Open deferred-impact opened 1 year ago
Would be unbalanced with high fire rate and magazine guns, like Vector, P50, M1, AR's, etc.
Would be impractical in RM, because it would basically turn combos into killstreaks.
I'm confused by what you just said. This is a primary weapon, a sniper. If you are carrying synerGG, you are not carrying a Vector
Oh its not a perk? I thought something like this would be one. Mb
Well as a perk it would certainly be broken as hell with high firerate guns as well as the Rocket, just like you originally outlined.
As a gun it's relatively balanced, though a massive pain in the ass to implement. Another concern is that this weapon would have an ongoing maintenance cost - each perk you add, you now also need to update this weapon as well...
Maybe a code that would allow the game to detect if a new perk is added, and then adds that to the list of the sniper's combo rewards. Idk, just a thought, that stuff is mainly your range of expertise.
Can we get to 5 hits? Hit that like button and ring that bell!
copy from HeavySniper damage 20
Every time you hit an enemy, you gain 1 combo. Combo slowly disappears over time. Once you gain 5 combo, you gain some benefit, depending on which perks you have equipped. Usually this effect amplifies or somehow synergises with the perk.
Kill Regen -> regen is triggered. Full Pockets -> gain some ammo for your other gun Ammo Collector -> gain some ammo for your current gun Eagle Eyes -> temporary UAV effect, you can see enemies everywhere on the map Overkill -> gain ammo for both guns Armed -> gain a free grenade Eq Collector -> recharge the special immediately Express Ammo -> this weapon now deals 30 damage. Resets once you miss Extended Mags -> refill the current magazine for free, without consuming spare ammo Quick Reload -> instantly reload both weapons, consuming ammo as usual Ghost -> temporarily apply Ghost to all teammates nearby etc.
It's a rather cool idea, but it's incredibly hard to both implement and balance, so it's probably rather impractical.