Welcome back, everyone! This is Mothership from Daev Team.
In anticipation of Episode 2's release on[b] October 26th[/b], let's delve into some of the exciting novelties. First up, let's talk about [i]guns[/i]:
In yet another meta moment of the game, the weapons found in the real world are more varied and versatile than the ones available in the dreamscape of the Arena (except for the Bubblegun, my greatest creation). During the development of Episode 2, I revisited ideas from pre-launch prototypes, incorporating valuable insights gathered from player feedback during Early Access.
My aim for EP2 was to introduce a comprehensive arsenal that adds distinctiveness and utility to each gun, filling specific roles in combat. Addressing feedback from EP1, where secondary fire modes were criticized for their limited usefulness (except for the incendiary grenade, which you should really utilize more often), I meticulously ensured that both primary and alternative fire for the new arsenal are equally viable.
Now, let's take a brief look at each new entry.
[b]Laser Pistol[/b]
[img]{STEAM_CLAN_IMAGE}/41933760/9d7c00ff7d57efe3101025cdfcf701876b944f9c.png[/img]
Molly's new starter gun in Episode 2. The primary fire unleashes a hitscan laser, offering moderate damage and a slightly lower rate-of-fire than the nailgun. This balances the increased damage output and precision associated with hitscan weapons.
For the secondary fire, holding down the button charges up a more potent shot, consuming ammo during the process. The pistol automatically fires when the charge is complete or if ammo reaches zero. What sets this weapon apart is its rechargeable ammo feature—it starts with 50 rounds, slowly recharging if the pistol remains unused for a set time. The recharge continues in the background even when switching to and using a different weapon.
[b]Sonic Shotgun[/b]
[img]{STEAM_CLAN_IMAGE}/41933760/a69d8b63ae11eae3ab9b2c3f5b561f13ad12c725.png[/img]
A powerhouse in the new arsenal. Its primary fire launches a single hitscan projectile, delivering heightened damage within a specific range to promote close-quarters combat.
Engage the secondary fire to release an automatically charged, more potent shot requiring 5 ammo. This shot has enhanced effectiveness against R-Frames and RB-Frames, temporarily stunning those caught in the blast radius. Enemies endure increased damage from any weapon during this brief stun period.
[b]Ice Cannon[/b]
[img]{STEAM_CLAN_IMAGE}/41933760/396ead9fdf5f9749a037c05c831bc30e628d0fa3.png[/img]
Enter the Cool™ Gun, where the primary fire shoots a block of ice that fragments into smaller shards. The solid block inflicts fixed damage, while each connecting shard deals damage over time. The more shards hitting an enemy, the greater the cumulative damage.
Switch to secondary fire for an ice grenade with a freezing blast radius. Any enemies caught in it are completely immobilized, unable to attack for a few precious seconds. This makes the Ice Cannon the perfect choice for crowd control in intense fights.
[b]Enegy Rifle[/b]
[img]{STEAM_CLAN_IMAGE}/41933760/3d522ac727279facff3b4b1c9d9ed64dfe22461d.png[/img]
Experimental Weapon, and the in-lore evolution of the Bubblegun. Its primary fire is a hitscan beam dealing fixed damage. Meanwhile, the secondary fire launches a slow-moving energy orb that bounces off walls, causing splash damage upon direct contact with an enemy. The traveling orb also has an area of effect, inflicting damage over time on nearby enemies until it moves far enough away.
For an explosive twist, combine primary and secondary fire by shooting the orb mid-air with the hitscan beam. This triggers a massive explosion, adding a strategic layer to the weapon.
[b]Flamethrower[/b]
[img]{STEAM_CLAN_IMAGE}/41933760/b51d30082be308dbfe577ab3009911a82fb2f721.png[/img]
It hurls fireballs that briefly ignite the ground upon impact, causing both the floor and enemies to catch fire. This continuous burning effect accumulates substantial damage over time. Engage the secondary fire to release a horizontal wave of fire capable of striking multiple enemies simultaneously, passing through them for maximum impact.
[b]SMG[/b]
[img]{STEAM_CLAN_IMAGE}/41933760/f61c4fe7d6926b8b16b80e784c53e2a93328deb0.png[/img]
Meet the other workhorse of the arsenal—the high-speed, rapid-firing SMG. It boasts the highest rate-of-fire, swiftly taking down enemies with efficiency. However, precision takes a hit as bullets spread considerably past close-to-medium range.
Use the alt fire to charge a shot for increased damage. Here's the kicker: landing a fully charged shot on R-Frames triggers a self-destruct.
[b]Threepeater[/b]
[img]{STEAM_CLAN_IMAGE}/41933760/ffe5014781adddb0ed247b89442ae1903a3fb2a6.png[/img]
Triple-Barreled Energy Weapon: its primary fire launches fast-moving projectiles in bursts of three, each packing high damage and a small blast radius. If shooting in bursts isn't your style, switch to alternate fire. The secondary mode enables continuous fire but risks overheating the weapon. Once overheated, a brief cooldown prevents firing or switching to another weapon until the meter resets. Switching is still possible if the overheat meter hasn't hit 100%.
I hope you found this entry interesting, and I hope to see all of you here again on October 26th once Episode two arrives!
[i]-Daev Team[/i]