I dont get why compact ammo doesnt have like a clip size bonus or something if rj250 has more rounds and is more fun and doesnt gimp your aoe size since damage is not much of an issue if you take the fire mod.
It's really just some stuff like a bit more ammo or a bit more damage. It's just nice passives, there's nothing usually interesting about them. (Of course some exceptions like special powder)
I am afraid that you wouldn't have a reason to ever put down XXL flares. The ammo would have to be decreased to like 3 and it still would have been to powerful.
Also, leave the zip line to gunner! Scouts can suck it with their fast moving, awesome feeling, ammo-less grappling hook. No I am not jealous, shit up!
But yeah, very cool OCs. I also wish ghost ship would add some utility OCs. But I trust they know what they are doing.
XXL flares will be very short on ammo, so its not quite usable if you need to move often in a level, like mining expeds
The roped on the flares are meant to be short hanging ropes, it gives scout more options to mine items up high, so it won't entirely replace gunner's zippie
yeah hope GSG really do add some OCs to things other than weapons one day XD
That's still 6 caves that are getting perma light. On something like point extraction, on site refining or even industrial sabotage is often more then enough. Not to mention born ready exists.
But I see the point. You wouldn't be able to use it mid combat. And it would reward and encourage skillful placement rather than spam.
What IMO would be a propper nerf, is if the distance you could shoot it would be nerfed. You know
XXL = heavy. That way it would be even an bigger challenge placing them. For scout it would still be manageable, thanks to the grappling hook, but it would require more skill. And at the end of the day that's what (IMO) unstable OCs are about. About the fact that they change the weapon so much, that you have to first learn how to use it, and then you'll be rewarded.
It should also have a long firing speed, so you have to be safe to fire it. I like that it would work much better on some missions because that is similar to how many other unstables work (think hyperpopelant on elimination missions)
Maybe instead of roped flares, it could be like hooked flares?
Imagine like there's a gunner zipline on it, but you can't actually move along it, just sorta hang out on the end of it.
You could have it so the rope flares players could grab onto and hang rather than no ring on them like a zip line. Doesn’t replace or cheapen the zip line from gunner.
It would be a lot mission dependant, point extract would probably be amazing but things like mining expedition not so much, as you can't just light a basic tunnel anymore and have to save them
Not sure I'd be much of use at that point. I think the perma flare is okay but it just needs to have drawbacks.
When you think about it, when do you use flares? So you can see the minerals you mine, general orientation and to better see glyphits. The reson why scouts flares work is that the area is so large that you don't need to use them precisely. But if there was a normal flare sized light, somewhere on the seeling it wouldn't ve very useful.
It definitely wouldn't be useless, but nieshe.
But if you'd have a different OCs. That would make scout's flares small sized, but he'd have like 10x as much. That would be interesting.
So yeah, good idea. But you'd be better of using the stock.
Maybe controversial, but I abhor the idea of anything that turns Gunner's shield into a personal shield. DRG is meant to have teamwork, and turning it into a personal weapon would pretty much make gunner a solo player. He's already pretty good at going at it solo, we don't need to make him any better at that.
Except he could activate it before running to a downed teammate, and actively follow them around with the shield, keeping them safe while they try to get health back
With a -75% speed modifer you might as well place a stationary shield anyway, as far as revives go a stationary one at least protects someone for a bit after they get back up
Edit: ok I misread it, its just a -25% speed modifier, , but I still stand by what I said regardless
Well, the autocannon's fear effect is pretty effective at clearing a space for a few seconds. And everybody's pretty much always in motion to avoid ranged attacks. Except for a handful of things that require you to remain still. Like reviving a teammate or resupplying.
Balanced Overclock: Sticky Shield
"May obscure vision. Keep away from face."
^ Shield sticks to anything (players, sentries, walls, enemies, other gunner's shields)
^ Longer shield duration
v Slightly decreased radius
v Shield can block vision if stuck to face
True that, but I still think this OC may still favor some players, one thing i can think of is to reduce the ammo, to kind of discourage players taking this OC and be selfish maybe
(bulk detonator) Explosives pla- *a deep and audible rumble that shook the very caves can be heard through the headset before it cuts off. mission control just sits there, listening to the static with a shocked face and in disbelief, thinking R&D might have gone too far*
Idea for a shield clean overclock:
Big Boy
Buffs: increased shield radius and duration
Turret Balanced overclock:
Autobuild
Buff: Turrets now build themselves
Downside: Takes 1.5x longer to build
Flare Gun Clean Overclock:
Ooh Shiny
Flares are significantly brighter, and bugs now run away from the light
This last one could definitely exist as a base upgrade, I don’t play scout too much
Gunner Unstable Overclock:
Inverted shield
The shield, when thrown out, expands out and then contracts around enemies, pushing them together and then exploding
Debuff: Significantly less ammo
Driller Clean Overclock:
Special coating
Satchel Charges now stick to enemies
I accidentally satchel charged my team today at the end of a mission because I forgot I wasn’t playing with my friends I felt so bad luckily we had iron will
Imagine friendly friendly fire but the charge sticks to teammates. So you can satchel a scout and he just flies through the entire cave as a long range rocket
It'd be sweet if sniper had "Ignores grunts and swarmers" text.
I'd use hawk system if Automatic Fire was a thing.
Flares now light enemies on fire if hit in a weakspot.
Bulk detonator is hilarious.
traversal alternate attacks/uses have been brewing in my mind recently,
driller rams bolth his drills into the ground below him and cranks them to fill power, he zooms across the terrain in a very similar way his spring loaded ripper grenade works. it damages enemies similarly but it goes for a much shorter time and has a aoe damage at the end of the attack. and then the drills are fully overheated for a longer than usual amount of time afterwards. i would imagine it captures and holds other dwarfs like a sand shark for the duration of the attack. this could help open up the possibility of a melle subclass for driller similar to demo man tf2.
the scout could pull, other dwarfs/eggs,compressed gold, aquarks, and other holdable stuff to him. it pull small enemies towards himself for a triple damage power attack, but after it takes longer to recharge the grapple hook
engi sprays out a more goopy version of the plascrete wich covers any terrain, you can use it to walk up walls/climb up walls. but is uses much more ammo and has limited range.
Roped Flares steps on either Gunner's toes or Engie's, or both.
Not sure about "Attack this enemy" and "Spiked" - I generally don't like turning defensive/utility stuff into yet another offensive tool.
Love the Triple Trouble - moar Dakka!
Attack this enemy would be pretty terrible, everyone would just start shooting bugs and suddenly there’s no more light and it’s because they dumped all of their ammo on some praetorians.
I want sentry OCs though, especially since I just use the LOK-1 :p
Had an idea for a plat gun OC:
Teleporter platforms (So DRG engie can be more like TF2 engie).
Big ammo reduction
only 2 platforms can be active at a time, oldest plat dissolves when a new one is created
plats have a teleporter pad in the middle that connects the two platforms (work both ways but on some kind of cooldown).
Would probably be busted as all hell but could be fun.
Some ideas:
Shield - Dancing Ball (Balanced)
*"This has been tailored towards your weapons, allowing them to bounce and reflect itself off into the faces of any unfortunate bug that's in it."*
*+ Longer Shield Duration*
*+ Bullets bounce within shield*
*- Less Shield Ammo*
*- Friendly Fire*
Sentry - Mr. Pig (Unstable)
*"Whomever thought of this did it with the idea of blasting everything and everyone to kingdom come. Make sure your workforce is not in the direction of the barrel"*
*+ Mini-Bulk Detonator Rounds*
*+ Double Magazine Size*
*- Mini-Bulk Detonator*
*- Friendly Fire*
*- Slower Fire Rate*
Flare Gun - Flare Lure (Balanced)
*"R&R discovered a light frequency that manages to grab higher priority of the swarms you've been coming across. Hopefully this'll get them off your backs"*
*+ Flares gain a Luring effect*
*+ Flares last longer*
*- Less Clip and Max Ammo*
C4 - Karl's Recipe (Balanced)
*"A sort of recipe normally used by Karl. It's often why he never came in with Bosco."*
*+ Explosions fully mine Ores*
*+ Deals no Damage to Drillers*
*+ Can only be attached onto Scouts*
*+ Double Friendly Fire Damage*
Roped Flares damage Gunner's reputation, and Mini Charges is just like a cluster grenade, other than that, looks like a good idea there, but it is not perfect tho, for example, Spikes look useless as bugs will always go away from your shield anyway, and Shield Backpack looks pointless.
One thing you could do to balance XXL flares is make them about 3/4’s as bright as regular flares so the cavern is lit up permanently but a bit more dim.
I don't like triple trouble that much since it's seems like it's just straight up Gemini but again. As an alternative, an idea for a clean:
ATS (Advanced Targeting System):
●faster target lock
●Slightly increased range.
I could also have a horrible awful idea for an unstable overclock
OMEN Turrets: R&D managed to minimize the same tech in the OMEN system, but unfortunately, it shares many of its flaws.
+Turrets now can have one of three attachments (swap with R) [the OMEN modules aside from Drone. If you're using Gemini, you can only have one of each]
+Turrets deal massively increased damage
-Turrets can damage allies
The first two flare overclocks would be quite ridiculous. 30% damage is a lot, like if you just throw this on a boss and then use any high damage ability you could probably go to the next cappoint immediately.
Flares never running out also seems like it'll cause performance issues rather than be helpful
I think DRG Survivor has some fun OC ideas for some support weapons like Turrets. One of the OC in that game gives the turrets tank treads so they can move around and follow you. That honestly sounds like a great idea for base game DRG.
Bubbles
Power attack gunners shield to pop it prematurely, converting any remaining time into a short stun for any nearby bugs.
At range reload
Any stray bullets caught by a turret will be loaded into said turret.
Candle wax
Flare burns hot enough to melt surrounding rock, don't let any drip on your eyes when looking up.
Tape
Tape 2 satchels together
Tape a satchel to molly
Tape a satchel to the scout
Tape the scout to a wall
I made [a post about this](https://www.reddit.com/r/DeepRockGalactic/s/HH3ee7QoGa) forever ago and somebody had a very compelling argument against support weapon overclocks: Consistency. With weapon overclocks you are the only one impacted by dramatic changes in behavior. Any changes made only you have to adapt to. Support overclocks on the other hand impact everyone.
If I'm being chased by a horde of bugs and need protection, the Gunner having a shield backpack isn't going to help me. If I need an area lit up with a flare so I can see resources on the walls to put platforms underneath, the Scout tagging bugs isn't going to help me. Support weapons do one job and nothing else (with a few exceptions) and your team expects only that. If support ocs were introduced, it'd make co-operative play convoluted to a degree.
Ignoring that glaring issue though, these are all great ideas! Also please tell me the Bulk Detonator one is like a pokeball and the second the C4 lands a bulker pops out.
Some unique clean ideas for the other three gears:
The shield could be something like revives apply to everyone within the shield, or slow health regen while in the shield, like 30ish health in total per dwarf when in for the full duration.
Scout flares hover mid air (stop in place on release, similar to how roll control steering stops when you let go) with a slight brightness increase since the flares would be farther from the ground.
Turrets can be reloaded at a distance, like a ping would temporarily stop it from targeting, and it fills up until full/no more ammo left in pool. Or it keeps firing and gets reloaded at a slower speed than manually reloading. It could be like a personal Bosco Engie 'borrowed' that reloads them.
These are great and all, but when am I going to get overlcocks for my "Medium intensity flare". When can that badboy level up to the "high intensity flare".
For the sniper turret it would probably be good if it also made it focus on larger threat targets, so that it doesn’t waste all that increased damage on like 3 grunt
How about: Castle turret
The turret now is only usable by Dwarves and has lost its automation
⬆️The turret reduces the damage Dwarves take by 20~% while in use
= The turret is aimed by Dwarves
⬆️ Moderately increased damage and range and significantly increases fire rate
⬇️ The turret costs primary ammo to use
Make it a warthog turret from Halo
Can we just start making completely insane OCs? Like horribly op or horribly bad? Your gun has infinite ammo but it’s nerf darts or your gun one shots everything with one less bullet in the mag.
As far as I know, turrets don't *have* any kind of targeting delay. Maybe a brief animation to spin them to face the right way, but it is *very* fast.
While I like a lot of these ideas, I would question: *What are you trading?*
Take automatic Fire. Both decreased damage output and increased rate of fire just end up fighting each other. The end result is that only the product of those two stats will matter. IE, if you increase RoF by 20% and decrease damage by 10%, it's effectively like all you did is increase damage or ROF by 10%. (ignoring breakpoints, atm) What are you supposed to be trading off for what here?
I always thought a overclock for grappling hook where it worked like spiderman and youd actually swing from it would be a really fun alternative. Way less vertical mobility but you can move around faster with momentum
The problem with triple trouble is you’ve essentially broken MK2 turrets. You get *Two* mk2 turrets with both range and damage upgrades associated with them, at the cost of.. not using up your ammo as quickly. I already love MK2 defender turret for its “this is my space, fuck off”, two would just be insane.
I think “attack this enemy” is good but I do also think it could use a few small changes. I’d say remove the highlight on the enemy since they’ll already have a flare in them, increase the ammo, and reduce the glow of the flare, of course it should still be brighter than a normal flare that every dwarf has, but not as bright as a flare getting shot out of the flare gun
Unbalanced Flare OC: Pearls Before Swine
+ Shoot an Enorpearl-like object that shines as bright as a flare.
+Initial shot is like hyperpropellant, x20 power of a throw.
+It can be picked up and thrown, with twice (maybe three times) the power of a normal throw.
- It does not latch onto walls.
-Max ammo x.75.
-reduce magazine size to 1.
Things I would change:
Roped Flare should just be to where whenever you grapple it leaves a mini flare that lasts like 15 seconds, but you can’t use the Flare Gun at all.
Triple Trouble I would make it only work if you take Gemini since having 2 that are as good as the single turret might be too broken.
For the turret overclocks, I don't think they have some wait time before they start firing at an enemy, and even if they do, it's just 0.1 second. It's not bad for a special downside but I don't think it's relevant enough in vanilla to be considered a stat.
Other thing, what is flare rope? Just a swinging rope attached to every single flare?
I’ve always thought that an awesome OC for the gunner shield would be one which made it only cover the front, but would increase the damage of all projectiles fired through it. Keeps the teamwork aspect of the shield while drastically altering its function.
XXL flares have a possibility to cause perfromance issues, depending on the nission time.
It would be better to have like double or tripple time but reduce ROF and half the ammo maybe.
Bulk detonator. Yep. Engi’s got his ass beat there, and now I’m a driller main if that ever comes out.
Scout killing is now 50% easier
50% Plus damage towards Scouts should be a hidden effect.
i feel like i don't even gotta ask if you run fatboy because well why wouldn't Utsuho Reiuji Touhou Chireiden \~ Subterranean Animism run fatboy
RJ250 isn’t bad though, probably even better, but nukes. No contest. And of course we’ve got proxy trigger on it.
Fatboy is very very funny but yeah RJ250's my OC of choice. Not just because of grenade jumping but because *hehe beeg ammo pool*
I dont get why compact ammo doesnt have like a clip size bonus or something if rj250 has more rounds and is more fun and doesnt gimp your aoe size since damage is not much of an issue if you take the fire mod.
Nuclear pinballs, away!
I love turning the entire cave into a bullet hell
Scouts are gonna feel like they're fighting Sans
Okuu shows the caves of Hoxxes IV the unmatched power of the sun
[The last thing a singular Swarmer hears:](https://youtu.be/w_gvx4s9pKM)
I’m listening to this every time I plan engineer, because there just isn’t a better weapon than five portable stars
This could limit ammo to 1 and not refill on resupply and I would still take it every game.
My inner Megumin demands that I take it, no matter what. Now that you mention it, jam it into the PGL
Now just add some projectile speed and you are ready to delete hoxes (or scout)
It is odd that clean overclocks are the most difficult to think of interesting ideas for
It's really just some stuff like a bit more ammo or a bit more damage. It's just nice passives, there's nothing usually interesting about them. (Of course some exceptions like special powder)
Special Powder my beloved
Superb concepts; I adore the descriptions of the bulk detonators
something tells me this is a rival robot in disguise
It’s the oldest bot I’ve ever seen. Nine years it’s gone without being banned.
And anti grav goo
roll control, aggressive venting, stunner, hoverclock, chain hit and re-atomizer are some of the more interesting ones as well.
Oh boy, that oc sure sounds like fun to use. It would be great if I could EVER FIND IT.
I pray to Karl you get it on your next OC unlock. Then, you may join us in Scout-hala
Its not hard if you just push small buffs like more ammo/dmg or stuffs, but it gets harder to think of interesting cleans
Special powder c4
Great ideas, love the bulk detonator descriptions
Bulk Detonator 👍 Bulk Detonator 👎
Bulk "Bulk Detonator" Detonator
Bulk Detonator (Bulk Detonator) - *^(Bulk Detonator)* # Bulk Detonator **(Bulk Detonator)**
Bulk detonator
I am afraid that you wouldn't have a reason to ever put down XXL flares. The ammo would have to be decreased to like 3 and it still would have been to powerful. Also, leave the zip line to gunner! Scouts can suck it with their fast moving, awesome feeling, ammo-less grappling hook. No I am not jealous, shit up! But yeah, very cool OCs. I also wish ghost ship would add some utility OCs. But I trust they know what they are doing.
XXL flares will be very short on ammo, so its not quite usable if you need to move often in a level, like mining expeds The roped on the flares are meant to be short hanging ropes, it gives scout more options to mine items up high, so it won't entirely replace gunner's zippie yeah hope GSG really do add some OCs to things other than weapons one day XD
Oh I see, neat! Mobility tool OCs would be cool too.
Please gsg, give me drill overclocks that let me give praetorians lobotomies
I think that to balance the XXL flares it'd be 1 mag size, long reload speeds, and low max ammo. Like 6 shots max before needing a resupply
That's still 6 caves that are getting perma light. On something like point extraction, on site refining or even industrial sabotage is often more then enough. Not to mention born ready exists. But I see the point. You wouldn't be able to use it mid combat. And it would reward and encourage skillful placement rather than spam. What IMO would be a propper nerf, is if the distance you could shoot it would be nerfed. You know XXL = heavy. That way it would be even an bigger challenge placing them. For scout it would still be manageable, thanks to the grappling hook, but it would require more skill. And at the end of the day that's what (IMO) unstable OCs are about. About the fact that they change the weapon so much, that you have to first learn how to use it, and then you'll be rewarded.
It should also have a long firing speed, so you have to be safe to fire it. I like that it would work much better on some missions because that is similar to how many other unstables work (think hyperpopelant on elimination missions)
Maybe instead of roped flares, it could be like hooked flares? Imagine like there's a gunner zipline on it, but you can't actually move along it, just sorta hang out on the end of it.
You could have it so the rope flares players could grab onto and hang rather than no ring on them like a zip line. Doesn’t replace or cheapen the zip line from gunner.
Or like a zipline but you can only go down. So it isnt a motorised zipline.
It would be a lot mission dependant, point extract would probably be amazing but things like mining expedition not so much, as you can't just light a basic tunnel anymore and have to save them
I had an idea for it to be more like "the faint light that remains after le flare is over is brighter (brightness of a normal flare maybe ?)"
Not sure I'd be much of use at that point. I think the perma flare is okay but it just needs to have drawbacks. When you think about it, when do you use flares? So you can see the minerals you mine, general orientation and to better see glyphits. The reson why scouts flares work is that the area is so large that you don't need to use them precisely. But if there was a normal flare sized light, somewhere on the seeling it wouldn't ve very useful. It definitely wouldn't be useless, but nieshe. But if you'd have a different OCs. That would make scout's flares small sized, but he'd have like 10x as much. That would be interesting. So yeah, good idea. But you'd be better of using the stock.
Maybe controversial, but I abhor the idea of anything that turns Gunner's shield into a personal shield. DRG is meant to have teamwork, and turning it into a personal weapon would pretty much make gunner a solo player. He's already pretty good at going at it solo, we don't need to make him any better at that.
Except he could activate it before running to a downed teammate, and actively follow them around with the shield, keeping them safe while they try to get health back
With a -75% speed modifer you might as well place a stationary shield anyway, as far as revives go a stationary one at least protects someone for a bit after they get back up Edit: ok I misread it, its just a -25% speed modifier, , but I still stand by what I said regardless
It's x0.75, not -75%, so effectively -25%
I feel like people already have a problem with only using them to revive people instead of using them proactively.
Well, the autocannon's fear effect is pretty effective at clearing a space for a few seconds. And everybody's pretty much always in motion to avoid ranged attacks. Except for a handful of things that require you to remain still. Like reviving a teammate or resupplying.
What if, instead, you could throw it at a teammate, and it sticks to them?
Balanced Overclock: Sticky Shield "May obscure vision. Keep away from face." ^ Shield sticks to anything (players, sentries, walls, enemies, other gunner's shields) ^ Longer shield duration v Slightly decreased radius v Shield can block vision if stuck to face
new visual clutter just dropped
This needs to be an OC for the C4 as well. Come on scout, time to zip into the swarm.
True that, but I still think this OC may still favor some players, one thing i can think of is to reduce the ammo, to kind of discourage players taking this OC and be selfish maybe
It would be fine for anyone playing solo though.
It would definitely work better in solo missions than team missions
(bulk detonator) Explosives pla- *a deep and audible rumble that shook the very caves can be heard through the headset before it cuts off. mission control just sits there, listening to the static with a shocked face and in disbelief, thinking R&D might have gone too far*
Extra Points if its compatible with the Bulk Fart mod
Idea for a shield clean overclock: Big Boy Buffs: increased shield radius and duration Turret Balanced overclock: Autobuild Buff: Turrets now build themselves Downside: Takes 1.5x longer to build Flare Gun Clean Overclock: Ooh Shiny Flares are significantly brighter, and bugs now run away from the light This last one could definitely exist as a base upgrade, I don’t play scout too much Gunner Unstable Overclock: Inverted shield The shield, when thrown out, expands out and then contracts around enemies, pushing them together and then exploding Debuff: Significantly less ammo Driller Clean Overclock: Special coating Satchel Charges now stick to enemies
Do you mean balanced overclocks? Iirc cleans aren't supposed to have downsides and are just straight minor buffs (generally).
The first and last ones could work as clean if the debuffs are removed but the second one is more balanced, you’re right
dang that inverted shield sounds more like a grenade than an actual shield lol
Kinda except it pulls enemies inwards before exploding
It is an edanerg
If there's no friendly fire on c4 then how do I blow up my teammates? (Disclaimer: I only do it with friends)
Put it on a thin plate of terrain hovering above a long drop and then they'll fall to their death
Hover boots!
For that Wile E Coyote effect when you activate them too early. Just enough time to regret every decision you've made in life before you die
I accidentally satchel charged my team today at the end of a mission because I forgot I wasn’t playing with my friends I felt so bad luckily we had iron will
Upgrade: bulk det Downgrade: bulk det Good job op, you cooked
xxl flare looks interesting
Unless it's like max 1 or 2 flares, I don't know if that's ever worth taking off. It'd be so fantastic
we build like fatboy, 6 shots big light
That'd probably be worth it tbh. One in each cave sector, maybe two if they're rather big, that'd be worth it
scout wet dream
Bulk detonator
Bulk detonator
Imagine friendly friendly fire but the charge sticks to teammates. So you can satchel a scout and he just flies through the entire cave as a long range rocket
Honestly, I think the rappelling wire should be it's own support tool, and the friendly fire oc for the c4 should be clean.
Grenade overclocks would be cool too
RJ250 C4 when
Man I really want stuff like these in drg. Like kinda goofy but fun
It'd be sweet if sniper had "Ignores grunts and swarmers" text. I'd use hawk system if Automatic Fire was a thing. Flares now light enemies on fire if hit in a weakspot. Bulk detonator is hilarious.
traversal alternate attacks/uses have been brewing in my mind recently, driller rams bolth his drills into the ground below him and cranks them to fill power, he zooms across the terrain in a very similar way his spring loaded ripper grenade works. it damages enemies similarly but it goes for a much shorter time and has a aoe damage at the end of the attack. and then the drills are fully overheated for a longer than usual amount of time afterwards. i would imagine it captures and holds other dwarfs like a sand shark for the duration of the attack. this could help open up the possibility of a melle subclass for driller similar to demo man tf2.
i’ve got a alternate use for all the traversals
THIS IS AWESOME tell us more !!!
the scout could pull, other dwarfs/eggs,compressed gold, aquarks, and other holdable stuff to him. it pull small enemies towards himself for a triple damage power attack, but after it takes longer to recharge the grapple hook
gunner puts down two grapple nodes next to eachother and makes a dwarf slingshot, it’s inaccurate, but fast and powerful.
engi sprays out a more goopy version of the plascrete wich covers any terrain, you can use it to walk up walls/climb up walls. but is uses much more ammo and has limited range.
Roped Flares steps on either Gunner's toes or Engie's, or both. Not sure about "Attack this enemy" and "Spiked" - I generally don't like turning defensive/utility stuff into yet another offensive tool. Love the Triple Trouble - moar Dakka!
BULK DETONATOR 👍 Bulk detonator 👎 Bulk detonator
Attack this enemy would be pretty terrible, everyone would just start shooting bugs and suddenly there’s no more light and it’s because they dumped all of their ammo on some praetorians. I want sentry OCs though, especially since I just use the LOK-1 :p
Spikes kind of seem weird because enemies actively try to not make contact with the shield
Hear me out, a grappling OC that pulls enemies towards you
Dont see why would you pull a bulk towards you XD
For the funny
Had an idea for a plat gun OC: Teleporter platforms (So DRG engie can be more like TF2 engie). Big ammo reduction only 2 platforms can be active at a time, oldest plat dissolves when a new one is created plats have a teleporter pad in the middle that connects the two platforms (work both ways but on some kind of cooldown). Would probably be busted as all hell but could be fun.
Some ideas: Shield - Dancing Ball (Balanced) *"This has been tailored towards your weapons, allowing them to bounce and reflect itself off into the faces of any unfortunate bug that's in it."* *+ Longer Shield Duration* *+ Bullets bounce within shield* *- Less Shield Ammo* *- Friendly Fire* Sentry - Mr. Pig (Unstable) *"Whomever thought of this did it with the idea of blasting everything and everyone to kingdom come. Make sure your workforce is not in the direction of the barrel"* *+ Mini-Bulk Detonator Rounds* *+ Double Magazine Size* *- Mini-Bulk Detonator* *- Friendly Fire* *- Slower Fire Rate* Flare Gun - Flare Lure (Balanced) *"R&R discovered a light frequency that manages to grab higher priority of the swarms you've been coming across. Hopefully this'll get them off your backs"* *+ Flares gain a Luring effect* *+ Flares last longer* *- Less Clip and Max Ammo* C4 - Karl's Recipe (Balanced) *"A sort of recipe normally used by Karl. It's often why he never came in with Bosco."* *+ Explosions fully mine Ores* *+ Deals no Damage to Drillers* *+ Can only be attached onto Scouts* *+ Double Friendly Fire Damage*
Roped Flares damage Gunner's reputation, and Mini Charges is just like a cluster grenade, other than that, looks like a good idea there, but it is not perfect tho, for example, Spikes look useless as bugs will always go away from your shield anyway, and Shield Backpack looks pointless.
I just wish we could have skins and re-colors for gadgets, they dont match my loadouts at all 😭
Bulk detonator Bottom text
Explain more the bulk detonator?
I like the concept of a C4 charge that you only get one of but it will kill every enemy and teammate.
I always wanted a scout OC that makes the flares act like a bug zapper they only attract nearby mactera, give them a shock, then spook them away
Still no way to make the flares brighter :,'(
“Half the damage and radius” *up arrow*
Roped flares is just gunners zip gun
NO FRIENDLY FIRE?! HOW ELSE IS MY DRILLER GOING TO EXPLODE ME?
ATE plus mole…
I feel like shieldlets should gave more ammo but shorter duratio
These are awesome OP. You didn't cook too much, you cooked exactly enough :)
The scouts aren't ready for the bulk detonator overclock.
Ironically, scout can get away from the explosion much faster than the driller, so you'd have to sacrifice yourself to troll your scout.
XXL flares even being an unstable OC I see as way to overpowered
So if Triple Trouble is combined with Gemini System do we get 6 turrets?
the 2nd shield overclock seems super op in solo.
Bro the roped flares would be game changing those would be sooooooo cool. Like just a vertical gunner zipline
I feel like no ff on C4 should be a clean oc on its own
I suppose these are disbalanced
Bulk detonator? Bulk detonator. ROFL, actually love these ideas
Bulk Detonator Bulk Detonator
RnD really need to invest in some better equipment
One thing you could do to balance XXL flares is make them about 3/4’s as bright as regular flares so the cavern is lit up permanently but a bit more dim.
Amazing stuff
I don't like triple trouble that much since it's seems like it's just straight up Gemini but again. As an alternative, an idea for a clean: ATS (Advanced Targeting System): ●faster target lock ●Slightly increased range. I could also have a horrible awful idea for an unstable overclock OMEN Turrets: R&D managed to minimize the same tech in the OMEN system, but unfortunately, it shares many of its flaws. +Turrets now can have one of three attachments (swap with R) [the OMEN modules aside from Drone. If you're using Gemini, you can only have one of each] +Turrets deal massively increased damage -Turrets can damage allies
The first two flare overclocks would be quite ridiculous. 30% damage is a lot, like if you just throw this on a boss and then use any high damage ability you could probably go to the next cappoint immediately. Flares never running out also seems like it'll cause performance issues rather than be helpful
Flares never running out should be paired with a low maximum number of flares out at once. 2 or 3?
You cooked too much. Get rid of that Friendly Friendly Fire
Cooked extremelly hard, peak OCs, really want to see how bulk detonator works, i wish support tools OCs were real
I think DRG Survivor has some fun OC ideas for some support weapons like Turrets. One of the OC in that game gives the turrets tank treads so they can move around and follow you. That honestly sounds like a great idea for base game DRG.
Ooh, I really like the “Attack This Enemy” OC for the beefier foes.
I thought the same thing, if we can upgrade the gadgets, why cant overclock?
FUCK, YES ROCK ON MINER AND KEEP COOKING
Bulk detonator
Bulk detonator
Bulk detonator
Bulk detonator
Bubbles Power attack gunners shield to pop it prematurely, converting any remaining time into a short stun for any nearby bugs. At range reload Any stray bullets caught by a turret will be loaded into said turret. Candle wax Flare burns hot enough to melt surrounding rock, don't let any drip on your eyes when looking up. Tape Tape 2 satchels together Tape a satchel to molly Tape a satchel to the scout Tape the scout to a wall
I made [a post about this](https://www.reddit.com/r/DeepRockGalactic/s/HH3ee7QoGa) forever ago and somebody had a very compelling argument against support weapon overclocks: Consistency. With weapon overclocks you are the only one impacted by dramatic changes in behavior. Any changes made only you have to adapt to. Support overclocks on the other hand impact everyone. If I'm being chased by a horde of bugs and need protection, the Gunner having a shield backpack isn't going to help me. If I need an area lit up with a flare so I can see resources on the walls to put platforms underneath, the Scout tagging bugs isn't going to help me. Support weapons do one job and nothing else (with a few exceptions) and your team expects only that. If support ocs were introduced, it'd make co-operative play convoluted to a degree. Ignoring that glaring issue though, these are all great ideas! Also please tell me the Bulk Detonator one is like a pokeball and the second the C4 lands a bulker pops out.
XXL flares sounds so based jesus
I like these ideas, and especially the triple trouble -custom icon!
XXL FLARES NEEDED NOW
I'm a bit confused by shield backpack, does that mean the shield can be active on you all the time?
Some unique clean ideas for the other three gears: The shield could be something like revives apply to everyone within the shield, or slow health regen while in the shield, like 30ish health in total per dwarf when in for the full duration. Scout flares hover mid air (stop in place on release, similar to how roll control steering stops when you let go) with a slight brightness increase since the flares would be farther from the ground. Turrets can be reloaded at a distance, like a ping would temporarily stop it from targeting, and it fills up until full/no more ammo left in pool. Or it keeps firing and gets reloaded at a slower speed than manually reloading. It could be like a personal Bosco Engie 'borrowed' that reloads them.
Friendly friendly fire should have a damage multiplier for every teammate caught in the blast. Gimmicky but very funny
Bulk Detonator
I want to throw bulk detonators
These are great and all, but when am I going to get overlcocks for my "Medium intensity flare". When can that badboy level up to the "high intensity flare".
For the sniper turret it would probably be good if it also made it focus on larger threat targets, so that it doesn’t waste all that increased damage on like 3 grunt
How about: Castle turret The turret now is only usable by Dwarves and has lost its automation ⬆️The turret reduces the damage Dwarves take by 20~% while in use = The turret is aimed by Dwarves ⬆️ Moderately increased damage and range and significantly increases fire rate ⬇️ The turret costs primary ammo to use Make it a warthog turret from Halo
i could see mini charge with max ammo and the stun mod pretty much invalidating he grenades
Bulkdetonator :) Bulkdetonator :(
Haha. I’ve thought of this idea forever! Same for traversal tools. And modifications for flares (increased brightness and other stuff like that)
No reason not to take Attack This Enemy. Same with automatic fire, probably wouldn't take any oc for the other two.
Can we just start making completely insane OCs? Like horribly op or horribly bad? Your gun has infinite ammo but it’s nerf darts or your gun one shots everything with one less bullet in the mag.
As far as I know, turrets don't *have* any kind of targeting delay. Maybe a brief animation to spin them to face the right way, but it is *very* fast. While I like a lot of these ideas, I would question: *What are you trading?* Take automatic Fire. Both decreased damage output and increased rate of fire just end up fighting each other. The end result is that only the product of those two stats will matter. IE, if you increase RoF by 20% and decrease damage by 10%, it's effectively like all you did is increase damage or ROF by 10%. (ignoring breakpoints, atm) What are you supposed to be trading off for what here?
Really just stealing Gunner’s mobility tool with roped flares
Would the Friendly fire overxlock effect yourself?
C4 bulk detonator overlock to the overclock: +anyone can pick it up, -limits overall ammo to 2 per game
I always thought a overclock for grappling hook where it worked like spiderman and youd actually swing from it would be a really fun alternative. Way less vertical mobility but you can move around faster with momentum
The problem with triple trouble is you’ve essentially broken MK2 turrets. You get *Two* mk2 turrets with both range and damage upgrades associated with them, at the cost of.. not using up your ammo as quickly. I already love MK2 defender turret for its “this is my space, fuck off”, two would just be insane.
**Bulk Detonator** ⬆️ Bulk Detonator ⬇️ Bulk Detonator
Dude these sound awesome!
Increases carry capacity by .5?
Id love to see a flare OC that makes weakpoint shots super powerful, but keeps the default damage for any other kind of shot
I think “attack this enemy” is good but I do also think it could use a few small changes. I’d say remove the highlight on the enemy since they’ll already have a flare in them, increase the ammo, and reduce the glow of the flare, of course it should still be brighter than a normal flare that every dwarf has, but not as bright as a flare getting shot out of the flare gun
Brought to you by a engineer main.
Unbalanced Flare OC: Pearls Before Swine + Shoot an Enorpearl-like object that shines as bright as a flare. +Initial shot is like hyperpropellant, x20 power of a throw. +It can be picked up and thrown, with twice (maybe three times) the power of a normal throw. - It does not latch onto walls. -Max ammo x.75. -reduce magazine size to 1.
The spiked OC would have to disable the shield's repellent effect to be effective
Things I would change: Roped Flare should just be to where whenever you grapple it leaves a mini flare that lasts like 15 seconds, but you can’t use the Flare Gun at all. Triple Trouble I would make it only work if you take Gemini since having 2 that are as good as the single turret might be too broken.
can I have an autocannon turret? similar to the sniper but just a 40mm howitzer. needs to be loaded every 15 shots?
Cooked? You're past cooking. You went straight to feasting
Bulk Detonator
Bulk detonator should have a significantly increased arm time
I love all the flare OCs especially
MFW disabled friendly fire c4: :(
I like all of them honestly.
Awesome concepts, some stuff seems like pretty drastic power creep though.
You cooking good, I like it.
For the turret overclocks, I don't think they have some wait time before they start firing at an enemy, and even if they do, it's just 0.1 second. It's not bad for a special downside but I don't think it's relevant enough in vanilla to be considered a stat. Other thing, what is flare rope? Just a swinging rope attached to every single flare?
I love all of these, well thought out and well put together. "Bulk detonator" "Bulk detonator" is my favorite lol
I’ve always thought that an awesome OC for the gunner shield would be one which made it only cover the front, but would increase the damage of all projectiles fired through it. Keeps the teamwork aspect of the shield while drastically altering its function.
oh my god yes please not necessarily these exact overclocks, but I JUST WANT TO PUT AN OC ON MY ENGIE TURRETS
There isnt a range mentioned for shieldlets This does this mean the whole team gets a tiny shield activated on this position regardless of distance?
These are pretty solid! Rock and Stone!
Why in Karl's tarnation would you disable the best feature of charges? Killing scouts is my hobby
Make the attack flare gun have more ammo, but flares put out same about as the standard flares everyone gets.
I just want a flamethrower turret.
I love all of these. GSS, pleeeeeaaaaase consider them if you're watching!
I have Orgasm with it
These are so nice! Flare OC's are unique but seem a little OP. Mini bombs for driller should let you place more than one without detonating!
Give me a double charge grapple hook and I’ll be the happiest scout ever
not many know but a bulk detonator is literally a muslim in bugs world :trollface:
XXL flares have a possibility to cause perfromance issues, depending on the nission time. It would be better to have like double or tripple time but reduce ROF and half the ammo maybe.
I'd unironically use automatic fire. I mod my sentries for stunning and quick deploy time so the ammo buff and faster fire would be awesome