New Weapons or Skills
Add your ideas for highly explosive toys for other Riftbreakers to play with!
Comments: 19
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24 Sep, '22
Snakexdude11Highlighted comment
I like Nick's suggestion. Don't the Defense drones shoot down nearby projectiles? How about a tower that can prioritize shooting down ranged attacks? -
03 Sep, '25
Piotr Bomak Admin PinnedEach expansion has added multiple new weapons: Wasp Launcher, Charged Bomb, Shard Gun, Root Gun, LAser Sword, Flame Blade, Trident, Mortar, Repeater Rifle - the list (probably) goes on. Additionally, the 2.0 Update has reworked several weapons, such as the Laser, to give them more usefulness.
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23 Sep, '22
NickI'd love something that shoots down bomogan shots and the giant slug shots that explode into worms too. Maybe have the defensive ability function similar to the heavy plasma, if you hold down the button it will auto-target projectiles instead of firing forward.
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23 Sep, '22
SteveA shield, as an equipable weapon, that blocks all or most damage from attacks that hit it, higher levels increase the amount of armor it provides as well as how quickly it can be readied and stowed. Or as a deployable, acts as a temporary invulnerable wall, blocking all attacks and enemy movement through the squares it occupies for as long as it lasts, higher levels increase its duration and size
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24 Sep, '22
Geraldi think weapon/consumables variants could be added to improve gameplay.
Say grenade consumable, then add flashbang, molotov-like, gas grenade, heat-seeking grenade, sticky nades, cluster grenades etc. You can do so much with grenades.
Same for mines, like hunter seeker mines, different payloads as previously, also bullet spreading mines that pop in the air and spin around like in team fortress (TF1) also why not a cluster nuclear mine for fun ? Would be fun so to see such havoc.
Think of it the same way that Worms WMD succeeds to Worms armageddon with their variants.
Also why not a mine-grenade that you throw then works like a mine ? Would save some walking sometimes.
Also maybe consumables interacting with mob detection system : distractions like noise emitting cheap items so save some time in a fight or land drones that attract mobs but run like hell and make some of them chase it for some time (like in benny hill if you like)
Same could be said to direct weapons. -
24 Sep, '22
JacobWould like a super powerful mass pile driver! Like a crossbow, where it fires a massive metal spike to you target marker, which mulches anything it penetrates, then causes a kinetic explosion on impact. I'd see it as a suped up version of the nuke launcher, but you only get 1 shot, and have to pick up your spike arrow to reload.
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24 Sep, '22
Roscuro17I really like the idea of the deployable shield Higher levels can expand effectiveness and area coverage so you can block projectiles that might hit structures behind you. Maybe at the highest tier it can deploy a second shield to your rear arc in case you are surrounded and you need a time for another ability to come off cooldown.
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26 Sep, '22
BerrieHow about high mobility melee weapons that produce a dash attack if charged? I know there is teleporting and what not but for some reason there is something satisfying on a primal level about a multi ton mech that is incredibly fast.
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27 Sep, '22
Tilk-HeroLEASH:
After researching the Animal Farm, you can research the "Leash" - this weapon can control cloned animals. After equipping the weapon, you can add an animal icon as passive ability to your 1-8 panel that you can use. You can use 2 leashes and you have to spend 2 places on 1-8 panels.
The animals will follow Mr. Riggs and attack all aggressive creatures after they attack first. You can use the leash to make your animals attack some objects or enemies. Depending on the type of animal you can have a 1, 2 or 5 animals for every Leash.
RABBIT:
This is a wheeled drone with a high voice signal and an energy aura for provoking enemies. This drone escapes and the enemies leave their place to chase it. Mr. Riggs has a clear area for exploring mines, an object, or a free path. The drone lives for 10 seconds and explodes. -
27 Sep, '22
Tilk-HeroWITCH FIRE:
Module activating the fire tornado on Mr.Riggs. He lost 50% of movespeed and this fire tornado damage nearest enemies and trees. Can be using with anti-fire armor only (just a little detail, optional).
STEELRING:
Module creating the liquidsteel ring around Mr. Riggs and this rings lets attack nearby enemies by shooting horizontal steel spikes (the technology from X-Morphs).
VAPORATOR:
The gun, what extract the water from enemies and make them as a statues. Enemies behind need destroy the statues for move onward. Mr. Riggs can make a barricade by using enemies corpses for lock the some way to get a time for regroup. The petrified enemies have increased chance to drop minerals.
THE COLL:
Mr. Riggs throw the coll what harpoon some small enemies to center. After this, the coll explode and throw the fragments to damage enemies in area. The coll can slowed medium or big enemies only. -
27 Sep, '22
Tilk-HeroBEAM MACHINE GUN:
Gatling gun with 6 barrels, shooting by laser beams. Shoots passes through enemies and burn them by fire. Beams not pass the big enemys, but increase the fire damage to them. Armored enemies taking 10% of damage and refract the beams to sides. X-Morphs have resist to this weapon. Unlimited ammo with high capacity, but long recharge. -
28 Sep, '22
AndrewIn the rock/paper/scissors design of mods/damage types in this game, corrosive damage is heavily underrepresented. We have the 'corrosive gun,' but that's basically it. Corrosive is a great damage type that counters a lot of enemies/buildings, so there's a strong, current need for more. Towers, mines, grenades, additional mech weapons, etc.
It would also be a nice polished-touch to add animation effects to mech weapons with elemental damage mods on them. Perhaps not the most original idea, but can anyone fault me for wanting a flaming energy sword? -
05 Oct, '22
palidine40Grappling weapon - pulls small enemies closer and damages any enemies hit. Pulls YOU to larger/heavier enemies or to rocks (risk if you miss, can add to move speed).
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13 Oct, '22
Vi_GrimmA weapon that allows you to control enemies and have them as allies for a short time. The higher your research of that creature is and your weapon level will determine how long or if you can control it. For alpha creatures you will have to charge the weapon to the max.
Also a grenade that cause enemies to go berserk (attacking all creatures around them....toss it in a pack and let them kill themselves and control the winner.
Just thought of this while i was typing. the creature you have under your control can level up the more enemies they defeat. -
16 Oct, '22
RockDemonHere are some ideas for slowing down enemies and I think it's important. Almost all weapons in the game slow down our ROBOT (a healthy walking machine), so I disabled the slowdown for the weapons I use with the help of a modification. In order not to do this somewhere, I suggested adding more control options: mines that create a forcefield like a sentry skill from starcraft or simply slow down enemies, it will help to survive waves of enemies more easily; mines or grenades that distract, disorient, blind enemies; a skill that leaves an invulnerable (buried) structure that will make all enemies run to it and not to the headquarters when activated - it can give up to several minutes of time (depends on how far you left the beacon) to patch the breached wall and survive...
well, any weapon can have a slowing effect if you add a cold mod -
29 Oct, '22
KcyuA defensive consumable like a portable shield generator mentioned earlier would be great. Sometimes I would forget to expand artillery coverage to my outposts only to realize it in the middle of a wave under heavy bombardment.
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31 Jan, '24
Rainrevamp of movement abilities, require research/manufacture, element variants that requires 1 research for all
1. Dash : Has 2-4 charges, and each charge recharges every 3s
2. Dodge Roll : Add "bowling ball" ability to the research that starts off fast and quickly slows down, can't 180 turn or anything and instead rolls to the left or right, but will knock back medium enemies and squish smaller enemies, with about a 4s cooldown. leave trails and move further + cause final explosions if charged. Wall/Large enemy improves blast
3. Power Jump : faster animation, knock back enemies when jump/land, unique landing/dmg depending on melee weapons; rain elements and shoot at enemies while in air (great for rockets) if guns
4. "Whirlwind" : With a charge bar that recharges as fast as it drains, move slow and spin arms for up to 4s (1s min) and knock enemies/projectiles back, utilize melee weapons in a 360 arc or continue shooting
5. Teleport : Cause an explosion on arrival or utilize melee -
08 Feb, '25
RKTsune1: Being able to upgrade a weapon's stat values
2: Increasing the rarity of weapons would likewise be handy