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Revamped Large Weapons Concept


kouwei32

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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

Edited by kouwei32
changed a shotgun modifier and some rebalancing and clarity
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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.

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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.

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