Surge is a new take on the old favorite that is Excessive Overkill. An over-the-top mutator that turns all weapons into vastly more powerful variants, gives you new and exciting ways of traversing maps, health & ammo regeneration, and turns every match into a brutal, incredibly fast-paced slugfest! In Excessive it's not about staying alive, it's about not stopping, and taking as many people as possible out with you!

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New weapon mechanics detailed ...................

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I've tried to make my weapons very layered and while there will still best weapons for many scenarios, the lines are more blurred with less apparent weaknesses and more distributed strength.

I've tried to add a higher skill ceiling to most everything while at the same time making them more fun and improving their feel.

I'm only mentioning the most significant changes here, you can assume that all the basic properties have been tweaked, and all weapons switch at least slightly faster.

Weapons are balanced around the Dark Core and while their firing rates will be reduced by approximately 17% without any Core in play, their damage per shot with 100 health and 100% damage scaling will be comparatively 20% higher.


Translocator


Greatly increased disc speed, reduced gravity, slight upward pitch - cover great leaps, telefrag easier, better feel and control. In CTF this is counterbalanced by the many other weapons that serve as tools for getting around for flag carriers.

Impact Hammer

Primary: While charging gain a damage shield (up to 30 armor with 100% absorption) if you currently have no armor. Shield breaks if armor drops below 0. At full charge armor dissipates. Charge time reduced to 2 seconds. On release you are kicked the other way. The kick gains strength proportionally to charge (normalized at start) and velocity. Blasting yourself in the direction you are already heading, for example if dodging, will result in a greater effect. Doing the opposite will result in a partial effect from some resistance. You do not need to be on the ground and can to some degree change directions and break falls. The strength of the Impact Hammer in getting around is its lack of a target requirement and defensive abilities, its offensive strength by virtue of its defense is also its weakness in that going on the offense will temporarily cost you your maneuverability and defense.

Secondary: Shield projectile size increased, shape and speed modified, lifespan slightly increased. More effective as a defense and supportive ability, won't stop you from getting your ass kicked if you try to use it in a real fight.

Enforcers

Buy one get one free. No longer a hitscan weapon, now fires projectiles. Bounces off walls, deals damage and sticks in pawns to explode after a brief delay.

Primary: Burst fire with large spread.

Secondary: Controlled fire with decent aim.

Bio Rifle

A mix of old and new; chasing globs, reduced damage Web, improved Squeeze, etc.

Primary: Lobs globs that stick to surfaces - if a pawn is hit nearby globs will chase, standard deal, bit better at chasing. But if glob is airborne long enough it will expand gaining a larger radius and 3X damage, keeps values after landing and will still chase....

Secondary: The Bio Web, but with reduced damage, faster charging rate, etc. The other modes are better than charging this in a fight.

Multipress: Fast firing little globlets - accuracy and other values increased, good DPS and range.

Shock Rifle

Balls are faster and grow for a time after shooting, bounce off walls and pass through pawns. After hitting a pawn or wall, speed is reduced sharply and lifespan is reduced. If bounced, on pawn hit or second bounce will dissipate. Balls fire much faster, deal very little damage, apply a small push to pawns hit as they pass through and slow down. This results in closer range combos, bit easier long range combos, and new ways to combo. Shock Combo radius reduced some, but with these changes you can get the ball right up on a pawn for increased combo damage (damage drops from the center) and not worry about it being void after brushing anything. Rewards superior timing and aim, less frustration from ruined combos....

Link Gun

Primary: Expands horizontally twice at intervals in flight. Expansions deal less damage, but the overall damage is higher and of course, it's easier to hit with at longer ranges. Has slight negative momentum.

Secondary: Beam distance increased.

Multipress: In addition to pulling pawns, also pulls you toward pawns or surfaces you connect with. The strength of the pull scales by the beam distance. This is the most fluid way of getting around, other than the Translocator of course.

Mini Gun

No longer a hitscan weapon, now fires projectiles.

Primary: Increased accuracy, moderately increased head damage. Shoots through pawns.

Secondary: Explosive rounds only accurate at close ranges, slightly increased head damage.

Flak Cannon

Primary: Narrow, moderately fast traveling spread that explodes on a short timer and has a chance to not be consumed in the explosion. If not consumed, will repeat, etc. Center shards have increased chance, damage, range, accuracy, bounce effectiveness, etc. Hard to hit with in close range and not an instant kill, this is better for short-mid range engagements and suppression. Rewards accuracy and timing... If you are playing without self damage, you can flak jump. Flak jumps cause massive, immediate vertical momentum.

Secondary: Direct hits will instagib, just barely. Gravity, etc reduced, now has a heft to it. Upon landing it will stick and explode after a brief delay, sending shards and 4 smaller, much weaker balls in a random radius.

Rocket Launcher

Rockets accelerate on launch, smaller collision radius, faster speed and reduced damage radius. Results in a better feel for the shooter and the one being shot at.... after some seconds in flight, gains a sudden velocity increase indicated by black smoke. Lock on time very slightly reduced. If you are playing without self damage you can rocket jump. Rocket jumping is superior for dogfighting, and at 3 rockets will launch you further than anything else. 1 or 2 rockets will often be all you need.

Secondary: Load up to 3 rockets in a triangular pattern mirroring the barrels on the gun that fire near enough simultaneously. Alternatively, grenades additionally send shrapnel flying (and feel a bit better in flight, I think).

Sniper Rifle

No longer a hitscan weapon, now fires projectiles. Fires a shard that shoots through pawns, dealing large damage and setting them on fire to deal continual damage for a few seconds. A headshot will instagib, just barely. The shard sticks in hard surfaces, causing a fire that deals large continual damage. After a delay or receiving any damage, explodes for massive damage and knockback. Direct or indirect damage from one shard can ignite another, causing both to explode. If you are playing without self damage you can shard jump.


Projectile speeds of formerly hitscan weapons are tiered: Enforcer the slowest then MG secondary, MG primary and finally the Sniper. Only at extremely long ranges should you notice the Sniper being a projectile, and the difference would then be very slight.

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