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Solawk

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Posts posted by Solawk

  1. Greetings Tenno!  After about a month of slowly developing my concept I'm happy to present it to you - dual-wielded Corpus&Tenno-themed pistols Akioneer.

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    Ioneer model. Two models form Akioneer

    "Tame a pair of these Corpus sidearms and sharpshoot your foes with compressed energy beams or rain ion projectiles upon them"

    Lore:

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    Ioneer Project was a Corpus plan to rearm all active forces with a more flexible modular weaponry. Initially, it was designed to be able to be used as dual pistols and a machinegun.

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    Above - initial Corpus-themed Ioneer design.

    However, the tests have shown big inefficiency in using Ioneers. Soldiers who have tested the weapon complained greatly about its tendency to overheat and large energy consumption. Elite forces could provide their weapons enough power to work but they simply needed something bigger than just a pair of pistols to resist the Tenno.

    Ioneer Project was abandoned and the blueprints were hidden on a remote ship untouched, until one Tenno extermination. The prototypes and schemes of the Ioneers were delivered to the engineering cephalons who have modified and recreated Ioneers to be much more efficient and effective - at least in the hands of the Tenno warriors.

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    Above - new Ioneer pistol half-Corpus-half-Tenno-themed design

    Firepower:

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    Akioneer is a pair of energy pistols, firing beams and projectiles of hot plasma formed from heating xenon gas. They can fire in two firing modes:

    1) Auto-Charge

    "With the heat sinks retracted to maintain high energy compression, Ioneers can be fired rapidly in semi-auto style or charged up to release much more powerful and deadly beams"

    Differs from a standard Charge. After making a shot the weapon doesn't require the user to pull the trigger again.

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    Fires hitscan energy beams dealing electric damage. One shot consumes one ammo round.

    2) Full Auto

    "Heat sinks open up to cool the Ioneers rapidly firing fast ion projectiles in a perfect sync. Each salvo costs 1 ammo round"

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    Fires energy projectiles from both pistols consuming one ammo round per two projectiles. Deals heat damage.

    Stats:

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    Magazine Capacity: 30

    Ammo Total: 270

    Polarities: 1x Madurai

    Reload Time: 1.6 sec

    Auto-Charge fire mode:

    Fire Rate: 4.5

    Crit Chance: 25%

    Crit Bonus: 1.5x - 2.5x (depending on the charge)

    Status Chance: 15%

    Accuracy: 100

    Charge Up Time: 0.4 sec

    Electric Damage: 70 - 210 (depending on the charge)

    Full Auto fire mode:

    Fire Rate: 5

    Crit Chance: 30%

    Crit Bonus: 2.0x

    Status Chance: 10%

    Accuracy: 10

    Fire Damage: 30 per projectile

    Animations:

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    Reload: player shakes the Ioneers to release the microreactors, then shakes them to install the reactors back

    k3AeCOz.gif

    Charge to Auto: player hits the mode switches to deploy the heat sinks

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    Auto to Charge: player hits the switches again and spins the Ioneers one time, retracting the heat sinks

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    More Images:

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    Heatsinks are hidden under the protection plates. When firing they release a small amount of smoke.

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    A xenon gas tank can be seen under the protection plate.

    (Possible) Q&A:

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    Is it kinda LawBreakers, huh?

    Kinda. It was primarily inspired by the Omega pistol from LawBreakers where it's not that easy to use correctly. In Warframe its flexibility might look much better, I guess. The design itself was formed from the Omega and Aerator concepts with a bit of ideas of mine.

    What is that 3D model editor you've used?

    It's actually a game, not a 3D model editor. I'm not sure I can even say anything about it - can it be considered as an advertisement?

    Why not physical damage?

    It's boring, it soon will be rebalanced and it knits with its energy-based nature not that well.

    Why different elemental damage?

    To provide the player with some freedom. Make it use Gas+Corrosion, Blast+Magnetic or even pure Radiation. It's all upon you.

    Isn't it just like Arca Scisco meets Akbolto?

    It is and it isn't. It fires beams too but differs in firing mechanic. It fires projectiles too but differs in firing mechanic. It also feels more like a futuristic weapon, imo.

    Basically, I'm not an artist or a man of design so the animations above was the best I could do :I

    And excuse me for any mistakes I could possibly make in writing, not a native english speaker.

    Well, I hope you've enjoyed this little presentation! Leave your feedback and ideas in the comments where I can answer them. Thanks for reading and have a good day ^^

  2. Конклав губит не отсутствие интересных игровых режимов, а сами же механики игры, которые вполне хорошо смотрятся в PvE: прыжки-выстрелы, беготня по стенам, дисбаланс по "ролям" фреймов. Это всё стало обыденной частью геймплея, которую нельзя ни убрать, ни игнорировать. Если убрать - получится колда. Если игнорировать - Конклав так и останется мёртвым.
    Решат разработчики такой ребус - сделают нормальный PvP-режим. Нет - пускай для приличия заменят его на соревновательный кооператив а-ля "какая команда настрогает больше очков на миссии" и будет хоть что-то

  3. I'm actually happy with my 42%-used-Zephyr's rework. Feeling pretty much Nidus now :I

    However, as we now have an ability to simply shoot at the tornadoes to deal damage to the trapped enemies, I would consider remaking two things for this ability:
    1) Removing damage numbers from the tornadoes themselves. I always catch myself shooting an 'empty' tornado spinning dead enemies. It would be much easier to find out you're not damaging anyone inside without the tornado's damage indication. I don't actually think it has and ever had any use nevertheless.

    2) 100% guarantee that at least one tornado spawns directly at the cursor's position. They still spawn wherever they want, even when there are no enemies. But there are situations when I urgently need a tornado to trap a dangerous enemy in front of me. Pressing 4, casting and.. they are everywhere except the enemy I'm pointing at. Maybe it's a bug right now, then I would be glad if it's fixed asap.

    What do you think about these?

  4. amVnHQ4.png

    The enemies can get stuck in their drop capsules and never get out of them. The capsules themselves are physical and invulnerable, meaning the enemies that could've spawn from them can not be killed.
    But if they could have a supply beacon this completely messes the stage up. That was the last supply drop in the last stage of the bounty so I got really disappointed to scan through the whole stage area not to find a single enemy except for those invincible capsules.

  5. Как сказано в названии, куплю два отпечатка талисманового котана/кошки.

    Внешний вид:
    Мордаха:latest?cb=20170328174604&path-prefix=ru
    Хвост: latest?cb=20170328174650&path-prefix=rulatest?cb=20170328174658&path-prefix=ruилиlatest?cb=20170328174706&path-prefix=ru
    И обязательно оранжевый цвет энергии.
    Со вторым или третьим хвостами дам 40 платины за оба отпечатка, с первым - 60

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