Makemap Posted October 19, 2013 Share Posted October 19, 2013 (edited) #1 Quite obvious is the Explosive ammunition mod(should be rare). Names suggestion: Explosive Rounds(Rifle), Explosive Impact(Pistol), Explosive Pellets(shotgun), Melee should get none. Note: Firestorm mod increases explosion size. a) Stack with Hellfire, becomes HEI(Highly Explosive Incendiary) ammunition. b) Stack with Cryo Rounds, it explodes ice like a cryo weapon. c) Stack with Stormbringer, create AOE electric. Kind of like EMP grenade, but smaller. d) Stack with Poison creates tiny poison clouds. e) Stack with Acid = bonus damage as the acid effect becomes bigger. #2 Poison mods(uncommon) Name Suggestion: Toxic Firestorm(Rifle), Venomous Touch(melee), Poisonous Blast(shotgun), Lethal Trigger(Pistol) Note: Poisonous infested should be immune to poison, but not acid. #3 Acid mods(rare/uncommon) name suggestions: Corrosive Sidearm(Pistol), Acidic Shells(Shotgun), Burning Shots(Rifle). Melee gets none because it wouldn't make sense, this is not poison, but acid that are corrosive. Edited October 20, 2013 by Makemap Link to comment Share on other sites More sharing options...
Quasar-Sandwich Posted October 19, 2013 Share Posted October 19, 2013 Wait for armor 2.0 and you'll get something simular a.k.a. add fire + electricity and fire + ice to get radiation and blast elements respectively for a nuclear bomb combo. Link to comment Share on other sites More sharing options...
Vitras Posted October 19, 2013 Share Posted October 19, 2013 1. And make every weapon as suicidal as Ogris? No thanks. 2. I can see that. It would make it fair. 3. My gamer sense says that poison and acid are too close to make them two separate elemental types. Link to comment Share on other sites More sharing options...
Clawtank96 Posted October 19, 2013 Share Posted October 19, 2013 like the first idea. but acid and poison are pretty much the same thing in this game, Ogris-poison acrid-acid Get my point? Try replacing it with a damge that is uber rare but when you kill an enemy they drop 5hp health orbs that heal the lowest hp player or sentinal. Link to comment Share on other sites More sharing options...
ValhaHazred Posted October 19, 2013 Share Posted October 19, 2013 Toxin mods are coming in 2.0, it will be a poison DOT proc. It can be combined with Heat for Gas (Poison AOE), with Cold for Viral (Lowers target max HP) and with Electric for Corrosive (lowers target Armour) How is that for you? Link to comment Share on other sites More sharing options...
Makemap Posted October 19, 2013 Author Share Posted October 19, 2013 (edited) 1. And make every weapon as suicidal as Ogris? No thanks. 2. I can see that. It would make it fair. 3. My gamer sense says that poison and acid are too close to make them two separate elemental types. Um, have you even seen explosive bullet in real life? Or even played L4D? Search up HEI ammunition for example, you see weapons such as rifle using those. As for #3 a maybe. Edited October 20, 2013 by Makemap Link to comment Share on other sites More sharing options...
RiotKitten Posted October 19, 2013 Share Posted October 19, 2013 #1 Quite obvious is the Explosive ammunition mod(should be rare). Names suggestion: Explosive Rounds(Rifle), Explosive Impact(Pistol), Explosive Pellets(shotgun), Melee should get none. Note: Firestorm mod increases explosion size. a) Stack with Hellfire, becomes HEI(Highly Explosive Incendiary) ammunition. b) Stack with Cryo Rounds, it explodes ice like a cryo weapon. c) Stack with Stormbringer, create AOE electric. Kind of like EMP grenade, but smaller. d) Stack with Poison creates tiny poison clouds. e) Stack with Acid = bonus damage as the acid effect becomes bigger. #2 Poison mods(uncommon) Name Suggestion: Toxic Firestorm(Rifle), Venomous Touch(melee), Poisonous Blast(shotgun), Lethal Trigger(Pistol) Note: Poisonous infested should be immune to poison, but not acid. #3 Acid mods(rare/uncommon) name suggestions: Corrosive Sidearm(Pistol), Acidic Shells(Shotgun), Burning Shots(Rifle). Melee gets none because it wouldn't make sense, this is not poison, but acid that are corrosive. They are already working on implementing a system to mix two elements together and cause a different kind of elemental damage. They are also adding another elemental damage type. Link to comment Share on other sites More sharing options...
From_Orion Posted October 19, 2013 Share Posted October 19, 2013 To OP -> Very good ideas... Link to comment Share on other sites More sharing options...
Archistopheles Posted October 19, 2013 Share Posted October 19, 2013 What Is Armor 2.0 And Why Should I Care? The mods we are missing are "Blunt" (which stun might be turned into) and "Toxic" damage. Explosions will be caused by Heat + Cold on the same gun. Link to comment Share on other sites More sharing options...
Makemap Posted October 20, 2013 Author Share Posted October 20, 2013 (edited) What Is Armor 2.0 And Why Should I Care? The mods we are missing are "Blunt" (which stun might be turned into) and "Toxic" damage. Explosions will be caused by Heat + Cold on the same gun. All I'm going to see is "Blast" build when this update arrives without the need to find Explosion mods which should be able to stack with all the other elemental mods. What will happen to "Thunderbolt" is my question. It might end up being throw out of the window. I would not like a "Blast" build without any elements in it like Inciendary or Ice effect. This basically means Ogris gets all the fame. Edited October 20, 2013 by Makemap Link to comment Share on other sites More sharing options...
Shinreil Posted October 20, 2013 Share Posted October 20, 2013 Acid good for armor and poison good for low armor. Link to comment Share on other sites More sharing options...
Cpl_Facehugger Posted October 20, 2013 Share Posted October 20, 2013 What will happen to "Thunderbolt" is my question. It might end up being throw out of the window. It's likely that thunderbolt will have much greater AOE than a heat+cold blast. Link to comment Share on other sites More sharing options...
Makemap Posted October 21, 2013 Author Share Posted October 21, 2013 What about melee weapons, how would blast even work on them? I have already ran out of room on Amphis to put any mro mods on. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now