New mechanic: charge-up.
Personally, I wish snipes in this game would either die in a fire and be replaced with something that doesn't suck, or otherwise fixed up so they don't suck. If a charge-up mechanic would allow me to snipe for damage that is worth the time it takes to charge up, then I might be inclined to see it introduced. Then again, I'd prefer it if Blaster snipes simply got the Dom snipe treatment. That, at least, would be a step in the right direction.
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It's exactly because of reactions like yours that if the Devs of this game ever decide to experiment with "charge ups" they should only do it with new powersets designed for it. That way if you want to try it you use those powersets, if you don't you don't.
That mechanic was one of the things I absolutely despised in CO. And as far as "KB vs KD?" So, if I'm playing my Peacebringer or Energy blaster, where almost every attack does KB, where I *WANT* every attack to do KB, I'd have to "charge it up?"
Hell no. Keep that crap out of this game. |
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I like the suggested feature. I always like some real-time control of powers.
I would like to see a new mechanic introduced for certain powers: the charge-up. Basically it would let you charge up a power by pressing a key and holding it down. The longer the key is held the greater the charge.
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My idea was that the charge-up would only keep going for the duration of the power's normal animation/activation time anyway, so there should be no difference in how long it would take to fire off a power. Instead of just clicking the key you would simply hold it down while the power animated.
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Knockback Control: clicking a KB power will make it cause knockdown. Charging up a KB power will make it cause knockback. Greater charge causes more knockback.
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In the forum, I suggested a few times to control kb/kd by click or shift-click. Click a power for kb, shift-click for kd, for example. If kb is chosen, the kb distance is controlled by kb enhancement. My suggestion is either on or off. While your suggestion is more flexible as the strength of a power is controlled by the time of pushing down a button. However, as far as kb/kd is concerned, I think your scheme has some issues.
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Full Auto/Flamethrower: the power will fire until you release the button, or to the previous maximum length of the animation. Allows for a quick escape.
Snipes: While you are charging up your snipe the power can be interrupted. With a greater charge you cause more damage. Release early to avoid being interrupted, or to use the snipe as a more conventional attack, with less damage. |
Actually, I think I was thinking of maintain powers, rather than charge up powers.
Not that I think charge ups are that bad.
Could be an interresting idea for a NEW set. I wouldn't put it in an exsisting set however.
Why? Because even if the charge up power did exactly as it did now with just a click, but would do more with a charge up, people would just complain they have to charge up to get the best out of the power they've always had.
With it being an idea for a new set, then they'll have no room to complain. Im sure some would however, but then they can be told "don't like it, don't play/use it".
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But in any case, I suspect a charging power would act similarly to an interruptible power.
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