Ideas and Thoughts on Weapons/Abilities

Ars Nova

Omni Ace
Omni Ace
Jul 28, 2016
36
55
18
#21
I liked the bastions mine launcher, especially the 1.6 ones that either attack nearby enemies with chaining energy damage, (primary fire) or repair nearby deployables (secondary fire), but the 1.3 ones (I think) that repair (primary) and explode as secondary fire, damaging enemies, is OK too. http://firefall.gamepedia.com/Mine_Launcher

Also, maybe as a long range slow charge artillery, the Electrolaser. https://en.m.wikipedia.org/wiki/Electrolaser
 

Robert666

Firstclaimer
Mar 13, 2017
5
5
3
#22
Ok, so... once again, my mind has dipped into the depths of insanity, and come back with.... a thought!

What about something giving a Heavy a bit of bonus damage with melee? I mean, they are the larger, more massive frame, so a little something seems to make some sense...

I'm not necessarily saying it should be a default (though if it is, the 'buff' could be applied to either melee weapons or the frame), this could be something that is a mod for the frame, and thus only unlocked via research....
 
Feb 19, 2019
6
11
3
#23
I'm very interested in what the real benefit will be to heavy frames, and to shields. As an MMO player, I'm sad that so few games incorporate any meaningful way to manipulate Aggro, let alone truly tank. I really hope either abilities or weapons will force enemies to divert their attention to a heavy "tank". I figure from what the devs have said about not being an MMO I doubt they'll add actual taunt mechanics. But something like a shield or dome that actually protects allies and maybe has a weak point on the rooted tank would actually force enemy AI to focus on them.

Mainly, I worry that the heavy character is just going to become another type of damage dealer and players who enjoy support or tank roles will be left hanging. I think the game would be a lot more fun if Reaper parties were more organized than just different flavors of damage.