Power Pool Idea: Munitions


Adeon Hawkwood

 

Posted

So, all in all I think the power pools generally have everything covered except for those who cannot wait for the APP/cannot find a power they'd want in them, or simply play an AT (see: all of villainside) who simply get no munitions themed sets and have to rely solely on temp powers, this would also be to allow players to get access to some powers that are normally seen only on NPCs, such as the knife and taser, and again, for those with concept strongly in mind.
Though ultimately, this set is a little incomplete as I only have a decent idea for the last two powers, the rest were spur of the moment, and like all of my power suggestions, I am hazy on the numbers that would be balanced.

Level 6. Combat Knife- You begin your training in munitions with the Combat Knife, a simple knife trusted from the basic soldier and conscript to spec ops and commandos alike. This knife is quick, easy to use, accurate, and can leave bleeding wounds that will continue to affect your opponent for a period of time.

Damage: Minor (Lethal, approx 130% Brawl damage, 30% chance to deal 80% lethal damage over time), melee, Recharge: Fast (2.30 seconds), End: 2.85 points, Base Accuracy: x1.15
Accepted Enhancements: Damage, Accuracy, Recharge Reduction, Endurance Reduction.
Accepted IO sets: Melee Damage.

Level 6. Taser Stick- You begin your training in munitions with the Taser Stick, this device is trusted by police and citizens in need of self-defense for non-lethal attacks by shocking a foe with a high voltage low amperage electrical charge from thew pronged tip. However, the foe's state will be delicate and will be able to move and very angry at you if they are hit or once they recover.

Damage: Moderate (Energy, Approx 200% Brawl Damage), Recharge: Moderate (8 Seconds), Foe: Sleep (Mag. 2 for 4.8 seconds (Scrapper base)), taunt (200% for 7.5 seconds (Defender base)), melee, end: 8.68 points, Base Accuracy: x1.00
Accepted Enhancements: Damage, Accuracy, Recharge Reduction, Endurance reduction, Sleep duration, Taunt Duration
Accepted IO Sets: Melee Damage, Sleep Duration, Taunt Duration.

Level 14. Sidearm- Your training in various munitions allows you to make full use of a small caliber sidearm in bad situations, while low damaging, it is very accurate you are capable of firing up to six shots without a recharge time from the sidearm before needing to reload. This power is unaffected by all forms of recharge reduction. You must be at least level 14 and have at least one other power from the Munitions pool before you may take Sidearm.

Damage: Minor (Lethal, approx 150% Brawl damage), Recharge: Slow (30 seconds, Special, enhanceable), Foe: -def (-7.5% scrapper base), Ranged (60 ft.), End: 8.68 points (per-shot), Base Accuracy: x1.05
Accepted Enhancements: Damage, Accuracy, Range, Endurance reduction, Defense Debuff
Accepted IO Sets: Ranged Damage, Defense Debuff, Accurate Defense Debuff

Level 20. Concussion Grenade- At the peak of your munitions training, you can make full use of these Concussion Grenades. Though low damaging, they can knock multiple opponents down and have a good chance to stun them for a moment. You must be at least level 20 before unlocking Concussion Grenade and have at least two other powers from the Munitions Pool before you take Concussion Grenade.

Damage: Minor (Smash/Lethal, Approx 150% Brawl Damage), Recharge: Long (45 seconds), Foe: Knockback (Mag. 3), Stun (60% chance for Mag. 2 stun for 6.4 seconds (Scrap, tank, brute, and stalk used as baseline), 30% chance for additional Mag. 1 stun for 6.4 seconds), Ranged (Targeted AoE, 60 ft, 10 ft. Radius, 10 Targets max), End: 14.68 points, Base Accuracy: x.1.00.
Accepted Enhancements: Damage, Accuracy, Endurance Reduction, Recharge Reduction, Range, Knockback, Stun.
Accepted IO Sets: Ranged AoE Damage, Knockback, Stun.


Click here to find all the All Things Art Threads!
Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

Shameless self-bump.
So... no one's got anything to say about this idea?


Click here to find all the All Things Art Threads!
Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

Not that I know of.

As for the pool... I don't know. I'm not *against* it, mind you, it just seems lacking in something from the first read through.


 

Posted

Ok, first off I do quite like the concept (admittedly mostly because I would love to have a selection of grenades for my AR/Dev Blaster). However the powers you've suggested are (to me) somewhat "meh". The problem is that the pools are intended to offer options not normally available to a character but that he might find useful with the stipulation that they are weaker than the standard ones available to other characters.

This set seems to me to offer a mish-mash of powers with no real coherence. You've got a weak melee attack, a melee sleep, a weak ranged attack and an AoE KB/Stun. The thing is whicht characters would use these enough to justify the power and slot choices? Ranged characters who wanted to get some melee attacks will generally be better served by Kick & Boxing (which offer hard mez capability as well as damage) or Air Superiority (which is a pre-requisite for a travel power). Melee characters might like Sidearm for a pulling power prior to their epics (assuming they skip Confront/Taunt) but are they likely to want it enough to spend 2 power picks on it given how rarely pulling is needed? Concussion Grenade I can see being somewhat popular for ATs lacking mez capability but even there I don't think that they will like it enough to spend 3 power picks on it.

I think you need to approach the problem from the other direction, figure out roughly what you want the set to do and then use that to guide the theme.

The other issue I can see is that you are forcing a LOT of theme into this power pool. It doesn't bother me to much (mostly because my characters tend to be tech origin so this would fit right in for them) but I will point out that one powerset customization request I've seen a lot is to offer alternate animations for the medicine pool that are less techie than the current tri-corder.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Ok, first off I do quite like the concept (admittedly mostly because I would love to have a selection of grenades for my AR/Dev Blaster). However the powers you've suggested are (to me) somewhat "meh". The problem is that the pools are intended to offer options not normally available to a character but that he might find useful with the stipulation that they are weaker than the standard ones available to other characters.

This set seems to me to offer a mish-mash of powers with no real coherence. You've got a weak melee attack, a melee sleep, a weak ranged attack and an AoE KB/Stun. The thing is whicht characters would use these enough to justify the power and slot choices? Ranged characters who wanted to get some melee attacks will generally be better served by Kick & Boxing (which offer hard mez capability as well as damage) or Air Superiority (which is a pre-requisite for a travel power). Melee characters might like Sidearm for a pulling power prior to their epics (assuming they skip Confront/Taunt) but are they likely to want it enough to spend 2 power picks on it given how rarely pulling is needed? Concussion Grenade I can see being somewhat popular for ATs lacking mez capability but even there I don't think that they will like it enough to spend 3 power picks on it.

I think you need to approach the problem from the other direction, figure out roughly what you want the set to do and then use that to guide the theme.

The other issue I can see is that you are forcing a LOT of theme into this power pool. It doesn't bother me to much (mostly because my characters tend to be tech origin so this would fit right in for them) but I will point out that one powerset customization request I've seen a lot is to offer alternate animations for the medicine pool that are less techie than the current tri-corder.
Well, as far as the theme goes, the theme was part of the point, the power pool was meant to allow for a character to delve into a theme that might not be possible for their AT or powerset, particularly with villains only have traps as an option for such thing.

Admittedly, like I said in the OP, the only decently fleshed out idea was Sidearm, with its strong point basically being technically the most rapid fire attack in the game with the ability to fire 6 shots without any recharge time until you try for the seventh.
The low damage was partly the irrational mindset that between that and adding a decent damage, it would allow a non-ranged AT to basically outdo an actual ranged one.

I think I should also ask that if people have ideas of their own to please share them.

And finally, to CaptnGeist, I think part of the reason for no new Power pools is just that they generally cover everything.

The big theme here is that most of these, besides the grenade would be things your hero or villain could walk into a story to buy, since it's always been the underlying bug in the back of my mind: What honestly does stop our characters from getting basic, common sense equipment to bring along if you're going to be fighting crime, or good?


Click here to find all the All Things Art Threads!
Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

I would absolutely love this pool. I have numerous characters of a melee AT that have a police/military/etc theme and would love to be able to just add a couple extra pool powers to give them the powers needed to properly round out their theme. It get's old depending on the Nemesis Staff or Throwing Knives for my nightstick cop's ranged capabilities.

I would prefer a slight change in the order though, placing the pistol in slot 2 in place of the taser, then making the taser a little more powerful to be appropriate for a lev 14 power, and nerfing the pistol down to an appropriate lev 6 capability. Mostly because my melee guys already have plenty of melee attacks, and it seems a shame to pick up another just to be a prereq for the pistol. That way my ranged guys could take the knife, and my melee guys could take the pistol, then work upwards for there however fits the character best.


Dear NCsoft, if you go through with this shutdown you've guaranteed you'll not see another dime from me on any project you put out, ever.


http://xx-starhammer-xx.deviantart.com/