| Research Project
|
Unlocks
|
Research Steps
|
Action Economy
The Hairpin wastes very little motion between shots. That sort of efficiency gets more interesting once a scope is involved.
|
Ergonomic Bolt
|
|
Beam Resonance Tech
The Equalizer is at its best when the beam stays exactly where the target would rather not have it. Maybe we can work with that.
|
Ramping Damage
|
|
Compact Combustion Charges
Most explosives end with the detonation. Blaze Grenades have the good sense to keep causing trouble afterward. There may be something worth borrowing in that.
|
Incendiary Grenades
|
|
Embedded Blast Engineering
Armor does a good job against bullets. Small explosions are less respectful of the arrangement. Combining the two might be worth exploring.
|
X-Rounds
|
|
Extended Burst Cycles
A burst has a beginning, a middle, and an end. The middle could probably use more bullets. Let's investigate.
|
Increased Burst
|
- Deal 10,000 damage with a Burst Burletta or Charged Burst Aphelion
|
High-Voltage Exposure
Some ARC machines appear capable of absorbing energy before putting it back to use. The same principle might be worth testing on something a little less insulated.
|
Charged Burst
|
|
Magazine Geometry 101
A standard magazine does its job, but it can only hold so much. Getting familiar with a drum-fed design could reveal how that extra room is put to use, and where the same idea might fit elsewhere.
|
Drum Mag
|
- Deal 15,000 damage to a Bastion with a Rattler
- Destroy 1 Bastions with a Rattler
|
Mobile-Fire Grip Fittings
Fast movement is useful right up until a weapon needs to come into play. A weapon that keeps up with the pace would be useful.
|
Sprint Shooting
|
(In one round)
- Visit the Electrical Substation
- Visit the Truck Stop
- Visit the Old Town
- Visit the Almatera Station
- Visit the Researcher Lodgings
- Visit the Deep-Space Telescope
- Visit the Commissary Supermarket
|
Shield Stress Testing
Sustained damage could reveal exactly what makes a shield give out-and how to make that happen faster. For science, naturally.
|
Anti-Shield
|
- Deal 700 damage to encountered Raiders
|
Solid-Core Casting Tech
Shotgun engagements against drones offer a useful test of stopping power. Concentrating the full charge into a single projectile could produce far more decisive results.
|
Slug Rounds
|
- Destroy 50 Flying ARC using shotguns
|
Targeted Component Trial
Even the toughest machines have their weak spots. Consistent strikes against vulnerable components could reveal a way to develop rounds that hit them where it hurts most. Metaphorically speaking.
|
Anti-Weak Point
|
- Destroy 40 thrusters on flying ARC enemies
|
Thermite-Tipped Rounds
Impact damage is useful. Setting the problem on fire afterward feels like a reasonable improvement.
|
Incendiary Rounds
|
|
Top Mounted Optics Retrofittings
Elevated firing positions provide clear sightlines. Osprey field data under those conditions could support development of improved magnification.
|
Scoped
|
(In one round)
- On Blue Gate, head to Pilgrim's Peak
- Deal 1,000 Damage to ARC enemies using the Osprey
|
Trigger Reset Systems
Fast-moving threats leave little margin for hesitation. Close encounters with Skulkers could reveal ways to improve paced combat effectiveness.
|
Semi-Auto
|
|