Patch 1.1: Weapons Workbench
Author: blackoutsoftworks,
published 7 months ago,
NEW WEAPONS
While CRUX's Unholy Trinity provides solutions to every range of engagement, there's other ways to provide these solutions. So, more weapons that provide these different solutions are here!
You'll still be limited to 3 weapons, but you can swap your guns for new guns within the same class.
The new weapons will be unlocked by default for everyone. The aim is not to provide better weapons, but rather different, equally strong, options to suit different playstyles and different perk loadouts.
The classes are as follows:
Ballistic: Shotgun
Energy: Plasma Rifle
Explosive: Rocket Launcher
If you head to the Weapons Workbench in the Blood Temple, you'll find our...
NEW WEAPONS!
Flakker (Ballistic)
The Flakker is an explosive shotgun that provides a new way of dealing with waves, and synergizes with different perks.
Primary Fire: 7-pellet pattern dealing 70dmg + 175aoe
Secondary: Single grenade which explodes after 18 meters dealing 60dmg + 160aoe in a small radius
Blaster (Ballistic)
The Shotvolver is a hybrid between a shotgun and a revolver, great for the sharpshooters out there who can click on heads better than anyone out there.
Primary: 4-pellet pattern dealing 120dmg
Secondary: Slug shell dealing 80dmg with a 3x headshot multiplier
Thunderbolt (Energy)
The LG is a powerhouse of single target damage. Instead of firing projectiles, it fires a straight lightning strike continuously dealing huge damage.
Primary: Continuous beam dealing 450DPS with 18m range
Secondary: Heat Blast that deals huge area damage in a short range, but can only be fired when the LG is at maximum heat!
Plasma Carbine (Energy)
The Plasma Launcher transforms the energy weapon slot into an sniping machine.
Primary: large slow projectiles dealing 50dmg+30aoe
Secondary: a wide piercing projectile that cleaves through enemies and deals damage over time
Pulverizer (Explosive)
Rapid fire explosives that let you spread out the explosions everywhere!
Primary: Rapid fire rockets dealing 25dmg+45aoe
Secondary: Slow projectile that deals continuous damage to everything in its path
Grenadier (Explosive)
Grenade launcher meets burst rifle?
Primary: Three grenades shot in quick succession dealing 30dmg+45aoe
Secondary: Sticky grenades which sticks to enemies and environments and continuously explodes over a period of time
Other changes:
Rocket Launcher
Remote detonation now increases area damage of the rocket from 80 to 130