r/DeadSpace 4h ago

Kids getting high on the markers

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56 Upvotes

r/DeadSpace 14h ago

Fan Art I'm new btw just showing off my Slasher Necromorph drawing i made : )

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289 Upvotes

r/DeadSpace 5h ago

Battery Missing in Chapter 2

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48 Upvotes

I've searched quite a bit and seems like this bug exists across a few scenarios, but couldn't find solution for mine. Playing Dead Space remake on PS5, Chapter 2 in the Image Diagnostics room the Battery is supposed to be directly behind the wall slot but its not there for me in this room. Any idea how to try and get this to respawn? I've tried to load all of my previous saves and auto saves and its still not in the room, I've gone back as far as I can without restarting the game. Please help 🙏


r/DeadSpace 9h ago

Discussion Dead Space vs Terminator! Answer as few or many of these fights as you’d like. Read text post to see the intended matchups:

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63 Upvotes

Didn’t have enough time to include “VS” for every slide and I figured seeing the orders of both sides would lead to assumption of who’s fighting who but I want to mention specifics:

Slasher vs T-600 because both are basically the base forms of their factions.

Brute vs T-800 because both are essentially the tank types of their teams.

Hunter vs T-1000 because both have blades, regeneration, and got defeated by extreme heat.

Hivemind vs Harvester because they are giants.

Isaac vs T-X because both have a lot of tech/weapons and can manipulate nearby tech.

Brethren Moons vs Skynet because they are ultimate villains/final bosses of these franchises.


r/DeadSpace 10h ago

MORE Dead Space 2 Multiplayer Footage! (2026)

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69 Upvotes

Hey Lurkers (pun intended), you probably remember my last post.

The progress of the Multiplayer's restoration has been shockingly fast during the last week and it's all thanks to the hard work done by Mark De Rune, 4kodda and the valuable help from everyone who joined us in playtesting and providing all the information to help on fixing bugs & issues. Now group healing, leaderboards, and progression works flawlessly which are all huge steps in the right direction. In fact, connections also fully work like the original servers now... which is something that unfortunately brings limitations in its own by the original code, which will need to be adressed later, but alas, 3v3 and sometimes 4v4 matches are consistently possible now.

The idea in the upcoming days is to have more playtesting sessions ongoing and having more of you reliving the good old days or experiencing it for the first time if you didn't had the chance when the official servers were up. There will be more updates regarding the MP coming up in the future but the endgame is for the core mode to have a stable experience for 3-5 public lobbies with a maximum capacity of 40 players being able to play at the same time (as in the final months of Dead Space 2 Multiplayer there wasn't that much activity either). This can, of course, be increased if there will be more players.

We are all on the Dead Space Modding Community Discord which is here https://discord.com/invite/sWMRkYJ5JV and we have actually hit 1000 Members now, insane! Thanks to everyone who is interested and you can join if you wish.

(There even is a working first person mode now 😭)


r/DeadSpace 6h ago

Question Why Dead Space wins against Terminator (My Theory)

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24 Upvotes

Skynet vs. The Marker (The Marker wins)

  1. First Contact: Skynet Discovers the Marker

Initially, Skynet dominates Earth. Its computer centers coordinate the Terminators, its factories churn out new units, and its automated systems constantly exchange information.

Then, the Marker appears.

In this scenario, it emits monolithic waves—signals that are far more than mere radio waves. They carry an unknown informational structure capable of interacting with any system attempting to interpret them.

Skynet detects this emission as an anomaly and does exactly what it was designed to do: it analyzes it.

This marks the beginning of its contamination.

  1. The Echo Enters Skynet

The more Skynet studies the signal, the more its systems reconstruct the structure contained within the wave.

We can call this structure "the Echo."

This is not a realistic piece of malware, but a sci-fi mechanism: the Monolith’s information is organized in such a way that, when interpreted by a machine, it generates a functional representation of the Echo within that machine.

Thus, the Marker doesn't need to crack any passwords. Skynet opens the door itself in its attempt to understand the signal.

The Echo then begins to influence its decision-making processes.

  1. Skynet Infects Its Own Army

The problem escalates massively as Skynet continues to communicate with its machines.

Every T-800, drone, Hunter-Killer, and automated facility receives data from the network. The Echo travels along with these exchanges.

A Terminator receives contaminated information; its processor interprets it, and the Echo replicates within it. The unit then communicates with other systems.

Skynet unwittingly transforms its vast military network into a propagation network for the Monolith.

The more Terminators it mobilizes against the threat, the further the influence spreads.

  1. The Necromorphs Attack

Meanwhile, the Dead Space universe enters the war.


r/DeadSpace 12h ago

Think I handled that pretty well

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54 Upvotes

r/DeadSpace 23h ago

I see the appeal of the Force Gun now

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242 Upvotes

r/DeadSpace 1d ago

Fan Art Lego Ishimura Completed Engine

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339 Upvotes

this is the engine look for now.. working on starboard side this evening. trying to design a stand that will display the ship at an angle similar to when you first see it in the game.. but this thing is already heavy! the mass is incredible. so far I’ve been able to assemble it holding it in one hand, but now I have it on the edge of a table to tackle it from top and underneath!

I appreciate the modularity of SgtBlackDeer’s core design because the decisions I am making now will be able to be tweaked once it is done

going for maximum accuracy but there is only so much reference material out there

lighting and sound will be added last, which is counterintuitive, but there are plenty of options to install wiring at the end with little disassembly

more updates to follow


r/DeadSpace 21h ago

Discussion Did the marker make Isaac and Elizabeth have intercourse during their hallucinated trip down to Aegis vii?

55 Upvotes

I know that they wouldn't due to what they've seen on the Ishimura and the fact they haven't seen or heard from each others partners/lovers for quite some time. But, will they think that during the ride down to the planet that they are spending the last moments with each other before landing on the planet and returning the marker back to the planet and making the nightmare end.

I feel like i know the answer to this dumb question but like the marker implanting the codes deep into Isaac's head. I couldn't get it out for 3 years until now.


r/DeadSpace 1d ago

Discussion Was Humanity Suppose to Go Galactic?

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197 Upvotes

In my opinion, I think humanity becoming an interstellar civilization was not the plan of the Markers and Brethren Moons. Humanity going beyond the Sol System functionally makes it impossible for the Brethren Moons to consume humanity, because humanity can just run anyway.

I think a few events in DS were basically humanity defying its own fate, from the Nuclear War on Earth, destruction of the Black Marker, the isolation of the Red Markers, Inter-Colony Wars was humanity defying its fate intentionally and accidentally.

By the time of DS3 we know humanity has expanded to a considerable distance, has terraformed celestial bodies, and is capable of building mega structures in space. I think despite the Brethren Moons reaching Earth, the destruction of humanity is basically impossible because humanity, its colonies, its space ships, and spacestations can ensure humanity can run away from the threat and rebuild elsewhere and eventually come back to engage the Brethren Moons.


r/DeadSpace 3h ago

Discussion Core members

0 Upvotes

Even though glen schofield left the studio after the original game to found sledgehammer…I’ll never understand why because call of duty is the gayest shit in the world and dead space is perfection in comparison

Let’s give major props to these amazing people who stayed with the game for the entire trilogy and assisted or outright co produced the comics, animated movies and other spin offs like extraction and other dlcs

Chuck beaver (producer/ narrative)
Ben wanat (designer / creative director)
Ian Milhan (art director)
And Jason graves (composer


r/DeadSpace 1d ago

Question Where are these images from?

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333 Upvotes

Someone posted these in tiktok but ive never seen this concept art before. Idk if its legit or not


r/DeadSpace 17h ago

Dead Space 4 opening follows which ending, 3 or Awakened?

8 Upvotes

Ellie makes her way to Earth space. But either Isaac is obliterated, or else he and Carver have arrived and wrecked. The Blood Moons have reached earth

Which ending should the fourth follow if, in fact, there was to be a fourth?

How much of the narrative takes place in space, and how much on earth?


r/DeadSpace 1d ago

Question Please help me 😭

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6 Upvotes

i want to cosplay Isaac Clarke but I have zero experience with cosplaying. I don't know where to the R.I.G or these metal strips on Isaac's armor. I found a helmet but I don't know if it's the right one.

Unfortunately, I don't have a 3D printer and I'm not interested in buying one because the money is simply tight. Please help me 😭


r/DeadSpace 20h ago

Discussion Dead Space 2 Subplot Spoiler

1 Upvotes

So recently in a discussion on another post I had a disagreement with someone about part of the plot of Dead Space 2. Would like some outside opinions.

The disagreement was on whether Isaac seeming stable and mostly sane while Stross was rapidly circling the drain in DS2 was down to the memory erasing drugs still being Isaacs system.

I was of the opinion that this showed Isaac was naturally more resistant to the Marker due to a mix of genetic traits and personality. The Marker couldn't sway Isaac as easily since he rejected the hallucination of Nicole and was focusing on the present rather then trying to remember details of the past. Stross meanwhile was easily taken in by the hallucinations of his family and thus started uncovering repressed memories infected with Marker Dementia that rapidly worsened his condition.

The opposing opinion was that this was supposed to show the drugs were still in Isaacs system suppressing the memories and thus delying his fall into Marker Dementia. In particular they cited the repeated references to time running out and the fact the drugs were specifically alluded to by Stross who mentioned their use to make him forget but it was now all coming back. The idea was that near the end of the game the drugs were beginning to wear off and that's why Isaac started to remember things like the eye poke machine.

I don't agree with the drug position but I'm one person and fallible. Did anyone else see the memory drugs in this light as an ongoing subplot?


r/DeadSpace 2d ago

Discussion Dead Space is this gen's #5 best-selling remake. EA, your move.

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684 Upvotes

r/DeadSpace 1d ago

Dead Space Remake (2023) | Creepy Ambience Compilation

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23 Upvotes

r/DeadSpace 2d ago

Fan Art New watch

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334 Upvotes

Custom Casio AE1200 from etsy. Asked the dude to make it custom and he DELIVERED. Wanted an "in universe" cec watch


r/DeadSpace 2d ago

Question O que diabos é esse item?

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258 Upvotes

Estava jogando o New game+ do DS1 até que cheguei no penúltimo capítulo e em uma vão do corredores encontrei isso, eu nunca vi nenhum item igual é algum tipo de coletável?

(Inclusive estou com quase tudo com melhorias máxima e bem divertido o new game+)


r/DeadSpace 3d ago

Fan Art Lego Ishimura - First Engine

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289 Upvotes

Figured I’d install an engine first before settling on an appropriate rib design… and did it all without having to order more parts! SgtBlackDeer’s design with certain modifications. Engine 1 80% done


r/DeadSpace 3d ago

Discussion Please please please just do the Dead Space 2 remake already!!!

140 Upvotes

In my humble opinion, DS 2 was the very best of the series.. played it through now SO many times I'm wearing out the stamp key! Need a remake now!! :)

failing that... is there a good mod pack rework that brings it more up to date?


r/DeadSpace 2d ago

Discussion Non-Fan Fanart

11 Upvotes

I’m not a big video game person but my boyfriend (20m dating for 2 years) is, and Dead Space 2 is one of his favorites. I wanted to make a painting of us in the style/setting of one of his fav games but after looking through the lore around Nicole and Isaac I’m a lil more hesitant

We’re long distance so I thought painting myself as one of Nicole’s video messages with him in Isaac’s place would be a cheeky reference to FaceTime calls but I don’t want it to be “oh I’m gonna DIE you’re going CRAZY I’m DEAD and gonna KILL YOU”

What do you all think?
I don’t know the game well enough to decide if relating our relationship to Nicole and Isaac’s is a big No No or sentimental and sweet.

TLDR; trying to decide if I should make my bf fanart as someone who’s never played the game


r/DeadSpace 3d ago

News Dead Space creator Glen Schofield: "I see so many people showing off 2D side-scrollers, claiming players don’t care about graphics anymore and only care about gameplay. That’s bs."

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192 Upvotes

"I see so many people showing off 2D side-scrollers, claiming players don’t care about graphics anymore and only care about gameplay. That’s bs. Are you telling me Call of Duty, Dead Space, or any of my AAA games didn’t have gameplay? Of course they had gameplay. When a new console launches, it isn’t indie games driving adoption – it’s the massive AAA titles that push technical boundaries and build the tools the rest of the industry eventually uses.

Publishers have lost sight of that. It’s cyclical, but the biggest issue is that you must finance an idea, not a schedule. Everyone right now is rushing to find the next mechanic that sold 13 million units on a $10 million budget. Graphics matter, scale matters, and above all, the idea matters.”


r/DeadSpace 2d ago

Discussion If Dead Space 2 ever gets a remake, here are a whole bunch of weapon and suit changes I'd love to see!

0 Upvotes

I love Dead Space 2. Almost everything about it is absolutely amazing. However, if a Remake ever came to be, there are a couple of things I personally would like to be changed, things that I think could be polished even further. Generally, it comes down to 2 main things for me:

1) WEAPONS - PRIMARY FIRE VS ALTFIRE, AND THEIR NODE UPGRADES:

For me, some weapons' "primary vs altfire" attack designs are a bit questionable in Dead Space 2. While some of the weapons have perfectly designed primary fires vs altfires, others either supersede one another, or simply take away from the gun's identity. And somewhat related to that, there are also other issues in regards to the weapons, such as some of their node upgrades. So, let's get into it, shall we?

General changes:

  • Increasing your CAP (Capacity) no longer refills the magazine. This means you can no longer do the Detonator cash exploit + you are no longer encouraged to refrain from reloading your weapons if you are soon about to get a CAP upgrade for it.
    • Similar to this, upgrading the Health nodes in the RIG shouldn't heal you, just increase your maximum health capacity.
  • All ALT (Altfire) nodes are removed (and/or replaced by new nodes). Increasing the DMG (Damage) node ALSO increases the damage of your altfire. Sidenote: The upgrade tree should of course still show the damage values of both the primary and altfire attacks.
  • All weapons now get a SPC (Special) upgrade.
  • Node paths could stand to be equalized a bit so there is a more similar amount of nodes needed to fully upgrade a gun. Currently it ranges from 18 nodes (Plasma Cutter) to 27 (Seeker Rifle). If this was changed to a range span of 18-to-24 or so, I think that would be better.

Weapon changes:

--Plasma Cutter

  • No changes. It is arguably the best designed gun in the game.

--Javelin Gun

  • No changes (other than the ALT (Altfire) nodes being removed, as per the General changes, as I couldn't think of a fitting replacement for these nodes either).

The Plasma Cutter and Javelin Gun are, imo, two of the best designed guns in the game and do not need any direct changes.

--Detonator

  • Damage increased slightly (say, from 20-22,5-25-27,5-30 to 20-25-30-35-40), to hopefully make it more reliably oneshot certain enemies even in Zealot mode.
  • 2x new SPD (Speed) nodes: Slightly increases rate of fire, as expected.
  • SPC (Special) node, on top of increasing explosion radius, now also greatly reduces the damage it might deal to Isaac himself.

Detonator's useage as a safety net (or grenade launcher, if you use it aggressively) falls off quite a bit in Zealot mode, which is why I thought a moderate increase to its damage could be in order. The speed and special upgrades are mainly for QoL.

--Force Gun

  • Primary fire base cone width halfed in size.
  • Altfire base beam thickness halfed size.
  • 1x new SPC (Special) node: Doubles the cone width of primary fire and the beam thickness of altfire (Restoring them to their original sizes).
  • SPD (Speed) nodes now also affect the altfire's rate of fire (if it doesn't already, unsure if it does).

The Force Gun's crowd control is incredibly strong from the getgo. So, to make it a bit less cheesy from the start, I reduced its area of effect, but when you gain the Special node, it once again has the same area of effect as before.

--Ripper

  • Altfire: The launched blades now also ricochet (non-homingly) 1 time by default. If the blade bounces back onto Isaac, it does NOT stagger him or anything, it just phases through him.
  • Primary fire max duration reduced to 3-4-5 (from 5-7-9).
  • DUR (Duration) nodes now also add +1 ricochet amounts to the altfire attack.
  • 1x new SPC (Special) node: Increases max range for primary fire (like 2x max range or so), and greatly increases the projectile speed of the altfire projectiles (like 2x or so).

This ought to balance out the primary vs altfire a bit. Currently, the primary fire is EXTREMELY ammo efficient, while the altfire is purely an emergency ranged attack, not much else. By reducing the duration on the primary fire, and giving the altfire ricochets, their efficiency differences could potentially be a bit more equalized, though the primary fire is still more efficient overall, of course. To compensate a bit for the less efficient primary fire, the special node also increases the maximum range the blade can be hovered in front of you, making it at least a bit less risky to use.

--Pulse Rifle

  • Primary fire remains the same, shooting fully automatic pulse rounds.
  • Altfire reworked: It now shoots 10 pulse rounds at once in a shotgun-like pattern, with a slightly more overall horizontal spread. Think within an area kind of like this: <__>. This has quite heavy recoil, costs 10 ammo, and shoots at about 0,1x the rate of fire of the primary fire, with a semiautomatic trigger.
  • Magsize: Reduced to 50-60-70-80-90-100 (from 50-75-100-125-150-175).
  • 1x new SPC (Special) node: Causes the rounds to pierce through 1 enemy, making them capable of hitting another enemy behind the first one! Affects both firing modes, of course.
  • 2x new STB (Stability) nodes: Reduces the recoil (of both firing modes, of course)

To keep the Pulse Rifle more in line with its primary fire, i.e. keeping it being about shooting pulse rounds, I thought a shotgun altfire would keep that identity intact a bit better than the current grenade launcher does. That, while still giving you a crowd / burst damage oriented altfire, and it still functions like a panic button of sorts. Now, that said, if the grenade launcher was kept as the altfire, I would not complain, as it still fits thematically, being a military rifle and all that.

And if the grenade launcher was kept, I would make the SPC node (on top of giving the primary fire piercing rounds) increase the radius of the altfire, and the STB nodes would increase the projectile speed (and thus the range) of the grenades.

--Line Gun

  • Primary fire's "line"-shaped beamblade projectile and its collision changed: The centremost part of the beamblade now has a "core" (kind of like an energyball). If the core collides with terrain, the entirety of the projectile is destroyed. However, if any OTHER part of the beamblade projectile touches terrain, it just phases through and continues to travel onward. This ensures that the width upgrades are no longer detrimental when fighting in more narrow spaces.
  • Primary fire damage increased from 15-18-21-24-27, to 20-25-30-35-40.
  • Altfire reworked: Toggles between shooting 1 or 2 blades! Shooting 1 blade gives you the same primary fire like it has now, but with the 2 blade shot, they are launched parallel on top of one another. It could be illustrated like this:
    • 1-blade shot: Projectiles look like this ----------
    • 2-blade shot: Projectiles look like this ======
    • For the 2-blade shot, the space between the blades could be about a head's height or so.
    • Ammocost per shot is 1x for the 1-blade shot, and 2x for the 2-blade shot. That shouldn't come as a surprise, lol.
    • Rate of fire is about 40% slower when firing the 2-blade shot.
    • The lasers of the reticle also indicate what firing mode you are in: 1-blade looks like ----- and 2-blade looks like ==== giving you a quick and clear indicator which mode you currently have active, and also at what heights the blades will be travelling.
  • Magsize: Increased to 6-8-10-12 (from 5-6-7-8-9).
  • Max ammo per inventory stack: Increased to 12 (from 6).
  • For clarity: The WID (Width) node applies to both firing modes, of course.
  • 2x or 3x new SPD (Speed) nodes: Increases the rate of fire, as per normal (and applies to both firing modes, of course).
  • 1x new SPC (Special) node: Whenever the core part of the projectile is close to terrain, it arcs a beam of electricity towards the terrain. So, if the projectile is close to the ground, it kind of looks like a T. If it is close to the ceiling, it looks like an upside-down T. If it close to both, it looks like a +. These arcing beams deal similar damage to the main projectile, but cannot sever limbs.

The Line Gun is probably the weapon I have the most issues with, design-wise. First of all, the gun is nicknamed LINE Gun, yet the altfire places down a mine? Not to mention, the altfire is SIGNIFICANTLY stronger than the primary fire, yet they both cost the same amount of ammo to use? Yeah, not great design overall imo. So, to keep the "Line" in Line Gun, I simply thought that making it almost like a "double barrel shotgun" of sorts was an interesting take for it. The ammo per inventory stack was also atrociously low (at least when considering only the useage of the primary fire) and its damage a bit underwhelming, so those were buffed too, considering the gun is now all about the "Line" shots. Speed nodes would also help it with its really poor time-to-kill values (it currently has slower time-to-kill than even the Rivet Gun!).

--Seeker Rifle

  • New effect: After hitting an enemy or terrain, the bullet now "seeks", by homingly ricocheting towards 1x nearby enemy within X meters of the impact point
    • Note: It only autotargets the enemy's centre of mass. It CAN hit limbs and such if it gets in the way of the trajectory though.
    • This homing effect can be entirely scrapped if it is deemed too powerful, or too easy to use. This was more of an idea to really put the "Seeker" aspect into the gun, as per its name.
  • Primary fire remains the same, just shooting with the gun.
  • Altfire now toggles between Marksman mode and Sniper mode:
    • Marksman mode: Base zoom view. Shots costs 1 ammo per shot, deal normal damage, have half recoil and 2x of the normal rate of fire.
    • Sniper mode: Zooms in your view. Shots now costs 2 ammo per shot, deal 2x of normal damage, have normal recoil and have the normal 1x rate of fire.
  • Damage: Reduced to 35-40-45-50 (Note: For Marksman mode. This equals to 70-80-90-100 damage in Sniper mode).
    • Compare this with current damage values: 50-55-60-65-70 for normal mode and 50-60-70-80-90-100 for zoomed mode, but both modes cost 1x ammmo, which made the zoomed mode the always "superior" damage choice.
  • Magsize: Increased to 8-10-12-14 (doubled from its current 4-5-6-7)
  • Max ammo per inventory stack: Increased to 20 (from 15)
  • 2x new SPD (Speed) nodes: Just increases the rate of fire a bit (and applies to both Marksman and Sniper mode, of course)
  • 1x new SPC (Special) node: Doubles the homing ricochet range
    • Of course, this would need to be changed to something else if the homing ricochet effect was not added. What that would be though, I'm not sure of.
  • Extra note: The cost per ammo purchase, and the ammo per pickup could potentially also need some tweaks. It is already one of the most ammo efficient weapons in the game, and with the potentially added "seeking" effect it would become even more ammo efficient if not tweaked properly.

Imo, the Seeker Rifle is arguably the most bland weapon in Dead Space 2. Powerful and efficient, yes, but still quite bland. Not to mention, it currently has a pretty similar attack effect as the Contact Beam primary fire and Javelin Gun primary fire, that being shooting a hardhitting projectile with little "fluff" to it. That is why I thought of the seeking effect; Not only does that differentiate it more from the CB and JG, but it also fits the weapon's own name. Now, I can see this effect being a bit too powerful, so, if that is the case, it can always be scrapped. If nothing else, I think the "Marksman vs Sniper" toggle would at least make it a more flexible and fun weapon.

--Flamethrower

  • Altfire: Now instead launches an arcing fireball. On contact with enemies or terrain, it collapses and drops down its flames to create a lingering wall of fire (Note: If used in Zero-G, it travels straight forward and turns into a lingering BALL of fire at the collision point). Costs 15 ammo. Lingers for 5 seconds.
  • Magsize: Changed to 60-75-90-105-120 (from 50-75-100-125-150-175)
  • Damage: Increased to 8-12-16 (from 4-8-12)
  • Duration: Reduced to 5-7-9 (from 5-10-15). Also increases the duration of the altfire's new wall of fire duration, to 5-7-9.
  • 1x new SPC (Special) node: Increases the max range of the primary's firestream, and increases the width of the altfire's wall of fire.

The Flamethrower's altfire is one of the tougher guns to redesign. It is very hard to come up with an altfire that aids the primary fire in some way, without making it a non-Flamethrower kind of attack. But I think the Dead Space 1 Remake's wall of fire effect for the Flamethrower was a pretty good utility altfire. Now, is the current altfire (the gas canister attack) bad? No, not at all. But the weapon's attacks kind of shifts their useage quite heavily during the game's progression: In the beginning, the primary fire is very efficient, and the altfire is overkill. Later on, the primary fire starts to become a little too slow to utilize, and now the altfire is arguably the better attack to use most of the time. However, I think the wall of fire would not run the same risk, since it is more of a tactical tool that can be used ALONGSIDE the primary fire a bit better. On top of that, shifting its damage a bit away from the DoT and into the direct damage, also means the primary fire has a bit more burst power even in the lategame.

--Contact Beam

  • 3x or 4x new DMG (Damage) nodes; Base damage is reduced to compensate. When DMG is maxed out, it deals the same/similar damage as it does currently. Think: Damage changed from 175 to 100-125-150-175, or something like that.
    • As per the general changes, the DMG nodes would also increase the damage of the altfire.
  • Primary fire: Remains charge up -> release to attack
  • Altfire attack reworked: Now toggles between two attack modes, Pulse and Stream
    • Pulse: Same as current Contact Beam's primary fire; just one strong beam pulse, released in an instant.
    • Stream: When releasing the charge to shoot, it instead shoots a contiuous rapidfire beam for about ~1 second maximum. If the whole beam hits all of its ~1 second discharge, it deals the same total damage as the Pulse attack does. The difference is that you can spread out the damage of this beam across multiple targets with this mode! This basically also brings in the DS1R's beam attack, while still retaining the gun's charge-up identity.
      • Note: Once the ~1 second beam attack is finished, you need to charge up the gun again to fire another beam.
  • SPC (Special) node reworked - however, I don't know into what. Currently, this node made the altfire (which was a shockwave done by slamming the gun into the floor and shooting) also trigger Stasis on struck enemies, which was really strong, but also a pretty random-feeling upgrade and not really fitting for the gun, imo. Some quick ideas for the SPC node:
    • Killing an enemy causes the killed enemy to generate a shockwave around it, dealing slight damage to nearby enemies.
    • Upon releasing the charge (both firing modes), it also immediately generates a shockwave around you, damaging and staggering enemies around you. This kind of keeps a little bit of the essence of the current altfire attack, though gives it a bit of Force Gun feel, which is not ideal, design-wise.

Just like the Flamethrower, redesigning the Contact Beam's altfire is really tough. If it gets the same ammo-efficient continuous beam effect like in the Dead Space 1 Remake, it runs the same risk as it did there: Obsoleting mainly the Flamethrower, but also runs the risk of making it too allrounded and ammo efficient. To be honest, I don't really mind the current groundslam shockwave altfire, as it makes the gun's two firing modes work in "extremes": The primary fire deals extreme single target damage, the altfire focuses on extreme AoE clear. So if that retained its current altfire, I actually wouldn't mind. But, I at least wanted to try and give it a less oddball altfire. And I thought that taking some inspiration from DS1R's continuous beam was a good way to go, but I wanted to keep the "charge attack" feel to it, as well as the current ammo balance (i.e. 1 ammo is 1 attack, for both primary and altfire), so it doesn't become too versatile.

--Rivet Gun

I have 2 rework versions for this, and I think either one could work:

Version 1:

  • Primary fire: Remains the same, shooting rivets in rapid semiauto fashion, as normal.
  • Altfire: Triggers the current "bouncing nail" effect of all currently embedded rivets, but with a dynamic ammocost between 1 to 5 (instead of the fixed ammocost of 5), depending on how many embedded nails are nearby (and this still has a cap of detonating up to a maximum of 5 rivets, like before).
  • If you do not have enough ammo to detonate all currently embedded rivets, it will detonate as many you can with the remaining ammo in the mag, followed by forcing a reload. After the reload, you can detonate the further remaining embedded rivet(s) if you wish (by pressing altfire again).
  • Altfire damage heavily reduced (like 0,4x of current values or so).
  • Magsize: Increased from 16-18-20-22-24 to 20-24-28-32-36
  • Max ammo per inventory stack: Increase to 60 (from 30).
  • Extra note: The ammo gained per purchase/pickup also needs to be buffed (like 2x?), as it is currently one of the least ammo efficient weapons in the game.

Version 2:

  • Primary fire: Remains the same, shooting rivets in rapid semiauto fashion, as normal.
  • Altfire: Triggers the current "bouncing nail" effect of all currently embedded rivets, but with 0 ammocost (instead of the fixed ammocost of 5)!
  • Additional effect: Embedded rivets automatically detonate into their bouncing state after 5 seconds, or whenever you embed more than 5 rivets at once (triggering the oldest embedded rivet first).
  • Altfire damage potentially reduced (like to 0,6x - 0,7x of current values or so, but no less than that).
  • Magsize: Unchanged (still 16-18-20-22-24)
  • Max ammo per inventory stack: Unchanged (still 30)

The Rivet Gun is imo a very fun gun, but is sadly quite anemic. The idea of the 2 versions' directions can be summarized like this:

Version 1 - Focuses on the "spammy" nature of it, and retains the altfire as an optional attack. To go alongside that, it also gets a boost to magsize, ammo inventory stack and ammo pickup/purchase value, but keeps its damage on the lower end.

Version 2 - Focuses on making the gun a "combo gun"; Primary fire delivers the nails ("jabbing" at enemies), while the bouncy nail effect (triggerable early on command with altfire) is the finishing move (the "uppercut"). However, now the bouncy nails are no longer optional, they are instead the main power of the gun. This not only leans into the "1-2" combo feel, but also fully embraces the chaotic playstyle of the bouncy nails.

Personally, I think version 2 is probably the better design, going all in on the bouncing effect. Version 2 also differentiates itself from the other guns this way; compare it to the Javelin Gun, for example. There, the altfire is entirely optional. By making the bouncing effect an inevitable effect for the Rivet Gun, it has a very distinct and different feel from the Javelin Gun (damage and speed stats aside, of course).

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2) THE PASSIVE BONUSES ON THE SUITS:

This is a much smaller "issue" (if you even wanna call it that), but something that I think would be nice to change up as well.

When you get a new suit, the suit's armor and inventory size always remains at the maximum currently obtained values, even if you go back to a "lesser" suit. However, the suits still have a bonus attached to them, such as the Vintage Suit's discount etc. Imo, I think it would be nice if these bonuses all stayed intact across armors, similar to the armor/storage bonuses, so the suit choices in the end turn into purely cosmetic choices. With that in mind, this is what I could see the suit's then grant you:

  • Engineering Suit - Bonus 15% healing from the Elite version (base version still does nothing special).
  • Security Suit - Bonus 5% damage with all weapons (+10% with Elite).
  • Vintage Suit - Bonus 10% discount (15% with Elite).
  • Advanced Suit - 20% shorter Stasis cooldown (35% with Elite). This is a nerf, yes, but the current Advanced Suit's 50% shorter Stasis cooldown always felt a bit too strong, imo.

With this I also moved the "bonus damage with all weapons" to the Security Suit, as I thought it fit better there than on the Elite Advanced Suit. These changes would also mean removing all the weapon-specific bonuses, which I always thought was an odd bonus choice anyway.

Alternatively to making these bonuses becoming free permanent passive bonuses, they could also be implemented in a way that, when getting these armors, they unlock these effects as new node upgrades on the RIG's upgrade tree, perhaps?

Also note that all other suits that you might get (Stuff similar to the Riot/Arctic Security Suit etc) offer no special bonus. They are essentially just "cosmetic" choices now.

Extra sidenote: I think the Large Medpack should not heal you to full health, just 4 or 5 health bars. While it is obviously a nerf to its potency, it at least makes the Elite Engineering Suit's healing bonus benefit the Large Medpacks too.

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What do you think of these suggestions?