The upgrade of the pistol-based powers, combined with the awesome variety of advantages available on chain abilities, makes me want to give the rest of the Munitions set a similar sort of synnergistic build-up to it, to give the Soldier-Style muni build more to work with, considering how its potential compares to pretty much every other ranged DPS set out there right now.
Assault Rifle
- No longer has a self-snare. You can move at full speed while maintaining this power.
- Damage is more standard in its progression - initial hit is highest, and damage slowly ramps downward as you maintain.
- Likewise energy cost ramps down as you maintain it.
- Overall boosted energy cost and damage dealt.
- Mow Em Down changes to Heavy Assault, which equalizes the damage of Assault Rifle so that it doesn't ramp down as you maintain.
- New Advantage: Precision Carbine - Provides 20% extra base damage on your initial Assault Rifle hit, alongside a boost to the first hit's critical chance and severity.
Shotgun Blast
- Does Piercing damage instead of Crushing.
- Damage scales up depending on how close you are to your target. Current damage output is equal to max-distance Shotgun Blast.
- Doesn't knock back by default. Breaching Round now grants the user the knockback functionality.
- New Advantage: Hollow-Point Slug - Provides the Armor Piercing debuff on the targets that it hits.
SMG Burst
- New Advantage: Hail of Bullets - Full-maintains of SMG Burst refresh the duration of Furious.
Mini-Mines
- 3X Damage dealt, split between Fire and Piercing.
- Procs as an attack, meaning it will disable stealth and the usage of teleport after it gets used. If laid to properly set traps in advance, or in the middle of combat, this shouldn't be a concern.
- Increased Energy Cost
- Wall of Fire changes to Incendiary Mine, afflicting enemies hit by the mines with Clinging Flames.
Rocket
- Crushing portion of the attack is changed to Piercing.
- All Rockets apply the Ablation debuff, reducing resistance to Fire and Piercing damage.
- Does full damage, regardless of charge.
- Energy Cost is not affected by charge duration, as before. It is higher, though.
- Charging instead will increase the chance of this move landing a critical hit.
- Recharge period is drastically reduced, halved to a base of 3 seconds.
- Advantage: Heavy Ordinance - Consumes Furious stacks to deal out bonus Piercing damage on the Rocket's primary target.
Frag Grenade
- Now does Piercing damage by default.
- Damage and energy cost is increased.
- Crititcal severity and chance are higher when your health is below 1/3rd.
- Incendiary Grenade adds a portion of Fire damage, and causes grenades to leave a fire patch instead of applying Clinging Flames
Smoke Grenade
- New Advantage - Flashbang - Stuns targets within 15 feet of the grenade when used.
- Escape Artist now turns Smoke Grenade into a 1-minute cooldown Threat Wipe. It will drop aggro/placate against only the targets hit by the grenade.
Gatling Gun
- Self-Root is downgraded to a Self-Snare
- Damage output buffed
- Energy cost is increased
- Listen To Reason is altered to now have a 3% chance to stack Furious on each hit. Full maintains will apply Recovery to you.
Sniper Rifle
- Similar mechanics to Rocket; charging doesn't increase damage, but Critical Chance.
- With that, it doesn't need to be full-charged to shoot, but it can still be interrupted by damage.
- Now has a 1-second cooldown.
- Energy cost reduced slightly.
- New Advantage: Anti-Materiel - Applies Ablation on its hit.
- New Advantage: Suppressor - 1 point advantage will increase the damage your Sniper Rifle does by 10% base when used from stealth.
New Powers (these should be considered reach goals)
Commando (T1)
Your weapons are tuned up and you know how to use them.
- Boosts Fire and Piercing damage of your attacks greatly, with a minor bonus to crushing and cutting.
- Provides sizable resistance against physical damage.
- Every non-critting munitions attack you use applies Recoil Adjustment to you, which raises your chance to critical hit. This effect stacks up to 5 times, granting up to 10% extra chance, and each stack will last 10 seconds. All Recoil Adjustment is removed once you land a critical hit.
Reload (T1)
Reload your weapons to get ready for the next enemies!
- Self-buff charge that will cause you to reload your weapon.
- Fully charging will restore a large portion of energy to you.
- Has self-snare while in action
- Cannot be interrupted by damage
- Partial charges do nothing.
- Advantage: Surplus Ammo - Boosts the damage output of your Technology Ranged attacks for the next 6 seconds after using Reload.
- Advantage: Field Medicine - Fully maintaining the Reload also will provide you with a sizable burst of healing. This effect can only occur once every 10 seconds.
Cover (T1)
Duck and cover to avoid incoming fire!
- Block replacer, Cover provides superior resistance and dodge bonuses to ranged attacks.
- Animation is similar to ;lookoutkneel or a similar sort of cover-taking crouch animation.
- Advantage: Low-Profile - Grants you a stealth bonus while blocking, making it difficult for enemies to spot you from a distance.
Grenade Launcher (T2)
Use this weapon to fire arcing explosives reliably.
- Click ranged power. Hits enemies within 50 feet of you with 20-ft radius explosions.
- Knocks primary target upwards, surrounding targets knocked out.
- Does high piercing damage to targets hit and has no cooldown
- High energy cost, slow animation, self-root while firing.
- Advantage: Shellshock - Your grenades will apply Ablation to your primary target, and have a 25% chance to apply ablation to surrounding targets. This chance rises by 5% for each stack of Furious you have.
- Advantage: Anti-Personnel - Adds fire damage to your grenade. Removes ability to knockback. 1 point advantage.
- (Can use a grenade launcher model from ARGENT, or any of the Assault Rifle skins)
(stuff below here I'd consider extraneous/just nice to have)
Sentry Turret (T3)
Lays down a temporary heavy turret to help in combat.
- High-HP stationary turret. Uses attacks akin to Gatling Gun and Rocket against enemies.
- Lasts for 20 seconds, has a 30 second cooldown.
- Moderate energy cost, but long activation animation.
- Advantage: Barricade - Your turret deploys with sandbags, which provide defense to the turret, and allies fighting nearby it.
Mercenaries (Ultimate)
You have mercs at your beck and call; they will airdrop in whenever you need them.
- After a short talking-on-headset animation, several mercenaries drop in from above.
- Mercs use Assault Rifle, SMG, and Sniper Rifle to fight. Their sniper rifle cannot be interrupted, acting more like the rifle attacks used by prison inmates.
- Mercs at level 40 have 10k HP each, and are only temporarily taken out of the fight for 3 seconds if reduced to 0 HP.
- Mercs last 30 seconds before disappearing.
- 1:30 cooldown.
- 3-5 mercs are called in, depending on power rank.
- (bonus, mercs take on your primary costume colors?)
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Comments
Even aside from keeping damage/energy balanced, it's a minigun - it eats through ammo like crazy, of course it'd use up tons of energy. If anything, if we were rebuilding the Munitions set from the ground up, pistols would be low-energy high-flexibility weapons, while all the other heavy guns would focus more on energy usage and extreme firepower, in exchange for not being able to dodge everywhere and stuff.
The rest seems reasonable to certain degrees but Gattlin Gun doesn't need a damage bump at all lol.
Omicron - Lvl 4x - Mind
Emerald Myst - Lvl 2x - Claws/Fighting Hybrid
Epsilon - Lvl 2x - Blade
Asterius - Lvl 1x - Electric/Void Hybrid
As for the Gattlin Gun changes, It's like I've said above: consider that this is also a gun that's about 10 times the size of 2 pistols, and its current iteration is being out-DPSed by this ability. Apparently all that hardware's just to propel the bullets twice as far and through 2 more targets. It's heavy munitions, let it feel like some heavy munitions.
2GM - short range, single target attack, normal maintain length, slow tick speed, full mobility. High damage for the set + Defense debuff, but you have to be up someone's nose to get it.
Assault Rifle - long range, narrow cylinder attack, moderate tick speed, normal maintain length, average damage, no self-root, % chance to miss from distance
SMG - Short range, wide cone attack, short maintain, fast tick speed, damage increase good-to-high depending on proximity to target, full mobility, inflicts fear/cower effects on targets ("Spray and Pray")
Machine Gun - mid range, narrow cylinder, short maintain duration, fast tick speed, low mobility/self-root, high damage (Gatling Gun, as is)
Chaingun (replaces Gatling Gun, ultimate) - long range, wide cylinder, long maintain, no mobility, average damage, very high energy cost + options for debuff, % chance to miss from distance
Sniper Rifle - long range, single target, long charge, big damage
New Power: Flashbang
100 range single target threat wipe
2 pt Advantage: Turns Stun Grenade into an aoe threat wipe but shortens the range to 50 ( makes it similar to magician's dust )
My super cool CC build and how to use it.