What about a mission with two facilities. One Laser Driller and one reactor Like thing. On the one hand you need to bring unanite or something new to the reactor in order to deliver power to the laser drill, with which you could get a new resource or something. While drilling there could be waves of enemies coming for both, reactor and drill. Those enemies could also be new robotic enemies from a rival company in example.
#suggestions
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in lobbies with less than 4 players, you should still be able to buy 4 beers at once (as of now, it just buys according to how many players there are). Maybe add separate buttons in the beer-buying menu for 1, 2, 3, and 4 beers (to make downing 8 oily oafs in a single minute before going on a mission easier)
give us rare easter eggs involving lootbugs
Can my friend voice a character in the game? He is really funny and also British
i wish to see:
- more MisCon voicelines (nemesis spotted, all barrels in the drop pod, etc)
- ability to take barrels into missions
- rare explosive lootbugs (explode on death identically to a detpack)
pls let platform gun make cheese walls as well
Crossplay would be really nice
Nerf OMEN drones with a sound queue of some sort. Anything other than just silently instakilling you with no warning
Requesting an option to disable controller aim dragging (sticky aim) (aim assist) on pc. its.... very noticeable
Steve gets Battle Armor (skin)
I know I'm probably not the first to suggest this but I just used the LMG MKII turret for the first time in a while and I think it could use a buff I find it kind of unfortunate the Gemini System is the go to and think maybe a damage/fire rate buff could fix it. As it stands it isn't all that viable or fun I saw a meme about a all twos build tried it and really started to tinker with it and found nothing made it feel better to use or play. Here some spitball improvements that might make it better: 1.I think altering it to let out a high fire rate torrent of bullets. 2.a strong DPS burst turret. 3.give it special ammo does small radius explosive damage. Or a combination of all listed not gonna list numbers out right as I'm sure the devs/other players may know the balance side of things better, I just want to have more fun with this turret as it stands I just like the idea of more fun and diverse turret selection.
I don't even know if it is possible but could the puddles (Sludge Pump) also spread radiations ? It would be very fun with Gamma Contamination and Fatboy ofc
Yes I'm aware that fixing electrifying puddles is more important please don't hurt me 
Make cargo crates appear on the scanner after they have been repaired (if this is a feature already it didn't work for me)
Hats & accessories for Bosco!!
Make sticky flames from Driller's flamethrower last longer in Hollow Bough, since, logically, wood burns pretty well
Can we get a shooting range or area to test weapons and gear on the space rig? Its not very fun having to jump into a random mission just to see what your weapons are like and finding out they're far from adequate for the bugs
The caretaker should gets its own track(s). Swarm music is cool, but imo it doesn't fit the best when you're fighting a large pyramid
It would be nice if ziplines were pingable by laser pointer making the whole zip highlighted just like the other pinged stuff. It's not anything crazy but I think this would be a nice QOL change. From
main with love, rock and stone!
I'm just going to mention again - Please can the salute animation be made to be cancellable by more important actions?
Saluting cancelling ongoing hold E actions is bad enough, but it still can prevent critical actions such as grabbing a zipline, rebooting hacksy, fixing doretta, and many more mission critical actions that can now be completely blocked just because I wanted to salute to my teammates.
Please make important gameplay related actions able to cancel the very not important rock and stone animation. I should not have to carefully consider when I perform a purely cosmetic, social action because it will prevent progress on the mission at a critical moment or prevent me from grabbing a zipline.
Make the tutorial area a actual region
Is it possible to add a shooting range or practice area in the space rig? It would be so much more convenient for testing out builds and weapons without going into the mission every time.
More deep dive specific objectives
Deep dive specific region(s)
Deep dive specific enemies/encounters
Deep dive specific hazards
More deep dive replayability? Kinda weird we're revisiting the same missions.
Deep dive specific loot? unique lost packs/crates tied to deep dives?
Nemesis sounds high pitched now, used to sound deeper I think. If it sounded deeper before, can it use the deeper voice again?
Getting grabbed by Nemesis should not be an immediate death sentence. I think it it better to add some form of interaction for you to break free. Like spamming A and D buttons as if you are frozen or allowing teammates to shoot the arms so you can be released.
When you convert a bug into STEVE he should grow a beard
Survival/endless EDD/DD where every x stages you get some cool upgrade like swappable oc's ability to equip all slot upgrades for weapons in T1, and more perk slots as you dive deeper, global leaderboard, would greatly assist longevity of the game as well as give experienced players something to do once they get every OC in the game, 701 hours in and I loved every second I played this beautiful game, Rock and Stone.
When you get grabbed in solo you should be able to press right click to make Bosco fire a rocket at whatever grabbed you. (Rockets are sometimes more efficient than bullets)
Deep dives and elite deep dives should not give as much season progress as one regular mission. 3 missions back to back should not give 1400 season points
We should give certain/future Minibosses (Bet-C, Korlok Tyrant Weed) their exclusive little tunes upon being Activated.
They don't need to be lengthy, maybe roughly a minute long, so that way their music doesn't cover up Swarm Music (Swarm Music should also override these short tunes).
Bet-C could have distorted/intensified versions of the Space Rig theme, representing hostile DRG machinery.
Korlok could have menacing versions of the Ambient Music you hear in the caves, representing the greenery's assault.
New Mission Type: Escape
Added From @rough dawn: Its either DD or replaces a normal mission by random (counts for assingemts)
When the mission starts the drop pod gets caught by either a rival bot desinged for it or a new chonky type of glyphid.
Then you have a limited time to get out before the pod gets crushed by it. after that the beast will vanish.
Now you are stranded at hoxxes with only 50% of your ammo and a more or less stable connection to mission control (you only get some swarms announced the rest is only noticable by the music change)
also the caves are more narrow and the walls are harder than in usual missions.
How do you get out and whats the target?: You have to explore the cave and find a drop pod similar to salvage but instead of a path leading to it its a maze like cave also your terrain scanners have way lower range. As soon as you reach that pod you need to refuel it but there is only one way to do it : You have to manually charge the emergency cells by hand (up to 4 players can do that ) as soon as you start that the beast will Appear and tries to get your beards, also there will be some (but way less than other missions) bugs to aid it. You cant kill it but you can hurt it to stun it (20 seconds or so) and get yourself some time to keep charging the cells. As example scout and driller charge the cells while gunner and engi keep that thing away from you. When the cells are charged you can jump in the pod and with the start the thing gets burned by the thrusters.
Molly behaves similar as in a salaveg operation. also the beast should be at least 4-6 times as large as a normal dreadnought. its just an enemy to keep pressure on you and the feeling of being able to keep it away from you its not supposed to be like a normal boss
This would make a similar but still different exp to salvage operations while we could see either a new bot wich is stronger than nemesis or a further grown dread hiveguard but not as big or strong as a queen
I have an idea: the music could get more intense the more enemy's that were around and if your team mates go down the music could get even more intense the more teammates have gone down. Say your the last one left and your dealing with a ton of buggos the music would hacking slap but if your just running around looking for minerals or mining the music would be more ambient.
When Solo, the Nemesis should imitate other noises (i.e. either a Node Array, Data Depo, Detonator (by extendion, Crassuses), Bet-C, or Cargo/Gear beeps), instead of a totally-real-Dwarf in your Singleplayer, to more convincingly lure you into what you might think is “Valuable Loot.”
Your hint that it is in fact a Nemesis and not another totally real treasure being any inconsistent sound frequencies, and it probably shouldn’t be moving.
Separate colour for beard and moustache 
SPECIES: STONE WORMS
Feels like there's a niche for Terraria-style worms in game, ie they move through the terrain without damaging it and attack/become vulnerable by launching themselves through the air on ballistic trajectories before hitting the dirt and burrowing back in. Functionally it would add another enemy that disrupts over-reliance on bunker strats by attacking the dwarves from any direction with the main counterplay being movement and 360 awareness.
Their jumps could be telegraphed by rumbling and dirt/debris particle effects from where they're about to pop out similar to what spawning bugs look like and it could take them a moment of wriggling to get back into terrain to allow time to inflict damage.
SWARMER THREAT EQUIVALENT
Babies, the smallest form, about the size of cave maggots. Half salvo-projectile attack, half biting enemy. Attacks in groups like schools of jumping carp arcing up into the air from the ground or out of cave walls before landing on the ground and wriggling back into the dirt. Could bounce off surfaces for comedic value and chaos.
MACTERA THREAT EQUIVELENT
Somewhat rare, shows up in small groups, complicates bunker strategies. A bit longer than a dwarf, long enough to span narrower tunnels otherwise jump around like a mix between accordions and dolphins. Mid-air hits on weakpoint(s) can put them in a stunned state like trawlers.
There could be a double/triple-length variants that splits into smaller normal size worms if you destroy weakpoints holding the segments together.
SHELLBACK/OPPRESSOR THREAT EQUIVALENT
BIG WORM, large healthpool, ~twice as long as a Shellback, Bunker Buster that telegraphs its arrival and attacks with roars. Can twist and rotate as it moves through the air and is long enough that in normal sized caves by the time it hits the next cave wall, it's tail usually hasn't fully left the ground arcing in and out of terrain like a noodly sin-wave. Contact with the worm's body causes damage and a bounce. Could spit out baby worms as a special ability.
BOSS MISSION: WORM HUNT
Team fights a GIANT WORM, inspired by the Molgera fight in Wind Waker and the Eater of Worlds from Terraria. Target of a new mission type that takes place in nonlinear cave systems.
Team needs to locate the Worm's nest (which is hidden deep in the terrain) through a procedural adaption of the Red-Dead 2/Witcher 3 style tracking minigame where they scan "Worm Sign" to reveal variable clues to the location of future signs (highlighted area on the map, arrow pointing in the direction of a sign, trail to follow), longer mission length results in more chambers and signs. Hazards during this portion of the mission could be worm nests (hidden in terrain or visible) that trigger when the team gets close, spewing out a bunch of worms and attracting a swarm.
Once the team finds enough Worm Sign, the location of the nest is and revealed the team can call down a Thumper within a radius of it(which usually includes 1 or 2 cave rooms). Activating the Thumper enrages the worm and it will charge at it from it's nest, carving a large hole in the process and eating/destroying the Thumper.
At which point the team fights an even longer and wider version of the BIG WORM. Has seperate healthbars for midline weakpoints which need to be destroyed, each one filled with a mix of small and medium worms which burst out. Will occasionally just stick its head out and spit out small and medium worms too as a special ability. The noise from the fight will attract modest numbers of other bugs too.
Since The Worm's Nest is a physical location in the terrain that can be found between caverns the fight can be triggered prematurely by the driller accidentally tunneling into it, finding a big coiled up worm that immediately starts writhing, roaring as it burrows into the terrain as the fight starts, making for a F.U.N. Surprise.
Since it is pointless for multiple dwarves to repair Doretta at once, it might be a good QoL feature to prevent other players from repairing once someone has started. This could help encourage players to contribute more helpfully during the final phase, since the game itself does not make the repair mechanics clear to players.
When you leave a game and switch classes, if you rejoin it never switches your class. It just keeps the original one you joined with. This is pretty frustrating when I am actually willing to swap to another class, but can't?
Upon finishing a round, the game records the state of the map and projects it on a terminal in the space rig. This way you can review the mission with the crew: That tunnel was when we ran from a nemesis; this driller corridor was useful, that one wasn't - we missed an entire room, etc.
Grenade upgrades
Shard Diffractor OC Idea:
Shattered Lens: Converts the beam into 5 weaker beams spread in a 45 degree cone infront of you (each beam has only 0.5m aoe and does 1/5th of the normal dps
You Already damaged your new toy you egghead, turns out its now even better suited for groups of buggers. But dont get the idea of using it on anything large unless you want to waste valuable battery power.
+4 Extra beams in 45Degree cone
+50! % damage on small bugs (up to macteras grunt slasher guard and patrol bots) (still less than a normal beam ( instead of 14 only 2,8 damage with aoe +50% so 4,2 dps per beam at best
-100% longer recharge time
- now 0.3 second delay before firing
-50% damage against large Targets
Coilgun OC:
Splinter Rounds:
The protectile doesnt penetrate anymore but explodes on contact in 10 small fragments in random direction dealing impact damage by inital shot and the shards wich also can hit nearby enemies and can penetrate up to 1 .
You removed the rigid projectile and replaced it with one of your cluster grenade parts. Are You nuts? Also you put nails on it to make this THING even more deadly.
shots do the usual impact damage
+1m aoe (30 damage)
+10 shards dealing 5 damage each (and for 2 seconds bleeding (electrocute damage without the slowdown)(1 enemy penetration) (shards fly up to 3m in the impact radius but spread is random)
-no damaging trail (tier 5 upgrades apply either to the radius in wich the projectiles can travel (+0,5 or now shards also electrocute for the 2 seconds (damage is added to the bleed DOT)
-200% longer charge time
-25% less ammo
nokia pickaxe parts
I personally don't mind using flame weapons against robots, but I do honestly think that cryo shouldn't be as much of a liability as it is rn against them
Maybe it could have a DoT effect similar to flame against other enemies? Something to aid those who unwittingly, accidentally, or stubbornly bring cryo weapons to Rival Presence missions
...or bring it to Rival Presence Elimination, which also gets me thinking about how bum flame weapons are against Dreads
I know, I know, they literally breathe the stuff at you, but it would be nice if they were indeed ignitable for the same reasons I stated on the second part of line 2
Why doesn't the flamethrower and the sludge pump or other certain weapons have crowd spread effect just as the incendiary arrows does
The "No HUD" option should still allow you to view the Terrain Scanner; after all, it is a physical device that the dwarf pulls out and looks at, so it wouldn't ruin immersion to allow the player to see it. Plus, it's awkward to press the Terrain Scanner button just for our controls to be locked until the button is pressed again.
Please make the dwarves use there bear hands when using berzerker, i want to see the dwarves go ape shit on some glyphids
allow coil gun to assign C4 status to Scout
Make a voice line trigger when you friendly fire anyone who is not scout: "Hey I'm not Scout!" / "Stop shooting! Do I look like scout to you?"
Add an oc the turns turns the minigun into basically the thing from jetpack joyride. Perhaps to balance it it would have a slower spinup time, making it hard to master and not fall to your death. Although doing that might just make it terrible idk.
Add a special powder function to the Minigun so at medium-high speed it propels you in the air, allowing you to hover and murder whats beneath you
Charms and bobbleheads for your guns.
If you have a bobblehead on you can have the option for pressing the reload button for when the gun is full to either smack the bobblehead or just use the regular animation.
Gray Skin Color please.
let us hold down the shout key to perform our victory emote
Make tutorial area a real region
Whenever you spawn on the space rig (Join someone, start the game) (EXCEPTION: Whenever you "lose connection" you don't get to see it since you need to join back asap) you see a small "wake up" animation in your room. This can be turned off in gameplay settings.
My Friend an i just had a Nemesis spawn right at our Spawning location and he immediately killed us. Can we please get something to prevent that?
Please don't make me reload the lobby when I fail to join a lobby or host leaves. And let non-host players join different games when already in a party straight from the mission terminal
Overclocks changing the visuals of weapons. This would be sort of hard for the clean and some of the balanced ones but for the unstable ones its a lot more doable. Here are some suggestions: Burning hell adds some vents to the front of the minigun barrels, face melter adds some really mean hazard symbols on the fuel tanks and AI stability engine would add the lil dude from the smart rifle to the GK2. There is a ton of possibilities
New armor sets that are made of minerals that are found in game. Such as magnite armor or bolocap hat.
A new set of Beard colors! I think it could be fun if there was a set of beard colors based on the different minerals we collect, perhaps with a little info tidbit about how "A group of Dwarves were recently fired for making dye from stolen minerals....And now we're selling the confiscated contraband"
As for minerals/colors:
Nitra: A blood red beard color
Bittergem: Pink Beards!
Compressed Gold: Gold. Duh.
Aquark/Dystrum: Blue beards
Pointless, fun idea:
You can pick up lootbugs, where they curl up in your arms. You can then throw them, leaving them as curled until they stop moving, then they unfurl into an entity again. No you can't deposit them but if you have a loot bug in your hands when you end a mission you get it on screen like dotty's head.
please make the dwarf not look around when trying to customize/look at previews. gets really annoying when im trying to see how a beard looks on a dwarf
Dear GSG, please put first person cave angel flying back into the game, steering with the mouse was awesome
What if the loot bug popping perk were changed to have loot bugs attracted to you.
I'm sure this is probably a ♻️ But, a dropdown for more accurate end of mission combat stats. Damage dealt, Grunts killed vs Large bugs, etc.
I like a perk to make loot bugs come to you because it feels like it has utility in situations where you need nitra where loot bugs just popping just saves you time pick axing them
Since it was deleted since I typed it as a reply to another person’s suggestion, gonna make this it’s own suggestion. I was thinking of the drop pod insta-killing any Nemesis it lands on, like it does with a Huuli Hoarder and Spitball Infector.
Allow the voice line "We're Rich!" When pointing at a gold chunk even with BOSCO active. Currently, the "Bosco, fetch" voicelines override it
Make the bags/boxes of minerals that are left behind by kicked/group-leaving Dwarves be marked/visible on the map, like various resources (pearls, batteries, aquarg, etc) are. The backpacks are sometimes necessary to finish mission objectives (e.g. the player who left collected morkite or all the available secondary objective items), or simply to get enough nitra. They're very difficult to find if you don't know where the Dwarf was when they leave a game in progress.
I think heightened senses needs some Adjustments.
Like, it's in Theory the perfect counter to Cave Leeches, but honestly, it's not giving the Warning soon enough to react.
I really tried to out how useful it is in a level with Cave Leech Cluster (meaning I KNEW I'd find some) and Boy is there little Time to react...
If you got it aren't already suspicious of Cave Leeches (like I was in that stage) the Noise and white Taint come too late to react.
Also, it should change depending on there the Enemy is.
Getting a white Taint on the Top Screen when a "Sand Shark" is below you can be kinda confusing.
Also, it would be neat if you could free yourself 3 Times if you maxed out the Perk.
Only 2 seems really limiting for giving up other perks that either have unlimited uses (with cool down) or at least 3 uses like "See you in Hell"
Heightened Senses should be more useful,especially since it's an ability new players will try out after encountering their first Cave Leech... but as is, its probably better to just walk as a unit so you can get freed by someone else (or Bosco).
Make the hospital gown equipable at any time
Minimise the rng with, weapon mods and OCs
For example wave cooker has OC that has 25% chance to apply radiation
You could change that to every 4th hit applies radiation, on average nothing will change but as XCOM player I know how bad RNG can get
If you use the Gunner's Coil Gun with the Overcharger Mod it would be neat to have some Visual Cue then you are at Max Damage, so you don't Overheat so easily by accident
Prevent double nemesis spawns
Okay. This is something what bothers me since the beta. When I try to join a multiplayer game and it gets full or closed before I click it I reload the scene and spawn in my bay. Why do I have to run every time all the way back to the (Deep Dive) Terminal? Why can't I just stay in the menü and click on another room right away?
Therefore, please don't let us reload the scene when we were unable to connect to a multiplayer game.
Make it so that the deeper you go down in deep dives the more Nitra it takes to call a supply pod because it takes more resources to get that supply pod deeper in the world.
Coil gun unstable OC:
"Ricochet module"
Coil gun's projectile will now ricochet against walls at certain angles (number of ricochets is limited)
Reduced damage
Wall-pierce effect is weaker
Make being grabbed by nemesis not a death sentence
Endothermic explosion on shard diffactor is fun but kind of a death sentence on haz5.
Can it not reset the time needed to cause a reaction when miss/ bug gets in the way for a millisecond (Untested but seems to be the case)
Add a history of games played with list of miners to report toxic players.
Make a solitary stalker bug that only hunts down lone dwarves away from teammates and light would be awesome.
Have it hunched up and skittering like a water beetle, then unfold mantis scythes and jump attacks when it gets close. Won't linger in flares but will make dashing attacks before a retreat. Give it a slowing effect to its attacks.
Change to Extraction point:
Make it so swarms are based off of aquarqs mined, like with the egg missions. This would fix the issue of extraction points ridiculous numbers of swarms. For example just had a 20 minute mission with 8 swarms
Sentries shouldn't target the unknown horror in haunted cave missions even if you have hawkeye and you ping it
Make using a single sentry better
There should be some special comments from the Mission control in case that dwarves would enter a mission drunk.
add some sort of rocket jump to gunner and driller (gunner gets the minigun OC mentioned above, driller uses the crspr as a rocket booster)
At the very least, please allow Machine Events to prevent swarms spawning like every other mission type
And I'd add my piece to the suggestions - make swarms unable to spawn during a dreadnought boss fight as the dreadnoughts are already a challenge itself.
hav 1 needs to be made as hard as 1.5 its a joke. 2 up to 2.5, 3 up to 3.5. 4 is fine. 5 dunno never played it
Make the Nemesis drop error cubes when killed.
The killbots sound corrupted and dropping such an item would give a good reward for hunting them down, thanks to the XP boost...
Furthermore, it would be cool to say "These things were sent early on by our rivals as scouts, but the bots' AI grew corrupt and the machines broke down, leaving their corrupted data cores lying around whilst the rest of the scrap rusted away. The intact Nemesis killbots were only recently discovered because the data vaults seeded within Hoxxes have been pinging all nearby machines with a return beacon... Thus bringing the barely-operational Nemesi left over from the early waves back into the regions DRG has been operating within."
Thus the error cube's nature/origins would be revealed, the Rival faction's presence having been hinted at early on, and the minds of every dorf blown as they realize what they've been collecting for so long now has actually been the moment it falls from the exploded hull of the Nemesis.
Add more gunsling animations, i refuse to believe that my cryo cannon is so heavy that i can't fiddle with it just a bit! OUTRAGEOUS!
oh and also add another way to activate gunslinging animations. I'm missing my guitar lessons because of my damned special arrows.
Holding R button with lead storm should let you spin up your minigun without shooting
Let us apply weapon-paintjobs to our class mobility tools and such.
Driller's drills, the grappling hook, flare gun, etc.
A perk that half's the price for Duke box
Give us 25% of rewards if we leave the group during mission same as if we would be kicked/defeated. It's bad if I don't want to suffer a
group (or I would just have to go for some reason) and I would either get no reward or would have to annoy host to kick me, which is bad and supports toxicity/griefing.
OC that turns the breach cutters plasma blade into an orange shield like the nemesis
new Warning: Super Swarms
Swarms are 3 times as big (Spawning 3 times as much bugs than normal)
And 25% higher chance of swarms occuring but with longer delay between them.
To Compensate for more ammo usage there should be 2x as much nitra in the cave.
That way we dont need another hazard but have a new challenge for greybeards without the need of mods.
Rewards should be +25% on XP/Minerals like rival presence.
(Swarmers and Swarmageddon already uses a load of enemies so it shoudlnt impact performance too much (i Hope😄 )
Uniform variants for all Season Pass headgear, and really all the base game ones were still missing too. I love the look of the Space Biker but the yellow bandanna and purple shades clash hard with my dark grey armour
Can we get another pick-axe blade cosmetic that's shaped like an axe? All we've had so far is just the Chasm-Borne Cliffhanger. Would be nice to have more axe looking options.
lines for pinging cave leeches:
- Look up, you oafs!
- Halt, lads! There's a Cave Leech up there!
- Kill the Leech!
Minor QoL suggestion: make empty Supply Pods still appear highlighted when you use the laser pointer during Low O2 missions. They still supply oxygen after all!
"Mycophagy" passive perk: heal when picking up Booloo Caps or when breaking fungus-related materials with a pickaxe.
Have the coilgun be able to pierce Bet-C and hit/pierce turrets. As it stands, trying to use the gun on turrets is incredibly janky it doesn't work 3/4ths of the time. If it could be made to penetrate all dwarf-made and Rival tech structures like it does to bugs, it would help with the consistency of the weapon and its main gimmick
When killing bugs with the sludge pump, their body also dissolves into a corrosive puddle of their own after they die
Make super blow through go throw a BIT of terrain if they haven’t pierced a target already. Like 1 meter or a half.
no
Replace Distance with Ping, and make it work like such. It's super annoying when you join a "close" host who's really from across the globe with a VPN
I dont know if anyone has suggested this but I think it would be a good idea to make turret arc a clean oc
Remade my old OC idea for the "hated" breach cutter with some tweaks and Nerfs so its not that strong anymore: wich also kinda makes engi a "melee" class and solving that way 2 problems (isnt actually melee since it has downsides and WONT trigger vampire
Saber Ray:
R&D watched too many Science Fiction Movies and came up with a Modification for the Breach Cutter wich basically turns it into a Plasma Saber. Just Watch out that you dont Cut some of your Lads in Half.
The breach cutter creates a blade of plasma that can be swung around when using the Shoot button wich swings once per second in a 90 degree arc tearing trough bugs. It has a lifetime of 10 Seconds and Uses 4 shots instead of 1. the range is around 4 meters and the damage is a flat 120 per swing on 1m range 80 between 1 and 3 metres and 40 on the last meter. It can hit each enemy once per swing limiting its strengh also while swinging you can only move with 10% speed to further limit its high damage potential as Risk/Reward OC.
When the Blade vanishes it needs to be shot like a normal breach cutter shot to ü prevent killing you in a singularity by the super dense plasma wich collapses dealing 5% of the normal breach cutter dps and implodes on impact with a wall dealing 50 damage in a 0.5m radius (the shot is automatic so aim before it expires)
Also the Upgrades on tier 5 should work as usual except explosive goodbye wich activates when the blade hits a wall and you cant manually activate it anymore
- Saber Ray
+5 Magazine Size
-2 Ammo (if less ammo than 4 is remaining the blade lasts only as long as the remaining ammo can supply it with power (2 ammo =5 Seconds)
-400% Longer Reload Time
Before you think its op keep in mind that as long as you swing it you cant really walk and its extremely limited in range so "useless" on dreadnoughts and Bulks but excels at clearing swarms like the normal one. also the increased ammo usage and reload time encourages a timed and situational use like the Fat Boy.
Firecrackers: Special swarmers that appear red, with a single exploder bulb on their abdomen which explode when they get close to a dwarf, dealing small damage, every swarmer spawned in magma caves has a 1/2 chance to be a firecracker
Make it so each tier of promotion (I mean bronze, silver, gold etc.) slightly increases dwarf's alcohol tolerance.
Maybe Legendary level will give you a little chance to stay on your feet after Blackout Stout 
To prevent a softlock involving repulsion turrets preventing the dwarves from leaving the drop pod, repulsion turrets should be disabled for the first 30 seconds of the mission.
Large Caves: Make the large caves as rare or rarer than a krassus/gravity well or somewhere in between, but make high concentrations of minerals to be found maybe every 30-50m there is a bunch of gold/nitra and respective biome minerals(bismor magnite etc). Should you try to mine as much as you could you would move from concentration to concentration defending your fellow dwarves as u mine. If you mine the whole large cave you should be able to get an equivalent amount of gold as a krassus but the main reward for mining a large cave such as this should be mining 400-600 of the raw biome materials like bismor etc. It would be a good way to get large bonuses of those materials and would scale well with risk reward on difficulty and warnings/anomalies while giving the large caves a new purpose apart from being great to look at.
nuke hollow bough please, wipe it off the face of the planet
All I ask is for Driller's HE Grenades to do enough fire damage to ignite his goo puddles, that would be nice.
Please let us rebind the DASH key to a specific keybind. Currently you can only double tap Shift, which can make you waste your dash if you are already sprinting.
Sandwiches. We need sandwiches. They’re referenced a lot in gear and in voice lines. When will it be sandwich time?
If and when the perk system gets reworked, i feel like it wouldn't be out of place for the deeper pockets perk to also increase mineral pickup range
I just thought of this (no clue if anyone has either but here it goes) class specific passives kinda like the armor passives but just built in.
Most games that have classes they have a small little passives that usually just a QoL thing but I was thinking like Scout is slightly faster, Engi can build/repair faster, Gunner takes less damage due to his armor, Driller can mine faster with his pick (a slightly worse rocky mountain) and or has more room for materials.
Those are just quick decent(?) examples I came up with in like 2 minutes but I think I'd be neat but obviously not really necessary.
Have a rare type of glyphid spawn: Steeve but all grown up.
So a previous miner's Steeve that's lived to become an Oppressor or something else.
allow us to kill hackable patrol bots. if im in the middle of a swarm, sometimes im not able to hack it, but i dont want it popping back up becuase i cant hack it becuase there are so many enemies around.
A clear all button when you unlock a new skin that's for all your weapons or classes. It's a little annoying going through everything just to get rid of a little red symbol lol
Add units of measurement to things that need it.
ok I revise my previous assessment, the Nemesis needs to not be able to kill you on the first grab, and not while you're meters away with your back to it.
Separate menu and gameplay button-mapping. I really prefer having triangle for grenade and circle for Molly. However, that means that circle is the "Invite Friends" button in the station. So everytime I press start and wish to leave the menu, I press circle by habit. Minor annoyance, but would be wonderful if fixed.
A ragdoll bind, you hit it and your character ragdolls and makes a death noise, itd be hilarious trust me, source: me n my friend on a discord call
Two suggestions:
A beard similar to the Face Full Of Festive from TF2. Obtainable as a Christmas assignment award. This should relatively simple, take existing beards and add Christmas lights.
If Steeve is out of combat, petting him should heal 10-20-30% of his health, scaling with how much you've leveled up Beast Master. Only usable once in between swarms. This would probably be significantly more complicated to add, but would greatly boost Steeve's longevity.
By out of combat I specifically mean not targeting any enemies.
Daily Assignments. It's kinda sad not having any assignments.
Additional suggestion:
Make it so Default Grunt Steeves are much less likely to be targeted by enemy bugs due to being the most generic bug in the swarm, but have health and damage left as is. This would give you an actual reason to consider using Beast Master on a Grunt instead of saving it for Guards and Slashers, and make it less frustrating when you accidentally tame the Grunt that was clipping into the Slasher you wanted to tame. This would fit in well with the tone of DRG as well as give Grunt Steeves some utility on higher difficulty levels, instead of simply being a very expensive meat shield.
If there was a way to view the post game stats and stuff while in the bar, that would be great. Maybe hanging over the jukebox?
Another proposed rework for the Pots O' Gold buff:
Apply a flat gold boost to the entire team when at least one dwarf on the team is under the effects, and enable only the dwarves under the effects to mine gold with one hit. The way the beer currently works often leads hosts to gatekeep late joiners from mining gold for the sake of maximizing profit. This change should solve the issue with late joiners inadvertently negatively affecting the gold haul while still providing some exclusive benefit to those who have consumed the beer.
I would like a secret lootbug farm on the Space Rig where we can feed them minerals please. Then we can pet them to farm a little bit of minerals every time we are back after missions. Maybe we can even introduce lootbug pet cosmetics and lootbug racing with other dwarves
I was thinking of 5th class.
Close combat oriented dwarf.
Having like targe shield with a axe or a mace.
I’d like to suggest individual voice actors voice lines and interaction between the dwarf’s to lively em up a bit more
add weapon frameworks to machine event loot
One more for the road, this has been suggested before, just my idea of how to add it in without needing to create new assets:
People want stuff to do on the Space Rig while host is AFK. People want a way to practice the hacking minigames.
There's a broken Molly by the window with tools on the floor. I say make it interactable, give players the ability to practice hacking there. Gives people something to do that isn't a super deep investment like a card game in the bar would be, is easily accessible, uses already existing assets, and gives Blue Molly some use. Maybe have the lore reason be the dwarves are trying to upgrade her using Rival Tech parts?
Hear me out:
Surface biome
Miles of rocky terrain with the occasional patch of minerals, maybe an outcrop or two, and the only limit to exploring is a ring of especially nasty bugs. Maybe it could become a thing when the Rivals start putting their discount tech on the surface, or try to directly build something to crash the spacerig. Maybe, alternatively, a biome which IS the spacerig, and you have to fight off rivals trying to crash it?
Idk could be too hard to code/make stable
*By make stable i mean not laggy, since it's the surface.
What about cosmetic skins for steeve that apply to the tamed glyphid after taming? :)
a new bit of choice on a "problem" everyone agrees:
everyone likes both the flares and the flashlight, why dont we pick one of them while equiping our loadout? both can be buffed this way and also give a new fun element to deal with the "darkness" who is right there in every trailer, they could just be default with upgrade trees or Just be buffed by the begining without upgrades
of course scout would still be the main source of light, that would just increase a bit more of the players choice, in a fun way and there is no asset to be made
scout would still be the main light source, we do have darkness as a big factor to deal with or without scout right now, that would Just give more options and customization
Okay, last one from me for the day, I swear.
DRG employees are like brothers to one another, but other than reviving each other or putting up ziplines and platforms there's not much way to actively help new players. So I have a suggestion to do just that:
Charity Minerals.
Every time you use the Mineral Trade, you're asked if you'd like to donate to the Charity. Agreeing would take you to a menu where you select how many minerals/credits you'd like to donate. Donations would be entirely opt-in and give you no benefits. Once per day/week you'd be allowed to draw from The Charity to get a random assortment of credits/minerals. Phazyonite would be converted to credits so you would still have a use for it even if you've completely cleaned your Shop out.
This way, greenbeards that are struggling to gather minerals for upgrading their gear would be able to upgrade (albeit slower) and experienced players would have something to do with minerals beyond waiting for new weapons/overclocks.
I think it would be cool if there was a rank in game that tests players skill level not just the promotions. It would be neat if it is solo too so that the mission is to really test the miner 😄
You know how I said last one? I lied, I had one more idea.
Adding on to the concept of Dwarven Brotherhood helping new players etc, here's one more:
Borrowing guns.
While in the Space Rig, you can opt-into allowing someone else on the team to have an exact copy of one of your guns, including upgrades and currently equipped Overclocks, but if you chose to play the class with the weapon you loaned them you would be stuck using one of the other guns in that slot on that class. Alternatively, you'd be stuck using the default non-upgraded form of that gun. So if you loaned out your Lead Storm and BRT, you'd be stuck with Autocannon/Hurricane and Revolver/Coil Gun. If you leave the server (after completing a mission, not during, so you can't screw over the other player) they get whatever they were using back.
If you're interested in balancing this out in some way, if you're below a certain level and use a loaned gun you take an experience hit that stacks with every loaned gun you use, but you'd get an experience buff for loaning a gun out. If you're not interested in balancing this silly idea, ignore this paragraph.
Obviously you can't cross-class what you loan out, so Flamethrower Scout or Autocannon Engineer isn't possible. They have to be able to use the gear you loan them.
This would let kindhearted veterans give greenbeards they're playing with a taste of power and let them try out the higher difficulties without getting frustrated over their guns not dealing enough damage to handle threats, and let veteran players willing to live dangerously the ability to try out another player's loadout without having to rebuild their own from the ground up.
some sort of gk2 framework that adds a carry handle on top of it
I have an idea for a modifier, two words. Armored. Lootbugs.
Mini M.U.L.E.’s should have tiny amounts of minerals in them, which you can get when they reach drop pod
Increase the damage of single turrets by 1 or 2 points
single turret damage? +5
Suggestion for consoles (ps4 etc)
More performance settings, like turning off particles, despawning dead enemy's directly stuff like that because the performance is really bad, I don't have stable 60 fps and I mostly have only 13 fps in a fight, which makes it harder and not really fun sometimes
Quick update: Just cleaned my ps4, it hasn't got better, so it's not because of my ps4.
LazyMaybe made a fantastic video breaking down why the GK2 needs a buff, which I agree with whole-heartedly. It is outperformed by the other 2 scout primaries in virtually every function. https://youtu.be/1uHR1ZU6Zm4
Suggestions:
A flat +3 damage buff to the GK2
"Overclocked Firing Mechanism" OC also gives an increase in ammo and/or magazine capacity
An OC that gives chain hit damage
At 2:13 of the video, LazyMaybe shows that "Overclocked Firing Mechanism" OC's downsides are too heavy in comparison to its very small benefits. It's slight DPS increase does not make up for the massive loss to ammo efficiency. If it's going to double the recoil of the gun, it should give an ammo buff to compensate for the faster loss of ammo from missed shots due to the increased recoil and the faster firing rate exacerbating the recoil even more.
Both the M1000 and the DRAK have some small crowd clearing options because the M1000 has blowthrough rounds, and the DRAK shoots so many projectiles that it can effectively hit multiple targets. A chain hit OC for the GK2 would at least give it the option of some level of crowd clear. Maybe only give it a 75% chance to chain hit on weakpoint hits like the Subata's "Chain Hit" OC, so it's only a small level of crowd clear.
Suggestion for a New Mission Type
A mission that takes place initially on the surface of hoxxes, later or often requiring the dwarfs to dig down into the crust for some objective
Perhaps they would have to raid a "bomb site", where they would call down an orbital drop loaded with high explosives in order to blast a large mineral deposit off the lower crust and out into space, where it can then be seen being picked up by a mining vessel and taken to the station.
The mission, as stated, would begin on the surface of Hoxxes, and would require dwarfs to find the bomb site, order a bomb, and then activate it to initiate the bug crescendo.
This mission would include defending the bomb site whilst the bomb was ticking down to detonation, skillful determination as to when to leave the bomb for dead as it nears detonation or to continue defending it to stop it being destroyed by bugs but risk being blown up with it, and mineral mining both above and below the outer crust of Hoxxes.
They could have anywhere between two to three bombs required per mission.
Perhaps it could be like counter-strike, where you'd have a choice between two bomb sites, must secure one bomb site from the bugs, plant a bomb, defend said bomb against bugs, then blow it up.
Replying to a post that gave inspiration for:
"Bug Migration"
In short: A mission mutator that removes regional restrictions from bug spawns.
Adds possibility of meeting frosty/radioactive bugs outside of REZ/Glacial Strata, shellbacks and naedocytes and such in any region with the mutator active on mission.
Possibilities:
As example, getting all frost variants of bug replacing, mixed into or added on top of a wave in a cave with average ambient temperature higher than zero degrees Celsius. If bugs are not organised enough to come together (for balancing issues), it may be only a single type crossing the usual borders, say, just a mactera frost bomber cooling your Mushroom chanting party. And at the same time it could have been a radioactive exploder exposing you to beard-dropping amounts of gamma radiation, since the mutator does not specify what kinds of bugs will migrate to your mission (This may be influenced by Hoxxes geography as it is displayed on our maps in the space rig).
Generally, this mutator shall give off "Elite Enemies" vibes, but adding a bit more difficulty with variety, rather than speedy bullet sponges.
Make the Rival Communications Router event longer (3 minutes instead of 2) and make the hackable node last longer before switching
add a way to select multiple victory poses to choose from at random, i tend to ONLY get the base poses when i pick random, but i want to show off my swarmer kicks and barrel drops without an onslaught of lousy clapping.
maybe picking random would let you add checkmarks to other poses to pick what it should shuffle through
Make fall damage less obnoxiously aggressive, nobody should be taking damage from a 10ft drop.
Dreadnoughts should have more of a death animation then just wobbling then dying
revert the change to em discharge pls, if u can only shoot them while built its just camping and by no means viable in haz5
Additional use of the AG mixture overclock for the sludge pump:
Firing a charge shot at a wall or ceiling splatters the fragments on the surface as if it was a floor.
I wanna be able to barrel jump in the caves with a perk
overclock type system for traversal and support tools to give them more variety and fun. probably not just overclocks for them though as that would clog up the loot table for overclocks even more
a literal ghost ship that would be extremely rare to spawn in the caves, it wouldn't serve a purpose it would just be a cool thing to find, it could also have a chest filled with minerals or something to make it worth finding but the main thing is that it just sounds kind of fun to stumble upon
Add back the quotes "I'm down" and "Dwarf down" whenever someone goes down. Now it's just silence unless the teammate presses X. Not sure why they were removed in the first place. They were pretty cool and helped identify when a someone went down with audio cue.
Suggestion: After the whole rival thing. I request that the next Season be a standalone, "Happy hour" Season featuring new beers, dances, and some upgrades to the bar.
A special icon for Dorettas head after doing escort missions to not lose her
Seeds so if you find a really nice cave you could then use a free cam for it
A chance to have a choice from two daily specials, or certain specials only active at certain assignments. Kinda sad to see the Dark Morkite up when I don't have a mining assignment to use it on
Make the chest thumper victory move less weird looking, it looks like a bad gmod animation in it's current state
Petition for the Dark Future paintjob to make the lights on the Rival Tech wireframes glow with class color instead of just red.
separate the keys for the reload fidgeting animation and switching firemodes for the cooker/bolts for the boltshark
♻️ everyone wants it ♻️
Make headwear and hair different customisation slots
DRG dwarf Halloween costumes please
New Warning: Spitter Lair
Similar to Mactera Plague / Exploder Infestation / Swarmageddon, this warning features a significantly increased spawn chance for Glyphid Acid Spitters, Glyphid Web Spitters, and Glyphid Menaces.
Add a new mission type that has a bigger focus on just killing normal enemies, like some sort of wave survival that gets harder every wave. I imagine fighting bugs could get boring after a while so to keep it interesting every 5 or 10 waves or so it would add on a new mutation, possibly a boss would spawn or a special event that can only be played in that mission type. You start off having to mine Nitra normally but as you go on the cave is gonna go dry, I think a good way to fix this issue is make Huuli hoarders spawn in later waves to supply the dwarves in minerals as both an award and just to make sure they aren't forced to leave because a lack of ammo. This mission should have a very risk for reward type deal being that you could stay as long as you want for the mineral's & Xp at risk of failing and losing it all. It being a defense mission you would not only use Nitra for just resupplies but also for re-enforcements such as a turrets, barriers & traps, mission control would send these in from the space rig.
New Tool/Grenade Ideas:
Singularity Grenade for Driller:
Throws a grenade and detonates on impact, disrupting the particles in the surrounding area. Bugs impacted take medium damage and are stunned for a while, and removes most armor.
Healing Stream Buoys for Engineer: Replaces the Sentry Turret with a Healing Stream Buoy, healing all dwarves overtime in its range, while slowing all bugs within it's range. Turret Whip Warhog/Turret EM Discharge will make the buoy burst, restoring a flat amount of health to dwarves in the burst, and electrifying bugs in the area.
Radioactive Decaying Grenades for the Driller:
Throws a grenade and on detonation will release a medium gas cloud which affects bugs with the radiation effect for several seconds. Bugs that are killed by this effect or while affected will release a small radiation field which damages bugs that pass through it.
In the terminal you can see how many times you’ve rock and stone
I want to have a picture of Steeve in the Rooms of the Dwarfs or in the Drop Pod. If he isnt allowed on the Spacerig i at least want to Remember him.
In order to make sm4rt targeting on the lok-1 a bit more competitive with ECR and super blowthrough, would it be posible to make it synergise with certain OC's?
For example, with ECR + sm4rt upgrade, instead of spreading locks around multiple targets, the gun tries to get 3 locks on a single target first and then start locking on to the next target.
New hazard modifier: faster bugs.
Hawkeye buff ideas:
-does extra dmg to large enemies
-enough sustained fire done to large enemies will guarantee fear them
Possible Gunner Shield upgrade: Ionizing Barrier
Premise:
The shield will deal damage to bugs. As a potential caveat, this damage might only occur on initial deployment as the shield expands, maiming any bug in its way.
Intended use:
Deploying a shield on a hoard of bugs, usually over a downed teammate, is already a very common strategy, and this would reward this further by dealing some bonus damage. This could also be used as a last-ditch damage dealer in a pinch.
NOTE: I figure that the support tools are in a good enough spot as is, and as such this is merely a suggestion of a possible upgrade, should the need for more support tool upgrades arise.
I'd like to suggest re-working how Point Extraction missions work somehow. I realize that the "rage timer" is important since the mission is situated around a central structure, and it adds a sense of urgency to a mission where traversal itself doesn't take as much time. On the downside, it's really hard to do any side missions/exploration (of which there is ever more since the latest patch) even after finishing the primary and secondary missions, since the swarms pile on in addition to the difficulty of the side content. I'd suggest perhaps "locking in" the interval of the swarms once the primary mission is complete, so the faster you finish that, the more convenient post-mission activity will be. This will act as an incentive for quick primary completion.
Make pickaxe power attack flip the pickaxe model for the strike so it uses the cool back pick designs for attacking, like the axe blades in particular.
I think there should be some victory moves that have the dwarves (poorly) attempt magic tricks, stuff like accidentally pulling their keys out of their sleeves or reaching into a top hat and pulling out a swarmer wearing bunny ears before slowly putting it back
Could we get 4 seperate boards in the discord. One for each class so we can discuss metas and tactics seperate from each class.
Please add a firing range to the ship so that we may DPS check and test new weapons/overclocks.
Please add the second race - Blood Elves. It will perfectly fit in the game with its own station and ongoing competition with dwarfs.
a perk to let bosco come in for a little while in a multiplayer mission
When Engineer has Repellant Additive let them toggle it on/off like how Driller can toggle the wide lens and power supply overdrive on the wave cooker. Sometimes you just need to fill in a hole in the ground but don't want to change the bugs route. Also I know it's been asked for before separately but with this especially, change the platform color depending on whether or not it has repellant on it so the players can keep track of which platforms are repelling and which ones are just filler.
Colette Wave Cooker OC Idea:
Instant Cooker:
You Rerouted the Power delivery and now it cooks these buggers well done in mere seconds. But it doesnt have safety measuers anymore so dont let it overheat.
Enemies now explode on death doing a bit AOE damage and heating nearby things up by their cooked steaming hot innards.But at the cost of taking damage if the weapon overheats wich is faster than you might think.
+Explosion on death (1.5m range and 40 damage on explosion and 25% heat to a grunts heat meter (idk the heat stats that well tbh)
+11 Damage
-300% Faster heat
-50% slower heat removal
-if it overheazts it shuts down your shield by an EMP and does 10 damage to you as well by the intense heat of the magnetron. (Dont burn your fingers with this toy)
the other day I saw a suggestion to make Dash a default ability, available to everyone, so I thought that it could be interesting to implement it as a new armor mod, along with another equally defensive option so it wasn't just "this is now how you play by default" kind of thing
a few weeks ago the devs stated that as many people play haz5 as there are people playing haz1, so despite almost every drg streamer playing this game in haz5, and in some cases even haz6 or 7, there are very few people taking the hoxxes experience as tough as it comes, and maybe it's because they feel like their resources to face haz5 are limited. these mods would be available only after the silver promotion, because other than achievements and a shiny border, there is no real reason to promote your dwarves beyond bronze 1. maybe the xp to promote to silver could be cut down a bit to make this process a little faster to get to as well.
these mods focus heavily in your defensive capabilities, you can either burst out of a messy situation, or recharge your shields for an extra last, last stand, they would allow players to have a better footing in more challenging missions since very few people seem to feel like they have the resources to tackle haz4 or 5 missions, and maybe even elite deep dives
this might "make the game easier" by essentially allowing a free perk to people that already play on haz5 by default, but again, those are a very small percentage of the total playerbase, and having something to unlock based on promotion could keep people interested in grinding those levels to then get better resources to face harder difficulties
if there is an escort mission in a deep dive or elite deep dive and Doretta's head is recovered, Doretta's head should appear in the drop pod in subsequent missions in the same deep dive or elite deep dive
there needs to be more reasonable opportunities to earn matrix cores a week. 6 isn't enough. Yeah I know theres technically 9, but I wager only a small % of the player base actually does the EDD. I kinda like those bigger assignments with several cores at the beginning of the season, maybe one of those every month or two?
it would be a fun late game thing if you could get different skins for your drop pods, they could be as simple as a color change, to as drastic as an entire different shape/ship.
There is this weird fungi called Hericium erinaceus or the Bearded Tooth Mushroom. It is nasty/ugly in a cool way and would make a nice new beard cosmetic ... Or not, it depends on your tastes I guess.
Clean/Balanced OC/feature idea for scout's crossbow.
"Makeshift Flare gun"
If you hold F while holding the crossbow you will attach the flare to the crossbow bolt.
This will work as a worse version of the scout's flare gun since flares don't last long and have medium light.
(Optional in case of OPness:
Flares recharge longer)
Upd. Changed the name
Passive perk
(im not good at balancing)
When you loose your shield you get a small damage bonus like 5-10%
Would be cool if Steeve got outlined when holding laser pointer, I lost steeve earlier and only found him just before extraction
New perk idea
Active perk
For 10 seconds, every random effect is rolled +1 times for a more favourable outcome.
This means something that has a 50% chance to happen now has two 50% chances to happen. This assumes it didn't happen on the first time.
This equates to, assuming the chance is 50%, an effective 75% chance it will happen, and a 25% it won't.
For a more practical example, the chain hit oc for the gunners revolver has a 75% chance to proc, I don't know the exact mathematics, but activating this perk would give you two 75% chances for each shot, assuming yhe first didn't proc
a small terminal specifically for unlocking craft beers, sometimes I just wanna serve some glyphid slammers to the team after a mission and we gotta stare at the gunner for 20 seconds before we can drink
In case this wasn’t suggested yet. Mission Control complaining about is dancing away only if a mission is selected while dancing. If no missions are selected, he won’t complain and let the dwarves have their fun.
Here is an easy and quick way to satisfy the bloodlust of us dwarves who can't get enough hazard 5 shenanigans, Nemesis team-wipes and glyphic bulk detonators. I want to see huge versions of some of the other glyphids, like how the detonator has a smaller graphic that sneaks up behind you and blows up under your arse when you stop to do anything. Imagine this: crayon-eating driller assaults too many loot bugs, two giant glyphids, an acid spitter and a web spitter, spawn from the ground and smack him up with the power of 6 Praetorians. Or maybe a boss version of the armored glyphid if more than one dwarf tames a small armored Steve? How about a Mactera momma-flapper spawns after killing so many Mactera? Did somebody say...Giga-Praetorian?!!!! 😱 Giant nests, like swarmer nests, could become a new thing for those of us who want to tease the reaper, or claim bragging rights unparalleled to any other dwarf. Hell, throw in some free loot or piles of jadiz/enor pearls for anyone who can clear these giant's nests in forms of waves, each new wave giving you slightly larger, more difficult enemies with a scaling reward system. This could go a hundred different directions, but it seems like an easy programming fix to give some of these already-animated enemies a little extra size, HP, armor and damage, then release them into the wild like a bunch of cane toads to raise hell itself under the crust of Hoxxes.
a perk that will hack for you giving you the minimum hack time and making up for my skill issue
add a voice line that says: "Wait... why am i paying for my promotions again?"
a rj compound that launches grunts instead of players
I got an idea for a method to get more overclocks for everyone cause to me anyway we are getting new OCs every other season but we have only a few methods to get them so my suggestion is to make a use for the error cubes one of the rarer items in the game if I’m correct and that is where if you can say get 3 you’ll be givin a blank matrix core, so at least this way there is some level of grind to get for them where we don’t have to wait for the weekly bounties or deep dives I don’t believe my exact method is perfect but I do believe I’m onto something...
When you're the last one standing and/or everyone's down but someone uses their Iron Will, it should be followed by intense musical stings or songs to add extra flare and elevate emotion in the moment
I'd LOVE more icons here, please!
Edit: Poison icons, armour icons, common overclock icons. Even the ability to change the colour of the icon.
Possible Gunner Shield Upgrade: Inertial Regulator
Premise:
The shield will negate all knockback and movement-impairing effects for all dwarves inside the bubble.
Intended use:
Preventing things like shellbacks and oppressors from knocking you out of the shield, and giving more freedom of movement - no longer will mactera goo slow you down!... for 10 seconds at most, anyways
Edit: Perhaps it can slow anyone that's falling, too?
NOTE: I figure that the support tools are in a good enough spot as is, and as such this is merely a suggestion of a possible upgrade, should the need for more support tool upgrades arise.
(This message is also partially copy/pasted from an earlier gunner shield suggestion of mine lmao)
A cool idea I had was if you power attack a shredder drone, you can parry the drone and launch it forward, exploding on impact. You can hit other robots or even bugs with this, and it’d make dealing with shredders more fun if you can time your power attack
Nitra (red) Lootbug.
Unless this already exists somewhere & I'm just legally blind -- Ability to check previous season's Performance Pass / Cosmetic Tree so you can see what level you reached/which unlocks you got & which ones you didn't?
Could we get an option to make cosmetic and gear loadouts be separated from each other, so i can switch cosmetic sets without having to set up all my mods and overclocks all over again? Plus not having to worry about making an adjustment to one weapon/changing out a perk and forgetting to do so for the other sets
Something tracking which enemy has downed you the most would be nice, would like to know what my "Deadliest Foe" is
It would be nice if the flashing spikes surrounding error cubes would stop flashing when you remove the cube. Right now it’s hard to tell if the cube has been dug out or not. I know the cube itself glows, but for other resources of this type (Aquarqs, Jadiz, etc.) you can tell if it’s been dug out by looking at the little dots around the spot. With cubes, the dots don’t change much, so it’s harder to see.
It would be cool if there were several models of Fossil that could spawn. Make them all look similar (same size and color scheme) but have some of them look like Glyphids or trilobites or weird creepy fish. This is obviously a super minor change but it would be fun to see some variety instead of just collecting the same ammonite fossil again and again.
Hide the body of the nemesis somewhere in the space rig, there's no way management doesn't want one for research
Nemesis rework
The problem I'm finding with the Nemesis is that it's too difficult in close quarters/without fire weapons and too much of a pushover in an open space/with the right fire weapons. Here's my idea:
Give the Nemesis some kind of ranged weapon, like a burst turret or sniper turret attached to it (maybe both, and the sniper can target the furthest player while the burster targets the closest?) so that it's still a threat at a distance. But here's the catch, they function like destructible weakpoints and can be neutralized by the player if they're getting harassed too much.
In a similar vein, why not make the arms destructible? If that seems too extreme, maybe make the nemesis temporarily retract its arms if they take too much damage, that way if it surprises the player at close quarters, they have a chance to damage its arms in order to prevent themselves from being grabbed (or of course, a teammate could do the same if the targeted player is oblivious), making high single-shot damage very useful against it.
Lastly, maybe decrease its health and increase its threshold for lighting on fire. It feels kinda ridiculous that Sticky Fuel and incendiary grenades can take it out in seconds, while any direct damage weapon seems to take years to do anything to it. I don't really like how it's like, "Oh boy, rival presence. Time to equip my fire loadout that does terribly against bugs but is necessary to deal with the nemesis!" or when you don't have it equipped and one randomly shows up and you pour like half of your ammo into it.
I think the Nemesis has great potential to be a difficult enemy that is also fun to fight. At the moment, it's either a minor inconvenience or your worst nightmare depending on the circumstances. I hope these ideas are helpful, and I'm excited to see what the GSG crew does with it in the future!
More armor paintjobs for each class, that go against their typical color scheme.
Gunner’s Copperbug paintjob, for example. Typically dwells in the greens, but a nice turquoise like that is refreshing.
Would also provide options for some of us drillers who, sadly, don’t like yellow.
let me sit in the chairs on the space rig
Support for colour blindness
Once the season is over banish the rivals to presence or warning modifiers only. I came here to shoot bugs.
Xynarchified Rivals when?
When looking at gravity recalibration thing it should say:
""Recalibrate" gravity"
This shows that you aren't really recalibrating it and just smacking it until management fixes it
Has anyone suggested a wardrobe library, where you can store custom outfits?
add backrooms suit and mask
"Extra hostile wildlife" cave anomaly which gives some bugs a chance to initiate fights with other bugs, bigger bugs are more prioritized by smaller bugs
Nothing could be better than seeing 6 grunts attempt to take down an oppressor and get thrown dead a mile away by its shockwave attack
Most likely suggested before, but a way for us to whistle to steeves we already have and making them come to us, or at least have them highlight would be great. Too many times I've assumed my steeve is dead because I haven't seen it in forever and thought I missed the death message only to not be able to get another even though the cooldown's over. Going through the rest of the mission and subsequently back to the drop pod, I find out it was stuck behind a tunnel that wasn't big enough for it or it shows up like nothing happened.
Since the Gunner's new Coil Gun often hits teammates with the initial trail, though doing very little damage, they do call out friendly fire quotes.
I suggest adding new quotes for them being hit by the trail alone, such as "That tickles!" or "Oi Gunner, mind the glitter!", this way it doesn't sound like such a big offense when you tickle them with the initial fire of your gun.
A way for the gunner to remove placed ziplines, specifically the one who launched it.
Of course, this wouldn’t refund it, since that’d break the zip economy wide open. But it’d be a fantastic way to remove an obstructive line.
Make Impact Deflection plasma shots bounce towards the current location of the nearest enemy within a 30-40° cone to make the OC more viable against other, more consistent, overclocks.
How about implementing "last minute objectives", randomly adding an extra bonus goal (kill X praetorians / survive an crazy wave of exploders / deposit X gold etc) when the drop-pod arrives to collect the dwarves...
make hazard warning for bulk detonator swarm I don't get to see them enough and its nice to have a nuclear fren to down the team when there isn't a driller or nuke engi
It's kinda annoying that characters still yell stuff when you're playing solo, like, who are they yelling to? Could there be an option to turn off solo yelling
I've played dota 2 a lot over the years and I wish drg would also have a mechanic were you cam review your games built in and see player perspective of each player. This way you can learn from your mistakes and don't have to record each game 😂
Give engineer a sniper rifle
Basically i wanted to give gunner a shotgun, both because we've only got like 2 and cuz he doesn't have any weapons that are specifically good at single target damage, so i came up with a cobbled together nightmare of a shotgun that spits out massive chunks of steel shrapnel which is good at shredding armor and weakpoints
In terms of overclocks I've got a couple ideas, like one that sacrifices damage and max ammo in turn for a real strong bleed (a balanced overclock) and one thats... kinda op tbh but it Basically lets the gun break normally unbreakable armor at the cost of terrible accuracy and shit clipsize
I've decided to call it the "Sandstorm" Flak Cannon but if anyone has a better name idea lemme know
hi, I would like to humbly suggest that the grim specter helmet be tweaked so its base color is the same of the primary texture/color of the selected paintjob 🥺
Extend the duration of pickaxes lingering in the mission finish screen to allow all 4 picks to stand together for a neat team gesture
More armors, obtainable through cores or crates. Scale brig, base armors, and the dlc ones are nice… but our options are so limited.
what if every class had another utility item to choose from that could be unlocked through assignments.
example:
instead of the scout having a flare gun, he would use a radar dart that could be used to gain info on what could be lurking in an upcoming area.(could be modified to be a single tracking dart that could cling onto and only track a single enemy for a certain amount of time).
instead of using a turret for the engineer, he could have a drone that would follow him around while attacking and being attacked by enemies (could be used as a ground bot or flying).
instead of a shield for the gunner, you could have a damage enhancing field to increase the firepower of weapons by a small amount (10%-20%).
instead of a c4 explosive for the driller, you could have an automatic drill that would mine in a straight line for a brief period of time. (could be useful for missions like onsite refinery or elimination where traversing is done often).
This has probably been suggested before, but it'd be really useful to have some sort of indication for the remaining duration of various buffs and debuffs, like pickaxe overcharges, iron will, revive invincibility, shock, pheromones, etc.
Wait a second...
...If dwarves don't use their iron sights...
...Then WHY don't they not use the buttstocks of their guns?!
Weapon Framework Idea:
"Recoilless"
A style of weapon framework that is simplified like the Megacorp weapons, but all have the motif of being short, stubby, and especially with no recoil-reducing elements.
These would include a Lack of gun stock for the scout and engi primaries, Shorter barrel lengths for heavy weapons, no muzzle brakes or compensators, chunkier main body of heavy weapons, less structural support for heavy weapon handles, less weight on the front of the gunners revolver, no handguards for handles and bigger looking magazines, perhaps even drums or snail magazines
Bonus idea:
"Laser attachment weapon framework"
Basically is a low light intensity mimic of the laser pointer, but with a more distinct shade and flicker to differentiate it from the actual laser pointer.
The main cool thing about it is that it could be seen by other dwarves to show where you're aiming, and vice versa.
I have a cool suggestion that came to mind while I was drunk. It is a lunchbox, which can be eaten in the middle of a mission. Imagine this: At a given moment, when you are quiet in the middle of the mission, you press the "lunch" button, in this way, your dwarf will take the snack out of it and start eating. If two or more dwarven eat together at the same time, they will make comments like "did you bring the ketchup?" or things like this.
While you're eating, you won't be able to move until you're done (either because you finished your lunch or it was canceled in some way). If an enemy attacks you, your lunch will fall to the floor and you won't be able to finish it.
While you eat, you regenerate health and you will have some buff until the end of the mission
i know this isnt very deep rock like but maybe underwater mining and saturation diving on hoxxes?
When killing some amount of bugs with Fat Boy the Engineer will say:
"Damn, THAT'S why I work for DRG!"
"Finally, years of studying paid off!"
"DAAAAAAAAAAMN"
MELEE WEAPONS NEXT SEASON PLEAAASE
i love the robot rebellion weapon skins, but I feel they should have the class color as the accent instead of all of them being green
Iike primary or secondary weapons that function like the katana/bat/pan from L4D with more stuff goin on.
scout= a small grav hammer w/ some kind of knockback effect to move away from enemies
Gunner= chainsaw that can take out hordes
Driller= sword that does single target damage & can be upgraded w/elemental dmg
Engi= taser that can stun big targets & could be upgraded for more elec dmg or a stun that arcs between enemies?
would make the melee perks more useful too
As a reward for promoting, Lloyd will let you design your own drink.
You get to design your own tankard. Pick the top, bottom, main body, handle, etc. from a list of parts. Maybe design your own foam pattern. Function-wise, it'd be an Oily Oaf reskin. Unlock another custom drink slot for every promotion.
Foam design details: I'm thinking picking parts out of a list like how emblem designing works in a number of first person shooters. This would slightly limit creativity, but side step the issues with players uploading their own images (less workload for the developers to set up that system, players wouldn't get a lag spike from downloading the foam image, would prevent abuse like uploading hateful/NSFW images as beer foam).
Split full face helmets into 2 styles
One is kept normal
The other doesn’t cover your beard
this isn't much of a suggestion but scout's interactions with forcefield bots really need to be addressed i think because currently if you're in the air from either shotgun jumping or grappling getting hit by a forcefield will remove all your momentum and slam you into the ground, not to mention if you're still actively grappling towards something the grapple will be cancelled but you will still be holding your grapple with the hook still attached to whatever surface you were grappling towards for as long as you hold m1. this is probably a physics issue more than anything but obviously it affects scout more than anyone else as he's much more likely to be way up in the air
i forgot to add that yes this is a skill issue most of the time but in this nightmare of an update the acres of forcefield bot forests make doing anything pretty much impossible, which is also an issue for every other class now that i think about it
i wanna fight the thing the dreadnought cocoons grow into if they aren't killed by dwarfs. the rival nemesis is a great start and I wanna fight more big bosses on Hoxxes
Pls add hazard 6
remove agro on the drilldozer while it's out of fuel. direct swarms toward the dwarves instead in those cases. this would allow teams to do optional events without feeling like they have to go through the whole cave before starting the dozer, or hike all the way back after the heartstone is done. plus, it doesn't really make sense that bugs would attack the dozer when it isn't even running. spawn rates while the dozer is moving can always be tuned up to compensate if needed.
-a slider for aim assist/sticky aim so controller players can turn it off or adjust it (please this has been requested for years)
-utility tools like platform gun and grapple or flare gun having weapon skins
-orange supply request holograms
-pinging beer materials makes bosco pick them up (somtimes they spawn on the ceiling)
-pinging a platform has its own voiceline (for scouts who really dont pay attention)
-adjust the critical hitbox for patrol drones OR adjust the brightness of their weakpoints. i swear even with the sniper sometimes crits dont register
-an actual timer for things like gunners shield
Free glyphid slammer once you promote
allow me to view my loadout in the loading screen!
Probably been suggested before but let tattoos be it’s own option in the wardrobe, would let us customise our dwarves more 
Possibly make it possible to apply different pain jobs between the headwear and armor separately
Add boot for octoberfest
office worker dlc armour set
Homebrew Powder is a funny upgrade for Bulldog and PGL, but for fastfiring weapons like GK2 and Subata they're often nothing but annoying and frankly not as satisfying to use when it's a fast firing weapon.
Thats why I suggest that the damage ratio is dependent on a sine curve which progresses as you fire it instead of just random. So it starts of with 2 mid damage shots, then 2 low, then 2 mid, 2 high, then 2 mid and repeats. This gives some control and predictability and more fun strategy to using it.
More drop pod conversations. Some chatter between two (or more) of the same class would be fun to hear, i.e. two engineers nerding out over some statistics, or two gunners arguing over whose gun is bigger. It does sound a little awkward currently when you hear a driller and a scout talk when you don't have one or the other
Idea, overclocks for equipment
Scout overclock: makes grapple have unlimited reach, and you take no fall damage when using it, but it has limited ammo
Engi overclock: platforms become much wider. anything standing on it gets slower and takes damage over time
Driller overclock: drills have no movement speed penalty, and drills through anything 8x faster cannot be used in combat
Gunner overclock: cannot fall off zip lines, significantly higher angle and reach. only 1 dwarf can use it at a time, or it will break
Has DRG ever held creativity contests before? I've asked a lot but never get an answer. The jukebox needs new tunes. If the development team is too busy, why not get free work out of us fans to help fill in some things?
things i think would be cool to have in drg
straw hat luffy hat cosmetic
customization for the drillers drills (different drillbits paints etc)
maybe a couple more additions in the spacerig like a drinking contest and a model of hoxxes with a tiny little drop pod and space rig near it that you can turn to gold with amounts of missions you went on
an armory where its kinda like a display room that shows off all the paints and frameworks you have collected
hidden lootbug that gets moved around the spacerig each week that you can pick up and pet
a new cryo weapon for the driller maybe a cryo shard launcher that luanches shards of ice at you foes freezeing them and dealing large amounts of damage
Shooting range
Moderator only super special unique cool armor and beards in game
Since discord ate this message yesterday, trying again: Here is an easy and quick way to satisfy the bloodlust of us dwarves who can't get enough hazard 5 shenanigans, Nemesis team-wipes and glyphic bulk detonators. I want to see huge versions of some of the other glyphids, like how the detonator has a smaller graphic that sneaks up behind you and blows up under your arse when you stop to do anything. Imagine this: crayon-eating driller assaults too many loot bugs, two giant glyphids, an acid spitter and a web spitter, spawn from the ground and smack him up with the power of 6 Praetorians. Or maybe a boss version of the armored glyphid if more than one dwarf tames a small armored Steve? How about a Mactera momma-flapper spawns after killing so many Mactera? Did somebody say...Giga-Praetorian?!!!! Giant nests, like swarmer nests, could become a new thing for those of us who want to tease the reaper, or claim bragging rights unparalleled to any other dwarf. Hell, throw in some free loot or piles of jadiz/enor pearls for anyone who can clear these giant's nests in forms of waves, each new wave giving you slightly larger, more difficult enemies with a scaling reward system. This could go a hundred different directions, but it seems like an easy programming fix to give some of these already-animated enemies a little extra size, HP, armor and damage, then release them into the wild like a bunch of cane toads to raise hell itself under the crust of Hoxxes.
The Silicate Harvester should have unique voice lines due to it being passive, since currently it seems the dwarves just say "Kill it!" or similar when you point at one.
Can we have more starting lines matching our current class please? All the starting lines sound like Engineer said them to me.
After some testing the GK2 feels still weak compared to the m1k and plasma Carbine.
2 Ideas how to buff it/Stand more out: (each on its own both are too strong together :D.
- Each shot has a 10% chance to inflict 2 Seconds of Corossion buffing the damage not much but makes it better to slow large enemies (while m1k does damage to them and plasma carbine is more AOE focused the GK2 could be a more supportive focused weapon that way (should be a base stat).
2.Reduce the fire rate 2 rps and the damage for 3 and make bullets bounce off enemies or terrain 2 times similar to gunners bullet hell.
Just Ideas how it could be more fun since its with the subata the most boring weapon imo right now not just damage but also gameplay wise.
Separate eye cosmetics from hats/hair. I just wanna be able to wear goggles and still have hair.
Add a new class, with unbreakable shield, infinite ammo, instantly kills everything aggressive in the cave the moment it spawns, super speed, no fall damage, all minerals/gold/xp are multiplied by 7.
Has no clip fly mode with wall hacks. Has keybind to instant collect all minerals in the cave and complete the mission, can teleport. This would be very balanced and should be implemented.
We could use a day off
I need a blackout snout after reading that
Make flares be affected by wind tunnels etc
Has anyone suggested a solo story mode with RPG elements? For example, beginning miners at level 1 can only pick off small bits of materials from the walls, but as they get stronger and their beards turn from green to yellow, those bits add up and become nuggets, then stones, etc. Everyone here and there has requested an endless mode. Well. This is how you can do it, a roguelike cave of your own that you can go deeper and deeper into as time goes on, but being level 1 only lets you get so far with that rusty pickaxe you're forced to start off with. So gather what enor pearl and jadiz that you can to find and build up your gear to try and make it to the center of Hoxxes...alone! (Some of us struggle to stay in an online-only type game because of pets and other important IRL events that come and go in seconds/minutes. Just trying to think of ways to expand on that, also for others with terrible internet. We are dwarves, too!!!)
Lower the amount of gunk seeds and make them spawn in pairs
How about this. Make nemesis a more interesting fight with health dependant behaviors
Stage one above half health. Starts with grabby arms which grab dwarves who close in to flank or use fire weapons like the driller. More agressive trying to stay close to dwarves and grab them. Pretty much normal behavior.
Stage 2 below half health the care taker becomes reserved. Attempting to stay at a distance and avoid being flanked using its shield on the dwarf doing the most damage to it. Its arms are replaced with caretaker limbs with ranged laser functionality and staber vine stabs. With the addition of a heavy ranged attack as phase bombs.
Death is as normal
From the perspective of a father whose kids love the game, my daughter does not want to play because there are no female dwarfs. If it is at all possible to get some Female dwarfs in so that I can play DRG with my Daughter that be awesome,
Add new beer
Why couldn’t the engineer replace his turrets with BOSCO?
Following up on this: Allow for Nemesis to be customizable in the same vein OMEN Modular Exterminator is customizable. A set of select weapons, with only a few per Nemesis. The pool of weapons available from robot enemies alone would suffice to make it interesting.
Sort patch notes by categories, so that balance changes and new content are separated from bugfixes
Burrowing mimicking enemies
Imagine a crab-like creature (not glyphid, not qronar) that buries itself underground and stays completely still, that only has something stick out of it, like a rock or a shell pretending to be a rock (would change colors based on biome it'd be in)
Or
Exact same concept except its a worm-like creature that has its jaws spread out wide waiting for prey. It will NOT attack you like a leech, homing onto you, and it wont directly ever target you, but itll wait for you like a trap door. Would also change colors based on terrain so it can camouflage better. Shooting it would result in its jaws slamming shut and revealing the soft body. Jaws would be the only armored part of it, and it lacks eyesight.
Edit: after a dwarf has been succesfully killed, they relocate and bury themselves again to stay out of sight (like what twins do, but with the buried state when they reappear)
This one was brought up with Melcor before when he asked but:
Make it so that it is clear if you don't have the material to promote a class eligible for promotion before you walk all the way to the promotion station. Only happened to me upon running short of Magnite from mass spending the start of season 2.
I want to see the Nemesis sometimes explode like a detonator, catching players off-guard on a 5-10% chance instead of sending portal bombs out. Portal bombs are cool and all, but aren't we due for more nuke-sized explosions in the belly of Mother-Hoxxes?
Making the phase bomb carve terrain could be a cool addittion
Making the nemesis a presence even after death
Give the dwarves a bit more individual personality and traits distinct from one another, like more voice lines.
Engi turret Adjustment: The enemy wich is targeted should be highlighted for you by its outlines and you should get a small sound when it starts targeting something Strong (bulk, nemesis etc.)
the feeling would be even more like an integrated system of engineers than just a "DOT" single target ability while not making itself stronger.
Sentry AI could be smarter, like aiming for weakpoints, not shooting things it cannot kill and shooting destructible armour when that upgrade is applied.
After trying out the different classes and getting a feel for their weapons, mobility options, and support tools, I have a few suggestions to patch an inconsistency among the mobility tools of each class. Took me a while to settle on these, so without further ado - my suggestions are as follows, cut into four parts for your Discord viewing pleasure.
The Inconsistency
Before getting into the mobility proposals, I will make clear the inconsistency mentioned above. Scout currently is the only class with a regenerating, and thus, continually usable mobility tool. While this can be stated as in line with a scout's purpose, I do believe his mobility tool being as straightforward, fast, and simple as it is already covers that. Below, I will discuss the different mobility tools and the proposals I have for making the other mobility tools consistent with Scout's reusable one without treading on his uniquely speed-centric use and role in the team. The solution here aims to give each class continually usable traversal tools whilst maintaining a balance and leaving Scout as the most mobile of the group, and attempts to aid both solo non-scout players and full teams in a rough spot.
Scout
I actually have few suggestions for improving the scout's grappling hook. It's straightforward, works well, and is the basis for proposals to the other classes' mobility weapons. The only thing I might suggest is moving the Safety First upgrade to tier 2 to give a choice between the current only upgrade in tier 2, range, and safety instead. Further, fill the empty spot in tier 4 this leaves with another range upgrade, making tier 4 a choice between recharge speed, extra range, and the movement speed bonus.
Part II Incoming
Driller
The Driller is perhaps my favorite class, Scout being my second. Why? Any Dwarf that dual-wields industrial drills, roasts hordes of bugs with a flamethrower, and yeets impact axes with enough force to rival Karl himself is easily worth their weight in Nitra. That said, his mobility tool, the ever-handy drills, become glorified noisemakers once their fuel empties. Of course, as with other things, this can be replenished with Nitra, but until enough is found for resupply, drills are out of the equation. My proposal is rather simple. Either allow the drills to regenerate up to 20% of their fuel over time (so that resupplies are still needed to top up the only offensive mobility tool), or allow driller to swing them at terrain and bugs after they run dry. For the latter, I'd recommend each swing dealing twice the terrain damage of a pickaxe, and carving out the same sized area as his current drilling, at 1.5x the swing speed of the pickaxe itself. Slower swinging, but ultimately slightly faster terrain deformation on tough terrain, while leaving his pickaxe preferable on any terrain that's already a 1-hit with the pickaxe. Either of these changes allow its continuous use while still making it preferable to top up with a resupply.
Part III incoming. Blame the character limit : {
Engineer
A dwarf I have a lot of affection for thanks to TF2 nostalgia, Engi is a fun class to play around with, especially solo. Bringing in sentries as backup definitely helps in any objective defense mission, and the Breach Cutter reminds me oh so much of Doom's BFG. His mobility weapon, the Platform Gun, is the messiaha of Scouts everywhere, and nice for creating staircases to higher levels. Another simple proposal comes here, in the form of allowing him to top up the Platform Gun by mining terrain. By investing time in mining back up old platforms to resupply, or by quarrying terrain, this ability would not only allow solo engineers to keep going longer without a resupply, but would likewise allow the pickaxe to remain a relevant tool in their kit by being their source of platforms when low on Nitra. Additionally, resupplies would remain a preferred method of topping up given mining to resupply, especially on maps with tougher terrain, would take longer, and leave an Engi vulnerable if quarrying.
Part IV soon...sorry about the excessive messages. ; 3
Gunner
At last, we have the heavy weapons guy. The gunner, the brute, the rock to any Glyphid's hard place. The mobility tool the gunner employs combines the more free-form nature of Scout's grappling hook in beelining to your destination with Engi's hand-freeing platform support. Using these ziplines from his handy portable launcher would easily make mining high-up minerals a cinch...at least, were they not so limited in number and unable to be replenished without an 80-nitra resupply. A simple way to alleviate the very limited number of ziplines would be to allow gunners to pick them back up from either end after use, with a deconstruction indicator akin to Engi's turret construction meter, or by breaking with his pickaxe akin to pipeline deconstruction. This way, gunners can get where they need to go and pick up the zipline to conserve the precious traversal items. This would aid solo gunners or low-nitra teams by allowing gunners to reuse ziplines, while keeping resupplies relevant if a gunner wants to create a network of more than his max ziplines to open up multiple simultaneous avenues of traversal over multi-level terrain. Further, this would allow gunners to utilize the full potential of ziplines as wall/cliff mineral mining aids.
After hearing these proposed alterations to the traversal tools of each class, what are your thoughts? Are these ideas well-fitting with the game? Perhaps a little misplaced? Or perhaps you simply have additional commentary on them? Feel free to voice your thoughts. And devs, if you wonderful longbeards see this post, keep up the great work! Fantastic game, wonderful community. And to everyone here, Rock & Stone!
to add up to the voice lines idea, maybe GSG could work in the future on different personalities you could pick for each of your 4 miners; for example, pathfinder kingmaker has a selection of different personalities you can pick for your character, which change the voice lines and tone your character speaks in, and dota 2 has pre-programmed lines for when two heroes meet up/kill each other. since the voices are the same in DRG, but turned up or down depending on class, they would only need to record it once per personality and not per class, so each class would have a selection of different options for that (grumpy/kind/cowardly/wise/tech savvy/warrior/etc)
and also, a few of those lines could be interactions with one another, like, if a kind dwarf is next to/pings a warrior dwarf, he will say something and the other will have a pre-programmed response to that line, and so on
Party Mode: Detonator Delight!!!! Yes, you heard me right, you leaf-lovers. But first, this suggestion is brought to you by: Karl's Umanite Draught. So drink up, and gloooow. Detonator Delight is a minigame where four (maybe more) dwarves enter one arena of random proportions in a last-man standing event. Underneath the roguelike cavern is a lake of glowing liquid. Is it lava? Possibly. Or it's acid. Stay on the highest ground when you can, for each detonator that is vanquished, you lose the dirt underneath them, causing sinkholes and giving risk to players plunging into that deadly liquid. Dwarves cannot damage one another, but manipulating the dirt against your opponents is allowed. Golden detonators give grand opportunity to every dwarf who is willing to mine it all for profit and capitalistic gratitude. (Perhaps a detonator of Jadiz or Enor Pearl for every 25 detonators defeated in a row?) So, grab your kites and prepare to nuke, C4, or grapple your way to victory against an endless supply of opponents and detonators simultaneously in Detonator Delight!
could things from the battle pass like the last minute repairs helmet also change color with the paintjobs? its hard to make a loadout with them that fits perfectly
Perk that deals damage to bugs that you land on- Damage would depend on the size of the bug and how fast you're falling
Primary weapon idea for driller: Sawblade launcher. Its kinda complicated on paper but I feel in practice it would feel great.
Charge up a ricocheting sawblade that will ricochet from enemy/surface to enemy/surface until recalled. Several sawblades can be carried and each one has its own durability.
Mods/Overclocks for the gun can change how many sawblades can be carried, how much damage each sawblade does, how each sawblade does its damage, the durability of each sawblade, how fast sawblades can be recalled and charged up, and oncourse the typical upgrades like armor break and stun chance.
I imagine the 5th tier upgrades having the options of the sawblades being heated and intern dealing heat damage, a mod that adds an electrical shock thing to the sawblades to slow the whole mob of glyphids as well as deal a small amount of damage, or a kinetic transfer mod that boost the damage of the sawblade each bounce.
Some overclock ideas could be stuff akin to re-atomizer from the coilgun. Spreading ailments from enemy to enemy at the cost of durability. Or an overclock that allows all saws to be launched at the same time.
Do y'all think this is a cool weapon idea? Or is it too complicated to be implemented.
So to add onto the suggestions for fine tuning tattoo's for our dwarf's fashion, ontop of this; Let us customize our color swatches for our armors (potentially allowing us to fine tune what get's painted how on our armors)
Or at least give us more control for how our armor takes colors
plz add something to the back of the helmet of the Scale Brigade sets. feels a bit off seeing the backs of bald heads while wearing what's supposed to be a full-head helmet. maybe even add some lights to the helmet's "eyes" to add to any intimidation factors.
Give engineer a passive buff that allows him to build/ repair all things faster
This is just a passing idea but What about a new mini boss? It could be a whole bunch of forgotten or broken BOSCO drones overtaken by Charge Suckers. They could have multiple types in a big swarm of them, each one you take down lowers the overall boss health bar. Each Drone could have different weapons, like some can have the BOSCO machine gun and some can only use their pickaxe hands due to broken parts. Could also make it a fun little think with the BOSCO's having a wild variation of all the cosmetics and looks that the player uses on their own little robot pal.
Buff the Necrothermal Catalyst mod for the coilgun by making the explosion's radius and/or damage scale to the amount of heat the enemy had or the size of the enemy.
I think it would be incredibly cool to use Necrothermal Catalyst to land the finishing blow on, say, a flaming praetorian and have a huge explosion trigger as a result.
Also, the mod is extremely weak atm. It could definitely use the buff. This change would give it a unique niche that I think would be really fun, and I doubt it would be very hard to implement.
idea: glyphid cannibals
glyphid cannibals essentially look like oversized grunts with broad plates of chitin coating their entire body (think brundles), named for the fact that they will actively target and kill other glyphids, getting bigger and tougher after each kill (for balance reasons they can only benefit from 5 glyphid kills which brings them to roughly the size of a brood nexus)
glyphid cannibals have much more shrill, gargling cries compared to other glyphids of their size, against glyphids they use their talons to try and hold them still while ripping into them with their jaws, and against dwarves they primarily charge towards them and beat the hell out of them with their limbs
exclusive to a new mission modifier "famine"
"the bugs seem to have run themselves out of food, though unfortunately instead of dying they have effectively evolved to specialize for cannibalism, large glyphids are all but extinct here, though the small ones tend to replace them after eating enough..."
the bugs in these missions will attack eachother just as much as the dwarves, glyphids that get kills regen their health and get a temporary damage buff, cannibals however have actual stat increases and are the only large glyphids in these missions
When late-joining with multiple people at once, the loading screen could show multiple personal drop pods flying with you
Add 2 different volume sliders for Ambient Music and Swarm/Event music
some of the ambient songs in caves are pretty quiet but it would be nice to be able to toggle off spacerig/ambient music sometimes, while keeping swarm and machine event music
New MC Alerts and Hordes
Exploders
"A horde of Exploders is coming for you miners. Time to get serious."
"Get your blasting helmets on--Exploders are on the way."
"This can't be good... Hold onto your butts Miners--The Exploders are coming."
"'Someone set us up the bomb?' Gonna have to have maintenance fix that message once you deal with this Exploder Wave."
"The Exploders are here--To War, Dwarfs!"
Bulks
"By Karl's Beard... Miners, Bulks are coming for you. Yes, Plural, Bulk Detonators."
"spits out beer Is this for real?! A Swarm of Bulk Detonators?! Be ready for anything, Miners."
"Miners, this might be the last time I'm able to speak with you. You got a Bulk Horde coming for you."
"The Bulks are here!--focus on blowing up one and the rest will follow. Good Luck."
Rivals
"Photon Readings suggest our Rivals are making a move against you. Let's show them what DRG is made of."
"Teleport Reverberations Detected--Rivals Incoming!"
Naedocytes
"Electrical Readings are off the charts. Naedocytes Shockers on the way."
"Eyes up, Naedocyte Swarm incoming!"
Wave Cooker's Necrosis and Radiation chances for the OCs, as well as the chance for Neuro to spread/proc on targets all should be increased; its rare to have them happen before the enemy is already mostly dead and you've used a lot of ammo
Actually make "Dance of the Dreadnaught" be one of the possible themes to play while fighting Dreadnaughts
Suggestion
De-Reclamation Mission type
Deep Rock has been making quite a mess of Hoxxus, There were bound to be unexpected consequences at some point
Summary following a successful or failed Refinement mission, an entire minehead was left behind. Accompanied by fully completed pipe framework leading to now depleted liquid morkite deposits. Liquid morkite on its own is quite volatile, not of much use to the residents of hoxxus, but the remains within a depleted pumpjack and the vapors within a pipe framework are. After being left and abandoned for karl knows how long, a Xynarch Charge Sucker managed to find its way from a Bet-C to the old minehead platform, and by exploiting the latent pipes to the depleted deposites. It has for a time been feasting on the latent leftover liquid and gaseous morkite leftovers and and importantly, growing in size, and starting to become a rather large threat to the stability of the area, it needs to be exterminated.
-Mission takes place in a large cave system much like the industrial Sabotage mission. Resources will be reduced and shown to be previously mined, with only leftovers remaining. However cases of gold and nitra (much like those left by a dwarf leaving a mission) will be scattered about.
-buried resupply's will be plenty available as well.
-The mission featuring three pumpjacks that need to be destroyed, as well as the main body located at the well head afterwards.
-The well head will be dangerous, feature taken over automatic guns and aggressive flora. These are immune until the pumpjack's are destroyed.
-Three sets of pipes will follow a randomized pattern meant to mimic a drunk dwarves path to eventually reach a Pumpjack.
-Also randomly generated tunnels and platforms will be strewn about, possibly with randomized zip lines, The last crew went in pretty drunk alright.
-Along the pipes will be breakages and xynarch pustules that must be removed.
-The pipes can be ridden, but not over top of Xynarch pustules or breakages. Once a line is cleared, you can destroy the now vulnerable pumpjack.
-Destroying pustules can summon swarms, much like mining of eggs in egg collection. Explosively destroying a pumpjack calls a swarm.
-The pumpjacks can be either infested with a mini boss, or require collection and deposit of several volatile mining explosives, located nearby the pipework.
Pumpjacks that require explosives will have breakages, pumpjacks with a miniboss will have pustules
-The pipes must be repaired and the pustules must be dealt with before the pumpjack can be destroyed, in order to facilitate the following gas explosion to follow the pipes back to the main well head. The miniboss will be immune, and the explosives cannot be set off until then.
-Destroying a pumpjack kills off several well head defences and weakens them each time, with all immunities of defenses and the Xynarch itself dropping completely with all three pumpjacks destruction.
-Once all three pumpjacks are dealt with, players will be able to fight a larger version of the mini boss at the main mine head platform, This concept resembles the industrial sabotage type bosses, but with company tech and native hoxxus flora/fauna as its core boss feature.
-On destruction of main well head, Several Xynarch's will attempt to take over moll-E on the run back, they can be waited out, or shot off. But too much time wasted on them can trap dwarves out of the escape pod for too long. Making it imperative to actually escort Moll-E
Continued in Part 2
Mission Flow
Dwarves will load in and begin searching for a pipeline
They will follow the pipeline, collecting resource boxes, and cleaning up the existing pipe as they go
They will either find the main well head and "nope" out of there as it will be quite dangerous, or discover the first pump jack.
After destroying the first pump jack, they can follow the pipeline back to the well or explore side paths to the next section of pipeline.
If they go to the well head now, the threat will have slightly diminished
Once a second pipeline has been discovered they will follow it to the second Pumpjack, and destroy it
The main well heads threat level significantly reduced
Players destroy third pumpjack
Ride back to Main Well head
Fight it into destruction
Collect Xynarch remains for reasons known only to corporate
Hit the button
Moll-E will make its return Journey, while being accosted by lesser Xynarchs, stunning moll-e in place
Players can exterminate the parasites to release molle, or let it die on its own after an amount of time has passed. It is preferable to exterminate the Xynarch parasites yourselves
Long story short
Refinement mission happened, pipes got left, bugs took over the pipeline. Gotta blow it all up, for reasons
In order to do that, you gotta blow up the pumpjacks, to make a gas explosion travel the pipes back to the main well head. Some bugs ate some pumpjacks, others just use bombs
Blow up all three you get to blow up the main well head, by wrecking the annoying big one
Annoying bugs parasites keep trying to takeover Moll-E, just shoot them, or dont whatever, they'll die on their own anyway
As it stands, the coilgun seems to have issues with must-pick mods and a lack of good mod choices on most tiers. The amount of downtime with the coilgun is also quite high, with a long reload and charge for a single clip shot. Below are some potential changes to the weapon that could help make the mod tree more competitive. All of the below are independent suggestions, that can be used modularly
-Move CMF (T2B) to base, and modify ammo scaling per shot (40%-60%-80%-100% ammo used per charge level is an example)
-Scale the trails with partial charging, if CMF is moved to base weapon, in either duration or damage
-Move electric trail DPS (T5C) to base and make T5 mod slow only
-Add a weakpoint bonus as a mod or to the base weapon
-Necro-Thermal Catalyst (T5A) is a terrible mod, that is hard to trigger, with a middling reward. Perhaps it could be replaced with a weakpoint dmg bonus mod that is accessible on a full charge shot. Alternatively, the Driller Flamethrower explosion on kill could be used to improve waveclear potential
-Reduce reload time by around half a second to compensate for the charge time of the coilgun plz god I just wanna not wait 2.5-3 seconds for a reload then charge it too
-Have the gun automatically reload after 5 seconds via mod or by base
-Rebuff Mole to give damage bonus when penetrating enemies, and game permitting, allow mole to penetrate EVERYTHING, including droppods
(More drastic changes
-Backfeeding module is currently unnecessary with the design of the coilgun, as ammo is not hard to build for. Potentially changing it to have shots ricochet a single time would be worth the damage penalty and change how the gun would operate.
-Reatomizer is an incredibly cool idea, but in practice it's incredibly buggy and redundant in its use. Without worthwhile, but difficult to apply status effects to spread, the OC will be useless as anything besides a noob trap. I do not know how this could be changed to make the OC effective at the moment.
M100 gunsling animation where Scout fiddles with the gun's action and gives himself Garand Thumb in a similar vein to the Breach Cutter gunsling anim https://youtu.be/d-FLvnQsggU
when you rock and stone, all in view bugs will rock and stone back
Adding on to this, Lloyd would sell you more parts for large amounts of beer crafting materials. This would give high level players a reason to actively collect beer materials besides Barley Bulbs and make in-universe sense. You're paying him with the materials he needs to do his job easier.
One more idea from me:
Utility Bosco. A secondary Bosco that you could choose to take instead of regular Bosco. It would start folded up on your back and act as a passive shield booster/carrying space increaser, but you could choose to deploy him. He'd be unarmed but much faster at mining, building, repairs, etc. Would be able to repair Doretta. Could shoot Scout flares/platforms instead of rockets. I'm also thinking he'd have an internal inventory that would fill up then be automatically deposited in Molly/the minehead. This would give you a huge boost to utility at the cost of forcing you to be entirely self reliant for damage when doing solo missions.
Adding on to this idea: Attack Bosco. Basically the opposite of everything I just said. Heavily armed, has more rockets and higher DPS, could attack two bugs at once, etc, but can't mine at all and has no light. Huge boost to fire power in return for forcing you to be self reliant for utility.
Not suggesting Bosco should lose access to anything he already has. Bosco's fine as he already is. To reiterate a point I made in the discussion channel, when going on Elim missions, Autocannon and BRT work but they aren't the best. Bosco should work in every situation, but not be the best. Adding additional Boscos that are the best would change mission flow, make missions you take the different Boscos on more unique, and give players doing solo missions more opportunity to fine-tune their own experiences via gear customization (not to imply everyone's favorite combat robot is gear, but you get my point). Imagine an Escort mission where Bosco can keep Doretta fixed while you focus on killing bugs at the cost of not having covering fire. Imagine Point Extraction where you don't have to worry about bugs near you at all, but you're entirely on your own for finding Aquarqs.
Maybe give the three different names. Antonio for Attack, Bosco for Basic, Carlo for Cost-effectiveness, sticking with the theme of Bosco being an Italian name.
Another update comes, still no fix for saluting blocking important actions. Please fix this, it‘s a very intrusive change.
Allow grappling other dwarves or Bosco as scout
Youre pulled to them
There needs to be longer time delays on the new rival signal event I’m not sure if it’s relatively easy to accomplish on pc but it is so far too difficult to complete on console with such short times to do it
Let us break free from nemesis grab
When nearby the rival network thing you will hear smth like white noise, as well as MC's dialogue being a bit corrupted. (The base words like "swarm" will still be able to be heard)
Good day to ya'll,Miners!We haven’t seen each other for a long time .. already, probably, you miss my crazy ideas? And here is one of them!Nemesis right now..is just a Extra thicc robot,and if he grapple you in solo, it's like,you dead,lol.But when playing in team.. Why'd teammates cannot save us from him?And there the variations of how-to-do:
First one-Make he's Arm having their own health.After destroying or doing enough damage,Nemesis will put down Dwarf.
Or Second solution-After shooting one of few of Weakpoints,he will have a 1/10 chance to release.
Choose your more liked Variant with 1️⃣ or 2️⃣
- player banlist for your lobby
- lobby flair (fast-paced, slow-paced, beginner-friendly, ...)
- ability to lock drop pod button, and similar, to lobby host
You really gotta stop nerfing and start buffing. This is not about difficulty - i can beat haz 5 with both hands tied behind my back - but fun. There are so many mods and overclocks that just feel utterly weak and disappointing. GK2, Supercooling, hurricanes napalm/armor break. Its a PvE Game, you don't neey to take overtuned stuff outback and shoot it in the nuts. Go a little ligther and buff the other stuff instead. You are already introducing enemy types to indirectly shift pick rates. You can still do that even if we reach a little power creep, which we won't for a long time.
New mission type: Search & Rescue
Your team is dropped into the site of a failed mission to save up to 4 dwarves, the cave would generate with pre-made platforms, tunnels, ziplines, burned-out flares, mined minerals etc and there would be other details like busted up dozers, mules and mineheads for flavour, but also resupply pods, both damaged and normal, which may still have ammo in them and even some blast scarring. There would be less enemies initially, but be careful, whatever took down your predecessors may still be about, waiting to snatch up their would-be rescuers! Beware of nemesis trying to trick you into thinking it's a downed dwarf and watch for leeches. The dwarves you seek out could either be downed, requiring a revive, KIA, only armour remaining with a mineral bag if you're lucky or they may still be up and kicking. After grabbing the team (or identifying the remains) you call for the pod and the AI dwarves accompany you to evac after depositing their minerals (giving nirta, gold and a few crafting materials), side objectives would be different, you would have to finish the job like the last 15% of a refinery, grab the last aquarq or pick up the heartstone (if dotty wasn't destroyed before cracking it) but they could also just be to grab the usual stuff sometimes. If you're after just one dwarf then he may be accompanied by a bosco who's battery has long since died and who now sits at his master's side, retreving this bosco drone would be like grabbing dotty's head and not an objective (but do it anyway you bastard) that is all.
Mission type: I can’t think of a name
It will be split into 2 phases
First phase is kill 10 fester fleas, the caves are small and simple.
Drop pod sequence
Something goes wrong with drop pod escape and you are stranded, a explosion opens up another part of the cave
You wake your way to a different biome, fighting hordes of bugs
You then fix a abandoned drop pod, and escape
Once you hit level 100 on the Performance Pass, maybe make it so that every 20-25 levels past 100 you get a blank Matrix Core, just as an extra goodie and to keep the pass relevant.
also, 500 credits per level past 100 is a little low imo. maybe up that instead idk just spitballing
For April Fool's, replace Exploder Infestation with Bulk Detonator infestation.
How about being able to use your pick as an emergency stop from falling? So if you're falling off of a cliff and you're close enough, slam your pick in the wall and hang! (and maybe call for help from your local engineer)
LORE: Steeve's conscious is saved in a USB stick, and when you use Beast Master, you transfer Steeve's consciousness into another Glyphid by jabbing it with the USB stick. That's why Beast Master has a 20 second cooldown after Steeve's host dies, the USB stick is flying back to you, kinda like how Engineer's sentry guns do.
Not sure if this has been suggested but since fire based attacks such as a flamethrower melts ice why not make it so the cryocannon and cyro grenades cool down magma in magma core
Take Special Powder and make it a Balanced OC with:
default SP boost
-2 pellets
+8/10 ammo
This is technically 25% more damage in total (+50% ammo, -25% pellets), but you'll be using quite a few shells to propel yourself around
I feel as it is currently SP is just not viable enough. anyone who has a basic understanding of the grapplinghook and which surface they can stand on/how to powerattack to create one, just doesnt need it.
The logic behind it would be that the "Special powder" needs more space in the cartridge, so you cant have as many pellets, but it makes them lighter which means you can carry more
An indicator to show when a teammate/teammates are spectating you
A stat that show you how many times you ROCK AND STOOONED
Drop Pod:
When entering Drop Pod and you are being bringed back up your Reload Animation Finishes before The Gun is Hidden.
Make the heightened senses warning a bit smaller? If your going to be grabbed by a cave leech it will be hard to see them with a white rectangle obscuring the top half of your vision. Maybe like a small exclamation point? Like ❗️
New Mission Type (Kinda)
Extermination:
Management is Worried that the Rate at wich these buggers Reproduce has increased by a lot since We started mining here, to Replace killed ones and to fight back. Well time to Get You down there for a Extermination Mission before they get out of Control and Overrun our Teams and cause further Problems to the Operation, we have already enough to do with our Rivals we dont need Glyphid Super Swarms as Well
"Endless" Mode: You get sent down in a Area where you have to kill as many bugs as possible. They approach in waves and each wave gets harder than the one before. Between each wave you get 60 seconds for a free resupply AND can leave with the pod to safe your earned rewards. You cant get in mid wave and if you die all rewards are lost. modifiers and warnings affect the rewards as well like normal missions.
The Pod is outfitted with Lamps like the Station on Point extraction but otherwise except the free resupplay pod you get no help at all.
And on the end of the Month there will be a Leaderboard with the best 100 Teams wich recive an extra reward by being the Top employees of the Month.
Waves could start by swarmers and grunts up to (on wave 50+) only made of pretorians opressors and Detonators. (No dreadnought betc or korlok of course).
Decrease the charge time for Hoverboots
Perk points flood up once you've completed the perk tree, so a good reward could be XP bundles or minerals for perk points so they have a good use after the perk tree is complete.
Mission type idea
Mann vs Machine style wave defence
Could also have aspects from Plants VS Zombies:
You could use Gold to buy and place defences. This would create a fun risk vs reward situation, as using less defences earns you more money, but risks you not being able to defend, and vice versa.
The main regular play/plan of the mission would be:
you're dropped in alongside some mining machine that lands soon after.
The surrounding area would then be scouted.
Minerals would be mined and defences would be set up in scouted positions.
The Machine would be activated, and players would have to defend against large waves of bugs
Waves would have 1 or 2 minute breaks in between for ordering resupply
Considering cave/mission structure:
The cave would be long, between 100 to 200 meters.
The cave comes with 4 or 5 entry points for bugs that slowly funnel into one as they near their target.
Mission length determines how many waves/swarms are needed to be endured
Cave complexity determines the shortness and difficulty in terrain
Maybe a little more emphasis on past miner activity in an area you go to explore to give a little more atmosphere to the environment, like dwarf equipment scattered around from a fallen squad (like the lost packs) or random mule lights that lead to an abandoned refinery or such that could have a small reward for seeking them out. (This may have been already asked and I’m a little new here don’t kill me)
Also Corporate Marine helmet customization, it’s ma favorite
I want an overclock for the EPC that fires normal shots full auto.
A barrel hat. It’s like a bucket hat, but a barrel!
Improve visual/audio feedback upon hitting robot weakpoints, or shooting them in general. This kind of feedback is what makes killing bugs so satisfying, but with rival robots it's just a boring clink and doesn't feel as rewarding.
Small thing but the audio in this game is usually so on point, it sticks out a bit. Especially now with so many rival presence missions
Please kindly add a button to the following menus that resets an equipment, look, etc, to their default state. The menus includes:
- Each classes' wardrobe
- Each classes' equipment loadout, like mods, framework, paintjob, overclock, etc
- Each classes' pickaxe look
- Bosco's loadout
It's very tedious and time consuming to reset each loadout one-by-one especially when you accumulate a lot of cosmetics, overlocks, etc. Would greatly appreciate it if you guys can implement this simple QoL improvement! ❤️
Idea:
Drillpoon launcher
Works like you'd expect a harpoon launcher to work - firing a heavy bolt.
Said bolt just so happens to have a mini drill for a tip, and an explosive attached to the rear.
When fired, projectile burrows into terrain, exploding after a few moments. It can be used for digging straight tunnels.
Ups:
-can dig at a distance, and is good at blowing up chunks of obstacles. Possibly devastating if combined with good communication as it can shoot through thin cover and explode on the other side.
Cons:
Limited ammo, single shot, somewhat clunky reload speed. Projectile travels in an arc, and the explosion bejng both delayed and terrain-clipping makes it a pretty underwhelming weapon for direct combat.
A victory move where bosco brings a dwarf a leaf lover and pours the entire mug at the said dwarf, before getting absolutely demolished with a dwarven slap
Increase the spawn rate on the ebonite and kursite enemies. The game often doesn't spawn enough to finish the event in the given time limit. So either that or increase the time limit on those machine events.
A lot of players have been wanting the sandwich as a thing in game. I mean makes sense to have some food down in the caves. Cause what the heck are the dwarfs eating? Besides driller eating rocks of course. Now this is just an idea that I made for it. Now I personally I don’t care if ghost ship takes the idea in there own way. As I’m not a developer who understands the ins and outs almost greatly, but I just wanna eat in game for both fun with friends when no swarms are hoarding us, or just eat to gain some buffs to help me out.
The sandwich is a one charge item that you can eat. It takes six seconds to eat. You can move while eating it, but not run. Once you eat the sandwich fully you heal a percent of health(20%), and gain a buff. (Nourished: Slightly faster reload, take slightly less damage, and move slightly faster)
(You recharge a sandwich by resupply)
(How to equip it is up twice in your equipment menu)
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
:(
IDK if it's a bug or a suggestion (and prob a ♻️ either way), if it's been broken since s2, or if I just never noticed it before now: I'm frequently annoyed by voice line priorities. I put up a platform to some nitra, and ping the nitra but my dwarf randomly decided this is one of the times to yell "platform!" and the "Nitra!" line doesn't play at all because a (less useful, uncontrollable) voice line was already playing. So I have to wait a bit and then ping again to say "Nitra!" -- equally annoying when we do something cool like finish a pipeline and my dwarf wants to say "pipeline done!" but I want to "Rock and Stone!" and I end up doing a silent salute because he wasn't quite finished saying the pipeline was done.
Can I have control over my own dwarf's voice with user-initiated voice lines taking priority over the sporadic automated ones?
Survival Deep Dives:
Basically Deep Dives that can go theoretically forever, but get harder and harder every level, and every level can add a good modifier for you and your team (Such as increased carrying capacity or health or increased max ammo) or a bad modifier (Such as increased number of enemies or enemies have more health) and these modifiers, good and bad, carry through every level. For those who don't want wait a week for a new deep dive or want something that will eventually make Hazard level 5 missions look like a picnic with infinite beer. Or you just want the game to become mayhem incarnate and you want to see how much BS your computer can take before it catches fire.
And these last until you all die or you reach checkpoints that let you leave. Like every 3 levels.
Give the loot bugs a glock for one singular day.
Hungry Hungry Grubs.
New escort mission.
You have received intel that a previous team of dwarfs managed to locate and break open an Ommoran shell, though they never managed to get the Heart Stone back. Your job is to go down and retrieve said heart stone. The only problem is, once you find the perished dwarfs location their is no Heart Stone, only a very plump and round lootbug. This lootbug has somehow managed to entirely engorge the Heart Stone, leaving it intact inside the cutesy creature. To not risk any damage coming to the Heart Stone you must protect the loot bug as MOLLY lures it back to drop pod with a certain frequency or tone. The problem is the Glyphid menace is also attracted to said frequency and regularly comes to attack MOLLY. The Dwarfs must protect MOLLY (or the fatso lootbug) until they make it back to the drop pod. Their they can load the lootbug onboard and clock out with the Heart Stone (and a fat little friend).
Problems could be that it being a loot bug moves too slow. terrain would also be a problem. Could make it to where the lootbug just hops ontop of MOLLY while they are playing the frequency. Multiple problems could arise but i just thought it was a fun little mission idea.
Both Dark Future helmets have a stripe on top of them that has the color of their class if you have the default Dark Future armor skin on.
When you put on Megacorp armor skin for example, the armor keeps the colors of the stripes on it while changing the stripe on the helmets to a dull grey.
Furthermore, Gunner always has the dull grey, most likely from when his class wasn't green-oriented yet, but his Dark Future armor does show the green orientation.
For consistency sake, i make this microscopic suggestion: Have the stripe on top of both Dark Future helmets always match the stripes on the Dark Future armor.
I really like this armor set and I'd love to see it receive this treatment.
Leg bending active perk:
Press (or hold, based on your sprint toggle settings) [idk some key] in order to bend your legs and crouch! Crouching improves accuracy and makes you shorter, but reduces your movement speed.
Additionally, being able to bend your legs lets you soften your fall, conferring a small fall damage resistance.
Enable the Hide HUD button to work on the Wardrobe/Equipment Terminal/Pickaxe Station/Bosco Computer.
While on the topic of more "matches current paintjob" stuff, can we include Heatwave in that pile as well? only really goes with specific armor and beard colors
Make Scorpion Mask (beard slot cosmetic from this season 2 tree) actually use paintjobs, same way neckguard and the new neck cosmetic do.
I do not know if its a bug or a feature but please make it happen.
New Secondary Objective: Kill Silica Snakes
Technically a Nayaka relative, these little slithery bois camouflage themselves among the terrain, changing color to match the rock of the biome you're in. If spooked, they'll dig, burrowing into the ground and reappearing somewhere else nearby. While difficult to spot thanks to their color-changing, they can always be identified by their distinctive sound, or their reflecting of light from flares or headlamps. All their digging is stirring up the Glyphids in the area, so Management wants them gone. Good hunting, miners!
Trading Terminal QoL:
Holding certain keys multiplies the amount incremented/decremented by the button clicks
Holding the L-shift key x100
Holding the L-control key x1000
Holding both x10000
For controllers, LB and LT respectively. Doing so would make the trading terminal much more usable than the current acceleration system it currently uses; without the need to implement a text field for the menu (especially on console).
If we give Lloyd enough tips, we should get a skin that lets him replace Bosco
A chessboard on the spaceship
Mega mission where u gotta get like 20 aquarks or 10 mini mules
rename mineral trade terminal to resource trade terminal and add beer ingredients so we can get barley bulbs because my beer stock always looks like this
In order to combat violence against lootbugs, give them a small chance on kill to violently detonate instead of spouting minerals 
Suggestion for the nemesis being able to make sound of pings the same as the battery and lost helmets in a much slower pace, to add into the nemesis arsenal of being able to lure the dwarves closer and being unexpected
Request to update the models of the older beer cups, specifically the daily beer ones such as red rock or dark morkite
As of now they are all just recolours of one cup, and look entirely bland when compared to the newer models of cosmetic beers, such as smart stout.
I believe this is merely because there was no focus on it in alpha when it was introduced, but now they have just been forgotten about.
New Warning: Waterlogged
Aquifers have been the bane of dwarf-kind since the old times, and it's no different here on Hoxxes. Below a certain altitude, the cave will be entirely filled with water. As with Low O2, the M.U.L.E. and your Resupply Pods have been equipped with air tanks to keep you supplied while you're below the surface. If a dwarf is in more than a puddle's depth of water, it will slow them similarly to goo, but less strongly; at least halfway in and the effect ramps up, now including downward (and upward) momentum; fully submerged and both projectiles and bugs also get the slowdown treatment, in addition to the dwarf's oxygen now being limited. Don't ask how the flamethrower and cryo cannon still work while six feet under.
New support type bug other than warden thats red in colour that heals nearby bugs. Will drop red sugar upon death
Boltshark OC idea: Knockout Bolts
Description: Well, after watching afew cartoons, raiding the local gym for their old boxing gloves and alittle elbow grease, you made yourself a set of hard hitting bolts that would contend with even the mightiest of boxers, guaranteed to scramble the tiny brains of even the biggest and baddest of bugs. However, all of that weight in the front makes the bolts travel slower and drop off faster at range.
Stun on hit duration increased to 5-7 seconds.
Increased damage.
Slower bolt velocity.
Faster Bolt drop rate.
||Just a goofy idea after seeing some old Hawkeye and Green arrow clips in YouTube, whatcha guys think?||
How about an enemy like the Nemesis but with grab legs that starts getting slower and eventually crawls if you destroy enough legs
When having Engi's shotgun with turret whip if you shoot Bosco it will look at you and angrily beep a few times. There is also a chance that the dwarf will excuse for that.
Alternatively Bosco will fire a rocket randomly when shot with turret whip. This will consume the rocket.
Victory pose where your dwarf pulls their revive canteen from behind their back, looks at it, then throws it over their shoulder while calling it useless.
Badass when you complete a mission where nobody goes down, funny when everyone but the Driller dies trying to get to the drop pod.
Lloyd can provide cantine specials dependant on the host's last place and/ or completed mission like red sugar ice cream if they were in the glaciers or glyphid kebabs if they completed an extermination
there should be a setting that forces controller glyphs even if it's registering KB+M input on PC for people using steam input for things like gyro aim
I made a reddit post about this already but i think that rivals could really use some changes (these are updated from current one
Patrol bots
-less hp (-25% or -⅓rd)
-more resistant to heat
-elec slows again but less (50%?) & deals extra dmg (x2 or x2.5 would work, mind you they also have the health nerf so i'm not making it too powerful)
-they can be frozen & die like other flyers, though it's a bit tough
-maybe make them spawn in actual "patrol squads" on sabo & presence sometimes, would be cool.
This would make sense considering how machines work & keeps rivals having counterplay with more variation than "use fire or go eat a rat's ass" (+kinetic weapons work more decently without having to consistently hit one of the toughest weakspots in the game). If you want to balance them back a bit you could give the suckers a bit of quantity or attack power, further helping with the "boring to fight" issue.
Nemesis
-all of the above (except elec slow, poor guys slow enough as is) (edit: he's also really tough to freeze kill obvs)
-small speed up
-he is now a fully pregenerated enemy & patrols a part of the cave for dorfs before engaging on sight/hearing.
-New grab: higher range, shoots like fast caretentacle "melee", deals a fat hunk of damage before yeeting you.
-shields are faster+stronger+they "stun" like slashy bois
-tentacles shoot burst lasers while not grabbing
-no final boom maybe
Fixes some of the same problemos as patrol bots, makes them more fitting to how they were teased, makes it more a mini caretaker than an overhyped rival bulk.
& If nothin' else, please make them more satisfying to kill and damage. I beg.
Slam any constructive criticisms you have my way in the discussion channel, i'd love to hear it!
Change the Victory Pose Mugs (Leaf Lovers) to look like Oily Oafs
Imo if you freeze an enemy the wind up for its attacks should restart the wind up for its attacks. It's not very fun freezing a dreadnought about to stomp and have it instantly attack when it unfreezes without time to react. Other examples: spitballers or radioactive praetorians
** New Passive Perk: "Focused Hunter" **
Effect: Enemy Highlight outline does not expire.
(if you are feeling generous, +5~10% bonus damage against focused target, bonus damage does not stack)
Context: For a blind and confused dumb ass like myself, Boss missions are a cause of much pain. I spend more time pinging the boss then shooting it, just to not loose him out of sight. I get very frustrated and a perk like this would be an immense quality of life benefit for me.
Lootbug helmet
a primary for the engineer, a radiation gun, it shoot in a cone and it spread radiation dependly on the distance of the target and the user and it also regen ammo because it got a small black hole connected to the gun
Every mission cycle there should be one mission with 2 anomalies just like there's always one with 2 warnings.
Attack drone gun for engi... it'd be a primary that shoots the little guys and stacks them on an enemy for high DoT, then when that enemy dies they move on to the next one and pummel it and so on until their lifetime runs out. This could also be an unstable Lok-1 OC as the lock mechanism seems well fitted for this sort of stuff.
'Leadstorm' Minigun Overclock: Flaming Frenzy
Premise:
Overheating will result in increased melee damage & greatly reduced power attack recharge time for the duration of the overheat. You cannot switch weapons during overheat.
This is intended to add some diversity to how a Gunner dishes out damage, giving them the option to temporarily forego the use of their fancy secondary in exchange for a burst of extreme melee damage, with a potentially terrifying synergy with See You In Hell
Increased melee damage & power attack charge speed while overheated
Cannot switch weapons when overheated
As an alternative downside:
Cannot fire any weapons while overheated
This would allow for deploying your shield while overheated
The cave leach is just a cheap enemy that should have been altered/deleted in alpha or beta and desperately needs an upgrade or a replacement. Why not change that inbred worm so it is more akin to an angler fish? Example: I am a dwarf looking for treasure. Some chunks of umanite grab my attention. I move in to pick it from the ground/mine it from its position, only to be snagged by the Angler Leach, which left a limp tentacle nearby and snuck up behind me as serotonin fills my unsuspecting brain with very short pleasures. Granted, this can happen with a normal cave leach. But the blasted leaf-loving things keep spawning inside crystals and rocks, making it impossible to spot them, sometimes even harder to kill them. Violent actions need committed with the dirty cur. (Also, Bosco is WORTHLESS at dealing with these. Why did you guys get rid of being able to command Bosco to shoot rockets at your position when snagged by one?)
While typing message at the chat and cancelling it by pressing escape key, remove the content of the text input. As it's annoying when I start typing something, then I want due changing situation type something else and I have first to slowly delete the previous text input, which is annoying and slows down the chat.
Also when I press escape while typing a message, just remove and close the text input instead of kicking me into the game menu for no reason.
A separate section in customization for head hair? Or allow for more things to be equipped on the head.
Let us bring bosco as a pet in multiplayer missions, he doesn’t even have to do anything other than float around beside you and maybe rock and stone whenever you do. The customization for bosco could be shown off more too, I feel like we don’t get to see enough of the little guy
Been waiting years for a perk rework. I feel like 80% are way to situational or just flat out useless. That and add some more beers or small buffs to existing craft able beers to be able to utilize the starch nuts etc. I’m sitting on like 3k starch nuts, would be nice to utilize the other ingredients in some way.
I was long wondering what is the lore of DRG?
It would be SO GREAT if you've added some hints for it. Either some more Karl references or more info about other DRG stations. I was even thinking of some type of mission-flashback into Karl's legacy.
Hope it is a good idea)
collete wave cooker
as everyone knows at this point, thermal shock is so superior to everything that wave cooker is the weapon with the least amount of build variety, the weapon can kinda of do a lot but nothing at the same time, overclocks give options for it to apply a lot of diff effects, the issue here is how low the % are on every single effect, be that the t5a or any effect oc, just increasing the % to apply the effect and having ammo penalty to compensate would make the weapon a lot more consistent for diff playstyles
also a different suggestion, thermal shock should just become an overclock at this point, either that or making the weapon more viable with other primaries, heating up the sludge puddles as an example
New beard color for next season being a light blue color: Cottencandy for the name
'Unstoppable' buff:
Add a knockback resistance to Unstoppable, in line with the focus on negating movement-impairing effects.
Bonus idea:
Failure pose. Dwarf is downed, a medical Bosco stares at a revive canteen before throwing it at the dwarf's head, making it bounce off.
Winning pose idea: Dwarf that juggles three pickaxes with ease and ends the animation with a small bow before pocketing the picks
Neurotoxin payload doesn't give ammo penalty, but gamma contamination does? Not to say that gamma contamination has less proc chance, which means you have to spend more ammo to proc irradiation on like a singular enemy, because of a lot less area of effect
Please change the penalties for gamma contamination
wave cooker
t5a ignite puddles
why is the weapon still a 1 build weapon?????
I have a friend that has over 400 hours into this game and he didn't know the green filter meant a player was grabbed, a creature overlay could be implemented to make that indicator a bit more intuitive. in most cases, the audio indicator and the voice lines are enough to catch your attention, but this could help people that have their audio turned off/down or people that are deaf a little more efficiently
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
Change the Stubby's unstable OCs to trigger after a fixed number of hits (e.g. 3), instead of requiring a chance-based electrifying bullet.
At the moment you're pretty much forced to go with a status build or the effects won't trigger reliably enough. Having the trigger condition be less dependent on the rest of the build would make these OCs more accessible, much like Turret Whip, which can be used with basically any Warthog build.
More worldbuilding for the other fantasy races. Maybe the dwarfs mention “The gnomes in RnD really cooked up something great!” When using a strong gun or something mentioning how someone mistook them for a human. I love these kinds of things
Mission modifier: One And Done.
"Bad news, team. Scanners indicate that the cave you've been assigned to is completely devoid of Nitra. Luckily, management has decreed your good behavior has earned you one free resupply...use it wisely."
You start with enough Nitra to call down a resupply pod, but no Nitra generates in the caves.
That's it.
Good luck.
"Protein Processor"
Corrosive Sludge Pump Unstable Overclock
A specific mix of enzymes and stiffening agents breaks down bugs into a protein-rich slurry brick which can be consumed for a small amount of health. The hefty chemical solution means fewer shots per tank, and it works poorly against armored or mechanical targets. On the plus side, the gelatin is lime flavored! No one asks how the Driller got so hefty.
I would love to see some new paintjobs in the shop sometime in the future.
For April first: Add a locked thing in the equipment terminal that looks like a 5th class. Then don’t add a 5th class and let it stay there
Mission modifier called "Lights out" or "Faulty lights", your headlights don't work. You have to rely on only flares, the light your weapon makes, and the light the environment makes to see
Really simple suggestion: Beard slot cosmetic thats a (relatively) short beard with a cigar attached, so you can top with your mustache of choice
One more from me:
Add a note to the Patrol Bot page in the Bestiary clarifying that its health will slowly drain over time. I've met a lot of players that think the bugs somehow ate their Patrol Bot.
Beard Camera
that is all
CWC T5A burn goo puddles.
I would love to go back in time and do every Deep Dive that has been released since the first week of Deep Rock Galactic. I have been playing for two years now, but know I missed out on some truly epic fun. They don't necessarily have to reward overclocks, but maybe throw out achievements and petty hats for finishing all Year 1 Deep Dives, Year 2 Deep Dives, etc. (I just want the greenbeards to experience that one hellish Deep Dive where the minecart legs spawned underneath the Ommoran HeartStone and required many minutes of hand-picking red crystal.)
I've noticed that Heat rounds on the Hurricane don't quite ignite gas clouds or goo puddles like other things do. Might be a damage calculation thing again like when Inferno Breach Cutter couldn't do that?
(and before you ask why are you even using heat hurricane the answer is jet fuel homebrew now leave me alone)
small suggestion getting a counter for gunner's shields in the model itself (the blue part thingy) so you don't have to guess how many you got while using minimal hud
Increase the stun duration of the Nishanka Bolt Shark from 1 second to 1.5 seconds, either as a default change (preferable) or as an additional bonus to the Cryo Bolt OC specifically.
Although it's a fairly specific case, at the current moment you're forced to waste an additional bolt when attempting to freeze Glyphid Menace's with the OC as they will freeze in a single bolt, but only at the exact same time as they make their way into an invulnerable state (aka the freeze happens as the menace finishes its retreat, leaving it invulnerable for the freeze duration).
It's a weird interaction, and doesn't seem very intentional. Slightly increasing the stun duration should replicate the current 2-bolt result (menace's lower half remains exposed) with a singular bolt while also not affecting any freeze breakpoints with other large enemies.
Nishanka Bolt Shark
make the default ammo always be the one equiped when you select the weapon instead of the last one used
Got two suggestions
-
One of the seasons should be about dreadnoughts that did in fact evolve into something much worse.
-
Add a biome that has some sort of toxic smoke that fills up certain parts of the caves. If you are inside the smoke you would slowly lose health and get the poison affliction.
I would really like to be able to pick which song i want to play from the jukebox.
Hazard 0
A new hazard, where the giant worms like in LOTR (the hobbit), dig into the cave and release a larger swarm. Search "earth eaters lotr" on YT, idk if links are allowed here.
a more lightweight pvp mode where the only gains are from players betting against each other, won on either a one round duel or a "best of X" session, if it's a 3-4 player lobby you can have 2v2s or 1v1s where the remaining 1-2 players can add to the bet or simply spectate. this could be balanced by incorporating it or a sub-mode within it as a sort of gun game where different (mining) companies "invest" in the duelists and depending on the company you get a different weapon pool. each company could have different interests, so if you show more expert mobility, company X is more likely to "invest", if you deal more DPS, company Y, etc
or just a gun game
New Idea for a Warning: "Dense Swarms"
Basically makes higher quantities of enemies spawn, to satiate those who want haz 6 while also letting those on lower haz levels experience bigger crowds of enemies
A shooting range on the space rig so we can test out weapons when we get them or modify them
Replacement option for Engineer's sentry gun: a small buff station in the form of an antenna-like node or APD that'll give buffs like speed, damage resistance, a fire rate increase, or a light health regenerative effect (1 hp/s) to give engineer a more dedicated support playstyle. This building can be damaged easily by bugs and will need to be repaired to keep these buffs going so it isn't a free resource to make up for it not needing constant ammo.
I'd generally like to see the social aspect of this game expanded through more player to player interactions (probably in the space rig more than anything), player to environment interactions have a great foundation already, but it'd be cool to, for example, have minigames in the space rig you could play with others or bosco as the "bot" option, or a smaller ball designed to play keep-ups with another dwarf that reacts more gently and precisely to kicking
Teeny suggestion : Make exploders blow up immediately when hit by an explosive attack.
Bosco idle animations.
Spinning around like Lloyd, brushing back his ears like a mouse, stretching his arms out, etc.
Oh, and one more - special voice lines for dwarves in medical gowns.
If a miner is highlighting a gown wearer :
"Is it me, or is it a little breezier than usual today?
"Did Leaf Lovers give you a boo boo?"
"Let me guess, someone got caught by a cave leech..."
If a gown is pointing another gown...
"A round for you if you don't talk about this..."
"(Pssst) Hey, hey you, did you see where my pants are?"
"So, uh, what's your story?"
please stop mutliple nemisis' from spawning at once
and them spawning right on objectives: its very hard to do a machine event when 2 nemesis decede to spawn right on it
Third person camera pov?
expand more on the movement system,
Like adding a way to have more movement control in the air
let steeve wave when you salute next to him
Better call out system. Almost certainly suggested before but I was thinking a basic wheel that’s brought up by holding a button
I imagine there would be a few things, like “need resupply, need platform/zipline, ready to call in xyz, ready to pop egg/cocoon, ready to start pumpjack/machine event” etc. basically callout system but good
A cap more closely resembling a fatigue cap (the name of which i totally did not look up) would be nice
i suggest the addition of "thanks, you're doing karl's work" as a revival thanks voice line.
i also suggest a sequel to the new "there's a blip on the radar the size of a drop-pod" warning line, for a new team-mate: "there's a blip on the radar the size of a... a miner."
Not really needed because chat exists but would be nice to have: A voice line “wheel”
Basically a little picker wheel that shows up while holding V (tapping V would still do rock and stone by default) that brings up more “useful” voice lines such as:
- Salute (rock and stone)
- Ready (asking if other dwarves are ready)
- Need ammo (letting other dwarves know you’re getting low/requesting for resupply pod)
- Follow me (this is already in the game when hitting X on the keyboard, but it is a voiceline)
These could be “broad categories” to pick from, so the voice line that gets played is still random but to that category (like how you cant pick which rock & stone to say). You could add more such as “yes/no” but i feel like at that point the communication is advanced enough that it would be better happening in the chat.
oh yeah what about warcries (AAAAAAAAAAAAAAAAAAA)
Oh,good day,miners!
Today i got a really small suggestion
When playing with Nishanka, sometimes ...it is felt that the change of ammunition should not be tied only to the button R,but also be tied to the choice of weapons, that is, when you choose a crossbow, then the second choice will change the type of ammunition. If the player is annoyed by this, then in the settings there will be a special option like "Re-Selection Ammunition change"
scorpion mask should be colorable with armor paintjobs
I was gonna make a sarcastic joke about how the Hollow Bough is too peaceful and making a suggestion to fix that, but honestly... this kinda makes it a little less hazardous, sort of. Anyways!
Replace acid spitters in the Hollow Bough with goo spitters, which cover dwarves in goo and slow them down. This largely eliminates the normal acid damage, but instead missed shots will leave puddles of goo.
Honestly I dislike movement impairing mechanics, and this is mostly backed by a desire for even more biome-specific enemy variation, but I wanted to share anyways
bar snacks like a bowl of nuts or a jar of pickles something like that : )
Can the Australia and New Zealand regions be made "Close" to one another?
At the moment, I think Australia and China are considered close but I think the connection there would be noticeably worse than Australia and New Zealand
EDIT: forgot to mention this but was reminded of Jozroz' reply, but New Zealand also mainly speaks English which, on top of better connections, is a better reason to have them be Close
Loosing a round Pose idea: Your dwarf walks towards the screen, being a little bit dizzy, then just falling flat on his face when he reaches the spotlight
Simple rework of supercooling chamber.
+Supercharged shot
-Holding a supercharged shot increases slowdown
Prepare a supercharged shot by tapping R when fulling charged, charging into a supercharged shot, doubling your charged shot damage bonus as well as using additional ammo (3)
(you can still cancel such by swapping weapons or doing a melee swing)
Make the sprint passive to allow dwarves to sprint in any direction
visual changes to gear when certain modifications are equipped, probably mostly tier 5 mods, and overclocks
Swap the C4 from the Driller to the gunner and vice versa
Hear me out here:
What is the purpose of the C4?
Is it AOE to kill bugs - well I'd actually argue no, the driller's primary weapons already cover that VERY well regardless of which one you've picked
Is it terrain destruction - Again ... I'd argue no, the driller's traversal tool already covers that VERY well - and what's worse you can't even argue some traversal tool needs it because each class only has one
Is it Boss removal - Your funny, your almost always better off just using normal ammo
Is it to harass players - I'd almost argue on the driller this is the intended purpose of the C4 as it is by far the most efficient player downing tool in any player's kit and I honestly can't think of another valid use of it other than when completely out of any of the primary's ammos
You know who could use a large aoe or terrain destruction - the gunner thus giving it an ACTUAL use against hostiles (gunner has little in the way of either), and the shield is just ... amazing - to be perfectly honest the C4 on the driller is more of a way of harassing yourself/allies than an actual tool to help you on your mission simply because I think it's on someone who just doesn't need it. Thank you for coming to my ted talk
make it where bullet hell doesnt prioritize the bugs behind you and doing friendly fire to you in the process
And while we're at it, could the Scandinavian countries be considered closer to central and western Europe? Russian hosts are considered close, while UK hosts are considered medium, which geographically isn't the case, and I've definitely had better performance on W Europe hosts. Plus, there tends to be a language barrier as the Russian players often refuse to type in anything except cyrrilic, on top of the spottier connection.
MISSION IDEA: Royal Reunion
Concept of the mission: Bring back the lootbug princes to the Lootbug Queen using a tranquilizing plant called Loboe (you use the laser pointer), then bring back her royal gem gift using a system of magnetic rails that can transport heavy things like enor, jadiz, batteries and even the lootbug princes if you throw them on it.
It's pretty long so i suggest checking the reddit post i made, it even has a map of the mission to help visualize how it would play out in game!
Ooooh, I wanna try a mission idea: King of the Drill
Concept: Hijack the robot operation that is using the BIG ASS DRILL ATOP a SUPER STORAGE of minerals, or B.A.D.A.S.S. for short and nab all the minerals clumped up inside!
Defend against a few waves of bugs, and then a wave of robots(with 2 or 3 Nemeses in it). After a few loops of these, start bringing in the infinite swarm, of KILLER ROBOTS!
Put a button somewhere to call in the drop pod anytime, the B.A.D.A.S.S will give you random minerals every 30s, so try to last as long as you can!
Add a paintball gun toy to the lobby,
4 in total, with 4 different colors of paint. Lots of ammo too maybe 50 rounds. Also some meter keep track of how many hits you've gotten on other players.
If this paintball gun isn't given free and is achievement locked that'd be cool tool. But if it's achievement locked it should let the unlocked player to summon 4 in total.
But please do not make it DLC $ to unlock
Bring back the Sludge Pump's ability to melt lil exploders, pls.
Can you please let miners leave an escalation/assignment that they haven't even "started" yet?
I didn't know i have to be paying attention to weather or not an assignment could be abandoned once selected.
Unless it's a 🐛 , allow us to choose again our role when re-joining a session which we left right after joining it due a reason of accidentally choosing a wrong role. (Or allow us to change a role during game after joining/starting session for some time limit.)
Yesterday I was joining a match, but because somebody joined at same time and chose same role as me, I tried to change it during loading screen (where you can by I think A and D keys change your role too before the game loads for you), but I didn't make it up in time, so I ended having a duplicate role. And When I tried to re-join to choose a right role, the game skipped loading screen and forced me to play the same duplicate role. Which ended by me being forced to leave the session for good and join other ones, as I don't like playing a duplicate role because that's useless for the team.
I have noticed one thing - when finding an event, it shows in your objectives list and then gets marked as done, regardless of whenever it's failed or not. I think that it should be marked differently if we failed or succeeded the event.
-If it would be too much to be able to see every Server ping while Browsing…
- We should have a button besides each Server in the menu that allows us to check our current ping with the Server.
- Without joining the Server that we choose, it allows us to see if a server really is “Close” or not.
- Even if the process would take a bit, it would be a nice extra QOL verification before we dive into a “Close” server with 900 ping.
how about adding an overclock to the engineer's grenade launcher?
"Cluster filling"
"You have taken a few of gunner's cluster grenades and welded rockets on them. The result is rocket propelled cluster grenade that can be fired from your grenade launcher."
Same debuffs as the fatboy overclock but instead of big ass explosion it self detonates after a few seconds and releases a bunch of bomblets similar to gunner's cluster grenade ones, But instead there is more of them and they are less damaging and have less damage radius.
Have gotten this idea because it looked cool when cluster grenades detonate midair.
Have special voice lines / less voicelines / quieter voicelines when playing solo. Example, for when the dwarf is calling for his teammates, he just stops upon realising he's alone, stuff like that. And make the "if you rock and stone, you're never alone" a more frequent voiceline in solo.
Reduce the time it takes for bugs hit with explosive chem bolts to explode, curently it takes too long and by the time they explode most bugs are allready out of reach to take much damage, if any.
While on the chem bolts, can the explosion itself be made a tad more exciting? Visualy it feels kinda meh, and its hard to estimate the AOE range.
Are other races involvement a thing in the future? Future orcs, kobolds, etc? I think itd allow vastly different combat mechanics as well as interesting artistic assets. Anywho just a fun thought! I understand the lift on that would be pretty big. You guys do a phenomenal job and I'm loving season two. Keep up the phenomenal work!
add unique voice lines for pinging steeve and make deep dives actually give 3 missions worth of season pass exp rather than 1
Suggestion: Make the option disabling role duplicity to force players to pick free role even while the mission didn't begin yet, in the lobby stage.
Explanation: Unless it's a 🐛 /exploit, I have just found out that when I set up in options to disable the role duplicity (allow players to only take free roles when joining), it's only when they join during session, but when they join during lobby, they can pick any roles they want. I wonder why the setting is made such weird way, because when I as host set players to be able to pick up only free roles, I mean it for both lobby + mission stage and not just for late joiners. Which forces me to ask people for changing role +
them if they don't comply. Which is bad and makes the option in the settings useless.
And I have another suggestion, this time
one.: Make us able to be able to somehow refuse to drink
ordered by somebody and order some other one instead. It's bad when I am forced to drink a
one because somebody orders it and we are unable to order any other ones until all the
s are drank.
It's also bad as it basically suggests the host to
anybody doing a funny gimmick, which smells toxic.
Which brings me to another suggestion: If somebody orders a
, make possibility to have a choice between drinking it or throwing it/spilling it on somebody and having some angry line about not drinking anything disgusting like that.
And I almost forgot another one.: I have noticed that when all
are taken, but they aren't drank, nobody can still order any
. Why, when the
slots are empty and ready to be served?
"I'll beat your-- ...well, I'll beat my OWN record, this time."
Make rival tech (Nemesis, Prospector) avoid environmental hazards until they find the player. Nemesis keeps getting killed by radioactive shards before i get to find it :(
If they ever bring back Caustic Mire I hope it's themed around an industrially polluted wasteland caused by all the mining activities from DRG, the rivals, previous failed ventures from other corps - remember Caustic Caverns from BL2? All the waste on Hoxxes flows down there. We might see fragments of ruined mineheads, rusty refineries, destroyed rival bots, other metal structures maybe stuck in the rock. Previously abandoned after being stripped clean, but earthquakes have revealed new resources in that area.
Acid goo pools, industrial waste barrels around caves that are filled with acid or explosives or radioactive waste, acid geysers. Maybe even a new hazard - thick black goo/tar/oil on some walls/floors that prevents use of mobility tools on that surface. Can't grapple onto it, can't put platforms on it, can't attach zipline to it, can't drill through it. You can slip around really quickly on it though like the ice in glacial.
A community event if DRG ever considers it - MC Appreciation Day
When you press R while holding C4 as Driller he will say: "If you ain't Rock n Stone, this thing goes right under ya toe..."
Voice lines for when your teammates shoot at or kill Steve. "Dont shoot Stevie!" "That bug's on our side you arsewipe!" "Hey thats my friend you're shooting!" "Save your ammo for the bugs that are trying to kill you" "Hey! What did he ever do to you??"
A mark all as seen button for weapon, armour and pickaxe skins and recolours
Serious question, when will we be getting an Esperanto translation for DRG?
Also, you know how you can highlight and selection individual Sentry Guns with the Sentry Gun Tool? What if highlighting a Sentry (using R), then holding R, recalled ONLY the highlighted Sentry Gun? Of course this change to Sentry Recalling would only be active when you are using the Sentry Gun Tool, with Sentry Recalling acting normally if any other weapon is active.
add rockets with cooldown to a single engi turret, single turret needs a nice buff/utility to stand out more from gemini
LOK-1 Unstable OC idea:
"Swarmer drone dispenser"
"We've analysed those shredder drones from our rivals, and guys from R&D could fit them into your gun!"
Burst bullets become small shredder drones that stick to enemies and damage them over time.
They break armor. If the targetted enemy dies they will try to search for a new one nearby.
Insanely reduced max amount of locks
Increase time to lock on a target.
Less ammo and mag size
Non-burst fire is unaffected.
Daily Assignments. 1 per day, but the only reward is a token. You take that token to a slot machine in the Abyss bar and play for a reward. Every spin is a win, but it can range from something as low as a free drink from the bar (Drink of the Day for all players in the Rig) to a hefty chest of coin, minerals, or the big daddy prize; a Blank Matrix Core.
M1000 overclock: Jury Rigged Selector Switch.
Balanced Overclock.
In short, Automatic Fire from the Subata, but for the M1000.
Positives:
Press R to toggle fully automatic fire.
Automatic shots deal full hip shot damage.
Negatives:
Insane recoil while firing full auto.
Massive accuracy loss after first shot.
Slower reloads, while in full auto and while in normal firing mode.
Obviously, you can't use Focus shots while in automatic mode.
A funny mode Overclock, like Bullet Hell, but with some practicality. Theoretically, you would have an insanely fast time to kill on a Praetorian or what have you, but you'd have to be directly touching them to make up for your accuracy going out the window.
"It took a lot of time, energy, and begging, but R&D have finally caved and added a selector switch to your M1000! The additional components means reloading is a pain, but full auto! Their warning about it being uncontrollable in full auto probably holds no water, right?"
Maybe add an EMP enemy that disables flashlights, flares and turrets? (Maybe molly and doretta aswell)
A laser tag room on the space rig.
Lore: "Management thought that this could be the training grounds for greenbeards coming to Hoxxes IV. Though we gave you access to it, for some reason. Don't forget to do your job miners."
When entered there is a small room. There are 4 colored suits, if you hold E you will "prepare" and if everyone is ready the match of lasertag starts. This is just for some fun.
Weapons:
Laser rifle (basic)
Laser grenade (don't ask how) (3 starting and found on the map)
Laser sniper rifle (found on the map)
Laser shotgun (found on the map)
This will be updated if i get any more ideas.
A simple "Remove all Notifications" button when opening either the weapon or cosmetics terminal, (getting weapon skins becomes a chore when they're for everyone).
Dwarves should shout something to the effect of "I busted a nut" when collecting an ebonut.
M1000 overclock: Tracer Rounds.
Unstable Overclock.
In short, Electrocuting Focus Shots, but fire, with some CC.
Positives:
Focus Shots inflict fire damage.
Focus Shots retain full damage.
Negatives:
Less ammo.
Firing a Focus Shot causes bugs to target the Scout that fired the shot (applies Pheromones to Scout for a short period).
Scout gets to set things on fire, and help his team by corralling bugs near him.
"By using aftermarket tracer ammunition purchased under the table, your focus shots now ignite enemies! Unfortunately, you had to pay for the rounds out of pocket meaning less ammo overall, and of course the issue with tracers being you can see where you're shooting, but everyone can see where you're shooting from..."
Glyphid Feeder
"This one's a bit of a sweet tooth... the Feeder is a recently identified mutation of the Warden with a repurposed spore emitter that grows red sugar on it's carapace, allowing companions to take a bite to great effect! It will however not attack just like it's cousin, and leaves a nice treat when you kill it. Still, be alert if you see the sugar moving."
Visual: kinda like a warden except red and with small pieces of "inert" (non glowy) sugar with a big block of the stuff shielding it's bulb.
Body: Heavy armor in usual spots plus the sugar chunk around weakpoint, weakpoints in usual spots but the emmiter is renamed to "sugar bulb" (Feeders also have some more hp than warden)
Attacks: Sugar Feeding, Final Treat
Special: Call Backup
Sugar Feeding-Other glyphids can bite the Feeder, dealing some damage to it in exchange for a big heal and some overheal one (or a speed boost two).
Final Treat-Drops some red sugar on death.
Call Backup-Same thing as base warden, calls allies when lonely.
Tips:
-Intentionally letting bites through may mitigate the extra hp, but it leaves the dangerous foes sustained+buffed. Just don't.
-If you tame a glyphid, they can use these things to take a beneficial snack break.
-if you're in a pickle and a Feeder is near, powerstrike it to get their sugar early and strip that armor for an easy kill.
Design: I wanted to do three things with this.
-Design something around the suggestion i'm replying to.
-Make it this weird Hoxxes thing of bugs using the sugar by evolving a living snack alien
-Make it unique and interesting, especially with the interactions the tips touch on.
Note: Afaik attacks are defeault abilities and Special is for conditional behavior (oppresors rage when hurt & menaces burrow when hurt but wardens always boost near things if possible and bulks will always explode on death so those are attacks)
If this is bad for x or y reason, go tell me and i'll listen!
what about a Karl event?
Since Deep Rock is a greedy company that doesn't value their workers lives it's clear that they won't try to retrieve Karl but what if we, the workers got together and BOUGHT a rescue mission to Karl's possibe location. A price that everyone can contribute. When we reach the goal, DRG launches some missions to that location and maybe we can find some stuff left by the Karl like a small living space or some signs.
It would be a cool event and the Karl's mystery would still be there
Suggestion: New Biome Gel Fields.
The gel fields are a response to the long awaited "underwater biome" instead of having water on the planet. They have this gel like substance that they "drink". New minerals, enemies, and shootable plants are available because the biome is unlike other we have dealt with. The new enemies can swim through the gel with ease and pop out at us. The gel should be transparent if possible.
The main gimmick though is that after sometime the gel would "restore" itself in a slow limited fashion. Making navigation more difficult and sneaky. New equipment would be required to navigate the gel or we can use a certain element (like electricity) to permanently damage the Gel and keep it open.
Would love to see some of the perks like strong arm get buffed/reworked beacuse they feel very underwhealiming compeared to perks like thorns,born ready
so, some of the biomes in Hoxxes overlap, so maybe that could be a way to spice up deep dives a little bit, maybe in some weeks we could have a stage with 2 biomes and a different 3rd one, or 1 biome and 2 different last ones. this doesn't need to happen every week, it would be something more incidental, it's just an idea to add a little bit more of a challenge and lore into the gameplay of the deep dives
On that note, make it so Prospectors don't spawn bots when hit by environmental hazards please?
We had one that booped itself now and again on some rad' crystal for a couple minutes... By the time we opened the cavern it was in, it'd spawned like 20 patrol bots.
We stood no chance.
Or leave that as-is for the rare occurence and the lulz, whatever.
time for another suggestion ive given only 10 seconds of thought to
Turret upgrade buffs
make it so that the LMG MKII gives you a buff on basically every single stats the base turret has, cause atm we honestly have no reason to take MKII over gemini system, but if the MKII gave you buffs in every department that outweighed the fact that you could only use one turret instead of two, then it might become a viable upgrade to take.
Also for the hawkeye system, make it so that it also gets a longer time between bursts but fires the bursts incredibly fast, so that it works more like a sniper without just giving us flat out massive dmg and range but shit ammo and fire rate, cause the fast bursts would be a burst of damage, just like a sniper does, without having to change the entire way the turret works.
idk how hard this is to add but maybe cross platform on steam?
how about making the hold e interact glitch not be a thing. its really becoming a game ender with revives
Dunno if this was a bug or not, but please keep the ability to avoid the Nemesis if frozen in all future updates. Could mean the Nemesis doesn't use cameras, but heat seeking to find dwarves. It was able to get through terrain like a Dreadnought without directly seeing a dwarf anyway. Kinda resembles the moment where the main guy used mud to avoid the Predator in the movie of the same name too, and the Predator used heat vision too.
I have figured out a solution to my greatest issue with the game so far: bobblehead representation. Pumpkin for autumn, check. Snowman for winter, check. And now, please, please, I would love to become a beach ball for summer! 🙏
Possibly an idiotic suggestion, but make Kursite/Ebonite infected enemies a part of normal spawn routines, albeit very rarely, on higher hazards.
Ebonite enemies when killed can grant a free vampire effect for dwarves, while Kursite drops can be deposited for a small bit of extra money, maybe? Just a quick thought, considering that these enemies do not appear anywhere else besides machine events.
purple hat to finish my waluigi look
Maybe add some CLASS SPECIFIC tutorials? Every time we get one of these influxes of new players, the matches turn into an absolute SEA of dwarves that are just completely lost in the sauce and, more importantly, have ZERO idea what their class is supposed to be doing. Engineers that don't even know they HAVE platforms. Scouts that just watch platforms go up on wall resources and turn to mine the gold on the floor. In the dark.... 'Cause they haven't shot a single flare. Gunners that NEVER deploy a shield and don't even know that they have a zipline.
Move Double Barrel to Balanced.
Bump the damage boost, but give it a longer reload time.
"By modifying the trigger, you can now unload both barrels at once! Unfortunately, the recoil is so bad your (very pained) wrists shake while reloading, and your effective ammo is cut in half."
Alternatively:
Move Double Barrel to Balanced, leave it exactly as is, but add a new line of text to the description:
"One regret: Your effective total ammo is cut in half."
One possible quick tutorial suggestion is to add short lines for Mission Control similar to the one where he explains Bosco's abilities, but for the class you're currently playing, giving you a quick synopsis on their tools and general role
4th grenade ideas (some of them are more for support)
Gunner: Stimulant gas grenade
"R&D combined coffee with gas grenades. This is the result."
Creates cloud of coffee which increases movement speed, power attack recharge speed, weapon reload speed.
"Have a breath guys!"
Driller: High-Velocity Shrapnel grenade
"This grenade flies really fast when thrown and explodes, launching shrapnel everywhere"
Self explanatory. If this grenade hits bug directly it can stick inside the bug and deal huge damage to it. Yeah, getting pierced from inside.
"Shrapnel grenade!"
Engineer: "Shredder pack"
"We reprogrammed those shredder drones from our rivals, and put them into this grenade!"
When thrown this grenade spawns some friendly shredder drones (they are different color from normal shredders) (3-4 drones are spawned)
"Shred 'em shredders!"
Scout: Slime Ball
"We analysed Scout's performance, and noticed that it dies often because of heights. This should help with that"
When hitting floor this will create a bouncing platform that removes fall damage and makes you bounce. It lasts for a minute or two. (Glyphids (medium) also bounce)
If it hits a wall you would be able to slide the wall to slow down.
If bug is hit by a grenade it will cover them in goo and slow them down.
"Slime ball incoming!"
(Vote with a class emote if you liked smth specific.
means that you liked all ig. Any feedback is appreciated since i want to get good at balancing)
Upd1. Reworked gunner's grenade.
Upd2. Added dwarves' quotes when throwing grenades.
Give engineer's turrets of the gemini system looks distinct from each other and give them some silly names with "Sentry X" still being right under the name
while we're talking sentries, could we have a feature that the engineer can "pause" the sentries by hitting them with the pickaxe? that way you can have them on stand-by without having to recall them or rebuild them, and then you'd make them start shooting again by hitting them another time
maybe this could be a mod too instead of a a default feature, who knows
Gunner burns his hand on the lead storm if he tries to gunsling while the gun is overheated
An appearance set to make your character have marble skin with rock armor. With reverse Rock n Stone voice clips specifically to that skin / appearance set.
Granite dwarf: "Flesh n bone!"
Additional voice clips for complimenting organic matter or petrified wood or bug gloop could be funny too.
Change "hacking" to "datamining".
Purely a visual change, just to fit the mining part of drg a bit better
I wish the scouts pet had a better way to notice it, I find myself attacking the scouts pet on reflex so much
Clean shaven should not be the default setting, it's horrendous. There should be a base beard.
Increase duo spawnrates i played haz5 shield disrupt lethal enemies with a friend and it was legit so ez cuz of how little spawned + the combined power of two teammates there is no reason solo and duo should have virtually identical spawnrates
Mission modifier where we can have Bosco in multiplayer dive? 🤩
Could easily be flavored as one of the dwarves smuggling Bosco onboard
Could also 'balance' the fight for issuing orders with some kind of 'overload' flavor where Bosco gets confused and shorts out for a while
A new ""beard"" option.. that's just even more chins!
No clue of this has been suggested but a way to favorite victory poses (and I suppose other cosmetics but that's not the point) so when you equip "random" if only selects from the favorite pool. If there are no favorited poses it'll continue acting how it does already.
I have an idea for the engineers next secondary basically it’s a arc gun that you hold like a mini gun idk how to describe it into words so here’s this pic I drew
Add an over clock that makes the sentries stronger but now you have to carry them to move them
Change Hoverclock OC :
I think it could be a fun OC to mess around with but its almost overshadowed by everyhing else wich has real damage or utility advantages.
My idea: Change it to have a charge meter each 5 seconds it gets 1 charge or each kill (grunt or larger). Each second you use 2 charges to hover. and Max charge is 4 so you could hover 8 seconds. But it could also be an unbalanced so you do 100% more damage while hovering BUT you take also 100% more damage while doing so (macteras bots etc) and your shield drains by 5 hp every second in hover mode. this opens new ways of scouts mobility and tactic while making it strong but also dangerous to use.
Interaction priority would help with situations where a dwarf is downed on a pipeline or next to Steeve, many games I have lost because I pet Steeve instead of reviving my fellow dwarf. Simply disabling those functions when near a downed dwarf is all I request
Frosty beard color would be p nice (Dull white/grey/black? white tips)
Make the double barrel overclock into a basic upgrade. It still wouldn’t be amazing, but you could combo it with Special powder, which would be funny.
Say, got an Anomaly idea (Could be Deep Dive specific?)
Extra Funds
”As a form of thanking the workforce for the excess Nitra, the company will permit the occasional use of multiple Drone units for a single mission.”
- Each teammate gets to have a Bosco(?) (No upgrades, including Rockets(?), except for cosmetics)
- If in Singleplayer, you get a second Bosco(?) to follow you.
- Follows you closely (5m horizontally, 17m vertically) unless commanded otherwise
- Attacks nearby foes (Prioritizes bugs nearest to you)
- Cannot mine,
- Will attack anything that you ping
- Will illuminate regions that you ping
- Cannot revive
- Only salutes when you do
Change the HE and Neurotox grenades into impact/airburst fuses so they are more useful than axes in some situations
New anomaly idea:
Glyphed beards
“For some reason, bugs around here can grow facial hair, and they’re oddly well groomed…”
All bugs have a beard and mustache. No gameplay effect it’s just cool.
Pinging grunts could have special voice lines , such as “Oi, that bug has a better beard then me!” “Do they have a barber down here?” And “Look at the beard on this thing!”
Don't know how difficult this would be, but face customizations could be cool, I'E different heads, thought this might be difficult with the mapping of beards and headgear and such
If you have other minerals and Nitra, Nitra should always be the first thing you deposit into the MULE, owing to how often a time-sensitive situation involving Nitra can occur.
Make it so that when you mute someone it carrys over to missions after leaving the space rig and vice versa 
For the Mk5 Gunner Suit, I'd like to see the Shoulder pads affixed to the Chestplate to better avoid clipping with certain animations
(For comparison, here is the Mk2 Gunner Suit in the same pose. Applies to others such as "Crystal Lover", Three Point Landing is the easiest to see)
More ways to mess around with friends in the rig, maybe a drinking competition that’s pure luck on who wins or a multiplayer barrel game
(heres a beer idea i dont expect it to make in but here ) praetorian punch -poison gas protection art: can have lime sticking out and gas
Silly Suggestion, not sure if its been said before but, ever considered adding an additional Cosmetic Option for Dwarfs to mess around with ingame, my idea being ''tattoos/Scars'' such as the red scars from Dawn of dread outfits or the Tattoos from roughneck pack. im sure you can think of many cool/silly ideas for Tattoos And Scars, aswell as add the mentioned Tattoos/scars from the mentioned DLC's in the option ''provided you own the dlc needed for the appropriet cosmetic''
Ash grey skin color would be pretty cool!
Make the animation of dumping minerals into the MULE a bit more lively, by shaking the bin or something. Just holding it over the MULE just feels soulless. Changing it would be nice. Of course this is super low priority. Also if it impacts performance too much… don’t do it :)
Victory pose: "Molly's habits"
Molly comes in with dwarf following it. After some time Molly climbs onto a wall. Dwarf looks confused and then just shrugs.
When you spawn in the space rig you should spawn in the classes respective room
add a small passive fall damage protection buff to the hover boots perk, 5-10%.
Make praets and oppressors not resist piercing ("designed for hunting big game" my ass)
Add elves
to the Abyss Bar, as a picture on a dart board that can be interacted with, as a small minigame. People want minigames, I think something you can quickly drop to start a mission would be good, so you don't feel bad about having to abandon your game to get started.
being able to eat sandwiches at the abyss bar would be fun, they don't have to do anything other than feed the dwarves. some more dialogue about sandwitches is what i really want
Greetings, miners! I've come again with another suggestion. While my last one (linked as a reply) was significantly more thought out in terms of balance, this one comes in the form of an idea which I believe would improve the fun factor of the game and its weapon tinkering. Ultimately, this idea is fun over balance, though I do believe it could be implemented in a relatively balanced yet still interesting way.
My suggestion is as follows:
Dual overclock system for weapons, achieved after a milestone of the devs' choosing. Maybe the first gold star in promotions, maybe after an assignment, whatever have you. By introducing a dual-overclock system for weapons, the very unique nature of each overclock could be tweaked and experimented with in combination with other overclocks, allowing for very interesting combos like Embedded Detonators + Cryo Minelets for the Zhukovs, Shield Battery Booster + Rewiring for the Drak-25, or Magic Bullets + Elephant Rounds for the Bulldog. Even if penalties were increased to compensate, or both overclocks had reduced effects when used together, I think the mechanics of double overclocks would definitely create an interesting customization experience.
Balanced? I think it very well could be depending on how it's implemented, but the spirit of this suggestion is more for the fun and customization factor overall.
New beer suggestion
Name: Homerun Brew
Effect: Allow heavy loads to be thrown significantly further
.... simple as that
Friends menu on console where we can join them directly
killing frozen bugs with the cold as the grave upgrade should cool the gun more then normal
lip sync? 👁️👄👁️
If you have both Gemini turrets placed, it can be kind of annoying when you want to reposition one and it pulls the other turret over instead. It seems like the turret that gets moved alternates each time you move one? Either way it'd be a huge quality of life change if you had more control over which one gets selected for repositioning, maybe pressing the button to pull out turret placement while you're already in turret placement would toggle which one gets moved
Give Molly a glock
https://tenor.com/view/the-lego-movie-batman-missed-first-try-gif-5629797
Add a voice line when you finish hacking something: "First try!" even if you failed a bunch.
randomize buttons for weapon framework/skin
crosshairs for the boltshark's special bolts?
Different skins for the bucket when you deposit stuff. Like a skin that turns it into a lootbug that you squeeze the minerals out of.
So, hang on. The Scale Brigade are supposed to be the best of the best, and yet they don't get their own unique pickaxe? You expect me to believe that makes sense?
The Drop Pod is no longer off limits to Steeve!
If you escape with a Steeve alive, that Steeve will be standing somewhere in the Abyss Bar where you can pet it again. But since they don't like you bringing bugs up to the station, they'll uhh, "take care of Steeve" while you are on your next mission.
Heck, maybe also introduce a few new voice lines about having successfully taken a Steeve when you pet it at the Space Rig.
The gunner’s room / cabin thing doesn’t have much gunny-things in it, the other classes have pretty unique rooms that add lots of personality. So here is my proposition.
Add some boxes of bullets in gunner’s room, maybe some kind of station where he makes bullets or something in there. Anything really. 
company special armor skin for all characters
different eye colors? something that small should probably go in the shop though. more use for phazyonite too
Above ground mining expeditions... Like on icy planets comparable to Jupiter's moons. That would be cool...
Holding down C would make M.U.L.E. stay on it's last position and not follow unless it's called by pressing C again.
Please increase the max sensitivity a lot for motion controls on playstation. I played splatoon 2 on switch and it feels really sluggish and slow to aim in comparison.
Make it so we can see dorretas head on the terrain scanner 
Anomaly/Warning
Strange Sugar
"The mineral composition of this region causes red sugar to appear a bit more, but it's.... it's not red anymore, that's for sure. The 'flavors' and their effects aren't consistent between caves either. The eggheads say it's probably fine, but experiment at your own risk."
+20-25% sugar spawns.
Spawns are split between red sugar (good old regular, no changes) and a few random color-effect pairings, (most effects come with healing though, maybe a bit less than base?). No damage sugar though, that would just suck
.
Red sugar could be more common than the rest by one margin or another.
Feedback appreciated as always :)
Please add a better death animation for the dreadnoughts
Please add a worse death animation for the dreadnoughts on a small % chance to happen. Like they just reference pose, snap to the coordinates of the middle of the cave, then despawn
Expansion of dreadnought types to species aside from glyphids, Such as mactera, naedocytes, qronar, etc
Greenbeards and even some experienced players tend not to notice chat from time to time. I've missed important stuff myself when focused on a task. So maybe adding an audible beep on new message that can be toggled on/off but is on by default would help out a lot.
Can we get a dreadnought based off the acid and web spitters also? Mactera dread sounds like a good one too.
Beer suggestion : Instead of Root Beer - ROCK Beer
❕ I am not suggesting a shooting range. Everybody, their Bosco, their Steeve, their hacked Patrol Bot, their sentries, and the grabber that tried eating them have already suggested that. This is my suggestion on how to add a shooting range. ❕
For anyone unaware, the internal architecture of DRG means adding a shooting range to the Space Rig is more or less impossible. The Rig and Hoxxes are basically two different games. So here's my idea:
Don't add a shooting range to the Space Rig.
Add a specialized map with targets that you can go to from the Rig. This sidesteps the issue of having to reprogram most of the Rig from scratch. I'm thinking a separate smaller station in orbit around Hoxxes that's nothing but a shooting range. Under the hood, it would just be a unique small biome with limited generation, like Shallow Grotto.
I think that flare customisations and mods would be a nice feature. So you could change the colour to a different degree and add some effects
Playing a bit of driller recently, and it really sucks when your team burns a zip line or a few platforms when they didn’t see your tunnel going up to the top already. I think it would be good to make Driller’s tunnels (where he digs with the drills) a bit more obvious, since they blend in with the map a bit, especially in dense foliage places. I think by “obvious” you could either change the floors/walls of the tunnels with that material that appears when you blow the floor up with C4 (or another material) or add little lights onto the sides of the walls that aren’t bright enough to light up the tunnel, but bright enough that they stand out in the dark (kind of like a waypoint with the pointer thing)
Tldr: fancy driller holes
Idk about you guys, but it would be cool if there was a mactera dreadnought.
can we pet the smart rifle for the "reload while mag is full" animation?
At the top of the map, instead of bedrock, there should be an invisible wall with some light shining in at a random angle (sometimes reaching the bottom of tunnels left behind by drop pods and the like), and you should be able to see the sky when you look up.
Not very functional, but it could be pretty atmospheric.
When standing still and there are no bugs around dwarf can look into the drone camera (which you can see trough when downed) and wave to Mission Control. They will respond: "Yeah, hello, we can see you. Now get back to work!"
Freeze the server list when you are trying to click a match.
I beg you.
The number of times it updated right as I clicked and caused me to hit the wrong game.
Drop your inventory when you die
Flares used to have mods like everything else waaay back in the day. You could make them a bit brighter or last a bit longer. And i think there was one for recharging faster or getting an extra. It was a loooooong time ago tho
Just hear me out a beer that "changes you gender" but there is absolutely no difference in anything, the dwarf would make a coment like 'oh, i didnt know how it felt like' or sm like that. I thought it would be funny lmao.
New daily special/fun space rig drink: “Bushman’s Beans” (coffee)
All it does is increase your movement speed, but like half as much or less as the Rich Atmosphere modifier.
Voicelines for this could go something like:
“Round of bushmans, Lloyd.”
“ yawn Feeling tired today… hit me, Lloyd!”
“Lloyd! Beans! or something. ”
and after drinking it
“eugh.. tastes like dirt.”
“Wait. this isn’t beer.”
“What kind of fiendish drink is this??”
yeah idk
Alright you lugs, another suggestion incoming.
How about an overclock for the Nishanka Boltshark that allows bolts to be retrieved even if they impact a target? My general reasoning is that, if I want a high-damage precision weapon as Scout, I just use the M1000. Yes, it takes up a primary slot, not a secondary, but the Zhukovs are already great as a secondary, and the M1000 can easily have more charge shot damage and equal precision to the Boltshark. The Boltshark does, indeed, have a little uniqueness in that it holds special bolts too, and there's the different base upgrades for it, but overall, it could easily be traded in for the M1000, which has higher ammo count and similar (often more) damage and precision. An overclock allowing all bolts to potentially be retrieved brings to the game the true function of a crossbow in that ammo can almost always be reused, and a penalty could be less overall ammo to encourage properly picking up your spent bolts from enemies after an engagement. Thoughts, miners?
While we're at it, team, can we all beg management to buff the Boltshark's fear chance to 50% with the upgrade? 33% makes it too often unreliable in my experience for using to area control, or get a swarm off your back. Great concept upgrade, especially being reusable, but having to spam bolts to try and clear an oncoming horde is more tedious than it is useful, and this is one of Scout's only area control upgrades.
I'm pretty sure this ain't original, but here we go anyway: Steeve the Exploder!
Simple: Now you can Charm a Glyphid Exploder to be your Steeve.
And since Steeves by nature charge in recklessly, let's make that Steeve the Exploder's weapon.
Their HP won't increase from the Charm at all, but their explosion damage is increased by 500%.
A.K.A. You could get a bug-seeking explosion once every 5 minutes.
Now you just gotta hope Steeve doesn't go for that single Glyphid Swarmer...
Can we have beer stacking back
Don’t know if this is my own error or not, but during core infusion events it seems that the enemies don’t spawn fast enough. The timer will go off without enough enemies spawning to complete the task. This happens all the time and is pretty frustrating. If there’s something I’m missing, that’s fine but if not I would like to see higher spawn rates during these events.
Remove the top cover handle bars from the Builder's Choice framework. They look a little bit goofy
i would like food i can buy with creds to go with my black reach blonde
Zipline overclock (Zipclock)
You can roll up your own zip line, pick it up and return it to your zipline launcher's ammo reserve, by approaching the zipline's grounded end and holding E. You can't do that while someone's on it and you can have only one in your reserve at any time.
I'm pretty sure this has been suggested before but having more milestones for promotion would be great. Maybe have special armors or pickaxe skins. When you get to diamond or something you could maybe get another perk slot (even though that would be broken). Anything like that would be great.
I plucked this idea from a Youtube Comment Section
Electrifying Reload on the GK2 could have the same AoE effect as the Stubby
Came here to make the same suggestion, but (unsurprisingly) it's been suggested over a dozen times. Also found two open tickets for it on the bug tracker:
https://ghostshipgames.atlassian.net/browse/DRG-5587
https://ghostshipgames.atlassian.net/browse/DRG-4767
This issue is especially annoying when you’re trying to join a deep dive. Not only do you have to wait for the whole pod to reload, but you have to run all the way back across the pod to the deep drive terminal before you can try again to join a different deep dive lobby.
DEVS: I love this game, but it's really disheartening to see an issue like this being completely ignored.
Nemesis needs to shout "WERE RICH" as one of it's lure lines
ATM everyone doesn’t like shield battery booster because it requires you to be at FULL SHIELDS to have it even work. I propose a change, and that is to make it so that you get the significant increase to damage and velocity whenever your shield is up, no matter how much health the shield has left. This way it allows for us to still take some damage but still be able to have the overclock be useful
Biome filter in full server list maybe
If a dwarf drinks more than 1 special brew
As in if a dwarf already has a beer buff and drinks specifically another buff giving beer. The consequence should be a randomized sentence of insult along with calling out the class of the user.
EXAMPLES BELOW:
Management: You Scouts really think everything belongs to you? Rude.
Management: Looks like the Driller is an alcoholic who can't share.
A buff to Micro Flechettes for the BRT7. Maybe increasing the magazine capacity to 48 instead of 54, in exchange of loosing 6 points of damage instead of reducing it by half would be fair
Game should tell you who pressed the buttons for Molly, the Refinery, etc. since it already tells you who called a supply pod.
If a player loses connection to a server or crashes, grant them the full amount of minerals, xp, and credits gathered up until the point they lost connection.
a skill that lets you tame bigger bugs that arent grunts
I still think that explosive chemical rounds for the Lok-1 should max locks to 3 per enemy at a time and/or at least only be able to lock on to one at a time before moving to the next
A stupid shitpost Voice line, for obtaining a new Core: "It's Mine to Craft!" As an obvious reference to the OG game about mining.
Rename "Cosmetic Tree" to "Cosmetic Cave" for future seasons. What does Management think we are, tree-hugging leaf lovers?
Aggressive venting mod for drills, tier 4 perhaps?
Optimization for x/s maybe?
Missions on the edge of biomes, maybe specialised missions for this. Just like an area where two biomes collide.
Class specific lines for killing a Nemesis would be cool.
Suggestions:
"Nemesis down! Whew, how's everyone on ammo?"
"Scrapped for parts! One sentry is worth ten of you!"
"BURN! IN! ROBOT! HELL! YOU MUMBLING METAL PSYCHO!"
"I've been blown up by someone way scarier than you, scrap metal!"
Sometimes on missions when a lost pack spawns, you can find a "Shrine to Karl"
It's a big rock, surrounded by smaller rocks that form a circle. On a rock there is a carving of a pickaxe, and an inscription (one of the following):
"Rock and stone forever"
"For Karl"
and some other.
When pinging:
"I wonder who built this... For Karl."
When finding lost pack AFTER visiting the shrine:
"Oh, well now we know. Rest in peace."
Two things.
One:
Let us deposit Lost Gear in Molly. This would give everyone that didn't get to grab their cut a cosmetic when they get back, and give you a small amount of credits for laying the dead to rest.
Second, new line ideas for finding Lost Packs.
"Your fight's over whale piper. Rest easy."
"Looks like he went down swinging...Karl would be proud."
"I think I knew this guy..."
"Damn it. We lost another one."
"I'll kill some bugs to avenge you lad, whoever you were."
"You fought well, and died honorably. Rest in peace greenbeard."
"Nothing left to bury...god damn bugs."
While depositing gear:
"Leave no dwarf behind..."
"You deserve better than rotting in Hoxxes."
"You're coming with us, whale piper!"
"You missed the drop pod the first time. You won't now."
press esc instead of the cancel button 
Add a warning to missions which could cause dwarves to be drunken as an extra challenge.
As I think that it's shame when a challenge and fun of being drunk is only limited to drinking tons of
, which rarely happens. And there is no reward for finishing a mission while being drunk.
call it like booze cruise or night out maybe
Rare alcohol praetorians which spit beer, temporarily making you tipsy, release booze clouds upon death. Their plan is not to claw and jaw you, but to make you pass out from intoxication 
One thing that would be particularly interesting would be if there was a wave game mode. You and your fellow dwarfs enter into a practice simulation Rock and Stone has created with all the Prospector, and Nemesis technology they have collected. In this simulation you and you friends have about a minute in between waves that constantly increase in difficulty.
Beer ERR:7*>J#7T;×7L:
When you drink it, the dwarves go full T-pose and are extremely distressed about it
Add a little donation stand in the commemorative hall, in which you can pay 100 credits to help the dwarf families to find their lost relatives that died in the caverns of Hoxxes
Pickaxe power attack should do more damage based on your downwards velocity
Frameworks for our "tin can" that we carry the minerals in, dwarves even complain about it being old
Or...you smart bois already have that planned and the lines suggest that?
New mission mutator: deadly darkness
This mission would be set in a cave that is inhabited by creatures which are afraid or/killed by light, and swarm any dwarf who is in the shadows. You would fight these creatures more with your headlamp and flares than your guns as they'd have a hefty resistance to all damage while in the dark.
Bring back the Bronzebeard Bitter!
For context, Bronzebeard Bitter is a gag beer that lets you kick barrels really hard, sending them flying and producing an explosion effect and smoke trail when doing so.
It currently goes unused but exists (or at least existed) in an earlier build of the game, as seen in this DRG Historian video at the timestamp https://youtu.be/ZdqaFUwmqto?t=160.
Jumping into the barrel hoop should set the player to the "patient gown" outfit, as a way to be able to use said outfit on demand. Plus, you do respawn in the medbay after jumping in...
make it so driller's sludge pump's charged shot doesn't have such a large hit box for exploding. i hit friendlies when they are to my left/right even when they are not in FOV
Weaponised Dwarf Vomit.
That's it. That's the suggestion.
Goodnight!
The maggots in hollow bough should be spiky and shoot out spikes when killed
Salvage missions should have random bits of what the mission was that was failed - possibly an alien egg, or a doretta head, or a few bits of morkite near the mini-mules
A emergency respawn system. In cases where you're physical unable to move and or do anything during a game.
Update the resupply pods to make it look like it has shelves of ammo and medkits, replacing the 3 silly blinking bars with just one square shelf with the ammo and medkits inside it.
It's one of the very few pre 1.0 models that have yet to be remade, and it shows.
Instead of random overclock matrixes obtained in Deep Dives, you get ones for the random weapon of the class you're currently playing as.
That would allow players to get overclocks for their favorite weapons and classes quicker, and would be less tedious to do
Make a bot that tracks the amount of
s there are for a post and categorize them into a list ranking from most desired to leaf-lover hogwash
I would be cool if cool if mission control had some voicelines when people were downed.
For example:
1 Person downed - "Keep it together, we have a dwarf down."
2 People downed - "Come on team, you're loosing each other down there!"
3 People downed - "There is one of you left, don't fail us now."
All players downed - "That's all of them, send in a recovery team, now!"
In this case there is a four player team but it would be cool if this worked in any case. Idk this just came into my head.
Add a way to specify voicelines when pinging a teammate.
It's annoying pinging your teammate 3 times just complimenting them until it finally says something to get their specific attention.
For example, when using the ping tool, left click a teammate to say something serious like "Driller! I need your attention!" and right click for compliments and funny voicelines.
caretaker needs to cool it with the constant phase bombs. it didnt do that in season 1
Alright miners, Ill try to keep this short. Idk what "management" has planned for future seasons, but here's my idea:
New biome: Planetary Surface
Literally the surface of Hoxxes, with a "low O2" bar and low gravity by default. There's still the caverns right under the surface, but if you go up enough, you can run around on the surface, and see the stars. Luckily, there's plentiful "O2 springs", which are just clumps of Hoxxes wildlife plants that produce bubbles of O2 that the dwarves can use to replenish instead of supply drops and Molly. Other than that, the surface is mostly barren other than the glyphids, and...
New mission: Surface Sabatoge
The rivals have learned of the various Morkite and Gold deposits through their prospectors (nice going), and are attempting to establish a foothold on the surface of Hoxxes. This "outpost" of theirs will still be under construction by their robots. The target is a large planetary cannon capable of ripping apart any dwarf that treads on the surface, or any drop pod in close proximity. Dwarves must land via drop pod out of range of this planetary cannon, and navigate underneath the surface using the cave tunnels to reach the base of the cannon. They will attach a Hacking drone onto Molly, since sending one in any closer would be shot down by the cannon. On the way they will fight through rival defenses, as well as sneaking around or shooting through several nemesises. Upon reaching the base of the cannon, Dwarves would need to hook up the hacking drone to it, and basically undergo a normal "data deposit" mission, only this time they need to protect the hacking mule next to the cannon, and do a hacking "minigame" once in a while when the hacking pod inevitably freezes. Once the cannon is offline, dwarves can call in the drop pod and leave, letting Management safely clean up the rest of the construction later. As a bonus, however, Dwarves can make quick work of any rival tech nailed to the ground.
rock and stone?
I feel like the stubby needs to be a secondary rather than a primary
Nerf the stubby please
Another idiotic perk suggestion : Heavily-armed
Grants ability to carry two primary weapons. Perk level determines weapon swap speed penalty?
.... yeah probably not a good idea.
Victory pose (Engi exclusive): "Dwarven tech"
Engineer drops a device, that creates a chair that he can lay in. Then he jumps onto it and relaxes.
Active perk, rock n’ roll
you can roll for a short time like a shellback, gaining damage resistance while dealing damage and knocking back medium and small bugs
new drink: Brawler's Brew
heavily intoxicating drink (75%) a drink brewed specifically to aggravate dwarves, inspiring a spacerig barfight. management hates this beer- every time a team orders a round, maintainence never has any pretty words to say about the damages. it stays around though, as team morale has never been higher.
Remove Naedocytes from the game.
Probably been brought up before, but saying it anyway: The ability to customize your own quarters. More options unlock for purchase whenever you promote a dwarf to a new tier, each of the 4 classes offer different packs/types of items to buy. Currency to buy these things? Beer ingredients. Give us something fun to do with the mountains of random plant matter we keep collecting instead of drinking ourselves even stupider than we already are.
Engie has a voiceline he says when trying to reload the Shard Diffractor "hasn't blown yet". This line is for the driller ! For his
! With a little bit more punctuation it is perfect :"Hasn't blown ... YET"
Mission event suggestion:
Placeholder name: Loot Splosion
Objective: Timed objective: Feed a stationary unique Loot Bug "chunks of raw gemstone" so that it grows and grows until it pops with an explosion of randomized resources (mostly Gold and Nitra).
Enemies: Regular swarms of enemies and unique Golden Mini Loot Bugs that drop an event specific item "chunks of raw gemstone".... These lootbugs should be hostile with some sort of pitiful attack (Helps the event item get closer to the player). You're the villain in this scenario you loot bug abusing menace, they have reason to stop you.
Fail condition: There is no fail condition. When the time runs out, the loot bug you were feeding pops and explodes resources out based on how many chunks of raw gemstones you managed to feed it.
Edit: There should be plenty of voice clips about how awful the dwarves are feeling about doing this. But they do it anyways because gems are worth it. RAWK N STONE... But at what cost?... Ehh who cares... etc....
I really think the Shard Diffractor should emit a stronger beefier sound. I want to hear it ionise the air and cook the flesh of the bugs !
Jet fuel
Unstable
"R&D have modified the crispr to use rocket fuel, allowing you to jet yourself around and carry more. This fuel has lower range and damage though, and you should be careful with it."
+Shooting jets you back
+Significant increase in ammo capacity (+150? (3 base tanks, 2 big tanks))
-Significant range decrease (-3 or 4)
-Significant decrease in both direct and sticky flame damage
Basically the funny flame version of special powder, also granting more ammo for getting places. The damage down is so that the effective damage output per % of ammo doesn't go too high up, & the range is because otherwise triple-double-super-mega-octuple-rocket-jet-kiting-hovertricks would be too easy to pull off for how safe you would be when doing them properly (very). Do note that the way crispr works you get more control with this than special powder.
Bringing back flare upgrades in a single tier of upgrades, because I feel they are a bit lacking, with 3 options to choose from and each costing just 250 credits:
a) +1 max charge
b) -5 sec cooldown
c) 25% increase in light radius
especially in games where I dont have a scout with me I feel like flares as they are now are just a bit lacking, the game changed and especially cave generation is a lot different to when we removed the upgrades and made them baseline. And I believe now its time to give them just a little "nudge" the right way
Small idea for armor.
When designing next armor. add an option that can show the logo of which miners union you’re part of on the armor.

If you’re part of no union then there’ll either be no logo on the armor, or a default logo for it.
Add an option to hide/disable your miner’s union logo on the armor for those who are afraid they’ll get harassed by other players for showing it.
The logos should be visible on the shoulders of the armor, so shoulder pads should be designed with space in mind.
Tacticool pickaxe set. Picatinny rails on everything. Combat knives for the picks.
Want a scope or laser sight on you pickaxe? Done. Want a bipod on your pickaxe? Double done. Want two grips on your pickaxe? We can do that too. What's the point of having a tool if you cant put more attachments then possibly needed on it?
More glowy bits on everything. (Skins)
Fix secondary objectives clipping through terrain
Fix crafting materials getting eaten by terrain generation. Bismor gets hit particularly hard by this, as the only biome it's abundant on generates cave coral that sometimes eats 80% of the (already very small) deposit
Please look into performance! Some of the updates to the game have clearly impacted performance. I went from all high settings to all low settings just to maintain good frame rates. It can still chug during fights.
Tools, gadgets, or grenades that can use combinations of other roles tools, gadgets, or grenades. For example.
Gunner could have an incendiary grenade and engineer would deploy a sentry. By somehow combining (smashing in) the grenade into the sentry it can become a automated flamethrower for a certain amount of time.
Gunners zipline and miners neurotoxin grenade which would create a form of temporary insect repellent.
Engineers L.U.R.E could be booby trapped by using any explosive grenade so at the end of the lures life it would detonate.
Miners satchel charge could be combined with other explosives like the cluster charge for added explosions, Scouts pheromone canisters to attract bugs to the charge, (would also work with engi's lure) and so on.
Having scouts cryo grenade out and looking at miners drill would allow scout to jury rig on the grenade for limited but an effective amount of cooling to allow the drill to operate for longer.
Use engineers grenade launcher to lob grenades and explosives farther and make them detonate on impact.
I think this is a visual bug where if you select armor that has tattoos, the tattoos don't get applied or removed until you navigate away from the current screen. this leads to the ability to have temporary visuals like the one you see in the pic i included, where i have the dawn of the dread tattoos, but on the roughneck armor. it seems you can do this with any combination. the reason im posting in here and not #420195388675588096 is because i would like to see this become a feature. please add a tattoo section to the wardrobe.
So, watching gold being smelted has given me an idea : Let gold be a commodity itself, instead of being automatically sold to the company on mission completion.
Now as for what gold can be used to make, you can either have them smelted into coins or ingots via a foundry of sorts, and stuff you made stays in the inventory before you choose to sell them via the mineral terminal, or something else.
And if fluctuating market value is something that can be shared from the mineral terminal itself, have a 'Gold Value Today' to denominate how much gold chunks can sell per unit, and better yet, how valuable commodity is during the day.
One last thing, gold as ore or made into items? They can also be used to make cosmetics, and perhaps allow dwarves to finance other upgrades on their own, gold plated skins, rig upgrades, and other QOL improvements, your call.
It's one thing to see dwarves ignore gold because of their understandably depreciated value in the late-game phase. Give it more uses, give dwarves an actual reason to start mining gold again. 

An animated (or using ingame animation) series similar to Team Fortress 2's meet the team. I would love to see the inside lives of the characters and how the devs represent there personality and interactions with each other.
Special Bolt: Chemical Explosion is clunky for a few reasons. It will fail to activate if the glyphid is killed by the direct damage or if it is frozen. In practice: there is a wave of glyphid grunts, you inject the one closest to you, it is stunned momentarily as you swap to your primary to kill it, then it has a few second delay before the animation completes, then it explodes. By this point it is common for a majority of the group of glyphids to have dispersed or have been dispatched by teammates. While it is far from impossible to be efficient with this special bolt it is generally an exercise in frustration to get it to work properly.
I would suggest making the bolt's duration apply the same DoT but the bolt itself explodes after a short delay for the explosion damage. This removes the awkward dynamic of needing to apply the bolt without killing the glyphid (because if you kill it with the direct damage it won't explode), then wanting the glyphid to die immediately after because you then need to wait on the death animation before it does what you want it to. This also removes frustration of teammates inadvertently freezing your target and removing the explosive effect because it would be like hitting a target with a sticky grenade/neuro toxin and then it being frozen. The grenade still detonates and neuro toxin is not removed, so this would be functionally similar. I would also recommend a noise that signals the explosion is about to occur, much like a sticky grenade so teammates are alerted.
Separate the hover boots into jet boots & hover boots
With jet essentially being an unstable super dash/escape tool with limited charges
Beastmaster's cooldown should be shortened proportionally depending on how long Steeve was alive. It can really suck to make a Steeve only for it to take two steps, hit an exploder and die instantly.
new anomaly/warning: High Activity
"Well team, it appears this place just so happens to have large amounts of DRG activity lately, expect trouble"
Increases the chances of machine events, missing dwarves and cargo crates to either one is guaranteed to spawn and there is a vastly greater chance of multiple spawning, or its just an increased chance of them spawning (though that would be a bit boring). if its a warning then have greatly increased sized biter waves and even dragging in the rivals who become curious as to why the hell DRG is spending so much time in this one area, despite it just being a coincidence.
Adding this should allow for ease of the grind for cosmetics and less so for overclocks, but still there.
add a mactera boss
If Scout manages to down a Driller it would say a unique voice line:
"Damn, revenge tastes good..."
"C4 this, ye darn leaf lover!"
"Finally, no more explosions!"
More boss fights. I imagine we'll get more in the future especially with the rivals but I personally really want more and maybe even slightly harder mechanics that are still easy to figure out. Nothing too crazy now.
A diffrerent voice line for when you get hp from using the 'vampire' perk. It having the same voice as picking up redsugar sounds wierd
Crazy idea but maybe don't have blood splatter appear on the hack pad during the communications router event haha
Bring back multiple satchel charges at once but maybe limit it to just 2 or anything else then just removing it completly
Like: limit it to 2/just allowing it in eggs hunt to pop all eggs at once easier/not allowing multiple c4 from the same driller to stack in dmg/ not allowing u to throw more c4 if u are in a specific range of the last one
just found out that that was a thing and now im rly sad it got removed
My editing skills are absolute arse, but i'd love to see a metallic grey skin colour in the game, or just more skin colours in general.
Make the horrible low HP sound stop playing when inside an oxygen field
I'm thinking that for a future season once the the rival stuff gets dealt with the next thing could be about trying to find out who Karl is or what happened to him or even finding him in a cave somewhere as a skeleton or maybe he might still be alive...
a mini bosco or something to replace the sentries on engi letting him play more offensive, stats: mini bosco isn't able to mine, hold or repair/build objectives but still does the same damage as regular bosco. mini bosco has a set ammo count (maybe 100???), once he runs out of ammo he will land on the ground near you for re supply. idk if this would work in the game i just though it was a nice shower thought.
New callout for Crassus Bulk: “We’re Rich! … And possibly Dead!”
What is the point of the upgrade 'Banshee Bolts' for the crossy for? It seems very anti-synergetic for the weapon and can hurt your build. All the special bolts do better when enemies are clumped together. Not scattered and running away, which Banshee Bolts do. Instead of Banshee Bolts emitting a fear radius, instead, they could briefly stun enemies. At the cost of the arrow not being able to be retrieved.
Suggestion:
Have all pistols offer a utility option suited to the class, over it's raw combat performance.
IE:
Scout's Boomstick with Special Powder lets you fly around the map like Spiderman if you practice with it a bit.
Driller's EPC with thin containment can be used for EPC mining, but it takes some skill and good timing to do it well.
Gunner and Engie could use some utility stuff as well.
I just want to see most (if not every) pistol have an option designed for utility at the cost of using a more damage-output or easier to use option.
Heck, I'd settle for just more OC options for scout mobility and driller terrain alteration at this point.
Similar functions for all their sidearms would work fine.
Gunner could get something along the lines of fear-based area or single target denial (IE, the revolver having an OC with 100% fear for a decent amount of time, and a shorter duration close-range proximity AOE fear on all enemies in a 90 degree area in front of him when firing the burst pistol).
Engie could get an option on the breach cutter to fire out Rival-esque shields (like the ones the new Rival Nemesis uses) that push back enemies it hits, but deals relatively mediocre damage.
Scout could get an option that replaces normal ammo for the crossbow with a mobility aspect of any number of methodologies.
Driller's new collette microwave gun could get an OC that displaces resource clusters from walls with prolonged fire.
Even if it just melted certain resources that make sense to melt, like gold, red sugar, and the various crafting materials (bismor, magnite, croppa, etc).
Suggestion:
EPC balanced overclock:
Double ammo, halved damage.
Great for EPC mining, but at the cost of combat performance (as fire rate, heat buildup, cooldown, etc would all remain the same, effectively tanking it's DPS in exchange for more mining potential).
Would be really cool if they added a shooting range to the space station lobby so you could try out set ups before committing to a mission
can we have Shallow Grotto return as a makeshift training area we can revisit? testing weapon builds and character playstyles and all.
Hold down right trigger whilst using the laser pointer, to bring up a radial menu of different contextual things to say like:
“ I need a platform here”
personal blacklist when hosting game. blacklisted people cannot see or join your server. although ive only met 2 toxic people in my entire playtime i never want to meet them again if im the host
Good morning, Miner's!
Today i got.. slightly drunk mind,and dat idea have an chance to be or complete shit,or... i dunno
Okay,movin' out.
We're all remember that old Mobile Game "Jetpack Joyride",ye?
And after looking at class overclocks,i realised,that gunner and driller don't have that much of MOVEMENT OPTIONS.gunner especially.
And now i wanna present new overclock idea for "Lead Storm" Minigun
"JJ9111".
Before we go to Fun part of the weapon,i wanna talk about this.
Gunner ISN'T mobile class at all.I know it,but still, aren't looks..and sounds as strange and funny as possible?I do.
Okay, let's get to stats
After not quite the right artisanal processing, the barrels of your minigun shoot with such recoil that you can fly!(When Shooting underneath,you will gain vertical velocity)
...Of course, everything has a price. Due to the strong recoil, the accuracy of the weapon is greatly reduced.
/
..Special ammo was also created, which you can take much, much more...but due to the small caliber and flight speed, the damage is reduced.
And now i gotta go.Ma' beer awaits me!
If ya like this concept,just place 
If not
I think the T5B upgrade on the Subata should apply to all flying enemies, not just Mactera
Active Perk: Bug zapper. A charge in a decent radius that kills small swarmer enemies. Like naedocytes, shredders, and swarmers.
Small personal request but can a line be added when you press reload on a fully loaded double barreled shotgun where the scout says "Groovy"?
Here's a suggestion: More Dwarf places to visit... We have our space craft, but what about a nice little mining town on some asteroid...? Would be a different view for a nice change. Like some Dwarf strong hold built into an asteroid...
Quality of life: Add a separate animation for adding large objects like pearls or eggs to the depository so that it's more satisfying to deposit them as well as a better visual indicator when you're unable to keep your eyes on the corner.
A terminal or main-menu page where we can see all of the unlocks that we've received, from what sources, and how many possible unlocks remain. Layout perhaps similar to the Miner's Manual, with a set of tabs for each source of unlocks that you can click to then see the contents of those unlock sources, which ones you have and how many you don't.
You can see everything in their respective equipment menus, yes, but it would be nice to be able to track, for instance, overall progress towards having all loot from Cargo Crates, or having all weapon overclocks.
Tabs would more than likely just be:
- Weapon Overclocks
- Cosmetic Overclocks
- Lost Equipment
- Cargo Crates
Victory moves should always be unlocked by all classes at once; victory moves aren't really exciting loot to begin with, and having to unlock the same basic victory move 4 times in a row for every one of them is a hassle.
CWC oc idea: dinnertime
u can cook bugs to an edible degree and eat them to replenish health
-big dmg reduction
-gigantic aoe reduction, make it lazer-like
-much less ammo
+cook a medium sized glyphid, eat them, restore 15 or 20 health
Suggestion: Shooting range it would be great to instantly be able to know what changes you made to your build without having to go through the trouble of starting a mission and tweaking your build slowly.
Please buff or rework the final tier of armor upgrades. The shield break ones are laughably bad
Little idea, and some ester egg:
Passive perk - "Steel Assault Boots":
Now when you fall on a bug/ally, you just bounce off
why not do damage by falling, dwarves are heavy guys, I think if we fall on the spine of a small/ medium beetle, we will just crush it, but if we fall on a praetorian, it will just cause damage
**Pluses: **
-Now when falling on a beetle, he will die
-New perks
-A reference to the assault boots from tf2
Minus:
-Another way to kill lootbugs
-Scout can survive a fall
sorry for bad translate
P.s. yes MARIO!
Dumb suggestion: A line when forging overclocks that goes "When are we going to get underclocks?"
More pickaxe mods.
Its kinda sad that to most important tool in the game only has 2 mod slots. And maybe make it so you have to work for them like mod slot 3 opens when you get your first promotion, 4 your second promotion and so on.
Some ideas:
-faster hit rate
-wider radius of terrain destroyed
-more damage to enemies with normal hit
-more weak point damage
-hitting and enemy slows them down
Poison Powder/Gas Blaster/Boomstink Shells
"We have pieced together a shell design that throws out pellets in exchange for neurotoxin laced gunpowder, making you blast big, poisonous shockwaves out into the field."
+Large increase in shockwave damage (+20)
+Massive increase in shockwave size
+Shockwave poisons enemies
-No pellets (mods now apply to shockwave)
A complete dismantling and reassembly of the boomstick into a poison puffing machine. The new damage up being a second shockwave damage up and giving you up to 80 shockwave damage plus the Ntox is pretty big, but so is losing all those pellets. Blowthrough becomes extra shockwave size, armor break is uhhhh... does the shockwave damage armor normally? Whatever the case it's pretty good at it now. Stuffed shells is some buff to the toxin. Fire.... hmmmmm... Fear would be like the autocannon Ntox payload combo but on scout lmao
I would love a setting to deactivate the tinnitus sound effect when an explosion goes off nearby
Add mug root beer
Just wish that paintjobs were more universal: Currently certain pickaxe & Bosco paintjobs don't go on armor & weapons, certain weapons & pickaxe paintjobs don't go on armor & Bosco, etc. etc.
Really would prefer all paintjobs to just go with everything.
Maybe a mod for the power drills that gives some melee damage resistance while drilling? Dunno whether that'd be too good with vampire or not though
More types of flares.. or at least upgradeable ones 1 flare type is not enough
You take this upgrade the flare becomes brighter but lasts less
You take that upgrade you carry 2 more flares but increases the cool down for each flare charge
Faster recharge for less brightness... or different flare types like "low intensity flare" since we have high and medium, Is alot less bright you could carry more of it
Sticky flares, it sticks to stuff but lasts less time
Flare holder, carry one 1 big flare that can be activated on and off to illuminate your surroundings wherever you move, using it loses charge and not using it charges it
If/When volume 3 of the ost comes out, it could be neat to get some unique boss themes for the Caretaker and Ommeran Heartstone. Maaybe not the Heartstone since half of that fight is just swarms, but the Caretaker is definitely unique enough to deserve it imo.
Food biome that's the interior of a giant cake. All the flora are modeled after various sweets :D
more voice lines for pinging fauna and plants etc. azure weald has ping marker voice lines for pretty much every plant and unique surrounding props. for consistency it would be nice to have voice lines for other locations as well, instead of having the general MARKER UP or LOOK OVER HERE callout. i like marking stuff. my team needs to know that there's a plant. and what that plant is called.
and that i see it.
I think it would be cool is every now and then you can randomly find a 'cursed matrix core' and to then have a 'rematrix mission' which would give you a new re-rolled matrix core for completing it. Also I think a unique idea for a balanced overclock is that at the start of a mission, the weapon that the overclock is attached to gets a random buff and debuff .
New secondary weapon: Fists of Steel (FoS) (Don't care that we just recently got new secondary weapons, imma share this anyway!)
Wielded like gloves, these steel fists that are twice the size of a Dwarf's fists will allow him to punch bugs to his heart's content.
When wielding the FoS and not doing anything besides looking around, the Dwarf will have his arms up similar to a boxer, which also increases physical defense at his front.
The usual fire-weapon button is a quick straightforward thrust.
At the moment the steel fist makes contact with the enemy, it very quickly extends forward, resulting in a high-damage hit and having a high chance to stun the enemy if hit on their weakspot.
With the right timing, pressing the fire button again results in the Dwarf quickly punching with the other fist.
Continuing to press the button with the right timing has the Dwarf continuously punch, alternating between fists until the FoS are out of ammo.
Speaking of ammo: There's no such things as clips for this weapon, just a % meter of how much energy the FoS have left.
Some Overclock ideas...
Force: Trade in lots of its damage to allow the FoS to knock all small- and regular-sized bugs off their..."feet" and send them flying at least a dozen meters.
Granite Casing: Now heavier and thus slower to punch, but allows for more damage and instant armor breaking.
Static Charge: More ammo consumption, but every hit guaranteed inflicts Electrocution.
New randomly spawning boss: Omni-Lootbug. It's a lootbug that somehow ate a heartstone and now it floats around and uses rocks to protect itself and throw at dwarves. Maybe after you kill it you can get chunks of ommeran heartstone that give gold or xp, similar to Kolrok shards
This started as a joke tbh but now I'm starting to think it could be pretty fun-
A unique voice line for shard diffractor when running out of ammo “Shard is drained. Does that mean management will finally repair doretta?”
robot rebellion weapon color should reflect the class's robot rebellion color. the weapons for all the classes are a black color that looks chipped off in some areas to expose the steel color. as an example, scout's metal portions of his armor are a faded blue that is chipped off in some areas to show a steel color.
Make Tyrant Shards visible on the terrain scanner. They're big gem-like objects like Jadiz, etc. so it's a bit odd that they don't appear, and it's surprisingly easy to lose track of them if you don't pick them up right away.
Random thing that dan be found on a mission:
(Name and description)
(THIS IS NOT A MISSION TYPE)
"Rival outpost"
"Our rivals built a temporary outpost which they store the minerals in. Find it, destroy it, and bring the minerals back."
There is a platform of unmineable material, on it there are rival turrets, rival bots, and mineral storage. You have to destroy the turrets, and hack the vault. After that, the vault will burst with minerals and then give you 2-3 large gems (Pearls, Jadiz, e.t.c.) rarely there can be 1 chunk of compressed gold and REALLY rarely bittergem. In case if biome does not have large gems it will just burst in mined gem, like cargo crates.
Hacking the vault has a few stages, between the stages there is a swarm of rival bots.
Nearby the vaults there might be mined ore veins, taken large gems and e.t.c
Idea for voicelines when trying to reload the drak-25:
“Let’s hope this thing doesn’t explode.”
(singsongy tone) “I got a lazer gun and you don’t!”
“Please don’t overheat again…”
“State-of-the-art equipment!”
“Pew pew, pew-pew-pew!”
Rival presence DLC helmet. All the other DLC have armor but that one.
adding on to this
a helmet made of the patrol bot ball thing
Hello I have a thing or 2. 1:Add aiming for all the guns. 2:Add a shooting range for the guns of your characters E.G coil gun for gunner
Driller grenade idea:
"Bore-ing grenade"
"This grenade will drill forward into terrain while leaving trail of explosions. When grenade stops, they all explode forming a tunnel."
countermeasure for situations like this (gravity lift/zipline at the base of the ramp, or a massively extended ramp?)
I think SMRT-Targeting should have more synergy with some of the LOK's upgrades that give bonuses for lock-count
Basically, the SMRT software would factor in whether or not it needs that extra damage from T5B or Executioner, etc
Im loving the black crag paintjob, but class specific (blue green and yellow variants) versions would be nice tbh.
New Warning modifer suggestion.
Uncommon Flu 🌡️
description: some bugs in Hoxxes have caught some sort of harsh sickness, spreading in the caves. Avoid getting it yourself and keep distance to your teammates.
In these mission, there's a 30% change a very sick Glyphid will spawn, Carrying disease. Such bugs have a 20% lower defense and move a bit slower. but don't let them get too close.
If your shield runs out and the Glyphid bites you, you get infected with it's Flu, making your dwarf commenting "i'm not feeling so well", or "oh no" and soon after. you get your character get's ill. starting to cough, sneeze and sniff alot.
A sick player has their movement speed reduced by 10% and a reduced pickaxe swing speed. additionally if at 100% health. the health meter slowly decays, till you only have a fixed amount. the amount of health you have left is depending on haz difficulty.
haz 1: 70%
haz 2: 50%
haz 3: 40%
haz 4: 25%
haz 5: 10%
your damage with your weapons however is not lowered when sick. however your vision get's a little green to the side of the screen. also when your dwarf deposits minerals, they will comment about their sickness like:
"i'm feeling fine! cough"
"I feel so sick... sniff"
"I feel like i wanna puke"
"I'm.. sniff ok cough"
" can we get home... fast..? i wanna sleep."
One thing to keep in mind is that you can spread the disease to your teammates. if a player is too close to a sick one, their screen will get a darkish tune at the side, indicating you're too close to your teammate. stay to long and you get infected aswell.
However There is a cure. getting red sugar
or a resupply
removes the Infections from you, turning you back to normal. you cannot be infected again for the next 30 seconds after you took red sugar or a resupply.
Other health methods like vampire do not cure the sickness.
reward modifier is up for the devs to decide.
Why not make it possible to change the color of EVERY detail in dwarven costumes? I really love black color and I want the costume to be completely black!
You should be able to swap the order of a class's loadouts in in the equipment terminal by dragging the loadout icons around. Say you have your loadouts ABCDE and you want to switch B and E. You can drag E's icon onto B's and now your loadout order is A__E__CD__B__. The actual loadouts remain unaffected. You should also be able to do this with your pickaxe & armor loadouts.
I don't know why I felt compelled to write this one, but the Barrister headwear did not sit well with me after unlocking it.
I understand that part of the gimmick is that it is always white and the idea behind the wig, and that part's totally fine.
However, it isn't terribly noticeable from the front and often your dwarf just looks bald with an extra set of curls in the sideburns. Some sideburns also block out the barrister hair from the front entirely. The bigger armor sets also block it out in the back. It's very unnoticeable for a hairstyle that is supposed to be out there and a symbol of antiquated power. Most of the time it just looks like 4 curls on the sideburns.
Even the Franklin and Businesslike competed in being noticeable from the front on a lot of sets I tried.
I'd say either:
A. Make the barrister curls a sideburn
B. Add more hair to the top of the barrister headwear
C. Do both A and B
Preferably C. It's fun headstyle concept but I had a hard time getting into this one.
I ask very nicely of Ghost Ship to remove getting knocked off the zipline when you get shot at :')
Kick Menu Reason that says "Quit being such a teamkilling Leaf Lover"
Would definitely be more helpful to let those pointy ears know how much of one they are
You should be able to see the levels of people (player+character) when aiming at them with the marker.
Nothing in DRG makes me want to satchel charge myself more than when I try to join a game, it says I can't, usually "unknown" or "multiplayer session ended" or "can't join while starting". Can there pls just be a way to like, ping the server to see if you can join it or not. Yeah the info is retrieved but some sort of test to see if I can legitimately join it. Bc it can go for like 3 of the assignment I'm on and every one of them has that issue.
Add a achievement for not killing a single lootbug in 10 hazard 5 matches, I don’t know what it should be called because I’m uncreative with names 
make a weaker Dash part of standard movement
I'd appreciate if the area that gets dug out around the drop pod was just slightly larger – it's frustrating getting stuck on the wall in that tiny gap when trying to deposit some last-minute minerals before you head back to the space rig
Let us set up a few satchel charges on the ground and then detonate them all at once. It can be an upgrade or something
A victory move where you fall down slowly with an umbrella, so I can complete my Bodkin Bolts scout Yondu cosplay. "I'm Mary Poppins, y'all!"
Add a achievement call “No bugs are safe”, you get it for killing 5k or 10k friendly bugs like maggots and those flying bois but mainly loot bugs
I'm really bummed there's no in-game way to port your save to different platforms (Steam to PS5, etc)
Failure poses? Basically they will copy your victory pose, but smth else will happen.
"Lootbug lover"
It will go as it is, but when lootbug crawls a bit, a random pipe drops on it and it dies. Dwarf is really sad about this.
(Yeah i only have an idea for this.)
smart rifle unstable overclock: bloodthirsty rewire
"Turns your AI core into a handheld killer robot. It feasts itself on bullets to bathe in bug blood, but forgoes intelligent things, such as reloading."
- weakspot hits at close range automatically load a bullet from engineer's primary ammo reserve into the gun
- 50% smaller mag size
- 35% slower reload
I have a proposal for the crossbow. I was thinking, if bolts were flying faster by overclock and that one mod, shouldn't they be dealing more damage, because of momentum in projectiles?
Ok, i have a few suggestions, my first being
Make cave modifiers, an example would be cavernous, compact, tunnel-like, void/precipice.
Cavernous would make a huge open cave with only big rooms, compact would make a cave with small chambers, tunnel-like would make the whole cave a tunnel like the ones usually behind compact dirt, void/precipice would make the cave be on an area above an endless void where if you fall off you die.
You could do more with it, like a plant modifier that makes more/less plants generate, or heavy/light rebel presence modifier for rebel presence areas that makes there be more/less of rebel buildings and turrets, more enemies possibly.
My second being, maybe add different planets to explore, inhabited mainly by other factions
like a jungle based planet that mactera are the main enemy in instead of glyphids,
Or maybe an abandoned civilization planet with buildings that the rebels inhabit mainly, so there would be only a small amount of alien life, but other rebel dwarves that could possibly attack you with ranged weapons and such.
when holding the marker, pressing c sends the mule to the pointer instead of in front of you
Permanent cave markers to avoid getting lost or to know you've mined an area, like the ones the mule has without the marker.
Suggestion
Add a place to test weapons before doing missions.
It could be an area with robots and/or monsters held captive, showing the effects of weapon modifications.
Or some targets where we could practice aiming and somehow show the effects of weapon modifications.
The berserk perk should offer some damage resistance. Right now there is none so there is no point in using it and putting yourself at risk which makes it useless.
A third person view woud be nice too
Just grunts modifier that makes all glyphids grunts, but theres three times as many enemies in general
Add submenu where flares are on equipment screen that allows us to see all misc equipment such as terrain scanner and laser pointer, and allow us to rotate 3d models like everything else.
Xenoforms as bosses? the skeleton xenoforms found in some biomes, maybe add those in as alive bosses
Ray tracing to complement the dlss support coming
more monsters, bosses, biomes and missions pls ❤️
**The new enemy type suggestion : **
From Borderlands 2 and Soul Knight games, I would suggest the Deep Rock Galactic to have new type of enemy, those are kind of crystal and rock giant bugs/tortoises? respectively inspired by Crystalisk and Crystal Crab from mentioned games.
I guess this will fit in game, because we already have Omoron heart, which appears as some kind of alive rock - so why would not i have its allies ?
Perhaps this kind of mob will be way more rare, and as their inspiration prototype drop resources matching resources "growing" on them
Links below to see the originals of mobs
https://static.wikia.nocookie.net/soul-knight/images/f/ff/GiantCrystalCrab.png/revision/latest?cb=20200518145806
https://static.wikia.nocookie.net/borderlands/images/a/ae/Blue.jpg/revision/latest?cb=20121001180847
more voice lines/ping types, specifically "help" and "swarm here/incoming"
head pat for bulks, i know ive put it in here before but i refuse to stop until i can pet gigasteeve
Dwarf ping lines between specific classes like:
"hey, bosco! Snickering/laughter" (engi to scout)
"I don't like that glimmer in your eye..." (scout to driller)
Error cube should be used as a currency that can be spent on blank matrix cores
Flare overclocks. Things like more duration, intensity, or the ability to stick to surfaces.
Another one could be the ability to stick one down in the ground and by some method (geothermal power I guess) it could run indefinitely but the brightness depends on the type of biome (it wouldn't work in the ice caverns but it would be super bright in the lava zone) Player would only have one and they have to pick up the flare to recharge it so it can be used again.
FSR 2.0, better image quality with less upscaling artifacts compared to 1.0
FSR 1.0 is already in the game so it wouldn’t take that much time (and resources) to update FSR to the latest version.
Maybe in the next mini update during S2? :)
Rn when pinging bittergem it just says "We're rich!"
How about a small change:
"We're REALLY RICH!"
New phrase for Scout after being hit with explosive by Engineer:
"You darn Driller in disguise!"
Need some command to make Molly stay on the place marked by holdind C or something and if the marker is taken off then and ONLY then the Molly keep following you.
I have been trying to figure out a way to spend all these extra credits and I may have an interesting solution. "Not Your Mom's Hardcore Mode", is the name of this idea (obviously it does not have to be named that, just trying to be a little more creative). In this new Hardcore mode, Dwarves must pay for their beginning ammo/tools before diving deep down. This mode is different as the amounts of ammo/items you can hold is extended, so you are to judge/guess how many credits to spend in order to accomplish as many quests as you can while in the belly of Hoxxes. So, spend your heart out and see what it's like when you enter the fray with 50 nuke rounds for your grenade launcher and nothing else. What about a crate of C4? Because Deep Rock Galactic loves to watch you gold diggers spend your hard earned money. Hardcore missions have multiple jobs to accomplish without VERY LITTLE nitra available to your dwarves. What do we win? Skins, that's what (possibly community created?). Bragging rights. That's what. So count your pennies and join Deep Rock Galactic in a near-endless fray where dwarves can test their merit in, "Not Your Mom's Hardcore Mode". (Also another way to implement an endless mode, non-modded.)
Deciding to ditch the whole idea of the overclocks and made up a rough sketch of the deployable idea.
Completely seperate tool you can select instead of the flare.
Say hello to the G.O.L.D (Geothermal Operated Light Disapater) mechanical system.
Utilizing geothermal power from the planet of Hoxxes this device can run indefinitely provided that the location has heat. Depending on the amount of heat provided, miners can receive a faint glow or a bright beacon of light. Note that Hoxxes ice caverns are below zero but the G.O.L.D system is still usable in the hot springs and with its integrated rechargeable battery you can charge it in the springs and deploy it in the ice for a limited time before the battery depletes.
This device is quite heavy and expensive so dwarves are only permitted to carry one at a time. Miners are also advised to pick backup their devices but if retrieval is impossible a simply hotkey to retrieve the system can be pressed with a deduction to the dwarves anual salary.
Yknow how on point extraction and on site refining you have no M.U.L.E.?
Well, how about we make mini mules useful?
On these missions you will be accompanied by a mini mule. This mini mule has limited storage. After this storage was filled(or you're standing nearby deposit point) the mule will deposit it's insides into the depository. This takes some time. You can't call the mule when this happens.
This will reduce the pain on these missions without making depository point useless. Also this will make mini mules useful and expand on their theme.
Make a special hat or paintjoh depending on our guild so we can enact turf war
What about voicelines for when you want to throw grenades but have no more of them ? We don't need it for guns because you have the weapon itself not shooting anything when out of ammo but for the grenades there is no physical indication (I mean anything except for the HUD). I think it could be nice
Speaking of mini mules, how about a system for class changes for the M.U.L.E.
A few different classes with different upgrades to them, like mini mule would be faster but has limited storage so some upgrades might be speed, storage cap, mini mule amount.
Attack M.U.L.E, slower than a regular M.U.L.E but it has a turret on it like the infected turret bot, upgrades might be damage, ammo cap, rate of fire.
Regular M.U.L.E would have no benefits other than speed upgrades, and you can only start upgrading the mule at promo 2.
In multiplayer only the hosts upgrades would be in effect.
Cap promo costs to 100k Cr and 500 of each mineral for the highest ranks. As they are right now its very hard to keep up
In the event that DRG ever has an actual overarching story I feel like it should be done similarly to how Payday 2 did it where is is locked behind Easter eggs that you have to do in specific missions (in this case specific biome deep dives). I feel like this would work better than just doing a story that you kinda just learn as you progress and it already appears that they are doing something similar to this with the stuff about Karl in the deep dive descriptions.
I had another thought for the crossbow when I was sleeping: I was thinking of maybe give the crossbow like 16 more broadhead bolts, but make the first row of mods that give a choice of special bolts deduct the broadhead bolts count by the same amount. Idea of making no choice in the first row mods a choice benefit of its own.
LOK-1 Hipster-esque OC "Ol' Reliable" (unstable)
- a lot more ammo and larger magazine
- small increase in damage
~ locks are repurposed into a short-range radar
- no manual locking or bullet curve
the idea would be to convert the LOK-1 from a burstfire single-target weapon into a reliable (if less effective) middle-ground semiauto, much like the Hipster overclock for the M1000
Idea for next battle pass skin:
Lootbug Cosplay (Description: If you try to pet him he will either slap you or force you to drink leaf lovers special.
Unstable OC for Engi's grenade launcher.
"Recursive bombs"
"R&D made bombs, that explode multiple times. (How the hell are they even coming up with these ideas?!)"
Grenades launched will explode multiple times in the same spot with a small delay. If you have the proximity trigger mod in T5 then it will act like engi's proximity mines
I want a particle effects slider. Game slows to a crawl when I’m drilling through lots of frozen bugs.
Lok-1 oc: tunnel lens (balanced)
greatly increased lock on window size
lock on range increases for each lock
slightly increased lock on speed
x.5 clip size
longer reload
lock on window gets smaller for each lock (does not effect lock retention angle)
Lok-1 Overclock: Auto Aim
“A special camera modification which automatically locks onto targets and allows the user to shoot in full auto. The camera angle and range suffers a bit due to the experimental nature of the software, and the shooting mechanism is slower in burst fire mode.
Enemies within camera range automatically gain target locks
Fully automatic
Significant fire rate increase
Smaller maximum camera angle and decreased range
Slower burst fire rate
Q: Can you get target locks while shooting at a locked on enemy?
A: Yes
Q: Will my crosshair constantly be in lock on mode?
A: Maybe, I dunno what technical limitations would prevent this OC from being implemented. Im just doing this for fun. 
Dark future skin on the Gunner is just dark digital camo on all armor but the dark future armor. Can we get some of that green splashed in instead the gunmetal grey. All my dwarfs rock the scale brigade with dark future skin and the gunners is the only one that doesn't have the class color to it.
Pet Steeve to restore his health.
Use a Steeve charge to heal steeve
Resupplying heals steeve
Steve heals Steve (bandwagon joke not serious)
Let us be able to heal steeve by feeding him sandwich’s, also can we get sandwich’s in the bar please 🥪
please let us customize out loadouts fully before joining an already started mission, i know we have the different loadouts, but i couldnt choose my loadout that i needed when joining my friends mission. basically, have an equipment terminal section before joining pubs
the game at multiple points mentions "giving up sandwich storage" for ammo carrying upgrades but we do not ever get to see any sandwiches even if the upgrade isn't taken?? I would like to be able to have a snack with my steve (preferably share) before leaving and regain some hp
Remove kick button from middle of missions I am tired of being kicked when I am doing my part to be punished and losing 75% of resources also a report button for team killing its not as often but I feel like their should be a way for others than the host to kick em or punish them
A way to donate to the memorial fund, "Memorial fund donations are always open." idc if it doesnt even give anything, it would just make me feel happy
Mod manager with loading order feature
Why can't have Steve come with us on the Drop pod and live with us on the station?
There should be a big terrarium with all the Steves you've managed to get on the drop pod. Or at least one of each kind of bug you can Steveify walking around.
It's so sad to always have to leave them behind...
dying in the hoop game should respawn you with a medical gown.
I'm writing you all from the space rig now. While I was relaxing after a long haul on hoxxes. I realized that since the engineer is such an emotional and sentimental dwarf, the engineer should be able to not only pet the lootbugs but also pet his beloved sentry guns.
This would hopefully not be a big endeavor and could be implemented easily since the dwarves can already pet some of the denizens of hoxxes, even the voicelines would match up. I have posted this on reddit as well and hope to get some progress made. All dwarves of course could pet the guns, not just the engineer.
I hope that this post reaches ghost ship games and touches the hearts of all dwarves, because what could be better than praising your sentry guns for a job well done? Karl would approve would approve of this.
sincerely engineer.
P.s I'm aware that reloading of sentries uses the e button but couldn't we simply map a diff key for interaction? Or possibly pet them when full
There should be a voice line telling you that you're team has collected enough of an item (morkite, ebonuts, boolo caps, etc ) to finish the mission. This would be useful so you dont go and collect more if your teammate has enough in their inventory
The fun suggestion for other player to engineer, when engineers`s turret is out of ammo for long enough time,
Something like "Hey, you lazy mechanical idiot, reload your tech thing"
perk idea: Bloodlust
Killing an enemy with melee grants a 20% speed boost. This could just be a passive for berserker but i think having it as its own perk keeps it balanced
add new super expensive beers for us veterans. i have so many beer brewing materials laying around, would be nice to get some super expensive craziness. obviously not priority by any means, but right now you cant do much with the pile of malt starz and starch nuts. same with gold tbh.
Rival Tech unit:
?????? (Placeholder: Death sphere)
This unit rolls around in a perfect metal sphere in an armored state. While in armored ball mode it rolls towards the nearest dwarf. When in range of a dwarf it attempts to bounce / jump into them. This unit can't change direction mid jump so juking it isn't too hard.
However whenever the "Death Sphere's" armor is shattered or whenever it is VERY close to a dwarf for more than a couple seconds. It will transition into "Spinning Blade Mode"
Spinning blade mode: The sphere opens up revealing both glowing weak points AND spinning blades of death. In this mode it is far more vulnerable but the damage it does on contact is outright insanity. So insane that it damages anything it comes into contact with hitting either friend or foe; whatever it makes contact with in it's death path. Even though it's moving to contact dwarf flesh.
Here is a gif for inspiration, very loosely inspired by this weapon from Bloodborne.
https://media0.giphy.com/media/M6rUeb5FKteOk/source.gif
EDIT: Seeing the soccer ball emoji gives me an idea that it could be structured that way instead. Meaning Spinning blade mode could be that black spots on a soccer ball reveal death spikes instead. With weakpoints on the white spots
If this idea is used in any capacity Devs. Please just have fun with it ^_^
New active perk - Bug brew.
When charged it gives you the ability to heal Steeve by long pressing the interact key on Steeve.
Upgrades would procedurally upgrade the amount of health gained and reduce the recharge time.
15% to 30% to 45% to 60%
10min to 8min to 6min to 4min
(Values can be changed to be better balanced if needed)
Animation would be your dwarf pulling out a beer bottle with the label "Bug Brew" and a description underneath "Give your creepy crawlies something to keep on fighting for." Some quips could be said like "Drink up Steeve its not over yet." Or "Wish I could get you the real stuff."
Steeve is a faithful friend and companion (especially in solo) so why not give him something nice.
Make Steeve visible with outlines when the Laser Pointer is out
Scout: Flare gun perk.
Shooting your allies with the flare gun no longer hurts them. It turns the dwarf struck into a walking light source with the lighting magnitude of a normal flare gun round.
It'd be entirely up to the Devs if they think the flare should still be able to generate light from the flare cannister itself after hitting a dwarf and turning them into a light source too.```
Add 🗿
M1000 Unstable Overclock: "Perfectionist"
Any overkill damage is added to the next shot,stacks indefinitely,extra damage is subtracted based on target hp,reset on missed shots
eg. Shooting a 100hp bug for 150dmg would be 150-100 = 50 overkill,therefore the next shot deals 150base+50stack
150hp bug shot with 100dmg + 100dmg(stack) would be 100base+100stack-150hp= 50 overkill,next shot is 100base+50stack
The downside could be -25% clip size/less reserve ammo
(Not sure how this would interact with blowthrough without making it completely busted)
Make it so Steeve and hacked patrol bots can dig/teleport near your location if they can't find a path to you for long enough, I've had far too many cases where I dig through a dirt tunnel and steeve/the bots get left behind for the rest of the mission because the tunnel's just barely too small for them to fit through
graduation cap hat because i am graduating
If you carried dorreta to the drop pod a functional dorreta head now exists by the weapon mod terminal and can be pet
Just a tiny detail, but make the certain pick axe back part available as front part as well?
I get it, you mine with a pick axe, but I hope players can at least fight with axe blade or hammer heads? Currently we only heavy strike with the back part.
My girlfriend asked me if she can be hot dwarf lady*, i had to reply that she can only be hot dwarf man :(
Pls make hot dwarf woman versions of classes for her :(
Alternative utility gear (4th slot) for each class for varied utility gameplay. Some ideas like
Gunner: a mini ammo drop worth half a nitra ammo drop each, with half the pickup time. two bags can be dropped, great for team support in a pinch. Could be upgraded for a small anti-bug pheromone smoke for a few seconds.
Engineer: maybe a teleporter pad that is placable and reusable like his turrets and is throwable. (This or maybe a low gravity generator that lasts a min or two)
Driller: a big wheel of det cord in place of his C4. Used like placing pipeline/charging cable and detonated like c4. For a true demolition enthusiast. (Probably could be upgraded to automatically deploy lengths of cord as you walk) would be amazing at leveling good sized areas in short amounts of time.
Scout: instead of taking the flair gun scout can deploy a mini drone(s?) that highlights resources in the immediate area for the team and gives bugs and bots a red outline when in range. Drone hovers around the general area scout deploys it. Produces 3/4 the light the flair gun does but lasts twice as long before exploding in a tiny poof)
I dub it Blink-E
Open to suggestion and changes. And would definitely consider buying the supporter pack if it means something like this would be added into the game! Rock and stone dev team rock and stone.
Customizable rock and stone animations.
Ideas for possible looks. Each animation will end with holding it up to show your team your fancy pick.
Spin it in your hand.
Throw it up in the air and catch it.
Balance it on your hand.
Throw it back and forth from hand to hand.
Rub the top of your pickaxe.
Get a rag or scrape off a little bit of dirt from your pick.
Just a few ideas for adding some more personalization to your trusty pickaxes.
M1000 OC: ranger (balanced)
deal additional damage
the farther the target is away from you
faster charge speed
slightly reduced fire rate
decreased recoil recovery speed
charged shots consume 3 ammo
I think a 4 part victory dance would be fun, so you had to coordinate with the lobby befoe the mission.
I had gotten the three point landing victory pose and immediately thought of the armor lock in halo reach, so I thought it could be a cool idea for an active perk? Dunno about the cooldowns or the tiers yet, just throwing out the idea, we do have the animation in the game already, so.. 👀
Make walls block praetorian spit damage?
Please count the mission is successful in the case when the player uses an Iron Will to be in the capsule. Because I just had such a moment that I found myself in a capsule, but near death, and the game considered it a failure.
Nemnem can summon shredders but instead of heading for the player it heads for the robot instead and can be shot out by it, do contact damage and also attack one or twice, then fly back to do it again until nemnem or shredders are dead
Buff Shield Link to also shorten the recharge cooldown by 50% on top of the 50% faster charging, this would also act as an indirect buff to the Shield Battery Booster OC for the Drak as it would allow you to take advantage of being near teammates to keep shields topped up for the OC to function
On the mission end screen can DOWNS be sorted out between two indicators. The standard yellow one for times downed and a red down indicator displaying how many downs via friendly fire?
This new beer idea has been hijacked by management to remind you dancing dwarves: Get back to work, you lazy bastards!!! Anyway...AHEM... A new beer is in the works, team. Ever wonder what management does with the powdered leftover nitra, gold and other minerals inside of M.U.L.E.? Well, now you can wonder even more by this rainbow-colored amalgamation suddenly offered non-suspiciously from our Brewery and Intelligence Division! This is no ordinary brew, however. The random, swirling auras you see frothing before your drooling lips will drop that 'roulette' buff you've always wanted. But, be warned: you will have no knowledge of your buffs until after you set foot on Hoxxes. There is also a small chance one of the dwarves may receive a random curse from their filled mugs. But, all is well. Management has agreed to offer an equal parcel of wealth (and nothing more!!!) to whatever ailment afflicts your team (for example, a curse of slower speed, reload, ghost spawn, etc. can offer extra percentages on depositing nitra, minerals, endgame money and xp, minerals, etc.). Remember, this item is only for the strongest stomachs. So, get out of your beds, roughnecks and wake up to the capital flavors of Molly's 'Secret' Treasures!
Oh, wait. It seems we have another brew waiting for approval from our Brewery and Intelligence Division. This one is called Bet-C’s Grunt Punt! Pulled from the core of Bet-C’s sticky grenades is the secret ingredient to what is called, “An unexpected nervous system effect only seen in lobotomies.” Hmm. Duly noted. Anyhow, the effect from…Bet-C...allows dwarves to follow-up their charging pickaxe attack with a massive kick to the first enemy in front of them. Management must be firm with this one after a few accidents in the facility. Kicking other dwarves is completely prohibited! Non-drillers killing team members is the LAST thing we need here at Deep Rock Galactic. Our insurance policies on you all, while minimal in coverage, is still very expensive. So get to work, miners.
What about giving drillers flamethrower the ability to destroy the creeping red vines in hollow bough(?) they’re a pain to mine away once they retract.
Ability to Punt the Mini mules with E after they've been fixed.
Can we get MK6 armors at some point if possible? Maybe with added lights and ammo in addition to a bit more armor like on MK4?
Give the lootbugs little costumes during the next halloween event
upgradable flare?
Active perk idea
"Emergency shielding"
"Active: Your shields will be instantly charged and you will be given invincibility for 3 seconds (stacks with last tier armor mod), this releases an EM shockwave.
Passive: This activates automatically when taking lethal damage.
Can only be activated passively.
Cooldown: Once per ressuply."
(After this was used you can grab a ressuply to get a charge)
You might ask: bruh dude Iron Will exists.
Well, Iron Will is more powerful, but you can use it way rarer. This is heavily nerfed iron will, which will save you from death.
This works with fall damage.
The "harbinger" tesla caster.
This driller primary weapon is a fast firing, electrifying, arching assault weapon with an overheat system. At base, the weapon would have a fire rate of 12, a base damage of 6, and 750 base ammo, with each shot arching to hit up to 3 enemies randomly within 5 meters, dealing electric damage to each, and range of 15, on the initial shot.
Tier 1 upgrades include:
Additional ammo, increased base damage, and increased base range.
Tier 2:
Increased fire rate, increased cooldown speed
Tier 3:
Addition targets hit by arching, more damage, more time before overheat
Tier 4:
Electrified targets take bonus damage, portion of damage converted to heat.
Tier 5:
Electric field around you while firing, chance to explode enemies killed, increased fire rate over 50% heat.
Possible overclocks:
Clean:
Extra ammo, 1 additional arch. Faster fire rate, and cooldown.
Balanced:
2 additional archs, reduced fire rate.
Increased base damage, reduced arching by 1.
Unstable:
No longer archs, significantly increased damage and fire rate.
Many archs, greatly reduced cooldown rate, less ammo.
Overclock idea for the LOK1
BURST MODE 🟡
Bullets fire automatically on max locks
Max targets significantly reduced
Max locks reduced
new mission warning for dreadnought spawns, or up the chance for dreads to spawn in other mission types, been playing since 2018 and ive only seen it happen about 6 times 😦
New suggestion on decorating our rooms/ship/machinery in general: Can we have an option to use large gems, like enor pearls, bittergem or Jadiz, to put on display instead of breaking them down into small pieces? The Enor Pearl could be fashioned into a disco ball and the jadiz would look amazing in a green salt lamp for our rooms, etc. (Maybe a requirement for unlocking some of these items is by carrying them onto the ship directly instead of depositing them into M.U.L.E.) Trading furniture pieces for our (dare I say excessive?) stored minerals could give us more reasons to keep mining. Did somebody say a golden bismor couch built for the King of Mount Stone, paired with a solid gold television? What about a Bet-C themed coffee table made from magnite? Just imagine how jealous all of them fresh greenbeards will be when they see your Umanite-plated Doretta in action, glowing green and true as brew as she chews up rocks and stones. Such amazing treasures might require 5000 units of a single mineral in order to build, so make sure you've upgraded your weapons properly before committing yourself to earn that golden M.U.L.E. skin. (Too many dwarves are skipping gold and mineral deposits in multiplayer games lately because they have too much already, or perhaps they don't see them as valuable assets anymore. These habits are kind of hurting the greenbeards, and they are dwarves too!!! Regardless for everyone's reasons of skipping some of these minerals, it is happening a lot since before Season 2 started, and this could help alleviate some of that.) It would also be pretty neat to see rubiks-cube sized error cubes piled up in our rooms as a representation of our total value of them, or even turn one into a real, workable cube to play with in-game while waiting for other players to shave their beards.
Change for Radio Transmitter Module on the Nishanka Boltshark X-80 Crossbow
It's really finicky how it works right now.
It's annoying trying to pick it up during, or even after a fight, from afar. As you have to be pixel perfect looking at it for some time.
If you do pick it up, you do an animation of retrieving it, which can stop you from shooting. <- Which isn't an issue normally, but sometimes you just retrieve a bolt randomly when you didn't mean to
Would be way better if we could just look at the bolt from afar, and press E to instantly pick up the bolt.
Or
If we could hold down R, which would retrieve every single bolt, 1 by 1. Automatically to you
Similar to how retrieving Engineer's turrets work.
My little suggestion would be for Mission Controls mission description.
I think it would be nice if at the start of missions he would mention not only the main objective to you but also the secondaries, Warnings and Anomalies like for example
"This is a simple mining mission, find and deposit Morkite to the M.U.L.E and after the Quota is met, call and we will send in the Drop Pod, also be warned, we have detected an anomaly and it seems the gravity isn't working properly in this cave so don't be surprised if you feel 'lighter' sigh of dissappointment...
It's not useful but would be good for new players and would make the game more immersive maybe.
Would be awesome to see a partnership with Amazon Prime Gaming for drops of cosmetic items, resources, etc.
More variety to armor paintjobs. Like those that give you unique patterns on them, like dawn of the dread, rival tech (the metal texture on them aswell), driller's intricate carver, scout's frigid tiger and so on.
We already have a lot of battle worn/used paintjobs, and military camo paintjobs 
an indicator closer to the reticle on scouts crossbow for what arrow we’re firing. While using it I find myself switching to the wrong arrow and having to switch back, which wastes a lot of time I could be shooting bugs with
Be able to put resources in our inventory into bags and be able to pick up and toss them. Pickaxe them to open them, deposit them like other heavy objects ect. Same inventory space as one dwarf. Would be useful for moving resources around from place to place or making a pile if molly isn't nearby or unavailable cause another dwarf is using her. Less waiting more digging! (Maybe a new hotkey?)
Add different customization slot for your eyes, I want to wear goggles with different hats or masks like the balaclava.
A counter for times rock and stoned, petted Steeve, beers consumed, money spent on beers, times passed out drunk both locally and globally. I know some of these can be seen locally.
With these counters we could also have goals to reach.
An example would be... local 50 times passed out drunk you would receive a nightcap hat and global 50 million times passed out drunk would receive a starry night color palette for armors or weapons.
a little setup of the boardgame hidden somewhere, just as decoration.
i just want longer missions man, i dont care what type i just want to be able to spend more time in a single mission, that and i would love to see the drop pod's janky collision fixed
when you hit the gravity recalibration button, there should be a computer voice saying the "commencing" and "completed" lines — like the ship's on-board computer is announcing it rather than the management guy
I'm sure there are other places you could use that voice too
I got a suggestion for the issue of huge influx of new players coming in, and the lack of wish to mingle when wanting to do higher level content.
A "small" bonus for the whole team, maybe a +5% exp/exc multiplier or something maybe more or less substantial, for a player that's under a certain level being in the team.
Should help incentivize others to actively want to be with greenbeards, even greybeards. Even if it's just a little more. It's always good to slap some rewards for playing with new players.
You can even have it be some sort of assignment to do so for certain free weekend or sales events.
Make the “mushroom!” Voiceline play when you ping any of the mushroom bog mushrooms rather than just one specific type, they deserve it. 🍄
a handful of class-specific victory poses, unlockable via lost equipment and/or crates.
Things like driller flaunting the sludge pump, gunner playing with ammo, engie leaning on the diffractor all cool-like and accidentally burning a hole through the ceiling, scout pouring back a leaf lover's
other material based rare creatures like the crassus and golden lootbug would be cool I think. could be like a giant variety of lootbug called an ancient lootbug maybe that glows red and explodes nitra like a golden one.
More voice lines that insult the leaf-loving mission control
Glyphid Wet-nurse
A Glyphid similar in appearance to a Bulk Detonator, though somewhat smaller. She is a Muted lilac coloured glyphid with several bulbous nodes on her abdomen (see also: arse).
These nodes are coated in a membrane that burst once agitated, allowing the Wet-Nurse to eject several Glyphid Spawn that detonate on impact. Sure, they don't deal much damage, but having a baby thrown at you and trying to see past it's guts obscuring your vision is tricky to deal with. Trust me, i know. 
The Wet-Nurse can also attack much like a regular Glyphid via bites and talon swipes. She absolutely detests being frozen solid, like most pregnant women, and sustained fire (well, ice) on her pulsating posterior can make short work of her before she yeetus-thy-fetus at your dumb dwarven face.
Killing three of these baby-flinging beasts will allow you to unlock a new beer, called the PLACENTA PITCHER! It lets you throw heavy objects much further! Just knock it back, don't worry about what's in it...
Imagine this (eventually): Larger hub servers where groups of sturdy miners can hang out with other teams, drinking and recreating and such, with the real cool business of being able to see other teams depart/arrive in their own pods for missions. Perhaps not every multiplayer hub should be this big, but having a few giant public spaces on the Space Rig would make for some pretty epic community fun times.
During the "MISSION STATUS COMPLETED" part where you get to see your Dwarf do their Victory Pose: If you had Bosco with you, have it show up as well during that screen. Maybe make it do the salute it does to your response of Rock & Stone if the mission was successful.
new mission type (ish, kinda like the deep dives where it would be a different terminal and require a set amount of promotions to play and would reset every week)
-Compound Raid-
"Our rivals have really gone over the top here team, a full compound has been established under our noses by those sneaky bastards and they are hoarding not only resources but, heavy amounts of data that will require multiple M.U.L.E's to transport, so we are sending you in with everything DRG can provide, get it done and a substantial pay wont be the only reward"
The Rivals have set up a full on compound on Hoxxes that will need dislodging, acting like a gauntlet of tasks.
starting off you need to escort a drilldozer to bust down the massive gate of this compound, then backup onto its platform and be extracted (note that it should be made of the same unbreakable material as all of the other rival structures in either a big box or a big sphere) once through, multiple turret controllers will need to be disabled before DRG will send in a bunch of M.U.L.E's individually inside of resupply-eques pods that will need repairing. once repaired, near the gate a hacking pod will drop in and you will need to begin hacking open rooms holding some data cubes along with resources and a vault in the center of the compound holding a data rack. each room you open will result in a larger robot response with few biters due to them assumedly being a bit of a nuisance to have around and have been mostly removed from the area. once the data rack is strapped to a M.U.L.E, the compound will go into lockdown, starting a boss fight. (i have my own ideas for the fight but that's gonna be a separate secondary post), once defeated mission control will have you retrieve parts of the boss for R&D to properly study. then you will be ordered to blow up the compound and start the escape sequence (which could end with a big boom and an effect rocking the drop pod a bit)
Continued......
First idea: The Horde
Large amounts of bug-like robots will start flooding in from large doors in the compounds walls, they can jump and lunge to prevent proper crowd control options being able to stop them in their tracks completely. to beat it, you must kill robot wardens that control the swarm, and killing one will reduce the abilities of the rest of the swarm until they become heavily disorganized at which point a robot Dreadnought (probably just the standard one) will come in and re-organize the bunch and be the main target, (note that flame will affect the normal "bugs" the same way they do other rival bots do, but the wardens and dreadnoughts will simply take large chunks of damage) once killed, progress like shown in the first message.
Second idea: The Recycled Machination
Just like the last boss, large doors on the sides of the compound will open, but this time machine parts will come out and assemble together into a behemoth.
this mechanized abomination of Hoxxes will have two large arms made out of scrapped patrol bots (some with their heads intact and shootable) and a floating disfigured caretaker head that assumedly was brought back after its previous encounter with a less thorough DRG team, with all but one of its eyes busted out and sparking (a possible weakpoint), after its heads been damaged enough (you dont need to shoot the arms but they're a bit annoying to not deal with soooooo) it will have a chunk of its armor blown off revealing the weakpoints of the original caretaker that you have to obliterate and blow out, permanently killing this being, then progress normally from there.
continued......
Third Idea: The Bioweapon
Our rivals have done something most would consider incredibly stupid, and grew a dreadnought to full size and then some with a bit of changes to its DNA. this fucking behemoth of a bug will be a mix between the dreadnought and the dreadnought hive guard and is practically a moving bunker. with heavily armored limbs somewhat like the glyphid grunt guards, its highly aggressive and cunning, preferring to keep distance and spit fire at you and overall use ranged attacks (like an upgraded oppressors stomp) until you anger it by either killing things like the Sentinels of normal gameplay or DRG Will have you survive for around a minute not being able to kill the damn thing while R&D cobbles together something to kill the damn thing or at the very least piss it off. if its something to kill the Bioweapon, having it be reminiscent of the Lasers surrounding the Tritilyte deposit that can be piloted by a dwarf (if there are multiple people in a lobby) or by Bosco if its a solo player, and requires batteries to melt the armor of the Bioweapon that will then be damageable as all of the fleshy bits are extremely weak due to our rivals not accounting for the armor actually being breached. then there's the non-lethal but piss off the bug path, where R&D will toss together a speaker system that will require batteries to keep running, and will attract HUGE swarms of bugs, but will also have the armor plating of the Bioweapon extend upwards (think of those sound monsters from a quiet place) and be exposed for the time the batteries have left while also stunning the beast to make it easier to kill, and then once done, you can take its head as a trophy like doretta
and that concludes what my ideas for the bosses are, and remember that the ideas are flexible, im just throwing my take on how they should be spun.
Is it possible to make the resource pack for disconnected players more well known?
I shared the image and purpose of it to a group and a bunch high level players had no idea about it 😅
to top it off i quickly chucked together a thing in paint to show what the basic layout of the compound would look like in my head, basically beeg sphere that surrounds an inner area to fight in originally unless the boss requires other things to fight with, at which point you go to the caves
rival trap bug: This robot has lots of metal sheets surrounding it shaped and painted to look like a lootbug, with visible slits in the areas where the metal was cut and you can see the wires and metal inside if you look through the slits. Instead of having blue eyes like the lootbug, its eyes are dark red. When close to the trap bug, the back plates will move and a large claw arm will come out of it, and it will grab and hurt the grabbed dwarf overtime like the nemesis, and when in this enraged state the eyes will make glowing and turn a red color. When the dwarf that is grabbed is killed, more plates will move near the bottom area and robotic spider legs will come out and start running at the dwarf at slightly slower dwarf sprinting speed. If shot when not grabbing anything, it will immediately deploy legs and claw and start running after the dwarf that shot it until it catches it, or if the dwarf running away is downed. If the dwarf is downed before it can catch up, it will go after the nearest dwarf. The trap bug weak points is the machine area behind the metal plates. The little health icon with the name of the bug displays lootbug until shot when it will say trap bug.
We need the ability to pet and/or salute the bosco drone in the medical ward. This is important for the mental well being of all dwarves.
have the space rig personal bay doors start opening sooner or faster so you don't have to bump into them as you walk out and it's a smooth transition from bay to hub
Add a loadout randomizer option for those of us that like to suffer.
TLDR: I think a double xp mission should be available every map refresh.
I'd like to see a double xp mission available every refresh to funnel players together more consistently. I don't think it'd be overpowered because speedrunning 4 egg or point extract is a bit more efficient than double xp on normal length missions (~15-20 minutes), but not even close to as interesting in most cases.
I think this is necessary because once players have completed their assignments, and overclocks, there isn’t much else to play for aside from obtaining legendary promotions on all characters. Oftentimes I load up a random mission with difficult or annoying modifiers only to be left playing solo because the risk/difficulty/annoyance factor isn’t worth the regular reward players would get. I have yet to see a double xp lobby not fill up within minutes, and the rng for these missions to appear can be annoying at times.
To prevent speedrun xp farming/late join abusing these missions, a map completion limit could be set per refresh on players.
Context: Got a really, REALLY big cave generation, and when the sandstorm hit it got me thinking:
What if there's a special type of elimination missions that take place in these really big caves, where you fight off one single massive boss, like a massive worm or something that "dissapears" halfway through the fight to let the team recuperate but appear again and grab your scout... or something.
(gonna add a second image soon so you can actually see what the cave looks like.. sort of)
Part 2: what about a mutator (yellow warning box thing) that ensures these massive caves?
For the Drak-25 Plasma Carbine, the 'Shield Battery Booster' overclock has no T5 mod that is very useful for it. If you get 'Thermal Feedback Loop' (Increase firerate at higher heat), you blow up your own shield in under 3 seconds of firing, and if you get 'Manual Heat Dump', you effectively give yourself a hotkey to lose your shield. It ends up making it a better decision to not equip either T5 mod so the weapon Overclock can actually be used effectively.
So that leaves the option to move existing gear mods, or adding a new T5 gear mod that is useful/usable for this overclock.
A possible T5 gear mod that could be added for the Drak-25 is one where kills reduce your current heat level a small amount, which could compete with the other T5 options
Driller's drill particles shouldn't be QUITE so obstructive to view (what're his goggles for?)
The Gunner and Scout both have "High-Intensity Flares", and the Engineer has a turret that has its own light on the front, so why not give the Driller, who specialises at getting up close and personal, a significantly stronger head/shoulder lamp than the other Dwarves?
This would be especially useful when drilling deep into walls with his signature Power Drills!
In the memorial hall add a statue of Steeve but have it made from scraps by the miners because DRG doesn't recognize Steeve's service but the miners wanted something to remember him by.
call the mini-mules “smollies”
New Mutator (Mineral Pillaging): "Local lifeforms and machinery have extracted the majority of minerals for themselves."
Loot dropping enemies such as Loot Bugs, Huuli Hoarders, and Prospector Drones have their appearances vastly increased. Minerals spawning in cave walls will have their frequency vastly decreased.
Helpful mutator: bioluminescent plants
Basically cave but you can see because there is a slightly dim light everywhere
💡 Alternate weapon firing sounds depending on overclock for more weapons, like what's already done for Fat Boy.
Big Bertha needs to sound like an actual cannon.
Lead Spray needs to sound like a burst from a heavy machinegun (maybe use the Minehead Sentry sounds)
Jumbo Shells needs to sound like something just exploded (probably Scout's wrist).
Making perks more interesting and unique
For example:
Strong arm: Together with it's current buff, it also allows you to climb obstacles twice (meaning you can chain climb without touching the ground first)
Unstoppable:Change the current buff to this. After walking for 2 seconds (no sprinting) you gain immunity to environmental effects (important to note that you need to walk 2 seconds at your max walking speed, meaning not being affected by any slow-downs for 2 seconds, to avoid cheesing the ability)
Berzerker:Together with it's current buff, now gives you a speed boost after killing any enemy with a power attack (similar to GK2 T5 battle frenzy)
Second wind:Together with it's current buff, now gives you 20-30% damage resistance when the effect activates.
Vampirism: Together with it's current buff, now after you receive HP from the perk, it also removes the pickaxe slowdown effect that occurs after hitting an enemy (so finishing blow on a medium enemy makes that hit not apply slowdown)
I thought about it because perks like "See you in hell" and "Sweet tooth" (the red sugar one), already have pretty interesting bonus effects. SYIH gives bonus melee damage upon getting hit together with it's main explosion thing. And "Sweet tooth" gives you a speed boost with the bonus healing. I think all perks should be like that.
new skin tone, "poisoned" and its a sorta light purple? a purple one in general would just be fun
A horde chamber that grows in overall shiny gold pieces and gemstones based specifically on the lobby host's current wallet of gemstones / credits. It's more so just a visible wallet, adjusting as your resource pool gets larger or smaller. To brag to yourself and friends about because shiny shiny
Should be a large indentation in the floor. Like a large Olympic swimming pool with no water in it. Why?
(See picture. Important stuff here. Please)
Always pour four beers. Public lobbies fill gradually and currently, if you don't want to pay twice, you have to wait for everyone to be in the game before you order a round.
This is probably ♻️
Paintjobs and frameworks for zip line launcher, drills, platform gun, and grappling hook.
Have a toggle-able option to hold Grenades like a normal tool when pressing the Nade button, instead of instantly throwing it (Button to equip, Fire to throw).
There’s some recent finicky bugs (at least for me, don’t know what triggers it) that causes my dwarf to just hold the grenade despite not holding the G key, making me need to press it again after I realize that I’m still holding my IFG/Sticky.
I would also love to hold my grenades in anticipation, or just look at the cool thing.
A QOL change that would make spamming high-capacity Throwables more convenient.
Class customisation
Add symbols of every mission so it is easier to indicate which build is for what
Add a feature that allows players to clank their beer mugs together
Allow the deep dive secondary objectives (150 morkite, 1 dreadnought, 2 mini mules, black box, 2 eggs) to spawn on regular missions. Main difference is that in regular missions, secondary objectives would be optional as usual.
This would add more variety to missions, currently most of the secondary objectives are just collecting random plants scattered all over which does feels quite repetitive and similar to each other after a while, like how boolo caps and apoca blooms are basically the same gameplay just reskinned.
Don't spawn nemesis during machine events pls, it's basically a guaranteed loss when it spawns 10m away from you
make a weapon testing site or something that allows you to test out different weapon modifications and compare them to each other
If the host joins an active game from the server browser, instead of having them join alone and kicking everyone, have everyone in the lobby join as players.
Haz5 mission, 2 events down, droppod inbound...
connection to server has been lost
I am insanely upset, why do we get diddly squat when the game ends prematurely through 0 fault of our own
Add “It’s Dwarfin’ time!” to the pool of quotes Dwarves can say when shooting bugs.
I don’t even care that it’s a meme, it just feels right.
The firing sound effect for the Cryo Cannon should slowly pitch down as the chamber loses pressure
color code thermal insulation headwear
I wish there would be more gadgets or armor that the dwarves can wear that would grant special abilities I think that would be cool
In the equipment terminal, could we get an option to preview our weapons in the default first-person view?
Allow the Jukebox to rarely play segments of in-game tracks in DRG
headbang and jam out to “RUN” at the bar
Bulldog OC: Osmium cores (balanced)
+300% armour breaking
-1000% weakpoint damage bonus
You guys should enable rejoining deep dives. My nephew pressed the power button while im in the middle of EDD. Man that was a smooth ass dive too what a shame.
For players that have purchased everything and nothing to spend those credits on. DRG company tab. A ridiculous sum of money that dwarfs have the option of paying. Doing this will put your efforts on DRG's radar and you will be rewarded with things fresh off of the assembly line that corporate received and a complementary free round of any beverage.
Two Suggestions regarding scout.
#1 Shield Battery Booster OC. i know this one has been suggested before. but as of right now it is the highest possible damage output OC for the DRAK. But because it only gives you the +5.5 damage at max sheild it is far to inconsistent to be useable, it is to easy to get hit once and loose its primary upside, but keeps all the down side.
the suggestion would be make it always give you the damage boost, but relative to the percentage of shield you current have. and at max giving you the +5.5. this way it would be more consistent. instead of being you gain little fast fire rate and ammo, for overheating your gun faster and basicly never have a shield up.
#2 Nishanka Boltshark. change "Radial damage" to "area damage to be consistent" with all other weapons
Anyone else having connection problems since last reset?
Remaster the old weapon inspect animations and tool animations. (Pressing the reload button when the gun if full)
Let the Driller say fuck
Just the driller.
Make flares affected by environmental slowing goop
Put the compass thing on the top of the HUD to use
Make it put little markers in the direction of some important things like:
-Dreadnought cocoons
-Eggs
-Pumpjacks
-Refinery & minehead
-Molly, broken mini mules (already discovered ones)
-Something else whatever can be remembered
Deployable markers. Pops up a holographic text that shows directional arrows and states phrases such as.
"Already searched"
"Regroup area"
"This way"
"Resupply over here"
"Swarm comes through here"
"RIP Steeve"
"DRG was here"
Freshen up/add new equipment and suit upgrades so they feel more ‘personal’, like primary and secondaries
Tune some of the lesser used passive/active perks
More biome variant enemies
Idea for a new region. A cave system very close to the surface, with numerous holes in the ceiling in the big areas of the cave system and a small amount in the tunnels linking them together (based off of normal cave systems in the game). Every once in a while, like every 5 minutes or so, depending on difficulty level, mission control will warn you of incoming radiation from the sun near hoxxes, and lethal radiation will come down through the holes in the ceiling, harming both bugs and dwarves that touch it.
Structure idea: Karl's abandoned shelter
Nearby it's just a cave system, but later on you can notice some mined resources and pieces of (whatever material the shelter is built)
Nearby the entrance there is an inscription that is worn out, but the main words can be read: "KARL".
Inside there is a mess (cuz Glyphids), some basic things, and some stored resources.
Dwarves' quotes:
"This place feels so familiar..."
"Wait, Karl was here!"
"Karl... We miss you..."
Also with some chance there might be a grave to Steeve nearby.
If GSG is gonna expand on the DRG lore by introducing data logs, in this shelter there might be "Karl's notes", which contain info about what happened to Karl.
Have Molly follow you when you hold down the Call MULE button, would be nice for solo/Low O2 missions to get rid of all that downtime waiting for her or having to constantly stop and go for the oxygen
Have the nemesis salute you back.
Builds A B C D E for both appearance and especially class loadouts should be able to have customizable names displayed somewhere (Potentially on screen after the build is selected) even if the A B C D E remain where they are.
These names could be saved client side too, I see no issue with that. Please? Quality of life patch
Hazard 4 is too easy, the jump between 4 and 5 is so intense, I love how hard haz 5 is, its a lot of fun, but then I go a step down and its literally no challenge
I wonder
maybe they could add some kind of pvp style
thing
like a dwarf arena
where you can either fight or spectate
it'd be real fun
just like a gladiators
except with guns
a lot of guns
and you have drinks and food
when spectating
made me think of, come on ingerland, score some fooking goals
or Ok imagine this, you've been paid off by the rival company to sabotage missions, you must go in and take down as many dwarfs as possible. Bonus payment if you get all four and the mission ends. They don't know when you show up and you can get the jump on them
That would be infuriating but i would love it
idea for fourth relic armor maybe? 
Victory move. "Sandwich time." Finally give those dwarfs what they're allways claiming to get.
For those unaware, a random voice line from the dwarfs say "When I get back, it's sandwich time."
Animation could involve the dwarf pulling a wrapped sandwich out from behind his back, unwrapping in while saying "Finally." And then proceeds to absolutely inhale said sandwich and end with a backhand wipe of the mouth to dislodge any stuck crumbs.
Another animation idea could start off the same but the dwarf would take a bite and then stick it out, offering a bite to his friends. After a second the dwarf brings it back saying "No? Your loss." And resumes quietly eating the sandwich. If you wait long enough he actually does finish it and wipes the crumbs from his mouth while saying "you guys really messed up. Hm... could use a beer now after that."
If you want to vote for each animation idea put 1️⃣ or 2️⃣ along with a
to say you like the idea. If you cant decide or dont like both but want something around the idea of a sandwich based victory move just put a 
Devs can decide the ingredients for the sandwich (would be interested to see what they pick) or even do a community vote to add a more personal effect to it.
Idea: infinite deep dives (+0.2 haz per level, and regular things spawn, up to 3 mutators at max)
Now that we have Doretta in the Space Rig...
We Need to be able to Pet Doretta in the Space Rig, it just doesn't seem right. maybe dotty would still make some noises when you pet her but they are distorted or glitched out with the dwarves sad remarks about the urgency of fixing Doretta,
MAYBE if you do Another escort mission right afterwards you get a secret voice line commenting about how Doretta has finally been fixed/ it's nice seeing Doretta again.
i can't be the only one who thinks this should be a thing
i implore you Ghost Ship... please make it happen
TLDR: More Doretta Interactions for bringing her to space rig and possible interactions for bringing back and doing a second escort mission
New Random event:
At the end of a mission of any type, there is a chance for management to tell the players that they are detecting a void underneath the drop pod that they want the players to investigate. This small (likely single large room) void will be full of the regions resources, gold and a constant stream of strong enemies. But NO nitra, the players must spend what ammo and Nitra they completed the mission with as they claim as many resources as they can, before they extract or die.
When management asks them about it a button should appear in drop pod and ALL players must hold the button in a set time frame to allow the pod to descend as its a go big or go home risk it all event. Once inside the void molly will NOT deploy but the drop pod will remain (you could either allow deposit on the sides of drop pod or simply what they can carry). Either a set timer of like 8 minuets or a podium with an extract button (or both) will appear on the side of drop pod. hitting this button or the end of the time limit will start extract on a short timer like 30 seconds.
Simply put it wont add anything more to the mission other than more minerals and gold with the risk of loosing it all to strong swarms of enemies. I believe this is an interesting way to add a random event that is separate from the main objective map to allow for more game unexpectedly.
I would love to hear opinions or ideas
Thanks!
New mission idea - "nuke the bugs".
Backstory would be that all our mining has woken up far too many hibernating swarms, so management are sending in a team to take them out in a big way.
Goal would be similar to the refining mission, there'd be three or four small pods sent down at the mission start. They need connecting to each other so they all detonate at the same time. But it's up to the team how they link them up. (Link using fuel pods type wire, not hacking pod laser things). Once all the pods are linked, call in the drop-pod and management will blow the pods.
Pods could have a turret on top to help defend them against bugs, to make them different to hack / fuel pods.
Pressing F1 should open the Miner's Manual
Dunno how good this would be or how well it will be received but:
Have Phazyonite used for weapon upgrades and possibly for OC forging? For the people who have a bunch of it sitting around not being used it in the shop/ the people who bought everything in the shop before hand.
Handheld Cannon for gunner
like a ship's cannon
Allow us to remove the sleeves on armour
A small "taunt" system.
Just being able to say something more specific in a situation than a somewhat random line by pressing X would be nice. Breaking up already existing lines into some categories that you can choose from alike games simmilair to TF2 do would probably be the best way to go about it.
On the same note, simmilair thing can be done with some more or less basic animations like giving a thumbs up or pointing wherever you look at (overall some visual way to communicate with others without the laser)
This has been bothering me alot, but you know the hacked patrol bot? When you ping it the dwarves say unique lines about it, but when a bug has become steeve there is no unique lines about steeve, they just say what the usually say when pinging a enemy. So could it be a good idea to add lines about pinging steeve?
(Also Collette wave cooker plush when?)
Still no fix for salute blocking important gameplay related actions, seems like this is just how drg works now which is a shame.
The resistances you can get on your armor, great at the start of the game, but now each player has access to different damage types which can have long lasting effects. I think each dwarf should have 3 damage resistance options which correlates to their weapons.
Driller: Fire, Cold, Poison
Engineer: Fire, Electric, Radiation
Gunner: Fire, Explosive, (Can't recall a 3rd damage type they do.)
Scout: (I don't play scout, sorry.)
Dwarf specific perks...
Engi, a perk that allows engineers to reload other engi's turrets.
Driller, drillers can refuel other drillers fuel for drills.
Idk this wasn't my best idea.
a few more hair options that should be easy to implement, the fact that they'd be available at those levels means that they would grant you the status of a greybeard
Perk/Setting for deaf/visually impaired gamers.
Visual warning near the center of the screen with yellow colour (danger sign) is usually the best, something like Heightened Senses perk but triggers on sound.
Bugs spawning (digging noise)
Detonator (growling)
Exploder (about to detonate)
Hostile flying creatures (Wings flapping)
And perhaps a Swarm warning aswell, the warning announcement is top of the screen easily missed by visually impaired and deaf unable to hear the warning
This would help alot and hopefully less surprise deaths
'Leadstorm' Minigun Overclock: Gyromagnetic Anchoring
Premise:
Full stabilization now significantly reduces knockback taken
Reduced movement speed while at full stabilization
"R&D whipped up a system to tether objects with high angular momentum to Hoxxes' magnetic field. You should get knocked around less when spun up, though you'll have a harder time moving around in general."
Possible additions:
(Some, none, or all of these could be mixed and matched and added as needed to adjust OC balancing)
Significant resistance to being knocked off of ziplines while at full stabilization (god this would be so nice)
Increased time needed to achieve full stabilization
Enemies take damage proportional to negated knockback from melee attacks (basically just thorns for shellbacks??)
Fall more slowly when at full stabilization (maybe a bit busted)
Negated knockback is converted to damage (not a fan)
'Leadstorm' Minigun Overclock: Shield Feedback System
Premise:
Firing now recharges shields
Reduced damage when charging shields via firing
"Your shield generator can now absorb the kinetic energy from your bullets to assist in recharging it. Unfortunately this means less kinetic energy finding its way into bugs."
Intended Niche:
Aiding in survivability and ability to tank damage in exchange for reduction in your own damage output.
Note: This shouldn't reduce damage when you're at full shields or in a Shield Disruption mission. Additionally, fine adjustment & tuning of the amount recharged per shot would need to be done, as too much would make this extremely OP whereas too little would make it useless
(also yes two OC suggestions for the minigun in a row, imagination is running wild right now)
Add "rock and stone!" voicelines to Nemesis' probing dialog. If you "rock and stone" back, he zeros in and begins attack mode!
can the season terminal be changed so that mousewheel down scrolls the level rewards right, and mousewheel up scrolls left, as opposed to the current system? this is to be consistent with other software that allows for horizontal scrolling, as well as DRG itself, where the perk screen uses the "down -> scroll right" convention
Is it possible to add a training room, where ppl can practice EPC mining, and other class tactics/mechanics? Thanks in advance for your time and consideration.
So I was playing a couple escort missions and kinda got stuck up on the quote from mission control. ( Alright miners you've signed up for escort mission you mission is to protect and maintain the drilldozer as it drill to the heart stone… etc )
With the quote as well as a few weeks ago talking to some other miners or at least. listen to them talk about ores and how they wish they could get more faster or, at least just a large chance to get a bigger amount beside the Mineral maini mission.
So i was just thinking beside us getting the heart stone all the time maybe. The escort missions could have random or maybe different select minerals (of course depending on where the escort missions are on the map) With this mission though I can understand the worry by the players and the ghost team about people just abusing this system and things getting out of hands with ore. So maybe just making this like a one time thing or like the weekly core mission and weekly normal mission we all play but, unlike them this mission is going in a routing loop where it select a different biome every week so you can't just boost one kind of ore and the level of hazards are only on 4 or 5 due to the pay out that the player could get as well as there is still gold and nitra and the random ore spare out the mission.
Now the pay out I was thinking could range to 250 to maybe 450 for that select ore. Which I think is fair for such. A mission as well as keep the ore growth for the player a very nice one but not trying to blow the ore count out of the water. ( if you like this idea let me know if you like to add or tell me how it can be improved I would like to hear that too ) as always miners Rock And Stone.
Pickaxe perk for scout that reduces power attack's cooldown after killing a flying enemy with it
A new mission type : Cleansing
Massive bug activity was detected in the sector, we need you to clean it so we can resume mining operations.
The cave is one massive central cave (like we have for aquarc missions, but without the central platform, and you do have molly), and has way more bugs than usual (either constantly in swarm mode, or just more bugs than usual).
The only objective before you can call the drop pod is to kill a certain amount of bugs.
Make molly's blue light spin and change color to yellow/orange during a swarm
https://tenor.com/view/danger-alert-siren-alarm-red-light-gif-16931369
A 3rd level mission length on-site refining variation with the 4th morkite well and the 4th pipeline for it
Give the Dark Future suit for driller more forearm protection so it looks a little bit more even
I have an idea for a community competition and a mission. For the community competition I’m thinking that there could be four teams of four dwarves from different space rigs all competing in a mining competition. Probably with some ways to steal or sabotage the other companies chances of winning. For the mission I have an idea for is inspired by the glyphid dreadnot egg hunt in which dwarves failed to destroy the eggs and had left them to grow into an adult version of themselves making a good mission for a boss fight much like the industrial sabatoge mission
Not that this is original, but i've been thinking about it for a while: We gotta be able to use our selected Victory Move as a taunt during the mission!
Since we have bug variants for biomes like glacial strata and radioactive exclusion zone, we thought a little more variation (especially in the model department) would be nice. So yeah, variants that actually have somewhat different models, not just different colors
Magma core - bugs don't have carapace, instead have cool magma covering them, looking like darkish rocks with red glowing stripes, resistance to heat
Radioactive exclusion zone - bugs seem a little malformed and "melted" due to radiation, resistance to radiation
Glacial strata - bugs have icicles and snow on them, resistance to cold
Hollow bough - bugs are infested with the red thorny vines, and they are pertruding from their bodies
Dense biozone - bugs have grass and other foliage on their backs
Sandblasted corridors - bugs are covered in sand, are more yellow in coloration and can burrow in sand
Salt pits - bugs are red in coloration, and have salt structures growing on their backs
Fungus Bogs - bugs have mushrooms growing from them, resistance to the toxic shroom cloud, with a chance of creating it itself if getting close to a dwarf
Azure weald - they are bioluminescent. That's about it
Crystalline caverns - bugs have crystals in them. Don't ask why.
quick suggestion, the nemmy bomb shower should target whoever killed it. right now, I can just walk away from where the nemesis died and the attack means nothing.
As the chapter descriptions mention specific playstyles (Dirt Diggers: Get every collectible on the map, Cave Crawlers: Kill everything on the map, high difficulty, Mighty Miners: Complete the objectives then get out) if I could have an option to play with only members of my chapter, then I know that my teammates have the same goals as I do. This way, if I want to explore every thing in the cave, I'm not in conflict with the Mighty Miner who wants to get out already. Plus it would bring some more personal comradery within the Chapters. The playstyles are admittedly my personal interpretation (Cave Crawlers and Dirt Diggers could be similar) but it could really streamline team play if everyone on the team has similar personal goals beyond the mission objectives.
https://youtu.be/qCKOssBcAzY saw this vid I think it's a great idea what these guys proposed for the game 
Sentry gun frameworks and paintjobs
Blue as a hair color, with the text of either “If I was green, I would die” or “Da Ba Dee Da Ba Daa”
Mission Warning: Scanner Disruption
-Terrain Scanners don't work.
OPA's accuracy penalty could be toned down a bit I think, to make it more usable
Can you let us use Credits to buy the plants we need to order drinks in the Tavern?
The mission assignments as are now are a bit flawed and tedious.
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They are random in location/type, which might mean you need to do a mission in a biome or a mission type you dislike, or doesn't advance other pursuits (milestones, season yasks). Giving players a degree of control over which assignment they can take would be helpful - maybe you get two or three choices to advance your assignments?
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Promotion assignments are unreasonably long compared to the weekly assignments, always include tedious missions (escort), offer poor to no rewards for completion (in fact, your reward is hideously expensive!) and makes you play as the class not being promoted (as you don't gain exp!). Make promotion assignments shorter (3 missions, like the weekly ones), more rewarding or otherwise less of a chore.
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In a group, players often have to pick between conflicting assignments or rely on the host to pick their assignments. This could be fixed or improved if all party members shared assignment progress universally, regardless of mission choice.
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Assignment messages at the end of a mission are extremely annoying, forcing you to stop to listen to them every time. Allow players to turn them off, or not freeze the player as they load.
lads the braided beards are weird again, pls fix em (only in the victory screen/equipment/wardrobe screens)
See? He is clearly unhappy. 2nd pic is how it was and presumably should be.
With the amount of "Hostile Loot Bug" suggestions I've seen in here, meme or not, makes me want to throw my hat into the ring...(Credits to "BeardWithLegs" for the inspiration)
🔺LOOTBUG HOARD🔺
"Lootbug here!"
Miners have exclaimed about Lootbugs in this region rarely rewarding an extra prize. Frantically. -Miner's Manual, describing the "Lootbug Hoard" Anomaly.
Unfamiliar to the Warning of your mission, and confused after seeing the Manual categorize this as an "Anomaly," you dive in, not sure what to expect.
Boots on the ground, past the dirt, and after the turrets, you autopilot through the motions of slaying Loot Bugs. And another. You notice that they begin to turn away from you after a single swing. One more popped, until the next one after. This one immediately knocks you back. It wiggles almost silently, gets up on a set of stubby legs to elevate itself, quickly rolls over on the terrain to cover itself in rock, akin to an Ebonite Glyphid, and a boss bar appears on your screen. It charges at you.
"Erm, guys, this Loot Bug isn't right!"
Among the pool of Loot Bugs, one or two of them might be a dangerous miniboss in disguise. Instead of surrounding itself with bullet volleys, or attempting to erase you with explosives, one of these Loot Bugs will follow you with Headbutts and occasional Mineral Spits. You can't outrun it, but it can be easily evaded with the help of its appropriate telegraphs. Totally didn't steal this idea from a game called FURI.
Killing one would net a LOT of Nitra, and a chance between Compressed Gold or the rarer Bittergem for the trouble.
Additional notes in #suggestion-discussion
#suggestion-discussion message
It would also be cool, in the possibility that my previous suggestion is considered, if there was also a variation that would carry a more horrifying aesthetic, complete with giving Leeches and Parasites additional presence within the ecosystem of Hoxxes IV.
You fell the small, yet disruptive beast. Now you know what to expect, and fear if there are any more. You regret bringing an explosive to this mission in fear of catching anything weird in the crossfire.
Proceeding onwards, you pass by a number of Loot Bugs, a fair paranoia instilled in you. A Swarm approaches, and you are forced to hunker down.
You weather the storm, and you weather the Swarm. One last wave afterwards, and you throw out a payload for the final group of Grunts.
And you hear a Loot Bug.
Out of the very corner, at the edge of the damage falloff, you see it wiggle as it prepares to die. You sigh in relief...and then its death sound is followed by a pop sound, a mass of Parasites writhing beneath it. A familiar jaw appears underneath it, as you prepare to engage the next foe.
“Uh, Good Loot Bug, Good Loot Bug!”
BOTH of these foes are intended to be as complex as a Bet-C, while simultaneously requiring a unique approach to another possible threat in Hoxxes IV.
Localized entirely within a WARNING so we don't get another Elite Bugs incident in case if these things spawn too much, or prove too disruptive (into becoming annoying) in normal gameplay.
A(n un)pleasant surprise for any unsuspecting Dwarves. A question that would make experienced Employees consider the risk/reward.
#suggestion-discussion message
Mission Type: Search and Destroy
“Care for some fireworks, Miners? This gigantic Glyphid Nest has caused enough damage to our local operations. Locate the Core of the nest so that we may prepare a Nanite Explosive to blast the whole thing apart.”
Players will need to search a winding, intricate level for a Glyphid Nest Core, and escape with little room for error after planting a huge bomb. This mission encourages players to plan their navigation in advance for a maximum chance of success.
Swarms can appear, and the MULE is present.
1. Locate the Core
The structure of the level is elongated, characterized by long interconnected tunnels and decorated with purple rock from Glyphid Tunnels. The Glyphid Nest Core, located deep into the tunnel network, looks like a large, spherical alien egg and has its own chamber made of Glyphid Tunnel rock.
2. Plant the Bomb
Holding E on the Nest Core summons a Nanite Explosive, which lands directly on top of the Core. A button appears on the Nanite Explosive that activates its timer, starting the escape sequence.
3. Escape!
After the bomb is activated, the Drop Pod launches, and players have 2-3 minutes (depending on mission length) to reach it before the Nanite Explosive detonates.
[Plasma Burster Missiles buff]
at the moment PBM seems to be very sub-par, despite being very unique. so my idea is as follows: remove the direct damage reduction and reduce the max ammo reduction from -108 to -72. this would make it so that we dont have to choose between negating the damage nerf or negating the max ammo reduction in the tier 1 upgrades for hurricane, and considering the skill ceiling on plasma burster missiles and how their supposed to be used, this would probably make it a lot more friendly to new players and make it something worth considering taking on missions, and would make it feel more rewarding to those who have gotten really good at using plasma burster missiles
Have a rare voice line play when petting a loot bug.
Dwarf, "Please, Please can we bring it home? I'll take good care of it."
DRG, "For the last time, NO!"
Dwarf, grumbling under his breath "Stupid DRG, never letting me have anything nice."
When saluting with a beer have a voice line saying
"To steeve! That little guy got us through some stuff."
I’d like to see a bit more talk between your dwarf and Mission Control
Gunner minigun upgrade or overclock.
Nitrous oxide- make those bullets fly.
By unknown methods of somehow ramming a powerful engine along with a nitrous oxide tank into the minigun, the rpm flys off the charts by almost 3 times for 3 seconds. Make sure you have a firm grip to handle that recoil though.
By pressing a button the overclock or upgrade will be enabled causing the weapon core to extend out with steam and a bit of fire coming out and triple your rpm on the minigun and quadruple your recoil. While being able to manage the recoil can turn the weapon into a formidable tool, your ammo will practically vanish so use it wisely. After a use though there will be a recharge period before it can be used again. This idea was brought up by wanting the ability to have the force necessary to bring down that swarm that took down every one of your friends.
Note, every numerical value for this idea is not set in stone and can be changed for more of a balance if needed.
If this proves to be a really liked idea I might think up of more "last stand" ideas for the other weapons and for the other classes.
LOK-1 overclock called DUM. Would make the gun fire in a 3 round burst mode ( or possibly full auto) instead of locking on. Bullets wouldn't hit as hard because they don't have the tiny computers embedded in them ( making the round smaller ), but this would allow you to carry more ammunition.
More Music!
Specifically I would like to see a swarm track that has chanting akin to the track 'echoes of the past' as well as a more tactical swarm track. Something a bit less upbeat then the usual swarm track, idk how to better say what i want but i hope you get the idea.
Suggestion - Buff Beer Ideas; Some more "goofy" and more illicit reference beers that provide more mixed bonuses that have a unique effect.
Jacked Junkie - "A beer for the steroids-addicted alcoholics, you'll feel stronger within seconds of ingesting this strongly acidic and sweet brew, which has a strangely bitter aftertaste. A reminder that DRG does not compensate for what you try to compensate for."
- 20% Increased Mining Speed
- 15% Longer throw range (Flares and heavy objects)
- Beard size may shrink. Make sure the other dwarves don't see it.
Edible Foamer - "A beer for the other types of Rock and Stoners. Leaf lovers in the very sky high sense of the word, a very stale but tantalizing flavor with heavy foam and carbonation, which causes those who ingest this brew to 'see some shite man.'"
- 10% Damage resistance
- 10% Increased maximum health
- Go green, see green brother. Everything's your friend. (Causes visual and audio impairment.)
Clean Minigun OC Idea:
Manual Heat Dump
It says on the tin.
Same thing as Drak’s MHD mod. We have Aggressive Venting for the Drak, don’t see why we shouldn’t have Manual Overheat for the Minigun.
subata 120 oc idea:
For real this time
instead of loading the gun with airsoft pellets, this overclock uses real bullets to do actual damage.
Clean Overclock idea for the Cryo Cannon: Overcharged Re-pressurizer.
Depressurizing the gun will cause it to Aggressively suck up the surrounding air, creating a kind of vortex around you. This could stun/slow down bugs during the duration and potentially have a wind chill effect, keeping bugs from defrosting.
i could see this being useful for things like oppressors or Dreadnoughts that defrost quickly. Completely emptying the tank on them with this OC would keep them frozen for alot longer.
I've been really liking the boltshark crossbow so far, especially because of the build variety the special bolts give you. One thing that I think could use improving would be to make it a bit more obvious when a bug has a special bolt stuck in them. Depending on the bolt, it can change up the way your teammates want to prioritize that target (from what I've gathered, you wanna prioritize enemies with explosive bolts, since that'll kill everything around them too, and pheromoned enemies are left alone to keep the other bugs distracted for longer.)
There's a potential simple fix to this, and that'd just be to highlight shot bugs in a subtle color that changes depending on the bolt. Explosives mark em in green, yellow for pheromones, and blue for electricity! Or, if that ends up looking ugly, you can make the particles they emit bigger instead.
Drak shouldn't have that weird sway-when-firing thing, especially with its non-changing reticle
Try to remove or exaggerate some of the Between-frames (or whatever the 3D equivalent is) of the "Chest-Thumper" Victory Pose.
Should make it snappier. Optionally, add some small shockwave effects for each thump, to add more oomph.
New perk that takes two perk slots - "3 barrels of hell!"!
It allows you to take 3 guns from your class weapon list. Either additional primary or secondary.
As downside 50% of ammo suply that you get from ammo suply drops are equaly devided across all three guns.
honestly someone has probably already suggested something like this, but i wanna suggest a SUPER boss you can only fight after completing an elite deep dive, something like "Glyphid Matriarch" and its a room filling enemy, which you fight in waves similar to the Omaran Heartstone, with the first phase being it summoning just a bunch of grunts, the second phase it grows impenetrable armor and you need to drop rapidly forming stalactites on it, the third phase having it summon stronger glyphids (preators and oppressors) as well as launching some AOE attacks, and a final wave where it summons 4 unkillable Mactera's (except renamed to something like Matriarch drone) that shoot at you, while the boss itself continues with the AOE attacks as well as very high damage direct attacks similar to the stabber vines
This is a update to my prior suggestion:
The resistances you can get on your armor, great at the start of the game, but now each player has access to different damage types which can have long lasting effects. I think each dwarf should have 3 damage resistance options which correlates to their weapons.
Driller: Cold, Fire, Poison
Engineer: Electric, Fire, Radiation
Gunner: Explosive, Fire, Fall damage (Ziplines are a bitch.)
Scout: Electric, Fall Damage, Friendly fire. (The amount of times they've grapple hooked infront of me and died. This wouldn't stack with the maxed friendly fire perk to take 0 friendly fire but instead multiply it to be a 75% reduction.)
Specify which class the weapon is for on the assignment board, even something like a class colored bar would be enough
a new mutation: Confused Dwarves. It randomizes your loadout with items from other classes, basically making whatever class you picked pointless (with exception to xp). The only thing static is you will always get a primary weapon, a secondary weapon, and 2 utility items. I just imagine a gunner ziplining with a platform gun carrying the sludge pump lol. Or if you wanna make a (slightly) less wacky version of it, it could just randomize your gear, except keep it specific to your class, while randomizing the modifications (and overclocks if you have them) on your 2 utilities.
In their current state, nemeses are pretty underwhelming. I think there should be a reward for killing them, maybe an XP boost or a data cell, sort of like what was done with prospectors last season
An option to make c4 require pressing both right and left click at the same time to detonate, I've killed myself too many times by accidentally double clicking while throwing
Give console features such as wrighting a text that’s displayed at the mission board
I have a few suggestions I would like to add.
An overclock for the the hurricane that lets you lock missiles onto the target and they will seek them (I imagine theyd be great for the pesky macteras) some draw backs to make it balanced could be a charge mechanic to prevent god tier aim botting or possibly make it impossible to dumb fire missiles. For that one specifically I think the missiles should lock onto weakpoints to ensure maximum damage. However missiles would take the shortest route, so they wouldn't for example track around the oppressors armor. You'd still have to be behind it but not have to be so precise as before.
Another overclock I think would be cool would be a mirv system. It would act like the cluster grenade with slow rate of fire but high burst damage. (Might be too similar to alba though)
I also have a few ideas for additional weapons
A rail gun (similar to the coil gun but a a primary) I like the idea of a railgun for my gunner. Its not good against waves (which I think could be an interesting twist for gunner) but excels at single target damage. Dreadnaughts bulk detonators elite praetorian etc. It could be a charge like the coil gun or it could have a built in overheat mechanic with every single or two shots causing it to overheat (with practice the overheating could be avoided for maximum dps to reward skilled players)
A slight twist to that would be a spartan laser from halo. Instead of a rail gun it could be a high powered laser much in the same vein as halo. (This was my inspiration for my idea hence the example) it would do all the same things as the above mentioned rail gun but slightly different fluff.
An arc cannon as I call it would use electricity to kill enemies. Think the electric stones from the game. They shoot arcs of lightning that would jump from enemy to enemy. This could be done several ways from a single line of electricity that hits a limited amount of enemies in front of the user to several lines that arc between all enemies within a short distance. For the first the arcs could have a larger range since it's more focused and for the latter the arcs could have a very short range but can eliminate more enemies more efficiently. (These could also be over clocks and the weapon itself could be a charge based weapon for balancing purposes)
Most of those i had the gunner in mind (since it's my primary class) but this one would be exclusive to the scout. A high powered sniper rifle (maybe the m1000 fills this niche im not sure but I'll continue anyway) capable of massive single target damage at long ranges (might not be super effective in small caves probably more useful for point extraction elimination or on sight refining since they have large open areas) im not sure what else I can add to make this one feel more unique. I just like big guns lol
I have more ideas but i think im nearing the character limit and post the rest for later
Make the new Cyborg headgear show your eyebrow, like the other similar headgear pieces. I realize this would probably require tweaking to allow only one eyebrow to be hidden, but it does look pretty jarring to see a dwarf with no eyebrow at all.
When downed, first person spectator mode
This was probably said before but please give Scout an alternative upgrade that allows him to swing with his grappling hook based off of his movement speed & velocity. I want to be able to traverse caves like an interplanetary Spider-Man, broken legs be damned! 
This section is just a bunch of other ideas put together since I dont have a lot of ideas for all the individual mechanics.
More armors would be cool. Compared to the beards, hairs, hats and helmets we have there is a distinct lack of armors. Nothing specific comes to mind with how to design them but i would like to see some more.
A pet/garden area in the spacerig would be cool. So we could bring back steve and have a cute little lootbug farm. Could also be a place where DRG analyzes the docile creatures of Hoxxes in general.
Some more warnings and anomalies would be awesome too.
A nitra boosting anomaly (may not be entirely necessary but sounds cool on
paper) boosts the yield of nitra mining
An anomaly that boosts spawn rates of certain gems (jadiz, bittergem, compressed gold. Not sure if mineral mania boosts these) or possibly have the anomaly boost the resources we get from those instead of their overall spawn rates
A warning/anomaly that boosts the chance of multiple events spawning in a mission (some might see it as a anomaly with more opportunities to inscribe blank matrix cores others as a warning since some events are harder than others)
A warning that increases spawn rates of boss enemies like bulk detonators, dreadnaughts and nemesis. (Could potentially be very helpful for double XP missions or detrimental to escort duties especially. Or be very helpful and spawn a crassus detonator) however the XP bonus for the hazard itself would be very low. But if one of the bosses do spawn their XP would be increased to compensate for it
A warning that increases the size of swarms or possibly activates a permanent swarm during the mission. (Obviously if the permanent swarm was activated it would be a small swarm so it's not too difficult) maybe have brief pauses in between waves. Maybe a minute or so before the next wave attacks?
Which leads me into my next idea. A survival mission where you have a certain time limit to grab resources and you must survive for a period of time. Possibly protecting an objective so people can't just bunker the whole time. Might be too similar to escort duty though
A mission where we rescue a fellow dwarf. Maybe his pod malfunctioned during the extraction. For lore reasons this drop pod would be filled with rare resources or possibly critical information on the rival tech. Wouldn't make sense for DRG to rescue him/her otherwise. Would need to repair his pod with materials we find around the cave
Female dwarves
A perk that allows is to tame more glyphids. Maybe spitters webbers and possibly young shellbacks? A praetorian would be awesome but it would need a much higher cooldown to keep it balanced. Probably shouldn't be allowed to use beast master with it either
A perk that increases elemental damage perhaps? Or increases the status build up rate of elemental damage?
Combine unstoppable and strong arms since on their own they aren't very effective. I never touched them. Why would I when I can have vampire beast master or iron will? Arguably the best perks in the game
Combine second wind and dash. Or unstoppable and second wind since they are movement based
Give its a bug thing a boost to mineral yielded from loot bugs. Assuming we ever want to make it more than a meme lol
Enemies should not be able to make ranged attacks during slowing weather events, as the slowing weather event and blindness from the weather event makes it impossible to dodge the attacks and results in cheap deaths that dwarves cannot do anything about
Related to the above:
Gas clouds and possibly other things that obscure vision, like foliage, should impose some form of inaccuracy on ranged attacks. In short, being in a gas cloud makes it harder for enemies to hit you with ranged attacks. Might add some fun strategic decision making and would give additional use to neurotoxin grenades
Gloomstalker mark 4 helmet that takes the spikes of the mk 3 and puts them on the mk 1 helmet so you can show the beard too
I don't know how many times it's been suggested since I lack the patience to scroll through all of the posts here; but I would like to see more ways for cores to be acquired. Perhaps exchanging the error cubes for them? Outside of that, more big bad bug variants to add a little spice would also be fun. Rock and Stone. 
no idea how people are gonna take this, especially coming from a greenbeard, but a redesign of the OC system:
Now hear me out, it could be a good a change, or a bad change depending on the OC
Here's the suggestion: Instead of having fixed OC's and stats, make them completely random - random buffs/debuffs to random stats - hell, you could sometimes have nothing but buffs, or even only 1 buff and 3 debuffs.
The best example of what I'm talking? Warframe Riven mods (if you know... you know 😉 )
This could create a whole new desire farming OC's for weapons, looking for the best possible OC Hoxxes could get you.
Just imagine - running a deep dive to get a matrix core, doing whatever you need to make it full and not blank (im still greenbeard, idk the process)
AND POW - its for a weapon that you want, which whatever stat you want imagimable, buffs to damage, fire rate, magazine size, etc, and not a single debuff gachigasm
it could be a balance shit show, but it'd be really interesting to see the monstrosities randomized OC's could bring
Here's another way to make Shield Battery Booster more useable: When you recover from an overheat, it doubles your shield regen speed.
More missions and maps for more replayability
Basically more of everything such as more classes(i.e medic?)
More enemies?
Also game too ez
Cut down on the voiceline overlapping. The dwarves talk SO much. Very annoying sometimes in 4player
Add a dark green skin for all the orks out there with a simple description of "WRAAAG"
Add option to display damage numbers upon hitting enemies
New grenade idea: Red sugar extractor.
So, if we think about it, Glyphid blood contains Red Sugar (since vampire perk works). So, what if we grab vampire, and smack it into this robo boi? We get this.
This will stick to a bug, and if you kill it in time (like chem bolt for Scout), bug will explode into a healing cloud. This is basically vampire but more team oriented.
Optional: make it an active perk
This doesn't break the rule devs said (no way for healing besides fighting and mining) but makes a more team oriented Vampire.
Colette wave cooker oc: anti-anti-solvent (balanced)
shots apply a stacking debuff that reduces elemental resistance and increases elemental weakness on the target. (At max stacks, reduces elemental resistance to 10% base value and increases elemental weakness to 2x base value) decays over time.
decreased damage
decreased cooling speed
“Pesky bugs resisting your various warcrime devices? Make them feel the burn/freeze/acid with R&D’s all new Anti-Anti-Solvent!”
Support and Movement ability overclocks (such as a grappling hook that pulls in enemies)
Playlists : Allow players to purchase an item for a moderate amount of credits (5k?) that opens the ability to make only specific songs play at specified times. IE: You set your playlist to only contain "Run!" and "Dance of the Dreadnaught" in swarm/combat events. You set the 'ambience' soundtrack to 'all'. You will hear randomized ambience in calm scenarios, but swarms or intense scenarios will only play 'Run' or "Dance of the Dreadnaught'.
Edit : As new songs are added to the game, the Playlist would instantly include them in your premade lists. All you would need to do is go to your playlists and remove them if you do not want them included.
Balanced Boltshark OC: Broadhead Arrows
"Originally designed to bring down elephants, these wicked arrowheads are just as effective against Hoxxes wildlife. However, they cannot plausibly be pulled out of surfaces due to their shape and the huge arrowheads are harder to handle safely."
+30% weakpoint damage
Bolts are irretrievable
1.25x Reload time
I think it would be cool to have more unlocking rewards from assignments. I am currently player rank 82 and from what I heard scale brigade is the only gear assignment left for me to unlock. I would like for there to me more. Could be resources, money or any number of customization options. More assignments would go a long way to improve overall life of the game. Even if they added another weekly that was randomly rolled would be nice. That way every week we are guaranteed a nice shiny Customization of some sort.
Also more loadout slots please. We already have slots A through E a fee more wouldn't hurt. With all the overclocks we have we're bound to get more. Having the ability to change loadouts instead of having to change weapons and over clocks often would be nice. The hurricane leadstorm and bulldog alone have some really strong builds. I would like to have enough loadouts to switch between my builds between all my weapons. 5 slots seems kinda slow for three weapons. Not to mention perks too which can open up even more builds. 10-15 loadout slots should be more than plenty even if you add more weapons the next major update. That gives and average of 2-3 loadouts per weapon so many build can be available on the fly. Karl knows we don't need to spend even more time tweaking our builds before deep dives lol
Beer Resupply Pod
What: Allow us to call down a barrel styled resupply pod with the special mission beer for each player.
Why: To solve the problem of a player joining late and missing out on the special beer. Also for the memes and laughs.
How: Costs the player who called it the barley bulbs, or if it has to be with resources gathered during the mission make it cost x gold?
Cheers!
2x range mod for the class you managed to get to silver rank
let us pet the mini MULEs
LMG with strong penetration for Gunner as a more mobile option compared to the other primary weapons
Mimic Resupply Pods on Salvage
After repairing the lost Resupply Pods on a Salvage mission they have a chance to turn into Rival robots. They stand up on two legs and walk around attacking the players. Perhaps shooting the resupplies at the player as a projectile. Perhaps when you defeat it, it falls to the ground and explodes into a load of nitra and red sugar.
When I sign into a different ps4, I start as a level 1 dwarf. Could we get a cloud save system going? I won’t have access to my own ps4 for at least 2 weeks
My name is Steve and it is very confusing when my friends constantly talk about Steve the bug. Could we have the option to set our own names if we want via a menu option? So it would always be set to the new name and not break how the game plays.
For some future weapon balancing, it could be interesting to lock stat upgrades behind the mastery bar filled up by getting upgrades
if GSG is ever worried about balancing the initial weapons, this might be away to make them not break the early game, maybe?
Unstable Overclock for the CRSPR Flamethrower: "Radioactive fuel"
RnD have found a use for the radioactive crystals down in the exclution zone. When grinded into a powder and mixed with the flamethrowers fuel they result in a sickly green flame that causes radiation burns in addition to normal ones.
- Adds "Radioactive fuel mixture" effect
- Reduces Sticky flame duration
- Reduces damage
- Increases reload time
Customisable Mini mule in single player
Bodkin Crossbow should bounce between passive mobs, but only if you actually hit a passive mob, like if you shoot a Lootbug it bounces to two other lootbugs
Upgrades for the flare and grenades? Maybe some customization options for them? It would be nice to tell apart my flares from the flares my teammates left behind. That way I know what tunnels I need to double check in case my teammates missed something
Also customization options for your tools? Similar to pur weapons
When installing/updating mods, there should be an option to not have them enabled right away when doing so
Part 1. Typed a bit too much to put it into one message, sorry.
New primary weapon for gunner. A deployable fortress. When running and gunning the weapon will only shoot through one barrel as if it were an automatic rifle but when selecting the alternate fire. The gunner will deploy the weapon allowing the gatling barrel to operate and deploy a shielded covering that only protects front assaults. (not immune to front damage but maybe like a %30 to %40 frontal damage decrease)
-The unique trait
This weapon can be deployed to increase its fire speed and add damage resistance to front attacks by deploying a frontal shielding but in return this gives the player a 180° maneuverability from the location it was deployed but the nice thing about shoving part of your gun in the ground is negating any recoil.
-
The damage
Should be something like the gatling gun but maybe a bit lower because this weapons rpm will be doubled when in the deployed mode but in non deployed mode it will be more of a faster gk2 so this would encourage deploying the weapon. -
The ammo
It should be balanced but allow the player to use the deployed mode often without the fear of running dry early on. This weapon is non reloadable but it does have an overheat mechanic. -
The sound
Chunky and heavy. You want to feel the weapons potential power. In non deployed mode it should sound like a heavy lmg but when deployed it sounds like an A-10 Warthog. When deploying the gun the gunner will have a few lines but can be something along "You want more?! Be my guest!" Or "You want my all? I'll give you my damn all!"
Part 2
-
The animations
Not only should you hear the weight but also feel it. Think of what it's like to haul a car door or two. The inspect animation (pressing the reload key) could be pulling the charging handle back a bit to see the bullet inside but give the dwarf a bit of trouble because of how strong the spring inside is. The non deployed animation will have the dwarf grabbing a grip underneath the gun but in deployed mode the dwarf will be grabbing the top of the gun to steady himself. -
The look
I might draw up some concept art but what I'm thinking of is one of those real heavy duty mounted lmg's that look squarish but round that out a tiny bit and put an assult rifle trigger on the bottom and a buttstock with a heavy recoil dampening spring. The ammo will be the free casings on those tracks but have that aligning track (I think that's the right term) around it and have it positioned to where it looks like it's going into the dwarfs back from the gun as if the ammo comes from a back attached ammo pouch. The front shielding when not deployed will look folded on the side of the gun but when deployed it will look like 3 heavy metal sheets underneath one another on both sides of the gun. (Just throwing out ideas I dont really have a set image in my head so this all could be scrapped)
Any numerical values are availible to change to balance the weapon
Just to extend on beer resupply pod from earlier:
Another alternative cost: x gold + x of any beer ingredients/hops present in the mission.
How do you select a beer resupply pod to call:
press 5 to cycle between ammo resupply pod and beer resupply pod, or assign it to its own hotkey 6.
How does it functionally appear:
Beer Barrel pod drops down similar to a resupply pod, 4 Hatches pop open around the bottom portion of the barrel - beer mugs pop out. Barrel lid pops open A Bosco/lloyd robot pops out with beer hoses attached. Pours the beer into each mug and quickly hides back inside the barrel closing the lid.
Possibly include a small jukebox located on the outside of the upper half of the of the barrel pod, so we can play some of the bangers from the space rig. (interacting with jukebox could cause a mini swarm, not the managment called out swarms.)
Possible for the beer pod to return back (due to presence of a bosco/Lloyd) if: all beers are consumed, jukebox isn't playing and a short timer 15-30 of no interaction with the jukebox/beer resupply.
How does it fit into lore and how does management react when calling/interacting with a beer resupply pod:
1st call of a beer supply pod:
Management: Roger that, Deep Rock Galactic prefers dwarves operating at optimal performance. Beer Supply incoming.
Management: Stand by, morale boost on the way.
Management: RnD said they had some issues developing this so really tested this one out themselves, repeatedly. Oh wait..
2+ calls of a beer supply pod in a mission:
Management: Are you sure about this, any hindering of performance affecting deep rock galactic will be brought up in your performance review.
Management: Really, Wha.. What's going on down there!?
Interacting with the jukebox:
Management: Sigh* what have we done..?
Management: RnD have got some serious questions to answer.
Management: Wha.? How..? Oh nevermind.
Cheers!
Unstable OC for Gunner's revolver
"Strange bullets"
"For some reason, flares repel those bullets away. However, you throw a flare and shoot at it, the bullet will become faster and will home onto a closest enemy. This however reduced the ammo supply."
Bullets will ricochet against thrown flares (your char's aim, not cam will br locked on the flare so it won't be tough to do)(doesn't work on flares that are just lying on the ground.)
Those bullets will home onto enemies and deal increased damage.
Less max ammo carried.
Note: if you and your teammates throw flares your bullet will bounce between all of them. Yeah, dmg bonus will stack.
Aim priority:
- Flare (your or your teammates)
- Largest bug nearby.
To activate the overclock effect hold left click and throw a flare. Release left click to fire.
Upd1. Thanks guys, accidentally made it balanced. Now it's Unstablle
An unstable colette wave cooker overclock:
Overheating launches a high-damage projectile which deals damage and ignites things in the area of its impact
reduced rate of fire
a small damage reduction
Pat the mule
I hope in the next big update we get some new mission types. The ones we have are amazing but it would be cool to see some new ones maybe even new biom? I had a idea with a few mates, so basically you come in the drop pod then have to find your rivals company’s base that has been damaged due to a “Dreadnought” breaching into the base but some of your rival enemies have managed to survive the attack but the Dreadnought is still lingering around the place. But the end goal it to hack the main computer with “Hack Bot” and get the data you need, defend from the rival enemy’s and bugs and get out!
(Always Rivals presence)
(Increase spawn on Nemesis)
(New Dreadnaught aka a fully grown one)
(The base is a literal building base so the gameplay will be in and out of the base)
What do you all think if you like it let’s try get it out there maybe make it happen!