Lukap99 Posted September 10, 2014 Share Posted September 10, 2014 (edited) 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 equippedLethal 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 - rareDropped 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 September 11, 2014 by Lukap99 Link to comment Share on other sites More sharing options...
Azawarau Posted September 10, 2014 Share Posted September 10, 2014 Theyre both clearly too powerful... Link to comment Share on other sites More sharing options...
Zero.No.Hikari Posted September 10, 2014 Share Posted September 10, 2014 So if I get both I can have pure red crits on Sniper rifles...............nah man you insane those mods are kinda OP Link to comment Share on other sites More sharing options...
Lukap99 Posted September 11, 2014 Author Share Posted September 11, 2014 Theyre both clearly too powerful... So if I get both I can have pure red crits on Sniper rifles...............nah man you insane those mods are kinda OP Mods are noted for OP. Time to load up the nerf gun. Link to comment Share on other sites More sharing options...
msterforks Posted September 11, 2014 Share Posted September 11, 2014 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. Link to comment Share on other sites More sharing options...
ra9una Posted September 11, 2014 Share Posted September 11, 2014 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. Link to comment Share on other sites More sharing options...
Yirktos Posted September 11, 2014 Share Posted September 11, 2014 The only sniper mods we actually need are:+N% Crit Chance on headshot. +N% Chance of explosion (preferably maxed at 100%) on headshot. Link to comment Share on other sites More sharing options...
Lukap99 Posted September 11, 2014 Author Share Posted September 11, 2014 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. Link to comment Share on other sites More sharing options...
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