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
Why add new parts when you can improve on the old ones?..


@Kohtupora2 Done.
[Check reply for image]
Rarity: rare
Type: light
Faction: lunatics at lvl 4
Max speed: 145
Tonnage: 8500
Mass limit: 9000
Energy: 26
Durability: 453
Cabin weight:(the cabin itself) 200kg
Dimensions: 4<x5^x6<>
Ability: overdrive:
All wheels take 0% off cabin power for 12 sec., weapons gain +50 durability (not regenerating existing damage), weapon cooldowns becomes 1.2 seconds (does not stack overtime), malee parts get a 50% heal. (Shiv wheels do not count) ability only lasts for 20 seconds with a 1:30 cooldown.
Perk:Every 2 shots that hit, all weapons get +4 shots, invisibility modules gain +25 durability (for that battle) only stacks 3 times
Crafting recipe: 20 uranium, 1579 scrap metal: 150 bateries, 2548 copper, 758 plastic, 2 mk2 chameleon invis modules, 3 rd-1 listener radars, 50 r-1 breezes, 14 RN seals, 2 wyvern cabins 1 bear cabin, 2 cheetah engines, 12 sprinter cabins, 400 wires, and 12 porcupines
Possible upgrades:
-
15% durability
-
20 % power
+4 % mass limit
- 6% Tonnage
+5% speed
- 4% weight
+250 radar detection radius
-
can see through walls that are less than 4m thick
-
ability:
all alies within 25m get 4 second reload time (weapons)
for 18 seconds -
ability:
all alies within 25m get 4 second cooldown time (modules) for 20 seconds -
ability:
all alies within 25m get +5% speed boost, but gain 1% reload time (for 40 seconds)
( no one cabin can have more than one ability upgrade at a time)
(Speed and mass limit, or, durability and weight upgrades may not be on one cabin simultaneously)
That way it takes alot to make it, but also stays incredibly balanced
But front and back are cut off like sprinter cabin
You have no idea how hard it was to get it to upload correctly ![]()
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Imma get so much hate for this one:
I don’t have a good name yet…
Faction: Ravagers or the new Eclipse one
Rarity: legendary (Light Orange for those of you that don’t memorize the rarity names)
PS: 15000
Durability: 200
Energy drain: 5
Mass: 380 kg
Explosion damage: A lot
Okay now that that’s out of the way: the actual idea: reusable lancelot spears (don’t hate me
).
It has ram resistance and more ram damage on the front of the weapon (where the spear comes out) with some spiky parts to make it look deadly. It doesn’t reload with ammo, however. You have to sit next to a wreck for a few seconds (5 seconds maybe??) for it to reload. It will regenerate the spear, and then you can kill another person with it. The spear has durability separate from the weapon itself (like 10 maybe??), and can be disabled by a few bullets.
Before you all say “BuT TrItOnS ArE ThE SaMe tHiNg??!!!” lemme clarify this: tritons are NOT reloadable lances. They are frontal shotguns, like the goblin/gremlin ones that they were based on. The triton perk is similar but not the same as my idea.
This is probably too OP for the game anyway, Imma stop. ![]()
Oooooooooooh I love this kinda challenge! Fuzz, it wouldn’t be hard to build! We’ll call it the “Lance-o-matic 6000”. Picture a wheel (like a paddlewheel) mounted on an axle, with 5 lances sticking out of the top half of the wheel, each 36 degrees apart. As the frontal lance gets used, the wheel rotates 36 degrees forward, presenting a new lance. It would take very little power to turn the wheel; none at all if it’s turned by a torsion or extension spring. I made a very quick animation of the concept; click the arrow at the bottom of the picture to start the animation.

In real life, you would have to pull the car over and reload the wheel manually; but maybe Wade could reload them while the car is moving.
22 energy big gun idea using the sort of punji mechanic
No idea on stats but basically it’s like a 2-shot revolver, shoots a bolt that attaches to the enemy (but has no on-hit damage), and then another one, and then creates an energy beam between those two bolts that deals damage. You can shoot the two bolts into the same enemy, different enemy, but not onto terrain or surfaces. But if you shoot it at a drone/turret/mine, instead of dealing damage or working like it normally does, it just deletes the drone with 1 shot. But once those two shots have been fired, the reload is kinda long, due to how the gun works. If you manage to shoot one shot into the enemy but miss the other into terrain, the gun also fails at doing what it does.
Now, when both bolts are attached to an enemy, it creates a beam of energy between those bolts, dealing damage to enemies caught in it, be it singular or multiple. High periotic damage for a short while. After shooting the first bolt, the bolt itself becomes invulnerable (can’t be shot off by teammates, only after the second one has attached they can be shot off or destroyed. Applies to Argus and the Kami perk as well. If the part it is attached to gets destroyed, then the bolt falls off as well and forces into the reload rather than being able to shoot the second bolt and do nothing with it)
While the first bolt is attached and the second has not been shot, the gun gets increased damage protection and rotation speed as a perk (to help plan your shot better). If you fail the shot in any way, you get a penalized slower than normal reload and the gun heats up a little while reloading. Also the regular reload won’t “start” until the bolts are finished dealing their damage.
Basically think a punji you can freely shoot into the enemies to create two points which will get connected by a damaging energy beam. The beam has a very long range to help with situations where it’s been shot into two moving enemies so you can kinda sweep the team with it and damage multiple people, but the main use of the gun is to try to shoot it into the same enemy at opposite ends to deal damage to internal components and frames
We’re still missing a revolver shotgun happened to spot this today:
Might make for a interesting combo machine gun/shotgun combo…
They make a stand alone version too:
So I was thinking they could do a special the size of an emily and a legendary version as the combo kind of like an alternative for the Hybrid.
We don’t need anymore shotguns in the game gang
It’s not a matter of needing it’s just that we don’t have a revolver shotgun in the game. So I kind of wish they would finish out the series of revolvers and then fill out the rarities where possible for the rest of the weapon line for each of the revolvers.
Similarly we don’t have larger or smaller versions of the laser gatling guns too and I think we should even though some players are sick of the scifi stuff. Like I think we should have a combat laser for 12en that is a laser analog of the reaper with a different perk. Similarly we have none bellow 8en, so maybe a 6en small combat laser would be good to have too.
Smaller mine droppers for heli, the only one we have is 12en which doesn’t combo well with a lot of builds. Having a 8en and 4en would help diversify those build types.
My point still stands. We don’t need more shotguns.
Every single time they release a shotgun it completely breaks the balance.
Split? Insane damage up close that allowed it to degun anyone faster than any shotty + has really good mid-range capabilities.
Triton? i wouldn’t even elaborate lmao that thing still breaks the balance almost 1 year later
Extremum? Twice the damage of hammerfall paired with insane survivability
Arothron buff could also be put here, oh i love impulse mechanics in this game. Speaking of impulse, we don’t need any more crossbow weapons and ESPECIALLY sticky projectile ones.
Yall ever noticed that the devs quietly added the mechanic where sticky projectiles block your guns, and if your projectile doesn’t have any bullet damage (Flute, Locust, Cricket, Darling, and so many more) you degun yourself on that sticky projectile?
AND they also add more BS sticky projectile guns than ever? Hybrid, Artemis, Butcher, Sovereign, the list goes on. The devs really have a sticky projectile fetish lmao
Everything they do breaks balance and needs adjustment that’s not just true to shotguns.
I hate using it, I actually bought a mini pass for that and sold them because I disliked them so much. Not every shotgun fits every player. Diversity is good with some of these. I don’t expect you to like every weapon either but I don’t say cut down the choices either.
The shotgun’s in that line have always had issues as they give them a limited aim energy discount while trying to make them competitive. Every weapon in that line has been nerfed though I do wish they would put in limited angle weapons of each type just to fill them out.
Me too.
Same
I think we need more of these as they are great for setting traps. I do not think we have enough player driven trap skills in the game. That takes skill to set up unless your just firing randomly and hitting stuff. That can be worked on more though.


