Guns have skins, but why not melee weapons AND ability items (e.g. miniguns and turrets)?


(ProfPlump) #1

I’ve seen some posts saying that the melee weapons should all have different colours according to their respective card rarity (silver, gold, cobalt etc), and while I wish this would be implemented into DB, I feel like the special abilities of mercs are being forgotten in getting skins.

Why can’t Nader’s MGL, Rhino’s Minigun, Arty and Kira’s laser designators, Bushwhacker’s Turret, Aura’s Health Station, Vasilli’s Motion Sensor and Sparks’ REVIV-R all get their own skins?

And for the record, I recognise that some of these items (the deployables) would be problematic if they had skins (due to them looking blue if they were cobalt, making them look friendly to enemy players). However, I still think just giving them a minimal ‘trim’ of the correct colour would make the bling of silver, gold and cobalt cards just that much more noticeable and recognisable.


(gg2ez) #2

A Cobalt Nade launcher is all I wish for in life.


(blisteringOwlNest) #3

Welcome to pimp my turret! But yeah, this is definitely an awesome idea, one o can’t believe I’ve never thought of xD


(crabbyWaltz) #4

maybe for things like proxy mines, stickies and heart beat sensors they should just change the skin completely to another look since putting some color on them makes it too noticeable. Like that you have a nice different skin and it’s not easy to see. (at least just one per card rarity starting at silver, I dont see them making different proxy mines for each variation there is anytime soon)


(Faraleth) #5

I’m fairly certain this is being considered, the last we heard. :slight_smile: Knife skins, as well as utility skins are definitely a possibility, although they aren’t a HUGE priority now, as they would rather focus on gameplay. I’m sure somewhere down the pipe-line though, we will see this become implemented ^.^


(gg2ez) #6

@Faraleth


(BananaSlug) #7

Pls dont add skins for trowable and placeable
(idk if i written those words correctly :stuck_out_tongue: )