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.
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.
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.
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.
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.
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
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%.
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
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
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
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
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
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
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"
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