What I thought extremely strong, low fire-rate sniper-builds would be capable of with the elements. Doesn't apply to faster, scoped weapons, like the M36 from Firefall. You'll see why.
The stuff in brackets miiiight be (asking for) too much. But, it's just neat things. It could promote team-work. Give more opportunities for support and to use the environment and its natural hazards and turn them against the enemy.
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Incendiary: Fire-ball released on impact can light smaller enemies on fire, in melee-range of the target, while the latter is more severely burned.
(Shots can instantly ignite hazardous gas vents and fissures to produce a wall of flame. Hits can thaw out and warm friendly units, object, emplacements and structures affected by frost.)
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Cryo: Snap-freezing shots automatically slow smaller targets, while the build-up of ice can cause them to become frozen from multiple shots. Larger enemies may be slowed by consecutive hits.
(Individual limbs can become effected by frostbite, reducing movement and attack-speed, when the legs and arms are targeted.)
Targets more susceptible to cold are slowed faster and more severely, while smaller ones may freeze faster from less shots.
(Hits can put out fires on friendly units, object, emplacements and structures. They can also plug and stop liquid chemical leeks.)
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Shock: Lightning strike that can chain to multiple targets within melee and close-range, doing reduced damage and with a chance to stun. Main target struck is guaranteed to be stunned, unless it is specifically resistant to it and the element.
(Can remotely power-up generator devices, wherever that might be needed. Make it thunder, after a shot! Mwahaha!)
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Corrosive: Delivers a high-impact payload filled with a thermite-like* solution that's spread on impact. It rapidly eats through flesh and metal, while producing a debilitating, toxic gas cloud that impairs the aim of the target and enemies within melee range.
(Can corrode the limbs of mechanized, unmanned enemy transports, walkers...etc. rendering them immobile for easier destruction or salvaging. Can also destroy support structures under enemy emplacements, taking them out of commission, but leaving them salvageable or even reusable.)
*Or whatever stronger stuff they could've come up with in 300 years.
The stuff in brackets miiiight be (asking for) too much. But, it's just neat things. It could promote team-work. Give more opportunities for support and to use the environment and its natural hazards and turn them against the enemy.
...
Incendiary: Fire-ball released on impact can light smaller enemies on fire, in melee-range of the target, while the latter is more severely burned.
(Shots can instantly ignite hazardous gas vents and fissures to produce a wall of flame. Hits can thaw out and warm friendly units, object, emplacements and structures affected by frost.)
...
Cryo: Snap-freezing shots automatically slow smaller targets, while the build-up of ice can cause them to become frozen from multiple shots. Larger enemies may be slowed by consecutive hits.
(Individual limbs can become effected by frostbite, reducing movement and attack-speed, when the legs and arms are targeted.)
Targets more susceptible to cold are slowed faster and more severely, while smaller ones may freeze faster from less shots.
(Hits can put out fires on friendly units, object, emplacements and structures. They can also plug and stop liquid chemical leeks.)
...
Shock: Lightning strike that can chain to multiple targets within melee and close-range, doing reduced damage and with a chance to stun. Main target struck is guaranteed to be stunned, unless it is specifically resistant to it and the element.
(Can remotely power-up generator devices, wherever that might be needed. Make it thunder, after a shot! Mwahaha!)
...
Corrosive: Delivers a high-impact payload filled with a thermite-like* solution that's spread on impact. It rapidly eats through flesh and metal, while producing a debilitating, toxic gas cloud that impairs the aim of the target and enemies within melee range.
(Can corrode the limbs of mechanized, unmanned enemy transports, walkers...etc. rendering them immobile for easier destruction or salvaging. Can also destroy support structures under enemy emplacements, taking them out of commission, but leaving them salvageable or even reusable.)
*Or whatever stronger stuff they could've come up with in 300 years.
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