Suggestion: ADAPTABLE WEAPONS

Adaptable weapons are single gun limited weapons that gain bonus’s based on modules and cabs equipped. each one has a different set of bonuses. Their main features are they are all a limit of 1 per build, this is one adaptable weapon so not putting the MG and cannon one on the same build. bellow are ideas for two of such weapons, an MG and a Cannon.

Ravaged sight
base look idea: The image bellow but with a more ravager look and a .50 cal MG instead of a 5.56 the grenade launcher would be there but only have two barrels.

base perk: adaptable, every 10th shot is a grenade.
energy cost: 5
HP: 650
damage: 15 per shot, 50 per grenade
max range: 200m for MG, 150m for grenades
mounting: can be side or under mounted.


adaptions

Engines: +5% damage, increases by 5% per weapon tier upto legendary max of +20% (all weapons have this.)
Radar: +50m range (Doesn’t stack with radar detector)
radar detector: +50m fall off range (deals more damage at max range. doesn’t stack with radar)
radio: hit targets are tagged to all nearby allies. (all weapons have this.)
cloak: grenade hits recharge 5% charge (doesn’t work on ammo requiring ones.)
cloak detector: grenade hits remove 10% cloak charge (forces recharge.)
averter/omna/shields: weapon gains a shield worth 25% of its HP.

faction cab boosts (these are unique per weapon. applied CKS do change these.)

engineer, syndicate, hyperborial, ravager cab: +10% DR

Lunatic: +10% damage to enemy movement parts.
nomad: +10% faster cooling
scavagers: grenade radius increased by 0.5m

Firestarters: grenade replaced with molotovs that leave fire pools -25% max range.
Dawns: grenade replaced with single shot explosive lasers that heat large areas -75% grenade damage +50m grenade range
Steppenwolves: grenade replaced with micro rockets that fire in 4 shot bursts -50% grenade damage, +100% grenade range.



mk2 FREEDOM
base look: an abrams tank turret, with its 2 MGS still attached.

base perk: twin fire(primary cannon, secondary MGs which function as two blue MGs), adaptable
Energy cost: 9
HP: 1100
damage: MGs 6 per shot, cannon 200+ 50 explosive.
mountings: top only, can’t be put on anything with rotors.
type: turret cannon
base ammo: 10 shells.


adaptions

Engines: +5% damage, increases by 5% per weapon tier upto legendary max of +20%
Radar: +50m range (Doesn’t stack with radar detector)
radar detector: +50m fall off range (deals more damage at max range. doesn’t stack with radar)
radio: hit targets are tagged to all nearby allies.
cloak: cannon can be fired once while cloaked (can’t reload while cloaked)
cloak detector: cannon hits disable cloak for 15 seconds.
averter/omna/shields: turret projects a small shield in front of the cannon while reloading shield can take 100 damage.

faction cab boosts (these are unique per weapon. applied CKS do change these.)

engineer, syndicate, hyperborial, ravager cab: +10% DR

Lunatic: -25% weapon weight and HP
nomad: Removes the cannon replaces with miller (including all stats of miller)
scavengers: +10% HP and mass

Firestarters: removes the MGs, adds a co-axle flamethrower with 150 ammo
Dawns: removes the MGs replaces with auroras
Steppenwolves: removes the MGs, replaces with twin miniguns.

bonus: cab type changes(unique to cannon)

light: 10% faster weapon rotation
medium: +15 degrees on cannon aim angle
heavy: +10% more ammo. (1 more shot)


idea came from my tow idea here: Caucasus and tow rework ideas - #2 by Warbrand2