Some idle thoughts from playing the demo and reading the thread;
The effects of item grade/mark are somewhat intangible or hard to gauge. Perhaps list the base stat, followed by the mark boost either as a % or flat number.
For example;
Blast Radius:
198 (180
+10%)
Is there a dual wielding modifier? Like I could equip chainguns in both slots, and fire both simultaneously or as an extra powerful chaingun, at the expense of overheating faster?
Similar to Skyrim, where you could equip the same spell in each hand to perform a more powerful version of that spell
Weapons could either have a Twin barrel option, or perhaps some kind of Accessory slot that adds additional effects.
Twin barrel/accessory would more or less double ROF, but reduce attack power by ~33%. Heat generation would be equally reduced. This includes blast radius for things like explosive weapons. Ultimately you have a tradeoff between DPS/heatgen/DPH; if the target has some kind of flat damage reduction effect, Twin Chaingun's not going to do you a whole lot of good, so you'll want a powerful secondary to punch 'em down.
The main tradeoff would be shots not being dead-center any more. Not a big deal for inherently inaccurate weapons (twin chaingun, again) but less desirable for twin howitzer/railgun and such.
For slower-firing weapons I'd make it alternate between the two barrels to allow for finer control. With faster-firing weapons, both could run at once with little issue.
Also Skyrim's dualcasting was terrible without mods, most of the time at least. But that's another kettle of fish entirely.Accessory slot would allow for some decoupling of effects/projectile types even if it's not used for twin guns, or allow for combining others. Incendiary Gyrojet, for instance.
That aside, pretty slick work. Will definitely be keeping tabs on this, supported on Greenlight, etc. etc.
Rolling Rocket Boosters 2 + two Explosive Railguns + standard Rockets, for the time being. Pretty mean combo.