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LagartoPunkarra

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Everything posted by LagartoPunkarra

  1. Welp, Whispers in the Walls butchered this idea, but oh well
  2. Just make it a toggle, and if you have to nerf the Helminth version then sure, there's some Helminth abilities already nerfed so go ahead.
  3. Ok, but can you fix the Rauta having the slowest reload animation when the infinite ammo buff from opening relics expire?
  4. So, we all like the Incarnon Adaptors, they're great and give new life to old and unused weapons. But, I wonder... were the Entrati weapons a template for the Incarnon weapons? You know, the Mausolon, Sepulcrum, Trumna, Cortege and Morgha. Let me explain, both the Incarnon and the Entrati weapons have a different reticle with a bar that gets filled, the differences are that the Incarnon weapons fills with headshots (except special cases like the Incarnon Torid) that enables a transformation while the Entrati weapons fills with kills and enables a single use strong secondary explosive firemode when fully charged. So, taking the similarities between both, how about having adaptors that add the secondary firemode of the Entrati weapons? How they would be earned? Adding a new gamemode in Duviri that cycles similarly to the Circuit, but instead being set in one of the lost islands, the Scholar's Landing, where Albrecht Entrati awaits. You would choose two Entrati Adaptors from the weekly pool, both of them given to you when completing the two stages of the gamemode. The adaptors would be available both to normal and SP modes (being that these adaptors would be more mid-game oriented), with SP mode adding extra resources to the rewards when completing the gamemode, like 6000 Endo, Forma BP, Orphix Venom arcanes, etc. The gamemode would be Drifter oriented, with the first stage of the gamemode being a "collect things in the island from a list" and the second stage would be a Thrax units assault. Basically, in order to make the adaptors, Albrecht would need specific resources from the island and, when collected, you would throw them in a special device that would attract the attention of Dominus Thrax, wanting to stop the Drifter and conquer the island, hence the Thrax assault. How they would function? The Entrati Adaptors wouldn't make the weapons modular, but would boost some of their base stats and add the secondary firemode. The weapons that could recieve these adaptors would be: Weapons that doesn't have a function assigned to their secondary firemode Weapons that aren't highly used or popular No melees, but archguns would be allowed No weapons that recieved a Kuva, Tenet or Incarnon version Here's some of the weapons that I would like to see have something like this: Viper and Viper Wraith +10 magazine size +10% base crit chance +1x base crit damage +15% base status chance -10 base Impact damage +20 base Slash damage Secondary fire: An orb that bounces on surfaces and enemies, exploding in each bounce and dealing heavy Heat damage. Sonicor +10% base crit chance (on the explosion) +0.5x base crit damage (on the explosion) +10% base status (on the explosion) +200 base damage (on the explosion) Secondary fire: A 20m cone that have infinite body punch-through and deals heavy Impact damage with forced Impact procs. Supra and Supra Vandal +50m/s of projectile speed Removes the spool up +30 base Slash damage +5% base crit chance -1.5º of spread Secondary fire: A burst of 4 plasma grenades that deals heavy Electricity damage Gorgon, Gorgon Wraith and Prisma Gorgon +80 magazine size -2º of spread -5 spool up rate +15 base damage +5 base status chance +5% base crit chance (for base and wraith) +0.6x base crit damage (for base and wraith) Secondary fire: A napalm grenade that deals heavy Heat damage and covers a 15m area with napalm that deals continuous Heat damage for 7 seconds Dual Decurions and Prisma Dual Decurions +18 magazine size -0.2s reload speed +20 base Puncture damage +20 base Slash damage +0.5 base multishot Secondary fire: Two Opticor-like lasers that deals heavy Magnetic damage and explodes in a 10m AoE when making contact with an enemy or a surface Velocitus +75m/s projectile speed -0.5s reload speed Removes spread +400 base damage Removes the stagger on charged shots +1 base multishot Secondary fire: A hitscan projectile that explodes three times upon hitting an enemy or surface that deals heavy Magnetic damage Cyngas +80 base Slash damage +15% base crit chance +5% base status chance +0.5 base multishot Secondary fire: A burst of three projectiles that releases shrapnel in a 15m explosion upon making contact with a surface, dealing heavy Slash damage. Phaedra -5 spool up rate +60 magazine size +5 base Impact damage +10 base Puncture damage +15 base Slash damage +10% base crit chance +0.5 base multishot Secondary fire: Enables an auto-targetting system that lets you mark a maximum of 6 enemies and, when firing, shoots homing missiles that explodes on the marked enemies and dealing heavy Heat damage. Imperator and Imperator Vandal -8 spool up rate -2s reload speed +20 base Slash damage +10% base status chance +0.5 base multishot Secondary fire: A projectile that explodes in a 15m radius, dealing heavy Heat damage and releasing three aditional projectiles that seek nearby enemies and deals half the damage of the initial projectile but in a 20 m radius explosion.
  5. So this is "how about Styanax... but EVIL"
  6. The Incarnon Genesis were an amazing way of giving live to weapons that are either old or really underused. So, I want to give ideas for new weapon candidates to recieve Incarnon adaptors, but under these rules: The base weapon has to be either old or underused because they don't perform well or the gimmik they have is underwhelming. No weapons that need a complete revamp in the Kuva/Tenet style (looking at you Stug). No weapons that has a Kuva/Tenet version already. No weapons with a function in the alternate fire. Primaries: Attica: A decent auto-crossbow that has decent stats and being one of the OG crossbows of the game. Incarnon Mode: Semi-auto railgun with 20 shots that has a 2º autoaim for the head. Boar: One of the early shotguns that a player can get, and fully automatic. Incarnon Mode: Plasma circular sawblade with a 250 magazine that has 10m of range to the front and infinite body punch-through. Daikyu: A heavy hitting bow that needs a little more love. Incarnon Mode: Opticor-style laser shots with 20 shots and has infinite body punch-through. Sybaris: A burst lever-action rifle, and a cool one at that. Incarnon Mode: Burst of energy orbs that stays still for a moment and then seeks the nearest enemies that are in front from where you shot them. 60 shots. Grinlok: A grineer lever-action rifle that needs a little push. Incarnon Mode: Hit-scan shots that explodes when doing a head-shot. 60 shots. Phage: A cool infested beam weapon, but overshadowed. Incarnon Mode: Glaxion-style beam with a 250 magazine that deals Viral and Radiation damage. Sobek: Neat grineed shotty, but needs a buff. Incarnon Mode: Arca Plasmor-sttle shot with a 60 magazine that deals Corrosive damage. Tigris: It was the strongest weapon in the game, nowadays it's still good, but would be nice to have a little push. Incarnon Mode: Semi-auto shotgun that consumes 2 ammo per shot, 60 magazine, deals Heat damage. (Inspired by the Hellwarker from BL3) Secondaries: AK versions of the Lato, Vasto, Lex and Bronco: Self-explanatory Acrid: The toxic needle gun, cool but needs a buff. Incarnon Mode: Blobs that travel at a slow arc and explodes upon contact with a surface or enemy, dealing Toxin damage in a 5 meter area. 40 shots. Akstilleto: Old dual auto pistols, it would be cool if they get something. Incarnon Mode: Akarius style shots that seek enemies and deals forced Impact procs. 20 shots. Bolto/Akbolto: The cool needle guns. Incarnon Mode: A heavier needle deals Puncture damage and explodes in a small 2m radius and dealing Blast damage. 40 shots. (Inspired by the Bolter from WH4k) Ballistica: A hand crossbow that I wish it was better. Incarnon Mode: Silent shot with a 60 magazine that doesn't deal damage on headshots (but still deals status), instead the enemy is pulled and stunned for 10s, getting opened to melee finishers. Hikou: Ninja stars, yeah. Incarnon Mode: Heat-seeking projectiles with a 250 magazine that seeks enemies in front. Marelok: A lever action pistol that looks cool but needs a little buff. Incarnon Mode: Semi-auto projectile shotgun with a 60 magazine and deals Radiation damage. Sonicor: The Tenno Space Program pocket brick. Incarnon Mode: A 15m blast cone with infinite body punch-through and forced Impact procs. 60 shots. Viper/Twin Vipers: smol auto pistols. Incarnon Mode: Automatic beam with a 30m reach that deals Heat damage. 250 shots. Melees: idunno, I'm not that interested in most melees. Maybe the Ghoulsaw? So, post your ideas, even if they're outlandish or strange, I wanna know your ideas.
  7. This is not me complaining, or reporting a bug or anything in particular, but just a honest question. So, I have a Telos Boltor with the Deluxe Bravura skin, and I put the Incarnon adaptor to it. So I expected that the incarnon void protrusions to either be placed on the Deluxe skin (even if it doesn't fit that well) or to not have those void protrusions when running with a skin. Instead, the skin gets removed completely in the incarnon mode. So the question is, why DE decided to go that route? I can understand that the void protrusions aren't a separated 3D model and when changing to that mode the weapon changes to a new 3D model, but I would prefer my weapon to keep the Deluxe skin.
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