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Providing the same benefits for the horn honking would also be cool. But maybe a bit OP as the clowns horn benefits are already quite powerful. That might be better suited for the clownderbuss to offset the slight damage that weapon does with the ragdolling it causes.
The 20mm autocannon is an even more formidable weapon. Firing rounds nearly an inch in diameter, it delivers extreme firepower, capable of instantly incapacitating or killing a target with a single shot. However, the cost of producing its ammunition is astronomical, given the sheer size and material requirements. For example, the materials used for one 20mm round could produce 20–30 revolver rounds. To balance such firepower, the 20mm autocannon could have a slower fire rate but deal significantly higher damage.
In gameplay terms:
The DShK could have a higher fire rate and slightly lower damage output, such as causing 40 gunshot wounds, 50 deep tissue damage, and some bleeding. However, it would require an exosuit to operate efficiently. This could be a wreck only item as it is a real thing and could be called an old earth relic.
The 20mm autocannon, also requiring an exosuit, might have a slower fire rate but could devastate targets with massive damage. Access might even be restricted to specialized exosuits like those for security exosuits, advanced exosuits, or the captain exosuit, given their superior weapon skills (and perhaps alien or monster-specific suits). This would cause like 160 deep tissue.
The punt gun is another unique weapon to consider. Unlike a standard 12-gauge shotgun, it’s essentially a 2-gauge shotgun—monstrously large and incredibly powerful. Its sheer size and over-the-top nature make it almost comedic, yet looking at pictures of its usage reveals its destructive potential. While it might overlap with the rivet gun slightly, its absurdity could justify its inclusion for its sheer entertainment value.
Regarding class-specific exosuits, here are some ideas for unique benefits:
The mechanic's exosuit could grant increased vigor, fitting their brawler role, along with enhanced melee buffs and greater resistance to bites. Given their expertise in crafting iron armor, incorporating a "steroid" feature for increased strength or a Fixfoam Dispersion System would align with the theme.
The captain's exosuit could allow the use of two-handed weapons, like the hand cannon, as one-handed weapons. This would enhance versatility, though coding such functionality might be challenging.
The security exosuit could offer similar two-handed-to-one-handed capabilities while improving weapon accuracy, emphasizing their role as tactical enforcers.
For the assistant, their exosuit could lean into their expendable nature. Since assistant deaths don’t typically "count," their suit could feature combat stimulants that activate upon being knocked unconscious, giving them a second wind in high-risk zones. For a more chaotic option, perhaps their suit could include a nuclear explosion feature or a decoy signal system, akin to decoy depth charges, that drains the battery faster.