Dark Sector Weapon

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Enrique Fats

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Aug 5, 2024, 11:47:15 AM8/5/24
to windtehotec
Browsingthrough the wiki and I noticed that there is no High tier weapon affinty bonus darksector for shotguns. Shotguns only get up to 18% while pistols and rifles get 25% and melee gets 21%. It gets weirder though, there are 2 melee 21% locations, potentially a long standing oversight or maybe it just dates back to when we had very very few shotguns.

In total this is how the 26 dark sector nodes break down for weapon bonus':

10 melee nodes

7 rifle nodes

6 pistol nodes

3 shotgun nodes

0 heavy weapon nodes (obviously because they didn't exist back when dark sectors were created)



It might be time to shuffle around some of those node weapon bonus'. Our arsenal has expanded substantially since they were added, especially shotguns. you could arrange the bonus's so melee, rifle, pistol, and shotgun each get 6 locations and heavy weapons get the remaining 2 since you don't get the resources to make those till much later so they don't need to be spread as evenly throughout the starchart.


I believe the main reason they have different values and affinity boost a lay back in the clan war days, which only the very longest severing tennos can remember. Also the extra was something to balance the fact infestation gave less affinity to start with compared to affinity from grinneer. Nobody uses these nodes for leveling as we now have faster places to level such as sanctuary or liches. Seeing as DE has removed dark sector entries from codex its a probability they will remove the bonus as well.


I explained it badly: things that might be added in the future. I was meaning when you add new things, add them to relevant stuff. Not that they should have planned for heavy weapons when dark sectors were released, that is unrealistic. But when heavy weapons were released they should have looked at adding them in to the bonus there.


my bad I output the line above when I was typing out the thing. the melee location directly above the shotgun location in the list is 21% I'll fix that. The darksector nodes give both bonus affinity (30% at top level) plus weapon specific affinity bonus on top of it. Which I'd like to keep because it makes a substantial difference.


Yes I was there when dark sectors was added the imbalance of the affinity gains and what items gained it was part of the draw of the high value nodes. However we are so far past that original intention now. The star chart has even been moved around since. Ceres used to be one of the highest level planets, that's why it's credit amount is so high compared to other early darksectors, it was never updated for the planets new location.


People do use them for leveling. I use them for leveling almost exclusively because I don't like onslaught and I want to fight things other than grineer. More options for farms is never a bad thing and I can get credits at the same time. You could also argue that fissures took their place but fissures only really become better if you want to do long runs which are physically unhealthy.


Prepare to dive deeper into the bizarre and twisted technologies of the Dark Sector, where sinister intentions and limitless possibilities collide. As you witness the dark work of insidious bio-engineers exploring the gruesome extremes of human augmentation, ready yourself to wield an array of new, experimental weaponry against an onslaught of robotic adversaries programmed to destroy you...


Mission Pack 1: Twisted Tech is an expansion pack for Escape the Dark Sector, introducing new rules and content to enhance your adventures. The following pages will explain how to incorporate this into your games.


Before setup, simply add the new chapter cards, item cards, and boss card contained in this pack to their corresponding decks of your existing Escape the Dark Sector collection (the core set and any other expansions you may have).


In addition to declaring that your crewmember will take the activate drone action and placing your crew die on the drone card, you must now also declare whether you intend to activate the Basic or the Advanced function of the drone.


For the remainder of the chapter, any crewmember may pick up cards from the item pool by taking the Standard Combat Action, TRADE. This works just like the normal TRADE action, but they will be trading with the item pool instead of with another crewmember.


Alternatively, at the end of the chapter, cards in the item pool can be taken by any crewmember without the need to take an action. Before a new chapter card is turned, any cards remaining in the pool must be discarded.


When you draw this weapon from the item deck, or when the weapon is out of AMMO and the crewmember carrying it takes the RELOAD action, put one Special Ammo die on the loaded space marked on the card.


The Flame Thrower has a variable Fire Rate of one to three. This means that provided there is enough ammo left, each time your crewmember takes the shoot action you may choose how many Flame Ammo dice to roll: one, two, or three.


This pack includes a new cybernetic implant which can be found in the item deck during missions. Crewmembers can rip out their current implant to install this new one by taking the new INSTALL CYBERNETIC action:


This new cybernetic implant allows the crewmember using it to take the ACTIVATE DRONE action and perform the Basic function of any drone without turning it to its Drone Recharging side afterwards.


This means the drone remains available for use the following round by any crewmember, and for either its Basic or Advanced function. It is therefore possible to use the basic function twice in one chapter, but the advanced function can only ever be used once per chapter.


Mission Pack 2: Mutant Syndrome is an expansion pack for Escape the Dark Sector, introducing new rules and content to enhance your adventures. The following pages will explain how to incorporate this into your games.


Before setup, add the new chapter cards, crew cards, item cards, and boss card contained in this pack to their corresponding decks in your existing Escape the Dark Sector collection (the core set and any other expansions you may have).


If you draw a MUTATION card, your crewmember spontaneously mutates - their flesh rips, their bones crack and splinter, and they buckle in agony as a grotesque new formation of muscle and tissue bursts forth.


While MUTATION usually results in an immediate loss of hp, it can also make crewmembers more powerful and grant them useful abilities to draw upon during the mission. MUTATION cards have a dual-orientation design, and the roll of the MUTATION die will tell you which way up the MUTATION card comes into play. The player who drew the card must immediately roll the MUTATION die and apply the following to their crewmember (in a solo game, the result is applied to the crewmember designated as you):


...edge at the top, the MUTATION has granted the crewmember a new ability to draw upon during the mission. The text on the card will tell you what the ability does and when it can be activated.


To activate some MUTATION abilities, the MUTATION card must be rotated 180 degrees. These rotate abilities can only be used once per game. Other MUTATIONS grant the crewmember a permanent ability, which does not require rotation to activate and can be used for the rest of the game whenever it is applicable.


Even though it is made up of two different traits, this result still counts as a DOUBLE whenever the rules require a DOUBLE to be rolled, and both traits should be applied. A MIXED DOUBLE also counts as a BLOCK in Close Combat, just like a normal DOUBLE.


This pack includes a new cybernetic implant which can be found in the item deck during missions. Crewmembers can rip out their current implant to install this new one by taking the INSTALL CYBERNECTIC action:


It was almost four years ago that Digital Extremes announced it was working on Dark Sector, a third-person action game now available for both the Xbox 360 and PlayStation 3. Better action games have come and gone since then, regardless of which console you own, but the good news is that those same games have left their mark on Dark Sector, which borrows liberally from Gears of War and is at times reminscent of Uncharted: Drake's Fortune. Dark Sector's story isn't nearly as interesting or told nearly as well as that of either of the aforementioned games, but if you step into the boots of elite black-ops agent Hayden Tenno solely for satisfying combat, then you won't be disappointed.


The single-player game starts off promisingly with a moody black-and-white prologue mission set some 20 years before the events of the other nine levels. Getting comfortable with the controls used for gunplay and for getting in and out of cover should take you no time at all as you battle your way through it, and it won't take you long to realize that the enemies you're facing are smart enough to employ a lot of the same tactics that you do in the interest of self-preservation. The story gets underway with a bang as well--a few bangs, actually--but as you progress through the game, the story rarely feels like it's moving along with you. Characters come and go without giving you any reason to care about them, you travel between locations killing everything that moves without really knowing why, and new abilities are frequently added to your formidable arsenal without explanation. Dark Sector's lack of good storytelling shouldn't hamper your enjoyment of the game too much because cutscenes are infrequent and brief. Nonetheless, it's unfortunate that a protagonist as fun to play as Hayden doesn't have a great narrative to back him up.

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