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Gunner
An LMG like primary - Belt fed ammo, good accuracy and stability, hard recoil, slow rate of fire and high weakpoint damage. Starts to get inaccurate at high heat but never overheats, pressing R vents the heat.
A railgun like secondary - Hitscan, infinite penetration, high recoil, can charge it up making it more powerful the longer you charge it, charging drains more battery power but is overall more efficient than quick firing, damage is very powerful at full charge, acts like AoE (ignores armor and weakpoints).
Scout
A bolt-action like rifle primary - Slow rate of fire, strong hipfire damage, no focus shot, great stability and accuracy, decent 15 shot capacity.
Dual-pistol secondary - Slow rate of fire, good weakpoint damage, fairly accurate, fires 1 pistol at a time but allows for 30 shot capacity combined.
Engineer
Shredder primary - Fires buzzsaw like projectiles that lose velocity and damage at longer ranges. Can be built for high damage, extra range and penetration or for riccochets between multiple targets with a shorter effective range.
Minelet launcher secondary - Rapid fire mini-explosives with a tiny 1.5m AoE that stick to targets before arming. No magazine/reload, detonates by pressing R or when the target is killed. Can be modified to create fear on the attached target, leading them back into the swarm ready for detonation or CCing them until a better detonation time. Possible frenzy mod that can cause it to attack it's own if multiple minelets are placed on a single target, forcing subjects back into the crowd. The tougher the target the more minelets are required to make it go into frenzy.
Driller
A Tesla style gun - Has a charge up and recharge time, long range (20m), weak damage by default, electrifies targets, can be modified to create bolts of electricity that bounce to another nearby target creating an electrical burst that instantly damages, applies a 5 sec DoT and stuns for 1 second anything in 1m radius of the bolt impact. Or can be modded to allow additional chains and additional damage output the longer you hold the fire button.
Bore gun - Long range, small clip, somewhat slow rate of fire. Drills into the target and explodes. Can be modified to heat or cool or poison them. Each takes multiple shots depending on the type chosen with setting enemies on fire being easiest and poisoning being the hardest (outside of resistances). Poisoned enemies explode into a toxic cloud that can be ignited.
https://www.youtube.com/watch?v=B203twyaMfM
Gunner primary - "Aurora" Plasma Canon (working from Syncourt's idea)
R&D cooked this up from an accident with a malfunctioning sublight engine. Slow, powerful, and mostly self-contained, the Aurora has become a promising anti-armor weapon, so long as you keep a careful watch on its heat output.
Ammo carried as the LMG, entire stock is held without needing to reload. Builds heat as it fires. Does not malfunction at overheat, but heat must be manually vented.
Pinpoint starting accuracy, spread and rate of fire increase as heat builds. Shots have travel time, gain partial armor bypass/weakpoint bonus as heat builds.
Mods may include AoE splash, more shot velocity, fire damage conversion, etc.
Scout primary - ST1-3N Dart Gun (rename for Trenchfox's Needle Gun)
Originally made for medical staff to administer compounds to unruly patients, the ST1 is easily modified to deliver vicious compounds to the native critters of Hoxxes. Just don't mention it to the health inspectors.
Engineer Primary - "Avalanche" Spike Rifle (working from Trenchfox's Ice Spiker)
Any dwarf who works in sub-zero conditions quickly learns to respect the force of a quarter-ton of sharpened ice crashing down from the ceiling. Weaponizing this effect was difficult, but R&D has once again come through, hurling shards of flash-frozen liquid to put the fear of winter into the bugs of Hoxxes.
Medium rate of fire, fires shards of ice with quick travel time and slight drop. Shards have a chance to stun inverse of the distance traveled (less distance = higher chance) and high innate armor breaking. High recoil. Ammunition is carried as tanks of liquid fuel rather than magazines (cosmetic difference only; ammo is still measured as normal). Possible enemy penetration on weakpoint hit (base 1 enemy)?
Mods may include more penetration/penetration without weakpoint hit, replace penetration with AoE, greater stun chance/duration, higher velocity, etc.
Whoa! Awesome job on the descriptions.
I really like the mini railgun pistol idea, particularly Syncourt's description as having infinite penetrations and being able to charge the shots. I feel that it would be a better fit for the driller than the gunner only because the gunner already has the bulldog.The laser pistol on the gunner would be something completely different than what he has, and the rail pistol on the driller would give him a magnum style handgun.
Dual pistols on the scout would be a super fun secondary. So would throwing knives..
Overall a weapon that fires heavy projectiles like shotgun slugs or sawblades would be a great addition to the Engineer's weapons. I like the ice spike variation.
Any other weapons we can think of?
I thought of an HMG for the Gunner that has an underbarrel grenade launcher, that fires both at the same time but it might feel a little awkward. It definitely fits the gunner's affinity for large conventional weapons though.
Giving the driller something conventional might be nice, say a multi shot grenade launcher that works differently from the engineer's grenades.
If the gunner doesn't get something rocket oriented, a multi shot rocket launcher would be a satisfying addition as a secondary for the engineer.
A really interesting idea for the scout's dart gun would be a contagion upgrade that spreads the poison when bugs are under the effects of pheromone canisters.
Also, does anyone else think of the saxophone part from Careless Whisper when the scout throws down pheromones? https://www.youtube.com/watch?v=Kas6akz1jWU
If anything, that sounds like it might be a potential Overclock for the engineer's turret - letting it follow you around like Bosco, but with limited ammo and focused entirely on fire support rather than utility.
I've been stalling out on that for a while - as far as standard weapons go, I think most of the bases are covered without too much overlap. I've spent a bit of time trying to think of things a bit more than just "point at dudes, pull trigger" style conventional guns.
A lightning gun primary for driller already has a couple of ideas (spray vs. charge-n-shoot);
Gunner secondaries and scout primaries/secondaries already have a split between slow, high damage and rapid, lower damage;
I tend to think of the more high-tech experimental stuff as more the domain of engineer and driller;
Things relating to rockets I would think would fall to the engineer (tech) or gunner (spike damage), but going with the minelet launcher would make it more fitting for gunner...
I'm over-thinking this, aren't I?
Gunner secondary - "Shrike" Miniature Missile Launcher
A perennial favorite of explosives enthusiasts, the Shrike provides potent anti-armor firepower in a compact platform. The smaller size of the munitions grants faster response time and more precise handling than a full-sized missile launcher - perfect for any cave-diving dwarf needing high explosives on the go.
Single-round magazine, 10 rounds base, fires unguided munitions at medium/high velocity, 2 - 2.5m splash radius. T5 mod allows for missile lock-on with held trigger over 2-3 seconds. T4/5 allows elemental damage split?
that said i would bring in game some wild west classics like some sort of futuristic winchester and dual wielding colts guslinger style (hats are in game so why not a weapons aswell)
It is not unusual for something to exist in a different form cross class. For example, the engineer has a shotgun primary, while the scout has a double barrel shotgun secondary. This is an example where the existence of a type of weapon does not effect the class identity because the weapons are in a very different form.