Having looked over Jebidiah's fantastic single pistol powers thread
and also having long contemplated my own "what ifs" with powers and frameworks, I have decided I would like to start a grandiose adventure of future additions to Champions Online
's epic power selection.
I'd like to preface that I have played Champions Online
for nine years and have some passing familiarity with the original pen-and-paper material from Hero Games. Some of my suggestions here may be asinine, redundant, or entirely out of place. I will admit that I do not know every single advantage name or even some power names! Nonetheless, I'd like to share with you all some of my ideas on how to expand one of my favorite power sets within the game, that being Munitions
in its current state is already quite rewarding and enjoyable. There is a fairly large selection of abilities to choose from and also a healthy amount of overlap to provide variety. Steady Shot
are both awesome energy builders. Submachine Gun
and Bullet Hail
are mechanically identical and yet distinct with vivid animations. The powers that I will now propose are meant to fill in some gaps, flesh out a power tier, represent a currently unavailable firearm type, and/or provide additional alternatives to existing powers already in-game.
Bear in mind that these suggestions are in no particular order (as of yet) and have no defined numerical variables -- as I will leave those to others more qualified than myself.
Without further ado, let us begin this second helping!
The Magnum Pistol is meant to represent a unique chance for Munitions to have a ranged combo attack. As a whole, the Magnum Pistol is a six shot combo wherein every shot does more damage than the last. The energy cost and damage increments could vary drastically depending on how authentically we want to portray the "most powerful handgun in the world". Advantage names should surely take -- heh -- advantage of the plethora of pop-culture references surrounding the mythos of this type of firearm. Titles such as "Do I Feel Lucky?", "Did I Fire Five Shots or Six?", "Tombstone", "The Lawman", and "Your Move..." could provide some entertaining references!
With the somewhat recent changes made to the Rocket Launcher, I propose a ranged explosive alternative that does not have an attached cooldown. Grenade Launcher would likely do damage lower than its counterpart, the Frag Grenade, but perhaps have a different range and be more "spammable" to reflect the nature of revolving chamber launchers.
Single pistol attacks have been oft suggested for as long as Steady Shot has existed. Many of these suggestions have been wonderfully thought-out and planned, so my own contributions will be fairly minor. That being said, Volley Fire could very well use the pre-existing single pistol semi-auto fire abilities/animations already used heavily in-game by VIPER, ARGENT, and more. This would likely be a very low tier (0?) ability to help flesh out the early Munitions power drought.
Combat Training by Panthrax77
This would be a support passive that does three things: increases the healing received for allies within 20(ish)ft of you, provides the user with AoE resistance, and decreases threat generation. This would allow for essentially a melee support character to be able to stay in the thick of the action and make the most out of short ranged heals. Not only would this synergize well with the Stim Injector power suggested, but drain AoE heals such as life essence as well.
I believe that an interesting way to go about a potential Munitions heal power would be a jet injector akin to what real world militaries use to administer aid in the field. This could function as a self-heal or heal an ally depending on the present target. An injector gun has such tremendous potential for advantages offering a wide variety of buffs and other benefits, too! I think that this power, combined with Resurrection Serum, would be pivotal for a combat medic role in-game.
Artillery Salvo (Ultimate)
Shock-and-awe, baby! The ultimate gun is a gun that is too big to carry! This charge-up ultimate ability would find the player radioing in coordinates for an artillery barrage on his or her unfortunate foes. In my head, I imagine this ability as a large AoE that requires a full charge-up period. Towards the end of the "charge", perhaps the report of distant artillery fire can be heard, too! After a slight delay the ground would be shaken with enormous explosions that lay waste to any victims that were at the wrong place at the wrong time!
Anti-Materiel Rifle (Ultimate)
I must admit that I am quite smitten with Might's new "single"-target ultimate, Final Punch. The introduction of a "solo ultimate" power opens a proverbial floodgate of new possibilities for other power sets! Anti-Materiel Rifle would be the Final Punch of the Munitions set and would deal a devastating blow to whatever poor soul is on the receiving end of its barrel. Maybe, like Final Punch, it would be empowered by and consume all currently active Concentration stacks in order to add a depth of risk-versus-reward with its use.
This ability likely requires little explanation. It would deal minimal electrical damage and could possibly stun, paralyze, or disorient a single foe. It would have minimal range and likely reflect a fairly minor energy cost. Perhaps these factors would be justified with a mandatory charge-up period?
Last but not least, I present my counter to the ubiquitous Assault Rifle. The Battle Rifle could be a largely tap-based charge attack or a maintain ability itself, and would deal ample damage to a single target. It would boast impressive range and could be bolstered by advantages that represent specialized ammunition usage. Overall, I picture the Battle Rifle as a suitable alternative to the Assault Rifle, dealing more damage but less frequently than its counterpart.
Three Round Burst by Spinnytop
A brief charge-up period is followed up by a quick burst of fire. This attack would use the assault rifle's model and available customization. Perhaps there could be an innate damage buff for every burst made in order to encourage frequent burst fire... or maybe said boost could be chosen through an advantage.
Aim Down Sights[/b] by Spinnytop
FPS gurus will recognize the ubiquitous "ADS"! Another fast charge-up attack that, instead, deals one tick of fairly moderate damage. Once more, this would utilize the assault rifle's physical model. Together with Three Round Burst and Assault Rifle itself, these three abilities would form the crux of a "select fire" weapon theme. I particularly see this power as having great potential for "specialized ammo" advantages to prolong its use into endgame and beyond!
Slug Shot inspired by Spinnytop and Vonqball
The player-base is right: Munitions needs a heaving hitting "alpha strike". I propose Slug Shot to fill that late-game role! This power would be a single-target charge-up attack that would deal exceptional damage and likely outright "one-hit" lesser foes. Slug Shot would have a relatively high energy cost to counter its incredible damage and, much like other currently in-game "nuke" strikes, may involve sacrificing some kind of active buff or encourage tapping instead of fully charges. Unlike the regular Shotgun ability that this is based upon, this would be a fairly long range power.
Impact Ballistic Shield
There are already police riot shields in-game as we speak, but those aren't exactly what I am talking about. I like the idea of a rankable impact shield that is "taken out" when the block button is used and then put away shortly afterward when not in use, much like the various melee deflection block powers. Honestly, I've no idea how a customization system would work for this.... would it behave like a traditional in-game weapon and appear in the character tailor menu along with appropriately rendered color channels and appearance options? Or, would it instead use a system much like the pet choice system already in-game, incorporating a drop-down menu within the powers selection tab? The latter could utilize benefits from ranking unlocking additional models, but the former would be much preferred to the general playerbase, methinks. Additionally, Ballistic Shield could provide additional piercing and slashing resistance than other shields.
I do not want to delve too much into passives, toggles, or other innate powers that Munitions already very well covers. However, I would like there to be another defensive passive ability beneath the Technology framework, and Ballistic Armor here feels like a good opportunity to offer just that! I imagine that, unlike Invulnerability or Defiance, Ballistic Armor would solely revolve around mitigating most physical damage types like Piercing, Crushing, Slashing, and Fire to less extent. I've got my own "ballistics tank" already present in-game and would totally use Ballistic Armor as his passive!
- Consider adopting an ammunition system depicted through the in-game energy mechanic?
- Revisit currently proposed powers for additional advantage/talent options.
- Perhaps create additional low-tier fluff powers to expand variety at lower levels?
- Create a HMG or LMG based attack. (Yet another maintain...?)
- Possibly plan out an "auto cannon" high-damage/high-cost late-game maintain? (Another one.......)
- Contemplate other esoteric gun-based abilities, a-la support role.
- Develop some kind of "ammo swap" ability where a single full maintain or charge-up deals an additional sub-type of damage. (How feasible is this in Champions Online right now?)
That is all that I have for now. I may add more "stuff" or modify what thoughts I have already provided thus far. I hope you have enjoyed reading and pondering my suggestions, and I sincerely hope you add your own feedback, commentary, or criticism!
10/13/19: Added Spinny's excellent alternate assault rifle powers. (Aim Down Sight and Three Round Burst)
10/9/19: Incorporated in-thread feedback. Thanks posters! Removed Ballistic Armor and added it to a new "unsupported/dropped ideas" section.
9/29/19: Initial version. Editing pass. Added Update History and Loose Ideas drop-downs. Added "Riot" Shield block power.