Lurker Hunter

Apprentice
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  1. I've seen many people gripe about the temp power recipe drops, and I agree with them. I don't want my recipe inventory full of Plasmatic Tasers and Revolvers when I'm going for IO sets. But I like having a few temp powers to cover up my AT's weaknesses. So I'd like to see different ways of these being offered, and I have a few ideas.

    1. At the end of a mission, offer the chance to roll for a temp power recipe. This way they can still be plentiful, but also for players who want them.

    2. Have crates within missions with temp power recipes in them. This could potentially reward players for going off the beaten path of a mission.

    3. Add a temp power recipe roll to shops, accessible only once every hour to once every day. Perhaps also having different roll categories, such as damage, buffs, and heals, so you can roll based on your build's needs.
  2. Apologies for the double post, this one is completely unrelated to DP.

    I'd like to see an animation variation of the Crane Kick akin to the Thrust Punch from Resident Evil 4, found here: http://www.youtube.com/watch?v=LyOxbk0Tth4&feature=fvw

    I think it's kind of strange that there's a punch variation for all MA powers except CK, which has the most awkward-looking default animation.
  3. Some of the Dual Pistols animations are a bit over the top at times. I mean, I don't want my characters getting sick from constantly turning 360 degrees whenever they want to dual wield! I'd like a set of animations more akin to the Thugs Mastermind set, less flipping and spinning. Not that I don't think the default animations are cool, just that they don't make sense for some characters. I can see alternate animations for all but Bullet Rain and Hail of Bullets.

    And I have mentioned this in another thread, but love to machine-pistol/SMG Dual Pistol options would be pretty cool. We have the Mini-Uzi option already, and Enforcers have burst-fire animations already. It's not a total longshot to adapt the current animations from single-fire to burst-fire while completely leaving gameplay out of the equation. This could pave the way for more SMGs to be included, maybe even assault rifles/machine guns for Rambo-style characters.
  4. Ever since playing a Robotics MM I've been brainstorming with the concept of bringing the Pulse Rifle to blasters/corruptors/defenders. As far as I know, one of the major issues is that it would be too similar to Energy Blast to really be worth it, among other things. But with a power like DP's "Swap Ammo," it could differentiate itself from EB quite a bit.

    That's when I thought it would be cool to have, in addition to energy damage by default, negative energy and ice. Because of its adaptability, I imagine it having a slightly lower damage relative to other blast sets. I have a few other ideas that I hope are more innovative than gimmicky.

    So here it is, informal and rough, descriptions where necessary. Comments appreciated!

    Pulse Rifle: Blaster/Corruptor Primary, Defender Secondary

    Level 1: Pulse Rifle Burst
    Damage: Moderate (20% smashing, 80% energy/negative/ice)
    Recharge: 4s
    Effect (normal): Knockdown
    Effect (ice): slow, -recharge
    Effect (dark): -to-hit

    Level 1: Pulse Rifle Blast
    Damage: High (20% s, 80% e/n/i)
    Recharge: 8s
    Effect (normal): Knockback
    Effect (ice): slow, -recharge
    Effect (dark): -to-hit

    Level 2: Photon Grenade
    Damage: Moderate (100% e/n/i)
    Recharge: 16s
    Effect (normal): Knockback
    Effect (ice): slow, -recharge
    Effect (dark): -to-hit

    Level 6: Energy Array
    By re-aligning the prisms in your Pulse Rifle, you can redirect the energy from a focused beam into a cone.
    Damage: Moderate (100% e/n/i)
    Range: 40, 45 degree cone
    Recharge: 12s
    Effect (normal): Knockback
    Effect (ice): slow, -recharge
    Effect (dark): -to-hit

    Level 8: Charge
    By taking a few seconds to charge your Pulse Rifle, you can heavily increase the damage and secondary effects of your next attack. This only affects your Pulse Rifle attacks. Charging is best done before combat as it takes a few seconds and can be interrupted.
    Effect: +50% damage to next Pulse Rifle attack, +66% secondary effect to next Pulse Rifle attack.
    Cast Time: 3.5s
    Interrupt Time: 3s
    Recharge: 10-20 seconds

    Level 12: Focused Blast
    You are able to concentrate a blast of energy on a single target. This target will take heavy damage, and any nearby targets will be affected by the shockwave.
    Damage (target): Extreme (20% s, 80% e/n/i)
    Damage (foes around target): Medium (100% e/n/i)
    Recharge: 20s
    Effect (normal): Knockdown
    Effect (ice): slow, -recharge, Sleep (mag 2)
    Effect (dark): -to-hit

    Level 18: Alternate Firing Mode
    Modification to your Pulse Rifle allows you to fire beams of negative energy or ice. The secondary effects of your attacks change from knockback to a to-hit debuff or a recharge slow, respectively.

    Level 26: Disabler
    Your Pulse Rifle has an option to fire a non-lethal ray of energy that disables all enemies in a short distance in front of you.
    Range: 30, 30 degree cone
    Recharge: 60 seconds
    Effect (normal): Knockback, Stun (mag 2)
    Effect (ice): Hold (mag 2), -recharge
    Effect (dark): -to-hit, -damage

    For the Tier 9 power I had two ideas, both of which could be useful but in contrasting situations.

    Level 32: Hyper Beam
    By overloading your pulse rifle, you can turn it into a highly dangerous killing machine. Your damage and range are dramatically boosted for awhile, but only for Pulse Rifle attacks. After some time you will be drained of endurance, unable to recover any for a short while.
    Effect: +100% damage for 30 seconds, +50 range for 30 seconds, Crash for 20 seconds after 30 seconds.
    Recharge: 360s

    or

    Level 32: Plasma Grenade
    By overloading your pulse rifle, you can fire a single devastating burst of energy at your foes. This energy deals a massive amount of damage in a large radius, knocks all foes back a great deal, and stuns them for awhile. Afterward you will be drained of endurance, unable to recover any for a short while.
    NOTE: This attack ignores the effects of Charge and Alternate Firing Mode.
    Damage: Extreme (100% energy, random variation like other tier 9's)
    Effect(all): Knockback (16 magnitude), Stun
    Recharge: 360s
  5. (wall of text incoming, tl;dr at the bottom)

    Does anyone else find radio/newspaper missions relatively boring and uninspired? Right now you simply run 3 random missions and save/rob a bank. Nothing particularly interesting about that right?

    What about changing it so that these missions have more of an impact on the game? For example, right now I love picking missions that involve the Council because they're not a pain to deal with. But what if after three missions involving the Council, they realize you're out to get them? They could do a number of things, such as sending out ambushes on the streets, laying low for awhile so you can't find them, or even sending reinforcements to a subsequent mission. Suddenly there is a bit of strategy in choosing these missions, do you want to avoid making these enemies too angry or do you want to provoke them to get more kills?

    Or on a deeper level, what if stuff you retrieve in some of these missions carry over. Say, you get the Liquid Computer from the Outcasts. That's it, mission over, didn't make one bit of difference. What if it continued from there? You could have to deliver the computer to Dr. Smythe, while being ambushed along the way by angry Outcasts. Or the delivery could be an instanced mission, delivering it to a Longbow or Wyvern operative. With Going Rogue there could even be a Vigilante/Rogue possibility of selling it to the highest bidder among groups such as Malta, the 5th Column, or the Council.

    tl;dr, Radio missions could potentially more interesting by making them impactful, be it making enemy groups angrier at you or allowing you to make choices as to what to do with retrieved goods.