Thanks for considering boosting the grenades DrWong. I don't mean to be pushy or make demands - I do know what it's like as i'm personally writing a mod right now (
http://fm.mt-wudan.com) and i have people making demands of me everyday, and i don't want to make anyone else feel like that. I just really like what you've done (and i would've done it if you hadn't), so i have a vested interest in your mut.
When i first addressed offhand abilities (in a previous post), i actually just tried to think of unique abilities period, instead of just offhand weapons. If you still plan on making additional abilities, here's a few brainstorms that hopefully won't be super difficult code-wise:
Offhand weapons
Juggernaut:
- Punch (Super concentrated shield gun hit) with big knockback
Egyptian:
- Light of Osiris: targeting the ground brings a beam out of the sky to strike it (like the ion cannon, but only dealing damage to a diameter the size of the beam, ~3 feet)
Skaarj:
- Claw attack, like you already mentioned DrWong
- Tail spin: basically just like the Jugg's knockback attack, but with a different animation
Nightmare:
- Death's Grip: targeting the ground summons a trail of medium damage spikes from the player to the targeted spot (like a Lurker in starcraft - if it's too tricky to code, just one spike popping up would be cool)
- Blood Maggots: (basically just spidermines skinned all black with red/blood explosion fx)
Robot:
- ClusterMissiles: Bot fires 4 light damage missiles that follow target painter sight
- DrunkenMissiles: Bot fires 8 light damage missiles that randomly twirl out from center of robot
- Static Discharge: Bot releases arc in x foot radius, electrocuting (lightning gun fx) all in range
Passive Special Abilities
Human/Merc:
- Passive Shield regen
Robot:
- Self-Destruct (just a random chance of dealing radius damage on death with added FX)
- Passive ammo regen
- Mechanical Affinity: weapons do 50% more knockback due to robot's intrinsic knowledge of their usage
Gen Mo'Kai:
- Chain jumping: can jump again anytime for a cost of X adrenaline per jump past the normal double jump (upto 8 jumps or so).
Juggernaut:
- Immune to fall damage
Egyptian:
- Can dodge in the air
- Crouching before jumping triples the height of the jump
Skaarj:
- Natural Camoflauge: Invisible (just turn on the invisible combo) while crouching/not moving.
- Abrasive Armor - damage done simply by colliding with another player
Nightmare:
- Acidic blood - similar to thorns but only at a close proximity
Lots of these abilities could be mix-n-matched between species, but it's just a few things i had runnin through my head.
Lemme know what you think DrWong.