YA Dual Pistols design suggestion
Even though conceptually I can't stand the thought of dual pistols in a superhero game (I'm Shooter Man I LAUGH at your puny gu.. oh waitaminute... bugger), I actually like the sound of this.
@SteelRat; @SteelRat2
"Angelina my love, I'm a genius!"
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Also liking it, its probably only a matter of time until it gets re-worked for blasters/corrs, given the want level it has. Hopefully soonish =P
Quote:
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Yep, dead horse, flogged soundly, but here's mine:
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1 Single Shot - Ranged, Minor DMG(Lethal), Foe -DEF
The animation should alternate between the pistols when used repeatedly.
2 Both Barrels - Ranged, Moderate DMG(Lethal), Foe -DEF
The damage should be split into two chunks both applied at the same time, to represent the two pistols shots. This is probably the wrong name since it implies shotguns.
3 Empty Clips - Ranged High DoT(Lethal), Foe -ToHit (-DEF?)
Think Sands of Mu/Shadow Maul but at range. Should catch some of the target's buddies as well as the target if they're real close together just like those powers. Yes the DPA monkeys will want to use it on for me suggesting such a thing given the inevitable long animation time. Yes, there's a mastermind power with the same name, no, I have no idea whether what I've described is at all similar, it probably isn't
4 Suppressing Fire - Ranged (Cone), Minor DoT(Lethal), Foe -ToHit, -Recharge, Chance to Fear.
And I do mean minor damage, ideally what I want is *no* damage for most enemies in the cone, but the occasional one getting a decent damage hit as this is essentially supposed to be unaimed shooting to keep their heads down. However I don't think having the damage work that way is possible, so (very) minor damage to everything. Duration and intensity of -ToHit -Recharge and Fear effects should be long and strong enough to give a useful level of damage mitigation as that's the main point of the power rather than any damage. Fear should probably only effect minions (mag 2).
5 Concussive Rounds - (Targeted AoE) High/Minor DMG(Smash,Fire), Foe Knockdown, -DEF
Targeted Foe should get the High Damage, the foes around it should get the minor damage, all should get the knockdown and -DEF. Two shots, so ideally two ticks of knockdown in sync with the animation. But that's probably not possible.
6 Bullet Time - Self +ToHit +Recharge +Speed +Res(RechDebuff)
Aim but with a burst of ludicrously high recharge rather than additional damage. Needs to be ludicrously high because it'll only be operating for the usual Aim/Buildup duration, and I want you to notice it actually did something. Likely a nightmare to balance. May need to be completely unenhancable for recharge itself to avoid having to order Castle a straight jacket. May need to call it something else if the current name makes people expect the time slowdown to actually happen for them rather than just their character
7 Silencer - Sniper, Extreme DMG(Lethal)
You know the sound effect for this one.
8 Hail of Bullets - Ranged (Cone) High or Superior DMG(Lethal)
Same idea as Full Auto, but doubtless balanced with different (likely lower) numbers since it's not a nuke replacement in this set.
9 Gun Kata - Self +DEF +SPD +ToHit +Recovery Res(DeBuff DEF), +Special(End Crash)
Instead of a standard nuke you get Elude with +ToHit, because I think that fits the concept of a dual pistols character better -- instead of kililng everything all in one instant, you kill everything over time using all your other powers whilst being insanely accurate and difficult to hit for the duration due to mysterious plot related reasons.
Crash is justified by the intense concentration required. Not sure whether the +Recovery still makes sense here. Unlike Elude it should maybe work like Strength of Will and not be affected by recharge buffs and enhancements, with it's recharge time should be balanced around that.