#suggestions
1 messages · Page 93 of 1
A perk that lets you essentially have a barrel the same way engy has his turrets. Maybe it can store 20 minerals, it'll be an active perk.
I think this would be neat for 2 reason, the more stroage space,
And also since you now have a barrel in a mission, you essentially have an on demand physics object that you can use to barrel jump
Female playable dwarves would be nice.
We should be able to build grinding rails on point extraction missions, like the ones from on site refining
Also, maybe a pet lootbug that can hang out in the rig, sorta like Poogies in Monster Hunter....
Or, actually, what about an option for a "Ship Pet" Where you can unlock cosmetics that represent different "pets" that can just sorta wander the ship and get headpats. Like a lootbug, a Steeve, that kinda thing.
being able to pick up the small loose chunks of red sugar to throw at our team-mates with low health would be cool
Hey guys, i have a tiny suggestion: can we be able to see the gunner's ziplines on the 3D map? or the platforms of the engineer (those less, cause they place a lot)
make mineral chunks bigger when they contain more, so that a 75 health Red Sugar chunk looks bigger than a 2 health one
I don't know why you don't have a mission type filter (plus a filter for assignments of players currently in the team) in the server list. Seems like a no-brainer to me.
some kind of single player target practice mode with an equipment terminal so we can quick test weaponry and differences between them. Preferably with an infinite use restock/ ammo reset instead of just infinite ammo so we can properly track how quickly you burn through ammo
Think it be possible to inform players when joining a party that push to talk is Z, quite a few people ive encountered legitimately didnt know PtT was in the game let alone how to use it until i spoke up
Seconding Jbyrd and every other considerably frequent request for a gun range or something equivalent; I know from previous answers that such a thing would not function on the space rig because of the significant difference in code between that hub area and the game area. However, considering loading times aren't too harsh from my experience, I propose a third separate location or "game mode" which is accessible from the space rig, in order to solve this problem.
The gun range would have its own terminals for switching between your weapons, classes, as well as weapon overclocks and upgrades – but you wouldn't be able to spend resources to unlock anything. Whatever compromises can be made to make it smooth and functional, whilst keeping it separate from the rest of the game, will hopefully result in something much more painless to implement for the devs.
can we get skins atleast for our mobility tools. If not also select throwables (like axes and frags) and quaternary weapons like the gun platform.
Id love to apply skin to my drills so they match my armor color
BET-C needs to have an upgrade to fight the Rival Company bots. It'd be cool to have more mech machinery with guns to help out.
My suggestion is only for a specific perk:
Shield Link (https://deeprockgalactic.fandom.com/wiki/Shield_Link)
Passive: Whenever you are within 4m of a teammate, both of your shields recharge 50% faster!
Active: You can overcharge a teammate’s shield to 300% for 20 seconds.
(3 minutes cooldown)
Suggestion:
It would be great if I could have any indicator of my team mates shield so that I could just walk to them and help it recharge. Or if I need someone to tank, I can check whos shield is full and overcharge them 300% to buy us time.
Huuli Hoarders skin color to match the colors of the biome they are in.
I dont know if this is a bug, but the gunners missile launcher primary does not register weakpoint hits on brood nexuses. The eyes never pop. Probably has something to do with explosives usually not doing weakpoint hits.
Some buff suggestions for the Zipline, since it's considered the worst mobility weapon by far.
- Increased speed while not shooting.
- Make the reduced fall damage baseline and replace the upgrade. I suggest something like "+X speed for Y seconds after leaving a zipline."
I think buffing the zipline can make combat unfun, since you could just hover above ground and be hard to hit, but as a mobility tool, it's too slow and unreliable, since getting hit while trying to just escape to the pod or move to a high place is often a death sentence. I think these changes can make it more safe to use as mobility and not feel as slugish as it feels right now.
If anything, I think the gunner could have a teleportation gun (with ammo and recharge) instead of zipline.
I hope a future season is KORLOK'S REVENGE and that it comes with new Korlok plant enemies
A Bosco Rocket suggestion:
- Add a Bosco upgrade which you can replace his rocket for flares.
High complexity caves with most classes are really dark, and it highlights the importance of a Scout. But when playing solo, the lack of light can't be mitigated very much and makes exploring boring, relying on Bosco to slowly move around illuminating. Many people don't use his rocket for combat purposes, so replacing or creating a upgrade in the Rocket Upgrade Tier that replaces it for flares can make solo exploring more enjoyable, at a cost.
Suggestion!
Allow the OMEN tower to deal damage to everything including bugs/macteras etc
Right now it deals no damage to bugs which is sad considering its lore is that its supposed to exterminate bugs but was too dangerous for the teams to handle, would still be awesome to see it deal dmg to bugs so you can try and be risky and activate a tower during a swarm
Suggestion: a perk that allows engineers to place their gun and it autobuilds itself except 50% or 25% the speed that the engineer builds it.
Also: more perks as for someone who is casual, i have over 80 perk points and feel theres nothing else I want to spend them on :< great game tho still love it
Change random voice pitch when leaving drop pod at start of mission to character specific voice.
Update miner manual salvage operation step 5 to reflect having to attach fuel line now
Suggestion: New T5 mod for Drak-25 (sorry for a long read)
A little background:
By itself, the Drak-25 is a great weapon, and it has overlocks that turn its coolness up to 11. But as a person who tries to make all overlocks work, and to understand in which situations one is better than the other, I am upset that some of them are practically useless.
Since the release of the new patch, I've been testing new overlocks, and so far I haven't been able to figure out if it makes sense to use Rewiring Mod and Thermal Exhaust Feedback.
Rewiring Mod, as far as I understand, returns about 2/3 of the ammo spent on a full burst before overheating, together with Improved Thermals on T1, this is about half of the burst.
If we assume that each burst of weapons will lead to overheating, then at best, the total ammunition will correspond to standard characteristics (480+66%=795, 630+66%=1045)
Accordingly, if you tweak weapon purely into overheating, the only thing that overclock changes is an additional 0.8 seconds of overheating, which are not particularly felt any better with Hot Feet on T3, comparing to standart.
Thermal Exhaust Feedback, in the other hand, adds fire damage and heat when weapons overheats by more than 50%, and in order to stably ignite bugs, you need to do very short bursts,
sacrificing normal damage, which is often much more effective than igniting, even during a mission in Glacial Strata.
Both mods on the T5 are practically useless in this case - Manual Heat Dump does not allow using the basic mechanics of the overlock, and Thermal Feedback Loop makes maintaining an overheated state even more difficult.
I propose to make a new T5 mod - Emergency Shield Override. When the weapon overheats, the shield immediately begins to regenerate.
If you use this mod for the overclocks described above, the sudden overheating of the weapon will not be so punishing, and at the same time the overclocks themselves will not have to be rebalanced so that they are more useful (Aggressive Venting, so far, is much more useful)
If the shield begins to regenerate, and not just restore a fixed value, then this will not directly help to avoid damage during overheating, and in combination with Hot Feet will allow you to run away to a safe distance and restore part of the shield, increasing the chances of survival in critical situations.
Among other things, if such mechanics are introduced, it will make sense to choose Boosted Converter instead of Improved Generator in armor upgrades, because Boosted Converter often makes it impossible to restore the shield when receiving a sudden cheap damage immediately before the start of recovery (and this is 15-18 seconds without a shield, instead of 6-10)
Also, such a mod will make the use of the Shield Battery Booster overlock more effective and less risky, because despite the fact that Scout is famous for its ability to kite enemies, a charged shield is able to save from sudden damage (for example, damage from falling when Stabber Vine flies at you from the dark, causing damage and very strong knockback in an unpredictable direction)
Of course, such a mod can become a very strong alternative for Manual Heat Dump and Thermal Feedback Loop, but Aggressive Venting allows you to control the crowd, keep your distance And kill small enemies, such as Swarmer and Naedocite, who are behind you, and I think it is much more versatile than other overlocks at the moment.
This suggestion is aimed at increasing the usefulness of overclocks, while not changing the mechanics and characteristics of these overclocks.
Hacking Pod leaves the drill and return with thrusters, please make this for the drop pod as well
With the new seasonal challenges, weapon mods to unlock, etc., any chance we could get a Biome filter on the server list?
Praetorians and Oppressors should explode when they die due to Fire Dmg, something like when you freeze Bulk Detonator and it explodes pushing everyone back but much much smaller and maybe leaving fire behind, and doing a bit of Dmg to everything around
Make a radius around hacking pod so enemies don't just spawn right next to it including big enemies like detonators or praetorians. Right now detonators can straight up destroy everyone.
make Hacksy not attached to the hack pod. Looks silly
Perhaps we could get an audio notification when someone posted a message in chat. The chat is low profile and disappears fast, without an audio notification I typically don't notice that someone said something in chat.
Suggestion: Buff Smart Rifle. It seems underwhelming right now and it runs out of ammo too quickly.
A glythid that goes real fast and hits hard. Make it’s scream like one of the spooky lads from dead space.
Also should probably make it rare.
As an addendum, the ability to equip a full pickaxe set in one click (i.e Chasm-Bourne, Arc Welder's Delight); if it's not completely owned, maybe a way to indicate that such as highlighting the section boxes (i.e Pommel, Paintjob, Head) of pickaxe that actually have that set part when mousing over the set name, then just equipping those with the set part if clicked.
The Dwarves should make comments/remarks upon getting wave alerts, similar to the drop pod conversations
When you host a game and no one joins, that should also count towards solo missions. Currently it does not
2/3 ammo spent
In my experience, you end up using 13 or 14 ammo per burst, and each burst is 45 ammo. So it's a 71.1%/68.89% recovery, most likely is supposed to be 70% but regardless I'll presume 70% for simplicity.
(480+66%=795, 630+66%=1045)
Keep in mind the ammo you can recover can still be recovered, too. You have to use a geometric sum to calculate the total ammo.
Subtracting the 13.5 until you go below 45 ends up around 35 ammo, so if you assume that is the remainder of your ammo that cannot be regained, you get
- Ammo Recovery Multi = 1/(1 - 0.7) = 3.33...x
- Total ammo = 35 + (480 - 35) * 3.33... = 1518 shots
- Total ammo v2 = 35 + (630 - 35) * 3.33... = 2135
It's quite a bit of ammo.
Yes, my mistake. But still, it is the best case scenario, and you have to abandon Improved Thermals, to get maximum efficiency, because no matter how much ammo you've spent on a single burst, the recovered amount will be fixed. And also, if you manually overheat the gun, it will be even less then that, because regeneration speed scales with current heat level.
You should not be allowed to tame glyphids with beast master while pressing the [USE] button to repair, build, etc. It is very frustrating to have a random glyphid grunt walk in front of you when repairing a mini M.U.L.E. and tame it unintentionally. I wanted a glyphid guard. 😦
New Perk idea: Passive or active, passive - faster flares recharge (maybe one more flare), active - same as passive but you also can activate it to glow like a flare yourself for a period of time
can call it, radioactive!
Also maybe something related to health, maybe you glow red when you are close to dying or something similar. Could be cool
For the love of gold remove the fake grabbing of the ledge. This is the single most infuriating thing in this game. Dwarves grab the ledge and still fall. Just don't grab the damn thing
I'd love to see you get a +1 to your survivor bonus if you bring back Doretta's head. She's a valued member of the team, after all.
new hidden achivement: "The ultimate sacrifice" description: "they paid the price"
have all 3 of your teammates downed, at least 100 meters away from the droppod, and get in. Salute them for what they have done, for you.
I had an odd though that dictated the drill opens up to be a thruster. Not saying it's a good idea, just interesting.
Could we please get a 'mark all notifications as read' sorta feature? It's really annoying to unlock a weapon skin, and then you have to go through each and every class to get rid of the exclamation mark / notification. Same goes for unlocking cosmetics, if you wanted to deal with the problem further maybe just have it so that looking at the weapon skin or cosmetic on one class / weapon marks it as read for all the other ones, so it goes away immediately.
i had an idea called sulfur pumping
its a mission type that you collect sulfuric acid from hoxxes' surface oceans of sulfuric acid
it sounds good at first but it gets worse the more you think of it i will elaborate if this is received well
(and yes this means you will get to see hoxxes' surface, and sun)
I had a idea for a whole new game mode (like point extraction, and escort, a mission type) called something like armorite race (to sound like arms race). Where when you first enter the mission, instead of one drop pod, there is two, one for the players, and one of the new robots, when you land the start zone is like normal, but instead of dirt clumps blocking tunnels, there is one big open one, the enemy’s will have the drop point (the game-mode can even be used to introduce PvP) and there will basically be two big swirling tunnels (like: 8xxxx0, think of the X’s as the tunnels and the middle a intersecting point.) and you have too mine armorite as you traverse the tunnel, (blue colored armorite could only be mined by your team [your team will always be blue, if PvP is introduced, both teams will be blue for themselves] the enemy’s is red, purple is for both which will be at occasional intersecting points in the tunnels where you can fight, ( the enemy’s can be like humanoid robots, or like the normal robots, or a mix of both depending on difficulty) and you have to progress through the tunnels as fast as you can to get to the end cavern, where there will be a boatload of purple armorite, ( basically the more you mined at the intersects and your tunnel [you can’t mine their tunnel because they only have “red” armorite, {again blue for them}] and so then you can spend less time mining at the end |you have a maul-e|) and can race back to your pod. At the intersects and wherever you see enemy people, you can fight them, there is no revive, if you die, you respawn back at where the main pod is still waiting, in one of the pods you arrive in if you join mid game. The entire time your doing that, both teams have to fight glyhids coming down their teams tunnel. Who ever gets in their pod with full armorite first (the maul-e would drill back to the station when full) wins. There will be different hazard depending on the map, in both tunnels.
give us a way to spend perk points when we unlocked everything (like buying beer materials, minerals or getting credits with them)
allow the abbility or perk to crawl when downed
We should get a random free beer when we promote, or maybe just the next one the recently promoted class orders is free.
Suggestion: Make weapon/tool upgrades like damage and max ammo built in to weapon upgrade mastery like the armor hp bonus that you get as you upgrade it more to make some of the other upgrades options usable
Just a random perk Idea: "Stomping boots/ spiky boots"
Allows the player to deal damage to the glyphids when jumping or landing onto them from a high place (and maybe when walking over glyphid swarmers)
New mission type. Razing.
Your sent down with high strength nuclear explosive charges, and have to nuke 2-5 planned areas to trigger a chain reaction and destroy the entire area. The main idea is a mix between bulldozer and egg hunts.
You need to carry the bombs to the points, and fuel them via radiation crystals (similar to fueling the dozer) so they have enough energy to cause an explosion. (they have to be fueled on site to prevent an accidental explosion mid drop pod or in storage.)
The catch is that if the bombs are too heavily damaged they will explode instantly killing everyone.
Once all are set, the bombs are armed and you have a 5 minutes to get back to the pod, and all bombs are set to explode and they are now re-exposed, meaning you have to make a b-line for the pod
So I can have no hair, no beard, no sideburns, but I have to have eyebrows? What is that?
Friendly II, in the final perk tree, Just a straight up 100% immunity to friendly fire perk. Arguably a bit op, but by the time you get this you'll have to actually decide whether your group of knuckleheads can reasonably avoid killing you so you can utilize all 3 of your perks for actual bonuses
because the community is so dope, make it where we can add people as a steam friend. dont know if thats possible.
Pinging Dwarfs Call-Outs
So I was in a mission as an Engi last night. Set up a platform for a Scout to land on to mine Nitra from. I ping the nitra but the Scout doesn't go for it. I text in the chat "Scout, get the Nitra" but he doesn't read it and doesn't go for it. I text with all caps "SCOUT, GET THE NITRA" but he still doesn't read it and doesn't go for it. I try to speak via mic only to remember "right, I don't have a headset" so that's a wash. If only I could Ping the Scout, have his screen boarder light up with a Ping glow of my class color and have my dwarf say "Hey! Scout, I need you!" or "Hey Mr. Fallsalot, you doing your job?" or "SCOOOUUUTTTTTT!" in order to let this guy know; colorblind or not; language barrier or not; sound completely off or not--I'm talking to him and I want him to do something.
TL;DR--Ping Dwarf, Shout Name. Pinged Player's Screen Boarder Flashes and Glows matching that of class color and an Arrow appears above the dwarf who pinged them. Pinging an object afterwards will result with additional follow-up dialogue most of the time.
Examples
Ping Scout "Scout, got a sec?"
Ping Nitra "Mine the Nitra, will ya?"
Ping Gunner "Big G!"
Ping Spitballer "Shoot it already!"
Ping Driller "Driller!"
Ping Wall "Drill here!"
Ping Engineer "Hey Engi, Old Buddy, Old Pal~"
Ping Mushroom "Mushroom~~"
Ping Downed Scout "Awww did the Scout fall down, go boom?~"
Ping Gold "Gold!" (Default)
Ping Driller "I need you, Driller."
Ping Downed Scout "Go save the Scout; I'll cover you!" (Driller proceeds to "Nuke the Corpse")
Ping Scout "Scout!"
Ping Scout again "Scout~"
Ping Scout again, again "Scout, let me know if this is getting on your nerves. Scoooouuuuuut~"
Ping Scout again, again again "SCOUT!!!"
Ping a different Scout "Wait, there are two of you? How and when did that happen?"
Ping Karl g̸̛͇a̵̪̒m̸͔̀e̸͕̊ ̶͔̏c̴͗̄r̸̳̉a̵̛̼s̴̓̽h̵̯̚
The opposite tree to that of perks - You unlock modifications that you can apply to the mission (or your dwarf, I didn't think about it too much) to make missions harder and giving you better rewards towards the end. This would modify missions in a way that you could have something beyond Haz 5 or if you feel like it Haz 1 with difficult anti-percs.
Example of anti-percs (don't read too much into this, I suck at giving specifics):
- No percs
- No mule (you get a cart which you have to operate manually)
- No red sugar
- No mission control
- Time limit
etc.
Everything of course optional
Also something similar to the previous idea - Choice of 3 random missions that are more difficult but you don't need to do them even if you select them. You select mission and get 3 objectives to choose from and you can select the one you like the most. This would be the second optional objective in a mission. This could be either something difficult or just to kill set number or specific enemies. It's optional so you can omit it entirely.
Could also be fun if there were additional objectives that are secret, you only find out about them after the mission and get the bonus if you managed to do one of them
It would be neat to have a mission type where the objective is related to Karl. Perhaps a "different team of dwarves" picked up a strange signal on a mission that resembled (slightly) older DRG identification codes, and the players' team has to go investigate it; perhaps a busted old helmet or piece of equipment Karl had to leave behind on one of his missions.
Or, a previous team hears strange noises that sound suspiciously like another dwarf, and the players' team is sent down to catch up, hoping against hope that Karl has survived all this time, only to find either an abandoned camp that vaguely implies Karl could still be out there, or a non-Karl Dwarf that went Missing In Action or was presumed-dead.
Maybe Corporate has the players go down to the site of a previous mission that Karl was on to collect the piles of spent brass casings and other ammunition he used, to recycle them. This could even tie in to some weapon overclocks, where a player uses said reloaded/recycled ammunition; or perhaps an overclock that Karl himself used.
Add to the miner's manual that all machinery that is hit by a hammer is that way due to the fact that DRG tech turns kinetic energy into electricity. Fits the lore pretty well imo, e.g. that's why uplink works after you wack it enough, etc. Also, overall miner's manual could use a bit of a refresher.
New mission type - Cart runner.
Your in an area with a high EMP pulse that knocks out mules, and higher tech refining equipment. only mechanical machinery functions and your suits + weapons due to inbuilt emp shielding. (The leaf loving Rival company of course invests in universal emp shielding so their stuff is safe, aka rival tech side missions still show up)
So instead you have to build a track and run carts full of minerals, protecting them from glyphid assaults along the way and pour them into a manual crank, which requires 2 dwarves to operate
Of course the dwarves can ride along in minecarts to run and gun, and similar to pipes the cart tracks can be made into stupid ridiculous pathing like a discount rollercoaster
What i think makes the game mode stand out is the fact that now your team is split, you can either have everyone work together on filling carts and moving them and have 2 dwarves operate the cranks while 2 dwarves defend them incase of a glyphid assault. Have 2 teams of dwarves fill carts, move and grind up minerals on their own, or have 2 dwarves on the crank at all times while either a team of 2 fill and move carts or 2 dwarves covers a single cart each and they bring back twice the minerals.
How quickly you complete the mission is entirely based on the risks your willing to take, take longer by sticking together, or seperate the team more and more to fill the grinder more efficently
This monitor needs to be somewhere else other than the medical bay.
I'd like to see more lore in the miners manual, specifically what the different minerals are. I think it would be cool if we got a detailed description of what an omeran heartstone is and what's its used for, same with enor pearl etc.
make lloyd do something with the tips
Fist Bump Bosco
Petting a dead Steeve needs to be a lower priority. I wound up going down while trying to get a new Steeve on top of old Steeve's corpse and my dwarf was just giving his dead bug a pet while I tried to figure out what was going on.
Weapon suggestion:
So, seeing as there have been new primary weapons added to the game and yet not any secondaries, what if the new secondaries for the scout,engineer and gunner were melee weapons?, each based on the classes' play styles/new primary, for example:
Scout could have a very fast club/bat/knife(s) meant to quickly handle enemies that are too close for comfort or maybe a quick electric sword that he could use to parry attacks, engineer could have either a wrench/hammer that could interact with his turret(s) or a more techy beam sword/lance that could hit multiple enemies at a time and charge up by maintaining the fire button pressed to extend and have longer reach and gunner could have something that deals a lot of damage but that's more heavy to use, like a big mace or hammer or maybe a riot shield that couldn't do as much melee damage as the other weapons but could defend you and the allies that stand behind you. The way all of these weapons interact with ammo could depend on each one, but in general the idea is that, although all of them could be used to "mine" terrain and other objects, they aren't just better pick-axes, as they would spend a lot of ammo when "mining" and their utility outside that would outshine their use as a pick-axe replacement.
(I didn't mention driller since he already has his drills and his throwing axes, so adding another melee based weapon/item to his kit could be kinda redundant, but he could have a classic war axe with a similar design to his throwing axes or something generally along those lines which could engulf itself in radiation/electricity for extra elemental damage).
Suggestion: make performance pass quest refresh timer progress even when game is not launched (to my knowledge it only counts towards refreshing when the game is launched)
New engi secondary idea: electrified net launcher. Would shoot a singular (one in a mag) net that traps enemies and zap them - pretty self explanatory. Maybe allow it to knock enemies off of ceiling and allow them to take fall damage?
For Haunted Cave missions:
Have the ghost have a real body located somewhere in the cavern that can be discovered, and turn it into an event where you can perform and exorcism or destroy the body somehow in order to eliminate the ghost.
Give us the ability to block people who behave badly in games from joining us in the future. Please. FFS. Griefers are rare in this game but they do happen
no offense to the sound crew. but the hurricane sounds like something a leaf lover would use. why isnt it chunky sounding rockets firing? it shouldnt be fireworks
a "medic" class that can suck up red sugar into a limited tank and spit it out onto his team to heal them?
We need a "are you ready" and "screw the secondary mission" voice commands, because that's the only chat messages I actually type out
Suggestion:
Replace "Today's Special" with "Overseer's Choice" menu.
Rather than have only one buff drink available per lobby instance, offer a wider variety in the form of an expanded menu. If the RNG aspect appeals to the broader demographic, than have it be two or three drinks at most, with drinks randomly rotating per lobby instance.
As it is, buff drinks can make or break a particularly difficult mission; think, a Haz 5 mission, with the objective to collect 400 Morkite, and with especially nasty modifiers.
—and it's a shame that, most of the time, the right drink is offered at the wrong time.
We very rarely see 'Dark Morkite' available for Morkite missions when performing assignments. Likewise, 'Backbreaker Stout' has become a bit of an inside joke among certain circles because it's, more often than not, a useless drink offered at the worst time possible.
With an expanded menu, the odds of seeing a useful drink for whatever situation you may be going into will be higher, even if still not guaranteed.
On the off-chance that this is brought up:
As far as stacking buffs go, I think that would be fine and should be added in. The buffs aren't anything overpowered, even if combined, and you could have the downside being how intoxicated you get for mixing drinks...
Sure, you could drink a Leaf Lover's Special and get rid of it, but then can you really call yourself a Dwarf?
Just a small thing: After the mobile refinery is done with the refining process, the swarm should stop until you press the button to launch the cargo rocket into orbit.
addon-Suggestion:
Limit the types of brews available to the mission at hand. Have the brews available change when you choose a mission
If need be have multiple brews be a liquor license upgrade
It doesnt have to be perfectly suited to the task at hand "like slayer's stout for egg hunting"
but it suit certain brews to be restricted from some missions while available for others, and it shouldnt always be the same 3, just a general pool so your not stuck with some pointless brew
Universal brews - (brews that atleast have some sort of actual benefit regardless of the mission and can appear on any missions beer lineup, guarenteed to appear on 1 out of the 3 options provided)
Pot o' luck
Rocky mountain
Red rock blaster
Egg hunts - (ones that actually benifit the usual big open chamber area that these missions take place in)
Backbreaker stout
Tunnel rat
Slayer stout
Refinery - (since generally your gonna be mostly fighting during these missions its just combat brews)
Skull Crusher Ale
Slayer Stout
Morkite mining - (Assists with mining and the occasional swarm)
Dark Morkite
Skull Crusher ale
Point Extraction - (Alot of platforming and a big combat round at the end)
Tunnel Rat
Slayer stout
Escort duty - (mainly combat focused with some platforming)
Tunnel Rat
Skull Crusher Ale
Slayer Stout
Elimination - (while combat based generally has quite a few open areas usually)
Tunnel rat
Skull Crusher Ale
Industrial Sabotage - (combat based mission)
Slayer Stout
Skull Crusher ale
Any particular reason the rectangular green/red lights on oil rig pipelines haven't been replaced with 1/2/3 green/red lights?
Seems... incredibly obvious.
Like, at least have SOMETHING that distinguishes pipes in the pell-mell of combat.
Also, FFS, fix Accidental Steeving.
While you're at it, add Elite Steeve > Dollar General Steeve priority fuzzy targeting.
The Dash active perk should cause you to kill any swarmers, jellies and other tiny enemies in your way during the activation. If your dash is stopped by a larger enemy, the impact should stun them momentarily (provided it can be stunned to begin with).
OH. And victory animations "Random: from selection." COME ON.
I know this is silly, but just in case something might come of it. When you see compacted dirt, you call the Driller. When you see a giant chasm, you call the Gunner. is there a way to mark the giant chasm or maybe have the other dwarves point at a spot and ask for a zipline?
Imagine if swarmers could climb on the gunner's zip lines.
Prolly very unpopular suggestion but
Buff the flamethrower ammo? It burns through it much faster and cryo still is at the top not only for the total ammo count but also the ability to freeze with ease, not to mention the ice storm oc for pure dmg
It just feels like the flamethrower wastes ammo much faster than it should
It'd be great for build variety if the dreadnaught's immunity to being lit on fire could be removed. Freezing things already offers a much higher reward so there's no reason to disallow this. Heat builds and volatile bullets for the Subata would be usable.
Santa hat for bosco and if we want more hats in the future for him, make a different category so we can use frameworks along side it.
Please make the welding mask to be painted in the appropriate color for the selected paint. For example, I want to got black color for this mask with paint "Black Crag"
Also, please, make a separate version of the mask with the visor lowered.
This has probably been suggested before, but I'd like to see the in game voice chat on its own channel from the game audio? I'd love to be able to hear the game audio through my speakers and the voice chat through my headset
SUGGESTION: Change MULE to BET-C on the new mission
Fans have been begging for a mission type where we get BET-C instead of MULE for a while now. I think that the new rival tech mission (the name has slipped my mind 😅 ) would have been the PERFECT position to place her in. I believe that this is a missed opportunity lore-wise and gameplay-wise. Here's why:
- We already have a boss fight mission type with the Omeron and Doretta. That one has MULE. This new boss fight brings no new DRG tech/devices like a mining rig or an oil rig. It's just another mission of you and the MULE.
- Unlike Glyphid Cocoon hunts, DRG corporation does not know what these new leaflovers have in their holsters. It'd be in their best interest to arm their dwarves up!
- The goal with these missions is not to gather materials. It's a seek and destroy. What better to give to a raid mission than a robot built for killing?
- BET-C is perfectly capable of having a data rack strapped to her booty.
- (Obviously for player ease, this BET-C would have a mineral deposit receptical)
- With the fight being multi staged and with so many enemies buzzing about, BET-C would be a GREAT addition to the team.
- MULE is just extra weight to lug around. We love her, but we're not mining aquarks and eggs today.
SUGGESTION: New Bosco Talent Row - Damage Types
Bosco is long overdue for some new upgrades, but it can always be hard to give him new content without over powering him. Bosco is meant to be a stand in player with some less powerful and more powerful capabiliies. This talent would not be a direct upgrade, because you could situationally end up hurting bosco's damage output. Given that some of Bosco's talents already add a chance for other types, those would have to be removed or changed.
Damage types: Choose a type of damage to switch Bosco's bullets to!
- Plasma - Pink zappy blips of hot plasma are fired, similar to Driller's plasma pistol.
- Acid - Gross pee streams are launched out. Sizzling enemies.
- Electric - Either arcs of electricity, or charged metal bullets
- fire - Goopy napalm is fired at the enemy
- Frost - small ice spikes are launched at the enemy.
- radiation - Maybe a green version of the plasma bullets?
- Poison. - Goop blobs!
These would completely replace the bullet animation and the damage type. None of these would increase damage or add extra effects. It would be a flat change. So you can now clearly see how sometimes this could hurt.
Expand Dark Morkite's utility - Have the dark morkite brew work also on refinery missions - i.e., build/repair pipelines more quickly. It seems like such a situational brew, unlike the other specials which sees some use in any given mission, so it would be nice to see a more broad scope of something used for a very specific purpose
Greetings to the entire crew of the ghost ship! I think that other members of the community have expressed a lot of their ideas and you have something to think about, hehe. But I still want you to devote some time to my request.
It seems to me that the game lacks a kind of "testing ground" where players can evaluate the improvements of their weapons, see their capabilities. Test new weapons without going out on a mission and all that.
Thank you for listening to me! Continue your work, we will always support you!
Minigun Overclock Idea
OC name: Razor Rounds (Balanced)
Description: "The guys at R&D have come up with a new type of minigun bullet, this bullet has hundreds of microscopic razorblade type protrusions covering it. This greatly enhances bullet penetration and internal damage on weakspots."
Positives:
+35% Weakspot Damage
+1 Penetration
Negatives:
-600 ammo (or -300 true ammo)
mandatory eyesight check for all dwarves.
I had one say "you're a good MULE Molly" while dumping into the drop pod
add a voiceline for when you try to call a supply without enough nitra "we need more nitra if we want ammo!" or smth
I have an idea for drillers new sludge pump. That being the ability or overclock giving a possibility to shoot the charged sludge blob projectile with a bullet/another projectile so that it explodes mid air and explodes everywhere below. If it ever becomes an OV, the fragments should do more dmg the longer they fall because you will be lacking in that charged shot dmg... Like the charged shot does no dmg but it still explodes into puddles that do more dmg after falling some distance. + the ability to shoot the charged blob mid air for it to explode and drop multiple blobs.
rare event : much like when you find a helmet, find some dwarven remains with tons of glyphid around (or mb a leech above), with an experimental weapon with limited not replenishable ammo that you can use for the mission. BFG 9000 style. (I thought about a mining laser beam that wreck/electrocute/ignite everything it touches including terrain)
Display Event Mod forced nerf:
If I understood correctly, you're forcing the mod author to either wait until the main objective is completed or 7 minutes have passed before displaying machine events / chests. I suggest that this is lunacy and you really need to reconsider your modding parameters. I did not play for the last year, during which time others got to use this cheat mod to get all the cosmetics and now you are depriving me of doing the same, which is simply wrong. You have no catch up systems in this game, so right now getting all the weapon OCs alone will take around six months, with no way to speed that up. You need to roll back on this mod nerf, since you already allow other cheats in the verified category.
Add guard ability to bosco for any spot by double ctrl-clicking anywhere. Reason: bosco gets in the way in tight tunnels and I prefer bosco fight in open area outside of tunnel.
no idea if said already, but Strong Arm increasing grenade throw distance as well? it'd make sense and buff what i'd consider an otherwise niche perk
Make the glythids have the weird turns on the black ice too.
I want to see a glythid drift.
Please make the neck guard cosmetic appear when used with full-head helmets. I was anticipating that it would, so that you could wear the Tech Trooper(and Skeleton Crew, Corporate Marine, etc) helmet without having the character's neck showing, but it disappears when the helmet is equipped, which kinda takes away a significant amount of the cosmetic's potential.
Make the industrial mask a beard cosmetic and not a headwear
Make it so we can change the colors of the regal aegis armor (ex: red, blue, yellow, green, pink etc.)
The "Pickaxe Throw" Victory Emote doesn't match the player's custom pickaxe (and it should)
Exhaust Vectoring for the Leadstorm is really boring and i think it should be replaced with an overclock that changes the weapon in a far more distinct way. What should that overclock be? I had an idea that I would like to see:
Exhaust Thrusters
"Uniquely shaped exhaust ports offer increased ground and aerial maneuverability, and the gun's upgraded stabilizers grant increased overall accuracy. The weapon has to be lighter and more compact, however, so the caliber and fire rate has been lowered resulting in less damage."
+Movement speed penalty while firing has been reduced to 85% base movement speed
+Increased jump height and reduced fall speed while firing (basically low gravity)
+30% Increased accuracy (50% at base, 130% with t1 accuracy)
-Reduced base damage by 1
-Reduced rate of fire by 3
Alternative suggestion: just give credits for excess scrips just like the bp
New Mission Type Idea: Some sort of exo-suit like the film "Alien" that gets dropped in, one or two players drive and others have to support, Similar to Drilldozer but path is unscripted (perhaps game engine cant support something like this). Some special type of mineral or something that needs to be extracted. Perhaps the suit can deploy into something cool, like a stationary turret and a dreadnought is summoned when drop pod is called, obviously mad about its missing special minerals.
Suggestion; When losing connection to host in multiplayer lobbies, either add a system to transfer host or pull them into their own game.
Be able to pet engi's turrets. They need love to!
I think we should be able to preview cosmetics in the forge too, like the ones in the wardrobe or shop.
Karl
remove the friendly fire of the volatile guts explosion. a positive modifier shouldnt be able to hurt you as much as this one does
New Active Perk: Hacker
2x/Mission can instantly hack a patrol bot (3 minute cooldown)
10/20/30% Damage resistance while hacking
Quick time events are slower
I think there should be a way of hacking a patrol bot without mandating a shield, and being an active perk prevents it being a must-pick for sabotages, as it competes with other perks like Dash or Medic.
If a bug corpse, dwarf or heavy/kickable object is falling fast enough it should leave a small crater wherever it lands. No real reason other than it'd be funny and possibly keep aquarqs from rolling off ledges
Suggestion: New beer called Looting Loui -> you will change into a Lootbug for a short time. Maybe you explode at the end and leave nitra and gold but sadly you are not able to collect it.
Just a thought, could they maybe give out a scrip for finding a lost pack if you already have all the content? That way you at least get something...
Please add more phases, and some randomness, to the omorran hearthstone. Taking on the caretaker makes me realize how engaging that kind of fight can be
Add a hidden server goal for tips so Lloyd will have a beautiful new drink side and new employees after reaching this goal (And so on). In this way, the best party of all Hoxxes can start!
More Loadout Icons? I’m not sure if it’s been asked before but I love having Specifcs about my loadouts, ie; the Snowflake for my Cryo Driller Build, use the Bosco Icon for Solo Loadouts Etc etc; Having more icons allows for more specifics so I’m not guessing between the 3 Rockets I have on my engineer which one has the Fatboy Mod on
A minor suggestion that occurred to me since I played the tutorial again the other day for some testing reasons. Why not add a chance for the animation of the drop pod launching from the spacerig towards Hoxxes from the tutorial to play? The animation already exists so why not give it a little more love? I think it looks pretty good
This may have been suggested before but pc to playstation would be cool, I've got a big brother who'd liked the concept of the game but cant play it because it's not on PS4 nor is crossplay supported for pc to playstation
I'm a huge sucker for gladiator style stuff, so gladiator helmet(s) would absolutely rock (and perhaps stone)
Give a small XP bonus for "Additional Workplace Hazards" e.g. Korloks, Betcs, dreadnought spawns and additional minibosses added in the future
Any way resupplies could be locked so each member of the team can only take one. You would be able to give permission to others to take yours, but would have to be something you opt in to
At the end of the swarmer victory moves; have the player's kill count go up by 1
It would be cool if your drop pod had trophy racks..
I'd like to see a mission that requires the use of mini mules (for some reason the writers can make up) Just so it feels like the company uses them for something.
Haunted missions need ghost dwarves that occassionally spawn and help you kill bugs.
It would be nice to be able to use the laser pointer by holding ctrl instead of toggling
Half-joking suggestion.
The Dwarves joke that they wonder if they could make as much money trading at the Mineral Trade as they do mining; what if the value of resources actually went up and down each day? I would love to log on to Discord and see my homies freaking out about "BRO ENOR PEARLS JUST CRASHED"
Detonators that spawn midway through a mission could in walls then use their dig to emerge for drama
If Karl is ever given voice lines or audio logs or something, id kill for him to be voiced by Carlos Larkin who is the iconic voice actor for Male dwarves in warcraft and magni bronzebeard himself.
If there is anyone out there who can do a legendary dwarf voice, its him.
Might have been said before but just wanted to ask about sunglasses/ reading glasses to be add perhaps. Would be kinda cool to have aviator sunglasses, Santa clause glasses, or even hipster glasses. 🎅🏻 😎
Is it possible to set ' show network status' always on in UI?
If the sludge pump gets an update, I would like to see an upgrade to increase the fragment velocity. Might be fun
Think there should be a way to show a dwarf’s favorite material in the game. Add a system to show how much of different materials you collect on Hoxxes, and at major milestones, earn a new decorative piece of it. Something like a cosmetic pocket to carry a lil’ lump of a crystal, a smaller fossil, or a tiny growth pod for a lil’ sample of an Apoca Bloom or Boolo Cap. Or a pickaxe pommel adorned with an unchanging sample of different crystals, allowing you to add some flair on top of a shiny pickaxe skin. Maybe even a unique hat adorned with said material!
Long story short, let me adorn myself in Hollomite, Dystrum, Bittergems, and Croppa, and I’ll be a happy lil’ miner.
Tired of looking at all those excess beer ingredients, then looking to your expectant teammates as they ALWAYS expect you to buy for them, Mr. Big Boozy Pockets?
Well, have I got the suggestion for you!
Introducing: Homebrewing! You can only have so many blackout stouts before your liver starts to crave something a little more....DANGEROUS. Throw in a random assortment of ingredients into the different slots on the still, start 'er up, and off it goes! Who knows what kind of maniacal concoction might come out? You certainly don't. And you like it that way. Management can't punish you if it's random chance, after all.
Homebrewed beers will throw out a random selection of modifiers to your dwarf; could be buffs, could be debuffs. The more ingredients you throw in, the greater the number of results you have applied to you; the more variety of ingredients, the bigger the possible pool. Once you've rolled, that's it; time to play with the cards you've been dealt. You might get something as innocuously helpful as things like red rock blaster, or as harmful as permanent max-drunkenness.
Or it could invert all the colors of your vision or something equally weird. You're a miner, not a brewmaster.
Of course, you COULD always just leave your concoction on the bartop and go without a beer, but honestly: what kind of leaf-lover would do that?
Put a heavy machine gun a player can man on Doretta and make her go through open spaces more often and I think that escort would be much more fun( not saying it isn't but the general player base considers it their least favourite)
3 Things that need to be added to the Rig:
- Arm wrestling minigame
- Drinking contest minigame
- Shooting range for testing weapons
Can we get a headgear thats operator af and has quad Lens NVGs?
Per skin weapon ammo text, for example in the new junk styled skins, could use cathode styled numbers
Want more weapons and OCs. DRG collects a variety of unknown materials and rival tech data cells. Should providing dwarves with a variety of weapons that utilize them.
How to improve the CORROSIVE SLUDGE PUMP!
What if the effect of neurotoxin gas was added to the acid weapon.
Then the weapon would be more suitable for storming enemies.
And what if the acid had stayed where the flooded enemy died!
That would be so cool.
The Geneva Convention does not apply to worms.
Or ... What about a mod or oc for the Sludge Pump that generates a small toxic cloud every time the sludge dissolves an enemy ? The t5 mod Ingredient X could be reworked into something similar because it does not really help compared to the other mods
A "Trusty Rusty" armor colour
I like it, I need that, please make it happen
Oh, and a Hide Full switch, yeah?
Stupid little idea, for multiplayer pipe construction, obviously this would never really be viable but it’s still a fun concept to toy around with, large sum of nitra for no pipeline construction, like a bosco but more useless, but multiplayer yaknow?
Change the GK2 Rifle sounds to be beefier, and (maybe) do a slight stat rebalance. All so it remains mostly the same, but feels more satisfying to use.
Guys I have a stupid but maybe not so stupid idea for salvage missions.
Behold my description of thought: I think it would be awesome if the launch sequence of the drop pod had to be triggered manually rather than starting automatically after refueling.
Why is that? I recently missed out on secondary objectives and also data cores because my mind is trained to manually request extraction. So after refueling I was forced to skip what I wanted to do before lift-off. I think a corresponding advise from mission control and a button next to the door of the pod would perfectly add up to a smoother game experience. :)
Let us have lootbugs in spacerig as pets?
Genuinely think that acid spitters and web shooters should have their stats swapped or acid spiters should be more visible than the web ones. Every more dangerous enemy is more visible (aside from leeches) than the less dangerous counterparts but this one. I'd make sense to see the tougher enemy in the dark instead of web shooters that have no health and do no dmg pretty much.
With the uptick in new players there had also been an uptick in racism, homophobia and other toxic behavior. Is there any plans for a report system in game versus the steam/console reporting system? Not sure how this would best be implemented with how Steam integration works though.
It would be nice to add a Mark 6 armor set, as a continuation of each class's individual theme rather than a set of armor that shares a theme. While I like Scale Brigade and the DLC armors, I also love the individuality of the "normal" armor styles.
Skins based of off materials. You unlock them by buying them for hefty amount of that material or better yet you get them for collecting a certain amount of it (this way you could have morkite skin). I mean by that that you could have a weapon look like nitra, or croppa etc. Possibly something similar with armour skins but with addition of class colours as well.
I know its been suggested before, but it is yet to be seen in UD35:
BLUE BEARD COLOR! to match blue skin
PURPLE SKIN COLOR! to match purple beard
Bugs should give different amount of exp instead of them all giving just one. It doesn't make sense that bulk detonator and oppressor give the same 1 exp as a regular grunt
Also golden bugs should probably also be adjusted slightly so bigger bugs give more gold
It would be a fun interaction if frozen Crassus Detonators dropped a Compressed Gold chunk instead of nothing, like all the gold that was inside them gets crushed together when they explode. It'd still be less of a reward than a normal explosion, but at least you don't get absolutely nothing.
I feel like the Xbox Series X needs 120fps support. Many games have it now and the hardware seems more than capable. Currently it is locked at 60fps. I would imagine flipping the switch to unlock framerate or limit to 120 instead of 60 would make a massive difference.
Voice lines for certain actions with overclocks:
Overheat with shield battery booster oc: "ugh, shouldn't have trusted R&D!"
Fat Boy reload: "Don't stand in the way of this one boys!"
Charging Goo Bomber Special: Let's give them a taste of their own medicine!
Execution lock limit reached: "Who's the menace now bugs!"
Snowball hit: "Karl always liked snow."
Big Bertha oc at full rev-up: "I'm not giving an inch"
I want to pet my hacked patrol bot
Just an idea my Cousin and I thought up; Should add little pet bot for each miner to personalize that could provide minimal light or something like that not game breaking but not useless. Also mini bot who wouldn't want a little spider bot or something along those lines.
New loadout system:
Instead of saving all weapon/equipment builds together in the same loadout slot, we could save each weapon/equipment item seperately in their own slots.
What this means is you can have minigun build #1 be for the lead storm overclock, build #2 be for the burning hell overclock, and build #3 be for the bullet hell overclock.
Then you can have revolver build #1 be for magic bullets, build #2 be for volatile bullets, and build #3 be for six shooter. (these are just examples but you get the point)
What this would allow us to do is try out minigun build #1 with revolver build #2 instead of what would normally be revolver build #1. Right now to do this we have to copy the build over in the other loadout slot, but this would make it much easier and without risk of forgetting what the build was before it.
@ me in #suggestion-discussion if i wrote this poorly and you can't tell what i'm saying, or some other reason
My sugegestion is to add system where you can tame the lootbug, and then it should change the lootbugs name to "bimblak"
let us bring steeve home after missions and keep him at the base because he is perfect and i love him and he deserves to live in a nice home
Suggestion: Dreadnaught Flyer, a special dreadnaught type that has developed wings and is able to move much faster, but thus has overall less health. Can drop bombs and attack from afar, keeping its distance.
It helps improve the game by adding a greater variety to the dreadnaughts that can be fought, and it adds the gameplay of a quick, mobile boss that can keep the team on the toes in a way other than just brute strength and overwhelming power, like the dreadnaughts currently in game all tend to do.
An option for only the host to be able to call the drop pod, I've had way too many trolls call it when they shouldn't
I doubt it’ll come to fruition, but maybe slightly brighten the flashlight when any armor set other than the default is equipped? Make a minimal incentive to progress further?
Super perks, sacrifice your other perks for a supercharged version of an already existing perk, at a cost (like a stronger Steeve tame at the cost of your other perks and a stronger limit on how fast you can use it or how many times)
Made a theory on my Twitter, gonna make a suggestion of it here.
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A possible lower deck on the Space Rig acting as an unloading platform for materia gathered on the drop pods, only accessible after a promotion or two. Once per day, or week, or something, after completing a mission, you can head down to the lower deck to open up a crate of materials, credits, what have you. Something small, of course.
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A mission type revolving around a small, drivable mech, kinda like the Power Loader from Alien. Using it to move around equipment or resources too large for a dwarf to haul around by hand.
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If you wanna make an even bigger Alien reference, maybe add an upgraded, giant variant of the Glyphid Acid Spitter Queen as a boss fight before leaving the mission. Show us what could possibly lay those huge eggs in the Elimination missions!
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A future season centered more around Engineer and Driller, and construction-type missions.
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We’ve got the Roughneck pack for construction worker loadouts. We’ve got this first season for welder loadouts (Thank you!) Maybe something for plumber loadouts next? Possible Mario reference thrown into the mix?
Had a concept that would be a nice way to give newbies and vets alike a new challenge.
“Stress Test” -
New Game Mode that focuses more on Combat and Team Co op for what is essentially a survival mode.
Glyphid waves are longer and tougher the more you progress in the mission and at a certain interval (Maybe wave based) new Modifiers need to be voted on by the team moving forward.
Instead of Nitra, Resupplies are stocked up with secondary missions every wave or so, meaning ammo needs to be conserved a little more.
Alternatively, Resupply can be acquired with samples from certain glyphids (kinda like Kursite)
Mission rewards are multiplicative, with higher waves providing higher danger % bonuses
New Announcer? Maybe some slightly of the rails scientist who cultivated a big batch of custom made glyphids with the alien eggs from egg hunt mission?
Extraction is based on majority vote.
Leaderboards can be made for endurance runs and maybe even seasonal exclusive rewards for hitting a certain tier or limit every season?
Idea for Error Cubes, allow them to be spent to manual reset weekly assignments and refresh deep dives, allowing you to play through and get the rewards again.
Thematically the error cubes could cause an error or glitch in managements assignment database making them think they forgot to give you the assignment, add in some funny dwarf voice lines about how they're getting back at the cheapskate management and maybe a line from mission control being confused and having a sense of deja vu.
With company rivalry now being a thing, I had a thought regarding the Heartstone escort mission:
A small bonus for securing Doretta's head.
Simply because we wouldn't want that falling in the wrong hands, now would we?
to help drilldozer mission be more interesting, there can be a variant to the oil collecting stage where you connect a pipe like it was a liquid morkite extracation mission, helps to randomize the gameplay a bit
I want to catch a lootbug and have it as pet on the spacerig. Illegally, of course
I want to pet Loyd, the bar robot. He does such a great job after all, tips just aren't enough.
Suggestion: Summon-able Sentry Pod (SHÜT-C, or Shootsy)
Adds the option of summoning a Sentry Pod instead of a resupply with a little BOSCO-like robot controlling it named SHÜT-C, who has the personality of a crazed gunman.
- Costs 20 less Nitra, at 60. Toggled by using the mouse wheel/otherwise on controller.
- Spawns with 200 max ammo. Once that ammo is expended, the pod lifts off back to the space rig.
- Sentry Pods come with oxygen canisters in Low Oxygen missions.
- The Sentry Pod's ammo cannot be refilled by an Engineer.
Sentry Pod & SHÜT-C stats
Damage: 8
Rate of Fire: 12
Max Ammo: 200
Detection range: 20 Meters in diameter.
A mini fridge labeled “Sandwiches” next to the abyss bar that is fully chained up with a few different locks on it. When interacted with, your dwarf attempts to pull off the chains or smack the locks and says something like “god damn it, my lunch was in there!” Or “please open, please please please…”
Add barrel armour
Suggestion: Technician Class, with a special device they can install on other devices to repair them or on ores to mine them. Has mainly electricity based weapons, such as a lightning gun that does lowish damage but bounces between enemies to damage whole groups at once and a taser to electrocute and slow down enemies hit by it.
Basically helps improve the game with a class that mainly operates in multitasking, slowly repairing or mining automatically while they handle something else like killing bugs.
we need a heat bar, for weapons like the DRAK its extremely clunky to read overheating. maybe a kind of bar below the crosshair.
if theres a mod( like modded mod) can someone dm me it
Suggestion: When your loading into a mission, there should be a little dirt poof for when the ship makes contact with the planets surface! (Very tiny detail, but it'd be satisfying!
Suggestion:
Remove the hitbox on droppod lamps. (As realistic as it is and i love the detail...)
Why?
Vitals monitor on your left wrist so you can play without hud. The game looks so good without hud, but not being able to see hp is a big deal
Nerf the korlok tyrant weeds damage at lower difficultys.
Add a new perk: Drunkard.
The drunker you are, the more damage you deal.
Make it max out at like 10% total or maybe 15%
I'm mostly suggesting this because I have over 100 perk points I can't use because I have everything unlocked. If we're going to have hundreds of perk points, why not have some silly ones like the lootbug one?
Overclock Idea for the Warthog
Boolean Blunderbuss
• Clip size reduced to one, no matter the upgrades equipped.
• +200% pellets, configured after upgrades.
• +10% pellet spread.
• +1.5sec reload speed.
• +100% armor shredding, added alongside upgrades.
Back in the olden days, desperate dwarves would frequently use gravel to fill up their old-fashioned shotguns when ammo reserves ran dry. Nowadays, you don’t have to mess with stones in your guns, just shoot those damned bugs back into it where they arose from!
Grenade ideas: Implosion Grenade (Draws enemies into it), Repulsion Grenade (Harmlessly pushes enemies away from it), Healing Grenade (Heals dwarves upon blast), and Drone Grenade (Releases small and weak drones to fly around and attack anything nearby, only lasts for a limited time)
Seperate, loadable area that is a firing range where you can potentially change weapon loadouts and test weapon combos or OCs before trying a mission with said loadout
There should be a warning symbol indicating hosts who drop connection too regularly as to warn players of the risk. It would be useful for players who don't have a lot of time to play.
Stronger perks overall, but: first passive is "free," second passive requires 20% drunkenness, first active requires 40% drunk, third passive - 60% drunk, and second active kicks in at 80% drunkennness.
A glass cabinet (or similar) near the Abyss Bar that shows off which beers you have unlocked. Could potentially also show how often each one has been ordered (so it's "publically" visible) [Could display each beer as a specially designed bottle in said cabinet, or so]
What about some kind of reskins for the base tools? Christmas could have the Driller mining with trees, or the flares looking like christmas lights! Could even make them permanent!
Imagine a beard color that was space-colored, Like this:
Knock back resistance perk
this cosmetic tree is makin me realize how much we need a "clear all" button for new cosmetic notifications
Suggestion: "LOK-1" Automatic Rifle Overclock - Heat Packer (Balanced)
"When all else fails and there are just too many of them, this is what you pack. Massively increased ammo reserves with a full lock on bonus and a slightly tuned targeting area at the cost of damage."
- 100% higher ammo capacity
- Slightly larger lock-on reticle
- Faster fire rate (+3 per second) with full lock-on
- 20% less total damage
Suggestion: Culling Mission Type, a mission where dwarves are sent to kill several large colonies worth of enemies, having a certain amount to kill of a specific kind (possibly depending on the area, like Q'ronars in salt pits) that could appear in 3-4 larger colonies of clustered foes.
It'd add a new mission type to the game, another one more focused on killing like the elimination mission but with large groups of possibly overwhelming enemies instead of a couple large bosses. Would give a bit more variety in killing-based mission types.
Let you choose targeting priority for Lok1 or give OCs target priorities meant to utiilize their bonuses (executioner and explosive chem rounds targeting single enemies for full/3 locks first for example) instead of just spreading it all out even with the tightest macro lens mod
Jury Rigged Boom Stick Overclock
**Super Sawed **
"For the most inaccurate of shots, with everything down to the minimum sawed away (including the recommended remaining barrel), you rest assured that you'll hit the broadest of barns, the thinnest of leaf lovers, and everything else in that general direction"
+100% spread
+15% damage per pellet
+2.5 rate of fire
Based off sawing a shotgun to the point of the shells sticking out, you get a spread the size of canada, and a barrel so short that you question whether it be more useful as a melee weapon, which it probably is if you get close
Ability to copy a loadout from one slot into another
change "X% chance to apply effect" to "apply effect every X shots."
this would make effect applications more reliable. nothing sucks more than trying to stun a praetorian or tri-jaw before they blast you and then having 4 shots in a row not apply stun with the 50% stun chance tranquilizer rounds oc for the subata. good RNG with X% chance doesn't help you because effect durations don't stack, and bad RNG just punishes you
Add a "SWITCH" button to the Character Selection terminal, used after clicking a dwarf to finalize your pick, and add a similar "LAUNCH" button to the late-join character selection screen, for the same reason.
It's awkward to highlight the dwarf's icon that I want to play, then go over to select my loadout, then go back and click on that same icon to launch, rather than a dedicated separate button.
add back "Stone and Rock!... oh wait..." voice line, again with a very small chance to play
Unsure if this was suggested before but.
Having a stronger flashlight while using the Pointer would be really helpful, maybe as strong as Bosco's?
Some kind of perk which buffs Bosco slightly somehow. He's kind of an unreliable companion in battles, aside from his rockets for taking down heavily armored bugs and electrified rounds to slow down the swarms, so maybe something that, say, provides a defense bonus in proximity like what you can get with Molly.
If you guys were to add other fantasy elements to DRG, elves, dragons, wizards and the like, It would be really cool to do it by approaching those fantasy elements through the approach of scifi. Things like "magic" might be more reality hacking, psionics, or genetic mutations. A "Demon" Might be a rogue AI that's figured out how to use its capacity for rapid calculations to alter reality around it or possess mechanical or bionic entities. An elven "Druid" might just be a really talented geneticist whose figured out how to use biological alterations and psychic powers to do weird stuff. Arthur C Clarke said it best: "Sufficiently Advanced Technology is Indistinguishable from magic."
add some kind of very fleshy biome that makes disgusting sound when you mine it
Pet Bosco. Because he is the best.
More cosmetics that take beard, sideburns and moustache slots that arent hair related (like the neckguard in the current performance pass)
for example: a metal lower jaw, some small gasmask (smaller than the industrial one we got as a hat), some additional armor pieces, maybe even completely metal eyebrows, moustache sideburns and beard
the reason why im proposing this, is because some helmets look much better with the neckguard we have currently and fit much better with the rest of the dwarf
there are a few videos that talk about Project Dwarka which is pretty much the father of DRG (write on youtube Project Dwarka and enjoy it, pretty interesting concepts and history) I would love to see, maybe on DRG anniversary some of the stuff from that game, for example the dwarfs started on the surface rather than inside a cave
Not so sure how possible this could be, as Project Dwarka is Press Play's property, but references to DRG's father would be amazing
Make Bosco a playable character
Bar nuts for the bar. Animation would just be your dwarf grabbing a heaping handful and shoving it in his mouth. Having some quips would be neat too like "Who the hell put a bolt in here?!"
Dwarf need more cornrow-like hair on helmet slot
Please add these type of cosmetic!
Cyborg-like cosmetics! The flesh is weak!
scale brigade weapon paintjobs pretty please? they look amazing
they do not exist outside of using a scale brigade framework with no paintjob equipped
Alternate idea for the M1K's Supercooling Chamber (since it kinda sucks right now):
+Major increased focus shot damage
-reduced stun chance
-much higher recoil
-much slower movement while focused
TL/DR I feel like it should feel more like Gunner's Lead Storm, since thats actually good
We definetly need more Beers!
Add a flare alternative in the form of sticky glowsticks. These glowsticks are harder to throw than flares due to the sticky goo on them and give off much less light but in return they last significantly longer and stick to surfaces they are thrown on.
Ok, i know no one will like it. but anyway...
Gunner:
Portal transmitter - can make portal between 2 caves, giving you opportunity to go up and down for next 1.5 minutes, can be used even in 90* straight on top cave. Have 3 portals in ammo. Portals can be used to shoot enemy from different angle. Turrets can shoot thru portals.
Deep pod - Gunner can make pod that gives him opportunity to leave fight or save ally from it. On placement it make small droppod that after use dig ally in nearest cave, if ally is down, deep pod up ally and heal him on 25% hp.
Scout:
Triple hook - Gives you opportunity to make 3 hook in raw with slower reload. Works like terraria hook and don't pull you all the way to wall, but give opportunity to move like spiderman using walls.
Grapple hook - Gives you opportunity to grapple enemy and bring them close you you (like small and medium), also ability to get resources. Gives your weapons bigger impact, to give you more vertical mobility. If you hit wall or big target, you can use rope for movement of ally as this was gunner rope between you and wall (you can move and use wepons, but can't go out of rope radius.
Driller:
Pyrodrill - makes paths like normal drill but after 3 seconds all walls become burning walls, that damages ally and enemies, burning walls can be used on every place where you use this drill, also we can add still walls that can be broken only with this drill.
Scouting drone - small drone with drill that makes small pathways and can be used for going in dangerous places, or activate bosses remotely, if it see resources driller can place marker on them. Drone fast and can deposit materials in 50% of cost but need a lot of fuel.
Engineer:
Anti-swarm turret - this turret needs more ammo and not effective against solo targets, but it aim rockets that goes on enemy in sight of turret or engineer (so you can place it in different cave or behind wall)
Tesla turret - can boost shileds and shot en
Tesla turret - can boost shileds and shot enemies in chain with players, for players it's boosts and slowly restore shields, for enemy it's do small damage and stun. It's more supporting tool for fight against A LOT of enemy on Hazard 5+ (if we have 6,7,8)
Also it'a can be good for flyers to have some update, like:
Gunner glowstick explode and make enemy shine in darkness with it's green light
Scout's glowstick stuck on walls or roofs that it hits
Engineer's glowstick bounce like a ball for long time, travelling longer distance and live small red dots after jump
And Driller glowstick stands on ground and go up like pathway from Molly, making some sort of long life lamp.
Flyers can be just upgraded in that for all classes (I can be wrong, but i remember that they have upgrades long ago)
And last one:
I think it can be cool to make skins or fun effects for tolls like Scouts big flyers after end going discoball mod for few seconds, Driller explosives explode with confeti, Gunner shield start making all rainbow colours near end, and Engineer's platforms get textures of rainbow or cheese. Just for fun, no useful part.
Spend 1,000,000 credits to upgrade the fuzzy dice in the drop pod to golden fuzzy dice.
Pros: bling
Cons: none
Party Challenges - Performance Pass can be a bit slow to progress if you're exclusively playing with friends and you guys don't get to play a ton of games. Similar/overlapping challenges can be hard to come by, especially if Biome and Mission challenges don't line up quite right. Sometimes you have to concede doing missions that only a few benefit from. Possibly allow premade parties to somehow earn more PP or have a challenge slot exclusively tied to playing in a party?
Better stat transparency on everything.
Oh, this suggestion's been made before? Well maybe it should be in the game by now
im sure this has been said before but a button on the pickaxe and customization terminals that auto-randomizes your cosmetics every mission for that class would be nice
Make all support and traversal tools skinable and you can put frameworks on them. Including sentry! I find that often my traversal and support tools look out of place when all my weapons are rival tech with cool colors. And imagining rival tech sentry and grappling hook, it just sounds awesome
Colorblind Mode for all types of colorblindness, playing with a friend today who is struggling to identify the different kinds of mineables/dirt, IE thought the regular ground on the tutorial mission was gold
an active perk that let you pick up red sugar and apply it to teammates for the downside of reduced red sugar healing on yourself would be awesome
Loot bug pen in the station. So we can drink beer and pet them at the same time. Maybe even feed beer to them and have them gain the effects of the beer we give them.
Currently, I don't use the stubby submachine gun because I feel like it doesn't do anything to larger enemies, and the electricity debuff does not do much. I think a cool idea that would give it synergy would be an engineer secondary that launched small metal rings with a railgun, and if you hit them with an electric bullet, it would explode, causing the electricity debuff, and a good amount of damage. (a little like the marksman gun from ultrakill) Maybe give the secondary a lot of ammo, and an overheat mechanic to throw a little variety into his secondaries?
Area Suggestions: Flooded Depths, far down and pitch black area with some parts partially flooded, other parts just with waterfalls (water could be deep enough to possibly swim through, or could just be shallow patches if encountered). Twisting Tunnels, an area comprised basically of tight, twisting tunnels, almost maze like with how many (could be a chance at fighting a giant worm that digs these tunnels). Overgrown Grove, a very green area full of trees and flowers, almost like a giant garden (light in animal life besides hostiles, could perhaps be a higher up area with occasional openings to the surface).
Suggestion: Mactera Warden. Similar to the glyphid warden, this enemy buffs its nearby mactera allies, just by increasing their flying and attack speed as opposed to their defense.
Another tier of upgrades for traversals and support weapons. And add overclocks so we can swing like spider man or have minigun turrets, mega flares emit radiation or platforms slowly move up and down like an elevator.
Need more class loadout icons to match the new possible builds we've got
durreta rescue should give some bonus exp , money and a achievement 🙂
A line of perks that increases the changes of a hack-able patrol bot spawning along with giving the patrol bots buffs that include increased damage, increased ROF, additional health, and a long lifespan.
Think of it like Beast Master but for robots.
Suggestion: Electric Oppressor, a rare and very difficult electric version of the Oppressor that would only appear in the Crystalline Caverns, having developed chitin to adapt to the electric crystals in the area.
Can we pet Bosco and Loyd?
Rare chance for Doretta to make some beep sounds that almost resemble a “Thank you” when getting her to the drop pod
Let Hydrogen Ion Additive affect the puddles
Please, please, please:
Put the 'Industrial Gasmask' from the season rewards (the level 68 reward, I believe?) into the beard slot so that we can combine it with helmets / hair / goggles, since it hides the beards and moustaches anyways
Dump Fire Homing Rockets Unstable OC the rockets will go to enemy itself.
bottom text
Give acid spitters a sound during their 'aim' phase.
Alternatively give us volume sliders so we can hear high threat enemies coming our way, i.e; mactera tri-jaws that close spawn, slashers etc.
Alternatively alternatively, nerf acid spitters
Being 1/2 shot in a game is not fun. Except when it's heavily telegraphed.
I think any time there's a heat conversion mod for a weapon the heat damage gained should be much more than physical damage lost, the whole point of the mod is to make it kill slower but more efficiently but with a straight conversion you end up losing out on BOTH in most circumstances. The way it is now is not good with the PGL and absolutely terrible for the newly nerfed Hurricane. if the interaction with Volatile Bullets was the problem then that is what should be getting nerfed.
Ok, i will not trolling here, lets be very serious
Out of my disappointment, i try today's tweak update until almost 6am, even i work at 8pm, to check the new guns meta, here's my conclusion:
- nothing much happened to drak and lok1
- sludge is just gone, useless af, it just being replaced by cryo, dmg? Flame
- hurricane? One of the most dps gunner weapon, gone
====
Im sry, i have to say, why gunner is the one get advertised as "the strongest dps class to protect other miners" have the less dps than other supports, also have okay to none support capabilities?
And why supports actually supporting team by deleting entire enemy team, also do supporting team at same time??!!
Also, this tweak is a Bad move in my opinion
====
I already figure out how to fix hurricane, but **ck it, mostly it being replaced by ***, while hurricane still working properly, and **ck it, i didnt share the builds, you will nerf it anyway to take the fun
===
Play the game better, accept your fault, like most of us including myself, dont to much clicking that messy calculator, stop development for a while, go have fun with your game, learn and fix it, keep follows your old goals
*here hate button, this suggestion feel toxic anyway, im sry
Suggestion: "Hurricane" Overclock - Spread Storm (Unstable)
"Have you ever wanted a way to use a lot of missiles in a single pull of the trigger? Now you can! We've modified the launcher to shoot five missiles in a single press, putting extreme heavy fire on anything in your path. Unfortunately, this has a drastic effect on your base spread, fire rate, and missile targeting, so getting precise shots will be a bit tougher."
- Shoots five rockets at once.
- 100% larger spread
- 50% slower missile turn rate
- Fire rate reduced to 0.8 per second. (This can be increased to 1.5 with the fire rate mod)
Suggestion: Buff other options to be as good as the thing you are nerfing
To add on to Victus' point on the Hurricane's Napalm nerf, the problem wasn't that you melt enemies with how much damage you dealt, it's because the mod itself suddenly turned Volatile Bullets from a mid-tier OC to a top tier overnight. Its niche was to take advantage of the heat options of the Minigun, and it's as plain as day how much you don't notice what Overclocks with the Bulldog mesh with the Hurricane. The Napalm mod is still very good because even though it's heat conversion, it still sets enemies on fire and inflicts temperature shock. Volatile Bullets is the thing that needs nerfing;
Reduce the heat bonus to 200% instead of 300%
or
Decrease the direct damage penalty to put it more on the same level with the damage of Elephant Rounds, which is still the best Bulldog OC next to Six Shooter.
magic bullets sucks and i will die on this hill, whoever put those emotes
when you complete a solo OR complete a public or friends mission with no other players when you escape, Bosco should be on the completed screen with you. Because if a drone can drag you back when you're KO, he can certainly share the glory with you when you win :)
suggestion: change perk "It's a bug thing" instead of make them blow up resources everywhere making mess, make them peacefully pop and drop all resources under them, where they pop.
(maybe players start use this rare used perk)
I suggest you buff weapons instead of nerfing the ones that actually work. This is how you ruin games, with the nerfs.
Buff the Hurricane napalm, 50% heat was maybe too much but you literally massacred my boy. Edit: from 50% to 25%, really? Was it THAT overpowered? Maybe people picked it because the stun mod wasn't good and the nitroglycerin compound didn't even give any stats in the description
Regarding the Season Pass daily challenges: could the ones where you need to do missions in certain biomes be tweaked or removed in the next Season? It's very annoying to feel like I simply cannot progress on them if both biomes happen to be out of the rotation when I can play
suggestion: nerf volatile bullets and revert napalm for the hurricane. Volatile bullets is causing issue with the hurricane so you nerfed hurricane instead of the root of the issue
Boomstick Tier 2 Third Option: Double Barrel
I'm probably not the first to suggest this but; I seen alot of complaints about the Double Barrel Clean Overclock just underperforming compared to all the others. I must agree as well, I rather choose any other overclock the Double Barrel anyday.

Special Powder lets you yeet yourself giving you insane mobility
Compact Shells gives more ammo and better reloads
Stuffed Shells gives more damage w/o loosing ammo
Jumbo Shells makes it as close to Doom's Shotgun at the cost of ammo reserve
Shaped Shells is more accurate at cost of Pellets letting you attack further away

Double Barrel lets you fire both barrels with only +1 Damage and is outpaced in DPS by using Tier 2's Double Trigger with any kind of build that isn't with Double Barrel itself.
I feel that Double Barrel should just be a Tier 2 Option and the Double Barrel Clean Overclock should be scrapped in the process.
With Double Barrel as our T2, imagine what possibilities we'd have with the other overclocks. I can tell you that Special Powder and Jumbo Shells Users will have a field day feeling like a certain Boston Boy or Slayer.
HURRICANE OC IDEAS:
-
Cropduster Payload
missiles now leave a trail of neurotoxin gas behind them. reduced velocity. reloading ignites the neurotoxin -
Dragonfire Missiles
massive damage and blast radius increase, reduced RoF, mag size reduced to 9, reload speed reduced, missiles leave pools of fire after exploding
being able to rejoin a deep dive if you've lost connection. 1 hour in a elite deep dive xp gone because i lost connection on the way to the drop pod 👌
LOKI OC IDEAS:
-
Nanobot Rounds
instead of bullets, Loki now fires a stream of voracious nanobots that travel slower but deal damage to anything on the path to their target -
Sentry Shot
narrows lock-on radius. firing a full lock at the ground creates a temporary sentry gun that will shoot until the number of shots fired during the lock is expended. the generated turrets use the equipped mods from your Sentry Gun
Party Challenges - Performance Pass can be a bit slow to progress if you're exclusively playing with friends and you guys don't get to play a ton of games. Similar/overlapping challenges can be hard to come by, especially if Biome and Mission challenges don't line up quite right. Sometimes you have to concede doing missions that only a few benefit from. Possibly allow premade parties to somehow earn more PP the more they play together, or increase the odds of party members gaining similar biome/mission challenges, or have a challenge slot exclusively tied to playing in a party?
Armor Paintjob; Pristine
A cleaned up version of the Splattered Armor Paintjob. Ref of Splattered Below.
Fridge Lunch - consistant buffs for haz 5 and Deep Dives
When your buffs can make or break your run especially in the case of deep dives, i think being able to actually get the buffs you want is good
Thats why i suggest the Fridge be accessible when you get your first promotion.
What does it do?
The Fridge will provide a range of consumable buffs at direct (and at direct credits cost) similar to the range of beers but only for haz 5 missions and deep dives
The point of this is to make it so you can actually get the buffs you need and your teammates might need for the difficult portion instead of hoping the bar gives you one that might be of actual use
All the buffs are parallel to ones you can get at the bar, they are just only work on the hardest content avaliable.
If you swap missions to one that isnt deep dive or below haz 5 the buffs are removed.
Beer Popsicle - Provides the same buff as Back Breaker Stout - 200 credits
Morkite Bar - Provides the same buff as Dark Morkite - 200 credits
Sour Gummi-Lootbugs - Provides the same buff as Pots o' Gold - 300 credits
Lootbug soup - Provides the same buff as Red Rock Blaster - 500 credits
Rock Chips - Provides the same buff as Rocky Mountain - 300 credits
Deep Fried Glyphid Leg - Provides same buff as Skull Crusher ale - 300 credits
Stone Carver's Sub - Provide's the same buff as Slayer's Stout - 300 credits
Drg-eetos - Provides the same buff as Tunnel Rat - 200 credits
Kind of a nit pick, but for the post-mission screen it seems like you barely have time to read your postgame stats.
You go almost immediately to the Season pass screen, which isn't as intresting as the postgame stats.
I think the best solution would be to combine both screens at the end of mission. Make it all readable at once.
or give an option to skip the season pass progression screen, since you can check your progress the hub.
After a bit of pondering, I’ve come up with another possible idea.
I think that the armor rig upgrades should be moved to a terminal in the med bay, make the area more useful. Perhaps add a series of overclock-esque upgrades you can slot into the armor rigs, giving subtle boosts to certain stats, like health/shield cap, health/shield regen, movement speed, carry capacity, et cetera.
Maybe add a new series of quests only available from the med bay, tracking objectives separately from the missions themselves, like the performance pass. Multi-stage research missions, requiring the collection of materials and completion of regular missions to aid in progression to produce new advances in medical sciences. These missions could be to unlock these armor rig overclocks, small permanent buffs to stats across all of a player’s dwarves, or even some sort of team buff, like the daily specials in the Abyss Bar.
Suggestion: Fourth Grenade Slot
Additional options for Grenades in case an upcoming season demands more BOOM.
Scout: Shrapnel Stick - A stick grenade with tons of shotgun pellets packed tightly inside, providing instant damage to any poor saps caught in the blast, and your teammates. The pellets burst out in a radial sphere, so be sure to make it count.
Damage per Pellet: 12
Pellets: 16
Amount Carried: 6
Stun Chance per pellet: 10%
Stun Duration: 2.5
Driller: Impact Javelin - An evolution of the Impact Axe, thow a Javelin straight at your foes for maximum pierce damage, and if it doesn't kill, it definitely conks them out for a hot minute. If it doesn't break, you can pick it right back up!
Damage: 240
Amount Carried: 6
Maximum Penetrations (before breaking): 4
Stun Duration on Survival: 6
Engineer: "Hot Potato" Bouncing Grenade - Ever wanted Pandora's Box as a grenade? That's this insane idea by R&D, throw this in a crowd and it'll cause real chaos by bouncing around uncontrollably with each explosion upon touching the ground.
Damage: 90
Explosion Radius: 2.5 Meters
Explosion Count: 6
Amount Carried: 4
Fear Chance: 30%
Gunner: Normandy Landmine - The most powerful explosive without modifications, this puppy can blow almost anything sky-high that isn't an Oppressor or a Dreadnought. If it doesn't kill, it will sure as hell leave anything naked for the finisher. The catch is something needs to pass over it. It can be disarmed and retrieved safely.
Damage: 360
Detection Range: 1 Meter
Explosion Radius: 4 Meters
Amount Carried: 4
Armor Damage: +100%
I was a bit unsure if I should mention this, but maybe a cheap chin strap beard for the shop? For the dwarf that doesn’t like having a cold chin, but doesn’t want a fire hazard dangling from their face?
Please revert the nerfs to Hurricane and Sludge Pump, they were barely up to par with default weapon loadouts, and now they feel terrible/weak to play and have no good options to do anything. Sincerely, a haz5-only player.
Can we get a Charlie Day esk conspiracy board in the space rig that’s all about the error cubes 😆
Can we select songs in the jukebox? I dont mind having a random option but being able to play personal favorite jukebox themes would be cool
Bring back the Old Minigun Model as a weapon framework. It's got less fancy gadgets and doodads, but the clean look and four barrels is super nice. Reminds me of arena shooters from the late 90s/early 2000s, which is always a cool vibe.
A biome where local microbes have gotten into the Red Sugar, causing it to have started fermenting in place and making the dwarves increasingly drunk the more they consume it. No other effect.
An achievement for completing a haz 5 mission while at nearly the maximum level of drunkness possible that doesnt knock your character out (4 glyphid smashers and 1 oily oaf)
remove weapon sway from drak. the weapon already suffers from being projectile based.
add unique voice line(s) for drak overheat when using MHD (manual heat dump) / OCs that want you to overheat (rewiring mod)
drak's damage is abysmal for haz5. the low damage, high ammo count, heat-based weapon design makes you focus on not overheating or overheating (rewiring). this makes the damage much more drawn out as you need to fire many more bullets (due to low damage) which positively correlates to downtime (either waiting for cooling or overheat). more damage needs to be "front-loaded" so that you get results when firing it. the most straightforward solution is to increase base direct damage of the weapon by 2 or 3. slightly reducing rof/ammo capacity to compensate.
many glyphids have being mutated turning into exploders and bulks, those mutations are unstable (if you point at them you may hear a dwarf saying it) , maybe the chance of getting a stable more dangerous glyphid bulk?
Please stop the Swarm timer when a data deposit hack or a machine event is active, to ensure people don't get completely floored by constant waves of bugs when trying to do what should be a simple little side-objective. I have tried two different missions with PE with the same seed, which had the same data desposit, and we got wiped because a Swarm spawned on top of the hack, which meant double the enemies. It's absolutely insane.
Seismic activity mutator: A large amount of shots and explosions in a short time span (including bug activity) causes hoxxesquake similar to ones on lava biome
The Hurricane fire mod gets bludgeoned to death but the abysmal incendiary compound of the PGL remains an active blight on the weapon? You guys are pretty good devs for all around content but your balance decisions for weapons always seem to either make weapons good or hobble them into laughably bad states. If anything the volatile bullets OC could have been toned down slightly but instead you made the Napalm mod so bad most enemies die of the rockets before they can even ignite.
Also idk if "bad ammo economy" was supposed to be a theme of the new weapons but the Lok-1 barely keeps itself above water with SMRT targeting software and I don't understand why you think anyone could give up what honestly feels like something that should just be part of the base weapon for bullet penetration on a weapon that 90% of the time would be directing bullets through the top of an enemy straight into a wall.
You know a good place for that mod actually? The Drak! At least then you could hit multiple targets with your feather cannon's projectiles. The only place I've found that weapon remotely useful and not just equipping it in low haz for fun is Sabotage missions because it's the only scout primary weapon that has some electrical damage in its gear tree. And even then it's only sort of decent as long as you're running Overtuned Particle Accelerator otherwise it feels like you're really contributing nothing to the team except maybe lightly CC'ing the robots. But Karl help you if you wanna help your team with the sniper turrets on the ceiling with how massive the accuracy penalty on that OC is even with the tier 3 coil alignment mod.
Add random dialogue in the form of conversations between the dwarves that plays during the downtime between swarms.
With the new rival faction, @wispy flower and I would love to see the next "biome" be a rival orbital rig! Main objectives for stealing tech, data cores, and even sabotaging the station to drop it out of orbit and onto the planet. When mining, you'd be smashing through paneling on the walls, then pipes, wires, and machinery instead of just dirt and rock.
Bonus objectives?
Our first suggestion was "Tag the bridge." Most people read that and think, "Ahh, yes, place a beacon on the bridge so we can find it after this station collides with the planet's surface! Excellent!"
But no. No. You go up, interact, and your dwarf takes out a can of spray-paint, gives it a good shake, and tags the entire main window/screen with "DRG WAS HERE!" and goes, "That'll teach 'em." You can then hit the fire button a la beer mugs to throw the empty can of spray-paint.
Beard that has tiny baby lootbugs in it.
Flare Upgrades with tradeoffs like overclocks like maybe shorter duration but more max flare counts or brghter flares with lower flare counts stuff like that
Plasma Burster Missiles OC for the Hurricane should cause missiles to bounce off surfaces instead of exploding and being destroyed on impact. The first bounce would trigger their burst phase to begin.
It's the most fun OC the gun has access to but struggles to deal with anything shorter than a dwarf due to missiles fizzling onto the ground. Swarmers especially.
Give the Platform gun a secondary mode that lets it make its usually horizontal platforms, vertical. This would make creating cover from ranged attacks (like Rival Turrets, Mactera)and sealing off tunnels easier at the cost of limiting your mobility.
Nitroglycerin Compound for the Hurricane should function more similarly to Variable Chamber Pressure for the Minigun or Feedback Loop for the Autocannon and give a percent damage increase (either scaling or a flat amount) capping after a few seconds (maybe 4 to 6?).
It would give the mod a more immediate and noticeable impact, reward one of the most fun aspects of the Hurricane in guiding volleys of missiles into swarms of Glyphids, and prevent possible headache with trying to balance the mod around the Plasma Burster OC where buffing the current iteration might cause it to get out of hand.
Simply buff the plasma burster oc for the hurricane
Mini C4 Tier 4 upgrade for Satchel charge:
+1 to ammo (maybe 2).
-less explosion radius and damage .
+Can be thrown far (charged throw).
-/+ Can be detonated by damaging it (Still can be detonated by right clicking after throwing).
+Can throw 2 at time and detonating them at the same time (you have two charges active at the same time).
Possibility to do a survival arena PvE with different league and difficulty. Random spawn of ammo, win who survive for most timing. Also it can be like a BR but total PvE.
new OC for hurricane: Bigg'uns
massively increased damage
massively increased blast radius
greatly decreased ammo and mag size
decreased projectile speed and 0 speedup
only one missile in the air at a time
Sorry if this suggestions has already been made, I don't frequent this Discord often. For next season's rewards, could there be cosmetics for items that don't have any yet such as traversal items or, personally I wouldn't mind giving my turrets a fancy paint job. Other then that, keep up the great work!
Since the new deposit hacking event does not have a timer, cannot be stopped, and spawns a nearly full sized swarm, this means that evacuating the event in an emergency literally results in an infinite wave. If teammates go down or the team runs out of ammo and has to run, enemies will literally constantly spawn in a never ending mega swarm.
Unless it's intentional for messing up a hacking event to fail the whole mission, can the devs implement some manual abort mechanism if nothing else?
If Ghost Ship ever decides to add in alternate traversal tools for the classes, a potentially very fun and very silly one for engi/gunner would be to have a homemade pipe skating supply pod that you can call down. each pod has a set amount of "pipe" inside that dwarves can lay out and ride on. upgrades could include stuff like increased movement speed, extra max length, damage reduction while riding, and multiple outputs for separate lines that pull from the same pool.
Give Bosco ability to repair mini mules during rescue mission. If he can build pipes now - why not mules?
Upgrades for the Pickaxe and skins for the Sentries! 
Also maybe some way to increasa Flare capacity (I can't have enough)
The new HUD for the grappling hook saying “too far” shouldn’t take priority over the distance shown, and especially not when you look at something else that isn’t too far away.
Swapping from cross platform to cross play. (if possible/not already in the works)
Add an achievement for killing a Dreadnought with a supply pod. Just did this in a mission and all the dwarves present shared in the disappointment this wasn't a hidden achievement.
Man that reminds me of an experience with a friend that he wanted to complete a mission drunk to see if there was an achievement
It would be amazing if we could copy the loadout from A to B f.ex. and then start modifying it on B, instead of manually having to copy everything over when you want to test out something but not ruin the normal loadout.
there's a way to disable auto-update in the mods? Everytime I enter my mods begin Auto-updaring, and the broken mods too, and I need to restart and everything... it takes a lot of time, and when you need to unninstall a mod you really need to go to mod.io and unsubscribe one mod by one?
I think this is a good suggestion to the game if we don't have it now, or i'm just dumb and don't finding it
Ideas that I had previously that could be integrated into current classes:
Driller: A gun that shoots a wave of radiation that makes enemies take more damage and take some DoT not as sevre DoT as sludge cannon but a small amount (perhaps overclock for energy pistol?)
Engineer: overclock for shotgun that makes it a burst fire shotgun with higher damage and slower Rate of fire, or make it into a slug shotgun with increase its range reduces damage against armor and increases weak point damage
Engineer: A traversal tool thats a Jump Pad that could launch players into the air, of course getting upgrades that can reduce or negate fall damage entirely with its use
Gunner: Another idea for replacement of shield item is a field that provides a 20% damage buff to allies or a fire rate buff to allies within an area
Driller: instead of a C4 he can drop ammo packs that restore 20% ammo holds 2 can upgrade to 3
Suggestions:
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Bigger pool of class loadout icons. Current ones could be a little bit more straight forward + OC icons could make for a nice extra set.
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Linear increase in mineral rewards with higher promotion ranks. Adding something like a +2% increase per rank (as in Bronze 1 => +2%, Bronze 2 => +4%.... and so on) could help aliviate some of the mineral grinds near the upper ranks, helping players with the promotion costs and OC/cosmetic purchases. Could give players more reasons to pursue higher ranks, w/o affecting the gold economy.
A perk that allows us to "Tune" to secondary objectives. Not necessarily showing it on the scanner but maybe it'd have a sound effect similar to broken mules, bet-c etc. The more of the secondary objective is deposited/performed the more accurate, directional, or some other aspect like that would improve to help. Sometimes it's really hard to find the remaining 1 or 2 like boolo caps on azure weald
A bit more customization would be kinda cool to me, for example more voices (that you’d be able to select from) changeable eye colours, and more natural beard colours
Suggestion: A beard modified to (somehow) look like a pickaxe dangling down.
Scout Secondary Concept (somewhat of a joke): Corporate Recruitment Device
"This megaphone emits a constant stream of favorable propaganda praising Deep Rock Galactic, and is sure to turn the heads of any being that hears it. R&D has also modified it to slowly weaken the willpower and kill off neurons. Make sure to watch the heat sink though, the AAA batteries can get pretty hot sometimes"
This weapon forces bugs to group up in front of the scout that is using it, while slowly doing damage
T1: increased damage/increased range
T2: reload to SHOUT! stuns enemies, but forces the weapon into overheat
T3: Enemies slowed/decreased cool down time
T4: Increased battery capacity/increase area
T5: On overheat: Fear/Shout range/better luring capability
Elf punching bag in the station
Cosmetic Change: Can we get a cooler strapped to the side of Doretta filled with sandwiches?
The bestiary text for mactera brundle calls it “A heavily armored variant of the mactera shooter”, instead of mactera spawn. Should get changed
May seem silly, but is there a possibility that there could be skins for the backpack? Even if only seasonal, like a Stocking/Santa's Bag for a Christmas item. I end up unloading minerals so many times, that the bag is one of the items I see the most frequently, so I was thinking it would be really cool to possibly see a few skins for it.
Add in a class that focuses on melee. Could give em' "hydraulic piston punchers" for their main weapon That you could charge up like the scouts hunting rifle for beefy hits, or maybe even initiate a bull-rush & plow through several enemies at once.
Their secondary weapon could be a pair of clawed gauntlets (clauntlets?) that they could use for faster & lighter hits with m1, or ripping up a chunk of rock (could even use the same models as aquarqs & jadiz but texture it for whatever biome you're in) from the ground with m2 & chuck it at enemies. You could even get creative with it & have different terrains from different biomes inflict elemental damage, like the glacial strata rock throws building up frost or the magma zone building up fire damage or something like that.
Their tertiary/traversal tool could be a pair of climbing axes that let them scale up & down cave walls.
Their fourth tool could be a Viking war horn with some DRG spin on it from R&D that makes nearby pests scared temporarily & flee, while raising morale of the team, giving them a temporary "inspiration" boost to their interaction + movement speed & maybe a bit of damage reduction. This could have a similar cooldown as the gunner's shield generator for the brawlers to catch their breath or something on that chord with.
One of their grenades could be a concussive grenade that temporarily stuns enemies within its blast.
Monobrow dwarf cosmetic
during the dwarf select before a mission there should be a way to quickly switch loadouts while playing on a controller (bumpers or dpad)
Improved Bosco AI: Good news, miners! We have upgraded Bosco's camera and video processing software. He is now able to recognize that the dirt wall you just asked him to shine a light on is, in fact, croppa that you asked him to mine.
Grenade idea for engineer: deployable scarecrow: on use, throws a little pylon that when connecting with a surface pops out into a scarecrow. Bugs will not go within 10 (maybe 15) meters of the scarecrow unless they have to (similar to the t4 platform gun upgrade) scarecrow lasts for 30 seconds until eventually the pylon breaks and the scarecrow falls on the floor. After that maybe have it make bugs not walk directly on it unless forced to. 4 max ammo
when pinging the basic ground material, scan a small area (the size of the visible ping circle thingy) and if something of interest is found (such as nitra), have that be the pinged object (so that bosco will go mine it even if you missed the ore by a little bit)
Make building the sentry gun similar to the tf2 one where if you place it it will automatically build slowly but you can speed it up by hitting it with a hammer.
Depositable secondary objectives should be auto-deposited upon exfil like gold and crafting gems. This was my last mission in gunner promo and I was gonna go right into engy promo, but now I can't... because I carried boolo #20 out with me instead of depositing it at the pod.
importing this from the discussion channel;
Please just make Nitroglycerin have +3 damage per second on both damage types and Napalm take 25% of the damage you deal to add as heat instead of just converting 25%. It's only slashed in half at that point from the original and it retains the damage without setting everything on fire within half a second.
Also, an "acknowledge new gear" button so I don't have to manually mouse over paint jobs 20 times every single time I unlock a weapon paint. On top of being annoying, that shit also occasionally leads to me going into a mission with the wrong gear equipped.
Make the mission select screen show mission length over the mission icons instead of cave complexity. Complexity has never once affected whether I pick a mission, but length does all the time.
Mouses over 2/3 complexity dory Aww, crap. It's a double dory. Nevermind.
Sees 3/3 length dory Hahaha SKIP
C'mon.
It would be cool to be able to choose to continue in multiplayer or go back to solo at the end of a mission, 99% of the time people just kick you instantly why make me load the space rig twice?
I second that. Was actually just doing a run earlier this morning with a few randos for an assignment and we all left as soon as we loaded into the station
💡 When I first got this game, at the victory screen of my first online match two of the dwarves' random after-pose animations (the 'finger gun' and 'rolling shoulder') played in such a way that it looked like one dwarf was teasing the other and getting their hand slapped away. I was kinda disappointed that that wasn't actually the case.
Therefore, my suggestion is to add some interaction between the dwarves on that screen.
Maybe one puts another in a headlock and noogies him.
Maybe the person responsible for the most friendly fire incidents gets smacked upside the head.
Maybe just a good old slap on the back for a job well done.
"Maybe the person responsible for the most friendly fire incidents gets smacked upside the head."
https://tenor.com/view/deep-rock-galactic-this-this-reaction-reaction-gif-this-gif-gif-14484082
Guys I'm craving to have a Bosco in a multiplayer game where there isn't 4 players, seriously please I want a Bosco as the 4th player to rock and stone with us
The host's Bosco, preferably
Maybe to balance things out, have a cost/tax to bring him, either that or discount a certain % or specific value (maybe scaling with Hazard) from the completion reward
No more accidental steeveing, and steeveing fuzzy targeting to prioritize tanky > angry steeves over knockoff steeves.
Need a ping callout for Steeve- he deserves better than to be called just another slasher/guard/grunt
rough idea
Suggestion: When nerfing weapons don't primarily focus on pick rate. It doesn't necessarily mean something is overpowered, it may mean that the alternatives are underpowered.
Buff hurricane's plasma burster oc by at the very least:
-maybe 5 aoe dmg (or direct)
-and reduce the massive ammo decrease the oc has
it already doesnt give you a choice in the t1 slot either as you get +1 direct dmg that is nothing, or 0.3 more radius which is also nothing
Even the t4 slot is just 'do you want a chance at dealing more dmg or always present whole 2 aoe dmg
This suggestion is here to simply give an idea how to buff the oc a little to see how it functions and then go from there: ' is it bad, good or could be better?'
small note: this oc feels way more like an unstable one than a balanced one. The downsides are wayyyy too huge
Can we pls have an OC or modifications for sludge gun that turns dissolved enemies into puddles? Pretty please?
Doretta by default has a single sentry turret installed on her. It starts with 0 ammo. Engineers can choose to fill their ammo into that sentry or utilize their own. It has a lower max capacity than other sentries (to make room for installation) and has a slightly slower DPS than the Engineers own.
🎵 JUKE BOX & DANCING:
Code the TEMPO into each song and then communicate it to the dance models, so we correctly dance in rhythm to each individual song 🕺
Can we please get an option for either a sound notification when there's a message in chat or to increase the opacity of the chat box?
150 hours so far and I still miss the chat just because it's not noticeable, hope I'm not the only one with this issue
Add Icons to pinged items by laser pointer, like: chunk of sugar, chunk of oil, impact axe etc.
very weird idea but:
what if you made the plasma burster oc rockets only turn around around the enemy so it cannot hit the ground when you aim at a basic grunt for example
in short: it does not randomly pick which direction the rocket will fly and suddenly turn around in, instead it would circle around the target you are aiming at (if boucy rockets would never become a thing to fix the rockets hitting the ground randomly)
a small indicator that there are unread messages once the chat window disappears, at least?
Melee based secondaries for the different classes could be a lot of fun. Melee doesn't get much love, which is a pity because it feels really nice from what we've seen.
Gunners could have something like a hammer and shield, maybe with upgrades that let the hammer inflict AOE Damage due to a claymore style mine on the head.
Engineers could get something like a plasma-cutter or a tazer that's designed to stun enemies to give them some breathing room, with mods letting the stun-shock radiate out more. Or maybe you could do something with an Engineer's ability to make terrain by giving them a spear that injects an enemy with plascrete, turning dead enemies into blocks of terrain
Drillers I would say are actually good, but giving their drills more melee viability could be nice. Failing that, maybe some kind of chainsaw that inflicts bleed the same way his flamethrowers build up burn.
Scouts being light and fast might get something like a pair of hatchets, something light and quick that can carve through armor or hit weakspots for more damage, kind of playing with the "Rogue" element of the scout.
The point being, there's a lot you can do with Melee secondaries to give dwarves some real varied strategies while sticking to their overall theme and feel.
Plus, dwarves are notoriously tough in most fantasy stories. So why not give them more ways to prove it?
With the new football mini game have it so when you score a certain amount of goals mission control says something like “Congratulations! now can you get back to work”
This but it works with Beast Master so it follows you and gives you the buff.
Jetfuel Homebrew should make the missiles guide from the start, or reduce spread
Is the M1000 good?
Suggestion: The Biker head slot from the Cosmetic S1 tree should match your armor colour. I'm trying to build a Hollywood Hogan set and that helm is perfect but it not changing colour ruins the look. 
Just a cosmetic idea: Doretta Helmets
New hidden modifier: Dreadnought warning (or something like that) Upon entering the mission, you get a notice from MC saying that they didn't notice the dreadnought in the area, and your first swarm is a dread. Every swarm afterwards has a 2.5x chance of being a dread then normal. 25% exp bonus, + 5% per dread kill (twins only count as 1)
repost because i still want it
there should be a small chance for your dwarf to yell "BUGS! Sorry, force of habit" When pinging the tritillyte
Bosco should repair the drilldozer when pointed at it rather than "defend", on the basis that holding a button to repair is boring and shooting enemies is fun, and Bosco's "defense" isn't any different to normal enemy engagement
An event, be it season related in future seaasons, or an April fools joke or something, depending on how people feel about it.
Lootbug uprising.
While this is active, one possible approach would be lootbug skins for every mob in the game, as they seek revenge for the endless slaughter of their kin.
Friendly should also reduce self damage
New warning idea, allowing all disruptive enemy types to spawn in a mission instead of picking 3
A favorites system for our end of mission victory moves so we can choose a small pool of our favorite poses.
Suggestion: New Enemy Variants
Glyphid Plutonium Detonator
Exclusive to the Radioactive Exclusion Zone, these behemoths of ionizing radiation plow through anything in their path; The explosions from their melee attack can one-shot any enemy around them, and leave a trail of radiation wherever they walk. When they explode, the initial blast turns the crater around them into inert radioactive crystal and said blast and the subsequent bomblets leave areas of radiation, lethal to even their own Glyphid Allies.
Mactera Magma Spawn
These Mactera Spawn native to the Magma Core have mutated a bizarre fire-pounch, which makes them capable of breathing fire! They have a low chance to appear in adjacent biomes to the Magma Core, but other than them being able to be bug dragons they're just as fraile as other Mactera Spawn.
Golden Glyphid Grunt Gaurd
Say that four times fast! These rare mutations of the Glyphid genome forced their armored plating to become a gold alloy, turning them into walking treasure troves. Research states they eat gold to maintain their armor and pigmentation integrety, so smash them open for some extra gold!
Glyphid Grunt Hunter
A somewhat rare Glpyhid evolved from a Slasher that is half daredevil and half bite of a damn Ocelot. These things are usually quiet and pounce off of cave walls and ceilings to pin Dwarves down and tear them apart. Shooting them during their leap throws them right onto the ground and they focus solely on the Dwarf they've pinned, so they can be easy targets.
I'm sure it has been suggested before, so apologies if this is redundant. A secondary interaction hotkey would be a lovely quality of life addition if the headache of fully customizable keys is too much to deal with.
Being able to pick up the Jadiz crystal at my feet instead of riding the zipline nearby that the friendly Gunner set up to carry the loot out of danger. Not grinding away from the segment you're trying to build at mach 5. No more taming a grunt that wanders up to be a jerk while you're resupplying.
Also the new ear damaging ping that the grappling hook for Scout makes when ready to fire again is escaping containment, used the volume mixer for my entire PC to mute DRG late last night and it was still chirping at me. What was wrong with the old sound effect?
I'd love if there were a way to pick "all matching" armor/pickaxe sets easily
How about an employee of the month line, "knows why they call it Doretta"?
Have the Drak reticle change to show spread
I demand feminine cosmetics, I want a femboy scout.
Could we get an ingame tool to load a specific save file from the pc's storage? Its a real headache to juggle my save file manually between the steam and xbox app versions mainly from the former to the latter.
Each time i do i gotta retry it three or four times as the game doesn't pick it up properly even after ensuring names match, And it ends up loading a prior cloud save (Great feature overall, Just becomes a bit of a hassle on this specific scenario) which in turns forces me to unplug my ethernet cable, launch the game, see if it picks up the save file, and then launch a mission, pick anything up and abort so it stays that way. And that is only if it doesn't launch into the tutorial requiring another retry.
I like the game a lot hence why i ended up buying two copies to play with different groups of friends, I would love something to make this process easier.
Any chance Bosco could go faster carrying something heavy? Not sure why he even slows way down to begin with
I want to rescue Karl. It would be super cool if there was a REALLY long mission. And when you rescue him, you unlock a new class.
Hopefully this has been asked a hundred times already, but are there going to be more perks in the future? Or even class-specific perks?
How about a new mission type let’s say survival
Start you drop down in a drop ship and when is walk out it explodes and it says the mission objective survive and you have to stay alive for 6 minutes for a second drop ship to arrive and we could make it so as soon as a bug spawns it immediately goes towards the players
And we could add a new bug to the game I don’t know what we could call it but it should have the ability to dig through the soft dirt and that would prevent people from camping in the starting room
Thumb up for good idea thumb down for bad idea
I thought I would toss in a suggestion for a song to add to the Jukebox due to this being a game about Dwarves digging holes, mining resources, and fighting monsters. For this reason, I believe that the best song we could add to the jukebox has to be "Diggy Diggy Hole" by the Yogscast. I don't know how many times in the past this has been suggested by other fellow space dwarves here, but I thought I would proudly add my name to that list.
With the update out on Xbox, I noticed that the terrain scanner is now on a toggle and not hold like before. An option to have it as hold or toggle in the settings would be nice. This could also be done for the laser pointer just in case anyone would want that
Cold/Heat Radiance should show you a little ring of ice/fire around yourself to gauge the range better
More classes, more weapons
Annual Species discovery report log: Q'ronar Shell Ripper. A newly discovered species of the Q'ronar genus. Armor of the species is exceptionally light, more comparable to the younglings of the more known species of shellbacks but brightly highlighted with stripes of color. Just like the younglings the creature acid forming organs are underdeveloped even in mature organisms. They have greater control in their rolling form allowing them to turn nearly on a dime. If the speed is too great however, the momentum from the direction change forces them to continue forward while they attempt to roll against it causing a skidding affect. They appear to have a unique organ that allows them to store kinetic energy which occurs when they roll in place (burning some rubber or in this case chitin?) gradually rotating dangerously fast eventually releasing this energy as extreme forward velocity. Advisory to Miners down on the planet: DO NOT GET HIT. Also let 'er RIP!
Dear devs: Why did you miss the opportunity to make a lightning cannon instead of some sewage launcher? -Sincerely me
new mission modifier: loot bug infestation
Secondary heavy weapon for Engineer: a huge lightning gun that offer high long-ranged sustained damage at the cost of massive constant recoil and a power cell that frequently overheats/runs out of charge (Think half-life gluon gun). Both of the engineer's secondaries are really good at dealing with large crowds save for pgl hyperprop instead of single target elimination, so why not give something that can fill that niche?
Beast Master I-IV/Steeve Adjustments
When I was a rather Green Bearded Miner; I was in a mission with a Steeve that gave it his all and refused to die. No Regen Bug Warning, No Lethal Warning, just an normal Haz3 run. This Steeve (a Slasher) lasted well longer then the 5 min cooldown; almost the whole mission before finally meeting his heroic end fighting a Pretorian. I wish I could have saved him.
Another mission happened to a random miner I was with where Steeve (A Guard) just...vanished. He got lost or stuck somewhere early in the mission and we were in need of him the whole mission (which lasted 45 Mins). It wasn't until we got close to the drop pod, Steeve finally showed up wagging his butt. Very problematic.
I suggest a few adjustments so Steeve can be the best he can be-
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Heal Steeve: If the Beast Master ability becomes activatable again and Steeve is alive still; holding E on Steeve will heal him and consume the action. Any armor plating that was lost on recruiting or healing will be replaced with Field Repair Plating, no changes on what the Steeve type was doing so.
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Recall Steeve: Pinging a spot and holding E at that spot will recall Steeve to it; burrow to us and wagging his butt happily on arrival. No more lost pets.
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Leave No Steeve Behind: On Deep Dives, any Steeve we recruited will follow us to the Next Stage, spawning near the drop pod.
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"Good Bug, Steeve~" Achievement: Have a Single Steeve survive in a Haz 3 Mission for 30 Minutes before completion.
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"Thank You, Steeve!" Achievement: Have a Single Steeve survive in a Haz 4 Mission for 30 Minutes before completion.
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"Steeve gave his life for me!" Achievement: Have a Single Steeve survive in a Haz 5 Mission for 30 Minutes before completion.
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"This Steeve Was Something Special." Achievement: Have a Single Steeve survive all stages of a Deep Dive.
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"LONG LIVE STEEVE!" Achievement: Have a Single Steeve survive all stages of an Elite Deep Dive.
Suggestion: random assignments every week, that way we get more objective to complete in the game
Idea: a option to change the Engineer's turret/turret's with a Bosco or Mini-mule.
The Bosco would be weaker then the singleplayer one, lacking rockets and requiring a period to "redock" with the engineer's backpack, leading to a cooldown between deployments.
The Mini-mule would be deployable by the engineer and would follow him around the map, all dwarves would be able to offload material into the mini-mule but it would only follow the engineer who built him around the map.
I feel these would be pretty good side grade options from the turrets to a more offensive Bosco or a utilitarian Mini-mule.
Christmas Event Suggestion:
With the accessory assignment, there also will be rewards such as pickax parts.
The pickax itself will look like Company Standard, however, with hung around Christmas lights.
The lights will blink, or even change colors.
(this is a simple example made in paint)
Ok so how about a bunch of special pickaxe made out of harvested chunks/other carriable objects and the way you unlock their parts is by someone carrying the object (gold chunk, bittergem, mini mule leg, ect) onto the drop pod and not depositing it.
Now as to balance the difficulty very common things like aquarq and mule legs should be 1 per pickaxe part, resources like gold chunks, pearl, & jadiz would be 2, and the rare bittergem, tyrant shard, and error cube at 3.
Meaning 6 aquarq, 3 pearl, and 2 bittergem would earn you their 3 respective pickaxe sets.
All in all aquarq, bittergem, gold, & jadiz would be the same pickaxe but different colors, mini mule would be about a recolor of pneumatic, and error, pearl, and tyrant would be the basic pickaxe but you know pearl.
Also maybe just 1 error cube and/or bittergem
Before the update, we were able to build, repair and place pipe from while standing on the pipe, but now we can't, making it a bit more difficult to do said tasks, even when the pipe is on a side of the hill, increasing the risk of falling and dying. Are we able to get that back?
My dumb ideas 2 of 3
Have a deposit on the side of Doretta but the only way you get the resources put in her is by recovering her head
Suggestion: you should be able to see the location the Mule is commanded to move to when holding down control
3 of 3 and the least useful
Have a little room connected to under the drop pod in the space rig that's a force fielded vault of all the resources miners forgot to deposit.
Maybe have management say something about nothing you bring back goes to your account.
Let us buy sandwiches from the cooler next to Lloyd. Even better would be to have the sandwich in your right hand so you can have a beer and a sandwich at the same time. A true dwarven lunchtime.
please add ADS
I need a Stubble beard like Shaggy's for my low level Greenbeard classes, they haven't earned a full beard yet.
Hello, I have an idea for a new type of mission. It would be a kind of heist. The first part would consist of conquering really really hard terrain ( pits, big chasms, huge vertical obstacles just everything the caves have to offer ) using all the equipment the characters have at their disposal. The drop pod would stay at the start and wait for you. The entire first part would be free of enemies and the goal would be to get to the part of the map where the "treasure" is located.
The second part would consist of getting the "treasure" probably with the help of some coop minigame. After the minigame was completed and the treasure was obtained, a never-ending wave of enemies would be unleashed which could only be slowed down and your goal would be to get back to the drop pod in one piece.
What do you think guys?
I wanted to remind this, it would be damn awesome
While this is a very minor thing, I have had thoughts about light animations around the outside of the zones when selecting a mission. The Hollow Bough could have animated writhing vines that fade in and out while selecting a mission, the magma core could have volcanoes that fade in and out, ice structures for the strata, crystal formations for the crystal caverns, etc.
was kicked from a sabotage mission after doing both towers, for calling in resupplys around the care taker, for setup. think there should be a cut of point for kicking someone.
there is a cut off point, after molly is called at the end of the mission
Not sure if this fits in the suggestion, but really not liking the change to scouts grapplehook: if you try to fire at a target too far, it replaces the rangefinder with a red "too far" even if you then look at a target that is in valid grapple distance.
Suggestions:
Revert the change
Allow a toggle for new/old in menu
Make the text change back to white if you aim at a target in grappling distance
The above, but also always have the range always shown
Originally engi's turrets choices were an ammo inefficient, higher DPS (because 2 are firing instead of 1) gemini system vs an ammo efficient MKII since it did a bit more damage per shot. With the change that added +90 ammo to gemini and changed damage values greybeards only pick gemini as it is the superior option. without power creeping the sentries by increasing ammo/damage on the MKII, or nerfing gemini, it might be best for gemini to be the more micro-managey damage route and making the single turret the "place and forget (for the most part)" option by making the ammo capacity = the carried amount of ammo and possibly making it have innate faster setup (-1 construction time).
This seems cool
Better support for wide monitors. Adjusting frustum in culling for animations would be nice. Grass moving with lower frame rate on the sides looks kinda weird.
I think the Scout T3 mod for Auto reload should be moved to T2.
Realistically almost no one is picking it over extra time/ammo.
There it can compete with the bigger clip (which also gives you extra ammo since any increase to clip size gives ammo rather than pulls from the existing pool) or faster fire which are similar quality of life mods.
I get that having it on T3 makes it so it's not just a repeat of T1 but those mods are so good it's fine to repeat them.
Boomer shirts DLC
The Fear status effect should have an icon
please revert the "too far" grapple change or add a toggle :c
Add a Beer hat that instead of cans is two oily oaf mugs connected to a golden-axe style horned dwarf helmet with tubes running from them to the dwarf's mouth
The Roughneck armor skin with the Dawn of the Dread armor mesh on driller should have the secondary color be yellow instead of green. I realize this is an uber-specific suggestion, but the area of green in the pants area on driller is also green on gunner, but blue on scout and red on engineer, and it feels strange to have a drill-boy in green cloth.
LOK-1: Add an audio cue when max target locks achieved
Drak-25 feels way too strong with the thermal feedback OC. If you can manage to reliably keep it over 50% heat, it absolutely melts down large enemies such as praetorians, oppressors and detonators on Haz5 while still being pretty good on ammo economy.
Suggestion, make it simply generate a little more heat per shot. Otherwise its very easy to remove waves after waves as scout alone. Which is weird, because It is really not scout's role to be able to compete with gunner in killcount
Make it so it actually says why we got disconnected from a multiplayer game and when the game crashes
Dont know if there is any thing like this perk wise.
Gutteral scream. An active perk that by a press of a button, your dwarf will scream at the creatures of Hoxxes and scare all creatures within a large radius. This will send them running for the hills for a prolonged period of time.
Usefull if you need to rest, res a downed dwarf, or resupply.
"Beer Fart"
An active perk that when you press the button, you will let loose a nasty gas cloud behind you that will explode when shot at or set onfire, and will ignite anything grunt or smaller immeadiately and give a half full fire bar on anything larger. As with anyone who lets loose a nasty one, you are unaffected by your own fart cloud
Its about time we take a shit on the enemies
Tweak so that Buffs are only lost on either Client Shutdown or Game entry. I've encountered issues where a join failure clears out a buff
Make the 2D holograms to 3D because that would look WAY better.
The game badly needs a continuous assignment system which would give people individualized, random missions to do for a reward. I propose tying in a slight Matrix core catchup to this. Have the assignment be 5-8 missions long and give a weapon OC core, or if the person has all the OCs, a blank core. This will increase player participation because there's "something to do" instead of just playing your favorite mission type over and over.
An orange coloring for your beard
Rework for BET-C. Maybe a hitscan weapon alongside the sticky mines she already fires to make her less useless against Macteras and other flying targets, and something to deal with her massive collision box (which has gotten me downed a couple times on OSR, as she stopped on a pipe I was grinding, and knocked me off a ledge). I feel that she should have a bit more utility, being a friendly machine only found by chance, and only attainable after a miniboss-fight.
Make it so you can see your torso and legs in first person and in the space rig you could see your hands
Suggestion: More Regional Enemies
Glacial Strata: Snow Glyphid
Occasionally you may come across a snow structure in the shape of a Glpyhid. It's not a frozen corpse, it's just a bunch of Frost Swarmers packed together ready to pounce on anything that comes through and breaks it.
Glacial Strata: Frost Swarmers
Swarmers that eat snow for breakfast and burst into freezing gas upon being killed. Like Cryo Minelets, these things can freeze you up quickly. Luckily however, it's a rare mutation that is usually found in Snow Glpyhids. Think twice about bringing a Thorns perk for these buggers.
Azure Waeld: Azure Flytrap
Commonly called the Venus Dwarftrap, this predatory flora eats literally anything that touches its maw; Glyphids, Mactera, even the occasional wildlife. It blends in well enough to the floor, but unfortunately for these things they vomit out the bones and exoskeletons of their prey when they're done, making them easy to spot if you're observant. Should you get trapped by an Azure Flytrap, don't panic. Shoot the core it exposes from the inside and it's as good as dead, though allies can shoot its appendages to do just as much damage. Greenbeards usually never survive an encounter, though.
Crystalline Caverns: Gem Reaper
Biologically and physically, it is a distant cousin of the Glpyhid. Unlike Glyphids, they make their home exclusively in the Crystalline Caverns, making nests in large crystal deposits, and have extremely long and razor-sharp-to-the-molecule scythe-like arms meant for picking and carving into the crystal. They usually leave others alone but if you happen to disturb it in its nest, stay the hell away from its melee attack, it will seriously hurt.
buff the drillers gass grenade scouts pheromone grenade and gunners sticky grenade
Should make mk.2, mk.3, ect. armor give higher shield or health, ect. Would be pretty cool!
Does anyone here know if they will be doing any merchandising? I would really like a Drill Dozer model for my desk...
On the Hurricane, it still displays as "extra damage as heat" but it was recently changed to "Convert 25% of the damage" could this get updated to display consistently?
i disagree with that one, i like that its purely cosmetic because i think some of the suits look better than others
A little icon showing someone can tame a glyphid might be a nice quality of life feature, i often see the ones i attempt to tame get obliterated 😂
Want a hangerbay for our lovley doretta on the rig. And a firing range to test weapons too pre mission.
i want a way to customise the M.U.L.E, i think it would be cool to have different colors and skins for it. Similarly could also be done for the drop pod, i believe that would add a lot of charm to the game and a good way for each player to feel even more unique
Pressing the ROCK AND STONE button has a 1% chance to scare enemies in a 4m radius
Add showers so you can clean yourself after a mission
There should be a XP bonus for completing a mission with a certain amount of buzz, like i just hammered back 5 oily oafs i should get more then base xp for doing an entire mission like that
Change Dark Morkite to a buff beer that gives +50% increased to all mineral collection (Including Morkite and obv excluding Gold). Name it "Mineral Malt"
I don't know if it's been asked for but maybe paints and frameworks for the classes mobility equipment? So you can match the rest of your outfit with your weapons and equipment.
Didn't see it in the trello, but I can't be the first person to want to be able to retrieve ziplines (e.g. by holding [reload] while next to a zipline that nobody is on), probably accompanied by a significant reduction in max ammo, possibly as an upgrade option.
Daily request-until-it's-finally-fixed for no more Accidental Steeveing and fuzzy targeting for Steeveing to prioritize Steeve > Angry Steeve > Dollar General Steeve
Like, seriously, it's been three years. At this point you have to believe the devs somehow consider Accidental Steeveing a "feature."
Fix BET-C when?
Heyo, Massive fan of the soundtrack, but im also an avid cassette collector. Don't suppose there would be a possible on cassette release of the OST would there? If you hadn't thought of that I think it would be perfect!
Some of the Hurricane Guided Rocket System gear mods seem not worth getting over others of the same tier even after the recent balance. Most specifically is the third tier gear mods.
My suggestion would be to move the "Improved Feed Mechanism" faster fire rate T3 mod to go up against the T4 "Shrapnel Load" weak point bonus and "Zip Fuel" Area damage bonus, and add either a bonus ammo, or faster reloading gear mod to the T3, or even potentially move the "Uncontrolled Decompression" stun gear mode down to T3.
It would also be nice if "Nitroglycerin Compound" T5 gear mod was more clear about how much of a bonus it was actually giving to the area damage in the stats and mod description.
Not a few players say that only newbies or mining-holics dig for gold vein, and that is true when it comes to efficiency. Sadly, I've seen a player left my game because other players started digging for gold of the Crassus Detonator. Management should increase the value of our gold veins. (Note : I'm a mining-holic)
Bet-C randomness! A chance that when you come across one it has no infection and just needs to be rebuilt, or is fully infected and can only be destroyed (A miniboss but only if you accidentally disturb it). Maybe even more possibilities! So then when you hear the ominous beeping you can't be certain as to what you'll find...
Please make it so bulk sets can't spawn during mission uplink or fueling phase of salvage, playing a solos game and having it spawn in there after a 20 minute game filled with loot and having it revoked just feels bad
make kills from the damage over time of electric reload (on the deepcore G2K) activate battle frenzy
Either a change to Drak-25 'Shield Battery Booster' OC's penalties, or a change to Drak-25 T5 gear mods. Currently both options for T5 gear mods are counter intuitive to the OC, so it's honestly better to have NOTHING equipped in that T5 gear mod slot. Your choices are 'Manual Heat Dump' which just gives you a manual button to break your own shield for no reason, and 'Thermal Feedback Loop' which helps you overheat in a split second once you hit 50% heat because the OC already has a heavy penalty to your heat generated per shot, as well as how fast the weapon cools off. Even if you build both the T1 bonus to heat generated per shot and the T3 cooling gear mods, 'Thermal Feedback Loop' still makes you overheat in just over a second of firing. Either need another T5 option that is usable, or a reduction to the heat generated per shot penalty would make this OC more accessible
Let us use the default paintjobs for frameworks/armor with other frameworks/armor; found out recently that I can only use the Scale Brigade paintjob with that framework and nothing else, big sad
Make tritilyte deposit machine event not spawn big amounts of grunts. Instead, the shard should be able to defend itself with energy beams, crystals erupting from the ground and throwing explosive shards at us
more nitra on caretaker at least for haz 5 maybe
Dwarves that get in the pod with iron will should have a funny passing out animation on the end screen. However, it should still count as a win with the regular bonus for not leaving anyone behind.
New beer that makes you detect minerals (perhaps they have slight glow? or more glow when it comes to pearls etc.), Dwarves would make remarks about being able to smell out the minerals, or being greedy, or needing some more minerals etc.
I'm not good with names but maybe call it Smelly Mole or Nosy Mole, or something relating to greed; or in relation to pots of gold, Mineral Cauldron
[Alternate version - Makes you detect second objectives easier (but in my opinion that's much less useful)]
Mineral Cauldron also gave me an idea to make it so you get more minerals you collect instead, which would also be cool imo
Make it so Electrifying Reload OC on GK2 applies a small bonus damage against electrified targets. This could also be applied to Electrocuting Focused Shots OC on M1k
LOK-1 Should get an OC relating to selecting enemies by using your ctrl pointer. Automatic targeting of these, or more dmg to them, etc.
ice and radiation variants for the Bulk Detonator
aggressive venting OC for the DRAK could use a tweak, as far as i know it still doesnt set much on fire in haz 5
Give hoarders a (minor) aversion towards biome-specific features like Crystalline Cavern crystals. It's not exactly fun when it runs into an absolute minefield of the things, or when it spends 3 years of your time just moving between them instead of moving towards a position where you can have a chance of hitting it.
i beg let me use sideburns for this hat
Replace the gunslinger animation on the BRT7 with the Bulldog's, it's already basically Robocop's Auto-9, might as well give it the gun twirl too. https://c.tenor.com/6xTbi8IrbRQAAAAd/robocop-gun-holster.gif
add items to the steam point shop
I think it's not a bug to report, but will be awesome if u tweak "Session join failed" or "Multiplayer Session Ended" that takes you back to spawning point after delay. It's so annoying! give it just a little notification that doesn't need interact or clicking "OK" button, just "join failed" - that's it, and you will try to find another server to join
Please devs, you can do it
Maybe add a way to wear only glasses or Goggle's with hair? So instead of wearing goggles and it makes you bald add a separate option so you can combo hair style and glassss. Especially with that battle pass hair that looks like Johnny bravos
please increase the magazine size penalty for the electrifying reload-oc on scout's deepcore assault rifle. currently, the most optimal way to use it is by shooting one/several visible enemies once, reloading, cancelling the reload and starting again. that's kind of exhausting in the long run.
if the magazine size was lower, ie. from -5 penalty to -15 , (and the reload speed was possibly increased to counter-act it) this value maximization would be baked to the gun so that it would be much more natural and less taxing to use.
Ability to see how many Hazard X missions you've completed.
Greenhouse
A separate enclosure on the ship in which you can grow plants for brewing beer.
With a certain chance if you collect a plant in the game, you can get its seeds.
make dtg vr compatible
Add customization to your room on the ship
Remove CP.BTC: OBJECTIVE: BREACH THE CORE ( Penalty )
For us who are coming back to the update and just took this quest before a break don't feel like complete a 8 step mission just because of the "penalty" ATTENTION: THIIS ASSIGMENT CAN NOT BE ABORTED WHEN FIRST STARTED!
Maybe I'm a cry baby, but I just want to do the new missions instead of this. 
This may be a repeat. But a way to copy loadouts
Okay, i just started a solo mission with Glyphid Tamer, why is Bosco shooting my Steeve?
Can we please have that removed?
Sorry if it's a repost.
For April fools give the lok-1 an extra 1 bullet and say you buffed the ammo.
May have been said before; but I'd love to see the Industrial Mask headgear from the Season Pass become a beard replacement instead - much like the Neck Brace from the pass. There could be so many cool combos with certain helmets with it, seems a waste to just have it be a headgear.
multiplier to progression points earned in dd/edd
I feel like the Hurricanes plasma burster rockets either need a slight damage buff or need to have the rockets not disappear after contacting the ground. As it can be a real pain to attack small targets since the rockets just explode once after hitting the ground. The tiny amount of damage from one explosion makes the overclock unpreferable in my opinion.
Another suggestion I would really love to see in the game is the ability to completely remove mods from your mod list. Since it auto downloads mods when you connect to someone using them and starts to really clog up the modlist.
New Side objective. Similar to how we have Dystrum
as a rare Side objective for Point extraction, it would be cool if we could get ones for, Oil refinery and Escort duty. as i find my assignments more often choosing those two mission types and i never see Dystrum unless i go looking for it. just a fun variation on the same old same old. What these new minerals would be Idk. maybe just Dystrum but it'd be cooler if something new
Ive been thinking about this for a while but the movements tools should have overclocks
Can we have the Hurricane de-nerfed slightly more? While I do agree it probably needed one, it feels like the weakest weapon now.
I'm not disagreeing that it probably did need a nerf. But it feels like the nerfbat was swung a little too hard and moved the weapon from 'by a large margin the strongest gun' to 'by a large margin the weakest gun'
I don't know if there are any plans for any new dwarves, but if there is then maybe having the dwarf have something to do with Canaries. They used to use them when mining to detect poison, so maybe it scans for enemies/mineral deposits. Maybe for a Long Distance type character
change the glow with neon band on patinate to match the glow on rival tech
A new weapon for scout that is a bolt action sniper rifle based on the ntw-20 south african sniper. It would be less versatile than the m1000 classic but it could deal massive damage to armored targets. Upgrades or overclocks could have something to do with massive penetration through targets or exploding rounds on impact or even poison shots. The weapon could be very inaccurate if you dont hold the trigger button, but if u do, it would have a pinpoint accuracy.
you're closely describing the original m1k before the nerfs to the charged shot and the charged shot OC. i doubt devs would want to reintroduce that after having something similar and then making it a hip-fire weapon instead because they didn't like scout basically one shotting high priority targets
pheromone canister used to be de facto pick for scout prior to the radius and # of effected enemies being heavily nerfed. while I know the devs have expressed not wanting to "revisit old grenades" and to "only focus on a new grenade for each class" I think it might be best to completely revamp the pheromone canister since as the effect stands it is either going to be too powerful of an effect or not powerful enough.
changing it into a 4 count, 6 radius, AoE fear with 100% fear chance on everything able to be feared would go along with the original concept of the grenade which was to keep bugs busy and open some breathing room for dwarves. how fear currently works enemies must move 10m away from the source of fear while gaining a x1.5 movement speed multiplier. specific to this grenade increasing the distance of the fear to 20m might be a good starting point. i would rather it create more distance than reduce speed in terms of buying dwarves breathing room. this would also make defense objectives much more bearable for scout and fits more in line with scout grenades that are support based instead of damage based (ignoring the fact cryos technically "one-shot" flying enemies).
there could be an issue with scouts spamming these on defense objectives to basically "ignore the waves" but since these don't actually damage enemies and you would be need to waste numerous resupplies i don't think that would be the best idea, especially on haz5.
Instead of buffing the lok’s base ammo, buff the ammo upgrade. Instead of 2 extra mags, how about 3.
New Fashionables İn Market System 👍
Give utility to talent points. At a certain level they begin to accumulate once you have unlocked the entire passive tree. It would be nice to trade it for character levels, account, money or materials.
New hazard: Magnetic disruption
During the mission you will occasionally encounter magnetic disruptions that will cause all lights, both natural and man-made, to flicker on and off. This will cause moments of total darkness in the caves.
Lootbug's should be able to eat big minerals, like Jadiz, Enor, and even Compressed Gold. And you'd know that they ate them because they'd be extra lumpy and glow the color. They could also sound alittle deeper because they "ate too much". Killing them would make 'em drop it just the same as the other minerals they eat.
Minor cosmetic suggestion : have the cave fill up with fumes during on-site refining missions as the refinery works. A sort of oily haze combined with dimming the light a bit. Would (literally) add to the atmosphere ; I really love how the refinery is animated already.
Look i know this sounds crazy but what if we add an elf into Deep Rock it'll be funny trust me you could add interactions where they bully the elf and the elf could be a sniper class and stealthy
When equipping a moustache have a chance for the dwarf to say “I moustache you a question”
Adding a flask that can store a drink(s) to consume during missions. whenever I want to do a mission absolutely hammered, I'm always a little saddened when everything starts to clear up and I can tell what I'm doing. Having a flask can help fuel my ingame alcoholism - especially for some of the more 'fun' brews like the Flintlock's
If a bulk detonator blows up next to the ommoran have it take off some of its health since it’s a big explosion with a lot of force would also make dorretas sacrifice worth it
From @mild otter : Add further evidence of dwarves to salvage missions. Stray platforms, ziplines to nowhere, spent impact axes...
Daily suggestion-until-it's-fixed for an end to Accidental Steeveing and fuzzy targeting for Steeveing to prioritize Steeve > Angry Steeve > Dollar Store Steeve.
I got me some booze concepts.
Motherlodestone:
-Drink that magnetizes you, attracting barrels + mugs + other magnetized dwarves towards you.
Translucent Crisp:
-Drink that crystallizes your bones, making you spawn the worthless crystal shattering effect as you walk.
Dr. Geiger's Countertop Staple:
-Drink that makes you radioactive, triggering geiger counters in the rig along with a wicked green glow effect.
Schwarzschild Stout:
-Drink that reverses gravity, flipping your model and POV, allowing a dwarf to walk on the ceiling.
Could there be a possibility of a 3rd person mode, either in the hub or ingame or even both, sometimes i feel like id like to appreciate the look of my dwarf more than staring at the wardrobe.
No more Steeve Mourning Period. My Steeve is (recently) dead, there's a Steeve in front of me, my ability is off cooldown, so why the hell do I have to wait?
I feel it would be great if Sentries could be more controllable. More often than not I find my sentries wasting ammo shooting Opressors from the front. Would be great to somehow be able to configure them to shoot only specific enemies or at least prioritise certain types of enemies (acid spitters for instance)
Suggestion to be able to RnS on the mission completion screen. Like, seriously. Why does this have to be suggested?
suggestion to choose which weapons are primary and which are secondary (within the same class). primary would get more ammo than secondary by default
suggestion to spray the underside of liquid morkite extraction platforms with bug repellent so innocent dwarves don't get ninja'd by untargetable bugs
suggestion for emotes. wave, thumbs up, thumbs down, etc
suggestion for end game screen tally for: special bugs killed (praetorians, menaces, etc), boss dps, objectives collected/points
suggestion to have eng turrets/steeve/etc reflect armor colors
suggestion to have molly ignore additional summon pings until the first destination is reached (so 2+ dwarves aren't having her run back and forth because everyone needs her at the same time)
suggestion for achievements/titles
Suggestion to have grey'd out spaces (maybe with question marks in them) for each Overclock on each weapon.
That, and a tracker that counts how many we have out of how many possible for each weapon and each class.
It'd be a lot easier to tell how many weapon OCs we have left total and per class if there was a tracker.
An idea with a new kind of missions.
Defense.
It will be a Tower Defense mode in which dwarves for Nitra will buy turrets, ammunition, traps, shields, etc.
It will be necessary to defend the base from the Swarm, who will destroy the base.
You can enter a timer how much time is left before the arrival of the wave in order to have time to collect materials.
You can also make sure that a piece of Nitra drops out from enemies with a chance or always.
Can we have a special room on the Space Rig, which is going to be an "Organic" or just "Fresh Air" room? The room itself is going to be filled with non-hazardous organics (like that pink grass from azure weald), flowers (also from azure weald), and other. That room is going to be a place for meditation, or just for admiring at wonders of organics.
Also, it would be cool, if this sound would attend in this room.
The sound would make that unique ambience, so this room is going to be a really chill place.
(P.S. The organics that are going to be in that room, aren't all just from azure weald, talking about every biome's non-hazardous organics)
An end to Egg/Elimination missions exclusively taking place in supermassive or tiny-wide-huge-vertical caverns, respectively. I avoid these missions because they're so monomorphic.
Please add an option to make the MULE stay where I ping when running solo. The automated follow is getting me killed on ledges and often throws off my plan to carry large items quickly. I turn around and she's moved off somewhere else for no reason.
More Artic / Forest / Desert, armour / weapon paintjobs!
Has anyone ever suggested to make mactera grabbers grab loose eggs and run away with them?
some ppls ignore the general rules of this game, declare themselves dictators and set their own rules, everyone is kicked out at the end of the game. !!!! fix this problem
Can we get a Pickaxe Paintjob for the Dark Future DLC Pack with fitting colors for every class? I noticed it's the only DLC that lacks it's own Pickaxe colors.
Hazard Concept - Newt Nitra - Veins of Nitra in the caves are uncommon and are scarce when encountered (~20 per vein at most). This encourages ammo management more so than seeing a vein bountiful in nitra and restraining one's self from mining it or calling in resupplies in excess amounts.
More point extraction cave variety
Hungarian moustaches
There seems to be a consistent imbalance in player's Mineral Inventory over time, leading to "Farming" certain map types to obtain a certain mineral.
We have a Mineral Trade feature, which is good, but, what about a Player-to-Player trade system. Where trades can be posted to a terminal, or friend to friend transfers.
To avoid veteran players "Boosting" newbies, perhaps a limit of 1:2 or 1:1 could be imposed.
New Feshionables İn Market System Game 👍 ( Beards-Hair-New Armor )
Gimme a beer hat for me and da boys
New character Concept there will be a new dwarf added and she will be a medic. weapons idea her main is a rifle that will spray red sugar gas that will heal other dwarf. And her second weapon will be i fully automatic duel clook pistol now to her special ability to move around the terain is that she will be able to build a platform elevator. That moves up and down when you press E on a red button on it one button on the bottom off the elevator and one is on the top so dwarfs can call it down as well. For the fourth tec i been thinking she has a drone/robot minion that will fallow the crew and will battle similar like the bug you call Steve that you can tame in the caves and like engineers turret/turrets it has ammo that you need to refill it with when it gets low. When her grenade explode a small crater off red sugar will appear for your crew mates to heal. And don't forget if you ain't rock and stone you ain't coming home. 
be able to salvage old boscos, like helemts or perhaps exclusive to salvage missions, for bosco skins or something. i don't like that we leave him behind.
Faction system on console or gamepass version entirely similar to the Steam version
Have the daily challenges all reset at the same time
Ready check. Right now we have to communicate via chat. Would be nice to have extra voice lines when pinging Molly after mission completion.
Make industrial sabotage missions give more xp to the battle pass.
Like the entire mission is because of this stuff, shouldn’t it give more?
programmable bosco.
i think it would be very useful to be able to setup my bosco to prioritize certain things, ignore other things, and generally have more control over him as a sidekick. (also more upgrades and upgrade tiers would be nice)
It would be nice if we had weapon paintjobs that actually matched armor paintjobs, Scratched Metal doesn't match any armor paintjob on any class in the entire game. There's no way to make the colors fit. I would like a bit more color consistency with weapon paintjobs
Meme perk for no reason other then I want to be drunk for longer
[Name]
Make your drunked mind recover from its state 500% slower
As a bonus you stumble more, and aim worse but at least you move 1% faster
This would work on the rig and in missions
Also addback perks in rig pls pls pls I move too slow
Make the grappling hook ready beep play even when the hook isn't the currently in-hand weapon.
I would enjoy a more puzzle based mission type, maybe there a rare material that can’t be thrown or has some weird mechanic that you have to work around to get it back to the mine head (no M.U.L.E on this mission)
I’m not exactly sure of the specifics but it would be cool to have a more puzzles and stuff like that
In order to stop people from making fully sealed bunkers in salvage missions, add a mechanic that checks if any bugs are capable of reaching the players, and if they aren't, either spawn a group of enemies somewhere that could reach them, regardless of how close it is to them, or spawn an oppressor/bulk det/dreadnought to dig them out
replace the drillers HE hand grenade with a high pressure sludge grenade
The sludge bomb should offer an in-between, from the axes and neurotoxin grenade, giving adaptability but only 4 grenades in total and a smaller AOE
Sludge bomb explodes on impact, covering all enemies in 3.5 radius in hyper corrosive goo, slowing and doing tremendous damage over time, also leaves a modest goo puddle under the detonation and strips armour from effected targets. I think one of these nades should be able to kill a Prat in a single hit but will take a solid few seconds to do so.
So Axes offer flexibility, instant damage, range and ammo
Neuro offers crazy crowd control and swarm killing potential, plus burst with fire damage
Pressurized sludge offers an in-between, with high damage (over time, no burst) and crowd control, but only over a limited area
Guild Or Clan System
After meta calms down, it'd be a good idea to take a look at the balance of the game. Overclocks and weapons that aren't used much should probably get some kind of buff. It's sad that as of right now everyone uses pretty much 1 oc per weapon because others suck in comparison. (No, endless nerfing is not good, it's better to buff things up instead of bringing them to the level of useless oc's)
We need an in-game report system. Within my 2 years of playing I have never had as many bigots and toxic people as last month, as this game grows in popularity I feel that the need for moderation of the playerbase is growing as well. I truly don't want this game's reputation as having a friendly community to be plundered from it.
Rename the OG Glyphid Dreadnought to something more powerful like Prime Dreadnought or Dreadnought Knight. The original name implies that it's the base form of the boss glyphids, and the others are just mutations (which is backed up by the beastiary). This would make sense if it weren't for the fact that it's been given more armor and health than the original. So maybe a slight name change would better reflect the idea that the original dreadnought is a stronger/more developed version.
I would go further with that idea. Beers and Plants need more Love. First a assignment ( 5missions) to unlock this new Room + a new special rare Plants : A Hoppy Nova. ( This new plant can only be found in Hollow Bough and Azure Weald) After that, it will unlock a new Weekly Assignment of 3 mission, that gave + 3 Barley Bulb + 2 random plants. Possibility of a lot new beer, of course new cool IPA using the Hoppy Nova. New ability of re-rolling the * Today Special* for the cost of 1 Hoppy Nova. New vendor in that Greenhouse room to sell him plants for credit. ( right now after you unlock all beer, only Barley Bulb have a utility, so most people have too much of the useless plants)
Jazz hands as one of the random jukebox dances
being drunk distorts chat messages
Molly and Doretta workshop! Where you can upgrade Molly and Doretta with one upgrade to make your single player experience that bit easier.
If it were to be a multiplayer thing, I'd say host gets dibs on what upgrades they're using, but I really don't think that you need upgrades in multiplayer since 2-4 dwarves basically cover it and double mineral gathering.
Upgrades for Molly include:
Spectral Shielding: No longer will Molly bump you off a cliff, the fellas at R&D are using elf-tech to make Molly ghost-like, only to deactivate the shielding when she has a little sit-down.
GUN: While absolutely hammered, you and your mates thought it'd be really funny to duck-tape guns to molly. Now she comes with firepower!
Enhanced locomotors with increased piston...s... SHE GOES FAST!: What the title says. Molly no longer takes until your 80th birthday to get to you, she'll speed along and make it to you in a jiffy!
Doretta upgrades include:
Turrets: Doretta comes pre-packaged with some turrets! They come with limited ammo, and once they run out they neatly fold into Doretta.
Enhanced armor: Doretta's been outfitted with a heavy armour that has to be broken through first before the pesky glyphids can attack her treads.
Unobtanium mounted drill-head: Doretta can now drill through the earth and omeran heartstone FAR quicker! At the expense of more fuel trips.
Add Secondary objectives in miner manual
Craftable Seasonal Progression boosters.
There are a lot of diligent dwarves out there with many many hours already sunk into this game. With millions of credits, and tons of crafting materials. Long have these players wanted something to do with them.
The solution lies in the seasonal progression. Being able to turn a blank core into a seasonal boost, with the cost of crafting materials would help some of these Legend 3's get rid of materials that don't do anything for them.
Some ideas are:
2x player exp
2x gold
2x battle pass progress
Instant tier skips (these would obviously have to be limited to 5-10 per season)
Each of these buffs would be applied to the whole team, to encourage people to share in their fortune, and help get new players off the ground. 100 hours to complete season one is a fine ask for new players, but what about players that have already played the game for 5 times that?
Gunslinger animation for the C4: Driller hefts it up in front of his face, tweaks a wire and it sparks, he says "Aw shite, no no no!... Aw wait, nevamoind."
Right now C4 is the only weapon/tool without a gunslinger animation, and I'd really like one.
Bring back the ability to "reload" C4 and be able to place multiple C4 at the same time. I want to be able to completely demolish a crystaline caverns PE and watch my GPU explode.
a way to change brightness/gamma. please :(
i know the point is that we're in caves and it makes flares an important resource, but even with flares it's still too dark for me and really strains my eyes (which makes me incredibly fatigued.) i don't want to ruin the atmosphere, i just want to be able to not hurt my eyes.
edit: i have tried using reshade to remedy this, but it makes the game look completely washed out. drg is gorgeous, i dont want to ruin that. the increased flashlight range mod has been a huge help, but i mostly play this game with friends and having to disable that mod really sucks, im not going to make them install it just because my eyes are bad and only im in need of it. (i guess a bonus suggestion is to please return those mods to verified instead of approved. i understand why it was changed but it was and still is incredibly beneficial for people like me. even just verifying the 1x one would be a huge help.)
atlantis biome. with water 😋
It seems like the daily mission always resets to collecting a data rack if there are no other daily missions to do. This is dumb, and kinda makes me not wanna play so i can wait and actually receive the XP challenges
From the sounds of it, it may be beneficial to run an accessibility poll/survey. After all, the best games are the ones that everyone can play :)
A uniform-colored version of the witch hat.
Overclock cores for armor, please. Or upgrades for armor in general.
A ping wheel for when you hold the ping button instead if simply clicking it. You could then select a request-ping for one of the mobility/utility equipment (zipline, platform, drill, flare) at a specific location. It would make pings less ambiguous and facilitate teamwork based on those tools. There could also be funny lines (like when Molly isn't on the mission when you call Molly) for when you request a tool from a class that isn't on the mission, or when you are the only one of that class.
Piggy back system, I wanna see dwarf stack
Give these arms some animation instead of just sitting there. Not really a critical or immediate need, but something I think would be cool and neato to add some additional atmosphere to the game. Not that it needs more, it is already drowning in it.
During thanksgiving, put a “thanksgiving lootbug” on a table somewhere
It’s got the shape of a turkey breast I’d say
new overclock for the boomstick: Up Close And Personal: greatly increased spread for more damage and pelet count....and im talking like 140degree spread here
Please give us unlimited bounties! I've been finding myself waiting days for the bounties to stack up since xp per mission is so low. Nothing wrong with giving players an extra incentive to grind non-stop
R&D Contract missions
I have suggestion that you can take missions/contracts from R&D (Research Department that mentioned in DRG lore). Those mission would involve using specific gun e.g: get kills by using specific weapon. Mission would also involve killing specific bug. Mission could be also related to overclocks that players owns. Basically R&D wants you to do some field testing and help them with researching Hoxxes and their inhabitants. It would help players to explore their weapons and experiment more and explore different builds. I have reddit post about it: https://www.reddit.com/r/DeepRockGalactic/comments/qyud1l/rd_contract_missions/
SUGGESTION: Change Bosco's Light and Icon Coloring to be Class-theme Correct
I'd like to see a change that switches up Bosco's icon and flood-light coloring. For example, when you tell him to mine ore he gets a blue little pickaxe that covers him and he illuminates the area blue. I do not like this, because he has ~4 tasks which sort of align with our dwarf classes. They just aren't colored properly
-Change his blue mining icon and flood light from blue to yellow (Driller)
-Change his yellow "Light it up!" icon and light from yellow to blue ( Scout)
- Change his rocket icon (and the rockets next to his name) from red/yellow to green (Gunner)
- (Lastly, his general attacking can stay red; Engineer turrets, sorta)
Determine player position entirely client-side
Ping really affects how viable it is to play with certain other players right now, particularly for playing Scout.
Once ping gets reasonably high (~200 ms), you can end up teleporting around a lot, falling off of cliffs that you stopped on top of, and other assorted misery.
If your position and velocity was calculated client-side only instead of syncing to the server sometimes, these problems would go away.
The problem of cheaters does exist, but players are already hosting their own game... and the game is co-op. IMO, it's not enough of a problem to cancel the quality of life improvement.
plasma rifle overclock:
modifications to how the plasma exits the rifle allows for it to flow in a continuous long ranged beam. this travels right through bugs very quickly, but is much less concentrated, dealing less damage and wastes more ammo.
+pierces enemies
+longer sustained fire
-faster ammo consumption
-less damage
An offshoot game where you play as mission control and its a management sim.
I would really love to have a couple more Movement Abilities for all the dwarves, since playing as anybody but the scout can feel really slow at times. I wanted to propose something for that:
Climbing Pick (Active Perk): Double-clicking Right Mouse swings your pickaxe in front of you and, if it hits something, your dwarf pulls on it and launches upward a short distance, kind of like a second jump! This'd let you scale slightly taller walls, make more acrobatic jumps, and be a little more dynamic in combat. It'd need a cooldown, maybe drawing slightly on the Power Attack's cooldown bar, but that and to a lesser extent the launch height could scale well with levels of the perk, I think. The reliance on having a wall or enemy to boost off of also makes this a unique and skillful tool, imo! Oh, and if we wanted to be really cheeky, you could also strike at your feet to launch yourself "up" meaning forward 👉👉 little horizontal speed boost
Shoulder Sling (Active Perk): Hold E on a haulable object (like a gunk seed, jadiz crystal, Doretta etc) to stow it on a sling on your back. This gives you back access to your weapons and movement tools and maybe even allows you to haul a second item at once. So as not to slow you entirely to a crawl, maybe it also reduces the hauling movespeed penalty while slung. Holding E without another hold prompt in front of you will re-draw the slung object from your back into normal hauling position. Maybe other players can grab a Slung item from another Dwarf's back, to lighten their load and / or help move the objective along if the scout forgot he was carrying a fuel cell. There are only a couple of jobs in DRG that are annoying to do, and Hauling is the one that comes up the most and so could use a little love for those impatient players like me 🙏
Lemme know what y'all think! I really enjoy this game as it is now, but a couple more options for skillful movement like the Scout has would make me mucho feliz ❤ gracias
If possible please alter the Industrial Facemask to be equippable in the beard slot, like the neckguard. Feels weird I can't pair it with a set of goggles or some whacky purple mohawk or similar.
Ammo Count Immersion
It sounds odd, but I enjoy the fun details of the weapon designs, like how most of them have ammo counts. When you turn off the ammo counter however, you also do not get info on some utility item charges, like the Driller's C4, and the Gunner's shield. (I think the engi's turrets also do not give a display for ammo counts.)
Would it be possible to add some form of counter to the weapons to show how many you have left? For all three cases, you could have the dwarf's hand either pointing at the spot in the case of engi, or perhaps them holding the tool for the gunner or driller. In doing so, you could add a small display showing the ammo counts on the back of their wrists or hands. At the very least, it would be nice to have an option to keep those ammo counts on, while disabling the others.
So my animations bugged after a mission causing Strongman to do this. Not gonna lie--glitched or not; I'd kinda like this; some kind of Unquenched Rage or Come at me MFs, I'm a wall of Adamantine Victory Pose
Mobile infantry helmet go brrrrrr
Now that I also thought about it--Gunner has a Stogie in all his art so far but it's not in-game at all wot? Moustache: Cigar (complete with Smoke Trail) if it hasn't been added yet.
Laser beam weaponry would be cool maybe some sort of sidearm with a small omarran laser tower as part of the barrel (i would draw a concept if i knew how to draw)
an aktive perk that makes a small explosion around you to knocks bugs away or just deal damage or a perk that makes materials light up in the dark so if you don't have a scout it is not impossible to get nitra or other things both perks could have a 5 min cooldown
A lootbug pet farm
I think it would be awesome to see an homage to Dwarf Fortress. This was one of the first games with a complete sense of procedural generation. With the game coming to steam in the near future, I think it would be really really cool if there was a new beer introduced as an Easter egg or reference. The most common and Iconic alcohol in Dwarf fortress is called "Dwarven Wine" and is made out of mushrooms are called "Plump helmets".
passive perk suggestion, Dwarven Master
scales health and damage up to +50% at full intoxication. intoxication lasts from start to finish during missions. immune to blackout stout and leaf lover's.
alternatively;
active perk, Tactical Keg
ammo drops spawn with an attached keg full of beer- a modification unauthorized by DRG. the keg is full of a random buff beer that lasts for a short while and stores enough for 4 mugs. stacking this perk on multiple dwarves adds an extra keg to resupply pods, full of a different type of beer. mugs are portable and can be chugged on the go using (bound key). only 1 type of beer can be held at a time.
if this seems too overpowered, then fill the kegs with basic beer, making it a meme perk, like exploding lootbugs. beer as it is now is a neat extra thing, but i feel like it deserves more of an integral role for a game centered around dwarves.
ps i dont care that this has been suggested too many times. implement it already and we'll stop asking.
Guild Or Clan System This Game Need 👍
passive perk to every class like
driller: one less pickaxe hit to terrain
gunner: 20% resistance
scout: one more flare
engineer: build and repair 50% faster
Proxims need to be more consistent. They won't arm on swarmers, but once armed by something else will explode on swarmers. Makes them completely useless for swarmageddon or swarmer swarms.
Oh, and my daily request until it's finally implemented after 3 bloody years: fix accidental steeveing, and make steeveing prioritize steeve > angry steeve > budget steeve.
The Hurricane, like the Auto Cannon, ought to create regular slate in Magma Core so as to not make it a massive QoL liability in that biome. Since this discrepancy doesn't make sense I think the devs probably just overlooked this detail by accident.
Jump weapon bobbing off option in the settings so we can use the Drak overheat mechanic properly
Thought I'd put this here as an actual suggestion, this is an idea of what could be a cool new secondary for Gunner! Lever-action shotgun go tch-tch! 
At first I thought it'd be cool to have a secondary that's more focused on dealing with crowds by default, but the lever-action cool factor now surpasses everything.
If by chance you decide you like it, then go ham with it Ghost Ship. Make it yours 
Driller Grenade slot - Bowl-vil
Usually intended for forging sickles, these more compact, lighter versions of a strange forging contraption, travel across the ground when thrown and can pack a punch. Exaggerated impact sound effects not included...
The mechanic of this 'grenade' is that it will travel across the ground and be very gravitated towards it. When it hits an enemy, it not only deals significant damage, but it has the potential to stun them and can travel through them until coming to a halt. The damage could scale depending on the Bowl-vil's airtime; the longer it stays that way, the faster it falls and the more damage dealt. The max capacity that can be held should be 4, and the driller should handle them as it fits in his hands better than other classes and because of the trajectory, the driller can make use of the sloped corridors and openings he makes from his excavators.
If you play and beat a mission with a certain amount of buzz, you get a xp multiplier scaling to your % of buzz, rough chart below (probably not that balanced, but whatever the suggested modifiers are just suggestions)
26-39 buzz, 1.2x xp mod
40-49 buzz, 2x xp mod
50-59 buzz, 2.5x xp mod
60-69 buzz, 2.7x xp mod
70-89 buzz, 3.2x xp mod
90-99 buzz, 6x xp mod
Allow Bosco to carry fuelled canisters back to Doretta.
No more supermassive caverns that are so big you can barely see the ceiling with a scout flare. They're just plain not fun. They have no more than any other cavern, but you spend five times as long running from end to end checking them.
Simple, petable mini-mules. B)
Solo: Iron will countdown shouldn't continue to tick down while bosco's reviving you'
When someone calls or points to something, there should be a small arrow indicator on the screen border to better tell you where to look and what it is. It can be togglable in the options.
Space walk area outside the rig? (Inspired by drinking a beer that teleported me outside of the space rig and into my freezing 💀)
A "sit your ass down right now and right there" button for Molly.
Related: A "sit your ass down and wait" button for Molly.
Well, more sci-fi thing, because RIVALS in sector.
Gunner: Supply box
"HQ often receive complaints of acute shortages of supplies at critical moments in a mission, and the science department has come up with a solution - supply boxes." - HQ
Limit: 2 ; to deploy need 20 nitra
Description: Box, with 2 supply nodes.
Restore: 25% of ammo and heath
Driller: Red sugar grenade "Sweetish"
"This grenade will help you to defend your teammates in distance or getting down, but be warned! Gaseous Red Sugar highly-explosive!" - science department
Limit: 3
Description: Grenade that deploys healing gas aura.
Restore: 5% per second.
Engineer: Heavy Ordinance Weapon Platform(H.O.W.E) "Penetrator"
"Great thing versus big nasty bugs!" - engineer department
Limit: 1
Description: Heavy turret with one barreled auto-cannon
Tier 1 Upgrade: Double barrelled auto-cannon | Sniper version auto-cannon
Tier 5 Upgrade: AI spot light(just light that points the bugs) | AI laser guidance(increase all incoming damage to marked target by 10%)
Scout: Auto-lamps kit
"Light the CAVERNS!"
Limit: 3
Description: Auto-lamps, that can be placed on any surface.
Working time: 3 minutes
P.S.: New support instrument rough idea concept
Since Molly is apparently functionally braindead, motion to just put a big-ass backpack on a space corgi.
On the mission select screen, move either the "New Missions In" timer or the "Season Challenges" dropdown to a different corner, so that they don't cover each other up.
I'd give my left
to be able to buy specific buff beers, no matter how exorbitant the markup.
The most unoriginal suggestion ever, achievement for finishing a stage drunk or finishing a stage with a drunk squad
Suggestion: Two New Perks
Active - Wall Rider: Gives a class the ability to slide down walls and avoid fall damage in steep and jagged terrain. Hold shift to slow your descent by 15% while next to a steep enough piece of terrain, but not while carrying heavy objects. PASSIVE: 10% less fall damage.
Rank I: Same as above.
Rank II: 20% slower descent; 15% less fall damage.
Rank III: 25% slower descent; 20% less fall damage.
Rank IV: 30% slower descent; 20% less fall damage; can use the Active perk while carrying heavy objects.
Rank V: 35% slower descent; 25% less fall damage; same benefit as above.
Passive - Shadow Hunter: Gives a class the ability to become undetectable to most enemies at long distances, but they can still smell you while closer. Base detection range: 35 meters. Does not work when you are solo/only Dwarf alive.
Rank I: Same as above.
Rank II: Detection range is 25 meters.
Rank III: Detection range is 20 meters.
Rank IV: Detection Range is 15 meters; Bonus 25% damage on enemies not aggro'd to the player.
That's a small suggestion, but maybe a reference on a "Thief 2: The Metal Age", when you pressing "R" with a LOK-1?
The main character, master-thief Garrett, had a cool mechanical eye, and "eye" on a LOK-1 reminds me about it every time.
Not a big reference. Just a one rare phrase, like "If I'll lose my eye, I'll use this". Or "That one probably saw a lot of things in a shadows", or "You're stealing my attention".
We have distinct colors of regions on map. And season challenges for specific regions. Add marks with colors of regions on challenges so it will be possible to memorise target regions by colors.
outback hunter headwear needs hair
Active Perk Idea: Devastating Force
Passive: Your Pickaxe hits Slows up to medium enemies for 15/20/25/30/35% for 2 seconds
Active: You can Throw your Pickaxe like a Boomerrang wich deals damage on hit and Aoe in an 2m radius when entering an enemy (1 Time) Also it disables your power atack while its on cooldown
Damage(Aoe)> 100(50)/120(60)/140(70)/150(90)/180(100)
Cooldown: 10/9/8/7/5 Minutes
Also it WONT Trigger vampire for obvious reasons.
How about an ability or system that lets you rescue Lootbugs. Players could join the "Lootbug conservation society" or something. And in exchange, you get access to an ability that lets you rescue lootbugs. Like a little drill capsule you can squish their little marshmallowy bodies into that auto-drills to the surface. In exchange, while you don't get the immediate gold or nitra, each lootbug you save builds up a score that you can exchange for crafting materials, cosmetics, or credits.
That way you can sort of give players a choice between an immediate reward and a delayed one, while giving players who don't want to kill lootbugs a way to engage with the system.
add the ability to change settings in the loading screen
Overclock that turns Engi sentries into robo-steeves
Edit: alternative model is a sentry just strapped to a mini-mule?
In solo mode, you should be able to ping resupplies to let Bosco take one and replenish his revives.
PVPVE
4v4 - 2 teams of Miners
The Company + Rival Company of miners (other players) + Rival company of Drones & Natural Bugs
1 example of potential map/gamemode;
Each team starts off in narrow tunnels and works their way towards a big open center to collect resources/fight over resources before getting back to their personal extraction pod to complete their mission(s). Deaths would work the same as regularly from the environment, once all the dwarfs are eliminated from one team either the extract can become available right away or surviving team still has to finish their mission (thats pretty open to the devs)
Most of the game modes would be compatible with PVP of miners fighting over resources and trying to extract with them.
It Could/Should be it own mode to be able to switch between. (PVE (The game as it stands right now) & PVPVE (A mode you can choose to play)
- Many other modes could come from this (along with more content one could collect now)
++ Not so much a story mode, but a Faction you can switch between (the Company or the Rivals) with progression for each of them (new Armor/weapons/gear/overclocks/ect) New world hub that represents the rival faction
+++4 new miners (From the rival faction, i'm imagining them all looking similar to their counter parts but minor changes (And they all Sh!t talk eachother during the match and in the world hub)) that people can learn to love or hate.
These things take both time and money to achieve, understood. These are some things I suggest that I believe people would honestly enjoy as it would add to the lore building aspect of the game and add some more Flares to a wider $$$ audience.
Debuff alcohols, for that extra hazard bonus, or something else
Could we get a Beastmaster/Tamer class?
new warning idea: Aberrant Terrain, basically lets the cave generator run wild and generate crazy terrain, essentially a complexity 4 level as a warning
A red "area of warning" ring for the regular dreadnaughts slam attack, with how fast that attack comes out in full squads it's hard to gauge safe distance sometimes.
As a part of the Deep Rock mining company effort to become eco friendly as demanded by a large number of leaf lovers a single solar panel on Doretta (Purely cosmetic doesn’t make Doretta dig any further or faster)
Weapon animation cosmetics where you can change what the animation is when you use your reload key.
Haz level 6 , after about 300 hours in the game it just honestly feels like I have reached the diffeculty ceiling and it would be really nice if there was a new height to reach a new "why am I playing this diffeculty I'm not ready for this " and then after a long process of trail and error to finaly beat that new height
Mimmic lootbugs that snatch you when you pickaxe them🗿
Korlok’s that look like Holiday Trees during Xmas event? 🤔🎄
That’s hilariously stupid and therefore perfect, solar panels in a cave
increased damage to power swing based on momentum
QOL: Settings option to mute the game while it's in the background.
New beard item, default for Gunner and available for all Dwarves: Kingpin (Name a WIP)
5 o'clock shadow with a cigar in the mouth.
To let Gunner look closer to the promotional art, and to make Driller the only baby-faced leaf lover in the group
Rename "Regenerative Bugs" to "Regenerative Enemies" because robots are also affected by it and to the best of my knowledge they aren't bugs.
Honestly, gold to credits needs a buff since very few people really find it worth the time to mine
Volatile guts should be switched to warning sign. It does WAY more harm than good especially on the harder difficulties. Having that with shield disruption or low oxygen is terrible and should NOT be in the game
Switch the 20% damage bonus to Mactera on the Mactera Toxin Coating rounds for the subata to a flat 20% damage increase and call it overpressured rounds.
Mactera toxin is practically useless considering that mactera get shredded by everything driller has and that damage bonus means nothing when you can light one on fire then get a +50% damage bonus. By making the +20% a flat increase it will make the subata significantly more viable with driller's other two primaries.
Use for Error Cubes, allow you to consume an Error Cube to force an additional Mutator onto a mission in your lobby.
I always thought carrying an object (error cube, enor pearl, etc.) onto the drop pod counted it in your mission rewards. Now I discover it doesn't. It should!
endless missions
"alright miners listen up. scans have started showing some really deep cave systems. while management wouldn't normally send miners into caves like this, these caves get quite rich further down. so working together with R&D they have devised a plan to safely put dwarves into these caves, and safely pull them out..."
how it works
endless missions work somewhat like deep dives, but not quite. every time a main objective is completed and the team gets to the extraction point they will get the choice to either go further down into the cave, or return to the space rig.
the deeper the team chooses to go, the more valuable their minerals become (a multiplier is added onto the end of mission gain). but the higher the hazard level gets (+0.3 every mission)
between caves the team has a choice to either cash in their current nitra for gold and XP, or take it further down but lose the ability to cash that nitra in.
if the team has salvaged a BET-C, she will stick around between missions. however she now has a (large) health bar, every time said health bar gets depleted her max health will be reduced by 10% and needs to be repaired. if her health hits 25% of its original value she gets destroyed.
sometimes in multiplayer a mini mule may also spawn, salvaging it will grant the team another mule, one mule can be had per person and extras will grant a bonus when returning to the space rig.
__ the cave elevator__
the cave elevator is a heavy duty version of the drop pod and acts as the spawn and extract point for endless missions
upon finishing a main objective the team will have to reboot the elevator by either repairing it, connecting a fuel cell, or inserting new batteries. as the hazard level rises the team may have to do multiple things to get it operational. upon rebooting the elevator the team will need to defend it for a minute while it boots up, then finally the team can continue
Make the non host hoverclock techs work on hist as well, given theyre a feature not a bug now
Engineer Grenade slot - Homing Shredder
The Engineer couldn't help but pick up bits and bobs during certain events, and he would not let such trinkets go to waste, thus he took them to his workshop. Recycling parts and modifying the AI of the rival's shredders, they have become smart, potent explosives that serve their master and hone in on enemies on-sight.
The homing shredder will, when thrown, launch itself towards the closest enemy on-sight at a fast velocity and deal significant damage in the process. If it's thrown and no enemy is immediately within vision, it will follow the engineer around the map, and up to four shredders can follow the engineer at once. Max capacity should be 4, and the engineer handles this as it fits thematically alongside his other options for grenades.
Satchel charge throwing distance is too short
I find it especially inconvenient when throwing a satchel charge straight up.
You should be able to adjust the throwing distance by pressing and holding the button like other heavy objects.
new Mission Warning: Contaminated Red Sugar. : The sugar in this cave is Contaminated by a very dangerous bacteria. But it seems the glyphids really like it and can neutralize its effects (kinda)
Red sugar let you loose hp instead of getting it also you loose 0.1 hp every 10 seconds. Supplys and vampire dont count as damage but work as normal.
also if you kill a medium or larger sized bug by melee there is a 20% cance to get 5 hp back (does stack with vampire) but its over a time at a rate of 0.5hp/s and the effect cant stack but will reset instead if it triggers again(would take over 5 minutes of not getting hit and killing by melee to get full hp that way so its not overpowered
+15% Mission reward
A room with a test dummy that also allows you to use your weapons and abilities in so you can test your builds and dps without having to keep going in and out of missions.
Suggestion:
- Menu option that allows us to remove/minimize particle effects, so we can improve low-spec machine performance w/o risking program stability with modding
Suggestion:
Has it been suggested yet that the number of blank cores we have be listed somewhere during a mission (like under our health readout, or at least in the ESC menu)? Because that would be nice to have.
Gunner Grenade slot - Nan-L-ite
A lightweight edition of the nanite bomb, it can be carried comfortably in one's inventory and it still comes as strong as its parent make; albeit the modifications would result with the removal of its flagship function of being able to cut through tritilyte but hey, you just can't make an omelette without stealing some eggs...
When the grenade key is pressed, the Nan-L-ite will appear on the gunner's hands and can be carried as if it were a heavy object: It can be thrown like such with the meter indicating the throw distance, and can be dropped for the gunner and/or other players to pick up. When thrown, it will blow up an area on impact, dealing heavy damage. I think the max capacity should be 2, as having more than that may be a bit much for how it functions, and the gunner gets it because he has the scary grenades.
When you have the gold skin equipped lootbugs have a small chance to mistake you for real gold and bite you (Less damage than a swarmer does)
Deepcore 40mm PGL Overclock named Hellfire or something cool. Converts ~90% of damage to Heat. Incendiary Compound add to this 50% (140%) this means a 154 heat without any damage modifier..Basically sets almost everything on fire and it will last for a long time. Cons: minimal area damage (0 with Incendiary Compound). Small damage left is for Pressure Wave to not make it completely useless and an Armor Breaking bonus.
In short: converts ~90% Area Damage to heat. Incendiary Compound boost this by 50% to 140%. 50-100% extra armor breaking means nothing for that amount of damage but Pressure Wave can benefit from it.
Change the item Industrial Facemask from Headwear to Beard/Moustache
Hydrogen ion additive balanced overclock: added 50% charge time, in exchange for puddles being affected by the bonuses as well.
Suggestion for the next season:
The LeafLoves corp brought in a couple crates of snake like creatures from off world to try and control the glyphid problem. Now these creatures have spread successfuly and are invasive. It's particularly bad for our loot bug population! Now you have to go down and fix it.
The new hostiles could include:
Snake with frog legs: It would walk around and then about 15-20 m away it would stop, wiggle like a cat before a pounce then jump at you head first.
Multiheaded snake: a bunch of quick bites, higher damage
The glyphid snake hybrid: a snake crossed with a grunt (most common)
Spiky worm: It does a circle around you in the ground kinda like how the trawler moves. If you don't get out of the circle then is constrics and you have to use your pickaxe to hurt it enough so it lets you go.
winged snake: a winged snake that makes long quick arcs in thier flight and slashes at dwarves as it passes.
new mission: Loot bug rescue: We've identified a large lootbug herd getting ravaged by the the invaders. Corral the lootbugs and send them home
This suggestion might be dumb but it could be nice the idea is that you should be able to pet the mini mules because for what i know right now you do nothing with them they just follow molly.
Plasma Burster Missiles should have a 'stored potential'. If a Plasma Burster missile prematurely detonates (hits a wall before its maximum number of penetrations) it should release the 'stored potential' that remained. This would fix the main issue with them being heavily dependent on terrain, as bugs will often just be in a position where your missile will slam into a wall after one burst and do basically nothing.
So, a Plasma Burster Missile that strikes a wall directly without hitting an enemy would do exactly as much damage and splash damage as a regular missile, and it would lose power on every subsequent penetration of an enemy. This wouldn't make the weapon any more powerful, it'd simply make it more consistent; you'd lose a lot less every time a PB missile gets screwed over by terrain.
Let us stick c4 to the bugs
LOK1 Overclock Idea
Name: Mind Lasso (yes this is kind of based off neuro lasso)
Positives: Enemies with 3 or more locks become friendly (meaning they act like steeve) and get 30% movement bonus and double attack damage. This effect is lost when the lock is broken.
Negatives:
-5 weapon range
Lock-on time increased by 15%
Lock time per enemy is limited to 6 seconds and has a 3 second cooldown before you can lock the same enemy again.
Has no effect on bosses since that'd be kind of broken/OP.
-2 seconds on turret construction should be in green and not red.
For elimination missions don't make the dread eggs visible on the map until the dwarves find them. I really like the exploration to find objectives, and I think the elimination mission could do this without making the mission longer or annoying to complete.
Chance for Doretta to spawn in a full metal plate. When pinged, says “Look, guys! Doretta got an armor upgrade!” First time Doretta gets hit, armor immediately falls off.
New satchel charge upgrade on tier two that dramatically increases its damage to non-boss, immobile enemies like spitballs and nexuses. "Demolition charge" upgrade would allow the driller to nuke these stationary threats from existence. I see lots of people trying to use the C4 like that and its not massively effective, but it feels like it should be. Could also effect stunned enemies too?
"AlexandreM
AlexandreM
7 months ago
This should be a modifier, where gold and nitra veins don't spawn on terrain, instead you have a massive increase of lootbugs ^^ "
Passive Perk Idea inspired by the Drak-25's overclock: "Offensive, defense."
-
When shields are at 100%, damage and fire rate is increased significantly however we had to cut back on the armor platting, max hp is reduced by 40% to make room for the fancy tech
- Harder to use in hazardous environments that actively damage you (poison gas, no shield modifiers, fire geysers etc) - Synergizes with other classes, other weapons and class abilities , allows for more of a "glass cannon playstyle" also allows for more build creativity.
I was thinking about how engi's guns interact with his support tool, and i was wondering what that could look like on driller? How about a tier 4/5 upgrade or overclock for the sludge pump, that when you detonate a satchel charge inside a goop puddle, the crater's slag is replaced with goop? The sticky crater has the same slowdown, damage, and retention time as a non-upgraded puddle. Alternatively, this could be added to the gun's base functionality, by making a sticky crater form when you goop a satchel charge with volatile compound.
Regarding Hydrogen Ion Additive - Imho going with the balanced oc approach is better. Generally speaking strong, specialising ocs are more fun then weak, allrounder ones. Since we have so many dedicated direct damage OCs, and DoT both from puddles and direct hits is, again imho, the most fun part of the weapon, maybe make it the dedicated DoT OC?
A low chance to get a blank matrix core from loot crates/lost gear
"Stolen DRAK Agitator Coil"
Unstable OC for the EPC
"The Scout hopefully won't miss this plasma carbine component, which when applied to the EPC massively increase fire rate and projectile speed at the cost of a much slower cool rate and disabling the charge function."
Change "Max Ammo" to "Max Ammo Reserves" or put down the proper amount of Max Ammo in the gun stats panel. Right now, for example, the Sludge Pump shows 100 Max Ammo, 25 Clip size. You would think that means you can fire normal shots a grand total of 100 times, and reload every 25. However, once you get in game, it shows you have a full 25 clip in the gun and 100 reserve ammo, meaning you can fire normal shots a grand total of 125 times. I dont think any guns should be nerfed through this, just better clarification.
Edit: Guns that dont have clips (Cryo Cannon for example) seem to be just fine, they do in fact get the max ammo shown.
Buff the sludge pump.
Miner's Manual entries on all the minerals. Would be nice to know what we're risking our lives down in the caves for.
Buff/Synergy: Minelayer System OC for the Hurricane
- Have Nitroglycerin Rounds synergize with the mines incentivizing the trap playstyle this OC gives, as of right now with testing NR seems to not affect the mine lifetime at all giving less build variety.
aka - longer the mines are set the higher the dmg when detonating
Hostile Creature Suggestion: Glyphid Flame Praetorian and Mactera Napalm Bomber that can be found in Magma Core missions.
Please find a way to expand the weapon stats ui and add the missing things there.
Sludge pump is a good example of a weapon that is rather annoying to understand if you don't hunt for youtube videos of people doing tests or the wiki.
It needs for example both dot damages, so it's clear to people that there are even two different ones and to see how mods and ocs actually effect their weapon.
Also add things like that both the minigun and the zhukovs consume 2 ammo per shot. It's an easy thing for new players to miss and thus rather unfriendly to them.
Scout grapplehook can pull teammates towards him
Able to pet Molly and Engineer turrets, if there's no minerals to deposit / ammo to fill. Because robots other than Doretta deserve some love too.
Probably been suggested before but i've yet to see official word on it in so long
SUGGESTION: MULE Frameworks
I do not want MULE colors (unless it can be a carbon copy of the Fabulous Molly mod), because these devolve into unlockables. But i'd like to see MULE's body take some other slightly different shapes. Allow these to be toggleable as [DEFAULT] - [CUSTOM] - [SHOW HOST'S]
- Mini MULE
- Glyphid
- Captured Loot Bug
- Mini Doretta
- Bosco themed one (use arms as legs and replace headlamp with Bosco head)
- Probably some armor themed ones like Scale Brigade and such
- Mini BET-C
- and other minor accessories, or major frame-reworks
Give scout at least one viable grenade option against Rival Tech. IFGs are useless except there are a swarm of shredders coming through a very small tunnel because everything else moves so quickly or can fly. Even against the robotic appendages in the caretaker fight, the hitbox to apply the IFG effect is not at the base of the arm, but at the head of it. Cryo grenades are useless because freeze power is laughably bad against them, and as far as I know, Rival Tech isn't susceptible to pheremones (basically like every other bug at this point, with the way pheremones work). Scout has no viable grenade options against Rival Tech. Honestly his best choice is to take cryo or IFG and use them on the bugs that swarm on hacking or prospector events and then just forget about them entirely during the caretaker fight.
I suppose in relation to some of my points above: move the hitbox for the appendages to cover the whole arm, because shooting the base should still do damage, and buff pheremones so that it's not a meme.
Welcome to Flavortown cosmetic DLC:
- Bleach Blonde Hair. Beard and mustache remain a dark brown
- Rad Flames Bro: skin for armor and weapons, featuring flames against a black background
- The Fiery Special: hair/glasses combo
- Scepter of the King of Flavortown: Pickaxe pieces that make it look like a spatula, fork, and spoon all taped together
Make the perk "Its a bug thing" also put the resources in your inventory automatically at perk lvl 2. (Unless pockets are full)
Nitpick: Lok-1 "fear frequency" t5 upgrade still shows "+ full lock scares nearby enemies" in the stats box. Not a big deal; just noting it.
LOK-1 Smart Rifle: D∪Μβ Drum Balanced Overclock
x1.7 Max Ammo (Needs more ammo in-general tbh)
Dumb Shot is now a 3 Round Burst (same firerate as using Seeker Rounds)
Longer time required to lock-on*
Less Lock-On Duration*
*Requires perfect timing to fire the max amount of locked-on shots
I am asking for a Wild west themed Cosmetic pack. Gun metal, brass, and wood weapon skins, and dusters for all the dwarfs.
I will be back tomorrow to ask again
Perk Idea- Chemist: Increase flare regen speed by 10%/20%/30% and increases flare duration by 5/10/15 seconds.
Making Scout's flares from the flare gun deal the tiniest heat damage, lighting up on fire flamable gasses and serving as a defrosting tool in Glacial Strata
Make IFGs stick to enemies as well as terrain like Gunner's sticky grenade. This would greatly increase their utility against most larger threats such as dreads, bulks, flying enemies, etc. while keeping the same utility of throwing it on the ground in front of a group of bugs.
More Gunner weapons, I want a laser machinegun, like the gatling lazar from fallout
remove korlok tyrant weeds ability to spawn next to/near where the drilldozer stops during escort duty missions
its completely unfair to loose an entire mission because 1 weed decided to be right next to where the drilldozer stops.
You will eventually run out of ammo during a mission, especially on higher hazard (difficulty) levels where there are a lot more enemies. There are rare occasions where you will get shafted by the cave generation and simply not have enough Nitra to keep stocked on ammo. This reduces you to nothing but your pickaxe which is an utterly pathetic melee weapon. If this happens in the middle of a wave of enemies (which appear at regular intervals), your only option is to try and kite the horde away while you finish your objectives and get out. This is pretty much impossible to manage 90% of the time. The only reliable way to avoid this entirely is to rush the objective and conserve ammo if you cannot find any Nitra, but still, running out of ammo has cost me many (otherwise successful) runs.
IMO to make this less of an issue, the game should detect when all players are out of ammo and then stop spawning more big waves of enemies until at least 80 Nitra gets banked by the team.
A way to track remaining unlocks, so that you know how many (frameworks, pickaxe parts, cosmetic cores) you still have to unlock.
i just want some animated stuff in the steam point shop
Please make the chat notification sound more prominent or have an option for different or louder sound.
Suggestion: When you put your blank core into a mini event and complete it, if you go down and lose your blank core is lost. Don't know if this is intended or bug but just thought I'd bring up.
Suggestion about new environment:I‘ve noticed that liquid water factors in DRG seems does not exist at all in the surroundings of any map, just wondering would it be a good idea if we could have a map that is based on underground lakes(could be both full underground lake or lakes mixed with land)since it could be very novel and fun to play (might even bring up some new game machinic) 🙂
Suggestion for a new perk (if that is even possible):
"Quickdraw"
You switch weapons [X] amount of times faster.
It could allow for some interesting builds centered around switching between primary-secondary.
I swear I thought something like this was in the game already but alas.
(Don't know what would be a fair speed for switching but maybe 10-30% faster? also not sure if it should be a passive/active considering having something like this for 10 seconds is not worth it at all, but as a passive may be too overpowered.)
the laser on the fuel canisters for escort missions should deal a little damage, i mean it melts oil shale it can burn a glyphed
Suggestion:
When holding the scanner, show the befriended bug through walls similar to how it works with friendly dwarfs/Molly
Perk Idea- Sturdy: Decrease Knockback Taken by 15/30/45% and decreases fall damage by 5/10/15% (excluding player projectiles, rj250)
Context laser pointer
When you hold down the laser pointer for a few seconds, a radial menu with basic commands pop up like zipline or platform here. Maybe also add the ability to specifiy who the message is for. Also have it be shown in the native language of the client.
This is due to the influx of greenbeards and a lot of the ones I see around dont speak english so it gets fustrating sometimes when you want a new engi to put down a platform but they just dont understand you and are too new to understand the context.
Animal tamer perk
Allows extra interactions with neutral wildlife. From the top of my head, something like being able to stand on the back of angels (like on a mule) , climbing cave vines or controling a harvester.
Driller drill OC, portable drilldozer
Overclock ideas for the DRAK:
Halo Plasma Pistol-like (Semi auto but can charge your shot for an instant overheat but a good amount of Blast Damage)
Halo Plasma Rifle (Slow-firing, but decent damage)
whatever mods your most recently lobby had installed shouldn't stay on in your own solo session, especially if joining a lobby with no mods doesn't disable mods in your own solo session it's just annoying
Add a "player blacklist" so hosts can stop known malicious players from joining their lobby
an overclock idea for the drak:
make enemies explode if they take enough hits as an overclock for aoe damage
Upgrade for the grappling hook that allows you to hook on to enemies and flying kick into them to deal about 10 damage and also stunning them for around 1-2 seconds
Add an overheat bar under the reticle for DRAK like the pulse carbine in halo infinite to make using the weapon less tedious. Possibly add one for lead storm and epc as well because why not?
OC changes
Volatile impact mixture option 1: In addition to current effects and effects, also causes sludge shots to explode, greatly increasing the area of effect of both charged and normal shots. This allows you to rely more on your normal shots to deal damage and apply the dot.
Volatile impact mixture option 2: Shots create pools of sludge below targets on direct hits, but increase the pool and effect duration penalties further.
Hydrogen ion additive: Increase in hydrogen ion concentration makes the sludge mixture more caustic but less viscuous. Changed to a balanced oc that increases pool and dot damage even more but reduces slowing effect of both.
Plasma burster missiles: Missiles bounce while exploding instead of disappearing upon terrain collision, sharing the max bounce count with the max pierce count. The biggest reason why pbm feels bad to use is the frequency with which missiles fail to deal their full damage amount due to colliding with terrain which happens a lot when targeting smaller bugs like grunts and swarmers on walls.
After noticing that after my first time Deep Diving that the maps are usually always the same unless there is a map rotation, I thought I would suggest the idea of randomly-generated Deep Dives and Elite Deep Dives that are purely random (random mutations, random biome, random objectives, etc) that probably provides better rewards than a fixed map.
An overclock idea for the Cryo Cannon:
By pressing the reload button you could toggle between the cryo cannon in it's current state and a mode that creates ice on impact allowing it to create things like bridges, walls and more
grapple hook upgrade that acts more like titanfall 2, rather than a hookshot
Graphics setting: Dynamic Resolution Scaling (Certain games already have it)
As far as I see, the game can update graphics settings instantly without freezing, therefore it can alter certain settings in real-time
The game suffers remarkable frame-drops when 2-3 flares + 1-2 scout flares are being thrown around. This leads to input lag.
DRS could decrease the render resolution scale during frame drops to match the desired frame rate with minimal GPU strain, and cracnk it back up when convenient
^adding to that, add a max draw distance setting so massive caves would no longer drop frames by the dozens on bad pc's
On the back of the above two suggestions, just a general look at performance and tuning would be greatly appreciated, I used to get completely steady framerates a couple years ago on a 1070 but now my performance rocks massively, anywhere from 75-20fps, I appreciate the game has had a lot added to it but seeing as the graphical fidelity hasn't changed massively over that time period, the drop in performance is a bit of a bummer. A tune up would go a long way in ensuring our toaster based dwarfs can still play the game.
Guys I'm craving to have a Bosco in a multiplayer game where there isn't 4 players, seriously we want a Bosco as the 4th player to rock and stone with us, it would be so fun
The host's Bosco, preferably
Maybe to balance things out, have a cost/tax to bring him, either that or discount a certain % or specific value (maybe scaling with Hazard) from the completion reward in Credits
Dreadlocks and endgame rainbow beards
Scout Grenade slot - Goo Seed
A curious exhibit from a buddying botanist's compendium. When thrown, it will instantaneously grow a genetically modified goo sack where it lands, which can be destroyed to cover a surrounding area with puddles to slow down enemies.
When planted, the enhanced goo sack should have a blue shade of colour and should glow to tell it apart from other goo sacks and so it can be indicated in darker places. When destroyed, it leaves behind a pile of goo where it would be grounded as well as on other random parts within a certain range. The goo sack and the goo could also be a light source, having a glow slightly less bright than a flare. Max capacity should be 4 and I see no other class besides scout handling a grenade with the intention of support.
Bring Your Bosco to Work Day - a special once-a-year 24h event where you can bring Bosco to multiplayer sessions
More lore please
Two Missions for the Miners. These ones are big. So big in fact that when you play them there are only two options. Haz 4 and Haz 5. The missions are as follows.
Hive Infiltration
We have found a hive queen's location. Your job is to defeat the queen, and bring back her royal jelly. This area is swarming with dreadnaughts and bugs. Bring your best equipment this mission is not for the faint of heart and a new type of bug (Queen's Guard) will be defending the queen in mass. The queen herself will also be spawning grunts and crawlers at an accelerated pace.
Second Mission:
Rival Infiltration
As we have thwarted the enemies' plans on Hoxxes time and time again. They have decided to put down a base of sorts. This base produces robots and mines at an unprecedented pace. Your job is simple. Shut it down. Defeat the core, detonate the building, and escape. Second Objective: Loot everything inside. Countless minerals are being held here and they are yours for the taking. The enemy base produces a variety of robots both seen and unseen on Hoxxes. Let them know that this is dwarf territory.
- ability to see teammates' loadouts (i.e. guns, equipment, and perks with mods and OC's) in space rig, pre-mission loading screen, and during mission
- ability to customize keybinds for active perks and the like (e.g. dash, beast master taming, hover boots, engineer turret recall, etc.)
- option to numericalize HP/shield bars for you and teammates
- ability to see chat box while descending in drop pod at mission beginning
- ability to type in chat box in loading screen (I'm not sure if feasible)
- add more practical UI (e.g. a bar or something) to more clearly monitor weapon heating on weapons like Leadstorm or the DRAK carbine
- ability to "ping" without laser pointer. I don't like having to interrupt my current action with pulling out the laser pointer to ping something (e.g. stop Leadstorm shooting to ping a detonator).
What about simply being able to bring Bosco to multiplayer games that don't have 4 players?
Can we have occasional barks for when Bet-C kills things? (or is otherwise productive)
this isnt a suggestion for the game but i think there needs to be a loadout sharing channel in this server
Please say you are bringing back the viking helmet for nominating for the steam awards 😄
Like I said, this would be a good mod, maybe not base game
Scout Grapple Replacement: The Jumper
"After constant complaints and recommendations into the Wormhole Special, R&D has finally created The Jumper, a device that can teleport
anyone to anywhere instantly." (Getting stuck in walls is not covered by your insurance -R&D)
Idea Stats:
Max Distance-25 m
Recharge-6 secs
Hold down fire to choose where to jump and release to jump.
Instantly teleports to the place marked by the jumper.
Alt-Fire: Overcharge
Holding Down Right Click will Overcharge the Jumper
causing you to teleport to a random location in the cave
you have mapped out. This could be anywhere including near
hazards, or not moving you far enough at all.
(has a 12 sec cooldown, and disables shield regen for 6)
I can only speak for myself, but I want Bosco in MP purely so my friends can check out spare-barrel Bosco. Doesn't matter if it's a perk that replaces flares with a [flare key]-operated flashlight-only Bosco, or one where he only carries heavy objects for you, or it's a grenade that summons a temporary battle Bosco, or even if it's a meme armor upgrade and he's totally useless. I just want him to show up and show off whatever cosmetic set I have equipped to him so that my one friend can enjoy finally managing to take a barrel on a mission.
I don't know if this has been mentioned here, but please revert the Scout's Grappling Hook showing "Too Far"; this has been really irking a lot of scout players; there has even been a reddit thread https://www.reddit.com/r/DeepRockGalactic/comments/r0m4ho/petition_to_revert_too_far_on_scouts_grappling/
Regards,
Judicator
Possibly lowering the volume of the start up screens for Coffee Stain and Ghost Ship Games? My volume is normally low (sensitive ears) but the intros is always so loud regardless. Or even an option to apply for that volume in settings.
New beer recipes in the battlepass? 🙂
Can we get some kind of poker table or other card game that we can bet coin on
I don't know if anyone's already said this, but what about a sandwich bar? The dwarves keep mentioning that when they get back, it'll be sandwich time. Why not make sandwich time a reality?
oh and fur coat style armors, like a Hagrid style set! Because the cold. 😄
there really needs to be a way to clear the new Equipment notifications; I hate having to go through every weapon on my class to get rid of those notifs when I unlock a new weapon skin
Add a bar underneath the reticule of the HUD that displays how much heat/pressure drop as been accumulated when firing weapons that have that mechanic. It can be difficult to check and read the different counters on the models of the guns in the middle of a wave and will save a lot of frustration with people accidentally overheating their weapons due to not seeing how hot they've gotten.
More horror elements, I want Hoxxes to be hell not hell like.
To go with the ushanka
Or bet minerals.... 😄 and order beer when play with friends 😄
Make ommoran beamer damage players
Maybe optional
Add a hat made out of lootbug, similar to the raccoon hat.
Some new Secondary's since we only got Primaries with the recent update! 🙂
Driller - "Beamer" Gauss Pistol
A favorite of the eggheads, this pistol utilizes expended energy cores from the rig and recycles them along with a small particle accelerator to create a hit scanning beam pistol. Heavy Damage that demands a heavy, steady hand.
Engineer - the "Shoc-king" Arc Harpoon.
A short ranged portable tesla coil that will launch a sort of harpoon at a single bug, and release a high voltage electric shock to all enemies surrounding the harpooned glyphid. The last tier modifications grant new capabilities to this weapon.
1st - Closed Circuit: Taking after the Crystalline Caverns Electric Crystals, if two harpoons are launched within close proximity of each other, They will tether to create an electric wall and will stay tethered for a few seconds!
2nd - Overloaded Capacitor: At the end of the harpoons charge, it will detonate dealing half explosive and half Electric Damage.
3rd - Zap, Crackle, Die!: This neat program will turn the Harpoons into stationary tesla mines that have a charge limit instead of a timer that will damage and slow bugs crossing it!
[Unstable Overclocks would drastically change each tiers effects]
Gunner - "Peashooter" Light Automatic Carbine.
A small caliber, fully automatic carbine is a welcoming addition to the gunner’s arsenal and complements your larger scale firepower! Despite the small caliber, it is still a dependable weapon with an ideal range and a belt fed magazine system, insuring the glyphids will be fed their "peas"! (Management shouldn't write jokes...)
Scout - "Blunderbuss" Plas-Scrap Launcher
A real ingenious contraption, loaded with Scrap metal and Plasma, the "Blunderbuss" really lives up to its name, launching excess scrap metal with superheated plasma residue coating every bit at unsuspecting Glyphids. Utilizing a pump action mechanism to load each Plasma-Scrap Canister, it is cheap and effective. How could management say no?
For the miner union screen, it would be nice to know about your contributions towards your chapters monthly challenge! I just want to see the big 0 beside my chapters bittergem collection challenge 
You should be able to configure your loadout as you join an ongoing mission (where you select your class)
a mirror next to the drop pod ladder so I can see my dwarf and make sure I actually changed my loadout
Instead of just the game announcing that the drop pods been called for return, it should say who pressed the button home. The game already announces when the host kicks someone instead of it just saying "player left the game" so why not the other thing too?
Warning Suggestions
Low Funding: Results in starting out with reduced ammo, and resupplies provide with lesser ammo.
Pitch Black: Light is greatly decreased, and something lurks in the dark...
Rush Hour: Time limit on missions.
Toxic Enemies: Enemies deal poison damage on hit, damage being slightly increased but spreading out over a few seconds.
Chilly Air: The air within these caves are especially cold, leading to freezing. Sort of like Low Oxygen, with a slow freezing effect that will freeze dwarves, but that can be undone by being near heat vents that spawn around.
i honestly hope we could see more armour meshes, both in dlc or base game
Since there was an invitation to discuss making the Hydrogen Ion OC for the corrosive sludge pump into a possible balanced OC, I was thinking of making it something like a bug spray, a soap addon. The slow effects are decreased a noticeable but not overpowering amounts, but give a large DoT dps increase to the corrosive damage of direct hits.
Maybe a smigde bit more ammo on the side? Something to make this weapon more of a direct hit focused type, but meant for larger glyphids like oppressors and dreadnaughts, since volatile impact mixture already exists.
OC balance idea: What if Hydrogen ion was buffed to give decent slow and DoT again, but also reduced impact damage of normal and charged shots a bit? Turning it into a balanced OC
Active Perk Idea: Sandwich Time-
2/3/4 Times per mission you can make
and eat a sandwich which will heal for
35/50/75% of HP over 15/10/5 secs.
Being hit while eating will reduce the healing by 5% per hit.
OC Balance: Fatboy. I personally think the OC has problems where its purely a meme, and doesn't serve good purpose as an AoE OC. If I wanted to kill a Oppressor in two shots or Praetorian in one shot, I would just run Hyper propellant. The biggest problem is how when it comes to AoE, you don't necessarily need damage to kill 20 glyphids, you only need large AoE. So alternatively to the current Fatboy on a base (no upgrade) Deepcore 40MM PGL:
Fatboy:
Increases Area damage by 330 base to 440 total
Increases Effect radius by 1 to 4 total
Decrease 6 ammo to 3 total
Decrease projectile velocity by 30% to 70% total
My idea for a remedy
Fatboy:
Increase Area damage by 220 base to 330 total
Increase Effect radius by 3 to 6 total
Decrease 6 ammo to 3 total
Decrease projectile velocity by 30% to 70% total.
This is a small tweak to really change how the Fatboy should be working as an AoE overclock, when for the most part it seems more like a hazard to the team with radiation. This would make it so the AoE is much greater, for the right cost of 6 ammo. Currently, the Fatboy does good AoE in a small area, and then makes a radiation zone that doesn't match the blast zone. This is more appropriate.
Passive perk idea: gain stats based on how drunk you are
Passive Perk Idea: Grounded
Staying still for 4/3/2 seconds decreases recoil and increases accuracy by 5/10/15%.
Also anything for decreasing flare cooldown even if It reduces the lifespan
Caves totally polluted with hundreds of flares are funny
What if scouts flaregun had a OC or a tier upgrade that shotgunned a lot of flares
Depending on what beer you had last, the gnome on the abyss bar will also have said beers mug. (tiny mug)
Second Gnome Idea:
Have the gnome change into different scenarios depending on the beer.
Wormhole- Gnome Falling Into Hole
Arkenstout- Gnome in ice
Underhill-Gnome Disappears
Overhill- Gnome gets life-sized
Blackout-Gnome passed out.
Leaf-Lover- Gnome throwing mug to ground (he didn't like it)
-etc
New special bug "The stalker" Easly heard but hard to see this rare creature, as its name entails, carefully stalks its prey from the darkness. If not handled quickly it becomes a much larger problem down the line. Given enough time in the same cave as a mining crew, it will find a opportunity to pounce on stragglers who wander too far from the whole. "Look for signs" says a new safety video, in a osha like parody. The traces of stalkers can be tracked and noted for fellow dwarves to be warry. 1.) Burnt torches go missing as they are swallowed in the dark. 2.) Momentary glimpse as it skitters away from sudden loud noises and bright lights 3.) Clear nesting grounds/den/open cocoon located some where in the caves.
Our dwarves mine a lot of gold, it's time for cosmetics with huge amounts of jewelry for silly ostentation.
the jukebox has a very small chance of playing yogscast's "Diggy Diggy Hole"
Having gold as a skin option is cool and everything, but I would love to have skin made out of STONE
remove leaf lover's from the game- we drink blackout stout ONLY
Pls add support for unions on xbox/windows
Suggestions:
M1000 Classic Overclock - Veteran Sights (Balanced)
"Wield the rifle like you're storming the beaches; We've modified the sights to allow you to fire at enemies with full zoom in while retaining the same firing speed at the severe cost of zoom-in damage bonus."
- Hold primary fire to enter a semi-permanent focus mode and fire all shots with hipfire rate.
- Max Ammo increased by 21% (to 116)
- 50% less Zoom-In Damage Bonus
Zhukovs Overclock - Full Metal Wyvern (Unstable)
"When your trigger finger needs to be treated right, you learn the arts of the Wyvern. Pressing your reload button with a full clip will trigger a bullet spray effect for your weapon for that clip, allowing you to hit many targets all at once. The unfortunate cost for these forbidden skills is a far longer reload time and larger base spread."
- Press [Reload] with a full clip to enter Full Metal Wyvern, where your bullets gain far more horizontal spread with double the fire rate until you run dry.
- 100% longer reload
- 15% larger base spread
Sidenote; the Full Metal Wyvern concept is in reference to Xenoblade Chronicles X, as dual pistols are a staple of a specific weapon class and the OCs primary function is in reference to an Art or Move in that weapon class, with said class being titled Full Metal Jaguar.
Hydrogen Ion Additive OC - move to unbalanced or potentially unstable OC? Would like to see it reverted into the state it was originally but with drawbacks, things like less ammo, and a longer charge up time to compensate comparative to the draw backs are a few ideas I had.
Suggestion: Allow items in personal inventories to count toward objectives. I'm real tired of missing out on secondary objectives as the squad heads for the drop pod and obtains one of the missing fossils or boolu caps.
Suggestion: An evolved form of the Glyphid Warden that's similar in size to the Oppressor and can actually do damage instead of just buffing surrounding bugs, and potentially an Elimination style mission to take them out.
Achievement for bouncing on top of a dwarf for a straight minute if it isn't already
Let you convert horizontal momentum to zip line speed when mounting, if you're going fast when mounting you glide on the line fast, this will make it feel much more pleasant and give the zipline the flow it desperately needs
Unlockable/purchaseable crystal/metal colors for beards that have them; right now the only colors are green and red crystal, and gold and iron/silver; I'd love to be able to have alternate colors for things to make my beards fit better with my dwarves
Scout grenade idea: Plasma Disk. It looks like a frisbee with some tech added to it, and flies in straight line, if it contacts an enemy it will slow down and start dealing small damage, breaking armor easily and causing fear to enemies. If the Disk doesn't hit enemies and instead collides with terrain it turns into a small platform that the Dwarves can use. The platform could only last a short time if it seems too strong. Scout would get 6 of these.
Priority Targeting System OC for LOK-1
Enemies damaged by the LOK-1 become marked for your Hawkeye sentry. Your sentry prioritizes and deals increased damage to marked targets.
May I suggest improving the It's a Bug Thing perk by having the loot bugs explode in your direction by having their minerals fly towards you instead of all over the place, and also possibly slightly increase your pickup radius?
I know this is mainly a meme perk, but it is taking up a perk slot so it might as well be a little more useful for cleaning up. :3
The addition of the pub in game with one drink per lobby that boosts player stats for the next mission feels super un-utilized.
Including a wide array of perk choices or perhaps even custom brews for Dwarves would be fun and make gathering ingredients during missions more encouraged.
It’d be a blast to approach the pub and mix personal brews that burst stats or lower others based on combinations, allow a bit more tact and personal style to approaching missions.
Ingredients could be combined to make drinks like, examples:
- Longer oxygen time
- 30% explosive resistance
- Gold mined with less hits
- Resistance to lower gravity
- Warm blooded, cannot freeze
Applied from a selection of positive drink effects but built with perhaps negatives depending on what ingredients become used:
- Drunk for remainder of mission
- Stronger response to gravity
- Slower when carrying
- Less responsive control of Molly
- Weaker knees to fall damage
These are just spitting the shit but ultimately a brewed drink could look like:
- Boosts things
- Takes things away
This is more a QOL thing, but an option to fire most semi-auto guns without having to repeatedly click. I feel like I'm forced into using the Subata Auto overclock if I don't want my index finger to start aching halfway into a mission.
More sludge pump oc ideas:
Viscid Residue: Enemies that die while sludged will leave behind puddles.
Catalytic Enzymes: Dot damage increases by 10% every tick up to a maximum of 100% bonus damage, but direct shot damage is reduced.
Goo Roller: Sludge shots roll along the ground on impact with terrain, leaving behind a trail of small and short-lived puddles.
This would be awesome to squeeze some more FPS
Hurricane Overclock Idea : Airburst Warheads (Unstable)
"Laser-guided missiles can miss too, and regardless of aiming skills, it feels bad when it happens. R&D modified the missiles with proximity detectors, so that they'll detonate when they get near bugs. Need a 'no-fly' zone?"
- Missiles automatically explode near bugs
- Area damage and Blast radius increased
- 0 Direct Damage (For obvious reasons)
- Halved missile flight lifespan
super super super duper small, but if there was a way to have female character models thatd be dope
I had a couple thoughts about how to fix the mechanics of the Hurricane's Plasma Bursters OC, and the Nitroglycerin mod.
Plasma Bursters need a few second period where they "glide" across terrain, after which they'll crash like normal. Even if I focus on trying to avoid terrain I waste 70% of the missiles into rock right away, which makes this OC insanely inconsistent, regardless of whether theoretical stats are good. Alongside this change relabel it an unstable OC because it's obviously not a balanced OC.
Now even with this fix, Nitroglycerin is in a bad spot where it's basically forced to be only useful on Plasma Bursters, in order to not be totally broken with them. Address this by reworking Nitroglycerin to add a little % increase to both area and direct damage over time, so it scales evenly with ALL Overclock builds. This way it can be good and balanced for stock Hurricane, Plasma, and even Jet Fuel, leading to genuinely interesting build variety.
Embedded detonators overclock fix - When using the born ready perk, it reloads the Zhukovs without setting off the shots from the overclocked ammunition. Changing it so that it does so would be neat, and it could allow for more strategic plays when using this combination
A weapon framework, that makes some parts of the weapon look wooden (such as the stock or the barrel guard). This would give them a kind of older look and there aren't any better alternatives for achieving such looks afaik.
It would be much appreciated if when looking at your weapons, there was an option to hide/show the weapon stats, so you can see it in full view (and zoom in/out!). I've been wanting to make an album showing off my favorite, great looking weapons with different combos of stock/skins, but the info can get in the way, especially the Hurricane.
Thanks!
To add on it, the paintjobs would only affect the color of the metal and details, not the wood.
On April 1st, replace the b in abyss bar with a p, and see how many players notice. (revert after April 1st)
Balanced OC for Lok-1: Turret Sync
+Much faster lock-on and higher damage against your sentry's current target(s)
-Slightly slower lock-on and slightly lower damage against enemies not targeted by your sentry
Would basically allow for a build that relies on your sentries to have low damage, but when they target an enemy, that enemy is massively weak to your rifle, and can be taken out in a burst or two. Makes your own group coverage a little weaker in exchange for large single-target damage.
make achievement for clearing hazzard 3 or higher difficulty without using flare gun or throwing a single flare
Countersuggestion: Make achievement for clearing hazard 3 or hicher by only using the utilities
These ideas were not by me but it think mixing a few of ideas together could make something interesting so
r&d have massively modified your gun so that it in fit modified sentry ammo into your gun, this comes with drawbacks but also sends fast transmissions so your sentrys will target what you want
sentrys will priotize what ever you lock onto for the amount of bursts = to lock on (would not need to maintain like neuro lasso)
massive damage to targets your sentry guns are targetted to (alternate upside sentry guns do more damage too the target they have been told to shoot with the lock on)
you draw from your sentry ammo pool
less damage
less clip size, and maybe less sentry ammo
less lock on
Point would be you would do lots more damage staying near your sentrys and defending points but your much weaker when far away.
DLC PIRATE ARMOR
and anchor pickaxe
🥶 DORETTA REWORK + QOL🍦
I thought this would be lovely if its made correctly
-You can deposit minerals on Dotty
-When the extraction finishes, a mini mule with yellow camo will pop out
-That mini mule can have Dotty´s head attached, and you will be able to pet her too!
-This minimule could not carry more minerals but it will go to the drop pod and bring dottys head back home
Season 2 something with pirates
🔥 A balance idea for the Napalm Rounds Mod for Hurricane GRS 🔥
I feel like instead of converting the damage to heat, increase the heat level to maybe 40% and do a damage reduction to maybe 20 - 25% since the current 33% damage to heat conversion really doesn't handle well in hazard 5.
Another good idea would be to maybe nerf the volatile bullet overclock for the Gunners Bulldog and revert the heat level back to the hurricane the way it was before with a slight damage reduction.
Make it so when you press tab instead of going to the map like usual you will still go to the map but have a bar on the bottom thay lets you go to say DD forge equip wardrobe promotion, it won't tp but j hate walking everywhere. That or add perks on the rig so I can dash places
Being able to set turret priority by weightclass so you can have priority 1 those littel jellyfish and babys then grunts then pretorian and up. This would be pretty good to prevent it from wasting ammo on opressors and having it focus down shockers if you want
New Active Perk: Bug Reppellant
R&D Finnaly found a non Hostile way to scare these buggers away. Well for a short time at least. Also it doesnt say you cant be hostile to them. Just keep in mind that it itches like hell.
Passive : Standing Still for 2 seconds Grants you a buff wich gives you a 10/20/30/40/50% chance that small enemies will target another player than you (except if youre alone or last standing) (glypid swarmers,naedocyte,Deepthora and with half of the mentioned chance (5% and so on) exploders
Active: (Can be used twice per Mission): Holding primary and secondary key at once will apply a new coat of bug repellant to you: Makes you invisible to ANY Enemy Except: Bulk Detonators, Leeches, Minibosses, Bosses (Dreads and so on) and Hooli Hoarders) The effect lasts for 15 seconds or until you damage an enemy then it will attack you. 8/7/6/5/4 Minutes cooldown
Separate suggestion: ECR should limit your max locks to 3 locks per enemy.
New Support Tool/utility for all classes (Another tool to choose in the third slot)
My objective was not to make change the roll of the tool but to make a new way of doing the same or a simular job.
Driller, Replacemnt for Reinforced Power Drills
Explosiv Wire (+ charges)
The driller places down a small devise that can launch forward a wire with charges attached to it into a wall. The driller has controll over how the wire goes in the wall (I was thinking simular to how the pipelines work) allowing you to drill a path in the wall to get to otherwise inaccesible places by detonating explosives in rapid succesion.
The ammo is consumed by how far the wire has to go.
Engineer, Replacement for the Platform Gun
Terraformer
The engineer uses a terraformer to move the surrounding material closer to them changing the terrain to better suit the sittuation. It works of a bettery simularly to how the drillers drills work it has a limited range of about 25m(could be tweaked) I thought this was a good range since it a bit farther than where the platform gun starts dropping.
Gunner, Replacement for the Zipline Launcher
Jump pad
The gunner puts down a jumppad they have aimed to land where they want, its faster than the zipline launcher and can go much more vertically but it still has full fall damage and has a bit less range
You have a limited amount of pads in the same way you only have a few ziplines.
Scout, Replacment for the Grappling Hook
The idea was a granade launcher that shoots small granades that launches you you can either tap it for a short delay or hold it for it to be placed on the ground and be activated by hand by anyone of your team.
You have limited ammo compared to the grappling hooks unlimited ammo but in exchange it can be used by the whole team.
(Please dont remove the Grappling Hook its a good and fun utility)
Pm for more details if you want and ill respond when I can.
New Gear Modification Tier for the LMG Gun Platform, placed between the current tiers 3 and 4.
Column 1: Enhanced Coolant. Each of the sentry's bursts is increased by 50%, and increases the burst rate of fire a bit.
Column 2: Remote Reloading System. While you have your Terrain Scanner out, press and hold E to refill all of your active sentries. However, it has a -15 reload rate.
can we have a meme discussion channel? I have seen lots of trying to talk in #drg-memes-no-talk for some reason but it would be nice to have a meme discussion channel acting as basically a channel where you can reply to the memes without having to use the reactions.
Fun space rig pastime Garbage disposal! A small tube leads out side the space rig. loading stuff in, you would pull a lever and watch junk sail away into the cold vacuum of space. That said, Dwarves unfortunate enough might find themselves in the wrong garbage disposal at the very wrong time. You'd need to some how become small enough to fit inside and a carless dwarf pulling the lever. New voice lines of mission control getting absolutely livid with the expensive equipment, tools, fellow co-workers you jettison into outer-space. (if technically possible) While out in space, swap out the player model with a rag-doll so they spin and tumble away into the abyss. *Loading screen has barrels floating in space so I figured "how did they get there?".
Achievement idea:
Self Taught Hacker- Perfectly hack 10 Patrol Bots.
A perfect hack, to my definition, is completing the hack of a P.B. without missing. (Time it perfectly in other words) When or if the devs decide to add achievements based on the new mission/enemies, I feel that can be a relatively simple one to get the hang of. (And no, it isn’t 10 in a row; was also gonna say 20 bots, but that’d be too many)
Rework the layouts of Glacial Strata
Idea: Gain a permanent 2% increase in credits gained per mission every time you get promoted to a new color.
Ex:
Silver: 2%
Gold: 4%
Platinum: 6%
Diamond: 8%
Legendary: 10%
Not every promotion, just every time you get to a new promotion tier.
Use the shallow grotto area for some new industrial missions such as a mission where you use dwarven forklifts to move very heavy objects into an even heavier lifter than the minehead and another mission where you have to defend a base from breaches in the defenses while placing walls and turrets just like a tower defense
How about unique challenge markers that only show up in certain biomes? Like Chilling, where you're in a constant state of gaining freeze bar or Combustible, where the hot air is liable to set you on fire if you don't cool off? Either that or make the "traps" in biomes fill their respective bars more rapidly or deal more damage
Surprised that there isn’t a upgrade for the hurricane that increases the firing speed.
Add one maybe?
CRSPR flamethrower OC: Hellstorm (thanks @near glacier)
++Flame AOE (Spread)
+Heat
--Range
-Reloading speed
change the Industrial Facemask to a Beard cosmetic, from being a headwear
Make a test button in weapon/pickaxe modification menus, options being from third and first person, so you can see what your pickaxe will look like swinging before going into a mission. Third person would be what others see.
possible armor upgrade: armor lasts much longer, but only prevents 80% of damage
Give glyphid wardens unique screams. You can tell an enemy by its sound, yet when it comes to wardens you can't tell it's one or a web spitter
probably as an alternative to healthy or overcharger
More Warning Suggestions
Unknown Intel: It's a secret what the primary and side objective in the mission are until they're stumbled upon.
Broken Weaponry: Guns sometimes jam and have to reload to be usable again.
Tougher Rock: Everything takes extra hits to mine.
Silence: Dwarves gain a noise meter and if it reaches too high, a special type of enemy will appear to attack (possibly also attacking enemies if they get too loud?).
Ebonite Plague: Enemies can randomly be ebonite versions.
Tunneling Foes: All enemies can burrow.
Q'ronar Outbreak: Most enemies here are Q'ronar.
make doors open slightly faster
passive perk idea:
Teamwork!: deal x more damage and take x less damage while with within y meters of a teammate or bosco
perk that increases jump height
Season 2 should be Karl themed
Counter suggestion: control mentions that in extermination missions, glyphid cocoons are when dreads are pupating, to become something even worse. Maybe season 2 will have a bit of an introduction to what that might be?
Deep Rock Galactic official dwarf seasonal calendar that is a bunch of pictures of the DRG team for spring/summer/autumn/winter. sports different themes every time the in-game season changes.
Overclocks for movement tools? They're signature / important enough it'd make sense for the game!
I just like movement okay ty
Please make some sort of large pentalty for people who join matches 10 minutes in just because they want free XP and credits, honestly just makes everyone else feel cheated out (or simply not allow people to join after a while)
A new wave esque mission that works similarly to cod zombies that ends with you angering the king/queen glyphid in the area which is a big boss that represents a dread that fully went through its growth cycle.
(Boss idea #1: is a queen that will sometimes call nearby glyphids to gather around so that she can eat them and restore health, which will make fun prioritization of AOE from driller weapons and great use of gunner stickys.) (Boss idea #2: a boss that gets weaker when the cave is more lit up, which would give high and medium powered flares a more noticeable difference and give a boss that the scout class can be handy for dealing with do to their utility.) Sorry if these seem too bizarre or wacky for some
IMHO there should be a weapon/pickaxe color scheme equal to the suit schemes to make it homogeneous, like with the roughneck pack, dark future or scale brigade set 😄
Would like to feature request a weekend breakfast buffet. A bartender-served cup of Deep Rock waffle batter would be fine.
A small lil thing for the weak lighting people since they have worse flares they could maybe have a little stronger headlamps since they would be having to get more up close and personal with a lot of enemies and just helps with a little digging
With how typically corporate our employer is, I am quite surprised that we cannot overdo our volume-based mission objectives for some extra rewards. Like when you reach your Morkite quota, but there are still another 3 veins in this cave alone. Would be nice if depositing extra on top of what was mandated was rewarded with some XP, credits, or both. For Morkite it could be a bonus every 100 units above baseline. Secondary objectives could use this treatment as well.
A button to get rid of the little red "!" when you obtain a new element, it is so boring to have to check all the new elements manually
Would be nice with subtle visual effects for invisible effects. Some being Burning Hell's frontal aoe cone (Gunner OC), Scout's Improved Blast Wave (Boomstick t4 mod), and fear effects in general so teammates understand when someone is causing fear / when a mob is feared
The more people repairing doretta, the more effective it is
Maybe it ticks faster or maybe you gain +% for each extra person repairing
I would like to see a ranged version of the Hand drills. something akin to how the fuel cells in Escort behave.
I would probably let the minerals just drop, but it would make the drillers jobs a lot easier
An areana where you can have a friendly fight with your comrades! cannonically you're using paintballs insead of bullets
Bottle opener pickaxe parts
Add cave ins to the possible environmental effects. The areas could be identified by being loose dirt in a tunnel. It could have a stability mechanic that decreases over time and when it's disturbed. Then the area becomes a big block of loose dirt. Any dwarf caught in it when it changes is burried alive and takes some damage.
I've heard some things about a card game section in the space rig, I wanted to elaborate on it.
The four suits are based on the four classes (just realized that this ruins suits sharing colors, but as long as we don't play any games with that mechanic, it)
will be fine)
the aces are beers, flaming love for driller, blackreach blonde for scout, smart stout for engi, and flintlocke for gunner, or something else, if you want to choose based on color scheme
the kings are all different forms of karl
the queens are allies, molly, bet-c, bosco, and steve for driller, gunner, engi, and scout respectively
And the jacks are the actual dwarves, like the ones in the memorial hall
End the debate of whether or not gold is worth the time to mine for people who want credits
Gold should feel like it's worth mining for the reward, not for the sake of being something to mine Give it some love and make it more worthwhile to mine a vein of gold. 30xp and 90 credits is a pitiful reward for the average gold vein.
Small textual change. On core infusers rename "Battery inserter" to "Battery Inserter"
can we please sit on chairs in the space rig
Lots of fps games have sliding. Sliding feels like something elves would do so dwarves should be able to do slow somersaults instead.
The DRAK-25 aim reticle should properly show the spread instead of staying the same size. It would help guage the spread without having to guess.
Played with the sludge pump and got an idea, an unstable overclock where the charge shot bubble act like gunners cluster grenade at the cost of damage and ammo.
Mantis beetle
If you are downed, the dwarf should react to getting hit. Jolting, Covering the Neck, Swinging Randomly on the ground. Yelling for someone to get them off.
🌽 skin
Mission Control should use this comment randomly:
"The only good Glyphid is a dead Glyphid"
it would be a nice touch if silver gold diamond etc ascension levels got small little things like flare upgrades or a tiny bot/pet that could help a little bit on some things like carrying a nitra chunk but useless in fights
Add a sandwich bar that adds ingredients scaling on your player level. Have different sandwiches give different buffs for the next mission.
There could also be different types of sandwiches that give buffs but also de-buffs. Ie. Increased damage, Increased damage taken.
a custom built sandwich tho, i remember a minecraft mod that could let you make a sandwich from up to 10 of any item you wanted and eat it it was funny
Add main mission objective for Industrial Sabotage when looking at the mission terminal. (its blank rn)
a cool idea for future missions would be asteroid mining! go out to the belt surrounding hoxies and mine some asteroids for tons of morkite!
make a eyewear slot, so hats and goggles can coexist.
Can there be a "test microphone" option in the audio settings menu where you can hear how you'll actually sound to other players? The game tends to have my mic be rather quiet even when its right in front of my mouth
molly skins!
Trading system for Brewing Materilas, just like normal materials but more alcliholic
Consider making more skins to be applicable across weapons, armors, and pickaxes. Right now there are only 7 colors that are able to be on every piece of kit that we have access to, and 6 of them are DLCs. Supporter, Megacorp, Dark Future, Dawn of the Dread, Roughneck, Rival Tech, and Mosscrawler are the only ones right now. Also, there are colors that are like this close to being the same, like Trusty Rusty, Driftcrusher, and Gritty Sandbox, but they don't quite match, and it's a bit frustrating to not have matching armor/weapon/pickaxe skins when the other cosmetic customization options are nearly limitless.
Please reduce enemy spawn rate down to normal levels when or shortly after Hack-C has withdrawn into his pod.
He's not making the noise that would attract the bugs anymore, and if you get driven away from the area with losses it can be impossible to recover since there's no time-out on the challenge
If Steeve survives a mission for the first time after you complete that mission, Steeve comes onto the space rig. (Possible hidden achievement?)
Make cave leeches more common.
Give us a primarily red pickaxe skin!
‘Leave team’ and ‘exit to desktop’-buttons on the mission results screen. It would be nice if I didn't have to wait through a loading screen when I know it's my last game for the day.
versions of the black crag armor paintjob for all of the class colors
Personal room customization would be tight.
My least favorite thing about DRG is that you need to get the same cosmetics for each class. At least make class specific cosmetics, that would be cool.
Unique, quiet rock-and-stone/beer voicelines for the Memorial Hall. To, as the screens say, "maintain silence and show your respect to those who have fallen."
Example salute voicelines:
- "[sniffle] ... Rock and stone, brothers."
- "... They rocked and stoned, but they didn't come home."
Example beer salute voicelines:
- "... To the fallen."
- "... To danger, to darkness, to dwarves."
Hi, I have a suggestion: on point extraction could we NOT have the drop pod land in random bubble chambers hidden behind 50 meters of rock wall. I've had this happen to me twice so far. I understand the maps are all generated through RNG, but what is with these random, disconnected bubbles and WHY is the drop pod allowed to see them as valid landing spots? There is literally no path to get to these places and I have no way of locating them on the map until after the drop pod has landed and I'm fighting off a massive swarm oh haz 4/5.
- as a note, both incidents of this happened in the dense biozone.
a way to disable particle effects, they make me feel really gross to the point where its hard to play the game
simply, a fist pickaxe. for the true roughnecks out there, not afraid to get their hands dirty with glyphid blood, or beating the pulp out of nitra
When entering with a leaf-lovers special in the memorial hall, Mission Control will tell you to leave as you are showing disrespect.
ball jokes when you slap the gunk sacks, preferably for scout. as he seems like an annoying type of wannabe funny guy type of character
It'd be nice to have more than one active assignment so that if you play with friends you don't have to choose between not getting any done or cancelling your current one
Or if you party up it'll match all your assignments to the same mission even if they're different assignments
threw this together for fun
Ultra saggy chin skin
Vampire Perk should increase your oxygen meter in oxygen limited missions. Undead usually don't need such silly stuff after all. Would provide people an option if they find this mission factor particularly frustrating.
Make deep dives count for 3 missions' worth of battlepass experience rather than a little over 1 mission.
Warning Suggestion
Broken MULE: Every so often, MULE will break down and need to be repaired in order to move and work.
allow us to trade in otherwise useless error cubes for extra minerals. god knows i need it.
I noticed a cute lil' lantern sitting on a console in the med bay. Perhaps there could be a means of trading out the rechargeable flares for a dim lil' hip lantern or something?
I highly doubt it, but a derg can dream of shinies.
Not sure if this is in
Cosmetics:
- Viking war braids
- Celtic war hawks
- Viking/Celtic war paints
- Axe of hoarfrost cosmetic matrix core for driller throwing axe
Overclock: (Unstable) Unstable Concoction
For: Hurricane
Build speed and damage over time (scales exponentially and doesn't stop until it hits a target).
only 6 rockets allowed out at a time
-33% total damage
By adding a concoction of multiple chemicals that react to velocity, the Hurricane has increased the damage potential infinitely, and the speed the same. However the guidance system suffers and the rockets are overall weaker.
Would it be possible to add a 'previous mission statistics' section in the mission statistics terminal with information on mission type, class played, number of kills, downs, revives etc. Just like the end of mission screen, but in a way that doesn't go by as quickly?
Give driller an oppressor grenade that sends bugs flying, to replace HE grenades
You know today i woke up thinking about a female dwarf in next season or season 3 maybe🙄 rock n stone forever miners⛏
Not sure if this was ever mentioned (but I'm sure it was) but maybe another type of support tool for each class? Like something to replace the engineer's turret (like maybe a mini-bosco or deployable barricade) or something to replace the gunner's shield (which I very rarely use, I feel like it's a waste when I use it)
I can't think of anything for Scout or Driller but I know the DRG team is far more creative than I am when it comes to this, considering I never would've thought of a game like this in the first place
More drones for singleplayer might be nice too, maybe ones that can grab objectives or store what they mine, and then they can leave one of those supply packs (the ones that players leave behind if they leave mid-mission) and as trade it can be less effective in combat, or one that's more effective in combat but is less useful when it comes to utility. Just kinda want more diversity for singleplayer, even though I know the game is literally built around playing as a team
Okay last one: The “mushrooms!” line should still play with Bosco around, instead of calling him over (it might already but I just wanna hear that mushroom line, one of the downsides to playing alone)
New Mission Modifier Equipment Mix-up
Primary and Secondary weapons are randomized, as so are their mods and overclocks
QOL change let bosco destroy radioactive crystals
-DRAK-25 should have an auditory que when heat level reaches >50%, much like Lead Storm. T5.2 kinda does the job, but it feels annoying to constantly look away when using Manual heat dump.
-Shield Battery Booster should give out the same or a higher damage boost as Overtuned Particle Accelerator, with the rest of upsides remaining (could also lose damage in proportion to current Shield level to compensate). It's supposed to be a high-risk high-reward overclock, but currently it's more work that both other unstables, which are much safer and consistent to use.
-Compound X is an extremely situational upgrade, but the idea of extra damage to armor shells is great - this could be applied to some other armor-breaking mods to make them viable in their tier (M1K for Hypercoolant builds, Leadstorm, BRT, maybe Autocannon, just.. **not **PGL.)
The Hawkeye system in its current iteration is not an attractive option as compared to its alternative. The Hawkeye System's synchronization with your pointer should be implemented as a baseline feature of the Sentry Gun, and it should be replaced with something as impactful as the Defender System:
Streamlined Systems
A design variation that introduces a number of convenient upgrades that makes the Sentry easier to use.
- No longer requires reloading
- Halves setup time
This may seem like a lot, but consider how enormous the benefit from the Defender system is. I would argue this is equivalent, if not still a little short of Defender.
(Half joke half not) make Steeve be called different names depending on the type of glyphid.
If there isn’t already, there should be ways to see how much ammo you have left without needing the hud, similar to the ammo readouts on most of the guns. Not sure about the C4 but the shield could have its light split into pieces, with one piece for each use
For Christmas the Caretaker should have a big santa hat
mark Season Challenges on the Map
Mini Mules that you can use.
Possibilities range from the obvious: adding an Anomaly that gives every Dwarf a Mini Mule instead of the team getting Molly.
They can be targeted and destroyed, which would mean you'd have to repair them similarly to the mission versions, just faster.
To the out there (but I think much better) option: An active perk that adds a Mini Mule following Molly, when activated the/one of the Mini Mule(s) following Molly will be called to you. You can deposit ores into a Mini Mule except for large ore chunks.
The Mini Mule can also be targeted by enemies, which after being broken will need to be repaired similarly to the mission type Mini Mules (although a shorter rebuild process because you aren't reattaching legs and it hasn't been sitting underground for a while.)
The levels would be 5 min cooldown, 3 min cooldown, 3 min cooldown (not sure about the cooldown times, I'm not a game dev so balance is hard to think for.) With the final level adding the ability to strap one large chunk to the Mini Mule like you would an Ommoran Heartstone or a Data Rack to Molly which will be counted instantly but needs to be brought back to Molly before another can be strapped to the same Mini Mule.
I think that even the Anomaly would be very cool and give us a reason to be finding so many lost and broken Mini Mules but the Active Perk would be much more interesting.
-give Subata 120 the Volatile Bullets OC like the Bulldog Revolver
-new threat modifier causing the bugs to attack the M.U.L.E, who will break down and need to be repaired after taking enough damage (like Hacksy)
-make Bullet Hell OC for the minigun have a 100% chance to bounce and maybe a longer "range"
-Boomstick + Warthog shotguns should have their reticles scale with accuracy
-increase LMG Mk2 damage bonus to 5 from 2, and/or self assembly at half the assembly rate
- you can tell Molly to stay or follow
- you can use the pointer to select where to place Molly
It would be great if Molly's autofollow was even just disabled during events. It's specifically during swarms that I've run into the issue of Molly constantly shoving me straight into the waiting mandibles of a crowd of grunts.
Have the Dwarfs yell "Hurry up you ugly pack of bolts" when resupplying or depositing while bugs or a swarm are approaching.
Achievement for killing Hiveguard with Detonator
https://www.reddit.com/r/DeepRockGalactic/comments/r3dd65/using_detonator_to_oneshot_dreadnought_hiveguard/
The LOK-1 should have a small glowing red circle visible at the target location for the bullet. Please view this beautiful diagram for a demonstration of this concept.
The only way to get rid of a used mug is to rudely toss it, but say for instance there was a second dishwasher bosco (washco?) that could take it from me... I might tip more if he could politely take it from me
Overclock Change Suggestion: Explosive Chemical Rounds; Seeing as the 'every 3rd shot' explodes, maybe changing the way the gun works? (I know, easier said than done but just hang with me for a second). The OC would change the fire rate to a 3-round burst like an assault rifle; letting every 3rd shot out of the gun explode. They would still track inside the UI Lock Area (that would just be up permanently when this OC is equipped) so a wider zoom lens would all more target to get chanced to hit, while the minimal lens would let you focus on single targets. This of course would be a lot to change and may defeat the purpose of the gun but I love this weapon already and a COMPLTELY different shooting style when having a OC attached would make this even more icing on the cake. Feel free @ discuss me. Rock and Stone.
Have Bosco display a middle finger if you shoot or hit them.
Praetorian sized exploders / bulks
I've had 2 people in a row summon the drop pod before the rest of the team was ready, and I was a little annoyed to see that I couldn't kick these trolls. I assume that the host can't kick team members after the drop pod was summoned to prevent trolls from mass kicking their team, but this is almost as annoying. Maybe make it so that only the person who summoned the pod can be kicked?
Compact Rounds on the PGL should have its area damage penalty removed in favor of something else. As it is, CR makes it so you can only hit the breakpoint for Slashers on Haz 5 if you take both of the area damage upgrades, when you're only about 4 damage short of the breakpoint if you only took one of them.
If it didn't have the damage penalty, you could take more ammo, making the PGL noticeably better at trash clearing without leaving slashers barely alive unsatisfyingly. The PGL already isn't Engi's best secondary, so giving it another particularly good option couldn't hurt. Currently, it's actually almost a straight upgrade to take Pack Rat and forego one of the damage mods in favor of an ammo mod, since you hit 130 damage with the AoE that way and end up with the same amount of ammo.
Lootbug boss 
The colour selection should be a bit to the side, so the weapon can still be fully seen with the skin on
(now half the weapon is covered)
Manual Guidance Cutoff for the Hurricane is a bit underwhelming at the moment. To make use of it, you need to stop shooting, and you can already accomplish it's main feature by simply switching to your secondary. If you wanted to stick with the theme of raining down rockets on a pack of grunts, a good addition might be some lock on functionality, maybe rockets turn towards any bugs within 1.5-2 meters once you're no longer guiding them. (This would of course be unique to the overclock, not the weapon itself)
Adding a "majority vote" SETTING for lobbies.
What for?
For things like calling the pod or supply.
Rules?
- Pushing the button counts as a yes. Not pushing it within 15 seconds counts as a no.
--- Same with supply. "Greenbeard wants to call in a supply pod. Y/N?" (Keyboard prompt AND / OR interact with the blueprint/phantom/shadow/outline of the pod) - Odd number of dwarves: Every dwarf gets 1 vote
- Even number of dwarves: Hosts vote counts for 2 (so there will be no stalemates)
What does this fix?
It eases frustration in random lobbies, by making it pretty much impossible for new people or trolls to mess things up on their own.
Why stress that it's a setting?
It has limited use in "premade" lobbies, eg friends playing together via discord.
Also some people might simply not want to have this option turned on. Giving players agency is always a good thing.
What about downed dwarves who can't vote?
Downed players don't count.
So a 4 player lobby with 1 downed player would need a 2/3 vote.
--- Alternative Setting: Allow hosts to toggle "No dwarf left behind", disabling votes unless everyone is alive and well.
-----> But truly. Make this a player decision.
What if the Driller is a troll, kills us all with C4 and calls the pod?
Yeah well, props to him. Big brain play actually. =P
Can we get a small grabber pet in the space station that flys around and picks up random barrels after you pet it?
Sync up all player assignment missions for the low fee of 30'000 In Game Credits
Why though?
I often play with friends who recently got the game or don't play as often. So most of the time we are doing their missions but that means I cannot progress. However i wouldn't mind paying a good fee to sync the missions up so we can all progress and still enjoy playing together.
How would it work?
The host has the option to sync up all assignment missions of his lobby by paying a fee. It'll select the hosts mission for everyone and finishing that mission will also progress everyone's assignments. If the host does not have any assignments it'll select a random available mission.
The missions would only be synced up once. After that mission it's going back to normal.
big beard
For those painful situations where you're at level 24 with 20 xp to go until leveling up, the barrel game should give you a tiny amount of xp. Maybe 1 per 20 points or something like that, just so you don't waste 99% of a mission's xp to get you to level 25
Shift-click the ‘leave team’ button to skip the confirmation dialogue.
A new type of Core Infuser event: Barrel Retrieval. Mission control is fed up with your antics and needs you to bring back all the barrels you dropped in the launch tube back up to the space rig. You have to retrieve all of the barrels, but you're allowed to move them around before you start. Just keep in mind the extraction tube could land almost anywhere. Of course, you can't be reasonable and carry them, only kick. Oh, and of course, all the noise you'll be making doing that will be sure to alert the wildlife. Your quota is around 28. Get it done team.
Remove the option for "Sprint" and change it to "Walk". Make sprint default.
Because:
- There is no point whatsoever in walking by default, because absolute most actions are done with sprinting. Take any statistics and you'll see that most players are sprinting 90% of the time or so.
- Default "Switch sprint" logic doesn't work well. Can be interrupted even by a slight landscape bumps. It's often hard to tell whether you are walking or sprinting.
- Default "Hold to sprint" logic also doesn't work quite well. If you keep the button pressed all the time, the game will eventually stop registering it after you do some other actions aside from "moving forward".
- There is no stamina.
A music disk player in the dwarfs rooms where you can listen to the games soundtracks.
Show names of players above them in the Space Rig (when holding CTRL)
A few new overclock ideas for the Scout's GK2 Assault Rifle
Why?: I've noticed that ever since the DRAK Plasma Carbine was added, the GK2 has become a lackluster, underpowered middle ground between the DRAK and the M1000. Most of its overclocks are boring, they do little more than make minor stat changes. I almost never see anyone use it anymore. It needs more powerful and interesting OC options to make it competitive with Scout's other options and more fun to use. Here are a few concepts for OCs I think would make the GK2 a much more unique, fun and worthwhile weapon.
I would love it if I could choose in the settings which display the game is on. I've got a 4 monitor setup and it always seems to choose the wrong one. I have to unplug monitors until it goes to the correct one. I can use Alt+enter to move it, but as soon as I full screen, it goes right back to the wrong one. (Using Windows 10, the Steam version of the game, for reference)
Suggestion edit to clarify: Suggestion: jukebox mission for molly meaning molly gets a mod that allows her to have juke box. mission assignment will unlock more songs. some songs can attract bugs, some songs can repel or slow
Make the over-boots perk enabled via pressing space a 2nd time in the air too
A new Driller weapon would be awesome of a Mattock similar to the ones in concept art for the dwarves of erebor in the Hobbit. Allowing one way for clearing hordes or base damage than R swaps it to an Armor piercing set of attacks
Got an idea for a new mission type as well as a couple seasonal events to go with it to be packaged as a season if it makes sense.
The mission type is Rescue, the lore behind it is that when Deep Rock Galactic first acquired Hoxxes VI they sent many scout teams to look for potential places to establish a planet-side hub which would have drastically reduced costs for sending expeditions. To do so they sent scouts coupled with Bet-C units to scout for a potential location and also to note any important landmarks and deposits. Throughout this period many teams were lost and after taking a hard look at losses management decided that the project was ultimately not worth it as no safe location could be found, resulting in them sticking with the space rig and drop pod system for dispatching teams.
Cut back to now, the dwarves are sitting in the Abyss Bar, bummed out that their comrade Karl couldn't be there to celebrate Deep Rock Galactic's Anniversary of acquiring Hoxxes when management informs them. "You boys aren't going to believe it, we've received a message from an unexpected source!" cut to an audio recording of Karl, who has claimed to have found so much loot that he couldn't possibly carry it all back and urges the Dwarves to come to his coordinates immediately to help him. Excited the dwarves start preparing in a hurry and before long they are taking the drop pod down.
When they arrive, they leave the pod to an eerie quietness and darkness. This puts them on edge as the drop pod leaves. Once it clears the room many bugs suddenly burrow out to greet the miners, after a bit of a fight an unfamiliar sound is heard as the dwarves turn to the shadowed creature with one exclaiming. "Karl, what have they done to you?!"
The Rescue mission type is basically a multistage boss fight with a fast illusive enemy that retreats deeper into the cave at the end of each phase, giving the dwarves a breather and the opportunity to explore the room they are in. Molly would be included into the mission and the starting room should be generous with resources. there is a dirt path connecting a tunnel to the first room which is where the creature is. It is an adult Xynarch Charge-Sucker, which has grabbed one of the first dwarves and is using it's comm equipment to lure dwarves into the traps. Once the fight starts mini waves of bugs spawn as the Adult Xynarch Charge-Sucker flees around the room, it has no attacks of it's own but is supported by some of the Dwarves turrets which now have charge suckers on them. After it's health is depleted it rapidly heads toward the exit (which has no dirt path). triggering an explosion which connects the first room to a tunnel to the second. At this point it is safe for the dwarves to explore the room (for the most part.)
This repeats twice, which each encounter adding more technology infested by Xynarch Charge-Suckers. at the last room one the hit points depletes you can revie the dwarf who is still very hurt. He can defend himself with a shotgun but can't move without dwarf assistance, using the Elite Scout's Comm equipment, Deep Rock can send a Drop Pod far closer to the dwarves' position triggering a defense hold out while the dwarves wait for the Drop Pod, which drops in the room they are in. They can then complete the mission by helping the advance scout into the pod, completing the mission.
For this event, the seasonal collectable would take the for of Momentos of Karl. The first is a petrified Gyphid Cocoon with a pickaxe sticking out of it, upon retrieving the pickaxe a Gyphid Dreadnaught spawns and must be killed. The other is a data journal, which is incomplete. This event has a total of 4 pieces that must be retrieved somewhere in the cave. Each piece makes a beeping sound similiar to a Helmet and is defended by at least one formidable enemy (Praetorian, Brood Nexus, Breeder etc.).
include the kursite enemies in the bestiary, please
Red iron will icon, which appears when using the perk should beat like a heart, increasing its BPM. When the icon beats real fast it means iron will duration is running out
Area Suggestion:
Dark Chasms, an area known for having a lot of very deep pits that should be avoided, as long as having little to no bioluminescence. Home to the cave leeches, they're quite common here, alongside some... bigger versions (that could be a random boss spawn). Be watchful of both above and below, danger is all around.
Bet-C gives you an XP bonus too 👀
LET. US. BRING. STEEVE. HOME.
The only thing that bothers me in customisation is the fact that you either pick only one victory pose or leave it completely random. I'd rather have the option of picking multiple victory poses that would random to one of them when a mission ends, letting me see my favorite ones more often without having to manually change periodically on customisation or just hoping to get a lucky random.
As an antithesis to low gravity they can add high/strong gravity as a warning which causes shorter hops, faster drops, and more fall damage. (would give more encouragement to use hover boots sometimes as well since I don't see many use it personally)
Turn the droppod into a giant barrel for an April fool's event
Enemy Suggestions
Mactera Young: A smaller form of mactera that quickly darts in and nips at you, possibly about the size of a fester flea, albeit not as quick or passive as them.
Radioactive Bomber: Mactera goo bomber but in the radioactive exclusion zone.
Mactera Exploder: An orange form of mactera that will dive bomb and explode on impact.
Mactera Repeater: A weak form of mactera that hangs back, charging up before rapidly shooting a volley of multiple shots, similar to a minigun.
Korlok Stalker-Plant: A sort of mobile Korlok amalgamation made of a smaller Heart-Clam surrounded by vines that allow it to move and crawl, this creature can emerge from the ground at any moment to engage a boss fight by shooting at players with its cannon-like turrets, vanishing when half of its health is gone. It will reappear before too long after, continuing to stalk and chase the players until it's dead.
What about rogue like or tarkov esque, pay for drop pod fuel, risk losing items on mission, weight encumbrances?
Maybe for another season there can be more friendly interactions with other mining companies. There could even be some missions under their control, so we’d get a different voice for mission control (a feminine voice would be nice for a change, although I would take anything at all really, including more of the same)
the omoran should have random phases like the caretaker does, spice up escort missions a bit so it's not the same fight over and over
It would be nice if there were factions. You could have players grouped up in 3 factions (based on their choice), every faction has a unique logo and background in order to make the choice easier. Players can complete missions for their factions and this feature would enable to make useful PVP missions in the future
Idk if this has been said before but it would be nice to be able to copy and paste loadouts, both cosmetics and upgrades. And/or be able to drag loadouts 1-5 around to change their order
Reading the sheer amount of "Lost Saves/Progress" posts, surely it might be worth getting player's primary saves/info onto a central database somewhere. Let people use seperate saves if they want to fuck around with sandboxes/mods/etc, but for those of us that aren't bothered and just enjoy the base game, it seems a bit crazy how there's no backups for what is, essentially, an Online game.
Edits: Not sure how you can dislike this, it literally would hurt nobody and actually just help people who legit, for whatever reason, can't recover their progress. Baffling you'd object. It's not about if it's "easy" to manually backup saves, or whatever; it's simply not acceptable that in a game with progression systems (let alone Battle/Season systems) you can lose your entire progress if you don't backup your save. What other game where it's multiplayer first and foremost doesn't have server backups?
Please remove the "Too Far" indicator on the grappling hook UI. The numbers turning red and staying on screen when your grapple location is too far is far more useful and does the job just as well if not better considering you don't even need to speak English to understand what the red coloring means. As of now the text coming up and replacing the numbers is actually detrimental and frustrating to experience.
Baby 
Something I have noticed about all the bot boys that DRG has for us is that they all have some sort of thing or personality almost. Doretta screams a lot, and you can pet them so they do a funny little animation, and ping her for funny comments. Bosco and Hack-C salutes you when you salute them. Lloyd salutes you when you tip him or come up to the bar. Hell even Lloyds tip-bot does a little dance!
All bots do something funny or something just cool, except Molly.
Besides the occasional funny voice line said by the dwarves about Molly, we don't have much else. I personally would love to see Molly have some more spunk y'know? Maybe adding the ability to pet her when you have nothing to deposit? Maybe if you hit Molly with your pickaxe her lights could flash red and do a weird robo yelp? Something just a little more.
Class filter for the Forge
Area Suggestion:
Slumbering Behemoth, a location that's actually the inside of a massive creature that's currently asleep, but that's so large it's able to be seen as its own biome. It's eaten massive amounts of land that still leads to minerals and such to still be inside it, although there are a few hazards here such as an acid rain that requires taking cover, and strange unique bugs that live inside it, feeding off of it (maybe some parasites from the parasites warning, likely new stuff like giant ticks and leeches)
Cosmetic suggestion: more beards. Bigger beards.
Medic class that has a healing drone as a support tool that gets sent out for a limited amount of time / heals a limited amount
QOL Binds for each class that make their traversal and utility tools much easier to use without needing to equip them:
Driller: Use his drills without needing to equip them alongside deploying and detonating his C4
Gunner: Throw his shield without equipping, and also firing his Zipline Launcher without equipping
Scout: Grapple without equipping, along with shooting flares
Engineer: Instantly throw his Sentries without equipping them, same goes for the Platform Gun
(Technically, two binds for each class)
And as a result of these, there'd be a toggle for being able to Switch to the tools with the Next/Previous Weapon binds (or the Mousewheel)
Hello, I don't know if this has already been proposed, but I find that the communication system (except for the microphone) is quite poor. I think that a communication wheel system (by pressing X) and allowing to select a specific type of call would be more useful for people who don't have a microphone. For example, you can call
- When you need help (in general)
- When you carry heavy things (without necessarily having to carry them and press X)
- When you need healing
- To indicate a path to follow
In fact, most of the voice lines exist in the game, the idea I have would be to group them together and allow players to use them as they choose. I'm not saying it would be easy to do, but I think it would be very useful, especially for people who don't have a microphone and/or can't or don't want to speak.
a few ideas for more things in the Rig
-Poker table, the dwarfs can bet crafting materials and credits, and the cards could have glyphieds on them
-Mess hall, you can chow down and have a food fight (management hates you)
-Trophy room, where doing specific tasks (bring dottys head back, taming one of each grunt, finding a bittergem or error cube) results in a small trophy (dottys head, a limb from each grunt, fragments from the bittergem and the error cube)
-Space walk, you can put on a space suit that’s a bit too jerry-rigged and go on a quick space walk, maybe repair a few things for a small credit bonus from management
-Arm Wrestling! spam a randomly chosen key or button to be in!
-Old computer you can play solitaire and minesweeper on it, and maybe even view a few funny emails to and from management (could be used to tease future seasons?)
-Vault that shows things you collected (Compressed gold, bittergem, data cells, error cubes, loose gold, etc.)
i think that just one or two of these would spice up the rig a lot!
Let us customize our rooms on the rig! it would function a lot like the cosmetic shop, but you could buy things like rugs and trophies and flags and decorate it with old pickaxes and pictures from your adventures and shit! would be a cool thing to mess around with, and funny to flex that you have the expensive glyphied shell rug or something
Saving Doreta should increase the Survival bonus by 1
you know what mode id love to see? Everyone has a set amount of free resupply drops, theres no oxygen and no molly, so you have to strategically play around dropping resupplies in proper places to restore o2.
Can we have an option to tap the interact button and the action will auto complete itself instead of us having to hold the button until the interact cast bar finishes?
Extra statistic for medbay: Number of missions since last medbay visit (failure) for each player.
y'know. 'Days since last accident.'
April 1st idea: Cave leech spawns right in front of the drop pod and grabs faster than usual ones upon grabbing you and pulling you up it dies instantly
Heat Seeking Tomahawk for the Driller, it goes scwas scwas scwas scwas scwas
through the air
I'd like to see the supporter glyphid slammer be a separate drink with a unique effect, I kinda feel punished for supporting now that I can't order the regular one at all as well.
(probably) simple to do change with massive impact: make the collor of plasma weapons match the glow (see also, skin) of a weapon in the case of for instance the drak or the beam cutter or the plasma charger. default skin can keep the purple it is now. this would give players a massive choice of collors to work with while making their effects also differentiated (and with more plasma weapons around now, easier to spot who is shooting who)
More detailed player stats and information for each mission, stored in a "mission log" that could be put in the Medbay, sleeping quarters, Memorial Hall, or some other location in the Space Rig. This information would be more specific, including stats like "Damage dealt" and "Resupplies taken," as well as objective-related stats like "Morkite deposited" in Expedition missions and "Pipes laid down" in Refining missions.
This would allow for players to review previous missions and get a more nuanced breakdown of how their team did, without cluttering up the Mission Completion screen. Plus, it would make for good post-mission screenshots/comparisons.
The ability to pet Naedocyte Cave Cruisers
Update the kicking system to actually give a legitimate reason as for the “kick”.
An event where a piece of Hoxxes collides with the space rig up above the planet and you have to take part in an anti boarding action against either bugs or the rival tech that requires repelling them from the reactor room of the space station and eventually pushing them back maybe onto the piece of rock or rival tech barge they came from. From there you would need to plant charges to destroy the infestation or in the barge of the rival tech reactor and then get out before it detonates.
Deep Rock Galactic company would be thankful for you saving the entire operation and an very expensive space station with all the raw resources on it to boot and would reward you a special gift as thanks.
A place in the hall of Monuments for Steve. Along with a stats list such as how many steve's there have been, and how many kills steve has gotten overall.
The next Halloween mask should have the description “Not made to look like the guy in R&D who programmed Molly”
Daily request: fix accidental steeveing, and add fuzzy targeting to prioritize The One True Steeve > Angry Steeve > Stephen
New request: change in-mission sequential Steeve naming to Steeve, Steeve Jr., Steeve III, etc
Plasma Burster Missiles should bounce off terrain. They feel like they're in a good spot otherwise but losing the missile immediately when it makes contact with terrain feels pretty bad, especially when bugs approach from the walls and ceiling or you're on a zipline over them so your missiles just hit the ground after only piercing them once.
Beer which increases the amount of biom specific materials you get (enor pearl, magnite, etc.) by 20%. Call it Lootbeer and the logo would have a picture of a lootbug
i would love for people who cant see as well all the time, including myself, for there to be an option for an outline or indicator arrows on enemies and friendlies. i find it hard sometimes to figure out where im being hit and even with hitting ctrl i still find it hard to find my friends.
Compressed Nitra
have an overheat meter around the crosshair/on the screen
Frameworks that change your weapon to the older models
Add a laser pointer to the gunners missile launcher, ill take a patch or a mod for this i play without a hud it would be a lovely addition
PLEASE make it so overclocks are unlocked for your current class
I'm just starting to get items and nothing is more annoying than getting a new overclock for a class I haven't even played.
Area Suggestion:
Barren Boneyard, an area made entirely of the exoskeletons of differing bugs, this area is why you never see dead bugs laying around. They take them to here. This area is void of any natural life besides some unique Carrion Crawlers that eat the corpses and attack the rare fleshy dwarf they see, although if you stick around long enough and the insects find out you're here then their swarms will be much larger and will more likely feature stronger bugs, as if the place is important to them and they especially hate intruders being within...
One more GK2 OC idea to add to the ones I already mentioned above. Zazymomba gave me the idea to design an overclock that turns the GK2 into a similar weapon to the Halo Series Battle Rifle
Regarding Seasonal events. What about having the seasons build upon each other, so that it can be some sort of story?
Like for example, the next season could build upon our corporation finding out that some other aliens were mining on Hoxxes too. And we attacking them could lead to the aliens trying to fight back in the next season.
That might help players getting more engagement in the game and story building. There could perhaps also be some wreckage of season 1 laying around to give some environmental story telling.
Support tools need overclocks.
I think the ability to move a config from A to B/C/D/E would be cool, like click+hold to drag or select a different slot to move the config. This way you could say, move whatever the loadout from B is to another slot, as just another tiny way to better organize your loadouts without having to redo the loadout all over again.
Add a option to use your spacebar to activate hover boats
I would really like DRG-VR because i like seeing all the bugs in my face 🤣 . And yes, I am being 110% serious.
make aquarqs a rare crafting resource obtained when bringing surplus gems to the drop pod
Silly interaction idea, if you block Hack-C from flying away, mission control could chip in and say something about it
Gotta work for em bro, just how it is
Maybe some kind of mission in which you need to secure an alien artifact, there is already a base with turrets (like in aquarqs missions) around the artifact but it needs protection, you also need to gather nitra in order to give the turrets from the base more bullets. There will be massive waves trying to prevent you from taking the artifact. The rivals will also attempt to secure the artifact. Would be nice to have a base defence mission
Suggestion:
A 1.5x multiplier to flashlight range when u reach Silver 1. This game could use a reward system tied to promotions
High five Bosco when you get close to him.
when a gold bulk exploder is frozen and killed, instead of just not giving any gold it should drop 3-6 chunks of compressed gold
If we can't have {stage whisper} dee dee aitch, then at least give us TTGL references for the driller and/or dory. Doesn't even have to be over the top; could just add "Fight the powa!" to the Driller's random minor-victory cries.
Maybe it would be cool if it was possible to customize the character's voicelines. Make it possible to disable and enable voicelinesthat player likes. Perhaps the most creative and charismatic would be cosmetics.
Regular bulks shouldn't be allowed to spawn in the first minute of a mission; not for reasons of difficulty, but because of the incredible disappointment.
Suggestion: Scare away bugs when you begin extraction on Point Extraction and On-site Refining
These two gamemodes have three things in common: An immobile depository, the depository is a rocket, and there are lots of bugs. Since players are practically forced into these inconvenient conditions where (most of the time) they have to hide out at the Minehead/Refinery to survive during extraction due to the large amount of advantageous fighting space in that area, why not give them a head-start and scare off the hordes of bugs attacking them?
Suggestion:
- When the Minehead/Refinery rocket is launched, the loud thrusters scare off all nearby enemies for 10-15 seconds, giving players some breathing room.
- The launch button makes loud beeping noises while being pressed, acting like a LURE and putting the player who pushes the button in danger.
The top of the Refinery is no longer a safe zone and bugs can now climb on itnah jk thats it
Simply put, when the rocket is launched (as in when it actually shoots into the air, not the few seconds it takes to prep the rocket) the thrusters going off will scare off any nearby bugs in the exact same vain as Bosco reviving you or using the See You In Hell perk (yes, Oppressors and Bulk Detonators are also affected by it, you are shielded my friend).
This will scare said bugs within 15m of the Minehead/Refinery for 10-15 seconds, giving players plenty of time to regroup, grab resupplies, and prepare to fend off enemies while they wait for the drop pod to arrive.
Additionally, as a counter-balance, whoever activates the rocket will lure bugs their direction similarly to the LURE grenade. If you're calling the drop pod purely because you're overwhelmed, you ain't getting out that easy!
SUGGESTION: Plasma Gun For Gunner
All of the classes now have some pinkish plasma based weapon except gunner. Driller has plasma pistol, Engie has breech cutter, and Scout has the carbine.
- Maybe make it a new secondary, whenever we get thirds of those.
- Have it take the role of a spartan laser. Aim, Charge, "Blamo!"
- Having it be a single shot type deal helps it take the role that gunner's heavy pistol takes (pot shotting)
- this gun is just a suggestion. My real request, as stated, is just to have some sort of energy weapon for gunner.
make the tunnels dug by detonators be coated in slag, and additionally make tunnels such as this and the type dug by other bugs generate in place of connecting tunnels between caverns on occasion.
SUGGESTION: Holiday Mutations
For players who want to seek extra holiday fun, and for players who want to know where to specifically avoid holiday antics:
- Have select missions spawn with the holliday mutator (pumpkins, presents, etc...)
- Have a small number of missions spawn without the modifyer. it will just be a regular mission.
- Maybe, now, have the holiday mutators have a chance to spawn some special boss, or event, that the non holidays would not have.
- No special XP, or gold, or Season perks would be gained from solely doing a holiday mutated mission; we don't want to punish players who want to avoid the holiday.
- The holiday cosmetics assignment would require the events to be holiday mutated though.
Make a store that sells all the overclocks
More for the discord than the game itself, but a channel for discussing builds. Either a single channel or split by dwarf type, main chat is too cluttered to discuss builds properly for all the nuance it is.
Forgive me if there is already an overclock like this, but
Hurricane Missile Launcher Overclock:
Drunk Missiles
"You have gutted the insides of the Hurricane Missile Launcher into an utter hack job of a weapon that fires a Wide spread of missiles that deal high damage, however at the cost of Fire Rate, and missile tracking."
- Slightly Increased Damage
- Each Shot fires 8 missiles at once
- Heavily Decreased rate of fire
- Weapon is no longer automatic (doesn't fire as long as you hold the trigger, you have to tap every shot)
- Missiles no Longer track where you're pointing
Please make it so we can get the notification gone for cosmetics unlocked for multiple weapons/classes. Going through all the guns of all classes to get the notification away is annoying
Make the "Gritty Sandbox" armor paintjob less pinkish on all the classes except driller. (and probably engineer)
please implement a shooting range in the space station and kind a museum/zoo/laboratory with the bugs as samples
How about a world event that is like a protect mission, and at the end the person is a salesman that sells you overclocks for a rare currency
allow us to use beer mugs as pickaxes (i want to slam some glyphids with the glyphid slammer i just downed
)
A drone that could carry heavy objects to Molly or the drop pod on team missions (this was thought up with saving the severed Dorreta head easier in mind) it may look like a modified mini mule, and could possibly carry downed teammates to you or safety (by ping)
I think there should be a funny dialogue when you ping your teammates 
Additional optional voice packs would be pretty neat. I like what's already there but some more variety couldn't hurt. I'm thinking stuff with unique lines—lots of references to things like the one and only Gimli, for example. I wouldn't mind them being a part of a paid DLC pack.
DRG installer needs to include direct X, just installed on my wife's pc. No launch. After manually instaling direct X launches fine.
mission control armor and headset as cosmetics?
He looks like he has a white shirt and a vest which would make up for some great classy cosmetic sets, especially with some fancy beards
make it so when you promote some one you get a random weapon core for that charicter
More Pet options.
I want to pet Molly, I want to pet the turrets too.
Discord suggestion: reduce the #suggestion-discussion slowmode cooldown to 30 seconds. It is too difficult to actually discuss suggestions.
Add more lines from mission control so that we can annoy him more
Add the option to see owned cosmetics through the shop - and be able to equip them.
Saves the trip to the wardrobe each time we want to try out something new with existing stuff 
I completely zone out on the final stage of a Salvage mission. One time I've had the drop pod leave on me while I was waiting for the drop pod to get ready to leave. There should be some additional audio queue once the pod has powered up beyond the gate opening and Mission Control's chatter.
A set of perks that increase your pick-up radius by an amount. Good for solo missions with Bosco since requesting him to mine winds up with minerals being flung all over in an area and on the ground.
make a setting for diolog volume so like the charicters speaking ect
Add Rival Tech skin and/or framework for Bosco in the DLC
I’m still trying to draw concept art atm but I’ll just give the text version
“The not so secret service”
A new armour framework, available for all dwarfs
A black tuxedo, with coloured ties corresponding to each classes colours.
Armour paint jobs would effect the black parts of the suit
A pair of glasses and wire, possibly an eyebrow slot item so you could put a hairstyle or hat with them.
Extend the class-specific armor-skin patterns/paints to weapons as well.
I've been dying to get my guns to match.
(e.g. topsoil defender for my armor and my minigun)
Idea: Gilded Gylphid Oppressor glows gold when it appears and when it dies it drops a chunk compressed gold. Very rare, though not as rare as the gilded exploder.
I greatly miss when the On-Site Refining missions had three instances per half-hour. This is my favorite mission type. It is my perception/observation that Refining missions now appear either only in, or almost-only in, the Salt/Crystal and Azure/Sand/Magma zones. I suspect that, due to required support for the first/intro Assignment -- which has ten legs, two of which are Refining missions (in the zones I mentioned) -- that it is either now rare or impossible to get Refining missions in Glacial/Dense/HollowBough, or Fungus/Radiated. ... If my suspicion is true, I'd call it a design bug. Clearly, it is not a code bug. I don't know if the fix could be as simple as restoring a third Refining Mission to all or most half-hour mission sets. This might require increasing the total missions on offer by one, so as not to impose a crimp on some other mission type. Please do something, either to add or to restore Refining missions to the zones in which I can't seem to find one these days. Thanks.
Give grenades upgrade trees. They had them for the frag grenades and IFG in the early alpha before they added grenade typesSome ideas: bigger fire pool for incindeary grenade.
Mission Suggestion:
Detonation. For this mission, you must go to an abandoned DRG research station, get to the nuclear reactor to set up some explosives, and escape before the timer goes off. The reason for this is that the scientists there were experimenting on the alien eggs you've been collecting and accidentally made some... mutated aliens. There could likely be a boss fight within the station itself, a giant mutant defending the reactor.
Trophy room, complete certain achievements to earn trophies. a few examples:
Big Spender: a showcase of all of the different mugs
Bet-C: the broken turret of a Bet-C
Time well spent: B A R R E L
Foreign Objects in the Launch Bay: Glass jar filled with water labeled “Managements Tears”
there are obviously tons more, just think it would be cool to look at all of your achievements
also in multiplayer lobbies, it chooses the host to display, that or the person with the most achievements idk
I don't know if its been suggested before (sorry if it has) but heat buildup for the minigun, epc and plasma rifle shown on their crosshairs would be great QoL
please and thank you 🙏
"multiplayer session ended" should give some portion of resources if the game host crashed or closed. incredibly frustrating to lose all that work out of nowhere.
the terminal looks low, the sight looks tall, it doesn't feel like a dwarf.