Reverseable weapons. Being such as the wasp for instance or other weapons when the barrels invert lower when placing them on the opposite side of a build. Some MG’s have the same design issue. A right & left sided unit . Not that it increases any power but solely for the aesthetic aspect and functionality around armor placement. Call it an O.C.D thing but it can really ruin the art of the build. A simple but a nice addition to the game. Basically if the item is mounted to an oposite side, It will automatically reverse making it a left handed or right handed unit. Movement parts have this feature I never understood why this feature hasn’t been implimented on weapons as well. The programming is there please use it !
Before we get any new weapons, we need more blueprint slots. Even maxed out and using exhibition slots, there just isn’t enough space for the weapons we have, let alone more.
I think a new legendary generator would be cool, so that having that final 1 point of energy be paywalled behind a relic generator could stop being a thing
free the energy
The way generators currently implemented make me very frustrated and dissapointed.
Heavy, durably, bulky vs light, fragile and explosive generators should not have energy difference.
Make them all go 2 energy step.(2-4-6-8-10)
White 1 energy genarator is too bulky for it’s size and role. It should be size of small ammo pack of even smaller.
FG Aggregator should be at least same or smaller as R-2 Chill.
Make 1 energy generator an “Accumulator module” separate from generators so you can have generator+1 energy accumulator.
Remove energy difference from cabs. Why light cabs have 25 and heavy only 23?!! They are slow - that’s the main penalty and it’s enough. Why the f*ck limit heavy builds in weapons and hardware if they are meant to house more.
Generator’s;
With the current style of gens we have ATM, I am surprised XO devs haven’t come up with a non explosive solar generator
*Poke’s bear with a stick
Maybe just allowing more than 1 generator on a build would be the best option. If you only need just one extra point of energy, and you have the space, add in the Toughie. Yeah some people would use two Apollos and build roving battleships, so put a cap on the max energy that any build could gain from multiple generators. They’d already be balanced by the fact that your build has greater susceptibilty to a devestating explosion, plus the combined weight of two generators would put limits on the build as well.
This would be very user friendly and completely ruin gatekeeping max energy behind the uranium paywall and allow people to branch out in PS brackets further than before, and let people experiment more and bring more enjoyment into the game so they’d play more of it, not to mention even bring some much needed new meat to the whale tier PS brackets where it’s just 5-10 richest guys of XO playing against each other day in day out like an office job
So sadly absolute kryptonite to the people in charge of this game
1 energy synchronized module, that has a perk that works only when you have multiple different weapons mounted. More (different) weapons, better perk (base +% rotation speed).
It’ll buff rotation and aim speed a little, and synchronize it with each gun so they all rotate and aim at the same speed. Always uses the slowest rotating weapon on the build as the base for the perk, So say you have a fat man and a Piercer, it’ll first buff the fat man to rotate a bit faster, and then equalize the piercer to rotate at the same speed, even if that would mean lowering the normal rotation speed of the gun.
Something to let people mix guns a bit more outside omni-movement builds. So say you’re using a slowly rotating gun and a fast rotating gun on a wheeled build, you most of the time can’t really fire both guns when you want to, because one rotates so slow. This would allow more mixing