abborre Posted October 4, 2016 Share Posted October 4, 2016 I just figured I could throw out some hopefully feasible ideas for perks, in case someone feels like making a perk mod. Suppressive Fire – Foes may have their accuracy reduced when under fire from any automatic weapon. Perseverance – You regain a minimal amount of health when you deal a critical hit. Lead Fist – Shotguns do more limb damage at close range. Pellet Blast – At closer range shotguns have a chance to stagger opponents. Next rank increases the chance slightly and adds an additional chance to knock targets back. Perforate – Shotguns pellets that break the damage threshold cause bleeding damage. Finisher – Shots fired at close range that hit a targets head or torso deal slightly more damage against targets with health bellow a certain threshold. Overrun – Shotguns, SMGs and assault rifles do X% more damage when fired from the hip and moving forward. Trick Shot – Pistols have an increased ability to disarm opponents. Clear the Room – Pistols and SMGs gain a temporary and stacking (stacks up to some reasonable point) bonus to damage and rate of fire (SMGs retain their ordinary rate of fire) for every opponent killed within a certain proximity. Bonus is reset if a target beyond that range is fired at. First Shot – You have slightly higher accuracy when not detected. Sharpshooter - Whilst aiming down sight, and aiming at an opponent, both your mouse sensitivity and time rate is reduced by some percentage, causing your aim to "stick" to opponents. Alternatively, this perk could be made for use with the Project Nevada mod such that it only activates in Bullet Time. Patient Hunter – If you’ve crouched and stood still for more than a certain amount of time you gain an increased critical chance. Resets when you move. Second rank of perk reduces the amount of time you need to be still and crouching to gain this bonus. Take Your Time – If you’ve been standing still and aimed while not firing a shot for a certain amount of time, you gain a bonus to critical hit chance and reduced weapon spread. Clean Killer – For every opponent you kill with one shot, you gain a temporary and stacking bonus in damage against opponent’s heads and torso. Resets if you miss more than one shot in a row. Overheated – Plasma weapons become overheated if you fire sufficient amount of shots in short period of time. While overheated, plasma weapons do slightly more damage. When not overheated, plasma weapon’s condition decays slightly slower. Perk can be take twice. Blown Apart – Enemies with crippled limbs take more damage from explosives. Ringing Ears – Explosions that do sufficient amount of damage compared to a targets damage threshold places debuffs on the targets speed and special stats. Soften ‘Em Up - Enemies hit by your explosions temporarily take more damage from non-explosives. Bombardment – Explosions gain a temporary stacking damage bonus when they hit a target in quick succession. Link to comment Share on other sites More sharing options...
abborre Posted October 15, 2016 Author Share Posted October 15, 2016 Some more perk ideas: Pistol Brawler - All pistols do more damage for a short period after the initiation of combat. Revolvers have a higher rate of fire when fired fromt the hip. Sadist - You regain a really small percentage of the damage you deal as health. More effective in melee. There should perhaps be a cap on how much health you can regain per unit time with this, but maybe that'd overbuild the perk even more. Firing position - Whilst you're aiming at a target more than a specific distance away, automatic weapon spread will be no greater than a specific amount. (Basically for big, heavy guns that have terrible spread, which makes no sense, why would heavy weapons be a thing if they couldn't be used over distance?) Precision Delivery - All grenade launchers have greatly reduced spread. Link to comment Share on other sites More sharing options...
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