Abiotic Factor

Abiotic Factor

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Wave Jan 16 @ 10:30am
Potential future progression for firearms in Abiotic
Three quick but major ideas for the guns and balancing of them in the future.

1. Keeping in line with the Devs wishes for keeping this game less focused on the military grade firearms, why not make the scientists modify the weaponry to make them more science focused?

Starting somewhere in the Accuracy, scientists can start working on modifications to their firearms like double stacked magazines for the SMG, a switch for the Security Pistol to shoot faster or even sawing off the barrels of our Magnums / Antique shotguns so they weigh less and we can run slightly faster with them? Part of me hopes that this will play out like the System Shock Remake where starter guns we get are modified due to crafting to become more useful and powerful instead of us being given newer weaponry.

It would be very fitting that the science team can at least make dangerous modifications to guns considering what we can already make like improvised explosives and lethal laser weaponry. It would be fitting that we can modify tech that we are given within an reasonable extent.

2. Not sure if this would be a popular suggestion, but consider changing the shield slot into a utility slot. This way the slot can still be used for your arm wraps when using two handed firearms. Two handed weapons already deny your use of a shield, so why not also give this slot to arm wraps just so we don't have an empty slot we can't use. It's also a buff to the arm wraps indirectly because we can also have our full armor set bonuses.

The only significant downside this would cause would be for handgun / shield setups, which I would still like to see in the game for the one handed firearms somehow.

3. Swap "Basic Geometry" with "Just In Case" and then replace "Just In Case" with another skill called "Scavenger". Just In Case acts like a redundant skill considering that being able to reload a weapon that you cannot fire seems somewhat pointless from my experience.

With this new "Scavenger" skill, players who cut up enemy bodies will find / have a chance to find additional ammo. Cut up an enemy soldier and you might find they were carrying extra ammo. Cut up an Exor and you might find some more quills.
Cut up a bot and you might find some extra grenades.

This would address the ammo problem most guns have ( Especially the Magnum, the Sniper and the Rifle have ) without going down into the craftable bullets like so many people here want.
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the specter m4 actually has a 4 columb, double stack "casket" magazine, but ingame it holds only 18 rounds (50 irl)
Wave Jan 16 @ 11:41am 
Originally posted by Crochwhisle purple:
the specter m4 actually has a 4 columb, double stack "casket" magazine, but ingame it holds only 18 rounds (50 irl)

Maybe the Devs could come up with a comedic name for the stacked magazine mod of the SMG. Quad Stacked or Octuplet Stacked magazine sounds comedic enough for this game.

For the record, this SMG modification would be as simple as just duct taping two SMG magazines together so every other reload you do would be significantly faster. It's cheap, feasible and uses items we already have access to in game.

If we wanted to go insane, Wormhole Magazines or some way of temporary infinite ammo like in SYNTHETIK LEGIONS RISING would be pretty crazy.
Last edited by Wave; Jan 16 @ 11:42am
Also, why does the Magazine fed basic handgun only chamber EIGHT nine mil rounds? That's ridiculously low for such a small round type. Glock standard 9mm mags usually do 10-12. What's the point of a magazine if it's barely going to hold any more rounds than a revolver?
Altoryu Jan 19 @ 1:46am 
I want to see more craftable long range weapons (with a scope) cause so far only one I really know of is the magbow. Mean I don't think it would be too much of an ask to create a rifle that uses scrapshot ammo for example since we already have a pistol and shotgun.
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Date Posted: Jan 16 @ 10:30am
Posts: 4