#suggestions
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Adding onto this, possibly old themed weapon skins along with the pack. Such as a crossbow themed m1000, Blunderbuss theme for engineer's shotgun, and so on?
I really like that there are glyphid grunt variations (slasher, guard) and I'd love to have more "mutations" of them to just make regular swarms more annoying (in a good way), e.g.:
- glyphid grunt doublehead- normal grunt with two heads- double damage
- glyphid overgrown grunt - grunt with 2-3 times bigger abdomen - more hp, slover?
- glyphid undergrown grunt- 2-3 smaller abdomen with remaining size of head and legs- more speed, maybe more attack speed, less hp
- glyphid grunt centipede - i hope for a whole species of centipedes on Hoxxes some time but giving a grunt additional two abdomens and 14 legs or something could give us new kind of chills - separate health bar for each segment?
- glyphid grunt sentinel- similar to Phalangium Opilio- grunt on very long and thin legs, higher than the rest, could be kind of spitter but remaining on floors not walls - maybe slowing projectiles? no idea just the vision
- glyphid grunt ram- grunt with massive head- charges and pushes us away similar to nyaka
- marker spitter- his projectiles make us primary target for nearby glyphids
those are simple ideas requiring just a bit of model changes and stats/behaviour changes but something like that could be fun (and hell), also all of them could be Steeves
"None can Rock before us!!" voiceline for Rock n Stoneing
One thing that often causes some disconnect between me and my friends is that we rarely have the same mission type, and completing a mission other than the one you have assigned gives you no progress. I would suggest allowing people to get some (even a small amount) of progress on their assignments even if they complete an entirely unrelated assignment. Ideally, this could be something like a progress bar, and completing a mission would give you 1 point towards it. Completing the right mission type would reward twice as much, and completing a mission in the right region would also give twice as much. Doing both would give 4 points, or the normal amount you'd get for completing the assignment anyways. This way, everyone is making at least a little bit of progress even if they're doing a different mission.
Hunting a giant cave worm (maybe giant Trawler) as a mission would be cool. To be specific, you'd track it and hunt it down for something that Management wants like it's eggs or teeth or whatever. You'd start off looking for clues/tracks/marks of it, and as you get closer you hear the intimidating, menacing noises it makes whilst underground. You could navigate tunnels it creates, and it could surprise you in caverns. You'd need some kinda mcguffin to defeat it (though not necessarily kill it) and get the valuable bits for Management. Maybe you could have a cool radar or scanner thing that could integrate with the 3d map, or Molly (or Big Blue) could be part of helping track it, lots of possibilities!
It would be super cool if THIS beard ("Tank Division") followed the color palette of the armor.
If we can't have cosmetics for Molly, it would be cool for her to have the light on top change to a rotating light whenever a swarm is about to attack/is attacking. The light would function like the spinning lights on top of cop cars and can partially illuminate the area around her a little more.
New t2 mod for C4, "sticky charge". Sticks to bugs, giving them direct damage with armor breaking, regular explosive damage to surrounding bugs. If stuck to unbreakable armor would count as explosive damage. Sticks to surfaces so can't be picked up, hence being a t2 mod.
(This would cause enemies with explosive resistance like bulks to take full damage).
With how inaccurate a sense of ammo the current 4 bars give changing it so that there are 5 bars reflecting the ammo of primary,secondary,grenade,utility tool,mobility tool
some kinda xenomorph inspired thing that hunts the players as a rare boss would be amazing. Sudden unexpected horror movie monster.
A beard color that's brown(sideburns) and red(moustache and beard), this is how my beard looks IRL and I'd love to have it in game as well.
a lit cigar cosmetic, either in a dedicated slot or as part of headwear (though if so, maybe a couple of different hair/hat variations)
To add to this, a new slot for mouth cosmetics, could have a cigar, old timey pipe, or something like a toothpick or a piece of wheat if you want that country look
please give the driller's he grenades a clearer, louder & unique sound. currently, it's barely audible during an intense shootout, which is odd for a grenade marketed as high explosive.
New weapon OC for the M1K that drastically reduces accuracy and hipfire damage, but provides a buff to focus speed and additionally allows you to power attack while focused WITHOUT giving up your focus by right clicking. Power Attacks while focusing have a damage increase. Essentially a close range M1k build.
OC name: Headhunter.
New primary weapon "The popper" Management has given miners the permits to this new gun after confiscating it from a crew during an incident(which resulted in its frantic creation). The original design was the staff break rooms Microwave ducktapped the end of a office chairs legs. Leaving the seat resting on the dwarfs shoulder. The legs and microwave (door left open) spun at an alarming speed and spit out harmful waves of energy which boiled the insides of approaching bugs. They swelled in size until the screaming creature resembled pressurized bombs, at which any additional damage resulted in a catastrophic explosion (this damaged company property and bug alike). **Will add the stats later. Discords text max was reached. One skin I would find cool is its original design as a microwave taped to a office chair **
With the design streamlined, this weapon stands as the personification of overkill. {weapon stats} The shoulder mounted cannon projects microwaving energy in a narrow beam. While the beam does damage on its own, those exposed to the beam for an extended period of time will swell to a massive size. Any damage applied from then on will cause the bug to explode, damaging all nearby enemies. The longer you can keep track of the targeted bug, the better and rewards you with massive damage. (reloading) The spinning end will ultimately become tangled by the loose wires and have to be spun backwards to become unjammed. This means The Popper has a limited use and window of time before it needs to be reloaded. [upgrades] The first level of upgrades could extent the mag size, time to cook, and over all damage. The later upgrades can change the properties of the beam itself. It could be able to easily destroy terrain, Super charge the bugs explosions, retain bugs current levels of microwaves for longer, or increase the speed at which the bugs pressurize. |Overclocks| -Longer cords(Level one)- Increase the time to jam. Louder boom (Level one)- Bugs nearby the explosions are more likely to be Stunned. Super extended chords (Level two) +even longer cables mean you Jam even less often. -Due to the longer cables, the intensity of the beam is slightly less. closable door (Level two) A closable door on the end allows you to store energy for a more sudden and intense wave. However this decreases your total power supply. Fear the beam! (Level Three). +Exploding bugs will instead fear everyone nearby.- you lose the stun effect and shrinks the blast radios. death Lazer! (Level Three). +makes the beam fire a large beam. - The power of the beam makes its recharging take much longer and removes the explosion. Elemental explosion (Level Three). Bugs under elemental effects which pop spread there effects in a nearby area. Makes the normal explosion weaker.
Let us install stable and experimental separately, so that I don't have to keep redownloading each version whenever I want to play with a friend who's on the other version.
If you pass out drunk in the medbay the Bosco there should pick you up.
C4 can now be stuck onto players and bugs alike
Buy Core for mineral and credits ( for a Hefty Price )
Some ideas for the armor of each class to make it more unique
Gunner:
---Personal Armor Generator---
(Don't forget to protect yourself while guarding your friends)
Your armor will continuously regenerate for 5s after throwing out your shield generator
---Prepared---
(A soldier must always be prepared before going out to the battlefield)
You carry extra ammo (25%) for both guns and an ammo box for team ammo resupply (1 box per mission)
---Suicider---
(You are prepared for the worst possible outcome of the mission)
You hid a bunch of explosive under your armor. When your hp run out, you will shout out to all the enemies and draw their attention to you. After 5s, you will explode and kills all enemies around you(Oppressor, Dreadnought and Detonator will survive this)
Note: Incompatible with Iron Will
Engineer:
---Toolbox---
(You brought your own favorite toolbox with you on the mission!)
You build and fix things faster (not including turrets). You can equip Molly a boost rocket to make it go faster and repair Doretta's broken engine once.
---Demolitionist---
(Sometimes you just want to blow things up)
You brought more grenades with you, don't drop them. You can also create throwables for the team once per mission
---The Turret Man---
(Better Turrets ? Yes please)
You equipped rockets onto your turrets, the turret will shoot rockets at the marked enemy (Hold down right click while marking the enemy with the pointer). When relocating your turrets, they won't need to be rebuilt
Note: Mk1 will hold 2 rockets while Mk2 will hold 4
Driller:
---Trained Miner---
(You went through a mining course! Management was happy with your result)
You now mine faster and destroy terrain quicker, plus you don't have to slow yourself down to hit the enemies with your pickaxe like the other dwarves do
---More Fuel---
(Just don't burn through it too fast)
More fuel for your main gun and your drill, what could be better ?
---Reinforced Armor---
(Extra thick!)
Receive 20% less damage from physical attacks
Scout:
---Spiky boots---
(Ouch!)
These special boots let you stick to the surface for a few seconds before gravity pulls you down, you can now also stomp on those bugs by jumping on them
---More Flares---
(What ? You are afraid of the dark ?)
Carry 2 more flares for throwing and 4 more flares for your Flare Gun
---Night vision---
(Hello darkness my old friend)
Press N to toggle night vision, you now also carry a binoculars (Hold down N to equip)
Note: Running or mining with automatically unequip the binoculars; you can use night vision with your binoculars
Extra voice line for smart stout
"Why don't we use pieces of barrels to give dotty an armour upgrade?"
There should be a shield health bar in addition to the already existing red health bar for teammates.
Currently you can only see the red health bar but you cannot tell how much shield your teammate has.
This shield health bar addition would help with people using shield link to know when to use shield link
making the buff drinks cost different ingredients, I feel like after unlocking every meme drink there's no point to collect anything except barley bulbs
a personal vault in the space rig for the hoards of wealth we gather, basically it progressively gets bigger based on the amount of credits and minerals we gather.
I remember one game had it that the wealth had a platform out of reach until you built up a big enough pile and walk up to reach it.
Also on the subject, the changing of "credits" to something more... physical and dwarfy in nature than digital space money, not saying actually physically making the money just more renaming it to some like: runes, holds, Drakks, luggs, nuggets, gold, throngs, Groms, Gernys, thorgs or something else that fits the classical feel of dwarves.
at the end of the day credits just feel like the most un-dwarfy thing about this space based dawi adventure, we're stone hoarders, not bitcoin miners.
My bias is on Throngs.
armor/pickaxe paintjob and pickaxe part unlocker mods should be a part of base game.
Useless trivia in the miners manual about collectible minerals and what their often used for in day to day applications.
Like is magnite actually magnetic? is it used in cooking? is it often used in decorative or practical design? do scientists use it in telescopes? is actually only found on hoxxes?
Just fun little bits to read about.
Yes I have a fascination with geology and what gemstones and minerals are used for.
I had some flare ideas that could be interesting.
Glass Flairs: Can be thrown far but shatter on impact and can stun Glyphid Grunts and Mactera Spawns if thrown at them.
Lantern Flairs: When thrown they just slowly float up with a brighter light than a normal flair but when it hits the ceiling it goes out.
Volatile Flairs: Have a small light radius and explodes in fire after a short time.
Max number and recharge time would vary between them.
A shooting range in the space rig
(sorry if this has been asked for a million times) A shooting ran- No im kidding but I think some older biomes could use a bit more love visually or adding something specific to the older biomes like how Salt pits is the only place where those mini rollers are found at. Newer biomes like azure weald and hollow bough look amazing and are very unique from one another but crystalline caverns and such looks neat but is honestly the most boring biome out there and that's probably just cause it's much older and the devs had their minds on U35.
A perk to increase swap speed between weapons and gadgets.
A garbage chute that shoots empty mugs outside the space rig so you can see it outside the window.
Possibly a active ability where one could imbed thier pickaxe into a wall or such to use as a hanging tool (for instance so you could use like your secondary with one hand, to possibly save you from falls near cliffs, or even for a scout to hold onto until thier grapple regens)
I think some specific things could be changed so people don't just depend on them. Example would be thorns, way I see it every seasoned dwarf has it cause its just too good to not have or for PGL the only useful overclocks for it are fat boy and hyper propellant. Give us a reason to use other stuff more often
a new garbage gun that shoots failed beer experiements that debuff bugs
Was thinking about how a glyphid flipping mechanic might play out. I notice in the wiki, some bugs have a soft underbelly, yet shooting at most of them requires awkward positioning. It's a decent sized weakspot, what more could a dwarf ask for then to exploit it? Maybe flipping them could act as a stun as they try to recorrect themselves, putting pressure to act fast on whatever is upside down. Naturally, bigger foes would need the dwarf to be at higher elevation to exploit their weaknesses. I don't really know what else this could do for the game, I just think it could possibly be of use beyond the bad placed glyphid here and there and the lonely trawlers or shellbacks. Something that doesn't immediately kill but acts as a support tool, maybe a grenade? Or maybe just a mechanic thrown onto another as some side effect like powerful knockback
Now that there's a rival company, add a teeny tiny object visible through the window in the extremely far distance in orbit around hoxxes to represent their own station.
A few loot bugs in a small container on the ship. We can feed them a few minerals and a day later get a random few minerals back
Make ommoran heartstone fight different every time. Make the visuals (look of the shell and stuff around it) and phases of this piece of rock random so it doesn't get this boring
What about some new PSAs to accompany the rival incursion, like some propaganda against them
Cross play from Xbox to Steam?
Have the Rival Corp's mentioned spacecraft rarely be seen floating past the window in the space rig
Ray Tracing + DLSS
Probably somebody suggested overclocks for turrets but an Overclock for Engineer's LMG the "MK3" upgrade would be neat in a crazy event or stuff like that. The engineer gets a big platform that needs to be constructed then if you put a supply drop on top of it big box comes down that needs to be constructed. Then the big LMG is done. Pros: Massive damage and ammo capacity. Turret whip works like in other turrets but with a much bigger boom and longer cool down. Cons: Really expensive to maintain. The only way is to refill the ammo is via nitra with a dedicated small canister just like Doretta. Takes a long time to deconstuct the platform.
More of a suggestion for the discord itself:
Can we get a channel for loadouts/builds/strategies/gameplay help discussions?
Things like this often get lost in the other channels, so having a channel specifically for this kinda stuff would be helpful for greenbeards.
Buff Lok-1? 
More OMEN Modules! Here are some of the ideas i have:
"Jump Rope" Module, Bottom Module: "The guys at R&D were trying to make a more extreme sport for dwarves. It somehow made it's way into the omen design." Lets out a blast of hot plasma in all directions every few seconds. Players would have to time their jumps to not get their legs vaporized. Would deal a lot of damage, enough to completely destroy max level shield.
Missile Module, Middle/Top Module: "Someone thought it was a good idea to fuse gunner's Hurricane weapon with the engineer's smart rifle, and stick it onto the omen tower."
The flavor text explains it all. Fully automatic barrages of homing hurricane missiles every 10 seconds.
Artillery Module, Top Module: "The BET-C's explosive launcher wasn't bad enough on it's own, I guess..."
The artillery module would send out barrages of proximity mines every 5 seconds.
Merge Module, Any: "Uh I can't think of good flavor text for this module"
This module would take 2 other modules from the spot it was placed in, and merge them together. For instance, you could have a jump rope machine on one side and a radial plasma burster on the other, meaning the jump rope would only affect half of the arena at once, and the other half would be plasma burster.
Make lootbugs with red sugar inside them glow with a red tint
Suggestion: Make the Berzerker perk activate by holding LMB + RMB rather than tapping LMB + RMB
It's really easy to misfire in the heat of battle if you were expecting to do a regular power attack and instead accidentally set off your berzerker perk because your power attack wasn't recharged. Now you've either wasted one of your active perks or you're risking your life blindly running into enemies trying to make use of those 10 secs of berzerker action you would've missed out on. Hence this suggestion.
Suggestion:
- Berzerker is activated by Holding both RMB + LMB for 2 seconds rather than simply tapping both. This will help avoid misfiring the Berzerker perk and even allow you to save your power attack for later.
Dwarfs can now turn into dragonsnah just kidding, there ain't anything else
more ammo for lock-1
Suggestion: You can occasionally find a beat up BOSCO deep underground. It's too damaged and can't really dig anymore, and it can't revive anyone, but it can fly around and help you shoot up bugs. It'll salute you if you ROCK N STONE
Note: It'll also have a random assortment of abilities. For better or for worse. Based on it's talents. Idea is that after dwarves complete or fail a mission. They leave BOSCO behind occasionally
Idk if this has been suggested, but I think the loadout system needs a revamp. My idea is that you can save different builds for individual weapons and tools, so you can easily make and save overclock builds and mix it up without needing to put the build back together manually.
suggestion: some way of altering matrix cores to affect what type of overclock you would get from the, either using existing, or new resources. the cores
green: clean weapon overclocks, beards and mustaches
yellow: balanced weapon, weapon paint and sideburns
red: unstable weapon, victory moves and headwear
this very likely doesn't fit the aesthetic of the game, but i just had to get it off my head. Another dwarf, a druid. Quite strong, but to compensate, all "weapons" draw from a single "magic" pool.
primary weapon: summons and throws stone/wooden spikes, low damage, high pierce
secondary: slams ground, creates a line that slightly damages, and mediumly slows, enemies that walk across it (maybe made of cragrock/thorns)
utility: creates a wall of brambles/rock that has a mini stabber vine-esque thing on it, slow attack, medium damage, targets bugs. Useable as cover, bugs will try not to stand on it
movement: summons a slowly rising column of rock that ascends up to 20 meters. Dwarves, and bugs, that are standing on it if it hits the ceiling will be squished
Make it so scouts grapple shows the distance to a surface whilst cooling down like it does normally. This is a very small change but for scout mains like myself it would make lining up grapple shots mid-air SO MUCH more convenient.
instead of having to do missions to unlock the new guns
have an animation of bosco working on the table with all the tools and scrap on it
"come back in x hours" to unlock
or maybe like perks
Please add mission control drop pod countdown announcements for salvage missions! Half the time I don’t even realize the pod is leaving before it’s too late, haha
Let me eat the old Chinese takeout boxes on the tables in the bar
Can there be more assignments? Longer ones or just more. Just gets a little boring when most of them are complete.
I was thinking can we have more ways to collect mineral, apart from pickaxe, even at the expense of sacrifice via equip them in one of the weapon slot?
-A dwarf who just like rocks efficiently and not much interested in all those bug fighting
include borderlands style 1v1 duels
Some story and some background to 4 dwarfs? Like where they lives and what they likes etc...
Instead of like : Oh hey this is gunner and he shot the fucking bugs and place shields. This will add more to the game and making it feel more alive I think.
we already have a leaderboard for dancing, I raise you the possibility of a leaderboard for money tipped to Lloyd or some kind of tracker for such.
NEW BEER. "Karls end". Drinking it makes the dwarf hallucinate the end of Karl/and or a bunch of bugs. Spawns waves of imaginary bugs into the space rig and only attacks the drinker. With no one else able to see the bugs, the dwarf freaks out and takes real damage until they go down. The drinks effect ends either after a certain time or the dwarf is revived.
When you complete a mission with no other players, Bosco should be on the success screen with you.
"Stomping Boots" Passive Perk:
Landing on a bug from a fall will apply that fall damage to the bug instead. If from an extreme height, the impact will also damage nearby bugs as well
And barrels too!
A "loadout code" system that enables players to generate plain text codes for the purpose of quickly and easily copying or sharing builds.
If theres gonna be a mini christmas event this year, id love some holiday themed voicelines for dwarves who join you midgame "happy holidays, glad you could join us" "welcome to ho ho hell" pretty dumb idea but it's just a small detail
a mission modifier that gives Dwarves mini-MULEs instead of Molly
I'd love if the option to not let late joining miners to choose duplicate classes saved before closing the game.
I find it very annoying having to turn it back on every play session or have to play with 3 scouts
I'm sure people have requested the ability to use mini-mules in salvage missions before, but I always considered my headcanon that since they're broken mules from a past mission, they were unusable due to already being full of minerals from the last team.
This may be a puny request, but I could see it become the canon explanation for it if DRG adds more lore to the miner's manual regarding missions and not just basic tutorials on their objectives.
I guess "More lore in manual" is also a request in it's own merit too!
Can we please get cross platform for steam, Xbox and Xbox gamepass for PC
a third option for tier 1 of the sentry that changes its deployment method to a thrown version that automatically builds itself.
Keep the base stats the same as if you hadn't selected a mod for tier 1, because the benefit it grants is you not having to risk yourself when you place it.
New salute line:
"The only good bug is a dead bug!
[beat]
... Except Steeve. Steve's OK."
More loading screens
Revert the size of the shoulder pads, every class looks 50% less protected now.
Anyone know if DRG is getting Xbox Series X/S Optimization?
new small pads on mk2 gunner suit just ugliest ever. Return back large pads like towerman!!! Rock and stun, gunners!
Oc idea for the DB shotgun (inspired by Doom):
R&D seems to have played too much shooters recently because they actually took the Hook of the Double barrel shotgun and made it a real thing. It seems there is nothing they cant do.
Unbalanced: Adds a Second Grappling hook to the shotgun wich can either be set to pull an enemy to you or you to him (Doesnt work on terrain)
Also the hook deals 10 damage and adds a 2 second stun to the enemy hit if its a medium or smaller enemy
can be used every 5 seconds wo any ammo usage
+Hook
+50% overall damage per shot
- 50% ammo
-1.5s more reload time
-Blast wave range reduced to 2m
-50% more pellet spread
Change Hack-C’s name to Hak-C, it is a better name for her and we need it.
xynarch warning
rival tech machines may spawn with a xynarch on them, slightly empowering the machine and making it hostile to other rival machines
"attention miners, scans show multiple xynarch energy signatures. while they are not as old or as strong as their BET-C cousins, caution is still advised due to how many there are."
Small animation idea for fire death. Since current death by fire is kinda… meh.
If a glyphid grunt/slasher/guard dies to afterburn. It will be covered in flames and run to the side, in pain, before dying from flames.
This last 1 second. While running away, the glyphids color palette changes from its normal to completely black within that second. Then turns into a ragdoll which disappears 2 seconds after the fiery death. (Since it’s turning to ash) fire effect stops when it becomes a ragdoll.
The glyphid will always run to the side, (or behind) and not forward, this is to prevent the driller player from freaking out, if facing in front of the glyphids.
Swarmers are not effected by this. They will still pop, like popcorn upon touching the flamethrower.
Praetorians and oppressors will not run if killed by afterburn. Instead they will roar in pain and shake a little, while covered in flames. This also last 1 second. Praetorians will turn to a darker palette within that second. While the oppressors won’t. Thier rag doll lasts longer, but they keep burning for longer, (like a large camp fire.)
However pretorians and oppressors will only do this, if thier fire status is or was, set to full. If killed before reaching full fire status they will just die regularly.
can we get heavy bugs (shellbacks, oppressors, praetorians, dreadnaughts, maybe guards) to remain as an armored, unmoving husk after death? Maybe just for some types of damage or just some bugs, but it'd still be cool. Destructible by pickaxes and explosives since, you know, otherwise it'd be problematic to have them in certain spots
Not sure how to flavor this, but a mission warning where flares can't be used, and instead the dwarves are provided with objects (or perhaps just one) that work like enor pearls at the start of the mission that function as their only portable source of light, unless they find enor pearls, aquarcs, or other objects that give off light within the mission. thinking of the hilariously unfortunate situation of dropping your lantern from the ceiling of a cave and being left in pitch-blackness, or the thrill of fighting off glyphids as they approach from all directions and become illuminated by the lanturn.
Doreta being back on the rig after you rescue her. Maybe with a new body helping lloyd at the bar or someting lol.
Oh or maybe as a nurse, or ones (hopefully) the shoting range happend she could be in there
more the "new missions in" timer a bit up, the season challenges block it right now.
It would be nice to have a way to see which pickaxes you have a full set for and have someway to select it instead of changing every section manually
making the exterminator machine event more fair
Add more information to the ‘Auto disable outdated mods’ checkbox's tooltip which mentions that if a mod causes a crash, it will be disabled anyway.
Also for character cosmetics and victory moves it would be nice to have a way to see class exclusive ones. To that end being able to chose a set of random victory moves for each class would be awesome too
Door to Mission Control's office on the space rig. Hang around outside and you hear beeps, muffled versions of mission control voice lines, and the occasional "I need a fucking drink."
it would be nice for the "rewiring" OC to add a longer cooldown delay(how long it take for natural cooling to trigger) but shorter overheat cooldown than the standard 3.3 sec. it feels like an eternity to wait for main gun to cool during a swarm
the ability to choose whether the crystals on any given "gilded" beard are green or red
Make it so mods don't turn all on when they update, make it so you can select which ones or none. Now when all of them update the game straight up breaks.
Add a perk that simplifies the hacking of robots.
On certain missions that have stationary deposit areas like extraction and on-site refining, Bosco should be capable of carrying minerals. Either you could ask him to take some of your minerals and then go deposit them, or you could have him carry extra minerals to allow for more downtime between deposits. A lot of these missions have very difficult terrain to navigate for just one player, so anyone playing a class other than scout might find it obnoxious to have to go all the way back and forth to deposit minerals.
The devs for DRG have pumped out some of the fattest content updates so far by adding tons of awesome new stuff.
All the new things are fantastic but what about the **old **stuff?
The shiny new stuff seems to be outshining the old stuff a bit making some of it look kinda outdated so i was wondering if they'd ever revise them.
R&S, gj dev team
Reduce the max ammo on the rocket launcher as while I've thoroughly enjoyed how fun it is, I've gone through half a dozen missions with it and not once have I needed a resupply despite being very liberal with its application
The new industrial sabotage mission is significantly high risk and high complexity for the reward. At the very least, this mission type should award additional season XP (somewhere in the range of +2500 xp), and perhaps even a free scrip?
[Maybe someone already had this idea i don't know] New passive perk: Mechanic
Repair and build stuff quicker (Applies to drilldozer, turret, pipelines ...) I think it would be neat :)
Let us have the gunner-type armors for scout and engineer! I want my engineer to be able to wear the full power armor!
It'd be nice if we had a way to actually preview the stuff within the cosmetic tree, there's a lil window that kinda shows you it, but it doesnt work the victory poses and also doesn't give you a very indepth look at the guns as i'd like
Bottom Feeder bug - Attaches to all kinds of exhausts and outlets and plugs up machinery
some of the new weapon upgrades do not really show stats. ex: hurricane weakpoint damage upgrade doesnt show any change in stats
A Rival Tech armor set, I love the new frameworks and general astatic of the Rival Tech but you can't really achieve a matching appearance with the current armor options
Rewiring perk - similar to steeve perk but for the rival tech, could give increased chances of being hackable if last hit was weakspot hit.
'Employee Orientation' Videos
Right now, a lot of newer players suffer from the issue of the game having a bit of 'sink-or-swim' approach when trying out new mission types, with the Miner Manual not exactly being most helpful. This could be fixed by simply including a collection of short video-guides explaining how each mission type works; those videos, potentially masked as 'employee orientations' for flavor, could provide new players with better understanding of what they are supposed to do.
Make the Corrosive Sludge pump stick to the Caretaker .
reason: it make corrosive based build really useless on the CSP , because it don't stick on the Caretaker to do the damage over time . making only the direct damage build viable against it . Edit: it still stick to other enemies but it does not stick to the inverted pyramid main body of the Caretaker .
Add plasma burn to the DRAK-25 as a base stat. It's underwhelming
can management approve of new contracts to get more pods in the discord? they are all full
More Season exp for more danger mission .now its HaZ2(1100) and HaZ4(1300). or ppls just start speedruning easy mission for better exp to season pass cuz no real reason to play some thin difficult. game not reward you for this.
Would have been cool if dark future weapon skin changed light color of rival tech framework
Maybe when it comes to the new weapons you could like show them off on the table by the loadout terminal - for example replace the minigun with the slug gun
Make it so the Bugs and Bots fight. The fact that we get attacked for invading Hoxxes while the bots don't is kind of BS. Especially since they'll attack Doretta. It's a bit much.
the smart rifle should have a slightly smoother "tap fire". right now you cant consitantly tap fire.
Active perk that lets you slide downhill with a button press (a bit faster than your normal sprinting speed if you have momentum).
I'm a simple fella and I like having glamourous characters, can we have more braided beards and big hair?
increase line thickness on the DRAK's heat meter, it's not visible enough in my opinion
A voice line for pinging dirt:
“Time to disturb the dirt.”
A timer that shows how many seconds you have on your Iron Will, would be a great quality-of-life improvement.
the overheat on the new scout rifle is very hard to see
An additional loadout slot, for a maximum of 6, so we have the ability to make at least 2 loadouts per primary weapon type to be able to play with overclocks more easily.
Skip the "Disable all Approved Mods and join?" Dialogue when all installed mods are Verified
Cosmetic loadouts should be separate from weapon/gear loadouts. I'd like to be able to swap my equipment without changing how I look, and vice versa, I'd like to be able to change my outfits to certain presets without changing all my gear at the same time.
I frequently want to boast about the stats of a recent missions but players skip that screen fast. A terminal that includes a history of mission payout and performance, same stats as the end mission screen, would be a great addition to reminisce in that 2000 gold mission
Please tone down the hacking event enemy spawn rate. The game through our way more bugs than a standard haz5 mission
The ability to preview how the P.P items look on your dwarf would be really nice
Can we PLEASE get something to use Perk Points on after we've unlocked all perks? i've got them all and have 57 perk points sitting around doing nothing. maybe use them for the Cosmetic tree or battle pass?
oh my god the new mission type is absolutely horrendous on solo, jesus christ I can not. It took me an hour just to get to the boss fight because of how slow everything was, and then Caretaker ammo sponged everything I had until there was no nitra left whatsoever. Also, new engie primary is god awful with armored enemies, it misses every shot with 100% armor resistance enemies
Am I good to suggest Merch suggestions in here?
My mates and I always slap the fuzzy dice when we enter the drop pod. I searched the merch store and saw there weren't any IRL ones available!
Would love to see the fuzzy dice (complete with ghost ship games logo) as official merch! It would make a great gift for my Dwarven brothers 😄 ⛏️
Have 2-3 buff beers available to choose from in the launch bay. This way there's a much higher choice for the niche beers, like morkite and carrying speed to be useful.
Could failing to join a game be handled better? Right now it sends you to a confirmation box, then reloads you completely back to your bunk. Really annoying. Also no indication which lobby you failed to join already so likely to click it again if it was a good one.
I play with a friend who has dyscalculia and he has trouble reading the numbers on the pipes during liquid morkite missions. Maybe it would be useful if each pipe were a different color or something like that
Could the performance pass XP screen be integrated with the usual mission complete summary? It feels kinda jarring and adds more time of not playing the game.
Add a new voice line for when the Cave Leech grabs you "Cave Leech got me! I've seen enough hentai to know where this is going!"
The SMRT targeting would feel a LOT better if it applied full lock effects to targets it won't place any more locks on. Right now, it feels very at odds with everything else
add a poker table, that you can bet on money or minerals. would be pretty cool.
the boss battle is ridiculous. It needs toned down a bit. Enemies don't stop spawning, and the giant tentacles respawn AND teleport. for each phase there should be a set number of tentacle spawns as well as a set number of normal enemy spawns.
FIX the placement and enemy spawning mechanics for the hacking drone when cracking open a data deposit. Seems that right now it ALWAYS lands in closely confined quarters and the enemies that try to disrupt it spawn ON TOP of the hacking drone. Not a good combination.
I love being kicked half way into a mission because "Sorry, this was meant to be a private game."
Can people have a way to make public games private somehow?
The performance XP given for deep dives is very low. It gives XP on the level of a normal mission, which doesn't match the effort necessary. They should give at least 3x the XP of a normal mission since theyre like 3 levels back to back
Boss levels don't have near enough dedicated nitra for them. You get either 400 or 200. and not much middle ground. They should always have 400 ish. The boss is TOO tanky not to. (please keep the boss health hnow it is)
The UI for the new Season Terminal thing is pretty much unintuitive (and probably of one the worst season pass I've seen :/)
I opened it, was like wtf is that, too bright with tons of things on-screen, meh not interested and left.
You can get the new currency "Scrip" with nothing at all that explain what it is supposed to be used for: the user has to literally guess that it is to buy stuff in the cosmetic tree.
And even in there, the sectors with resources like magnite or pearl should definitely have a better icon than that.
I'd like to suggest / request a web api endpoint for the current global map availability
I miss the old grenade arts! The silhouette thing might add like simplicity but the old art had character. Consider bringing it back? 🥺
Remove the aim sway for Drak, out of all the weapons in the game that could have an accuracy nerf a scout primary shouldn't be one of them.
It seems to me that with new events rolling out (like the Hack-C encounter that can be found now), the pool for such things is going to get pretty big and possibly interfere with trying to grind for items like overclocks, as they appear to be mutually exclusive.
Maybe with future seasons, the events could be rotated along with the biomes, so that the grind can be streamlined.
make the 3 dwarfball parts into a single kit you can throw on the ground to produce the 3 items so you dont have to make multiple trips getting the parts
Skip the Season Pass Progression, I care more about the stats from the game than seeing a XP bar. Especially that actually we see the stats from the last game for 2 seconds, than the XP bar for 10 seconds
weapon testing room
Drak eats up too much ammo to be useful in deep dives.
it takes 9 rounds to kill a grunt glyphid at haz 5, and amping it's damage from a 10 to an 11 does nothing functionally for it in that manner.
It has some pretty high accuracy already being as it's about 95% as accurate as an ai stability gk2 and it has really solid cooling rates that makes building around over heat just dumb as you'll never really get to that point if you lift up your finger from the trigger for a micro second.
I think it'd benefit more from being based dealing elemental status chance in the form of a swappable damage type to make the energy based weapon a bit more cooler and add a more supportive crowd control aspect to scouts kit.
(Cause personally, the voltaic smg engineer has feels way much more like a scout weapon than an engineer weapon.)
Remove the "Hold to Unlock" in the Season Terminal/Cosmetic Tree, just use a "Press", please.
This has probably already been suggested but there should defiantly be a firing range to test out builds without having to go into missions
Do something with the Error cubes already! Please?
Now I know we want to do something with error cubes but what could we do? If we use them for cosmetics it would make players grind missions just for the cosmetics. The spawn rate is low and the reward of 2000 exp is good enough.
there needs to be more than cosmetics to grind for. Can you bring back the overclocking for the other gears like pick axe and amor, etc. i really like it when it was implemented for a little while
BP daily mission with objective complete .... map mission 5 times should share the same map pool when in the same session as your group to promote the coop-ness while complete .... class 5 times remain different
copy/paste, apply to all (class) when customizing cosmetics. i mainly like to have 1 style of armure for all my builds. this would be technically challenging but a real supply and demand market for ore?
Atm some can have 1 class mission and 2 map completion mission while the other have 3 map completion.
Please emove the RNG so everyone have 1 class mssion and 2 map completiin mission
Buff Lok 1 smart rifle, the lock on is nice but it eats ammo like crazy it’s too weak or needs more ammo
something kind of useless and probably suggested before but maybe for the future to add more cosmetic variety: weapon charms!
I'm not sure what the "suggestion" would be here, BUT: I'm finding the engineers smart rifle to be super useless. Maybe I'm just holding it the wrong direction or something, but, to me, "HOLD THE TRIGGER DOWN, THEN RELEASE TO HURT SOMETHING" feels like a really inefficient and slow alternative to "PRESS THE TRIGGER TO HURT SOMETHING"
Suggestion: Lower the heat generation penalty for the Drak Shield Battery Booster and have the benefits of the shield bonus apply above shield level 50-75% (whichever percentage seems more fair). First off, the only viable T4 to run with the overclock is Thermal Feedback Loop, however this mod increases firerate after 50% heat, making it significantly easier to overheat and completely remove your shield + damage bonus. The fact that ANY damage negates your damage bonus makes this overclock a bit of a cop out since friendly fire and literally anything can also effect your shield. I don't think the pros of +5 (?) damage and the rest outway all the negatives that follow this overclock.
Suggestion: TEXT SIZE SCALER. It can be super hard to read such tiny text, notably in the Space Rig (e.g. Perk descriptions). C'mon, Ghost Ship Games, we're talking basic QOL here! 
A random chance for doretta to spawn with a beard taped to the pattable sensor pod.
Suggestion: Don't get me wrong, I really like DRG and what u guys have done with the game, made me play almost 500 hrs lol, especially the latest update just points out how much bullcrap we have to deal with most games recently. But what I would really like to see is more soundtracks for even more variety ingame. I don't know if u guys have any plans for it? But what your soundman has done till now is really amazing. U really get into the action with the wave sounds, but after so many hours u hear the same songs over and over. SO TLDR: Suggestion: more soundtracks 😄
With the new influx of eyes on the game, now would be a great time to release the OST on vinyl.
Suggestion: A separate paint-job for headwear
Can we please get a terminal that shows us our stats similar to the end mission screen after the mission is over. I previously thought 10 seconds was not enough time to go over everything and talk about it with friends then it was gone forever. Now we have even less time since the rewards screen for the season pops up halfway through. I would like to take time to go over the mission stats or even look them up from a previous mission to remember how well I did. Even if you don't want to save our entire history of missions how about you make it so we can view the last 10-15 or something like that? Better yet how about you also include a share feature for that terminal so people can click that button, and then it will take a screen shot of the stats so they can post it other places for people to see.
I would suggest replacing the "lighting" in the Executioner Unstable Overclock for the LOK-1 Smart Rifle with "Lightning"
Suggestion: Cause the area of damage of a Hurricane missile with Napalm-Infused Rounds to ignite gas/webs as an Incendiary Grenade or Flamer would
Give the Lok1 about 3 or 4 more magazines worth of ammo and it might be good, but right now it has garbage ammo economy and it feels like ammo resupply simulator.
Also I think the Lok1s ECR OC should trigger the explosive for every 4 locks rather then just on the last shot.
Minigun oc that turns it into a laser gun that has 3 rotating beams from the barrels
Piercing with no limit, good damage, cannot deal crit dmg, limited range, has aoe on impact with surface that also deals self and team dmg.
The new DRAK-25 Scout weapon is very weak, very little damage (even with modifiers) so the cartridges fly away to at least destroy one beetle
Suggestions: Sniper Turret should be less accurate (like sniper in hl2); repulsive barriers shouldn't deal damage
Suggestion: Make the slow from Neuro Lasso persist for a while after locking on, and make it increase in strength with the number of locks.
I really want to buy a stuffed lootbug, or a Steeve or Doretta head figure. Or even a replica of those cool colorful mugs.
Doretta hat when
Could be obtained by rescuing it after the mission
Minelayer overclock for the hurricane needs some love since its a direct downgrade from stock. You give up direct control of your rockets which includes air control against flying enemies, better ammo management by being able to redirect your rockets inflight to another target after your primary target is dead , less ammo to use and all you gain for it is a rocket that sticks for a short duration that doesn't have increased explosive range in mine form and does the exact same damage as a rocket just hitting a target normally. My suggestion is to in add an extra 2.5 to effect radius increase the staying duration of the mine and add an extra 20 damage to area damage only when the rocket has become a mine so you can actually set up a defensive area
Alternatively, Neuro Lasso could have a totally different effect, which would make locked enemies (maybe with a certain amount of locks) attempt to follow the lock-on line (like an actual Lasso). This would partially function similar to a slow, making enemies take a longer path to get to you, but it would also make it easier to hit front-facing weakspots of grunts and macteras as they face towards the bullet flight path.
Hack-C is fun, but the distance she spawns should be scaled by player count. I worry that this could be abused, but it feels like if you're not in 4 or maybe 3 player coop, it takes a really unfun amount of time to set up the nodes. In two players, I just had a Hack-C event take longer than the entire rest of the Escort mission (haz 3 complexity 2, 1 refule. Both players set up nodes then one did Hack-C event while the othe did refuling to save time).
I've done 4 Hack-C events (so my data sample is sadly tiny) and it has felt about the same distance each time. I really like the mechanic of setting them up on wierd terrain, and making a pass-the-node chain is fun, but when it's just one or two you're in for a terrible time.
Speaking of accessibility (just like I asked for different colors on refinery pipes for my bro with dyscalculia) maybe we could get some communication tools. More often than not I play with randos that don't speak my language nor english and I can't ask them simple stuff like "Don't press this button" or "wait".
Ping works fine for most stuff but I'm tired of randos calling the drop pod when we still have stuff to do.
Would have been cool if dark future weapon skin changed light color of rival tech framework
shouldn't the planet we orbit be called a "Dwarf Planet" like Pluto?
When inserting a blank matrix core, there should always be a weapon overclock for your currently played class as one of the three options
cosmetic upgrades we can make to our spawn rooms and mining rig, like upgrading the bar room to be bigger or more decorated, or buying more mini games like arcade machines and such
Probably something really far away or even impossible, but an in-game "community hub" location of sorts where more than 4 dwarfs can meet up and chill, interact and have fun, would be cool. It could maybe have some card games, pool tables, a bigger bar, a lounge, etc.
Barrel beer
Beard with Stogie.
"Company regulation states very clearly that smoking is NOT allowed on the spacerig or on the surface of hoxxes, but it won't be the first company regulation you ignore!"
Can we get a proper football field on the space rig? That would be amazing because we don't have a place to properly play it rn
With the gold bugs modifier dreadnaughts could have a small chance to drop a chunk of compressed gold.
New steam achieves for the new content
Given some player's desire for more continual progress in DRG (daily/weekly events and more continual unlockables) I think there's some potential inspiration from the Monster Hunter games... I'm not sure wholly how some of the mechanics could be adapted, but I've got an idea:
• A really fun thing in MH that's more based on chance, are variable monster sizes. Special achievements for bagging the biggest and the smallest, and with special event quests, you can range from chihuahua to oh mama. An easy way to spice things up without new assets is simply add variable range to how large some of the bugs get, with exponentially smaller chances of more extreme variations--then let players keep track of it! I think for DRG, only the largest would be exciting, and some big game hunter type achievement. Tie it to a bronze/silver/gold-type cosmetic award, and you'll have players hunting for the sheer love of bug-squashing.
• Reward-Based Challenge/Event Missions. These... kind of exist, and I think more so with the Season 1 stuff, but I'm thinking something that part of standard mission rotation, and is also a bit more randomized. Unlike what's available, these missions should be far more exciting to see than "low gravity" or "golden bugs." Instead of just a red or yellow icon representing hazards and boons, these would be set apart in some grander fashion, and have extreme hazards custom-tailored to the dev's design. Succeeding would net players a unique material (could be either a special ore, or a letter of recognition from management) that can be turned in for a single cosmetic item or sold for cash, resources, etc., for if you play the event more than once (to of course, help with friends). Instead of checking Reddit once a week to see "if the Deep Dive's worth it," players will constantly be on the lookout for "one of those special missions" to pop up.
(All "cosmetic" awards could also be overclocks, of course)
Bring back long escort tunnels, but keep the new refueling as is
Blank cores are kinda dumb. When I host missions the party sometimes is like "wanna do this? Nah I don't have a core" and I don't get to do the fun thing.
What if instead of the core being a "just for me" resource, the person who starts the event spends one and everyone gets a prize if they win.
Beer ingredients are difficult to obtain, especially yeast cones. I think if there was some modifiers like "yeast cone abundance" "malt star abundance" "starch nut abundance" or even just an overall "beer rush" modifier would be fun and cool.
Quick QOL thing.
The new beeps when you are holding something that needs to be connected to something (eg: Mini Mule Leg, Battery) are very helpful.
But they are very hard to hear, how about we connect the light on the batteries to the same system, that way each beep is represented visually?
If this is hard to understand let me try to rephrase it. The the lights that flash on the batteries should match the beeps of the battery when you are holding it.
i think enemies killed by the poop gun should leave behind a puddle of poop
imo this new gun is basically sticky flames but everything about it is just worse:
-sticky flames penetrates all targets and then even leaves behind a flame wall (essentially doing damage from 2 sources at the same time, plus enemies setting ablaze take a chunk of dmg)
-it slows a lot more so it kills a lot more efficiently while enemies are stuck
-it's a lot easier to place flame trap on the walls and ceiling, line them up however you want to, also a lot faster for basically the same amount of ammo
-the aoe flame around you protects you (the cryo cannon ALSO protects you with aoe freeze, only the poop gun does self damage at close range which feels terrible)
(I've tried all overclocks in experimental but the fundamentals don't really change with any OC, this is sticky flames, just unreliable and clumsy)
add neck cover for the tech trooper helmet?
It also has a spot where you can see the missing head when wearing it
Have the hiveguard's weakpoint expose last forever and only be stopped when 1/3 of it's health has been lost.
In weapon terminal make a dark mode option or turn off the light option to give a better view of how the weapons will actually look in the cave environment.
We should be able to pet Molly when we don’t have any minerals in our bag and maybe a funny voice line could play something like “I don’t have anything for you this time girl”
“Who’s a good M.U.L.E!?”
“Are you hungry?”
Unlockable/findable appearance customizations for sentry guns and other class tools would be cool.
SUGGESTION Blue Beard
Don't care that it's been suggested before 🙁 it didn't make it into UD35.
If you fail the hacking patrol bot sequence enough times, you slap the side of the PDA like a malfunctioning radio. Just a little add-on that doesn't alter gameplay too much. It immediately stops the animation if you succeed or exit out
I really dislike the "anti-clipping" changes done to some beards. They do cause, ironically, a lot of clipping. Half of my beard setups have been ruined by the changes to mustache braids in particular. This kinda makes this otherwise awesome update a little sad to me. Maybe add variations that clip through other beards / don't clip and hang over them? Would make my day. 2 examples below.
A leader board with people on your friends list on who has the most error cubes. Just for fun.
The unknown horror from haunted cave missions should have its own model rather than being a weird clear bulk detonater.
Could we have an exchange in the memorial hall? Kinda annoying going all the way there, realizing you can't afford promo, then running back and returning after selling stuff.
Custom beards and gear appear on the player portraits in game
Since there's new class slots and weapons some new slot icons like corrosive and plasma would be very much appreciated.
Could this pass hair style please get the second glass for the goggles?
stepping into electrocrystals should grant the pickaxe supercharge buff for a short while because electricity = stronk
Suggestion: Currently there are 12 primaries, 8 secondaries, an ass load of cosmetics, and only 3 ways to get blank matrix cores and already blueprinted matrix cores. With the incredible amount of things that require a matrix core to get and with it being very very rng on what you get from a matrix core, maybe add another way to get a matrix core?
I think a new weekly activity maybe called "Stolen Tech" (implicating that the rival company has stolen matrix cores and you're retrieving them.) Making a restriction to add some difficulty to this rather than just running haz 1's would be nice. (Such as Haz 4+ only, making the selected mission have an additional warnings, hard terrain/longer mission ratings)
In total this would reduce the hellishness of wanting to get a specific OC or cosmetic by a decent bit. This would also keep players who return each week trying to get a specific OC's but never getting them from wanting to drink themselves until their liver gives out.
Suggestion: all saves from xbox, windows, and steam accessible to each platform
Can we please have sperate button for grinding, repairing, and grabbling ropes? Had a mission fail because it was impossible to repair a pipeline that had a rope near it because E would just put you on the rope or grind, but it was impossible to get the prompt to fix.
add a spinning enor pearl hanging from the ceiling above the jukebox whenever music is playing to act as a disco ball
would it be possible to make it so that when you set fire to corrosive sludge it spreads the fire to nearby sludge?
Could you guys fix the join game feature where if for some reason you CANT join a server it makes you go through a loading screen and then resets you into your room going into the hub? I spend so much time just trying to spam join games now and i get so frustrated seeing loading screen after loading screen when all it could say is "server is full" or "unable to join server" without immediately loading me into a game and then crashing and respawning me.
Its such an annoying problem.
Make the "football" on the ship so that you can actually kick it, instead of holding it. You can kick the barrels but not the ball? Doesn't make much sense... Besides, you can basically walk the ball into the goal to score and nobody can do anything about it. I do like the idea of this extra mini game though 🙂
left click it to kick it
thx
All the new weapons are very fun to use but they all have some issues.
Mainly ammo. All four new weapons need atleast double what they currently have in reserves to make them viable compaired to the other weapons.
As for damage, the Hurricane and Sludge pump need a good bump in damage and the hurricane needs a bit more blast radius.
Carbine could use a small bump but is not terrible.
The smart rifle has good damage. It mainly just needs more ammo. Burns through it SO fast.
Let us pick between unstable/clean/etc overclocks when picking one
Please revert the length changes to Escort Duty. I've been in more missions where our driller goes too far ahead to actually focus on the objective in order to get loot way early. The caves were spaced far out to prevent this, and this change makes playing this mode with randos extremely frustrating, especially when enemies can swarm often. Whether or not it increases the length of the mission in general is out of the question, the spacing of cave chambers were meant to allure players into sticking with Dotty, kind of like a miniature Deep Dive.
i have a Suggestion: Make it easier for us to transfer data between windows and steam
show different icons at the top left for when someone is connecting to your game, picking a class, and actually joining (loading the world, the drop ship going to hoxxes animation is playing for them), rather than just a generic loading spiral for all three
Lower the general overheat for Drak. The Thermal and Shield OCs are way too difficult to manage in order to gain the benefits past 50%, even when you take the mods that are suppose to lower heating its ridiculously easy to overheat.
Anyone knows what happened to the Error Cubes ? They are no longer displayed. Also..... it would've been really nice if those cubes could have been used to unlock some crazy stuff. (Hopefully, they'll come back... I had 7 if I remember ;))
Color blind modes.
voiceline for pinging a resource bag that explains what it does: "Another dwarf left this behind!" "We need to deposit these minerals!"
the scouts shield link for the plasma gun should NOT drain his shield when the player manually activates the cooling on it. That ruins the point
Some suggestions for the weapons :
Hurricane - Add a 'laser on-off' function where the laser turns on when there is a guided missile in transit, and off when it's not in use. Gives other dwarves a clear warning, and, considering that missiles do fly into other dwarves when the weapon is pointed at them, a clear indication to get out of the way.
DRAK-25 - Crosshair adjustments that follow the spread of the weapon, accelerator OC paired with the tiny circle feels a tad bit disorienting and misleading at first.
LOK-1 - Allow users to adjust target priority, as in telling the weapon to focus lock-on on what the user wants to kill first. The concept is nice, but it becomes a charlie foxtrot during a swarm attack, where it basically devolves into 'panic lock on and fire until everything is dead, and fume over low ammo count'
We have A Clean Shave for every cosmetic slot except eyebrows... make it happen pls 👀
Ok so i just had that idea, which my half drunk mind came up and it sounded pretty cool
-Having a OC for the sludge that makes so bugs corrupted by the toxic waste can infect other within a certain distance
ps* if this is vanilla then i can die in peace
On the character selection screen upon joining a mission, let us scroll to see what secondary is equipped in that loadout. Currently, all you can see is your primary weapon and no other information.
Let us paint our tools, especially those drills!!
Add new varient of the --Welding Visor Open------ For having both of them ----Welding Visor Close------- and ------Welding Visor Open-------
At the end screen, make it so TAB switches between event xp and stats screen
please let us disable the attenuation on the audio when mission control speaks
Hello! This may have been mentioned prior:
Could we get a small quality of life change, where a failed lobby join doesn't have you reload the entire lobby again?
I click on an open group and for whatever reason; full lobby, failed join, any number of reasons, it says "Cancel" and then it sends me to a blackscreen, loading screen, and all the way back to the lobby again.
I'd like to simply click another group without reloading, hope that's not too much to ask =P
"Thunderhead" Heavy Autocannon
It needs a Buff
Increase its stats slightly (specially Damage) and/or buff overall overclocks (specially Carpet bomber)
Comment : i believe that Thunderhead right now is the weakest of the guns, not only it deals the least damage, but also there is not a lot of builds you can make with it, so maybe a cool buff could help?
Clicking cancel then puts you through the entire process of reloading the lobby.
Can the OMEN Module pleased be tuned down in some way. It feels like a Machine event impossible to do with randos at times and the fact that its always the Plasma burster at the bottom that does a ludicrous amount of damage. Its a bullet hell-esque gameplay element that has no right being in DRG I feel. Maybe Im just salty but I just feel genuine dread when I see that machine event
i have a lot of frameworks and weapon skins and i feel that i want to switch between them every mission, i would like to get a randomize equip system option to weapons skins and frame works
so that every mission i get in it, my weapons gets new look
Could we have a variant of the tech helmet where we don't have to look at their triple chin?
Adding a cloth to it like other full helmets (Gloomstalker/Dark future heavy config) would help alot i believe
New Biome Idea: Sunken Mire
'A swampy expanse just off the Fungus Bogs. The Sunken Mire is home to so many bones stuck in some sort of steaming tar. The tar itself looks to be mineralizing the bones, in some cases, which is strange. What we stumbled across here could be a gold mine-- er, a morkite mine. However, be warned: Some miners never came back from that location and those who did say that the tar not only offers corpses with rare abilities, but it also is alive with the sounds of moaning. Be very careful down there, there's no telling what could happen if you get swarmed in that specific biome. Only the most resilient of miners can take on the sunken mire.'
New enemy types (hits from some enemies in the Mire can cause a poison debuff with slow buildup?):
GLYPHIDS =
- Glyphid Bonesman (Mire variant of grunt guard and grunt slasher)
- Glyphid Tarspitter (Mire variant of acid spitter (may cause burning ailment))
- Glyphid Pustorian (Mire variant of Praetorian with caustic AoE attack (decomposed gas pod))
MACTERAS =
- Mactera Infector (Mire variant of mactera tri-jaw)
- Mactera Abomination (Mire variant of mactera bundle)
RARE ENEMIES =
- Tar Men (former DRG employees, controlled by the tar as undead)
- Tar Spewer (Mire variant of exploders, making small puddles of tar in its explosion radius)
- Tar Carrier (Mire variant of bulk detonators, creating lakes of tar on death (problem easily solved by traversal tools))
- Crassus Carrier (Mire variant of bulk detonators, the tar on an undead Crassus Detonator has turned it's gold to an almost completely black sheen. Its rarity makes it go for triple the cost of gold per nugget.)
Let the Enter key press buttons
Tech Trooper helmet looks cool, but I think it would be better if neck was covered with balaclava like other helmet such as Shroomstalker , Darkfuture helmet and etc
Perhaps this should be rewritten as it is currently false:
So when we getting infested Caretakers? :)
Ability to copy Loadout Slots to one another (A -> C)
there should absolutely be an achievement for bringing dorreta's head home with you
Deep rock needs to make sharing saves between Xbox and steam a lot easier for us dwarves who can't find the files on our computers to transfer the saves
You should be able to trade error cubes for glitches cosmetics
thoughts on this? https://www.reddit.com/r/DeepRockGalactic/comments/qnq1ka/being_able_to_upgrade_the_bulk_head_every_mission/
except maybe Gold instead of Nitra
Make it so hacking beacons can either attach to the data deposits themselves, or have enough reach when placed right next to/under the deposit. This was probably the most frustrating 30 minutes I've spent in this game trying to get any combination to work after the deposit spawning like this.
Engineer smart sniper rifle:
Point blank it needs more ammo. I ran an escort mission, and ran out after every single stop. Granted, it should have less ammo because its 100% accuracy, but it takes about 4-5 shots to take down a normal glyphid on Haz 5, and the max amount of ammo (non OC) is something like 250. Thats only 50-60 bugs, which is simply not enough.
Could you guys fix the join game feature where if for some reason you CANT join a server it makes you go through loading screens and then resets you into the hub? I spend so much time just trying to spam join games now and i get so frustrated seeing loading screen after loading screen when all it could say is "server is full" or "unable to join server" without immediately loading me into a game and then crashing and respawning me.
Its such an annoying problem.
I want to periodically keep sharing this until it is fixed.
Thanks bud! I'm glad another miner out there's got a similar issue. I've not seen any other game where it kicks you entirely out to reload the main menu when you can't join a server c:
nerf patrol bots, theyre far too powerful. too much hp, too much damage, too common
Need indicator similar to resupply pods for hacking drone pod
Suggestion: UI/Gameplay Enhancements for certain mission types
On-Site Refinery
- Allow a maximum of up to five leak points on a single pipeline depending on the pipe's length, instead of a static two leaks per line. It makes more sense this way and would make it a tad more challenging.
- Likewise, show the amount of leaks present on the pipelines on the UI.
- Lastly, allow the Refinery to continue action when one or two pipelines are repaired at a much slower rate to keep momentum of the mission rolling.
Point Extraction
- If an Engineer is present, they can expend their own Sentry ammo to refill the stationary sentries on the Minehead platform. Would definitely help low player/solo missions survive for longer.
- Locations of exposed Aquarq should be shown on the Terrain Scanner.
Escort Duty
- The background of the UI diagram for Dotty should flash red whenever she is below 60% HP for any of her segments, with the flash getting more frequent and brighter as she takes more damage.
(This is to increase awareness of protecting Doretta without getting in the player's face.) - With how abundant Oil Shale is in the caves, require Dotty's tanks to be filled every time she must be activated, including the start and preparing to dig the Ommeran Heartstone.
(The start of every mission would leave Dotty half filled in both tanks, and she must be filled up to drill into the Heartstone upon reaching it.)
Egg Hunt
- Egg nests should have Glyphids hanging out around them to indicate there is an Egg close by.
- Some Eggs can be condensed into a single spot called an Egg Cluster, where a Glpyhid Hatcher waits.
(A Glyphid Hatcher would be a half praetorian sized bulky Glyphid that is very quick and slippery, is usually accompanied by a Warden, and is required to kill in order to get into the Egg Cluster.) - If an Egg is stolen before killing the mission's possible Glyphid Hatcher, they begin an assault on the dwarves and calls on many other Glyphids to your location.
Side Notes on Glyphid Hatcher
- They could also spawn in Elimination missions and in Deep Dive segments. If they are provoked, they awaken the Dreadnaught within their cocoon and give them a temporary resistance buff before fleeing.
- The Glyphid Hatcher could also be found trailing a Naedocyte Breeder, stimulating Naedocyte Roes into hatching much faster.
Let us have more then one patrol bot following us! I want a robot army!
Suggestion: The new ball in the janitor closet ought to do something when it goes through the barrel hoop
I don't know the name of the tall enemy robots that spawn when you hurt a Prospector, but they clip through the Drilldozer very easily, making them pretty hard to hit.
Suggestion: New Dwarf [The Expert]
Who is the Expert? Where did he come from? We're not sure! He's weird! But he's good at his job, I guess? He seems to be a shady type, he might be a spy from the rival corporation, but his credentials are good and he seems okay, so what can a dwarf do? Keep an eye on him..
The Expert, who is totally not suspicious, has several abilities that made him an invaluable asset to any team. [This is not confirmed]
His Button-4 ability builds a floating mini-bot that strangely resembles a patroller bot, but we're sure that's just a coincidence. There can only be so many deadly robot designs!
{The Surveyor} is a floating assistant with a helpful if quirky use. It will seek out nearby allies and steadily regenerate their HP over time. This costs the robot ammo, however, and it must be refilled. It can also be specced/enhanced to sacrifice this healing ability to instead be able to dig for the Expert as Bosco can, which also costs ammo. A possible final enhancement for the companion could be a decision between twice as effective mining/healing, or allowing it to slowly regenerate ammo over time, reducing the need for maintenance upon it.
The Expert has a primary weapon of {Remote Control Chip} which acts exactly like it sounds. It implants a control chip into whatever it hits, allowing the Expert a permanent companion as his primary weapon. Enhancements allow the weapon to control more powerful monsters or alter the monster's stats in various ways; this can be combined with the Beastmaster perk to create a small menagerie.
Such a powerful ability requires a powerful drawback, of course. Ammunition is extremely limited for this ability; the Expert only has a single chip, though he can retrieve it if he misses and attempt to use it again. He does indeed gain a new chip with every supply drop, but the chips do survive his companion's death. If it dies, he's out of luck until resupply.
So far this Expert seems a little shady to me. He's operating mostly by using other people or things. What happens if he's caught without a companion, or his controlled bug dies? Well, he's not defenseless, thanks to his secondary weapon.
{Poison Injector} works like a needle gun, but the damage is primarily DoT and not upfront. As a result, the weapon is almost useless if someone else also happens to be attacking your weak little opponent, because all of that poison damage just won't have time to do its work. But if you're on your own, or flanking a big foe, rapidly poisoning your enemies can work a little wonders. Enhancements can improve the potency of the poison, shorten the length of the poison (so it does all that damage faster) or cause AoE on impact. Very mild, you see... and capable of hitting your fellow dwarfs.
He really should be more careful with that deadly weapon that only an assassin or saboteur would use. Who does he think he is, really? [This is not confirmed.]
Even his movement ablity isn't quite there. Instead of something tangible like platforms, or ropes, or even just powerful drills, the Expert ... has a motivating shout for his Movement Ability. When activated, this {Dwarven Discipline} causes both the Expert and all nearby dwarves in a large radius to move faster for a short period of time, allowing everyone to benefit so long as the Expert keeps on track and stays near his supposed friends.
He also passively is capable of double jumping. [This is not confirmed.]
He may be capable of gliding by pressing jump while in midair, due to the ludicruous abilities of his Stealth Beard. [This is also not confirmed.]
What does such a shady dwarf carry for grenades? Why, he has a {Sticky Bomb} that coats the area in a thick gooey substance that causes any bugs (but not dwarfs) inside of it to slow to a crawl. Great for keeping that giant annoying menace in place for a moment while the rest of the team catches their breath!
As an alternative grenade, he has {The Deterrent}, which acts like the opposite of the Engineer's Decoy Grenade. Instead of compelling enemies to attack it, this grenade will make enemies avoid the area in which it is thrown for the duration of the grenade's activity. This will not work on more powerful enemies, though they may still be uncomfortable with going near the field. [This is not confirmed.]
As a final note, the Expert apparently refuses to carry a pickaxe, to our great dismay. He has a {Shovel}, which he can wield in combat with the same effectiveness as a pickaxe, and it digs through dirt and stone just as well. However, when it comes to mining, a shovel just isn't the tool you want, and the Expert takes two or even three times as long to get those precious minerals collected with the whacks of his shovel.
That suits the shady bastard just fine, though, he seems to abhor doing a real dwarf's laborious work. [This is not confirmed]
However you may think of him, the Expert is a well-rounded and balanced individual great for espionage and -er, we mean, recovering assets. Yes. He is an asset to any team with his minor but constant buffs, and his increased maneuverability, focus on DoT and avoidance, make him function as an adroit fighter with a variety of skills and playstyles.
For some reason, he refuses to tip the Bartender, says the guy owes him for something. His voice is the same as any dwarf, but utterly deep and gravelly, like he's tryin to sound intimidating at all times. So weird!
The Engineer's new weapon during the battle with the Dreadnought, the Guardian of the Hive is aimed at the back when he has not yet opened it and it is necessary to destroy 3 of its parts on the sides.Change your smart aiming with this boss
Maybe don't have nodes in the "Cosmetic Tree" that are "50 of X resource" and "100 of Y resource." We've already got the mineral trade terminal for that, and essentially wasting "scrip" on these fiddly nodes feels crummy. It's just a slow down to getting to the ACTUAL cosmetics in the so-called "Cosmetic Tree" at that point.
I'm sure this has been said before, but coming from a player who's returned from a long break. PLEASE fix EPC mining mineral collisions. This change wasn't needed :(
A new weapon idea could be a new secondary for driller
MSL-mk16 (Manufactured.Saw.Launcher)
Fire a single saw at the time make a bit of bleed damage (when bug move or attack they take damage do not do melee damage
Clip size - 3
Damage - 30
Munition - 33
Bleed damage - 5
Upgrade :
Tier 1 - faster projectile - munition - précision
Tier 2- more bleed damage - damage
Tier 3 - Penetration - slower fall of projectile - projectile bounce one time
Tier 4 - damage - bleed damage
Tier 5 - fear on impact - bleeding ennemi take more damage from any effect
Overclock
Clean
- personnal reserve
Plus munitions and magazine size
-aligned launcher
Plus précision and a bit more damage
Balanced
-boomerangs
The saw come back when you released the attack button
But a bit less damage
Unstable
Hook blade
Massive bleed damage
But less munition and damage
Razor blade
More penetration and damage
But Less precision and munitions
Add a quote to mission control for when finishing the Egg recollection mission that starts with "Egg-celent" instead "Excellent"
What about small icon which shows time to ready for weapon while using "Born Ready" perk. Sometimes it's hard to hear the perk sound.
Smart Stout Voiceline:
"Wait a second, how come our rivals never get Xynarchs leeching off their tech? Maybe R&D should... investigate.. Was I rambling?"
Mission Anomaly idea:
"Good orbit"
Due the space rig position in the orbit the required nitra to request ammo is reduced.
(I would say 40 nitra but i let the game balance to others)
Getting some unique themed cosmetics if you slayed some bosses/mini-bosses enough time
Like a bit of a trophy to get and enjoy to prove your worth to the world by wielding that tyrant sludge pump or dreadnought hiveguard armored plate
Yeah maybe i played a bit too much monster hunter, but that would be a really neat idea i think
Haunted cave change idea:
Change the detonator to the "Mother" that the Dwarfs say that they killed (without the AoE of the detonator) and add a probably to all the enemies to "revive" as limited time ghost when killed.
While scanning the lost helmet add in the PDA some random information about of the fallen Dwarf. Something like the name, height, blood type, favourite beer, cause of death, date of the last mission, employee and maybe the class
Those are examples, i don't mean to all those things.
Change Geek Chic's Goggles, Either have management give us some extra lenses they forgot to pack or make sure it's smashed.
Idk if its ever been sugested but: New modifier: Loot bug Infestation : Replace all exploders and with a 1/10 chance a glyphid with a lootbug
Make it so Hurricane's rockets explode as not as usual, but like mini fireworks during Christmas update
(does not affect statistics, just a visual feature)
Mini nuke launcher overclock for hurricane pls
I wish the LOK-1 had mod and overclock options that supported a focus on hip fire as a kind of mid-range precision weapon.
This may seem counterproductive to the point of the weapon but its base stats already lean toward this kind of damage profile anyway, and it's not like there aren't other weapons with similar OCs (M1K Hipster, Cryo Ice Storm)
More Rock and Stone please
Factorio + DRG crossover !
Both have hostile bugs, big guns, mining, no environmental concerns, and an engineer
The base sludge pump feels like it's trying to be both the flamethrower and the snowthrower at the same time and does neither job well. It punishes you for hitting a target because it leaves no sludge and when you use the splash you constantly end up hitting your fellow Dwarves.
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It would be great if only the initial impact hit dwarves and the spray is harmless. As is, it's impossible to avoid hitting the team in closed spaces where it should have an extreme advantage.
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I would also recommend either removing the damage over time and adding a base level of armor shredding or keep the DOT and add shredding, then perhaps improve the damage against unarmored enemies. The damage over time upgrade is also significantly worse than the flamethrower, maybe have improved damage over time against unarmored enemies? This way it would separate it from the others. Though freezing is still vastly superior to shredding armor.
Bulk radiation?
Make the icon when someone is calling molly more noticeable
when you bring a doretta head into the drop pod, it'd be nice if it would be there just sitting in the corner of the drop pod for the next stage of a deep dive
That unstable shield overclock for Scouts plasma rifle is not worth the trouble when my gun overheats after 2 seconds. I know this update literally just came out so it aint the end of the world but later down the line id love to see some tweaks
A slight adjustment to the drop pod deployment so that the front of it isn't facing a wall making people need to dig to it.
Praetorians and oppressors melted by driller's sludge pump shouldn't leave their death fart because they're completely gone
Make that if you press E for few seconds on a loot bug you can make a hug to it (you grab it like a akwark) and lauch it if you want
Because @nova niche inspired this;
Suggestion: "HURR1CANE" Overclock - Firework Show (Unstable)
"Give your enemies a light show to never forget! We tuned the rockets within your launcher to literally be fireworks, packing a serious punch and can daze enemies on a direct hit. The downside is less direct damage and reload speed due to how volatile these are."
- Increased area damage.
- Rockets have a chance to daze enemies on direct hit.
- Bonus damage when damaging enemies under heat effects.
- Substantially less direct damage.
- Increased reload time.
(Has a cosmetic effect where firing sounds and projectile sounds are replaced by firework sounds, along with randomized colors for each explosion.)
add a voice replica saying "ROCK AND STONE TILL THE END OF DAWN!"
i think the omen machine event should be tweaked. It doesnt make much sense to me that there would be one event that is significantly harder than every other event, and on top of that for a specific setup of the event to be much harder than other setups. It's probably the most consist mission ender for me, and its imo the hardest encounter in the game. (i havent played the new mission yet so i don't know about the difficulty of those)
add the ability to earn trophies aboard the space rig for completing various objectives (e.g rescuing doretta 10 times earns you a doretta head aboard the space rig)
I was thinking it'd be neat if you reoriented the drop pod seats to be in an X formation, so that you can look at each other's cosmetics during the initial drop.
A 3 length industrial sabotage mission that has an additional power station and more cave complexity.
Either add cryo resistance to the bot's encylopedia entries, or reduce their resistance to it, because as it stands, they're basically immune to it, and the bestiary not mentioning any resitance, it feels like an oversight
new mission mod: radio interference
certain mission drops (everything aside from refinery and mining platforms) now take longer to call in. additionally mission control's comments now have static in them, for example:
Get ready, team. Horde of Glyphid Swarmers, heading your way! Get your stomping boots on.
becomes
...team...Glyphid S...ading your w... Get..on.
It would be nice to have some endgame use for gold, 4 credits per unit is just completely worthless if you play enough
Also a lootbug-related powerful miniboss that has a low chance of spawning per killed lootbug and increases the more lootbugs get killed per mission basis
Make the Pickaxe Throw victory pose use your own custom pickaxe
A weekly goal for the Performance Pass would be good, If this is going 4-5 Months, Something that would reset with the weekly's we already have would be great.
It will be awesome to have more hair colors.
kind of want to see maybe as a gunner secondary some kind of melee weapon maybe an axe or something like that I think it would be kind of cool to experiment with that on gunner especially because I feel like his two secondary's are very similar right now
Also, please add a second Ammo mod for the LOK-1, you pretty much need more ammo for it if you want to use it without burning through its ammo super fast. some damage builds are very awkward to go for without it. whether it's shifting mods into different tiers or slapping it into tier 4, it needs more ammo.
Disclaimer, I only have the Eraser OC so far, so my opinion on the weapon is not final.
Make so you not go into black screen and then into you room after selecting mission that u cant join. Its gets kind of frustrating if u get this few times in a row. Why not just display 'the lobby is no longer available' and return u to mission selection.
more enemies its boring fighting the same ones over and over and over
Hi, why doesn't the Engineer build pipelines or perform other construction tasks more quickly than the other lads?
It's A Bug Thing mini rework: Instead of killing Lootbugs it causes them to dig into the ground, spawning the ore bits where the Lootbug was, thus you don't have to run around collecting all the single pieces and you can spare Lootbug lives!
It would be awesome if somehow you could do a partnership with 343 industries and be allowed to make halo spartan themed armor sets. It’s a tall order i know. But i can dream. I can’t think of a better group of men, dwarves. Deserving of such armor. RaS
if you're using the SMЯT Targeting Software-mod of the lok-1 it'll only place two targets on webspitters, however; currently, on haz 5 with four players it takes three shots to kill them (unless you get a weak point hit in). i'd suggest increasing the targeting count to three on haz 5 difficulty (or adjusting the calculation to take haz level & player count scaling into account if it already doesn't) to allow for easily picking them out from a crowd.
I know this is a repost, but I'm surprised it hasn't been corrected.
Rocky Mountain makes all terrain break in one hit, not reduce the hits needed by one.
Add crafting.
Items that will be available to craft are listing below:
### Read Below for more information on the subject.
# Your more than welcomed to reply for any additions you may want to add or think of
+ Weapon Attachments(Possibly but prob not a good idea)
+ Pickaxe Parts(Add tiers of pickaxes) Each one has a certain buff that is unique or different from others depending on the parts tier.
+ Gadgets(These should be crafted instead of bought because it makes sense to craft them)
### If you confused read below.
- What would you craft with?
You could possibly loot components or objects from missions to be able to upgrade or craft new gear.
- Would there be raritys?
You could possibly add rarities if you wanted to but regular stuff would be better
- How would you find these?
Possibly loot caches as a say below or randomly dropped by mobs. A cooler thing would be side missions.
- How would this make the game better?
This will completly make the game so muuuch better. As of right now you just kill and get money, but adding this would create more options in what people want to do.
### Extras
+ Add an inventory, also add loot caches around the map that can be looted for weapon mods or attachments. You could even have them give you apart of a certain tiered pickaxe as i mentioned above
+ I have nothing else...
### If you read this and think of something different. Reply to this message with more additions or ideas
> Hope the devs read this! Love the game so far!!! *Paswa*
btw i used markdown for this message. AKA md
pipelines should inherit your velocity when you jump onto them
add a marker on the dreadnought twins health bar, so that its easier to know when you've damage one of them enough to where they are going to heal.
accidentally shooting one of them too much to where they start healing is quite annoying, imo
also maybe make allies not shoot beyond the marked point on the health bar?except steeve, steeve does whatever it wants!
hope i worded this okay
add some type of a visual tell for when the caretaker closes one eye and begins to open another one. currently, when four players are shooting at one tiny spot it's difficult to see even the red beam emanating from the boss due to all the other visual noise going on. this often leads to all players continuing to fire at the now-not-active-spot for a while that could be avoided with a clear tell. something like an expanding shockwave, a loud, metallic sound and a bunch of spark particles caused by the rapid closing of the doors/eyelids could do the trick.
make bosco not automatically target huuli hoarders, he set one off in a terrible position and i lost it
Improve the cryo gun's effectiveness against robots and reduce fire damage to robots. It's a bit too one-sided right now as if you run into a robot event as a cryo driller you're really ineffective.
*** Repurposed Unused Voice Lines***
The unused voice line where the mission control guy goes " blah blah blah " should be added in as a randomly replacing voice line if you enter a mission drunk. When you enter a mission drunk, the voice lines of mission control will sometimes be randomly replaced with the " blah blah blah " voice line. Instead of the actual line.
E.G enter a mission drunk, a swarm is approaching but instead (for the drunk miner) they just hear the mission control guy go " blah blah blah"
Example of voice line for suggestion
Space Rig skins/placeable objects/paintings, etc for customization
I think anti-rival posters in the memorial hall or around the space rig would be fun
On halloween the vents should have a chance of being ripped open
I have noticed several pickaxes parts visible on the pickaxe bench, but not obtainable in game (to my knowledge) is it possible for them to be added in the future as several of them look really cool
To make overclocks more abundant, let them have random rolls on the numbers, bonuses, and percentages associated with each one. High Ceiling and low floor for the range of possibilities.
marking something with right click with the new rocket launcher locks on to the thing
In the Memorial Hall, the ability to press F (don't know of this has been suggested already).
Prob never gonna happen but A NieR:Automata inspired Pod Like Bosco skin with a mini rocket launcher/minigun on its front 
A server in the Mission Select Terminal which is a bigger version of the Space Rig that can support a higher number of players. Since it would have more players, obviously, we would need a bigger bar. It could also have several Drop Pods, but to enter one, you would have to create a party (or similar mechanic) and select which Pod you want: only those in your party could enter that Drop Pod.
Just a little thing for the animation of the guided rocket gun:
It would look nice when a rocket would actually leave the gun with each shot and another one would pop up in the empty hole a second later (until the magazine is empty). Right now it looks a bit wonky, seeing someone shoot but the rockets stay in the gun and only disappear occasionally.
Class Idea: The Warlock (The Forager?)
Primaries
-
AX680 "Bloodletter" Autocannon: A wide, yet stubby repeating cylindrical cannon firing large needles into its enemies. Has a chance to deal either fire, fear or poison when fully upgraded.
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Koltech 782 Sniper: A rifle with the thinnest barrel you've ever seen. A true killer when paired with AP rounds.
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OTR 96 "Bruiser": A custom piece our techs call a work of art. it's slugs make sure nothing stands after 4 shells or less.
Secondaries
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Repeating Pistol "Hellfire": a 16 round pistol that shoots so fast, the bullets come out almost smoldering hot. (fire buildup)
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Mactera goo thrower: A fun water-gun sized gun. Now you can give those goo bombers a taste of their own medicine! Wait they won't walk in it. Slay those bugs anyway with this thing slowing them down!
Throwables
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Poisoned Javelin: Can cause poison if it's a direct hit on an enemy. Can be picked up like Driller's blast axes
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Arc Grenade: Can cause lightning dmg the same way as Engi's smg
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Chloroform Canisters: Can cause stun if the bugs stay in the cloud long enough
Traversal Tool
- Displacement Pads: Truly the Engineer's greatest work. Despite being in low quantity, you can throw them on the ground and it allows the user to raise or lower the ground as they see fit.
Equipment
- M.O.R.A (Mistress of Rotgut Alchemy): A deployable stationary drone with a cooldown of 4 minutes after each use. When deployed, M.O.R.A will offer 3 random recipes per deployment for brews that are inferior variants of Lloyd's at the Abyss Bar. She will require the use of foraged plants (got a few ideas for new brewing ingredients, hmu) in order to make these and will need to be kept safe for 20-40 seconds, depending on the strength of the brew's perk. Each brew M.O.R.A has a timer of between 1-2 minutes before it wears off.
Armour
- 'Cat' Armour Rig: Nothing to add here, pretty much the same perks as the other armour rigs.
PGL 40mm overclock: Bomblet barrage.
You attempted to get your grenade launcher to fire cluster grenades but it didn't work as planned.
The grenade launcher fires out a cone of 6 bomblets that behave like the cluster grenade's bomblets but instead explode on impact. Because of the spread the bomblets do less damage at range due to them spreading too far to all hit, but at closer ranges they deal overall more damage. This can also be used carpet bomb a large radius at long range. Because they are cluster bomblets the individual damage and explosion radius is greatly reduced but you are able to carry more ammo.
Please give us an option, perhaps a hotkey (ctrl+c/ctrl+v?) to copy the cosmetic setup from one loadout into another. Now that we have 5 profiles per class its extremly tiresome to repeat cosmetics and their changes between the profiles.
I will forever to the high heavens plead for a shooting range on the space rig
Being able to queue commands for BOSCO by holding an additional key when the player pings things.
Add feminine cosmetics for the dwarves. I need a femboy scout.
some sort of small laser beam overclock for the plasma carbine, kinda like the laser beam of the shelved/scrapped laser beam weapon shown in that one new weapon prototypes stream. It would be basically the same as an unoverclocked plasma carbine but a laser beam (so less damage but its rapid)
make the pod arriving text green and the pod departing text red, im embarassed to admit that i failed multiple salvage missions because i didnt realize the pod was leaving in a minute and not arriving in a minute and i think making it more eye catching could help people recognize, voicelines would work too but i think text would be super easy to do!
Don't put us back into the spawn bay after Join Failed. It is extremely irritating
Suggestion: Small robotic face screen on the Engineers turrets, shows a red screen with an angry ASCII face ">:(" when there's enemies, shows a green screen with a happy ASCII face when there's no enemies ":)" and a blue screen with a sad ASCII face when it's out of ammo ":("
In industrial sabotage missions and other power station tasks, it's possible for a bulk detonator to spawn and destroy the path between the hacking pod and the power station. If there are no other paths that are short enough to be covered with the existing transmitter nodes (e.g., the existing path went along a cave coral that was destroyed), players can be completely softlocked from completing the mission/task.
It should be that once hacking has begun, if at any point the transmission path between the power station and the hacking pod is broken, the hacking pod makes more transmission nodes available so that players can re-establish a connection and finish the mission.
A miniscule credit / exp reward on the score screen for bringing Doretta's head back with you on the drop pod. Like 1-100 credits / exp just for flavor / easter egg.
Change back mk1 and mk2 engineer suits
I think it would be cool to be able to customize the hammers used for repairs
Make it so when the fire rate booster mod and Salvo OC for the Hurricane are used together the full salvo charge time per decreases.
Hive Extermination:
The dwarves are sent to a heavily infested, large, cave. After sneaking around and collecting resources. They order down a tower, similar looking to the omen tower with different equipment, mounted guns etc.
The dwarves would go into said tower and equip the mounted weapons, while a nonstop swarm of bugs happens almost the entire mission.
At the end, a fully developed dreadnought appears, it proceeds to break down the tower, forcing you and your team to fight it with your fully loaded equipment.
Alternative for dreadnought: You just have to shoot it while being in the tower, but that's a lot more boring.
Make it so there's an audible indicator when the LOK-1 gets a full lock
Crossplatform support, or shared save support via an ingame account for those that own the title on multiple platforms
Biohazard icon for loadout slots, should get some mileage from Fatboy Engies & Sludge Drillers at least
deep dives should give performance points equivalent to 3 missions instead of just one
Please remove "Flossing" as an available dance move. Please. It's the only cringe thing about this game. Everything else is dang near perfect.
instead of having the lost pack be empty, have it contain some precious minerals or credits or something
If both born ready and auto reload on the boomstick or flare gun are equipped, shorten the reload time further beyond 5 seconds, perhaps down to 2.5, instead of having no additional affect.
Instead of the Shield Battery Booster only giving extra dmg at full shield, have it where as long as your shield is up you gain the benefits. In every game it's way to easy to take chip dmg either from friendlies or enemies or the environment, which can completely ruin the overclock's dmg bonus.
Bosco stats on solo end screen.
New perk idea:
Over charge
holding r while hold right click for 1.5 seconds will cause your sheild generators to overcharge leaving you invincible for 5 seconds
using this comes at a cost your sheild will be down for (idk 10-20 seconds)
and can only be used (once or twice) per mission as this causes risk of breaking your sheild generator
Alternate perk idea
volatile discharge
(same activation, as above)
cause a massive discharge that does 110 damage in a (idk 3-7 meters)
but leaves your sheild down for (same time as above)
can be used twice per mission
(i dont know how balenced these will be but i thought it was an intresting idea, as an alternate you can remove the downside, to doing this and making it once per mission, also these 2 perks are way to similar so I don't think they both should be added only one of them)
Traversal Events:
Similar to how there are machine events and other bosses that can randomly spawn, traversal events are sections of the cave that randomly spawn that present a traversal challenge. Something like a cave in, sheer cliff, lava flow, aquifer, tunnel with abandoned dozer, ruin, etc. Can range from major challenges to just little bits of environmental storytelling.
Basically its set pieces that challenge the teams exploration skills rather than just their combat skills. Unlike the bosses/machine events theres no bad guy to drop a reward for you, so these ones, if they did spawn rewards in, would have things like lost packs, clusters of crafting resources, etc, or even their own unique rewards.
They wouldn't necessarily be hard, especially given theres a good chance they'll spawn somewhere non-optional, it's just something to spice up the caves in a way that the regular terrain gen might not allow for. They don't need to have any event related trappings or special attention drawn to them. They'd just be obvious in their unusual nature. You don't see megastructures or gargantuan scale earthquake cracks normally.
Weapon idea for either Gunner or Driller:
A large beam device similar to the one used on the oil shale for Doretta that emits a highly accurate beam of energy at a target. Slow DPS, but with the ability to, under the players selection, inflict stronger status effects, or damage enemies such as praetorians through their armor. Possible overclocks being even lower damage with higher status effect damage, the ability to change the status effects between electric, cold, and fire mid-mission using the reload button, or make the beam swivel in a set pattern with increased direct damage. There is probably a lot of things can be done with this, but I just thought it was a shame to have a futuristic space mining game without a weaponized mining beam.
dance button
let us paint our unique gear. same as gun paints, but for the turret, ziplines, drill arms and what not. it bugs me that the satchel charges look like boxes of apple juice and i want to change it
Add mission types/battlepass challenge filters to Server List
Wish you would get rid of “die like your mother did” it’s not funny, makes me cringe every time I hear it. Anyone else feel the same?
Random Molly Cosmetic Suggestions
Since 4 players could affect a Mule's appearance at any given time, there could be four components players can tweak, then at the start of a mission, the game takes a random one from each (Headlight, Box Framework, Legs Framework, LED color) (No paintjob as I assume they want it to stay visually consistent like the 4 classes?)
Or to be less Frankenstein in appearance, leader gets to select everything, but this prevents others from showing their parts
Another way could be givinf Molly four slots for keychains/knickknacks around the top, to let it stay consistent in appearance but with a touch of customization from each player equally
Queen gliphid bosses
Indication of the damage that has been added by using the Nitroglycerin mod for the Hurricane. Could be achieved by making the rockets beep or flash red once they have reached the time required in flight.
Rework the Hurricane's Manual Guidance Cutoff Overclock, as the tracking cutoff mechanic is more detrimental than it is useful
For example, instances where you would want to fire a single guided rocket to deal with a moving ceiling target becomes impossible, and most situations where you would want to line up multiple rockets, you would be better off having full control over your missiles
I would suggest replacing it a selective firing option where you could toggle between firing an unguided missile and a guided one, simply by pressing R
I also had another idea for character utilities. Gunner has a zipline launcher as of right now, what if he had another one like let's say a launcher that throws a harpoon with a rope. The idea is that the rope like a lasso or Indiana Jones' whip. Except you shoot it to a ceiling and the rope is connected via winch to a harpoon so when your swinging on it you can press and hold jump to adjust how high you want to go on it or shift for how low you want it. I'd imagine you could also use it to shoot enemies off of or gain momentum and fling yourself forward a little bit. Or this could be a new grappling hook for scout, except when he shoots it grabs onto the surface it's on and as long as you hold the shoot button it is still grabbed to that surface until you let go
Text of specifically how long a missile needs to be in the air to gain the damage benefits of the T5 Nitroglycerin Compound mod (and specifically how much damage is gained). Edit: and the type of damage, is it direct or area???
Enemy spawn distance is too close when defending Hacksy. It feels like a total mess when defending. There is no real tactical depth in it, just chaotic shooting
New discord emojis for the new guns? Also hacksy emoji?
Options for Individual or group order for drinks at the Abyss bar, some dwarfs have their own special tastes
If you drink enough Blackout Stout in one session, you don't pass out.
A beer that delays a special beers effect until you’ve had a second special beer
How about to make more flexible interaction with Bosco? For example: you mark umanite crystal, and mark a position near the M.U.L.E, Bosco picks up umanite crystal and bring it to marked position near the M.U.L.E, it will ease transporting of big amount of chunks at once
make veteran depositor work near supply drops?
(the dmg reduction when near deposit spots)
Have you ever thought about new dwarf's perks ?
Recently, I'm haunted by the idea of a drunken fist perk which allow you to do more melee damages when you're drunk
VR, please..... I want to actually have my face eaten by a swarmer
salute the touchy vine and have it salute back
Moar loadout icons
Visual lootbugs difference depending on how much minerals they have eaten (more THICC, more chubby)
When my Sentry Guns are full of ammo, I wanna pet them for their good work.
I can pet a random tentacle in the caves, but not my loyal murder machines?
Have a very low chance for the drilldozer to have black paint instead of yellow in relation to one of the lines when you ping the drilldozer.
Add an indicator to the Cosmetic tree that displays the lest expensive path and indicates the total accumulated cost of reaching the items the mouse hovers over.
Separate equipment loadout and wardrobe loadout
Not a big deal, but why does the new performance points bonuses take a dozen of hours to refill? I'd see these as being a daily thing to progress towards the season.
Make the beer mugs at space station collide with each other so we can form piles of mugs.
Like the fire burn webs make that ice attack solidify the goo and brake it a second later
"Regenerating Bugs" should not apply to the rival bots. The prospector heals up to full several times when it shields. And the bots fly around out of sight, healing up super quickly as well.
Also, I'm very certain now that Hazard4 has been amped up by quite a notch. There are SO many more enemies spawning with 4 players.
Don't know if anyone has recommended this yet but, how about frameworks and skins for the Support and Traversal tools?
These could be simple, though some things I personally would love to see is Gunner's Shield maybe have a red skin, or Engineer's turrets have a framework where they have some more lights on them, Driller's Drills could have different drillheads on different frameworks, stuff like that.
nerf the hurricanes default turn speed
Victory Pose Suggestion:
Have your customized pickaxe featured in the Pickaxe Throw victory pose.
Can we have the Daily Missions for Scrips etc. cap around 6-7 instead of 2 until the next weekly Deep Dive Reset so we don't lose out if we skip like a few days?
Add the shooting range in space rig
Can we get some detailed stats at the end? Headshots, Praetorians killed, Damage done, ect.
mark all as seen button now that we get tons of all class/weapons paints from season pass
End of month badges for people who have the record for deep dive speed runs in that month (also badges would be cool)
overclock for smart rifle that lets you reload from your sentry ammo when you run out of regular ammo
as someone who has played the game for about 2 hours i can tell you that i want an achievement for petting any pettable creature 100 times if that doesn't already exist
i have a lot of friends on several diffrent platforms for this game. so i would like to put up an actual cross platform between steam and the microsoft servers.
More things to call in with nitra.
For example.
150 nitra you can call In a stationary manually operated turret.
how about a special beer that increases the amount of nitra gained from mining? it would have to be a small bonus though or it would be op
S.O.S. / Emergency Respondent
A player in the Space Rig will be able to go into a "On-Stand By" mode, where they will be automatically sent off to save some poor dwarf's arse if the conditions are met.
I'm not entirely sure what the condition(s) should be. At least I think the team must be less than full, and that dwarves are downed + no more Iron Wills available. Maybe in addition to what I just mentioned, they must spend something for the S.O.S. signal in that moment, such as gold or nitra? (If no dwarf is available to respond after a minute, then the gold/nitra is not spent).
I just think it's cool when you join a mission in progress, only to find everyone is down and you get to the be the hero that saves everyone.
Itd be nice to be able to remove victory poses from the random pool. Lets collectors get all their shiny goodies, while still only having their dwarves use the poses the most enjoy.
As I know, when you eliminate an ebonite grunt, the progress of the event increases by 1, however, with a praetorian, the progress increases by 2.
Using that kind of logic, I ask developers, to make it so, when you have your vampire perk on, and you eliminate a praetorian/oppressor your health increases not by 5, but by 10.
Same logic with the swarmers. Your health will increase by** 1**.
The Lok-1 feels underpowered currently. Not because of low damage, weird ways the smart bullets work, but rather the amount of ammo you have. On a 4 dwarf you're always going to be low on ammo. An additional 2, maybe 3, magazines worth would help fix this
Very rare bulk detonator swarm
I had this idea:
Wormhole Special teleports you to Mission Control's room, and he yells at you before you teleport back out. Thought that would be hilarious.
let me melt lootbugs
Could the hurricane mine layer oc be buffed by arming mines on impact, or having them last longer? It doesn't seem very viable right now
Not an in-game suggestion but I would love to see DRG on Vinyl. With the neon pink and blue colours from the Jukebox as the Vinyl disks or Smth. 20/10 would buy!
Add dynamic resolution with a FPS target (30, 60, 120 etc). Would be great for low end machine and the upcoming Steam Deck :D
Can we get a medic class please
make a server category for doubles on classes
Deep Dives and Elite Deep Dives should give a little more on the season meter. Say 2000 for regular deep dives, and 3000 for elite?
Buff the Gk2
, dunno how many times it's been said but I'm saying it anyway
Smaller, low reward missions for people who don’t have much time. Would probably just be a secondary objective in a small cave. I always have this problem of not really being able to play any missions because of homework, so being able to do something fast and get out would be great.
Skin idea: Dwarf Planet
A skin that looks like it could come from a planet of spacefaring dwarves and/alternatively they are there to setup a Dwarf Colony.
You can never tell if swarmer tunnels are triggered or not... until its too late that is... If the swarmer tunnels have no swarmers inside, what if they lost all lively-ness to them and lost their color?
Suggestion:
- When swarmer tunnels are triggered, it goes from the dark purple to a desaturated grey.
- If you wanna get fancy, make the swarmers and the tunnels have similar properties to embedded resources; the tunnels remain saturated while swarmers are within a certain radius to them.
**Beards are sentient **nah that's all folks
If that is not already the case: Make the robots weak to electric damage.
AFAIK there are only enemies with resistances to electricity and yet not one type with a true weakness to it.
This would be a great opportunity to boost an otherwise underpowered damage type.
Another mission spoiled because someone called the pod too early against many many repeated voice and text instructions to the contrary. We were in good shape when the minehead launched, but the dwarf who was holding 40 bismor at the time (the thing I wanted) didn't make it to the drop pod so we got zero.
We need an option between "sure let the jerk who ruined everything get all the xp/credits that they personally cared about" and "host closes the game just to watch the world burn." There's no good reason to disable kicking after calling the pod; all arguments anyone ever makes in favor of the current system are essentially just arguments against letting the host kick anyone ever, and not applicable solely to the escape sequence.
Disruptive players should be immediately kickable, full stop. Someone shouldn't be allowed to teamkill 2 players and then host has to sit there and watch that player hunt player 3 like it's a Jason movie, seeing if they can reach the safe zone before Jason catches them and the rewards are cut by 75%. I was just Googling around to see if anyone had made a 3rd-party utility to firewall players (something that has happened in other games with player hosting and a lack of moderation tools, like Warcraft/Starcraft and the Call of Duty series). I didn't find anything but damn I hope sooner or later somebody does because hitting the button early is the large majority of the disruptive behavior I encounter because those players know they can get away with it.
It would be nice if either after season 1 or during season 1, if we could find damaged patrol bots like we find old supplies pods that we could hack and us in missions other that the new one.
Please make connection failed messages in the server browser NOT reset lobby. I want it to go immediately back to the serverbrowser.
See if the band "The Hu" would consider doing a playlist for DRG.
also. Try playing DRG listening to already existing Hu. Amazing
Have the mineral trade be a stock market where the prices fluctuate violently
allow back blades to be used as front blades on pickaxes, gimme that hammer drg
Please add a spot somewhere on the spacerig where we can plug the "Soccer ball" we get from the janitor's closet in to turn the whole space rig into a disco rave. Thanks <3
Maybe when you ascend a dwarf to silver and gold rank you could get golden skins for that dwarf's weapons, and when you reach diamond you could get a glorious golden armor...
Give us minerals, gold, or am overclock after second promo.
I found it a bit disappointing that the neck guard beard cosmetic doesn't show up when wearing the Tech Trooper headwear.
I'd like to see additional coverage around the neck for the Tech Trooper helmet.
armor cosmetic that's like dawn of the dread pack but robot parts instead of bug parts
Please add a late-game use for perk points, at this point it's a meme between my friends & I about how many useless points we can get. I have 123 right now, and can't do anything with them.
I know you get a lot more than necessary so newer players don't have to play in one specific way to unlock every perk, but it would be nice to use them for something - trade for resources, special cosmetics, maybe unlocking special missions/modes?
About the Soundtrack DLC:
Every other SDLC gives you an ingame momento of sorts, be it skins or badges. The SDLC does not however, if possible, maybe add some ingame recognition for the SDLC too.
And I do have some ideas: a discoball when a SDLC player plays a song, more lights in general; maybe even a way to select which song you want instead of leaving that up to the machine; maybe even a portable boombox that extends the judebox and enables endless song playin wherever you bring it in the spacerig; oh and maybe a whistleling victory animation (not sure if already exists).
Satchel Tactical Retrieval Instigation Negating Gadget, or S.T.R.I.N.G.: Something R&D has been researching for years, to no avail. A method of quickly retrieving a thrown satchel charge if misplaced down a large ravine, accidentally thrown, or worried your teammates might accidentally shoot it thinking its a new type of bug. But just recently, a Professor ||Fluffybutt|| came trotting into the department testing range with his recent ||kill|| discovery, a form of tightly woven strands of an unspecified material ||cotton|| that can be used to connect two objects and allow the ability to enact kinetic force upon one side to the other. Using the S.T.R.I.N.G.™ esteemed employees of Deep Rock Galactic can now retrieve satchel charges from a distance. (Tier 2 or something upgrade. Hold R to retrieve thrown satchel charges, like how Engi calls back turrets)
Might have been suggested, but the default armor paintjobs that are unique to each set of armor, like Gunner's Mk3 and Mk4 pesudo-tiger stripe, but as a normal paintjob that we can use on other armor sets.
A Perk idea (for U35):
Hack Master (Similar to Beast Master)
Where hacked drones/machines can receive more health, have less decay over time, or an increased damage that scales with the level of the perk.
Thought it would make sense, since they are "tamable" like my beloved Steeve
QoL: Custom modlist presets so you can swap between different selections of mods (compared to the all/none option we have currently).
There should be an easy way to see what elemental effects your teammates are applying when you are in/joining a lobby. It feels pretty horrible to jump in with cryo effects and then have them completely wasted by teammates running fire damage and similarly it feels real bad to ruin freezing effects because you randomly have fire damage on a weapon which is otherwise optimal.
being able to "favorite" overclocks in the forge inventory would be pretty nice tbh
I just remembered this dream I had a month ago or so. I had gotten on DRG cuz there was a new update and one of the things was a new beer, I forget what it was called in the dream but it turned you into a swarmer and you could skitter around the Space Rig. Ever since I've wanted it in the game and I think it fits the wackiness of the beers lol
Around christmas time the dwarfs should say "Bah cumbug!" when they kill a menace
Add a practical way of getting the minerals out of lootbugs without killing them. Like, please just do it I hate having to kill them for nitra they're too cute 
Laser beam overclock for the plasma carbine
either as repeated pew pew lasers or a continuous beam with damage over time
either way it would be hitscan but also make visible lines in the air
Here's some Lok1 Feedback regarding the max-lock/lock increasing mods.
Tying bonuses to the max locks is a good idea in theory, but it seems to be bad in practice. Makes overclocks and mods that increase max number of locks borderline pointless for most lok builds in my own experience, mainly because you'll spend more time locking on and less time actually shooting things and speed is key in a game like DRG, can't stand around locking on to everything. Meanwhile builds like Executioner are favored because of it lowering lock counts, thus meaning you can meet the full lock requirements faster.
Now a Solution to fixing the lok1s tier 5 mods is to simply remove and rework their activation requirements.
1. Electric Generator Mod: Simply change it from requiring 3 locks to activate to a simple 33% chance to electrocute hit targets mod. This would make it similar to how it is now but is chance based which would be better since you're not obligated to always have 3 locks to get the electric status effect.
**2. Unstable Locking Mechanism: **Currently this adds a 20% damage bonus when you are at max locks. I suggest changing this to a scaling damage bonus for each lock you have on a target. So lets say each lock increases the damage you deal to a target by 3% and said target has 3 locks, this means you'll do 9% extra damage to that specific target. This would be interesting since you could make builds with Macro Lenses that focus on a single target for massive damage payoffs or you could make builds with something like Eraser + CCD Array with a wider angle lock and hit multiple enemies for a bit of extra damage overall.
3. Fear Frequency: Lets keep this short and simple. Currently fear can activate from max locks, I think it should just make bullets that hit a target have a 20% chance to fear.
Hey give me a
if you agree with me on this. I think it would be a cool idea if you could send items such as chunks of gold, arquarqs, mule legs, ect on zip lines. It would give gunner some more utility and it be a nice way to transport items.Make it move as fast (or slower than dwarves) but you could send things to someone on the other side while still being efficient. Just an idea but lmk if you think its good
More armors
It feels weird having so few armor sets but having this many hats
My Suggestion would be more like a spin-off (or a Mini-Game).Deep Rock Fantastic. Like the name suggests, it would be like Deep Rock in a fantasy setting. (This is also heavily inspired by Yogscast - "Diggy Diggy Hole" - song)
Lethal missions should give more exp in the season battlepass, since hazard 1 gives the same amount has hazard 5.
Increase the damage dealt by enemies attacking other enemies affected by the pheromone canister by 100%-150%. They are the weakest of scout's grenades and very rarely see use due to their limited potential. In their current state they're just worse L.u.r.e.s and seriously need a buff to make them competitive with the other grenades at scout's disposal.
CRISPR sticky flames should be able to apply damage ticks to flying enemies. For balancing, I would think default sticky flame duration can allow 1 tick of damage after no more direct flames, with 1 additional tick of damage with each sticky flame duration increase.
Drg use to be called project dwarka and was initially meant to be set in a fantasy settings but that was very long ago
please add goblins - as skin or something or maybe NPCS? they would fit so well into this world!!
new mission type to be more integrated into the games activities assignments and such i've not played it much of it at all in the process of unlocking new weapons which feels a bit of a shame
Pest Control suits as the new DLC, OR these suits will be obtainable on 50th level of Season 2 Battle Pass
The mini-mules should be called Smolly
Name the mini mule smolly
Suggestion: Reputation / Recommendation after every mission every can click an up or down arrow. That lets you increase the reputation of the player. Players with high reps are basically shown as being trusted and helping during a mission. Lower reputation (with going into negatives) show players aren't trusted and are usually trolling others.
Eye colors. Or maybe base that on class, and we can choose different eye shapes
I think many of us dwarves would like to look fire while setting bugs on fire so i think it would be nice if we could mix and match our armor for example having two different types of pouldrons wrist gaurds knee pads gloves boots under cloths misc ect. It does open the possibility of some company fashion contests and let me tell you i would be rock(and stone)ing the Big Bold large and in charge looks. Whos with me lads? Who wants the posibility of being the poster dwarves of company fashion catologs?!
New phase for escort duty that occurs in between the flying rocks and beamers: Omorran Shards - a swarm would be announced followed by the heartstone shooting shards at enemies, turning them into stronger variants - such as Omorran glyphids or macteras. They could also gain new abilities such as shooting mini meteors and exploding when killed. From what I understand, the swarm at the halfway point serves as a breather from the heartstone's unique attacks, so I thought of a way to keep this true while also giving players an obstacle to overcome
perk ideas, i have a lot of leftover perk points, and would love to spend them
im aware these may need some balancing but overall i think they could be doable
A device each miner has that is like a little gun that dispenses tape or a barrier of some sort to mark off parts of caves and deadends that you have explored.. especially useful in mulitplayer to mark off to eachother where is not worth going, maybe like just a gun that dispenses yellow tap you can attach from wall to wall
When you enter the third stage of a Deep Dive MC sometimes says that we're entering the "black heart of Hoxxes". To me is a very appealing name that is both mysterious and dangerous. Black Heart of Hoxxes would be a fitting name for a new set of armors (or even a more powerful beer than Blackout Stout, the kind of brew that affects your future self
)
Deep dive idea to make deep dives just more challenging and fun, add 2 more options for deep dives, one for both general difficulties (normal and elite) That are essentially infinite. These Options will make your deep starter missions for deep dives easier with one less objective / one or more objectives (Depending on how far you've gotten). after a certain check point is reached (Ex Mission 3) you get a reward, the game gets hard (possibly from going up a difficulty level or adding a slot for a random mutator to always be on during missions) The farther you get the better rewards you get until you fail. there could also possibly be a leader board to show off the best players who got to the farthest mission / check point in both categories with possible secret cosmetics only available for getting to higher levels in these special deep dives. Last thing is i would also suggest if this were to be implemented that there be a save and quit function to the mode so that if a member of the team has to leave its not just an instant game over since some missions can take quite a long time.
Cosmetic Suggestion
Introducing Loui the Loot bug Pet!
Loui would be a small loot bug obtainable somehow, I don't really know how, but once obtained Loui shows up in your dwarf's private room upon lobby load, contained within a small pet cage with a small gold vein for food.
Interactions
-You can pet Loui! It likes this!
-You can open the cage for Loui and the little loot bug will explore your room. If you open the door for her she can even get out into the space rig and begin exploring it at large, though she stays to safe areas and does not try to go through doors or climb anything.
-You cannot kick Loui. Please do not promote loot bug abuse.
-You can feet Loui certain minerals to change their appearance! Perhaps Bosmite will slowly turn their hue green, or perhaps certain plants can be used to make it move faster in the Space Rig!
-Potential for a cosmetic or growth tree for Loui! in this vein! This would allow a sinkhole for excess minerals and currency as dwarfs amass their fortunes.
-Loui does not like having things kicked or thrown at it and will go back to its cage if it feels hurt, and refuse to come back out. Shame on you.
-If you pet Loui often and treat it well, it may begin to follow you around instead of wandering randomly, and occasionally emit hearts to show that it cares for you. A well-loved Loui is capable of reviving you when you pass out drunk from too much drinking. She cares, you know!
-A well-trained Loui is very responsible and may automatically begin to try to put barrels back where they belong if you kick them around.
Far Future Implementations
-Variations of Loui's appearance [Golden Lootbug anyone?]
-Loui can play DWARF
SOCCER ⚽ with you at high levels of affection by kicking the soccer ball from the janitor's closet around if you bring it up.
Let us combine the new neckguard beard cosmetic with the corporate marine helm, Industrial facemask, Shock Trooper and tech trooper, helms to cover the neck.
Also future* mask cosmetics in the mustache slot wouldnt hurt if they arent already in the game*.
A simple suggestion: Detonator killcry shouts should be delayed by a few seconds, just like Dreadnought killcry shouts are. The reason being that when Detonator is normally killed and explodes, it deafens all players within a certain distance of the Detonator, making the shouts inaudible, unless you're standing really far away from Det when it dies
customization for molly
this could be solved by at least allowing the dwarves to use the other dwarves armor versions. (i wish i could use the scout roughneck on all the dwarves)
this please
If it ever somehow becomes an issue for people to recognize the class, paintjobs can stay class specific
New mechanic, that makes molly move faster if you hit it with pickaxe or shoot at it
A partner or affiliate program for streamers who play your game weekly or more to be able to help share more content with the community / grow the player base.
it's pretty vague but something as simple as a affiliate or partner role to help with game feedback or suggestions, or something. Honestly I would just love to contribute since I stream the game constantly, and it does well with my community 🙂
Make drunkenness a bit random so you can compete in the number of beers you drink
New mini-boss idea that could be found randomly
A piece of machinery (doretta, molly, some other machine) that has been possessed by an ommoran heartstone, possibly left there by dwarves who didnt make it back. And the heartstone uses the machinery to searvh for a new location to make an ommoran shell.
Can we have the ability to toggle the front of the armor with small beards or full cover helmets? Id like to see that please
Rework idea for Haunted caves to make them less frustrating and let them work with all mission types.
Well: Instead of having a Ghost Detonator Constantly roaming you i would change it a bit.
There will spawn special light plants on the map wich provide a bit light and have a special property: To keep the ghost away. At a random timeframe ranging from 2 minutes to 5 minutes the cave gets dimmer and scary sounds can be heard (in a time of 30 seconds it gets darker and more intense and 5 seconds before its happening all flares go off and only the plants can be spotted) then the ghost will apear killing anything not in light plant range by a few hits of it. (no one knows how it looks you can just see 2 red eyes speeding around). Enemies ( and bosses excluded) will be killed as well if not in range and all enemies in plant range and all minibosses/bosses become docile and wont atack you/take damage 10 seconds before and 5 seconds after the ghost aperared).
Also Molly /Doretta/Minehead/Refinery/Droppod (Normal and salvagage) and the Caretaker/Powerstations have the same effect as the plants (its a bit like Co2 but still different)
That way it could create a unnerving and scary mission while not being as frustrating as the one right now. And it would be something new to interrupt any fight because everything and everyone knows that there is something more Terrifying and Worse then Gylphids/Dwarfs/Rival Tech out there ready to punish anything which is dumb enough to come down to its Territory.
ability to copy\paste loadouts (maybe with import\export string, like blueprints in factorio)
There is a problem with amount of rockets in hurricane launcher: when you reload empty hurricane launcher, you got 36 rockets and 18 rockets are loaded from magazine into the gun. That means that your mag has 36 rockets and now it is half empty, but you can't reload it. If you reload non-empty gun, you will still have 36 rockets.
So, if there is 36 rockets in one magazine, your gun should have maximum 36+18 loaded rockets. That's a lot.
Idea: make hurricane magazine hold 18 rockets. We will still have 18+18=36 rockets, but they will fill hurricane launcher in more realistic way. And, if you spend all your loaded rockets, you will need basically to load 2 mags (first one will completely load your gun), so you'll have to pay more attention.
Also, there is 2 animation bugs:
- there is no visible rockets, when there is actually 9 rockets left (can be fixed by changing weapons)
- when you reload empty launcher it looks like it reloads only 1 row
Impact deflection for drak feels too strong for a clean oc. Might fit the game better as a balanced oc?
"Projectile speed dampened, preventing breakage on impact."
Projectiles bounce
-20% Projectile speed
I think this would help by limiting effectiveness outside of close/mid range.
Edit: to the person asking wtf, when I've used this oc I rival engie and gunner for kills which is insanely op for a scout oc with no drawbacks. It could lead to a meta making other builds/classes obsolete.
Give Steeves a Hat Mainly to help Differentiate them from the others in a Swarm plus It’ll be cute as hell
Invert shift option - give option to make running the default and shift to walk since you pretty much want to run all the time in this game.
Have the Scout's flare gun do fire damage so that it can ignite gas clouds. This should help encourage new scouts to use their flare gun more.
Legacy armors - Dwarves often mention their grandpas using real mules, etc. What if they could use the armors that were passed down from generation to generation. Could be a great opportunity to add something less futuristic and more like lotr dwarves' armors and helmets etc.
It would be greatly appreciated if Bosco could grab Fossils and other secondary objectives for the Dwarves.
this would be a great idea for next battle pass season, and maybe some new old-school weapons or at least skins
More WW1/WW2 themed cosmetics?
M.U.L.E. skins? Maybe different styled armors and color schemes just like Bosco. On co-op games, the host's M.U.L.E. would be the present one.
Break gold in one hit instead of 2 so that maybe, just maybe, someone can mine a few veins and get a little extra credits and xp in the end.
Can you please add back the ability to toggle "beard mode" on armor no matter what kind of helmet you're wearing. The helmets clip through the character armor (specifically cooperate marine) and before this update you could equip a beard (that wouldn't show) to fix the armor clipping and make your character look good.
Deep Dives don't give even a speck of extra performance pass XP. I understand everything in the pass is free and all the items can be unlocked even after the season's done, but to have the progression system for the pass be so stagnant no matter what hazard or mission you complete is kinda underwhelming, safe for the daily missions that help a bit, but even so it's one mission a day almost, so getting even a little extra reward for going for deep dives makes sense, since they're just 3 missions bundled together.
Land the hacking pod literally at all close to the generators. I keep getting them almost half the map away, and placing transmitter nodes along vertical walls sucks. I am not a Mactera!
On the note of my previous cosmetic suggestion, having the engineer's turrets have the same cosmetics as guns would be pretty cool.
I wish the Industrial Facemask cosmetic was a beard rather than a helmet, so you didn't have to be bald to use it.
Make a new Suit/Armor with the Rival Theme. Giving it a mecha kind of look to go with the update.
Make looting deaths more brutal; add guts to loot bug deaths.
Add beer ingredients to mineral trade terminal and rename it resource trade terminal
New weapon inspect or reload animations as loot from cargo crates or as overclock
Increase fire damage for drak aggressive venting. It seems quite underpowered the few times I've tried it, rarely ignites bugs. Also increase range of flames please.
Please make the neck guard beard work with the tech trooper helmet
Also please make it so we can toggle the neck armor, currently it clips with
a lot of full face helmets and there’s no way to turn it off
GK2 Clean Overclock Rework:
Gas Rerouting
Faster Rate of Fire (+1) + increased stun chance (any reasonable percentage, maybe 20% to synergize with T5 Stun).
Compact Ammo
Expanded Magazine Capacity (+10) + 50 ammo (better ammo efficiency and significantly less reloads).
Homebrew Powder
Increased active time for T5 Battle Frenzy (speed) and Battle Cool (bullet spread) (Gives the player a greater reason to invest in the other T5 mods other than Stun).
Autocannon OC: Internal Replicator Module
- No reloads, fires straight from reserves
+Increase in both total fire rate and ramp up
-Less Damage
-Slightly slower move speed when shooting
-Less total ammo
Point of the OC is to constantly harass the bugs with never stopping damage, also I want to simulate being a AC-130
The change to the OC equip UI has made the text far too small. As someone with poor vision, this is an accessibility issue for me. I am struggling to read it.
An alternate non-mission-specific encounter of a xynarch charge sucker infected rival corporation recon drone (whatever those big ones are called)
Autocannon OC: Handheld Artillery
- Halved mag capacity
- Halved reserve
- Lower ROF
- The weapon is no longer hitscan, it's a projectile weapon and the projectiles arc
- Super high damage
- Much bigger AOE range
Another dumb overclock idea!
Lok-1 OC: Marksman
- Almost no locks
- Can only lock onto one target at once
- Lower lock on width (it just does what macro lens does but a lot more)
- All locks in burst at once
- Super high range
- Fast lock-on speed
- Increased damage
Another Another dumb overclock idea(s)!
Drak plasma carbine OC:
(well, i had 2 overclock ideas)
Laser Cannon
- Higher overheat speed
- Shoots a hitscan laser instead of plasma projectiles
(the dps would be the same)
Bouncy Hell
- Much higher overheat speed
- Much Lower ammo
- Projectiles bounce
- Projectiles gain more damage each bounce
- Much higher projectile lifespan
- Projectiles have a lot of piercing
Goldrush missions also reduce the pickaxe hits for gold to 1
(no more double clicks for gold, and no longer spending half an hour to mine a crassus explosion)
Quick sketches of some more mob ideas! @wind karma (i hope it's okay to tag))
***New mission types: ***
**Reconnassaince **
Open world style mission with larger map than normal.
More complex caves with more compacted dirt.
You can find any object/mineral from all secondaries so holomite dystrum fleas etc.
Blackbox can also be found.
Some primaries can be found rarely such as: an old refinery or an old minehead which can sometimes be uncompleted and if you complete them you get bonuses.
Old resupply pods can be found as well as old drop pods.
Repairable M.U.L.Es can be found.
You can find bug eggs and dreadnought cocoons.
There is no objective but you can call the drop pod any time you want.
You get bonuses depending on any extra secondaries done such as: killing some fleas, collecting dystrum or holomite.
New unidentified minerals and plants can found and researched later to be used in Upgrades/OCs/Beers
You can set up a research outpost in certain places that are abundant with unidentified resources.
Research
You go to a research outpost you set up from a reconnassaince mission.
A research outpost you setup has to be protected from bugs while a drone in the outpost researches new minerals and plants you find in reconnassaince missions.
If you grab unidentified resources you can deposit them at the research outpost where the drone can research them.
At the end of the mission you get any materials you researched, if any unidentified materials were not researched you won't get them.
New regular materials:
(Mats that can be found anywhere just like gold or nitra.)
Titanium
Found anywhere
Gives more rewards than gold
Takes three hits to mine
Copper
Found anywhere
Gives less rewards than gold
Takes one hit to mine
Bronze
Found anywhere
Gives slightly more rewards than copper
Takes two hits to mins
Tungsten
Found anywhere
Gives slightly more rewards than gold
Takes two hits to mine
Nickel
Found anywhere
Gives slightly more rewards than bronze
Takes two hits to mine
Cobalt
Sometimes mined with copper and nickel
Gives more rewards than gold
Biome specific mats that are harvestable now
Carbon
Used for crafting other mats
Slag
(not biome specific I know)
Generated from crafting OCs and cosmetics at the forge
Minerals can be extracted from it at the forge
Ice
Can be collected from specific locations in the Glacial Strata
Used in crafting some beers
New crafting materials:
Steel
Found anywhere
Pretty bad crafting mat (better than aluminum though) that is pretty common.
Can be used to craft better crafting mats.
Takes two hits to mine
Carbon Steel
Crafted from steel and carbon
Can be used for cheap upgrades
Alloy Steel
Crafted from steel and any common crafting mat.
Can be used for slightly less cheap upgrades and some cheap OCs.
Aluminum
Found anywhere
Literally the most common and the worst crafting mat.
Can be used to make better crafting mats.
Can be used for the cheapest upgrades.
Takes one hit to mine
This likely has been said before but please give the unknown horror a new sprite. It should be something new and interesting rather than a clear bulk detonater.
mod extension that continues downward after the overclock slot having another additional five rows of mod options
Endurance missions, long escort + on site refinery maybe?
Here is an edited google docs version with different material names and reduced amounts of materials.
https://docs.google.com/document/d/e/2PACX-1vSNKALoP79WTxEifjfa_N31Dy0h0C__orV5dGGqazv6VGSdCsQo25C0yZCUCmcSpSMLIhZ9x9NTjylu/pub
make it so that failing to join a mission doesnt boot you to spawn
equipping both born ready and auto reload shortens the automatic reload time further beyond 5 seconds
Some more quick sketches for monsters-
(1)= magnet head, steals the minerals you're carrying and runs away
(2)= on harder difficulty the light jewels are replaced by Friendly but super sensitive mobs that dig in the earth and despawn if you hit them (faster to complete darkness)
the hand.
Anything that drills thru terrain should add a texture to the terrain to indicate it was drilled thru, similar to how explosions add a brown slag texture. This will make the tunnels from the driller stand out more and the tunnel for the drop pod/supply pods look cooler.
Past player level 200
Change name tag from "Lord of the Deep"
to "Lord of the Drip"
a "Mark all as read" option for new items (especially cosmetics)
Make the Neuro-Lasso overclock of the Lok-1 put a visual effect on the locked on targets, so people can easily tell why aren't you dealing damage. The one of the slow grenade might be a decent fit.
I play on minimal hud setting, so i use to look at the weapon or tool model to tell how many bullets or charge i have left. However the gunner shield is one exception to it since there is no way to tell how many shield are left.
Decrease the heat generated per shot penalty for the Shield Battery Booster and Thermal Exhaust Feedback overclocks 
Revert the timing of the assignment progress pop-up after completing an assignment mission. Currently you can move before the progression pops up, and being stopped like that doesn’t feel great. It used to appear before you were able to move.
Instead of giving the Shield Battery Booster +1 firerate and +50 ammo, how about giving it a weakpoint bonus? Would make sense since you gain more velocity and the full shield concept requires you to keep your distance 🤷♂️
new voicelines for grinding pipes "I am on the pipe, five by five" (both an aliens, and a TF|2 reference)
Modifying the Smart Rifles targeting system on Caretakers when dealing with the 4 Intakes. Don't know if there's a overclock that targets weak spots on a enemy(maybe unstable with longer lock-on time) but if there isn't also make that please.
Could there be a voting system for disbanding missions? We were playing for a while and the host disbanded the mission. Leaving all that time everyone played without experience or resources. Even a failed mission gives you something. I don't know what's worse but he did it right at the mission end.
Make a better R animation for the Drak, touching the fan isnt as cool as using a hurricane missile as an airplane
recolour the company special skin on each class so its respective colour is present instead of just blue
Horrible idea to make elite warnings more dangerous: elite bosses. Elite ommaron heartstone. Elite OMEN tower. Elite trililyte. Elite korlok. Think of the horrible possibilities.
The Rival enemies are just too difficult. Just had an entire team wipe of highly experienced players get wiped by taking on a prospector.
make a hook upgrade that allows scout to carry items and use his hook at the same time :D
Rival korlock sentry boss thingy.
Like a mix of Bet C and a korlock but a rival machine.
Silly warning idea
Thick Atmosphere - Fog effect, can’t see much in front of you and can’t hear much unless it gets close (and deeper voices)
(Combining Rich Atmosphere and Thick atmosphere should make the voice pitch constantly increase and decrease repeatedly because funny)
Rival enemies are really annoying in full group high hazards. getting one-shot by a patrol bot inside a gunner's shield isn't very fun. Also the Caretaker spawns so many robots to deal with that all deal too much damage and take a lot of time to deal with. As a side note, driller's only main that works well against robots seems to be direct damage flame throwers, but that could just be bias or me not testing enough.
Escort takes too long and Doretta dies way too easily, especially when prospectors are spawning those patrol bots ambiently and they just destroy Doretta's armor for fun. Give the Fuel Cell either less weight or its beam like double the range and let oil shale just get sucked up rather than having to linger on every cube of it.
The New "loot Bug lovers" victory move, if the player who does that victory move has "a bug thing Perk" the Loot bug should explode, Hey its a bug thing don't hate me for it, its a necessary continuity evil
Suggestion: Slightly increase the size of mineral veins like Croppa, Magnite, and Bismor so they provide just a bit more minerals overall, along with increasing Jadiz and Enor Pearl amounts. I ask this because there's a lot of things to get now that require these minerals, even more so now because of the new weapons and overclocks, on top of the mountains of cosmetic cores and overclocks we can get already. If the amount of cores we get will only get bigger, then so should the minerals we find.
Suggestion: The blob from goo gun single fire should still spawn a fragment if it hits enemies
alright I got some ideas to help improve since the devs have decided season battle passes are going to be a thing from now on.
- Since the faq says the devs aren't sure how to incorporate the season content once it's over I have an idea at least for the missions or encounters. The wall in the bar where the tables are. You can knock that down and then make a new room or use the "under construction" area in the upper hanger; to make a VR or Time travel room that lets you look at a "past mission" that let's you load up past missions. I'm loving the rival company stuff and will be sad when the seasons over and it gets Danny Deletoed off of mission encounters.
I still don't like the position of the current new terminal it blocks the view of the drop pod it literally feels like having a nice view of a green hill and now there's a ||fucking|| billboard there.
Even though given the word "Current plans" raises more red flags than a game of minesweeper in a labor rally, in the interest of acting like this isn't what it looks like I'll pretend it is honest and that script and the passes will remain free. So I do think that you should be able to spend SCRIPT at the COMPANY STORE (the cosmetics terminal) at a rate of idk 1 script = 1,000 or 10,000 gold but only for cosmetics if only for then the whole deal of what happened at Blair Mountain and why 16 tons is a banger. Perhaps even give the option to be paid in COMPANY SCRIPT to allow those that want to to really grind cosmetics. and again the company store motifs.
allow the new Neck Guard beard to be worn even if the helmet disables facial hair
Allow the Dwarves to bring 1 Steeve back to the Spacerig, let your new Glyphid friend/pal roam around the rig and explore while also keeping him away from elevators and Lloyd. This is a privilege not a right as Steeve is expendable. Have the choice to take your Glyphid out on missions with you, customize him with cosmetics like you would with a dwarf. This will cost around 1000 credits for a regular Grunt, 10,000 credits for a Slasher and 100,000 credits for the Armored Glyphid Guard.
If you do not take him onto a mission, he will be waiting for you inside of one of the 4 bunk rooms, near the weapons terminal or the mission terminal. Something that management has thought to increase the morale of you Glyphid beast masters down in the ranks of DRG. Just like Bosco and BET-C, the Glyphid is expendable and will cause employee depression if they get too attached to the bug.
Also, to let you engineers who liked to customize the M.U.L.E. to what you want, like you can with your armor, weapons, tools and personal robots, you might be able to as new paint jobs have been spotted in the cargo crates.
Rock and Stone!
If Steeve is on fire, petting him should put it out
Suggestion for LOK-1 Balancing:
Lower Damage to 18,
Increase total base ammo to 216,
Give the base rifle a 1.4x weak-spot damage multiplier.
This rewards better control of the rifle for larger enemies, whilst also giving the weapon a little better swarm control and not draining your ammo reserves so fast if you are competent with the weapon.
I think another cool season enemy would be something with elves cause everyone knows elves and dwarfs hate each other
If this isn't the case already, the Salvo overclock for the Hurricane should increase the area damage of the missiles, not the direct damage. I've found its alot more efficient at killing when you use it from larger distances, so the spread can cover more area.
Suggestion: give the rival company a name so I can say it angrily. kinda like this.
When you drink underhill delux you should be kickable
the neck guard should work with the tech trooper helmet
show the "heat level" of a gun next to the croshair because i cant focus on multiple things :D
dawg
ima need these bugs to scream every time they get melted by my corrosive sludge pump (sauce dispenser)
Wouldnt be surprised if people have said this already but. I really feel like the Lok-1 smart rifle needs a wee bit more base ammo.
Zipline rework:
Zipline movement is based on player input relative to sight direction meaning if the player is looking directly at the opposite end of the zipline and presses forward they move along the line in that direction. same thing if the player is looking to the left and presses right and vice versa. This will free up the use key and allow players to interact with objects without having to awkwardly “jump, interact and catch”
Additionally move speed is set to 50% walking speed and 70% with the tier 3 speed mod while on the line.
IMO the zipline launcher is the least fun traversal tool to use primarily due to its slow speed and the fact you can be knocked off it. I hope that these changes will dampen some of that frustration without making it overpowered
A positive modifier: "Grunt Infestation"
Removed Skin flap below the Tech trooper Helmet
The minelayer OC should be able to destroy gunk seeds instead of setting mines on them I don't think this is a bug?
Option to automatically leave Team after a mission to skip manually leaving the lobby.
for unlocking past battle pass content, a random event in missions where you can find blueprints and do an assignment for a weapon paintjob/armor paintjob that's no longer attainable
When doing a "New mission type assignment" add at least 1 mission of that type to the assignment, the last one would be nice.
Create a "Prototype" version of the assignment guns, the prototype is basically the same gun but you have all perks unlocked and is in the player inventory only if the assignment is selected and not finished.
Since R&D is mentioned quite often, perhaps have a character associated with it.
when the gold rush mutator is on a map the chance of a crassus detonator should be slightly increased but not a certainty
Can we get a season about Karl about more details about him and what he looked like maybe we can get his outfit he wears or maybe even his guns
Can we please have a clear all new items available button?
a warning in which all the players are the same size as when you drink underhill deluxe
Random thought and Suggestion for you boys for perhaps a future Season? Theme? or something, see perhaps like...a group of Destituted Dwarves, ones that have failed their mission that have been left behind and gone mad from isolation, but their numbers are very low and they use their enviroment to there advantage: glyphids/bear traps, Rigged Stabber Vines, Pit-Falls, Hanging Goop droppers.
-Sabotaged and/or jury rigged combat M.U.L.Es in a way.
-Antlion-esque bug. Similar to the antlions of the real world they make/leave behind dips in the ground that cause the dwarfs to fall in and get grabbed, a similar effect of the cave leeches but on the ground.instead of the ceiling
-Trap Spider-esque Glyphid and/or mactera where they just come out of a hole in the wall and grab a dwarf and hold them until killed.
And perhaps a Boss where a mad old veteran dwarf (super long beard) is riding a unique Boss/Dreadnaught of his own.
And we gotta ''Save'' them, incapacitate/capture them, for company/red tape reasons.
Unpopular opinion: Weapons that deal fire damage should ignite Preatorian fart clouds to increase their usefulness.
Steeve needs to do a little happy dance when the beast master does a "Rock and Stone". This is important.
Idk if it fits here otherwise i post it in the discussion:
The Cartaker itself: Its a fun and interesting Boss there is only one problem: The OP Arms i play regular haz 4/5 it feels not that hard but feels unfair if the arms try to stab you every 2-3 seconds and if you try to revive someone without killing them then you are destined to die as well (they do 50 damage in one hit on haz 4 wich is way to much for 4 of them while they atack so much) also its not the best decision to make the fight only not a pain if someone has flames with it since thats the only way to get them down before they can harm you. The rest of the fight is fine though.
My Suggestion for balance: Lower the arms HP for 25-30%, Reduce the damage of them 50% (Stab only the shots are challenging but fine), Make the respawn of them a bit longer (+5-10Seconds), Prevent them to see and actually trying to stab you behind cover (thick walls 2 supply pods wide) so you dont die as soon as you walk out of cover by being stabbed, and Reduce a bit the amount of sniper turrets the Caretaker Release (fi you get 4 patrol bots a dozen of shredders and 6-8 sniper Turrets and the arms you loose focus) Also it gets almost impossible then to revive someone if only 2 or 1 are alive due all targeting you at once while its already hard to do right now.
The Engineers RJ250 & Compact Rounds overclock are completely unbalanced.
The RJ250 is used to Jump using the Grenade launcher & carries extra ammo to do so, at the cost of AoE.
The Compact Rounds overclock is made to carry more rounds at the cost of the grenade launchers preformance.
These are both balanced overclocks for the Grenade Launcher however when put side by side, the RJ250 (Jumping launcher OC) carries way more ammo, without comprimising grenade preformance.
Meanwhile ironically Compact Rounds carries far less, and makes the launcher worse in every way.
(RJ250 gives +5, Compact gives +3 from memory.)
My suggestion? Give compact rounds more ammo lol
Shots and food added to bar.
Button at the bar that clears all the drinks and fires them into the local star (Only works on Leaf lovers)
the ability to cancel the charged shot of the sludge cannon with the reload button, just like Scout's sniper rifle
To add on to this, have a similar function with the EPC’s charge shot where you can cancel it by either right clicking or reloading
rj for hurricane
This might sound pretty strange to some, but I'd really love to record a video walking around the Azure Weald, staring into a bunch of void baskets. I find the sound they make really soothing and good for studying. Is there a way to turn off enemies and just chill out?
Day 6 of asking Deep Rock Galactic devs to make dark future weapon skin change rival tech framework light color (currently only red lights on all classes)
Please add a button that turns off all approved mods. I constantly go back and forth between mods with friends, then pug groups without mods and I like to host.
As for "Hurricane" OC **Manual Guidance cutoff **
switch manual guidance to Holding R, which will toggle guidance ON/OFF
Selectable accents for dwarves?
Update the drilldozer mission to give the heartstone around 2 new attacks, and then on the attacking phases it chooses randomly from the 4 different attacks so the mission isn’t the same every time
Bosco upgrade: ability to repair Mini mules, the radar in mule missions, as well as cargo crates and to activate machine events
Be able to maybe see things from the other company launch onto Hoxxes while in the rig, or loading screens. Be a cool detail
I suggest introducing VR mode into the game. I think it will be twice as fun to play with friends in VR!
Suggestion: remove the season/battle pass system. The new guns are nice, the new mission types are nice, but a season or battle pass system just proves you have no more creativity or inspiration for innovating new stuff in your video game. This is DRG, not LoL or Overwatch. A season system is just a copy paste from other games, modified a bit to fit this one. No innovation there.
Have your personal Bosco hang out at the Bosco upgrade terminal, put a button next to him that tells him to follow you around the space rig or to stay put at the upgrade terminal.
wouldnt it be cool if the season terminal could have the lever pulled and the hach opens for the reward in like a little box or item?
Add a small platform surrounding the Kursite Grinder OR allow kursite to deposited anywhere on the machine in order to prevent floating Grinders from being practically incompletable.
Shooting Range on the space rig!!
Heat seeking hurricane oc at the cost of precision
Season 02: Remove Leaf Lover's special from the menu 😠
Give the Hacked Drones a name
Ability to inspect your pickaxe while on a mission
Random equipment switch so you can play randomized eq missions with bro's and have fun or pain
Overheat meter near crosshair for applicable weapons (plasma carbine, minigun, etc...)
Don't know if anyone has suggested it. Advanced sound settings, turn down individual effect sounds and so on.
I feel like scouts flair gun should do fire damage. So he can ignite gas
Like others have said either heat meter next to crosshairs or at least better visibility on the heat bar, especially on the DRAK which is very hard to see
Would be nice to have an option to be a female dwarf. Also, a medic class would be cool
Switching classes while on a mission would be nice because it gets really annoying when your class can't climb somewhere.
The T5 fire mod for the hurricane should ignite gas clouds, similarly to the white phosphorus shells on the double barrel 🔥
better audio or visual ques when your turret for Engineer runs out of ammo and needs more. I forget about it so often
While we're on that topic i feel like engineer should have a separate kill indicator in the results screen that shows how many kills were by turret
LOK-1 mods and OCs that add locks should slightly decrease the locking time as well so that the time needed to get a full lock is the same as without the mod/OC. This is to prevent that t4 mod from being a downside to most LOK-1 builds.
while we're on the topic of LOK-1, im going to bump this
put glyphid sentinels in the beastiary
Deep dives / Elite deep dives give normal season progression (~1.3-1.5k) instead of triple that, they're three missions after all. Feels like a bug / oversight?
The "Beer Toss" Victory Move currently uses the Leaf Lovers Special mug. This is unacceptable, Ghost Ship. I expected better from you! A dwarf would NOT celebrate with a LEAF LOVERS SPECIAL!!!
Literally unplayable...
Personally speaking, I feel that all three season challenge slots should have a single timer, that way you have three daily challenges rather than one.
I've always found myself having a lot more fun when I am progressing through my challenge rather than just doing random missions just for the sake of doing them.
But usually I just get a single mission that takes either doing one mission or three, and then I'm left wondering what to do because there is 24 hours between me and my next challenge.
Sure this would cause people who want to sit down and login daily to progress faster, but I mean, what is wrong with rewarding people for playing for extended periods consistently?
Suggestion for the Drak-25 T5 Thermal Feedback Loop
After 50% heat, shots generate LESS heat 🔥 (the faster firerate isn't needed whatsoever, but decreased chances of overheating are certainly needed, especially for the Thermal Exhaust Feedback and Shield Battery Booster which aren't that great atm)
fix the damn bug that prevents you from shooting thats been in your game for years?
So I heard through the grapevine that they'll be making the events that came with this season less frequent or flat out remove them when season 1 ends. I know we're like 4 or 5 months out from that, but I wanted to suggest how their frequency gets changed.
My suggestion would be to segregate the event pools some by making it so prospectors or data deposits only appear in biomes where that season's event is.
IE: If Industrial Sabotage is in dense biozone, any other missions in the dense biozone would have roughly the same chance of spawning prospectors or rival data deposits. If Season 1's mission type won't spawn in the same biome on a given rotation as Season 2's, then the mission won't get too bloated with events, and the mission won't wind up having too many possible events so it's really hard to see something from a few seasons ago.
Could also make the old events be where you get the season rewards once the season ends
I'm agitating for a new room for the spacerig that leads to a VR room or a time machine that let's you see or mentally project into a "Past mission" that let's you load up missions with the old encounters
I have an idea to the shield battery booster that would make it easier to tell when shields are full during combat. Basically, when the shields are full, the muzzle flash and bullets turn blue, that way you don't have to change your focus during combat between your shield and what your shooting every 2 seconds. Currently the OC is great, but just a bit jarring to use effectively during swarms.
I have had the game since it was in alpha quite a while ago. I love it immensely, and have had very few complaints even since it was released for play then.
However. I have had a small number of suggestions that I figured would get implemented without my request, but I realized that I need to write them out for your information otherwise nobody else might bother either.
- I think it would add to the strategy and casual enjoyment if the special beers that provide buffs were available all the time at set prices and the daily special simply reduced the price. Drinking more than one would overwrite the previous buff, so you could still only apply one buff, but you would always have the option to get Tunnel Rat or Red Rock Blaster (or any of the other buffs) if you choose rather than have Pots of Gold or Dark Morkite available for missions that they are not helpful or wanted in.
- I believe the missions need some XP adjustments. Right now, the Escort mission and Refining mission require significantly more time, but the XP does not feel like it is balanced with the effort and time the new missions take in conjunction with the length and difficulty. Many of the morkite or point extraction missions can be completed (with the sidequests) in 10-15 minutes, while at the same hazard level, the refining and escort missions can give as little as 50% of the XP for 3-4 times the length of time. I do not have a simple fix suggestion for this. One suggestion is to increase the XP directly. Another is to track the average time to completion based on length, complexity, and mission type, and assign XP based on the combination of those factors. Another is to tie XP more directly to time; the main argument against is to say that some people will "abuse" it by sitting around doing nothing and letting the XP rack up. My response to that is, "okay, and?..." because this multiplayer game is not competitive with other players and if some players choose to play the game by not playing or playing very inefficiently, that sucks for them. Of course, this could be fixed with yet another suggestion, which is to estimate how long all of the missions should take (along with side quests, exploration, length, and complexity) and provide a bonus (minerals, gold, XP) for players completing in less than the estimated time, the normal amount for the average time range, and a slight modifier to XP for those that complete it in over the estimated time.
-
Many players that I have talked to would like to see flare upgrades come back. Personally, I would like for all gear (weapons, armor, and flares) to have full/comparable numbers of upgrades. Some weapons have 5, others have 4, some tertiary and quaternary items have 3. It would be nice if all weapons were 5, all tertiary/quaternary items were 4-5, and if flares and armor had 4-5. Flares could have increased time, improved regeneration, bouncier flares, lighter flares, sticky flares, etc. Would it be nice if overclocks were available for the tertiary/quaternary gear and flares and armor? Sure. Are those necessary? Hardly, but they could be fun. It might complicate the balancing issues on your end too much, in which case it is better to go without those.
-
This is where the suggestions start to get a bit crazy: upgrades for Molly, similar to Bosco. It would be cool if Molly had just a few possible upgrades at first: faster walk speed, ability to direct with the laser pointer, faster return to the drop pod, tracking the order of players that called her, etc. It gets fuzzy when it comes to multiplayer games, as if it goes by what the host has selected then more people might want to host and fewer people might want to join games with strangers. Personally I think that effect would be minimal, as this game has a really incredible community.
To spin off of @main halo's suggestion, I wanna suggest a few things for post Rival Incursion.
Patrol Bots: Now spawn randomly and rarely within groups of enemies or on their own. Due to the lack of Rival Tech signals, they are easily hackable. May also spawn with Shredders.
Prospectors: Will be very rare, still higher than the chance of a Crassus Detonator spawning. Without prime directives from Rival Tech, it only wanders and collects materials, making them unobtrusive but still valuable.
Data Cells and Data Stations: Add to the pool of spawns for Machine Events, a 1 in 5 chance that if a special event does roll within a mission's seed, it can be a Data Station. Data Cells are found to be redundant after the end of the season, so not only does obtaining a Data Cell still net you bonus EXP, it also gives an additional +10% to the mission bonus, which can multiply your haul, as a means for R&D to pay you back for any hard work.
Industrial Sabotage: The frequency of Industrial Sabotage can still be one mission per rotation as before. Rival Tech would obviously leave tons of these vaults all over Hoxxes, so it's natural we do a kind of clean sweep. After Season 02, Industrial Sabotage can no longer be played or appears randomly as an alert for an alternative mission menu, and remnants of their tech could appear as natural structures in all biomes, with some bots wandering nearby.
Rival Tech Upgrades: In Season 02, maybe it would be possible for R&D to utilize the data and recovered weaponry from past missions to unlock a special tier of mods for current and future weapons, breaking the mold on weaker weapons while still benefitting the stronger ones.
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Many that I have spoken with during the Salvage mission have lamented that the minimules cannot be used like Molly. It would be cool if the minimules either ran around collecting scraps on the ground or could be used directly (say, if Molly was called, then the next time somebody calls one of the minimules will go to that player). They could have a slower load speed or a cap on how much can be deposited before they have to deposit into Molly or the drop pod.
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Additional perks and the reworking of some perks already in the game. I have a huge excess of perk points and have maxed out every perk available. That said, I only ever use maybe 4 of the active perks and 5 or 6 of the passive perks. I feel that too many of them do not offer enough utility. Additionally, it might be nice if the limited uses per game actives were reset on resupply or also had a timer.
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Pet bugs should be highlighted when holding ctrl; additionally, I believe there should be an indication on the skill in the HUD for whether you currently have a bug tamed or not.
Add an increased weakspot multiplier and convert all the area damage to hit damage for the Hyper Propellent Overclock on the GL40
Party Play and Performance Pass A way to see your party member's challenges, so you guys can easily see intersections and better plan what missions to do to help everyone
I have to keep asking my partner what his are
Engineer I've noticed is considered quite weak by some new players, especially compared to the other classes. He does end up quite strong but new players don't know that, so he leaves a bad first impression.
Maybe some of his turret upgrades could be added to the base weapon, in exchange for later upgrades being weaker.
Y'know just so new players have an easier time starting out. without impacting the engineer's final stats.
This, but everyone in the team's is seen
the equipment terminal allows switching between dwarves using the A and D keys; i'd like that to work in the wardrobe as well.
Add the new rival drones to the bestiary
(correct me if i'm wrong, i'm a game pass player and doesn't have access to U35 yet)
day 2 of #smolly
can you make a fashion channel for this server
If i remember correctly, there used to be a barrel kicker buff beer in one of the dev builds for the abyss bar. Bring it back!
Suggestion: Improved Hosting
Allow people to set up match making how they want to when hosting, You have it so you can block more than one of a class. Make it so Promotion is a requirement. I am tired of new players coming in, not listening and thus making the mission fail. You already have this in place for Deep Dives and Elite Deep Dives, let us have it for normal missions. Stop punishing your veteran players by having to carry green beards.
The Thermal Exhaust Feedback Overclock for the Drak-25 really needs a serious buff, maybe change it to fire on hit instead of past 50% and increase the heat applied so grunts etc. dont die before the status effect occurs
even though it doesn't really make sense from a lore standpoint: once season one is over, add the hackable data deposits as a machine event with a limit to how many times Hack-C can shut down before failure
I think the change implemented a while ago where all ranged bugs will fixate on zipline users (gunners) is an absolute anti-fun thing to do and should be reverted
Add a button for Deep Dives to the server list
A little chair on the back of the drilldozer would be kinda cool, like a little seat someone can sit in and fire at bugs from the back of the drilldozer
What if the drilldozer had a turret on it
funny little bug variants I came up with at an attempt to +1 to each species type. I'm just spitballing obviously but variety is the spice of life and while I do love the new enemies this season they are mostly mission specific. It'd be interesting to see new enemies in all mission types to spice up general gameplay :D
I would like to see more bugs digging. Perhaps as a warning modifier. It would involve a "Glyphid Tunneler" who tries to flank the players and dig tunnels towards them. Could make the tunneler unable to attack normally so that it just keeps digging tunnels rather than bumrushing the players, but on the other hand you might want it to dig, and then attack so it doesn't run off and turn the map completely into swiss cheese.
homing rockets unstable overclock please
Hold F to absolutely YEET a flare. I'm not talking "took strong arm" levels of throwing a flare with more force, I'm talking "throw it straight up and it will hit the ceiling" levels of force. Huck that thing so hard it feels like it should do impact damage.
Make the bulldog’s cylinder display the appropriate amount of rounds For overclocks (6 for six shooter, 3 for elephant gun, etc)
perhaps implement a system where excess perk points can be exchanged for goods and/or cosmetics
Implement a way to easily check the overheat status of the Drak without relying so much on audio (or maybe any overheat weapon). Here's a picture of a potential design that I wipped up in mspaint 
So I had an Idea about a new kind of deep dive, I 'd call it the stranded deep dive. Goes like this: a group of scientists / miners who set up a base deep underground have gone missing, location unknown. So the player is dropped in and has instead of 2 big objectives, a chain of main (and maybe even secondary) objectives: 1. Find the base 2. Find the Generators/ Batteries and get the Base running again. I don't mean that the bases are complete buildings, rather maybe rooms or just loose equipment lying around. 3. Keep the Base powered and operational (maybe even find a way repair an old defense mechanism) , if the base runs out of power, a neverending swarm starts that gets worse the longer it takes to reset the power. 4. Maybe a few side objectives like possible data retrieval, finding remains of the other dwarfes or break open resource deposits, Point being, hold out for a set amount of time until the space rig pinpoints your location and sends out a drop pod to get you back out of the mission. This could be modified by looking for comms relais and making them operational again, leaving the main base defenseless, but speeding up the timer until the drop pod comes. I just wanted to throw this Idea out, I personally like it, but don't know if it would fit with the style of the game in terms of mission structure.
Suggestion: Engineer's Sentries - Tier 4 Overhaul
Defender System: Keep as is mostly; Keep the 160 degree scan angle for the Gemini System, but LMG MKII sentries get +40 degrees of vision with +1 additional damage.
Hawkeye System: The range of your sentries is infinite, only shooting targets within line of sight, and has a priority system to recognize armor and will focus on weakpoints through manual targeting.
(Added clarification on Hawkeye's armor recognition, it will be able to recognize what enemies have armor and ignore them until their weak spots are exposed. Manual targeting is still done with the ping tool.)
Grenade System: Completely change your Sentry's ammo type to a small grenade solution based on BET-C; 60% less Sentry Ammo and 30 Capacity, in favor of high damage, slow fire grenades with a slight arc.
Direct Damage: 20 (or 35 w/ MKII)
Area Damage: 40 (or 55 w/ MKII)
Ammo Capacity: 30 (base)
Reload Time: 15 ammo per second
Construction Time: 4s
Rate of Fire (per second): 2.5 (3 w/ MKII)
Max Held Ammo: 150 (base)
I wrote this because, as an Engie main, the Defender System is too good, and the Hawkeye System has tons of potential. I wanted to make both System upgrades sound appealing for different kinds of scenarios while throwing in an extra; Defender would still be reliable for defending an objective, Hawkeye can shoot enemies as long as it can spot them with the added bonus of weakpoint focus making it more suitable for Elimination, and Grenade System would both be a nice substitute for Engies who frequent the Breach Cutter as well as offer a unique taste in area denial.
Hurricane New OC Laser Guided Missiles
Missiles will no longer have guidance, but would follow your marker.
same way how does hawk eye sentry gun works, but your point stays or paints the target for 5-10 seconds.
Allow us to kill maggots by stepping on them. Magma zone = literal minefield.
Ingredient X for the Sludge Pump should act a lot faster, I've only ever seen it noticeably work on praetorians and grunt guards, and it seems really slow. The weapon itself will have 90% of bugs dead long before all the armor would have been stripped off. If it stripped armor nearly instantly then it would feel a lot more impactful to use even though it would likely still be outshined by the other 2 final upgrade nodes. Definitely not saying this because seeing praetorians and guards running around naked is really funny and seeing normal grunts stripped of armor before they die would be funny too.
A training room with mannequins of most enemies and an infinite supply pod to test stuff out on
Hey guys ... It's another suggestion for SCC
Make it so SCC ignores any types of resistances (or turn its damage into disintegrate)
When using the Corrosive Sludge Pump with the Goo Bomber Special unstable overclock, it would be useful if the goo fragments stuck to the pipelines that you build on the on-site refining gamemode when using the charged shot
Engineer Secondary idea:
Railgun:
R&D Refined the Crystal Capacitors of the EPC made out of Hoxxes Electric Crystals. With them they finnaly where able to Reduce the size of Railguns by a lot, and by a lot we mean so much that you can now wield one in you own Hands.
Railgun with heat mechanic and overheat wich can kill you (needs to be tweaked to prevent abuse though^^) Damage ammo usage and heat Scales in 10-100% for How much you charge it
Stock Stats: max 250 impact damage and 130 AOE in 3 m radius
Heat cap: 30
Heat per shot:1-10
Battery Ammo: 100
0.2 Cooling Rate/s
Upgrades:
Tier 1: Faster Cooling +0.1/+20 AMMO/+0.5M AOE
Tier 2:+200% Armor Break/+25 Impact Damage
Tier 3: +10 Heat Cap/+0.2 Cooling Speed
Tier 4:+30 Ammo/+10 AOE DAmage and 0.25m Range/+30 Impact Damage
Tier 5: Zoom (like M1K)/Shots Heat the Target Up/Full charged Direct Hits Stun ANYTHING (except dreadnoughts and bosses) for 2 seconds (including opressors and bulks)
OC ideas:
Stable: High Density Battery: +20 Ammo
Liquid Cooling: +5 Heat Cap +0.1 Cooling Speed
Balanced: Frag Ammo: +4m AOE Range -80% Impact Damage -10 Ammo
High Density Core: +150 Impact - 2.5m AOE -100 AOE Damage
Unstable: Final Velocity: +100% Projectile Speed +Will penetrate walls and any (dread excluded) armor +(does 50 aoe in 3m around the projectile 1 time it comes in range) -20 Heat Cap -0.1 Cooling Rate -20 Ammo
Shattering Projectile: + (Will be like a super powered shotgun) 10 Fragments with 50 damage per pellet (spread is like DB Shotgun) +50 Ammo +20 Heat Meter +0.2 Cooling Speed -Impact Damage 100% -Range of pellets capped at 15 M -AOE 100% -Charge Abilty (Has a fire rate of 0.5/s and uses 10 ammo per shot so 15 shots in total)
Swap around the amount of time that the end mission stats and the performance pass stats are shown on screen for. Currently after you press the 'continue' button the end-screen stats hang around for 3 seconds and the performance pass for 7 seconds, even through the performance pass screen gives you significantly less information. 7 seconds on the end-mission info and 3 on the performance pass info screen would make it easier to absorb all the information presented
Cosmetics swappable voiceline packs. I want my dwarf to speak with the voice of https://www.youtube.com/watch?v=KjHclWPVij0
A non-time-gated way to get overclocks. E.g. by assigning a new core hunt for every player level (3 class levels). I like to play solo and elite deep dives without proper overclocks are very hard which means for me that I need to play for 6 months to unlock 98 overclocks.
I want a mission where you have to do all the main objectives and all the side objectives at once. You get to choose in what order/combination to do them, but game gets harder and harder each minute
Me and two friends where doing a sabotage, his internet cut out momentarily and we got kicked. Since we where in the final boss fight we couldn't rejoin and got the message "cant join now perhaps your team is in the final stretch". I get that someone shouldn't be able to join last min and get the data rack but should that really apply to people who where in the mission from the start?
add an option to have firing interrupt sprinting instead of the other way around, i find this is the default in most games and find it very easy to mess up my firing by accidentally tapping shift mid fight
The current matchmaking system kind of blows. It would be really nice if there was just some sort of start game button that would automatically join a game if one was available and made sense to join and would host one if there wasn't. Something like pick a list of mission types/lengths/biomes/difficulties/classes that you are interested in playing, as well as maybe a default for any of those, and then press start game, and you'll either be dropped into an existing game that matches those and is within appropriate distance or you'll be given a loadout selector and then dropped into a public solo game.
Possible Suggestion for Scout Secondary Weapon Crossbow:
Being able to pick up bolts on slain enemies. Not just missed shots
You could counter-balance this by lowering the number of bolts he can carry to like 5 to 10, lowering its damage and making it so the target has to be dead before he can pick the bolts back up.
I definitely like the idea of the crossbow being the next secondary weapon for the Scout (perfect fit). I also like the idea of being able to pick up bolts that missed. But what do you guys think about the crossbow allowing you to pick up bolts even after being lodged into dead enemies so you could essentially have infinite ammo? The catch would be that you would have very limited shots (maybe like 5 to 10), and you would have to physically move to the slain target to pick them up.
This is certainly not something I'm strongly advocating for. It's just an idea that I was curious about what others would think.
Also, maybe this could just be an overclock, but the base weapon doesn't have this reusable bolt mechanic.
Modifier Suggestion:
Limited Flares
In your rush to get to the drop pod, you forgot your Flare Recharging Device that allows you to throw unlimited amount of flares as usual. But don't worry, you still have your spare 50 flares in your back pack.
- Playing missions with this modifier gives you only limited 50 flares, can be refilled with the resupply pod
- The limited flares lasts longer and gives slightly brighter light
- For each flare thrown, you get a 5 second cool down before throwing another one
being able to put charms on the flares, you can use the equipment menu to go to your characters flare and there you can swap can equip charms?
Suggestion for making it possible to recall only second-to-last deployed sentry as engi with twin turrets.
e.g. when holding the button to recall deployed sentries, releasing after the progress bar filles past half-way will recall only the first sentry
Suggestion of adding extra filters to the server list
e.g. filter by mission type, by planetary region, by mission without certain class, by resources, by modifier
I want to play old Deep Dives again; remove the 3x matrix core bonus from those tho if you chose an old D.D.
Also damn the Gunner's missile launcher is super fun! But holy crap the re-load is speedy vs the auto cannon.... not that I like slow reloads, but man the missiles can dish it out (with a large clip) and reload fairly quick
Right now the Neurotoxin Grenade is hard to use optimally because of the way its "fade-out" effect works. Ideally, you want to throw it down in a chokepoint and wait as long as possible before igniting it. However, by the time the fade-out starts, the gas can no longer be ignited. It would be nice if the fade out would begin slightly before the gas becomes inert so you have some warning and know when to light it up.
The same could be said of Praetorian death farts, but those are more of a nuisance and players are more likely to ignite them just to get them out of the way.
Could a system be made for cross play? Or at least ability to save progress on multiple versions of the hame?
Expanding on this, it would be nice to have "hair" and "headgear" as two separate slots. Granted, most of the headgear would hide your hairstyle the same way full helmets hide your beard, but this would let you combine things like eyewear (goggles, night vision, AR visor, etc) and the facemask with different haircuts.
An alternative could be to add goggles, facemask, etc. to a new category called "Accessories" which displays separately from headgear. Then the cap + goggles would be redundant, since you could combine goggles with any helmet (that doesn't hide your face).
endless mode where you have to defend an object in the middle of the map and the enemies drops nitra (you for example defend a pump and get rewards based on how long you can hold on) but resupply must be different so that you cant abuse too many resupply pods
Assignment structure suggestion: Broaden the assignment mission requirements from a single mission to 'any mission within (x) biome' or 'any mission of (y) type'. Or even further boil down to 'complete any (number) of missions' in order to complete assignments.
Primary motivation behind this suggestion is the benefit it will bring to playing with friends. As of current, playing with a premade group is often counter to the goals of completing assignments. While synchronizing assignments is possible (on weekly core hunts for example) it is far more common for players to have conflicting assignments at any given time. This conflict can quickly lead to frustration at the assignment system as well as playing with friends in general. To a player who is waiting for their assignment to be picked, the current assignment structure means group play is an obstacle to their individual progression towards that new gun or promotion. This is not a healthy position in my opinion, and deciding whose assignment to prioritize often leads to conflict or frustration within premade groups.
This problem was only highlighted with the new update (btw 3 million copies sold wooo!!) which brought plenty of assignments upfront to pick from. With so many combinations of assignment requirements it would be a boon to group play if progression could overlap far more often.
I believe the expansion of assignment mission parameters will only help facilitate group play through giving all players equal opportunity to progress while playing with their friends. 
lok-1 is the only weapon that is itself a robot, I think it would be funny if, with the Rival Tech modified skin, the eye would be angry, not adding expression or movement to the eye, just make it always angry
Beating a dead horse here, but increase the ammo on the LOK-1. Please. Also ammo on every new weapon except for the Hurricane.
Since it still happens (and since U35 even more) If the host closes the game right before calling the Drop pod just for trolling or after you find a machine event let us keep at least some of the earned loot since its a pain if some do this change their server + steam name and do it over an over again and you waste time for nothing. Also there should be a Vote before calling the drop pod so no one calls it too early. (that way you would get rid of most troll related problems if they occour) also if someone only vote against the drop pod for fun you can call it anyway after either the 3rd vote(host only) (30 seconds between) or if only 1 player is alive or everyone is under 25% hp (everyone)
If anyone doesnt have this i have good internet and had now in 4 days and 6 hours together around 8 hosts where apruptly ended right before the drop pod call or if a machine event was spotted and a lot of newer players (being new and dont knowing isnt bad BUT) who dont communicate in chat or anywhere else in haz 4 and 5 and press the button or start events or things like the caretaker without asking and ruining the game for everyone else.
Upgrade/OC Idea:
Emphasize the dumbfire capability of the LOK-1 smart rifle and create an interesting gunplay mechanic by turning dumbfire rounds into tracking darts that grant lock speed, range, damage or another special effect like seeking rounds.
Do a cosmetic in honor of the units sold
Make it so when you grapple a carriable object as scout like aquarqs it grapples them to you
Can there be cosmetic rewards for accomplishing X ammount of Miners Union Goals like a Union workers Uniform armor cosmetic? Something that looks sort of like a ghostbusters-like outfit with a union patch or something? And maybe a cosmetic Headgear to go with it like safety goggles or a hard hat with the union logo on it? That Would be a really cool goal to reach for to further motivate people to join and go after the union goals.
Maybe one set for each union? With the unique union badge in the union color on the badge for each set?
I could REALLY represent my union with something like that.
The lift to the hall of heros should have a button to press to activate it going up or down. I doubt the wasted energy of it going up and down 24/7 is a good thing.
I wanna pet Lloyd
Mod/OC idea for the Sludge Pump:
"Absorbent Crowdsourcing" Pressing Reload while inside of environmental-based Sticky Goo (Goobombers, Goo Sacks, Fungus Bogs, etc) gives you some ammo while absorbing the goo source.
As an Overclock (Balanced):
- Reload inside of goo to absorb it and gain a large amount of ammo
- A lot less ammo
- Charged shots cost more
Achievement "Scavenger"
Requirements:
Find, and repair 10 abandoned supply pods
In order to help fight the disease that is redditors I advise removing the #519428953945931786 channel
Day 3 of asking for smolly
This is just a gag suggestion, but maybe it'd be nice to have a Hazard Bonus for completing missions while intoxicated, something like an extra 2% just as a light joke
I kinda feel that there should be a teleporting traversal tool
Not sure if it already does this, but a sludge pump oc to make bugs dissolved by it become fresh puddles would be neat
I'd love a proper melee class where some of its abilities rely on the weapon you have equipped. You could choose like a sledgehammer that swings slow, but has a wide hit radius and deals significant damage and cripples enemies, and it could have an ability kinda like reinhardt earth shatter in a small radius around it that stuns enemies that get too close. There could also be a medium battleaxe that swings a bit faster for the tradeoff of less damage, and you could have a sort of berserk mode where you swing faster, deal more damage and take slightly less damage for a short period of time, and it would have a rather long cool down. Last one could be a sword, where it swings the fastest but does the least amount of damage, and its ability could be like a piercing stab where if it hits a crit spot, it does a lot of damage and has a rather short cool down. I think the character could be like a proper viking, but he acts like a LARP'er and talks in eccentric dramatic ways, and maybe throw in some lines of banter of the other dwarves making from of his eccentricity. i.e "I thought the corporate renaissance fair was last month!" (probably not a super original idea but i liked it enough to share anyway)
change that enemies dont walk trought buildings and hit trought terrain like they now do.
Suggestion to change the Drak-25 T5 mod Manual Heat Dump into
Automatic
Heat Dump: When you overheat, you gain the effects of Manual Heat Dump without having to press R. This will benefit the player by not having to focus on the overheat bar, which is already difficult to keep track of for most people. The change will also synergize well with the T3 mod Hot Feet. Rock n Stone
"Scrambled Gear" warning: the modifications on all players' weapons and tools are randomly reconfigured during the mission. Everything returns to normal afterwards.
make prospector data deposit objectives fail if hacksy isn't rebooted after 60 seconds or something
so that players can't get swamped by endless waves of enemies if they can't win it
Add the ability to press e to pay respect for the drilldozers hard work.
A new cosmetic slot for eyes and scars would be really cool, Like being able to change the colour of your characters eyes, or scars on the face/scarred or blinded eyes to make you look like a true veteran miner
Scout Secondary Concept - B17 "Foster" Pickerang
Description - A souvenier the scout has been enticed by since buying it on a holiday back home, he would finally muster up the courage to request R&D a design overhaul to make it the weapon he had only ever seen in his dreams. The base model itself is made of a steadfast material, so not only could R&D fit modifications with little risk of loss, but it can be used in the battlefield with little to no wear. The unique arch form of the weapon augmented with miniscule rocket propellants and a pickaxe blade allows for it to perform as it was intended to a greater, more bug-slashing extent.
Mechanics and appearance - You might have already figured it out, but the Foster has an appearance resembling a boomerang, with one end bearing the look of a pickaxe blade. The premise of the Foster is that, when used, will be thrown and after a set distance, turn and travel in an arc and will attempt to return to scout after a short time, which can vary depending on the circumstances. For instance, if it were to hit an enemy, it will land closer to scout, whereas missing or hitting a surface would cause the Foster to land or attach itself onto that surface. As a neat feature, when you grab it attached on a wall and are airborne, you can vault while also retrieving it. The Foster can also be caught while returning.
The ammunition will be displayed as a fuel capacity similar to the driller's excavators and the Foster will enter a short cooldown (~2 seconds) after being retrieved. When it lands on a surface, the user can approach and grab the Foster without any further key inputs. A return command could be utilized, but the scout can easily obtain it again with the grappling hook.
I have ideas for upgrades and overclocks but discord character limit :(
Drink suggestion: Irish Coffee-like drink that makes the player have the same effect of rich atmosphere in the space rig.
Quality of life suggestion: Please put the soundtrack on Spotify, I need to workout to some of the rich tunes you’ve got in the game.
Add Cave Vine to the Bestiary like other non-hostile creatures.
Continuation of Scout Secondary Concept
Upgrades - Unsure as to what levels they should be unlocked or which ones the player chooses for a particular level, although I have a couple of ideas for what unique upgrades the player can unlock:
Homing Curve - When you ping an enemy with the laser pointer, the Foster will prioritize that enemy and hone into that enemy when in range. Additionaly, the distance it travels before returning is increased
Pheromone Spin - The tip of the pick is laced with pheromone, causing the first target to be hit by the Foster, after thrown, target practice for the wildlife of Hoxxes.
There could also be other upgrades common in other weapons, such as an increase in velocity, fuel capacity or shorter cooldown.
Overclocks - I have a couple of ideas for Foster overclocks:
Criss-cross, Worcestershire sauce (unstable) - After travelling its set distance, the Foster will follow the player's crosshair while returning, at the cost of a shorter travel distance and smaller fuel capacity
K. Jack (balanced) - When the Foster has landed on a surface, press the reload button to return it to the scout - similar to how the Engineer recalls his sentry - but it will consume fuel at a faster pace, as well as doing so when returning to the scout. It will be able to damage enemies when returning like this, though it would momentarily slow down when doing so.
Suggestion - Would love to see the ability for players to make their own maps/zones for others to play on.
Wider variety of drinks to bar, add shots and food, ,more music to jukebox, more dances.
You should be able to steve more bugs other than glyphids. Maybe acid spitters or web spitters. Or maybe even glyphid praetorians but make them smaller and less powerful, they are glyphid praetorians.
A random beer pop up like Pot O gold, but for exp.
I have been doing a bunch of thinking about the problems of the LOK1 and how to fix them. so here's some of my thoughts on it
issues
1) you can't tap fire very easily
2) when you get swarmed you have to hope the swarm is far enough away to let the gun "acquire a target" before it will start shooting
3) very little control over where / how the bullets go
4) when enemies die mid fight you have to continuously wait to find things to shoot. (especially if you want to bonuses).
Things that could fix some or all of these problems
1) Instead of you having to hold down the trigger and wait for it to acquire the targets before shooting, then release and do it again. The gun should start shooting shortly after you start holding fire. This would allow the gun to start firing sooner, and keep you safe when the hoards spawn. it would shoot until the magazine is out, then you have to stop and reload (duh)
2) the gun would still work as it does now where it just "finds" 1 target and shoots it until it dies before switching to the next target. It would still show the "path" that the bullets would take allowing you to "adjust" how the bullets are hitting the target in real time opposed to just hoping.
3) This would also help with the problem of enemies dying mid fight and you having to "acquire more targets". when that happens it becomes increasingly slow to find more targets and get bullets down range.
Lastly, please give it more ammo ~20% more, or increase the damage. Right now you can make it work when you are running 1 or 2 people, but once you get to 3 or 4 the gun feels like a water gun.
thanks, for reading 🙂
Cheering near another dwarf who has their pickaxe in the air will clang your pickaxes together (just a noise and maybe a small spark vfx)
nothing big but it could make an already infectious cheer even better
Suggestion: traffic cone hat :D
Playable Bosco
Playable for those who are not as skilled at the game (think lil kid brother who has to play as Tails) or training/overseeing other dwarfs getting used to the game w/o usurping their learning experience.
Player 2, 3, or 4 Can Play as Bosco with Host or User's Upgrades
Cannot Be Selected by Host, ever
Only One Bosco can be on the team
Abilities
Free flight
Can build/fix pipelines that been placed
Dig anywhere
Shine light by pinging objects
Carry and throw heavy objects
Is Invincible, can fight for the team, and dig thru anything
Friendly Fire; true
Cannot place pipelines or call supply pod/drop pod/Molly
Cannot repair Dotty/Mules or collect/deposit minerals
Cannot ping objects with an outline
Cannot be more then 25m-50m from Dwarf(s)
Is not a Dwarf, can't speak or drink beer, and mission will fail if all Dwarfs are down with no revives left
Weapon 1: Guns
Shoot everything that moves
Ammo needs to regenerate in-order to keep firing
Weapon 2: Rockets
haha rocket go boom
Follows usual rocket rules and must be unlocked/equipped to use
Weapon 3: Defibrillator
Revive Fallen Dwarfs
Limited Usage based on upgrades and is not a weapon
Weapon 4: Digging Claws
Dig Thru Anything
Must cool down after prolonged use
add overclocks for abilities? could be really fun EDIT: ambiguous wording, i mean things like the turret, the class specific equipment options
I know this is mostly a driller centric thing but adding skin/paintjobs to the utility and mobility items. Mostly looking at the drills, just being able to make them match the paintjob of your armor or paint them like the weapons you use; this could be used as a way for people who already have all the customization have more items to play for.
Bulkier Detonators so I have an honourable experience when sacrificing myself to obliterate a crowd
instead of making the inventory icons smaller when you have tons of different things, STACK them (to avoid it being so small and hard to see like this screenshot)
OC for leadstorm:
Laser shot
Fires lasers instead of bullets, higher damage, faster speed, higher pierce
"Refraction lens" Upon hitting ice (frozen enemies/glacial strata walls) there's a medium low chance to double the projectile, and have it ricochet at the nearest enemy.
Deals massive massive heat damage to on fire enemies, setting them on fire for much much longer. Doesn't deal heat damage normally
Deals way less damage to frozen enemies
More heat generated per shot
Much much much longer overheat animation
Slightly less ammo
This might be controversial but replace the T4 Armor Break mod for the Drak with a Stun mod (maybe 30% like the Gk2?) 
The T4 Plasma Splash deals damage directly through armour anyway so there isn't really a point to take the alternative. I'm surprised a Stun mod to help kite swarms isn't already present for the Drak considering it's mostly designed for close combat due to its high firerate, ammo pool and lowered shot spread.
Dark Morkite beer should make the Refinery work a little bit faster so you have 1 less pipe fixing phase
better tutorial, PLEASE
The new battery charge oc for the drak should be reworked to drain shield rather than work at full shield. I feel like the playstyle it encourages if you want to use it is one which pushes you away from your team rather than keeping you close to it. I mean it's powerful, but even the smallest amount of friendly fire puts it out of use so it doesnt feel like you can control the damage boost from it. Having it drain shield would probably deliver the same risk vs reward gameplay but would also be abit more forgiving.
Instead of being empty, the lost pack should contain extra minerals or credits or something
Add an option to switch between the old font and the new font added in Update 35.
Rework the "Explosive Rounds" Bulldog mod so that it subtracts a fixed amount of direct damage instead of cutting the value in half.
New Bulk Detonator variant: Morkite Bulk Detonator
New skintone: Nitra skintone.
4 Player Split-screen
No upgrades, weapons, cosmetics
Doesn't count towards money or resources (maybe), just some fun to play with friend's while they're over.
Is on both PC and Console, PC having compatibility with connectable controllers
It's a bit of a stretch, but it sounds like a fun idea.
This'll probably be hated on, but it sounds fun to me (I don't know if this was said before).
Killing Rival Prospector Drones or hacking Rival Data Deposits, or both should be secondary objectives for normal missions. Both are fun and engaging, and I feel they have a lot of potential outside of granting players the data cells which unlock bonus Scrips in the Performance Pass.
Suggestion for "friendly" perk: friendly fire doesn't disrupt shield regen delay
Once You beat the new mission you should unlock "Rival Tech" as a possible mission hazard in other types of missions. Would just make robots another enemy type in other missions.
pressing V while in the wardrobe should make you rock and stone, so you can celebrate your new beard and inspect how you look
In The Forge, please allow for filters and sorting by class , weapon type, cosmetic. Way too many to scroll through.
Add a "Sync across all loadouts" button for Pickaxe and Armor csutomization so people don't have to keep manually adjusting every single one of their loadouts when they get a new cosmetic or paintjob, up to five times
showing minerals on the mini map
the text above the health bar for dreadought arbalest and lacerator should match their in-game color (orange/yellow) instead of gray
How come the Gunner is the only one without any Plasma weaponry now. The Gunner, has less options for his Guns. What the hell. Give him a Plasma pistol immediately.
an event where the team hops in mechsuits and shit gets all jon woo real quick. i'm talking dwarves in mechs punching bugs, running on walls, and getting up close and personal. originally concieved as a class idea, but a melee class doesn't feel fitting to the game. this does.
April 1st mutator
Record lines where the dwarves talk about how much they love crystal and have V say idk bugs are cool idk you get the vibe I'm talking about
Change the engineer's icon to not be the same color as the downed dwarf icon
options to decrease the intensity of bloom, or outright disable it. because it is extremely distracting on custom engineered and neon band with the new skins
I dreamed of a "loot bug hat" that you get when you kill 1K loot bugs
and a gold one when you kill 1K golden loot bugs
new skin tone: morkite color
Glowing beard colors and paintjobs for both armor and weapons would be cool
The way the pickaxe in the Rival Tech DLC vid lines up with a panel on the floor gave me an idea for a thing: Pickscalibur (Excalibur pickaxe). Rare find; all dwarves in the mission that find it can use it, but only within that mission. Extremely hard-hitting melee weapon, but you only get three swings with it, so save it for when you most need it.
Knights of the Rock Table
So a line of dialog gave me a perk idea.
Bug Stomping Boots. Like hover boots but for stomping bugs. Like from dead space. Just a good solid satisfying WHOMP. Maybe with a small AOE? Throw a cooldown on it to keep it from being overpowered and I think it could be pretty useful. Swarmer's go squish!
New Detonator variant:
The Unstable Detonator
Basically the same as a regular detonator but has a slightly bigger explosion hole and it's weakpoint sacs are pulsing brightly. It's health is constantly draining so it's explosion is inevitable which could add some chaos and chaos is always fun

Alternate equipment, they all replace the non-movement equipment.
Driller: Can't think of something that seems equal to coolness for other classes, don't play driller so I don't really know what driller would want or what kinda fits his playstyle.
Engineer: Plasma fence. Throw a connector for a plasma fence. When near other connectors it will create a wall of plasma. This wall will automatically shut off when allies walk near it/through it. Damages and slows enemies. Pretty good damage on first hit, then small damage if enemy is stuck in it (so it can't 100% protect things like the drilldozer, and so if enemies end up getting weird pathing and stuck in it they don't just auto-die). Fairly high ammo count and no building required.
Gunner: Dexterity aura. Increases weapon damage by a %, decreases reload time, recoil and spread. Much larger AoE than Shield.
Scout: Marker Gun. Shoots a small device much like the MULE marker, that highlights all ores and enemies in a 20m radius or LoS for like 30 seconds. Very limited ammo.
fire breathing praetorians in magma core
Suggestion: Additional Armor Tier 3 Mod Choices
Driller: Hazard Sifter - Allows the Driller to have an innate 33% faster movement speed in all slowdown conditions, including storms, earthquakes, snow/sticky goo.
Gunner: Rebound Plating - Gunner's Armor reflects 20% of melee damage back to attackers, and reduces projectile damage by 20%.
Engineer: Tesla System - Gain immunity to electric stun and damage, along with the ability to absorb static electricity from any object to instantly recharge your shield.
Scout: Cloak Shield - After standing still for several seconds, his suit cloaks him from detection against all native Hoxxes enemies, allowing him to land surprise attacks.
So this whole suggestion about the Sludge Pump is to be taken with a grain of salt because I based it on a very special element that is probably a bug (we need a hotfix to be sure) : most of the times enemies have to literally travel in the middle of the sludge puddles to actually be affected by it. So :
Number one : I think the puddles should be fairly bigger than they actually are, even with Air Sensitive Compound mod (or at least the visual effect shout reflect the actual size of the puddles)
Number two : there is an inconsistency with the base shots of the sludge pump : sometimes I am able to affect multiple enemies (if they are close enough enough from one another with one single normal shot. I really think it should be a feature because the Pump already has little ammo. I know this weapon is supposed to be a "shoot and forget" type weapon so we need the ability to affect multiple enemies (without spending 5 ammo for 2 grunts)
And finally the biggest change I propose (that goes with number 2) : add a "piercing" effect on both normal shots and charged shots. Such a feature would allow to play more around both normal and charged shots. BUT it would make the Sludge Pump much more similar to
and
(if the piercing is infinite)
Please add a proper field to the game, as in our wait time me and my friends have been playing a lot of dwarf ball using the goals and the ball, but the only ok area to play in without it going out of bounds or getting blocked is the memorial hall, and we don't want to disrespect our fallen dwarfs.
Let elite loot bugs explode in a shower of gems!
What about some voicelines for when a earthquake takes place in Magma Core ? We have some funny ones when the ran begins in dense biozone, when there's a blizzard in Glacial strata and a sandstorm in sandblasted corridors
2 variants of a new bug type: firecracker bugs and pheromone bomber, they're the same size as the shredder drones, fly and act like one. The firecracker bug will explode like your regular deronator but at a smaller scale and deal less damage (hence the name firecracker), the pheromone bomber will explode into a pheromone cloud when they dive-bomb into your character and inflict said effect. Since shredder drone is a thing now, some small annoying flying enemies on the bug side could work
Give error cubes a purpose so they stop driving me crazy
Please make it a little bit easier to hit Warden's weakspot and Grabber's weakspot with locked shots from the Lok1
Quick-and-Dirty Suggestion about the perk "It's a Bug Thing". Let it also pop small/medium sized enemies once in a while (once a minute or so). Bonus: A Drawf might exxlaim "Today's my lucky day!" or "Oy, I just fixed a bug!"
Making the DOT from the sludge pump stackable would make the weapon feel a bit better overall, maybe balanced with slightly lowered DOT or something of the like.
more multi-colour hairs would be much appreciated. My own weird blend of brown/red/blonde would be sweet for example. That part has been suggested before. Something I'd also love to see is things like streaks of colours in the hair. Hair that's black to grey with a streak of gold.
Engi Turret rework to make that tool more interesting with more meaningful mod choices : ```LMG Gun Platform
Damage 6 Kinetic
Max Range 20m
Max Ammo 425
Rate of Fire 7.5/s
Reload speed 45 Ammo/s
Max Sentries 1
Clip size 90
Build Time 4s
--- Tier 1 ---
MK1 "Gemini" Sentry
+1 max sentry
+30% max ammo
-50% construction time
MK2 "Orion" Sentry
Turns turret into laser turret with slow, straight line shot
-70% RoF
+200% damage
+50% range
MK3 "Unkkar's Hammer" Sentry
Turret shoots chain lightning
Damage type changes to Electric, chance to shock affected targets
-50% RoF
--- Tier 2 ---
Expanded ammo bags
+30% max ammo
Heavy hitter
+300% armor break
Stun
+20% stun chance on hit
--- Tier 3 ---
Autoconstruct matrix
Turrets builds itself when deployed
+1s Build time
Hardened claw clamps
Turret can be build on any surface, no matter the angle (even upside down)
Artemis sensor upgrade
+20% range
--- Tier 4 ---
Exterminator module
Prioritizes targeting low health enemies
+30% clip size
Hawkeye module
Prioritizes weakpoint / non heavy armor
Prioritizes higlighted target
+50% range
Overlord module
+100% max sentries
-15% damage
+50% ammo
Buff the Lootbug Perk to also drop SLIGHTLY more nitra and gold when imploded
For a game about Dwarves digging too deep for their own good the game is lacking distinctly in Space Dragons.
A little suggestion: remove a heal from "rival bots" in a "Regenerative Bugs" warning.
I know that it makes game a little harder, but it doesn't makes any sence. It's a "Regenerative Bugs"
Or bots have a nanites that repairs them?...
Mining Laser, alternate to Driller's Satchel Charge
Two-handed equipment that functions quite like Doretta's fuel canisters, except with longer range and can drill/mine into any type of material. As an alternative, it exchanges brute-force strength for long-range accuracy and finesse. Aside from being able to reach nitra without the classic engineer and scout combo, it is also good at cutting through armor and igniting bugs.
XSF Generator, alternate to Engineer's Turret
Xeno Subversion Field Generator functions like the sentry gun, except it instead projects a force field wherein enemies become more susceptible to damage and their weaknesses. It goes by battery power and still have to be recharged intermittently. As an alternative, it exchanges autonomous single-target supportive fire for broad area-denial through an "offensive defense". One could upgrade it to increase its efficiency against certain enemy types.
Beer Dispenser, alternate to Gunner's Shield Generator
Functions quite like a mini supply drop and remains fixed in place once deployed, resembling a metallic water-cooler. It has four charges, each being a jug a dwarf can grab and fill with beer through an interaction. Drinking it, a dwarf will gain 20-30% damage resistance which dissipates after 60-90 seconds. As an alternative, it exchanges immediate defense on demand for strategic preparation against upcoming combat. And yes, once empty, you can kick the barrel.
Sonar Beacon, alternate to Scout's Flare Gun
Reminiscent of data nodes, the Scout throws sonar beacons that attach to any surface, which can be picked back up by him as ammo. These are visible through the laser pointer and the terrain scanner, both showing the shortest path from the player to each beacon. They also mark enemies that come into line of sight; visible through the laser pointer. In exchange for improved visibility, these ease navigation between important locations and maps out threats in their vicinity.
Perk Suggeation: Weapon Swap. A perk to allow you to equip weapons from different classes. Reduce their damage or fire rate to balance it out. No need to change tools because they are unique.
Interact with the snow in Glacial Strata - Players should be able to pick up a pile of snow from the beds scattered across Glacial Strata and throw snowballs or place a block of it which can be stacked to make snow forts, igloos, etcetera. This could be a neat little feature, with it being a new means of interacting with the environment.
New Warning: Rival Operations
Looks like rival corporation chose this caves for some operations. Eliminate thier robots, but be careful outhere.
+25% Hazard Bonus
Just a warning that spawns different rival bots. Maybe some "small automized factories" that spawns them. Destroying of it stops spawn in the cave. Little bonus - sligthly higher chance for a spawn of Prospector.
With the amount of cosmetics currently in the game and only more to come, it would be nice if we had a way to separate our favorite helmets and beards from the rest of them.
Suggestion: Make "Electricity" attack type give higher chance on new mechanic enemies have higher chance to be reduced to a state of "hackable" so we can have more friendly robots, for example if limit is 4 robots for game, lets make it 5-7 if u use electicity on them (increase limit of frienly robots, of course if its limited.)
It would be nice to see what weapons each player has equipped when you join a game, so you don't pick something that works against your teammates. For example, if I know a Driller is using Cryo Cannon, I won't take my Burning Hell Gunner build because the Driller will constantly be extinguishing the enemies I ignite.
Even if it's a somewhat hidden feature, like you have to click on their portrait to bring up their loadout, it could be useful for situations like this.
a Flora Exchange so you can trade your excess beer ingredients (after you've brewed one of every beer type of course)
Tweak to Escort Duty
Add 2 more fuel canisters: As long as there are 2 fuel canisters with some juice in them, the drilldozer won't stop. You can grab oil shales on the fly and never run out. If the drilldozer actually stops, a massive swarm wakes up.
Suggestion: Make 1/10 chance (or lower chance), that when u go on new mission type: "Industrial sabotage", u get infected agressive triangle (forgot name, sry) instead of normal one, and it would have different attack types, and it would summon bugs & infected machine enemies, when u go for the 2 power towers, u get infected ones with cocoon on it (deformed or someting similar to cocoon), u need destroy them and kill big bug what spawn (like this ones from elimination mision), before u get access to hacking it, after whole hard fight is done, u get infected core what give u 1-3 scrips or a lot of event experience (depend what is good/balanced as a reward).
Reward suggestion below (dont take this reward serious):
[normal event experience reward if done on hazard 1]
[1 scrip if done on hazard 2]
[2 scrips if done on hard hazard 3]
[3 scrips if done on hazard 4]
[3 scrips + tons of event exp if done on hazard 5]
Overclock idea for the LOK1: Proton Packer: "We don't know what R&D 's been doing, but they've placed the locks on your smart rifle somewhere in between physical and corporeal. Just try not to cross them, okay?"
- allies can see lines between targets on the LOK1
+Whenever 2 lines cross, deletes the 2 locks that crossed and does damage to everything between the locks (includes allies, costs ammo)
-less damage
-less locks placed a time
(heavily inspired by Ghost Busters)
Increase default text chat size, sound, and duration
Too many new players are missing critical information from teammates
Suggestion:
New Sub-Weapon for Driller : "Water/Spray" Gun 3000
Dont be deceived by its name and look! its very dangerous weapon!
(can be changed for different class or weapon priority)
This weapon allow use water as weapon, it make enemies be covered with water/wet "buff/debuff" what make targets more easy to freeze/electrocute!
And its not end of it! u can actually change it by using overclocks/upgrades, allow to spread different substances! like gren slowing goo, or highly flamable substances! and even more!
(overclock can make for example pressure of water stronger, allow to cut armor and deal dangerous damage)
[everything depend on creativity there]
There are multiple material mismatches when using MK2 armor for the Gunner and the various paintjobs.
An example of an item that does match is the Heavy Duty Fixer helmet: its light thingie matches the lights on the armor:
https://i.imgur.com/PI2bHQK.png
Many others do not match, such as the Space Force helmet, all of the Gloomstalker helmets, the Night Vision Goggles and the Evil Eye as well as the Heritage Miner and Tech Trooper helmets:
https://i.imgur.com/JMsooLX.png
This is using the Dark Future paintjob. Using other paint jobs, the colors are sometimes matched, but generally not, so for all I know this could be a design choice, but it ticks my OCD a bit.
Also I don't have all the helmets so I can't check every one of them.
Day 4 of smolly
Cosmetic options for the utility items.
Some sort of gun range back at HQ would be great. Floating dmg numbers when shooting the the target. It'd be very helpful to fine tune a build before going out for another mission.
Upgrades for flares. Flares can be pretty annoying sometimes and I think it would be amazing if the flares could be upgraded.
engineer carry ammo pack inst of platform gun ||more ammo for lok-1||
More detailed Informations Like:
Characters: speed, health, damage, difficulty etc. (when selecting them in character computer)
Player beer Icon: What beer other player have active on himself (when u join u dont know what beer type they have [its usefull if u join gold rush, and u know who have gold'o'pot active])
Weapons setup: Show what person have equip, for example if there are 2 drillers, u dont want ho pyro set if someone have cryo cannon becouse they be conflicting each other
Gathered resources info: when u press ESC button on mission, you get resource icon on right side of screen, and it show what resources are gathered in moly (it can have use on elimination mission, to be sure that player have enough nitra to call ammo drop)
If not on mission it will show your personal minerals.
Multiplayer Bosco if possible. Bosco would be amazing in multiplayer. Maybe if each player got their own nerfed bosco. And if you play multiplayer each player would get a mini MULE and the host would get molly.
Mini M.U.L.E.s for all missions isn't the way to go, but I think that the minis that you recover on their specific mission should be able to be used as deposits as well.
Allow Mods that are purely visual to not effect your server creation / don't make mods that are purely visual to count as having any mods installed
Since there is a limit for the amount of the hurricane's guided missiles, there should be a counter for how many active missiles you have on its crosshair
Can the hurricane get an overclock that removes/greatly reduces the guidance in exchange for some other benefit? I'm a huge fan of using prediction/intuition to hit slow projectiles, and the guidance kind of cheapens that aspect even if the gun is fun overall.
I know final form dreadnought has been suggested a lot but as ban explanation maybe the rival injected the eggs with pheromones as a sabotage?
Allow the neck guard cosmetic to display when using masks and not quite full helmets, such as the tech trooper helmet, which otherwise have an exposed neck.
Please allow us to fully remove screen shake, including the camera movement when reloading. For those of us that are prone to motion sickness, using the autocannon or zhukovs in particular can be really rough because of the extreme camera movement.
New beard. "Forged in foam" Beard with a large amount of beer foam on the upper lip and a periodic dripping of beer off of the beard.
A beard with a Tankard for later consumption woven in!
balanced more ammo OC for LOK-1: slow fire rate, slow reload and more ammo.
Can we get a variant of the Neck Guard Beard Cosmetic without the Ear ring? Pretty please.
- Clean Overclock idea -
Hot Air Rising. When the Plasma Carbine is overheated the Scout gains the effects of reduced gravity.
Hack C already got them gamer computer fans, but what about a rainbow light keyboard?
I would love to have a lesser version of the weekly priority mission that is endlessly repeatable, either a full three Mission series or just a single Mission with a minor random reward or something. I often find myself with no missions available to run anymore and want to play something and would rather do that than pick a mission.
Add a new "upgrade" that allows Bosco to shoot Scout like Flares instead of rockets for light.
Allow us to loot loot bugs without killing them - maybe a perk that lets us carry them as a heavy object. We'd deposit them in m.u.l.e. for the nitra / gold and maybe some bonus if it requires a perk slot, and they'd crawl back out deflated. I love the little pals and my heart breaks every time a teammate blasts one after I pat it.
If we get deposit functionality, I fear the grinders on the minehead / side of the drop pod 😟
Loot bug beer that turns you into a lootbug.
Extendo-Arms perk that lets you grab stuff and interact with things from farther away, and also increases mining range
Hurricane OC "Mine Layer"
losing 72 rounds, removal of guidance,losing direct damage.
for just mines that sit there for about 10 seconds is not worth using.
removing the debuff to ammo and increasing the time mines duration,
or just change the idea of duration to mines, to max mines can be planted at a time.
I would love to have an "always sprint" option like several other games do where you default to sprint and holding the run key makes you walk instead. There's very little reason in this game to not be sprinting so it would be nice to have it as the default state.
Please allow hosts to choose minimum level or rank of players allowed to join! Also would be nice if level 500 and 1000 had some cool unlockable armor. Show some love to the people who have been grinding this game for hours!!!!!!!
Being able to see teammates shields would be really good information, especially for the shield link perk
I honestly don't know why this wasn't already in the game
add a filter option to the server list that lets you enable & disable servers of selected mission types (ie. similar to how the hazard option lets you choose several hazard levels to show servers for, except for mission types)
Make the timer for a new daily challenge start when the previous timer expires (instead of it waiting until you log in like it does now).
Big fat lady opera singer valkyrie armor for all dwarves is what this game needs. The best kind of dwarven lady.
(DISCLAIMER: Please tell if my suggestion is dumb, impossible to make, too demanding or Overpowered!)
New Gunner Secondary:
SLAM-R Heavy Pistol Brief Description:
The SLAM-R Heavy Pistol is a double barrel, High Capacity, Medium Damage alternative to the Bulldog Heavy Revolver Initial Statistics: Damage: 25 Kinetic Magazine Size: 12 Maximum Ammo: 60 RoF (per second): 2,5 Reload Time: 1,75s 25% Weakpoint Damage Bonus ----TIER I Mods---- Expanded Ammo Bags High Calibre Rounds Magazine Extension ----TIER II Mods---- Quick Magazine Eject
Subsonic Rounds (Less
DMG more RoF and new firing sound) Expanded Ammo Bags
----TIER III Mods---- Hair Trigger (Less Accuracy alot more RoF)
Aluminium Frame (Less DMG, RoF but more ammo and Accuracy) Depleted Uranium Ammunition (Better Armor breaking and DMG less RoF and Ammo) ----TIER IV Mods---- Blow-back Operation (Clicking FIRE once now fires two times, essentially doubles
BASE RoF) High Pressure Compensator (Almost nullifies recoil) ----TIER V Mods---- Twin-Link Conversion (Self-Explanatory. Both Barrels fire at once recoil increased) Mine Shot (Heavily reduces shot damage, reduces max ammo and mag size, shoots mines that explode when reload button is pressed) ---Overclocks--- Bulldog Ammo Conversion (multiplies DMG by 1,65 and recoil by 2, Mag Size Reduced to 6 (Mods dont change this)Max ammo reduced by 1/4 of its current size) Yes this may be ridiculous, unbalanced or rude of me to ask for such a thing but this is just something i thought of and decided to post it here in-case
someone finds it interesting.
that's been fixed in todays patch
Do the devs actually read the suggestions?
Anyway, I had an idea. What if they added a dragon like enemy/boss? Hoxxes is more of a bug-like alien planet so maybe a typical dragon would seem out of place. Perhaps it would be a dragon with hoxxes/bug-like features and would hoard a huge amount of gold? Idk. Someone made a meme with Smaug saying something like 'When the dreadnaught knocks me out' and it was Smaug saying "And what about your little dwarf friends? Where are they hiding?"
Hey Devs, got any comments on that? What do you think? I'd love to talk to you guys about the game.
DRG Season 2: Leave No Dwarf Behind
The much-mourned and revered miner KARL is ALIVE! He's not the dwarf we once knew, however. The betrayal of being left behind has left him bitter and vengeful. Isolation and bugflesh have made him feral. And it turns out he's not alone down there! Other dwarves who have been left behind are lurking the caves as well.
We MUST bring them back! Engage in special 'feral dwarf wrangling' missions, where you must lure a feral dwarf with its favorite food: beer.
Please add Cosmetics to equipment. its fun playing as a color coordinated character but it sucks wiping out a bright yellow platform gun or something and just ruining that cohesion.
Add a toggle for helmets and face coverings to allow beards and other facial hair to clip through the headgear.
What about an infinite escort duty where you test how long you can survive
Let us Sit!!
Suggestion: When configuring the keyboard in the Controls menu, if I inadvertently click twice on a hotkey slot, the warning about rebinding Fire from the left mouse click comes up, if I click "No", I get booted out of the Controls menu altogether and need to navigate to keyboard binds again, if I click "Yes", I stay in the menu. It's annoying, please let me stay in the Controls menu after saying "No" to a rebind.
Can we get guilded beards that have other gems? I'd love to get ones with Sapphire, Diamond, Onyx, etc. Just something that has some color options to match our Scout and Driller better, or options like Diamond or Onyx working for pretty much any class really well.
DRAK-25 aim sway should only occur after 50% heat, not as soon as you start firing

(Additional Comment) *This also provides more content for the cosmetic portions of machine events. OR put them in an upcoming season pass based around a theme of rare gems or something.
small idea: short and simple throwing animation when you throw a flare? Im not asking for aiming mechanics like when you throw a plasma burster or any other grenade but just a short and sweet throwing animation
Please add goblins to the game
When buying a round of drinks, can at the very least have toggle option to always serve 4 glasses? Resource cost is the same. Would just make it a bit more convient to buy in the meantime while waiting for others to join
all i need is an outline for dorretta's head, k thx good talk
laser canon
I'll do you one better
Twin laser cannon.
Be pretty cool if you buffed lok 1 max ammo slighly
Let us put sludge puddles on engineer platforms
Speaking as a big fan of mechs... I just want to see a mission where the dwarves are in mechs. Maybe a random seasonal event, or a machine event. Just super powered dwarves in big robot suits.
dwarves on the ship for different stuff like trading or entertainment. Too lonely on the spacerig
A room on the Space Rig with Hacksy playing Dwarf Fortress on a PC. I mean, come on; the drone's a gamer.
the "ELITE THREAT" description on the miner's manual is outdated, and thus wrong. It should be changed from "Elite enemies are more common than usual. Make every bullet count!" to "Elite enemies will appear. Make every bullet count!".
A live-fire shooting range to test your overclocks and weapon setups on some barrels or moving decoy targets and maybe a shooting contest minigame would be a great addition to the Space Rig.
i think the glowing lines on the rival tech frameworks should change color a bit more than they do when you put an alt paintjob on them. for example: when playing scout, the dark future paintjob should change the glowing lines on the rival tech weapon framework to blue. this would make it so that the weapons could match with the other things in dark future (this would be similar to how the glowing lines on "neon band" work).
We should have the ability to dump/throw a mug of leaf lovers, far too many drinking adventures have been ruined by someone ordering a round of that filthy brew
Make the m1000 ping louder, it's just a little bit too soft yknow
Make the mule icon much easier to see on player portraits, it blends in because there's no outline. Make it so the mule icon stays on the player who called it until it stops moving
Change the class icons from default setups. It's stupid to have a game with such high customization, and having a face on the icon that does not represent you at all.
I main Driller, and I have a lush thick long beard. But all everyone else sees is the default beardless embarrassment. Awful.
Some character descriptions in the Miner's Manual on Mission Control and R&D. Could include a larger picture of MC and a group photo of R&D.
Add an animation when depositing a heavy item that features the dwarf shoving it into the machine before a transition into the normal "bucket dump" animation (assuming you have any materials in your inventory)
Gloomstalker Mk.III variant that allows beards
On death, naedocite breeders should rapidly deflate like a punctured balloon instead of simply ragdolling
Nitra fragment :D
perk suggestion: overclocked bolts (faster construction)
(XX)% faster construction /repair of constructibles and machines (only 25% effective on derreta)
use cases: enginners sentry, derreta (reduced), pipelines, slavage missions, loot crates (and any other machine that requires hammering and bolting)
How to balance: % speed should be maybe the 30% max? , have a list of repairables that only gain a 10% increase like derreta etc?
A third Scondary Weapon for the Driller,
cant get enough of the Main Weapon? perhaps a familiar Side arm is worth your attention?
Hand-Flamer/Sprayer, perhaps have high end upgrades and/or overclocks get it too spray either Cryo or Goop. if it
For the hacking sequences during Industrial Sabotage missions, if transmitter line breaks, make HAK-C pod deploy transmitters again temporarily. Had a case where the line was on a bridge that got blown up by a bulk detonator and one of the transmitters fell down. Luckily it was still possible to reestablish the connection, but otherwise it'd have just soft locked me in a mission (especially considering Engineer is the only class capable of creating "terrain")
landmine OC for deepcore?
New Machine Event: Glowing Mushroom Gathering
You have to use a tool much alike the fuel gathering tool in Escort missions to gather glowing mushrooms around the machine event. These mushrooms will spawn on a rate much like the spawning of Kursite infected aliens. The dwarves would have to support one of their teammates running around gathering enough radioactivity from the glowing mushrooms for the machine to analyse. This event would challenge the players on using their travel tools effectively while under constant pressure from the native aliens.
An overclock that increases the strafe speed with the Drak could be pretty good. Would give off major Doom vibes, especially if it scales off how many kills you get kind of like the T5 mods for the Gk2 
Hi. I ran into the problem "wait for steam to load" . I played this game for about 80 hours and deleted it. yesterday I decided to install it and still cannot solve this problem
Laser pointer pings (more than one at a time) that doesn't go away for marking things to remember like ores, compact dirt. Maybe bind it to middle mouse while laser pointer is up
instead of reloading a lobby if you fail to join a group, have it just keep you in the same lobby? Fairly annoying :P
less of a suggestion, more so feedback but i feel both the sludge pump and the plasma rifle need some serious tweeking before they're viable.
at current moment, fully upgraded without overclocks, they both seem to get easily outshined by their default counterparts, the sludge pump more then anything.
i feel the plasma rifle either does to little damage, overheats to fast, cools to slow or all of the above to really be viable when the default rifle does more damage, doesnt need to cool own, doesnt have nearly as much travel time, and is just overall more useful. maybe add an effect like it slows down targets on hit or something? not sure how you'd rebalance either of these but still.
as for the sludge pump... IMO its just a worse flamethrower. less ammo, can't easily cover walls or ceilings with its area denial/CC, requires a charge shot to do so, and said charge shot has a hit box sensative enough to explode if it grazes the smallest of surfaces to the point where you cant aim around corners or down cliff faces if you dont wanna case of friendly fire or self damage. its a neat concept but the flamethrower just seems to take everything its meant to be good at and does it better.
Like i said, im not sure how you'd go about fixing these things, hence why its more feedback then suggestion but i wanted to put my two cents out there.
Balance change suggestion - Stop area damage from popping destructible weak-points, there is an un-intuitive interaction between area damage weapons and enemies with high health pools and destructible weak-points - long story short, you can pop goo sacks and bulk detonator weakpoints without gaining any benefit by using area damage weapons like the hurricane/c4, this hurts your team by denying high accuracy classes the ability to utilize these weak-points for extra damage.
I think that area damage on weapons should not be able to pop/damage these weak-point health pools at all, a driller shouldn't be punishing the scout by C4'ing a bulk and popping all its bulbs.
petition to add secret Hacking Drone animation where it pulls out an air duster and cleans the console
How about adding a new melee based class to the game?
Passive or Active Perk idea:
(probably passive as it makes more sense for it to be passive)
"Shoulder mounted grenade launcher"
- allows you to throw grenades while shooting, by shooting them out over your shoulder from a small shoulder mounted launcher.
-Obvious increase in dps will result from this, and would imo make other less best in slot grenade choices more usable as you dont have to sacrifice your offense to use them. Might create new strategies/options in a fight.
(also could reuse the animation for when throwing flares in general, instead of them coming out who knows where from*)
Also yes it's inspired by the Doom Eternal grenade system for reference
Add an option to switch your dwarf to a female dwarf. Doing so changes absolutely nothing.
Ability to change Molly’s paint jobs?👀
Idea: Like Bosco we can purchase upgrades for molly one specifically where she doesn’t get in the way all the time
New armor set ideas with some small thematic flavor text:
-
Tactical Strike team armor, Mercenary Gear:
"Things are getting serious now on Hoxxes*, management has cleared us to give you our experimental top of the line tier 1 spec ops equipment. Don't ask where or how we got it." -
Legacy Ancient Dwarf armor
"They just don't make 'em like they used to. Ancient superstitious symbols carved into the armor allegedly are there to ward off bad omens, hand forged steel plating, offering surprisingly good protection against modern weaponry. RnD isn't quite sure how or why it glows either.." -
Mechanized/Experimentally augmented dwarves
"More machine than dwarf, these poor souls willingly gave up most of their flesh for cold steel. RnD still left them with the dignity of beer repository and allocation systems. But otherwise they're literal killing machines."
I wish there was some achievement for completing a mission whilst being drunk, I want provable bragging rights
Surely the new "pickaxe throw" emote can feature the users pickaxe skin and mods instead of the plain one currently used? Need a way to showcase our axe!
the choice to play as a female goblin?
Still holding onto my idea of adding traditional dwarvern plate armor as a DLC cosmetic. If we're keeping up the tradition of the mule, why not honor our ancestors by wearing their greatest armor?
(I've posted this a few times in the past)
I have 2 pieces of feedback that i think could make the DRG experience even better:
-
Either reduce mineral costs for promos, or give said promos scaling benefits. The fact that you have to pay an increasing amount of credits AND minerals the higher up you go in the ranks, without getting any additional benefits from promos makes them a little bit redundant apart from bragging rights. Maybe getting a +1-3% increase in rewards every promo you stack with your current class could be really nice, as in 3-9% when you get to bronze 3 and so on.
-
Allow players to get a flashlight range increase when they hit silver or gold rank, or after a set amount of missions. Even a 1.5x modifier would be very nice.
IMO theese changes could make getting your promotions more meaningful in the long term 🙏
sticky flares
In addition to pressing v to raise our pickaxes into the air, maybe an interaction where we can clang our pickaxes together like a low high five kinda deal?
Let us pet glyphid exploders and make it a challenge called "over 9000", where you pet 9000 of them for a glyphid hat, or nothing. I just want to pet them as they explode. Seems like they need it.
Bulk spawn to much for many ppls each mission, and there's no statement in patch notes
Fix pls
How about a proper Linux release with support for Steamdeck?
A way to sort your forge inventory to only show OCs for the selected class/classes
The new armor models are great, but i'm a bit annoyed at the Mark I gunner armor's backpack being loaded with autocannon shells when the default gunner is armed with the Lead Storm minigun. Perhaps differing backpacks depending on the user's choice of primary weapon? Also, the Lead Storm minigun is the most precise of the gunner primaries, yet it doesn't have a weakpoint damage bonus option?
Please make the Industrial Facemask take up the Beard slot instead of the Headwear slot, I think it'll work better in that slot to make nicer loadouts
This has 100% been said but
Hover boots suck
And they need to change,
Comparing to other perks you not having, a self revive and team save, a instant revive, and good passive, a dash that can save yourself and your team more then iron will, for a 90 second cooldown crapy oh shit fall damage button that times time to use and removes your horizontal momentum, so instead of this these are my changes if suggested
Option 1: reduce the cooldown by a lot maybe to 20 seconds, but reduce the hover time to 1 second,
Option 2: reduce cooldown to 50 seconds but give you full air controll for 4 seconds while using this
(I don't know if this would be balenced but is something like dash has a 25 second cooldown j think option 2 having a 25 second cooldown as well would not be broken, and if this does not get added which is fine it's the devs game not mine, and it's not a huge deal I can take other perks, can someone make a mod for this?)
DRG in VR 👀
It seems the hit detection is sometimes off. I just shot 3 hyper propellants into a preatorian butt while not host and they all blanked. I would not have considered that a laggy game either.
Sludge pump overclock OC:
Sprays liquid in a cone instead of shooting blobs
An assignment you unlock by getting to a very high rank called Karl's Legacy where you would do several missions honoring Karl. On the last mission it would be a mining mission but everything seems a little off, there are no bugs, no morkite, and mission control seems a little nervous. As you descend deeper throughout the caves your equipment starts malfunctioning, creepy music starts playing, your dwarf starts saying how this cave gives him the creeps sometime later your objectives letters and icon start to slowly change to say FIND KARL :) (0/1) and your dwarf says "Is Karl doing this? Is he down here? I have to find out." the deeper you go the darker the cave starts getting until you find a large opening in the cave and mission control warns you not to go in there. you go through the opening and you find your self in a large room and in the middle you can see just through the darkness some lost dwarven equipment. You go closer and you realize that its not just some equipment its KARL's equipment. You go even closer and you can finally see it clearly... its Karl's remains. There's a data download next to him. You pick it up and upload it to your terrain scanner, It's a message from Karl. It seems that Karl HAS been watching over you the whole time and Karl with his last minutes of being a ghost wrote this message. It says:
"My dear dwarf friends, I don't blame you for leaving me behind! It was not your fault, we were overrun by the bugs, you had no choice but to leave me behind. From Your Dearest, Karl"
The screen fades to black and then cuts to an animated cutscene where you can see your dwarf crying by the remains of Karl in the rain. The credits start playing with your dwarf in the background. At the end of the credits your dwarf gets up and goes back to the pod.
Goo radiance - like heat/cold radiance but for goo. Maybe as an OC?
I would love to see a map designed where you play on the surface of a planet 😄 🤗
small coding tweak = Make it so that when you use to marking tool not only to mark stuff and see the ammo count for each dwarf, but also to see how many charges are left in a resupply pod if you're too far away from it in an Elite Deep Dive, for example
Make Lootbugs lethal (deal dmg) during lethal enemies 😳
I think the doretta head should have a bonus of say.... 100 credits for scrap value. And a 100credit surcharge for return rocket fuel costs due to the added weight.
Not sure if it was ever suggested but:
To have the option to lock a single cosmetic loadout (on both character and pickaxe) for all of the weapon loadouts, or to just give us a button to dupliacte/repeat said cosmetics on all loadout pages so we don't have to do it manually for those who, like me, prefer having a single look for each class.
I love the new update but please give us a way to go back to the normal mission end screen, or at least don't bring us to the season progress screen w/o a continue button. I like looking at the old screen
Suggestion for Merch: Lootbug plush that you can stick to your car window. Like those old garfield window plushies.
cosmetics that are available for all 4 characters should be just that, a cosmetic available for all 4 characters, instead of 4 identical ones for each class. cut down on clutter that way.
Rework for Drak-25 Shield Battery Booster overclock: Remove the +50 ammo bonus and add more to the damage inflicted at full shield, possibly give it +7 because at the moment it's apparently only +5.5 which isn't a nice round number 
also, somewhat related to my previous suggestion: a mark as seen button. i don't need to go look at how it looks on my char if i just saw it in the store
Make transmitter nodes and node connections visible on the terrain scanner. Just as helpful, and satisfying to look at, as pipes on osr coming up on the terrain scanner.
Perhaps add a mission where you have to exterminate mutated plants because they are getting in the way of Deep Rock Galactic's jobs. Suggestion: Make them Korlok mutations. (Also I made a great picture)
If we're going to keep on getting enemies with ranged attacks, their spawn rates needs to be reduced in single player. All the new rival tech content is stupid if you're trying to do it alone.
reduce the cost of a ressupply during solo play
I think it would be nice if you could pet the robo hoarder. Or at the very least, slap his dangly arms. He is friend shaped : )
I'm almost certain this MUST have been suggested by now but I'd be willing to put money on the idea that if the "It's a bug thing" perk was changed from "lootbugs within 5m explode" to "pet lootbugs to extract their minerals without killing them", that perk would SKYROCKET in popularity.
I'd love if the Lok1 had an OC or mod to prevent more than 3 locks per target (maybe replacing SMrT rounds?)
I feel like a rework of mantling would be nice. Been so many times where I have tried to climb an object but my dwarf refused. Or when I did mantle, the game would freak out and send me flying across the room to my demise
How about more rooms in general in the Space Rig? Using the Wormhole, I realized how massive the Space Rig actually is, and I would love to see the inner machinations of how it works. None of the rooms need functionality to them... Just something to give it more life.
So here are some room ideas:
- Doretta Storage Area (Contains Doretta, either being partially built or fully built, and her crate-like drop pod.)
- Resource Vault ("Where do all of these minerals go?" How does Management store all of that Nitra, Gold, Croppa, Enor, et cetera? Also I'd love to Scrooge McDuck in that gold pile.)
- Supply Drop Factory (The assembly line for all of that ammo you need for that Haz 5 mission. How are they assembled?)
- R&D Facility (Great minds doing great work. Where else do they do all of DRG's research? Where are all of our collected Data Cubes going?)
- Drone Quarters (Bosco explodes and/or is left behind every Solo mission. Where is he being re-made? Where does Lloyd and Hacksy call home?)
- Mission Control Office (You are trespassing. Get back to work.)
Just played a mission with some friends and had my Engineer partner throw a plasma burster grenade on me to clear out a pack to revive, and it set off a very high pitched squeal in my headset that was like tinnitus flaring. Could we get that flashbang-like effect either lowered in volume to not cause discomfort if it goes off too close, or an option to remove that kind of sound in the menu?
Unrelated to the current topic, but here's a suggestion: a timer to reconnect to a deep dive in case of a crash/sudden internet issue
SUGGESTION: increasing the amount of season pass progress awarded for deep dives/epic deep dives. Right now deep dives, at least, award the same amount as your standard mission, and I don't think that's right. High risk, high reward, right? Maybe 2.5X times for a DD and 4x for an EDD? I dunno. For all I know you guys dont want to in any case and that's fine. I just thought I'd bring it in as a suggestion.
SUGGESTION : skipping the forge animation
I would love to have a lesser version of the weekly priority mission that is endlessly repeatable, either a full three Mission series or just a single Mission with a minor random reward or something. I often find myself with no missions available to run anymore and want to play something and would rather do that than pick a mission.
Give us Mission Control's headset as a cosmetic.
I'd love to have an option to have this subtle outline around my allies' health bar so I can quickly see how much shield they have and if they're taking damage for the gunner's shield. Would also be useful for shield boost.
Make it so the puddles from the Sludge's charge shots scatter themselves more efficiently, trying to cover the biggest area possible. It should also try avoid leaving empty space in between the puddles so enemies don't have a safe path to walk in between the puddles.
Also make the base puddles bigger
Tweak the visuals on the Drak Plasma Carbine's spinning tube / overheat cylinder so that each framework and armor color has the same / best overheat indication.
Give the Drak-25 a third tier 5 mod. It feels like all I use is Thermal feedback Loop for every build unless I am running Rewiring or Aggressive Venting.
My suggestion for a new mod is one that increases the Draks damage by 5% for every 18% you fill the heat meter, meaning at 90% heat you'll have a maximum of a 25% damage bonus.
Lok-1 Unstable Overclock Idea: "Advanced Combat Module"
~Disables alternative fire and converts the weapon into a fully automatic rifle
~Targeting interface will be permanently shown and will automatically target enemies, but only one at a time
-Targeting Range is tremendously decreased
-Damage is tremendously decreased
+Ammo is tremendously increased
I already have the "Photosensitivity mode (WIP)" setting enabled but what about the Deep Dive loading screen, cause i feel that the intense blinking there could be an issue. Hurts my eyes atleast. I'm also epileptic so i feel i must almost just turn around while that screen is up.
When scout upgrades Bosco, his upgrade lines do not match his voice pitch
RL plushies of Prospectors, just like lootbug plushie it could have a zipper on the belly and inside a tiny data cell
ability to blacklist certain players for either griefing, hacking or otherwise
edit: if this is an old idea or recycled idea... has there been any implementation or discussion regarding this? curious, not sarcastic here
Change the class portraits to something else maybe?
I like that all of them have a different color to differentiate one from another when you quickly look so you dont need to pay attention and try to figure if you got 2 drillers or 2 scouts for example
But its weird having a portrait of a character that does not resemble yours at all.
Quality of life improvement where we can tell molly to sit her Butt down in a spot of our choice. and she does not move for a duration of 3-5 minutes. With "call molly" button being able to override this function. or drop pod recall overriding it.
Theres been a staggering amount of unacceptable moments when she gets in the way while fighting a dreadnought, blocking bullets, Or shes pushed me or my team mates into very dangerous enemies such as Dreads doing the stomp attack, bulk detonators range of attack as we try to relocate, Or glyphid slasher hordes with lethal enemies to name a few.
option to show overheat circle around the aim reticle. i find it highly annoying having to look in the bottom right corner to see it.
poorly edited screenshot as an example
Suggestion: Sabotage Mission gives double Season Exp, and increase Prospector Event spawn rate. This sour mission needs more sugars to this season.
Lemme get this straight. There just a bunch of people here just sitting here waiting to put that recycle emote on other people's honest suggestions?
yee purdy much. cause i guess its for ideas that have been suggested before. but you'll have to narrow the search down to this channel to see where the first suggestions of that particular type comes up.
which.. good luck to you on that cause it stretches pretty far back if you want to do a vague wide sweep search for it.
otherwise it might be on the trello page
Fine. Refined suggestion: a better in game logic checker to prevent dumb shit like infinite magazine GPL spamming engineer team damage and exp cap to MAXIMUM 1 level per mission.
Since coming back to drg, i have met alot of hacking players that play 1 haz 2/3 mission and suddenly level up 10/15 times AND spam shots lije no fking business with unfair methods.
Since everyone says that implementation of a blacklist method is sooooo hard, i think the alternative suggesting here is worse to make.
I have been killed by cheezing cu*ts and sorelosers who cant be bothered to put in the effort to play this game, who screw up other people's sessions selfishly etc.
Here's an idea for a high powered Pump Action Shotgun
Weapon Name: PASG-2000 (Pump Action Shot Gun)
Class Designation: Gunner Secondary
Base Stats
Fire rate: 1.5 rounds per second
Damage per pellet: 6
Pellet count: 20
Stun: 5% chance to stun (per pellet) for 1.25s
Accuracy: In between Warthog and Boomstick
Carried Ammo: 45
Tube (mag) capacity: 5
Reload speed: 0.4s per shell
Has a built-in Blowthrough rating of 1
MODS:
Tier 1:
- Bigger Pellets: +1 damage.
- Extra Ammo bag: +15 ammo
Tier 2
- Armour Break: +600% to armor breaking.
- Enhanced Blowthrough: +1 to blowthrough
Tier 3
- Improved stun: +15% stun chance and +1.5 seconds to stun duration.
- Speed Pump: +0.5 to fire rate
Tier 4
- Ergonomic Barrel: 30% less recoil and spread.
- Expanded Tube: +2 Tube (mag) capacity
Tier 5
- Explosive Rounds: 50% of your direct damage is converted into area damage that is dealt in a 1.25 meter radius.
- Extra Pellets: +2 pellet count.
- Shockshot: Each pellet has a 10% chance to inflict the electric status on enemies.
add more party slots and a medic class 😄 
Petition to reduce icespear and snowball ammo cost XD
Drak pulse carbine projectiles suffer greatly from even the slightest lag. I find myself shooting bugs in the face at 100 ping and they dont take damage. But if i lead my shots and shoot the ground ahead them then it hits.
Please, this needs fixing as drak is reallly hard to use in multiplayer lobbies.
I feel like the Crafting Mineral rewards should be doubled. Putting in 1-3 missions to advance my pass/cosmetic tree and only getting 50 umanite, which I could get in one clean haz 4 mission feels a little meh.
Or perhaps, future seasons could get rid of the mineral rewards, and just have the cosmetics. In order to prevent people from blasting through it, you could increase the script cost to 5-10 depending on the reward.
Same paintjobs for tools as we have for weapons? (drills, flare gun, grappling hook, platform gun, zipline launcher)
Not c4 nor sentries because in c4 there's no point and in sentries you wouldnt be able to tell which sentry someone could be using
A perk called "Goat Feet" which allows Dwarves to move up slopes that they would normally slide off of.
- ability to pet ALL the things
- achievement for petting ALL the things
yes, that includes bulk detonators
also, some very sarcastic lines when pinging the resource bag that players drop when they leave the game :
"oh look, the poor leaf-lover lost their purse while RUNNING AWAY"
I'd love to have salvage missions more different. I hate going to a salvage mission and see that I only have to fix mini mules and get the drop pod ready. Here are some suggestions.
-You should be able to salvage more stuff such as the minerals that the dwarves collected
-Fixing broken Boscos
-Rival tech drones killed by the dwarves that died in their mission. Management would want you to salvage them to make new APD's.
-The dwarves bodies. You should be able to loot them for different stuff like armor (to return to management) or some gadgets.
I really think that you should be able to deposit into the mini mules
the coffee stain publishing and ghost ship games splash pages need to follow the same audio as the rest of the game. they are way too loud. secondly: please let us have a button to mute the game while its in the background. that way we can hit that button and the game is muted when alt tabbed. its annoying having to fiddle with master audio before and after alt tabbing.
More passive creatures, like maybe a bug that’s like a bunch of cave vines but in the floor.
Suggestion:
mission type: Rescue
-you start a mission as normal could be any mission, but suddenly mission
control gets attacked by the rivals and you have to go back and rescue him.
-when that happens you have to set up the drop pod (like in the salvage mule mission)
-the uplink would drop down to you regardless of what mission type you
are in.
-any resources you have taken before he says he is being attacked will still be with you. (will still lose the them if you fail)
-in this missions you have 1-5 downs (would be less depending on the difficulty. (lethal would have only one down and if you down again you fail)
NOTE: if there are 4 players the have 1 down each on lethal)
-when you arrive at the space rig you have to hack the hanger to get back in, a teammate has to do it while being defended. hack difficulty scales with hazard level and number of players.
-if you are solo you use a hacking pod instead of yourself to get the hangar open.
might be some grammical error here, english is not my first language xD.
that sounds amazing honestly
I suggest that:
--> all hand-tossed flares get longer time duration (+10 to 30 more seconds)
--> Berserker perk's pickaxe cooldown be significantly reduced.
Golden lootbugs should get their own miner's manual description, different from the normal lootbug. If crassus detonators are so fascinating and peculiar, why can't lootbugs made of pure damn gold receive such compliments?
Could we please have a speed up on the Season Pass? I feel like the XP rewarded is worthless if I play a map that lasts 40mins vs a map that lasts 5 mins... regardless of difficulty. I feel like I am unrewarded by spending 40 mins gathering all resources I see.
Please make an option to block user (so he'll can't connect to your game) and make notes about him, or ability to call rescue pod/start next stage of repairing pod/etc only for host or by vote. Sometimes players just rush missions when you host it and want to make secondary quest, you can't even kick them after they push the button on Mule.
Industrial Sabotage Nitra generation could use tweaking, there's too much on the medium difficulty level. On haz 3 solo I call 2-3 resupplies every IS mission and still have 300+ Nitra left at the end. This has been consistent over the last 5-6 sabotages
Suggestion: Tipping at the bar subtlety and without any kind of notification upgrades the bar and area. You come back from a mission and there is something new. Nothing ground breaking, but it just looks nicer. Few kegs maybe?
Love the idea of the new season rewards, but the "scrips" seem a bit out of place in how they look/feel. It feels too clean like the company is actually treating us to something nice. It would fit a bit better if it was just like a coupon or ticket 🎟️ and the console looks more a vending machine. Its probably too big of change to do with this season but maybe on the next season it could swap over and just say it was budget cuts due to the loss in revenue from the competition.
Make explosions prettier, some dust/smoke, make ‘em brighter and louder.
Think it would especially look good with the caretaker explosion.
Also bulks.
some way to test weapons on the space rig. A firing range with a target that displays damage values. Getting unstable overclocks and learning your build is garbage once already in a mission kinda sucks.
Hoverboots III, IV, V, & VI
Passive: Improved Aerial Mobility (Quake Air Strafing Upgrade letting you steer yourself better and tighter in the air with each upgrade.)
III: 12% IV: 25% V: 37% VI: 50%
Activate: Hold Call Button to Hover for a few seconds as usual
III: Can move while hovering. (Default speed of being in Sticky Goo w/o Unstoppable I-IV.)
Hover time: 3 Seconds
IV: Can move while hovering. (About the speed of being in Sticky Goo with Unstoppable II.)
Hover time: 3.5 Seconds
V: Can move while hovering. (Speed of carrying heavy objects w/ Unstoppable I.)
Hover time: 4 Seconds
VI: Can move while hovering. (Speed of carrying heavy objects w/ Unstoppable III.)
Hover time: 4.5 Seconds
||I would suggest VII but that might be pushing it. If so, it would be-
VII: 50% Aerial Mobility.
Can move while hovering. (Just under walking speed).
Hover time: 5 Seconds||
bosco should get overclocks
active perk Idea
Insta MULE :
by interacting on a Mule beacon the Mule will instantly teleport to the beacon
the mule is also passively faster
I (5 min cooldown +5% speed)
II (3 min cooldown +5% speed)
III (2min cooldown +10% speed)
What about instead of the boring and underpowered HE grenade the driller gets a Flak grenade that works similar to the pgl’s proximity trigger modification.
Would be a simple change but definitely less boring than just a grenade and it would give the driller a bit more flexibility when dealing with macteras.
If, on future seasons, you decide to keep the cosmetic tree concept, it would be really cute if the cosmetic tree was in the 'shape' of something (potentially season related). For example, the nodes could look like a glyphid, or bosco, or a loot bug, or doretta! I think it would be adorable.
Here's a mockup of what it might look like! (You can pretend I actually laid out all all the nodes)
Suggestion:
It's a small thing, but make the "Let's head home" Bottom on the mule less magical
As of now it it magically apears out of nowhere, But maybe make the drop of point where it is now fold ind and bring out the bottom, then fold ind again and then be empty drop off point again.
It helps with immersion on every mission, and makes our lovely mule more fancy 😄
can we please not have industrial sabotage bosses spawn in caves that aren't open spaces? the tentacle / claw things can lock on and attack through terrain, so anything that isn't wide open space just gets you one shot out of nowhere and makes the mission impossible
please fix the spawn for your new content to not be BS please
also, nitra spawns feel on the low end for 2x endless horde + boss, all parties I've played with end up with maybe 1-2 pods on the final boss, which is nowhere near enough (especially on engie who has fuck all ammo efficiency)
I am relatively new but I adore jumping on the barrels and their weird physics send me flying but anyway my suggestion is a trampoline.
Suggestion:
The ability to kickflip or do a small trick when riding a pipe to get a slight boost, maybe as a perk.
Reset Loadout Button
Reverts entire selected loadout (Weapons, Mods, Overclocks, Cosmetics, Pickaxe, so on) to it's default state of fresh install. Warning Screen Included.
Quit Game Y/N
Ever played Quake or Doom and the game would ask you if you were really sure if you wanted to quit and would mock you for being a coward or begged you to stay? Kinda wish that was here too.
Examples
Karl would not be proud for leaving right now.
Ok, go ahead and leave. See if we care. sniffle
Don't leave now, there's some gold just around the corner!
Management reports that someone is trying to leave early; would that happen to be you?
Not sure if this has been suggested before, but if the Drak-25 overheats via the Manual Heat Dump T5, the Scout should not play a voice line complaining about the overheat. If I'm using a build where the objective is to overheat the gun as much as possible (e.g. the Rewiring Mod overclock), it gets annoying fast and can cover up actually important sound cues/friendly dwarf calls.
a button that makes you swing the pickaxe backwards
clean shave for eyebrows
Beer that gives 2x xp for each glyphid kill
increase the amount of credits you get past rank 100 on the performance pass, maybe to 2.5k or so? 500 credits is pretty low for 5k points (~4 missions or so)
Decrease the sound of armor noises when the dwarf is idling at the forge. The sound of your clothes fabric rubbing every 1 second and its loudness is pretty repetitive to hear
Have things like plain quartz attenuate light from scout flares
I would love to show off my weapons on the Space Rig!
Make the unknown horror show up when Ctrl is pressed to make it easier to find out how far the players are from it
(I posted this in general last night, but I'm gonna post it here now too)
New Active perk Idea: Transporter.
"Management has authorized the engineer to give you an.... incredibly experimental teleportation device, and we set the output to the M.U.L.E. we provide for you"
Active: Double-tapping C instantly teleports 25%/50%/75% of all carried minerals to the M.U.L.E.
At rank 2+ it also transports any carried Heavy Objects.
Cooldown: 4 minutes
Passive: The M.U.L.E. moves 10% faster. If there is no M.U.L.E. in the mission, then the cooldown for the perk is reduced by 25% to 3 minutes
DRAK needs better visual indicators for its heat-gauge. It isn’t nearly as glance-friendly as minigun
Hey this one is a pretty short and simple request, but can we get a buzz cut cosmetic? Round and flat tops would be appreciated. Rock and stone <3
Response lines
Like left 4 dead, when in the campaign rochelle and nick will say quips to each other
Just instances that could be completely incidental or related to the mission type where the dwarves are chatting about it
I would like to look like guile from street fighter
improved ai for bosco vs. Hive guard
And vs caretaker
Doesnt shoot shield weakpoints right now
Customizable drop pod chairs!!!
Remove extra mini mule legs in salvage operation
(I think the kinks have been worked out and you can scan for them now)
Change miner manual text for "elite threat" from more likely to encounter elites to will encounter elites. (Since it was changed from random spawn to only with the threat)
rival tech glyphids. Basically cyborg spiders with different abbilities
A boss where youre stuck in a room with a massive creature, which weapons can't harm. You need to mine materials around the room and call in orbital strikes(think supply pod but different model and does damage) to kill the beast
How about a shooting range in the hangar
Defeat poses (victory poses but for when we die)
A mutator that lets grunts eat flares
EDIT: afraid of the dark? >:]
Improve hit detection for Drak pulse carbine on higher latency like 100+
The plasma projectiles hit bugs but do no damage, it works if you shoot the ground in front of them.
Further increase the ammo for the base Gk2
(or give a minor damage boost) U34's buff towards the base Gk2 was only +25 ammo, one mag 
just a small idea for a perk i had and decided to make a crude mock-up of it in 5 minutes, since i think this is a bit better to look at over a wall of text
Suggestion: Promotion/assignment progress doesn't pop up a thing that stops you in your tracks after each mission, just show it in a corner ticking up
Class Based Active Perks:
These perks can be used in one of the 2 slots that we are currently using. So, there won't be any extra perk slot for these perks. You have to relinquish one of the active perks that you are using currently.
Gunner:
Shield Overcharge Mechanism I & II: Recharges the shield instantly & adds extra time to lifetime of the shield before shield goes down. (Cooldown: 240 Seconds.)
Tier I: Adds extra +3 seconds to shield lifetime.
Tier II: Adds extra +5.5 seconds to shield lifetime.
Healing Room I & II & III: The HP of all dwarfs that get inside the shield increases over time. (Cooldown: 180 Seconds.)
Tier I: 3 HP per second.
Tier II: 5 HP per second.
Tier III: 7 HP per second.
Engineer:
Turret Overfeed Mechanism: Allows the player to reload the turrets without going nearby them. ( Cooldown: 180 Seconds)
**Platform Minelayer System I & II:**Adds small mines into the platforms that explodes when triggered. The triggered platforms will be destroyed and deals explosion & AoE damage. (Cooldown: 300 Seconds)
Tier I: Deals 150 Direct Damage & 100 AoE Damage. (Per Platform.)
Tier II: Deals 250 Direct Damage & 150 AoE Damage. (Per Platform)
Driller
Turbo Drills I & II: Increases the dig speed. (Lifetime: 15 Seconds.) (Cooldown: 240 Seconds.)
Tier I: Increases the speed %7
Tier II: Increases the speed: %12.5
The Heavy Digger I&II: Increases the drill damage. (Life time: 10 Seconds.) (Cooldown: 180 Seconds.)
Tier I: Increases the damage %7.5
Tier II: Increases the damage % 15
(I'll add scout later)
Blunderbuss type Overclock for the Boomstick, this is designed to replace the Double Barrel OC (which should get re-added as a tier 2 mod)
OC Name: Shrapnel Shot (Unstable)
Effects:
Pros:
- Pellet count is increased by a 4x multiplier. (Meaning with the pellet mod equipped you'll fire 44 pellets per shot)
Cons:
- +30% to horizontal weapon spread
- -1 magazine size
- -3 damage per pellet.
Usage: Basically this is a big enemy remover at pointblank range (kind of like a close range Hyper Propellent). It's other use is to use the spread penalty as an advantage by firing into big groups of enemies at ranges beyond pointblank, thus hitting multiple of them at once and weakening and possible killing a few of them before they close in.
You guys are making a board a game which is great..... HOWEVER have you thought of blessing us with a VR mode?
Suggestion:
Let us be able to upload custom images for loadout icons. Mostly a quality of life thing, but i think it would really help people remember what their loadouts actually do better
Suggestion:
It may be a long time thing but I'd love to suggest it--
Thinking of the dreadnaught I've always wondered what they turned into, and maybe the next season after these 5 or so months being related to that!
I've specifically drawn a huge amount of interest to the Hiveguard, what type of hive are they guarding?! Maybe a whole boss map style thing where you infultrate the hive, maybe relating the enemies to the little guys that the hiveguard spurts out, and how you're supposed to defeat one (or two) hiveguards!
What would be the boss? maybe a queen of a hive type of thing! what would a hiveguard turn into? maybe into a hive ruler, or queen, per say :)
This would also give huge ideas of "if there's a hive queen do the glyphid or twins have a queen too???" It just drops a whole world of possibilities :)
I would love seeing an infiltrating the hive type of mission!
please make it so detonator can't spawn in the hacking pod... i already got 2 game defending hacking pod and detonator spawn right at the hacking pod wipe all of us
It might have been suggested before, but perhaps the season challenges could be rebalanced a bit around mission length? I don't know how it would be worded properly, but you can do the missions a ton faster by just spamming length 1 missions over length 2 or 3, that might be worth looking into.
Add DRG to PS4 - PS5
Suggestion:
Due to budget cuts, management should expand salvage operations to extracting all left behind tech... All the platforms, dotties and refineries should make it home... Mission could include variety of objectives like repairing platforms, attaching rockets to them, fueling ect.