Jump to content
Stray Fawn Community

kouwei32

Member
  • Posts

    5
  • Joined

  • Last visited

Posts posted by kouwei32

  1. On 5/21/2020 at 5:09 AM, TAW said:

    I think that even regular shotguns should be made good. They are trash rn. And yes I know it is a new suggestion but upgrading the shotgun is not worth being the focus of such a big update.

    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.

    • Like 1
  2. 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

    • Like 2
×
×
  • Create New...