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[Suggestion] Cursed Weapon Sets


matrixEXO
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Cursed Weapons are unique weapons that give players more power than other weapons in compensation with negative effects that are always active. Cursed weapons would be ClanTech R&D weapons specifically geared towards higher-end personal challenges where the player sets their own goals on how they would like their challenge to be other than Defense's bullet-soaking fights.

 

 

Examples:

Blight

Type: Longsword

Damage: 40

Charged Damage 125

Attack Speed: 1.2 aps

Charge Speed: 1.0s

 

Accuracy: 100.0

 

Crit Chance: 5%

Crit Damage: +100%

 

Starting Polarity: None

Multi-Hit: Yes

Weapon Specialty: While equipped, armor is set to 1.

 

 

Ghast

Type: Pistol
Sub-type: Full-Auto

 

Damage: 30

Rate of Fire: 10.0 rps

 

Magazine Size: 20

Reload Time: 1.8s

 

Accuracy: 10.0

 

Crit Chance: 10%

Crit Damage: +100%

 

Starting Polarity: None

Weapon Specialty: Each bullet fired consumes 1 power. If there is no power, the bullets fired does half the damage.

 

 

Nightmare

Type: Shotgun

Sub-Type: Triple-shot

 

Damage: 120

Rate of Fire: 3.0 rps (1 pull per second)

 

Magazine Size: 9

Reload Time: 2.0s

 

Pellet Count: 8

Accuracy: 10.0 (Tight Spread)

Damage Falloff Start Point: 10m

Damage Falloff Amount: 2.5% loss per meter

Damage Falloff End Point: 30m

 

Crit Chance: 5%

Crit Damage: +100%

 

Starting Polarity: None

Weapon Specialty: Upon firing, all 3 shells are fired simultaneously. Each time the gun is fired, the user's shields are reduced by 48. If the shield's value is 0, each pellet fired increases the time before the shield starts to recover by 0.1s instead.

 

 

Enigma

Type: Rifle

Sub-type: Combat

 

Damage: 70

Rate of Fire: 8.0 rps

 

Magazine Size: 10

Reload Time: 2.4s

 

Accuracy: 20.0

 

Crit Chance: 15%

Crit Damage: +50%

 

Starting Polarity: None

Weapon Specialty: When fired, the next round will deal 5 less damage but increases crit chance and damage by 15% and 50% respectively. Upon landing a crit, the gun goes into rest and cannot be fired for 3s and must remain on hand or the gun increases this duration for each second it is off the hand. The cooldown duration does not tick down while out of combat (enemy shots being fired at you or you shooting at enemy).

 

 

Death

Type: Sniper Rifle

Sub-Type: Bolt-action

 

Damage: 200

Rate of Fire: 0.7 rps (This is the time taken to cycle the bolt on the gun)

 

Magazine Size: 5

Reload Time: 4.2s

 

Accuracy: 100.0

 

Crit Chance: 20%

Crit Damage: +100%

 

Starting Polarity: None

Weapon Specialty: When fired, reduces health by 20. If this gun crits, the health reduction is increased to 40. This gun can kill the wielder.

 

What do you guys think? Want the challenge? Don't want the challenge? Some more balancing on my numbers that are supposed to be taken with a pinch of salt?

Edited by matrixEXO
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Why would people use these?

For the challenge. I know some people push themselves to play with bad guns (like no-zoom Bronco) but this is to bring it to a whole other level. A challenge set within the weapon, to show people that they will not break you. To prove to many that even these guns cannot hurt you.

 

Simply put it, they are guns meant for people seeking challenges that are non-conventional. Optional challenges self-placed on yourself rather than challenges placed by the game itself.

Edited by matrixEXO
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just use stock warframes and weapons, no mods

 

a challenge shouldnt even be based on dmg dealt or how much u can tank and spank

 

there should be mechanics where the player has to think, games like Dark Souls have brought difficulty and challanges to the maximum

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Sounds unpalatably fantastical as worded, basic concept is just an extreme case of specialisation, which is fine. Actual examples would be difficult to rationalise lore-wise, and a bit pointless. If you want a challenge try playing through without redirection/vitality/steel fiber

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Ill bump this solely because of the creativity of thinking outside just weapon modifications.

 

Mostly because a weapon negative transposed onto a Warframe can create overpowered or hilarious builds, trinity with death sniper.  

 

While the balance might need to be heavily altered, and possibly changed to percentages instead of flat amounts, overall I love the idea.

 

*Lore wise can be quite accommodating at the moment (because we know so little about the lore, until E3), I could think of one or two decent ways, such as spawns of prime weapons that the Infected degraded over time causing malfunctions and anomalies thus hurting the Warframe on use.

Edited by Slyver
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Ill bump this solely because of the creativity of thinking outside just weapon modifications.

 

Mostly because a weapon negative transposed onto a Warframe can create overpowered or hilarious builds, trinity with death sniper.  

 

While the balance might need to be heavily altered, and possibly changed to percentages instead of flat amounts, overall I love the idea.

 

*Lore wise can be quite accommodating at the moment (because we know so little about the lore, until E3), I could think of one or two decent ways, such as spawns of prime weapons that the Infected degraded over time causing malfunctions and anomalies thus hurting the Warframe on use.

Thanks. Might be the case since it does present some issues with some frame designs but I believe that Trinity's immortality is going to be removed? The devs were touching on Trinity's immortality during the talk on the Iron Skin in the latest livestream.

 

Apart from that, I feel that the game itself needs some weapon that is not purely underpowered and yet does some negative effects onto the frame or weapon itself. These are just examples while I'm pretty sure the devs can make a good design out of the concept. Which reminds me, I didn't tack the word Example before the spoilers. My bad.

 

just use stock warframes and weapons, no mods

 

a challenge shouldnt even be based on dmg dealt or how much u can tank and spank

 

there should be mechanics where the player has to think, games like Dark Souls have brought difficulty and challanges to the maximum

I would like to see you run what you suggested on Solo, Pluto Exterminate. And tape it or record it or whatever to prove it. Not everyone would agree that underpowering your character is the best way to even play for a challenge. Self-designed challenges comes when you decide to put yourself in a disadvantage that does not cause an impossibility to accomplish anything.

 

With these weapons, I believe that people would be a bit cautious with how they play but not to the point where they cannot do anything. And given that they aren't must-get weapons, only collectors, completionists and challengers would ever touch them. It's a win-win scenario since it requires the people to be in a Clan and would thus means that they spent enough time to actually learn the game enough to warrant such a challenge. If need to, why not tack a player rank 9 onto those weapons so only those who have progressed far enough can use them. I see no harm in giving people some challenge while accompanied by a massive spike on power. You know what they say: With power comes responsibility.

Edited by matrixEXO
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