yes
yes
u/GSG_Jacob said in another thread that the Elite DD will be Haz 4 for the first two stages and Haz 5 for the final stage. The regular one will be lower difficulty so but he couldn't recall exactly what.
Miiight be 2-3-4 or 3-3-4, but don't hold it against me. I'll try to check up on it tomorrow.
Here’s the link to Jacob’s comment:
https://reddit.com/r/DeepRockGalactic/comments/cwlfy6/_/eycm12y/?context=1
Cool dude, that Jacob.
Ugghhh idk how long I’ve been seeing this on my reddit now, but seriously the beard physics have me sold, going to look into getting it tomorrow when I wake up. Fricking BEARD PHYSICS. I can tell I’m going to love this game and it’s development team.
Glad to have you onboard, Miner. :)
Now get to work. We got quotas to meet.
So there are also ‘Utility’ Overlclocks as well?! Not just for weapons?
Currently not. Edit: To clarify, this is on the M1000 rifle.
That's the hoverclock, yes.
Are machine events sort of like public events ii like an mmo that randomly appear during a mission?
Yeah, that's the gist of it. There may one somewhere in a mission and you can choose to do it, or not.
What about the weapon mods - are they for the class you're playing as or any class?
We've talked about weighing the options you choose from, but I'm not sure where we ended up on that.
Are weapon cosmetic rewards procedurally created or are they handmade? Example: the random cosmetic you get can have spikes, or any other addons at random, and then also random color patterns, like how No Man's Sky generates weapons and ships, or is there a limited number of skins, each with its set color and physical addons?
Hand-made.
I'm still not sold on exactly how the overclocks & skins get earned ... feels a bit too RNG to me. This isn't an MMO I want to grind for hundreds of hours to get the good stuff (I'd rather want to play for for hundreds of hours cuz the gameplay is that slick, and it is).
There will be an element of choice, and no duplicates.
If you had to compare the normal and elite deep dives to hazard levels, where would they fall?
The hazard levels are the ones you know from the normal games - the increased difficulty lies in the sequence of the stages, that gets increasingly harder, and carries over your progression regarding health, ammo, and Nitra.
When you play a normal mission, you might want to skip picking up some Nitra, because you won't need it - but in a Deep Dive, you might need it later, so you'd want to find as much as possible, before you progress. Same goes with your health, as it carries over to the next stage.
I’m not a serious dwarf but do you still get rewards from hazard 2....and do you usually get better at any hazard once you keep trying
You'll get rewards from all the stages on both the Deep Dives, and practice makes perfect!
Is the promotion key a consumable or once unlocked is reusable?
It's a one-time unlock per dwarf. Promote once, you have the key for that character from then on.
Why is this awesome content locked behind a level grind, like most other games?
Basically, see it like our answer to how other games do late-game raids, that kind of thing. This is not meant for beginners.
Sorry, I guess I was unclear. What I was wondering is where the enemy stats for the deep dives fall relative to current hazard levels. So for example maybe the regular deep dive uses the Haz 3 enemy modifiers when the Elite version uses the Haz 5 modifiers.
From memory, The Elite Deep Dives are 4, 4, 5. Can’t remember the regular difficulty.
Aw, I was looking forward to machine events for Update 25. But if it's not crafted at the Forge properly yet, it's not crafted yet. Wouldn't want Deep Rock to invest in garbage equipment now, would we.
Can the "ghosts" in the Haunted area actually be killed, or are they just unusually resilient?
Any chance for an "ultra deep dive" where you have to do all the missions three times (all four mission types instead of just two), for a massive reward?
Can't be killed. It keeps you on your toes.
No plans for that. Yet.
So, you can definitely only get one mod per week? Also, does the mod go to the class type you played the mission with or is it truly random, even past the class?
Two overclocks and two cosmetic rewards if you do both difficulties, as it currently is.
What are the difficulties of the Deep Dives compared to the current Hazard levels? Obviously the inclusion of mutators will up the difficulty but I'm curious as to where the base difficulty (i.e. enemy counts and stats) falls.
Hazard difficulty is consistent, but the carrying over of ammo and health makes performance important. Mutators might also up the ante a bit.
So i will get the bluepronts but will only be able to get the overclocks in update 26? Or do i miss something here?
There will be Overclocks in Update 25, obtainable from playing Deep Dives and earning Infused Matrix Cores. In Update 26, we will expand on the system to allow you to infuse Empty Matrix Cores through Machine Events you'll find during normal missions.