CriticalFumble 1,116 Posted December 3 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. 1 Share this post Link to post Share on other sites
yankeedoodledingo 51 Posted December 3 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 👍 Share this post Link to post Share on other sites