Weapons
- MP7 (Long Optics Rail and Short Underbarrel Rail)
- SASG-12 (Long Optics Rail and Long Underbarrel Rail)
- Spas-12 (Only mag slot)
- Lady Death: reduce amplified damage from 75% to 50%.
- Kills should grant armour regeneration rather than movement speed
- Backfire: Decrease the number of bullets required to obtain 200% Critical Hit Damage from 200 to 100.
- The Bighorn: the headshot stack buff should reset once a 30s timer runs out when the player achieves maximum stats
Signature Sidearms
- Generally, Signature Sidearm attributes are inferior to normal and named weapons.
- For example, Sharpshooters 93R
- Damage (11%) does not compete with every other pistol in the game (15%)
- Reload speed (9.3%) does not match the maximum obtainable amount (12%)
- The talents for these sidearms are not unique except for the Firestarter shotgun (Damaged enemies lose 50% burn resistance for five seconds)
- Sharpshooter 93R
- The Weapon Handling talent is great because the recoil on the pistol is incredibly high unlike most weapons
- Perhaps add 5%-10% amplified damage to the pistol talent when the player loses 20% armour (up to 100%)
- Diceros Special
- Change talent and function of weapon to use explosive rounds while having a 25% chance to cause enemies to bleed’
- Bleed damage should scale to the amount of explosive damage
- Explosive damage should affect the damage of the sidearm
- Maxim 9
- Similar to the Kard-45 named talent (+1 skill tier when equipped)
- change Maxim 9 talent from ‘Headshots grant +25% skill damage for 15s’ to ‘killing an enemy with this weapon grants overcharge for 15s. Cooldown: 90s’
- P320 XCompact
- Main talent should focus on armour regeneration, but with a twist:
- Hitting an enemy will add 1 stack. A total of 5 or 10 stacks. Each hit steals a portion of the enemy’s armour proportionate to the damage dealt and the amount of the player’s armour.
- *Damage to armour may be ideal here
- Similar to the ‘Bloodsucker’ talent
Skills
- Amend the function of the Tactician Drone from a fixed placement to a drone that follows you like the other drones which should instead emit a scanning pulse that occurs every ? seconds
- Amend function of the Mender Seeker Mine from repairing armour to increasing outgoing healing by 10% and heals all allies within 20m
- Amend function of the Repair Trap from repairing in proximity to repairing in proximity and granting status immunity for 10 seconds
- Increase the maximum amount of traps to 16
- Dispersal effect should be the same as the Shock Trap
- Amend the function of the Banshee Pulse to include the ability to stagger enemies (including players) when the enemy becomes Disorientated.
- Amend the function of the Striker Shield from boosting the damage of the user and all allies behind them to ‘The player and group members behind them gain +40% burn resistance when the shield is deployed.’
- Reclassify the Remote Pulse as a grenade rather than a skill
- Amend the Jammer Pulse so that the damage that it deals to skills - particularly, to skills with a higher skill tier - depends on the skill tier of the player as well as (new) EMP damage mods (Applicable to skills that deal the Disrupt status effect)
- A Jammer Pulse with a Skill Tier of 0 and no EMP damage mods should not destroy a Tier 6 Hive
- Amend the function of the Incinerator Turret so that it can easily and automatically target enemies from a 360-degree angle. Essentially, so that Incinerator Turret has the same mechanics as the Fire Turret from Division turret (like the Hunters in Division 2)
- Amend the ammo type of the Artillery Turret so that it can discharge the grenade type the player has equipped.
- Amend the Booster Hive so that it boosts the weapon handling and sprint speed of the player and group members
- Amend the Firefly’s function when tracking enemy targets. Unlike the Seeker Mine, the Firefly will not accurately follow targets. Instead, the Firefly will fly into objects, walls and the like as if the Firefly was programmed not to recognise these obstacles during its flight path. Recommendation: track targets as efficiently as the Seeker Mine so it does not get destroyed during its flight path.
- Amend the Airburst Seeker Mine’s function so that it can automatically track selected targets.
- Amend the Bombardier Drone’s ammo type so that it can deploy the player’s equipped grenade type.
Other
Grenades:
- Currently tied to specific specialisations
Recommendation:
- make all grenade types available regardless of specialisation, which is similar to Division 1
Add whatever ideas you think would be great here.