Unus Posted March 4, 2019 Share Posted March 4, 2019 1 hour ago, HugintheCrow said: Now I understand why you mentioned Trecha reminded you of someone. Operation Payback I plan on returning to it when Railjack is released (to make space battles a thing). OH, that wasn't Tengus, that was Alink Innoy. Both are marvels of science that have lived for many years. Biggest difference here is that, while Trecha is constantly fighting for eternal life, Innoy is sick of it and does horrible things to alleviate his boredom. Link to comment Share on other sites More sharing options...
Corvette590 Posted March 6, 2019 Share Posted March 6, 2019 (edited) @HugintheCrow Good stuff so far! Has there been any indication from DE that they have read/seen/(or possibly) plan to use this content in some way? Also,if Nightwave has different stories every season, do you plan on integrating them into your lore?: Edited March 6, 2019 by Corvette590 I had to address the author of the content Link to comment Share on other sites More sharing options...
HugintheCrow Posted March 6, 2019 Author Share Posted March 6, 2019 15 minutes ago, Corvette590 said: Has there been any indication from DE that they have read/seen/(or possibly) plan to use this content in some way? Thanks to a tweet made by a person reading this thread some time ago, supposedly Steve looked at it. I don't think/expect anything from here to be made official though, whatnot with most of my stuff going straight up against established canon. 18 minutes ago, Corvette590 said: Also,if Nightwave has different stories every season, do you plan on integrating them into your lore? If they are relevant to my storyline, definitely. I found the Wolf of Saturn Six as a perfect way to introduce my plans for the planet Saturn as a whole. Link to comment Share on other sites More sharing options...
Unus Posted March 6, 2019 Share Posted March 6, 2019 3 minutes ago, HugintheCrow said: Thanks to a tweet made by a person reading this thread some time ago, supposedly Steve looked at it. I don't think/expect anything from here to be made official though, whatnot with most of my stuff going straight up against established canon. If they are relevant to my storyline, definitely. I found the Wolf of Saturn Six as a perfect way to introduce my plans for the planet Saturn as a whole. Congratulations! You've we exceeded anything my Pit could have ever been or be! Link to comment Share on other sites More sharing options...
(XBOX)Fluffywolf36 Posted March 6, 2019 Share Posted March 6, 2019 2 hours ago, HugintheCrow said: Thanks to a tweet made by a person reading this thread some time ago, supposedly Steve looked at it. I don't think/expect anything from here to be made official though, whatnot with most of my stuff going straight up against established canon. 2 hours ago, Corvette590 said: Who knows, maybe some stuff from yours will end up being canon. A spooky amount of things I've made have turned out to be true - I apparently predicted sentient/corpus hybrids, the ability for Sentients to assimilate people, guns that can change elemental damage types, and something like the Adaptation mod. Link to comment Share on other sites More sharing options...
Unus Posted March 6, 2019 Share Posted March 6, 2019 1 hour ago, (XB1)Fluffywolf36 said: Who knows, maybe some stuff from yours will end up being canon. A spooky amount of things I've made have turned out to be true - I apparently predicted sentient/corpus hybrids, the ability for Sentients to assimilate people, guns that can change elemental damage types, and something like the Adaptation mod. My two biggest ones have been my Zor artillery gun (. . . Zarr. . .and half the stats match. . . hmmm.). Don't know if I'm hallucinating, it's just, the coincidence of names and concepts, happening in sequence. . . I want to ask, but, I'm not sure. I've made a few elemental swappers myself, but nothing that's ever been uncannily similar to what Digital's brewed up. Link to comment Share on other sites More sharing options...
Corvette590 Posted March 7, 2019 Share Posted March 7, 2019 @HugintheCrow Thanks for the information, it is good to know. New enemies/ new game modes and better enemy/pet AI(in my opinion : are long overdue). Also, do you have anything for new corpus units in normal mission maps? Link to comment Share on other sites More sharing options...
HugintheCrow Posted March 8, 2019 Author Share Posted March 8, 2019 4 hours ago, Corvette590 said: corpus I do not currently have any plans on creating Corpus-related content. This thread focuses on expanding the Grineer faction. Besides, if I was to work on a Corpus thread, I'd have to rework tha faction from ground up Why? Because I don't particularly like* how it is presented in-game currently. If I was to make Corpus the way I'd enjoy it, I would have to literally remake them wholesale. That is not something I can do at this time, due to time constraints (I am not even hitting my schedule for this thread, so 2 threads wouldn't be possible). Link to comment Share on other sites More sharing options...
Unus Posted March 8, 2019 Share Posted March 8, 2019 (edited) 8 hours ago, Corvette590 said: @HugintheCrow Thanks for the information, it is good to know. New enemies/ new game modes and better enemy/pet AI(in my opinion : are long overdue). Also, do you have anything for new corpus units in normal mission maps? If you want, I can show you some of my random smattering of Corpus materials. No pictures sadly, but, things of quality do exist there if the Corpus kind. 3 hours ago, HugintheCrow said: I do not currently have any plans on creating Corpus-related content. This thread focuses on expanding the Grineer faction. Besides, if I was to work on a Corpus thread, I'd have to rework tha faction from ground up Why? Because I don't particularly like* how it is presented in-game currently. If I was to make Corpus the way I'd enjoy it, I would have to literally remake them wholesale. That is not something I can do at this time, due to time constraints (I am not even hitting my schedule for this thread, so 2 threads wouldn't be possible). What would you have as a remake? Not questioning your tastes or anything like that, I'm genuinely curious since you said you'd go for a COMPLETE overhaul. Edited March 8, 2019 by Unus Link to comment Share on other sites More sharing options...
HugintheCrow Posted March 16, 2019 Author Share Posted March 16, 2019 Super small update number whothehekknows.9999999 I decided to change ammo types of several weapons to HEAVY (the one used by Archwing guns in ground combat). This does not mean these weapons are Archwing-usable, though. Now you might say "Wait, how are you gonna replenish ammo for them?". Let's just say, in the universe of this thread, heavy ammo CAN drop in any mission and from any unit (at low chance). And that ammo mutation works on Heavy ammo as well (at low efficiency). Weapons affected: Vulkin and Demolok (which also got a buff to it's crit chance!); Gustof; Revakar and Grindarak; Link to comment Share on other sites More sharing options...
Corvette590 Posted March 18, 2019 Share Posted March 18, 2019 @Unus: Sorry for the late response; I would be happy to see anything you have regarding a corpus rework. Most likely, that would need to be in another thread through. Link to comment Share on other sites More sharing options...
HugintheCrow Posted March 22, 2019 Author Share Posted March 22, 2019 (edited) Small update: I decided to re-do the descriptions of all the weapons. From now, expect 4 sections for each gun/melee: Description (lore/fluff), Mechanics (all unique gameplay things) , Design notes (random commentary about inspirations etc.) and Stats, obviously. Bolded things are kinda the new stuff. Progress: All done! Edited March 24, 2019 by HugintheCrow Link to comment Share on other sites More sharing options...
HugintheCrow Posted March 25, 2019 Author Share Posted March 25, 2019 (edited) Quote //INKOMING TRANSMISSION// Ello, Tenno... You probly wonderin' how I got your nummer?... Don' sweat it, I won' tell nobody. Wouldn't wanna upset ya' guises. But wher me manne's at? You kan kall me Hitm'n. I deal wit' Hits. Ya'v dealt wit' Hits too, avn't ya? Well, how 'bout we talk 'bout somm gud ol' kooperatiun, huh? See me at da Kronia. Me'll be sittin' 'round, sippin' a drink o' too. Your's truly. Hitm'n. //TRANSMISSION OVER// THE HITMAN'S BOUNTY: Introducing Raff Krossk, Grineer Assassin turned Steel Meridian Turncoat turned Grineer Double Agent turned Free Agent on the Rails... True to his alias, The Hitman dabbles with killing wanted personas all over the system. And now, he has extended an invitation for the Tenno to join him. For now, he can be found in the Relays, migrating every week, but future events might make him reconsider his location... Raff Krossk: Spoiler This grizzled veteran knows more than he's willing to say, but he's paying well. He is a victim to a very specific genetic-programming defect. Instead of hating anything non-Grineer, he just hates EVERYTHING. How did he survive for so long is anybodies' guess. How to play: The Hitman has work for you, Tenno. Do you want to get your hands dirty, but also possibly full of riches? Talk to Raff to see a list of this week's Hit Bounties. Each week Krossk has a new set of Bounties to complete and each of the Bounties has a very similar structure, although they might vary in difficulty. Let's have the Hitman himself explain: Quote 1. Find da target. 2. Kill'em. 3. ??? 4. Profit. 1. Finding the Target: Each bounty details what character you are to hunt down. Currently, Raff offers bounties on both Grineer and Corpus VIPs. The chosen target will have "Leads" attached to them. Complete tasks based on those "Leads" and you will be able to find out where to look for your target. Head to Leads section to see examples of what you might need to do. Each Target gets dynamically assigned several Leads. Not all of them need to be done to find the Target's location, but failing too many will cause the Target to escape, failing the Bounty! 2. Killin': When the location of the Target becomes apparent, one needs simply to head into any mission that fits the requirements, the Target will spawn very soon upon the Tenno's arrival. Now, each of the specific Targets has slightly different mechanics on how they fight. Head to the Targets section to see what you might encounter. 3. ???: Sometimes the HIt doesn't go exactly as planned, either the Target discovers that they are being tailed, or maybe they have already bunkered down in a secure location. Complications within the Hit appear randomly, but are more likely to occur on higher Priority bounties. Head to the Complication section to see what might go wrong. Keep in mind that a lot of Complications can cause you to lose the Target, which fails the Bounty! 4.Profit: While Krossk isn't Corpus, he enjoys getting that profit anyway. And if you scratch his back, he'll scratch yours. Successful Hit means rewards. The specifics depend on the given Hit's Priority. Head to the Rewards section to see what you might obtain by working with the Hitman. Bounty Information: Each Bounty is characterized by the following: 1. Priority: This is the "difficulty setting". Higher Priority means more Leads to follow and a harder fight at the end. But obviously, more rewards as well. The Hitman provides five 1-Star Bounties, three 2-Star Bounties and one 3-Star Bounty every week as well as a single Platinum-Star Bounty every 2 weeks. Details: Spoiler 1-Star: Spoiler The easiest of the Bounties. Targets are limited to spawn only on lower level planets, need only 2 Leads to be completed and rarely if ever feature any Complications. They can often appear with no protection. 2-Star: Spoiler Mid-tier Bounties. Targets spawn mostly on the higher level planets and locations, need 4 Leads completed and usually come with no Complications. Their protection is generally limited. 3-Star: Spoiler Hardest of the generic Bounties. Targets can spawn anywhere, but will convert the mission into a much higher level one most of the time. They require 6 Leads to be completed as well as appearing with at least 1 Complication most of the time. Their protection is usually pretty strong. Plat-Star: Spoiler Platinum Star Bounties are unique in that their Targets are not generic units from the Target pool. They are special NPCs with looks, backstory and mechanics unique to them. While they require 6 Leads' completions just like the 3-Star ones, they also come with guaranteed Complications. They are often powerful enough not to require any protection, but they usually have it anyway. 2. The Target. Duh. While there is a limited pool of actual in-game units the Targets are chosen from, the guy is always described with a short unique blurb and a name. So you can really feel personally attached to a dude you're about to kill Targets: Spoiler Grineer Targets: Spoiler Veteran: Spoiler This Grin'er Soldia is a grizzle' ol' vet of many a' fight. Somm kould say "Jus' let 'em da' on'is own", cus' 'is life is endin' 'nyway. But dat would be neida fun fo' us, no' demoralizin' fo' da enemi, would it? Noble: Spoiler Nobl's kontrol da Grin'er sokityy. To break that sokityy, ya need to brakk dose hoo kontrol it. Eezee ekwation, ain't me rite? Leader: Spoiler Dis gui kno's well how to lead trups. Too well fo' me taste. Drop'em and drop'em skwad too. Scientist: Spoiler Me neva likin' dem skienfy types. Me'finks dem ya kan neva trast a skienfy type. Jus' kill'em, will'ya? Corpus Targets: Spoiler Trailblazer: Spoiler Tu bravey fo' Korpes, tu pansy fo' Grin'er. Useles, reely. Stupi' lukin' glases, tu. Follower: Spoiler Profit, Profet, Shmofit, Shmofet. Samm shott. Git'em shot, make'im tot. Contractor: Spoiler Korpes finkin' dey are militery... Ha, haha. Shou dem reel militery and krush'em luzers, will'ya? Banker: Spoiler Fo'mi, getin' rich is wen sommon' getin' pur. Deese guise du da samm, but lik' luzers, wit' deir nummers and shott. Platinum-Star Targets: Spoiler Leads: Spoiler Leads are mini-objectives you need to complete to find your Target. Remember that if you don't complete the Hit before the weekly Bounty reset, you'll lose the Target. You will always start out with 2 Leads, and if you need to complete more to find the Target, you'll get them, but you still can have only 2 uncompleted ones waiting at the same time. (e.g. You need 4 Leads, you start with 2, you complete 1, you get a new one, etc.) Leads can vary, from completing a specific mission, several missions of a specific type, or simply killing specific units. Harder Bounties will give you harder Leads. Complications: Spoiler During the Lead gathering: Quote During the final Stand-off: Quote Rewards: Spoiler The Hitman is an obsessive collector of unusual and unique weapons. While many of them are utterly worthless, broken prototypes, some might be hidden diamonds. If you get on the Hitman's good side, he might share access to his armory. Keep in mind, Raff is quite unstable, an even if he says he likes you, he still utterly hates your guts (cause he literally hates every-hecking-one). Prepare to get trolled sometimes. Just don't throw away any of the junk he gives you, it may or may not be a vital part to complete a future side quest or something. Armory Gifts: Every Bounty completed gives you Trust Points, on set intervals of said points, you will obtain a unique, special weapon, some of which are pretty cool, and others aren't, at all. Each interval is higher than the previous, and you can Prestige it after achieving max Trust Rank, to get all the rewards again (for Trading purposes, for example). Additionally, after Prestiging, every Rank will give you Weapon Parts as a bonus (which you will learn more in the Fall of Kronos update). If Raff finds any new weapons he'd like to gift you, he'll always prioritize them over stuff you've already gotten. Weapons obtainable from the Armory Gifts: Quote Kombinak Arpiga Klensak Pompak Bunsar Trombash Krimak Twin Krimak Kolta Tremlok Blakar Other than the Armory Gifts, the Hitman will shower you in credits and resources for each successful Hit (A big portion of this content is meant to be early/mid game after all, you know). Platinum-Star Bounties reward Kuva as well. Back to the Main Post Edited December 13, 2019 by HugintheCrow Gonna be editing a lot, stay tuned! Last update: 13.12.2019 Link to comment Share on other sites More sharing options...
Unus Posted March 28, 2019 Share Posted March 28, 2019 On 2019-03-24 at 8:34 PM, HugintheCrow said: THE HITMAN'S BOUNTY: Introducing Raff Krossk, Grineer Assassin turned Steel Meridian Turncoat turned Grineer Double Agent turned Free Agent on the Rails... True to his alias, The Hitman dabbles with killing wanted personas all over the system. And now, he has extended an invitation for the Tenno to join him. For now, he can be found in the Relays, migrating every week, but future events might make him reconsider his location... Raff Krossk: Reveal hidden contents This grizzled veteran knows more than he's willing to say, but he's paying well. He is a victim to a very specific genetic-programming defect. Instead of hating anything non-Grineer, he just hates EVERYTHING. How to play: The Hitman has work for you, Tenno. Do you want to get your hands dirty, but also possibly full of riches? Talk to Raff to see a list of this week's Hit Bounties. Each week Krossk has a new set of Bounties to complete and each of the Bounties has a very similar structure, although they might vary in difficulty. Let's have the Hitman himself explain: 1. Finding the Target: Each bounty details what character you are to hunt down. Currently, Raff offers bounties on both Grineer and Corpus VIPs. The chosen target will have "Leads" attached to them. Complete tasks based on those "Leads" and you will be able to find out where to look for your target. Head to Leads section to see examples of what you might need to do. 2. Killin': When the location of the Target becomes apparent, one needs simply to head into any mission that fits the requirements, the Target will spawn very soon upon the Tenno's arrival. Now, each of the specific Targets has slightly different mechanics on how they fight. Head to the Targets section to see what you might encounter. 3. ???: Sometimes the HIt doesn't go exactly as planned, either the Target discovers that they are being tailed, or maybe they have already bunkered down in a secure location. Complications within the Hit appear randomly, but are more likely to occur on higher Priority bounties. Head to the Complication section to see what might go wrong. 4.Profit: While Krossk isn't Corpus, he enjoys getting that profit anyway. And if you scratch his back, he'll scratch yours. Successful Hit means rewards. The specifics depend on the given Hit's Priority. Head to the Rewards section to see what you might obtain by working with the Hitman. Bounty Information: Each Bounty is characterized by the following: 1. Priority: This is the "difficulty setting". Higher Priority means more Leads to follow and a harder fight at the end. But obviously, more rewards as well. The Hitman provides five 1-Star Bounties, three 2-Star Bounties and one 3-Star Bounty every week as well as a single Platinum-Star Bounty every 2 weeks. Details: Reveal hidden contents 1-Star: Reveal hidden contents 2-Star: Reveal hidden contents 3-Star: Reveal hidden contents Plat-Star: Reveal hidden contents ORAORAORAORA! 2. The Target. Duh. While there is a limited pool of actual in-game units the Targets are chosen from, the guy is always described with a short unique blurb and a name. So you can really feel personally attached to a dude you're about to kill [PH]./Lotus/Language/TextHere Targets: Reveal hidden contents [PH]./Lotus/Language/Herecomesdatboi Grineer Targets: Reveal hidden contents Veteran: Reveal hidden contents Noble: Reveal hidden contents Leader: Reveal hidden contents Scientist: Reveal hidden contents Corpus Targets: Reveal hidden contents Trailblazer: Reveal hidden contents Follower: Reveal hidden contents Contractor: Reveal hidden contents Banker: Reveal hidden contents Platinum-Star Targets: Reveal hidden contents Leads: Reveal hidden contents [PH]./Lotus/Language/Whyareyourunning?Whyareyourunning? Complications: Reveal hidden contents [PH]./Lotus/Language/OhSh!t Rewards: Reveal hidden contents [PH]./Lotus/Language/0.2ChanceforMoltenImpact Back to the Main Post Yowza. This sonofabetch must be absolutely hated. Oh, huh, and it's vice-versa to boot. The ultimate lottery winner in genetics for being a giga-nihilist. Ah, sounds like a vision of the currently-in-cryo clan-bounty hunting. Perhaps it could be the answer of "CLAN? ME? Nonesense!", a phone-call from a much. . . darker place. Link to comment Share on other sites More sharing options...
HugintheCrow Posted March 31, 2019 Author Share Posted March 31, 2019 On 2019-03-22 at 10:56 PM, HugintheCrow said: Small update: I decided to re-do the descriptions of all the weapons. From now, expect 4 sections for each gun/melee: Description (lore/fluff), Mechanics (all unique gameplay things) , Design notes (random commentary about inspirations etc.) and Stats, obviously. Bolded things are kinda the new stuff. Progress: All done! Similarly to this^, I've rearranged the descriptions for my gallery of enemy units. Mostly to better describe their unique abilities and whatnot. Link to comment Share on other sites More sharing options...
HugintheCrow Posted April 3, 2019 Author Share Posted April 3, 2019 Art update: Redesigned and redrawn the original 4 High Nobles from the Inner Sanctum, namely Ela Drakkar, Graka Spruk, Trecha Krall and Sahra Regor. Ela: Spoiler Graka: Spoiler Trecha: Spoiler Sahra: Spoiler 1 Link to comment Share on other sites More sharing options...
HugintheCrow Posted April 9, 2019 Author Share Posted April 9, 2019 (edited) Hitman's Bounty update arbitrarynumber.randomnumber: Started filling up the info about the Hitman's Bounty system, above on this page. As a bonus, have some weapons: Grineer Reinforcements 5: This time we got a pretty large amount of guns, with most of them focused on being somewhat down-to-earth(-ish), ok, we have a gun that is literally an arm with a trigger mechanism, but that's besides the point. Presenting: Bolk Heavy Machine Gun, Gor Shrapnel Launcher, Dasatt DMR, Slaga Slug Launcher, Sprin Bolt Auto-Launcher, Pompak Energy Weapon System, Grasp Exotic Energy Weapon (yes, it's a hand), Blamak Demolition Gun, Truda Burst Pistol, Stigrak Precision Carbine and last but not least the Satna Machine Pistol. As always, the final descriptions and stats are to be added at later time. Done! Bolk: Spoiler Description: The original Bolk has been created and produced for the massive Ogrs and Hog Trooper mutations. A scaled down version has been made to fill the role of the GPMG in Lancer shock groups. This heavy machinegun becomes deadlier the longer it is fired. Mechanics: Innate: Fire Capacitor: This weapon rapidly gains Fire Rate and Accuracy as it is fired. Innate: Explosive Rounds: This weapon fires low-explosive rounds, dealing damage in a smal aoe around the point of impact. This damage does not follow the regular radial damage rules and does NOT affect any directly hit targets. Design notes: I like LMGs, what can I say... Another one. Stats: Mastery: 12 Slot: Primary Type: Rifle Trigger: Auto Ammo: Heavy Noise: Alarming Fire rate: 10/30 rounds per sec Accuracy: 15/75 Magazine size: 250 rounds per mag Max ammo: 750 rounds Reload time: 2.6 s Total Damage: 80.0 Impact: 30.0 Puncture: 18.0 Slash: 32.0 Total Radial Damage: 80.0 Impact: 30.0 Puncture: 18.0 Slash: 32.0 Radial range: 1.5 m Radial falloff: N/A Crit chance: 22% Crit multiplier: 2.1x Precision multiplier: 1.25x/0.0x Status chance: 30% Damage falloff: Full damage up to 150 m, Min damage at 250 m, Min damage: 55% Polarities: Manufacturing Requirements: Blueprint researchable in Dojo Chem lab. Requires Stakan Research. Gor: Spoiler Description: Rapidly firing scorching-hot shards of shrapnel, the Gor is a powerful close-range weapon, if slightly hard to control. To allow the operator to engage farther targets, an additional barrel for precision shooting, with complementary iron sights, is installed above the primary one. Mechanics: Innate: Fiery Shrapnel: When this weapon procs Heat status, it also procs Slash status, when this weapon procs Slash status, it also procs Heat status. Alt-fire: Needleshot: Toggle to fire singular shrapnel spikes, with much greater effective range. Enables zoom functionality. Design notes: The weapon can only be aimed precisely and zoomed in when using the alt-fire, due to the fact that only the higher barrel has sights calibrated for it. Not that you really need to aim with the primary fire. Stats: Mastery: 11 Slot: Primary Type: Shotgun Trigger: Auto/Semi-Auto Ammo: Shotgun Noise: Alarming Fire rate: 2.5 rounds per sec Accuracy: 11/54 Magazine size: 20 rounds per mag Max ammo: 440 rounds Reload time: 1.99 s Total Damage: 450.0 Puncture: 122.0 Slash: 94.0 Heat: 234.0 Pellets: 8/1 Crit chance: 20%/25% Crit multiplier: 3.0x Precision multiplier: 0.0x/2.25x Status chance: 30% (per pellet) Damage falloff: Full damage up to 15/100 m, Min damage at 30/200 m, Min damage: 50% Polarities: Manufacturing Requirements: Blueprint researchable in Dojo Chem lab. Requires Itaka Research. Dasatt: Spoiler Description: This powerful marksman weapon fires modified munitions capable of limited trajectory adjustments. Used only by elites, the Dasatt is a mark of prestige amongst the Grineer snipers. Mechanics: Innate: Smart Munitions: This weapon's shots can be partially guided onto targets by dragging the reticule around while firing. Design notes: Inspired by how you can easily catch PoE fish by rapidly moving the reticule in a dragging motion over the aforementioned fish. Except here you shoot stuff with a gun. Stats: Mastery: 11 Slot: Primary Type: Rifle Trigger: Semi-Auto Ammo: Rifle Noise: Alarming Fire rate: 8.66 rounds per sec Accuracy: 99 Magazine size: 34+1 rounds per mag Max ammo: 340 rounds Reload time: 1.5 s Total Damage: 360.0 Impact: 140.0 Puncture: 90.0 Slash: 130.0 Crit chance: 26% Crit multiplier: 2.3x Precision multiplier: 2.25x Status chance: 10% Damage falloff: Full damage up to 300 m, Min damage at 600 m, Min damage: 55% Polarities: Manufacturing Requirements: Blueprint researchable in Dojo Chem lab. Requires Desakar Research. Slaga: Spoiler Description: Slaga fires explosive slugs with limited tracking capabilities. While most normal people would need to use this as a full-on squad-based grenade launcher (with strong recoil), the heavily-augmented Grineer can be seen treating the gun as if it was a sidearm. Mechanics: Innate: Red Slugs: When this weapon procs Heat status, it also procs Slash status, when this weapon procs Slash status, it also procs Heat status. When this weapon procs Impact, it also procs Corrosive. Primary Fire Mode: Supression Mode: Short range, tracking slugs with arcing flight trajectory. Secondary Fire Mode: Precision Mode: Longer range, super-fast tracking slugs with straight trajectory. Design notes: Totally honestly, this is just the Skyburner's Oath* from Destiny 2, and considering that the Cabal are pretty much Grineer (like, come on) it fits, I guess? *Which I enjoy a great deal, especially in pvp. Nobody expects bombs flying at them from around the corner. While one might assume this weapon has an aoe component, it does not actually explode in any way, dealing only direct hit damage. Stats: Mastery: 10 Slot: Secondary Type: Rifle Trigger: Auto Ammo: Sniper Noise: Alarming Fire rate: 3.33/2.0 rounds per sec Accuracy: 90/100 Magazine size: 18 rounds per mag Max ammo: 60 rounds Reload time: 1.6 s Total Damage: 420.0/533.5 Impact: 85.5/100.5 Puncture: 34.0/60.0 Slash: 100.5/173.0 Heat: 200.0/200.0 Crit chance: 20% Crit multiplier: 2.3x Precision multiplier: 1.25x/0.0x Status chance: 26% Damage falloff: Full damage up to 90 m, Min damage at 190 m, Min damage: 50% Polarities: Manufacturing Requirements: Blueprint researchable in Dojo Chem lab. Requires Grandak Research. Sprin: Spoiler Description: Sprin is an experimental weapon, firing Nyth-infused bolts, which crumble in flight, delivering a cloud of microscopic blades at the target. Somewhat based on a one-off handcannon made by Gaud Krupp for Ela Drakkar, it is a controversial weapon, even if only due to Ela's strict-secrecy policy on new tech. Mechanics: Innate: Nyth Corruption Bolt: This weapon fires Sentient-Nyth-infused munitions, gaining infinite unit penetration, increased Bleed* damage and causing enemies killed while Bleeding to leave clouds of dust, which deal Slash damage. Innate: Judas' Respite: This weapon deals increased damage against Tenno and Warframe targets. Innate: Judas' Bane: This weapon deals nearly no damage against Sentient targets. *any Slash proc caused by this weapon deals more damage. Slash damage itself is not increased. Design notes: Kinda wanted to incorporate the PoE and OV resources into more of the lore. Here is what I came up with for Nyth, it's a very sharp mineral. Stats: Mastery: 14 Slot: Primary Type: Rifle Trigger: Auto Ammo: Sniper Noise: Alarming Fire rate: 1.9 rounds per sec Accuracy: 75 Magazine size: 30 rounds per mag Max ammo: 90 rounds Reload time: 2.0 s Total Damage: 466.0 Puncture: 30.0 Slash: 436.0 Crit chance: 40% Crit multiplier: 2.5x Precision multiplier: 1.33x Status chance: 18% Damage falloff: N/A Polarities: N/A Manufacturing Requirements: Blueprint obtainable from UBER Lancers. Pompak: Spoiler Description: The Pompak is yet another esoteric weapon project by the Horma Vamrak, an eccentric Noble and the head of the Vamrak Industries, (in)famous for developing wacky equipment. This one... didn't work out. As an attempt to harness the Void energy, the Pompak features a miniature siphon technology, which sadly couldn't be utilised by mere mortals. Perhaps the Tenno could find a use for this weapon? Mechanics: Innate: Void Gun: This weapon does not have an ammo pool, instead reloading drains Warframe energy. This weapon deals greatly increased damage against Sentient units and has a chance to remove elemental adaptations from damaged enemies. Design notes: No, this cannot break Eidolon shields, sorry. Stats: Mastery: 10 Slot: Primary Type: Rifle Trigger: Semi-Auto Ammo: N/A Noise: Alarming Fire rate: 5.2 rounds per sec Accuracy: 46 Magazine size: 23 rounds per mag Max ammo: N/A Reload time: 0.5 s Total Damage: 60.0 Impact: 30.0 Slash: 30.0 Crit chance: 19% Crit multiplier: 2.5x Precision multiplier: 2.25x Status chance: 15% Damage falloff: N/A Polarities: Manufacturing Requirements: Blueprint obtainable from the Hitman's Bounties. Grasp: Spoiler Description: Grasp is, in short, an Orokin brain connected to their arm, put inside a gun-like casing and equipped with a stimulation device paired with the gun's trigger mechanism. When activated, the weapon fires a wave of exotic particles, powered by the Orokin's supernatural abilities. Mechanics: Innate: Exotic Energy: This weapon is guaranteed to proc Radiation status on nearby enemies hit. Innate: Judas' Respite: This weapon deals more damage to Tenno and Warframe targets. Design notes: Puts the "hand" in handcannon. That canister with the Grineer logo houses the brain... Does it mean it's a braincannon? Stats: Mastery: 11 Slot: Primary Type: Shotgun Trigger: Semi-Auto Ammo: Sniper Range limit: 25 m Noise: Alarming Fire rate: 1.9 rounds per sec Accuracy: 100 Magazine size: 3 rounds per mag Max ammo: 42 rounds Reload time: 1.0 s Total Damage: 340.0 Radiation: 340.0 Crit chance: 17% Crit multiplier: 3.0x Precision multiplier: 0.0x Status chance: 5% Damage falloff: N/A Polarities: Manufacturing Requirements: Blueprint obtainable from the Hitman's Bounties. Blamak: Spoiler Description: A straightforward approach is the best approach. Blamak's every part realizes this exact ideology. From the simplistic firing mechanism to it's deadly function, it is intended to be usable by anyone with (or even without) half a brain. Powerful explosive munitions carried by this weapon can be fired in a lethal splash or used as an impromptu grenade launcher, albeit at higher cartridge expenditure. Mechanics: Innate: Auto-Ignition Drive: This weapon fires at full-auto straight from the ammo pool. Using the Alt-fire triggers a reload. Alt-fire: Hard Launch: Press to fire off a powerful ranged fireball. Design notes: Funnily enough, when I originally drew it, it was supposed to be a grenade launcher with shotgun secondary fire. I generally draw first, then come up with how it works, btw. Stats: Mastery: 8 Slot: Secondary Type: Pistol Trigger: Auto/Semi-Auto Ammo: Pistol Noise: Alarming Fire rate: 4.5/1 rounds per sec Accuracy: 12/70 Magazine size: N/A/1 Max ammo: 40 rounds Reload time: 0.0 s/1.0 s Total Damage: 260.0 Impact: 90.0 Puncture: 80.0 Slash: 90.0 Total Damage: N/A Total Radial Damage: 300.0 Impact: 100.0 Puncture: 100.0 Slash: 100.0 Radial range: 8 m Radial falloff: N/A Crit chance: 18% Crit multiplier: 2.1x Precision multiplier: 0.0x/0.0x Status chance: 21% Damage falloff: Full damage up to 15 m, Min damage at 25 m, Min damage: 50%/N/A Polarities: Manufacturing Requirements: Blueprint obtainable from the Hitman's Bounties. Truda: Spoiler Description: The Truda is named as such for it's trustworthyness on the battlefield, of all the produced pistols, legend has that only one ever malfunctioned. Ironically it was the one used by it's original designer, who supposedly aimed and tried to fire it at the Elder Queen herself. The entire story is obviously a propaganda flick meant to show what happens when you try to rebel, but the "never-breaking" part seems to be true. The gun is curiously built in a way which somehow prevents any attempts to open it up and see what really makes it so special. Since the production ceased long time ago, there doesn't seem to be a way to understand it's uniqueness... Mechanics: Innate: "I will not betray": This weapon is immune to any weapon disruptor mechanics, enabling it to be equipped even if it's type is supposed to be unallowed in the given mission. This weapon is unaffected by Radiation proc friendly fire. Innate: "I will not falter": This weapon gains massively increased stats when it's user is downed. Killing enemies while downed grants revival progress. This weapon's user cannot die without first being downed. Design notes: IDK, I think the spirit of the loremaster himself, @Unus, made me create a slightly longer story for this one. ¯\_(ツ)_/¯ Stats: Mastery: 15 Slot: Secondary Type: Pistol Trigger: Burst Ammo: Pistol Noise: Alarming Fire rate: 4.0 rounds per sec Accuracy: 32 Magazine size: 8 rounds per mag Max ammo: 240 rounds Reload time: 0.7 s/0.21667 s Total Damage: 100.0/240.0 Burst count: 2 (200.0/480.0 total damage) Impact: 40.5/97.2 Puncture: 19.0/45.6 Slash: 40.5/97.2 Crit chance: 15%/36% Crit multiplier: 2.6x Precision multiplier: 2.0x Status chance: 20%/48% Damage falloff: Full damage up to 50 m, Min damage at 100 m, Min damage: 50%/N/A Polarities: Manufacturing Requirements: Obtainable fully built from the Brothers' Feud Quest. Stigrak: Spoiler Description: The diminutive Stigrak was an attempt to create a smaller, yet still very effective Designated Marksman Weapon for the elite paratrooper squads, who often can't equip large guns simply due to space constraints. It was a very successful attempt, to the point where it's creator has been nearly instantly promoted to High Tusk Command by Vay Hek. Powerful, yet low-caliber munitions carried by this gun have a greater chance of hitting their target due to in-built trajectory-correction system. Mechanics: Innate: Smart Munitions: This weapon's shots can be partially guided onto targets by dragging the reticle around while firing. Design notes: Visual design highly inspired by the 3rd Reich's StG 44, the first successful assault rifle in the world. Stats: Mastery: 11 Slot:Secondary Type: Rifle Trigger: Auto Ammo: Pistol Noise: Silenced Fire rate: 9 rounds per sec Accuracy: 99 Magazine size: 46+1 rounds per mag Max ammo: 230 rounds Reload time: 1.2 s Total Damage: 120.0 Impact: 60.0 Puncture: 10.0 Slash: 50.0 Crit chance: 24% Crit multiplier: 2.0x Precision multiplier: 1.5x Status chance: 25% Damage falloff: Full damage up to 250 m, Min damage at 400 m, Min damage: 55% Polarities: Manufacturing Requirements: Blueprint researchable in Dojo Chem lab. Requires Desakar Research. Satna: Spoiler Description: Satna is an extremely cheap and easy to use machine pistol, designed to be used by the Grineer Voluntary Troops. As you may imagine the Voluntary Troops aren't exactly what the word "Voluntary" would imply. They are war prisoner meatshields, simply put. Each Satna is equipped with a specialised Governor unit, making it impossible to fire it at a Grineer. The "after-market" versions of this gun come with that limitation removed though, as one might imagine. Ironically, a weapon first made for Grineer slaves, has become frequently used against the Grineer, as many rebels have picked up these guns from the bodies of the Voluntary Troops. Mechanics: Innate: Slap-Dash Machining: This weapon gains increased fire rate and recoil as it is fired. Design notes: This one quite literally the British Sten machine pistol. Stats: Mastery: 8 Slot: Secondary Type: Pistol Trigger: Auto Ammo: Pistol Noise: Alarming Fire rate: 9.1667 rounds per sec Accuracy: 21 Magazine size: 32+1 rounds per mag Max ammo: 320 rounds Reload time: 0.6 s Total Damage: 23.0 Impact: 10.9 Puncture: 1.1 Slash: 11.0 Crit chance: 5% Crit multiplier: 1.5x Precision multiplier: 1.25x Status chance: 20% Damage falloff: Full damage up to 60 m, Min damage at 80 m, Min damage: 40% Polarities: N/A Manufacturing Requirements: Blueprint obtainable from the Hitman's Armory Gifts. Back to the Main Post Edited March 13, 2020 by HugintheCrow errything done Link to comment Share on other sites More sharing options...
HugintheCrow Posted April 9, 2019 Author Share Posted April 9, 2019 Grineer Reinforcement 5 update: All weapons' descriptions and mechanics have been written, full stats will come in the next update (tomorrow?). Link to comment Share on other sites More sharing options...
HugintheCrow Posted April 10, 2019 Author Share Posted April 10, 2019 Hey, remember this? On 2019-03-03 at 11:24 PM, HugintheCrow said: I have a full plan to integrate the Wolf as a recurrent character in my divergent headcanon lore (Reminder that whatever happens in this thread IS meant to contradict official canon). However, I do want to see what DE has planned for the further weeks. If we don't see anymore substantial lore, I'm going to continue with my concept, if we do, I might modify it. Yeah... I'm modifying it. Link to comment Share on other sites More sharing options...
HugintheCrow Posted April 13, 2019 Author Share Posted April 13, 2019 Grineer Reinforcements 5 update something: All weapon stats have been added. Wolf of Saturn Six plot rewrite this weekend hopefully, as well as the second part of the REGICIDE comic and quest! (hopefully...) Link to comment Share on other sites More sharing options...
(XBOX)Fluffywolf36 Posted April 13, 2019 Share Posted April 13, 2019 On 2019-04-09 at 7:18 AM, HugintheCrow said: Inspired by how you can easily catch PoE fish by rapidly moving the reticule in a dragging motion over the aforementioned fish. Except here you shoot stuff with a gun. ...You should try to apply this to a rocket launcher. That'd be some fun stuff! Link to comment Share on other sites More sharing options...
Unus Posted April 13, 2019 Share Posted April 13, 2019 On 2019-04-03 at 4:15 PM, HugintheCrow said: Art update: Redesigned and redrawn the original 4 High Nobles from the Inner Sanctum, namely Ela Drakkar, Graka Spruk, Trecha Krall and Sahra Regor. Ela: Hide contents Graka: Hide contents Trecha: Hide contents Sahra: Hide contents A revamped collection of characters eh? On 2019-04-09 at 7:18 AM, HugintheCrow said: Hitman's Bounty update arbitrarynumber.randomnumber: Started filling up the info about the Hitman's Bounty system, above on this page. As a bonus, have some weapons: Grineer Reinforcements 5: This time we got a pretty large amount of guns, with most of them focused on being somewhat down-to-earth(-ish), ok, we have a gun that is literally an arm with a trigger mechanism, but that's besides the point. Presenting: Bolk Heavy Machine Gun, Gor Shrapnel Launcher, Dasatt DMR, Slaga Slug Launcher, Sprin Bolt Auto-Launcher, Pompak Energy Weapon System, Grasp Exotic Energy Weapon (yes, it's a hand), Blamak Demolition Gun, Truda Burst Pistol, Stigrak Precision Carbine and last but not least the Satna Machine Pistol. As always, the final descriptions and stats are to be added at later time. Done! Bolk: Hide contents Description: The original Bolk has been created and produced for the massive Ogrs and Hog Trooper mutations. A scaled down version has been made to fill the role of the Squad Automatic Weapon in Lancer shock groups. This heavy machinegun becomes deadlier the longer it is fired. Mechanics: Innate: Fire Capacitor: This weapon rapidly gains Fire Rate and Accuracy as it is fired. Design notes: I like LMGs, what can I say... Another one. Stats: Mastery: 12 Slot: Primary Type: Rifle Trigger: Auto Ammo: Heavy Noise: Alarming Fire rate: 10/30 rounds per sec Accuracy: 15/75 Magazine size: 250 rounds per mag Max ammo: 750 rounds Reload time: 2.6 s Piercing: 37% Total Damage: 80.0 Impact: 30.0 Puncture: 18.0 Slash: 32.0 Crit chance: 22% Crit multiplier: 2.1 Status chance: 30% Damage falloff: Full damage up to 150 m, Min damage at 250 m, 45% max reduction Polarities: Manufacturing Requirements: 30000 | 2500 | 3300 | 4000 | 4 | 24 hours Blueprint researchable in Dojo Chem lab: 20000 | 500 | 10000 | 8000 | 5 | 72 hours x1 x3 x10 x30 x100 Requires Stakan Research Gor: Hide contents Description: Rapidly firing scorching-hot shards of shrapnel, the Gor is a powerful close-range weapon, if slightly hard to control. To allow the operator to engage farther targets, an additional barrel for precision shooting, with complementary iron sights, is installed above the primary one. Mechanics: Innate: Fiery Shrapnel: When this weapon procs Heat status, it also procs Slash status, when this weapon procs Slash status, it also procs Heat status. Alt-fire: Needleshot: Toggle to fire singular shrapnel spikes, with much greater effective range. Enables zoom functionality. Design notes: The weapon can only be aimed precisely and zoomed in when using the alt-fire, due to the fact that only the higher barrel has sights calibrated for it. Not that you really need to aim with the primary fire. Stats: Mastery: 11 Slot: Primary Type: Shotgun Trigger: Auto/Semi-Auto Ammo: Shotgun Noise: Alarming Fire rate: 2.5 rounds per sec Accuracy: 11/54 Magazine size: 20 rounds per mag Max ammo: 440 rounds Reload time: 1.99 s Piercing: 5%/25% Total Damage: 450.0 Puncture: 122.0 Slash: 94.0 Heat: 234.0 Pellets: 8/1 Crit chance: 20%/25% Crit multiplier: 3.0 Status chance: 30% Damage falloff: Full damage up to 15/100 m, Min damage at 30/200 m, max reduction 50% Polarities: Manufacturing Requirements: 40000 | 4500 | 3000 | 3400 | 45 | 24 hours Blueprint researchable in Dojo Chem lab: 20000 | 400 | 8000 | 6000 | 2 | 72 hours x1 x3 x10 x30 x100 Requires Itaka Research Dasatt: Hide contents Description: This powerful marksman weapon fires modified munitions capable of limited trajectory adjustments. Used only by elites, the Dasatt is a mark of prestige amongst the Grineer snipers. Mechanics: Innate: Smart Munitions: This weapon's shots can be partially guided onto targets by dragging the reticule around while firing. Design notes: Inspired by how you can easily catch PoE fish by rapidly moving the reticule in a dragging motion over the aforementioned fish. Except here you shoot stuff with a gun. Stats: Mastery: 11 Slot: Primary Type: Rifle Trigger: Semi-Auto Ammo: Rifle Noise: Alarming Fire rate: 8.66 rounds per sec Accuracy: 99 Magazine size: 34 rounds per mag Max ammo: 340 rounds Reload time: 1.5 s Piercing: 66% Total Damage: 360.0 Impact: 140.0 Puncture: 90.0 Slash: 130.0 Crit chance: 26% Crit multiplier: 2.3 Status chance: 10% Damage falloff: Full damage up to 300 m, Min damage at 600 m, max reduction 45% Polarities: Manufacturing Requirements: 50000 | 25 | 5 | 5 | 30 | 24 hours Blueprint researchable in Dojo Chem lab: 30000 | 400 | 3000 | 5000 | 6 | 72 hours x1 x3 x10 x30 x100 Requires Dragulok Research Slaga: Hide contents Description: Slaga fires explosive slugs with limited tracking capabilities. While most normal people would need to use this as a full-on squad-based grenade launcher (with strong recoil), the heavily-augmented Grineer can be seen treating the gun as if it was a sidearm. Mechanics: Innate: Red Slugs: When this weapon procs Heat status, it also procs Slash status, when this weapon procs Slash status, it also procs Heat status. When this weapon procs Impact, it also procs Corrosive. Primary Fire Mode: Supression Mode: Short range, tracking slugs with arcing flight trajectory. Secondary Fire Mode: Precision Mode: Longer range, super-fast tracking slugs with straight trajectory. Design notes: Totally honestly, this is just the Skyburner's Oath* from Destiny 2, and considering that the Cabal are pretty much Grineer (like, come on) it fits, I guess? *Which I enjoy a great deal, especially in pvp. Nobody expects bombs flying at them from around the corner. Stats: Mastery: 10 Slot: Secondary Type: Rifle Trigger: Auto Ammo: Sniper Noise: Alarming Fire rate: 3.33/2.0 rounds per sec Accuracy: 90/100 Magazine size: 18 rounds per mag Max ammo: 60 rounds Reload time: 1.6 s Piercing: 15%/40% Total Damage: 420.0/533.5 Impact: 85.5/100.5 Puncture: 34.0/60.0 Slash: 100.5/173.0 Heat: 200.0/200.0 Crit chance: 20% Crit multiplier: 2.3 Status chance: 26% Damage falloff: Full damage up to 90 m, Min damage at 190 m, max reduction 50% Polarities: Manufacturing Requirements: 45000 | 4500 | 4500 | 2000 | 8 | 24 hours Blueprint researchable in Dojo Chem lab: 20000 | 300 | 6000 | 4000 | 8 | 72 hours x1 x3 x10 x30 x100 Requires Dragulok Research Sprin: Hide contents Description: Sprin is an experimental weapon, firing Nyth-infused bolts, which crumble in flight, delivering a cloud of microscopic blades at the target. Somewhat based on a one-off handcannon made by Gaud Krupp for Ela Drakkar, it is a controversial weapon, even if only due to Ela's strict-secrecy policy on new tech. Mechanics: Innate: Nyth Corruption Bolt: This weapon fires Sentient-Nyth-infused munitions, gaining infinite unit penetration, increased Bleed* damage and causing enemies killed while Bleeding to leave clouds of dust, which deal Slash damage. Innate: Judas' Respite: This weapon deals increased damage against Tenno and Warframe targets. Innate: Judas' Bane: This weapon deals nearly no damage against Sentient targets. *any Slash proc caused by this weapon deals more damage. Slash damage itself is not increased. Design notes: Kinda wanted to incorporate the PoE and OV resources into more of the lore. Here is what I came up with for Nyth, it's a very sharp mineral. Stats: Mastery: 14 Slot: Primary Type: Rifle Trigger: Auto Ammo: Sniper Noise: Alarming Fire rate: 1.9 rounds per sec Accuracy: 75 Magazine size: 30 rounds per mag Max ammo: 90 rounds Reload time: 2.0 s Piercing: 60% Total Damage: 466.0 Puncture: 30.0 Slash: 436.0 Crit chance: 40% Crit multiplier: 2.5 Status chance: 18% Damage falloff: N/A Polarities: N/A Manufacturing Requirements: 60000 | 55 | 4 | 3 | 30 | 24 hours Blueprint obtainable from UBER Lancers Pompak: Reveal hidden contents Description: The Pompak is yet another esoteric weapon project by the Horma Vamrak, an eccentric Noble and the head of the Vamrak Industries, (in)famous for developing wacky equipment. This one... didn't work out. As an attempt to harness the Void energy, the Pompak features a miniature siphon technology, which sadly couldn't be utilised by mere mortals. Perhaps the Tenno could find a use for this weapon? Mechanics: Innate: Void Gun: This weapon does not have an ammo pool, instead reloading drains Warframe energy. This weapon deals greatly increased damage against Sentient units and has a chance to remove elemental adaptations from damaged enemies. Design notes: No, this cannot break Eidolon shields, sorry. Stats: Mastery: 10 Slot: Primary Type: Rifle Trigger: Semi-Auto Ammo: N/A Noise: Alarming Fire rate: 5.2 rounds per sec Accuracy: 46 Magazine size: 23 rounds per mag Max ammo: N/A Reload time: 0.5 s Piercing: 45% Total Damage: 60.0 Impact: 30.0 Slash: 30.0 Crit chance: 19% Crit multiplier: 2.5 Status chance: 15% Damage falloff: N/A Polarities: Manufacturing Requirements: 20000 | 1200 | 1000 | 5 | 1 | 24 hours Blueprint obtainable from the Hitman's Bounties Grasp: Reveal hidden contents Description: Grasp is, in short, an Orokin brain connected to their arm, put inside a gun-like casing and equipped with a stimulation device paired with the gun's trigger mechanism. When activated, the weapon fires a wave of exotic particles, powered by the Orokin's supernatural abilities. Mechanics: Innate: Exotic Energy: This weapon is guaranteed to proc Radiation status on nearby enemies hit. Innate: Judas' Respite: This weapon deals more damage to Tenno and Warframe targets. Design notes: Puts the "hand" in handcannon. That canister with the Grineer logo houses the brain... Does it mean it's a braincannon? Stats: Mastery: 11 Slot: Primary Type: Shotgun Trigger: Semi-Auto Ammo: Sniper Noise: Alarming Fire rate: 1.9 rounds per sec Accuracy: 100 Magazine size: 3 rounds per mag Max ammo: 42 rounds Reload time: 1.0 s Piercing: 75% Total Damage: 340.0 Radiation: 340.0 Crit chance: 17% Crit multiplier: 3.0 Status chance: 5% Damage falloff: Full damage up to 25 m, Min damage at 25 m, max reduction 100% Polarities: Manufacturing Requirements: 30000 | 2000 | 3000 | 10 | 1 | 24 hours Blueprint obtainable from the Hitman's Bounties Blamak: Reveal hidden contents Description: A straightforward approach is the best approach. Blamak's every part realizes this exact ideology. From the simplistic firing mechanism to it's deadly function. it is intended to be usable by anyone with (or even without) half a brain. Powerful explosive munitions carried by this weapon can be fired in a lethal splash or used as an impromptu grenade launcher, albeit at higher cartridge expenditure. Mechanics: Innate: Auto-Ignition Drive: This weapon fires at full-auto straight from the ammo pool. Using the Alt-fire triggers a reload. Alt-fire: Hard Launch: Press to fire off a powerful ranged fireball. Design notes: Funnily enough, when I originally drew it, it was supposed to be a grenade launcher with shotgun secondary fire. I generally draw first, then come up with how it works, btw. Stats: Mastery: 8 Slot: Secondary Type: Pistol Trigger: Auto/Semi-Auto Ammo: Pistol Noise: Alarming Fire rate: 4.5/1 rounds per sec Accuracy: 12/70 Magazine size: N/A/1 Max ammo: 40 rounds Reload time: 0.0/1.0 s Piercing: N/A/N/A Total Damage: 260.0/300.0 Impact: 90.0/100.0 Puncture: 80.0/100.0 Slash: 90.0/100.0 Crit chance: 18% Crit multiplier: 2.1 Status chance: 21% Damage falloff: Full damage up to 15 m, Min damage at 25 m, max reduction 50%/N/A Polarities: Manufacturing Requirements: 34000 | 4 | 1000 | 2300 | 4 | 24 hours Blueprint obtainable from the Hitman's Bounties Truda: Reveal hidden contents Description: The Truda is named as such for it's trustworthyness on the battlefield, of all the produced pistols, legend has that only one ever malfunctioned. Ironically it was the one used by it's original designer, who supposedly aimed and tried to fire it at the Elder Queen herself. The entire story is obviously a propaganda flick meant to show what happens when you try to rebel, but the "never-breaking" part seems to be true. The gun is curiously built in a way which somehow prevents any attempts to open it up and see what really makes it so special. Since the production ceased long time ago, there doesn't seem to be a way to understand it's uniqueness... Mechanics: Innate: "I will not betray": This weapon is immune to any disruptor mechanics, enabling it to be equipped even if it's type is supposed to be unallowed in the given mission. This weapon is unaffected by Radiation proc friendly fire. Innate: "I will not falter": This weapon gains massively increased stats when it's user is downed. Killing enemies while downed grants revival progress. This weapon's user cannot die without first being downed. Design notes: IDK, I think the spirit of the loremaster himself, @Unus, made me create a slightly longer story for this one. ¯\_(ツ)_/¯ Stats: Mastery: 15 Slot: Secondary Type: Pistol Trigger: Burst Ammo: Pistol Noise: Alarming Fire rate: 4.0 rounds per sec Accuracy: 32 Magazine size: 8 rounds per mag Max ammo: 240 rounds Reload time: 0.7 s/0.21667 s Piercing: 40% Total Damage: 100.0/240.0 Burst count: 2 (200.0/480.0 total damage) Impact: 40.5/97.2 Puncture: 19.0/45.6 Slash: 40.5/97.2 Crit chance: 15%/36% Crit multiplier: 2.6 Status chance: 20%/48% Damage falloff: Full damage up to 50 m, Min damage at 100 m, max reduction 50%/N/A Polarities: Obtainable fully built from the Hitman's Bounties. Stigrak: Reveal hidden contents Description: The diminutive Stigrak was an attempt to create a smaller, yet still very effective Designated Marksman Weapon for the elite paratrooper squads, who often can't equip large guns simply due to space constraints. It was a very successful attempt, to the point where it's creator has been nearly instantly promoted to High Tusk Command by Vay Hek. Powerful, yet low-caliber munitions carried by this gun have a greater chance of hitting their target due to in-built trajectory-correction system. Mechanics: Innate: Smart Munitions: This weapon's shots can be partially guided onto targets by dragging the reticule around while firing. Design notes: Visual design highly inspired by the 3rd Reich's StG 44, the first successful assault rifle in the world. Stats: Mastery: 11 Slot:Secondary Type: Rifle Trigger: Auto Ammo: Pistol Noise: Silenced Fire rate: 9 rounds per sec Accuracy: 99 Magazine size: 46 rounds per mag Max ammo: 230 rounds Reload time: 1.2 s Piercing: 50% Total Damage: 120.0 Impact: 60.0 Puncture: 10.0 Slash: 50.0 Crit chance: 24% Crit multiplier: 2.0 Status chance: 25% Damage falloff: Full damage up to 250 m, Min damage at 400 m, max reduction 45% Polarities: Manufacturing Requirements: 35000 | 4500 | 4500 | 2000 | 8 | 24 hours Blueprint researchable in Dojo Chem lab: 20000 | 500 | 10000 | 8000 | 5 | 72 hours x1 x3 x10 x30 x100 Requires Taktikar Research Satna: Reveal hidden contents Description: Satna is an extremely cheap and easy to use machine pistol, designed to be used by the Grineer Voluntary Troops. As you may imagine the Voluntary Troops aren't exactly what the word "Voluntary" would imply. They are war prisoner meatshields, simply put. Each Satna is equipped with a specialised Governor unit, making it impossible to fire it at a Grineer. The "after-market" versions of this gun come with that limitation removed though, as one might imagine. Ironically, a weapon first made for Grineer slaves, has become frequently used against the Grineer, as many rebels have picked up these guns from the bodies of the Voluntary Troops. Mechanics: Innate: Slap-Dash Machining: This weapon gains increased fire rate and recoil as it is fired. Design notes: This one quite literally the British Sten machine pistol. Stats: Mastery: 8 Slot: Secondary Type: Pistol Trigger: Auto Ammo: Pistol Noise: Alarming Fire rate: 9.1667 rounds per sec Accuracy: 21 Magazine size: 32 rounds per mag Max ammo: 320 rounds Reload time: 0.6 s Piercing: 10% Total Damage: 23.0 Impact: 10.9 Puncture: 1.1 Slash: 11.0 Crit chance: 5% Crit multiplier: 1.5 Status chance: 20% Damage falloff: Full damage up to 60 m, Min damage at 80 m, max reduction 60% Polarities: N/A Obtainable fully built from Volunteer Troops Back to the Main Post AH! That Nyth gun certainly piques my interest. Finally begins to integrate the open-resources with the rest of the game, similar mindset to my latest piece. Me? Loremaster? Bah, just a story scriber, but, happy to help uplift you! Link to comment Share on other sites More sharing options...
HugintheCrow Posted April 13, 2019 Author Share Posted April 13, 2019 9 hours ago, (XB1)Fluffywolf36 said: ...You should try to apply this to a rocket launcher. That'd be some fun stuff! Huh, why did I not think about that? 8 hours ago, Unus said: A revamped collection of characters eh? AH! That Nyth gun certainly piques my interest. Finally begins to integrate the open-resources with the rest of the game, similar mindset to my latest piece. Me? Loremaster? Bah, just a story scriber, but, happy to help uplift you! Yeah, all those resources not having any reason to be there outside of forcing some sort of progression in open worlds is meh. Link to comment Share on other sites More sharing options...
(XBOX)Fluffywolf36 Posted April 13, 2019 Share Posted April 13, 2019 3 hours ago, HugintheCrow said: Yeah, all those resources not having any reason to be there outside of forcing some sort of progression in open worlds is meh. It feels like back when Daemonheim was released in Runescape, and suddenly we just had ALL THESE RESOURCES - like, say, Zephyrium or whatever - that just got added in, and these mechanics, and new enemies, and new everything. Which sounds good, but there was this minor problem that virtually none of it interacted with the main game at all. I mean, some of it did - there were these resource rooms you could access for farming. I don't remember much about it, but since these rooms just spawned herbs that you normally had to use literal farming in herb patches to get, there were "weird" effects on the economy. I don't remember much about it. Dungeoneering was fun and all but there was just this weird sense of disconnect, y'know? I'd sped a lot of time doing it because I enjoyed the mysterious atmosphere and finding another new race, but it was so weird how separate it felt. It just felt like there was a whole other game just growing off the original game, like that time in The Dark Half where the doctors are operating on the main character and they find an eye, a nostril, and some teeth that could have been a person inside his brain, pressing up against his skull. (that got away from me 😛 ) And, well, a lot of the Landscape mechanics feel like that. It's not like I could add stuff like fishing, mining, or conservation into your average tileset-based mission - it just wouldn't be a good idea - but there's so few ways they affect the rest of the game. For example, I have absurd amounts of Crimzian. I don't know how much, not off the top of my head, but there are only two blueprints requiring Star Crimzian, and simple logic states that I have way too much for them. I do like that Orb Vallis connects back to Amp Assembly, but again... there's just so many ways it all doesn't connect. This is why - when I get to it, anyway - I'm going to make Ganymede fit back into a bunch of existing systems, including its own zaw parts and kitgun parts. Thaaaaaaat, and I don't want to unleash another modular weapons system on the world. We've seen how broken Kitguns and Zaws can be and how stuff like That Tombfinger Build (you know the one) have been able to outclass non-modular equipment, and I'm just not in a mood to do that to primaries. Link to comment Share on other sites More sharing options...
HugintheCrow Posted April 14, 2019 Author Share Posted April 14, 2019 (edited) On 2019-04-10 at 9:00 PM, HugintheCrow said: Yeah... I'm modifying it. Previously on: On 2019-04-13 at 3:18 AM, HugintheCrow said: Wolf of Saturn Six plot rewrite And now: Quote //INKOMING TRANSMISSION// Ordis: This transmission's quality is the worst garbage... not optimal I'm afraid, let me try and translate it... hmm, this is in Grineer?!... Uhhh, badly spoken Grineer too... Spoiler Tenno?... Hope this work... Krossk's komm-keys, hope they work... We fought before, you good warrior, better than some Grineer. You honorable, yes. I honorable too... Want future for my pack. Not Grineer future... Free future! Yes! Free like Tenno... But I too weak... Infested poison make me weak, make me ANGRY! Make me dead... No future if I dead. You, Tenno, I hear you cure Alad V. Tenno can cure Infested, Tenno can cure me? I honor you, but cure me... for my pack! I took prison, it my base. Meet me, cure me, Tenno... I honor you! //TRANSMISSION OVER// The Choice: Quote Side with the Wolf: Spoiler Cure the Wolf: Travel to the newly unlocked Saturn Six Max-Pen node, where the Wolf awaits you. The Wolf thanks you (at least that's what it sounds like) as the Infested poison is removed from his body by Helminth. The Wolf's Pack then flies away with their Prison-rebuilt-into-spaceship, but not before promising to return the favour... Side with Nora Night: Spoiler Kill the Wolf: Travel to the newly unlocked Saturn Six Max-Pen node, where the Wolf awaits you. The Wolf attempts to keep you busy, while the rest of the Pack evacuates the base. Mid-fight, the Infested poison finaly takes it's toll, and the Wolf submits to it's call. Now monstrous, he will not stop until utterly destroyed. When the beast is finally slain, Nora Night calls, and she is very pleased with what transpired. Side with Shaula Ruk: Spoiler Capture the Wolf: Travel to the newly unlocked Saturn Six Max-Pen node, where the Wolf awaits you. The Wolf attempts to keep you busy, while the rest of the Pack evacuates the base. Mid-fight, the Infested poison finaly takes it's toll, and the Wolf submits to it's call. Now monstrous, he will not stop until utterly destroyed. When the beast is finally slain, a small squad of Grineer suddenly teleport onto the deck and quickly sample the body. "Good enough for Shaula" says one of them, before disappearing. A new transmission appears: "Grineer reward loyalty, check your inbox." The Consequences: The Wolf: Spoiler The Wolf lives and becomes the Leader of the Pack. The Wolf Pack starts at the first level of reputation. An UberKlok Gift Cache is given by Vikto Krupp at the Wolves' Lair. Nora Night: Spoiler The Wolf dies and Kaln Volff becomes the Leader of the Pack. The Wolf Pack starts at zero reputation. A Nightwave's Gift is given by Nora Night. Shaula Ruk: Spoiler The Wolf dies and Kaln Volff becomes the Leader of the Pack. The Wolf Pack starts at negative reputation. A Kronos Raider Gift Cache is given by Raff Krossk, on behalf of Shaula Ruk. Spoiler Don't know what any of those things above mean? Stay tuned for the Orokin Dig-Site: Kronos... Back to the Main Post Edited April 14, 2019 by HugintheCrow Link to comment Share on other sites More sharing options...
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