just leave less room for experimentation.
Warthog Rocket Slugs.(Overclock. Unstable). The cone/pellets are replaced with a single projectile that rockets out the barrel at a horrifying speed. It's designed to explode inside a monster large enough to justify overkill. (Upsides) -higher singel target damage-.All the damage of a shotgun compressed into a single projectile. Explodes moments later dealing additional damage.(Downsides) -aiming required- The effective range is limited to the fuel inside. At a certain point the Slug effectively drops out of the air and becomes inert. Will not explode if it misses its target. Noticeably lower mag size.
Make it so that Mission Control can interrupt himself once context lines start playing but quickly lose their context. Mostly thinking about when all dwarves have entered the droppod almost instantly after Molly was loaded on, and we're already half-way through departing as MC goes "Make it snappy team, the pod won't hang around forever!"
I suggest that he'd catch himself by coughing, then going "Right, I see you beat me to it miners." or "Pardon, my intercom must be delayed." It's a small thing, but I've noticed it so many times that it's become a bit jarring, and this would fix that while adding even more flair and detail to DRG.
Firing range mission:
I know it's not possible to have it in the space rig and from what I understand it's better to start a mission for testing . but what if DRG have a forward based on Hoxxes where you can test your equipment . i mean use the same biome of the tutorial mission and have a console that allow you to change your items on the fly . and from there you can spawn bugs to test your equipment against them .
In the MODS menu, have a DISABLE ALL/ ENABLE ALL option for QOL faster mod/non-mod profile swapping.
Vampiric Bullets - M1000 Classic Unstable Overclock (I need a better name for it)
Rumors say that the R&D contracted some vampire wizards to help them with this. No one knows how this really works so… be careful with it.
Infinite reserve ammo (Still need to reload. Read the rest before voting)
Hitting weak spots heal you.
Shooting costs a lot of health (Ignores shield. Cannot fire if your health is below the required amount.)
Side note: I’m thinking the costs should be somewhere beyond how much you can regenerate by waiting. Maybe somewhere 30%-40% health per shot. Just so you don’t actually have infinite ammo as people might think on the first glance.
Regained health should be just slightly bigger than the cost. Like 2-5 points of health more than the cost. This would reward accuracy more than usual, while severely punishing missing.
TL;DR: Turn M1000 into basically a Widowmaker from Team Fortress 2, using health as ammunition.
The Subata needs buffs. Currently at base it does a pitiful 12 damage and barely more ammo than the EPC to compensate. It's modification chart is... jarring to say the least. There's two damage mods that add 1 damage each, then there's another which adds three? or a mod that adds 60% WPB? It makes no sense.
Subata needs a base damage and base ammo upgrade to compete with the versatility that the EPC has going for.
Removing the "Die like your mother did" voiceline, it feels out of place and makes me feel sad, I'll be using this mod meanwhile: https://drg.mod.io/no-mother-mention
can you change this to text at top of screen in red or something instead of it appearing every time I interact with space rig? as it is I'm single player only right now.
Okay, real talk, a x2 or x3 flashlight is not game-breaking, does not allow you to negate a flare or a scout's usefulness, and is honestly nice for some of us who hate stumbling around in the dark and have some issues with vision anyway. I currently have the gamma cranked to the MAX in game. Can we please get verified approval for a smaller flashlight mod of maybe 2x brightness? I've been using it for 4-5 months and it's REALLY not game-breaking, nor does it change how I play, in any way! I recognize some of the stronger flashlight settings could get totally crazy, but I don't think a small boost to it is unreasonable.
I would like to see little details added. For example, maybe add a few screens in the memorial hall and near the jukebox in the bar where a session host can program a slideshow of in-game screenshots to play, displaying the highs, the lows, and the funnies of their time working for DRG. I think it would make the rig more lived in, and would give a nice opportunity to share cool, crazy, and hilarious moments
Devs please open the game up for a VR mod! I’d end up buying two copies to play with my son and recommend it to friends as well. Sure I’m not alone. The modders are eager to do all the work, just need a small tweak on the dev side:
Reworked Overclock (Balanced): Burst Cannon
For: Thunderhead
Fire 5 shots in rapid succession (Fire them in 1.25 seconds)
+3 Increase in direct and +2 to AoE damage
A 0.75 second delay between shots
Taking inspiration from the BRT Burst fire weapon, the Thunderhead fires near exactly the same to the BRT. The delay in between shots is there to compensate.
I would like to see the elves that are always mentioned were the rich and powerful living on earth, while all the poor dwarves be forced to mine. The elves would be stuck up and wouldn't want their hands dirty, hence why we never see one. I would also love it if the CEO would be one of those elves
Make Machine Events visible on CTRL press after you put the key in (until it is completed)
Why?
- Sometimes there is need to leave event for later because of various reasons and it will help to find it later (escort missions, swarm pushing you further into tunnels, you dont have enough nitra at the moment)
- It will help a bit with people pushing button too soon just because they joined after you found event and didn't even know about it
Add a "Stunned" effect to the base Dreadnaught so that when it's shield is popped it becomes stunned for a few seconds, allowing the team that is fighting it to gather together and coordinate an attack, which would just be a general gameplay improvement and help build teamwork among the dwarfs
AOE damage should stun turrets that happen to get hit by them. I thought of this because I realized how weak exploders are, to the point where if you hear them you can simply counter them by walking a few steps. Having a threat to one of the groups damage sources from something that you normally wouldnt worry about would be nice
There should be better DLC. Like a second asteroid to go mine at with different aliens. There could be a whole cinematic where the space rig gets red lights flashing and warnings about an imminent collision soon. then wham a huge asteroid smashes into the current one and contains new riches and aliens. Could release another playable character or two. so on the main asteroid you have the beginning aliens and midways to the edge of the new asteroid you have new aliens. then where the new asteroid and the old one meet you can have a mix of both. With the expansion of 2 characters there could even be an addition to the space rig where the 2 characters are from a different space rig and attached to yours.
I have no idea if this has been requested but please lower the spawn rate for Detonators a bit. They’ve been spawning so often recently, at least in my games. I don’t know if I’m just unlucky or if this is a already reported issue
Also! Another idea that’s been on my mind lately. I think that the waypoints you set should be viewable to the rest of your teammates. This would allow people to permantly mark spots that are easy to miss, like little outcrops of croppa or nitra, or marking helmets or crates. I just think it would be helpful for team coordination
Since the dreadnoughts are just larva not even done growing wouldnt it be cool if there was a new type of mission to kill a full grown adult one (may have just realized its probably been said before)
Lootbug dreadnought
Maybe a creature that temporarily steals your minerals? I think it would be interesting
At the end of any missions with a dreadnought objective, have "Damage Delt to Dreadnought(s): ..." be on the list of things that gets tallied on by each of the players. I'd like to know just how much damage I did compared to my other delvers.
ps4 release please😭
I'd really like more ghost stuff. I don't know what that means, I just wish there was more ghost-related stuff
A teeny addition to the space rig, and to Management's silent chagrin, not on how troublesome it is to clean the melted wax, but as to how and where the miners keep finding the candles... a candle memorial in the Memorial Hall dedicated to Karl.
Miners can opt to order beer from the Abyss Bar, bring it to the Memorial Hall, and let the dwarves pour one for their fallen comrade, prompting special lines ||and maybe a secret achievement|| for doing it.
An ability to place your miner's union decal on your armour would be nice
New overclock for m1000
+kill a ennemi with your charged shots give you 2 hp
+more weak points damage
-charged shot do less damage (100%->75%)
[primary] balanced overclock:
x1.5 ammo for [primary]
x0.5 ammo for [secondary]
Splattered 👏 skin 👏 for 👏 guns 👏
spooky glowstick fluid skin for halloween? guns and armour. dlc or just earn.
Weapon Mod: BET-C Aim
A laser with help guide your aim with the PGL (generates arc n such)
To help newer dwarves get the ropes of the PGL, RnD slapped a BET-C laser on the gun and called it a day.
A button in the gameplay settings, that allows you to turn on the old bugs' sounds. I really enjoyed those old bug sounds when I started playing drg. (talking about 2020 bug sounds and stuff)
remove promotion on miners ,every time i have to make promotion even if am max promoted whit 3 red stars and i have to make diffrend mission which type i don't like its stupid
Alternative fire for Platform gun that allow you to place horizontal but thin platforms . the reason for making it thin/cylinder is to balance it, so it cost ammo if you want to plug a hole or entrance .
the reason behind this idea . so it make it easier to mine ores that really on top of the cave ceiling . by shooting two cylinders platform and one normal platforms at the end of them, so the ceiling ore is easily accessible by scout . not sure if this will make things less balanced because the platform gun is already great utility item .
Overclock idea for Gunner's Leadstorm minigun:
Shield Powered Rotors
Pressing R makes the leadstorm start depleting your shield at an arbitrary rate, brings the minigun to its normal maximum RoF and increases the maximum RoF by X% while the effect is active. The effect lasts until you run out of shields or stop shooting for Y seconds and lasts for a minimum of Z seconds. Gunner must have a positive amount of shield (blue bar) to activate.
This would synergize with his Deployable Shield, Shield Link as well as shield armor mods. Would also work best with something I suggested before. #suggestions message
Easter eggs, I just want easter eggs. Space rig easter eggs
Improved spatial sound would be a gamechanger
Edit: the tech exists, AND here it is integrated with Unreal 4!
https://www.youtube.com/watch?v=pvWlCQGZpz4
First, I love Deep Rock, thanks for making a great game.
A major improvement that could be made is proper sound propagation vis-a-vis cave geometry. To DRG's credit all of the current sound samples are quite good; that said they are always roughly the same regardless of composition and shape of the cave around you.
Imagine if DRG sound propagated over geometry, carrying the signature of what it had passed through when it finally reaches dwarven ears. For example, as a Praetorian is making it's way to you, clawing its way through pits, along walls, and through tunnels, its grunts could tell and experienced dwarf which cave geometry it was passing over at that moment, greatly improving situational awareness. This would add an absolutely incredible audio-spatial aspect to the game, which after many hours would have veteran players roughly mapping out the shape of dark cave corners and tunnel openings in their heads through sound alone, and of course, being really, really immersive.
As a side note the audio would have to be mastered well, the unmixed reverberation of a firefight with four dwarves and fifty Glyphids would be computationally intensive in the extreme in addition to overwhelming players with a cacophony of noise. That said even a couple of propagated sounds mixed with mostly regular samples would maintain ambience and information, not drown the player in stimuli, and mitigate performance impact. Finally, sound is often given its own thread which can be scheduled on a separate core, perhaps a clever, minimal implementation is possible, with small performance impact, and a huge impact on the gameplay experience.
TLDR; the sound samples are good, now we need cave sound propagation with tasteful mixing. It will add an incredible audio-spatial element to the game and be deliciously immersive.
Dual Wield - Active Perk
Nothing fancy, just allows you to temporarily wield your primary and your secondary at once. (You can even reload them, somehow.)
Due to not having a third arm, you cannot use the pickaxe while this perk is in effect.
3 uses per mission.
more loadout slots
so i have heard of that the developers might be adding in molly up grades so i was thinking. what if we could customizes our molly like what we do to the dwarfs. how every i also think it would be cool to able to give molly a voices. possibly even be able to change how it sounds. how every i think it would be funny if when molly speaks she is sarcastic and will often degrade the dwarfs. i think that this my be funny but i know some may not like it so in the customizes option you would be able to turn here voices on and off as you please.
Add a beer grenade. Enemies that get hit by the grenade get hammered and start swaying back and fourth for say ten seconds. By no means is this serious, but please do this, it’d be really funny
In the modding tab add "Disable all mods" button.
After every game in the modded lobby, I come back with many mods enabled. This leads to overstepping the limit of 25 mods and annoying disabling of each mod. One by one. Every time.
Another solution:
Store my enabled / disabled mods as a separate state.
Cool idea for a lead storm OC: Shield generator. Press R while firing to deploy a shield that originates from the barrels of the gun. It would last for 10 seconds, and would have a 45 second recharge time. The timer would start after the shield deactivates. While it’s active, it significantly reduces damage from the direction you are facing. As a penalty, you lose 10 fire rate due to the heavy shield generators on the barrels, and +0.5 spin up and spin down time.
I have no clue if this would be too op, but I REALLY want to see this. And before people get on my case because “this sucks, it makes the shield generator useless!” It would only defend you from a certain direction, and it would take a very coordinated team to make this work well and support the entire team. If you ever played Titanfall 2, it would function similarly to Legion’s gun shield
ability to blacklist players when you host
it'd be interesting if a dwarf or two said something special about the biome or mission they're going into as they land. Not everytime but every once in awhile, Example for entering magma core "This place is just too damn hot!" Fungus Bogs "I hate the smell here, like spoiled milk!"
an upgrade for the lead storm were you can hold a button to spin it without shooting
I'd like to see Today's Special beers cost some of the other materials besides barley bulbs. I have a bazillion of the others and like 5 barley bulbs
Maybe other people have already come up with this idea... But wouldn't it be nice to support VR?
it’d be nice if improved platform stability for the minigun improved the starting spread, even if just by 75% or smth
Jumping Glyphids!
A special type of glyphid like an acid spitter or web shooter that if you aren’t paying attention to it’ll jump on you and pin you to the ground like a cave leach, or grabber
We need an option to ban / block all / pervent joining mod accounts.
I don't care to play with or have level 9999 dwarves in my game.
Hello ! Yet another 2 suggestions about the Pheromon grenade because why not
So first one :
If an enemy has a "special" attack pattern like praetorians's breath attack or the shellbakc's spit barrage etc, they should use it immediately after being splattered by the phero. This would ensure some more damage from special targets (especially with oppressors).
And finally :
If you use phero grenades on exploding plants
or any type of dangerous entity (like electro crystals or poison spore fungus etc) the affected enemies should also try to target those (like it does with maggots !), leading to even more damage.
I thought about a buff for SCC but ... it sounds more like a cheesy way to make it "work". Don't judge me please I'm just trying to propose ways to help poor SCC
. So :
Remove the movement speed downside on Supercooling Chamber (because Scout's signature is speed, come on) and replace it with a mag size of 1.
Why ? Because despite a charged shot using 2 ammo (technically), if you only have one last bullet in the chamber you can still do a normal charged shot. This would allow SCC to have a much better ammo economy while having a very drastic downside.
I really hope the devs won't see this as a bug though 
Also PS : I'm aware that such a change is not enough to make SCC good or even usable
Add a new mod for the Satchel Charge (C4) that increases the throw range. Ideally at tier 3.
Hide the mouse cursor during the Mission Completed/Failed- and victory animations, and only make it visible once the mission stats appear.
show the deep dive intermission screen before the first mission so that you have an idea of what you're going into for the first stage
Make the flame of the flamethrower do light
Shooting a Gunner, who is carrying a Minigun, with a Cryo Cannon should cool down the minigun.
Same thing should apply to other ice weapons like Scout's grenades.
Thermodynamics - Passive Perk
Melee and Power attacks transfer some of your temperature to your target.
If you’re hot, hitting a bug with a pickaxe will make them hot as well. If you’re cold, it will chill them.
The transfer depends on how much heat/cold you have. The higher/lower your temperature, the more you transfer.
Power attacks transfer more than normal attacks.
So with the new Swarm video the deep rock team so kindly sent in the recent update, that gave me an idea that might have been suggested before
Can we have a Survival mode? The idea in my head works like this.
You enter the mission like normal, the mission is to simply Thin the Swarm and it starts when the team reaches the large empty cave (Huge ceiling and the like)
And upon reaching the middle the team has to survive for 5 waves, each wave spawning an increased amount of bugs until wave 5, where a boss spawns along with the mobs.
After each 5 wave mark, the drop pod will open for a few seconds, allowing the team an optional escape.
After each 10 (Or so) wave mark, a new mission passive will be applied.
I imagine the rewards to be the Blank Cores until further into the waves, then you get comsetic cores and the like. And at the last wave (In my head its 50) you get to choose exactly what core you want.