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Thereâs some drone boosting cabins, but all of them ignore Yaoguais (powerful already) and Vultures (trash nobody uses and the devs know it)
So some kind of a Vaoguai/Vulture cabin, possibly also 1 new drone of the same kind as Yaoguai and Vulture (launchable)
How it would boos the drones, I do not know because if it boosts Vulture and supposed new drone at all, itâll make Yaoguai op, but if it boosts all the drones very little because of yaoguai existing, Yaoguai will still be good and Vultures will still suck
what was off topic? Iâm confused. Can you pm me with clarification so I understand better?
These are two different drone systems. Vulture for sure needs some kind of module or something. What if there was a module that allowed you to have 6 or 8 active? (although I am not really a supporter of modules that buff a single part).
Yeah the Vulture definitely needs some love. Which the devs wonât give it, even in the recent brawl where you were able to spam yaoguais all over the place, you could not do the same with Vultures because ?
One way to change it would be to create a support module that changes explosions concerning drones that explode, so then it would affect both Vulture and Fuze, but how to balance that is anyoneâs guess.
Or then just straight up buff the Vulture or give up on how it functions and change it, their idea was neat, a drone that drills into a build and then explodes, but honestly the drilling does not drill the drone anywhere and itâs more or less like a less aimable Phoenix with extra steps
Vultures donât do so well at higher ps, but do ok at lower ps, I donât think itâs much of a problem for the devs to not buff it, but itâs best to make some changes
Beast Tamer:
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Type: Melee weapon
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Faction: Firestarters
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Tier: Legendary
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Shape: A very long whip with spikes on the tip rolled up around a structure composed of steel bars attached to a 4x4 base with plenty of spikes on its perimeter. A small engine on the side swings the whip forward.
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Perk: On hit, the weaponâs swing rate (reload speed) is increased based on the targetâs base structural durability for 2 seconds. For every 100 durability points above 1000, it gains a 2% increase. Caps at 3500 durability for a total of 50% swing rate increase.
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Additional conditions: Only one whip can be equipped at once.
Nosferatu:
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Type: Heavy cabin
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Faction: Firestarters
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Tier: Epic
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Shape: Should look like a 1930-1940 Mack E series, with the typical Firestarter cosmetic features. It has large jaws on the front inside of which an orange glow can be seen.
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Perk: While dealing thermal damage, 0.5% of all non-thermal damage dealt to your target will be returned to you as durability for all your structural parts including the cabin itself. This cannot happen more than once every 0.5 seconds.
Drill crossbow, think the same drilling effect of a vulture but more damage and duration, and no explosion at the end. Basically the shot sticks to where-ever it was shot, and then keeps drilling into the build, dealing steady damage while slowly traveling forward on itâs supposed flight trajectory. Kind of like a fusion between a spike and phoenix, but the bolt canât be shot off like a phoenix. 6 energy weapon
Rapid fire bow, reloading. Crossbow version of the Thyrsusâs non-corpse charged shot, shoots 4 bolts one after the other rapidly, and then reloads. A smaller than usual crossbow, kind of like a pocket crossbow, but at the same no impulse whatsoever because itâs smaller than usual, damage is not that great either. 4 or 3 energy
Crossbow wheeled drones or turrets with mini varuns, slower pace of firing than regular varun. Otherwise your basic drones
Nailgun minigun, that uses ammo and works like a reaper so no radiators and coolers needed basically, no impulse or knockback whatsoever, usual nailgun accuracy but the gun heats up (turns orange) as you keep firing, rate of heating up / cooling down is the same so it wonât insta-cool down when you stop firing, or insta heat up when you do fire, itâs a slow gradual heating, size is kinda big and awkward because itâs basically a bunch or arguments taped together in a weird junkyard weapon. 5 energy
Nailgun wheeled drones that only deliver fully charged shots, rather than doing the more faster pace single hit-shots
A brand new type of a flying drone that when launched, rises up in a straight line at the spot at which it was set off at, scattering explosives around, the spread of them being larger the higher it gets, and then explodes after it has ran out of ammo, like a 5 second life time while scattering lots of bombs to rain down on that specific area
An engine that lets you charge up your rocket boosters by driving, adding fuel to them like the cheetah speeds up the reloading of modules
Legendary Whirl, the Tosser. 3 barrels, same perk as Whirl but instead of perk giving increased damage, it increases impulse considerably, so you can toss builds around with it. But heats up rather fast though so you canât toss everyone around
Legendary Argument, a double nailgun that shoots of two shots. Basically functions how nailguns worked during the double show brawl
Legendary impulse, even slower rate of fire, but bigger explosions. Complete opposite of Retcher, instead of lots of small bombs at a fast pace, itâs big singular bombs at a slow pace
Drill missiles, Nest but it shoots underground rather than up into the air. To make it fair, the missiles have a lag between appearing on the ground surface and shooting up into the build from below, as they switch from drilling mode to blastoff mode, like a click, click, boom. Does not attach onto the build like Nests do though, they explode on contact, but at the same time canât shoot as close to your own build as nests can, as once on the surface, they fly straight up only rather than following the enemy any further
Weapon booster module that you can switch on and of, that deals a minimal percentage buff to damage, like 5% at most, but at the same time deals steady damage per second to your own guns while it is active, like 5 damage per second. Can be turned on and off rather fast, like switching modes on an Omnibox, but once you turn it off it has a cooldown before it can be used again, that does not get booster by cheetah etc. But it only affects weapons that deal bullet or impact damage, so for example on a cannon it would buff the shell hit damage, rather than everything, it would not buff any energy weapons, any explosions, fire weapons or even meelee weapons as those already have tormentor. Itâs butt things like the usual minigun shotgun etc, medians, spikes, nailguns and so on
Joke gun - The Avalanche
Itâd be a massive, intimidating cannon, whith massive drawbacks like low projectile speed, awful accuracy, massive weight⌠The joke is that it has no redeeming points despite all its drawbacks, and hits like a wet toilet paper stick.
Now I want a genuine joke Avalanche, looks exactly like the avalanche, has the same stats, but when you fire it, it deals a flat 100 damage to your own cabin and from the barrel pops out one of those comical BANG flags and then retracts back in as the gun reloads
Iâd honestly use mine more if it did just that.
A homemade spudgun (air pressure version, not the combustion version) type of a pneumatic cannon, that uses pressurized air to shoot rather than combustion. No explosion of round, think of it as the fixed angle Median, but as opposed to the median, it just shoots a huge metallic potato sized bullet with not that great accuracy, that has quite a drop as the bullet travels. Almost Avalanche level on the normal shot A more beefy closer range Median thatâs for more medium range combat rather than long range agile glass cannon sniping.
Epic weapon, and has 2 firing modes like a parser or nail guns. Just tapping the button to fire normally, and then a charged shot where you overcharge the cannon with air, giving you more bullet speed, range and accuracy, and a slight damage boost. But, the weapon reloads slower after this charged shot compared to the less accurate, less range non-charged shot. 6 energy, big and decent hp, but surprisingly low weight, as being air pressure operated, it does not need as beefy construction as cannons that deal with combustion need
The non-charged shot is more spammable but the accuracy is a bit all over the place, but the charged shot gives it near fixed cannon accuracy. And you have to charge it all the way, letting go prematurely just causes a normal shot to happen, no matter how close to full charge you were.
Makes a funny, not that loud pwoof kind of a sound effect when firing rather than any explosion. Emilys firing noise is pretty similar to what I was thinking. No muzzle flash as well when it fires, no combustion.
Damage is fair but medium, but reload is faster than actual cannons due to not having much penetration or exploding shells
I want this. This would be OP with Porcs. You deal up to 15,000 points of cooking damage to a stationary target in about 10 seconds. Thatâs 750 durability returned to you. Combine that with Sleipnirs and you are in a good position to survive the 4 car pileup Porc cookouts that you get into on a regular basis.
Cool idea.
A legendary cabin, that when using any 2 type of weapon types on a build, 1 of them being meelee, reduces 3 energy requiring meelee weapons to only cost 2 energy instead. This could be balanced out by some weapon classes not being affected by this weapon type, like for example drones, possibly shotguns and other face hugging things.
If needed, you could even make it a heavy cabin and with lackluster 11 energy overall.
It would be really cool to run 2 Charybdis + 1 Thyrsus, but you canât because the total energy is 17. Most of the times when I want to run a meelee + weapon build that is not designed to be a facehugging build, I can realistically only put 1 meelee weapon on it due to the energy requirements and at that point Iâd rather put the 3 energy into modules or something. Running a single charybdis and Thyrsus is realistic, but also very limiting, there is only so high you can go with the ps on such a build. For higher ps, having 2 Chad 1 Thyrs feels much more realistic and usable.
Who would not want to run a build with 2 cannons or long range weapons and 2 meelee weapons? Currently the only way to do that is pretty much with a Cerberus, but as a meelee weapon it kinda sucks and youâre still realistically only using 1 meelee weapon and 2 long range weapons.
A legen dairy heavy cabin that has a perk where it lowers 6 energy weapons into only taking 5 energy. But 6 energy weapons only are affected by this perk, no other weapons
A light cabin that gets a better power, or whatever was acceleration etc, perk, the closer you are to maximum weight limit on the build, to make somewhat tanky but still sensible light cabin builds. But at the same time, as the battle progresses and you loose parts, you also loose the perk as your build gets lighter, but at the same time as it gets lighter, you start to get the benefits of light cab builds in general with acceleration, speed and being nimble. So basically you start out strong and being able to move reasonably well, even if slow, then after loosing some parts you move normally, and then when you have very little parts left youâre suddenly a super speedy pocket rocket, even if your hp is low
A cabin that makes a whole new kind of use out of boosters, taking away their ability to aid you in going fast, but you buff your guns with it. As you use your rocket booster, your guns heat up (turn orange) but at the same time you get a gradual damage buff, max damage at maximum heat. But you can no longer use rocket boosters for mobility at all with this build, and if they have a perk that aids in mobility, it simply makes no difference. And the perk also gradually lowers just like the heating does if you arenât using the booster, the moment you stop holding the booster button down it starts to go down, at the same rate it went up when the booster was active. Perk should be balanced so that you get a certain amount per booster, maximum is reached with 3 boosters, for example 10% maximum damage increase per booster, stacks up to 3 times so with 3 boosters your max buff at max heat is 30%, with 2 20%, with 1 10%, but even if you have 4, itâs still 30%
Long ago, I put an autocannon on a melee build as an experiment in PVP. The goal was to lure in the melee dudes & surprise 'em with a build catered to counter them.
When it worked, it was hilarious. Sadly, it really wasnât worth the effort.
More Yaoguai/vulture type launchable drones that can not be used with the muninn target/boost perk
It could be something new but a more realistic expectation would be yaoguai but with rockets or yaoguai but with grenades
Innovative ideas 2cool4game would be a shield disruptor drone, that instantly breaks all barriers etc, and prevents them from activating as long as itâs alive.
Or lock-on preventer drone, that prevents people from using Muninn, nests pyres hurricanes trombones caucasus etc.
Maybe a sprinkler drone that removes and prevents all fire puddles beneath it, and also driving under it removes all heating like the kami cab.
Or a drone that works like a mine, you launch it onto the ground and it sits there, when an enemy gets near it sorta jumps up to hover in the air at general build hight, and sends out circular all around energy pulses that deal some damage all around the drone, until it is destroyed or runs out of juice
Yaoguai wih Retchers for 5 energy
Be warned, last time I joked about âdrones with Sparkâ, the devs released Annihilators a couple months later
Then they give it Thresher instead, make it 6 energy and lower the damage by half