I feel like releasing more random info.
Might as well start with grenades and bullets considering it might take players a while to understand the character special system:
Grenades:
Fragmentation: Travels the furthest distance. Pegs mess up aim and do .1X dmg. Grenades do massive damage in buildings, concrete is just a death trap from pressure burns and shrapnel. When grenades blow up in a room, everything in that room is destroyed (with the exception of a the best character if he has full health)).
EMP: disables/blinds electronics (no vehicles, but there is one player that is affected by this), buffs another player. Direct hit on enemy causes instant EMP on enemy hit.
Nail Bomb-- 30ish nails glued onto a glass bottle, which is filled with gunpowder (can stick)(can get headshots (by randomly fired nail projectiles, which can travel across the map, but getting kills by long distance headshots from a grenade is all down to chance)) tetanus–slows movement (b/c the nails are rusty) (momentary).
Molotov: All objects on map have the potential of being flammable (including entire buildings), Can light enemies on fire if it hits directly or close enough to the feet, damage over time depends on strength of flame, flame stays for a while 10-20 secs, probably can’t do much but you could potentially block an alley or something. Probably going to add something like “Press X to stop, drop and roll” although it would be worded differently. Cannot heal while on fire. Cannot light non-organic units on fire.
Smokes: Probably going to be multiple so that you can section off entire areas with smoke for flanking. (As in you recieve 3-4 smokes instead of 1) Can be seen through by thermal.
Black Thunder:chemical based black-smoke grenade that can’t be seen through by vision/truth/thermal scope. Anyone who walks into it receives shock damage (except an electric character, who is healed), when the black dust settles it is explosive (like gunpowder).
Assassin Shroud: Smoke Grenade, Instant, Thrown straight down. A vanishing act of sorts.
Chronosphere–Throws anyone in the radius back in time 5 seconds, even dead corpses.
Poison Glass: Heals organic teammates, damages organic enemies. 3x splash radius underwater. Ability to crush in hand, cannot throw.
Poison dagger–throwing knife that cripples the body part it hits and deals poison damage over time (Head/neck=instikill, body=stop regen, arm=reduce turn sensitivity by 25%, lower accuracy, leg=lower movement speed by 25%, and decreasing poison damage over time))
Bullet/Shell types:
Hollow point (increased damage w/o armor, less likely to penetrate walls), makes gun less accurate.
Deep impact FMJ (wall/armor/player penetration, damage is not reduced, even through multiple walls), superheated/[plasma?], no bleed damage, does less damage.
Poison clip (poison on impact, slow/stop/reverse regen, weak wall penetration, only effective on human targets).
TAS-ER (Tactical Assault Sensor-Effector Repressor): bullet type that momentarily stops enemy aiming, instantaneously blinds, and slows enemy movement upon receiving each bullet wound (.1seconds). Basically a mini-stun.
Knock-out/sleep rounds, gives trigger delay (creates moving shadows, causes player to hear noises that aren’t there, etc).
Ricochet bullets (therefore no penetration) (3 Ricochets max, ricochet damage reducer over time + after first ricochet the bullet’s ability to ricochet diminishes over distance), can damage yourself, always recoil even perpendicular to the wall (perfectly elastic collision with all surfaces (except water).
Shell ShockR (SSR)–screws up aim of enemy if the bullet is in proximity of the body.
Sonic Boom–distorts vision, loud noise, can be heard across map.
Silenced–bullets, do less damage, but have no damage reduction at a range, have no flash (oxygen depletion) and little sound (frictionless, but explosion can still be heard, acoustic), extra bleed damage.
Ice bullets–increases bleed damage
Rubber Bullets–massive aim distortion, cause tremor, half or less damage?, mainly for LMGs/crowd control.
Formation Breaker–bullet shells that burst in a cone shape upon impact. Refer to picture:
… /
Shooter–>Target{ cone of death (~40/180 degree cone spread behind exit wound in target)
… \ ____________ (isn’t actually this severe, it’s more like “<”)
This bullet shrapnel can effectively damage large clusters of enemies, and allows one man to take out multiple enemies simultaneously while keeping pressure on entire groups.
This is where my free time goes lol.