Ranged/Armor AT!


BBQ_Pork

 

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Originally Posted by Umbral View Post
/facepalm

Seriously, stop trying to make yourself look like less of an idiot for making a grossly uneducated comment...

You have officially passed into "utter dip-****" territory.



Seriously, you have no idea what you're talking about.


you must be smoking something really expensive to be that detached from reality.



So. Much. Facepalm.


Seriously, I'm getting tired of dealing with people with the reading comprehension skills of a soft headed 5-year-old.
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Originally Posted by Umbral View Post
I am a pretentious *****!
*dusts off hands*

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I guess having a melee/range toggle would be an option, but it sounds like it could be far too one-sided. I did experiment with melee and ranged/AoE defence, but that ended up interacting poorly with defence-based sets. I suppose you could go with making the AT too weak to stand toe-to-toe and so prefer range, but then you've just made an even more gimped Blaster.

I'm not sure how that could be achieved, but the goal of an Assault/Defence AT would be to both want to stand and fight like a melee AT would and still have reason to pull back and blast like a ranged AT would.
One inherent I was pondering was a proposal by Castle for a replacement to Defiance. The one that gives you bonus damage for staying in place and shooting (a bad match for a squishy like Blaster but an Armor type with moderate to good mitigation approaching Tanker)? Maybe with this Assault/Armor AT, if you stand and shoot, you get some sort of offensive bonus (+dmg or double damage or something) with the catch that it has an aura inherent that suppresses (a mechanic that wasn't implemented at the time) when a foe is within 10ft of you (or maybe partially suppresses until a certain 'cap' of enemies is near you...kind of like a reverse Invincibility).

I'd imagine, using AT mods or a clever use of new mechanics like the added dmg/effects of Dual Pistols, you can make the ranged attacks naturally weaker than your melee. So at range, your blasts do good damage but in melee, those'd shift to weaker tools to draw aggro with. You'd still want to melee though, because it's simply easier than kiting (maybe even add something so kiting is detrimental).

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You know what? Why not build this around click defences? Say, some kind of Defence Build Up like what Moment of Glory is (but not as powerful) which would last for, say, 20-30 seconds, then shut down for another 20-30 seconds and then repeat? That way, you could turn on your defences and charge into melee, confident that you can survive, but you have to back out for a while afterwards. How does that sound?
There's a good deal of issues I can imagine with that set-up. Why not just mutually exclusive toggles instead? Maybe a toggle that gives offensive bonuses to help you fight more efficiently but once you turn on the mitigation toggles, the offensive ones turn off. You might even be able to hard-wire the attacks and defenses with a 'Swap Ammo' mechanic to further the effect (offensive toggles wired to add stuff to ranged and take away from melee while defensive toggles do the opposite?)


 

Posted

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Originally Posted by Umbral View Post
I wouldn't be adverse to the recharge being unaffected by buffs or debuffs (which is one of the reasons I qualified that statement with "if"), but when you look at the general opinions on those powers that already do so (OwtS and SoW, namely) they're not generally that popular. Of course, that could just as easily be due to the fact that they're set to have a comparatively low uptime ratio and a long base recharge and "weak" effects (when compared to true god modes with more substantial crashes). Either way, it's an issue that would need to be addressed, though if recharge isn't going to be enhanceable, I would expect there to be multiple enhanceable attributes to "make up" for the lack of enhancing what would otherwise be a "needed" enhancement (i.e. multiple of +res, +hp, +regen, +def in each power).
I dare say a lot of that hatred comes from people's want for these powers to be perma, or at least close to it. In other words, people want to use these powers very often, when they are by design emergency responses. This creates a contradiction between design and player intent.

I'm sure having most of your survivability forced to be up only part time will be irritating to people, but if that's the point and a required functionality of the entire AT, I suspect people would be more willing to accept it. Of course, this is all limited by how willing people are to accept an AT that doesn't JUST melee or doesn't JUST kite, but if they can accept this kind of switch and work with it, then the powers uptime should be acceptable.

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IIRC, the animation from TI can be interrupted, but the root cannot. In other words, while you may be able to continue running if you activate it while you are running, you wouldn't be able to activate another power while you're activating it. The same thing happens with Recon, which means that, regardless of whether you can continue moving or not, you're still incapable of making attacks for the time frame of the power's activation.
I can actually confirm that the power has no root. Of any kind. I can use it and immediately attack pretty much as fast as I can click. I can activate Temporary Invulnerability and immediately queue up Unyielding. Unyielding will not queue up at all. It will simply play instantly, overriding Temporary Invulnerability's animation. This has been the case for pretty much as long as I've had an Invulnerability character, which would be... I don't know. I2?

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Another option would be to make it so that you have a suite of different powers that all share a cooldown. You could take however many different powers within the set, each with different effects, that all force a cooldown of all of the click powers within the suite so that you can only use one at a time. Each power could have a separate enforced cooldown (such that power1 causes all powers to recharge for 15 seconds while power2 causes all powers to recharge for 1 minute). If the devs really wanted to, I'm sure they could even have multiple suites of powers, such that you would be dealing with 2 different "clicks" to cycle as you saw fit (one focused on damage mitigation and another focused on damage recovery, with each power having a different secondary effect, potentially).
You know, reading this inspires me to suggest a different technique. You know how Swap Ammo alters the chance for certain effects to occur (basically toggling them from 0% chance "off" and 100% chance "on")? Why don't we use this? This Assault/Defence AT would have one toggle: defence, but that toggle would not do anything on its own. Instead, all of its effects will be coded to activate only when you take specific passives. Not sure how that would work with slotting, however...

Either way, what I'm looking at is less an AT that has different, mutually exclusive toggles to toggle-manage and more an AT whose defence simply shuts off for a while after it has been used, forcing the AT to back off and blast. I'm not entirely certain how that could work mechanically, but I'm more than convinced that a mechanic NEEDS to exist to force (or at least strongly coerce) the AT to swap roles between melee damage and ranged damage. If we don't have such a mechanic, we end up with people just going Blaster or just going Scrapper and basically bastardising the AT. And probably gimping themselves, to boot.

You're smarter than I am. Can you come up with a way to achieve this?


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.