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Powerset Boost: Non-Pistol Munitions

bluhmanbluhman Posts: 2,411 Arc User
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

  • ironman12348ironman12348 Posts: 41 Arc User
    I like the ideas except the one with Escape Artist. I mean come on, don't kill off PvP Batman-inspired builds, they're already pretty meh after after EM's Sleight of Mind nerf, and we have more than enough threat wipes lately.
  • horripilantehorripilante Posts: 341 Arc User
    can we get some dual -SMG powers?
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  • beerbanebeerbane Posts: 197 Arc User
    Gotta say I would love to see ANY of these added to the framework.
  • raighnraighn Posts: 2,339 Arc User
    Gattling Gun root turned into a snare and te advantage change is good... the rest on Gattling gun is BAD... the damage on it is actually pretty decent... it hits 4 times per half---second afterall, a small damage buff would be ok though since it is sub par compared to many other munition powers, however the energy cost does NOT need to be touched... have you even used the power before? It is one of if not THE highest energy cost munitions power in the game... if it gets a small damage buff to bring it up to par with other munition powers then it is only making its cost worth the investment...
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  • bluhmanbluhman Posts: 2,411 Arc User
    edited August 2016
    raighn said:

    Gattling Gun root turned into a snare and te advantage change is good... the rest on Gattling gun is BAD... the damage on it is actually pretty decent... it hits 4 times per half---second afterall, a small damage buff would be ok though since it is sub par compared to many other munition powers, however the energy cost does NOT need to be touched... have you even used the power before? It is one of if not THE highest energy cost munitions power in the game... if it gets a small damage buff to bring it up to par with other munition powers then it is only making its cost worth the investment...

    Yeah I've used Gatling Gun before, its energy cost is nothing. Especially nothing compared to TGM. The effect of 8 damage indicators pouring out of enemies per second is impressive, but the actual DPS is pretty standard for an AoE, and I'd say actually really bad for such a narrow cylinder.

    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.
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  • raighnraighn Posts: 2,339 Arc User
    If Gattling Gun gets an energy cost increase then that damage boost better be significant...
    ^-^ cute, cuddly, @Pandabutt ^-^
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  • vorshothvorshoth Posts: 603 Arc User
    New summoneables and a block that throws you into stealth? I like. Must try this out.
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  • gemini2099gemini2099 Posts: 118 Arc User
    Escape artist doesn't need to change as it is good as it is.

    The rest seems reasonable to certain degrees but Gattlin Gun doesn't need a damage bump at all lol.
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  • bluhmanbluhman Posts: 2,411 Arc User
    edited August 2016

    Escape artist doesn't need to change as it is good as it is.

    The rest seems reasonable to certain degrees but Gattlin Gun doesn't need a damage bump at all lol.

    Escape Artist is good, if you're extremely precise in how you use it. For the purpose of PvE though (especially in most of the big boss raids and stuff popping up everywhere) having it operate similar to the other threat wipe abilities is key.

    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.
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  • criswolf09criswolf09 Posts: 759 Arc User
    I love the suggested changes. Please @kaizerin take these suggestions in consideration.
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  • avianosavianos Posts: 6,200 Arc User
    I want EVERYTHING you just listed
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • qawsadaqawsada Posts: 750 Arc User
    I was expecting you to suggest adding a Flamethrower.
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Lots of good ideas here. But for logic and realism's sake...

    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
  • spinnytopspinnytop Posts: 16,467 Arc User
    edited January 2017
    bluhman said:


    For the purpose of PvE though (especially in most of the big boss raids and stuff popping up everywhere) having it operate similar to the other threat wipe abilities is key.

    I have to disagree here, there's no reason to do away with the current Escape Artist and there's no reason to try to make Smoke Grenade function like other threat wipes, it's a great power that we shouldn't lose. A better solution is to make a new threat wipe power and keep Smoke Grenade as is. No reason to just start ripping out useful stuff for the sake of making it like other stuff, ey?


    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 )​​
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