CriticalFumble Posted December 3, 2019 Share Posted December 3, 2019 Just some general ideas with some commentary on my thinking. - Punch-through in proximity. -- EG: 2-3m punch within 5-10m Confession: This idea was mostly brought on by new Kuva Ogris. Which has killed me far more often than everything else combined since I got it. A portion of this is because of my needing to adjust to its blast radius. Another, more annoying aspect, comes from things popping under my crosshair has I pull the trigger. Like syndicate operatives, thanks, guys. The thought being that it gives you a chance to survive if you fire at something too close to you, without preventing the shot from detonating on a target that it could completely pass through at a safe distance. If the punch is high enough, it could be a fun idea for shotguns. The point there being that it has a higher effect than other punch mods, but only in the optimal firing distance of a shotty. No idea how or if the code would allow this. The feature would check the existing punch through calcs, but remove it at a given distance. Distance is tracked for damage fall-off, but having it check for punch is an unknown as far as I know. A "punch-through all things until Xm" method might be a less expensive calculation, and even ~5m would be useful. - Reduced spool-up shots Another Kuva weapon related inspired idea, the Kohm in this case. The spool-up time on the unmodded fire rate makes it feel bad to not hold down the trigger, while increasing the fire rate easily makes the full spool fire rate alarmingly high. A mod that reduces or eliminates the spool-up would be a good alternative to fire rate mods without letting the ammo consumption run away from you. - Convert trigger to automatic Mostly QoL, to the point where having this as a feature in the options menu rather than a mod. Though if it consumes a mod slot, it should add something else to the gun. Maybe magazine size and fire rate? Theoretically this could cause problems with guns that have a select-fire feature already, but not a huge one. - Single target damage to area damage. I was thinking something in the ballpark of Acid shells, but without copy-pasting it. My first thought was a mod that chained/radial burst damage based on reducing shields or how much armor the target has. Seems horribly situational, like bane mods++. Second stab at the idea focused on sniper/bow weapons. Overkill damage chaining to nearby targets until it depletes, or following chain lightning rules (chains to X targets in range, reducing Y% per chain step). I grant that sniper/bow weapons are intended as single target weapons (with weird uncles Cernos Prime and Komorex on the fringes) and, up to a point, should have limitations that reflect that. However, the game is mostly built around dealing with hordes, the mod takes up a slot that could augment a different aspect of the weapon, and when using it against higher level targets it would stop one-shotting them sooner. Link to comment Share on other sites More sharing options...
dingo-saurus Posted December 3, 2019 Share Posted December 3, 2019 These all sound like they'd be real nice, my terrible aching knuckles would especially appreciate the 'convert trigger to automatic' for weapons like the opticor 👍 Link to comment Share on other sites More sharing options...
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