Deep Rock Galactic - For rock and stone!

What is the best class?


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Structure building missions in general are the best type. It's a shame that outside of OSR you only really have an incentive to build stuff during phase 1 of sabotage or phase 2 of salvage.
One thing I hate though is how the bugs don't actually attack the pipes or any of the machinery and how it just spontaneously breaks. It really doesn't matter how well you do at "defending" the refinery, the pipes just crack themselves and you have to rush out to find where the leak is. It's way too predictable and tedious.
You know damn well that management went for the lowest bidder on that materials contract. Shit was probably made by elves, of course it's going to just randomly pop from the pressure.
 
Maintenance Update dropping this Thursday lads. Tl;dr:
  • Opt-out feature for Season 4 content once you reach level 100 in the season pass.
  • Nerfs to the Corruptor and Stingtail, as well as a Septic Spreader tweak.
  • New "Weapon Maintenance" paintjobs earned for using a select weapon enough times, one palette for every season so far. Still won't convince me to use the BRT7.
  • Weapon/OC tweaks. Only the Stubby and Breach Cutter were shown though.
 
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Welp, the maintenance update dropped (and I can no longer edit my previous comment), so I'll share both the bug nerfs/tweaks as well as the weapon/oc changes.
  • Rockpox infections got some tweaks: now infection buildup wears out faster than before, moreso if you leave the source of the infection, and it's easier to break out of an infection once it takes hold. The devs added a "hold to break out" toggle for accessibility reasons, which is always nice to have.
  • The Corruptor received two nerfs: Now its stomp attack has better telegraphing (both the attack itself and what direction it travels), and its top speed was reduced so it doesn't zoom all over the place while you're trying to kill it.
  • As promised before, Septic Spreader shots can now be shot down, but in exchange their shot prediction's been improved so their less likely to hit ceilings and the like so the change balances itself out.
  • The Stingtail is the biggest loser of this patch. Now its grab attack has both a cooldown and a range reduction, and the cooldown's longer on a successful grab. It now has weaknesses to both explosive and electrical damage and lost its player count-based health scaling. On top of this, their spawning's been tweaked so there isn't too many of the buggers all at once (I've seen players getting juggled by a pair of these things).
  • Lastly, Electrical Damage's slowdown effects now work on Oppressors and Dreadnoughts, albeit with reduced effects.
Hoo boy, this will take a while:
  • The Gunner's Coilgun had some stat and upgrade changes, along with some OC adjustments:
    • Part of the T2C reload speed upgrade was rolled into the base weapon and the T1C charge speed upgrade was moved to its place. The now-empty T1C slot now has a trail duration upgrade.
    • The T5A/Necro-Thermal Catalyst upgrade received some buffs (though it's still tricky to use even with the Reatomizer OC), as did the T5B trail width upgrade, though the latter has a good reason for the buff...
      • ...Because Hellfire lost its trail width bonus. On a more positive note, Triple Tech Chamber's damage reduction on the extra shots was increased from dealing half damage to dealing 3/4ths instead, and Backfeeding Module's damage penalty was replaced with a trail duration penality.
  • The Engineer's gear received the lion's share of changes:
    • The Stubby has had its upgrades and stats changed: its base recoil has been reduced in exchange for reducing the T2B recoil reduction. Meanwhile both damage upgrades at T1A and T3A have been buffed, but both the T4A weakpoint damage bonus upgrade and the T4B conductive bullets upgrade have been tuned down.
    • The Stubby has two new upgrades: an armor break bonus on T4, and an accuracy bonus on T5.
    • Now for a couple of OC changes:
      • Turret EM Discharge no longer deals friendly fire, and it now displays its Area of Effect on all valid turrets to the player with the OC installed. Damage falloff has also been removed, so any bugs in range will receive the full zap.
      • Turret Arc had some friendly fire changes as well: the arc itself deals reduced damage to players while the AoE on "primed" turrets deals no friendly fire whatsoever. It also got a range indicator so you know how far you can place your turrets to get the effects.
    • The LOK-1 had some tweaks so that manual/semi-auto firing is now more consistent, but the fire rate for that was reduced. No other changes for it or its OCs.
    • Some of the Breach Cutter's OCs recieved some tweaks:
      • The most prominent was Roll Control. Now the wave spins faster and lasts longer, and you can manually guide the projectile by holding down the trigger. Letting go only disables manual control and not the spin. I can only imagine the lightshows with Plasma Trail...
      • High Voltage Crossover recieved a tiny electrocution duration buff from 4 seconds to 5 seconds.
    • Finally, Resupply pods now round up when restoring Sentry ammo. One extra round? Why not.
  • The Scout received one change regarding the Shaped Shells OC for the Boomstick: now it has tighter spread and the reticle's been updated accordingly.
  • The Driller received no direct changes, but the ammo upgrades for his C4 now work as intended and Resupply pods now restore them properly.

That about does it, aside from miscellaneous bugfixes (no pun intended). Rock and Stone, my fellow Kiwis.
 
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Apparently both GSG and their publishers are owned by Embracer Group. DRG devs sold out long ago.
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It dawned on me that the game has a Chris Chan reference in the form of Driller's final unlockable secondary weapon. Whether intentional or not, it's there.
 
  • Horrifying
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Moving away from coincidence, we're receiving the March maintenance update ahead of schedule!

What the devs confirmed are changes to enemy heavy armor (now the "health" scales with Hazard level, but they're fixing how the armor break perks work with projectile-based weapons like the grenade launcher and Hurricane), and a new beer (Hidden Dwarf Double IPA).

They'll be sharing the full details during a stream this Thursday.
 
What the devs confirmed are changes to enemy heavy armor (now the "health" scales with Hazard level, but they're fixing how the armor break perks work with projectile-based weapons like the grenade launcher and Hurricane), and a new beer (Hidden Dwarf Double IPA).
Watch them fuck it up and make armor break virtually mandatory, further pushing the heat meta.
 
The armor changes sound good to me. Praetorians, guards, brundles, shellbacks should all have tougher armor the higher the haz level. If it makes Haz 5 a little more challeneging that would be good. Although I'm sure people will bawl their eyes out and things will be reverted/nerfed. RIP stingtails. I always liked armor break, but there just never seemed enough reasons to really take it in a general loadout.

The thing that bugs me more is that I THOUGHT they said they already fixed armor break for engie's grenade launcher, and this entire time they've been lying and I have wasted my time picking that in the tech tree.... Also dev's would you stop advertising your other garbage games I have no interest in playing in the middle of a DRG update patch, thanks.
 
The Maintenance patch dropped, and the new beer is... a prop hunt beer. Anything to pass the time between mission resets I suppose. As for the fixes/changes:
  • The Homebrew Powder upgrade for the PGL no longer has any effect on either the direct hit bonus from the Hyperpropellant OC or Spiky Grenade. No more sniping sentry bots.
  • Armor Breaking works properly with the PGL, DRAK-25, and Hurricane. Now any shots that break armor will damage enemies on the same hit, rather than just breaking armor. The Improved Blast Wave upgrade for the Boomstick now properly pulps armor as well.
  • As promised, Heavy Armor (Praetorians, Grunt Guards, Wardens, Shellbacks, Brundles, and the Dreadnought Twins) now scales properly with Hazard Level. Whether or not this further pushes the heat meta as Asian tech support feared has yet to be determined.
  • Experience for the Weapon Maintenance skins now overflows to the next unlock, so Double XP missions no longer screw you over on that front.
  • Some miscellaneous bugfixes, tweaks, and QoL changes.
And that's everything of note.
 
Not gonna lie, I haven't even touched DRG since completing the season pass, mainly because I realized that "turning off" rock AIDS just wipes half the missions from your terminal.
That and so many people jumping on that Vampire Survivors clone. For what fucking purpose, GSG?
 
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so many people jumping on that Vampire Survivors clone.
I don't get it tbh. From what I've read, the roguelike ability aspect is not as good as VS or Death Must Die but somehow having destructible terrain makes up for it? Between this, their other deckbuilder, and Rogue Core or whatever it's called, I think they're trying to wash their hands of DRG, slow updates to a crawl, or at the very least not be a one trick pony. Can't blame them really. They made out like bandits.
 
That and so many people jumping on that Vampire Survivors clone. For what fucking purpose, GSG?
Because it's fuckin' good. If you already play that sort of thing. As someone who 100%'d Vampire Survivor's achievements 8+ times and is up-to-date, I'm really impressed with Deep Rock Galactic Survivor. There's a tremendous amount of depth and skill expression and they took lessons learned from VS and definitely improved upon and added to the formulas.

First, the levels: They're roughly square, three-quarter perspective but procedurally generated like normal DRG, with three biomes currently. There's a lot to be added with rock wall obstacles because unlike normal VS(I'm using Mad Forest as the main example) there's meaningful terrain to funnel enemies through chokepoints. Praetorians and other big glyphids can break walls, but at half the speed of a dwarf and they have to have motivation to, so melting through rock to escape hordes and choke enemies feels natural and great, unlike the shitty trees and hedges in VS which are just a hindrance to the player when the screen is too full. Biomes add alot, as Magma Core has damaging walls/floors of lava like normal DRG but is a little more open-ended, and has exploding pustules when you get close to them. Hollow Bough has a second type of rock that grows inconveniently, the thorny branches, and unbreakable red vines that make permanent walls to play around besides the destructible ones.

Gameplay loop is great, with small loops going on simultaneously at second-to-second and minute-to-minute scales, along with the overall mission and account-wide progression. You get dropped into a level like DRG, and everything you kill fills a bar that lets you know when swarms are incoming along with the Supply Drop and boss. You actually want to avoid enemies to mine gold & nitra for a shop in between stages of your gameplay mission, to clean out the level before the Drop Pod arrives and countdown begins. But enemies will inevitably catch up to you so you want to pick up the XP that's dropping so it's not lost power... unless you gamble on a magnet dropping later to vacuum up all dropped XP orbs on a level at that time. But you're also juggling whether or not to gather Umanite/Jadiz/Enor Pearl-type minerals for longterm power upgrades across all characters, and gathering secondary objectives for an XP & gold boost, the Boolo Caps or Morkite mining. The prioritization of mining short-term and long-term goals alongside just staying alive is really challenging and always makes sure there's alot going on. Supply drops are scheduled and give an "artifact" which is a nice modifier item, but collecting it means mining out the target spot and standing in it, but it will also do a ton of damage to elites if not outright killing them if you time it right, just like the original game, so deciding when/if to collect it is always changing. Once bosses appear, you can kite them around and farm XP/mine, but if you take to long to kill the Threat Level rises and you eventually get overwhelmed, so that's a juggle, and then 30 seconds to make it to the Drop Pod, and hopefully you aren't blocked by lava/vines/explodey pustules because you got greedy and farmed a side direction before trying to get out. Escaping means you drop to the next "stage," and each mission has 4 normal stages and the fifth is a boss encounter to eliminate 3 cooconned elites and a Dreadnought big boss.

You get 4 weapon choices at levels 5, 15 & 25(plus your starting dwarf weapon, 3 different loadout choices at character select) unlike VS' 6, and each one levels to 12 upgrades of reload time, fire rate or damage. If you reach 12, that weapon unlocks to other classes on future runs, and the cap raises to 18. The weapons are actually always uncapped, but once overcloks are available you get the meaty choices at 6, 12, and 18, and can continue to get damage/reload/rate increases to offset any overclock penalties. Fire ammo, dumping all ammo in one shot, heat seeking, all sorts of good choices along with "balanced" overclocks of two big stat increases at once. You also can get character upgrade choices to movement speed, pickup radius, crit chance, crit damage, bonus fire damage, bullet damage, thrown grenades, etc. Besides levelling, you can buy these choice upgrades with your gold(character upgrades) and nitra(weapon levels) between levels, so a good mining haul can offset leaving orbs on the ground to meet other goals.

Enemies are just glyphids so far, no robots or rockpox but I expect that to get expanded on to match the base game. Boomer glyphids are probably the main enemy that stands out, they explode shortly after you enter their immediate range and take out both fellow enemies and minerals/rock walls in range, so dancing in and out of range of them is a major part of the second-to-second fighting, herding them into advantageous spots. They look and sound just like they do in DRG, which leads me to sound design: the game sounds exactly like DRG, with Mission Control, dwarf voice lines and music/sound effects all exactly the same, which is a great thing. If you played the first, you immediately understand what's going on in the second at any point in time and it's as fan servicey as hearing familiar bubbling or tinging noises when a potion or jewel drops in any Diablo game.

Controls are currently WASD or controller, controller feels really good since like VS you only move up/down/left/right and all fire/targetting is automatic and/or contextual to positioning. the only button pressing is in menus or choosing levelups. Feels great, and having high movespeed & dancing in between glyphids and dodging in and out of boomer range feels good second-to-second, very tight and responsive. Hitboxes feel pretty clear with very few errors or misjudgements.

You're forced to play Scunt to begin and slowly unlock the other classes, and a lot of players can't seem to grasp Gunner's starting chaingun mechanic of facing enemies, but like Vampire Survivors you suck at the start until you start to build up the progression perks of bonus damage, armor, movespeed across all characters. mixing and matching things like the high-powered M1000 bolt action with engie turrets later on feels pretty cool, as does stacking multiple 'nades on a run. I'm starting to win consistently, but still losing to getting too greedy and missing the drop pod or dying to boomers when I get overconfident, which is pretty unlike VS. I'm also noticing a lot less seizure-screening, in DRGS you never truly have an unreadable screen full of shit, at worst it's one series of booms for no more than a second or two that clears, and you can't just sit in place for 15+ minutes at a time farming XP or money like an Endless Run in VS, so those are improvements imo.

For an Early Access game I'm really impressed, it's much better than I expected and I definitely recommend it if you either liked DRG or VS, it's a must-buy if you like both.
 
I'm just so incredibly disappointed in Funday games as a developer and Ghostship games as a publisher. In DRG:S as of Hotfix 0.2.146d.

"Removed the Dwarf voice line "Die like your mother did" because we think it's out of place and don't want to remind some players of tragic events in their life when they want to relax with a video game. We might add a voice line filter in options down the line if enough people want it."

Which was caused because of this reddit thread.

https://www.reddit.com/r/DRGSurvivor/comments/1atopjt/voice_line_die_like_your_mother_did/

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Credit to OP though they did not want the line permanently removed but the Dev straight up decided to purge it after this reddit thread.

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A post from the mod in the official DRG:S discord. Mod Ser Pounce about how the developers at Funday Games consulted Ghostship games about the removal of the line. Which basically confirms that Ghostship Games the publisher themselves are okay with the censorship of a line about killing the mother bug of a bug in a game about bug genocide. The mod has since deleted the post.

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Now we have a thread of 650+ posts most of it being wanting to have kept the voice line or to at least have a toggle in DRG:S.


With the moderators Dwarfurious and Ser Pounce Downplaying the censorship of DRG:S and deleting posts of discourse.

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"It's Just a voice line"
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Mod insulting people in the thread.

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The other mod downplaying the fact that the other mod has been insulting people in the thread.

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It's Just a voice line. It represents censorship and future censorship does it not? The path to hell is paved in good intentions.1708996409144.png

Mod being unprofessional and covering their tracks.

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Mod continuing to reinforce the fact that this issue is overblown. when the thread has over 600 posts at this point.

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Again saying that they're not downplaying the concerns of people who did not wish to have the voice line removed at least without a toggle.

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Dwarfurious with contempt for those who wish to have the line be kept.


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Overall I guess I'm done with Deep Rock Galactic and Ghost ship games in general.
They allowed for the censorship of a line for a bunch of snowflakes who suffer from trauma over their dead mothers in their spinoff game made by a different studio that they publish.

Incredibly disappointed after I played DRG:S for 40 hours I wish I could refund it at this point I don't support people who bend the knee to snowflakes.
 
I've played DRG survivor for like 30 hours ish, so this is more like my rambling thoughts of someone who haven't played a Vampire survivor genre before. And probably try not to rehash what have been stated before.

Horrible menu navigation, why I can't see which classes can access to which weapons. I mean there are some weapons sharing between some classes. Then seeing what overclock for those weapons.
Padding more time playing by must upgrade weapons to lv 12 in a run first before can fully use them next run with overclocks. Then again, may as well playing on "easy" mission to farm special minerals.
Some challagenes need to be done to unlock higher hazard levels, few are maybe too rng reliant and even "intentionally" sabotage your run.

Game itself is surprisingly challenging with its hazard difficulties, leaning on being a good thing.
There is some depth in between digging your way through walls, mining special minerals (risk-rewards) for your entire profile upgrades and going for obj (boolo caps, morkrite and apoca bloom). Especially on harder biomes like magma core and hollow bough, you'll have harder time to traverse.
I don't think there is penalty for failing mission at higher hazard levels. Although the longer you are in mission or completing a deep dive, more experience and resource for entire profile progress.

Damage type for picking damage type convert overclock, from worst to best, cryo - fire - acid - electric - kinetic with piercing, and plasma. Feel free to correct me on this one. I mean you want to kill stuff as fast as possible, then picking up exp orbs. Plasma just happens to be able to pierce and bounce back at wall.

Class order in terms of level unlocking in game profile.
Scout, Marksman is probably his best, more crit chance + damage and starting with M1000 is too good, make sure to have Zhukhov or Burst pistol for AOE cover. Recon is surprisingly decent survival, just awkward X-shaped Zhukov firing pattern. Fully upgrade Zhukhov with electric is great. Usually mixing between kinetic and electric damage - utility options.

Gunner all three options are solid imo. Though I recommend just playing default untill unlocking Thunderhead autocannon, probably his best gun as main damage weapon, then switching to Juggernaut subclass. Juggernaut is surprisingly tanky and helps a lot in sticky situation, only starting bulldog pistol may fall off a lot at higher hazard level (3+). As usual, higher hazard level, more glyphids, they are also faster, bit tankier and do more damage to you.
Heavy gunner subclass, it doesn't really matter with movement speed reduction since you probably have some movement speed upgrade for entire profile by that time to compensate.

Engineer is a weird one. Without movement speed upgrade for entire profile at the start, playing default engineer (maintenance worker) is clunky since you have to stop moving in order to deploy turrets fast. Playing tinkerer subclass is maybe easier early game. Only make sure to pick Plasma damage overlock option, or praying you get that Plasma overclock early. Demolitionist subclass is a monster at killing mobs, but feel kinda bad on killing dreadnought - elites, dps isn't high and consistent enough. Also, playing demolitionist is asking for horrible visual clutter. Explosions from your grenade launcher will hinder your vision seeing bad terrain, walls and maybe even nearby glyphids.
Loki smart rifle is horrible, too long to lockon stuffs for its pitiful damage.

Out of all 4 classes, I think Driller might be the least powerful one, even with his subclass mods. The Integrogator subclass is probably the weakest. Having damage reduction trading for more status damage isn't great. Flamethrower, corrosive sludge pump and even cryo canon aren't great choice as main weapons for damage. They are also lacking in range, will be a lot noticable in hollow bough. You can't kill bugs, no exp for you to pick up and if you keep running away, you'll get overrun.
Unironically, fully flame sentries and his throwing axes are his best. Since there is a new patch buffing status weapons, I may have to try again with drones.
 
I really don't want anyone to die like my mother did.
Lmao this is literally a troll. They did this whole thing because of a fucking troll.
:story: Jesus fucking Christ these pathetic soydevs are so sad! Go play Helldivers 2 instead. This game is fucking dead.
I'm just so incredibly disappointed in Funday games as a developer and Ghostship games as a publisher. In DRG:S as of Hotfix 0.2.146d.
https://steamcommunity.com/app/2321470/eventcomments/6292161380824766440?snr=2_9_100000_&ctp=14
"Removed the Dwarf voice line "Die like your mother did" because we think it's out of place and don't want to remind some players of tragic events in their life when they want to relax with a video game. We might add a voice line filter in options down the line if enough people want it."

Which was caused because of this reddit thread.

https://www.reddit.com/r/DRGSurvivor/comments/1atopjt/voice_line_die_like_your_mother_did/

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Credit to OP though they did not want the line permanently removed but the Dev straight up decided to purge it after this reddit thread.

https://www.reddit.com/r/DRGSurvivor/comments/1atopjt/comment/kr3rzj5/ https://archive.is/AO76A 1708995878733.png

A post from the mod in the official DRG:S discord. Mod Ser Pounce about how the developers at Funday Games consulted Ghostship games about the removal of the line. Which basically confirms that Ghostship Games the publisher themselves are okay with the censorship of a line about killing the mother bug of a bug in a game about bug genocide. The mod has since deleted the post.

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Now we have a thread of 650+ posts most of it being wanting to have kept the voice line or to at least have a toggle in DRG:S.

https://steamcommunity.com/app/2321470/eventcomments/6292161380824766440
With the moderators Dwarfurious and Ser Pounce Downplaying the censorship of DRG:S and deleting posts of discourse.

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"It's Just a voice line"
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Mod insulting people in the thread.

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The other mod downplaying the fact that the other mod has been insulting people in the thread.

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It's Just a voice line. It represents censorship and future censorship does it not? The path to hell is paved in good intentions.1708996409144.png

Mod being unprofessional and covering their tracks.

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Mod continuing to reinforce the fact that this issue is overblown. when the thread has over 600 posts at this point.

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Again saying that they're not downplaying the concerns of people who did not wish to have the voice line removed at least without a toggle.

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Dwarfurious with contempt for those who wish to have the line be kept.

https://steamcommunity.com/app/548430/discussions/1/4337599680244097600/#c4337599680245146484
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Overall I guess I'm done with Deep Rock Galactic and Ghost ship games in general.
They allowed for the censorship of a line for a bunch of snowflakes who suffer from trauma over their dead mothers in their spinoff game made by a different studio that they publish.

Incredibly disappointed after I played DRG:S for 40 hours I wish I could refund it at this point I don't support people who bend the knee to snowflakes.
>We do not represent the mod team.
Yes you do and everyone knows that you do. The devs chose you over other people to moderate the forums and they've obviously been satisfied with your performance if they haven't removed you.
>Most of the moderation is done by Steam's own mods.
Compete and total bullshit. Only true if the trannies from the DRG discord are flagging people's posts. Do they seriously expect us to believe that Steam moderates every game that's on their fucking platform? Steam mods are only there to remove any scam or illegal shit and respond to flaggots.
>Erm, it's just a voice line, sweaty.
And the fact that you've reacted this way over people criticizing your choice to remove an innocent voice line tells us that the devs are a bunch of snowflake faggots.
>It will ease their suffering
The only thing that will ease their suffering is bringing their mommy back. Unless you can do that, then please shut the fuck up.

This whole thing is a complete and total embarrassment. No wonder DRG is dying right now. Are they going to add Tumblr trigger warnings in the splash screen now? Just absolutely pathetic limpdick leftie mods and devs. But I'm glad there's enough sane people in the audience to shit on them for doing this.

Another L by the DRG troons. Helldiver Chads are eating well.
 

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Aaaaaand he's gone! It's always the aggressive janny trannies that are the softest.
this is the longest i've been away from this forum and its.. denizens..in 7 years
English is obviously not his first language and this Tumblr forum clearly means a lot to him.

The game has been around since 2017 and was dead for some time until it became popular during the pandemic. Ghost Ship devs must've built parasocial relationships with the people in the Discord which has resulted in this massive sad circlejerk. Basically if you're not part of the group and you don't worship the devs, then a loser like Dwarfurious will just ban you. This is just what happens when unprofessional manchild devs are in charge.
 
No wonder DRG is dying right now.
The leftoids and discord kittens have been there forever and GSG has been sucking tranny dick for just as long. That much is old news. The game has been stagnating for over a year now because there hasn't been any meaningful new content since the last round of new guns. If you pull up the last few years of activity, it's plain as day.
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edit: it's release from early access coincided with the height of the plandemic. It would have peaked there regardless.
 
That much is old news. The game has been stagnating for over a year now because there hasn't been any meaningful new content since the last round of new guns.
And the next season will be a promotion for Rogue Core...

If Ghost Ship doesn't add any content with season 5 (beyond cosmetics and the like), they are screwed.
 
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