When doing dreadnought missions, managment says you need to take them out before they turn into something "even worse..." I'd like to see this explored in the form of a raid boss or something. Maybe these grown up dreadnoughts are so dangerous that management has to lock down sections of hoxxes until they're dealt with.
If they do a mission type involving the grown up dreadnoughts it should be fairly similar to base elimination, but instead of taking them down head on, you have to use massive heavy weapons to take them down. You could have an anti-tank cannon that you build rails for where you have to lure the dreadnought into the line of fire of the cannon to destroy otherwise invincible armour, or you could have a depot that dispenses jadiz sized explosives that you attach to the roof of the cave to cause a cave in over the dreadnought, that can be activated via laser pointer when the dreadnought is underneath it.
@@durgun8247 You saying that made it think it would be amazing to have like a reversed Escort mission, so instead of escorting you're stopping it from getting somewhere.
I'd love region specific Dreads. I have the image of a Dread in Crystalline Caverns having a big chunks of the Shock Gems on its back, shocking Dwarves who get close, shooting an arc of lightning instead of fireballs, and being a source of light. Imagine what you could get from a Fungus Bogs or Azure Weald Dread
This is something I have brought up a few times myself. Glyphids having unique variants that can spawn in specific biomes. Similar to how the Pretorian in Radioactive Exclusion Zone has the unique radiation AOE ability, but with a more visual change to go along with it.
I was literally just thinking this. It’d be so nice to see it implemented. The only problem would be that there’s quite a few biomes that have very little something could be based off imo. Some ideas I had: • since azure weald is really neon and bright I think a camouflaged dreadnaught which hides and ambushes could work quite well • in sandblasted corridors a dreadnaught based off knockback and shockwaves, with the ability to cause partial cave collapses (due to weak terrain) • goo or corrosion for fungal bogs • hollow borough could have a highly aggressive dreadnaught which is constantly running after you with a thorns effect For the rest of the biomes I feel like they are either just really self explanatory or absolutely clueless about. Edit: also the time and effort required to make and balance them would be ludicrous so unfortunately I don’t think we’ll see it happen
Perk system truly needs a big rework... It's probably the weakest element of the game in it's current version. I would love to see maybe a class driven perk progression, where every class gets access to a different and more specialized perk selection.
Class driven perks would be a fun way to mix up the system, but it could end up having people quit if their teammate isn't running a specific perk that they have access to. It could create a meta for classes more then now.
@@beeny4370 I imagined it more like a different tree for each class with some chared perks and some unique ones... But in general Perks most need a rework... A lot of them are just not impactful enough
As said by Beeny, Class specific perks will 100% make people kick or rage if you dont run x/y/z perk. IMO make sprint baseline and remove iron will then buff everything else/add new stuff.
something i'd love to see is Bosco being able to go grab stuff like apoca blooms and fossils and bring them over to the player, like with the enor pearls and bittergems.
Good lord yes. I hate feeling like I have to play Scout in solo just so I can grapple up to and Hover Boots in front of a fossil that's 40m up in plain sight.
@OHGAS Oh yeah, it's kind of annoying when Bosco gets done mining (especially if it's Nitra and I had to tell him to mine it again, I wonder if the guy that programmed Molly got to Bosco?) a chunk of whatever he was digging out gets caught on the lip, and is now still stuck where you need Bosco to reach it.
I fear a healing grenade would immediately become meta, and may even fall into the "people getting mad at you for not having it" problem that Deep Rock has so far avoided. Perhaps if it boosted shields instead?
Unfortunately there are “people getting mad at you for not having” the impact deflection overclock on your drak 25. You pick overturned particle accelerator? You’ll get told it’s trash due to poor accuracy and then subsequently get kicked from the game.
I think with how OP Engineer's shredder grenades are, it would be hard to tell them that they have to use a healing nade, since it would come at the cost of basically an automated glyphid killer. Fighting meta weapons with other meta weapons opens up a lot more potential then being concerned about never having meta weapons in the first place.
You know what's weird ? Watching a video about a multiplayer video game where there is no rant about loot boxes, hostile players, pay to win or anything like that. Deep Rock Galactic, to me and I assume for a lot of you too, is just one of the first things that come to my mind when I hear the word "fun". Pure, unadulterated fun
Deep Rock Galatic is quite possibly, the only video game where toxicity isn't a concern amongst the community, lets keep it that way. Rock and Stone Brothers
i'd love to see some new biome specific enemies, it gets a little stale having to deal with the same mobs over and over. edit: also maybe some rewards for unlocking a number of upgrades on the utility tools (example: +2 fuel on drills for 3 upgrades purchased), or some tool overclocks.
@@boomeronet7888 That would be so funny I would love that. It could be like a snowball instead. I was also thinking maybe it did more damage the faster it was going so you could just drop it from really high up and do like half a praetorians health
One thing I want to see added in the cosmetic category: More skins. Like, we have gold already, but why not steel, too? Copper? Iron? Crystalline? Both Beard colors and Skin colors have HUGE potential as far as options go. I love the idea of shield link becoming an even bigger team support option, with it's active already having a sizable cooldown for what it does, having it as an AoE ability that can be used to hit the team with a short duration but powerful buffer would be really nice. It would synergize very well with having a gunner on the team who could get everyone under cover and then have someone pop shield link right as the bubble collapses. Gunner and Shield Link already go together so well, this coming from someone who runs those quite often. Perks in general I feel should be a little more team oriented without sacrificing their use in single player, and I'm already brainstorming a ton of ideas for how that could be done...
You ever seen that glitch that happens to character's beards/moustaches sometimes that makes them two different color? That should be a new feature, make different parts different colors
A fantastic overhaul to Deep Dives would be to mash the two objectives into one more difficult single objective. Say... Point Extraction, but instead of aquark, you need to gather monster eggs. Or Black Box, except the radius is huge and activating it spawns a dreadnaught you have to fight. Or Escort, except to refuel the dozer you have to build out a few pipelines to some nearby oilshale wells.
Pretty good ideas, as far as I know the devs have said no to any dwarf being able to heal their mates but I'm sure Engie's new nade will turn out cool either way. I hope Season 3 will wow us all over again
probably best way to go about it would be to have a grenade that gives allies a defense bonus rather than healing, but I think that would probably be more fitting for someone like Gunner.
I'm hoping they add some unique aspects to deep dives that really emphasize the sheer DEPTH that you're traveling to. Even little things would go a long way to differentiating them from "mission but long." Say, make the cavern walls and glyphid shells grow progressively darker/more saturated with each stage, like your digging right into that biome's core.
When I first saw the name "Deep Dive" I assumed it was an extremely long and highly vertical cave generation. Like one really long mission. I think that would be exhausting, but I do think a more vertical and deep cave generation would make Deep Dives stand out.
I wanna see a cave made of granite (orange and brown style rocks and stuf) and it would be filled with acid pools and geysers and some rocks that have (somehow) been rounded out and upon being hit with damage they will begin rolling around.
@@DareDevil_00I but then acid pools would probably just be impossible, DRG doesn't have any liquids so adding a liquid pool wouldn't probably do too great, i guess it could be some weird cauldron plants that release an explosion that does poison damage for a while if broken or you hop into it. Idk how granite would fit the aesthetic though.
In regards to the cave variety, I have been advocating for sub biomes since the game first released. That being, each biome could potentially spawn a similar sub biome somewhere in a mission. For example, in Glacial Strata, you could find a large cluster heat vents, and geysers, leaving the area warmer, and full of foliage instead of ice. Or in Magma Core, you could have a section that generates with hexagonal pillars, a rare real life occurrence caused by lava cooling and breaking under specific circumstances. They could be small points of interest in the cave, or split the cave 50/50. Lots of potential variety and intrigue! Also, I agree that the tunnels need a touchup. Hollow Bogue is my favorite because they are so much more unique and interesting. I also like the idea of Glyphids having unique variants that can spawn in specific biomes. Similar to how the Pretorian in the Exclusion Zone has the unique radiation AOE ability, but with a visual change to go along with it. Like, he would have radioactive crystals sticking out of him. Or bugs that can spawn with obsidian armor in Magma Core. Maybe killing them would spread magma on the ground. Or in Fungus Bogs the Pretorian could have mushrooms on it, and instead of its normal AOE, it could shake off spores that grow into mushrooms that spread toxic gas, and you need to destroy them. Again, lots of possibilities. I really love things that add a dynamic, or unpredictable scenarios to gameplay.
I always thought that sandwiches would be perfect, you could use brewing materials or something to craft them and they'd be a one time use buff mid mission with an eating animation to go through. It'd really spice things up prep wise, and adding a full canteen in the space rig would just be wonderful
I’d like it if they gave a little more love to the cosmetic system Like maybe could we separate armor into tops and bottoms? There are lots of times I like the top half of the dwarf I’ve made but I think his pants are too sparse or something nit picky like that. I’d like to have mk4 scout armor top with the mk2 or mk5 leggings. I know that might be weird looking if some were separated but I think it would totally be worth it In particular PLEASE make eye customisations a separate slot. There are so many goggles, glasses, laser eyes and field repairs stuff that means I can’t have the hat or hair I want. Maybe isolate the parts of these eye accessories that aren’t directly on top of the dwarfs head
Also, I guess ive been playing too much DRG because I had a weird dream about it. it was about a new mission type with a new warning. the new mission type asked you to go into these abandoned, wrecked buildings that they used as scouting sites. they were attacked by bugs, but the data is still in there, so you need to navigate tight corridors to get them. the buildings usually sat in the middle of a very large room. the warning that i dreamt about (i dont remember what its called) was basically what you imagine a haz 7 to be like. it spawned a swarm every 3 minutes and had new enemies that came with it plus new swarm types. there were these weird praetorians that had spiky armor and could dig through terrain, as well as Bulk Detonator swarms, where it would spawn about 8 bulks for you to deal with, as well as a dreadnaught swarm, spawning 3 of the things at once. I dont remember anything else, but it basically made the game extremely difficult and constantly on the run trying to collect the data
I feel like DRG needs a way to sync quest line mission progression for players in a lobby. The fact that different quest lines needs different missions makes it hard to play DRG with my friends unless everyone in the group does the exact same missions all the time which is just an unreasonable standard. As a result, the current system forces me to choose between my progress or playing with friends, which imo runs counter to GSG's coop first philosophy. What makes this even more frustrating is that I don't see any harm in letting the host's quest line missions counting toward the other players quest line missions. It would make it easier to play with friends and bring in new greenbeards into the fold as we wouldn't have to sacrifice progression to playing with our homies. I literally cannot see a reason how such a system could hurt DRG in any way.
this is really good, its always a nightmare when im playing with friends and having to swap missions, only getting my promotion done like 12 missions later.
I personally don’t think it matters much because there’s no important reason you need to get any of the missions done other than promotions and you want to, it’s not a big deal but maybe something could work out to make it when you both or all have the same mission type it is guaranteed to be the same one on the map
My opinions/ideas: --- 0:24 Cave Variety On top of what you suggested, I think alternate paths could be fun - as in, multiple cave-tunnels leading to the same cave-area, or to two different areas before converging back into one path. I think it could spice up exploration and add a bit of a risk-reward dynamic to that: "do we split up and cover more ground but risk getting downed away from each other, or do we stick together for safety but draw out the mission by backtracking to missed sections?" Only one of these branching cave formations should occur per mission (or level of a deep dive), with percentage chance determining placement on the map as well as whether it happens at all. On the topic of new hazards, a fun one might be maze-like caves, where every wide-open cave area has multiple dirt walls leading to branching tunnels, with some tunnels even ending in dead-ends. Of course, this could get confusing if you aren't paying attention, and so that's why it's a hazard and not just an addition to gameplay. Another quick idea I've had is finding and exploring run-down Rival bases in the caves. This could be a new mission type, a new negative modifier, a new "biome," or a new machine event type deal. The dwarves enter the ruined facility hoping for treasures (mineral-material caches, unlockable cosmetics a la backpacks/cargo, Rival tech or info, etc.) and have to navigate a mazelike facility with puzzles, traps, Glyphid nests, and the looming threat of alerting security... As for that last part, I'm not proposing stealth be added into the game, but rather that as you explore, your actions may cause retaliation; think like, you get to a room and try a hacking minigame, and if you fail, you get locked in and security drones like turrets and special variants of Patrol Bots activate and you must fight your way out. Damaging doors, servers, etc. could cause a trap like warp-mines teleporting in, or laser beams shooting from the walls in a pattern, or the doors to the room sealing and you must break your way out, or w/e... Basically, a maze-like facility with puzzles, minigames, and some treasure rooms to encourage players to enter, and you either get the treasure and escape mostly unmolested by passing most of the skill checks, or you can fly through guns blazing and fight your way past the traps and security to get at the storerooms full of loot... But, every time you alert security or activate a trap, a progress bar increases, and if that bar fills, you'll have to fight a boss. This boss will probably be shaped like an upside-down pyramid with some form of lasers, clawed tentacles, and/or summoning attack, like the other two Rival bosses - the Caretaker and the Nemesis. Of course, a full mission of just this would be too big a departure from DRG's base gameplay loop, and so part of the mission (or most of the mission, in the case that this is some sort of event or modifier) will be a relatively normal cave with Glyphid enemies (and maybe some Rival presence). A possible alternative to the base being a guarded storeroom for things the Rivals have harvested from Hoxxes is a purposefully built and placed trap or test meant to lure in the Dwarves with loot and study them, kill them, or both. Another idea is that if this concept becomes a mission (as opposed to a hazard or event), once every Dwarf gathers into the final room, there will be a boss fight there instead of a "facility alertness" bar at the top of the screen; once you beat the boss, you call in a Drop-Pod and *Doretta* to drill through the wall for a quick escape. While she drills, the team will have to do point defense while they wait for Doretta to break in and free them, since the drilling will obviously activate/alert all security to attack the Dwarves, as well as wake up any remaining sleeping Glyphids/Mactera infesting the facility. Once Doretta frees the Dwarves, a short (Doretta and the pod dropped together, so it won't be far) escape timer begins, and her head pops off so you can rescue her from this mission too. Of course, this all is probably a bad idea in and of itself, because I intend the walls of the base to be nigh indestructible, so that players can't just drill through and steal the loot without a challenge... and digging/drilling is a core facet of the gameplay. --- 3:26 Cosmetics (?) I don't have much else to add to the topics brought up in the video... but I do want to see the devs essentially implement the verified mod which allows you to mix default colors and weapon frames - allowing me to have a Neon framework with the Fourth Relic default paint scheme, for example. I also want (at least some of the) weapon modifications/overclocks to change the model of the gun (and in that vein, have custom models to match each framework, if necessary). This thought primarily comes around because it bothers me so much that the Bulldog revolver model always has four chambers for rounds, and that the reload always utilizes 4 shells/bullets. The obvious example is the Six Shooter overclock adding an additional two rounds to the "magazine," but the Elephant Rounds overclock also changes the "mag" size - decreasing it from 4 to 3. As for non-overclock cosmetic changes to weapon models, think about how many mods there are for increasing/decreasing magazine capacity, and how the magazines never change size even slightly... The Bulldog inconsistency is the only one that particularly bothers me, but I'd still like to see upgrades and overclocks actually impact the appearance of the weapon model. This change is actually at the top of my DRG wishlist, with more hair colors being 2nd place. Another QOL change I'd like is a 3rd option in the victory move menu at the wardrobe. We can currently set it to randomly pick from every victory move we've unlocked, or set it to always use the same one. I'd like a third option which lets us make a list of victory moves the game will choose from at random, so if I don't like a certain move, I won't see it if I want the game to rotate through my other moves. Custom models/paintjobs for Molly like what Bosco receives seems like fun. For multiplayer, Molly should probably just select the host's customizations instead of appearing different for every player, because I imagine that Molly appearing differently on four different monitors would be a pain to implement. I'd like a mission, or at least a mutator (positive or negative depends on how it's implemented), which sees the players bring 2 Mini-MULES instead of one regularly-sized Molly for a mission. I only see it as beneficial because you can deposit minerals in two different places, reducing fighting over Molly, making this a new positive modifier. Also nice but not necessary is a menu for selecting a song from the Juke Box rather than it picking one at random. High up on my (and many people's) wish list(s) is a firing range on the Space Rig, so we don't have to start a mission just to test a new weapon loadout anymore. Also on my wishlist, but relatively quite lower, would be the ability to customize parts of the Space Rig, like hanging decorations or displaying trophies... like the modern Hideout in Payday 2. Of course, this Space Rig will display the settings of the host. I know it isn't exactly lore-friendly considering the Dwarves' space pods are the only things that are theirs to decorate and that the Space Rig is company property, but the default Space Rig is so boring to me now, and I think limiting customization to the bedrooms is a terrible idea since nobody ever visits the bedrooms anymore after unlocking every perk. Maybe, at the end of the Memorial Hall, instead of that anticlimactic (and now quite tedious) Promotion Terminal, there could be a trophy rack. BTW, the Promotion terminal can go somewhere else upstairs that isn't used yet, or maybe be placed near the Deep Dive terminals. The trophy rack could have trophies for doing unique events/challenges in game, but a more practical solution - especially in not needing to implement a brand-new game mechanic - would be that the trophy rack might display a unique trophy for every achievement the player has accomplished (with the secret achievements getting their own special shelf). For example, Jeweler could see a chunk of Bittergem placed on the shelf with a plaque, and Drill-By Shooting could be represented by a miniature Doretta with a plaque, and Without a Paddle might earn you a severed part from a Dreadnaught like a fang or something labelled with a plaque, and Rock Solid's trophy could be just the same as the image associated with the achievement, that being a shiny rock with - you guessed it - a plaque. The point of these plaques, btw, is to list at least the name of the achievement... and perhaps interacting with it shows an in-game pop-up detailing what the unlock conditions were in case you need reminding.
I can imagine an unstable overclocks for the grapple gun. Can yeet yourself towards enemies, and way faster velocity, dealing damage on contact like a comet. But you also take damage yourself
What if they added a "Disrupted Terrain Scammer." Essentially, you couldn't you your terrain scanner during the mission, or maybe there's rival tech you have to disable to use it
I would love to see a new biome in DRG that made flares useless. Basically, a biome that where flares no longer light up areas. The only light source you have is the standard light that the dwarves have in game. Which isn't very bright by the way. Also scouts flair gun would be useless. New variety of biome specific enemies and new hazards. I'd call it "The depths of despair" or "Void of sorrows." Something like that.
I wish there was something between deep dives and regular missions, when a deep dive can take up to an hour and a half (from personal experience I'm probably just taking my time too much) i'd like to see some cross-biome missions too, i think to fit the "character" DRG as a company has maybe 2 separate caves with low amounts of morkite or 1 dread cocoon, sort of how deep dive objectives are low, and then once all collected call in a horizontal drop pod, some kind of mini doretta the dwarves can ride to the 2nd cave which could be in a seperate biome, and finish up the mission in the 2nd cave, probably totaling about 1.5 missions worth of resources but not enough individually to spend time/resources going to get like 100 morkite, i think they could also add an extra secondary type so in one cave have holomite and in the other its boolo caps or mix the two together, i just really really REALLY want cross-biome missions
More mission mutators that drastically alter gameplay. I really like o2 missions because it adds a whole new layer of strategy to supply drops. Maybe perks that change how things work like risk of rain items.
Found this video BECAUSE of the Ghost Ship Games UA-cam channel posting about it. That’s some insane recognition right there. Great work! Personally I’m still hoping for more additions / quality of life / social features for the space rig. Primarily a Mess Hall / vending machines, but also a Shooting Range with a bunch of customizable features like simulating different biomes on Hoxxes IV. Plus an actual “sit down” animation, where your dwarf can kick back and relax in the different chairs around the space rig or the ability to actually “nap” in your sleeping pod. Add hidden stools in front of the abyss bar that will expand upward out of a porthole from the floor so you can actually take a seat AT the bar! More interactions like dancing / sitting that swap your view to the 3rd person camera so you can appreciate your personalized dwarf more often. Maybe even TF2 Styled taunts! I just love the endless opportunity the Space Rig provides to really drive home the “we live here” casual nature of the space rig. I’d love to see more work done to improve it!
sniss, I've been unironically binge-watching your drg videos for the past 3 hours. You have done a good job of providing an engaging & relatable source of content while not seeming too obnoxious. Thank you. You've earned yourself a subscriber
The ability to play poker or some other multiplayer gambling game in the lobby, betting minerals would be fun. Also they should sell sandwiches and such at the bar. Cosmetic only like most of the beers, if nothing else.
My one biggest request in a volume 3 of the soundtrack. The thing that got me hooked to this game was hearing Axes Out play as I was running to the drop pod from a massive swarm, someone called the pod at the same time we activated the hacking pod.
An idea I had for an Engineer Grenade (previously scout, but he already has the boomerang) was a "devolution grenade" that that essentially downgrades enemies you throw it at: grunts become swarmers, praetorians become guards, and grabbers become spawn, etc. It'd be pretty cool to see something like that, despite the possibilities...
Nothing personal, but I think the "error"-mutator is a really bad idea. It would really disrupt the lore of the game, as it would imply that the dwarves are actually in a simulation and not on an actual planet, because such features obviously couldn't arise naturally. However, if the caves ARE in a simulation, DRGs business model seems a bit questionable, so the dwarves and the entire corporation would all have to be simulated and I honestly believe that would really disrupt the feeling of being a dwarf living on a space station and going on dangerous adventures. I want the lore of the game to be that all that is happening, just really, really, really far away.
I think you might be overthinking it. I think the implication is that error cubes just react weirdly with the world. It’s glitching because it’s an alien artifact or something that’s warping reality around it.
I think a mission type involving the rivals group setting up a facility of holograms and machines down in the caves that you need to bust down would be cool. they could be all glitchy too, and we already know they can make force-field type things. It could incorporate that glitching aesthetic
Error cubes... Error structures... + It's a fucking mutator. A lower gravity also cannot exist on a planet, its the same force going down on you everywhere, and the only real option left is that its some kind of error. Also no one cares about DRG lore go play hollow knight for that. It could literally just be that there's some alien tech that can simulate real life, giving everything an error and warping it in some areas, like the dna pillars could just me massive dna.
I have one BIG issue right now.. When completing a Machine Event, It seems I NEVER (0.01% chance) get an option for the class I'm using.(gunner) If I am going to use 1 of my blank matrix cores on these machine events that gives 3 options on completion, Then I NEED 1 those options to be the class I am currently playing as.
Nice vid as always sniss! I do feel that the driller ‘nade idea is a little pointless with rock mover satchels, but honestly driller’s ‘nades are all kinds of messed up already so an all round rework is definitely in order.
As much as Hollow Bough is a Hell Bastard Nightmare, I do agree it's a great deal more engaging then its siblings. There's a lot of tricky generation you could do for the other biomes, too. Say... actual auto-generated mazes in Sand-Blast, big ol' ice crevices that cut through the terrain of Glacial Strata, or big chunks of calcified salt with geometric tunnel generation in Salt Flats.
The thing about SYIH is that it has two things it does - lets you literally one-shot grunts with a single pick swing, and lets you obliterate entire swarms without consequence with residual fear. However, the drawback is it either needs you to take damage - very dangerous already - or be downed, which admittedly taking melee hits to go all out with your pick might lead to anyways. It does need something more, but more because it's so difficult to use.
the problem i see with the arc lightning grenade is that the IFG already slows down enemies and puts them in an electric field. mind you, it doesnt do any damage, but if your weapons have the mod or OC that gives extra damage against enemies in an electric field, the IFG is worth taking. Also that grenade you suggested for driller is already in the game. its the HE grenade, but it definitely needs a buff.
I always found "See You In Hell!" moreso useful for when someone's about to revive you, as it can delete most immediate threats that would otherwise slow down the rescuing process. (It's also handy when you die in a Driller Bunker or by the Refinery/Minehead, because then it's basically a freebie button to give everyone else some breathing room.) That said, I still agree that it could do with a performance boost - getting a revive based on catching enough pests in the blast would be great, and perhaps not *absurdly* difficult, since you always attract a few bugs when downed anyway.
I was about to change to a different video with a smile on my face but the last seconds of the video just really made me do a stupid grin. Keep making great content and rock and stone!
"Feels like there's no reason to pick see you in hell" Personally I really appreciate oneshotting grunts with my pickaxe so like... yeah, even for the passive effect it's still pretty good.
BRUH see you in hell+vampire perk is rly nice. Made my dwarf unkillable up to haz 3 and helped me live in haz 4. Low health? CRACK SOME GRUNTS! But you need to be careful as you know.. your friends might be trigger itchy and friendly fire is big ouchie.
you mentioned being happy with the current cosmetics other than beard colors, but it is an absolute crime that we still don't have a backwards ball cap.
point extraction got many new cave varieties in the season 3 update, and other mission types got some love too. i‘m so glad that the developers are still going mega strong with the updates, excited for the future of this game since it‘s kinda generating some hype right now :3
I don't really think healing nade would be a very good one, cuz then everyone would expect engies to bring them to the missions and force them into being the support party member. I feel like having no healer class (or rather, no direct healing between dwarves aside of reviving) is the way its supposed to be. However, I might aswell add an alternate idea. I think spider mines would be dope. They could home on to the nearest enemies and blow up when they reach them. Maybe we would also be able to control them using our laser pointer.
I'm pretty sure HE grenades are supposed to double as a mining tool like you brought up, but the blast radius is so negligible I haven't seen it impact much
i have an idea for a new game mode: failed missions, the drop pod gets damaged in a spezific region and you have to repair the drop pod by finding a droid and disassembling it (you shoot it and destroy it). then you have to bring the missing parts back to the ship and refill it. you have to leave this place cause on you way down you hit a part of the bug nest that is home to a very aggressiv type of bug, so you have to leave very fast otherwise you die (this cloud be the reason why there are mini mules in the caves)
They've done a great job updating the game and improving replayability. Seasonal content especially is great, since I don't have any missions aside from occasional promotions and the weekly quests to keep me entertained, having the seasonal dailies really keeps me coming every day. I especially love missions that require me to play as a specific character, forcing me out of my comfort zone. Encourages me to really look at the kits of characters I don't play often like driller and scout, and make setups that make me have a ton of fun playing as them
It'd be the same but better. Scout does not actually have AOE damage on his nades and never should, his grenades are for support and all have debuffs of some kind. I dunno why snuss said he has AOE damage because he definitely doesn't.
Ive though about a few neat nade ideas, some sort of grenade that throws a lot of small seeking bomblets for gunner, like maybe a bit of a more consistent nade that leans more into single target damage, basically a radius around it gets the enemies targeted so you could focus it more so it doesn't hit random enemies,(would be that the nade sticks to surfaces and enemies and the bomblets float around for a while if there's nothing to attack) For driller I guess a grenade a bit similar to sticky nades that inflicts temperature shock to burning or freezing enemies, and maybe something for poisoned ones, maybe just applies neurotoxin. Scout could get some sort of scare grenade that makes enemies run for a bit longer than usual, probably something bouncy and if it hits an enemy it stuns and explodes stunning more enemies(no dmg), and after the stun they run away scared. And for engineer maybe a grenade that scans enemies, giving them outlines and allowing turrets to shoot them from any distance if they're in line of sight and giving them an extra weak point multiplier with high accuracy to weakpoints. Also teammates could use the weakpoint bonus as well, and maybe even an accuracy increase if they're in range of the grenade, it could have a pretty big radius, like 8 meters
Nice vid, can agree on hair colors, theres like infinite possibility with them, but theres like 20, and about grenades, the idea of a minisentry grenade(like you throw it on the floor and a weaker version of a senry pops up) got into my mind again.
Usually love your suggestions, but those grenade suggestions were kinda just bad. Scout having a "lightning arc" grenade seems like it would just be a better version of the IFG, and there's a precedent for no scout grenades dealing damage. There's no way they'd add a healing grenade. Change that gunner grenade into a shield-link style perk and maybe we're going somewhere. The driller grenade would just be a low skill tcf that I wouldn't use unless you gave driller about 15 of them. Beastmaster is bad in co-op but wonderful in solo. Making the bugs aggro onto Steeve instead of you makes the game so much easier.
Some "fun" ideas I had for DRG recently. - A new Hazard with a miasma-like / goo-like thing who will be on some part of tunnels no matter the biome, it will slow you down even out of this for 2 or 3 secondes and also hurt you with gases, these gases will have a larger AOE than the goo-thing (1,5x). and you can delete it with fire or with a Molly equipped with pesticide who will make a path by going through it. - A new mob or Hazard involving fleas or leech or larva (not like the cave leech) who will spawn from "structures". They will glue themselves to the player and slow them down (can even affect the field of view a little) however, it can provides a little bit of armor against basic glyphids (1 or 2 bites). You can get rid of them like all mob (not the turret, unless you want them to shoot you, which also means they will be really small) but it would be more efficient with the neurotoxin grenade or the goo-launcher, the flamethrower can also work but it's painful. X) I really don't know if they are good and/or balanced, and/or fun but i think it could be some good ideas.
I wish colour palettes a bit more obtainable. Most are locked behind cargo crates, lost gear or overclocks. Would be nice if there were more options that weren’t mostly random unlocks after maxing upgrades on your gear.
I'd like to have the ff: - New mission types. I loved what I saw on reddit the other day about capturing a newly found species that's heavily armored yet nimble and building a cart track with new mechanics just to capture it. - Comms Jam Mutator (just static, silence, no mission control) - an emote that'll let the dwarf keep walking past the end screen. - Some new grenade ideas I found in reddit -> I have no idea which classes these would be for, but these are the two: Rock: Just a plain ordinary rock. It does like, 10 damage to a single target, but you can carry like twenty of them and they replenish whenever you dig. Stone: A handful of stones. Does even less damage than Rock, but it's an AoE and you carry downright silly quanities, and they replenish whenever you dig. Creatures struck by both Rock and Stone salute for a few seconds, similar to a stun but memier.
I think the biggest overhaul for drinks is that we should be able to craft them in mission for a temporary bonus. So have more of the brewing ingredients spawn, and then we can craft drinks from them. Like instead of the berserker perk, we can craft a beer that does that same thing, a speed beer, a slow falling beer. Basically, they would act like potions in a fantasy game. Would also be nice to carry a red sugar beer for some heals.
Just watched the drinks of drg, and I immediately thought of a way to make adding new drinks interesting. As the seasonal content, an intergalactic beer festival is happening near hoxxes, bringing new beers from across the stars to our dwarfy brethren. Management would prefer the dwarves dont partake, but cant exactly stop them, and make it like a lost miner event, where you find an empty mug that could lead you to casks or you find a “micro brewery” and you have to hold out while the beer is being made before your very eyes, and depending on what the event/mission is, you could either get a buff beer, or a cosmetic beer and you unlock them as you go
The ONE thing I would really love to see is crossplay, or at the very least cross progression. I started playing the game on steam quite a while ago. But now I´m playing it via gamepass because thats where my friends have the game. And yes, I was able to transfer my gamepass saves to steam and make them work (at that point I had more progression in the gamepass version), but it didn´t work the other way around, almost making me loose everything. This is really the one gripe I have with DRG, but at the same time I´m aware that the devs can only do so much when valve, microsoft and sony act like spoiled brats when it comes to enabling these features.
I’ll be honest - some of the perks you mentioned need buffing are the ones which my friends and I have used by default. For instance, See You In Hell works really well if you have Vampirism, and adding Iron Will on top of that allows a dwarf to revive themself once per mission without any help, so long as they can successfully smack a bug into submission after launching the shockwave (technically if you don’t run See You In He’ll you can still do this, but unless you get one of the pickaxe upgrade drinks or critical weakness the Vampirism isn’t as worth it). That aside, one of my friends runs Shield Link pretty much every mission, and Beastmaster is usually there when Iron Will isn’t. I will agree though that Berserker needs an improvement.
3:15 I think the "HE grenade" should just be impact nades, like in R6 siege. It doesn't have that much blast radius for damage (but it still does enough to kill stuff), but it's mainly for mining, like a mini c4 with the mining perk.
I quite like the "See You in Hell" perk. The explosion can significantly harm or even take out a Praetorian depending on the hazard level, and it's a great way to help cover your teammates while you're down. The melee damage bonus also pairs very nicely with the Vampirism perk. With the two perks working together, you can engage in melee far more safely, which saves ammo, and can even result in a net health gain if you pick (haha) your fights well. Vampirism also has good synergy with Iron Will and Sweet Tooth, taking away Sweet Tooth's reliance on Red Sugar veins, and making it far easier to stay in the game after using Iron Will.
a special mode of mission i would like in deep dives is like a "Deep Dark" mission, basically you would have to stealth around and collect a error cube hidden somewhere in the large cavern while something is trying to reach you.
When it comes to drg I'm just all around enjoying I can't think of anything that "needs" to be added but that being said new stuff is always fun I just really love this game and it's community
Been playing the game since late 2019 and i remember still that whenever a update had new cave generations i would be so happy because it really adds to the game when you play it so much
For the regen grenade. How about throwing down a cooler or beer barrel. Having a beer for each dwarf that heals. I think it would feel a bit better that way.
One cool idea would to have a deep dive where you race against another ten of dwarves. You can’t shoot each other, but whoever completes the mission first gets a free ride to the next section. Whereas the other team has to pay nitra and gold to progress or risk losing the mission.
What I want is more options in companions and to allow more personal companions to go on multiplayer missions! I was thinking of two screen bots that specifically helps with the secondary objective, a warrior samurai type robot to deal with swarms, and a giant bot to deal with anything bigger than a grunt. And then bet-c as an all round damager and Bosco as a pure jack of all trades, and the host of the group could allow mini mules to make to one mission make sense! I'm writing in a hurry so if none of this makes sense to me please tell me.
2:50 I realise that wasnt even important to your point but the jarate gave everyone mini-crits on whoever was doused, from all attacks, not increase only critical (headshot/weakpoint) damage.
i love all the nade ideas you had but for the gunner nade it would be cool to see some sort of single target damage nade like: summons 3 plasma orbs on impact that does massive damage homing into a random nearby target, then again that's just what engies plasma bursters should be
I think more enviornmental hazards in the tunnels would do nice... imagining a punji stick type glyphid, like a cave leech, but it sits just under the surface in tunnels
I love how you mention Driller's HE grenades, then jump to suggesting a new grenade that mines. Which is one of HE grenades' traits! I'm not saying this to insult you, I am illustrating how useless and forgetful it is! I agree HE could use a buff. They should up it's mining capability and give you the power to cook the grenade. Or have a .2 second (very short) timer on contact with enemy or wall. The damage works already imo, but getting it to explode in the right spot takes too much effort at best or is impossible at worst. Maybe the pin pulls when you hold the grenade. But maybe allow a tech to cancel it by swapping to a weapon, or using the pick axe.
Perks definitely need an overhaul, class specific perks would add a lot to them. Also equipment overclocks? Overclocks for Engineers turrets or Gunners shield could add a lot of new playstyles if done right
I'd really like to see sub-biomes added to all the caves to spice things up. Stuff like large multi-chamber oasis full of trees and geysers in sandblasted corridors that takes up half the cave system. Give every biome a smaller subcategory that occasionally spawns to add variety to the levels.
When doing dreadnought missions, managment says you need to take them out before they turn into something "even worse..." I'd like to see this explored in the form of a raid boss or something. Maybe these grown up dreadnoughts are so dangerous that management has to lock down sections of hoxxes until they're dealt with.
8 Dorf Mission.
If they do a mission type involving the grown up dreadnoughts it should be fairly similar to base elimination, but instead of taking them down head on, you have to use massive heavy weapons to take them down. You could have an anti-tank cannon that you build rails for where you have to lure the dreadnought into the line of fire of the cannon to destroy otherwise invincible armour, or you could have a depot that dispenses jadiz sized explosives that you attach to the roof of the cave to cause a cave in over the dreadnought, that can be activated via laser pointer when the dreadnought is underneath it.
@@durgun8247 a mission objective of maintaining a massive gun sounds awesome. Maybe mission of fixing and leading a bunch of BETCs.
@@durgun8247 You saying that made it think it would be amazing to have like a reversed Escort mission, so instead of escorting you're stopping it from getting somewhere.
What if thats the thing calling down the meteors because you always hear a roar before the meteors come down
I'd love region specific Dreads. I have the image of a Dread in Crystalline Caverns having a big chunks of the Shock Gems on its back, shocking Dwarves who get close, shooting an arc of lightning instead of fireballs, and being a source of light. Imagine what you could get from a Fungus Bogs or Azure Weald Dread
Crying thinking about fungus bog dreadnought
GSG, this is a good idea.
This is something I have brought up a few times myself. Glyphids having unique variants that can spawn in specific biomes. Similar to how the Pretorian in Radioactive Exclusion Zone has the unique radiation AOE ability, but with a more visual change to go along with it.
I was literally just thinking this. It’d be so nice to see it implemented. The only problem would be that there’s quite a few biomes that have very little something could be based off imo.
Some ideas I had:
• since azure weald is really neon and bright I think a camouflaged dreadnaught which hides and ambushes could work quite well
• in sandblasted corridors a dreadnaught based off knockback and shockwaves, with the ability to cause partial cave collapses (due to weak terrain)
• goo or corrosion for fungal bogs
• hollow borough could have a highly aggressive dreadnaught which is constantly running after you with a thorns effect
For the rest of the biomes I feel like they are either just really self explanatory or absolutely clueless about.
Edit: also the time and effort required to make and balance them would be ludicrous so unfortunately I don’t think we’ll see it happen
Replace dreadnoughts with a mini boss glyphid and the idea is sound.
Perk system truly needs a big rework... It's probably the weakest element of the game in it's current version. I would love to see maybe a class driven perk progression, where every class gets access to a different and more specialized perk selection.
Class driven perks would be a fun way to mix up the system, but it could end up having people quit if their teammate isn't running a specific perk that they have access to. It could create a meta for classes more then now.
Perhaps they could keep the current selection as sharred perks and add a more specific and specialized tree for each class.
Yeah. Ive got like 120 extra perk points with nothing to do with them
@@beeny4370 I imagined it more like a different tree for each class with some chared perks and some unique ones... But in general Perks most need a rework... A lot of them are just not impactful enough
As said by Beeny, Class specific perks will 100% make people kick or rage if you dont run x/y/z perk. IMO make sprint baseline and remove iron will then buff everything else/add new stuff.
something i'd love to see is Bosco being able to go grab stuff like apoca blooms and fossils and bring them over to the player, like with the enor pearls and bittergems.
Good lord yes. I hate feeling like I have to play Scout in solo just so I can grapple up to and Hover Boots in front of a fossil that's 40m up in plain sight.
@OHGAS Oh yeah, it's kind of annoying when Bosco gets done mining (especially if it's Nitra and I had to tell him to mine it again, I wonder if the guy that programmed Molly got to Bosco?) a chunk of whatever he was digging out gets caught on the lip, and is now still stuck where you need Bosco to reach it.
I fear a healing grenade would immediately become meta, and may even fall into the "people getting mad at you for not having it" problem that Deep Rock has so far avoided.
Perhaps if it boosted shields instead?
But isnt there a perk for sheild boosts?
I would say people need to get their attitude fixed at that point. A player has freedom of choice on what they wish to use.
Unfortunately there are “people getting mad at you for not having” the impact deflection overclock on your drak 25. You pick overturned particle accelerator? You’ll get told it’s trash due to poor accuracy and then subsequently get kicked from the game.
I think with how OP Engineer's shredder grenades are, it would be hard to tell them that they have to use a healing nade, since it would come at the cost of basically an automated glyphid killer. Fighting meta weapons with other meta weapons opens up a lot more potential then being concerned about never having meta weapons in the first place.
A temporary shield boost would be nice
You know what's weird ? Watching a video about a multiplayer video game where there is no rant about loot boxes, hostile players, pay to win or anything like that. Deep Rock Galactic, to me and I assume for a lot of you too, is just one of the first things that come to my mind when I hear the word "fun". Pure, unadulterated fun
Rock and Stone Brother.
@@goliath4042 Rock and stone in the heart
Deep Rock Galatic is quite possibly, the only video game where toxicity isn't a concern amongst the community, lets keep it that way.
Rock and Stone Brothers
@@ExoSeer true, in over 110 missions that I played only one time I had to kick out someone for being a jerk to the team
rock and stonee to the bone
i'd love to see some new biome specific enemies, it gets a little stale having to deal with the same mobs over and over.
edit: also maybe some rewards for unlocking a number of upgrades on the utility tools (example: +2 fuel on drills for 3 upgrades purchased), or some tool overclocks.
GIVE ME MAGMA PREATORIANS! I'M COLD!
I would like the masteries/overclocks idea for support tools
that sounds really cool
(he says having no access to overclocks)
Huge agree!
Heck ye, it would be amazing to have overclocks on tools
I want to apply weapon skins to utilities
I really like the idea of a grenade just being a bowling ball that can run over enemies
Driller would absolutely use this
Imagine grunts stuck to it so it got larger the further it rolled
@@boomeronet7888 That would be so funny I would love that. It could be like a snowball instead. I was also thinking maybe it did more damage the faster it was going so you could just drop it from really high up and do like half a praetorians health
You seem to have predicted Driller's new grenade, albeit not to the full extent. Make sure to check out its teaser!
@@boomeronet7888 and now we have the Worksawnade
One thing I want to see added in the cosmetic category: More skins. Like, we have gold already, but why not steel, too? Copper? Iron? Crystalline? Both Beard colors and Skin colors have HUGE potential as far as options go.
I love the idea of shield link becoming an even bigger team support option, with it's active already having a sizable cooldown for what it does, having it as an AoE ability that can be used to hit the team with a short duration but powerful buffer would be really nice. It would synergize very well with having a gunner on the team who could get everyone under cover and then have someone pop shield link right as the bubble collapses. Gunner and Shield Link already go together so well, this coming from someone who runs those quite often.
Perks in general I feel should be a little more team oriented without sacrificing their use in single player, and I'm already brainstorming a ton of ideas for how that could be done...
Ooh, crystalline beards! That would look sweet!
You ever seen that glitch that happens to character's beards/moustaches sometimes that makes them two different color? That should be a new feature, make different parts different colors
A fantastic overhaul to Deep Dives would be to mash the two objectives into one more difficult single objective.
Say... Point Extraction, but instead of aquark, you need to gather monster eggs.
Or Black Box, except the radius is huge and activating it spawns a dreadnaught you have to fight.
Or Escort, except to refuel the dozer you have to build out a few pipelines to some nearby oilshale wells.
Oh that sounds nice hell maybe they could be added to normal missions to spice things up
Oooo, that last one sounds dope.
Pretty good ideas, as far as I know the devs have said no to any dwarf being able to heal their mates but I'm sure Engie's new nade will turn out cool either way. I hope Season 3 will wow us all over again
Engies new nade? What did I miss?
@@Atlas.Brooklyn Nothing yet, but each class is getting a new grenade in season 3.
probably best way to go about it would be to have a grenade that gives allies a defense bonus rather than healing, but I think that would probably be more fitting for someone like Gunner.
Saying no to dwarves healing each other is understandable, wanting to avoid the toxicity that other games have with the "heal me, HEAL ME" stuff
@@pikazooka more like it would be way to easy
I'm hoping they add some unique aspects to deep dives that really emphasize the sheer DEPTH that you're traveling to.
Even little things would go a long way to differentiating them from "mission but long."
Say, make the cavern walls and glyphid shells grow progressively darker/more saturated with each stage, like your digging right into that biome's core.
When I first saw the name "Deep Dive" I assumed it was an extremely long and highly vertical cave generation. Like one really long mission. I think that would be exhausting, but I do think a more vertical and deep cave generation would make Deep Dives stand out.
I wanna see a cave made of granite (orange and brown style rocks and stuf) and it would be filled with acid pools and geysers and some rocks that have (somehow) been rounded out and upon being hit with damage they will begin rolling around.
@@DareDevil_00I idk the rolling stones wouldn't really fit, unless it's like something you can kick and it won't do damage, like comba puds.
@@DareDevil_00I but then acid pools would probably just be impossible, DRG doesn't have any liquids so adding a liquid pool wouldn't probably do too great, i guess it could be some weird cauldron plants that release an explosion that does poison damage for a while if broken or you hop into it. Idk how granite would fit the aesthetic though.
@@aarepelaa1142 just have it be when a small hole gets made
We NEED a single pipe secondary deep dive objective, I want to make a roller coaster through another mission types
In regards to the cave variety, I have been advocating for sub biomes since the game first released. That being, each biome could potentially spawn a similar sub biome somewhere in a mission. For example, in Glacial Strata, you could find a large cluster heat vents, and geysers, leaving the area warmer, and full of foliage instead of ice. Or in Magma Core, you could have a section that generates with hexagonal pillars, a rare real life occurrence caused by lava cooling and breaking under specific circumstances. They could be small points of interest in the cave, or split the cave 50/50. Lots of potential variety and intrigue! Also, I agree that the tunnels need a touchup. Hollow Bogue is my favorite because they are so much more unique and interesting.
I also like the idea of Glyphids having unique variants that can spawn in specific biomes. Similar to how the Pretorian in the Exclusion Zone has the unique radiation AOE ability, but with a visual change to go along with it. Like, he would have radioactive crystals sticking out of him. Or bugs that can spawn with obsidian armor in Magma Core. Maybe killing them would spread magma on the ground. Or in Fungus Bogs the Pretorian could have mushrooms on it, and instead of its normal AOE, it could shake off spores that grow into mushrooms that spread toxic gas, and you need to destroy them. Again, lots of possibilities. I really love things that add a dynamic, or unpredictable scenarios to gameplay.
This, I like this. A lot of work, but this would be an awesome rare event.
It would be awsome to get foods like sandwiches that give small buffs either like the drinks or more base stuff like resistances to status effects
I could imagine that as an alternative to grenades
When we get back, its sandwich time!
@@remouladenbaron4903 why take a sandwich over a cryo or a mine
@@madmonty4761 IDK probably because they'd make it so that such an item would serve as a decent side-grade to grenades.
I always thought that sandwiches would be perfect, you could use brewing materials or something to craft them and they'd be a one time use buff mid mission with an eating animation to go through. It'd really spice things up prep wise, and adding a full canteen in the space rig would just be wonderful
I’d like it if they gave a little more love to the cosmetic system
Like maybe could we separate armor into tops and bottoms? There are lots of times I like the top half of the dwarf I’ve made but I think his pants are too sparse or something nit picky like that. I’d like to have mk4 scout armor top with the mk2 or mk5 leggings. I know that might be weird looking if some were separated but I think it would totally be worth it
In particular PLEASE make eye customisations a separate slot. There are so many goggles, glasses, laser eyes and field repairs stuff that means I can’t have the hat or hair I want. Maybe isolate the parts of these eye accessories that aren’t directly on top of the dwarfs head
I´m excited to see how this game evolves throughout the years.
Also, I guess ive been playing too much DRG because I had a weird dream about it. it was about a new mission type with a new warning. the new mission type asked you to go into these abandoned, wrecked buildings that they used as scouting sites. they were attacked by bugs, but the data is still in there, so you need to navigate tight corridors to get them. the buildings usually sat in the middle of a very large room.
the warning that i dreamt about (i dont remember what its called) was basically what you imagine a haz 7 to be like. it spawned a swarm every 3 minutes and had new enemies that came with it plus new swarm types. there were these weird praetorians that had spiky armor and could dig through terrain, as well as Bulk Detonator swarms, where it would spawn about 8 bulks for you to deal with, as well as a dreadnaught swarm, spawning 3 of the things at once. I dont remember anything else, but it basically made the game extremely difficult and constantly on the run trying to collect the data
New gunner nade: heavy rock. You drop it straight down, combos with ziplines
bringing the rock and stone to the bugs
0:43 The devs saw this video :DD
The ending xD hahahaha omg that was beautiful! Last thing I ever expected!
I feel like DRG needs a way to sync quest line mission progression for players in a lobby. The fact that different quest lines needs different missions makes it hard to play DRG with my friends unless everyone in the group does the exact same missions all the time which is just an unreasonable standard. As a result, the current system forces me to choose between my progress or playing with friends, which imo runs counter to GSG's coop first philosophy.
What makes this even more frustrating is that I don't see any harm in letting the host's quest line missions counting toward the other players quest line missions. It would make it easier to play with friends and bring in new greenbeards into the fold as we wouldn't have to sacrifice progression to playing with our homies. I literally cannot see a reason how such a system could hurt DRG in any way.
this is really good, its always a nightmare when im playing with friends and having to swap missions, only getting my promotion done like 12 missions later.
I personally don’t think it matters much because there’s no important reason you need to get any of the missions done other than promotions and you want to, it’s not a big deal but maybe something could work out to make it when you both or all have the same mission type it is guaranteed to be the same one on the map
Looks like you got most of what you wanted!
Def cave generation variety, some new perks, and new dreadnaught variants
My opinions/ideas:
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0:24 Cave Variety
On top of what you suggested, I think alternate paths could be fun - as in, multiple cave-tunnels leading to the same cave-area, or to two different areas before converging back into one path. I think it could spice up exploration and add a bit of a risk-reward dynamic to that: "do we split up and cover more ground but risk getting downed away from each other, or do we stick together for safety but draw out the mission by backtracking to missed sections?" Only one of these branching cave formations should occur per mission (or level of a deep dive), with percentage chance determining placement on the map as well as whether it happens at all.
On the topic of new hazards, a fun one might be maze-like caves, where every wide-open cave area has multiple dirt walls leading to branching tunnels, with some tunnels even ending in dead-ends. Of course, this could get confusing if you aren't paying attention, and so that's why it's a hazard and not just an addition to gameplay.
Another quick idea I've had is finding and exploring run-down Rival bases in the caves. This could be a new mission type, a new negative modifier, a new "biome," or a new machine event type deal. The dwarves enter the ruined facility hoping for treasures (mineral-material caches, unlockable cosmetics a la backpacks/cargo, Rival tech or info, etc.) and have to navigate a mazelike facility with puzzles, traps, Glyphid nests, and the looming threat of alerting security...
As for that last part, I'm not proposing stealth be added into the game, but rather that as you explore, your actions may cause retaliation; think like, you get to a room and try a hacking minigame, and if you fail, you get locked in and security drones like turrets and special variants of Patrol Bots activate and you must fight your way out. Damaging doors, servers, etc. could cause a trap like warp-mines teleporting in, or laser beams shooting from the walls in a pattern, or the doors to the room sealing and you must break your way out, or w/e...
Basically, a maze-like facility with puzzles, minigames, and some treasure rooms to encourage players to enter, and you either get the treasure and escape mostly unmolested by passing most of the skill checks, or you can fly through guns blazing and fight your way past the traps and security to get at the storerooms full of loot... But, every time you alert security or activate a trap, a progress bar increases, and if that bar fills, you'll have to fight a boss. This boss will probably be shaped like an upside-down pyramid with some form of lasers, clawed tentacles, and/or summoning attack, like the other two Rival bosses - the Caretaker and the Nemesis.
Of course, a full mission of just this would be too big a departure from DRG's base gameplay loop, and so part of the mission (or most of the mission, in the case that this is some sort of event or modifier) will be a relatively normal cave with Glyphid enemies (and maybe some Rival presence). A possible alternative to the base being a guarded storeroom for things the Rivals have harvested from Hoxxes is a purposefully built and placed trap or test meant to lure in the Dwarves with loot and study them, kill them, or both.
Another idea is that if this concept becomes a mission (as opposed to a hazard or event), once every Dwarf gathers into the final room, there will be a boss fight there instead of a "facility alertness" bar at the top of the screen; once you beat the boss, you call in a Drop-Pod and *Doretta* to drill through the wall for a quick escape. While she drills, the team will have to do point defense while they wait for Doretta to break in and free them, since the drilling will obviously activate/alert all security to attack the Dwarves, as well as wake up any remaining sleeping Glyphids/Mactera infesting the facility. Once Doretta frees the Dwarves, a short (Doretta and the pod dropped together, so it won't be far) escape timer begins, and her head pops off so you can rescue her from this mission too.
Of course, this all is probably a bad idea in and of itself, because I intend the walls of the base to be nigh indestructible, so that players can't just drill through and steal the loot without a challenge... and digging/drilling is a core facet of the gameplay.
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3:26 Cosmetics (?)
I don't have much else to add to the topics brought up in the video... but I do want to see the devs essentially implement the verified mod which allows you to mix default colors and weapon frames - allowing me to have a Neon framework with the Fourth Relic default paint scheme, for example.
I also want (at least some of the) weapon modifications/overclocks to change the model of the gun (and in that vein, have custom models to match each framework, if necessary). This thought primarily comes around because it bothers me so much that the Bulldog revolver model always has four chambers for rounds, and that the reload always utilizes 4 shells/bullets. The obvious example is the Six Shooter overclock adding an additional two rounds to the "magazine," but the Elephant Rounds overclock also changes the "mag" size - decreasing it from 4 to 3. As for non-overclock cosmetic changes to weapon models, think about how many mods there are for increasing/decreasing magazine capacity, and how the magazines never change size even slightly... The Bulldog inconsistency is the only one that particularly bothers me, but I'd still like to see upgrades and overclocks actually impact the appearance of the weapon model. This change is actually at the top of my DRG wishlist, with more hair colors being 2nd place.
Another QOL change I'd like is a 3rd option in the victory move menu at the wardrobe. We can currently set it to randomly pick from every victory move we've unlocked, or set it to always use the same one. I'd like a third option which lets us make a list of victory moves the game will choose from at random, so if I don't like a certain move, I won't see it if I want the game to rotate through my other moves.
Custom models/paintjobs for Molly like what Bosco receives seems like fun. For multiplayer, Molly should probably just select the host's customizations instead of appearing different for every player, because I imagine that Molly appearing differently on four different monitors would be a pain to implement.
I'd like a mission, or at least a mutator (positive or negative depends on how it's implemented), which sees the players bring 2 Mini-MULES instead of one regularly-sized Molly for a mission. I only see it as beneficial because you can deposit minerals in two different places, reducing fighting over Molly, making this a new positive modifier.
Also nice but not necessary is a menu for selecting a song from the Juke Box rather than it picking one at random.
High up on my (and many people's) wish list(s) is a firing range on the Space Rig, so we don't have to start a mission just to test a new weapon loadout anymore.
Also on my wishlist, but relatively quite lower, would be the ability to customize parts of the Space Rig, like hanging decorations or displaying trophies... like the modern Hideout in Payday 2. Of course, this Space Rig will display the settings of the host. I know it isn't exactly lore-friendly considering the Dwarves' space pods are the only things that are theirs to decorate and that the Space Rig is company property, but the default Space Rig is so boring to me now, and I think limiting customization to the bedrooms is a terrible idea since nobody ever visits the bedrooms anymore after unlocking every perk.
Maybe, at the end of the Memorial Hall, instead of that anticlimactic (and now quite tedious) Promotion Terminal, there could be a trophy rack. BTW, the Promotion terminal can go somewhere else upstairs that isn't used yet, or maybe be placed near the Deep Dive terminals. The trophy rack could have trophies for doing unique events/challenges in game, but a more practical solution - especially in not needing to implement a brand-new game mechanic - would be that the trophy rack might display a unique trophy for every achievement the player has accomplished (with the secret achievements getting their own special shelf). For example, Jeweler could see a chunk of Bittergem placed on the shelf with a plaque, and Drill-By Shooting could be represented by a miniature Doretta with a plaque, and Without a Paddle might earn you a severed part from a Dreadnaught like a fang or something labelled with a plaque, and Rock Solid's trophy could be just the same as the image associated with the achievement, that being a shiny rock with - you guessed it - a plaque. The point of these plaques, btw, is to list at least the name of the achievement... and perhaps interacting with it shows an in-game pop-up detailing what the unlock conditions were in case you need reminding.
I’d love to see overclocks for the traversal tools, that would add even more depth to every build
I can imagine an unstable overclocks for the grapple gun. Can yeet yourself towards enemies, and way faster velocity, dealing damage on contact like a comet. But you also take damage yourself
i really really want them to add a mission like an ultra deep dive or smthn which includes every mission type in a single mission
What if they added a "Disrupted Terrain Scammer." Essentially, you couldn't you your terrain scanner during the mission, or maybe there's rival tech you have to disable to use it
We need a new type of mission. Rescue missions for all the dwarfs that went it alone or the teams that couldn't make it back.
I would love to see a new biome in DRG that made flares useless. Basically, a biome that where flares no longer light up areas. The only light source you have is the standard light that the dwarves have in game. Which isn't very bright by the way. Also scouts flair gun would be useless. New variety of biome specific enemies and new hazards. I'd call it "The depths of despair" or "Void of sorrows." Something like that.
I wish there was something between deep dives and regular missions, when a deep dive can take up to an hour and a half (from personal experience I'm probably just taking my time too much) i'd like to see some cross-biome missions too, i think to fit the "character" DRG as a company has maybe 2 separate caves with low amounts of morkite or 1 dread cocoon, sort of how deep dive objectives are low, and then once all collected call in a horizontal drop pod, some kind of mini doretta the dwarves can ride to the 2nd cave which could be in a seperate biome, and finish up the mission in the 2nd cave, probably totaling about 1.5 missions worth of resources but not enough individually to spend time/resources going to get like 100 morkite, i think they could also add an extra secondary type so in one cave have holomite and in the other its boolo caps or mix the two together, i just really really REALLY want cross-biome missions
More mission mutators that drastically alter gameplay. I really like o2 missions because it adds a whole new layer of strategy to supply drops. Maybe perks that change how things work like risk of rain items.
Found this video BECAUSE of the Ghost Ship Games UA-cam channel posting about it. That’s some insane recognition right there. Great work!
Personally I’m still hoping for more additions / quality of life / social features for the space rig. Primarily a Mess Hall / vending machines, but also a Shooting Range with a bunch of customizable features like simulating different biomes on Hoxxes IV. Plus an actual “sit down” animation, where your dwarf can kick back and relax in the different chairs around the space rig or the ability to actually “nap” in your sleeping pod. Add hidden stools in front of the abyss bar that will expand upward out of a porthole from the floor so you can actually take a seat AT the bar! More interactions like dancing / sitting that swap your view to the 3rd person camera so you can appreciate your personalized dwarf more often. Maybe even TF2 Styled taunts! I just love the endless opportunity the Space Rig provides to really drive home the “we live here” casual nature of the space rig. I’d love to see more work done to improve it!
sniss, I've been unironically binge-watching your drg videos for the past 3 hours. You have done a good job of providing an engaging & relatable source of content while not seeming too obnoxious. Thank you. You've earned yourself a subscriber
Honey, wake up, new sniss video just dropped, time to listen to robot getaway!
get nae naed
@@sniss CRAP
The ability to play poker or some other multiplayer gambling game in the lobby, betting minerals would be fun.
Also they should sell sandwiches and such at the bar. Cosmetic only like most of the beers, if nothing else.
My one biggest request in a volume 3 of the soundtrack. The thing that got me hooked to this game was hearing Axes Out play as I was running to the drop pod from a massive swarm, someone called the pod at the same time we activated the hacking pod.
An idea I had for an Engineer Grenade (previously scout, but he already has the boomerang) was a "devolution grenade" that that essentially downgrades enemies you throw it at: grunts become swarmers, praetorians become guards, and grabbers become spawn, etc. It'd be pretty cool to see something like that, despite the possibilities...
Nothing personal, but I think the "error"-mutator is a really bad idea. It would really disrupt the lore of the game, as it would imply that the dwarves are actually in a simulation and not on an actual planet, because such features obviously couldn't arise naturally. However, if the caves ARE in a simulation, DRGs business model seems a bit questionable, so the dwarves and the entire corporation would all have to be simulated and I honestly believe that would really disrupt the feeling of being a dwarf living on a space station and going on dangerous adventures. I want the lore of the game to be that all that is happening, just really, really, really far away.
Employees training, give less credit but more exp
I think you might be overthinking it. I think the implication is that error cubes just react weirdly with the world. It’s glitching because it’s an alien artifact or something that’s warping reality around it.
not necessarily. those pesky robots could've also installed some sort of device that makes everything error'ish :)
I think a mission type involving the rivals group setting up a facility of holograms and machines down in the caves that you need to bust down would be cool. they could be all glitchy too, and we already know they can make force-field type things. It could incorporate that glitching aesthetic
Error cubes... Error structures... + It's a fucking mutator. A lower gravity also cannot exist on a planet, its the same force going down on you everywhere, and the only real option left is that its some kind of error. Also no one cares about DRG lore go play hollow knight for that. It could literally just be that there's some alien tech that can simulate real life, giving everything an error and warping it in some areas, like the dna pillars could just me massive dna.
I have one BIG issue right now..
When completing a Machine Event, It seems I NEVER (0.01% chance) get an option for the class I'm using.(gunner)
If I am going to use 1 of my blank matrix cores on these machine events that gives 3 options on completion, Then I NEED 1 those options to be the class I am currently playing as.
Nice vid as always sniss! I do feel that the driller ‘nade idea is a little pointless with rock mover satchels, but honestly driller’s ‘nades are all kinds of messed up already so an all round rework is definitely in order.
As much as Hollow Bough is a Hell Bastard Nightmare, I do agree it's a great deal more engaging then its siblings. There's a lot of tricky generation you could do for the other biomes, too.
Say... actual auto-generated mazes in Sand-Blast, big ol' ice crevices that cut through the terrain of Glacial Strata, or big chunks of calcified salt with geometric tunnel generation in Salt Flats.
See you in hell buff- it does melee damage. I think the possibilities speak for themselves
The Dwarves supposedly have bags of sandwiches. Let us eat them. Replace grenades with sandwiches.
The thing about SYIH is that it has two things it does - lets you literally one-shot grunts with a single pick swing, and lets you obliterate entire swarms without consequence with residual fear. However, the drawback is it either needs you to take damage - very dangerous already - or be downed, which admittedly taking melee hits to go all out with your pick might lead to anyways. It does need something more, but more because it's so difficult to use.
the problem i see with the arc lightning grenade is that the IFG already slows down enemies and puts them in an electric field. mind you, it doesnt do any damage, but if your weapons have the mod or OC that gives extra damage against enemies in an electric field, the IFG is worth taking. Also that grenade you suggested for driller is already in the game. its the HE grenade, but it definitely needs a buff.
See you in hell is a fun passive perk thats sadly stuck in the active slot.
I always found "See You In Hell!" moreso useful for when someone's about to revive you, as it can delete most immediate threats that would otherwise slow down the rescuing process. (It's also handy when you die in a Driller Bunker or by the Refinery/Minehead, because then it's basically a freebie button to give everyone else some breathing room.) That said, I still agree that it could do with a performance boost - getting a revive based on catching enough pests in the blast would be great, and perhaps not *absurdly* difficult, since you always attract a few bugs when downed anyway.
I was about to change to a different video with a smile on my face but the last seconds of the video just really made me do a stupid grin. Keep making great content and rock and stone!
The quality of this man’s videos are amazing.
Rock and stone sniss! Have a good day
All I want is an toggleable option to automatically leave or disband a party after a mission is done
"Feels like there's no reason to pick see you in hell"
Personally I really appreciate oneshotting grunts with my pickaxe so like... yeah, even for the passive effect it's still pretty good.
BRUH see you in hell+vampire perk is rly nice. Made my dwarf unkillable up to haz 3 and helped me live in haz 4. Low health? CRACK SOME GRUNTS! But you need to be careful as you know.. your friends might be trigger itchy and friendly fire is big ouchie.
you mentioned being happy with the current cosmetics other than beard colors, but it is an absolute crime that we still don't have a backwards ball cap.
point extraction got many new cave varieties in the season 3 update, and other mission types got some love too. i‘m so glad that the developers are still going mega strong with the updates, excited for the future of this game since it‘s kinda generating some hype right now :3
Babe wake up sniss posted a new vid
1:19
Bro, he seen the season 4 teaser before they lauched
PLEASE change the button for ice spear on cryo too
I don't really think healing nade would be a very good one, cuz then everyone would expect engies to bring them to the missions and force them into being the support party member. I feel like having no healer class (or rather, no direct healing between dwarves aside of reviving) is the way its supposed to be.
However, I might aswell add an alternate idea. I think spider mines would be dope. They could home on to the nearest enemies and blow up when they reach them. Maybe we would also be able to control them using our laser pointer.
I think a Junkrat style triggerable launch mine would be an awesome grenade option for engi or scout
that driller grenade idea could work like the scarab bomb from terraria
I'm pretty sure HE grenades are supposed to double as a mining tool like you brought up, but the blast radius is so negligible I haven't seen it impact much
i have an idea for a new game mode: failed missions, the drop pod gets damaged in a spezific region and you have to repair the drop pod by finding a droid and disassembling it (you shoot it and destroy it). then you have to bring the missing parts back to the ship and refill it. you have to leave this place cause on you way down you hit a part of the bug nest that is home to a very aggressiv type of bug, so you have to leave very fast otherwise you die (this cloud be the reason why there are mini mules in the caves)
A good dev always listens to their community! I’m gonna be watching vids like this all the time
They've done a great job updating the game and improving replayability. Seasonal content especially is great, since I don't have any missions aside from occasional promotions and the weekly quests to keep me entertained, having the seasonal dailies really keeps me coming every day. I especially love missions that require me to play as a specific character, forcing me out of my comfort zone. Encourages me to really look at the kits of characters I don't play often like driller and scout, and make setups that make me have a ton of fun playing as them
The grenade ideas are super cool, but wouldn't the lightning grenade be too similar to the ifg with slowdown and electrocution.
It'd be the same but better. Scout does not actually have AOE damage on his nades and never should, his grenades are for support and all have debuffs of some kind. I dunno why snuss said he has AOE damage because he definitely doesn't.
Ive though about a few neat nade ideas, some sort of grenade that throws a lot of small seeking bomblets for gunner, like maybe a bit of a more consistent nade that leans more into single target damage, basically a radius around it gets the enemies targeted so you could focus it more so it doesn't hit random enemies,(would be that the nade sticks to surfaces and enemies and the bomblets float around for a while if there's nothing to attack)
For driller I guess a grenade a bit similar to sticky nades that inflicts temperature shock to burning or freezing enemies, and maybe something for poisoned ones, maybe just applies neurotoxin.
Scout could get some sort of scare grenade that makes enemies run for a bit longer than usual, probably something bouncy and if it hits an enemy it stuns and explodes stunning more enemies(no dmg), and after the stun they run away scared.
And for engineer maybe a grenade that scans enemies, giving them outlines and allowing turrets to shoot them from any distance if they're in line of sight and giving them an extra weak point multiplier with high accuracy to weakpoints. Also teammates could use the weakpoint bonus as well, and maybe even an accuracy increase if they're in range of the grenade, it could have a pretty big radius, like 8 meters
Nice vid, can agree on hair colors, theres like infinite possibility with them, but theres like 20, and about grenades, the idea of a minisentry grenade(like you throw it on the floor and a weaker version of a senry pops up) got into my mind again.
Usually love your suggestions, but those grenade suggestions were kinda just bad. Scout having a "lightning arc" grenade seems like it would just be a better version of the IFG, and there's a precedent for no scout grenades dealing damage. There's no way they'd add a healing grenade. Change that gunner grenade into a shield-link style perk and maybe we're going somewhere. The driller grenade would just be a low skill tcf that I wouldn't use unless you gave driller about 15 of them.
Beastmaster is bad in co-op but wonderful in solo. Making the bugs aggro onto Steeve instead of you makes the game so much easier.
they did hear him a bit
Some "fun" ideas I had for DRG recently.
- A new Hazard with a miasma-like / goo-like thing who will be on some part of tunnels no matter the biome, it will slow you down even out of this for 2 or 3 secondes and also hurt you with gases, these gases will have a larger AOE than the goo-thing (1,5x). and you can delete it with fire or with a Molly equipped with pesticide who will make a path by going through it.
- A new mob or Hazard involving fleas or leech or larva (not like the cave leech) who will spawn from "structures". They will glue themselves to the player and slow them down (can even affect the field of view a little) however, it can provides a little bit of armor against basic glyphids (1 or 2 bites). You can get rid of them like all mob (not the turret, unless you want them to shoot you, which also means they will be really small) but it would be more efficient with the neurotoxin grenade or the goo-launcher, the flamethrower can also work but it's painful. X)
I really don't know if they are good and/or balanced, and/or fun but i think it could be some good ideas.
I wish colour palettes a bit more obtainable. Most are locked behind cargo crates, lost gear or overclocks. Would be nice if there were more options that weren’t mostly random unlocks after maxing upgrades on your gear.
I'd like to have the ff:
- New mission types. I loved what I saw on reddit the other day about capturing a newly found species that's heavily armored yet nimble and building a cart track with new mechanics just to capture it.
- Comms Jam Mutator (just static, silence, no mission control)
- an emote that'll let the dwarf keep walking past the end screen.
- Some new grenade ideas I found in reddit -> I have no idea which classes these would be for, but these are the two:
Rock:
Just a plain ordinary rock. It does like, 10 damage to a single target, but you can carry like twenty of them and they replenish whenever you dig.
Stone:
A handful of stones. Does even less damage than Rock, but it's an AoE and you carry downright silly quanities, and they replenish whenever you dig.
Creatures struck by both Rock and Stone salute for a few seconds, similar to a stun but memier.
Any thoughts to humanoid combat? I was thinking of an orc squad dropping down in a rustic bootlegged drop pod destroying everything in sight.
honestly if they made muti biome caves id be happy
I think the biggest overhaul for drinks is that we should be able to craft them in mission for a temporary bonus. So have more of the brewing ingredients spawn, and then we can craft drinks from them. Like instead of the berserker perk, we can craft a beer that does that same thing, a speed beer, a slow falling beer. Basically, they would act like potions in a fantasy game.
Would also be nice to carry a red sugar beer for some heals.
Just watched the drinks of drg, and I immediately thought of a way to make adding new drinks interesting. As the seasonal content, an intergalactic beer festival is happening near hoxxes, bringing new beers from across the stars to our dwarfy brethren. Management would prefer the dwarves dont partake, but cant exactly stop them, and make it like a lost miner event, where you find an empty mug that could lead you to casks or you find a “micro brewery” and you have to hold out while the beer is being made before your very eyes, and depending on what the event/mission is, you could either get a buff beer, or a cosmetic beer and you unlock them as you go
The ONE thing I would really love to see is crossplay, or at the very least cross progression.
I started playing the game on steam quite a while ago. But now I´m playing it via gamepass because thats where my friends have the game.
And yes, I was able to transfer my gamepass saves to steam and make them work (at that point I had more progression in the gamepass version), but it didn´t work the other way around, almost making me loose everything.
This is really the one gripe I have with DRG, but at the same time I´m aware that the devs can only do so much when valve, microsoft and sony act like spoiled brats when it comes to enabling these features.
Support based overclocks especially for secondaries. A Plasma splitter that makes temporary shields instead of a projectile etc.
I’ll be honest - some of the perks you mentioned need buffing are the ones which my friends and I have used by default. For instance, See You In Hell works really well if you have Vampirism, and adding Iron Will on top of that allows a dwarf to revive themself once per mission without any help, so long as they can successfully smack a bug into submission after launching the shockwave (technically if you don’t run See You In He’ll you can still do this, but unless you get one of the pickaxe upgrade drinks or critical weakness the Vampirism isn’t as worth it). That aside, one of my friends runs Shield Link pretty much every mission, and Beastmaster is usually there when Iron Will isn’t. I will agree though that Berserker needs an improvement.
3:15 I think the "HE grenade" should just be impact nades, like in R6 siege. It doesn't have that much blast radius for damage (but it still does enough to kill stuff), but it's mainly for mining, like a mini c4 with the mining perk.
bro you deserve so many subs your editing is so good
thx :)
@@sniss fr tho i am shocked at how professional and clean your edits are! keep up the great work!
I quite like the "See You in Hell" perk. The explosion can significantly harm or even take out a Praetorian depending on the hazard level, and it's a great way to help cover your teammates while you're down. The melee damage bonus also pairs very nicely with the Vampirism perk. With the two perks working together, you can engage in melee far more safely, which saves ammo, and can even result in a net health gain if you pick (haha) your fights well. Vampirism also has good synergy with Iron Will and Sweet Tooth, taking away Sweet Tooth's reliance on Red Sugar veins, and making it far easier to stay in the game after using Iron Will.
a special mode of mission i would like in deep dives is like a "Deep Dark" mission, basically you would have to stealth around and collect a error cube hidden somewhere in the large cavern while something is trying to reach you.
When it comes to drg I'm just all around enjoying I can't think of anything that "needs" to be added but that being said new stuff is always fun I just really love this game and it's community
Been playing the game since late 2019 and i remember still that whenever a update had new cave generations i would be so happy because it really adds to the game when you play it so much
"Lightning arc grenade", we basically get this in S3 😆
For the regen grenade. How about throwing down a cooler or beer barrel. Having a beer for each dwarf that heals. I think it would feel a bit better that way.
What if you could equip things other than pickaxes? What if you could dig through terrain with a comically large spoon?
One cool idea would to have a deep dive where you race against another ten of dwarves. You can’t shoot each other, but whoever completes the mission first gets a free ride to the next section. Whereas the other team has to pay nitra and gold to progress or risk losing the mission.
What I want is more options in companions and to allow more personal companions to go on multiplayer missions! I was thinking of two screen bots that specifically helps with the secondary objective, a warrior samurai type robot to deal with swarms, and a giant bot to deal with anything bigger than a grunt. And then bet-c as an all round damager and Bosco as a pure jack of all trades, and the host of the group could allow mini mules to make to one mission make sense! I'm writing in a hurry so if none of this makes sense to me please tell me.
2:50 I realise that wasnt even important to your point but the jarate gave everyone mini-crits on whoever was doused, from all attacks, not increase only critical (headshot/weakpoint) damage.
Arc grenade for scout
IFG: am I a joke to you?
WAKE UP BABE NEW SNISS VIDEO!!!
Crossplay with all platforms!👍
I noticed the Dustforce OST in the background. Loved listening to it back in the day.
i love all the nade ideas you had but for the gunner nade it would be cool to see some sort of single target damage nade like: summons 3 plasma orbs on impact that does massive damage homing into a random nearby target, then again that's just what engies plasma bursters should be
I actually started playing DRG recently so I can actually agree with some of your points: tunnels do be a little simple to traverse
I think more enviornmental hazards in the tunnels would do nice... imagining a punji stick type glyphid, like a cave leech, but it sits just under the surface in tunnels
On the topic of perks, I would like to see some small changes to Field Medic and Shield Link so that they’re not literally worthless for solo players.
Being able to use shield link solo would be legit
I love how you mention Driller's HE grenades, then jump to suggesting a new grenade that mines. Which is one of HE grenades' traits! I'm not saying this to insult you, I am illustrating how useless and forgetful it is! I agree HE could use a buff. They should up it's mining capability and give you the power to cook the grenade. Or have a .2 second (very short) timer on contact with enemy or wall. The damage works already imo, but getting it to explode in the right spot takes too much effort at best or is impossible at worst.
Maybe the pin pulls when you hold the grenade. But maybe allow a tech to cancel it by swapping to a weapon, or using the pick axe.
Perks definitely need an overhaul, class specific perks would add a lot to them.
Also equipment overclocks? Overclocks for Engineers turrets or Gunners shield could add a lot of new playstyles if done right
I'd really like to see sub-biomes added to all the caves to spice things up. Stuff like large multi-chamber oasis full of trees and geysers in sandblasted corridors that takes up half the cave system. Give every biome a smaller subcategory that occasionally spawns to add variety to the levels.
Trees? In sand
@@madmonty4761 Like palm trees, around little freshwater springs.