(XBOX)XGN DrFeelGood Posted January 2, 2019 Share Posted January 2, 2019 Since Ambulas Reborn we haven’t seen many new augments that can given other weapons a revisit. The Mitter got attention with the Augment to break Nullifyer fields and the other got a chance to disarm enemies. Having unique augments to bring forward again would be a great option. 4 Link to comment Share on other sites More sharing options...
Teridax68 Posted January 4, 2019 Share Posted January 4, 2019 I completely agree with the sentiment here: there are plenty of opportunities to differentiate weapons, and bring older weapons back to viability in more ways than just raw stats. Personally, though, I would rather bake augments into the weapons themselves, rather than release new mods that would essentially become mandatory for those weapons to be good. More generally, I think the idea of augments would be cool if they legitimately modified the gameplay of a weapon or ability, but right now augments are always pure buffs, which tends to make them either useless or mandatory depending on what effect they're adding. As such, I'd rather directly add differentiating mechanics to whichever weapons are currently struggling to stand out, and buff whichever weapons aren't viable, rather than try to buff those weapons indirectly via band-aid mods that ultimately reduce build diversity. Link to comment Share on other sites More sharing options...
Shaburanigud Posted January 8, 2019 Share Posted January 8, 2019 (edited) Spearguns mod: Now allows it to be used as a melee stave weapon. Primary mode will carry +30% damage of Melee damage to its primary fire. Melee mode will carry 30% Primary damage to its melee attacks. Each mode can be modded separately. when equipped with other melee, the speargun will only be used in quick melee while holding the speargun. I know its been requested a lot but I really think this would be interesting to do. Edited January 8, 2019 by Shaburanigud 2 Link to comment Share on other sites More sharing options...
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