I'm giving away this Neon Dragon Garage Door worth over $500 on https://t.co/0Mg1Zhrks1.
👉 To enter: just repost this post and follow @bandit and myself.
Picking a winner at the end of the month.
Could you imagine if they changed the team UI to be max eight on all vanilla servers 🙏if you want to run deeper, you run the complication of having less organization in fights. PLEASE!
@Frawzt they did this a long time ago to prevent satchels/nades breaking stuff through walls when you place it on a door and swing it, nades blow up instantly aswell
Im enjoying rust rn but absolutely 0% of me enjoys any wipeday whatsoever. Whether im with a group or not. Shit ong gotta be the most boring day of the week by a landslide. Blueprint frags COULD work but not in the current findable state they are in.
The recent silencer update has been phenomenal — it’s refreshing to finally fight large groups without instantly being silenced.
But I still feel like Rust is missing a core mechanic that could dramatically improve the experience, especially on high-pop servers. Here’s what I believe would make a massive difference:
At wipe start, the max team UI should be capped at 6 players.
To increase this cap, clans would need to build a Clan Workbench — a new, upgradeable structure that costs increasing amounts of scrap to unlock higher team UI sizes: 6 → 8 → 12 → 16.
This change would:
•Slow down zerg dominance early wipe.
•Encourage more meaningful progression for larger groups.
•Bring back the old-school chaos where massive teams had to color-match clothes and actually communicate — who remembers killing a zerg member, looting their gear, and instantly blending in?
Delaying full UI coordination would add depth, balance, and longevity to the wipe. It’d create room for smaller groups to shine while still letting larger groups grow into their strength — but only after investing time and resources.
Rust thrives when it’s brutal, clever, and unpredictable. I think this system would bring us closer to that spirit again.