#suggestions
1 messages · Page 100 of 1
Loot Bug babies? younglings? the most precious of space bugs?
Some people would like to see a way to wear medical gowns without dying in mission, so here's my take on it:
You wear it if you die in the barrel hoop.
I made a small (more or less) summary on the suggestion of modification on weapon, overclock, nemesis, event season 2 and more general. I tried to be the most complete and constructive. have a nice day.
Victory pose where the dwarf rides a grunt like a mechanical bull
Can we please have the headlight's distance doubled or tripled? the current headlight is very pitiful
Make lost packs to contain cargo crate item once all items from lost packs have been obtained? since otherwise there is little incentive to get lost packs if you have all item from them already.
A secondary weakness to electricity for the rivals, in which electricity has a chance to fry their circuits for bit, leaving them deactivated for a short while. (Could let it be a chance to hack them in the moment)
We should rework the Nemesis
A combination of giving it more ranged value, but nerfing the Melee lethality. For example…
- Instead of Instantly grabbing you, it will Punch you, dealing decent damage and heavy knockback, like a faster Caretaker Appendage attack. It’s mostly to keep Dwarves away.
- If the Grab is to be kept, it should be heavily telegraphed with a loud buzz (also taken from the Caretaker Appendages?). Instead of instantly killing, it will use the Dwarf as a shield for a moment, before throwing the Dwarf away. This way the Dwarf can be revived away from the Miniboss, or give them a chance to somehow save themselves.
- While it is holding a Dwarf, it uses it’s other Appendage to shoot Burster-like bullets towards other Dwarves. Unlike Bursters that stare ahead while firing, the Nemesis can track it’s target.
- The Terrain Carving Shield doesn't need any changing, I think.
- The default ranged option, the projectile Shield, doesn’t need to be changed a lot either. But spawn it farther in front of the Nemesis so it doesn't deal unnecessary or unintended damage to the Dwarf it is holding.
- It can be given the ability to fire rockets, similar to Patrol Bots. Possibly firing rockets after punching someone to further encourage a distance.
- Simultaneously, it can also fire Burster-like shots or summon Phase Bombs between Ranged attacks, if it’s Appendages are not occupied.
The combination of ranged attacks will give it more presence at a distance, the intended range you should be fighting it at, while still proving to be something you don’t want to remain close to without being entirely unfair to escape from.
This reworked arsenal can also further diversify it from the Bulk Detonator, the already existing Anti-Bunker Death Sphere.
Singed eyebrows as well!
It’s Self-Destruct could also be significantly shorter. It’s fun the first time, but a bit of a drag of an endurance test that takes up precious time in a mission by forcing you to dodge all of the teleporting explosives first.
As for a “reward,” it can end (or begin?) in throwing an EMP that disables most electronic devices in the area.
Comparable, but yet different from a Bulk Detonator, only instead of targeting mostly Glyphids (with the Shrapnel), it targets nearby Rival Tech (and maybe your Shields!)
Add some friendly fire voice lines for the beast master dwarf in case that either he or somebody else shoots his pet. As now it's weird that he mourns the death of his pet, yet he doesn't get angry or sad about shooting his own pet.
and an armour paintjob covered in ash, sparks and burns
Not sure if I'm alone on this, or might actually be the only one encountering it.
You removed the pickaxe autocancel on mining swings which has massively reduced mining speed.
A completely unnecessary change that as per usual with QoL changes, only makes things worse. Please revert.
Make the Nemesis Salute you if every Dwarf is downed. Triggers similarly to a Dreadnought roaring when all Dwarves but 1 are left standing. Mocks your culture as you die.
Bring back fast dice slap, none of this slow shit, it's so boring
I don't know if this would be achievable with the way the dozer currently works, but maybe make it possible to remove a fuel canister while Dotty is still moving in order to allow re-fueling on the go.
This would theoretically allow us to keep Dotty running uninterrupted until she reaches the Heartstone, adding another level of depth to Escort Duty missions and hopefully making them feel less like a waiting game.
Make the movement speed when firing shard diffractor faster. In the current state, it’s even slower than when carrying heavy minerals
Make turrets do more damage
Add a popcorn popping sound effect when you use the Colette against swarmers.
When ordering the beers that buff you, make lloyd pour out all 4 beers regardless of how many players are currently on the space rig, qol for the slightly awkward situation of having to wait for all 4 players bc random joiners often wont wait for the rig to fill, but the process of drinking is often long enough for stragglers to connect, so you either deploy with half the team unbuffed or have to spend the time/bulbs to go pour out another whole round
When joining a lobby in progress, display more robust loadout details, including active perks and upgrades / OCs.
Can we roll back the change where the mark tool and r&s interrupt reviving/depositing/etc
As a new player, more info in the manual would be appreciated. There is experience, and then other experience. It mentions promotions and where to do them, but not when or how you get them.
Maybe some kind of skill check (think the hacking minigames) or damage threshold (think mactera grabber) for the nemesis grab?
at the moment, once you get grabbed, you're kind of just a greenbeard in a haz 5 dreadnought nest unless you're carrying heightened senses to break free on your own. this is quite unfortunate and annoying. I don't want to feel obligated to take a very specific perk, which isn't something i use normally, just because there might be a chance a nemesis decides to show up to my solo/2 player lobby and insta-kill the run. I already have to feel that way with iron will, i don't need the other slot permanently taken as well...
adding this would still punish players for getting close, preserving the original design for the nemesis, but it would stop a situation like above from occurring, and make the fight a little more bearable.
cosmetics for gunslinger animations when
Changing nemesis is a must. If the spawn rate is to stay - either give people another blue perk slot so we can all equip heightened senses at all times or make Nemesis drop nitra packs (same ones a dwarf would drop once he leaves a lobby) to atleast make dealing with it less suffering. (optional)Nemesis could also give even more xp than it currently does so the game's less grindy like promised (again, being awarded more for even dealing with this annoying thing)
I'm not even gonna ask for bugfixing yet which is a long list from what I've encountered. The gamebugs introduced with s2 are actually more bearable than the Nemesis AI devs willingly added.
I had a similar thought as a commentator above me ''Fire boi'' about Nemesis having a skillcheck, like some hacking minigame maybe even and everytime you miss you THEN receive damage but if that all is too hard to implement then honestly just add 2-4 nitra crate drops on Nemesis death and the thing will be much more bearable already.
Please allow us to reduce the camera movement when reloading and shooting. It can cause really bad motion sickness, especially when reloading and firing the Thunderhead and Zhukovs, to the point where I can't use those weapons anymore :(
Nemesis change suggestion: When grabbed, you don't immediately start taking damage. Instead, since you're now in range, the patrol bot hacking minigame comes up, and you have 10 seconds or so to do it. If you fail, you get one shot. If you succeed, the arm gets destroyed and about a quarter of the nemesis's health is removed. If both hack attempts succeed and both arms are destroyed, then nemesis is essentially neutralized and half dead.
An armless nemesis will instead attack using its shield and occasionally sending in some phase bombs, but its main grab attack is disabled. An armless nemesis will not drop bombs on death.
Shooting the nemesis from far while avoiding the grab like we do now will still be a viable strategy. I just thought it would be an interesting high risk high reward strategy if players could purposely "sacrifice" two people (removing them from the fight with high risk of death) to quickly take care of a high value target using minimal ammo/resources.
Some extra reward for killing nemesis is also needed. Maybe drop a nemesis AI core (similar to korlok shard) that can be deposited for extra credits and xp.
option to create a playlist from jukebox songs that can be automatically looped/shuffled through when you're on the spacerig. Love to hear different music before a mission, but hate pressing the button each time.
Shard Diffractor - overdrive booster: Can we have some form of visual feedback besides the crosshair saying boosted. Like the beam itself is larger, wilder or changing color (personally I think blue would be cool) because its really hard to tell when/if its happening... impossible for anyone beside the engineer.
Similar to this, the Drak's Sheild battery booster could use an extra visual indicator that the damage bonus is active. Maybe bluer projectiles?
Suggestion for nemesis: Turn the arms into destructible weakpoints that, when destroyed, stop grabbing dwarves cuz, y'know, they're destroyed. Also, make it so that the Nemesis lets dwarves go if the arm in question is hit enough.
Suggestion: a button to Clear all the ! (Exclamation marks) for new items and paint jobs.
Please make the hospital gown into a full equippable armor set in the wardrobe terminal so I can do my postaldude cosplay without having to fail a mission beforehand everytime
...plus using armor colors on it would be neat
It would be quite cool to have some ways to ''personalise'' some of your space rig. I think this game could deffo use league of legend's / overwatch typa ''post game rep'' system, where you can honour one of your teammates. Receiving enough of said points in a X time period gives you a badge which gets displayed next to your dwarf's icon for X time period. I remember in league you were able to honour your teammates for like multiple categories (forgot what they were by now as I think the system's gone, but in DRG it would fit really well. Something like ''friendly'' ''teamleader'' etc. you choose if you want to even award and which ''title'' you wish to give out)
I'm actually surprised it's not already in the game tbh. There's a post game scene where dwarves do their emotes - perfect time to give friendly upvotes.
Can we use Error Cubes to buy weapon frameworks
Have a secret button in the spacerig that when pressed spawns a kickable and throwable error cube upto the number that player has collected
(apologies if this has already been mentioned)
on the trend of moving the industrial face mask into the beard slot for extra cosmetic customization: can we get some of the eyewear items in the eyebrow slot too? Espescially since a lot of stuff like the night vision goggles and (I think) the protective goggles clip with eyebrows.
((oh, and the tech eye shaves off your character's eyebrows! Please put them back!!!))
new cosmetic ||crewmate helmet||
Add periodic scanning pulse from the nemesis to show its grab range, while not constant it can help dwarves figure out the safe range similar to bulk sparks
Nemesis suggestion:
Make the nemesis actually reflect the dwarfs. This means add stuff like flamethrowers, cryo cannon, laserbeams (diffractor), miniguns, etc to the nemesis's kit. This will not only make it more varying to fight (the nemesis wont have all of these at once so every encounter will be different) but it'll also make it feel more like a nemesis to the dwarves instead of just a special robot
These weapons would be designated to one of the terminators parts. The arms would belong to driller, the eye's to engineer, and the "shoulders" to gunner. For example, you can encounter a nemesis with a flamethrower arm, a goo arm, mounted autocannons, and a laser eye (like the XI construct from Risk of Rain2)
Another shower idea i had awhile back but forget to suggest until now, new kinds of overclocks. These would be unique, because they wouldn't follow the niche of other overclock tiers, for example unstable overclocks being "this tier has the most potential to be good, but also the biggest downsides." the new tiers of overclocks would be Ancient and Rival. The Ancient ones would be long-lost upgrades to weapons that former DRG employees from a long time ago came up with, but were lost to time after new stuff was designed. The Rival overclocks would specifically use rival tech to change how a gun works, for example there could be a rival overclock for the M1000 called Pulse Cannon. It would be a general upgrade to every stat and give a large boost to damage, but would remove the ability to use blowthrough rounds and would use a battery instead of ammo clips, and would be prone to overheating. An ancient one for example could be "Fatter Boy" (very unique, i know) that changes the Hurricane to be drastically different. It would basically be fat boy on the Hurricane. You can only hold 9 rockets in the magazine at once, and you can only reload two or three times, the rockets are much slower and have a slower turn rate, but they deal colossal damage and have armor breaking at level like 800% or 900%. These are just examples and yes I know the fatter boy example is literally just fatboy on the hurricane, but feel free to come up with other ideas. These overclocks would only be obtainable from special machine events focused around a very old machine on hoxxes (for the ancient overclocks) and special rival tech (for the rival overclocks). The way I see it, the rivals have the opportunity to give us MANY very interesting new overclocks, and letting DRG just continue without getting any overclocks related to the rival company would be a massive lost opportunity.
reposition the turret controller away from the turrets in a hidden spot. by the time you disable the turret controller its not even worth it because most of the turrets had to be destroyed for you to get even near
huuli hoarder is a shitty, frustrating game mechanic. You just want me to play scout, scout and scout over and over again, except for escort duty and a few other specific tasks.
You need to make the hoarder invincible AND not aggro-able at a distance. Otherwise itll keep annoying solo players by getting triggered by random bullshit like stray bullets and im pretty sure bosco shots too, afterwards escaping successfully due to the unexplored area being riddled with cave leeches/sentries/cave complexity 3 non euclidean terrain/nemesis/crassus/etc.etc.
If it is simply invincible and not aggroable from afar, i could take care of all the accompanying dangers before denting huuli skull as any class and not feel compelled to run scout with cryo nades to farm my minerals. It is also really annoying that the huuli cant be frozen with one bosco's cryo rocket, adding to the severity of the issue.
Passing out from the blackout stout should give you the medical gown
Or from any 🍺 if you drink too much.
i'd also like to add to this, jumping into the flaming hoop
Hi, all! Long time lurker and moderately-long time player, first time poster -
I have just two suggestions:
- Can we have either perks or dwarven upgrades for flares? Their cooldown is terrible! (Yes, I use flare mods, but doing it this way would make it so people don't have to rely on the modder to update the mod)
- The possibility of an expanded cross play, so we can cross play with people over various consoles (XBox plays with PS4/5 players with Steam), even if mods have to be disabled for, specifically, playing with people on consoles
how come there aren't armored/gilded variations for the new beard styles on the battlepass? it would add a lot of needed variety in case it's implemented in the next season, and might make it so that we have less minerals as rewards in the system
Make the Nemesis more fast and aggressive, so even experienced teams can have a challenge, but as a compromise, make it so the tentacles can be destroyed momentarily, before he reconstructs them again. I've seen beardlings time and time again attempt to shoot their comrades out of the grasp of the Nemesis to no avail.
I got a doubt.....why does Bosco remains on the caves to rot till his death and explodes when a new miner comes around?
It sound a bit unfair, after all he is a mvp for all lonely miners out there,
he cheers you up by dancing and helping you however he can
and he also always sounds so happy with his adorable beeping noises;
not to forget that he's a very valuable resource to the DRG team.
Couldn't we have like a small place for him on the drop pot for him to stand by with us when we get in and when we move out?
Or perhaps a way to know how much work did he do to aid us in our missions?
He even rocks and stones so he should come back home!
So i here by ask to you all to stand up to this fellow miner rights; let's get Bosco back home!
can we have
and
in the in-game chat?
Reduce the difficulty of handling the 'nests' of turrets that spawn in rival presence missions. Between the number of turrets, their durability, the fact the map might make them unreasonable hard to destroy and the turret control being difficult to hack without clearing most of the turrets or cheesing it, it makes the mutator unreasonably difficult, especially on haz4/5. And they give no reward or satisfaction for 'clearing out' other than being able to progress with the mission.
Mute game audio feature when alt+tabbed
A Shard Diffractor overclock that causes it to do cold instead of heat
Make shaving accident be able to be applied to any beard.
fix the grab, pls. That's so unfair and unenjoyable. Do something to get freed, like let the arms be destructible (and maybe regenerative). OR let the grabbed people to shoot is some sort of specific points of the arm to get freed.
I wonder if it would be possible to have a LimitedRun Games run of the game?
Shard Diffractor Unstable Overclock: "Astral Tear" Lens
- Hold Down Right-Click to charge the weapon.
(25 ammo a sec drain from clip then magazine)
-Power and Ammo Consumption depends on charge time.
↑Discharge rate increased to 15 a sec
↑Damage increased by 1
↓Reload Time is doubled
↓Unable to move while charging or
reloading
————————————————
At 50 ammo consumed, a radius of 6m will become electrified around the player. (If released will deal 100 dmg in a 6m radius)
————————————————
At 100 ammo consumed, the radius doubles, and a slowdown (80% reduction) will also be added. (Releasing will deal 200 dmg in a 12m radius, and deal minor terrain damage.)
————————————————
At 150 ammo consumed, shield will regen with no cooldown, and you will gain an immunity to all DoT effects.
(Releasing will obliterate all terrain and bugs in a 4m radius, rest is the same.)
————————————————
At 200 ammo consumed, you become immune to knock back and stuns that would interrupt the charge. Allies will begin to get damaged in the field.
(All bugs and terrain will be obliterated in a 6m radius, 375 dmg dealt in a 18m radius)
————————————————
At 300 ammo consumed all electric DoT will be doubled, and the radius will be extended to 24m.
(All bugs and terrain are obliterated in a 12 m radius, and 500 dmg is dealt in a 24m radius. Shields will be fully recharged in a 30m radius)
—————————————————
If all ammo is consumed everything will be obliterated in a 24m range, and fear will be applied to every bug in a 50m radius.
User will be knocked down.
Add weapon skins that look like the pre-alpha weapon skins
similar idea but less of a mess, An unstable overclock for the death beam that turns it into a charge-able laser cannon with the press of the reload key.
so, "Recently Played With" doesn't work for me for some reason, it would be cool if DRG had an actual in-game system that just checks the name of the players in the last few games.
or display a tip during loading screens that players can buy a drink before joining a game and have the effect
or during loading display hosts special of the day and a button to buy it
just make it so that if at least one person has a buff beer, everyone including late joiners also have the same buff beer, it costs the same for one person vs full team anyway
maybe bring back salute while reviving? please?
not exactly a bug but... capacitor is miss-spelled here
Posted this on steam, thought maybe I should post it here aswell.
Maintaining the same team over consecutive games
Other dwarfs, myself included usually leave the game as soon as the mission is over, but sometimes you end up finding some friendly dwarfs that make it worth it for you to stay for more missions.
I think a way to increase this and make it better, would be to add benefits if you maintain the same team over consecutive games. Not only would it increase the rewards we get, but we would also find new teammates to play with and even have better experiences with.
I think this would be a great addition to the game, even promoting more experienced dwarfs to help out newer dwarfs.
A Co-worker List (Friends List)
Arnament Drop
————————————————
Request-able weapon-cache that costs 30 Nitra per present player to order and comes with up to 4 special weapons.
The weapons ammunition reserves cannot be resupplied, and they are abandoned by the dwarves upon exhaustion of their ammunition.
Every player can customize their heavy weapon on the Spacerig, with overclocks also being present although in limited number.
The general idea is to provide players with incredibly powerful optional tools in sticky situations, enabling risky but very rewarding plays, and to have some more ways to spend Nitra.
Some ideas for each classes weapon:
————————————————
Gunner: Heavy Combat Shotgun
Pump-action, slow firing, each shell has to be loaded manually.
36 reserve Ammo, 4 rounds in the magazine tube.
15 Damage per Pellet, 10 Pellets, 35 Damage Blastwave upon shooting.
————————————————
Engineer: Experimental Shard Accelerator
Fast firing, Assault rifle like. Shoots processed radioactive crystals from the Exclusion Zone.
Shards get stuck in enemies and deal light damage. Once 5 are stuck in a single target they violently explode.
(basically like a needler) The explosion deals internal damage to the target and radiation damage in an AOE.
100 reserve Ammo, 20 rounds in the magazine.
10 Damage per Shard, 40 Internal Damage upon explosion, 80 Radiation Damage in a small AOE.
————————————————
Scout
No idea for a Power-Weapon for Scout if Im honest.
————————————————
Driller: Tesla Cannon
2 Fire-modes, swap between modes by pressing reload. One sprays charged particles, the second unleashes the tesla coil. Arcs connect only with Targets or surfaces covered with the Charged particles.
Allows to paint the ground with particles to electrify it. Tesla mode costs no ammo, has a recharging capacitor like the Shard Diffractor has.
Spray mode has 200 Ammo, and uses it up like the CRSPR, but deals no Damage itself.
5 Damage, Discharge-rate of 10, 20% to electrify. Bounces to 2 other Targets.
For future updates you might not want to announce a release date before experimental branch playtesting. Experimental should have gone on for longer too. Ironing out/polishing issues and balancing would be better than rushing out an update.
The turret hacking minigame should make the turrets fight for you.
Allow us to choose our loadout when joining a multiplayer game in the class selection screen (under/above each class), so when I find a good sabotage mission I don't have to run to the equipment terminal and change to my sabotage loadout, where by then the sabotage mission is full
Perk idea - Hacking Master
Nemesis'/Bulk detonaters shouldn't spawn during Salvage misson defense phases, and there should be a loud sound queue when a Nemesis spawns in
Router hack: individual nodes shouldn't have a time limit, but a fail limit; 3-ish tries and you're locked out of it
the time limit should only apply if a node is not reached within a certain amount of time
not every class is able to instantly get to the next node, often leaving them with a much smaller window of time to perform the hack
with this change, as long as a node is reached within a certain time frame, you won't get locked out of it unless you fail a certain number of times
I'm pretty sure the majority of players are able to perform the 3 to 5 hacks within the overall time frame, but not within the individual nodes' 20 seconds or less time frame
Pets, like in your room on the space rig you can have pets like a cave vine, or a baby steve, or an antonymous model of the mini mule that just walks around the characters room.
Yo, can we get a "Loot Bug Racing" mini-game where the dwarves place a loot bug on the ground like they do in the Loot Bug Lover emote, but the loot bugs race for the same piece of gold?
Turret ARC got nerfed due to removal of the hitbox from unmade turrets or that's how basically understand it. This caused it to lose the ability to make small lightning mines and a half arc ability. Where one turret was made and the other was not. I understand this probably was unintended but also caused Turret arc to lose a more aggressive run and gun playstyle and viability compared to its sister OC EM turret discharge. The build certainly had holes it wasn't very good against mactera or rival tech but it was so fun. If a could humbly ask would it be possible consider adding it back? I would even take a nerfed version if I could use something resembling it again.
Armskore triple-tech chambers OC should give extra ammo to compensate the non piercing effect as the OC itself is probably designed for single target DPS but armskore damage to ammo ratio for single target is just bad in comparison to the other secondaries.
I'd love to be able to spend perk points on mineral packs after collecting all of the perks. I have over 100 perk points now with nothing to spend them on. Maybe some special cosmetics or something?
Deepcore GK2 OC - ”Burst-Fire conversion”(CLEAN)

This one is simple, it changes the weapon from fully automatic to a 3-round burst!
slightly decreased spread
3-round burst
”Please, I just want a reason to use the GK2.”
Make nishanka fire bolt and cryo bolt effect stronger and lower the damage even further as the OC make the weapon more a utility rather than a damage dealing anyway so there is no point in just reduce the damage slightly while the effect is weak.
Also fire bolt can't even heat up rival robots and nemesis properly as of current.
Kombucha in the bar?
"its made of leaves but im getting tipsy!"
Some of the new cosmetic items from S2 pass don't get applied with the equipped paintjobs, but they should as otherwise it looks out of place with some of the painjobs since most of them have green color.
"Dunce" cone hat cosmetic
Rival Technologies:
An idea of special drop from Rival Tech enemies:
Scrap - every RT enemy
Microschemes - 1 from every Patrol Bot, multiple from Prospector/Nemesis, with lower chance from turrets
Damaged Engines - from Prospectors after destroying his engines
Nemesis' Core - for killing Nemesis
Every type of RT drop has its own value. As an example:
1 Point per Scrap
3 Points per Mircroscheme
5 Points per Engine (in total of 10) [Prospector spawns another RT enemies so there is no need in more points for engines]
25 Points for Nemesis' Core
At the end of the mission you will get rewards in credits and experience in exchange of these point.
This should make Sabotage mission and new mutator more rewarding, so people may be interested in those missions without assignments and season challenges.
Make it so you cant kick someone if they've reached a certain "quota" I.E being there for part mission completion, killing a certain amount of bugs, collecting a certain amount of minerals.
(Probably bad) Boltshark Suggestions - Durable Bolts. (T4) and Double-or-Nothing (OC, Unstable or Balanced)
Durable Bolts: »25% chance to not break a bolt if it kills a enemy.
Double-or-Nothing - »50% chance for an bolt to “break” or be destroyed, »50% chance to get 2 bolts back instead of one when picked up. Doesn't affect special bolts.
» = can be changed if stats aren’t balanced.
Fix it so that voice lines triggered by things happening dont mute the salute voice line. So awkward to raise my pickaxe and not say anything
Perk suggestions:
Gold Rush: passive perk, whenever your pick up gold gain 10/10/15 seconds of 5/10/10% increased movement speed and damage, effect does not stack.
Blood From Stone: passive perk, every 40/30/20 minerals you deposite heal 1 health
Seein' Red: active perk, passive prevents you from healing via red sugar and resupply pods, activate to restore health from all kills for 15 seconds. Cooldown of 150/120/90 seconds. Enemy rank/type changes amount healed(swarmers 0, grunts 3, mactera 5, praetorians 10, opressor 15, bulk detonator 20, dreadnaught 25)
voice lines for pinging a supply pod
“The Resupply is here!”
“Hey, come get some ammo!”
“What does Deep Rock need the Nitra for, anyways?”
steve getting slightly healed each time he is pet
Add a pair of goggles you can equip on the "eyebrow" slot
When the mission is loading, give a preview of the characters some way. It'd give the cosmetics more purpose as everyone would be able to rotate each character and explore each other's cosmetics more detailed-ly
A suggestion about the newly added voice lines when you point at a dwarf.
If someone is pointing at something of interest (e.q. nitra, fossil, etc.), pointing at a dwarf after that can play voice line where he directly talks to that specific dwarf.
Yesterday I had an amazing game where this happened. Our engi was minding his own business and scout was pointing at nitra. He then pointed at the engi and the voice line Engineer, I need your attention played. After which he finally started to pay attention.
It was amazing how it all fit together (but we couldn't replicate it later).
I've not seen a single prospector drone or prospector data deposit anymore since s2. Are they gone? If not - I think increasing the % chance of them appearing would be nice. And if they are gone (which I believe is the answer) - Bring them back, why delete something that was already added to the game as content?
Idea for Season 3, maybe?
Like great fight against Rival where we have BET-C, few Omen Modular Exterminators, and some other deep rock tech that protecting Hoxxes from huge Rival attack, and we need to survive for some time. Maybe some computer-controlled bug, or Drilldozer tank with additional protection at the end of the mission? Or even few new types of missions where we are attacking side and where we are protection from Rivals...
It can work like Supply pod, where you asking for Omen to protect one way. Can be interesting to see that machines on our side.
I feel like Scout could really use a Lever Action Rifle type weapon as a primary.
I know we already have the M1000 which fills a similar role, but perhaps making this Lever Action have a higher rate of fire with a similar damage range, still giving it a focus on precision, but leaving the spotlight to the M1000 for a marksman role.
Idk, i just really like Lever Action Rifles and could see scout very well using one.
These hats should be paintable
Silver skin color
Add a voice line for each class shouting their class and "gaming" at the end as an alternative voice line for whenever someone successfully completes a hack
Whenever a beer isn't drank, it should go onto a tab for the one who bought it so they can use it again at a later date for that beer
Whenever a Scout manually Overheats their Drak, don't trigger the usual Overheat voiceline.
Rival Escalation brings about an opportunity for a new flavor of horrific monster. Imagine the same train of thought as BET-C, where rival tech gets taken over by parasites. Or, better yet, where rival tech takes over glyphids.
To balance the LURE and give it more value in higher Hazards, it could:
1️⃣ : Just be unkillable until the duration ends
or
2️⃣ : Deal more damage (Either raw or longer Stun Electricity) or more severe effects (Such as Actual Stun, or Exploding) upon destruction, depending on the remaining Duration
Daft punk helmets
If the Nemesis is ever reworked, with anything resembling a certain suggestion I made yesterday, I think it would be cool if Nemeses that spawn on Map Generation or Outside of Swarms have Cloak devices. Not as an in-combat tool, but rather a fancy introduction flair.
-- Most common on Rival Presence, obviously.
-- It is initially idle, if it spawned on Map Generation (Similar to a Crassus Detonator).
- The Voice Lure lines sounds exactly like a real Gunner's voice (or optionally, a random class's voice).
- It does not have an icon on the Terrain Scanner, and cannot be pinged by the Laser pointer. Alternatively, it is able to be pinged, but will appear blank (i.e. "
/!\").
-- When it is within line of sight of any Dwarves, it will begin approaching the closest one while remaining invisible. - It will not attack or carve terrain while invisible.
- When in a certain proximity of a Dwarf, or shot with enough damage, it will decloak with an engagement Voice Line (e.g. "
TARGET ACQUIRED," "I. AM. NEMESIS."). - Optionally, if it's forced to reveal itself by being shot at, it will decloak with it's Terrain Carver Shield activated.
- A half second after fully decloaking, it will attack and sound (using the crackly and "synthesized" Voice Lure) as normal.
Adds more to the idea of the Nemesis being a highly specialized Dwarf killer, giving players warning of it's presence while having an element of surprise, following a bunch of ominous build-up ("Where is that voice coming from?" "What did I ping?" "OH DEAR KARL!"). Also, slow reveals for big bad evil things are cool and stylish.
Big Daddy cosmetics, Bouncer for Driller, Alpha Series for Scout, Rumbler for Engineer, Rosie for Gunner.
There's no reason the bugs can't keep evolving, especially with the appearance of phasyonite, so now's a great time to explore new species.
Burrowers, a bug that incorporates a burrowing mechanic into their attack patterns. But instead of just a random teleport (I'M LOOKIN AT YOU, TWINS
) it would behave more predictably like a gap-closer or to try to pop up behind their target. Bonus points for a particle effect showing their progress as they tunnel.
Acid-spitter style dreadnought. Pathing tendency to stay at range but in line-of-sight with targets. Lots of room for a variety of acid spewing attacks. One of the close-range defensive attacks is a spray of acid so extremely potent that the puddle of acid eats away at terrain and destroys it.
Venus-Fly-Shroom. (Is the chunk of red sugar really worth it?)
Symbiotic parasites which are harmless on their own but provide a hindrance that make other bugs more dangerous. For example a swarmer-sized bug that will try to sneakily latch onto a dwarf and give off a pheremone to attract other bugs, or perhaps sticky stuff to slow their movements.
AI dwarf allies instead of Bosco
the OC events are non existant when i have no assignment active. when i turn a assignment on, and do the according mission i have OC event after OC event. thats not fun. i dont want to be damned to either grind 25 lvls to get OC's or wait a week for a assignment.
also in the week before the s2 dropped, i had 0 assignments made, and had tons of oc events (machine events). you guys wanted us to waste blank cores on cosmetics, and as soon s2 dropped the machine event chance went to near zero, as long i had no assignment active. if you really want to add timesink without annoying the no life crowd, make it the other way around. assignment = less chance on mchine event. without assignment the chance increases. keeps motivation to grind up.
Could the hacking terminals for turret nests be outlined when someone laser points them? A great strategy for those is too have driller approach it from underground, so this would make it easier for them to see where it is exactly if they have a spotter
Make the perk Friendly cover self damage too
When mining dwarves would sometimes say:
"Heave, ho, for Rock and Stone... Uhh...
Guys, how it goes again?"
In multiplayer (nearby dwarf): "Bend your backs and take your gold... (With a small chance quietly: "ye forgetful leaf lover...")
There needs to be a minimum distance (and that distance cannot be 0) between a nemesis's spawn and the closest dwarf. Heightened senses is useless when it spawns directly on you because it requires inhuman reaction times.
Same should apply to Bulk Detonators for that matter, too. Both the Detonator and the Nemesis should have fancy Spawn animations if this stuff is to stay.
(Source: #drg-gallery message
(It also got activated immediately by the map-generated turrets, and I could've taken a big hit if it was agro'd on me and I didn't turn around to see it happen)
the thursters of patrol bots count as armor and have noticably high armor health but you can break them to cripple their speed or prevent them from flying at all if you break them all
Pls bring back the Endothermical Reflector as OC for the Shard D.! I was totally exited about that one..and it seemed rly fun.
Allow us to interact with something in the Med Bay to equip the hospital gown.
I think the glitchy voicelines from the Nemesis are a great opportunity for an easter egg. Give them an incredibly rare (like 1 in a million) chance to use a voice line that hints about Karl some subtle lore
A docking point for Bosco on the drop pod
I would like if the Nemesis became restricted to Rival Presence warnings when S2 ends.
Possible perk ideas:
- Boost to interaction speed (building pipelines, repairing Dotty, ejecting data vault batteries, etc.)
- Increase the radius and/or strength of the mineral pickup "aura"
- Use an active slot to take two primary or secondary weapons, maybe balanced with something like a reduced ammo capacity or slower weapon swap
I think Rival Tech should have differing reactions to different elements, something like electrocution slowing their attack speed for example, due to added stress on their processor?
The reason I say this is that I feel there should be more options for dealing with bots aside from torching them
The Rival Nemesis is really unfair to fight against. Its grabs are too frequent, reach too far, and there's no way to avoid it once it tries to grab you. Why is it that we can't sidestep the Nemesis grabs like we can with the caretaker's tentacle strikes?
When in the graphics settings tab, it would be nice for the blur to disappear so that we can see the difference in graphics without having to leave the menu all the time.
New Secondary Objective: collect X spools of Aranite Silk. The silk spawns in long stands, connected to terrain on each end. Miners must break one end with their pickaxe, causing the strand to spring back and coil up at the far end. This coil can then be picked up and deposited. The quantity of silk required should be lower than something like Boolo Caps since each spool requires more work to collect.
Alternatively, long silk strands could be a mobility feature in a new biome, like the platform plants in Glacial Strata. These could be ridden in the same way as zip lines.
since they are probably done with weapons for now
new 5th weapon slot when pressing 4 twice/6: extra tools
more freedomo for classes to do magic with the terrain = cool
soap cannon, has long range and many ammo, cleans up sticky goo, plants, pebbles and flattens the terrain a bit
gloo cannon prey, everyone wants a full auto small platform
ultra pinger, remains for a longer time, increased dmg
some kind of healing tool or attack speed buff for the allies when needed
also there isnt any 🟪 armor paintjobs for cosplaying as waluigi with the new moustache of the accesory tree 
You can pick up rocks and throw them on missions. Some rocks would be unique, like ice chunks in glacial strata, chunk of fungi in Fungal bog. These can be thrown at Glyphids to deal damage to them. Glacial one would stack a small amount of ice debuff, fungi chunk would do smth like sludge pump debuff, normal rocks just deal damage with a small chance to stun.This would spice up the "no-ammo" moments. Also, i just want to throw rocks.
Unstable Overclock for the Shard Difractor: Explosive Propulsion
Much less direct and AoE damage, slower tick rate and less ammo
Impact of ray is so forcefull it creates mini explosions alike the thunderhead amunition
Rof mods for minigun should increase heat generation. It wont affect other heat builds like hot bullets cuz those people take accuracy and cool down over rof
I'd love to see an OC for the sludge gun that lets your puddles float in mid air. I find one of the weaknesses with Driller is relying on surfaces and crawly units. It would be interesting and helpful to add something to the goo mix that makes thinner and lighter so that it floats in the air. Slowing effect reduced or removed, puddle size reduced drastically but puddle number increased drastically (lots of small bits floating around).
unstable overclock for bolt shark
ballista
"super tense strings and replacing your normal bolts with super dense ones let them punch right through armor and embed themselves deep into flesh but the bolts go so far into terrain you cant recover them"

normal bolts deal true damage. ignoring all armor
+200% more velocity
area damage added to direct damage

-1.5 second reload time
bolts are unrecoverable
Make it less common to get overclocks for guns you don't even own
why does the UI keep getting worse with every update, everything on screen is way too big in this update even larger then the last
More UI/HUD options and size slider
Cosmetic slot for eyes / glasses
Being more fashionable is directly proportional to combat effectiveness, management should think about this, especially in times of increasing competition on Hoxess
Mechanically, some caps would block this slot in case they are not compatible with eyewears.
I am tired of being bald while wearing night vision googles :<
Let us sell phazeonite for credits or trade them for minerals once we get all the cosmetics from the shop, bc i got 4200 phazeonite retroactively and i cant buy anything with it bc i got everything from the shop already.
Contextual pings that tell the team you're ready to start an event / hit the button, rather than typing!
Passive perk: Petting your Steve heals him
I've just noticed a BIG issue with the hacking minigames. Whenever you complete one, it switches your weapon to Primary. This...Just isn't fun. I was playing Scout, taking out an enemy router. My plan was to zip between the nodes. Hack Node, Zip, Hack Node, repeat. But I got fucked over because after every hack, I forgot that it was going to change my weapon, and instead just sprayed a few shots into the next node. My suggestion is: Make it so that you retain whatever weapon was in your hand when you start the hack
I'd add to this suggestion - maybe also let the host to set up who can press the button or the conditions for it (for example if drop pod can be called only after all objectives, with the side ones included, are done), so then the run doesn't get ruined by somebody who just ends it without asking others whenever they want to do events/side quests or not.
The fastest ring speed of the barrel kicking minigame doesn't let you kick the next barrel in before the combo counter resets because the next barrel drops slower than it takes for the ring to do a full left-right cycle with that. That is kinda hot garbage with the achievement for 3000 points in the game.
Throwables: Trajectory indicator (throw arc) should either account for dwarf velocity, or velocity transfer for throwables should be disabled. It's irritating to, for example, attempt to hit a Praetorian with a Sticky Grenade (by lining up the arc) only for it to land left because you were walking left.
This would be lovely. Eyewear does not make hair fall out. XD
slight QoL suggestion: have waypoints (laser pointer + e by default) show up on the compass and the drillers elevation markers, it'd nice to be able to drill to certain points without constantly taking out the laser pointer to reorient
Remove Leaf Lovers
If Sludge Pump goo kills a bulk detonator, it should dissolve/melt them the way it dissolves small detonators, preventing the explosion. All other methods of preventing an explosion from a small detonator (freezing it before kill, killing with the new shard defractor, etc) also work on Bulk Detonators, except for the Sludge Pump
Please nerf the new Rival Signal event, it's outright impossible to do on solo (even on hazard 3) since there's too little time to get to the antennas and hack them, even if the latter is done perfectly.
- Customizable Mules? (I see those different colored ones in the Space Rig)
- Bosco(s) flying around the Space Rig (Maybe one in the Medbay, and one working on the upper rig that's "under construction")
Buff pickaxe ?
Add more achievements. Just that.
Add a way to organize/sort the forge inventory.
Possibly adding the OG armors for posterities sake? I miss the classic Mk. 1 armors.
In the rival signal event, make the final explosion (in case of failure) to actually destroy terrain
would like the thing in the med bay to put on a hospital gown also include the option to spawn in the med bay with your usual gear instead of a hospital gown. not just being able to choose if you're wearing the gown or not.
Sludge Pump melting/dissolving animation should prevent bulk detonators/exploders from exploding.
Yes, I am aware that it used to work on exploders and was changed.
If it is deemed too much for the driller to have two weapons that can defuse exploders (for some reason) then remove it from the wave cooker and give it back to the pump. It makes more sense for the sludge pump to diffuse explosions than for the wave cooker, and also the sludge pump dissolve/melt animation is a lot nicer/more satisfying, especially writ large.
if they ever add OCs for the utility items, i have an idea for the c4
Bulk Compound (unstable OC)
- Massively increased damage and explosion size (im thinking almost bulk size with the size upgrade, maybe 2x damage)
- Only 50% satchels (1 or 2, rounded down)
- 5 second detonation time (5 seconds after click, with audible sound)
- Needs to be manually placed
maybe it could leave behind some sort of heat damage field, similar to the fatboy radiation field too
can the self destruct on the router actually self destruct? at the minute its just some invisible force that you gotta void - maybe make it detonate like a bulk?
So, this might be a bit of an odd suggestion, but bare with me.
Right now, All Frameworks are matching for all weapons. I think a unique concept could be a set of Frameworks based on Holidays, with each gun being a different holiday (Or, just a set of MULTIPLE framework sets each based on a different holiday, but I feel like making one holiday per gun is a bit easier). Some examples, off the top of my head, could include a Cupid's Bow themed Crossbow, for Valentine's Day, a Christmas themed Cryo Cannon, and maybe even a Fourth of July Hurricane Rocket Launcher, with little firework designs on the rockets
Recalling a bolt with the radio transmitter that hit a collectable should bring the collectable to you. That means you could shoot a fossil and the recall the bolt, collecting the fossil.
Laserpointer voice lines for the resupply.
An overclock for the Shard Diffractor: Micro RTG (Radioisotope thermoelectric generator)
It's mechanically very simple, the RTG generates one energy every two seconds or so, at the cost of a reduced maximum capacity in both clip and battery. And it seems fitting Engineer would strap a glorified reactor to the side of his gun.
Edit: Yes, I know it could be overpowered, and the devs have most certainly though of adding this one, but it makes sense and would be awesome.
A new perk slot dedicated to countering competitor drones.
An option to “Inspect Loadout” on other players while in the Spacerig so you can see what cosmetics/weapons they have equipped.
Ukrainian Cossacks haircut
Nemesis should explode into the bags that drop when a player leaves so we can get minerals and shows that the nemesis has killed dwarves before.
make the router start to hover and spin in the air when it detonates like a phase bomb
When mission control says we cant bring barrels with us on missions BUT what if we can find a barrel on a salvage and bring one back in the pod? 👀
triple warning missions
I dont get why the numbers lost the comma. It makes it easier to read large numbers above 1k
So, with Engi, I see there are a lot of overclocks that use their support tools, why not for other classes?
Gunner
-Leadstorm: Bullet Monsoon 🟡 :
While riding a zipline, fire rate is doubled, head generation is halved, and ammo efficency is doubled
-1 damage
-Hurricane: Rocket Hive 🟥
While riding a zipline, you can hit R before firing rockets to change to "Hive Mode." Rockets will rotate around you in a protective sphere, colliding with terrain/projectiles/creatures when they get close
Exitting "Hive Mode" sends all remaining rockets out towards your crosshair at once
-50% magazine size
No rocket guidance
Scout
Drak: Disco Fever 🟡
Shooting terrain within 5m of a flare from the flare gun causes a violent flash! Bugs within 10m of the flare are stunned
-50% fire rate
Nishanka: Tracer Bolts 🟡
Shooting terrain within 5m of a flare from the flare gun sends a sonic pulse! All creatures within 10m of the flare are highlighted and take +10% damage for duration equal to the special bolt duration
-50% ammo
Driller
CRISPR: Heated Metal 🟥
Using drills while within 2m of your sticky flames applys +50% damage to the drills as fire damage
+1 second sticky fuel duration
-50% magazine size
-2 sticky flame damage
Wave Cooker: Little Man 🟥
Overheating while looking at a satchel charge detonates it with radiation fallout left being in the blast radius
+33% heat generation
-25% recharge rate
💡 Add rival swarms/invasions. We got mactera, grunt, swarmer, and pretorian swarms so minus well add those fiendish rivals into the mix in this way too.
Engineer Platform QoL:
Make the bug repellant platforms a different texture/shade so others know if someone is using it or not.
Fix the damn enemies from hitting you through walls. I don't care if 200 people have said it, fix it.
If you miss the drop ship from the space rig you should drop in the game in one of the mini drop ship two seconds after the main drop ship.
Surely the rivals would be dealing with the creatures of hoxxes as well?
Would be interesting if we randomly came across the rivals fighting them?
I have a small nitpick. The Shock Trooper Helmet clips through the Engineer's MK2 Armor's Throat guard part and i was hoping if the Throat guard part could be placed a bit lower on the Engineer's chest so that the Shock Trooper Helmet's chin part would not clip through it so badly.
can you guys fix the lost connection fetish? thanks
at least allow re-join and pause server state if everyone d/c's
Naming the rival tech company "Inferno". I thought that was the name because I misheard "infernal" as inferno. I thought it was fitting with the red theme of rival tech as well. The mystery is cool tho.
The wire cutting minigame should remember its progress if it gets interrupted cuz you're cutting wires
If 2 engineers are using the shard defractor and both start firing one of the engineers will yell "dont cross the streams!" as a ghostbusters reference. When they do cross there will be some sparks the beams will have those fluxated blue streams that come off of it.
Can we make the "Predator" Weapon skin match the colour of the "Speckled Predator" Armor skin?
Can there be an eyebrow style that is shaved? I want to be a shiny boi
make the balaclava use equipped paintjobs so we can have floral print balaclava on engie
Make it so that the Turret control can either be Destroyed or hacked. as of right no there is almost no point to ever hack it. as its often really defended and you need to kill all the bots to even get to it without dying.
so here is what i suggest.
Destroy, Make the Control armored covering its glowing hardware, its weak points. give it quite a bit of hp but when destroyed all turrets self destruct.
Hack, if you even manage to hack it. you have to first expose it to be hacked so some damage would need to be done. on a successful hack one of two things would happen all turrets would self destruct as it does right now, or all turrets would become allies. similar to the way we can hack the other bots. but to make it balanced maybe make then explode after a bit for what ever lore reason.
Engineer Throwable Idea: Elemental Discs Mk.1
Throwable Count: 16
(G) can be held to increase amount throw amount of discs held at once. (Max 4) Release to throw.
The discs will cycle between applying heat, cold, electricifed, and stun in this order.
Heat/Cold will fill 50%.
Stun will be for 0.5 seconds in a 4m radius.
Electrified will be for 4 seconds in a 2m radius.
Throw time between disc throws will be 0.4 seconds. (0.2 seconds if maximum amount of discs are being thrown.)
10 damage will be dealt in 2m radius, 5 damage in a 4m radius.
Edit: Cleaning descriptions.
Nemesis is really too many.
A "Glide" perk, that basically lets you reduce your fall speed kinda like the m100 hoverclock. Except you get to keep your horizontal momentum, and has a 40 second cooldown.
not sure if this has been suggested before, but a way of converting owned overclocks into other unowned overclocks. I've got nearly 400 hours of playtime and although i am enjoying working my way through the overclocks, there are a few (special powder, namely) that i've been after since my first promotion and haven't gotten. Something like exchanging an overclock on a gun for a different one on the same gun, with an additional high cost in minerals/credits. Honestly the penalty for exchanging could be higher (think mineral stock exchange), but i really want a way to prioritise the OCs i want
Alternate primary objectives would be a great way to have even more replayability, like for example, in Salvage Operation, instead of repairing mini M.U.L.Es, you have to repair a blue Molly (like the one you see in the Space Rig), but it's infested with Xynarch Charge Suckers, making it flee when it sees you, upon successfully squashing the Charge Suckers, you're able to repair the M.U.L.E. The amount of Charge Suckers depends on mission length, just like mini M.U.L.Es.
Or in On-site Refining, another team before you attempted to refine liquid Morkite, but failed, leaving rusted pipes that are unable to be destroyed, forcing you to make pipelines in a possibly unorthodox way.
This is just a few examples I came up with, Dreadnoughts already technically have alternate primary objectives, with an cocoon housing a random Dreadnought. So why can't other mission types get the same treatment?
Turn perk points or the option to convert perk points into miner experience. This gives us something for perk points. Once you max your perks, they are kind of useless right now.
This has probably been said before, but de-linking wardrobe "loadouts" and equipment loadouts would be nice.
second choose for traversal tool gunner-grind rail scout- teleporter driller- ranged drill engi- safety net
give the pickaxe throw victory move sound effects
An OC for the sludge pump that makes enemies affected by corrosion take X% more damage from melee attacks
Once the rival arc is over, I think the rival equipment / robots should appear rusty and less maintained as maybe the rivals have cut their losses, leaving behind their caretakers etc. I imagine they’ll be more rare when all of this is over as well but those wacky evil robots have really grown on me so I’d really like for them to stay in some way.
Hello, love the game. I use the LOK-1 a lot and I tap R a lot to keep my magazine topped up. I'd like to suggest either editing or reworking the fancy full-gun reload animation; the current one that pops the eye off to look at it sticks the hand in the middle of the screen and tends to obstruct my view in a way I don't recall any other gun doing. If the hand was moved to the side or a different animation took its place it would help improve the experience with the gun. I love the LOK-1 but I do wish it wouldn't get in the way of my robot hunting quite so much. Thank you for your time.
edit: people reacting below on how to avoid seeing the animation rather than let it play out does seem to support the idea that it is obstructive.
IF we get a 4th option for primary's i had an idea for the driller basically the idea was a Coil/Spike shooter on normal fire, hold fire charges the Coil/Spike showing a charge bar with electricity firing this into and enemy or terrain making the projectile arc lightning off of it. low ammo, high dmg with projectile, mid aoe dmg
change fat boy's icon to gamma contamination's radioactive icon
could we get a small radius around the drop pod where enemies can't spawn, so that we don't have that really silly looking thing where during extraction a wave spawns from the side of the pod. It does it every time and it looks really wrong
I see this text by MagicalThug on Reddit and I think is what the nemesis should say when is destroyed (a least sometimes).
"I’ve seen things you dwarves wouldn’t believe… Space rigs on fire off the shoulder of Hoxxes IV. I’ve watched shard diffractor beams glitter in the dark near the Tannhäuser Gate. All those moments, will be lost…in time. Like beers in rain."
Show when someone calls Molly when Team Display is set to dynamic
at least two options for a mission that advances current assignment so that i dont have to cope and turn the hazard down just bcuz i rolled the shield disruption nonsense
Change the kick from host to vote kick because it is so fucking annoying to get kicked.
Missions you can occasionally find in caves to get more points if u want. Like u stumble upon a refinery or mini-mules than u can take care of optionally
make bosco penetrable by bullets and ordnance so that it doesnt fuck me up by flying in front of me.
remove all collision from the mule AND the combat mule aswell. It has been enough.
fix bosco firing rockets that never reach the intended destination.
force mule to stay on the pinged spot for at least some time after it has arrived and perched so that it doesnt randomly stand back up start moving.
Bismor is the mineral i run out of the most. Just randomly doing assignment missions and occasional mineral mania's, it is now superceded the most (2.5k) by umanite, and the least (700) by croppa and magnite. I strongly feel like bismor is the scarcest mineral overall.
Bismor is only an Abundant ore in one biome - the Dense Biozone. I have once randomly found a cube of Bismor there ENTIRELY within stone, digging a convenience tunnel as the digger. This makes me wonder about just how much bismor is misplaced that way to never be found.
Fix the ores AND beer plants to not just barely/not at all stick out of terrain and be well visible. Salt crystals, glacial strata stones, sandblasted corridor stones and all that dont seem to misplace valuables and instead just generate on top of them.
Several overclocks for the shard gun make it shoot till capacitor runs out. For example, if you capacitor is 100 and your total ammo is 500, you are meant to be able to shoot only 5 times. I understand cancel animation for reloading giving a bit of a time boost, but in this case it allows you to save a huge amount of ammo. Would it be possible to withdraw the whole capacitor amount immediately from total ammo to avoid this drastic difference between people using cancel animation and not?
A suggestion that everyone on this server will agree with - Add more perks. I've got over 100 perk points, it's been two seasons with 0 new perks released (technically more time than that tbh) Think it's about time we see some new ones added / old ones tweaked.
Maybe even class-specific perks could be made.
By pressing ''Unbound key'' (Ability itself has like a 5 minute cooldown or smtn to not make it spammable)
Scout - Grapling hook instantly comes back off cd once
Engineer - Building turrets will be at 300% speed for few seconds
Gunner - Shield becomes full charge instantly (essentially allowing you to drop two shields at once, or one after the other in quick succession)
Driller - Hand drills don't overheat for X seconds.
It doesn't even have to be these abilities, honestly, just anything would do.
Even reworking/tweaking some already existing abilities would be nice.
Unstoppable - Never felt like this is even a remotely considerable perk.. Perhaps just make it from ''environmental'' to ''all slowdown effects'' and then change the percentage accordingly.
Strong arm- Why would anyone take this unless it's aquarqs mission and even then idk. It deffo should have something more to it ''Pickaxe power attack recharges 30% faster'' , goes with the ''strong arm'' theme.
It's a bug thing- Actually useless perk, never seen a single non-greenbeard unironically take it. It actually should have been combined with ''Deep pockets'' perk, to make it somewhat worth. Lootbugs die in your proximity + You get to carry a bit more minerals.
Second wind - Make it from 4 seconds to 2 and perhaps it's considerable.
Veteran depositor - Perhaps add ''...deposit points or supply drops''
Deep pockets- 15 additional minerals is really nothing, what two extra nitra hits? Just make it 50.
Thank you, rock n stone!
Also another suggestion: we have a gold detonator. Do you think it would be cool to have gold exploders also? Perhaps an exploder nexus, too?
I think it would be neat to have a bittergem detonator, but make it super rare. Like rare enough that it's practically a myth, and management (and other players) don't even believe you, and it doesn't get added to the miner's manual.
idea: clicking and holding a pickaxe part, like the head, handle etcc. it automatically applies all other matching pickaxe parts. should make it much easier to pick all the parts. if one part is missing it keeps the old part.
idea 2: categories for helmets/headwear. sorting them into helmets, events and hair. possibly even so people can make their own categories?
Drilling worm, that drilling holes and paths around map, but hard to kill, sort of trapmaker, where dwarfs can fall in it's pits and get trapped. It's spawn only on easy to dig terrain locations. Only for high hazard level or like special event.
Also it's make molly follow it path because it's easier to go, so players have problems with looking for exit.
Mabe? Just interested in new mule...
MOR-I
Molly spawned with players is bigger and have some additional slots. Cave system is going in all the way possible. Players can upgrade Molly on special techs after old dwarf missions, it;s have very low resources and most of them are in dwarf packs.
Mission is some sort of left outs and remnants of other players that lose missions. You finding remnants|Left outs and upgrade molly. It's even can be sort of Deep Dive. Where MOR-I come with updates on next level.
Ruined BET-C - MOR-I can get gun and grande launcher. It's also providing shield for 5 seconds after lending with 30 seconds CD.
Ruined OMEN - MOR-I now have small pulse filed that is activating if there 10+ enemies around, it's damaging and going through enemy like Radial Pulse-Gun but weaker.
Radar left outs - MOR-I get echoradar, it's now shows resources and some powerful enemies on map in 150m range.
Broken Drilldozer|Broken Pod - MOR-I now making holes through dirt walls and other places where it moves, like driller, so players can go much easier through caves
Old battlefield - Taking some parts from supply pod and Refining station, your MOR-I now can provide 2 ammo pack once per 2 minutes of it's back. from low amount of Nitra. (remember there is not much resources in caves and this can eco your nitra.
[Outfits]
Allow the hospital gown to be worn. Devs could allow the gown to be a outfit item after dying once.
some missionmodifier "random" or "unknown" which is not known in brief and screencorner or changes during missions. you know when suddenly elites, or more exploders spawn, even the ghost manifests for unknown durations. low gravity or oxygen beeing obvious exceptions for reasons. heavy gravity as modifier for the extra masochistic dwarfs, after all its the reason for dorf height. some modifier for wormholes appearing on the map which shuffles all living unattached things around the map.
adding a weapon loadout save option - that way we can switch between weapon builds while not having to swap entire dwarf builds
also some more environmental hazards like pits with unhealthy liquids or deep (bottonless dont make sense sadly for gameplayreasons) gorges. when dorfs fall into it others need some rope from molly or inventory to save them which takes time. or so deep and empty or full of gas and deadly haze that exploring them dont bring any benefits (or so company thinks!) that people should stay above. they should invoke some sense of "that area below the treshold", so vast that exploring is crazy.
cool idea what if you could upgrade steeve only if he survives the mission he is on and thinking about if someone is to tame a steeve at the end of the match you can only upgrade steeve once and each upgrade would be like upgrading your weapon of choice like you give steeve armor its gonna cost ex 6000 gold and 80 bismor (not actual cost thats up to the devs) you can also add scripts for management to say such as " this is why we send employees like you down to collect glyphid eggs" (again up to the devs) and each upgrade kinda works like a tech tree making it so you can get armor for steeve maybe a mounted turret or even upgrade steeves biology to a glyphid slasher and at the end maybe even upgrade steeves biology to a praetorian which would cost a fucking ton of ores/ money (still that is prolly not a good idea to add in since praetorians take forever to die from swarms) i also think you could prolly add a suspended cage in the lobby where it holds your steeve and you can interact with the upgrade terminal for it (again for clarification you can only upgrade steeve once per completed mission that steeve has participated in steeve is also forced to go with you on every mission so it cant be cheesed he also can only go on hazard level 2 and above missions so its not too easy for him)
Increase sparsity of turrets around central hackable turret node in Rival Presence missions. So far the number of phase barrier generators near the central node has made it impossible to hack it even when you dig to it from underneath. It is currently essentially pointless to hack it when you have to destroy the vast majority of turrets just to get to it anyway.
i dont even know hacking that thing was possible, all teams simply destroyed the turrets anyway yet 🤣 i would also place the turrets more reasonable, repulsors more far off to keep dorfs from getting in positions to endanger the terminal, snipes and bursts who are more central. as burst spawn en masse in pits no one enters i saw. or add some flamerturrets for tunnels with lots of corners
How about each class will have their own minor stat buff?
For example, Scout would move faster.
Engineer repairs and builds stuff faster. Aka pipe lines, Doretta and mini mules.
Driller mines faster with pickaxe.
Gunner shoots more accurately.
Or you could unlock and upgrade stat increasing's.
Suggestion: Crossbow Trifork Volley OC should have recoverable bolts (perhaps with chance of "breaking" and being unrecoverable), or a lot more ammo + less-damage.
A chance to upgrade flares? They have a place in the Upgrades menu but you can't do anything but look at them!
considering the now fairly substantial number of overclocks, and the limited number that can be gotten per week if you want to farm them, allowing players a selection of 2-3 choices after they choose the class they want the OC for at the Core Infuser would be nice
Just some quick feedback + suggestion.... We played on a dreadnaught egghunt on rival incursion, and it was almost a nightmare. we three were fairly high level dwarves on haz 5 with 1 greenbeard. now normally this isn't a problem, but between the dreadnaughts, the new hack event, a korlok, and the multiple nemisis (nemisi?) it took us 60 minutes to barely get by..... i reocgnize its haz 5 etc etc and its supposed to be a tough mission but boy it was really REALLY tough.
Another general suggestion, put in the weekly assignments/core hunts a few missions for the data cores.... Or even a new weekly mission type for those who might be interested in that specifically
Eyebrow idea: A set of Eyebrows, with a scar creating a slit in one
I've made mention of this before, but why can't we have Primal Blood as a Body Paint? Bootcamp was introduced for this Season for both weapon and cosmetic, but why can't we have Primal Blood?
More helmets that fully cover the head should have the option to have a half cover variant so your beard can show. After all, what is a dwarf without a fabulous beard? (Some good examples of helmets that do this already would be the DLC helmets, such as the dark future and robot rebellion helmets coming with a half open variant, same for the visage helmet.)
Subata feels like it needs a little love given the synergies the EPC and Wave cooker have with goo/fire/ice. Would suggest making volatile bullets react with corrosive damage somehow, perhaps adds heat, or alternatively to add some mod in tier 5 specifically for goo builds.
Adding a report system or an anti cheat system would be nice, I can’t join haz5 lobbies without seeing a cheater in god mode
Also Evil Tophat is needed
LOK1 could use a "mini shells" or "lightweight rounds" style OC. Would recommend changing clip-size OC to a damage reduction + large ammo boost. I think this would incentivize fear frequency + SMRT + CCD array builds, as sort of "quasi shotgun" builds.
Add a training room where you can test your weapons on various bugs with the dps showing etc...
Another modification tier for the drill, with 1 of them being a drill run where u can use like 5L of fuel to dash and deal extra damage with the drill.
They should give Lok 1 infinite ammo on Hazard 6 and make dwarves one hit kill and add a bulk denotator swarm
The "dying" voicelines used for when a dwarf jumps a barrel hoop should be used for when a dwarf goes down in a mission, audible by all players
The new turret hacking minigame might need tweaking, currently they're quite unrewarding as by the time you're in a good position to hack the controller without getting interrupted you've killed 90% of the turrets anyway. Also getting interrupted on your last wire cut.
A suggestion regarding Nemesis:
-
When a promoted dwarf finds him or starts shooting at him, he should say: "STAAAARS!". If the not promoted dward does it, then he should say: "Come back to drink Leaf Lover's beer, greensbeard!"
-
Interaction with the Nemesis corpse: so that the dwarf can kick him twice on the body and say "Nemesus!"
Suggestion: new active perk "Rider". Usage - twice per match.
Allows you to ride a Praetorian for a 3 minutes. To do this, you need to approach him from behind and press the use button. The left mouse button is to vomit on enemies, the right one is to attack with its front paws. It also allows you to get off the Praetorian if necessary, but only for a short time (perhaps 20-25 seconds), otherwise you will lose control over him. Pheromone canister (or similar tools) leads to reset this counter, which will allow you to stay on earth for more time.
Suggestion: These hats (Thermal Insulation and Welding Visor) should be painted in the color used on the armor.
Oh, also, it would be nice if the gadgets of the characters were also painted in the color used on the armor.
Suggestion: Add a "Glasses" slot and related accessories, such as welding goggles (on screenshot). It would be perfectly combined with hats such as Thermal Insulation. Well, then we need more hats with which to use googles.
What about some "Mining Ruins" random encounters?
The employees of Deep Rock Galactic leave behind a lot of waste and debris:
- Abandoned Refineries
- Old Mineheads
- Destroyed Drilldozers, not even counting the ones from failed escorts too
- Pump Jacks and piping networks
- countless spent magazines and fuel tanks
- broken robots
- and who knows what else
What if some of these could be encountered at random in other missions? Maybe one could find the leftover platform of a Minehead and repair the turrets/lights to help with a mission, or maybe cracking open an unlaunched refinery rocket to get the minerals inside, or even just for some scenic stuff in missions
Suggestion: add a make-up of a clown in a hat slot.
Bringing this up again since nobody has mentioned it in a while;
Please can something be done about the salute animation changes? Being kicked out of an important action because of a very ingrained habit of actually being able to salute during them (this change has affected behaviour that‘s been around ever since i started playing in early access, the habit is very strong) is extremely unpleasant and it‘s making me just not want to play.
I think this change should be reverted or at least reworked so that either your dwarf says the voiceline and not the animation, or saluting during an action should just do nothing until you arent doing anything.
Also, the salute action should not block me from starting a new E action.
A different Molly call option that will make her stay put until called again instead of follow.
Suggestion 1: Fix gameplay satisfaction while fighting robots:
One of the reasons robots are not fun to fight aside from most weapons being geared to fighting in close quarters with bugs is because they feel like damage sponges that have much more HP than most bugs and they just absorb damage, don't run away scared, don't stop to roar like bugs when you know they can't hit you and they don't have a satisfying ragdoll physics at the end of it.
The way to fix this would be to add a lot of destructible parts to the robots, for example the Patrol bot, be able to shoot his ball at the bottom which will make him land and not be able to move, suddenly he becomes a turret and more managable to play against and viable to focus.
Make shredders either explode by default in a solid radius or make them die the instant fire damage touches them, because currently, there is no easy way to easily deal with a swarm of them and now they spawn quite a lot. You can only go to your team, hope engie got his turrets down and then you melee the shredders who come close.
The nemesis is totally broken and will need heavy fixing, I won't go deep into that as others probably extensively talked about it already, I think with him the most important thing would be to reduce spawns/make him generate with the map, make arms dodgeable and deal less damage, and reduce the number of shields he spams at you so you can actually use your elemental damage properly...
Outside of that I think just shooting at robots should be more satisfying, perhaps their armor should break, parts should fly off, they get knocked back a little, etc...etc... anything other than just being flying bullet sponges.
Suggestion 2: QoL Hacking Suggestion: Hacking PDA cable
It was recently added that you can move around slightly while hacking, which is great as it adds more things to do in the game while hacking such as looking around for enemies and positioning yourself a bit better.
The problem is, this is basically discouraged because you don't know the exact range of your hacking PDA and so you might move slightly out of the radius and suddenly you've lost all of the hack progress.
My suggestion should fix this and make hacking more fun and not tedious while making use of the recent change.
Basically, when you begin hacking, make the hacking PDA spawn a cable that connects to whatever it is you are hacking and make the dwarf now unable to leave the set hacking area and cut the connection UNLESS he presses a specific button to do so, for example LMB = hack, RMB = stop (detach cable).
Remove hitbox from bosco so he won't block bullets and pickaxe swings
Alternatively Trajectory Correction Upgrade for Bosco. Bosco can now adjust the trajectory of friendly fire redirecting the bullets that would have hit the APD into nearby glyphids where they belong
New Perk "Rebate"
When you take a resupply, refund a portion of the nitra depending on your remaining ammo (and health)
Refunds up to 5/10/15 nitra (increases as you level it).
So if you're using the max level perk and at max health & ammo when you take a resupply, it'll refund 15 nitra.
For players that use up a lot of 1 ammo while leaving their others mostly untouched, if they've got this perk then taking a resupply won't completely waste the extra lost ammo. Like a Scout that needs more flaregun ammo or an Engi that needs more platforms, but the rest of their stuff is close to full.
New rival concept: The Rival Technician.
The Rival Technician cannot attack, however, it can latch to other Rivals to repair them, which in turn heals them. Technicians cannot latch onto Technicians, but multiple technicians can latch on to one target, to speed up healing. The healing they give isn't too bad, until stacked, but once stacked it can become a real threat..For instance, if a Nemesis managed to get 3 or 4 on it, it could become an even scarier bullet sponge
EDIT: Forgot to note something important. Technicians are visible on the outside of a Rival, and can be shot off to stop the repairs
Is there a way to increase fire damage vs specific enemies with specific weapons? I feel right now Scout's options for fire leave him wanting against the Rival Nemesis. While his heat options work fine against other bots, they don't really do much to the Nemesis and possibly leaving a solo scout with far less options aside from raw damage output
Instead of buffing his fire options, GSG could also give him just more options in general. Make chilled bots (yes im aware you cant fully freeze them) take even more melee damage than normal, maybe make pheromones cause the robots to mistake each other for DRG foes?
New Corrosive Sludgepump OC idea: Electrolyte Canisters
So, since my soul has been hurt by the fact that electric goo was officially cut from the game, I want to suggest an OC which may cure my soul.
Benefits
-Increased puddle duration
-Goo puddles are electrified, causing them to inflict the electrocution status to any enemies passing through them and increasing sludge puddle DPS
Downsides
-Reduced puddle size
-Significantly reduced normal shot direct damage and charge shot area damage
The OC would also make the sludge appear to crackle with electricity.
Ideally, the electrolyte puddles would be a super powered version of the bonuses granted by hydrogen ion additive’s direct slowdown, just applied to puddles. The primary downside would be losing out on direct damage… and smaller puddles, I guess, that’s less area covered, but honestly the only reason I added that downside was because I think an OC that reduced puddle size would be funny.

May Electric Goo Rest In Peace.
Suggestion: Imo the smaller icons for wepon selection feels like a step back for the UI imo, would love for it to be changed back to the original or touched up to make the icons less cramped and small
The ability to see all of the overclocks for weapons and what they do even if you haven't unlocked it. Increases the ease of access for information.
Rework of Bosco's lights
- Bosco always shines in full light mode instead of only when told to shine a light on a empty space (most noticable when you go from lighting an area to digging)
- Give one of Bosco's rocket upgrades the ability to shine like a scout flare. This makes solo play as non-scout much less reliant on only flares or the slow/unreliable light of Bosco, whilst not making Scouts flares inferior (due to rockets being limited/slow to recharge).
I think someone did say these things earlier, but after finally fighting it myself, I got a much better understanding for it. For the Turret Controller, it should convert all remaining Turrets into allies. As it stands, there doesn’t seem to be a point in hacking it if you just destroy all the turrets (Unless it’s able to make more and I didn’t know). The turrets can be on a timer like the Patrol Bots once hacked.
An unstable overclock for the drak-25 plasma carbine that makes it better in every way, but it explodes if it overheats. Once you resupply you get another one, since they're supposedly so cheap
just wanna know if you guys plan on adding more songs in drg because the songs are top tier, a third album would be much appreciated.
I love hearing the creative insults the dwarves throw at eachother, can there be more either specific to dwarves or things like molly and dorretta. Something like that
Here's an idea for a tower defense style mission: Archeological Defense . You're sent in to find and procure large artifacts of an ancient alien race that no longer exists, however it seems that our rivals have also found out about these artifacts and wish to take them for themselves. A temporary on-site docking station will be sent down, along with three MULE's specially designed with the purpose of procuring these large artifacts, but you have to find the artifacts and set up a beacon for the MULE's. Due to a sonar device a part of the docking station that helps pin-point where the artifacts are, it will occasionally attract the local fauna and rival tech, so players will also be able to call down special equipment for better protection, such as jammers that scare away bugs and slow down rival drones, stationary turrets of varying types that will attack any enemy nearby, and electrical shock traps that stun bugs and drones alike. The MULE's will also occasionally break down, prompting players to go out and fix them, so make sure the base is safely defended. There are also deposit boxes on the side of the cargo ship of the docking station for anything else you find. Management has also granted access to a special budget of a thousand credits for these defenses, with the turrets costing 250 credits, shock traps being 200 credits, and the jammers being 150 credits, so plan them carefully.
Once the MULE's have found all three of the artifacts and have taken them back to the docking station, you will be able to start the docking and cargo ship setup process. Because of how large and delicate these artifacts and to conserve energy for the cargo ship, the process will be loud and will take some time to complete. This will, of course, attract even more unwanted attention from the local fauna and our rivals, so at this point you have to defend the base until the cargo ship sets off with the artifacts on board. This is where the tower defense part of the mission finally happens. The bugs and rival drones will attempt to attack key parts of the station that are important for it to function, and you must defend them. The special defenses you set up will also help defend, but they can be damaged by your foes, prompting you to repair them so they'll function again. The key parts of the base can also be repaired, but if they get destroyed, they can no longer be repaired. There are four of these important parts to defend. Once the process is over, you can call in the drop pod and escape.
give the nemesis the "We´re rich!" Line.
@verbal star
when dwarf is pushed by molly: "molly! watch where your goin!" "I'm gonna punch the guy in R&D who programmed molly" "groans how come Molly can find us a quick way back to the drop pod but cant walk around us!?"
nearby dwarf hit by same grunt twice "you're a dwarf, not Doretta!" "Dorreta cant protect herself but you sure as hell can!"
Suggestion: Two Perk Ideas
Active Perk: No Dwarf Left in Hell!
An Active Perk that allows you to carry a downed dwarf to safety and revive them in a different location, slightly hindering (or increasing) your running speed. Press [RELOAD] while looking at a downed Dwarf to pick them up, then hold [RELOAD] for 0.5 seconds to drop them. Perk upgrades increase run-speed and introduces a passive healing effect to the carrier.
Tier I: -10% run speed, same as above.
Tier II: Standard run speed, 0.5 health per second healed while carrying a dwarf.
Tier III: +2.5% run speed, 1.5 health per second healed while carrying a dwarf.
Tier IV: +7.5% run speed, 2.5 health per second healed while carrying a dwarf.
Passive Perk: Revival Adrenaline
A Passive Perk that allows the user to receive a movement speed and reload speed buff for several seconds (8 seconds) after being revived. Perk upgrades increase both stat boosts as well as increase the longevity of your base invulnerability after being revived.
Tier I: +5% movement speed, +50% of seconds of invuln (capped on this tier), and reload time reduced by 10%.
Tier II: +7.5% movement speed and reload time reduced by 20%.
Tier III: 10% movement speed (capped on this tier) and reload time reduced by 30%.
Tier IV: 10% movement speed and reload time reduced by 40%.
Idea: Let us take mission items like morkite that we have in out bag to the drop pod and instead of depositing them we keep it to sell for credits on the black market OR turn it in for a bonus of some kind
Make the Nemesis have some voice lines relating to Karl. Such as "Guys! I think I found Karl!" "I think Karl was here!" "Karl is that you?"
Taming a grunt should make it unable to attack you while you hold E on it
is their any chance u can add an achievement for dancing on top of a barrel for an amount of time call it "it takes 2 to tango"?
There should be some "class switch" voice lines regarding the unlockable weapons (ex. "550 rounds of .50 caliber tungsten, aw yeah...")
Suggestion:
Limit Nemesis spawns to only one per swarming window.
We just played a round on Haz 5 and two Nemesis spawned at the same time, completely obliterating our crew.
If there’s no way to break out of the grip and multiple have spawned, the difficulty is just unreasonably high.
Had a strange idea for something risky/rewarding regarding the Nemesis
essentially, as a Nemesis dies, there'd be a chance to hack it
If you can succeed in the brief window you get to do so, you'll be given an entourage of friendly patrol bots, but GSG could always make the reward something else. Maybe a cache of Data Cells or minerals, or even a Lost Pack
Make the nemesis a unique encounter like the prospector/hacksy/relay events.
Add an item "power core"
Make the relay and nemesis events drop power cores.
Make the nemesis slightly tougher.
Allow us to free dwarves by doing enough damage to the nemesis arm that is holding the dwarf.
Keep prospector and hacksy dropping data cells.
Allow for up to 2 of these events to be present in a mission
(2 of these events in same mission would be rare i.e hacksy and nemesis)
Make power cores count towards season progress like data cells.
In a future update/season make a weapon/armor/cosmetic themed around the power cores.
At a very minimum make the nemesis drop something or some way for us to crack it open afterwards.
"Remember solo missions?"
"Remember how usually your still have multiple ressuplies up but everything is full?"
"Introducing... Bosco's revive restock!"
"Now if you ping a ressuply Bosco will take 2 things (charges, stocks of ressuply) and recover 1 revive. This might be lifesaving on high hazards and is just nice. Altho this might be kinda op, but you can only get 2 revives per ressuply...
New armor concept: Immersive Camo
This armor is...Well. ridiculous. It seems the Dwarves decided to "blend in" on Hoxxes by taking raw minerals, making fake veins, and dressing up like a vein of minerals, to try and trick the bugs into thinking they're rock. It didn't work.
I don't know if this has been said before but, there should be an option to have a toggleable revive bind, So you dont have to hold down E to revive. I say this because there are some times when im reviving and it cancels itself out for some reason.
Nemesis voiceline that's the Terminator "I'll be back" but in a dwarven voice. We have one from Bladerunner "I've seen things (blah blah)".
it would be cool to have another set of armors that is more themed around each individual class, rather than each other. Basically instead of a "series" like Scale Brigade, it would be something like a Mark VI that fits with the sets you can buy in the Shop.
Another new Rival concept: Rival Security. Below is an Excerpt from Management
"It seems the Rivals have put monitoring devices around points they believe to be of value. They aren't quite able to attack, but they DO call for reinforcements...Thankfully, it's exclusively Shredders. Either way, keep an eye on the skys, for blinking red lights. It's a sign the rivals are recording you"
These would effectively function like a Rival version of a Spawner, but smaller and harder to hit, in return for being one shot-able by most guns.
I want to give Hack-C different hats
Let us be able to choose which Salute dialogue lines we want to express each time we Salute, i.e. have a menu where we can toggle on or off lines that would be expressed with a Salute.||No offense, but some of these newer lines are kinda cringe||
Additionally more explicit dialogue. Not saying all out swearing, but maybe some in universe insults, like how calling someone else an Elf or a Goblin is supposed to be an insult, as well as more "Tough Love" like lines, where the dialogue is harsh but fair.
breather plants should emit oxygen in low O2 warnings
Overclock idea for the LOK 1 Smart Rifle: Smart Ricochet Rounds.
With some slight modification to the rounds, as well as beefing up the lock on software on the LOK 1, the boys at RND have managed to make the LOK 1 calculate the angle of bullet ricochets for every round fired. These modifications aren't magic and they do take up space previously reserved for ammo. As well as take the lock on software longer to gain locks.
- ricochet rounds at full locks
- damage per bullet reduced
- Total ammo reduced
- Lock on time Increased
Simple suggestion to put a "quit to desktop" button on the start screen. Leaving a multiplayer match seems to put me there, so it would be nice to have a button to quit with instead of waiting to load in again.
The abyss mini-bar coming mid-dive in a drop pod
make the weekly mineral assignment also give a few pieces of phazyonite
It’s unreasonable and poor design that you can’t be freed from the nemesis by team mates or bosco. It would be less irritable if it’s grab range wasnt so obnoxious. The only way to fight it is to pelt it from a distance which isn’t engaging or interesting. Personally this enemy was a flop and needs serious tweaking
It is borderline impossible to do the new router event solo. I have used all classes and the only time I succeeded was on a point extraction mission with gunner. This was because the spawns are so far apart and can often be up extreme vertical points which are hell to get to as any class but driller or scout, spawn very far away from the main node which makes it often take the time for a node to switch just go from the one you were on to the next one, and enemy spawns increase drastically which makes it really hard to do the damn hacking part when you are being bitten every 4 seconds. Bosco is horrible at keeping you safe while doing any task that isn't shooting bugs even with a full dps build on him. My suggestion is to add another 10-20 seconds on the clock when you finish a node or give players much more time to do node tasks, and save their progress on hacking a node when they disconnect from it to clear the bugs on their ankles. This way we at least have a chance. You can make this not apply to multi-player where it is much more possible to do the node task. I understand that this is a co-op game, but solo is an option for a reason, some objectives are tweaked already for solo so it's not entirely unrealistic to ask for this.
My friend had an idea for the nemesis. So it starts grabbing you and the moment it does the arm uncovers a very bright red light (like the caretaker's eye light) and if you shoot the center of the arm as it gets closer to grabbing you that arm gets scared off for a bit.
OC that allows you to mine with the diffractor similar to doretta's battery does with shale
edit: i dont see why my suggestion was mocked. driller can mine at range with EPC, i was just suggesting something for engi. not to replace scout, obviously it would have much less damage and ammo
Add overclocks for pickaxe lol lol add overclocks for abilities lol lol lol lmao
They should buff scout and make scout flare gun flsshbang everyone
Tweak the Nemesis spawns. I had 4 spawn back to back in Haz 5 on a mining mission. Not fun when you see Nemmy keep popping up like hydra heads.
Add more of each species (naykaya , and the q’ronar)
Future Season: Dawn of the Xynarch
Following a successful ousting of our Rival's corporate presence on Hoxxes, we've forced them to abandon some of their cybernetic horrors to the wilds. Unfortunately, their introduction to the ecosystem has caused a stir on the planet - evolutionary and otherwise. Between heightened aggression of the local wildlife following a void in lethally-armed robots, to the local Xynarch-Charge Sucker population finding ample feeding grounds, things have only turned worse for our fellow Dwarves.
- New enemies:
Xynarch Cyber-Sucker
As if seeing our BET-C models being hijacked wasn't enough, the damned parasites have adapted to what our rivals left behind! No longer satisfied with merely passively sucking their robotic shells dry, but spreading into new locales by hijacking Nemesis bots, or forming 'hives' out of turret controller emplacements! (Xynarch-Charge version of the Nemesis bot: Much faster, focuses on grabbing dwarves to suck out their shields or ammo before yeeting them away, and can slam into dwarves as an attack instead of having a force-field)
Hellfire Spewer
A new evolutionary strain of Glyphid has been discovered, one that seems to exploit the Rival's weakness to frying circuits. These glyphids would give the Driller a run on his money with its fiery breath and fireproof carapace. Luckily, freezing them is quite lethal to their internal organs.
- New mission:
Xynarch Purge
The Xynarch menace is getting out of hand. We've detected a region of former rival presence positively teeming with them! Whatever those parasites found there, it's big, and it's a breeding ground. Go out there and destroy whatever cybernetic junk they've taken hold, along with the slimy gunk controllers.
(Mission has the team destroy a Xynarch-controlled Caretaker - which is now a fully mobile murder-pyramid that splits into multiple dreadnaught-like 'mini-bosses' the team has to track down after they split and teleport away)
More of the above:
- New mutator:
Xynarch takeover
The parasites have established a presence here, taking control of some of our previous expeditions tech. (fills the map with hostile Bosco, Molly's, Mini-Mules and Hacksy's, all controlled by Xynarch fledglings. Bosco shoots at you or fires rockets, Molly spreads sticky goo on the floor and makes a noise that attracts more bug spawns, mini-mules try to ram into dwarves, and hacksy disables the teams shields while it's alive)
this, but randomly as an "accident" since management did threaten to remove the abyss bar during christmas. something went wrong and they dropped the bar early. so make use of it while its there while management scrambles to find the right button to get it back up before riots break out under the workers.
We need a specific voice line triggered when pinging Scout as Driller, something alluding to playing catch with the C4
Throwable-related voice lines should be spoken when pressing G, not after you throw the Plasma Burster or Cluster Grenade
A version of the Roughneck Helmet with Industrial Goggles for maximum Engineer Gaming aesthetics
Extended server list:
1, Checkbox to allow only promoted dwarfs
2, Checkbox to allow only account lvl X+ dwarfs
3, Filters for zones
4, Ability to create random haz X server with a 5% bonus to resources (with cooldown to avoid reroll abuse). The "random" system should prioritize maps where there aren't many open games currently to provide more options for other players.
5, Filter for multiple class restrictions
6, Filter for mutations(xp bonus, mineral mania etc)
7, Join random server based on enabled filters
8, Filter to be able to join a mission with our currently selected class(what we have in the lobby)
Extended laser pointer functionality:
1, hold ctrl + hold LMB on target quest objective/molly/doretta to spawn a vote illusion panel. Similiar to the choice of event matrix core usage with a Yes/No option. Other players can laser point to those or press f1/f2 to state their status. This is to avoid the "r?" chat spam.
2, hold ctrl + hold LMB on target dwarf to spawn an order illusion panel. Commands like follow me, come here, platform please, build base etc
Change timegating:
Currently we have the weekly DD-s and assignment to get blank cores, which is not enough in some cases. Add another, repeatable option with an increasing amount of credit price to get more blank cores. The price should be high enough to motivate ppl to do the weeklies first.
Rare thing to find anywhere on Hoxxes IV:
Small alien structure with some resources inside and medium chance for an error cube.
When approaching:
"Guys, is it just me or it's too quiet in here?"
"Something is really off here..."
When nearby no bugs spawn, but you lose connection to management so you can't order ressuplies. Structure consists of "Unknown material" which can't be broken by normal means.
Note: This thing can't spawn on escort duty, Industrial Sabotage (cuz rival tech also can't work there), and the new mission from season 2 idk the name.
Very small chance when playing the jukebox that the coin gets stuck and instead of a song you start ranting about the jukebox being broken.
3rd T4 upgrade for the wave cooker: WAVE PHASING ATTACHMENT
Adds a small fear chance per tick.
A per-class toggle option for the wardrobe and pickaxe terminals that syncs all cosmetic changes between the different loadouts for a class (for those of us that like to update our look per dwarf class, not per loadout)
deep rock
Nintendo switch
Ever since season 1 Mission Control has become much more useless. There is always a silent wave before the real wave. You can argue, that monsters have evolved to be more quiet, but the Mission Control gives no warning. Useless. And then we get the warning about an obvious thing - a wave is coming. We know it already. it always follows the silent wave. And now, since season 2, even the Detonator is behaving in a much more quiet manner also.
Need better and more details for weapon overclock description.
Some of them only give some vague description instead of proper numbers.
I love this game, but i think S2 has focused too much on robots and not enough on monsters. For S3, this will be so cool if devs focus on new monsters, especially on some insects attracted or sensible to lights or to sounds (pickaxe mining by exemple, shouting, or salute). So we can get some kind of new infiltration missions, where we need to be stealth, walking around thousands of insects sleeping, or lethargics, need maybe some diversions to access area, to retrieve a rare monster object. It will be a cool feature and quite innovent gameplay with the use of lights / sounds. What do you guys think ?
Let the dwarves comment about being in the Drop Pod Thruster (Space Rig) before dying if they stay too long inside.
one of the dev streams mentioned that the rivals have teleportation tech
so to help add flavor, a particle effect could be added when a rival robot spawns
doesn’t have to be anything fancy, even just the wormhole special effect would work
High resolution scale, IE:
Above 100%
125%
150%
175%
200%
I Know upscaling is a thing but some people have good gpus that dont support upscaling
A bug net gun that allows you to tame any bug
Separate the dwarf laserpoint pinging lines based on function, mapped to specific buttons while pointing at a dwarf. X for getting attention, M1 for commands, M2 to compliment.
So here are a few suggestions my friends and i came up with to make the rival less bs and a lot more interesting to fight (
=de-buff
=buff)
make it if you hit the weak-point under the arm it immediately drops the player, weather it be from players, magma vents, ect.
make it have a proper telegraph and dodgable attack for grabbing like the arms on the caretaker boss
make it so it cant be within a certain distance of the drop pod, i was on a 2 player mission and one grabbed both of us the second we got out of the drop pod
make it so armor breaking say from the thunderhead able to crack the armor on top
make its arms have a %chance to become burst turrets that can not target grabbed entities
let me know what you think, personally i find the rival kinda boring/slow compared to everything else to fight i mainly think that allowing armor breaking to work on it would be one of the more interesting ways to go about it.
Make rj250 compound for pgl yeet glyphid's bodies when you kill them
I'd like a small buff for the Electrified Status. It's technically already in the game, but because one is focused on Damage DOT (Usual Elec weapons) and the other is Damage Vulnerability (IFG).
My reasoning for this is because despite having strong utility application (IFG, SMG), it's damage output is outclassed by other DOT applications, such as Burning being widely available and sustainable, Neurotox can last a very long time and is used on both of the Heavy classes, and Corrosive can melt armor and can slow for long enough. It's only debatably outclassing Radiation because despite being on two of the most powerful weapons, that element is not going to be used by a sizeable portion of Dwarves.
Electric in comparison is mostly limited to certain utilities. Some are strong zoning tools or Vulnerability, but it isn't much for damage (LURE, Armor Upgrade SMG without Turrets, Drak, the new Xbow, Elec Reload), maybe intentionally so, but a big reason why IFG and SMG OCs are so strong compared to stuff like E.Reload and Taser Bolts is because Elec is inherently not built for damage. Utility isn't inherently bad, that's how tools are useful, but if it's compared with something that's stronger in utility or damage (The M1k and Drak, or Phero and Stickynade+), it will be outshined.
Now, the actual Suggestion part of the Suggestion. Reasoning is above, this is for tl;dr
If it doesn't make things too complex for programming, I would love to suggest the ability to apply multiple instances of Electric Debuffs dependent on how many tools that apply Electrified. I do not want multiple applications from the same gun, I want to apply Electrified from different guns at the same time, such as having the Drak and Xbow together. It doesn't apply multiple Vulnerable effects, and it doesn't slow more because it's got 5 zap icons. I just want the damage ticks together, specifically.
Makes the effect stand out and damage just a bit punchier, without being OP like Neuro.
A new enemy tied to Lootbugs: The Lootbug Guardian/Innocence Protector.
This enemy has a low chance to spawn everytime you kill a Lootbug, creating a sudden bossfight on the same scale as a event boss (Like Nemesis or a Tyrantweed) the enemy, it will outright attack the dwarves relentlessly and either look like a lootbug or a loothoarder, to make this boss also worth fighting it would also drop the same loot as a Loothoarder or even a chance at a chunk of gold/bittergem.
Simple "joke" addition. When you fall into the drop pod's thruster in the space rig you should vaporize as if you were a glyphid under the hot beam of a shard diffractor 🔥
Can we salute with an empty beer glass
rare m1000 animation where the scout gets his thumb smashed when he reloads
Now I didn't test this personally, so maybe it is caused by other things. But if case that my theory is true if host closes the game instead of disbanding the team, players who joined the host instead of the message "Multiplayer session has ended." get just message that the connection to the session was lost. If true, it would be good in case that host shuts down the game though the game menu, players should get same message as if the host would disband the team "session ended". So there won't be confusion that people just lost connection to the host for some reason.
Mission Control should have a few additional or alternate Voice Lines that refer to the Mission's WARNING. Something that plays instead of or shortly after the Mission Introduction.
MACTERA PLAGUE
"And, there's lots of Mactera waiting for you here. If you catch any faint buzzing, show them your favorite handshake."
SHIELD DISRUPTION
"Your shields may be disabled in this region, the static in the air is interfering with certain electronics...take care not to trip over any rocks while you're down there."
LOW OXYGEN
"Scanners show that there's an Oxygen Deficit in your area. We equip the M.U.L.E., Drop Pods, and Resupply Pods with air tanks for missions like this. Think extra hard about your Resupply locations."
It gives any newer players the chance to learn about the big glowing red symbol if they haven't dealt with it before, especially for more complex and drastic WARNINGs like LOW OXYGEN.
make the Scorpion Mask's colour adjust with armour colour
Can we get some skins for the traversal equipment?
Going into the loadout terminal shouldn't reset your hospital gown, but going into the dresser should
I love the idea of hospital gowns, when it's a hard mission that took several tries to complete standing at the victory screen in a gown is very funny yet cool, it kinda shows progress/persistence. But the thing is, if I lost than you bet I will be adjusting my loadout. Even something tiny like grenade change, or perk swap, to act on the mistakes I made that got me into the hospital gown. But going into the loadout terminal just resets your look
:(
A "Mark all New as Seen" button so we can get rid of the ❗ on every skin and framework
Make it a little more obvious that we can deconstruct pipeline parts, and lower things like the fuel pods (mini-mule recovery).
The former seemingly only shows a red tooltip to deconstruct them when you're already smacking one to deconstruct it, and while it does make some sense, it's not exactly obvious that you can deconstruct them at all, especially if you aren't already aware of it (I sure wasn't).
Making a more readily visible tooltip when aiming at a pipeline piece (within X metres of a joint, and looking at it, for instance), would help.
Mining out from under pods also seems a bit obvious, but if you don't go and test it (gib testing range for weapons and other mechanics pls), it doesn't really seem like an option.
Especially when some things, like Ziplines stay in place when all possible contact/land under them is removed.
(Maybe a voice line chance when holding the 'fuel line' to place it for "too long" would work?)
An idea for an April fool's update to include a "Human" voice overhaul where it's just the regular voice actor without any filters or accents
A new mission concept, with a bit of PVP flair (despite being against AI). Quote from management: "It seems a new mineral has been discovered! Unfortunately, it is extremely psychoactive, and induces temporary insanity...And a handful of dwarves have been breathing it in...Take them out, and get then healed. We've added an antidote to the psychoactive chemicals to your medical supplies."
Basically, you would dive into a deep cave, with signs of other dwarves (Ziplines, platforms, etc scattered about) where a few Crazed dwarves will be lurking, with random classes, and random builds, ready to attack on sight. Taking them out, and reviving them will make them passive. They'll be too nauseated to fight but they will be invincible until they enter the drop pod at the end. Mission length changes how many crazed dwarves will be waiting. Also worth noting, crazed dwarves will attack players AND glyphids, meaning bug swarms will have a little support from the bosses
Make the grappling hook have the claw you see in the Miner's Manual while it's not recharging or being shot.
Just had a silly idea:
Can we get one of those "Days since Last Accident" boards somewhere in the platform that keeps track of how many missions you've completed since your last team wipe? It'd be fun to see how high you could get your score!
Forgot to mention voice lines for pinging crazed dwarves. There would be 3 general ping lines, then one rare class specific line for each of the classes.
General: "KNOCK SOME SENSE INTO 'EM!" "TRAITOR!" "WATCH THE TURNCOAT!"
Driller: "I always knew you'd snap."
Scout: "STAND STILL YOU LITTLE SHITE"
Engie: "WATCH FOR TURRETS!"
Gunner: "It just HAD to be you, huh?"
A sort of training grounds/'shooting range' to test drive new weapons and get a feel for them without needing to be full throttle into a mission to play with things?
weapon paintjobs for transport and support tools. if we have armor, pickaxes, and regular weapons, then we can definitely have those.
Compensation for people that had the bugged lost pack armor skins, as currently people who had them have had them removed from your inventory. I had 2 of them and as a relatively new player i feel its unfair that i lost on half of my skins because of a bug.
I have an idea that probably has been said too many times. A button that clears all notifications. Especially after unlocking multiple weapon skins, having to manually remove each notification is tedious
It'd be pretty awesome to have a separate slot ofr eyewear, so we can wear our headgear and have goggles, etc. Equipped simultaneously
- Make the Fat Boy projectile bigger (and to make it look like a nuclear warhead) and add a nuke wave (after explosion), not only radioactive circle. Increase the radius of damage and the size of the radiation circle.
- Add a special animation of death from radiation to bugs. For example, so that blisters appear on their skin, burst, the bugs themselves change color and eventually deflate from the inside.
- Add a special death from Fat Boy for the Glyphid Detonator is that it explodes not as usual, but vertically. That is, so that after his death, the Detonator creates a vertical empty corridor. And the special death animation for him from Fat Boy: decrease in size, becoming green, increase back and the explosion itself.
-
Add the ability to shoot off the bug legs to keep them alive, but harmless at the same time.
-
Add a chainsaw for the Driller as a secondary weapon.
-
Add the ability to mount the Engineer's turret on Molly so that it moves along with Molly herself.
Very small chance that when a bulk dies it creates a weaker version of the horror that can be "exercised"
With firepower of course 
Basically a small chance for it to gain a second healthbar
ability to randomize either the framework or paintjob of a weapon or both in the equipment terminal, like you can with the wardrobe.
Heck, going into a mission with a random class and random loadout might be fun.
Instead of making nemesis spawn on its own during the rival presence missions, just have a couple pre spawned nemesis throughout the cave at the start of the mission. Similar to how Crassus detonators are placed.
I think it would be pretty cool to have a sort of Firing Range in the space station where we can test out our weapon kits and overclocks, not sure if anyone else has suggested this, but figured I'd put the idea in here
I think it'd be fun to give Molly new skins/paintjobs. Maybe the ones she uses in multiplayer can be determined by what the host is using?
Grenade Suggestion: The Creature
"R&D won't tell us what it is or where they got it, but this violent little creature will ferociously attack anything it comes in contact with. It puts all of its energy into this quick burst of violence, then promptly dies. The small, handheld cage we've encased it in will break upon impact, so make sure you don't accidentally fall on it."
A grenade-sized cage with a creature contained inside. Throwing it breaks the cage, unleashing the creature, which swiftly mauls anything in a small radius, dealing high damage and slowing any affected victim.
Buff the GK2, it is not as epic as the other scout guns. I think changing OC's to give it unique firing attacks like burst firing, secondary attachments(a launcher, mini shotgun) or maybe a whole new mechanic that combo's with scout's utility weapon where he deals bonus damage to things within flare's light or gives bonus weak point damage(like how the SD has an OC that interacts with engineer platforms)
Lootmotherlode
Has a chance to spawn when the players kill a high amount of lootbugs in a mission (5-10+). It's a critter as large and dangerous as a Dreadnaught, enraged by the murder of its babies. It has the Lacerator's wave attack, occasionally spreads a large gas cloud, and spawns mini-lootbugs that give it the warded buff. If killed, it drops a large amount (50-100ish) of phayzonite, as well as gold and nitra.
Imagine they added a 5th class called the scientist. However, Im not sure if it would mess up the flow of the game or what the devs were going for. They could be based off of status effects, or could have a vast array of scientific weapons, such as potions or an acid gun. Their traversal tool could be similar to the 'goo' from portal (orange makes you fast and blue makes you bounce). Their support tool could be a healing syringe or a buff potion for the friendly dwarves.
Just an concept I was thinking about though.
New glyphid concept: The Glyphid Matroska, AKA, the Glyphid Nesting Doll.
This bug is a larger than average grunt. Popping it causes a grunt to burst out of the corpse. Popping the grunt causes a swarmer to burst from IT.
I'd like to see a VIP protection mission where the host plays the Mission Controller in the field (to avoid fighting over it). Weak dwarf with a laptop to hack special events and/or call down machinery perhaps, with their own dedicated Bosco or Mini-BetC that doesn't disappear when dwarfs join. Like a Rigger / Drone controller and hacking class with no mods/ocs that the other dwarfs must protect while they complete mini-game objectives. This means you only get 3 normal dwarves so part of the challenge is you're unable to take all 4 classes.
make the mactera brundle more common
Its a bit weird how rank division are all minerals (bronze, silver, gold, platine etc) except the last one that is "legendary". I propose that the legendary rank becomes the "bittergem" rank since its the rarest and most expensive ore you can get in DRG. Obviously the border would be replaced with the color of bittergem.
Hello! My wife and I have been playing this game since February pretty consistently. We're about 300 missions in. These suggestions are just small things that we've noticed that we believe would improve our experiences playing the game:
1.) For solo missions or two-person missions, make the basic flares last slightly longer/be more effective. In missions where neither of us are playing Scout, the visibility issues wind up causing pretty large downtimes where we just stand still and let a few flares charge. I'm sure they are well-balanced for three- and four-player groups and higher hazards, so this is strictly for solos/duos.
2.) Add a button in the equipment/wardrobe/etc menus that allows a "check all as seen" for notifications. Whenever we unlock a gun skin color for all guns, we have to manually go through to check each one's notification. If there is already a "check all" button, please make it more visible.
3.) For Season 2, we are both very hopeful for more mission types or unique happenings to be increased within missions. Missions with a Hacking Pod, Prospector, Tritilyte Key, etc have been much more enjoyable because they are a change of pace while we are grinding. Definitely more of that. We also very much enjoy the Industrial Sabotage missions, but they are never part of assignments or features, so we didn't even know about them until about 100 hours into our gameplay experience. They are a nice change of pace.
4.) This one is a bit nitpicky, but the range of the Bulk/Crassus Detonator explosion seems to go quite a bit past the visual. Just something we noticed. I think it's perfectly balanced and fine, but having a visual to go along with it more accurately would be helpful.
5.) Please allow solo mission players to add friends to the mission during the mission. This prevents us from having to wait for solo-mission friends to finish their mission.
I'll have more suggestions later. Love the game overall! Just want to see it succeed. 🙂
Elite enemy concept: Elite Loot Bugs. Can fight back
Space Rig addition: Bug hunt
It's pretty much a DRG version of Duck Hunt, using the dorfs armaments and cardboard/steel cutouts of an elf or glyphid, and Bosco as the 'dog'.
Doubles as a game to goof around with between missions and a way to test weapons (the score screen can display damage dealt to the targets).
I feel like industrial sabotage missions should be marked with 'Rival Presence' since they technically are and it would help with challenges
Deep Rock's devs stated that the reason there's no shooting range is because of technical limitations, involved with guns in the rig. In other words, right now it's impossible. But, what if the shooting range teleported you to a brand new area? My concept for a "shooting range" is a Computer, hooked up to four VR helmets, that, when everyone is plugged in, teleports you to a seeded, plain cave, with a Mine head in the middle, with a computer pad that let's you spawn enemies
Idea for a new beer - gives the drinker a pair of boxing gloves, making it so that for the duration of the beer effect they can 'slap' other dwarves as if they were the drop pod dice. No damage or anything, just for funsies. Maybe the odd annoyed voice line along the line of 'quit it!' from the slapped dwarf.
Suggestion:
Season 03 - [INSERT SEASON NAME HERE] needs to have a Golden Lootbug Lover victory pose. it NEEDS to happen.
New victory pose concept, for S3: the baton spin.
You know Baton spinners in parades? The pose is that, but with picks
increase the rate that fire bolts add heat so you can ignite robots
Weapon licence upgrade assignments should tell us what class and slot the gun is actually for
Make shield link count bosco as a teammate
In case that we try to connect to a host for a mission and the connection fails due host exiting the game or other reasons, instead of getting black screen after connection failed - unknown error, then getting the session ended error and then getting kicked back into our room in the space station, we instead should stay in the server list when that error happens. As it's annoying when we due a connection error have to run to the mission terminal again from our room for some magical reason which teleports us away.
had this overclock idea for the sludge pump
Hope driller's arms and hands can have completed armour.
hey! i'm absolutely loving this game after my friends convinced me to play it and i really love the whole vibe. the game is heavy on cosmetic stuff as is and i enjoy the level of personalisation that gives BUT i was thinking it might be pretty neat to be able to decorate the bay you get assigned to when you start up a game or join off someone else. i noticed that each bay is technically unique with it's own decor and stuff already on the mesh, so to decorate it without running into issues (say, a proposed decor 'slot' on the computer desk might clip if it already had something on it, for example, the takeaway box) the addition of smaller furniture items that don't overlap with the misc decor already present on each bay would allow you to decorate those bits so it doesn't matter what bay you get assigned to that way.
you could unlock these through various means as you unlock cosmetic stuff already in game, and/or buy it at a new terminal somewhere, maybe replacing one of the two wardrobes. some you might buy with credits and/or minerals, some maybe could be season rewards bought with scrip! maybe you could unlock plant pots by scanning the various flora around, or decorate it with minerals when you collect a certain amount of them? unlock plushes of various fauna if you pet them, get a drilldozer toy if you rescue dotty's head, get a steeve plush if you make it to the drop pod and he's still alive? lots of possibilities. i also made a quick mock up below. love the game and thank u for reading <3
The statistics tab of the monitor in the sleeping bay should include a statistic of the number of each Hazard 1-5 missions you complete
One of the dancing/LURE moves should be a dab loop
(Warning: Side effects may include:
Your teammates wanting to sacrifice you to the Barrel Hoop
Your teammates shooting your LUREs out of spite)
-
Considering the amount of Overclocks and Upgrades with alt-fires, an "Alt-Fire" button/setting would be great. I can't tell you how many times I accidentally Ice Spiked with the Cryo Cannon
-
The Driller's Dark Future Skin has no armor on the forearms/hands. It's a weird flaw for an otherwise great-looking armor piece. Plus, the Scout's Scale Brigade paint job on the D.Future armor could use a bit more blue on the back and belt (like the Engi)
-
The Warthog crosshair is a bit too wide. Especially when using the Magnetic Choke OC. Tightening it up would be great. Same with the M1000. The crosshair is too big and I feel it obscures the target too much.
It would be nice for there to be a terminal that lets you replay the tutorial, in case greenbeards skipped then regretted it, if your game crashed the first time around and you want to try it, or if you've taken a long break and want a refresher
I also think it would be great to have an expanded cosmetic storefront. For instance, a daily deal where you can buy an OC cosmetic for a specific amount of Phazyonite. Rn I have a bunch lingering around that I don't have much use for, as I feel the store selection is too bare-bones. Incorporateing deals like this would be a great way of improving that
While having Engineer's Splattered paintjob for Scout doesn't make much sense, consider bringing back some of the other 'bugged' paintjobs. Copperbug paintjob looked really good on other classes.
Also having a separate Scale Brigade paintjob for weapons would be really cool.
Voiceline suggestion:
Whenever someone dies to a nemesis, there is a chance they will say "it seems they have invented a robot that can best the dwarf!"
Consider, for a moment, what would happen if stabbervines reacted to pheromones on bugs
remove the stupid ass rival presence shitshow, 5 nemesis in one 8 egg mission, 2 at the same time, and robots are only vulnerable to fire? fuck that
More pickaxe parts with lights on them!
rival tech pick axe parts
Endothermic Explosion could use additional visual effects. Right now it's got almost nothing, one can assume it's doing nothing, and feels unfinished. Suggested as follows:
- Continuous radial particle effect at point of impact.
- Glowing effect on the platform's material, showing it becoming charged up.
- An audible cue winding up as it gets closer to explosion.
I forgot the most important suggestion that I had, my wife had to remind me.
The Salvage M.U.L.E.s mission type really does need a bit of a revamp. The fun part is finding the M.U.L.E.s, but then you kinda just....wait in an area, do something very small, then you wait, then you wait again, then you wait AGAIN.
The easy recommendation here is that the part where you wait 2 minutes for the drop pod to power up is removed, but the missions have more M.U.L.E.s to actually salvage. The most fun part of the mission is the salvaging anyway.
Allow the Gunner’s Incendiary Grenade to induce Fear in the initial blast radius. And it should deal just a smidgen more raw damage to keep up with the 6-held Fear Inducer, or the Faster Wave Clear, while compensating for the comparatively short lifespan. Bonus points if the fire is Green (like Gunner) to show that it’s stronger. No special properties other than direct damage, just thought it would look cool!
Compared to the other two raw-damage grenades, the Area-Denial grenade seems lackluster to use either for Damage or by extension, Area-Denial. It’s not bad, but I usually can’t help but ask “Why don’t I just use Sticky/Cluster grenades for this situation?“
It also doesn’t help that it can disrupt certain classes (Cryo Drillers) or seems less useful on certain Missions (Elimination). I’m not saying that those are bad, but it’s an outshone weapon.
So the Nemesis still shouts things you'd expect from your party members... in Solo mode, which makes it no longer a trap but a warning. If the Nemesis still wants to lure players closer, maybe give it different sounds in Solo mode that would lure a curious dwarf closer? Like the beeping of a cargo crate battery, or the sound a lost helmet makes
Scouts grappling hook has one major flaw which is when making miscalculations with certain heights,sometimes you'll be stuck clinging the ceiling holding left click trying to figure a way down without taking fall damage, having the ability to rappel downwards with the grappling hook like batman while using (left click + spacebar) would we be great
Miniboss idea: a Ommoran Heartstone that has been removed from its outer shell , yet still posses its nearly magical qualities. it would be a golem like creature about three times the size of a dwarf with a hard rocky exterior with gaps in the armor allowing critical damage to be done to the core. it would also have no head as it would not require one. its health would be half that of a Crassus detonator. its attacks would consist of a slam with a large wind up and an effect like that of the oppressor but with stones flying out causing high damage. its second attack could be it shooting out stalactites from its arms which are very accurate but are flung rather slowly through the air. its final attack could be it opening some armor around the core to fire a laser with a major charge up and a minor delay before returning to its original state. it could also perhaps spawn in a flatter area making for a "arena" or sorts for its combat. hope anyone who reads this enjoys the idea.
A new enemy idea! The glyphid grunt leaper.
This agile grunt variant focuses on mobility rather than the slashers firepower or the grunts defense, using its locust like hind legs and small, collapsible bit nonetheless effective wings to hop short distances at fast speeds, avoiding player lines of sight and attempting to dodge large aoe effects and slower projectiles. When it gets close enough, it will try do a ramming tackle onto a dwarf, in an attempt to finish them off or harass them for the rest of the swarm.
Make more enimies of the q’ronar and nyaka species
Add new perks to the game with the same three types as the OC (current ones will be clean perks)
For example:
-You can't resist explosions (unstable Perk): "you just can't resist a good explosion, with this perk you can carry 50% more grenades but get 50% more damage for explosion and all elements"
P.D. please don't focus in the balance of the perk I use as example, but in the idea of clean, balanced and unstable perks.
Idea:
A enemy in the “others” tab that is stationary and attached to the ground.
When you step in it it will attack you, and make you slower
if we don't have a scale brigade pickaxe yet, can we get one please? and matching paints if possible?
thinning combover might need another pass? it just looks low detail compared to other hair
would like to suggest an alt Scale Brigade helmet also that covers the back of the head. or make it so the base helmet does so. also wanna suggest another alt Scale Brigade helm that completely covers the head, with the "mouth" open with a visor inside it for the dwarf wearing the helmet to look through.
Change "It's a Bug Thing" or (add a new perk) from a meme tier lootbug instakiller into something that allows you to negate fall damage by landing on lootbugs
Mechanically it would probably work like the current it's a bug thing, but instead of passively killing them at all times it will trigger when you take fall damage, and if there is a lootbug within its activation radius it will nullify your fall damage and kill the lootbug
This game are walking on two strange path. Defeating robot enemy is no fun and frustrating. Those robots, I mean, you see, people make mod to create more bugs to shoot and blast, and people are making mod try to block robots. The key is "succulent" (adj.), their death should bring pleasure to player. Look at destiny 2, they handle that feeling very well.
Another strange path is more complex weapons mechanisms. This problem just beginning to emerge to surface. Is there a possibility, people just want a cool simple weapon kill enemy quickly. I mean, shoot engi's platform to increase damage is not fun and simple.
Reduce chance for nemesis spawning during machine events a bit since some of them, especially ones which require you to be stationary, become almost impossible unless you have enough space and players for someone to distract it. I'm not against difficulty but it's never fun to give up overclocks because a space robot octopus came to party
electricity causes robots to malfunction and are forced to stand still or move slowly because their thursters are all moving randomly and their accuracy is pretty much nonexistent. either their spread is crazy high or the shots are off target by a notable margin
not original, but PLEASE don't take away the slap spam from the dice and little man at the bar. it's so much more fun being able to slap them so fast.
I've noticed a trend with the rival machines in terms of how there designed and it may lead to some weapons/builds being non viable against them. That trend being that they often require precision weapons to deal with effectively if not outright mandate it.
The Nemesis is the biggest culprit imo, taking zero damage if not hit in a weak spot and mandating distance from it with its grabby arms. This limits what weapons are going to be at all practical against it creating a precision meta which dulls the gameplay down and punishes player preference.
My suggestion is to not have every enemy of the rival faction be balanced around being hit in the weak point exclusively.
Two suggestions:
- Random salvageable patrol bot (or bosco) similar to the "Salvage MULE" mission, but randomly encountered like cargo crates
- "Water damage" upgrade for frost-inflicting weapons which either stuns robot enemy types or does extra damage to them
Please make the nemesis a mini-boss like bet-c,e basically works like a rival pretorian and dies really fast when (most importantly) he does not grab you trough the walls or in really unfair ways i wish you could save a friend who is being grabbed by shoting a part of the nemesis while he drains his health a bit
More enemies of each species (Nayka and q’ronar)
implement the yoinky sploinky as an end of match emote?
Unstable overclock for boltshark
Remote access
"R&D made bolts that let you hack rival tech by shooting it with your bolts but cant do better than hackc. Their also fragile and heavy"
- small to medium rival tech instantly becomes hackable on hit. User can do so remotely by looking at the hackable tech
- velocity is 70%
- bolts cant be recovered
-10 less normal bolts
I am in dire need of more loadout slots.
QoL-suggestion: Could you implement a button in the mission-summary at the end for the host? Functionallity: exit the group (same function like the button on the top-right in the ESC-menu). Benefit: If the host want to exit the group, he can do it there, already. So the space station is not loaded twice for the clients, but once.
Otherwise its like it is now: Space station is loading. Host exits. "Private" Space stations are loading again. The button could skip that progress. But: Your game is awesome, I love it so much it hurts 🙈 👍
Not just for host, but also for players too. Because many people leave after the mission is done. And also when one is doing an assignment, he probably won't stand in one group for long unless the same host does the assignment too.
fix the kursite grinder not spawning enough enemies
Let us make individual weapon load outs instead of everything bundled together in a single load out
A slider in the options to control the amount of particle effects being displayed
make it so that disengaging hoverboots doesnt call molly
Accessibility and QoL request:
I am physically disabled and usually play the game with a gamepad rather than mouse and keyboard. When a dwarf is frozen, you must rapidly press the A and D keys alternately to break free. The controller equivalent (left analog stick left-right) is much harder to do quickly and for someone like me, trying to do it as rapidly as is necessary can be painful. Abled friends who use controllers agree that it is significantly harder to unfreeze with gamepad than on a keyboard, even if it does not significantly impede them like it does me.
Instead of unfreezing using the analog stick, I would appreciate if this could be done with buttons instead, perhaps the Left & Right Triggers /L2 &R2)
Feedback Loop-esque OC for GK2
+consecutive hits increase rate of fire
+slightly increased magazine size
-missed shots or reloading resets rate of fire
Freeze status Vs Bots:
AFAIK, bots are immune (or highly resistant) to being frozen. Most cryo weapons against them therefore feel useless.
IRL, in very low temperatures, batteries discharge, or drain very quickly. I am proposing that the freeze status effect for robots could act as slowdown.
This suggestion is not about buffing cryo because it's less about actual weapon effectiveness, more about reducing how unrewarding using cryo can feel. A minor debuff on "frozen" bots could be tuned such that cryo weapons are still weak, but there is still a clear cause and effect, where it feels like you're doing something at least.
The slowdown effect could be negated by electric weapons/damage, or bots could recharge wireless if they're close to enemy hubs (nemesis or data point)
How about a Land Mine side grade to the Explosive Charges Driller has
DONT LEAVE BOSCO BEHIND!
Sadly due to scheduling issues (My greatest enemy in dnd) sometimes I have to play alone.
Luckily, I have Bosco by my side.
But it always breaks my heart, when he stays behind as soon as the mission is over.
Bosco is a part of the team and therefore he is technically a dwarf like us. (at least in my heart)
And the code says "leave no dwarf behind"
Please.
When the mission is over and you enter the exit zone of yhe drop pod. Let Bosco enter too. Maybe in his own little spot.
Don't leave Bosco behind!
Overclocks for single fire weapons to make them have more shots per reload, like the 40mm. Prolly unstable
Make more passive or friendly creatures to make the planet feel more alive
When do we get Turret skins and variants?!
Turrets need hats too!
For fairness sake; Let's add cosmetic options to ZipLines like garlands and bows and stuff, flares that bloom into pretty flowers or have hanging decorations. And I don't know what for the driller... Oh, the explosive charges could have cosmetics maybe. Like a pretty package, little hats, a jumble of wires. Or wall patterns for the drill holes.
Reinforced Power Drills should be able to collect minerals too. Because it's nonsense when you can drill the earth, but at same time you can't drill gold.
New overclock for the Engineer's grenade launcher: Big Drum (red).
Appearance: adds a magazine around the perimeter of the grenade launcher.
Pluses: Increases the number of ammo in magazine from 1 to 6, increase in total ammunition from 8 to 16, increases the rate of fire (+4).
Cons: worse ballistics (basically, a 30% reduction in the range of the projectile), increased reload time (from 2 to 8 seconds), reduced damage radius (-1), reduced AoE-damage (-45).
Special
: add the ability to fill the magazine with different ammo, for example: the first projectile is stunning, the second standart, the third is incendiary, the fourth like Hyper Propellant overclock, the fifth is neurotoxin, the sixth is Fat Boy overclock.
You can fill your magazine half with one type of projectiles and half with another type of projectiles, however, depending on the type of projectile, your total ammo will be reduced.
And so that it can be done directly during the match using a special menu (selection of projectiles and order in the drum). Well, there should also be restrictions on the number of special projectiles. For example, if you take 2 Fat Boy projectiles, you can't take 4 incendiary and vice versa. And you can't take more than 4 Fat Boy projectiles.
Add duel wielded mini flame throwers as the final secondary weapon of the Driller class, they would have very low ammo but do the same dmg as the original flame thrower and high range
In the same line of letting Bosco boarding the drop pod, request for Bosco to 'not explode' whenever another dwarf joins a public room. Instead, let Bosco fly back to the session host like how an Engineer recalls his sentries.
Bosco deserves better for being a good little robot.
an achievement for killing a dreadnought with only pickaxe damage at haz 3 or above
Bring back being able to salute while using E pls...
The new burping salute is well over 5 seconds long and feels like a mockery of saluting. Removing it would improve the overall selection of the new salutes. Hell, you already did it with "Stone and Rock! Oh wait.", so it's not like GSG is alien to removing voice lines.
Size variance on organic enemies. Have chances for bugs of all kinds to be slightly bigger or slightly smaller than normal, with a bell curve allowing for rare huge Grunts or tiny Macteras, with stat adjustments on "trophy" sized creatures.
Make facemasks mustache slot cosmetics, so we can use it with neck guard/positronic neckbrace
Mactera Grabber ghost variant on haunted cave. Invincible, need to shoot it to temporarily make it go away. In my opinion it makes the haunted cave warning live up to its name more
Add the ability to mark items in the Cosmetic Tree (Season Terminal) with an asterisk or a highlighted color so that you don't forget which next item you want to open.
I think it would be really cool to add another third weapon to the characters but weaker just in case of emergency tho
Please let us pet BET-C she's a good bot
Helmet that's a big pirate hat with skull and crossbones and an eye patch. Also a flaming beard like blackbeard as a cosmetic option. Also pirate armor? (maybe gives you a hook and a parrot or something). And pirate weapon frameworks, like a big fuckoff cannon.
Have the dwarf who brought dotty back into the pod use a special victory move that involves her rather than her just sitting on the floor.
The turret stub and Turret Arc/EM Discharge interaction was 'fixed' in season 2. You can no longer electrocute turret stubs after fully building them.
I'd recommend putting anote on the next set of patch notes as that's a pretty significant change to people who use both of these OC's on higher hazards/difficulties unless the change was unintentional.
Ability to remove cobwebs from players with flamethrowers (or weapons in general)
People that have the game pirated cannot order/drink beer other than leaf lovers special
Destroy webs when something passes through it
(Flare, Bosco, molly)
Weird idea for a buff to Second Wind (or any of the other movement perks), but probably NOT as a standalone perk, as I personally think it isn't worth a perk slot alone.
The ability to trample and stun/kill small bugs, namely swarmers and parasites, while running and having met whatever conditions are necessary for the perk (e.g having Second Wind activate before Trampling can happen).
This may be balanced further by either briefly and slightly reducing max run speed for each bug trampled, or by making it only last a brief period of time, etc.
(Tried wording such that the core idea can be adjusted and balanced as much as possible)
((also imo Dash doesn't need a buff so this probably wouldn't go on it))
As an alternative suggestion, how about a synergy between Unstoppable & Dash. Specifically:
Having Unstoppable equipped will modify your Dash such that dashing into a large creature will stun it and deal a substantial amount of damage (insert demoknight tf2 joke here). This feels far more niche, but I kinda like the idea of perk synergies/special interactions, and I love the concept of a short angry drunk man that's 50% beard charging full speed into a dreadnought
Make dash stack up to 3 times, with a 7-10 second cool down between each use, but make it recharge slightly slower.
I'm not sure if this is intentional, but I've noticed Naedocyte Roes don't take damage from any DoT effects
They can't be lit on fire, frozen, electrocuted, etc, and they probably should be able to
I'm sure it's been said before, but I don't like saying angry things when I ping Steeve! There are already plenty of nice voice lines that play when you get close and press E to pet Steeve, so it would be great if it played one of those when you ping him instead. I wanna ping him and say "you're a good bug, Steeve" not "kill the glyphid slasher!"
So you know how Nemesis used to pick up Hacksy and drop him wherever it likes (even in the air
)? This was a bug, but it can be a feature. I say we let Nemesis throw around Hacksy, just without the picking-up-and-holding-forever thing, or the leaving-it-in-the-air thing.
I see someone mentioned something similar to this idea but not exactly the same/ for the same reasons.
A radial vocalizer menu kind of thing would be a major quality of life enhancement.
Having to look and aim at individual enemies that are usually far off in the distance in order to tag them (menace, spitters etc..) gets kind of tricky and somewhat slows down the flow of the game when you're fighting hordes. It gets even trickier when there's multiple special enemies around the map that you want to call out. Having a vocalizer button where you can just press and call out specific bugs would make it tons easier. Another scenario where this would be greatly helpful is when an exploder lurks behind a teammate and you need to call it out instantaneously. Whip out the laser tool, aim at the bastard but sadly having pointed a couple millimeters to the side it just plays out the generic dirt pointing voiceline. Pressing a couple buttons to immediately call out the exploder would be way easier. Sure some players could just use voice chat but not all players have good mics (or if the game has other language dubs, it would help when players using different languages are playing together)
Also it doesn't have to be different voicelines, the current special bugs ones would work great
Add a clock in the space rig that drunk dwarves can interact with and say "I am not drunk" relating to this meme
meme link attached below:
https://www.youtube.com/watch?v=zhf1pIl007o
!!warning: dumb half-serious idea!!
Lootbugs eat up precious minerals and presumably other minerals to sustain themselves. It stands to reason then that they'd eat the uranium found in the REZ, and as such, some lootbugs in the REZ should be radioactive.
They would be immune to radiation, glow dimly, and leave behind a radiation AoE similar to exploders when they die, and have a chance to release umanite.
I think its hard to do assignments and also evolving the battle pass. In my opinion its too grindy. Most of the time, the assignments doesn't have to do with Battle Pass challenges which is unfortunate because the progression feels very slow. I think assignment completion should give either a Battle Pass level or a good amount of Battle Pass EXP. The slow progression in the Battle Pass makes me wanna play LESS instead of MORE which is counter-intuitive in my opinion.
When you ping a downed teammate you repeat the crystal voicelines.
“This is worthless!”
“This is useless!”
We get the dwarves mentioning sandwiches quite a bit. As a seasoned miner, I politely request a sandwich menu to the Abyss Bar.
My sandwich ideas:
Company Standard: A simple sandwich of lettuce, and tomato. Goes oddly well with an oily oaf.
Q'ronar Steak Sandwich: A finely baked Q'ronar with some extra cheese on top. Baked with precision!
Glyphid Egg McGuffin: Where all of those eggs have been going! Start your day off right with a freshly baked Glyphid egg in two pieces of toast!
The Error Cube Sub: Hey the team was right! It was edible!
Loot Bug Lunch Surprise: It's almost too adorable to eat! (DRG is not responsible for any metals consumed or emotional trama from eating this.)
Karl's Favorite: ...
New victory pose concept: (haven't thought of a name)
Your Dwarf looks both ways, pulls out a flask, downs it in one go, then slips it back into their pocket
Victory pose where you can fistbump Bosco
maybe an upgrade for Bosco that acts as like an auto deposit for large objects, like say you have the bosco mine an enor pearl, rather than trying to hope the bosco drops it in a convenient spot, it has a mini mule like a pocket sized addon that deposits it, would be useful for all sorts of things, especially on vertically challenging maps where you may not be able to pick it up if bosco drops it off a cliff
If you have the upgrades for the Wave Cooker that make the reload button switch fire modes, you should be able to view the gunsling animation by holding R rather then pressing it
QoL change for the Nishanka's bolt-swapping:
Swapping bolts already eats a lot of time with the lengthy reload time, so if you accidentally swap to the wrong bolt, that time is doubled because you have to wait for the reload animation to finish (unless you realize the mistake and tap R again early in the reload)
What if, at any point during the reload, you could tap R again to swap bolts and restart the animation? 🥺 It seems to me that as soon as the bolt touches the tip of the bow, you can't swap anymore until the reload is finished, and it feels a bit clunky because of that.
boot lug
Loot bug variation
What if we had different types of lootbugs that are biome specific like
Radioactive ones in the exclusion zone ( they leak radiation when killed)
Frozen ones in the glacial strata
Or glowing ones in the Azura
Make facemasks mustache slot cosmetics, so we can use it with neck guard/positronic neckbrace(I gonna write it here until devs notice it)
we should be able to pet the diretta on the space rig
Crossbow overclock that adds more special ammo but makes the bolt you shoot random
New glyphid type: Glyphid Predator
A Melee focused cousin of the Menace, the Predator digs behind dwarves as quietly as possible, slams them with a scorpion-like tail as hard as it can, then digs away, to hide as it considers who to go after next
If we can't rock and stone in the middle of repairing ect anymore then why can we throw flares while holding something in both hands?
I think part of the reason salvage gets stale is because you have to protect two objectives right next to the pod twice in a row. Make the uplink spawn further away from the pod or make the fuel pod drop in farther away so that there is at least some change of scenery from one defense objective to the next.
Also please add some kind of anti-bug slick coating to the drop pod so that bugs don't walk on it often/at all. They look super glitchy when crawling on it and the hitbox for the drop pod often blocks shots. This makes it extra annoying to fight around the drop pod.
New bug concept: Booze Bug. An evolved lootbug that feeds on beer ingredients! It moves around randomly, and on kill, drops between 3-6 random brewing ingredients
Bugs spawning directly on the escape pod doesn't make sense, and I feel like it really takes away from the process of finishing the mission. The pod should feel like a bastion of hope, not a bug spawner. Please make bugs spawn at least a few meters away from it. ❤️
make dreads and bulks show up on the map, like the nemesis
How about deeper mission stats , total damage delt, grunts killed, pretos killed, macteras killed???
Can the Unstable Overclock Blistering Necrosis for the Wave cooker get a buff? The weak points it spawns are way to small and don't spawn frequently enough to feel worth it, most of the time the bug is already dead before you can rly get to capitalize on the overclock.
A badge or some type of prestige to spend extra perk points on.
directional damage indicators + indication of how bad the damage is for each hit
My hair went up the first time I heard Nemesis calling for help. I would absolutely love it if it had a line mentioning Karl. Like, "Guys! It's me, Karl!" ❤️
I have a few suggestions for the notorious escort missions that I think would help them be glorious without too much fuss on the back-end.
- Make the fuel mechanic dynamic. Instead of predetermined full-stops, allow fuel canisters to be removed and topped up at any time. Dotty can keep chugging along with only one fuel cell, but at half power. Pull out both and she stops.
- Consider making oil shale softer, or perhaps a tendency to spawn near cave floors (could be neat if it looked like oil had pooled and solidified) to reduce the instances of headache-inducing fuel locations.
- Something to reduce the instances of bugs 'hiding' in Dotty's treads, perhaps some tweaking of hitboxes or collision boxes.
- Dotty's screams of agony may need some form of tweaking. Because she's constantly getting chewed on they very quickly become 'the boy who cried wolf'. Perhaps updating the trigger to a threshold of damage instead of every instance. Ditto for the dwarves' voiceline reactions.
It would be cool if you can customize/decorate that little pod room you spawn in on the spacerig, or maybe even have a trophy display based on achievements or challenges
an upgrade/mod for the powerdrills that gives you a mini-version of terrain scanner while drilling? 😄
Had a driller join my game, c4 me and then leave. Even with friendly you can still die at like 75% hp. Either lower the team dmg from c4 or make friendly better so stuff like this doesn't happen.
I think the Shout and Salute key should be the same key binding, but it would be a single press for Shout, with a hold to Salute. Similar to how flares and the flashlight are (press to throw, hold to toggle flashlight). This would free up a key.
Cosmetics for Doretta
Maybe Molly, too.
the dwarves should say one of the voice lines you get for pinging red crystals in the salt pits when you equip SMRT targeting system on the lok-1
I wouldn't be surprised to hear this was already suggested but I think we need a firing range on the space rig. I'd like to get a feel for new guns when I unlock them as well as being able to test out modifications without having to load a full mission everytime.
On the same theme of adding stuff to the space rig but way bigger scale, it would be dope to either get a Pipecoaster on the space rig or have a dedicated level for making dope pipe coasters
Maybe some updated minigames or interactables throughout the rig.
Grey Perks: Can equip 2.
1: "Offhand" Equip a different Secondary Weapon into your Primary, gain proportionally more ammo for using two secondaries.
2: "Sparks!" Sparks fly when you mine.
3: "R and S" Shouting ROCK AND STONE after killing several enemies has a chance to make you sparkle for 10 seconds.
4: "Flares Ready" Carry six flares instead of 4.
5: "Pinch a Nitra" Calling a resupply costs 3 less Nitra for you and only you.
6: "Hazard Zone" 25% more enemies and 25% higher chance for stronger enemies to spawn, per dwarf using it. Detonators spawn more frequently per dwarf using it.
7: "Light it up" Bosco casts way more light.
8: "Lost Again" An alert plays when you are more than 100m away from all other players.
A Catchy Leitmotif Theme for The Rival during Rival Presence, Industrial Sabotage, and Nemesis Spawns. Something like the Mines from PSO.
i.e: https://www.youtube.com/watch?v=W3oGTW81GzI
Any chance we could get the bottom mask part of the Gloomstalker Mk.2 and 3 helmets as beard options?
can we give the new RNS lines the same deleivery of the rock and stone as the orignals?
Trick Arrows T3 upgrade for the Boltshark: Switching between your main and special bolts is now instant
Currently finding myself dismayed that the vast majority of non-hair cosmetics from Season 2 (Balaclava, Last Minute Repairs, Scorpion Mask, Little Tam O' Shanter, Broken Hardhat, Thermal Insulation, etc.) don't change color to match your armor paintjob. For some this makes sense, but for items like Scorpion Mask and Thermal Insulation it would be significantly better if these items were prismatic. As it is, I love Scorpion Mask, but hate that it only looks good on Gunner.
Cool thematic idea;
- Let host name his lobby's squad from a list of pre selected combination of words from a pre recorded word bank, of which mission control will actually read out before saying other dialogue.
"draw me like one of your french girls" victory pose
Abandoned Mining Equipment:
- It'd be cool if old, ruined equipment and possibly tunnels/ore depots could be found from previous companies that have tried (and failed) to tame Hoxxes. Could possibly have:
--- Abandoned MULE-like machines, perhaps flying versions.
--- Rusted, ruined pipelines and broken rigs.
--- Broken down tunnels with bracing and broken lights.
--- Small ammo boxes with only 2 ammo refills in them not 4.
--- Larger base-like areas with electricity or radiation hazards.
--- Decrepit mining machines that will explode if touched.
Hive guards really need some sort of soft lock prevention, the dreadnaught update has been out for ages and ghost ship still hasn't figured out how to make him spawn his sentinels consistently. Maybe have the weak spots open after a certain amount of time regardless of if the sentinels are killed. If ghost ship can't fix this bug, at least give us a way to work around it
More Achievements to please our corporate overlords! Perhaps either revolving around the new missions, weapons, or other new challenge concepts
Petition to buff Turret Arc (again) esp with the removal of turret stub hitboxes when moving them post deployment (meaning you can't electrocute them anymore). 100% electrocution chance on turrets perhaps?
Also add that the change was implemented. It is not documented in the patch notes at all, and is quite important for people who use both EM and TA OCs.
Not as exciting as a game content addition but I just really like TA, and the stub trick was very important at haz 5 for me. I get most people would see the change as an EM nerf but it's affecting TA which was already pretty underpowered.
Gunner primary concept:
"Ragnarok" Tesla Coil
Has to charge up before firing similarly to the way lead storm has to spin up
After charging, the gun shoots out a powerful lightning bolt that will arc from enemy to enemy
Armor over clocks universal class
Clean
Custom fit: +3% movement speed
Bigger bag: +10 carry capacity
Padded shoes: safe falling height increased by 5 meters
Balanced
Turtle shield
+100% shield capacity
+3 second recharge delay
-25 health
Unstable.
Glass cannon "give up some armor for extra ammo"
Universal ammo capacity increased by 25% but so is health
Speed demon "taking off armor that doesnt protect your vitals notably reduces your durability but you can move pretty fast"
+20% movement speed and jump height, safe falling distance increased by 5 meters
-30% health
Crazy suggestions to change how gold works:
- Gold breaks in 1 pickaxe hit instead of 2
- Gold no longer awards credits or xp based on how many pieces you deposit.
- Instead, all missions will have a second optional objective to collect some gold. Varies with mission length, maybe 50/100/150 gold respectively. Completing the objective will grant more xp and credits like how the secondary objective already does. This doesn't apply to deep dives, who will still have 2 objectives per stage.
- Gold from any source will count - gold veins, compressed gold, lootbugs, cargo crates, crassus etc.
Storywise, just pretend that management are greedy bastards and want more shinies. Gameplay wise, I think this is a good compromise between those that don't think mining gold is worth it vs those that want to mine gold cos dwarf RP. This will make mining gold much more valuable while also ensuring you don't need to vacuum every single piece up thus delaying the mission. The only downside is that the Gold Rush mutator and Pots o Gold beer becomes useless, but eh.
Currently I am not a big fan of how the GK2 can be outshined by other primaries, I feel like this is mostly due to it not having the cc availability that both the m1000 and drak have. I feel it would be a good buff to give it a blowthrough upgrade mod as well, where I do not know for sure but it would be much appreciated and give it at least some preexistent armor breaking. Most of the overclocks with it seem good enough the only I really dont like is electric reaload, it feels really boring to use as it is mostly just firing two rounds then spaming the reload button over and over. Which technically is more ammo efficient but also is just so unfun to do. I think it would be alot more interesting if it did this.
Electric reload
Unstable overclock
When you reload your weapon an electric nova is released around the scout dealing electric damage and applying an electric debuff to enemies in range. The more ammo fired from the mag before reloading the more damage the nova does and the longer the debuff lasts (this stacks with mag size mod).
slightly Faster fire rate (optional)
less maximum ammo
-5 mag size (optional)
This turns the weapon into a balance of trying to take best advantage of your nova of damage and not completely chewing through your ammo. The optional faster fire rate further pushes this by promoting pushing damage out but also punishing you by making it easier to waste ammo. The mag size would mostly be to help with not dropping ammo TOO fast, while also making the option of a large mag more worthwhile.
I want to make it known I do not think the gk2 is bad remotely at all, mostly outshined by the other two guns as they can cover their long and short range respective niches pretty well on top of doing decent in the grey area between that the gk2 seems to be supposed to shine in. I like the concept of a jack of all trades and ranges weapon, but it still doesnt feel as powerful as scouts other options imo.
Add a tiny chance for when you ping a dwarf who is either:
a) using the supporter paintjob
b) using the dragonscale paintjob
c) using the golden skin color
for you to say “You’re rich!”
would like to see paintjobs allowed on gadgets
Suggestion: Change something about the Coilgun to make it so that there are builds that can compete with 221X3 Hellfire.
I've played with the Coilgun a fair amount, and it feels like absolutely nothing else the gun does can compete with 221X3 hellfire. You have a ton of flexibility since you can use 10-ammo shots to make massive electric trails that slow enemies down a ton or 40-ammo shots to use the actual hellfire and just melt shit. The options are both extremely efficient. The massive electric trails alone feels as strong as many of the gun's other builds (like Ultra-Magnetic Coils) and that one's probably the weaker of the two modes.
Anyway, I'm not sure what exactly should change about the coilgun, but I think it involves nerfing hellfire somewhat and buffing other parts of the gun.
Also: I know mole exists and can do things that hellfire couldn't dream of, but it's super impractical, and hellfire still outclasses many of the gun's other builds.
Microwave contagion transmitter idea. Make it tag corroded enemies with special debuff, the debuff itself won't do any damage, but enemy marked with the debuff would turn into puddle of goo on death
Would make microwave+goo cannon more viable
Suggestion: Add an overclock to the lok-1 that increases damage for each unique enemy locked.
- It might make SMRT targeting, wider lenses, and the "more locks" mod see some actual use
- It would probably be relatively easy to implement
- It would introduce a new playstyle to the gun that has historically not been viable
Dedicated petting button
Revert the changes to interaction. It both feels worse to not be able to rock and stone while depositing, and introduced several bugs making it hard to do simple tasks like depositing or calling the drop pod.
You know how Borderlands 2 has differing shield brands with different stats/archetypes, balanced by their stat differences (Capacity, health penalties, recharge delay, recharge rate)
Would that work as an overclock system?
So nova shields with a long and slow charge, but a pretty strong AoE damage blast on break
Spike shields that reflect portions of melee damage
Amp shields that add a flat bit of bonus damage to your next shot while at full shield, at the cost of some shield
Melee boosting roid shields, that buff up your melee when you're out of shield (Entering melee without shield is already a pretty bold move)
Or would that be placing too much emphasis on the 25hp gossamer thin layer of protection the dwarves wear?
To be able to use pickaxe when holding left click with the grappling hook when using
Change the health/shield choice in the armour customisation.
The choice between 5 shield or 25 health? That’s not really a choice
Make bismor spawn in big clusters. I'm always so gosh darn low on bismor compared to the other minerals. Kinda like this maybe?
Gotta play at higher hazard levels with full teams and modifiers for that bonus!
Make rival bots stop to "aim" and then shoot like mactera. I cant reliably aim and shoot at high speed moving target with small weakpoint.
Hacking turret terminal destroys most of the turrets but some of them are hacked and become friendly. (More incentive to actually hack it instead of destroying turrets one by one)
sorry for my bad english :)
i think u can add stats and we can select just one, hero's rank upgrade's time
example: damage,deffence,heal,speed
because bronze one hero is equal to platinium hero
and rank is unimportant because strength is equal all time
Suggestion: implement keeping the tone of your voice from the drinks you have for the mission you embark on (eg: drinking a Malt Rockbearer just before a mission) for fun rare encounters with extremely mouse-like scouts, and rumbly drillers
Maybe make the bug you are Steving immortal while doing it, so frustrating when you find a nice armored one and they get killed while you do it.
Make turret arc a clean oc
suggestion : make the taser bolts from the boltshark still being useable in electric arcs after the enemy carrying the bolt dies , because right now the bolt just stop connecting with others once its host die ( or is it bugged ??)
Make using a single sentry more viable
Make bugs unable to spawn in your line of sight, so they have to actually use map geometry to get to players, like Left 4 Dead
Add Centipedes
particle intensity slider? sometimes when standing inside a group of bugs that i'm killing with fire my framerate drops to 12 fps
Add a "Seen All" Button so you dont have to look through every unlock you craft ..
April fools voiceline for mission control to announce a wave, only to laugh & say "april fools".
Y'know, to get us back for all the barrel tossing.
Add an option on the final mission screen like "STAY IN THE LOBBY WITH CURRENT PLAYERS" and "LEAVE THE LOBBY".
Make random Dreads more common and add a chance to get a hiveguard or twins show up.
Seems like a nonsense, but maybe adding a mission event/warning, where the mission control would be drunk? It could be just some funny drunk lines, or even Mission Control somehow also behaving drunk and thus making the mission harder/easier.
Achievement ideas (Titles can be w/e, I don't have enough pop-culture references):
"Long Live the Dwarves" - Revive a fellow Dwarf while Iron Will is active. (Encourages newer players to maximize the potential of a single-use Perk. Discourages using Iron Will for selfish gain.)
"Not Expendable" - Break the Ommoran Heartstone with all 3 parts intact. (Encourages some good habits)
"Take Me With You" (Secret) - Successfully complete an Escort Duty mission with Doretta inside the Drop Pod. Management is not impressed, but who cares? (A gimme)
"Just Another Day In The Office" - Successfully complete a Hazard 5 mission after killing two Detonators and a non-objective boss. (Bet-C, Korlok, OMEN, Random Dreadnought. Would you count a Prospector?)
"At Least 100 Pounds" - Purchase a mod in every tier for each upgradeable item for all classes. (An easy milestone achievement)
"One Tough Bastard" (Secret?) - Purchase every mod for all classes and craft every Weapon Overclock. You should probably take a break day. (Another milestone achievement, lesser level than "Without a Paddle")
"Space Is So Beautiful" (Secret) - Get a breath of fresh air from the Space Rig. (A funny secret achievo, a la "That's Not How You Play The Game")
"Parry This" (Secret) - Cause the finishing blow to a Boss with your Pickaxe. (Secret to avoid strategizing for using your weakest weapon, but also a reward for those who do)
"Not So Tough Now, Are You" (Secret) - Cause the finishing blow to a Dreadnought with your Pickaxe on Hazard 4-5. (See above)
maybe a healing class, and their tool 3 or tool 4 is a red sugar cannon that starts with some ammo, but can be refilled by picking up red sugar while at full health
Simple one could we add a way to set melee button to an ads and maybe change Molly summon button to click summons Molly hold pulls out pick for mining
Secret fart button in the controls that you need to manually bind to your keyboard
maybe perks for more healing or protection?
second wind: the limit of health you can regenerate to is increased by 20 points and you regenerate 10/20/30% faster (when being revived you begin healing to the new limit instead of instantly being healed it to it)
stand together: while within 7 meters of another dwarf you both gain 10% damage resistance so long as both of you can keep fighting (does not stack)
heroic courage: gain 5/7/10% movement speed towards downed dwarves within 20 meters of you and 10/20/30% damage resistance while reviving
When Halloween comes around again, can we get some universal^ Costumes for the Armor slots? (^The Armors are visually identical, but the color palettes are different)
Broad Ideas (Assumes Armor Paint is Default)...
Features a Cape + Oversized Rear Collar (Black exterior, Class color interior) (The whole cape doesn't need physics. At least the corners), Tuxedo + Bowtie (Bowtie is Class color), Dress Shoes
Features a Button-Up Dress Shirt (Class color), Hairy Arms (Hair color), Furred Legs (Fur is Class dependent: Gunner = Gray:; Scout = Black:; Engi = Red:; Driller = Brown) and Hooves (Gunner/Engi = Black:; Scout/Driller = Gray)
Features a Knee-Length Lab Coat + Black Pants + Boots, Gloves (Class color), ~3 Vials holstered in the Breast Pocket (Contents colored with every class - Except their own?), with a Syringe and/or bonesaw at the hip(s).
Features a Big and Simple Robe, Foot-Length (Dull color, tinted Class color), a couple of Spherical Flasks strapped around the hip (Primary Primary and Secondary colors), along with a stick at the other side.
Optional: Armored variants, the costumes battered or modified over with DIY, Mechanized-type pieces, can appear in Matrix Cores or Lost Gear (Not the Cargo Crates plz for the love of Karl that thing has enough everything stuffed inside)
add more wires to the rival antenna and turret controllers and make it so you don't lose the hacking progress if you back out of the hacking, it can be a very lengthy progress to hack those 2 and you'll probably get attacked while doing so since you're very vulnerable so making it not reset would result in a lot less frustrating experience
Can the GK2 get a little love in the buff department? It's struggling behind the other Scout primaries.
since the defender system is almost always picked on engi's sentries, i think that hawkeye should get a buff of some sort.
I think it would be nice to make hawkeye better for engis that prefer to set and forget, maybe both a total ammo buff and a sentry ammo capacity buff would be interesting, and help close the gap in total damage
For us engis who play with the dual turrets, a way to select which turret Im moving would be nice instead of automatically moving the last one placed down
(maybe Left Click to reposition sentry 1 and Right Click to reposition sentry 2)
…Oh!
If we ever get the ability to hack Turrets into being friendly using the Turret Controller,
Bring back the 4th Wire on the Turret Controller. The Turrets are neutralized after the 3rd Wire is cut, but every time we fail the 4th Wire, we destroy 1 Friendly Turret. Cancelling the hack destroys all Friendly Turrets.
Follow-up suggestion to Bamboo’s:
Display the Turret Number you are about to deploy in or above the Hologram, or add weight to the difference in contrast between the Prioritized Turrets.
And specify that you can switch between which Turret is moved first by tapping Reload, in the Gemini description.
It’s something that is specified with both of Driller’s “Tap Reload” mods anyways.
Please new perks. Class specific perks in particular; like a passive increase to pickaxe mining would make my Scout happy. Maybe an emergency reload for Gunner, turret shielding for Engineer... Idk what to do about Driller, he's just too perfect lol
Make me burn 20 points per perk to kill all these extras.
Someone please mount the new engi laser on my turret 
Beers and Plants need more Love. Problem : Plants just stack and have low utility after you finish unlocking beers. ( right now after you unlock all beer, only Barley Bulb have a utility, so most people have too much of the useless plants)How to fix it : First a assignment ( 5missions) to unlock this new Room( Greenhouse) with a new vendor that can trade plants for gold and vis-versa. + a new special rare Plants : A Hoppy Nova. ( This new plant can only be found in Hollow Bough and Azure Weald And cant be bought from that new vendor) 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.
A new boss/creature to encounter.
This is a bug/Glyphid enemy.
The name (open to change) would be the Glyphid Apex Hunter.
What is it?
The Glyphid Apex Hunter is a creature that walks on its two hind legs and has two large grabber arm pincer things. It will either lurk around in dark tunnels or small caves. When dwarves approach the Hunter will enter its aggression stage and will grab one of the dwarves and immediately attempt to leave the rest of the dwarves behind. It will attack the dwarves in their clutches as it escapes running back to a newly generated lair much deeper down in the cave where it will attack the dwarf until they go down and once downed it will drop the dwarf in its lair and go out into the cave again to go find another dwarf...
Dwarves not taken by the Hunter will have to divert to go rescue their kidnapped teammates.
Solo dwarves have a chance of being rescued by Bosco or if there is no bosco the Hunter will take them to the lair and then leave them at quarter of their health unless the heightened senses perk is used to break out of a grab.
The Hunter will emit a high pitched shriek just as they grab their prey before retreating making horrible grunting noises as it goes. But it will be almost entirely silent prior to attacking.
Closing notes:
Basically this is my take of adding like a weird sort of Deep rock galactic take on the Xenomorph mythology. An apex hunter predator thing that attacks from the darkness and drags its victims back to a lair for some dark fate. It also stands to reason that as dwarves and rivals continues to invade Hoxxes that the wild life would continue to adapt to counter it and the Hunter is meant to be a sort of nemesis class enemy of Glyphid origin. Whilst injecting some more horror into the bugs which sort of have taken a back seat for the rivals which isn't a bad thing but I feel this should be an equal partnership really.
Being able to build Engieneer's turrets on the Dorretta (where all my engie mains at, i know y'all want this too
)
Reward Promoted Players with Assignments that unlock brand new Daily Specials
! (Either stronger variants of pre-existing Beers that require a LOT more Beer Materials
to craft, or…)
Example Ideas (May not be my own nor thought in depth. Would be nice to have though.)
- NAEDOLYTES: Grants +50% more Shield Capacity
[2 Barley, 8 Yeast] - STOMPERS: Grants +15% Jump Height. Fall damage is transferred to nearby bugs (Excess damage unable to be dealt to bugs is taken as normal)
[1 Barley, 6 Starch, 2 Malt) - CAVE ANGEL CONCOCTION: Grants 1 Mid-air jump
[3 Barley, 2 Starch, 3 Malt, 3 Yeast] - TECH STOUT: Grants +20% Interaction Speed (Revives not affected).
[2 Barley, 7 Starch, 1 Malt]
Some strong drinks if I do say so myself, both balanced out by being RNG-dependent and Expensive to craft.
Also, speaking of Beers, if the devs ever do fix the inconsistencies between Daily Special descriptions and Actual Stat Bonuses, please keep the effects the same (except for Dark Morkite and Pots o Gold personally). They feel that much more special if they’re decent, and acquired with rare randomly-spawning items.
also had an idea for a weapon license, maybe a dual element cannon, something like maybe fire and ice, and because of the constant extremes in either direction it acts kinda like real life when you take something really hot and put it in ice water, and vice versa, and then maybe a lightning gun license for the driller, to go with the other 3 elemental guns?
If the problem with making the zipline better is to prevent gunners from just hanging out and shooting bugs, why not nerf the ability to use weapons while on the line so that the utility can be buffed instead?
For example: the base spread and recoil for weapons is drastically increased while riding the zipline (since you can't brace/stabilize yourself while dangling from a cable). Then we can improve the base angle and base speed significantly to make ziplines useful in way more instances and not so much of a liability.
Lootbugs with cat ears
Let us shoot allies with pheromone bolts so we can punish people who don't ping compressed gold or Rock n Stone back in combat 
The pickaxe should be displayed on the back of the dwarf when not in used.
There is so much (maybe too much lol) customisation for the pickaxe, but it's almost never seen, except those 2 seconds when we "rock n stone", making the process of customising the pickaxe pretty much useless.
pictured ||#suggestion-discussion message||
Let us pet hacked patrol drones?
Engineers should have some sort of buff when it comes to hacking (I don’t know what tho maybe it goes slower)
Give us an option to turn off the ear ringing sound that can happen when you blow yourself up. I don't need my tinnitus simulated, it just happens. 
Make it so the better you do the hacking minigame, the more health the patrol bot has. If you mess up enough, the bot explodes
Make bolts' outlines visible while holding the Laser Pointer
A +1 to Survival bonus if you successfully escort Doretta back to the pod
Host migration, in case the host suddenly disconnects by power outage or something else
I beg of you management, improve upon our system for saving loadouts. Such as being able to save multiple loadouts for each weapon individually. So I can switch the loadout of my Sludge Pump without affecting my other gear, and so on.
Also do this for pickaxe skin loadouts if you would please, that'd allow so much quick easy customization changes. I know it doesn't sound important, but the little things in life make us feel good. Thanks for any considerations and the efforts for Deep Rock Galactic. 
a secret progress of stowing away objects on the drop-pod, it starts with the drilldozer and ends with periodically bringing spare mini-mule legs, and the hidden reward is a jury-rigged Doretta head that walks occasionally around the space-rig on set paths and you can still pet them
visual progression can be shown still with the model next to the loadout terminal, slowly becoming something, if possible could be based on host so others can see it too and is save based
My quick suggestion would be maybe adding Mod.io Support on Console Platforms so more people can enjoy the diabolical mods people have been making.
Please Add Weapon Frameworks & Skins For Laser Pointer. Thank You!
Suggestion: the ability to do this:
For the boltshark chemical explosion special bolts, reduce the delay between the bug dying and the explosion.
Add more loadout slots please
For Exothermic Reaction add some sort of indicator/effect to see how big the AOE is and how close you are to making it go boom.
(also this OC already requires a lot of set up so a faster explosion would be nice)
(maybe also swap the ammo penalty with a direct damage penalty instead)
Make Shallow Grotto a full blown biome of it's own
Also tutorials for all 4 classes
if you can't abort an assignment after you start it, maybe put that somewhere else than just in fine print at the bottom, or, y'know, just let us abort the assignment...
New T1 mod for turrets that replaces bullets. (Maybe with micro-rockets, maybe a laser or flame thrower, lots of possibilities.)
Also make paint jobs applicable to turrets please 🥺
Let us pet gurken shuck. Make it shuck whenever it gets pet
Make the alpha playable
buff gold
Allow the Wave Cooker to deal more damage with consecutive hits. Either:
1️⃣ Adds “Cooked” Status Effects, stackable up to 5 (or more), dictating the Targets’ vulnerability to the Wave Cooker. Resembles Stubby SMG or Bullets Of Mercy
2️⃣ The raw Damage ramps up the closer the Wave Cooker is to overheating. Resembles Hot Bullets or Autocannon.
Ores/minerals mine in one hit
Barely bulbs spawn in clusters up to 2-4 like the other beer materials
Dreadnaughts drop 100 gold in gold bugs (i think i suggested this before
Shield link needs double tape E to avoid accidentally using it
Make bots and bugs fight each other
Please make the cloth texture for the new boot camp armor paintjob be green for gunner.
Actually, we could totally make Rivals fight Glyphids. But only certain circumstances for more than just performance…
1️⃣ Pheromones:
- First and foremost, it is difficult to tell if Rival Turrets do or don’t register creatures with Pheromones.
- It would be cool if, since they target any enemies that are within sight, if all Dwarves are out of sight but there is a visible Rival something that has Pheromones, they will target it.
- Maybe an in-universe explanation (dunno where it would be put or explained) can come from the idea that they can also attack…
2️⃣ Detonators: - Big giant explode-y things that you don’t want near your precious machinery. If a Detonator is nearby and within sight, Turrets and Patrol Bots should prioritize targeting the Bulk Detonator over Dwarves.
- It’s something huge with the potential to destroy multiple turrets, valuable Power Stations, or prized Data Deposits, as opposed to Dwarves who can destroy multiple of these same things but slower.
- And to make things easier (or harder depending on the situation), the only thing that Nemeses will be “afraid” of being near is a Bulk Detonator. Visual information not valuable to the Dwarves considering the circumstances, but useful, and sensible for the Dwarf-Killer.
- It would serve as a big nicety for those who may struggle on Rival Presence with bad RNG. Especially if things get hectic on Rival Presence while you’re fighting some
3️⃣ Bosses: - Sometimes things may be too much for newer or casual players to handle if we throw them into assignments that have a Required Boss Fight AND Waves spawning mid-fight (looking at you, Nemi), something that happens formerly exclusive on the toughest-of-tough Deep Dives (PE).
- Since destroying a Dreadnought, DRG Combat MULE, or Territorial Plants would benefit both parties, they should be able to target things with Boss Bars (not sure if vice versa) if one is currently active.
- They’ll still try to kill you though. Especially Nemi.
For the love of whatever supreme being you believe in, PLEASE add the ability to rejoin DD/EDDs if you crash/get dropped
idea for new mission type, similar to elim, there is a massive enemy immune to all damage that follows you around, and the only way to kill it is too drop stuff on it, maybe molly has a dispenser for little beacons and you toss them at it and a block of metal falls from the sky supply drop style, maybe it could be a thing similar to a drilldozer but rival tech and you have to kill it before it reaches some sort of objective, opinions?
New enemy idea: Rival Mine Placer
Small, spider-looking robot that places proximity mines (only one explosion, not like engi’s). These mines can be disabled my shooting at them.
Well, if we can't shoot teammates out of the grasp of the Nemesis, then at least make it so they'll let go of your comrade if you destroy one of the side weakpoints.
Options for active ability activation. Used dash so many times when I wasn't trying to.
Warning ideas:
- No Comms ~ Mission control doesn't tell you when swarms come, u still call the drop pod at the end. (also no warning music until the swarm is attacking and near u)
- i dunno for name ~ You can't see anything glowy in the distance. So a Bolo cap or acid spitter high on the wall, that isn't lit, u can't see. U can't see praetorians in an unlit area.
Also having access to these pickaxe parts would be stellar
Can we PLEASE ban the turret protected section of the rival presence missions from the initial drop pod - I am sick and tired of going into a mission and just instantly being fired upon by 20 turrets... (and often the nemesis too - because things can't just start off with a bad spawn in location - it has to be the worst possible spawning conditions)
Scale Brigade and 4th Relic pickaxe parts + paints please!
Mission specific perks, where u can exchange combat ability perks for mission speed, like +15% repair speed for mini mules and Doretta.
Also, subtle buffs like 5% ammo or 4% movement speed? (I mean perk buffs)
A mission where you'll get overpowered unless you fuel a special weapon. Like, an ebonite mission except u can fuel a beefy turret or supercharger to destroy them. So the mission is centered around avoiding them until u get the fuel. I think it would put a neat emphasis on traversal and movement around the map, instead of just shooting. And you could also strategize by thinking maybe 2 scouts or drillers could be better to bring instead of 1 of each class.
Rework tier 5 of the coilgun's mod tree.
Tier 5 is a make-or-break tier for many of the guns in the game. Even on the game's simpler weapons, it gives you relatively interesting effects. It's the home of cold/heat radiance, the sludge pump's 90% slow, Thin Containment Field, and all kinds of other unique and powerful mods.
The coilgun... doesn't really get there. It gives us three choices: necrothermal (flaming enemies explode when killed), trail radius, and electric trails.
The first big problem here is that 99% of the time electric trails is the right choice, with the other 1% being necrothermal. Trail radius is just not very useful compared to the greatly increased trail DPS and slow you get from electric trails.
The second issue is that many builds don't really want any of these mods. Unless you're building around fire or trails specifically, they simply don't do very much for you. It feels pretty bad to be building around, say, direct damage and see three tier 5 mods that don't contribute to that.
Remove the Nemesis lines where he mimics the Dwarves.
Give those lines to the patrol bots after being hacked.
Explain it as part of the hacking program, in order to improve employee morale
Love love love the game! My bro and I have nearly 300 hours, and have both promoted 2 characters each. The 2 characters we are currently playing are scout and engineer. We feel the engineer has the least amount of mobility when it comes to traversing vertical levels. When playing scout and engineer and trying to get to the drop pod quickly in a vertical level, sometimes the engineer has a really hard time making it to the top. There have been games we have decided to let him just die because he wont make it in time. Our thought is that if the scout had a hook on his belt or something that the engineer could hold onto while he is using grappling hook, that would help rectify this problem. all 3 other classes don't have much of a problem going vertical. Just a thought! Thanks for the great game!
please implement a "clear notifications" button it can be very irritating to buy a gazillion cosmetics or something and you have to hover all over em' to get the annoyance out of the way
Absolute favorite game, been playing since release. Apart from various sundry enemy ideas and a vertical firing platform gun my friends and I think that it would be very cool, and a further customization option for dwarves, if there was a demeanor selector. Where the voice lines are spouted at random based on actions you are performing your dwarf can wildly swap between a caring, kind, robot loving dwarf to wishing violence on their coworkers and tools. If there was a way to set it to where your dwarf has a set personality, that'd be neat. Obviously adding voice lines for each of the different types (mean, commanding, timid, kind, etc) would be amazing, but just limiting the wide selection of voice lines based on what you choose could be a excellent and detailed feature to build on. In a tangential vein, lady dwarves would be aces, beards and all.
Give pickaxe parts unique stats, like swing speed, damage, excavation radius etc.
Seperate ability buttons from molly
Please give us a LOCKED section of the cosmetics in Loadouts, Pickaxes and Wardrobe so we can see/preview locked armor, framewoks, skins, beards, pickaxe pieces and all that jazz, as well as any How-to-unlock information that is relevant (such as being a certified content creator to get the camera hat) so we can get some idea of what we still have to look forward to!
More reference style cosmetics (the season 1 rank 99 helm was very reminiscent of Doomguys helmet)
the one thing that really rocks my stone is the grind pipeline and fix pipeline action being set to the same key. Any way to fix this?
all of the weapon mods talk about physically modifying the weapon to have different effects, it would be cool if some of them changed how the weapon actually looked a small amount
Idea I had for a driller overclock for the CRSPR Flamethrower
"Drop Pod Fuel"
replaces your flamethrowers fuel with the drop pod stuff because the driller stole some for fun
+big direct damage increase
+blowback effect: the fuel is filled with thrust magic when fired the fuel has knockback to it that can push away enemies
+if you aim downwards it slightly slows your falls and can be used as a sort of double jump
-no more sticky flames
-lower tank size
-less range
thats all i thought the idea of a shotgun type flamethrower that could sneeze away groups of swarmers and shockers to be cool
also the mobility similar to special powder
A framework for the shard diffractor thats similar to the gluon gun from half life and black mesa, with an accompanying skin.
a mark or symbol on the titles for each area on the mission terminal to show which areas have extra hazards like mactera swarm or rival presence would be nice so you dont have to click on each biome to find extra hazards would be nice
Patrol Bots should take damage each time they fire (1 Dmg per shot?) instead of spontaneously combusting because you were waiting on someone.
Now that we can ping other dwarves with the laser pointer, I feel like it can be optimized a little bit further by implementing the Bosco command system. To elaborate, the compliments and class-specific jokes are cute and should remain on the left-click, but I'd like to be able to right-click to give a command to the dwarf I'm pointing at, like telling Scout to pop a flare gun, or remind the Engineer about their turrets.
A small niche idea I got for possibly making Helmets pop out with more customizability:
Allow Hair Colors to change the colors of certain Full-Head Headwear visors! (Like the Corporate Marine, Gloomstalker Mk2+3, Strike Team Alpha, Tech Trooper, Shock Trooper, a variant of that Glass Bowl helmet idea you’re definitely going to give us in the future, eh, eh? (Jk plz though))
They can also have their own “Default” Color in the “Hair Color” menu, exclusive to the cosmetic, similar to Weapon Frames’ Default Paints.
Someone suggested on reddit that patrol bots should be split into two bots, a bit like the old veteran grunt.
An weak agile shooter bot that spawns mostly alongside shredders, these would keep the ability of switching from flying to rolling on the ground that the current bots have.
While the second one would be a tanky flying bot that would spawn mostly around turret controls and other rival tech to defend it. They would have rockets to shoot out but also ramming ability if they are in close low ceiling areas where rockets are ineffective.
As of currently patrol bots have a base health of 900 (praetorians have 750) and have a small weak-point that is hard to hit because of their mobility. this makes them very annoying to hit especially during waves where they can easily outmaneuver your attacks while you are running away from 30 glyphids.
Purchasable irl diary/notebook by Karl
Change gamma contamination's downside. -max ammo isn't good for a chance based effect, or remove the chance based mechanic and make it consistently irradiate enemies.
New overclock for Nishanka Boltshark X-80: Plunger.
Allows you to use plungers as special bolts. A shot to the head puts disorientation on the bug (first stun for 3 seconds, then fear for 12 seconds). A shot at another vulnerable spot gives slowdown by 50%. Friendly fire: in the head - the screen darkens for 3 seconds, in the body - slowdown by 10% for 3 seconds.
-25 direct and AoE damage, projectile speed reduced by 30%.
I don't know if it's on purpose or not so thats why I'm suggesting to fix the pump jack console's light orientation. it's slightly tilted to the right.
Change the Rock and stone pickaxe animation when sitting and standing in the droppod so it doesn't disappear into the ceiling. Or just raise the ceiling.
Edit: cause that is where the most rock and stone happens and you have a chance too look at people showing off their awesome pickaxes.
Edit 2: And add a light in the droppod for chrissakes.
Now I have checked wiki info about Deep dives (https://deeprockgalactic.fandom.com/wiki/Deep_Dives#Difficulty) and unless it is lying, the difficulty of the Elite ones is hazard level 4.5-5. Yet it's unlocked to the player just for completing first Deep dive (which has difficulty Hazard 3-3.5), regardless if he unlocked the Hazard 5 difficulty by doing the Assigment which requires playing three missions of difficulty 4, to prepare him for the challenges ahead. I think that until player completes this assigment, he should have Elite deep dives locked, otherwise he is going for a bad suprise. And it can also ruin group's run.
Thought of a Rival enemy type, something similar to the Naedocyte Breeder while utilizing certain seldom-seen features.
Obvs exclusive to INDUSTRIAL SABOTAGE or RIVAL PRESENCE
Conduit Pylon
“Exclusively found in missions that are crawling with our Rivals, the Conduit serves as a semi-mobile signal relay tuned to scanning for our employees. When alerted, it will begin to call down any manner of reinforcements into it’s surroundings. From Shredders, to Turrets, to Phase Bombs, it will return to an isolated space to latch onto as something is sent to defend it.”
COMBAT TIP: Sustained damage will destroy it’s outer-plating, making it vulnerable and exposing its core.
The Conduit Pylon is a large and slender Diamond-shaped tower. It’s initially floating while it wanders around its spawn location, scanning around itself for Dwarves (similar to OMEN’s Heavy Burster). When Alerted from a successful scan or damage, the Pylon will return to its spawn point and burrow its tip into the ground.
While grounded, the Pylon will spawn only one of any enemy types:
7 (14) Shredders
1 (3) Patrol Bot
2 (3) Burst Turrets
2 (4) Repulser Turrets
1 (3) Sniper Turrets
Spawns # (But stops when # exist, until # is lowered)
1 (Per 1.5s) Phase Bombs
It is initially highly resistant to all damage and temperature. Sustained damage can shred it’s armor plating, the upper half containing a spherical core that acts as the weakpoint (3x). Parts that is not the Exterior or Core is dealt as Unarmored damage.
Removing more Armor Pieces makes the Conduit Pylon more vulnerable to all damage
Assumes Hazard 5
3 = +70% Def
2 = +50% Def
1 = +20% Def
0 = Fully Unarmored
Should add some variety to Rival Presence, at least it adds more than just “More Turrets”
-
Reward player(s) for killing Nemesis with a data cell.
-
Make vulnerabilities on Rivals and Nemesis that will cause them to take damage from Colette Wave Cooker.
An overclock for gunners "Hurricane"
Oas - Object Avoidance System
It adds Oas which would just make the rockets smarter, they would just avoid obstacles to the point you want them to go.
As it makes rockets bigger you would have less ammo and less clip magazine. Also it would make your rockets yellowish
Nemesis desperately needs a nerf to health or some weak points or something. I know this has been said before, but it being able to take my entire max-ammo hyperpropellant load and still need some extra to finish it off is not fun.
If the Nemesis has all of its weakpoints destroyed and is still alive, it should gain some general damage vulnerability, to help you finish it off. That, and/or it shouldn't do its death bomb attack if all of its weakpoints are destroyed, like with the Goo Bomber and the Detonator's secondary explosions.
Pickaxe skin synch button, so we don't have to customize the same look for all of our chars.
Probably controversial, but since cryo is becoming harder to use due to rival presence and new weapons geared towards fire. What if we stopped having ice and fire cancel each other out? Then it wouldn't be a pain to play driller without having to coordinate with the team first
Doesn't the sudden change in temperature cause thermal shock and bonus damage?
Patrol bot movement can be too fast or too erratic for something that has the same health as oppressor
Keep the shock and bonus damage but get rid of the situation where someone is heating and someone is freezing and nothing is happening
So remove thermal shock removing heat and cold values and stop calculating heat and cold vs each other.
Enemies shouldn't be able to attack from under the platform during point extraction and refining missions.
Mind controlling sticky grenade, an advanced explosive device implemented with nanomachines that hijacks the hosts nervous system which controls it's body against its will, at then the guidance system will direct the host into a frenzy run towards other enemies and self detonates.
Are we the bad guys?
Cosmetic concept: An old school themed Weapon paintjob set, that makes your guns look like they're made of wood and stone
The new Nishanka and Colette secondaries have toggleable modes tied to the R key, which means using those locks you out of the inspect animation. Perhaps it'd be possible to tie that animation to holding R for when those mods are equipped instead?
I would like to be able to have the surgery suits you get when you die to be permanently unlocked
My proposition is simple. A section of the cosmetics menu to customize which rock and stone voice lines your character will use.
Endothermic explosion overclock for the shard diffractor needs a rework. it is extremely hard to use and even if used correctly, it is not rewarding enough to actually use.
beer: rival red ale
deal 10% more damage to rival tech enemies (excluding the caretaker's main body- still works against her robot arms.)
non power attack pickaxe swings deal 3x damage instead of the usual 2x damage bonus to rival tech enemies
make the full auto subata OC a T5 mod, like Miner Adjustments on the Warthog
After hearing the nemesis death lines, and keeping with the tradition of all the DRG robots being cute or hitting me in the feels somehow, i suggest an easter egg to get a friendly nemesis core. Either as a display piece, or maybe an alternate mission control.
i saw this comment and i wanna spread this because i think it’s a good idea “Kinda wish we had rescue operations, to help other NPC dwarves or even fallen players. Like "Your expedition has failed. You can forfeit your earnings and extract or call for a rescue team."
We could then track and rescue the previous expedition, and try to finish their mission while we carry unconscious or hurt dwarves back to the escape pod.” I think it would be stupid funny to have 3 drillers come out of nowhere and save a run. credit to u/Dalzombie
Reduce the clutters at Crystalline Caverns and Hollow Bough. Since the update those two maps have way too many clutters that make it pain in the ass to move around especially for hollow bough.
I want to love the new data cell mission, but its current iteration leads to failure very often. If the 10 second timer to complete the mission started upon interacting with the antenna node, instead of cycling down, that would be a great improvement. In the current set up, it cane take anywhere from 5-7 seconds reaching a node, leaving only 3-5 seconds to complete the hack, not accounting for mistakes, bumps, attacks, or "friendly" dwarves helping.
I just want to start by saying, I LOVE this game. I have well over 200 hours, and plan on adding many many more. I backed the collector's edition Kickstarter and am in love with this company and community. However, one of my friends is saving up for a computer, and only has access to an Xbox (sad I know), and is unable to Rock and Stone with us. Please, please, PLEASE, can we have cross platform play. I can't take any more Overwatch, and I sure as sh*t can't take anymore Paladins.
Apparently, from what I was just reading, people that play in steam or on playstation (myself) are stuck playing with people in their own platforms. So if you're all running it through steam, there's your problem.
Replace nemeis' arms with caretaker's arms
a way to choose what random victory moves play, either a blacklist of what you don't want to play or a whitelist of what you do.
I feel the Autocannon could use an Incendiary Rounds OC
Some direct damage is converted to heat, slight increase to direct damage, in exchange for reduced fire rate and mag size, possibly?
Remove the need to reload the coilgun. The fact that you have to charge it to shoot AND wait for a reload makes the gun feel terrible to use and heavily encourages usage of both reload speed and charge speed mods to make the gun not feel so awkward.
Daily assignment from R&D for "R&D purposes". For the assignment, every player is given a unique set of restrictions on how they can complete the assignment.
The restriction for each player would be a randomly chosen class, and a few select elements of that class would be determined as well such as grenade type, primary/secondary weapon, or a few select mods / a select overclock for that class's equipment.
The purpose of this would be to force players that want to complete the assignment to follow a set of random restrictions, making them consider new strategies and combinations. Players would also be inscentivised to meet new community members in an effort to form a team that can complete the assignment.
The Chemical Explosion Darts apply a damage over time poison to their target for the duration, this should trigger the bonus damage of Bullets of Mercy for the GK2
Prevent Nemesis from spawning in Mini-Mule missions during the uplink segments. It's worse than getting a Detonator, spawns with little to no warning very close to the team, and frequently bugs out the drop pod itself.
Perk Concept: Keen Eyes. Highlights optional objective collectibles, like fossils and Boloo caps, as well as slightly highlighting enemy weakpoints. This should be an early perk option, letting you pick it up during your first go for perks. In my opinion, this Perk would work best as a set of "training wheels" for greenbeards adjusting to new enemy types, and trying to find the weak points. Once points are learned, they'll (hopefully) swap it out
A couple ideas I and my friend have had after playing this game for over a year and a total of about 800 hours already:
1- Showing damage dealt at the end of the game (or just more post-game metrics in general E.G. macteras killed, weapon accuracy, % contribution to the objectives (built the most pipelines, healed the dozer the most, etc)
2- A support style character that can heal or damage boost. Also noting my girlfriend thought seeing a female dwarf character/class would be cool.
3- A new mixed class dwarf - can be made more difficult to acquire that can use a blend of tools and weapons from multiple classes. Or maybe a new passive ability that lets you have a secondary or tertiary slot from another class (E.G. the zipline on an engineer or the shield cell on a scout)
4- A firing range in the main ship where people can test weapons/overclocks on a dummy enemy.
5- Mule overclocks that the host can apply to make it move faster or deposit faster or something along those lines - some way to upgrade them.
Lower level players should receive a warning when jumping into a Hazard 4 or 5 mission, I've had some greenbeards join on these missions with hardly any upgrades or experience and leave after getting their asses handed to them, which I feel discourages many of them a great amount
A "Warning: You may not be ready for this yet" thing might at the very least temper expectations of new players
Change Hoverboots to activate by double tapping space just like you double tap shift to use Dash
To be specific, double tap midair meaning you would have to tap space a total of 3 times if you wanted to activate them from the ground, one to get off the ground, 2 for midair to activate it.
💡 The Chest Thumper victory move should really have more 'powerful' foley sounds. Even in the dressing room they're only barely audible and sound like light taps. Maybe even add a scream/yell/roar to it.
The ability for turrets to target pinged enemies should be moved to default, and hawkeye turrets should be buffed to target weakpoints when possible
Make it so that 2 or more Engineers can cross the beams of the shard diffractor causing them to combine and add a hidden achievement called "Don't cross the beams!"
when in a lobby and not hosting, be able to request missions for the host to choose. then have a little ui for others to vote or choose another or something
Please make it so that the coilgun starts charging as soon as it possibly can if you're holding down the trigger. Currently, if you reload or if you hold a charge too long, if you press the mouse button during the reload animation or the charge fail animation, it won't register it as a button press and you'll have to click again once the weapon is clear to fire. This results in annoying dropped inputs in situations where you cannot afford to waste any time.
Seeing as all of Driller's Primaries arguably resembles the nature on hoxxes (the lava geyser in Magma Core for CRISPR, the ice storm things in Frozen Biome for Cryo Cannon, and, if you squint, the gunk on the floor in fungus bogs for Sludge Pump), wouldn't if be cool if any potential future primaries also followed this theme? Enter the Sandblaster (inspired by the sand geyser in Sandblasted corridors, duh), that resembles the Cryo Cannon a bit, but instead of freezing targets it inflicts some sort of status buildup for knockback, so if you shoot long enough you can fling regular enemies into walls to deal damage, and maybe only slow and slightly damage larger enemies.
for a game that realistic in the sense hard workers are exploited its weird the dwarves wear underwear under the medbay gowns
Suggestion for new molly interactions
NeedaNameium:
A mineral that when deposited into molly, fuels small defense guns mounted to her. By keeping her fueled, she helps keep away pests during mining operations. The guns are not very strong but they're particularly good for targeting swarmers and other nuisances.
Red Sugar Depositing:
Red sugar picked up by full health dwarves enters the mineral pouch. It can be deposited into molly, and will heal nearby injured dwarves over time when they stand by molly, consuming the excess red sugar.
Suggestion for the Abyss Bar:
Add a global total to the amount of credits tipped to Lloyd across all players. We can work together to fund his vacation. A script could be run to retroactively count progress using the "Total Credits Tipped" player statistic
EDIT: There could be a counter that counts up to some huge value, like one million or 100k, and when it hits that value, a second counter saying "Vacations funded" goes up by 1
Bring back impact compensators?
Might have been suggested quite a few times before but what about a firing range? Some place to test out our guns in a controlled environment without the annoyance of oversized ants trying to bite the beards off of the miners?
Not sure if anybody suggested this, but Id say during a halloween event we could have like actual horror elements to the game such as a complete decoration to make the lobby ominous and dark and play some kind of scary music and while playing missions you get random like jumpscares of a monster or something just to scare the player but make it fun. Just a actual horror game during halloween
Blowthrough Rounds icon looks like a bullet WITH it's casing. Suggestion: Make it just the bullet without it's casing.
The nemesis should NOT be able to down an entire team with its AOE attack through the back of the drop pod while they’re in the drop pod at the start of a level.
"The Mole" OC for coilgun should be part of the base gun. IMO The terrain penetrability was nerfed too far from expirimental.
Idk if it’s a bug or a feature but if it is a big don’t remove the fact that you can wear your medic gown on missions
More perks please
I would love to see a victory move where it shows off your primary or secondary. The fashion is too good to not show off at the end screen!
increase the amount of glyphd grunt guards that spawn, I need more things to Steeve
I want a huge space rig that can hold 100 players n stuff
Bug bodies should get charred as they take fire damage
an option to filter the mission select screen by modifiers, so you can easily find mineral manias, get those rival presences in, etc
Nemesis Takedown line: "Take a note, Nemi--Total Failure"
more options for the hoop so its got more variety
quick side note is that an extension to the hoop area to accommodate more than one person would greatly benefit the game modes mentioned
1: The Party Mode
a more random version of what we have now with stuff like random green barrels that give 20 points, or the hoop slightly tilting from flat to 10* to flat again within a cycle. however a balance that might be added if people get mad is a 2 cycle to break a combo instead of 1 (though I don't recommend). would work best with the extension I mentioned so maybe even items can be used to make it a real chaotic mode.
2: Consistent Mode
a constantly accelerating and decelerating hoop that would make combos feel more dynamic and fulfilling, without the red barrels and is without gimmicks
3: Speed Demon
The hoop is always maximum speed, two barrels are able to be spawned at once to increase kicking speeds and red barrels happen every 3 kicks instead of 5. combos break after two cycles so people have a bit of a chance and your score after every 3 cycles without a score will decrease by 100
4: Casual Mode
the speed will be a consistent manageable speed, no red barrels nor combos, its just about kicking barrels for the sake of kicking barrels
5. [ERROR] mode
complete chaos reigns, the rail can go batshit insane along with extreme rotations from the hoop itself, requiring double kicks to be used to even get high enough for some parts of a cycle. maybe even having the hoop fight back and chucking either every missed or scored barrel back at the player, sending them flying or dealing damage, or even (if using the extension) sending the barrels at your fellow dwarf to knock them around instead.
I wish the berserker perk has a hotkey so that you can activate it
1- Polygon in the space rig so we can test our weapons without going to a mission
2- special missions that you can able to play more than 4 people
3- a nice gathering hall or something to have fun with random people focused on socializing
4- better perks (perks are cool but they need to be modified to be better because some of them are so cool and some of them are really uneffective)
5- may be a global chat terminal in the space rig
(i know these are long term updates, creating the place with 3d e.t.c.)
When searching for a server with an assignment equipped the ones who are doing a mission you need should be put on top of the server list
nemesis grabbing is cool, but it really gotta be a guaranteed kill with no quicktime event or anything? It often just cheese spawns near you insta killing you without warning
Active hacking perk.
-power attacking a patrol bot once per mission, will abuse it to join your side.
-Power attacking a turret control unit will hack it, Currently getting inside the crossfire of 5+ turrets is simply worthless, nobody's doing it.
*Does not work during Router event
PASSIVE: Last hacking steps gets ignored.
Make some of the voice channels duos or trios, there is enough quads even if you make 2-3 of each
P.S. "Why not just join quad voice with less people?" - because people like to randomly join voice channels here to look for a game. I am a bit tired / feel bad to tell them to leave
Well, I think the game is excellent as it is and I don't know if it's possible. Is it possible that the game on PC recognizes Playstation and Nintendo controllers and that the interface adapts to these controllers? I'm proposing this because I've already seen PC games do it (A Hat in Time and Alien Fireteam). Again, I'm not a developer or a computer scientist so I don't realise how absurd this is.
Mustache option that's a cigar. If beards can be neck braces and masks, let the Gunner have his iconic stogie
The shockwave mod on the Coilgun should be more exciting. I'm thinking one of three tweaks.
- Make it a guaranteed stun independent of the other stun mod to encourage getting close more.
- Have it be an instant 20 damage across the whole trail as AoE.
- Have the shockwave apply a different effect in addition to the damage, maybe applying corrosion due to the battery discharge in front?
Colette Wave Cooker:
- Remove penalty from T4 mods, it's a weapon mod, not a balanced/unstable OC, it should only add a bonus without any exchange.
- Change T4 mods to always active, without needing to press R. If not, please add another key to activate it or to play the animation. The voice lines and animation are too good to be missed.
- Friendly fire needs some tweaks, when you have teammates at your sides and you shoot straight line you will hit them. Even this weapon does little friendly fire damage, it’s enough for stop shield regeneration or especially shield disruption missions. This is especially noticeable if you are using mods that increases shot width.
- Make the weapon able to ignite goo puddles from the corrosive sludge pump when using T5a mod.
Nemesis rework. make him more of a threat and less cheesy, give him more attacks that make him varied and fun.
Thank you
Sincerely me and probably The rest of the community.
Edit: oh yeah and give the players incentive to fight it if you make it stronger.
If something is being heated and cooled at the same time, but isn't fully ignited or frozen, make it take a small amount of thermal shock damage, to make up for neither of the effects 'winning'.
Make the pheromones more powerful.
Add bug spray.
Since there are so many weapons and thus ocs now: A once per week thing you can get to reroll an oc in the forge to that of a certain weapon.
I don't mean that you choose the exact oc here, but that you can choose which weapon it is for.
This idea came from talking to someone newer to the game who didn't like the fact, that he couldn't use his favourite guns in the way he wanted to, cause he got no good oc for them.
While I wouldn't say that was a problem in the past where there were less guns, I agree that it kinda became one due to how many oc there are now.
- The Armskore Coil Gun is probably the only weapon meter-based weapon that doesn’t have an easily readable meter (Minigun, Cryo, EPC, Drak).
- Given that there is a mod that also benefits from nearly Overextending, there should be a visible meter on the gun or an obvious sound cue that tells us “DO IT NOW” before it’s about to disallow you from shooting for 3 seconds
- And compared to the Minigun, Drak, and iirc Cryo, it’s one of two Meter-based arms that doesn’t have an Overextension sound, and at least the EPC tells you by passively eating your ammo or until you automatically fire on its own.
Victory pose thats just spinning like in the wardrobe or weapon modification
Victory pose:
Dwarf walks around drunk
Looks left to right
Brings out a leaf lover and drinks it as fast as they can
Please let us pop the acorns with the microwave gun.
A big mission called "Rival Repulsion".
It would be a mission in which you need to take down waves after waves of enemy robots trying to secure your ground. (I designed a Fusion Reactor for it).
Driller - He would be drilling underground and would need to get to the Fusion Reactor to try and disable it by overloading it (with everyone else helping him there).
Scout - He would assist driller by sneaking up and destroying tunnel detectors but also destroying the enemy convoy by killing its builders and Ai controllers (coming in a bit)
Engineer - He would make defences and try to secure the map by destroying the convoy.
Gunner He would also be defending the map with Engineer. But after Driller succeeds in his drilling mission gunner would be helping him to fight off and overload the reactor.
This whole thing would require every character and would be a challenge like an Elite Deep Dive.
The Fusion Reactor would work very simply : You needed to start by closing a valve to which you could see a hot air wave coming by glass tunnels. It would start the minigame of closing hot air in with 5 / 3 different valves. After doing that for a while (3m) it would overload and begin its self destruct sequence, in the self destruct sequence you had too go back through the tunnel and hope you are far away from it so it doesn't kill you. While you were doing that a small beacon would mine down from the reactor. After the explosion (Bulks explosion) You could come to it and get the beacon which would :
A - Come back and place platforms so it could sit on them.
B - Just be sitting down there.
C - Come back but be flying up there.
You would then need to shoot all of its batteries as it beeps and sends signal to the convoy to some back.
After shooting all of its batteries you would get the access to its data rack and all of the robots (except the turrets which would be powered by turret controllers) are deactivated.
Part 2/2 Explanation of the robots and other things i talked about :
The reactor would have a window from which you can see where the air is gonna come out. I think there could be a secret (if there were 3 air vents) that consists of standing on them. (no idea what it could be)
Builders - Those would be some chonky boys which would put out turrets and "Ai Controllers". ( Probably Every minute)
Ai controllers - Small contraptions that could be hacked or its core (from the top no armor) could be shoot by something like a sniper rifle (that's why a scout would be a great thing to deal with them)
Tunnel detectors - Small machines designed to be a problem for drillers as they would need scouts to destroy their core above the ground or come and do it themselves. Not only do they do damage when interacted with (probably invisible and long) but they also raise an alarm which makes few driller drones make holes to them.
Driller drones - Bots which when alerted or when confronted with an obstacle (engineers platforms / just map generation) Would mine through it / To it when its a driller situation)
This mission would be very hard and would require everyone to communicate. But it would give you a data rack.
If this is way too hard or just not a good idea there always is the idea of an event using the Reactor and the beacon functionality. It could be another seasons event which would give you a data cell.
The Shard Diffractor's AoE radius should be way more visible, it's really hard to tell the range it has
An option to choose a randomized loadout in exchange of more XP and credits
Me and other eastern europeans would probably wish for an option to blacklist a certain country from showing up in server list / joining us.
Pretty sure it's simple to add and not too much to ask for.
Driller is the weakest of all the classes: He's terrible at events/heartstone, does mediocre damage to anything that isnt a swarmer/grunt, his pros are c4ing his team, and drilling to the drop pod. I think hes in dire need of some buffs because engineer and gunner (and sometimes scout) do everything he should do, and then much more, minus the drilly boi hands. Hes the only class in this game that I have not enjoyed playing a single time. His lack of stuns and mobility leave him overly vulnerable to boot.
Not a super intensive gameplay thing but I think it would be funny if mission control would have unique lines if you dug down to bedrock / granite where he gets peeved that you're ignoring your job
It would be awesome if we were able to buy any of the useful beer at any time with a mix of the ingredients and that they can stack but to balance it they would make you drunk depending on how useful they are and blacking out or being a leaf lover voids all effects
Idea: if you are in line of sight of a dwarf, and you drink a leaflover, they would insult you
Remove reload cancel,
What is reload cancel?
Reload cancel is reloading and when you see that the gun is reloaded in the hud but the reload animation has not ended you either
Quickswitch
Bring up the laser pointer
hold the pickaxe button for 0.0000000001 seconds
And you now can fire the gun again after the animation has been canceled
Why remove it? its more of an exploit, an oversight and I want to see all the cool gun animations and not reload cancel so I am not put at a disavantage
How would you fix it?
After pressing the r button the game starts a timer that is the lenght of the gun animation during that timer you cannot fire that specific weapon but you can switch guns or mine,
This is similar to an counter strike source bug or oversight where you could remove the gun faster by quickswitching,
In csgo it was fixed by adding a fire delay after you hit the reload key
Inside the drop pod, it lists the depth you are at during the missions. However, it always lists a negative number. “Depth” is measured positively. A negative number would be used for “Height.” So the depth meter shouldn’t be negative
Lloyd skin for bosco
I think pheromone grenades still need another buff. They still don't contend with IFGs and cryo grenades, and pheromone bolts make them redundant.
Have them release a persistent cloud of pheromones, active for 10-15 seconds. That way you and your team can kill bugs without compromising the effect.
please fix failing to connect to a lobby making your lobby reset and have to walk back over to the mission selector
Any chance we can purchase victory poses? I missed the chance to get the loot bug one, and really want it. Willing to kick in a few bucks for it. 😉
There’s a Mega Mule on the Spacerig, when do we get that in a mission? 😊
Putting on the "Safety First" mod for the scouts Grappling Hook should turn the "Risk of Accidental Death" from "High" to "Medium"
A special effect for electricity status effect on robots:
Completely stops robots from performing attacks momentarily in proportion to how much elec dmg is done (similar to cryo but without the dmg de-resistance and they can still move)
There is trading terminal for resources, yet there would be nice if there would be some terminal where players could trade the resources between them. Or maybe make some economy simulation, where people using the trading terminal can change the prices of resources?
Also I know that this one suggestion was already said before, but why there isn't a trading terminal for
resources? As I rarely find ones, it would be nice to be able to buy them. Or sell them if one has tons of them.
New Mission Type: Supply Runners
DRG have started setting up outposts for employees to restock and relax at. these outposts are armed and will take a horde head on when occupied, being a mini fortress. this allows for longer dives and may act as a way to introduce longer deep dive missions with some outposts dotted along the path
Supplies in some Outposts are beginning to dwindle and since Drop Pods aren't perfect, you need to go in with the Mega Mule (name pending) filled with supplies to last this outpost another few weeks.
Escorting the supplies wont be your only objective however, as a wide array of things could have happened while the outpost was unoccupied, from generator failures, to damage to the hull and a communication blackout, some may be region specific objectives like clearing off overgrowth in hollow bough and dense biozone, or cleaning up the machinery of gunk in the fungus bogs and sand blasted corridors, maybe maintaining the radiation shield in the Radioactive Exclusion Zone or repairing and or even moving the outpost in the magma core due to shifting areas. and also because DRG couldn't be bothered to send in more teams, you MUST fix everything.
There might even be a differing amount of decay for how long an outpost has gone unused meaning more things to fix for a higher XP reward.
Constant mission objectives would be Supplying the outpost with ammo and food, ammo might be accessible in only small amounts so you don't waste it, with a comment from MC stating something like: "DRG will allow you to use some of the ammo meant for other employees, but only SOME!". making sure the Generator is operational will be another, if so, a small swarm may show up to check out what the noise was. If not, find parts scattered around to repair the generator and do so (maybe with some lines from MC like "blasted! damn bugs must've gnawed at the generator, Fix it!") then it goes on to the other more random objectives
Continued...
Overall design of the Outpost would be similar in dimensions to the Drilldozer drop crate (maybe some will be retrofitted Drilldozer platforms to save money?) and the area around would have some equipment from assumedly other employees (stuff like barometers or seismic measurement devices from R&D that teams the player doesn't take part in would use)
the size of the mission may dictate moving around further to either get stolen parts or even to recover equipment that will be taken back with you to either be recycled or used by R&D.
all of this together would lead to a heavily varied mission type, although I cant think of ways to expand past the Outpost itself much which is up for brainstorming
Remember L4D's survival missions, specifically the lighthouse map? A never ending wave kind of deal with as much time as you want for setup, but as soon as you trigger the wave it's just about holding out as long as you can. Thoughts?
pls make Lloyd pour 4 drinks regardless of how many people in a lobby
Idea, similar to Deep Dives where you're on a string of missions back to back, with resources carrying over, a sort of "Infinite" mode, where you do a group of missions, and at the end of each one, you have the choice of doubling down for more resources and more risk, or getting what you got and not risk losing it all.
Overclocks for Bosco
Clean:
Hoarder;
+Bosco got now its own bag for resources (can also collect plants and fossels now, when idle it will dump its resources in Molly)
Scout Program;
+Bigger light radius
Ballanced:
Driller Program;
+Bullets does fire damage
-Bullets does less damage
Medic;
+Bosco gets 2 extra revive kits
-Bosco deals less damage
Unstable:
Gunner Program;
+Bosco deals alot more bullet damage
-Bosco got a limited ammo pool, can be refilled by pinging a resupply Pod (Bosco will use 1 of the 4 ammo supply to refil 50%)
Engy Program;
+Rockets have a larger radius, do more damage and do radiation damage
-1 less rocket
-Rockets have a longer regeneration time
cosmetic suggestion: glyphid mandibles that goes in the beard slot
Idea for Unstable(red) overclock for Driller's Corrosive Sludge pump. 
Name: Sludge bomb
Fire a slow flying Ball of sludge that don't explore on impact, self destructs after a set amount of time.
Larger splash damage and AoE
Increased ammo consumption on charged shots.
Cannot charge up shot if your "magazine" count is lower then required for firing one.
description for nerds
||This overclock is for players who want to challange thier predictions. while other overclocks focuses on spreading puddles all over the place or increase puddle count, this one simply lets you use the charged shot as a bomb to your enemies.
The ball of sludge you fire is like a ball. It won't explore upon landing on terrain, it will instead move like a ball, and only explore after a set amount of time. Enemies who goes to close to the ball still get's effected by acid effect as usual . The size of the ball is the same as the party ball in the space rig you can find in the tunnels.
The idea is to lead the swarm to your bomb ball and let the explosion do all the damage. puddles will still spawn out of the ball upon explosion, however keep in mind that the amount is not increased or decreased, so the same amount of puddle spawn depending on your modifications.
the main downside is the charged shot ammo consumption and that you can't fire it if your magazine is too low for the required amount. normally you can fire a charged shot, even with lower magazine, but with this overclock you can't. So you must keep in mind of your that. the increased ammo consumption is to prevent you from spawning it constantly
Modification wise, there's alot of ways to modify it. either with more magazine, less charged consumption faster projectile, or more damage on normal shots,/ charged splash damage.
Overall should be a solid overclock.||
I just recently spent everything before season 2 on buying cosmetics and I had a level 140 cosmetic purchase and was given 4200 unwanted Phazyonite. Please give us a chance to exchange this for other minerals, or at least credits
After much thought (an a certain video from a guy from "elmaxo") I wanna suggest Sub-Class Adjustments for our 4 Dwarfs. They're not "real classes", just adjustments to the class forcing them to play different from the norm. Before I do, I wanna put my votes for--
**Platform Gun Walls **
Press R while fully loaded to switch to Wall mode. No matter what surface you shoot, it will always form a 90 Degree Wall, rotation based on which way your facing, of course.
OCs for Tools
Nuff Said. You'll See~
Now then-- Let's Begin With
"Builder" Engineer
With the Concretia Balanced OC--The Platform Gun shoots strong and really heavy Platforms and Walls. Always Requires 2 hits to break. It tastes real nasty to the bugs so you don't have to worry about anything digging thru...Unless it's a Bulk/Dread/Nemesis which require 2 diggings instead of 1. You lose the ability to create safe landings but who needs that when you can now DROP the platform on them. Fire a Concretia Wall on the celling, then fire a Concretia Platform on it to make a nice ledge. With RJ250 you could rocket-jump up there, mine out the wall, and make the platform fall and slam on the bugs like a Stalactite. The bigger it is, the more you can hit.
"Parkour" Driller
With the Centripetal Accelerator Unstable OC for Drills--Driller can run faster at the cost of mining faster. The speed boost allows him ram into things like a bull, make longer jumps, and strangely--Float slowly downwards by aiming his drills up when falling down. Hell he can even jump high if he looks up doing this. Again, you lose your strong cave carving abilities, only able to dig half the distance you normally could. Try not to dig to the drop pod with this on.
To Be Continued; I'm out of text. ^^;
Part 2 of my suggestion
"Slayer" Scout
With the Meathook Unstable OC for the Grappler--You can now unleash your inner Doom Slayer and grapple to your enemy safely by stunning them with the hook. The catch? You lose cable length and can no longer grapple on surfaces of the cave. I know, taking a page from Eternal but it's still alot of fun just grappling off enemies. If you really need to grapple to a part of the cave without an enemy--Try a teammate or passive bug.
"Medic" Gunner
HOLD IT DEVS--note this isn't a "Medic Class", it's a "Sub-Class." With the Medi-Shield Unstable Overclock--The Gunner Shield can now restores Health instead of Shields and speed up recovery of downed allies if they are in it (i.e 1 Dwarf reviving is equal to 2). The big catch is the field that it creates is much smaller even with upgrades and no longer can scare bugs off. The healing is good but not THAT good; You can still get downed if swarmed (and most certainly by C4 or FatBoys w/o Friendly Fire). You also only get 3 charges instead of 4 so use them wisely.
To potentially make the "Sandblaster" a little more unique in comparison to other driller primaries, my friend had the idea of adding a sort of charge to the Sandblaster, but unlike the binary nature (not full -> full) Sludge Pumpe charge, the strength of the blast would be proportional to the charge, with a gradual change. He said this in combination with the idea that the knockback caused by the status actually scales with the amount "overshoot" so to speak, so smaller puffs would sent them just a short distance backwards while charged blasts would fling them backwards high speed, and deal more damage on impact with wall. This way, Praetorians and other larger enemies may have higher resistance to the status in order to make them take the same amount of knockback from a decently charged blast as a grunt would from just a little puff.
motion sickness mode please
Doretta head helmet
also make gunner incendiary grenade not bounce off surfaces at all but explode on any impact
clean overclock for warthog: better shells
"R&D made some shells that can fit two more pellets without sacrificing anything. making each shot have a little more oomph"
+2 pellets
When changing arrow type have the crosshair change to signal the new arrow type
A sticky option for our dear flares? Would be nice to throw them on walls and such. 
In case that we get our connection lost during mission, we should get at least 15% of all stuff we got, like in case when one gets kicked or the mission is failed. This can be problematic when player would rejoin the same game to get more rewards. But that could be solved simple - once player could get disconnect message he could choose if he wants to either disconnect game, gets rewards and then he wouldn't be able to join same session until it would end. Or he would try to rejoin.
I don't know if it's possible, but also if player looses a connection while all objectives are done and he is in the exit drop pod, he should have the mission complete instead of having his time wasted.
unstable overclock for bolt shark: Jack of all trades
"why specialize when you can do everything? just take a few of every bolt with you!"
hold R to change bolt type. you can pick ANY type of bolt
they are equally spread among your special and normal ammo
Can we buff fire/cryo bolts to actually be able to apply their effects on beefy targets without using like 10 consecutive shots?
I wouldn't mind total ammo on those being reduced
Management has a line on an incoming swarm that says "Show them you're dwarves!" but I keep hearing it as "Show them your dwarves!" so I was wondering if we could have a victory move where you pull out a bunch of small figurine dwarves (possible from the DRG board game) and show them to the camera.
https://www.youtube.com/watch?v=K1rnvUitknk This should be it's own OC: Coilgun Freeze Ray
I think the different "clumps" of resources should have a different model from eachother. By clumps of resources i mean jadiz, enor pearls, gold, aquarks, etc. that you would find in the ground
Lower the cooldown on the beast master perk
Sticky Fingers unstable overclock for the Bolt Shark: Increases overall ammo, combines Special and Standard bolt ammo, but you get a random bolt every time you load the crossbow. Say a 50% chance of a standard bolt, 50% chance of a special bolt, with preference in the special bolts given to the one you have selected as your first tier upgrade to the weapon.
There’s a NEED for kind of reward for promoting dwarfs. The game at its core is super fun and entertaining with plenty of excitement via unlocking new guns and equipment. The randomness of the caves keeps the game fresh, however there’s a certain point in the game where you know what to expect every time you enter a new cave. At that point in the game I’d say around player lvl 100 after the final level assignment missions there’s nothing left to do but play the game. Besides the grind for over clocks and promotions there’s nothing new for veteran players to experience. Without a doubt the best part of any players drg experience is the first few levels before a promotion. Something should be done to keep that excitement there after you’ve hit the “end game”.
probably suggested already, but what about overclocks for class gadgets? For example Driller’s drills being able to mine ores, but with quicker overheat/less ammo or Scout’s grapple being able to swing instead of pull, with a much faster recharge for chaining? (the downside is it’s harder to do a straight shot to engi’s platform with ores or to use it to dodge out of the way)
Revives need to bring you back to full health, not 25%
Let Bosco carry nanite bombs. It's impossible to do most Tritilyte deposits on solo because of all the bugs and cliffs.
qol suggestion: in equipment terminal when hovering over an overclock that is equipped, have the stats display show what would change if you unequipped it
I think this would help with people who unequip an oc to see the stat change then forget to re-equip it
Something needs to be done about the value of gold.
Last night a greenbeard was just trying to get some extra credits for himself, just to be told by some leaf lover that it isn't worth the time or effort and it'd be faster to just meet our morkite quota and leave, and that he was stupid and had bad logic. I bought the poor fella a drink after the mission, but still.
add all the class-specific paint jobs to pickaxe skins
reason: so we can really match our pickaxes with the rest of our outfits!
Cosmetic Idea: Noses!
Unless he's wearing a full helmet, the nose is one of the few visually identical parts of the dwarves left poking through all the hair. Why not add a few variants to spice things up?
The Goblin: A hooked nose.
The Gnome: A bulbous nose.
The Leaf Lover: A long pointy nose.
The Brawler: A lumpy, broken nose.
The Accident: A metal nose.
anomaly "sweet cave"
red sugar spawns 3x more often and is far more likely to spawn on or near the floor
A Morkite hair color cosmetic would be cool, maybe other kinds of minerals as hair color and skin cosmetics too?
I'm sure that you need a version of the game on phones.
Then players will be able to enjoy the game wherever there is Internet access.
Half dwarf half glyphid monsters as a cosmetic and a mini boss basically the dwarves who were previously killed maybe the glyphids stole the DNA of the dwarves to make something that is even more terrifying
And maybe they aren't always enemies as they geneticly have a taste for beer or they snuck onto drop pods and acted like dwarves
Re-atomizer rework:
Shooting an enemy stores it's ailments for the next shot. Not shooting the coilgun for 10 seconds (or switching to another weapon maybe) makes stored ailments disappear.
Reason why? Re—atomizer can do some dumb shit, but it's funny as fuck. Rather than removing this mechanic why not rework it and make it more viable
Elite lootbugs time
Upgrade for drillers satchel charge that makes it so it doesnt stick to terrain and just falls, could be really interesting
Plasma or laser cannon for the gunner, if its plasma make it charge up slowly and its discharge move slowly until it makes contact with its target and have it explode and do tons of damage, the charge rate, mid ammo capacity and bullet speed should make up for it's damage! If a laser cannon is chosen then make it charge slowly before have it fire and hit its target very fast at the downside of low damage to armor or ammo capacity!
TL;DR: I want a bigger gun for the gunner and i want it sciencey! 
-Reloading all flares when taking supplies from the capsules
-The Drilldozer is taking damage always on the same side first, even when enemies are on the other side
A higher resolution version of the desktop icon
Make it so when a crassus detonator explodes near you, it turns you into a gold sculpture and your team has to dig you out. Simular to the ice sculptures but you can't just shake this one off
Highly aggressive bloated lootbug on the same scale as a bulk detonator that explodes into compressed gold and leaves patches of nitra
Appearance randomization should also ramdomize weapons, pickaxe and bosco appearance.
Also, a randomize button somewherevin the pod would be fun !
make pickaxe cosmetics more common
Can we please have an option for Mono in the audio setting. I have severe hearing loss and deafness in one ear. Having the option for Mono would help the deaf community greatly.
There could be a rival dd to infiltrate their defences
If Bosco is reviving and someone joins can we let him finish the revive
Listen, make an animation of changing the lens on the "Сolette Wave Cooker", otherwise it looks ridiculous. Small, less than half a second.
Some sort of way to come back when you lag out of an elite deep dive
1 What is it? : A rival event which named : Reactor Overload.
2 What it consists off?
-It would consist of a randomly spawned reactor. (Maybe there will be few designs or maybe there will be one)
-It would have 5 different pipes coming out of the reactor and 1 bigger pipe. Every single one of them would have a closing valve.
-It also would have a window to show you how it works (i think its a good idea as i love the lighting system)
3 Activation / gameplay : Player activates is by closing the main valve. After this there will be a minigame, in which you need to close different valves when you see hot air coming through the pipes. After doing that for some time (2-3m) It would overload and start to explode.
4 Overload : It would explode like a detonator but first it would use its safety mechanism and eject a small safety beacon pod. After the explosion the beacon would come back up and it could just place a platform under it to rest on it, or maybe it could fly and you would need to shoot out it's batteries with robots coming to rescue it. After doing all that you would get its loot which would be a data cell.
the entire mission results screen of the last played mission should be reviewable in the space rig
a buildable trebuchet that launches anything carryable
we need a shredder or patrol bot skin for bosco 😄
Make Arkenstout duration infinite until manually shaken off. Just so you can go to the bathroom irl in style
heyoo deep miners i am writing to express my idea of a game mode that i think would be nice and witch is a type of tower defence but the thing is what u needed to protect is the Drill Dozer ( our beloved Doreta). Sorry for sending the same idea again i just organized the information.
In the** Game Mode** consists protecting the** Doreta** from all kind of enemies:
- Elemental enemies;
- Bosses;
- Event bosses;
- All kind of enemies;
Iike i said the Game Mode consist protecting the Doreta in long periods of time by surviving infinite rounds of enemies.
By surviving long periods of time u receive:
- XP;
- Materials;
- Weapon mods;
- All kind of resources we can use in the lobby;
1. In the mission u start in a small mining zone with Doreta witch u can upgrade Doreta with upgrades building them.
like we do to hack some droids interactions like that would be really nice.
2. In the mining zone u could upgrade ur equipment and build a base and upgrade the base with a shop vender or an upgrade vender.
3. You can explore the map for more extra loot or finding missing equipment witch u can repair if damage or finding survivors from passed mission to help u.
4. By the time passes u receive goodies from the our base, or extra equipment to build, or a mule (in the start u don't spawn with a mule u would have to deposit in a specific thing in the mining zone).
5. The mining zone could have a gate to protect and repair to not let the enemies enter inside the mining zone.
6. When u finished a round u could have a breather time to repair all the equipment, buying extra equipment/upgrades for ur self, for doreta or for the mining zone.
if your flares are uncharged, your dwarf should shake a dim one angrily when you attempt to throw one
More armor sets! The DLC ones have been fantastic (keep them coming!), but I would love to see more in the base game, unlocked at high levels
For future seasons, maybe retheme the space rig a bit for the theme of the season (a bit like Apex legends lobby changing for each season) . Like maybe a white board somewhere about indentifying the rivalbots or flyers/posters littering the spacerig about tips for fighting robots for rival escalation/incursion
Please allow us to adjust our equipment paintjobs (or at least preview them) from the wardrobe! It is of utmost importance that I look my best before going on a dive, and having to run back and forth across the station to cross-check my colors is a hindrance!
have scout say a special voiceline if he gets injured by driller c4
Update the Bet-C fight to have multiple stages similar to the Tyrant Weed fight with unique behavior for each stage and allow Bet-C to dock in the drop pod at the end of the mission if reprogrammed, granting a bonus upon mission completion
A new way to play around with perks, although currently they are pretty good, none of them fundamentally change how you play.
I suggest you could maybe "Supercharge" a perk, making its upside much better but also giving them a downside. This could only be done if the perk is fully upgraded, and only one "Supercharged" perk could be equipped at once.
This could for example be: Vampire (now gives 20 health instead of 5, but all other healing is reduced by 75%.)
or Iron will (now when used lasts for 25 seconds, and reloads are reduced by 50%, but your max hp is reduced by 40%)
(These are just some examples, i didnt think about balancing)
or something similar along those lines, this could offer more potential to perks and open up more unique ways to play. And giving more ways to play would give so much more content.
feel free to give your idea on this in #suggestion-discussion
I can't remember if I said this already but maybe a perk based around hacking? Either makes the mini games hsorter/easier or gives a greater chance for patrolbots to be hackable"
*Added thought: maybe just machine mastery in general. Repairs things like BET-C faster or HACK-C does his job faster when you're in close proxemity
Played Season 2 a few days ago and tried some of the new content. I'm loving the new robot enemy, especially how it shouts "heeelp!" And "oi over here!" Like the dwarves do. The hacking mode with cutting the wires is an interesting idea. I feel the antenna event needs work though to balance it out a bit more. I find it very frustrating that it will pulse you away while you are working on it and change location. My suggestion would be to maybe to have it triggered by making 3 mistakes perhaps? Instead of a rabdom timer. For me playing on ps4 it appears to be a different time each time. One time it changed location to right next to me, so I immediately began hacking and after 5 seconds it pulsed me away and changed again before I had a chance to do anything. Other times its pushed me off ledges or changed to a location miles away and there were no glowing lights on the cables or anything to indicate where I should go to find the next hacking point.
In short, I very quickly became disinterested in the event and just carried on with my mission while it ticks down. Currently whenever it happens I always ignore it as its not fun for me. If it was triggered by my mistakes, I think I would be more invested in trying to improve and solve it. 🙂
Vampire should be a pickaxe gear mod
Wouldn't it be neat if you could call down Lloyd from the sky with gold and get a round of unique buff drinks that would help you out?
1 more loadout would be prety good.
You know those times where something happens to completely remove the player's control over their character? You also know how the only thing players can do about those times is prevent them, and if they do suffer them despite their precautions, the only thing they can do while disabled is get up, make a sandwich, and maybe browse their Steam library while waiting for rescue? Would it be better if the game gave the player some minor tasks they could do to advance their aims, just to keep them in the game?
Everytime you promote you can add 1 extra modification to one of your primarys secondarys utilities ect to make it so promoting after the first promo does something other than look cool
Bosco overclocks
if you're playing solo and doing a area-locked event (black box, fuel cells, uplink) then the nemesis should not grab you, as you physically cannot get out of grab range without losing the mission!
this just happened to me and good lord was it frustrating. Right at the end of a long salvage op
New Warning: Barrel Escort
Barrel Escort is a warning added to the system by some malicious and/or drunken dwarven coders that requires a barrel on board the drop pod to launch it. When you drop, the drop pod will be full of barrels that will pop out of it when the gate opens, and when you call for the extract, it will not automatically leave when all dwarves are on board unless at least one barrel is in the drop pod.
During these missions, Mission Control has a few additional voicelines in which he is audibly annoyed, and has a voiceline if all dwarves are in a drop pod without a barrel along the lines of "You're all clear, nice work miners. Activate return functions. Wait, why aren't you leaving? You're not really going to risk your lives for a barrel are you?"
on a "Golden Bugs" Elimination mission, killing a dreadnaught should result in the explosion of gold chunks that a Golden Lootbug normally produces
Maybe make the scout have enough brain cells to use his other hand when mining while grappled to the wall
Make it so that you can hold the reload key instead of tapping it when using the wave cooker or crossbow to do the gunslinging animation instead of swapping firing modes/bolt types
there's going to be a mountain of people against me for suggesting this but...
Player Blacklisting.
I think a lot of us far more experienced dwarves have had those kinds of players. Not greenbeards, but players who are general assholes and don't care for many other people. For some reason they are in the lower ranks, where they rush objectives without any care for others and disregard Deep Rock Galactic as a teamwork based co-op game. In this specific case, I would never want to see their faces ever again in this game. I want to have the option to blacklist sessions or hosts that have these kinds of players. Avoiding them to avoid having to tear my own hair out when I'm just trying to complete objectives, and to not hear backhanded insults from these kinds of players who clearly don't have as much experience like I do, someone whose played since 2019.
I understand if a lot of people don't like this because it could be abused, and it absolutely would be abused by more elitist players, but in cases where one bad apple ruins the bunch which can happen even for fresh greenbeards, this should be unacceptable for most of this community which is already very friendly.
While the Drop Pod is closed, make the door interactable and have the dwarfs yell and curse for the door to open.
Example: press E on the door "MOLLY! OPEN THE F*CKING DOOR!!!"
Just to give a name idea for the Patrol Bots we hack, maybe we call them something like Patty (or Patti, either/or) or something along the lines. Like how we have our Steeves.
For next drg anniversary all the classes should get a fancy tuxedo armor set
stop explosions from tracking. if im clearly out of range when the damage is supposed to hit, i shouldnt take damage from the attack.
Maybe for the next season we could have some new missions types such as.
Scrap yard: The team goal is to take down at least 3 to 6 waves or areas of the opposing company forces. That will progressively get harder as they destroy more and more enemies but, they are set down with a armored platform with heavier turrets (such as: laser turrets, small missile turrets, or even flamethrower turrets all depending on the mission hazard levels) As well as the enemies aren't just dropped on the players heads or at least some of the waves drop down in a nearby cave zones and the group has to go there and destroy the settle zone. As fast as possible or the wave of enemies will be too strong and settled in too much to do anything to the enemies force.
Another idea for a new mission is called.
Escort sabotage: Where the team is set down to destroy and steal from the opposing company due to the fact that. They are now gather resources and now are taking them somewhere (or the that there doing something to make the bugs or hostile towards us )
-So for one idea is where you destroy or hack these cargo crates full of gold, nitrat, and other ore that they mined. As the group fights off the enemies that come in due to alarms going off like the egg hunt mission.
Missions are starting to get a bit cluttered with “optional” side objectives. Cargo Crates, Machine Events, and Seasonal Events can all be present, and can make a mission take way longer and be much harder than expected. This is not a bad thing at all, but I don’t think adding more types of “bonus” objectives would be a good idea. I have no idea if the devs are planning to do anything like that, but I think the game is in a good place now.
Make a toggle option in the wardrobe to make the face covering on armor for short beards display or not. It's been this way for months and causes a lot of clipping issues with some helmets
An option to unlock second buff beer feels like I never have the drink for the job i want to do and maybe buff some of the drinks some of them are no really valuable compared to others for there Bailey price
An idea to suggest for Data Cores - Have management/R&D report back with their findings about the data harvested by rivals.
A progression bar (Let's call it Intelligence) over each biomes will indicate how much information you've collected from the rivals about the region, once it maxes out, it unlocks a "Special Operations" node for that biome, something like a mini Deep Dive, or maybe a legendary Hazard 6 node that will put veteran dwarves' skills to the test. Rewards... not sure, maybe cosmetics, cores, crafting minerals, cash, error cubes?
||Also, as a side note, what if we can find Karl using the data harvested by our rivals?||
Oh, and a minor one.... A pop-up notification that informs you that missions have been refreshed while you're at the space rig would be handy.
... okay, who slipped Smart Stout into my coffee this morning? Getting some 'maybe good' ideas going.
I hear people complain that for how tough the Nemesis fight is, there is no reward for killing it... so here's an idea - As morbid as it sounds, give Nemesis a small chance of spawning with a dead dwarf's missing armor in one of its claws, much like how you can find a missing helmet which leads to a hidden spot containing goods. Kill the Nemesis, proceed with downloading coordinates from the dropped armor piece, and claim your rewards by finding out where the bloody machine killed the fellow miner.
||"Rest in peace, whalepiper, we got your revenge. We'll get your stuff back to the rig."||
Ive been wanting more from saving dottie from the escort missions. Maybe her head can be on the desk next to the computer in the bays, or on the orange box next to the milestone terminal as a little easter egg
Nemesis having a chance to say "I'll be back..." on death, and the Dwarves having a chance to say "You're terminated metal abomination!" or "You are TERMINATED Nemesis!". All being references to Terminator of course.
DRG comic series, like the TF2 ones
The voiceline "I could need a good rest" when depositing minerals is grammatically incorrect, could and need fulfil the same function as modal verbs.
If you kind dev folk were to re-record it, "I need a good rest" (perhaps with "after this" added to the end) or "I could use a good rest" would make sense. It may not be as important as the addition of bismor lines so I can only hope this bugged more than one miner.
Allow flame thrower to burn those hanging vines please?
The Gunner Zipline being able to just carry the big minerals up and down would be cool. Like a ski lift for big minerals.
Some extra loadout QOL features would be super nice, especially with the growing number of unlockables the performance passes are bringing us. Even something small would go a long way.
on deep dives, you should encounter a balrog or something cause you're going so deep underground
there should be a way to know if iron will is on a team mate. maybe a little icon next to the class icon or player name? it would at least let the players know if their team mates are able to get up and if they already used theirs…
Make taser bolts on the boltshark shoot 2 bolts (like taser prongs) at once that will instantly arc on impact.
Maybe give them spread relative to how far they travel, so shooting further will result in a wider arc (3m as example), but shooting near your feet will make an arc around 1m wide.
They should also get more ammo because of this
Right now, they don't last long enough/do enough damage to have much competition with chem bolts or phero bolts
More descriptive end game stats instead of just 4 categories. Like large kills like praetorians, or kills in proximity of Doretta, or for egg hunt how many eggs u dug out
Thought of bc kills, if u get 10 swarmer kills that's 10 to a single praetorian kill
With "Rival Presence" missions we can find more Patrol Bots, so I'd like a Perk that works like the Bug Tamer just for Patrol Bots.
I know you can Hack them if you're Lucky, but I'd like to have a GUARANTEED Way of getting them on my side. Even if they will still have low health when becoming my ally.
Or at least a Passive Perk that increases the likelihood you get the chance to hack them.
Add a canteen to the spacerig, it's been mentioned quite often but we never see it.
(Also how are you supposed to enjoy your beer without a tasty meal?)
would be cool if the space rig had a gym that you can use, maybe equipment can be minigames that give you small buffs for the next mission like increased walk speed, better weapon handling/more dexterity, mini versions of perks like unstoppable or strong arm, ect
Make turret arc a clean oc
Greetings fellow miners. Dont know if any have raised that topic before. I believe many have read weapon modification description and should have noticed a few particularly interesting.
Certain weapons mod options describe presence of "sandwich" space, which we give up for extra ammo......but......where sandwich?
I feel like we are being scammed by predatory management practises. We dont have sandwiches. So what do we give up? Where is our snack?
So im here on matter of suggestion of adding finite per mission (no resupply) number of snacks (sandwiches as per previous description) which restore 20-25 HP during 2-3 seconds (also its not a combat item - so you need to eat first. say during brakes from waves. i of course will applause someones skill to eat a snack while shooting "Lead Storm"). Say we get 4 snacks per mission (again no resupply. cuz however generous DRG company but they will NOT stuff snacks into pods) BUT if we get previously described mods with "give up sandwich space" description you get less snacks.
Parts of animation can be reused from beer . Animation take time. You get little HP boost.
What do you think of this idea? I feel cheated of sandwich. Sometimes swarms make you very hungry.
Fellow miners. Share this with other members of DRG company who risk their lives planet side, that dive into inhospitable planets to do what dwarfs do best.
Rock and stone brothers. For Karl.
Let us eat the 
Make using a single turret more viable
Cat ear cosmetic
and be it only for april fools
it would be funny
:)
Hey all. I'm seeing a lot of lobby names with slurs in them lately (ex: n word). Can this be fixed?
Move the Season Challenges button above the timer so it doesn't cover up the timer when it's open. There's no real reason why you need to see both at once but there's also no reason to hide the New Mission timer either.
I really want a spot on the space rig where you can practice the hacking minigame. It could even look like an arcade console, give you a few credits (5-10) if you’re successful.
Motion sickness mode please, I beg you
Make the "You're Cute" voiceline work on mini-mules if it doesn't already
can we have the lights on the rival tech frame + dark future paint change light color based on class, its kinda annoying having red lights on scout and gunner
IDEAS FOR 
- Make a beer that gives 10-15% more
when mining it (still trying to think of a name) - Mission Warning ⚠️ Makes
less common in the mission - A perk that gives you more
as a perk
Unique voiceline callouts when firing the Fatboy OC, and when getting hit by a friendly Fatboy
"They're gonna be BLOWN away!"
"Dang it, you singed my beard!"
"Special Ordinance INCOMING!"
To bounce off the Nitra flavored suggestions, maybe make the perk reduce the Nitra cost of a resupply (with maxed out perk going down to 60?)
Call it something cheeky like "R&D Friend Discount" or something
What if we imply number input at the mineral selling point? Make it easier for purchase
I think itll be nice if they allowed us to chose any special beer for 10 of each resource and 5k gold so 10 barley bulbs, 10 yeast cones, 10 starch nuts and 10 malt stars, as I notice a lot of mine are collecting dust
A way to speed up forging or bulk forge 5 or 10 ocs
The perk "It's A Bug Thing" should make your weapons do 500% damage to Huuli Hoarders.
It’s been said many times, but seems like it needs to be said again.
Make pinging Steeve give proper voicelines, not deaththreats
Suggestion: Changes to the Shard Diffractor
1. Nitrogen Vaporizer (Tier 4, Mod 2) which applies +400% armor breaking, should be applied to the base weapon as +200%. This mod is not bad, but the power of the Shard Diffractor itself makes it very hard to try to focus armored enemies since it guzzles ammo extremely quickly, especially with low charge capacities, and the Breach Cutter and PGL already have way better armor shredding, so for single target damage it should be a lighter focus on the base gun rather than making it a necessity.
2. In replacement of Nitrogen Vaporizer, add a Blowthrough Mod (call it Impaling Beam, whatever) which allows the beam to pierce medium sized enemies or smaller to assist it more in semi-crowd control. The only reason to use Shard Diffractor is its relatively high single-target damage which both compliments the LOK-1 and Warthog, and High-Intensity Heating is extremely strong in favor of LOK-1, but it only serves to be a combo-based weapon for the wrong reasons. Engie's Secondaries are usually crowd control of some kind, with the area of damage being narrower with each iteration. This kind of blowthrough mod will alow this weapon to not only still deal respectable single-target damage but also be a lot easier to manage hordes of enemies in intense swarms.
3. Bio-Mass Converter (Tier 5, Mod 2) should refill 10% of your current charge for each kill rather than simply extend the beam duration. Ammo management for Balanced and Unstable Overclocks is extremely hard when this thing guzzles ammo, and with only one ammo mod it's even rougher for something like Feedback Loop. For each kill, it should regenerate 10% of your current charge and put it into your reserves. This means you get 10 ammo if your battery is 100, 5 if it's 50, etc. and would only serve to benefit ammo hungry builds or those with riskier effects.
A warning with x3 friendly fire. Would create drama and make players think way more about Ff
Love @prime fjord's door idea, and thought I'd suggest some lines to go with it:
"Let me in! LET ME IIIIIINNNNN!"
"Knock knock! Who's there? IT'S US YOU USELESS TUB!"
"AAAUGH GET US OUTTA HEEEERE"
"If I have to pry this open with my pick, I will!"
(In an unflattering impression) "This is Mission Control. Open the door! Hello? Eh... it was worth a try."
"DOOR STUCK! DOOR STUCK!"
"We've been down here too long! The walls are closing in! I WANT TO GO HOOOME"
"Molly! Hurry up! I was joking when I said I had all day!"
"The bugs are right behind us! And above us! MUM'S BEARD, THEY'RE EVERYWHERE!"
"Open Sesame! ...please??"
"I swear, she takes her time on purpose!"

Move the neckguard cosmetic to the "Sideburns" slot so it can be combined with "facial masks" that're in the "Beards" slot for full half facial coverage
Bake the activated Field Medic mechanic into the base reviving system; once per mission/Deep Dive stage you can instantly resurrect a teammate, and make Field Medic's increased revive speed a passive perk.
||inb4 ♻️||
a mission type that takes you to orbiting planetoids or debris in Hoxes' atmosphere. I'm just imagining it like super mario galaxy where you can hop between them and they have individual gravities, so getting closer to one switches your orientation. the planetoids themselves would be mostly material too hard for a pickaxe, aside from tunnels moving through them and mineral deposits. there could be unique inclement conditions such as solar storms, meteor showers, and gravity wells. the scenerio would also give room for bigger and more variation on enemies and enemy types.
Please stop the bulk detonators from spawning under our feet as we are trying to extract and just immediately destroying us. it's bull 😛
prescript : I did played less than 100 hours, thought thru my experience I somehow associated the game with such movie as "Space troopers", because this movie insect also presented in multiple types and kinda hierarchy ( I assume that oppressors are kinda type of tank-bugs, same as the flamethrower-tank bug in movie )
With that said, would it be in game in some game mode, which will involve more in killing insects in lots of swarms-waves ? This might be a defence only mission on defending some type of stationary drill, or just you are a part of special squad which has to clean out caves so make it somewhat safe for next miners which DRG will send there.
This might also involve more types of enemies, for example some type of glifid-comader, aka hive-mind, which will make other bugs more organised or appear as the swarm-boss
only one suggestion - fix problem with desync when play with other people
Driller weapon concept: The Ripper.
The ripper is a Burst fire primary, that deals most of its damage from status effects (like all Driller Primaries). It consists of a modified paper shredder, that can shred metal, and a cannon that can shoot out the shredded sheets in a rapid fire burst.
The shredded metal inflicts a new Bleed status effect, that deals damage over time. This damage is much less than other DoT effects, but unlike them, the status can be stacked, to increase duration, and damage. Duration stacks flatly, but damage gives you a smaller buff every time you stack it
i get the spacerig is already pretty epic, but i wish to see MORE
beer system is comprehensive, but having food as well up there, along with giving the tables and chairs some use (already asked for by somebody else earlier)
and another thing - let more players share a spacerig (a single rig might be able to hold 12-16 dwarves with the available resources, and Management probably would approve of the cost effective housing)
maybe let 4 different squads share a rig and its resources, 16 players would be able to make good use of the edibles and entertainment, and they might be able to interact in new ways (dwarf bar fight??1?!1!??)
Merge all ore related beers, but make their effect weaker.
the xynarch charge-sucker (the thing that infects BET-C and makes her evil) is listed as a species in its miner’s manual entry, implying there are several variants. That being said, it’s a logical conclusion that these variants are evolved to latch on to different robots/types of mechanical systems. thus, it would make sense and be cool to see Xynarch infected rival tech bots.
Maybe they have slightly altered attacks and attack patterns, like summoning parasites, or apply status effects on hit, or are guarenteed hackable/stronger when hacked (maybe all three).
Also xynarch charged caretaker and nemisis sound terrifying and I want to see it
Could be part of a larger discussion, but it also feels wierd that rival tech isn’t activley attacked by hoxxes wildlife. Is it becuase hoxxes wildlife attacks dwarves by scent? If so it wouldn’t make sense why they attack dorretta (Unless they attack dorretta because she is made of different material than rival tech bots are). Maybe Rival tech emmits noises beyond human hearing range that pacifies hoxxes wilflife to thier presence (since they rely on smell and sound to detect prey). Either way, I think it would be neat to see a miner’s manual entry explaining how/why it works.
I know the devs have already said they dont want to add new support tools, and I know there's alot of people that would want that, but I want to suggest that if GSG wanted to add more stuff to support tools, they just made the tools have alternate fire modes to access their new abilities instead
Add "Beer Hazard" by how drunk you are (permanent during mission)
a small detail but would be nice if the wave cooker had a way to tell which mode you are on (aside the crossair whihc you wont see without hud for example) litteraly just a small light that would turn on when you have the alternative optic on
Increase the distance the Nemesis is allowed to spawn at compared to dwarves. I just had a nemesis spawn on top of my head during a salvage defense, and it made the mission impossible to win.
Mono sound setting for my fellow one-ear deaf dwarfs
Hello miners! I have a new mission idea for Deep Rock Galactic, the mission is named Colony Raid. Unfortunately, I felt it would be a little long for a discord message so I just have a google doc link.
https://docs.google.com/document/d/1GpagET4vyezeMnNsyS2WADBuiY07if3hPy6rOwCV8ik/edit?usp=sharing
clean overclock for leadstorm
anti grav alloy
"R&D designed a durable anti gravity alloy suitable for use in your minigun. it makes the barrels spin up faster and spin down slower"
+0.2 seconds faster spin up time
+1.5 second slower spin down time
make bosco able to pick up boolo caps, blooms, etc. but only one at a time if you have mining expert equipped
super annoying having to waste zipline ammo just to grab one optional collectable
Why not have Xynarch parasites be attached to electric crystals in the crystalline caverns? it could be a different subspecies of xynarch, and it would be smaller than a usual charge sucker, have 100% electric resistance, and less health than a standard xynarch. It would be cool to have them as it would help with worldbuilding because the only basis that we have to go off of on the xynarch species are just the tanky ones on Bet-C
Hazard concept: Fermenting Caves. Quote from management below
"Well, it seems SOMETHING in the air down here is causing beer ingredients to ferment...Unfortunately, this is resulting in alcoholic fumes flooding the caves. Try not to breathe too deep. Or do. I'm not your mother."
Effects: Once per minute, Intoxication ratings increase by 1%. Easy if you speedrun it, but can be lethal if you stay for a while. Hitting 100%, if you somehow take 100 minutes, can even instakill you!
Holding spacebar should make you auto-climb when possible. When ping is high, it can be really messy to time the spacebar and oftentimes results into getting serious falling damage. Also , it isn't fun to spam spacebar when you need to climb more than 10 times in a row.
I think it'd be nice if we had a Phazyonite equivalent for Mineral Mania and Gold Rush, maybe called "Phazyonite Fever" or something.
I don't why the devs snuck in the previously removed 'Stone and rock, oh wait' and 'yeah yeah, rock and stone' voicelines this update, but there was a reason they community boycotted them a couple years ago and it was these lines sounded stupid
I have been informed that some people get nauseous from the drunk effect, and would rather have something like this be a choice, rather than RNG. So, as an alternative: Instead of a Mutator, how about a Craft Beer, that gives the person who drinks it that effect on their next mission? Name concept: Lightweight Lager. Quote from the beer description:
"This peculiar drink is made JUST as heavy as Blackout stout, but is intended to be drinkable by lightweights! How did they manage this? By having the drink ferment in your gut, instead of BEFORE drinking it! That way, you only get a little booze at a time....Granted, you'll still be passing out in an hour or so."
11pm flash of genius, we need a disco ball at the bar for when we play music
The Jukebox dances should be made victory animations. Imagine it. You all get to the drop pod, do your victory animations. One guy drops in from above, another dropkicks a glyphid. You walk up and start doing Gangnam Style.
Silly idea : Elevator sounds for the Drop Pod.
Drop Pod makes a 'DING!' when it lands and starts the mission.
Also, this part specifically for Driller, elevator music because he keeps complaining 'onboard entertainment system sucked', so here is this thing for him.
Secret cake somewhere
Give the Nemesis crab legs.
Achievements: Foul Play & Cruelty Squad
the achievements are rewarded by using the builds with the most war crimes using any dwarf and every dwarf respectively.
the builds are listed off in #suggestion-discussion
New SD OC Idea:
SPRTN Protocol
Desc: "Well, it aint pretty, but you managed to jam an extra large battery into your weapon and strip away almost all of the beam regulators, allowing you to shoot the true power of the heartstone for a very short time! However, these new modifications come with very little power efficiency and speed and with such power comes greater safety restrictions, only allowing you to fire in very short bursts.
Basic stats include
-Substantial Direct Damage increase
-Minor Aoe size increase
-Huge decrease in ammo
-Longer charge up and recharge times/delays
-5-10 ammo bursts only with a max ammo of 75-100
||[Basically, just a Nod to Halos Spartan Laser like theres nods to Tf2s Force of Nature and Rocket Jumping, not needed of course but its fun to think about!-Theory crafting is fun! Give your feedback below.]||
Bru wuttdufuk r mactera swarm spawns on haz 5 solo it’s like 2-3 every 15 seconds 💀 i suggest increase
A flare upgrade that lets them stick into enemies, dealing continuous burn damage over the light's duration.
To ensure this doesn't incentivize wasting flares like it's a third primary weapon, the damage is gradual enough that it won't be particularly impactful unless allowed to cook the bug over the entire 75-second duration. This should incentivize the upgrade's function primarily as that of either a last resort, or a means for Scout to soften up a big threat he's encountered far ahead of his team before retreating.
Also another idea, a new warning for missions:
Gravity Shift
In essence, this modifer will trigger every 5-10 minutes randomly, complelty inverting the gravity of the entire cave system-making dwarves float up to start walking on the ceiling/float downwards to 'normal' orientation, what is even nornal orientation?
There would be a warning before the shift from Mission Control akin to "Brace yourselves, Gravity Shift!" or "Were getting abnormal gravity readings miners, steady yourselves", some lighg shaking-maybe wobbly gravity noises and the effects beging to happen.
The Dwarves would gain a temporary low gravity status as they begin to float up/downwards. This would last 20 seconds before it reverting back to normal gravity levels. Right when the shift would happen, the camera would most likely spin/snap to the new orientation before they would float upwards/downwards.
Id also have it where right when the shift happens, all entities (yes even dreads) would be stunned from the sudden shift-yet still hang onto the surface they are on since they do so naturally- giving the dwarfs a quick second of breathing room to quickly adjust to their new surroundings before the swarm begins to attack them once more.
Exp bonus: 20%
Would be fun imo, seeing the cave be flipped basically making it a whole new terrian, making it a interesting warning to work around-making traversal easier or harder depending where you'd end up and how the cave is laid out.
Slow effect should makes flying enemies fly lower
So how about Detonators don't spawn on solo missions when you have to stay in the triangulation/fuel cell zone? 😅
Nothing like wasting 20+ minutes on a doomed-to-fail mission.
I would love to see some form of ground leech where the top its camouflaged in the terrain and if you walk over it it grabs you and pulls you under kinda like a trapdoor spider
As there are problems mentioned with Nemesis or Detonators and other enemies spawning on solo missions in the defence objectives (like salvage extraction at the end), what about adding some ability to Bosco in which Bosco could be able to lure such enemy away, so player could safely kill him from distance?
Or Bosco could stay in the defence place instead of player, but it would be either time limited and/or it would just stop the objective from failing, but wouldn't progress it so player couldn't exploit it.
so i have a personal gripe with the voiceline cooldowns. if you ping the wrong object, you have to wait out the whole voiceline before the line for the new ping can play.
so what if you could swap voicelines, and have the dwarfs say something along the lines of "Nevermind", "Disregard that" or "Wait a second..." before saying the new line
reasoning for this is that i suck at aim and keep pinging the wrong object.
If you need an example to go off of, it would be when you remove/retract pings in Apex, they have specific voicelines for that
tldr smoother ping removal, qol feature
different Button for flashlights, turn them on and off with one click, also flashing lights when the ghost gets closef
3 suggestions:
1: make Dash a default feature.
2: add Gay Sex into the game
3: add a Colorblind option for the color-blinded dwarfs :D
if you are having a hard time picking which suggestion is better, try using a number reaction!
so, now that there is the VFX for the wave cooker's beam, it could be applied (without it's teal color) on each side of the CRISPR and the lead storm minigun when you have the heat radiance mod/the burning hell overclock equipped, this would help indicate a little better the area and range of effect of the bonus, whether if it's on or off (currently it is a subject of speculation whether you are already burning stuff or not) and give a visual indicator of the direction it is being applied 🔥
Friendly also reduces self inflicted damage
Hey, big fan of Deep Rock Galactic, I just had an idea and thought I'd share it. I think it would be cool if it was possible to try to survive a, say 30 minute wait if you miss your escape pod. Story wise it could be something like 15 mins for the engines to cool down 15 to refuel or something. What gave me the idea is that sometimes there are cache's from fallen Dwarves and I just missed a pod not long ago and then appeared in the hospital area. That made me wonder how I got there.
Can we get a Balaclava with Goggles Headwear? Basically the Strike Team Alpha without the Helmet part.
some way to make my Steeve not attack things bigger than it, thats a waste of a steeve
Newer to the community so don't know if this has been suggested often.
DLC that involves base-building and/or lane defense. I think escort the drill is the closest we've gotten, but the random environments seem ripe for walling off areas and defending something that could be destroyed. There could be a base kit that drills in which allowed you to pick up parts, or throw down lines to place short-range turrets to certain areas, similar to laying pipes.
New Rival Enemy Type: Cyber Bugs
After failing to [KILL ALL DWARVES] as planned, the Rivals have sought to weaponize the natural killing machines of Hoxxes, enhancing them with cybernetic upgrades.
(Anyone else growing a little tired of the same ol' shredders and patrollers every time the Rivals make an appearance? Well, here's a labor-effective means of adding in some new machine-themed baddies for us to fight, without having to creature entirely new models from the ground up!)
Cyber-Grunt: Like the basic grunt, but with clanging steel jaws and a glowing robotic eye. When the eye goes red, the grunt will charge forward in a straight line, snapping its jaws repeatedly.
Cyber-Slasher: Slashers now have a thruster attached to their abdomen, which they can use to leap narrow gaps, or pounce at dwarves from above.
Cyber-Guard: With huge titanium plates attached to their forelimbs, the Guard can slam their reinforced legs into the ground to project a dwarf-sized repulsion barrier out before them.
Cyber- Praetorian: The Praetorian's mouth has been converted into a high-power flamethrower, capable of belching explosive fireballs and breathing jets of flame like their Dreadnaught cousins. Their abdomen has been turned into an organic fuel tank, which leaks flammable oil when shot.
Cyper-Spitter: The Spitter's head has been replaced with a modified sniper turret, allowing it to lock on an fire lasers instead of regular acid.
Had an idea for a new type of ranged threat, a Pheromone Spitter
Functions similarly to your standard Glyphid Spitter, only it instead hits you with the pheromone debuff similar to one of the Classic Dreadnought attacks, causing a few swarmers to spawn near your location as well as causing all nearby bugs to focus you for a while
Let me pet my fellow dwarfs so that they can feel apreciated.
Since Season 3 wont be focused on the Rivals, perhaps the Prospector, Data Deposit, and Router events could be repurposed as Machine Events, granting Matrix Core infusion instead of Data Cells. This would allow the new season to be more thematically distinct from the first two seasons, while still keeping the old seasonal events.
Please, make all special minerals weight the same, croppa seems to be really lightweight and fly further and faster than all others minerals, resulting in it not being picked up from cargo crates, also being launched at 3x the speed of sound if you explode it from walls 
Season 3: Loot Bug Infestation
During an escort mission, mission control has a 0.1% (Scaling with difficulty/Haz level) chance to say "The Loot bugs are swarming Doretta!". This will spawn a loot bug swarm that can have as many to 10-20 Loot bugs (also scaling with difficulty/Haz level) and will deal 1 damage per attack to Doretta and dwarves, on Haz 5 the loot bugs will deal 5 damage the dwarves and a Drilldozer armor piece, maybe even some new Loot bug enemies for the swarm (But just a Loot Bug swarm will be fine :D).
Perk "Its a bug thing" works on all new enemy types.
Bulk Loot Bug: Basically a Crassus Detonator but Loot Bug, but instead of there being pods that you shoot off it will be loot bugs, and instead of gold it will spawn all types of minerals (maybe including the abundant and scarce).
Loot Bug Pretorian: Whenever it pukes, it will shot out deadly gold instead of green goo.
Loot Bug Mactera/Trijaw/Armored Mactera: Shoots damaging resources.
New Boss Mission: A Loot Bug has eaten a Ommeren Heartstone and has become the all powerful King Loot Bug.
allow us to eat the gunk seed
Loots bugs will be attracted to you if you have the gold skin and they will deal 1 dmg per attack
Also remove Huuli Hoarder, add Stash Bug
also add the highest tier lootbug,the lootbug king
goo can be ignited while on enemies and then does what burning puddles normally do for the effects duration
goo can conduct electricity. spreads the full duration of what ever it was shot with once into all enemies in the puddles
class themed lootbugs
lootbug driller explodes into oil
lootbug scout that lights up
lootbug engineer that explodes into ammo for the sentry
lootbug gunner that drops ammo for everything
Okay okay, hear me out: Sandwiches, but all they do is lower drunk level and change the beer on tap to the next.
it's all nonsense. Do you know what we really need? TO TURN THE HEAD OF THE DRILLDOZER TO THOSE WHO STROKING IT, NOT BACK. It's very embarrassing :(
probably suggested before but victory pose thats just a ROCK AND STONE
How about not spawning a Dreadnaught or a Nemesis on a players first damn mission?? I just want to introduce this to my friends, not have them get fucking annihilated first time playing
Right now, there isn't much to tell Greenbeards that they're friendly firing on a Steeve. My solution is to give a 25% chance, every time Steeve is friendly fired, for the Dwarf that tamed Steeve to perform a special friendly fire line. Some potential lines include:
"LEAVE STEEVE ALONE!"
"HEY! THAT BUG'S ONE OF US, YOU DOLT!"
"OH C'MON, WE CAN TRUST STEEVE!"
"KILL STEEVE, AND IT'LL BE THE LAST BUG YOU SQUASH"
Fix the bulk detonator's spawn maybe? I've had 2 spawn next to each other on thr ceiling.
Can we make text scalable on console i can't read anything in my options or equipment menu without squinting let alone text above enemies head
Armor concept: A very cheap armor set, that looks exactly like the base armor! ...but with a piece of paper taped to the back, that says "Shoot Me" (Or, alternatively, the more classic "Kick Me")
Somewhat inspired by Cave Leech Rancher's suggestion, I came up with an idea for a new post-Rival arc mission event. It would involve some kind of robot repair/manufacturing station not to dissimilar to DRG Mine Heads and Refineries, and would have to be shut down (either by ripping something up like the Caretaker and Prospector, or hacking something like Data Deposits and Comm Routers) for a chance at rewards
Golden Bugs Mutator Adjustment- All Bugs have a golden glimmer and on-death: Drop 0.1 Gold if a swarmer based enemy, 1 Gold for small enemies like grunts, 2-4 Gold for large, and 100 Gold for bosses. Increased Chance of finding Crassus Detonators and Golden Loot Bugs.
Crimson Bugs Mutator - All Bugs have a crimson-red shimmer and on-death: Drop 0.1 Nitra if a swarmer based enemy, 0.5 Nitra for small enemies like grunts, 2-4 Nitra for large, and 80 Nitra for bosses. Never stop killing bugs! Increased Chances of finding Crimson Loot Bugs & MC swarm chances.
Crimson Loot Bug - Counterpart to the Golden Loot Bug. A Crimson-Red colored Lootbug with Yellow Eyes. Instead of dropping a large amount of Gold--it drops a large amount of Nitra instead.
lootbug lager new beer that makes fake minerals pop out of you
New Glyphid- The faker The faker is a mutated slasher that hides it self as a lootbug but you can tell the fake lootbug from real lootbugs viva seeing if their and extra eyes no legs/mouth they only start attacking when you shoot them.
Simple change, outlines of teammates are class coloured instead of being white
would be cool to see rival presence change the environment more next season. Having some resources locked away in store rooms and having the dirt walls be replaced with hackable doors would be neat too. Also a rival bot that's hauls nitra and gold like a lootbug would be super sick, same stats as a lootbug but it floats around instead
Would be interesting if we could hear a distorted rock’n stone on solo missions behind our back or inside the walls. With a very low chance of occurring. Of course DRG probably won’t do that cause you know. Lore. But still it’s a suggestion.
How about a shooting range sometime
Ability to remove a personal waypoint by holding interact when holding the laser pointer. Qol change.
Why disco ball throw
Why disco ball no kick
Must kick disco ball
Soccer good
A lot more achievements. Especially to do with the new enemies. Like catch a nemesis on fire or kill an oppressors with only c4
Achievement: "The legendary dwarf"
"Kill a dreadnought without using any guns(no damage dealt to dreadnought using ammo consuming weps, grenades count) (the point of achievement to only melee a dreadnought or kill it using a ressuply)
2nd achievement: "The son of Karl"
"Complete an elimination mission without shooting dreadnoughts" (only ressuplies and pickaxe)
3rd. "Pacifism" "Don't attack a dreadnought, let your teammates kill it"
(Achievements 1 and 2 can't be received with Bosco, check second suggestion)
Also, allow us to toggle Bosco on solo missions while on Space rig. Some might want to feel the loneliness and atmosphere. Or just feel like Karl would.
Buff gold
Suggestion, have the guy who speaks to the Dwarfs whatever his name is ANNOUNCE a Nemesis is coming like he does from random Dreads so we have a few seconds to react and prepare for it, it's so annoying when one spawns in and you have no clue until it's too late especially in tight maps. Having one spawn on top of you in a hole is so unfair...
Suggestion; Allow haptic feedback/vibrations on controllers to be disabled. This would allow the game to better be played by set groups of people, who either just do not prefer this feature to be active, or for people who suffer from tendonitis in their wrists.
Bitter Lootbug - The "Shiny Pokemon" of DRG. A 1/4096 chance a Lootbug will be a Bitter Lootbug. So Shiny, So Pink, with baby blue eyes, and makes the sweetest noises when pet~ 💗 However, killing this Lootbug is ill-advised. If killed, it will only drop half the worth of a normal Bitter Gem since it's smaller then a normal Lootbug. Management would have a field day if this lil girl is brought home ALIVE so carry this baby home to the drop pod and protec with your life--they will pay handsomely. Let no Dwarf or Bug or Robot harm her!
Suggestion: Switching bolt types should be quicker than reloading it, as you don't need to reset the bow itself
-
The nemesis should occasionally lure us with "Rock and stone" lines.
-
Saluting while in the vicinity of nemesis reveals your location to it and also makes it salute back

Major Suggestion: A "training area" or "shooting range" to test out weapons and overclocks before we use them in the field.
variant of the hulk hogan bandana without the sideburns please
Add an option to be able to host your servers as casual or speedrun servers, and add the ability to filter them on the server list (preferably with speedrun servers hidden by default).
I'm tired of greybeards getting mad at other players for not speedrunning everything despite the greybeard refusing to specify that its a speedrun server. I'm tired of greybeards joining casual servers and getting mad that the others aren't speedrunning. I'm tired of greenbeards joining speedrun servers and then refusing to speedrun.
Sometimes i just want a leisurely stroll through the caves, exploring every nook and cranny. Sometimes i want a high octane mission cleared in less than 5 minutes.
Every so often the devs could do a community thing like every year or somthing were the community submits cosmetic ideas and one gets into the game
different Button for flashlights, turn them on and off with one click, also flashing lights when the ghost gets closef
Improve wave cooker consistency by making the various random chance-based effects (contagion amplifier, exothermic reaction, radiation, blistering necrosis, etc.) trigger after 3-5 consecutive ticks of damage on the same target, keeping the same balancing factor of needing to use some amount of ammo to trigger the effects but making those effects more reliable to apply. Boiler Ray should instead just have a 100% chance to apply on killing a bug.
Scary enemies are cool and you guys should make more of them. One of my favorite things in this game is that dreadful feeling of hearing a bulk detonator in the distance or a bet-c beeping somewhere and recently the voice of a nemesis robot impersonating a dwarf. Maybe make an enemy who is super dangerous in the dark, but is repelled by light sources? Or maybe an enemy that isn’t directly dangerous, but instead goes around trying to extinguish any flares it sees?
Turn the mission into a solo one if connection to the host is lost just like how they do it in monster hunter games so not everything is lost if that happens.
a visual equivalent of the bulk ash cloud for nemesis' grab
Increase cargo crate spawn chance since cargo crates contain way too many items and the number keep increasing every season due to the rewards being moves to cargo crate. The chance of someone to get something that they want from cargo crate is way too low as of current.
Or at least let you choose which class to get the item like overclock.
Sticky Fuel Unstable OC Adjustment
Max Fuel: -50
Tank Size: -25
Fuel Flow Rate: -25%
Sticky Flame Duration: +7
Slower Flow Rate allows more distribution of Sticky Flames without burning thru the limited ammo supply while at the same time being dedicated to indirect damage then a direct/indirect hybrid damage build that Sticky Additive can do. If you doubt this; Try 23221 with Fuel Stream Diffuser
Make engineer a canonical war criminal
Gold gives like 3.14(as far as I remember), if we could get a 8% buff to Gold, nothing over 12% at the most, just a small minor buff to make it more of a option for when completely Mining out a mission, so each Gold collected would be 3.39 instead of 3.14(8% buff is what I used for 3.39)
When I join my friends who are past Player Rank 100 they will quite literally just ignore a Crassus just so they can get it over with, so just a slight buff would make it more worthwhile and make it to where more people would like to mine Gold(if 8% is too much do 5-6%( like I said slight, not too much).
More crystal breaking line or reduce the frequency they are said would be nice, those voicelines often repeats themselves and gets repetitive when you have to destroy large quantities of crystal
The option to pet molly if you don't have anything to deposit.
Some general improvements to the abyss bar would be most welcome. It's a nice place but after a while there's nothing new and it feels barren, so here are my 2 cents about it.
First off, 2 daily beers offered at a time. Because choice is nice.
And some more of them:
Bour bun
Brewed with the finest hops in the outer rim, this thing will make you jump out of your seat!
Greatly increases jump height
Pepperjack
The spiciest of the beers available at the bar, it's said to make even the most alcohol dependent dwarves ask if we serve milk.
Pickaxe power attacks heat up enemies.
Randy's
An awful mixture of almost everything we offer at the bar, and some things we don't. The result is almost not lethal.
Gives a random effect on mission start.
Next up, some entertainment. It's gotta be physics based, easy to understand and possible to implement.
My idea would be bowling, because we like bowling.
And lastly, Lloyd saluting back.
New Driller primary: Gnometech Woodslicer
Giant buzzsaw/chainsaw that fires sawblades which ricochet and cause bleeding.
Your right click Melee attack is replaced by the saw and causes thin horizontal cuts in terrain. Uses drill fuel at 1/10 normal rate per second.
More unique text for fauna within hoxxes, I want to point at more random stuff 
Profanity filter should filter out the swears in dialogue
Weird suggestion but
Coilgun Overclock: The Bore
Premise:
Significantly increases radius of the tunnel it carves in terrain. Specifically, it should by default create a tunnel wide enough to walk through.
Intended mechanical niche:
Acts as support and as a rapid deployment/long ranged alternative to Driller's drills, allowing creating lines of sight and escape routes, or mining things at range, similar to the EPC's TCF upgrade.
Width of carved tunnel increased significantly
Width of tunnel scales with projectile damage
Damage trail radius increased
Increased charge time
Moderately reduced trail damage
Edit: The above stats are more an example of how this premise could be fleshed out. In regards to them, reduced ammo count, inability to mine minerals, or even a sort of falloff for the expanded mining mechanic could be in order to prevent this being just a bit too useful
New Minigun OC:
Name: Volatile Concept Engine (Aka Buzzaw)
Type: Unstable
- Much faster rate of fire (+15 RoF)
- Less spin up time (-0.3)
- Much faster bullet travel speed
- A lot more recoil (+250% recoil)
- Longer recovery time after overheat
Flavor Text:
Converted from a military aircraft engine and supercharged by a madman, DRG feared it too crazy to be used. That doesn't stop you though.
Cryo Cannon OC:
Name: Ice coagulation
Type: unstable
+Ice platform
+permafrost
+More ammo
increase depressurization delay by 1.5 seconds
X0.5 pressure gain rate.
Ice platform: The name suggests everything. Press R to change the fire mode. Instead of shooting normally the Cryo Cannon will start to make an platform that lasts for 12 seconds.The platform will be formed in the end of the Cryo cannon’s fire range or if it hits something . If shot in the air it will create an ice wall that depending on how far you made it from the ground it will fall to the ground and shatter. Can be used to block ranged attacks.Works while walking. Meaning you can make ramps and bridges.
Permafrost: Enemies caught by the ice platform will be permanently frozen. Does not work with dreadnoughts or Glyphid detonators and a few other bugs or robots.
Balance suggestion in regards to the M1000's supercooling chamber
While it's not a bad OC per say it is a bit underwhelming in terms of performance and leaves a bit to be desired, anyone think gunner's coilgun kinda overshadowed it a bit?
I'd be more than willing to give up more ammo for;
- significantly more increased weakpoint dmg
- having a slightly higher base dmg possible (cant be too much higher because of how the focus system works)
OR
- Alternatively it fires more of your ammo per shot and it factors it into your damage?
Ontop of it's current stats.
Not much of a crazy change to it, i just think for rooting me in place, i should be more of a threat then to just trash on haz 5 when fully spec'ed for dmg, ontop of the slow charge up speed downside.
For Examples;
It cannot counter snipe sniper turrets, nor normal burst turrets, nor patrol bots with 1 shot while forcing you to be rooted and exposed. And offering very little for swarming enemies.
It's damage to praetorians is okish but not really good dps wise for the amount of waiting you need to do before you fire, including for oppressors
it's damage to bosses is ok depending on the boss but nothing too crazy when compared to other methods.
*Stacking the dmg with IFG's does not yield impressive results either for the amount of time and equipment investment needed, and damage done. Cryo gives good damage to praetorians pretty much specifically (still doesn't 1 shot on haz 5 full charge in weakpoint) but again sheer amount of time and resources invested arent worth it outside of certain bosses also takes away the m1000s whole point of range.
Again i'd be more than willing to give up more ammo for this, i think super cooling chamber basically makes the m1k a secondary offhand powerweapon weapon anyway by design. But i feel for so many downsides, this OC should perform similar to the coilguns dmg output as a slow firing burst dmg wep that takes up your primary slot.
carpet bomber be the big Bertha of AoE
Huge AoE range and damage
Very little direct damage
Half mag with reduction to total ammo
Less accurate or reduced fire rate
option for boltshark to br R to switch bolts or hold fire button for special bolt
Suggestion: new transversal tools. Preferably QoL equipment based on the original transversal tool. For example: Driller getting a Lazer drill. Being able to dig a 7m straight tunnel in one click. But lacks in the ability to make more sophisticated paths like the original drill. Ofc it’s just an example. The main suggestion is: Would be good to have more transversal tools that follow the same concept but works differently.
Increase nemesis spawn rate a bit in rival pressence, now is so rare to face him 😦
BOSS: Great White Trawler
"As its name implies, this giant albino Trawler has been roaming from biome to biome in search of prey, its armored head allowing it to burrow through solid rock more easily than any Drilldozer. To any who dare face down this voracious predator, please ensure your Mule is safely out of the way so we can recover it while you're being digested" - Mission Control
Attacks:
Charge Attack: The Great White Trawler will burrow through the ground, bashing any players it comes in contact with. At the end of a charge it will leap out of the ground and attempt to bellyflop on a Miner, dealing massive damage. After this it will slowly wiggle its way back underground, and this window can be used to damage it significantly.
Slash Attack: If a player stays near the charging Trawler for too long, it will stop its charge and use its huge hooked arms to slash at them, knocking them backwards.
Ranged Attack: If the Trawler's chosen target is too far away, it will burrow under the ground with only its head visible and begin to fire globs of acid that slow and deal DoT.
Damage Phase: Once its yellow armor bar is broken the White Trawler will start charging at players with its head aboveground and mouth open wide, revealing glowing weak-points inside its mouth. Shooting these will harm the boss, but if any player ends up inside its mouth it will instantly down them and the damage phase will end.
Summoning: After enough damage is done, the White Trawler will scream, causing a crowd of random bugs to rise from the ground. During this time the Trawler will charge more slowly, speeding up as more bugs are killed.
(Note before reading this: If other people have suggestions on why I'm wrong, or why the Driller's Satchel is actually good and I'm just using it incorrectly; please by all means explain this to me in Suggestion-discussion. I'd love to be shown I'm wrong, and be educated on how I could be using the satchel better.)
In my opinion, the Driller's Satchel either needs a buff or a rework to have more utility, so it has more opportunities to be used more often.
Far too often I find myself going through entire missions never even using the Driller's Satchel once. Or if I attempt to, I often end up downing my teammates or myself.
Suggestion: Allow the satchel to be thrown further in the same way you can charge up a throw with an aquarq
This would at least give the satchel more opportunities in which it would be useful to use. Otherwise, it seems the opportunity to use it is so rare that it almost never arrives.
Right now, the only times I use it is placing it next to a Dreadnaught cocoon to hit them with the explosion as the fight starts (but even that often doesn't work with the new dreadnaughts that are invulnerable at the start of the fight), or using it as a last resort when I'm out of ammo.
Maybe you could use it with the "Rock Mover" T4 mod to help mine gold from Golden Bulk Detonator explosions, but that opportunity arrives so infrequently, it wouldn't make sense to keep this in your arsenal just on the off chance of getting a Golden Bulk Detonator.
Another possible use is to make a quick bunker with the "Rock Mover" T4 mod, but you can do that easily and more accurately with a drill, and bunkers are seldom needed in most matches anyways.
The satchel seems to be the weakest support tool in the game, with the least utility, and the least opportunities to use it.
Again, I'd love for someone to explain to me why I'm wrong, and I'm just using it incorrectly.
I would like for loot bugs to be able to eat AFK dwarves. You should be able to power attack your way out. Maybe the head can stick out but that's negotiable.
The option to retrieve used ziplines. I find myself using a lot of ziplines to retrieve items like boloo caps and fossils that spawn on the roof or down in a deep hole. Retrieving them would be really resourceful, given the maximum number of ziplines you can have is 5 I believe.
Super wormhole beer that is expensive af and instantly starts a random generated mission on consumption
Unstable OC for grenade launcher for engi:
"Scatter-bomb launcher"
"We changed the grenades to contain 4 in one!"
Grenade launcher fires 4 grenades at the same time with a slight spread
Longer reload
Damage per shell decreased
AOE range decreased
Suggestion for the discord channel:
A channel for each class/dwarf to chat about and aks questions and many more
OC to make special bolts from the nishaka retrievable even after being used, but you can have like 4 of them total and reload time is longer.
Add a profanity filter and return the old removed voicelines when you have the filter turned off. https://deeprockgalactic.fandom.com/wiki/Voicelines#Removed_Voicelines for the uninitated
Q'Ronar Cognac new drink
It would be quite nice if Subata had some additional goo synergies from base mods. Like volatile rounds in tier 5 also reacts with goo somehow. Right now the only synergy seems to be the armor melting goo (default now) + detonators (which is an OC, not a base mod). With the CWC and EPC synergies with primaries, Subata feels left out.
Idk if anyone has suggested this before but while browsing servers to join it'd be nice if I can see the level of the host because sometimes I just want to help newer players but it's hard to tell occasionally since sometimes high level players play on haz 2 for a super casual speedrunnin experience.
bugs being able to fall
still waiting for a rock and stone counter
Revamp the cabins a bit to be more cozy but not too cozy or else it'll lose some of the atmosphere. Also make some of the items in the cabins intractable and other able to be picked up
TLDL: upgrade cabins so space rig feels a bit more like home
Suggestion change for the Tyrant Weed. The healing pod should NOT be able to heal through walls.
Steev needs a hat. Aside from helping distinguish the friendly bug, it also would make the friendly bug more distinguished.
Give us a dedicated dance button. I want to dance in a circle around large minerals with my dwarven friends as we all shout about how we have increased out monetary value significantly.
I think some Miner's Manual entries on Machine Events (unlocked either when encountered or upon first promoting a dwarf) would be a handy way to help new players get clued in on what they are
(and gives GSG a chance to explain why Tritilyte is so damn important outside of those keys we use)
One message removed from a suspended account.
Can we have cross play like xbox pc to steam
another upgrade tier for flares that lets you choose between them sticking to the first surface they hit, or adds extra bounciness to the flares, with the delicious light juice splashing out every time it bounces to cover more area, but with a lower radius on the puddles. default flare behavior would be just, deselecting either of those two perks
A new, broad enemy type that mostly involves simply biome reskins akin to Praetorians (poison, frost, radioactive) while also being a tough way to occasionally grab a few extra minerals: Golems.
Golems would range in size (and toughness, accordingly) from just taller than a Grunt to slightly larger than Praetorians, being humanoid (similar to the golems in The Legend of Zelda: Breath of the Wild, those funky lil dudes). They are all somewhat vulnerable to pickaxes, and most would resist fire and bullets. However, they have a few different materials depending on the biome they spawn in:
Crystalline caverns: These Golems would be either made of the 'worthless crystals' (minimal resistances to bullets, fire resistance/immunity, weak to pickaxes), normal stone (good resistance to bullets, fire resistance/immunity, weak to pickaxes), or Bismor (same resistances as the stone one, but with a few chunks of bismor that drop out from it). This is the general game plan for all the Golems, but with a few tweaks:
Glacial Strata: Ice Golems are weak to fire. There are only ice golems or Magnite Golems
Magma Core: Magma Golems are weak to ice and being frozen, however they thaw quickly. Only magma stone golems or Croppa golems
Radioactive Exclusion Zone: Radioactive golems are the same as stone golems, with the added danger of occasionally shooting out radiation, similar to the Praetorians here. Stone, radioactive, and umanite golems spawn here
Golems attack faster the smaller they are, ranging from a tad bit slower (but harder hitting) than Grunts when Glyphid Grunt sized to much slower than Praetorians when that size
Potentially as a mission type, there could be a Golem Extraction mission. Multiple, extraordinarily large Golems are placed on the map (2-3) made of minerals like Morkite or containing things like Ommeran Heartstones. These golems are so large, theyve trapped themselves under their own weight, and can only fight back, with mini dotties to help destroy them
Daily Beer Concept:
Dreadnaught Draught
-Dark, creamy, and packed with whatever vitamins Management could convince the crew to take. A mug of this will make you feel like you could take on just about anything... as long as you don't ask why there's chitin in your cup.
-Increases shield health total, 30-40%
they should make it so your able to place your terrets on the drilldoser
I'd like to see a 5th class. Maybe a Freerunner with a jump pad for mobility.
I'd love to see a bit more focus on some melee combat, maybe a secondary that's some sort of power sword?
New Biome Idea: Flooded Caverns. I know anything involving water sounds bad but hear me out.
Lore: Between the glacial strata and the salt pits, the ice that moved its way into these caves melted due to the high concentrations of salt in the area. Creating an environment comparable to ocean waters, completed with flora and fauna you might expect in such an area.
General Biome Generation: I would imagine the caves would generate with many tall rooms with columns interconnected with land bridges within for the player to walk upon, Keeping the water out of the players way most of the time. The cavern walls are tough taking 3 hits to break but in certain spots will only take 1, taking note of these soft spots is important incase of a flash flood so you can quickly make an air pocket to breathe in.
Biome Hazards: Besides soft sediments producing stalactites that could crash down on a poor dwarven soul there would also be geysers. Shooting water into the sky and launching anything atop them. Cave leeches could also spawn upside down underwater so swimming blindly could lead to a mission failure. But the most threatening hazard is the occasional flash floods that fill the entire cave with water for a brief time. not deadly if in a large open room but can be a calamity if your stuck in a tunnel. Unless if you paid attention to the locations of those soft spots in the ceiling to quickly dig into to not drown.
Summary: I think I flooded cave would be rly cool to explore if done right. I mean the devs somehow figured out how to make a escort mission type fun and enjoyable so I have faith they could work the same magic in with water.
Teeny suggestion : Have dwarves spout friendly fire lines when you hit an ally with a pickaxe.
Understandably it does no damage, but worth a chuckle if the dwarf answers appropriately with the question "Was that supposed to hurt?"
- Remove bugs being able to spawn on the surface of the Drop Pod.
- Fix the way bugs crawl on the Drop Pod and appear to 'float' 3 feet off of the Drop Pod surface. (this is especially relevant in Salvage Operation missions)
- Make bugs prefer not to path on the Drop Pod.
Addition suggestion:
When a scout is grabbed to a wall, when you pless x-he just says over here and hey. What if GSG added more voice lines making the scout sound distressed?
"HELP! IM STUCK!"
"IM ACTUALLY AFRAID OF HEIGHTS!"
"SOMEBODY CATCH ME!"
Etc. Etc.
New enemy: Nayaka Lurker. It lives in any biome, but due to the harder rock it crawls through and its heavier armor, it moves much more slowly than its cousin the Trawler. Instead, it slowly sneaks up on dwarves before bursting out of the soil and snapping its huge jaws at its target, much like a crocodile. It doesn’t grab players, just does heavy damage each time it bites them.
please rename mactera brew to the brapper's brew
If 3 players press the salute button very close to each other, and the message selected for the one who said it first starts with rock, there will be a rare chance that 1 player will say "rock", the next "and", and the 3rd "stone". So all 3 players are part of 1 rock and stone. If all 4 press it close to each other a "forever" could be added at the end to include them.
Can we have whatever molly failsafe that exists for when molly fails to spawn into the mission properly trigger a bit faster - the fact she didn't spawn in until after I passed out due to no O2 is a bit stupid
I know people have suggested flare upgrades and such but all I want is the option to place a flare directly below me without it bouncing everywhere
Bruh, the last 30 games I've tried to join were "multiplayer session ended" or "can't join while game is starting" or just didn't give me a reason. 😦
Can the server pinging be improved or only show things I can actually join, this is driving me nuts. i cri
It's been a while since I've thought of this, but wouldn't it be cool if on end mission results screen there could be an additional player stat for "damage repaired" on Escort Duties or On Site Refineries ?
So often I spend most of these missions just fixing stuff and I'm always curious to know how much I actually repaired.
Can we have more beers named after the wildlife of Hoxxes? Like Swarmer Steinbier? Or Huuli Deluxe?
Some of the "mineral bag full" lines should include asking a teammate to come pick up the scraps for them
Sell pickaxe undies in the merch store I need a pair
Loot bug eat flare and glow colour of flare. Need I say more?
Mission Control voice lines for when Nemesis spawn. Maybe less of a warning and more of a reaction when they do spawn, cause right now the element of surprise is cool but Mission Control doing nothing seems a bit off.
Reclassify the Colette Wave Cooker as a "meal preparation device" instead of a "submachine gun".
An enemy inspired by frogs. It uses a long tongue to eat projectiles that fly in an arc. So like grenades, satchel charges, 40mm rounds, crossbow bolts. Smaller ones will blow up and larger ones will take no damage, or maybe throw them back. There could be cool interactions like the charge is now mobile in this frog thing or the frog is flashing from the LURE hologram.
I think it would be fun for interactions and strategy where you'd want to shoot it before throwing a grenade at a large group.
Not sure if it's been suggested before, I assume so. But some kind of vault in the Space Rig where you can look over your amassed hoard of riches would be pretty sweet. I have no idea what credits are actually meant to look like, but maybe they can be substituted with gold? I remember that a big motivator for me playing Payday 2 was to be able to see my vault grow in size the more I played, really appealed to my monkey brain. Just throwing the idea out there 🤷♂️
Ability to feed lootbugs with grenades from PGL. Lootbugs won't explode instantly, but they will be a bjt bigger. If anyone hits them they will explode.
And yes, you can feed lootbug fat boy.
Give Mission Control some overly excited announcement lines for dwarves playing Space Ball