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kouwei32

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  1. We should be able to sell parts, weapons, as well as Nimbatus modifiers gained in the playthrough for Tritium and Unobtainium at shops or other applicable outposts, at roughly 70% of original price if applicable, and otherwise with a generated price depending on rarity, usefulness, and upgrades (for weapons). Also should have lossless buyback as QoL.
  2. The proposed modifiers for shotguns are actually quite good since regular shotguns actually deal some respectable damage but is greatly hindered by the massive projectile spread, which makes them weak in the current meta, but the two combat modifiers both feature high spread reduction (one is -50% and one gets rid of spread completely) so I think these upgrades will make them much more powerful.
  3. needs to be banned in multiplayer because it would be too broken. you can just tether an unguided booster to somebody and win every time.
  4. Large Weapons Concept For Ranged Weapons 2x2 Size & 4x Weight & 3x Health, Square Shape Normal weapons can choose one of the following modifiers to become a large weapon. These modifiers usually allow them to become specialized. Most modifiers will cause weapon to produce heat when fired which will require cooling. Not affected by ammunition type. Captains without the tech tree will be able to upsize weapons with Tritium at a specialized depot that spawns randomly. Players may choose a desired modifier. Incompatible upgrades will be swapped with a random positive upgrade that will be shown before the upsizing and may be rerolled for Tritium. (Positive, as in beneficial. e.x. Recoil upgrades will be negative) Ammo type may also be changed for more Tritium before the upsizing, unless the modifier has a required ammo type. Captains with the tech tree can unlock modifiers with Unobtainium in the tech tree, and upgrade unlimited weapons with them once purchased. Downgrading is also available as QoL. All modifiers are applied to base weapon stats, before regular upgrades. Weapons will still have normal upgrade slots but special upgrades that are already applied are unavailable (e.g. sticky). Upgrade modifiers are applied after the large weapon modifiers but all percentage stats are additive. Regular energy consumption upgrades are subtractive in regards to the extra energy consumption percentage. Damage & Digging stats are separate unless specified. Each modifier has its own turret graphic. Modifiers These could probably be more balanced but I won't know how to balance them without testing them directly. BLASTERS (225% Energy Consumption) Heavy Ordinance -50% Firerate +300% Damage & Digging -10% Accuracy +50% Recoil Produces Medium Heat Auto Tracking System +100% Damage +50% Digging Has 100% Accuracy Tracks customizable designated objects with motion prediction and auto-fires when activated Produces Medium Heat Rapid Cycling System +200% Firerate -70% Recoil +50% Digging +25% Accuracy Produces Medium Heat LASERS (250% Energy Consumption, both short and long) Recalibrated Lenses +900% Range Has 200% Beam Width +50% Damage & Digging Produces Little Heat Concentrated Amplifier Array +100% Range Penetrates enemies and deals +300% Damage & Digging when hitting enemies / terrain within 30%-90% of range which will be indicated by a brighter beam section Produces Medium Heat Dynamic Lenses +100% Range Double Beam Width +200% Digging -80% Damage Sets ammo type to plasma and nearly instantly sets any entities on fire which will not extinguish by itself Produces Medium Heat ROCKETS (250% Energy Consumption) Smart Homing System Base Stats Very strong homing ability (can turn 180 degrees midair with ease) with the option to select custom targets like a sensor Produces Medium Heat Torpedo Payload -50% Shootforce, Rocket Force, and Firerate +300% Rocket Lifetime +175% Damage & Digging +400% Blast Radius +50% Accuracy Produces Medium Heat Missile Pods 4+4 Base projectile count and fires in a volley -80% Damage & Digging +200% Spread Weak homing ability that will prioritize weaker enemies and will not lock on in an overkill configuration depending on the health of the targets Produces Medium Heat GRENADE LAUNCHER (200% Energy Consumption) Note: Shootforce seems to be currently broken for grenade launchers so it will have to be fixed for the first 2 to work properly Flak Gun +500% Shootforce +300% Firerate -60% Damage & Digging Double blast radius +40% Recoil & Accuracy Proximity fuse (Explodes on a configurable timer after enemy coming into potential blast radius), Produces Little Heat Fragmentation Shells +100% Shootforce Impact fuse (Explodes on impact) Releases 6 to 10 pieces of small shrapnel when exploding that penetrate enemies and terrain with a range of about 10 small blocks and deals medium damage Produces Ample Heat Specialized Payload Base stats Releases sticky particles that continuously apply the weapon effect to entities that they stick to for 20 seconds (Kinetic = Medium Damage, Plasma/Cryo = Temperature + Low Damage, Bio = Reduces speed of non-inert entities + Low Damage) Produces Little Heat PARTICLE THROWER (200% Energy Consumption) Hi-Pressure Jelly +300% Particle Velocity, Sticky +200% Lifetime Affected by gravity (40% effect of Particle Gravity 1) Produces Little Heat Experimental Gas Cooler Sticky +300% Lifetime -70% Digging Switches ammo type to cryogenic and freezes entities for 10x as long White particle colour Produces Medium Heat Terrain Degrading Compound +700% Digging +300% Particle Lifetime +100% Elemental Damage -70% Damage Affected by gravity (60% effect of Particle Gravity 1) Produces Little Heat SHOTGUN (210% Energy Consumption) Superheated Shrapnel Launcher Shoots a continuous barrage of bullets, where projectile spread dictates random lateral spread that does not change angle More projectiles increase firerate Firerate ramps up over 1 second to full +250% Particle Lifetime Increased knockback Produces Little Heat Mass Driver No Spread +50% Particle Lifetime 200% Shootforce & Recoil -50% Firerate Produces Medium Heat Recoil Booster +600% Firerate +100% Recoil -80% Damage -50% Spread +300% Knockback to enemies Produces No Heat SNIPER (300% Energy Consumption) Charged Shot Hold down input to charge shot, requires 5s to reach maximum power, and shoots when released Only consumes energy when charging Weak enemy homing ability that is more effective when charged more Following bonuses increase linearly when charging, up to these values: +500% Damage +600% Digging +250% Blast Radius +3 Small Shrapnel released per hit, penetrating enemies and terrain for up to a distance of roughly 7 small blocks, dealing medium damage +2 Ricochet, dealing the same area damage and releasing the same shrapnel as normal Produces Ample Heat (when firing) Armour Piercing Shell Damage is proportional to speed +400% Shootforce Does not do AoE Projectile does not expire normally, instead expires when projectile speed is too low Penetrates terrain, does no digging, emits decorative dirt particles when penetrating terrain Penetrates enemies, dealing up to 3 damage ticks with a 0.5s delay between each and reducing current projectile speed by 30% each time, expiring when all 3 ticks are consumed Phases through invulnerable portions of partially invulnerable enemies Penetrates Corp Lab energy shield, but only deals 10% of base damage and strips all bonuses, and projectile is evaporated without dealing any damage or digging should it impact the shield again from inside Does not bounce on bumpers (attached or not) to prevent exploits Produces Ample Heat Shotgun Sniper Has 7 Projectiles, fires in a volley from the center barrel 5° Base Spread Recoil distributed between the 7 shots -50% Firerate +100% Recoil Very High Knockback Cannot use other projectile count upgrades Produces Medium Heat Sparkthrower (250% Energy Consumption) Guidable Sparks Switches ammo type to kinetic +100% Particle Lifetime -75% Spread Sticks onto non-static objects When stuck to an entity, acts as a weak VTOL thruster that will point towards a designated target and fire for 10 seconds, while dealing a small DoT if the entity is an enemy VTOL target is customizable and invertible, per large weapon part Produces No Heat Disorientation Payload -50% Damage, Digging, and Particle Firerate +300% Lifetime Weak homing ability Particles are much larger and brighter Each particle greatly reduces the accuracy of enemies within the distance of around 5 small blocks Disorientation effect is stackable Enemies affected by 5 or more sparks at once shoot and fly around aimlessly Self-destructing enemies trigger when affected by 8 or more sparks Produces Little Heat Ion Emitter Switches ammo type to an exclusive type "Charged". Has the same appearance as cryo but does not cool entities -20% Particle Lifetime +30% Particle Firerate +100% Shootforce When impacting an entity that is able to be damaged, the spark chains onto a nearby damageable entity, up to 4 times, each time applying a shock effect for 2s that greatly reduces the firerate and movement rate of the entity Chaining resets the particle lifetime of the spark When there are no entities to chain to, the spark chains onto the same enemy but consumes 2 chains instead of 1 Shock effect is stackable Enemies affected by 10 or more shock effects at once resets all shock effects and becomes inert for 10s, any further shock effects will add 1s to the timer, up to 15 seconds Self-destructing enemies trigger when affected by 10 or more shock effects Produces Medium Heat
  5. (I'll hop into the giveaway if y'all don't mind)
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