Assault Armour type set?


Adeon Hawkwood

 

Posted

Something I've always wanted, and have given some thought to: Assault Armour. You know, killer mecha and iron-man esque type stuff. I was thinking a blast set, with a special replacement to aim, and a unique "nuke". I've given specific details to the powers that are special, the others you can fill in easily.

* Means special
+ Means affected by Enhance

Assault Armour (Blast set. Corrs, Blasters, Defenders)

1 Pulser Burst (Moderate, -def) (Energy/Lethal) +
A basic burst of energy from your wrist pulser. Deals moderate damage, but has a quick recharge. This pinpoint attack my lower foes defense.

2 Heavy Pulser Burst (High, -def) (Energy/Lethal) +
A burst from both wrist pulsers. Slower than a regular burst, but deals more damage. The blast can lower foes defense.

3 Pulser Discharge (Moderate Cone, KD) (Energy/Smash) +
A violent discharge of energy from your pulsers. Deals moderate damage and is strong enough to knock down your foes.

4 Missile Pod (Moderate AoE, Minor fire dot, KD) (Fire/Smash)
Launches a missile from your shoulder mounted missile launcher. The explosion deals moderate damage and may cause minor burns to the targets, and is large enough to knock some foes down.

5 Charged Pulse (Snipe, -def, KB) (Energy/Lethal) +
You fully charge both pulsers and then fire them at your foe. This focused blast deals great damage from a distance, and is highly accurate, but has a long charge up time that can be interrupted. Just to rub it in, the pulse can also lowers the foe's defenses.

*6 Enhance (+acc, +dmg, add -regen effect, add -rech effect, add fire dot effect)
Turbo charges your energy reservoir, allowing your pulse attacks to seer your enemies with a plasma like substance. Enhance raises your overall accuracy and damage a bit, but more importantly the plasma burns from your pulsers will lower your foes regen, dmg, and cause fire damage over time.
[Rech: 120s, Dur: 20s| +to-hit: 15, +dmg: 30 | pulsers= regen: -20% (20s), -dmg: -7.5% (10s), recharge: fire dot: 8% (of dmg) x5]

7 Energized Pulse (Minor, Stun) (Energy/Lethal) +
You charge one of your pulses with higher voltages to give it a taser like affect. This attack deals minor damage, but leaves the foe stunned for a time.

8 Missile Pod Swarm (High AoE, minor fire dot, KB) (Fire/Smash)
You fire a volley of missiles from your shoulder launcher, scattering every which direction. This attack deals high amounts of damage and is almost guaranteed to burn its victims and knock them back. It takes much longer to reload than a regular missile attack, however.

*9 Destructors (Target Summons 3 destructors, Superior AoE damage, Stun, -to-hit, KB) (Energy)
Your prowess with assault weapons allows you to summon destructor drones. These three seeker drones will stick around until they spot a target, at which point they will hone in and detonate. These massive blasts deal high amounts of damage and are bright enough to disorient foes and lower their to-hit. Unfortunately, coordinating these drones consumes large amounts of endurance and renewing them will take a long time.
[Rech: 240s, End: 30, Dur: 60s| -each drone's explode= rad: 20ft, acc: 1.05, dmg: 90, Stun: mag1 (8s), to-hit: -5% (20s)]

I hope this makes sense.

Most of the set is fairly typical except for the aim replacement and the 'nuke' pets. Enhance gives a lighter bonus to overall damage and accuracy than aim, but lasts twice as long and engages the unique secondary affects of the pulse attacks. Because of this, the non pulse attacks are a little more potent as they don't get the bonus, but when the bonus is engaged the pulse attacks really shine with the debuff and dot bonus. The DoT bonus should be going as a percentage, so as to encourage using powers more evenly instead of say just spamming discharge for the dot.

The destructors I figure will summon like seeker drones do already. Honing and exploding, and can be summoned at a location. They're not super impressive individually, but if they all converge on to a similar location they can stack to great effect. Providing a decent control, nice to-hit debuff, and hefty AoE damage.

Aesthetically, the set is just wrist blasters and shoulder launchers. Wrist blaster could hopefully play off PPD hardsuits as an obvious example. Shoulder launchers might be more difficult, as we have some big shoulder pieces in this game and clipping could cause concern with things like high-collar capes. I want them to be compact but effective looking, ala Warmachine.

There could be a fair Variety to weapon customization here, with tech pieces, alien-esque pieces, and most definitely a steam punk option.

Anyway. Thoughts, Ideas, suggestions?



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Posted

While I think that something like this would be fairly popular it would be hard to balance. Thematically it would not make sense for someone in battle armor to be as squishy as a blaster, defender or corruptor so you would have to come up with ranged/defense archetype which I honestly don't see happening.


^


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

Ok, first off let me state that I LOVE Power Armored characters and that over 50% of my characters use some form of powered armor. That being said while I, personally, would love to have a powered armor set I don't think it makes sense as a general power set.

The basic power sets are reasonably generic to allow them to work well with any idea or concept. Even the weapon sets which, by their nature, limit concept somewhat provide a variety of weapons that allow for different concepts (i.e. laser sword versus regular sword versus magical sword).

A power armor set is, by it's very nature, very limited in what concepts it can work with and I just don't see that as a good thing. In addition the need for a power armor set to incorporate certain costume elements means it's a lot of work for a set with limited application.

That being said I think a new EAT with a focus on power armor (such as a PPD Hardsuit) would be absolutely awesome. Since EATs are (theoretically) story focused it is more reasonable to build them around a more limited design concept. The VEATs set a precedent for having a costume slot with limited options which would work for power armor EAT. However, unlike the VEATs, it would need a larger portion of it's powers to be associated with that costume so a better model might be the HEATs and have a power armor "form" toggle that changes you into power armor but this has different technical issues (mostly related to the fact that the power armro would be the same for everyone).


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Ok, first off let me state that I LOVE Power Armored characters and that over 50% of my characters use some form of powered armor. That being said while I, personally, would love to have a powered armor set I don't think it makes sense as a general power set.

The basic power sets are reasonably generic to allow them to work well with any idea or concept. Even the weapon sets which, by their nature, limit concept somewhat provide a variety of weapons that allow for different concepts (i.e. laser sword versus regular sword versus magical sword).

A power armor set is, by it's very nature, very limited in what concepts it can work with and I just don't see that as a good thing. In addition the need for a power armor set to incorporate certain costume elements means it's a lot of work for a set with limited application.

That being said I think a new EAT with a focus on power armor (such as a PPD Hardsuit) would be absolutely awesome. Since EATs are (theoretically) story focused it is more reasonable to build them around a more limited design concept. The VEATs set a precedent for having a costume slot with limited options which would work for power armor EAT. However, unlike the VEATs, it would need a larger portion of it's powers to be associated with that costume so a better model might be the HEATs and have a power armor "form" toggle that changes you into power armor but this has different technical issues (mostly related to the fact that the power armro would be the same for everyone).
I would agree with this. In fact I thought of a PPD EAT with a more SoA approach a long time ago.
You started off as a basic gun wielder type that branched into spec-ops/swat or hard-suit options. Psi-ops and peacebringers are already present in-game so no need to touch those.

That idea got shot down because because quite a few people thought there was no 'epic' to a PPD EAT. Story would need a LOT of work. But I do prefer that approach as a more practical option to getting this kind of thing out there.



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Posted

Quote:
Originally Posted by LtZerge View Post
I would agree with this. In fact I thought of a PPD EAT with a more SoA approach a long time ago.
You started off as a basic gun wielder type that branched into spec-ops/swat or hard-suit options. Psi-ops and peacebringers are already present in-game so no need to touch those.
I'm not sure the SoA branching method would be the best option for the hard suit wearer, I'm not horribly against it (since it is a cool mechanic) but I can see some issues.

The core problem with a powerset that requires special, permanently visible costume pieces is how to implement them without removing the ability to have a "down time" costume. The Crab Soldiers were implemented with a permanent backpack and plenty of people complain about that, how would people feel about a permanent suit of power armor?

The only practical solution I can see is for a Toggle style power like the Kheldian Forms. The difference is this toggle being active is a requirement for all other powers in the set rather than just a few (it would also be nice to have customization options for it, but that's a different problem). As such the toggle needs to be available at all levels. The simplest solution there is to make it the level 1 secondary power so people are forced to take it. Unfortunately this doesn't work so well with a branching tree like the SoAs, it could be implemented as an inherent power but that is kinda messy.

Personally if the devs ever do decide to implement a PPD EAT I think a simple character progression makes more sense than trying to do an VEAT style branch if they want to implement a PPD Hardsuit option.

Finally regarding options, I'll add that PPD Hardsuits are the only living PPD that can't really be emulated in game (drone can't either but they are robots). Awakened Division are just Peacebringers. Psi-Ops are Mind/Psionic Dominators. Even the various SWAT teams are essentially combining Assailt Rifle with either Traps or Devices (admittedly with some variations such as glue grenades in place of caltrops). Hardsuits are the only ones that I think would offer an interesting gameplay variation (I think all of them could offer interesting stories).


 

Posted

Well, I'd try not to make the power Armour any more permanent than the armour on SoA. The weapons are the only things I can see sticking, and those are just the wrist blasters/possibly back cannon. That way it's really no worse than with crabs. Maybe not perfect, but tolerable.

Swat are pretty difficult to emulate too. They're sort of like ranged stalkers with a good selection of control/debuffs, and could be handled as such. I preferred the branching option because it would also allow for a more general story-line tying into the PPD, and have it make some sense. The hard-suits as just themselves wouldn't offer much, I don't think, as story. It would be like making an SoA 1-50 arc based purely around crab spiders. What would you do with that?
But I digress.



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Posted

How about a Mini-Missile Blast set? Instead of focusing on the power armor part of it, focus on just the blast part... the rest can be handled by already-existing sets.

The standard ST attack, ST DoT, cone/AoE attacks, snipe, and nuke could fit well with this, and it could be reworked for non-tech origins with power customization (fire elemental wasps?). The side effect for the set could be 'shaped charge': some fraction of the damage from the missiles ignores resistance completely, without offering a resistance debuff of any sort.

Powered Armor could be a blaster secondary possibly. It would have a few melee attacks, possibly some resistance or defense, and definitely a targeting computer. Adding in a stacking +jump or +flight power would be nice too, something that stacks with jump like Kinetics' Inertial Reduction power, or a similar flight power? The amount of defense/resistance should be low, or possibly high but with a VERY high end cost, or perhaps just allow Personal Force Field to the set.


 

Posted

Well then you might as well rename my original idea.

My original set is just wrist blasters and some missiles. It functions just as a blast set with some unique gimmicks. Just rename its theme and we're good?

Not sure what to do for a secondary though. Traps already works for corrs/defs, blasters get devices and energy, which both fit well enough. The secondary you're thinking of would be an interesting change of pace, though.



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Posted

I read it most as a dedicated 'pulse blast' set with a couple of missile attacks. I think that a set focusing on just missiles would be more fun, since we have lots of other energy-type attacks already.

Traps and Devices work well, I agree, but I think we need more secondary sets.
Blasters have 10/6, Brutes 11/9, Controllers 8/9, Corruptors 10/10, Defenders 10/10, Dominators 7/7, Masterminds 6/8, Scrappers 10/8, Stalkers 11/7, Tankers 8/11. I'd like to see all ATs gain the same number of primaries and secondaries. Get all ATs up to 12/12, and we'll see a lot more variety.