Deep Rock Galactic
Herozen Oct 4, 2022 @ 11:09am
some new glyphid mutations
was thinking it would be nice to get a shakeup on the glyphids since they've been kinda shoved to the side recently with all the robot stuff so some ideas i had:

new warden mutations:
"heres your medic class, oh, did YOU want the medic class?"
i thought it would be nice to split wardens up into different colours with different buffs.
red wardens: grant increased damage to bugs near them
green wardens: grant bugs regen when near them
yellow wardens: increases speed of itself and all nearby bugs
pink wardens: current damage reduction buff
blue wardens: grant all bugs near them immunitty to elemental effects (can't be burnt, frozen, slowed or irradiated)
regal wardens. a very rare spawn ( like bulk detonator rare) that have increased range and grant all warden buffs to nearby bugs + complete damage immunitty. does not apply the buffs to itself however. their weakspot is also armoured like mactera brundles and have roughly twice the health of a regular warden. this is meant to be another "oh ♥♥♥♥" enemy like bulk detonators or nemesis's, that demands a team's attention lest they be overrun

glyphid mortaris:
"what do you get when you combine a praetorian and an artillery cannon? a reason to MOVE YOUR ASS"
glyphid mortaris are a new ranged variant of praetorians made to counter dwarf firing lines. they will stay in the backlines of a swarm and fire high damage explosive cocoons at dwarves with a decent splash range. thankfully we've found a way to disarm these walking artillery batteries. a swift power attack to the side of their "turret" will hack it clean off, forcing the brute to rely on slow melee attacks, additionally, the glowing sack behind the armor shield of the turret seems to not only be a weak point, but a volatile one, enough damage will make the mortaris explode, damaging everything near it

I.F.Glyphid
in the same vein as the scouts ifg grenade, this speedy little nuisance will burrow under the ground of nearby dwarves and expose it's beacon like thorax, emitting a field of energy that drastically slows all dwarves inside and prickles them with electric damage. thankfully this bug is both weak, and kind enough to expose the big glowing weakpoint it has when doing this, leading to a quick kill if you can react quickly

mactera lobber:
"we really hate to see it, but it seems the 2 most dangerous species on the planet are now working together"
mactera lobbers are another "oh ♥♥♥♥" unit that serves as a way of bringing a swarm to you. this large creature can carry members of the glyphid species into battle with it's thick armor and unload them nearby, repeating to overwhelm the dwarves nearby. ranging from packs of swarmers and grunts, to entire praetorians. thankfully there does seem to be a weight limit, so these flying bastards won't be dropping bulk detonators on you

how it works: has a carrying capacity of 12 points
praetorians: 12
web/acid spitters: 4
grunts of any kind: 3
swarmers: 1
sand sharks: 10
wardens: 6
menaces: 5
cave leeches 12 (yes, it's THAT much of a bastard)
exploders: 4
parasites: 1
the lobber will land on a surface and gather up bugs until it's capacity is reached, it will then fly to a location near the dwarves and land, unloading all bugs, repeat until dead. additionally, any bugs it's carrying with ranged attacks with use them while being transported. lord help you if it grabs 2 menaces. wardens will also grant the lobber their buff. cave leeches placed above the team will be inactive for 2 seconds to allow counter play
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Showing 1-3 of 3 comments
Derpykat5 Oct 4, 2022 @ 11:28am 
Splitting up wardens would lead to enemy roster bloat and would be confusing for players.

We really don't need another area denial enemy that disrupts firing lines. We already have Exploders and Opressors for that.

I.F.Glyphid is a clever pun, but probably would turn out more annoying than interesting to fight against in most scenarios.

I don't think enemies carrying other enemies is supported by the game's code. At the very least it would require some heavy work to make sure carried enemies don't get stuck in the air when the Lobber dies.
Herozen Oct 4, 2022 @ 11:36am 
Originally posted by derpykat5:
Splitting up wardens would lead to enemy roster bloat and would be confusing for players.

We really don't need another area denial enemy that disrupts firing lines. We already have Exploders and Opressors for that.

I.F.Glyphid is a clever pun, but probably would turn out more annoying than interesting to fight against in most scenarios.

I don't think enemies carrying other enemies is supported by the game's code. At the very least it would require some heavy work to make sure carried enemies don't get stuck in the air when the Lobber dies.
i think i'd solve the first 2 issues by limiting them to higher hazards.
I.F.Glyphid is meant to be an annoying little ♥♥♥♥. if it's annoying you, its working.
as for the 4th, let me break it down

when the lobber "loads" bugs, they're removed from the map. when the lobber lands it will spawn those bugs at it's landing point similarly to how packs of grunts spawn, all together and slightly apart from each other. as for the dying in the air problem, simple, lobbers explode on death, killing all bugs they were carrying. rewarding teams for focusing them down while in the air
Derpykat5 Oct 4, 2022 @ 11:39am 
Originally posted by Herozen:
Originally posted by derpykat5:
Splitting up wardens would lead to enemy roster bloat and would be confusing for players.

We really don't need another area denial enemy that disrupts firing lines. We already have Exploders and Opressors for that.

I.F.Glyphid is a clever pun, but probably would turn out more annoying than interesting to fight against in most scenarios.

I don't think enemies carrying other enemies is supported by the game's code. At the very least it would require some heavy work to make sure carried enemies don't get stuck in the air when the Lobber dies.
i think i'd solve the first 2 issues by limiting them to higher hazards.
I.F.Glyphid is meant to be an annoying little ♥♥♥♥. if it's annoying you, its working.
as for the 4th, let me break it down

when the lobber "loads" bugs, they're removed from the map. when the lobber lands it will spawn those bugs at it's landing point similarly to how packs of grunts spawn, all together and slightly apart from each other. as for the dying in the air problem, simple, lobbers explode on death, killing all bugs they were carrying. rewarding teams for focusing them down while in the air
I would be staunchly against limiting enemies to higher hazards. We shouldn't lock content away from people who don't want to move a difficulty slider up enough. Not to mention that needs to be clearly communicated in game otherwise people will get even more confused.

If the "fix" you're talking about would even be possible, it would still be rather easy to have the lobber pick up a praetorian and then kill the lobber to quick-kill the praetorian. Then there's the issues with target prioritization and the lobber picking up stuff it shouldn't.
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Date Posted: Oct 4, 2022 @ 11:09am
Posts: 3