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[Weapon Concept] : Liquid Weapon Set


(PSN)Un4Seen_______
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So unlike other weapons already in the game, these two change their types based on the mods added to them, so the Primary can be either a Rifle or a Shotgun, while the Melee can be a Whipe, a Dagger or a Sword/Spear based on the mods added to them, this adds a unique take on the modding of weapons in the game, rather than most pretty much being modded in the same way.

 

Primary
Type: Rifle/Shotgun - Becomes a rifle if the 1st mod equipped is a rifle mod and becomes a shotgun if the 1st mod equipped is a shotgun mod (once 1 variant of a mod is added the other variant can't be added).

Dmg Types & Function - Slash/Puncture/Impact - higher puncture +impact -slash for rifle as its more like a beam (witch maxed ice mod puncture goes up, slash is added and impact is reduced) and higher Impact -puncture -slash for shotgun as its no longer a beam and is more of a spread, however puncture and slash gets added to the high impact if a maxed cold mod is added.

Crit (more for shotgun)

Status (more for rifle)

Design - Has a nozzle that is more closed when set to rifle for a beam then opened up for the shotgun for spread, adding more spread will cause the nozzle to open up more.

-Nozzle - Ones that look more spiral with overlapping plates that also closes n opens a lot more than what is in this image.

AppropriateLinedHypacrosaurus.gif


-Has a few extras that gets added to the Warframe when equipped like something that carries liquid and pump kind of like a flamethrower but more of a sleek design and not just a tank on the back.

-No reloads (shoots directly for total ammo - shown on hud)
-Has those tube/vial things in the top, one for each element mod added along with the appropriate color and effect
-Has slots in the top for vials, vials are clear and are the color(s) and effect of the element it contains, vials are only on the weapon per added element, as the weapon does not require reloading to fire there is however a reload for the vials, as they are clear you can see when they are getting low, has no ammo count digits on the hud.

-Something like these for how the viales would be but 2 on each side of the top.


freezegunFPVfin.jpg6i7bk5.jpg


Maxed Cold Mod - changes the liquid to ice shards.
Non-Maxed Cold Mod - mix of liquid and ice, can be used to balance out the dmg types.

Trigger - Held/Auto (or maybe could b semi-auto for the shotgun config instead of auto).

Polarity - Vazarin x1 + Madurai x1

 

Examples of how the beams & spread works:





 

 

Melee
Type: Whip/Sword/Dagger/Spear

 

-Liquid / Ice Whip (without cold maxed mod) - Impact / Slash with non-maxed cold mod.

-Ice Dagger (with maxed cold mod) - Slash.

-Ice Sword or Ice Spear (with maxed cold mod + rang mod) - Slash if sword and puncture if spear, undecided on the sword or spear thing.

 

Stance is determined based on if there's a maxed ice mod equipped or not instead of making a unique stance for the weapon.

How it works - Whip becomes a Sword/Spear with maxed cold Mod and dmg type goes from high impact and low slash to high slash or puncture and low impact (if the cold mod that is on the whip is not maxed then it will become a razor whip because of the bits of jagged ice formed on it it won't be smooth anymore hence the slash).
 

Passives/Features

-Cold mods affect the way weapons work and their dmg.

-Electric mods are greatly amplified because the weapons are liquid base.

-Heat mods are greatly amplified because the weapons are liquid base.

-Toxin turnes the liquid into a sort of acid.

-Liquid in weapon changes to benefit the mods equipped, e.g. Liquid changed to a sort of fuel/accelarant/flamable liquid for heat mods while electric mods would work best with mercury (which is also toxic) or an acidic liquid meaning toxic mod would help this...basically what this says (more google search links) http://tinyurl.com/z5chnll (these are just examples, as travel goes beyond just our planet meaning it is highly likely there are better liquids to take advantage of).

-Blast Dmg, we all know about that liquid (nitroglycerin) that explods on impact.

-Ammo used cut in half with Hydroid.

-Has chance of messing with electronic weapons n enemies (maybe a passive proc).

-It is said that water revitalise, u can sacrifice ammo for HP (only when set to H2O and holstered, does not work with melee).

-Poddles created by enemis dripping does dmg to enemes that pass through it.

-Can shoot the ground creating puddles.

 

Left out the pistol, think there's enough here as it is, please leave your feedback, what you would change, add, remove and just how you would generally improve these weapon, sorry there's no art, if anyone is interested in doing a few quick concept sketches that'd be fine.

 

Also taking name suggestions (liquid based words), only one I have so far is Aqueous.

 

Edited by (PS4)Un4Seen_______
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