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Secrets abound, and rooms can have modifiers and challenges and stuff. One of the other tricks that this game pulls, is you're running on something more like some of the crazier DOOM mods. So let's talk about that thing I said at the start.
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Getting a few of these levels, properly placed, under your belt can be the difference between a smooth run and screaming death. You can level up your power armor, letting you go in with starting health or energy bonuses, having faster recharge rates (your guns are fueled by energy instead of ammo) and so on and so forth. You do have one thing you can always take back, your experience. So if you can't handle a sufficiently difficult mission.Well, hope you weren't taking your good equipment. You take a few parts in with you, and buy more in the field, but if you die you lose everything you had on your person. The really crazy shit is still waiting for me to get good enough to earn it.īecause that's the other thing. Chainguns, shotguns, rocket launchers, grenades, weird energy things, and that's just the sort of stuff I found in the early levels. It's in getting, and messing with, parts. This, this right here, is where Mothergunship's fun comes from.
#Mothergunship mods plus
Or you can strap two Chainguns onto a connector mount, plus a recoil mod, and now it's a double-bouncy-Chaingun.Īnd you can have two entirely separate weapons at once. So you can just hold a Chaingun, and hey, it's a Chaingun. And this is where Mothergunship starts getting interesting.Įvery weapon you wield in the game is made up of one or more barrels, connectors, and "caps", which are your classic modifiers. I swear that line made more sense when I put it in my notes.Īnyways, the other schtick aside from constant dual wielding, and where the rogue stuff comes in, is when you get your first gun. And what is punching, if not incredibly short range shooting? So punch, punch with your fist guns until the enemy is dead. Mothergunship puts you as constantly dual wielding, and when you start off before you have any guns, what do you have two of? Your FISTS. You can run, you can jump, you can shoot.Well, punch, to start. So right out the gate it's pretty standard FPS stuff. And even then I spent longer on it than the actual game does before it gives you shit to do. The premise here is real simple You're a soldier shoved into some power armor, aliens have taken over the world, you're part of the resistance now, go kick some ass in their ships for mother Earth. If you've never done a rogue-lite, it's exactly what it sounds like: a lighter version of roguelike mechanics, where you're not committing asmuch of yourself to the void if you die. The tracks played are "Isolation" and "Elation".So the super short version is that Mothergunship is a rogue-lite FPS. Track alternates when cap is removed and reattached. Plays one of two tracks from Tower of Guns while the gun is being fired. *Bullets produce a spray of cosmetic flowers when they expire. *Consumes the entire energy bar in one shot. *Direction of boost is dependent on the cap's orientation. *Bullets produce a cluster of cosmetic hearts when they expire *Costs 4.0 e/s for Uncommon and 8.0 e/s for Rare *Multiple Overchargers are independent of one another. *Does not increase energy consumption like other caps.Ĭhance to refill 50% of energy on depletion *Only available from Doom Factory Missionsĭivides gun energy consumption evenly between hands Unless otherwise specified Caps have an energy drain per second of: Not all caps are created equally and some provide better stats than others however their usefulness is strongly dictated by the base stats of the gun you combine with them. However, caps are less linear than Barrels in their scaling there are standard caps that go from common to rare with incremental scaling, some caps that only come in certain rarities like Load Balancer or Multishot Addon and lastly legendary golden caps which do not correlate at all with regular caps and all have their own unique effect.
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Similarly to Barrels, Caps come in 4 rarities: White(common), Blue(uncommon), Purple(rare) and Gold(legendary). While the the drawbacks of the modifiers are usually undesirable if combined with certain guns their effect can minimized, completely disregarded or even used to your advantage. Positive stat modifiers are displayed in green, negative ones in red and neutral in gray. They often come with a stat increase and a drawback. Caps in Mothergunship are gun modifiers that increase or lower certain stats or add unique effects.