Deep Rock Galactic
Jiffypop Jun 30, 2024 @ 5:57pm
Can we get a revamp to the loadout system?
Honestly, it just feels so strange and unusual. In theory it can work quite well if you have like "Damage kit" or something and you can mix and match any gun you want that's all specked out for damage, but then beyond that it's more annoying than anything. Some mods play off of different primaries or secondaries like how subata mod that increases DOT to sludged enemies. Or some kits are entirely dependent on the primary like SBB drak.
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Showing 1-9 of 9 comments
Chibbity Jun 30, 2024 @ 6:03pm 
I'm...not really sure what it is you're even asking for to be honest?
Last edited by Chibbity; Jun 30, 2024 @ 6:03pm
Jiffypop Jun 30, 2024 @ 6:58pm 
Originally posted by Chibbity:
I'm...not really sure what it is you're even asking for to be honest?
A revamp of the loadout system which stores guns and mods. Right now, we get the finite number of loadout slots that each hold one setup for each gun. But that's just clunky and inefficient. In theory, or for some really high level sweats that's fine. You can pretty easily have a loadout for roughly each mission type, which is what I assume the sweats have. But in all honesty, it's quite clunky. For example, I have a SBB Drak build on my scout. The entire build revolves around that. I don't need to have the other primaries in that same loadout. Furthermore, I want to have more loadouts that are like this, that can be built around a specific gun or playstyle instead of mission type. Or there are some kits that are really overlapping but need some minor tweaking to be able to swap primaries. The example I gave was the subata perk that has enemies which are neurotoxined or sludged take more DOT. That's my "Damage" kit for digger, which includes a max freeze cryocannon. However when I'm not running sludge and I'm instead running cryo and subata, I'd rather not have to constantly flip that mod back and forth. And this is just one example.

It's just a really old and outdated system that has only been improved via more slots and more icons since launch. Organizing kits and playstyles and even tying them to cosmetics is such an incredible hassle.
SCamp Jun 30, 2024 @ 7:32pm 
Sounds like a skill issue.

https://mod.io/g/drg?tags-in=QoL&_q=preset
Blargo Jun 30, 2024 @ 8:59pm 
I've been thinking about a sort of "rule-based" loadout system, where your equipment is selected automatically based on a custom-defined list of conditions, such as the mission type & anomalies. Kind of like email filtering rules or something.

Essentially, you would be able to set conditions like:

- "If mission type is Escort Duty, set primary weapon to Autocannon."
- "If mission biome is Glacial Strata, set primary weapon to Crispr Flamethrower."
- "If mission has Shield Disruption anomaly, set passive perk 1 to Sweet Tooth."
- "If mission hazard level is at least 4, set secondary weapon mods to: 1 3 2 2 3."
- "If no other rules are met, set (x, y, z) by default."

So-on and so-fourth.

Since rules could obviously conflict (ex: two or more rules set your primary weapon are met at the same time), they would be ordered by priority in the list, where higher up the list = higher priority.

Maybe there's a mod that does something like this, but I've never checked.
Last edited by Blargo; Jun 30, 2024 @ 9:01pm
Zargothrax Jun 30, 2024 @ 9:10pm 
Originally posted by Jiffypop:
A revamp of the loadout system which stores guns and mods. Right now, we get the finite number of loadout slots that each hold one setup for each gun. But that's just clunky and inefficient. In theory, or for some really high level sweats that's fine. You can pretty easily have a loadout for roughly each mission type, which is what I assume the sweats have. But in all honesty, it's quite clunky. For example, I have a SBB Drak build on my scout. The entire build revolves around that. I don't need to have the other primaries in that same loadout. Furthermore, I want to have more loadouts that are like this, that can be built around a specific gun or playstyle instead of mission type. Or there are some kits that are really overlapping but need some minor tweaking to be able to swap primaries. The example I gave was the subata perk that has enemies which are neurotoxined or sludged take more DOT. That's my "Damage" kit for digger, which includes a max freeze cryocannon. However when I'm not running sludge and I'm instead running cryo and subata, I'd rather not have to constantly flip that mod back and forth. And this is just one example.

It's just a really old and outdated system that has only been improved via more slots and more icons since launch. Organizing kits and playstyles and even tying them to cosmetics is such an incredible hassle.
Pretty sure you're the only one sweating with the way you treat your loadouts. The system works perfectly fine for 99% of people it seems like. You can just have 2 different loadouts using the cryo cannon and sludge pump separately, no need to reuse the same loadout for both and swap the mod back and forth each time (which, by the way, isn't that big of a deal anyway, takes about the same amount of effort as it would to switch loadouts).
Nightwolf Jun 30, 2024 @ 9:43pm 
i have usually 2-3 loadouts for 2 classes, the driller is the only one that has 4. my scout just has 1 lol

the op is right to an extent as your skill level climbs it starts replacing whole chunks of your loadout so the need for perks,beers, and builds just drys up hard. so much so your builds are just sitting around with empty space and nothing to do. but we are talking way way up there in the 1% range.

for lower level players i can understand the need for 10,000 builds

and the op is right to a point, the loadout system is probably one of the worst features of drg for a game as fleshed out as it is. its not world ending....but it really could have been better.

you can mod it to patch a lot of what its missing however
Last edited by Nightwolf; Jun 30, 2024 @ 9:43pm
tcpl Jul 1, 2024 @ 12:15am 
S5 has added more pressure because I've had to create a loadout specifically for the insanity that is duck and cover with more enemies. Probably one for blood sugar as well; I have yet to try it. I also do a lot of soloing so that's one slot reserved as I don't want to swap out field medic every time.

The core issue however is when joining an ongoing game. No one wants to tweak their one loadout before joining, because what if the server gets delisted, or someone yoinks your class while you're connecting, or UNKNUNKNKSDKESRHJKSEF (what even is that?)? So you're forced to have a loadout for every permutation, even if the only thing you need to change is the grenade type or one perk.

The solution is to allow us to tweak our chosen loadout whilst in the drop pod, and until we close the UI. Just perks, and cycling of weapons and grenades, so no OC/mods, to keep the UI simple (not like you'd have time for much more with the baby drop pod).
Chibbity Jul 1, 2024 @ 3:37am 
Originally posted by Jiffypop:
Originally posted by Chibbity:
I'm...not really sure what it is you're even asking for to be honest?
A revamp of the loadout system which stores guns and mods.

Oh, well there is already a mod that does that.
https://mod.io/g/drg/m/combined-presets
Last edited by Chibbity; Jul 1, 2024 @ 3:38am
Bad Harmony Jul 1, 2024 @ 3:41am 
Frankly the only thing I badly want to be official is a way to save different modifications presets for guns based around the overclocks. In other words, when I pick an overclock for a gun, I wish for the modifications to auto-select by themselves according to a preset I saved before, without having to manually select them all the time.
Last edited by Bad Harmony; Jul 1, 2024 @ 3:42am
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Date Posted: Jun 30, 2024 @ 5:57pm
Posts: 9