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originally posted in: Improved Weapon Mod Concept
10/22/2017 3:25:59 AM
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This rings of what I've been saying for three years at this point, just with less detail. The customization I described went into frame weight, barrel length and type, the way rounds are chambered/fired (bolt action, semi-auto, three round burst, five round burst, double action, fully automatic, break barrel), ammo type/loads, magazine modification, underbarrel attachments (bayonets [with different bayonet types including double bladed, elemental, and yes, chainsaw], forward grip, hologram projector, charged aoe ground pound,...), sights and scopes,... The idea was find a drop with the base frame and caliber that supports the kind of modifications you want and have found, then let it advance, level up, and be adapted with you. It's an extension of yourself, your playstyle, and your personality. Exotics are one of a kind with bonuses that aren't offered by any dropped mod but have very little modification options (maybe sights, scopes, and forward grips). Talked about things for armor and other gear too, but I think you get the idea.
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  • Dude, sounds awesome. I'd love more customization. If you have a link to your original thread, I'd love to read it.

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  • Not sure if I can look through all of them, tend to troll with gears related replies. But I did find a response I made to someone debating me on perks about a year ago: [quote]No, all of them. All of the perks. It's all luck based. The gun, the base stats, the light level, and the gun perks. Two people using the same gun could be completely unbalanced because one can shoot further with less spread and damage fall off while the other gets to reload faster if two or more enemies are nearby and they can slide further. Allow players to build their the weapon they want to match our play style with magazine size, reload system, rate of fire selection, ammo type, barrel length, scopes, grips and underbarrel attachments (not a grenade launcher. Things like scanning equipment to highlight enemies through walls for the team, small shield generators, hologram projectors, small boar shotguns with very small amounts of ammo and limited range), and bayonets as melee overrides (Standard for a powerful ranged lunge. Laser/elemental to strip shields or apply burns. Underbarrel bursting [hold melee to use] for a small but high powered knock-back aoe ground pound or one big hit before a longer cooling phase. Chainsaw to shred unshielded flesh and make me giggle in the thrall pit.) Let special armor and weapons retain those special properties. Exotics, raid, iron banner, and trials gear can easily exist in this context, being unique from anything you could build. Loot can drop in the form of weapon and armor bases and parts. Empty slates with unique base properties to separate them from the others. Parts could be removed from these bases, dropped as rewards, or bought from venders to add to a gun you already like. Like taking the Kalashnikov loading system as a base and using it to build an AK-47, AK-74, Dragunov, or RPK (not actually weapons I want to see in the game, just using it as an example). Each serving a unique purpose to match a player's unique play style. [/quote] Couldn't find the one I made for armor or more weapon details. Went into things like a shotgun using four or five barrels that could charge up with motorized rotation for automatic fire but had a punishing reload, and combined magazines for rifles that greatly increased the speed of every other reload at the cost of a longer alternate reload and no capacity bonus. Armor had things like reactive plating to resist explosive damage and explosive rounds, various additions for carrying additional ammo for different weapon types, polymer weave to increase movement speed at reduced damage resistance, mounted plating to increase damage resistance at reduced movement speed, bladed and weighted modifications to increase melee damage with varying degrees of reload speed or power melee charge speed reduction, elemental projection to decrease damage of a specific element effect (only one element, locked in once applied to a single piece), booster jet for controlled decent or limited hover, "smart" upgrade to increase weapon stability or recoil compensation for specific weapon types at the cost of reduced damage reduction,... It was a balancing act of risk and reward. Making your gear match you and your play style would be the main goal, constantly testing different combinations and tying to get the bases and parts you want. End game gear would come with its own unique bonuses to add to that, so you'd want to customize and upgrade your gear to be ready to go into the end game content before customizing and upgrading that gear to go into the even higher level end game content.

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