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
Blue/Pink
Green/Cyan
Pink
Purple
Gold
neon green
Orange
Planned Colors
Red
Light Blue
Even if not, a variety of simple two-or-three color mixes that can be crafted and equipped would add a lot of distinctiveness for the player, and simple content to bulk up the mod's experience. I'm not usually the sort of person who cares to find kelp for green dye for my armor. but I WOULD do it for a dark green and copper mix flamethrower blaze...
Edit: Further, dials for reducing or increasing particle size, particle shapes, particle variety, and opacity could add a substantial amount of expressiveness, without demanding a lot of mechanical distinctions between weapons. And, hell, there are surely times I'd love to have MORE visibility, but other times I want to revel in my screen-blasting gpu killer because, yeah, it's a FLAMETHROWER. That's why they're /awesome/.
basically just adds a rainbow tint to the flames, except its rare and does a lot of extra damage for your troubles.