DraQ
Arcane
What SS2 really needs is a pack revamping the weapons, and weapon skill mechanics.
Aside from one narrative fuck-up SS2 hast a bunch of problems:
-weapon skills make no fucking sense (durr... need cyber modules to fire fucking pistol).
-weapon damage types make no fucking sense (anelid "energy" resistance, yeah, how about no, especially given that the game even recognizes injuries inflicted by stuff like rapier as burns - laser pistol and rapier should deal incendiary damage).
-weapon balance stinking to high heavens (fusion cannon being meh, etc.) and selection being less than interesting.
First could be fixed by making all or most weapons (exceptions could be made for stuff like ranged exotics) usable without skill requirements. Skills should affect other factors, like maintenance req and breakage rate. The maintenance would still affect charging and the effectiveness of maint. tools, possibly weapons' degradation rate too.
Second would be straightforward to fix and would help with the last one.
With the last point I'd have a field day. I would probably do what follows:
-replace disruption grenades with fusion grenades, using partly retailored fusion cannon's description that would be rare, valuable and essentially canned nukes.
-fusion cannon becomes dual mode mag-pulse (yeah baby) cannon - with emp and generic energy firing modes (the latter allowing it some reduced utility against organics and mixed groups of enemeis), better RoF and less ludicrously slow projectiles, prisms become mag-pulse cartridges, mostly recycled EMP rifle commentary.
-EMP rifle would get replaced by railgun (same model), preferably using both charge and physical ammo simultaneously - AP (great against anything armored, multiple target penetration) and hypervelocity (more energy drain, worse against mechanical, but more damage and small explosion at point of impact) firing modes, slow rate of fire, large damage, practically instant hit, sniper weapon.
-stasis projector becomes stun projector - short range, wide cone of effect, stun against organics plus tiny amount of EMP (like SS1 stun gun), alt fire overcharge - wide cone short range arc-like energy attack (something like that lightning weapon from TN:SFC but not very powerful), no ammo, charge powered.
-shotgun - tighter pellet spread and more practicality affecting tweaks
-AR - primary fire mode becomes 3x burst instead of single (like pistol's alternate, but all rounds are pretty accurate), nerf a bit, better keep that pistol if you want to conserve ammo.
-GL - no damage bonuses from upgrades, period. The weapon doesn't deal damage, the 'nades do.
-rapier - massive damage boost, but requiring charge to work.
-crystal shard - passive damage bonus based on current psi points, damage type ineffective against mecha (it's a fragile crystalline blade), maybe breakable.
Aside from one narrative fuck-up SS2 hast a bunch of problems:
-weapon skills make no fucking sense (durr... need cyber modules to fire fucking pistol).
-weapon damage types make no fucking sense (anelid "energy" resistance, yeah, how about no, especially given that the game even recognizes injuries inflicted by stuff like rapier as burns - laser pistol and rapier should deal incendiary damage).
-weapon balance stinking to high heavens (fusion cannon being meh, etc.) and selection being less than interesting.
First could be fixed by making all or most weapons (exceptions could be made for stuff like ranged exotics) usable without skill requirements. Skills should affect other factors, like maintenance req and breakage rate. The maintenance would still affect charging and the effectiveness of maint. tools, possibly weapons' degradation rate too.
Second would be straightforward to fix and would help with the last one.
With the last point I'd have a field day. I would probably do what follows:
-replace disruption grenades with fusion grenades, using partly retailored fusion cannon's description that would be rare, valuable and essentially canned nukes.
-fusion cannon becomes dual mode mag-pulse (yeah baby) cannon - with emp and generic energy firing modes (the latter allowing it some reduced utility against organics and mixed groups of enemeis), better RoF and less ludicrously slow projectiles, prisms become mag-pulse cartridges, mostly recycled EMP rifle commentary.
-EMP rifle would get replaced by railgun (same model), preferably using both charge and physical ammo simultaneously - AP (great against anything armored, multiple target penetration) and hypervelocity (more energy drain, worse against mechanical, but more damage and small explosion at point of impact) firing modes, slow rate of fire, large damage, practically instant hit, sniper weapon.
-stasis projector becomes stun projector - short range, wide cone of effect, stun against organics plus tiny amount of EMP (like SS1 stun gun), alt fire overcharge - wide cone short range arc-like energy attack (something like that lightning weapon from TN:SFC but not very powerful), no ammo, charge powered.
-shotgun - tighter pellet spread and more practicality affecting tweaks
-AR - primary fire mode becomes 3x burst instead of single (like pistol's alternate, but all rounds are pretty accurate), nerf a bit, better keep that pistol if you want to conserve ammo.
-GL - no damage bonuses from upgrades, period. The weapon doesn't deal damage, the 'nades do.
-rapier - massive damage boost, but requiring charge to work.
-crystal shard - passive damage bonus based on current psi points, damage type ineffective against mecha (it's a fragile crystalline blade), maybe breakable.
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