Guns and My 2 Cents

So I have to admit the weapon switching is a terrible idea. I don't care about the aesthetic of the guns. They look fine. It would be nice if ship weapons were given an updated look, but I digress. I think the types (smg, rifle, etc) are forced and were not given much thought. Mods at this moment I am not going after in the game. Sorry, I am not going to go back to Engineers 1.0. Fix it please.

On-foot shields should take the same damage regardless of the weapon type. The benefit is that they regenerate, unlike Armor that will simply break and needs to be replaced. Armor should have more stopping power while shields should have a very regular drain based on damage. Damage based on where the target is hit should have a multiplier. So headshots and the like.

NO MORE WEAPON SWITCHING!!!

Suggestion:
Energy weapons have a damage fall off based on distance, do not have a minimum range (they stop when they hit something), are super accurate (zero spread), can overload shields causing them to pop, and do a bit more damage to armored targets.
Laser weapon types are solid as is.
Ballistic weapons have projectile spread and can have fall off depending on gravity rating, do slightly less damage to armored targets, has a very slim chance to pass through shields, and cause the target to stagger.
Ballistic weapon types are fine as is.
Plasma weapons have solid all around damage, slow projectiles, low ammo capacity, can cause d.o.t. damage to target without shields (burning), and projectile dissipates over time limiting range.
I would only keep the shotgun. remove sniper rifle and pistol. Rename plasma pistol to short barrel shot gun and keep reload type. Add fire modes to shotgun and short barrel between spread and slug. Add shoulder mounted plasma launcher type that is like a grenade launcher that has great antipersonnel damage and splash AOE. (decent range). Current shotgun reload changed to pump action to load and recharge new plasma cannister.
Add mass driver or rail gun. Make this the sniper rifle and revolver type.
Low to average ammo capacity. Has charge time. Massive damage. Small projectile. Can pass through targets. Can ricochet off of shields. (not always to ones benefit...)
Rocket launcher is okay. I would increase ammo capacity to 5. Allow for multiple projectile shot, up to 3. can lock onto vehicles and ships.

These are all the standard. Mods will enhance existing traits to a degree. Majority of mods are add-on like scopes, grips, muzzles, stocks, flashlights, etc...

This makes it so a weapon is chosen for the job. It isn't a contrived game mechanic that is not fun.
 
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