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Some Sniper Mods I Thought Up.


Lukap99
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I will update the values to something more reasonable tomorrow, following your suggestions.

 

Cranium cleanse

Reward for finishing 3 Grineer nightmare missions with any sniper weapon

+30% / +50% / +80% Critical chance

+20% / +30% / +40% bonus physical damage

*Bonuses only apply on headshot

*Heads get blown off completely a la hitman's heatmarker with this mod equipped

Lethal precision

Reward for finishing 3 Corpus nightmare missions with any sniper weapon.

 

+10% / +20% / +30% Critical chance

-10% / -30% / -50% Recoil

+30% / +40% / +50% firerate

 

*Bonuses only apply if firing through scope
 

Distant demise

Uncommon mod dropped by Ballista (these gals should really get their AI checked, they act like lancers)

 

*the further the enemy, the higher damage your shot has.
I can't figure out any formula by which this should get it's damage calculated, but I think DE can figure something out.

 

Thermal scope

Aura - rare
Dropped by Sniper crewman

 

Highlights enemy weakspots if using the scope/ironsights

 

+20% / +30% / +40% critchance if weakspots are hit

 

 

 

Have you guys ever noticed how all mods are just always active? I figure some mods would have some special requirement for activating it's bonuses, so I made this.

Also, if anybody from DE reads this thread, please note that sniper enemies act like close range enemies.
Just thought that you'd want to know that.

 

 

CHANGELIST

 11.09.2014

-Added firerate increase for Lethal Precision.

-Buffed cranium cleanse to 30% / 50% / 80% critical chance.

*NEW*

-Added thermal scope.

-Added bold text to "+/- n%".

-Added pluses to "+/- n%".

Edited by Lukap99
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150% + 40% + 30% = 220%

25% * 320% = 82.5% crit chance after THREE mods, two of which could have potentially been elemental mods. No red crits here.

 

These are not OP in any way. In fact, I think the first is slightly underpowered, while the second is really lacking. The way current fire rate is set on snipers, recoil settles before the next shot can even be fired. If the second increased fire rate as well, it would definitely be worth considering.

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The idea of a headshot only mod could be cool, like, remove all crit chance but guaranty's red crits on headshots.

I'd really like a thermal/x-ray scope mod for snipers.

 

Theyre both clearly too powerful...

But they're snipers........ they could deal 1000000% damage and heal and 90%of people still wouldn't use them.

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150% + 40% + 30% = 220%

25% * 320% = 82.5% crit chance after THREE mods, two of which could have potentially been elemental mods. No red crits here.

 

These are not OP in any way. In fact, I think the first is slightly underpowered, while the second is really lacking. The way current fire rate is set on snipers, recoil settles before the next shot can even be fired. If the second increased fire rate as well, it would definitely be worth considering.

Aaaand finally we have someone who did the math and knows his stuff.

Your feedback is greatly appreciated.

 

...Now if only I remembered what the previous values were.

Darn, I should really start giving my threads a "change list". Starting now.

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