se05239 Posted May 7, 2013 Share Posted May 7, 2013 With the introduction of the Thunderbolt mod, for Paris, there might be a future for weapon-specific mods. Submit suggestions here and perhaps DE will draw inspiration from your posts. Link to comment Share on other sites More sharing options...
se05239 Posted May 7, 2013 Author Share Posted May 7, 2013 I have one suggestions that I will add, as a starter. Velocity Amplifier (Snipertron) - Each bullet can pass through 1/2/3/4 enemies. Each bullet will do 25% less damage per enemy. (Rare) Link to comment Share on other sites More sharing options...
Limekim Posted May 7, 2013 Share Posted May 7, 2013 Ammo Surge: Gorgon, 50% more ammo found, (thats 35 ammo found in rifle ammo drops instead of 20) Link to comment Share on other sites More sharing options...
se05239 Posted May 7, 2013 Author Share Posted May 7, 2013 Killer Instinct (Glaive) - The glaive will slightly home in on the enemy you aimed at when it is thrown (will not home in if you didn't aim at anyone), also, the first enemy it hits will take 8/16/24/32% increased damage. Link to comment Share on other sites More sharing options...
Einsig_SV Posted May 7, 2013 Share Posted May 7, 2013 (edited) Whirling Death [RARE] (Short Melee): Attack speed and Melee Damage increase by 10/12/14/16% with successive normal attack hits, stacking 3/4/5/6 times. This buff persists for 3 seconds. Explanation: Landing normal attacks will stack and refresh the buff timer. All melee actions will benefit from the attack speed, but charge attacks will not benefit from the damage increase as it is Melee Damage, which does not apply to charge attacks. This can still be used to greatly increase the swing speed of your charge attacks while the buff persists. Edited May 9, 2013 by Ion_Sig Link to comment Share on other sites More sharing options...
Argoms Posted May 7, 2013 Share Posted May 7, 2013 (edited) Bolt stabilizer- Increases boltor/bolto precision Extreme precision- Increase snipetron/latron damage when hitting weak spots I have one suggestions that I will add, as a starter. Velocity Amplifier (Snipertron) - Each bullet can pass through 1/2/3/4 enemies. Each bullet will do 25% less damage per enemy. (Rare) The puncture mod effectively does this (metal auger), it just needs a buff at the moment. Edited May 7, 2013 by Argoms Link to comment Share on other sites More sharing options...
ValhaHazred Posted May 7, 2013 Share Posted May 7, 2013 Slugger (Hek) - the shot is replaced with solid slugs that deal 130 damage and have no damage falloff. Absorption (Glaive) - the glaive has a chance to take on any elemental effects it comes into contact with (enemies on fire, a cryo level, a toxic ancient). The damage is superior to a specific damage mod of the same level, but only lasts for one attack. - I don't know how doable this one is, but Dark Sector had it. Link to comment Share on other sites More sharing options...
Einsig_SV Posted May 7, 2013 Share Posted May 7, 2013 (edited) Group Takedown (Daggers): Execution and Stealth Attacks launch throwing daggers at 3/4/5/6 enemies within 4/8/12/16 meters. Edited May 9, 2013 by Ion_Sig Link to comment Share on other sites More sharing options...
Xrylene Posted May 8, 2013 Share Posted May 8, 2013 (edited) Whirling Death [RARE] (Short Melee): Attack speed and Crit Chance increase by 8/10/12/14% with successive hits, stacking 3/4/5/6 times. Charging will discontinue this bonus. No. We do not need more random chance in this game, and we don't really need a mod that only encourages mashing the E key. I get that people want to not just use charged attacks all the time, but what about all of the other non-charged techniques, like sliding attacks and ground slams? Do those not matter? Is the only distinction whether you press E over and over again or if you hold it? Everyone else has some nice ideas, tossed a few upvotes around to support them. I especially like the Group Takedown one. Argoms, I feel as if both of the ones you suggested could be made into general mods, actually, perhaps even combined. In other threads there have been discussions about changing critical damage into bonus damage against vital areas, and possibly converting critical chance mods into accuracy mods. Edit: As for my own mod suggestion. Single Melee: Blade Whirl: Adds the multihit property when using slide attacks, additionally increases slide attack distance by 1/2/3/4/5/6 meters. Edited May 8, 2013 by Xrylene Link to comment Share on other sites More sharing options...
Kobalt Posted May 8, 2013 Share Posted May 8, 2013 Bolt-Action (Snipetron) - Reload speed is reduced by the % of ammo remaining in the clip. Descend (Ankyros) - The damage magnitude of jump attacks is increase relative to fall height. Unstable Ammo (Bronco) - Reloading has a chance to cause a radial burst of pellets. Umbra (Dark Dagger) - Killing a target has a chance to blind all nearby enemys for X seconds. Chance greatly increased on stealth kills. Parry (Pangolin Sword) - Blocking drains stamina at a lower rate and is more effective. Link to comment Share on other sites More sharing options...
ArcLightCRO Posted May 8, 2013 Share Posted May 8, 2013 Buck&Slug (Strun) - Changes the standard shot of X pellets into 1 Slug that does AP and Y Buckshot (so if X is currently 15, Y would be 2/3 so 10, you are basicly trading 5 current pellets for 1 accurate slug that does 2.5xdmg (so dmg as 2 and half pellets) that ignores armor. Link to comment Share on other sites More sharing options...
LasersGoPewPew Posted May 8, 2013 Share Posted May 8, 2013 (edited) Autoloader (Boar)-every shot fired has a chance to automatically load another shell into the clip Edited May 8, 2013 by LasersGoPewPew Link to comment Share on other sites More sharing options...
Qb3rt Posted May 8, 2013 Share Posted May 8, 2013 Burston mod --- hit a target with all three burst shots & target explodes for light AoE damage. Link to comment Share on other sites More sharing options...
se05239 Posted May 9, 2013 Author Share Posted May 9, 2013 The puncture mod effectively does this (metal auger), it just needs a buff at the moment. Until it gets a buff, this is a solid suggestion, though. Tungsten (Grakata) - Each bullet that crits gets innate armor piercing, as well as dealing bonus 5/10/15/20% damage. (Rare) Link to comment Share on other sites More sharing options...
Einsig_SV Posted May 9, 2013 Share Posted May 9, 2013 (edited) Shakedown (Fragor) - Jump attacks shake the ground, continuing to damage enemies for 15/30/45/60% damage per second for 3 seconds. Ring Out (Fist/Staff) - Charge attacks send enemies flying. Enemies that collide with walls or objects are stunned for 1/1/2/2 seconds and take 25/50/75/100% extra damage. Edited May 9, 2013 by Ion_Sig Link to comment Share on other sites More sharing options...
Cestus Posted May 9, 2013 Share Posted May 9, 2013 (edited) Air Hike - Jump 10/15/20% Higher Showdown (Lex) - Your last bullet in every magazine isn't affected by any of your weapon mods but it does 350/400/450% damage. Guaranteed crit. Long Reach (1h melee) - Charge and normal attacks hit 1/2/3 more enemies. Edited May 9, 2013 by Cestus Link to comment Share on other sites More sharing options...
Morte_de_Angelis Posted May 9, 2013 Share Posted May 9, 2013 Showdown (Lex) - Your last bullet in every magazine isn't affected by any of your weapon mods but it does 350/400/450% damage. Guaranteed crit. . YES PLEASE! :D Link to comment Share on other sites More sharing options...
Mustemploy Posted May 9, 2013 Share Posted May 9, 2013 (edited) Overheat (Gorgon) - When low on ammo, fire rate is increased by 30/35/40/45/50% and has 30/35/40/45/50% fire damage. It will activate when you are on your last magazine/clip. Edited May 9, 2013 by Mustemploy Link to comment Share on other sites More sharing options...
Ditsydoo Posted May 9, 2013 Share Posted May 9, 2013 Puglist (Fist Weapons) - For each rank increase has a chance to do a double punch combo with damage based on charge.. (10%, 25%, 40% etc) Link to comment Share on other sites More sharing options...
se05239 Posted May 9, 2013 Author Share Posted May 9, 2013 Vibro-Edge (Swords) - Grants Innate Armor Piercing on normal attacks and increases crit damage by 8/16/24/32%. (Rare) Link to comment Share on other sites More sharing options...
MoonicusMaximus Posted May 9, 2013 Share Posted May 9, 2013 Armour Shred (Grakata) - Every 3rd consecutive hit on the same target adds 20% more damage and 50% armor piercing damage to the next shot. Intense Focus (Latron) - Every consecutive headshot adds 2% damage to the next shot. Stacks indefinitely but loses stacks upon missing a headshot. Steady Hand (Burston) - Reduces recoils during 3-shot burst, but adds recoil to period after shots fired. Link to comment Share on other sites More sharing options...
se05239 Posted May 10, 2013 Author Share Posted May 10, 2013 Great Cleave (Two Handed) - Damage increased by 2/4/6/8% per enemy hit during each attack, charge attacks included. Reset on every attack. Link to comment Share on other sites More sharing options...
MrPeaches777 Posted May 10, 2013 Share Posted May 10, 2013 Razor's Edge (Glaive): The Glaive can cut straight through 1/2/3/4 enemies before returning. Link to comment Share on other sites More sharing options...
se05239 Posted May 11, 2013 Author Share Posted May 11, 2013 Been thinking about some more ideas, gonna add them. World Breaker (Fragor) - Changes charge-attack to an overhead smash that shakes the ground, knocking enemies back and down. Damage decreases the longer enemies are from the center of impact. Increased levels increases the AoE (and stretches damage reduction). (Rare) Aerial Dominance (Glaive) - Increases flight speed by 25/50/75/100%. (Uncommon) Overheat (Grakata) - Increases base magazine size by a flat 10/20/30/40 rounds and increases damage dealt by 1% for each missing ammo in magazine. (Rare) Overheat_v2 (Grakata) - Increases damage dealt by 1.25/2.5/3.75/5% per bullet fired until stopping firing or reloading. (Rare) Link to comment Share on other sites More sharing options...
bl4ckhunter Posted May 11, 2013 Share Posted May 11, 2013 (edited) Explosive-Nanobots(Jaw Sword): enemys killed have a 12.5/25/37.5/50% of exploding on death, enemys killed by the jump attack always explode. i think that if we have so many mods tied to a weapon we need to make them drop only by specific bosses similiar to warframe schematics Edited May 11, 2013 by bl4ckhunter Link to comment Share on other sites More sharing options...
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