Sooner or later,our favorite LRF will get a rework,I think some of you might have some ideas about it,probably something the devs may use,who knows…
So I decided to play some rock music in the background and try to come up with some ideas about a new weapon,active and special module:
Now,just a reminder,I’m not good with “balancing” so expect the stats to be a bit too much or a bit too little.
First off,the weapon:
Name:“Shock Pulse Cannon”
A chargeable EM weapon,firing electric bolts at the velocity of 10000m/s at 120 rounds/minute has a 2 degree spread but holding continuous fire will decrease it to 0.5,time to overheating is 6 seconds,cooling time is 2 seconds,the cannons fire individually,but if the trigger is held down for 3 seconds(enough for the weapon to reach its minimum spread and halfway to overheat),all the cannons will fire at the same time,the bolts can jump from one target to another 5 in the radius of 300 m like a chain,but they wont strike the same target again,the damage decreases by 25% with each target it hits,it can also go through obstacles which also is considered a target so they will lose 25% damage from that(think about all of the structures made out of metallic parts,or the asteroids containing ores that can conduct the electricity)
The weapon consumes 150 energy/second,deals 1300 dmg/hit on one cannon,but if charged and fire it will consume 900 energy and can only be mounted on Mauler(obiviously).
Now for the active module:
Name:“Overcharged shield projectors”
Dual-mode module,passively increases the shield regeneration speed by 50 points/second.
Activation the module will increase the shield regeneration speed by 400 points/second,consuming 350 energy points/second for 25 seconds with a 45s cooldown(cooldown starts after the module is turned off or the active time runs out)
Now we have the special module:
Name:“Guided Torpedo Mark II”
This module can increase its stats depending not only on the weapon level,but also on the other stats!
The weapon level increases its damage.
The weapon velocity will increase the missile’s velocity.
The weapon blast radius will increase the missile’s blast radius.
The weapon spread will increase the missiles manoeuvrability(the manoeuvrability will depend on the weapons spread when its launched).
So the best combo is to use the special weapon,and also to assure you will be resistant you can use the overloaded projectors,but using it together with the weapon will drain your energy fast and you wont be able to use other modules
I think this should do,I wanted to make Mauler more energy dependant,as most of the time you will just camp back,use long range beams and minelayers and just stay in one spot most of the time,rendering your energy mostly useless,so why not make a use for it as a basic component for its function?
But,if you are playing Fire Supports,you can use your energy to keep strafing while soloing the cruiser,but I start to feel like its too easy so why not add the challenge of making it more energy dependant?
I’m sure there are some balancing issues with this but it can still serve as a inspiration source for its future rework,in case you didn’t start it yet,hurry up before I will put a copyright claim on it,you have 84 years left,