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New Munitions mechanics and Passive

swedsandbroswedsandbro Posts: 26 Arc User
edited October 2012 in Suggestions Box
Munitions in CO has always been among the more underachieving powersets (I'm not at all saying it's that bad, a good Soldier player can wreak havoc no doubt) however the set in itself is inherently weak in comparison to what soem of those weapons -should- do.

I am well aware that Munitions is supposed to symbolize street-level heroes and vigilantes in the manner of Punisher or Deadpool, and as such was given a powerlevel to suit that. With that said, a Rocket Launcher to the face should still hurt. A lot.
Even so, does this mean a single buff too all their damage is what's needed? I'd say no, that'd be the lazy way. Instead, I'd introduce a new mechanic to munitions, much like the toggle mechanic from Power Armor.

I'd call this the Reload Mechanic

Just what it sounds like, a reload mechanic. While all other powersets kinda make sense in throwing out attacks nonstop, unlimited ammo for munitions kinda feel a little too much out there, even for a superhero game. That's why I suggest that every power from Munitions should get a reload factor. here's how it'd work:

Every power from munitions that has a magazine (Such as Assault rifle or Rocket Launcher, but not Frag Grenade) would be given a number of "Charges". The Charge count would measure how many times the power can be activated before you have to reload the weapon. However, should No you have no target, or a friendly target, activating the Power will Automatically reload the gun. The reason for this comes further down.
For example: Assault Rifle is relatively low tier, and as such it would have plenty many Charges and very short reload time (Will get to that later on) While Rocket Lancher would instead gain only one charge and a longer reload time.

For the record, I'm excluding the Energy Builder for convenience's sake. i think everyone can agree on that.

Reload Time:
Reloading different weapons in real life take a different amount of time, we all know that. So, I suggest making it the same in here, however not by adding a cooldown or anything to the power, nope no.
Instead, after every charge of a power has been depleted, the icon should change and the next time you press the key for the gun, you will start reloading instead.

Smaller guns such as Handguns, Assault Rifles and Shotguns should only require the player to tap the key, have a short reload animation (Such as the ones already in effect for Lock and Load) and then be right back on track in under a second. However, bigger guns such as Gatling Gun, Sniper Rifle and Rocket Launcher should have a maintain reload of 1-2 seconds, one that must be completed before the weapon can be used again. However, it shouldn't incorporate any "Interrupt on damage" as that would lock out munitions from many of it's Alpha strikes in the heat of battle. On another note, Lock and Load should automatically reload all your weapons when used.

Tap reload: Two-gun mojo, Assault rifle, Submachinegun burst, Shotgun
Charge reload: Sniper Rifle, Gatling gun, Rocket Launcher

Charges:
Now, every power would have between 1-6 charges, depending on how big the magazines are, how much ammuntion used per activation etc. Down below I've listed what I think is a fair number (Take note that's it not only game mechanics that I have in mind, but also what's logically plausible):

6 Charges: Gatling Gun, Bullet Beatdown

4 Charges: Sniper Rifle, Shotgun, Assault Rifle

2 Charges: Two-Gun Mojo, Submachinegun Burst

1 Charge: Rocket Launcher

Now, there should be another thing to note about Maintain powers (Gatling Gun, Assault Rifle, SMG and Two-gun): It would cost 1 Charge to activate the power, and after maintaining for at least half it's maximum time it would cost you one more. Which means if you Tap Assault rifle, you can do so twice as many times as a full maintain before reloading. Bullet Beatdown is a little special however, and instead only costs 1 charge on the 2nd and 4th hit respectively.


So now you're probably thinking "What, was this it? Just to add an annoying effect to Munitions? BOGUS and HOGWASH!"

Actually, no. This all comes into play with another idea of mine, namely an Offensive passive for munitions, that works in a similar manner to Night warrior in that it grants extra powers along with itself. I'll describe it below:


One-man Army

"You are literally a walking arsenal, equipped with enough guns to start, wage and win a war three times over. And you know exactly how to use every last one of them in the fight for justice."

+ Increases all Damage done. This effect scales with your Superstats
+ Grants a small cost discount to all your powers. This effect scales with your superstats.
+ Grants you a small amount of damage absorbtion. This effect scales with your superstats
+ This power grants you access to Armor penetrating Rounds, Concussive Rounds and Incendiery Rounds.

Explenation: The damage buff speaks for itself. The cost discoutn comes from simply knowing how to use your weapons. The damage absorbtion from the fact that more often then not, gun-toting vigilantes wear some sort of bulletproof vest or other protection.

Onto the Rounds powers: Much like Stealth and Shadow Strike, these comes automatically with One-man Army and cannot be ranked separetely. However, They shouldn't be accounted for when it comes to power choice limitation like stealth and Shadow strike. i don't think this was planned anyhow (At least I hope not, wouldn't want to turn that into a trend). When a weapon (I.e Power) is loaded with a special ammo, it gets a small mark in the upper right corner of the power window: AP rounds are Dark Red, Concussive rounds are Yellow and Incendiery rounds are Orange.

In any case, here's the powers:

Armor Penetrating Rounds:

Type: Toggle
Target: Self
Properties: Self damage resistance penetration buff, self damage debuff

+ When this power is Toggled on, whenever you reload one of your weapons they will be loaded with Armor Penetrating Rounds
+ A weapon loaded with Armor Penetrating rounds ignores 10/15/20% of the target's damage resistance rating, depending on rank.
+ A weapon loaded with AP rounds gain 5/10/15% extra critical severity.
- Reloading the weapon while under the effect of another Ammo toggle will end the effect of Armor Penetrating Rounds on that weapon.
- You can only have One Ammo toggle active at one time. Activating another Ammo toggle will end the effects of Armor Penetrating Rounds, however it won't end the effects of weapons loaded with Armor Penetrating rounds.
- This power cannot be ranked up separetely and will instead rank up with One-man Army.
- While this power is active, the energy cost of all your powers is increased by 5%


Concussive Rounds:

Type: Toggle
Target: Self
Properties: Disorient, Interrupt

+ When this power is Toggled on, whenever you reload one of your weapons they will be loaded with Concussive Rounds.
+ Every time you strike a target with a weapon affected by Concussive rounds, you have a 20/35/50% chance to DISORIENT the target, and a 10/20/30% chance to INTERRUPT the target, depending on rank.
+ A weapon loaded with Concussive rounds gain 50/75/100% extra Knockback Strength.
- Reloading the weapon while under the effect of another Ammo toggle will end the effect of Concussive Rounds on that weapon.
- You can only have One Ammo toggle active at one time. Activating another Ammo toggle will end the effects of Concussive Rounds, however it won't end the effects of weapons loaded with Concussive rounds.
- This power cannot be ranked up separetely and will instead rank up with One-man Army.
- While this power is active, the energy cost of all your powers is increased by 5%


Incendiery Rounds:

Type: Toggle
Target: Self
Properties: Fire DoT, Paralyze

+ When this power is Toggled on, whenever you reload one of your weapons they will be loaded with Incendiery Rounds.
+ Every time you strike a target with a weapon loaded with Incendiery rounds, they have a 33/67/100% chance to catch ABLAZE, causing them to suffer Fire DoT for 6 seconds. This effect stacks to 5.
+ When a target gains 5 stacks of ABLAZE, they will be PARALYZED.
- Reloading the weapon while under the effect of another Ammo toggle will end the effect of Incendiery Rounds on that weapon.
- You can only have One Ammo toggle active at one time. Activating another Ammo toggle will end the effects of Incendiery Rounds, however it won't end the effects of weapons loaded with Incendiery rounds.
- This power cannot be ranked up separetely and will instead rank up with One-man Army.
- While this power is active, the energy cost of all your powers is increased by 5%


And as you can see here, suddenly Munitions has gotten an edge over the other frameworks without somethign as simple as a damage buff. Instead, they have the diversity not only of different powers with different properties, but also different ammunitions to choose from. The pulling card for Munitions have always been Diversity and versatility, so why change that?

Now, remember what I said about having no target manually reloads your guns? Here is why! Now, you can setup different weapons with different ammunitions. Submachinegun with Incendiery rounds and Shotgun with Concussive rounds to control the battle, Assault Rifle and Gatling Gun with AP rounds for maximum damage. Sure, you have to toggle this, and toggle that but that's why you can do it before battle. This is how the street-level heroes survive in the comics: By being prepared (And armed to the teeth of course).
Post edited by swedsandbro on

Comments

  • chalupaoffurychalupaoffury Posts: 2,553 Arc User
    edited September 2012
    Ammo powers? Cool idea, /signed.
    In game, I am @EvilTaco. Happily killing purple gang members since May 2008.
    dbnzfo.png
    RIP Caine
  • mijjesticmijjestic Posts: 481 Arc User
    edited October 2012
    Sounds like some cool ideas!
  • gaiusterminusgaiusterminus Posts: 14 Arc User
    edited October 2012
    I agree that munitions needs its own passive, and I think ammunition selection is a great idea for said passive, but I don't think I like the reload mechanics. I'd prefer it if it was just that the passive let you toggle one of a handful of powers that modify all your munition damage.
  • gerberatetragerberatetra Posts: 821 Arc User
    edited October 2012
    As a very heavy MU player I have to say no, this is a ... not great idea in exicution, but the core notion, the second one is neat


    While kinda neat, it essentially makes a MU heavy build -required- to take this passive, and no other.

    Otherwise you get the annoying ammo mechanic for no benefit.

    And it's is annoying.

    At the very least I have to de-click and then re-click my target every so often. Nu uh, not happening.

    Also I don't think we're going to have room for that many 'free' powers on the tray.

    I only have two open spots on my main MU toon now.

    Now to be more constructive.. Hmm

    Perhaps the Ammo toggles could be introduced like the new telepathy 'add on' passives?

    You have a toggle that lasts a certain amount of time and boosts either your defense penetration, a stun or adds a disorient effect.

    These toggles represent a 'clip or clips' of special ammo that the MU toon has and once they run out, it's on cool down for a while.

    Considerably easier to implement and doesn't cause MU toon builds that exist now a desire to dive over a cliff.

    More over, this toggle/toggles should also work for Archery so **** to add to more than just MU alone.


    Here we are now going to the West Side
    Weapons in hand as we go for a ride
    Some may come and some may stay
    Watching out for a sunny day
    Where there's love and darkness and my sidearm


    In game as @forgemccain
  • cybersoldier1981cybersoldier1981 Posts: 2,501 Arc User
    edited October 2012
    The entire set underperforms. That's all there is to it.

    Two-Gun Mojo needs some serious boosting.

    Not a fan of the reload mechanic. Strikes me as an annoyance.

    The set also needs a heal of some sort.
  • admflamebergadmflameberg Posts: 16 Arc User
    edited October 2012
    It is a good idea, COH had something similar with one of their power trees. I would like the idea of being able to load in different types of bullets. It wouldn't be annoying if it happens quickly. The Power bar does have enough room, other wise they wouldn't had did something similar with that Night Avenger passive or whatever it called where it gave you 2 powers.

    Only with the OP idea giving you 3 Powers that go into your Tray and the passive that goes into the passive box. It totally doable because of Night Avenger Passive Office power that we have in MA group.

    Because MU does need more powers and this will help as well giving MU its own Passive. But I totally want something like this in CO. While they at it they could add other types of MU powers too. Because right not MU don't have much options, which make me have to take power from another group that close enough to what i looking for. Toxic and that sonic device hit on next attack powers is not good enough because it not a toggle.

    /Signed
  • lotar295lotar295 Posts: 903 Arc User
    edited October 2012
    Maybe a sort of power that loads specific bullets,like say

    Incendiary Bullets,which stack clinging flames multiple times
    Hollow-point Bullets,which would deal increased damage as long as there are some bullets left.

    But as for passives,CCs,an actual block power,I've made suggestions like this before.at least for a passive,block and so on,which munitions is in need of a overhaul.
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