Hello everyone!
Making a fully custom weapons can be a mess. How about making them divided into categories? By this way we can also make weapon-specific abilities. Like HKMs. For example, a revolver may have a HKM like McCree's Deadeye - locking on and killing max (drum size) enemies with headshots. I have a proposal list of primaries (not all of them can be used as alt-fire modules):
Kinetic:
BF - burst fire, AF - automatic fire, SA - semi-auto, BA - bolt action, HL - hand loaded (no mag)
- Assault rifle - low caliber automatic rifle, accurate, AF/BF SA
- Battle rifle - medium caliber automatic rifle, fires slower than Assault Rifle, AF/SA
- SMG - automatic weapon that fires very fast using pistol rounds or slow using high caliber pistol rounds, AF
- DMR - semi-automatic rifle firing low to high caliber rounds, SA/BF
- Semi-auto Sniper Rifle - heavy DMR, may use high caliber rounds, SA
- BASR - heavy sniper rifle, may use from low caliber to AT rounds, BA
- Railgun - like Raptor's Rifle, uses projectiles made of magnetic metal, SA
- Hand cannon - single shot, very high caliber rounds, HL
- Rocket launcher - fires rockets, HL
- Grenade launcher - fires grenades, SA/HL (if used as alt-fire weapon)
- LMG - low to medium caliber weapon, can use belt ammo, good for suppressive fire, really accurate, heavy, AF
- High-Caliber Burst Rifle - uses high caliber (12.7mm) rounds, very accurate, fires in 4 round bursts, slow RoF, long range, BF
- Shotgun - uses buckshot, frag or slug ammo, fires in a cone, devastating close range, AF/SA/Pump Action
- Your ideas
Thermal:
- Cannon (like plasma/thermal cannon from Firefall)
- All weapons from kinetic category except for rail gun, hand cannon and grenade/rocket launcher, with some changes of course
- Flamethrower
- Volatile fuel projector
- Your ideas
Electric (would also repair):
- Tesla Punisher - charge-up weapon, charges up when you hold LMB, fires when you release it. Medium range, very high damage at max charge
- Constant Arcer - a weapon that fires like Tesla for engineer from Firefall
- Your ideas
Toxic:
- Desolator - launches liquid toxins (they curve as they are affected by gravity) that leave spills on ground, only affects ground targets
- Coroder - launches a blob that explodes and leaves a small spill, corodes armor. Great as alt-fire for Desolator, first you use Coroder on armored enemy, than kill it with Desolator's toxins
- Lung Killer - a weapon that sprays toxins on short range, leaves gas clouds. A bit less deadly than Desolator, cannot damage armored enemies even if they are coroded, vanishes quicker than Desolator's toxins.
Healing/vampire:
- Heal gun - like Medigun from TF2, steals enemy hp
- All weapons from kinetic category except for rail gun, hand cannon and grenade/rocket launcher
- Bio needler - we all know it, also steals enemy hp
Cryo:
- Freezing blaster - like Mei's primary fire from Overwatch, short range
- Impaler - like Mei's secondary fire from Overwatch, deals kinetic damage and slows down the target
- Your ideas
Beam:
- All weapons from kinetic category except for hand cannon and grenade/rocket launcher, with some changes of course
- Focuser - emits a constant beam while LMB is pressed
- Your ideas
Now secondaries, only kinetic come to my mind:
- Revolver - RoF and mag size depends on caliber, alt-fire is fanning the hammer
- Pistol - low to high caliber pistol, alt fire is 3 round burst that is not really accurate
- Automatic Pistol - low caliber pistol rounds, full auto, alt-fire is firing accurate single shots
- Your ideas
What do you think? It would make crafting and balancing easier and players could get weapon-specific abilities and HKMs.
Making a fully custom weapons can be a mess. How about making them divided into categories? By this way we can also make weapon-specific abilities. Like HKMs. For example, a revolver may have a HKM like McCree's Deadeye - locking on and killing max (drum size) enemies with headshots. I have a proposal list of primaries (not all of them can be used as alt-fire modules):
Kinetic:
BF - burst fire, AF - automatic fire, SA - semi-auto, BA - bolt action, HL - hand loaded (no mag)
- Assault rifle - low caliber automatic rifle, accurate, AF/BF SA
- Battle rifle - medium caliber automatic rifle, fires slower than Assault Rifle, AF/SA
- SMG - automatic weapon that fires very fast using pistol rounds or slow using high caliber pistol rounds, AF
- DMR - semi-automatic rifle firing low to high caliber rounds, SA/BF
- Semi-auto Sniper Rifle - heavy DMR, may use high caliber rounds, SA
- BASR - heavy sniper rifle, may use from low caliber to AT rounds, BA
- Railgun - like Raptor's Rifle, uses projectiles made of magnetic metal, SA
- Hand cannon - single shot, very high caliber rounds, HL
- Rocket launcher - fires rockets, HL
- Grenade launcher - fires grenades, SA/HL (if used as alt-fire weapon)
- LMG - low to medium caliber weapon, can use belt ammo, good for suppressive fire, really accurate, heavy, AF
- High-Caliber Burst Rifle - uses high caliber (12.7mm) rounds, very accurate, fires in 4 round bursts, slow RoF, long range, BF
- Shotgun - uses buckshot, frag or slug ammo, fires in a cone, devastating close range, AF/SA/Pump Action
- Your ideas
Thermal:
- Cannon (like plasma/thermal cannon from Firefall)
- All weapons from kinetic category except for rail gun, hand cannon and grenade/rocket launcher, with some changes of course
- Flamethrower
- Volatile fuel projector
- Your ideas
Electric (would also repair):
- Tesla Punisher - charge-up weapon, charges up when you hold LMB, fires when you release it. Medium range, very high damage at max charge
- Constant Arcer - a weapon that fires like Tesla for engineer from Firefall
- Your ideas
Toxic:
- Desolator - launches liquid toxins (they curve as they are affected by gravity) that leave spills on ground, only affects ground targets
- Coroder - launches a blob that explodes and leaves a small spill, corodes armor. Great as alt-fire for Desolator, first you use Coroder on armored enemy, than kill it with Desolator's toxins
- Lung Killer - a weapon that sprays toxins on short range, leaves gas clouds. A bit less deadly than Desolator, cannot damage armored enemies even if they are coroded, vanishes quicker than Desolator's toxins.
Healing/vampire:
- Heal gun - like Medigun from TF2, steals enemy hp
- All weapons from kinetic category except for rail gun, hand cannon and grenade/rocket launcher
- Bio needler - we all know it, also steals enemy hp
Cryo:
- Freezing blaster - like Mei's primary fire from Overwatch, short range
- Impaler - like Mei's secondary fire from Overwatch, deals kinetic damage and slows down the target
- Your ideas
Beam:
- All weapons from kinetic category except for hand cannon and grenade/rocket launcher, with some changes of course
- Focuser - emits a constant beam while LMB is pressed
- Your ideas
Now secondaries, only kinetic come to my mind:
- Revolver - RoF and mag size depends on caliber, alt-fire is fanning the hammer
- Pistol - low to high caliber pistol, alt fire is 3 round burst that is not really accurate
- Automatic Pistol - low caliber pistol rounds, full auto, alt-fire is firing accurate single shots
- Your ideas
What do you think? It would make crafting and balancing easier and players could get weapon-specific abilities and HKMs.