[suggestion] side arm expansion

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warbrand2
Posts: 105
Joined: Thu Jul 14, 2016 5:55 am

[suggestion] side arm expansion

Post by warbrand2 »

OK I love how long war handles pistols. especially the fact that you can hand them off to protection targets. but I feel they are still a bit under served. Infact outside of perking towards them they are pretty useless with out having modes like http://steamcommunity.com/sharedfiles/f ... ext=flamer which gives you a reason to equip one on a none commanding soldier. (mod linked is for a flamethrower weapon)

SO I got to thinking and after looking through some old mods one for modifications to pistols reminded me of something. so bellow is an idea for side arm expansions

MOD THAT TRIGGERED IDEA: http://steamcommunity.com/sharedfiles/f ... ext=pistol


prooving grounds UPGRADES

info: concept is simple after hitting specific points you can start crafting pistols with mods, these are per pistol items and can be teir or type restricted. they will cost the pistol the mods and 2 days.


SOCOM MOD
requires: one pistol one laser sight, one suppressor
tiers: ballistic, mag, and coil only
result: pistol with +10 crit, and a sillent kill ability (if hit kills pod is alerted but cover is not blown similar to http://steamcommunity.com/sharedfiles/f ... xt=stealth)

machine pistol mod
requires: one pistol, one extended mag, one stock
teirs: mag and up
result: single action pistol shots, (each shot fires a the round burst.) has a lower aim but a higher damage.


HEAVY PISTOL MOD
requires: pistol, AP rounds, scope
teirs: ALL
result: pistol with a 2 round cool down between uses but a 4-7 damage.
User avatar
warbrand2
Posts: 105
Joined: Thu Jul 14, 2016 5:55 am

Re: [suggestion] side arm expansion

Post by warbrand2 »

any opinions on this, or was this a waste of a post?
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