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Elemental Specialist Mods


Mortarion
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I'm sure 100% of the WF population is guilty of Rainbow modding their weapons (i.e having all elements). While this is fine for the short term, at higher level location and defense waves, it has greatly diminishing returns. Also, it's getting tiring to see enemies burning while freezing while being electrocuted =p.

 

My idea is to have mods that grant special bonuses to weapons that have been solely modded to one of the 5 (or 4 if you don't count poison). This way the different elements are equally viable at higher levels and adds a new layer of teamwork/gameplay.

 

For example, in order to equip the Specialist mod you would need to have

 

- At least a level 3 mod of chosen element

- Have only that element equipped

 

My ideas for Specialist Mods:

 

-Armor Piercing: Ripper Rounds

High velocity rounds that fragment upon penetration, which causes Metal Auger to lose its effect. Deals stackable X% of base damage bleed for Y seconds. Non armor piercing weapons deal 1.2X damage to bleeding target.

 

-Electricity: Tesla Rounds

Rounds build up a charge on the target. Once the threshold is reached, the target will be shocked for an amount of damage and will arc to X amount of enemies Y meters away.

 

-Fire: Lavacore Rounds

Rounds that have been hollowed and filled with a viscous and highly flammable liquid. Upon impact, bullets explode and randomly spews flaming liquids over Y meters depending on weapon class. Pools of liquid remain and burn targets that travel over them for X damage until the pool burns out after Y seconds

 

-Cryo: Crystallization Rounds

Super cooled rounds that cause specific points of target to freeze. In addition to slowing target, the target will have large ice crystals grow from their body. The ice crystals will explode when shot dealing X damage, 2X damage to shields and have a Y% chance of causing additional ice crystals forming on nearby enemies.

 

-Poison: Biological Warfare Suite

Torid rounds receive extra damage, larger poison clouds, X% Multishot, and deal poison damage at an increased rate.

Acrid rounds will fire weaponized Infested. In addition to dealing default poison damage, it has a chance to cause the target to become infested and attack all targets and possibly spread the Infestation.

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Acrid rounds will fire weaponized Infested.

You're saying I could literally shoot chargers from my pistol? WHERE DO I GET ONE?

a more serious note, these ideas are great, but they would probably require a crapload of choding and wind up being unused due to complexity and simply not doing as much damage as easily.

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Lolwut, rainbow (or Chromatic as I prefer to call them) builds suck on all the weapons I use O_o

 

Crit builds are where it's at for snipers and vipers =P And for Despair or any of my melee weapons, I'd lose out of the utility of things like Reach, Gunslinger, etc.

 

 

 

 

Though interesting ideas, the current armor scaling basically S#&$s all over anything that isn't AP, Poison, Serrated Blade, or Physics Impact. Cold only gets a free pass because nobody likes trying to hit those god damn osprey when they're using a projectile weapon.

Edited by TheBlueJelly
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Bumping this thread. I, for one, really like this idea and think it needs more attention.

 

Though interesting ideas, the current armor scaling basically S#&$s all over anything that isn't AP, Poison, Serrated Blade, or Physics Impact.

 

You do realise that DE is planning on fixing armour scaling, right?

 

Also, about the Cryo speciality, how about having it freeze enemies solid once you've put enough rounds in them?

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You do realise that DE is planning on fixing armour scaling, right?

 

They've gone this long without fixing it, when at least a stopgap is relatively simple (lower the exponent, add elemental weaknesses to armor ignore lists (fire for infested, electric for corpus), etc). They knew that the current formulas were designed to cap at lv60-70 and not go higher. And that was a looooong time ago.

 

Honestly I'm going to be surprised if they ever actually fix it. Do I want them to fix it? Yes. But I ain't holding my breath.

 

 

 

Oh and if I wasn't clear... I actually like these ideas, it's just that until they fix armor scaling, that's all they're ever going to be: interesting ideas.

Edited by TheBlueJelly
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They've gone this long without fixing it, when at least a stopgap is relatively simple (lower the exponent, add elemental weaknesses to armor ignore lists (fire for infested, electric for corpus), etc). They knew that the current formulas were designed to cap at lv60-70 and not go higher. And that was a looooong time ago.

 

Honestly I'm going to be surprised if they ever actually fix it. Do I want them to fix it? Yes. But I ain't holding my breath.

 

Well, for what it's worth, I still have *some* faith in DE. They may break things with every hotfix and they may take far to long to fix the things they've broken, but they won't leave them broken. Not forever. That much I know from history, and history repeats itself.

 

So, yes, I do believe they will fix armour scaling. When? I don't know, but I'm certain they will. Sooner or later.

Edited by CrazyCanadian24
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