The Dual Pistols Thread
I think I'll do a DP/Kin.
Never played a Kin, 'cause of the constant barrage of Speed Boost ME!!!!!
But I really think DP and Kin would be cool together.
Black-Strike: lvl 50 AR/Dark Corruptor
Brutally Beautiful: lvl 50 BA/Inv Brute
Seared Earth: lvl 50 EC/EA Dominator
Yashi Onuku: lvl 50 Ninja Blade/Ninjitsu Stalker
Death-Widow: lvl 50 Night Widow
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Well,
I can't see them shuffling AR into DP, if that is what you mean.
The Grenades, Bean Bags, Flame Throwers, etc...would be too much out of a pistol.
I'm personally hoping for fast animations and recharge on several powers to allow for a nearly constant barrage of bullets.
I'll settle for decent animations, and decent damage. lol
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Was thinking of the worst case scenario.
But I didn't mean that it'd have the same powers, but rather that dual pistols would be just a new cone oriented set with (almost) all lethal damage. Or more lethal-heavy version of archery.
But like I said, that scenario came up as one that devs will hopely avoid considering the time they spent on the powerset.
I have a feeling devs share the concern, because if they didn't we would have some medicore pistols set already.
There's been many request for dual pistols and akimbo pistols for ages now, but just now they are about to deliver.
I think I've said this before, I don't see why Dual Pistols will have anything more than even a passing semblance to Assault Rifle, besides that they both use weapons and do mostly Lethal damage.
AR has only a few real 'gun' attacks, the rest being things like flamethrowers and gadget-esque shots. Dual Pistols seems like it'll probably be less on the gimmicks stylistically, and probably faster, lighter and more single-target based than AR.
Pistols and Dual Wield will probably be the tier 1 and 2 attacks, with Empty Clips probably around tier 4 or 5. The other attacks will probably be another cone or two, a snipe, perhaps Aim, and maybe a crashless 'nuke' for a tier 9.
I have my fingers crossed for a "Point Blank" extreme damage melee ranged attack.
That would be sweet.
Black-Strike: lvl 50 AR/Dark Corruptor
Brutally Beautiful: lvl 50 BA/Inv Brute
Seared Earth: lvl 50 EC/EA Dominator
Yashi Onuku: lvl 50 Ninja Blade/Ninjitsu Stalker
Death-Widow: lvl 50 Night Widow
I want Dual Demons and Pistol Summoning.
Oh, wait...
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I'm personally hoping for fast animations and recharge on several powers to allow for a nearly constant barrage of bullets.
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I could see this, maybe moderate/low damage attacks, but with crazy fast recharge (ala claw/ for melee sets), with some DoT as "bleed" damage or something? Maybe "specialized ammo" for debuff effects (e.g "Manstopper" for knockback/up, Armor Pierce for -Resist/Def)?
DB-like Combos would be for the f'in win, though.
"...his madness keeps him sane.": My Profile on VirtueVerse
Can You WIN the Internet? MA Arc #85544
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Task Force Mutternacht #349522 <-- 1st AE Challenge
Two pistols?
Scourge?
Soon to be Corny References to games with dual wielding?
You bet!
I really look forward to pistols but honestly... I do not know what sort of concept I would do with one. Like I do not know what to pair with it conceptually.
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I dunno.
.
I hated FF the time I tried it on MM's. My favorite AT is the Corruptor, and I don't see myself using FF it were to be added.
.
I would avoid it like the plague.
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Just 'cause you don't like it doesn't mean that others wouldn't. Not trying to be mean, simply stating a fact.
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<qr>
Every attack will be moderate damage.
I can't wait to see the expressions on your faces.
It'll be better then watching 2girls1cup reaction videos on youtube where people video tape themselves freaking out over it.
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QFT, I couldnt have said/posted it better myself. As a guy who made an AR/Dev to 50 I wasn't to happy hearing about "pistols". Even more facepalm action when I saw the Rogue Video. Epic gun c.ock FTL
"If you can make a girl laugh, you can make her do anything"
"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."
I'm expecting that it'll have some tradeoffs.
Like being somewhat short-range, but getting lower end costs and/or recharge. Sort of the "Claws" to other sets "Broadsword". Both sets are good in thier own way, but for different reasons.
1. Pistols
2. Dual Wield
3. Empty Clips
4. Aim
These are a given.
My inspiration is from Dante in DMC.
Most important is number 5, charged shot, which similiar to Power Burst.
5. Charged shot (animations with a charging glow like the red-orange superspeed color, then releases a dual-wield like shot)
6. Spin (same animation)
7. Stunning Shot (low damage utitlity, two quick dual-wield shots)
8. Crossover Shot (shoots for Pistols damage, but hits another target within range in a random direction. Animates as arms crossover with one arm aiming at target and shoots both guns). This is the unique signature attack for DP. Think of jumping charge attack from Electric melee.
9. Jumping Spin (this is a crashless nuke. Animates as: Jump up, turn upside down mid-jump, pause jump and spin with arms down as arms aim out and draw towards each other, resume falling portion of jump)
If Dual Pistols used "Gymkata" from Equilibrium I would be a happy Cleric.
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1. Pistols
2. Dual Wield
3. Empty Clips
4. Aim
These are a given.
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Gunslinger has an ice hold (Freezing Shot?) and a fire shot?
I am hoping Dual Pistol can have combos too like Dual Blade. Not every set needs Aim.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
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1. Pistols
2. Dual Wield
3. Empty Clips
4. Aim
These are a given.
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Gunslinger has an ice hold (Freezing Shot?) and a fire shot?
I am hoping Dual Pistol can have combos too like Dual Blade. Not every set needs Aim.
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Gunslingers have Liquid Nitrogen Rounds, Incendiary Rounds, and Explosive Tipped rounds. Their other powers use normal ammunition. Boss Gunslingers have Narcotic Dart, also.
Also, I saw somewhere (maybe in this thread?) someone suggesting a Follow Up-esque power for Dual Pistols, rather than Aim. I think this would be a nice change of pace for a Blast set and it appeals to me more in general. I was never a big fan of Aim nor Build Up.
I'm having trouble imagining a Dual Pistols set without a mixture of ammunition types. How are we going to explain an AoE other than a cone or PBAoE? Would Dual Pistol users have to make due with just two AoEs (one of which would almost certainly be the tier 9)? Would they have two or three cones? What would differentiate them? What about a third tier single target blast? Do we just shoot the target more times? I'm all for a very skill-and-finesse-based set, but I'm having trouble seeing it. Anyone care to enlighten me?
I'm mainly just bored and dreaming cause I'm like 90% sure Dual Pistols will be a power set for Corruptors, Blasters, and Defenders....but IF it was to be a Rogue Agent epic AT instead, this is what I'd like it to look like.
Rogue Primary
1. Single Shot - Quick Single shot from one pistol. Minor Smashing DoT. 60ft range
2. Dual Shot - One shot from each pistol. Moderate Smashing DoT 40ft range
3. Sweep - Animation from Dragon tail from martial arts. Low spinning kick that does moderate damage in an AoE with knockdown. 10ft radius
4. Empty Clips - Wide cone where you empty both clips. Does moderate smashing DoT to upto 10 targets. Range is only 30ft.
Rogue Secondary
1. Quickdraw - you have a passive boost to your run speed and recharge. Also naturally resists slows.
2. Eagle Eye - This click power boosts your damage and accuracy for 15 seconds.
3. Decimattion - Just by watching an opponent you can see thier weaknesses. This power lowers the resistance and Defense of a single target for a short time.
That's it at first. Seven total powers, all offensive. At level 20 you will need to pick a specialty. Much like choosing
a pth for VEATs. You can become a Rogue Spy or a Rogue Assassin.
Spy Primary
1. Web Grenade - this grenade can completely hold a single target rendering him helpless.
2. Flash Bang - This grenade explodes into a bright burst of light blinding as you throw it to your feet. All targets within 50 ft radius will have a large debuff to accuracy and perception for a brief time. They will also be disoriented for a few moments or untill attacked.
3. Sliver - You aim specificly at your enemie's legs. This attack is much like empty clips but does minor DoT in the cone and has a slow affect on all tagets hit.
4. Absolute - This power would be like a hybrid of assasin's strike and sniper shot. You'd kneel down and take a few moments like sniper shot, but if the target was still unaware of you (not aggroed) the shot would do double damage. High damage, or Extreme. Range is 120 ft.
5. Blaze of Glory - Animation from Typhoon's Edge (jump and spin with arms fully extebded) with both guns unloading on full auto. 40 ft radius AoE moderate lethal damage.
Spy Secondary
1. Cloak - This power allows you to use a device that cloaks you. It acts as an AoE placate, and you are completely invisible for 30 seconds.
2. Spontaneus - Your reactions are so fast in combat you are hard to hit. This toggle provides 12% defense to Melee and Ranged atatcks.
3. Sphere of Weakness - This toggle acts a a strong defense debuff. Any enemy that gets within 8ft of you loses alot of defense due to your ability to immediatly spot his weaknesses and strike them, or even shout them out to comrades.
4 & 5. Honestly I can't think of 2 more powers for this AT, but basicly this route should have some more self and team buffs with minimal mitigation help. Survivability should be about the same as a Corruptor/Blaster.
Assassin Primary
1. Spinning Backhand - Anyone who has ever seen a UFC match knows this move. You stay on your feet but spin around striking with the backside of your hand.This would be a small radius AoE with a max of 5 enemies. Moderate smashing damage.
2. Uppercut - A fast upper cut, nothing like Knock out Blow from super strength. This quick but powerful strike would do high smashing damage with knockdown.
3. Blaze of Glory - Animation from Typhoon's Edge (jump and spin with arms fully extebded) with both guns unloading on full auto. 25 ft radius AoE moderate lethal damage.
4. Point Blank - This attack is melee ranged but you kneel down slightly and fire a single shot from both guns
simultaneously at your enemy's face. Extreme damage and knocback.
Assassin Secondary
1. Tough as Nails - This epic AT would start with HP around that of a Stalker, but this passive power grants roughly 10% bonus HP and 8% resistance to all.
2. Hardened - This Toggle provides 15% resistance to Smashing and lethal, as well as strong resists to holds and other status affect powers.
3. Evasive Maneuvers - This toggle grants 12% defense to ranged, melee, and AoE attacks.
4. Quicksilver - This passive power gives a slight buff to accuracy and protection against accuracy debuffs.
5. Bullet Proof - This click power gives you high resists to all damage types for 90 seconds. When it crashes you are left with 1/4 health and endurance. 5 minute recharge.
Few notes. These EATs would need to have very fast redraw to not be annoying. I didn't work out the combos, but my idea is to have 10 -12 combos that provide everything from extra damage to the enemy, to extra defense for the caster. This is important becuase it would allow the player to truly customize thier Rogue agent. Also, I think a good inherent power would be highly boosted regen between fights. Basicly, after 20 seconds of not attacking or being attacked, your regen would be
about as high as when you use "Rest" As soon as you start fighting again it would go back to normal, but it would allow you to recover between skirmishes very quickly. Thats's about all I got. It's a rough idea but I think it would be great fun. I do realize it is HIGHLY unlikely, but I can dream :P
Played my petless Dual Pistol Mastermind for a bit today. If you fight enemies like 10-15 levels below you....you almost feel powerful :P
Did this thread get mod smasked? I coulda swore there were more posts than this when I went to wrok this morning....
Maybe, I know I posted my links there yesterday and today they were gone, so. Whatever.
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Played my petless Dual Pistol Mastermind for a bit today. If you fight enemies like 10-15 levels below you....you almost feel powerful :P
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If I were to play my Dark Corruptor with only Dark Blast, Gloom, and Life Drain, I'd feel pretty weak, too.
Not as weak as a petless Mastermind, perhaps, but pretty weak...
Ideas for Dual Pistols/Tactical Ammo
Premise is that you could have two general kinds of dual pistols sets. A mostly offensive set geared for a Primary choice for Blasters, and Corrupter s, and a secondary set for Defenders. And a mostly control/debuff set geared for a Secondary choice for Corrupters and Masterminds, and possibly a Secondary for Controllers. Dual Pistols would be the Offensive set and Tactical ammo the control/debuff set. Some power swaps could be made for Tac Ammo much like how it was done for Devices/Traps.
DUAL PISTOLS
You wield two highly customized pistols. While they fire a smaller caliber round than the Assault Rifle, they are of a lighter weight and can be reloaded faster, resulting in reduced Endurance costs and a higher attack rate. The pistols have been customized to match grade resulting in a bonus to accuracy.
Single Shot: Ranged, Minor Damage (Lethal)
End Cost: 4.5
Recharge: 3 seconds
Range: 75
Cast: 1 seconds
Accuracy: x1.02
You snap off a shot with one of your pistols. The damage is low, but it recharges very fast.
Dual Wield: Ranged, Moderate Damage, Foe Knockback (Lethal)
End Cost: 7.9
Recharge: 6 seconds
Range: 75
Cast: 1.2 seconds
Accuracy x1.02
1.2 Knockback (25% chance)
You fire each pistol once at a single target. Firing this way is slower than firing once, but it does more damage and has a chance to knock down your opponent.
Empty Clips: Ranged (Cone), Moderate Damage (Lethal), Knockback
End Cost: 10
Recharge: 7 Seconds
Range: 35 feet (35 degree arc)
Cast: 1 second
Accuracy: x1.02
1.2 Knockback (50% chance)
You empty your pistol's clips a wide arc, hitting multiple foes in the affected cone area. This attack also has a chance to knock some foes down.
Clip Shot: Ranged (Targeted AoE), Moderate Damage (Lethal), Foe -DEF
End Cost: 14.5
Recharge: 15 seconds
Range: 70 feet (12 foot radius)
Cast: 1.2 seconds
Accuracy: x1.02
-10% Defense for 6 seconds
You toss an extra clip you have handy at an enemy. At just the right moment, you shoot it, causing the clip to explode and spray bullets at each enemy in the affected area. This attack will also lower your targets' defense for a short time.
Snap Shot: Ranged, Moderate Damage (Lethal), Self +DMG, +Tohit
End Cost: 8
Recharge: 12 seconds
Range: 75 feet
Cast: 1.4 seconds
Accuracy: x1.02
+38% All DMG (10 seconds), +10% To-hit (10 seconds)
You quickly snap off a shot at an enemy. This will catch them off guard and you will receive a bonus to damage and To-hit for a brief time while they recover.
Head Shot: Sniper, Superior Damage (Lethal), Foe Knockback
End Cost: 13
Recharge: 11 seconds
Cast: 4.33 seconds
Range: 140
Interrupt: 3 seconds
Accuracy: x1.08
1.1 Knockback (50% chance)
You take careful aim at your enemy's head with your pistols. This impressive shot can knockdown most targets. Like most sniper attacks, it takes time to setup your shot and you can interrupted.
All Guns Blazing: Ranged (Cone), Extreme DoT (Lethal)
End Cost: 20
Recharge: 19 seconds
Cast: 3.5 seconds
Range: 35 (50 degree arc)
Accuracy: x1.09
You unleash a hail of bullets on your foes, affecting all within this power's wide cone. With no time to reload, you simply drop your guns and pull out fresh pistols to continue firing.
Rubber Bullet: Ranged, Minor Damage (Lethal), Foe Disorient
End Cost: 9
Recharge: 18 seconds
Range: 50 feet
Cast: 1 second
Accuracy: x1.02
Mag 3 Stun (10.1 Seconds)
You fire a non-lethal rubber bullet from your pistol. While it does little damage, it can stun your target for a while. This round takes a long time to reload.
Ricochet Round: Ranged (Targeted AOE), Superior DoT (Lethal)
End Cost: 14.2
Recharge: 55 seconds
Range: 75 feet (20 foot radius)
Cast: 4 seconds
Accuracy: x1.10
You skillfully fire a hail of specialized ricochet rounds into a group of foes. These rounds are designed to bounce off of hard targets and pierce through soft targets, affecting all enemies withing the area of affect. Slow to reload, this attack will chew through enemies. You might get a lucky bounce for extra damage.
(REMOVED FOR NOW)
Incendiary Round: Ranged, High Damage over time (Fire)
End Cost: 12
Recharge: 12 seconds
Range: 75
Cast: 1.67 seconds
Accuracy: x1.02
You fire a special Incendiary round at your foe. This attack will ignite the enemy and cause them to burn doing damage over time.
TACTICAL MUNITIONS
You have spent a considerable amount of time studying different kinds of ammo and munitions and their uses in combat. You utilize two match grade pistols that fire different kinds of highly customized ammunition, along with various types of grenades and bombs. While lacking support options, your study in the usage of Tactical Munitions means you are rarely unprepared for any enemy you may face.
Sticky Round: Ranged, Target Immobilized, -Fly, -Jump, -Recharge
Endurance Cost: 7
Recharge: 3
Range: 70
Cast: 1.1 seconds
Accuracy: x1.02
Mag 3 Immobilize (14 seconds), -50% speed/recharge (15 seconds), -fly/jump (15 seconds)
You fire a bullet that explodes on contact with a target, covering him in a sticky substance and stopping him in his tracks. This round causes no damage and can Immobilize most targets. Though targets can still attack you, their attack rate will be slowed. This round will also bring down flying targets.
Smoke Bomb: Ranged (Locational AoE), Foe -Perception, Foe -ToHit
Endurance Cost: 8
Recharge: 15 seconds
Range: 75
Cast: 1.7 seconds
-4.5% ToHit, -80% Perception
You can use this Smoke Bomb to cover you and your allies movements. All targets in the affected area will have their visible range reduced, though some enemies might have better perception than others. Attacking them will alert them to your presence, though they will have reduced accuracy.
Gas Grenade: Ranged (Locational AoE), Foe -DMG, Sleep
Endurance Cost: 11
Recharge: 50 seconds
Range: 75
Cast: 1.3 seconds
Mag 2 sleep, -25% damage
This grenade contains a specially formulated gas that, when inhaled, will put most enemies to sleep. Sleeping enemies are helpless and can't act, however, if attacked they will wake up. Enemies that aren't affected by the sleeping gas or are woken up still take a penalty to damage for a time.
Liquid Nitrogen Round: Ranged, Minor Damage (cold), Foe Hold,
Endurance Cost: 13
Recharge: 18 seconds
Range: 75
Accuracy: x1.02
Mag 3 Hold (9 seconds), -20% speed/recharge (18 seconds)
This round explodes and covers the target in liquid nitrogen upon contact, encasing them in a block of solid ice for a time. Helpless, they can do nothing while you continue to attack them.
Acid Round: Ranged, Moderate Damage over Time (Toxic), Foe -defense, Foe -regen
Endurance Cost: 8
Recharge: 17 seconds
Range: 75
Cast: 1.6
-20% defense,
You fire a round from your pistols that contains a highly caustic acid. This acid will eat away at a targets defenses, making them more easy to hit, along with chemically burning them for a time.
Taser Round: Ranged, Foe Stun
Endurance: 8
Recharge: 20 seconds
Range: 75
Cast: 1.5
Mag 4 stun (10 seconds)
This round, while non-lethal, will wrack the intended target's body with electricity. This will stun and make him unable to attack you for a long while.
Disruptor Round: Ranged (Locational Aoe), Foe -Resist (All)
Endurance Cost: 14
Recharge: 60 seconds
Range: 75
Cast: 1.5
-10% Resistance
After loading the Disruptor Round into your pistol, you fire it at a location. Upon impact, the bullet sends a pulse of ultrasonic waves to the surrounding location. These sound waves superheat structures, and armor, making enemies less resistance to damage.
Repulsor Bomb: Ranged (Locational AOE), Foe Repel, Foe Knockdown
Endurance Cost: 25
Recharge: 200 seconds
Range: 40 feet (90 degree cone),
Cast: 2 seconds
Duration: 20 seconds
2 Knockback (25% chance)
-
The Repulsor Bomb is a very specialized tool. You choose where to throw it, and after it detonates, it will great a repulsion field, pushing back any enemies that get near it and may knock them down. This is useful for creating a barricade between you and your enemies.
Cryo Round: Ranged, Minor Damage (Lethal, Cold), Foe -Resistance
Endurance Cost: 20
Recharge: 240 seconds
Range: 75
Cast: 1.5 seconds
-25% Resistance (all) 20 seconds
This round was designed to punch through the thickest and strongest armors known to man. The bullet , upon impact, will freeze the area of contact to levels well below zero making any subsequent attacks on the target do more damage.
Post deleted by _o0OHO0o_
Well,
I can't see them shuffling AR into DP, if that is what you mean.
The Grenades, Bean Bags, Flame Throwers, etc...would be too much out of a pistol.
I'm personally hoping for fast animations and recharge on several powers to allow for a nearly constant barrage of bullets.
I'll settle for decent animations, and decent damage. lol
Black-Strike: lvl 50 AR/Dark Corruptor
Brutally Beautiful: lvl 50 BA/Inv Brute
Seared Earth: lvl 50 EC/EA Dominator
Yashi Onuku: lvl 50 Ninja Blade/Ninjitsu Stalker
Death-Widow: lvl 50 Night Widow