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Weapon Concept - Ululovore - Mutalist Secondary


Amoral_Support

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A secondary with two firing modes

The concept lore:

The wielder has two gauntlets that can open a void pocket containing an infested sentient amalgam. The Amalgam is continously attacked by Mutalist strain Technocyte. This process is extremely painful and the presence of Specter particles quatum locks the entity into a permanent torture state. The torture provokes the entity to 'scream' on infinite electromagnetic wavelengths, further amplified by the Specter particles. These Wavelengths can be channeled into a focused beam. Alternatively the gauntlets can deploy a Specter of the trapped entity that hovers in place and destroys anything that approaches it. Any weapons fire directed at it increases the destruction it causes but dimishes how long it remains active. 

Primary Fire

Uses secondary and beam mods.

Low magazine Beam weapon with Recharge mechanics. Very High rate of fire and hits in a narrow cone. Long-ish range for a beam weapon. Picture firing the whole clip extremely quickly and pausing in between quick recharges.

Above Average Crit  chance and Crit damage. Very low Status chance. 

Innate Radiation and Void Damage. 100 damage at base split 50/50. 

Dumping the entire Magazine in one shot gives the last shot a 50% chance to inflict a Toxin and Slash proc on targets in the beam. 

Magazine size would be 30 and fire rate would be 1.5 rounds per second. Multi shot would increase the number of damage ticks as usual on a beam weapon. The last shot toxin/slash proc mechanic would be multiplied by multishot. Simply put each mutlishot tick would inherit this mechanic. 

Secondary Fire

Deploy a turret  in the direction of your reticle. The turrent travels out to a max of 18m slows and activates. Beam weapon mode is locked out and switches to your primary. The deployable lasts for 30 seconds. Creates an AoE effect that staggers any enemy in a 12m radius and deals 25 void and 25 radition damage per second with no fall off.  Status chance in this mode would be high (25% at base). Base Crit damage would be 2.3 and base crit chance would be very low (possibly 7% at base). Firing directly at the turret increases its Crit chance at an exponential rate but drains its timer at 1sec/per hit. Once the turret timer decays it explodes and inflicts knock down on enemies and self stagger on the tenno who fired it. Damage fall off of 50% occurs in a 12m radius from point of detonation. Explosion has a base damage of 250 Radiation and 150 Void. Explosion inherits the cc stacking mechanic. Explosions caused by the timer decay mechanic also inflict forced toxin/slash procs. 

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