Deep Rock Galactic
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Vanilla Fish Mar 11, 2020 @ 5:59am
Armor mineral bag upgrade
The extra space is nice, but feels distinctly lacking compared to shield / survivability upgrades?

Maybe a gathering range boost on top of the +5 minerals?
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Showing 1-10 of 10 comments
Red Spot Mar 11, 2020 @ 6:56am 
It is gut as is. You get +15 if you upgrade it further so you are now asking for a change in perk you have not even used to its full extent. It is the difference between clearing a spot on your own or needing to drop in between. Very practical all day long.
Vandal Savant Mar 11, 2020 @ 7:02am 
They mean the armor mod, not the perk. The two go really well together on Scout since it's less time grappling back and forth for mining, and a good scout will stay out of damage with their grappling hook anyway.
Cactus-Cat Mar 11, 2020 @ 7:23am 
I use the mineral bag mod (and the +15 perk) with driller and scout.

And in my opinion it's the opposite. The shield mods for the first row are so weak that I don't notice a difference when I use them. The only reason why I use them with gunner and engineer is that those classes spend more time with fighting than mining.

But I would love more active and passive perks and mods to specialise more into mining.
Something like an active perk that allows you to convert all minerals in your inventory into a carryable bag.
Or the abillity to put carryable objects on ziplines.
Last edited by Cactus-Cat; Mar 11, 2020 @ 7:35am
deep pockets perk (+15) and armor upgrade (+5) so you can hold 60 of each mineral. Quite useful on Scout, and the 1s slower shield recharge isn't that bad.

now what is extremely awful is the boosted converter upgrade. the shield health takes too long to start regenerating, and it is only barely faster at fully regenerating the shield compared to the other option
Syncourt Mar 11, 2020 @ 3:12pm 
I find a 2 second difference in regen delay quite impactful. I can't pick anything but that, even as scout. It's very often the difference between taking chip damage or not.

When ♥♥♥♥ really hits the fan, it's the only 1 of these 3 upgrades that is ever going to help. While the other 2 options do next to nothing.

Minerals +5 extends your carry capacity by just 1-2 strikes per mineral and is not very often going to even be the difference between having to return to the mule and not.

Should be +10 IMHO and the faster shield charge with slower delay should be a bit quicker.
Last edited by Syncourt; Mar 11, 2020 @ 3:20pm
Landor Mar 11, 2020 @ 8:08pm 
I just don't find it comparable at all to the other shield generator upgrades, I've pretty much always used Deep Pockets as a perk, but whatever benefit to be gained from more mineral capacity it outweighed severely by the increased survivability given by the shield upgrades. I mean, you can't fill that extra space if you're dead after all, and five isn't much anyway.

Personally, I would move it to another tier, preferably its own, and introduce new upgrades that are more directly comparable.
RUCKUS RELOADED Mar 12, 2020 @ 7:04am 
i think the whole armor modding system is kinda undercooked, i would love to see more unique buffs than just a health increase, but i get the feeling that perks have pretty much overtaken that role by now
Pyro Mar 12, 2020 @ 8:14am 
Originally posted by kestrel:
i think the whole armor modding system is kinda undercooked, i would love to see more unique buffs than just a health increase, but i get the feeling that perks have pretty much overtaken that role by now

Agreed, especially since it's such a good place to help differentiate the dwarves. For example, it would make so much sense to give the scout lots of utility upgrades like a better headlamp and bigger mineral bags in place of the combat-related upgrades we have now to further cement his utility role in contrast to the gunner who could cycle in some more shield upgrades to better shrug off ranged enemies. Add a few new upgrades for the pickaxe and grenade capacity to let the engineer and driller better emphasize their own unique strengths and you'd get a much more interesting system instead of having every character run the exact same build.
NNNMAN ⁧⁧🔊*🎮🏆⏫ (Banned) Jun 23, 2022 @ 11:23am 
+5 Is only on Scout Better and the +15 Perk for the other classes pick the +5 only if you mine until full and rush on then this is nice but going back no shield boost +1 Seconds for all classes Only the Scout gets +5 also Veteran Depositor on all classes and +15 minerals Vampire works good
JeanneOskoure Jun 23, 2022 @ 2:48pm 
Ah, I remember the early 2020... The innocence we quickly lost. That was already 2 years ago...
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Date Posted: Mar 11, 2020 @ 5:59am
Posts: 10