Deep Rock Galactic - For rock and stone!

What is the best class?


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I've had this on my wishlist for a while and so when it was 66% off I bought it. Haven't played much, trying out different classes solo, having a lot of fun, will probably join some multiplayer soon. Great game.

That being said, I started a mission, didn't know what I was doing, see a huge floating lithophage thing spewing shit all over the floor everywhere right at the spawn. Call down the cleaning pod, die a lot, finally kill it when I'm down to my last life. Finish the actual mission, the final wave spawns with a stingtail, which flings me up in the air and I crater and fail the mission.

10/10 nearly put my fist through my screen.
 
The reworked double barrel oc fucks up rockpox swarms but you have to be so close that half the time you take a bunch of corruption before you can even zip out. It's definitely a welcome swarm deletion tool for scout.

The new rocket barrage also seems pretty good but I had to take the t2 velocity mod because damn if those missiles don't waddle. Feels like it's meant to be used fairly close as well. Good luck hitting shit that's crawling halfway across the room. It's not entirely clear to me what niche it's supposed to fill though as one can build the minigun and autocannon to fill every gunner role.
 
Having gone up against a few corruptors now I can see why the rocket boots made their debut when they did, although the odds of actually getting the boots and a corruptor in the same mission are slim. C4 messes it up something fierce and I'd imagine anything with a large enough aoe to hit all three exposed cores cores would do the same. It's a good event/boss/whatever and fast too.
There's a problem with the boots. Right now, they're too rng. It's not like a cargo crate or a lost pack where it's a nice extra, those things are super useful and massively cut down time spent in areas like the huge steep open caves in the dense biozone. Instead of them being randomly spawned, it'd be tight if you could buy them before loading into a mission or something.
 
Having gone up against a few corruptors now I can see why the rocket boots made their debut when they did, although the odds of actually getting the boots and a corruptor in the same mission are slim. C4 messes it up something fierce and I'd imagine anything with a large enough aoe to hit all three exposed cores cores would do the same. It's a good event/boss/whatever and fast too.
There's a problem with the boots. Right now, they're too rng. It's not like a cargo crate or a lost pack where it's a nice extra, those things are super useful and massively cut down time spent in areas like the huge steep open caves in the dense biozone. Instead of them being randomly spawned, it'd be tight if you could buy them before loading into a mission or something.
Perhaps you could call down a rocket boots drop for 120 nitra. I do find myself with far too much nitra on most missions anyway.
 
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I really hope they don't get nerfed for a while or at all
Played a bit today after taking a long break. Haz 5 actually was dangerous, and I couldn't just sleepwalk my way through missions like usual. Although the greenbeards on my team were crying about nerfing stingtails, although I think they might not realize they are joining hazard 5 missions, I tried to convince them nerfs were a bad idea. I imagine the trannys in their discord are crying constantly about it. I hope they don't nerf them (again).
 
I play refinery pipe missions when given the choice/no active missions, and goddamn are the lava biomes stupid sometimes. Had two I abandoned, it's never truly impossible but I'll be damned if I have to manually mine or drill up to some impossible bullshit because a tunnel overlapped with a big dome cave and there's no natural way for a pipe to go where it's supposed to. I also gave up on one with a morkite deposit up in the ceiling and there were no tunnels, it was just some retarded honeycomb of small pockets all the way up with no real solid rock to work a pipe up reasonably nearby. Something needs to be looked at in the odds. Azure Weald(sp?) is sometimes like this too, but I've always been on a driller at those times by chance and drilled ramps, but fuck it sometimes.
 
the greenbeards on my team were crying about nerfing stingtails, although I think they might not realize they are joining hazard 5 missions, I tried to convince them nerfs were a bad idea. I imagine the trannys in their discord are crying constantly about it. I hope they don't nerf them (again).
Did stingtails get nerfed before the patch went live? Those things are plenty scary already but it's nice to have high priority threats besides some persistent out of reach menace/spitter.
I'll be damned if I have to manually mine or drill up to some impossible bullshit because a tunnel overlapped with a big dome cave and there's no natural way for a pipe to go where it's supposed to.
It'd be nice if there was some other skill tree outside of the perk nodes that let you do shit like extend the length of pipe segments or build them on vertical surfaces among other things. Could even make em class specific.
 
It'd be nice if there was some other skill tree outside of the perk nodes that let you do shit like extend the length of pipe segments or build them on vertical surfaces among other things. Could even make em class specific.
I wish it was that easy, Satisfactory has similar pipe-laying mechanics(from the same publisher) and they have a hard-stop on pipe lengths as well, such that you design your factories and layouts around them and their connectors/junctions. I haven't seen it modded there, so I wonder if it can't be modded here either.

Goddamn all I wanted this season was new fucking guns.
They've said it's highly unlikely in the future because all new guns have to be retro-skinned for all the old aesthetic sets, as be included in the new ones going forward. They're blaming it on art essentially but I think they can't come up with any more good ideas.
 
I wish it was that easy, Satisfactory has similar pipe-laying mechanics(from the same publisher) and they have a hard-stop on pipe lengths as well, such that you design your factories and layouts around them and their connectors/junctions. I haven't seen it modded there, so I wonder if it can't be modded here either.


They've said it's highly unlikely in the future because all new guns have to be retro-skinned for all the old aesthetic sets, as be included in the new ones going forward. They're blaming it on art essentially but I think they can't come up with any more good ideas.
That's a crock from them, and will cause problems long term with the game, I think.

Also man do I wish Satisfactory had destructible terrain like DRG. Refinery is my favourite mission type because I love playing driller and making the most efficient pipeline.
 
They're blaming it on art essentially but I think they can't come up with any more good ideas.
The problem is you need to create a new gun that's not just a rehash of old ideas, that fits the class's intended playstyle and role, and doesn't overshadow any other classes' roles. Not only that but they also have to come up with mods and OCs for these new weapons.
It doesn't help that they've set the precedent of "every class gets new weapons/gear at the same time" every update/season.
 
They've said it's highly unlikely in the future because all new guns have to be retro-skinned for all the old aesthetic sets, as be included in the new ones going forward. They're blaming it on art essentially but I think they can't come up with any more good ideas.
Never liked the idea of frameworks. It would have been better if the appearance of the of the weapon changed slightly based on which module was chosen a la Bioshock. They wouldn't even have to do it for every mod, just the ones where it would make sense.
The problem is you need to create a new gun that's not just a rehash of old ideas, that fits the class's intended playstyle and role, and doesn't overshadow any other classes' roles. Not only that but they also have to come up with mods and OCs for these new weapons.
It doesn't help that they've set the precedent of "every class gets new weapons/gear at the same time" every update/season.
Tbh, I don't think more new guns are necessary. Melee weapons maybe but that's more of a personal want. A season where all the tool mods get a pass could go a long way and then just add more OCs/weapon mods.
 
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The game is good, but it could do with some more mission types. Especially some more building mission types. It could also do with some enemy types. I think that should take precedence over new gear.
 
I have 111 unused perk points, some additional perks would be a good idea.

I understand the need for selling DLC, but some more body armors in the In-Game Store would be a good idea besides the base 5.

I'm satisfied with my existing hats and ongoing hat development amount/cycle.

I'm mostly satisfied with the weapons, melee options or another tool pass would be great if possible. Some alternative to the tossed flares might be good as well. Flares you shoot instead of toss, like the scunt's, but with normal light and duration. Flare grubs, you drop a grub on the ground that just scoots around randomly, it's a light source that doesn't go out, but you can't control where it wanders off to & other players may shoot them out of boredom or spite.

A second overclock slot of filling in stats on weapons might be nice, make it a huge material and gold dump.

Five or six more mission types would satisfy me, especially if they're building-heavy like the pipes. One or two alternate bosses to the Sabotage missions would be good too.
 
I wish they would make different end boss fights for Escort and Sabotage. Right now every Caretaker and Heartstone fight is identical.
 
A season where all the tool mods get a pass could go a long way and then just add more OCs/weapon mods.
If they do go the tool mod route, I hope they don't fix the bug with fall damage reduction (read: applies for the rest of the mission until you're KO'd. It's why the Scout can become immune to fall damage for one mission if he drinks Tunnel Rat beforehand).
 
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