So I decided to revive my “high risk” weapon and hero set.

Introduction.

So we all know we can't have the minigun as a standalone weapon because it's available as an ability for soldiers (Goin Commando) or the turret (R.O.S.I.E). But how about a weapon subclass that's about the big guns?

Introducing….HEAVY WEAPON SUBCLASS! These weapons have several limitations including how it works and the requirements.

What are the limitations of heavy weapons?

  • You cannot make it crit based

  • They reduce your speed by half when equipped

  • Only the Task Force heroes can increase their efficiency. (explained later in this post)

  • The Task Force heroes will only benefit from one team perk made for them (explained later in this post)

  • These exotic weapons cannot be dropped. And require a specific Power Level on each evolution while they require reaching PL 130 to supercharge them. The storm shield defense requirements still stands.

  • While they deal higher than usual base damage. They consume more ammo than usual.

  • Task Force heroes are made of Constructors and Soldiers only!

  • You can only equip heavy weapons with the Task Force heroes only. That means no other ranged or melee weapon will be in the slots.

  • A Task Force hero is needed on command to activate the team perk.


The Weapons

  • The General (M2 Browning model)

Exotic rarity weapon, It's an LMG, duh.

Uses Medium Ammo.

6th perks: Increases the sprint speed by 20% and weapon durability by 40% / Standing Still for 2 seconds increases damage by 11%, stacks up to 5 times / Standing still increases the damage to mist monsters / On crit, heals 10% of the damage.

  • Big Bang (The model is in the description)

Exotic rarity weapon, A 4 barreled minigun chassis but uses shotgun receiver and uses semi-automatic fire mode, except you can switch fire modes depending on how you aim it. (Hipfire: Buckshot / Aim: Slug Ounce)

Uses Slugs'n'shells.

6th perks: Critical hits with this weapon will cause an explosion, with a cooldown of 1.5 seconds. / Standing Still for 2 seconds increases damage by 11%, stacks up to 5 times / Standing still increases the damage to mist monsters / On hit, bullet splinters into a cone, dealing 40% of the damage.

  • Ol'boomer (no idea about a model, but you get the idea)

Exotic rarity weapon, A massive sized revolver rifle that does considerable damage per hit. 6 shots of course. And it pierces through multiple husks. Has a chance to go through riot huskies.

Uses Heavy Ammo

6th perk: The final shot of this weapon will deal double the damage / 6th perks: Critical hits with this weapon will cause an explosion, with a cooldown of 1.5 seconds. / Standing Still for 2 seconds increases damage by 11%, stacks up to 5 times / Standing still increases the damage to mist monsters / eliminating a husk with this weapon will increase movement speed.

  • Eradicator (Flamethrower). Couldn't come up with a better name.

Exotic rarity. I always wanted a flamethrower in STW.

Uses energy cells. But when you fire it uses 1 cell every 1.2 sec to prevent ammo issues OR uses a new "flame tanks" ammo type. Can be made energy because…it's an exotic after all. It can hit multiple targets.

6th perks: Eliminating 5 enemies leaves a fire pool, can only happen every 3 seconds / Standing Still for 2 seconds increases damage by 11%, stacks up to 5 times / Standing still for 2 seconds increases the damage vs mist monsters by 17%, stacks up to 5 times / Eliminations with this weapon causes an explosion in a 0.75 tile radius, can only happen every 5 seconds

  • The Civil Mate (World War Era Gatling gun on wheels)

Exotic rarity. The original idea was holding the gun itself without the wheels. But I added the wheels for extra cool lol.

Uses heavy ammo for balancing reasons. Fires 3 shots per sec. One mag has 100 ammo.

6th perks: 25% chance to not use ammo, Increases up to 75% if the same target is continuously hit / Standing Still for 2 seconds increases damage by 11%, stacks up to 5 times / Standing still increases the damage to mist monsters / Eliminations with this weapon increases fire rate by 1.3%.


Heroes and team perk.

Team perk: This is not a drill

Doubles the benefits of Task Force heroes. Increases movement speed by 20% for each Task Force hero in the loadout. Requires 5 task force heroes

  • General Kyle (Constructor)

Commander: Increases heavy weapons crit rating by 30 (40 if the team perk is activated) Additionally, increases your movement speed by 25%

Support: increases heavy weapons crit rating by 15 (25 if the team perk is activated)

Abilities: Bull Rush / D.E.C.O.Y / Plasma Pulse

  • Colonel Penny (Constructor)

Commander: increases heavy weapons crit damage by 150% (250% if the team perk is active) Additionally, increases your movement speed by 25%

Support: Increases heavy weapons crit damage by 75% (175% if the team perk is activated)

Abilities: Bull Rush / Goin Constructor / R.O.S.I.E

  • Second Major Spitfire (Soldier)

Commander: Increases heavy weapons damage by 40% (60% if the team perk is active) Additionally, increases your movement speed by 25%

Support: Increases heavy weapons damage by 20% (40% if the team perk is active)

Abilities: Goin Commando / Shockwave Bomb / War Cry

  • Captain Hiro (Soldier)

Commander: Every 10 heavy weapon eliminations will heal 25% of your health (40% if the team perk is active) Additionally, increases your movement speed by 25%

Support: Every 15 heavy weapon eliminations will heal 10% of your health (25% if the team perk is active)

Abilities: Shockwave bomb / Frag Grenade / War Cry

  • Lieutenant Lianne (Soldier)

Commander: Increases the heavy weapons fire rate by 20% (30% if the team perk is active) Additionally, increases your movement speed by 25%

support: Increases heavy weapons fire rate by 10% (20% if the team perk is active)

Abilties: Lefty And Righty / Frag Grenades / Shockwave Bomb

  • Sargent Knox (Constructor)

Commander: Heavy weapons have a 25% chance to not use ammo (40% chance if the team perk is active) Additionally, increases your movement speed by 25%

Support: Heavy weapons have a 10% chance to not use ammo (25% chance is the team perk is active)

Abilities: D.E.C.O.Y / Plasma Pulse / Goin Constructor


Remember, feedback please. And don't be a "monkey see monkey do"

Source: https://www.reddit.com/r/FORTnITE/comments/pl2g4u/so_i_decided_to_revive_my_high_risk_weapon_and/

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