What would "X" be?
Pistols for the Corrupter/Blaster. Not that hard, just take some of the powers from the Thug MM set and slap a few more in.
Here's a base idea for a powerset:
Bullet- Similar to the 'Pistols' power from the Thug MM set
Double Tap- Standard 'More power, slower recharge' attack
Double Bullet- Like 'Dual Wield' power from Thug MM set
Aim- Standard 'Aim' power
Empty Clips- Like 'Empty Clips' power from Thug MM set
Crippling Shot- Slows target
Bullseye- Typical 'Sniper' power
Fish In A Barrel- Cone range version of Crippling Shot
Explosive Bullet- Ranged AoE(Fire) and Lethal
Diov's scyth attacks come into reality. So far, I've been lying to myself, pretending his Bane Mace is his Scyth. Here's what I'd like to see...
SCYTH MELEE!!!
Cut: Standard Slash with the Scyth. Does moderate Negative Energy Damage, decreases opponent's ACC.
Slash: A slashing attack aimed at the opponent's vitals. Does Moderate DoT damage, and lowers the opponent's ACC. Has a chance to hit multiple targets in a very small cone in front of you.
Double Strike: Perform two seperate slashes with your Scyth. (Standard slash, loop behind back, over shoulder, standard slash) Deals high Negative Energy damage, lowers opponent's ACC.
Umbra Arc: Leap into the air, and spin your scyth around you in a downward curve, striking all foes in melee range for Moderate Negative Energy Damage, and lower their ACC. Has a chance to knock enemies back.
Blunt Instrument: You whack a foe upside the skull with the flat of the Scyth blade. Does minimal damage, but has a high chance of stunning/disorienting the enemy.
Descent Strike: Perform a head-splitter with your Scyth for moderate Neg damage, and lowers their ACC. Has a high chance to knock the enemy down.
Tempest Dance: Perform an intricate and complicated pattern of flowing slashes and swipes with your Scyth all about you. All foes in melee range take minor Neg damage, and their ACC is lowered. They also stand a chance of being knocked back. When used correctly, this move can reduce the damage of ranged attacks, or even deflect them entirely. Every time you use this move, your defense and resistance against ranged attacks is increased, and your damage against melee foes is also slightly increased. ((Basically a Scyth version of Divine Avalanch))
Reaper: *TOGGLE* You swirl your scyth all about you, becoming a nearly unstoppable engine of destruction. All foes in melee range take extreme Neg damage, and their ACC is lowered. They stand a slight chance of being knocked back. While this move is toggled, you are slowed, and you cannot jump or use any form of powers that increase your speed, and you cannot use any travel powers other then hover. You may not use any other attack powers. Due to the slowness at which you move while using this move, your defense and resistance to all attacks is decreased.
>.>
<.<
I can dream, can't I?
Commander Samuel Reikoff, Non-HAMMR equipped version.
Malta Operatives
Soviet's guy wheee!
Primary: Reikoff's Arsenal
Burst:
You fire a burst from your AR-15, AK-47, M-16, M-14, Uzi, MP-5, or whatever you're carrying at the time, lowering your target's defense.
Heavy Burst:
You fire a long burst from one of your multitudes of weapons, riddling your target with shots and lowering his defense.
Spray Lead:
You fire a wide, long burst at all the targets in a cone in front of you, lowering their defense.
Cryo Grenade
You launch/throw a Cryo Grenade from the grenade attachment of your weapon/hand, freezing your target and causing cold damage in an area.
White Phoshpos
You launch/throw a White Phosphorous grenade at a target, causing heavy fire damage in an area.
Frag
You launch/throw a Frag Grenade at a target, causing smashing/lethal damage in an area.
Full Auto
You unleash a full auto on your target, yadda yadda, reduces defense.
Secondary: Backup Pistol
Pistol shot:
You fire a shot from your sidearm. Minor lethal damage.
Yep. That's it.
---
Gunslinger Curtis
Malta Operatives
Player Character
Go to paragonwiki.com. Look up the Gunslinger Boss.
Add:
Pistol shot:
You fire a shot from your .357 Magnum. Moderate lethal damage.
End.
---
Marcus Marcone
The Family
Player Character
Grav/Psy Dominator, with one catch -
Buckshot:
You fire a cone of buckshot from your Shotgun. Lethal damage in a wide spray, knockback. Marcus' Buckshot has a fairly fast recharge, as he uses a Semi-automatic SPAS-12.
---
Omaro Vasquez
The Angels of Death
Soviet's Mercenary
Primary: Assault Rifle
Secondary: Grenadier. Grenadier is essentially a reskin of Trick Arrow as a stockpile of grenades which he can throw and fire, with one exception:
Oil Slick Arrow has become White Phospho grenade, which is the same as Reikoff's.
Vasquez' APP is Munitions Mastery, minus the Cryo Freeze Ray.
Cobalt Stinger would blur the line between Corruptor, Dominator, and Mastermind.
Primary: Radiation Assault
Neutron Bolt - Similar to Neutrino Bolt, a low damage blast from hand blaster with fast recharge. High DPS, low endurance attack. Reduces defense.
Proton Punch - Melee attack doing moderate energy/smashing damage with high chance of knockback. Reduces defense. (Power Thrust animation)
Particle Cascade - Widely spread energy beam from hand blaster that deals knockback over a narrow cone. Reduces defense. (Similar to Electron Haze)
Atom Smasher - Melee overhead attack doing high energy/smashing damage with chance to disorient. Reduces defense. (Bonesmasher animation)
Neutron Burst - High damage, slow recharge short range energy attack from hand blaster with high chance to disorient and reduces defense. (Basically Cosmic Burst)
Particle Beam - Sniper attack using energy rifle. High energy/smashing damage and reduces defense.
Aim - Go Figure
Neutron Bomb - Unchanged
Ion Barrage - Basically an energy damage version of Full Auto using the particle beam rifle.
Secondary: Traps (Modified)
Web Grenade - Unchanged
Caltrops - Unchanged
Acid Grenade - Reduces defense and resistance of a single target and deals minor toxic DoT.
Acid Mortar - Now mounted on a mobile platform looking like a little four-legged spider but can be destroyed.
Force Field Generator - Can be controlled to move independently of her.
Poison Gas Trap - Can be remotely detonated.
Seeker Drones - Blades hovering robots act as bodyguards, attacking enemies who come near thier owner.
Trip Mine - Can be remotely detonated.
Gremlins - Summons three small spider-like robots who climb onto mobile enemy targets and detonate at points of weakness. Deals moderate fire/smashing damage and reduces defense.
Power Pools:
Teleportation - Entire Pool
Fitness - Swift, Health, Stamina
Medicine - Aid Other, Aid Self
I would completely revamp the powers of Toy Dispenser's bots to be in line with their upgraded forms. Combat Toy gets a primary and secondary cause it has lots of attacks and such.
[u]Combat Toy[u]
Primary: Assault
Punch - With his fist!
Dual Plasma Blast - Screw the single shot.
Flamethrower - Burny goodness.
Ghostslayer Blade - High lethal sword slash, extra energy damage to true undead.
Incendiary Missiles - Unchanged.
Swarm Missiles - Unchanged.
Alpha Strike - Combination plasma blast/flamethrower/swarm missile attack. Does massive AoE damage but renders Combat Toy drained of power for several seconds. Very long recharge.
Secondary: Armor
Heavy Armor - Passive resistances and such.
Shield Block - Uses the shield on its left arm to block an oncoming attack. Can only be used a certain number of times before the shield is destroyed.
EDIT: Here's the rest of em.
[u]Small Toy[u]
Sniper Drone
Energy Snipe - After charging, fires a powerful beam of concentrated plasma capable of smashing through through the heaviest of defenses.
Ghostslayer Dagger - Moderate damage stab, extra damage to true undead.
Stealth Matrix - As per Stealth.
Advanced Sensors - Increased perception and accuracy.
Small Toy is very much a one trick pony, but its stealth and sensors let it use this trick very effectively.
[u]Mini Bot[u]
Scrapper Drone
Laser Burst - Standard laser attack.
Dual Laser Blast - Fires both wrist mounted lasers at once. Moderate chance of knocking the target down ala Heavy Laser Burst.
Claw - Melee attack with hand claw.
Tentacle Slash - Lethal attack using one of the two buzzsaw tentacles on Mini Bot's back.
Whirling Saw - AoE attack using complicated acrobatics, both tentacles, and both claws.
Mini Bot is a scrapper with some ranged attacks and minion health. 'Nuff said.
[u]Toy Bot[u]
Assault Drone
Repulsor Blast - Fires a bolt from one of Toy Bot's modified Repulsor Rifle arms. Can knockback as per the Rikti Rifle.
Dual Repulsor Blast - Same as above, except more damaging because both arms are firing now.
Rapid Fire - Through overcharging the capacitors, Toy Bot can unleash a volley of shots that hit all enemies in a Full Auto-esque cone. High chance of knockback.
Deftness - Toy Bot's four legged design renders it practically immune to knockback and immobilize.
The blaster of the bunch and nearest to the original Battle Drone attacks.
[u]Large Toy[u]
Protector Bot
Laser Blast - As per regular.
Heavy Laser Burst - As per regular.
Nanite Beam - Can heal organics as well as mechanoids.
Photon Grenade - As per regular.
Slicer Drones - Deploys two Slicer Drones, which are Seeker Drones modified to attack with cutting blades.
Force Shield - As per regular.
AI Abnormality - Large Toy is even less likely than other robots to be affected by confuse or fear attacks due to its extreme sense of duty and very professional attitude.
I've never really thought that Protector Bots needed to be changed much. Large Toy is pretty much what I would consider perfect for them.
[u]Block Bot[u]
Protector Bot
Laser Blast - As above.
Heavy Laser Burst - As above.
Nanite Beam - As above.
Seeker Drones - As per standard.
Force Shield - As above.
Resiliance - Block Bot has higher than average resistances to damage than the other bots and even has a chance to literally pull itself back together after being destroyed.
AI Abnormality - More likely to be shut down due to fear effects but has a very high resistance to psychic attacks.
Block Bot is one poor sap. It hates it's job but keeps coming back to do it.
I think that's everything I would love to have changed. Good to finally get that written down somewhere.
Statesman said let there be heroes, and there were heroes.
Lord Recluse said let there be villains, and there were villains.
NCsoft said let there be nothing, and there was nothing.
Lord H'taed: Electrical Manipulation Mastery
Mud Bombs: Ranged/Moderate. Chuck what looks like ball lightning at an enemy. It sticks to them. Wait three seconds...
KAFREAKINGBOOM!
Electrical Swords: Really, I just treat these as Havoc Punch with extended range...
Mud Mines: Just like trip mine. Only electrical style.
Mud Maces: A fusion of mud bombs and electical swords. Each successful hit with a mud mace automatically generates a mud bomb on contact, which fuses with the struck surface. In addition to the damage of the actual mace...
*Waits three seconds*
*KAFREAKINGBOOM!*
Carbon Sparks: Foe-Clone+Electrical Powers, energy immunity, energy absorbtion, hostile to all including caster.
After-Image Lightning Reflexes: Run so damn fast, you leave after-images behind you. This is really just a fancy way to use multiple attacks at the same time...
Also, a quick question to my fellow pistoleers:
How are you incorporating a snipe? <_< Pistols are, after all, close quarters only weapons...
Well, Lord Tribal has a sniper pistol. What makes it a sniper weapon is that it has an atachable/detachable scope, and has two settings. "Pistol Fire/Sniping Fire." This way, he can go between close and long range combat whenever he needs.
[ QUOTE ]
Also, a quick question to my fellow pistoleers:
How are you incorporating a snipe? <_< Pistols are, after all, close quarters only weapons...
[/ QUOTE ]
You would think that. However, apparently, back in World War II, they must have had sniping pistols. See, I played Call of Duty 2 online today, and I sniped somebody in the head at over 36 meters with a pistol.
I didn't even mean to.
Also, laser sights.
[ QUOTE ]
Also, a quick question to my fellow pistoleers:
How are you incorporating a snipe? <_< Pistols are, after all, close quarters only weapons...
[/ QUOTE ]
This isn't exactly true. A weapon's capability depnds largely on it's design and the ammunition it utilizes. There are pistols designed for big game hunting, and scopes and ammunition designed accordingly.
In fact, the Malta Gunslingers wield the types of pistols that could be incorporated into this idea. If you look closely after knocking them down for the count, their six-shooters have itty-bitty scopes on them.
My Stories
Look at that. A full-grown woman pulling off pigtails. Her crazy is off the charts.
Yeah, your logic is good. This doesn't change the fact that pistols are SHORT for a REASON, and that they would be FAR less accurate than a Sniper Rifle no matter what. It's not so much that you couldn't theoretically have one (Despite the fact that once it had been modified to accurately fire to the level we're talking, it would practically be a small rifle,) it would just be so impractical, and yet still inaccurate compared to a Rifle, that it just wouldn't be worth it.
And about laser sights: Sights on target do not a headshot make. Pistols are innacurate due to the fact that:
Most shots do not have the energy to travel accurately more than 50 meters, and
Less barrel is less shot control.
So like I said, even if you're a sharpshooting GOD, there are limitations to pistols that cannot be overcome with scopes and sights.
And please don't feed me the "Metahuman abilities let me shoot a fifty caliber twenty times into a dime at fifty feet" line, because if we want to turn this into a fight about heroes I'll stay out of it. Guns? Guns I'll argue about all day.
I don't know. Considering that Malta Gunslinger's NORMAL attacks have longer range then OUR snipe attacks, I'm betting it's safe to say there are some pistol snipers out there.
And havn't you ever played Halo 1? The Magnum is a sniper machine with its built in scope.
Soviet, I'm fairly sure Diov is talking strictly fictional here. Heh, every time the term 'sniper pistol' is uttered near me, I think of that crazy grappling hook pistol of Van Helsing's that shot a spear hook with line X-hundreds of meters and still clear through a tree.
"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi
Characters
Rassen...frassen...
I'm a purist, what can I say.
Long story short, there are quite a few things within the RP-board that aren't the way the game represents them, and sometimes aren't in the game to begin with.
There are both characters and NPC groups floating around here that really don't fit into the CoX universe as it is now, such as water manipulators, kinetic scrappers, Chaos Knights, and so on and so forth.
So due to my natural curiosity, I need to ask this: what would your idea that isn't in the game now be if it were? What powers/abilities would said character, NPC enemy, or even an entire enemy group have?
Personally, I'd very much like to hear about such things, and I'm sure we've got others here willing to both listen and tell their own. So without further ado, allow me to provide an example and (hopefully) the first entry of many into this thread.
---------------------
Gunslinger Pete
<Independent>
Player Character
--> Primary - Pistols:
Rapid Fire:
Ranged, cone, moderate dmg (lethal/smash), foe knockback
You can fire off a quick burst of lead in a wide cone.
Hollow Round:
Ranged, high dmg (lethal), foe knockback
Fires a large caliber hollow tip from both guns that can knock down foes.
Incendiary Round:
Ranged, high dmg (Lethal), DoT (Fire)
An incendiary round that sets foes ablaze.
Explosive Tip:
Ranged, (targeted AoE), moderate dmg (lethal/smash), foe knockdown
Explosive Tip rounds can affect foes in a small area. The force of the explosion can knock down foes.
Narcotic Round:
Ranged, low dmg (lethal) foe sleep, -regeneration
This round is filled with a deadly narcotic that can poison your foe, rendering him unable to regenerate his wounds. He may even pass out.
Liquid Nitrogen Round:
Ranged, moderate dmg (cold), foe hold
The Liquid Nitrogen Round can freeze targets solid.
--> Secondary - Energy Manipulation
Standard blaster secondary set, no differences
--> Pool Sets -
----> Teleportation:
Standard pool set, no differences.
----> Leadership:
Standard pool set, no differences.
----> Fitness:
Standard pool power set, except hurdle.
--> Special Sets -
----> Tactical Munitions:
Fragmentation Grenade:
Ranged (targeted AoE), moderate dmg (lethal/smash), foe knockback
The explosion from the Fragmentation Grenade affects all within the blast and can knock them back.
Stun Grenade:
Ranged (targeted AoE), disorient
The Stun Grenade can disorient all foes around the target
Web Grenade:
Ranged, foe immobilize, -recharge, -fly
Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying foes.
Sapp Grenade:
Ranged (targeted AoE), foe -end
The Sapp Grenade's bio-feedback pulse can drain foes of their endurance.
----> Armor:
Vest:
Self, +resistance (all but psionics)
You wear an advanced Vest that grants some protection from all damage except psionics.
"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi
Characters