Deep Rock Galactic - For rock and stone!

What is the best class?


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I'm not especially attached to the "Die like your mother did!" voice line. I am STRONGLY against censorship in general, but I think the writers probably never should have written that particular voice line to begin with, because despite all the eggs and hive imagery we don't have actual glyphid queens or egg layers beyond the tube things that spawn lots of the little ones. I don't count the electric jellyfish flyers either. I think the way DRG handled it, with a simple mod for people who claim to have trauma, was for the best. It was an absolute fumble to just add the line in again from the first game knowing it was controversial. Maybe I'm just a pepe being boiled alive and can't muster up the outrage for this particular controversy, having seen how shit gaming has been across the board for years. Compared to the self-censorship retard farms like Blizzard or BHVR, this is acceptable levels of cuck behavior. I have to save my tardrage for the lolcows.
 
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.
But it's so retarded. They get to say "We listened!" every time they let asocial autistic retards in their Discord change the game for thousands of other people. They never listen to all the sane people because tranny, like Dwarfurious, just ban them.

While you cucks sit there and shoot at a slightly different variant of an existing bug with the same fucking weapons (the COVID update is pathetic lol) a year from now, I'm going to be shooting at completely different enemies with a mech in Helldivers 2. All the autistic cucks that bought their shitty singleplayer game deserve to be exploited by the retard leftoid tranny devs.

I'm not especially attached to the "Die like your mother did!" voice line. I am STRONGLY against censorship in general, but I think the writers probably never should have written that particular voice line to begin with, because despite all the eggs and hive imagery we don't have actual glyphid queens or egg layers beyond the tube things that spawn lots of the little ones. I don't count the electric jellyfish flyers either. I think the way DRG handled it, with a simple mod for people who claim to have trauma, was for the best. It was an absolute fumble to just add the line in again from the first game knowing it was controversial. Maybe I'm just a pepe being boiled alive and can't muster up the outrage for this particular controversy, having seen how shit gaming has been across the board for years. Compared to the self-censorship retard farms like Blizzard or BHVR, this is acceptable levels of cuck behavior. I have to save my tardrage for the lolcows.
For me it's not really what they did, but rather how they handled the situation. It showed how unprofessional the devs are and how out of touch they are with the people that actually like DRG. They've done worse in the past like putting a Discord profile pic with a fucking trans flag in the game.
 
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And the next season will be a promotion for Rogue Core...
Rogue Core presents an opportunity that I firmly believe they're fumbling.

Allow me to tell you about the Chaos Wastes in Vermintide 2. For anyone unaware, Vermintide is a L4D style co op shooter with hero units that all have their own loadouts and skill trees. The core game is exactly as you'd expect but the dev, Fatshark, has an unhealthy fixation for tacking on alternate game modes that the small but dedicated community has been resoundingly against. Their first foray into this nearly killed the game but their second attempt, The Chaos Wastes turned out sort of ok. The Chaos Wastes is a roguelite mode where you select your character and keep your skills but gain new ones, both ones exclusive to the mode and ones that you'd have otherwise been locked out of from the skill tree. Weapons also had new abilities. This was all well and good but despite theoretically having more replayability than the base game, it died out rather quickly. There is probably a myriad of reasons for that but I believe that it was mostly due to it not being the type of content that the community wanted. However, people really liked two things from the Chaos Wastes; they liked the skill boons and weapon traits, and they liked the map mutators. Map mutators made it into Darktide which have definitely paid off, but all of the skill boons and neat new weapon traits remained in the Chaos Wastes, their potential never realized. Adding even just the weapon traits could have spiced up the base game in incredible ways. However, that would come at the expense of the DoA mode that FS worked hard on shoving down players' throats so obviously that never came to pass. It exists on modded clients though and that's where all the good players are now anyway.

Right now, FS is in the process of adding yet another DoA mode in the form of L4D style versus. Excellent use of time.

Why bring all of that up? Because Rogue Core sits in the same position as the Chaos Wastes, except GSG is expecting players to fork over cash cash money. Rogue Core will likely introduce elements that would be right at home in the base game but for Reasons™ they won't be. And if they cave and do, it invalidates the entire purpose of Rogue Core existing. It should have been a mode to introduce wacky ideas as A/V testing and gradually take the best of them for the base game. Shit, I think the base game could do with more roguelike elements. GSG will probably come out ahead by double dipping into existing players' wallets but fracturing the playerbase is another mark in favor of DRG's decline.
 
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Rogue Core presents an opportunity that I firmly believe they're fumbling.

Allow me to tell you about the Chaos Wastes in Vermintide 2. For anyone unaware, Vermintide is a L4D style co op shooter with hero units that all have their own loadouts and skill trees. The core game is exactly as you'd expect but the dev, Fatshark, has an unhealthy fixation for tacking on alternate game modes that the small but dedicated community has been resoundingly against. Their first foray into this nearly killed the game but their second attempt, The Chaos Wastes turned out sort of ok. The Chaos Wastes is a roguelite mode where you select your character and keep your skills but gain new ones, both ones exclusive to the mode and ones that you'd have otherwise been locked out of from the skill tree. Weapons also had new abilities. This was all well and good but despite theoretically having more replayability than the base game, it died out rather quickly. There is probably a myriad of reasons for that but I believe that it was mostly due to it not being the type of content that the community wanted. However, people really liked two things from the Chaos Wastes; they liked the skill boons and weapon traits, and they liked the map mutators. Map mutators made it into Darktide which have definitely paid off, but all of the skill boons and neat new weapon traits remained in the Chaos Wastes, their potential never realized. Adding even just the weapon traits could have spiced up the base game in incredible ways. However, that would come at the expense of the DoA mode that FS worked hard on shoving down players' throats so obviously that never came to pass. It exists on modded clients though and that's where all the good players are now anyway.

Right now, FS is in the process of adding yet another DoA mode in the form of L4D style versus. Excellent use of time.

Why bring all of that up? Because Rogue Core sits in the same position as the Chaos Wastes, except GSG is expecting players to fork over cash cash money. Rogue Core will likely introduce elements that would be right at home in the base game but for Reasons™ they won't be. And if they cave and do, it invalidates the entire purpose of Rogue Core existing. It should have been a mode to introduce wacky ideas as A/V testing and gradually take the best of them for the base game. Shit, I think the base game could do with more roguelike elements. GSG will probably come out ahead by double dipping into existing players' wallets but fracturing the playerbase is another mark in favor of DRG's decline.
Who cares? It's more rogue-like slop. Go play Helldivers.
 
Is there a skill component to that game or is it just a gear check.
Helldivers? A little of both. Gear (both on-person equipment and available call-ins) is gained through progression, but the most important skill from what I can tell (other than where to place your shots) is picking your battles. There's practically no reward for slugging it out with every patrol you come across, each of which has the potential to spiral out of control into a massive brawl, costing you resources and (most importantly) time.
 
Helldivers? A little of both. Gear (both on-person equipment and available call-ins) is gained through progression, but the most important skill from what I can tell (other than where to place your shots) is picking your battles. There's practically no reward for slugging it out with every patrol you come across, each of which has the potential to spiral out of control into a massive brawl, costing you resources and (most importantly) time.
Actually you get a considerable reward for destroying bug nests or robot bases. Though I get your point. You usually fail a mission when you get too greedy with the side objectives or additional tasks. Sometimes you need to cut your losses and take the fight elsewhere.
 
Actually you get a considerable reward for destroying bug nests or robot bases. Though I get your point. You usually fail a mission when you get too greedy with the side objectives or additional tasks. Sometimes you need to cut your losses and take the fight elsewhere.
I'm more talking about bad/inexperienced players thinking they have to fight every patrol they see. I'm tagging the damn things so we can not get a massive scrumble dropped on our heads, guys, not as a signal to open fire.
 
I'm more talking about bad/inexperienced players thinking they have to fight every patrol they see. I'm tagging the damn things so we can not get a massive scrumble dropped on our heads, guys, not as a signal to open fire.
The report option currently only lets you report players who have typed in the in-game chat box, meaning you can’t report for teamkilling or toxic voice comms yet.
You know what this means! :semperfidelis:
 
Yup, leave them to die while I go for the objectives.
Why waste good ordinance on traitors when the scrapheads will do the job for free?
In any of these types of games, speed is the hallmark of a good player. The faster one can clear missions/maps/whatever means fewer spawns, less wasted resources, fewer opportunities for failure, and more money overall from playing efficiently. In Vermintide terms, the green circle chasers are doing all the right things and the whiners are just trash at the game.
 
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In any of these types of games, speed is the hallmark of a good player. The faster one can clear missions/maps/whatever means fewer spawns, less wasted resources, fewer opportunities for failure, and more money overall from playing efficiently. In Vermintide terms, the green circle chasers are doing all the right things and the whiners are just trash at the game.
Eh, I was prone to leave spedrunners to rot in L4D/Tide games as well, on the better-than-likely odds they ran off away from everyone and got tagged by a disabler. Like, sure, find them, and then leave them for as long as possible before picking them up, if at all. Those games encourage and/or enforce staying in a group through their mechanics, with multiple ways of locking down single players that require someone else to keep them from dying.
Helldivers 2 is much more forgiving for spedrunners or someone who makes progress towards a different objective while the other 3 have the current one handled. There are no disabler units at all, just patrols and other things that, if triggered, will call down hostile reinforcements in the area, forcing you to either Rambo your way through or run like fuck. And in the likely event that said outrider gets blown up, you don't rescue them so much as call in a respawn somewhere near another player, so long as the team still has 1-ups available. Unlike those other team games, you're not expected to live; you're expected to die, and the game is built accordingly.
Newer players just want to have the shooty man fun times and don't quite get that there's no reward for fighting patrols or the gorillion things that get drawn in when they call for backup, but the crazy thing is that you can get in comms (voice or text) and tell them "hey guys, let's just go, we don't need to pick this fight" and there's a good chance they'll listen. It's... strange, but the good kind of strange. Like the potential player base wants to learn how to play and not be awful at the game sometimes.
 
Season 5 preivew is here. New mission type incoming:
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  • Informative
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Please just fucking remove rock AIDS. Nobody likes it. Nobody.
 
Please just fucking remove rock AIDS. Nobody likes it. Nobody.
Hopefully, by the time Season 5 drops, they'll make the odds of Rockpox events (meteorites, meteor showers, outbreaks, and corruptors) even lower than rival tech, as compensation for dealing with this shit for nearly 2 years.
 
Gave Deep Rock Survivor a try.

In a sea of Vampire Survivor slop clones, this one is actually pretty good. I was expecting to blitz through it all in a few hours, but I still haven't even unlocked haz 5. Worth the $10 or whatever it costs. Hoping they keep adding more stuff to it over time.
 
Well, we know that Season 5 is dropping in June (not July as I originally thought), so better prepare your blank cores for the overclocks:
Here's what we can expect, split down into spoiler sections:
The new mission type Ghost Ship has been teasing for a while. The objective here is to locate and extract Morkite seeds, which are located deep beneath Hoxxes. Here's what you have to do.
  1. Locating Resonance Crystals to pinpoint the location of the Morkite geode where the seeds reside. Use the rangefinders to find these resonance crystals, and plug in the resonance scanner in order to get closer to the geode. We will need to do this a few times before the space rig gets a lock.
  2. Once we know where the geode is, mission control will send down the drillevator to dig straight to the geode. Unsurprisingly, it's gonna make a shitton of noise so you'll need to maintain it from understandably angry bugs. Hopefully this is just a case of it jamming like the meteor drills.
  3. When the drillevator makes landfall (geodefall?) into the geode itself, locate the seeds and mine them out. It was a long way down, and thankfully the drillevator comes equipped with some extra-powerful jetboots so you and your team can fly out and back to the drop pod.
We'll see how this quasi-escort mission goes with playtests before June.
As promised, Season 5 will ship with new weapon overclocks, one for each primary weapon for a maximum of 12 (11 brand-new ones, and one rework). They showed off four of these overclocks, all unstables, so we don't know the tiers of the remaining 8 OCs:
  • Pump Action (Warthog): Ever wondered why a semi-automatic shotgun still needed a pump-action? Wonder no more as this overclock converts the Warthog into a proper, 6-gauge pump action. You get more bang and blowthrough for your buck, but the bigger shells mean a smaller magazine and fewer extra rounds
  • Mortar Rounds (Autocannon): Carpet Bomber/Big Bertha on steroids. More damage (way more presumably), but a reduction in fire rate and ammo reserves (which is why I said way more, those drawbacks sound heavy). Shots will also be affected by gravity.
  • Firewall (Flamethrower): Taking cues from Rise of The Triad, holding reload with this overclock equipped will launch a wave of flame at unfortunate glyphids (and the odd teammate). Unsurprisingly this eats up a fair bit of ammo and you can't move while charging a shot.
  • Marked for Death (M1K): Focus shots instead launch a dart that causes affected enemies to take more damage for a duration. Good news: near-instant focus shot charge and the damaged received buff. Bad news: practically nil focus shot damage, increased focus shot ammo cost, and a small magazine. Great for tagging heavies or for immediately hip-firing into some oppressor's rear, but the ammo economy penalties sound very harsh.
Three new enemies to ruin your team's expeditions (and for the subreddit to bitch about), and an update to an old mission type:
  • Glyphid Stalker: After a brief leak in season 4(?), the Glyphid Stalker child will formally debut in June. It's an invisible ambush predator that can instantly disable shields with its attacks and can burrow to reposition for another sneak attack. Watch out for its cries and be ready to ping it.
  • Barrage Infector: A spitballer after one too many fester fleas, this infector horfs a cluster of explosive projectiles. I hope the Pogplants mod gets updated for this chonker.
  • Vartok Scalebramble: Basically a ceiling turret. The bramble is normally invulnerable, but it has three sensory nodes you can destroy to force it open for return fire.
  • New Ommoran Phase: Spicing up preexisting missions for a bit, this new phase has the heartstone trying to enclose dwarves by surrounding them in crystals. The attack itself deals heavy damage to Dotty so you'll need to stay off her while this phase is in action. Because of this new phase, the devs are gonna make the Ommoran's combat phases (floating rocks, beamers, and now the crystal traps) randomize, so plasma burster gunners aren't a safe pick anymore. Don't worry, you can dig yourselves out with your pickaxes, but a friend or Bosco works too.
Well, not really a proper Haz 6, but you can unlock Haz 5+ which gives you four modifiers to ramp up the pain. More enemies, stronger enemies, tougher enemies, and more vulnerable players, each with up to two intensity levels so you can customize it to your liking. Like Haz 5 and Haz 4 before, you'll have to complete an assignment chain first.

As for the mission modifiers, we're getting two mutations and two warnings:
  • Blood Sugar (mutation): Enemies drop Red Sugar on death, but your health is constantly draining. Pretty standard stuff.
  • Secret Secondary (mutation): What's worse than one secondary objective? Two of them! On the one hand, I know some dwarves are gonna be swearing about ebonuts and gunk seeds, on the other hand, I wonder if this means we'll see dystrum outside of on-site refining and point extraction.
  • Duck and Cover (warning): The game will prioritize ranged enemies in the spawn tables. I'm worried about this one because it basically sounds like Mactera Plague 2: Electric Boogaloo.
  • Ebonite Outbreak (warning): Ebonite bugs can spawn outside of the machine event, great. Drillers are gonna have a ball.
The most vaunted feature of season 5 is... revisiting older seasons. Any progress from previous seasons will be saved, and you can select what season you want to tackle. Here are the changes in-depth:
  • You can join a player with a different season than yours, and pass progress will be tracked per player.
  • The seasons will only increase the likelihood of their respective events, not nullify the odds of "off-season" events, so playing the Rival seasons will make prospectors, routers, and data deposits occur more often, but you might run into rockpox-related crap regardless.
  • The season opt-out introduced late last year will be replaced with a vanilla season option.
  • Because of the return of previous seasons, any pass-related cosmetics/victory poses will be moved back into their respective season trees and progress, freeing up much-needed odds from lost gear and cargo crate pools. This is IMO the biggest win of season 5 as in the back of my head I was worried about greenbeards the longer the game went on (and personally the Infected weapon skins from season 4 suck, and I don't want greenbeards to get disappointed).
And here's the stuff I couldn't properly sort out:
  • New cosmetics, natch. We're also getting new weapon maintenance paintjobs, one of which is curiously titled "Liberty" (and is probably the closest we'll get to a Helldivers reference for the time being, as Helldivers' developers said that crossover stuff is off the table for the sake of visual consistency, which I can respect).
  • Speaking of cosmetics, we're getting wardrobe filters! Want to filter out headwear that covers up that glorious beard of yours? Management has you covered!
  • The promotion tracker past Red/Legendary 3 will now count how many times you've prestiged that rank, so a whole subset of mods is no longer required.
  • New and improved overlays for damage and status effects.
  • Improved cavegen and some always-welcome game optimization.
  • New armor DLC.

And that's all Karl wrote. Ready your picks this June, Kiwis. Rock and Stone.
 
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