Razor Signal
Red Star Jr.
4
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Posted - 2013.07.10 21:58:00 -
[1] - Quote
A variant on the profile dampening modules that, rather than making you invisible, makes you appear as a friendly to the enemy within a X amount of radius.
A variant on the active scanner that jams enemy radar within X radius.
An active scanner that helps with sniper weapon sway or something similar.
A last resort grenade/explosive - explodes on users death. Obviously cannot be thrown/used actively. Will not activate near friendlies and only has a three second window to activate. Costs significant PG/CPU. Proto level grenade.
A plasma SMG, low damage, high ROF. Does nearly nothing to shield.
'Variant' of any type of weapon - the idea is that these weapon types, for nearly any weapon we currently have, can be wholly customized. Think of the weapon in terms of your dropsuit, allowing you to spec into skills that can impact ROF, Damage, Damage type and so on as well as opening up modules for the weapon themselves to be equipped with. This would allow for even further unique customization of your character, allowing you to fall into well-defined roles.
A chainsaw gun. Do I need to say more? I'm a sucker for melee combat.
Profile Dampening Module that disrupts radar, causing a second radar icon of the user to appear for a very brief period of time. It would only activate when the user has been spotted, using up one module for every use. Has chance of failure/enemy radar not being fooled. High CPU/PG requirements. Advanced/Proto.
Remote sticky explosives - used on vehicles, designed to be used against tanks primarily. Two variants, shield and armor busters.
Infiltration Scout Dropsuit - 1 high, 3 low, 2 equip slots, 1 sidearm slot. Variant: 1 high, 2 low, 3 equip, 1 sidearm.
Max PG 75 KW MAX CPU 250 gF Shield 225 HP Armor 25 SRR 50HP/S SRD 3s SDRD 6. ARR 0. Movement Speed 7.0 Sprint Speed 9 Sprint Duration 20s Stamina 250 Stamina Recovery Rate 18 Scan Profile 25dB Scan Precision 25 Scan Radius 15 Melee Damage 110
I'm basing this around the fact that the current scout suits and most scout users themselves seem to be focused more on being the 'first' to get to nodes but are limited by the number of actions that they can perform. Hack, drop remotes and kill reds with a shotgun. It seems like a clumsy design. This allows for more customization and utility use as an actual scout and less 'active' combat with more of a focus on stealth assassinations if need be. Basically this is a guy who is going to hit and run, capable of carrying droplinks and more, more capable of destroying enemy droplinks and so on. This is not a combat scout suit, thus the lack of a light weapon slot and armor.
Hacking modules that allows you to hack droplinks.
Hacking module that allows you to disrupt enemy droplinks, causing potential catastrophic failure upon entry. |