Dual Pistols


Adeon Hawkwood

 

Posted

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I think a snipe power is possible. Have the blaster take out a single pistol, aim at the target, rotate his head and neck in a circle before firing: ala Danny Glover in the Lethal Weapon series.

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If they do that I'll get kicked from every team I'm on cause they'll all get tired of me saying "It's just been revoked!" after every snipe haha.

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I just pictured a Peter Griffin knock-off toon saying that line when he *wasnt* using the snipe


 

Posted

I think Dual Pistols should be like claws in that the attacks do mostly moderate damage, but use little endurance and have fast cast times and recharge. I think they should get a combo system like Dual Blades to make it more interesting instead of just another lethal damage set. Here's my idea.

I think a combo sysytem for Dual Pistols should only have two attacks per combo. This would accomplish many things. For one, it would make it very easy to give the set at least 8 different combos. With eight combos and eight different effects, you could really customize your playstyle just by controlling the order of your attack chain. At the same time, players who don't want to be bothered by a combo system could just fire away randomly and still get plenty of combo effects.

I'd say make a combo for fire damage, toxic damage, chance for double lethal damage, -def, slow, stun, KB, and build up. With all these options you could really do whatever you want. Consentrate on control, or max damage, or a mix of both.

I listed eight effects because I think the best way to do this would be to have eight attacks, each one equals an effect, no matter what the following attack is you'd always get the combo effect from the first attack. For example...


Attacks A = KB
Attack B = Slow effect
Attack C = Toxic DoT
Attack D = Build Up
Attack E = Defense Debuff
Attack F = Fire DoT
Attack G = Stun
Attack H = Chance for Critical Hit

This way, you can always lead with the attacks that have the combo effects you want while using the attacks with unwanted effects as your second filler attack. Your attack chain doesn't have to be the same cookie cutter chain everytime to get the effects you want.

You would also be able to choose a second attack based on what you want to do. If you want to slow an entire mob you'd lead with Attack B (slow effect) followed by a cone or AOE attack. If your fighting a boss you might lead with attack D (chance for build up) or H (chance for crit)followed by a quick animating single target attack to max your single target DPS.

Just my thoughts. I'm sure it would need tweaked, but it should would be fesh and unique....and fun.


 

Posted

[ QUOTE ]
I think Dual Pistols should be like claws in that the attacks do mostly moderate damage, but use little endurance and have fast cast times and recharge. I think they should get a combo system like Dual Blades to make it more interesting instead of just another lethal damage set. Here's my idea.

I think a combo sysytem for Dual Pistols should only have two attacks per combo. This would accomplish many things. For one, it would make it very easy to give the set at least 8 different combos. With eight combos and eight different effects, you could really customize your playstyle just by controlling the order of your attack chain. At the same time, players who don't want to be bothered by a combo system could just fire away randomly and still get plenty of combo effects.

I'd say make a combo for fire damage, toxic damage, chance for double lethal damage, -def, slow, stun, KB, and build up. With all these options you could really do whatever you want. Consentrate on control, or max damage, or a mix of both.

I listed eight effects because I think the best way to do this would be to have eight attacks, each one equals an effect, no matter what the following attack is you'd always get the combo effect from the first attack. For example...


Attack A = KB
Attack B = Slow effect
Attack C = Toxic DoT
Attack D = Build Up
Attack E = Defense Debuff
Attack F = Fire DoT
Attack G = Stun
Attack H = Chance for Critical Hit

This way, you can always lead with the attacks that have the combo effects you want while using the attacks with unwanted effects as your second filler attack. Your attack chain doesn't have to be the same cookie cutter chain everytime to get the effects you want.

You would also be able to choose a second attack based on what you want to do. If you want to slow an entire mob you'd lead with Attack B (slow effect) followed by a cone or AOE attack. If your fighting a boss you might lead with attack D (chance for build up) or H (chance for crit)followed by a quick animating single target attack to max your single target DPS.

Just my thoughts. I'm sure it would need tweaked, but it should would be fesh and unique....and fun.

[/ QUOTE ]

Maybe a bit over powered but I LOVE THIS IDEA!!! This way, it is a different playstyle set, like DB is, gives you an interesting way to play, can do all sorts of different types of attack chains with this, and it would just be kick [censored]!


 

Posted

Here is my idea for a pistol set, it would have just 4 main attacks, the 3 from thugs and an aoe, then it has a melee snipe, 3 build up like powers for different kinds of bullets, and a self buff tier 9.

Code:[/color]


Power 1:
Pistols: Ranged, Minor DMG(Lethal)
Same as mastermind, maybe quicker recharge.
Power 2:
Dual Wield: Ranged, Moderate DMG(Lethal), Foe Knockback
Same as mastermind, maybe quicker recharge.
Power 3:
Empty Clips: Ranged(Cone), Moderate DMG(Lethal), Knockback
Same as mastermind, maybe quicker recharge.
Power 4:
Side Shot: PBAOE/double cone, Moderate DMG(Lethal)
Fires each gun to the side of the hero, works as 2 cones, one
to the left, one to the right.
Power 5:
Execute: Melee, Extreme DMG(Lethal), interruptable
Instead of a snipe pistols has something more akin to assassin
strike, except no bonus from hide, damage slightly higher than
a snipe and the same interrupt and casting time. Animation
would be holding one gun to the enemys head aiming and firing.
Power 6:
Armor piercing rounds: Self -res to attacks
Works kinda like build up, but slightly longer duration(30s)
and modifies all pistol attacks to do -res for the duration.
Animation would be a reload.
Power 7:
Toxic rounds: Self +toxic dot to attacks
Same as above but adds a toxic dot to all attacks
Power 8:
Explosive rounds: Self +fire aoe to attacks
Same as above but adds a small fire aoe to all attacks, the aoe
would be small, maybe slightly bigger than shadow maul, would
only hit a few targets.
Power 9:
One with the gun/bullet time: pbaoe Slow, self +damage, chance to crit
Bullet time!!! Slows all enemys, gives you a moderate damage
buff and a chance to crit with every pistol attack.


 

Posted

[ QUOTE ]
The Tier 9 should be a massive single target attack - 60 second recharge extreme dot damage + an equal sized unresistable critical and a chance for another equal sized unresistable critical. You should be able to one shot an even con boss. The sound effect should be an entire clip being emptied in rapid succession into the target. It should involve one gun only aimed carefully at eye level.

[/ QUOTE ]

Sign me up!


@Quantum Evil Rad/Rad Corruptor

Making the world safe for maleficent particles since 2004.

 

Posted

lol


 

Posted

i want to kno if the build will be anygood for pvp


 

Posted

I don't know what I want my Tier 9 to be, but I know that for one of my ST damage attack, I want to be able to empty the clips of both guns in the chest of my opponent as I watch them jerk and thrash about...

I want a Duck and Run and Gun animation, (maybe the "Duck" is where the defense buff might come from), with reduced acc.

I want a "Lucky Shot" crit.

And I want an emote where I toss a can in the air and fill it full of holes with both pistols


 

Posted

All good ideas IMO. As far as making your enemy jerk and thrash about as you empty both clips....the electrocution animation would actually work great for that. I would love to see that.


 

Posted

Make the Tier 9 like Trigger Happy from Final Fantasy (X-2 I think) games, spam a button, more you spam it, the more shots go off.


 

Posted

[ QUOTE ]
Here is my idea for a pistol set, it would have just 4 main attacks, the 3 from thugs and an aoe, then it has a melee snipe, 3 build up like powers for different kinds of bullets, and a self buff tier 9.

Code:[/color]


Power 1:
Pistols: Ranged, Minor DMG(Lethal)
Same as mastermind, maybe quicker recharge.
Power 2:
Dual Wield: Ranged, Moderate DMG(Lethal), Foe Knockback
Same as mastermind, maybe quicker recharge.
Power 3:
Empty Clips: Ranged(Cone), Moderate DMG(Lethal), Knockback
Same as mastermind, maybe quicker recharge.
Power 4:
Side Shot: PBAOE/double cone, Moderate DMG(Lethal)
Fires each gun to the side of the hero, works as 2 cones, one
to the left, one to the right.
Power 5:
Execute: Melee, Extreme DMG(Lethal), interruptable
Instead of a snipe pistols has something more akin to assassin
strike, except no bonus from hide, damage slightly higher than
a snipe and the same interrupt and casting time. Animation
would be holding one gun to the enemys head aiming and firing.
Power 6:
Armor piercing rounds: Self -res to attacks
Works kinda like build up, but slightly longer duration(30s)
and modifies all pistol attacks to do -res for the duration.
Animation would be a reload.
Power 7:
Toxic rounds: Self +toxic dot to attacks
Same as above but adds a toxic dot to all attacks
Power 8:
Explosive rounds: Self +fire aoe to attacks
Same as above but adds a small fire aoe to all attacks, the aoe
would be small, maybe slightly bigger than shadow maul, would
only hit a few targets.
Power 9:
One with the gun/bullet time: pbaoe Slow, self +damage, chance to crit
Bullet time!!! Slows all enemys, gives you a moderate damage
buff and a chance to crit with every pistol attack.



[/ QUOTE ]

Seems fun, cept I would make the ammo rounds a toggle, that would switch off the others when selected ( reload animation is cool idea too ).

Melee snipe, I think it would need some kind of stealth component if it's interruptable....kinda like the IO's when the power is activated you go into stealth (can be detected, and interrupted by aoe's).

Bullet time is awesome idea too, but +def I would think fits more than +damage.....could be just meh tho

Anyways this was pretty well designed, and seems alot more thoughtful than some "suggested powersets" I've seen.

I'm sure they already have the set designed, but Kudos!



Freedom Bound!!!

 

Posted

For mitigation KB is prob the most "realistic". You get shot and you fall down. Would be good if it could be knockDOWN instead of knockback.

The electrocution animation JDouble mentioned is also prob the best idea for a quick firing attack, or maybe the Flurry/Sands of Mu animation where u get punched 8 times.

Another could also have a stun duration ("Ohhh damn that hurt I cant move").

Problem with having "Beams" rather than "ballistic" is that it changes the damage type from Lethal to Energy.

I also like JDoubles idea of making the set like DB with combo's. Not sure about the Toxic/Fire DoT but Lethal DoT/Weaken is defiantley doable

(Drops in 5c coin)


 

Posted

So you guys think Blasters will get a new secondary to go along with Dual Pistols? I'm planning on a DP/Devices, but a new secondary would be even better. I'd love to see another "natural" option besides devices. Instead of Energy melee or Fire Melee, it could be a natural melee set with punches and kicks that use some of the kewl new animations that Martial Arts and Super Strength are getting.


 

Posted

Only thing I want is a 'Trick Shot' secondary to go with it. Kind of like the Trick Arrow, just more shots.

Kneecaping for slows, shooting a web grenade or something for holds, a 'build up' type power, stuff like that.

Hell, comics are full of people with pistols loading special 'one shot' rounds into the front of their guns and using them. You could put those things in this set, and leave the dual pistols for just shooting folks the old fashioned way.


 

Posted

Quote:
Originally Posted by Ice_Storm View Post
Here's something I've been thinking about for a while though I don't see it getting implemented.

Instead of having AOE attacks (since for pistols AOE doesn't make too much since as said) what about having a couple if not all the attacks randomly attack another guy in the spawn. So you Shoot thug one with your attack but thug three gets shot with your other hand. Then there could be a couple where you should the same guy with both guns.

I think this would still give you AOE potential while keeping it more realistic to what someone who actually used two guns would do.


Also:
"Have you ever jumped into the air whilst firing two guns?"
"No."
"Have you ever jumped into the air whilst firing one gun?"
"No."

I wanna jump into the air whilst firing my guns!!! Don't ask me how it'd work, I dunno, I just want to do it.
Ihave to say I like this idea so in effect instead of ST or AoE you'd be doing something new, DT or dual target damage. Also if your thinking tier 9 power (I know this'd never happen) hows about a you tp behind your target ala shadow step (like in bleach) then execution style extreme point blank shot to the back of the head whilst covering your back with the other pistol. Tis late the image is clear of that move in my head now but tomo I'm sure it'll be gone.


 

Posted

I've posted my concept for Dual Pistols a few times here and there before Going Rogue told us we were getting it. I'll put it up again and compare notes once it's released to see how close I got.

Also included: /Munitions as sort of a pairing to go along with Pistols, a la Archery/TA.

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: x1.05
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 x1.05
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: x1.05
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: x1.05
-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: x1.05
+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: x1.10
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: x1.10
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: x1.05
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: x1.05
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.

Liquid Nitrogen Round, Tranq Dart, Taser Round, Vapor Round?, Sapper Round?, Acid Round?, Cryo Round?, Sticky Round, Phased Round?, EMP/Pulse Round?, HEAT Round/Armor Piercing, Smoke round?, gravity bomb,

Sticky Round: Ranged, Target Immobilized, -Fly, -Jump, -Recharge
Endurance Cost: 7
Recharge: 3
Range: 70
Cast: 1.1 seconds
Accuracy: x1.00
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: x1.05
Mag 3 Hold (5 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 (5 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
-20% 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 (20 foot radius),
Cast: 2 seconds
Duration: 20 seconds
2 Knockback (2% chance/pulse)
-
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
-30% 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.


 

Posted

tier 9

Mealstorm: Start spinning around like a whirlwind and make a hurican of flying iron.
Damage: Extreme
Recharge 90 secs
PBAoE 40 feet
6 ticks of 50 damage over 3 secs chance on knockdown

start shoot around


 

Posted

Reply to no one in particular. You dont throw a clip, use a clip, empty a clip or anything with a clip.
Pistols and rifles use Magazines. A mag is what you empty, refill , load and fire with .

A clip is the small piece of plastic that holds the ammo while it is still in its original box.

Back to your regualarly sceduled debates...


 

Posted

Quote:
Originally Posted by Bio_Haz View Post
Reply to no one in particular. You dont throw a clip, use a clip, empty a clip or anything with a clip.
Pistols and rifles use Magazines. A mag is what you empty, refill , load and fire with .

A clip is the small piece of plastic that holds the ammo while it is still in its original box.

Back to your regualarly sceduled debates...
Good for you, but MY pistols in MY pistols set uses CLIPS, thanks.


 

Posted

Thats nice to know, I dont like the word Gasoline. So MY fuel in MY car is now milk.
Sweet, sweet, milkmobile.


 

Posted

I want Rayguns. Sorry, but I can't think of super-heroes who shoot people with bullets and we already have Assault Rifle. As has been said "any fool can pull a trigger". And they do everyday. Doesn't make you a super-hero.

For the nuke cool-down, the police take you in for questioning.


Quixotik

"I did not say this. I am not here." -Guild Navigator

 

Posted

Quote:
Originally Posted by Quixotik View Post
I want Rayguns. Sorry, but I can't think of super-heroes who shoot people with bullets and we already have Assault Rifle. As has been said "any fool can pull a trigger". And they do everyday. Doesn't make you a super-hero.

For the nuke cool-down, the police take you in for questioning.
Villains use guns and this is going rogue so heroes with guns can take the dark path. Guns can maketh a super Villain.


 

Posted

Quote:
Originally Posted by Quixotik View Post
I want Rayguns. Sorry, but I can't think of super-heroes who shoot people with bullets and we already have Assault Rifle. As has been said "any fool can pull a trigger". And they do everyday. Doesn't make you a super-hero.
Pistols users do tend to be portrayed in the gray areas of morality as far as comics go. So it makes sense for Dual Pistols to be one of the headliner Sets for Going Rogue, an expansion all about the gray area.

That said, I still want 'em.


Head of TRICK, the all Trick Arrow and Traps SG
Part of the
Repeat Offenders

Still waiting for his Official BackAlleyBrawler No-Prize

 

Posted

Quote:
Originally Posted by biff10426 View Post
I've posted my concept for Dual Pistols a few times here and there before Going Rogue told us we were getting it. I'll put it up again and compare notes once it's released to see how close I got.

Also included: /Munitions as sort of a pairing to go along with Pistols, a la Archery/TA
I like the look of it and a new Natural/Tech style Blaster secondary would be nice. Although if they did something like that I'd love to have the options to use either an Assault Rifle or Pistols for /Munitions powers (although I realize that won't happen due to requiring twice as many animations). An AR/Munitions Blaster would be annoying if he kept having to switch between a rifle and pistols.


 

Posted

Don't make me collect another list of dozens of comic book heroes that use pistols.

And one word: Westerns. Note that Western comics were big before superheroes.