Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
→[PV/Max PV] is →[4/7] when unpowered (just like an amber-tipped staff).
When powered, still starts at →[4/7].
Upon a successful strike (regardless of penetrations), →[PV/Max PV] values increment by +3(?).
This means that consecutive strikes will stack PV up rapidly as the weapon "attunes".
If the weapon spends at least one turn without hitting (due to miss or idle), decrement by -1(?) on the following turn. Cannot drop below starting →[4/7].
Instantly resets to →[4/7] upon energy loss, e.g. energy cell removal, EMP (if not shielded), disruption of the Jacked mod (or requisite jacked-compatible power source) for any reason, etc.
Noticed a distinct lack of non-primitive (i.e. beyond Tier 3) "quarterstaff" weapons -- in both vanilla and Steam Workshop.
Perhaps a two-handed vibro variant of the default Staff , but with its vibro properties compared to the real-life ancient " assassin's mace " (杀手锏 / Shāshǒujiǎn , ostensibly used to break an enemy's blade upon parry impact through armor), which, when paired with Tier 4+ tech, could be explained away in-game as " adapting to the resonance frequency of the target entity upon impact ", or " the subsequent pulse of vibrational energy imparted within microseconds of initial contact, thus amplifying mechanic shock and in turn the resultant damage effects ".
(no need to actually allude to Chinese culture in the lore, especially given CoQ's setting; was merely making a historical reference as a way to justify "blunt" vibro weaponry)
For gravity hammers I am planning on moving them up to tier 7, instead of tier 4/5 where vibro weapons sit. I went with I blame Earthshaker's idea. The last hit of normal attacks casts a mini-slam that creates a shock wave of force damage at the impact site, and at wall collisions, as seen in stunning force. This effect applies when using slam and the distance is added together, with a larger shock wave. The weapon has a switch that allows the user to turn off slams on normal attacks.
Also, should vibro hammers get added; vibro hammer should work like gravity hammers from Halo, like a free mini-slam that compounds with the Slam skill. Or do whatever...