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Spacetimer's Custom Forge - Lunar Surge, Keelok


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Batch 1:

Three quick weapon concepts to start with: A sonic shotgun, a napalm launcher, and an infested parasite rifle. Enjoy!

Canera


Firing blasts of highly pressurized air, the Tenno-made Canera is a potent close-quarters weapon.

Weapon Type: Shotgun
Damage: 225 Blast
Status: 10% (100% Impact)
Critical: 5% / x1.5
Fire Rate: 1.0
Clip Size: 1
Reload Speed: 1.0

The Canera fires a cone of pressurized air (with an animation and width similar to Valkyr's Paralysis, and a range of ~10m), which has a 100% impact proc. Although lacking innate punch through and having a short range, it rewards short-range combat by keeping dangerous close-quarters enemies off you or an objective.



Sulfuk


The Sulfuk is a customized version of the Grineer napalm launcher, trading efficiency for greater temperatures.

Weapon Type: Launcher
Damage: 750 Heat
Status: 15%
Critical: 10% / x1.5
Fire Rate: 1.0
Clip Size: 5
Reload Speed: 4.0

As with the Napalms, Sulfuk launches a fireball-like projectile in a heavy arc. The fireball has a lifespan of 6 seconds, and will lose 20% of its maximum damage every second. The projectile travels through any enemy it hits, dealing full damage, until it hits a surface. Once it hits a surface, the fireball clings to it, dealing continuous damage to any enemy that passes through it.



Voris


Parasitic growths fired by the Voris devour enemies from the inside out.

Weapon Type: Rifle
Trigger: Semi-Automatic
Damage: 55 Poison
Status: 20%
Critical: 15% / x2.0
Fire Rate: 5.0
Clip Size: 12
Reload Speed: 2.0

The projectiles fired by Voris have a slight travel time; other than that, it handles similarly to an infested Latron. When an enemy is killed by the Voris, the body part hit is torn apart, generating a health orb.




Batch 2:

Cold Trident and a matter/antimatter gun. Several ideas got reduced and combined into these two weapons.

Benthos


This cryotic-infused trident is designed to empower a Warframe's channeling capabilities.

Type: Melee (Polearm)
Damage: 55 (30P/20S/5I)
Attack Speed: 1.1
Critical: 5% / x3
Status: 15%

Spin: 110
Wall: 85
Jump: 250 (little to no AoE)

Channeling through the Benthos grants +75% damage instead of the usual +50% - this bonus damage is all Cold, and the usual disintegration effect on death is replaced by the freezing death effect of Frost and Glaxion.

----

Notes

Channeling is a gold mine for wierd weapons. Changing the damage type, and tweaking the numbers and animation is just a showcase really. The only other weapon we've seen channel being messed with is Glaive/Kestrel. Will investigate further

As a thrusting weapon, it's less likely to hit a weak spot, but will do a lot more damage if it does (hence the crit multiplier). The huge jump attack damage gives the weapon some more interesting ways of getting up there without detracting too much from the channeling.



Dicta


Salvaged from a discontinued line of experimental Corpus weaponry, the Dicta fires off a barrage of particles that saturate its antiparticle fieldrons.

Weapon Type: Rifle
Trigger: Automatic/Semi-Automatic
Clip Size: 45
Reload Speed: 2.5

Primary Fire:

Damage: 25 (19P/1S/5I)
Status: 10%
Critical: 5% / x1.5
Fire Rate: 10

Secondary Fire (charged in parentheses):

Damage: 75 (375) Radiation
Status: 10% (25%)
Critical: 5% (20%) / x2
Fire Rate: 1
Ammo Consumption: 10

The Dicta consists of a main energy barrel (think Supra) surrounded by two smaller barrels. The primary fire shoots energy bolts from the two smaller barrels; firing in primary mode will charge the secondary mode, seen by the main barrel's glow increasing until it flares when fully charged.

The secondary fire is a single, larger bolt that leaves an energy trail similar to arrows - its stats scale depending on its charge level (see above), reaching maximum charge after 30 shots of the primary fire. Firing the secondary mode immediately discharges the weapon; otherwise it will discharge at half the fire rate (going from full to empty in 6 seconds unmodded) after 1 second or a charge canceling action takes place. Faint vapor coming off the main barrel will indicate if the Dicta is discharging.

----

Notes

The primary fire is a sidegrade to Dera and friends - the secondary fire allows it to deal more focused damage to a single target. In a way this is the opposite of the Quanta - the charge allows high single-target damage rather than spreading the damage across a crowd.

The secondary fire is designed as a bit of a skill-tester: Unmodded, you have 5 shots and 1 second do go from primary fire to a full-damage shot. The secondary fire also starts off worse than the primary fire for damage per ammo, breaking even at ~5 charges. Reload canceling could probably fully kill the charge, but I think there's potential for interesting play if your heavy shot just becomes worse the longer you take to reload/get to high ground/melee attackers etc.

Unsure about the secondary stats. It's meant to reward fully charged shots, but railroading into a crit build just punishes partial shots instead. Also, considering that you're firing while charging, it shouldn't intrude on bow/sniper territory.



Batch 3:

 

Sword/Pistol stance, burst-fire/automatic rifle. A redux of two fairly complicated ideas that turned out comparatively simple.

Lunar Surge (Sword and Pistol)



This is an alternative stance for longswords. While equipped with a pistol, the pistol will be wielded in the other hand, allowing it to be fired. Right-click blocks and zooms, firing the pistol replaces channeling.

Devouring Crescent: EEEE
==> The first two hits are wide horizontal slashes. The last two are quick, short slashes at the head, with the fourth inflicting a Bleed proc.

Sudden Eclipse: EE-pause-E-fire
==> After the pause, the third hit is a jab at the face, stunning the target for a very brief period (~1s). The first shot with the pistol in this time will have a 100% crit chance, and if that shot is a headshot, the target is blinded for 8s.

Thundering Harvest: EEE-blockE-fire
==> The fourth hit is a double hit: a knockback with the hilt of the sword (100% Impact, -50% damage), and a quick downward slash (x2 damage). Shooting the target immediately after staggers them, opening up a finisher.

 

Notes

 

I wanted the combos to be useful without a gun, but still encourage interplay. The general theme is to get the opponent off-guard with one and follow through with the other. Custom "procs" like blinding is also interesting design space.

 

Originally I had gun and blade as its own weapon type (Nami Luna), but logistical problems aside, allowing your own combinations is just more interesting.

 



Keelok


The Keelok's compound firing mechanism is designed to switch rapidly between continuous barrages and precise, devastating bursts.

Weapon Type: Rifle
Trigger: Automatic/Release

Damage: 50 (20P/15I/15S)
Critical: 10%/x1.5
Status: 10%

Fire Rate: 7.5
Clip Size: 45
Reload Speed: 2.0

The Keelok's primary fire is of little interest, other than its fairly low recoil. When zoomed in, holding the primary fire button will charge shots similarly to the Stug (up to 10, charges at same rate as fire rate). When the trigger is released, the bullets are fired in a burst at twice the fire rate.

Notes

I wanted to build something that's a simple compromise between crowd control and high single-target damage. The approach taken here was to let you mow down crowds with the primary fire, then "charging" a heavy shot for bursting down heavy targets. A bit like a bow, but with a lot more emphasis on the crowd mowing part (and a lot less on the heavy single target damage). 500 damage is high for a charge shot, but the crit is low and the slight recoil may scatter some of the damage off-target.

Edited by Spacetimer
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(Blargh, accidentally wiped this post again. Third time's the charm.)

The recent surge in quirky Tenno Reinforcements has got me really excited. Got quite a few in the works, will post them as they are refined:

Batch 2: Cold trident, Matter/Antimatter rifle

Benthos


This cryotic-infused trident is designed to empower a Warframe's channeling capabilities.

Type: Melee (Polearm)
Damage: 55 (30P/20S/5I)
Attack Speed: 1.1
Critical: 5% / x3
Status: 15%

Spin: 110
Wall: 85
Jump: 250 (little to no AoE)

Channeling through the Benthos grants +75% damage instead of the usual +50% - this bonus damage is all Cold, and the usual disintegration effect on death is replaced by the freezing death effect of Frost and Glaxion.

----

Notes

Channeling is a gold mine for wierd weapons. Changing the damage type, and tweaking the numbers and animation is just a showcase really. The only other weapon we've seen channel being messed with is Glaive/Kestrel. Will investigate further

As a thrusting weapon, it's less likely to hit a weak spot, but will do a lot more damage if it does (hence the crit multiplier). The huge jump attack damage gives the weapon some more interesting ways of getting up there without detracting too much from the channeling.



Dicta


Salvaged from a discontinued line of experimental Corpus weaponry, the Dicta fires off a barrage of particles that saturate its antiparticle fieldrons.

Weapon Type: Rifle
Trigger: Automatic/Semi-Automatic

Clip Size: 45
Reload Speed: 2.5



Primary Fire:

Damage: 25 (19P/1S/5I)
Status: 10%
Critical: 5% / x1.5
Fire Rate: 10

Secondary Fire (charged in parentheses):


Damage: 75 (375) Radiation
Status: 10% (25%)
Critical: 5% (20%) / x2
Fire Rate: 1
Ammo Consumption: 10

The Dicta consists of a main energy barrel (think Supra) surrounded by two smaller barrels. The primary fire shoots energy bolts from the two smaller barrels; firing in primary mode will charge the secondary mode, seen by the main barrel's glow increasing until it flares when fully charged.

The secondary fire is a single, larger bolt that leaves an energy trail similar to arrows - its stats scale depending on its charge level (see above), reaching maximum charge after 30 shots of the primary fire. Firing the secondary mode immediately discharges the weapon; otherwise it will discharge at half the fire rate (going from full to empty in 6 seconds unmodded) after 1 second or a charge canceling action takes place. Faint vapor coming off the main barrel will indicate if the Dicta is discharging.

----

Notes

The primary fire is a sidegrade to Dera and friends - the secondary fire allows it to deal more focused damage to a single target. In a way this is the opposite of the Quanta - the charge allows high single-target damage rather than spreading the damage across a crowd.

The secondary fire is designed as a bit of a skill-tester: Unmodded, you have 5 shots and 1 second do go from primary fire to a full-damage shot. The secondary fire also starts off worse than the primary fire for damage per ammo, breaking even at ~5 charges. Reload canceling could probably fully kill the charge, but I think there's potential for interesting play if your heavy shot just becomes worse the longer you take to reload/get to high ground/melee attackers etc.

Unsure about the secondary stats. It's meant to reward fully charged shots, but railroading into a crit build just punishes partial shots instead. Also, considering that you're firing while charging, it shouldn't intrude on bow/sniper territory.




Things I'm currently toying with: Weakspot pistol, Nami Magnus. Soon.

Edited by Spacetimer
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  • 1 month later...

Batch 3: Sword and Pistol stance, Charge Burst Rifle

 

Lunar Surge (Sword and Pistol)

 

This is an alternative stance for longswords. While equipped with a pistol, the pistol will be wielded in the other hand, allowing it to be fired. Right-click blocks and zooms, firing the pistol replaces channeling.

 

Devouring Crescent: EEEE

  ==>  The first two hits are wide horizontal slashes. The last two are quick, short slashes at the head, with the fourth inflicting a Bleed proc.

 

Sudden Eclipse: EE-pause-E-fire

  ==>  After the pause, the third hit is a jab at the face, stunning the target for a very brief period (~1s). The first shot with the pistol in this time will have a 100% crit chance, and if that shot is a headshot, the target is blinded for 8s.

 

Thundering Harvest: EEE-blockE-fire

  ==>  The fourth hit is a double hit: a knockback with the hilt of the sword (100% Impact), and a quick downward slash (x2 damage). Shooting the target immediately after staggers them, opening up a finisher.

 

Notes

 

I wanted the combos to be useful without a gun, but still encourage interplay. The general theme is to get the opponent off-guard with one and follow through with the other. Custom "procs" like blinding is also interesting design space.

 

Originally I had gun and blade as its own weapon type (Nami Luna), but logistical problems aside, allowing your own combinations is just more interesting.

 

 

Keelok

The Keelok's compound firing mechanism is designed to switch rapidly between continuous barrages and precise, devastating bursts.

 

Weapon Type: Rifle

Trigger: Automatic/Release

 

Damage: 50 (20P/15I/15S)

Critical: 10%/x1.5

Status: 10%

 

Fire Rate: 7.5

Clip Size: 45

Reload Speed: 2.0

 

The Keelok's primary fire is of little interest, other than its fairly low recoil. When zoomed in, holding the primary fire button will charge shots similarly to the Stug (up to 10, charges at same rate as fire rate). When the trigger is released, the bullets are fired in a burst at twice the fire rate. 

 

Notes

 

I wanted to build something that's a simple compromise between crowd control and high single-target damage. The approach taken here was to let you mow down crowds with the primary fire, then "charging" a heavy shot for bursting down heavy targets. A bit like a bow, but with a lot more emphasis on the crowd mowing part (and a lot less on the heavy single target damage). 500 damage is high for a charge shot, but the crit is low and the slight recoil may scatter some of the damage off-target.

Edited by Spacetimer
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