So, been trying to make an ideal build for my revamped techno-crh, but I've been struggling with ideal ways to do so, as we lack of any good " Gadgeteering" powers. or overall "Technology".
So, this is both an normal discussion and a small build tipping. Ideally: I'm looking for new powers that fit around a technologically advanced set, that uses "Plasma"/"Lazer" weapons and due to this crh, is a doctor/medic, powers that fit around there (Healing Drones, or special nanites, etc)
But we lack alot of such good powers, examples are say like from:
XCOM 2: Specialist/SPARK Class, that uses an Drone, as most of their "Powers", while they can have Mag/Plasma weapons.
Warframe: Frames like, Nova/Vauban/Octavia/Volt/Mag also spring to mind as controlling tech.
While we have great examples, we lack great powers.
So what you guys think?
Psi.
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I remember being a bit miffed when I read Gadgeteering both in the Champs Powers book, and the description given in game for the power set, and yet...there were so many things missing.
I'd like a more futuristic take on gadgeteering, and maybe that will happen one day.
Ideally, Gadgeteering would retain some element of quirkiness, but have an overall, stronger feel with it being able to be fully self sufficient.
(I've always wanted a Hybrid / Support passive which is a mix between Medical Nanites and AoRP and buffs pet damage and resistance.)
I would imagine a gadgeteering review, would have to come after a pet AI review / update. Which is unlikely to be in the cards, so I think if gadgeteering was to be looked at any time soon...it would be a heavy focus on actual gadgets which players can use directly as well as new particle weapons.
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- High-tech scifi stuff
- Batman-style gadget stuff
Overall I'd like....
1) Energy pistols/rifles etc moved off into a ranged energy subset of Laser Sword (Future Soldier AT)
2) A proper Tech support archetype (Juryrig as an AT)
3) A Tech pet commander, based around DoT effects and CC/debuffs (Drone Commander AT)
and finally
4) the ability to add cross-set synergies to blast attacks through on-next-hit powers. Always seems daft to me that CO insists on having individual set versions of each attack and debuff type. Your true gadgeteer would have just have a gun and different types of ammunition, picking the appropriate type for their enemy.
My super cool CC build and how to use it.
Yup. Nothing wrong with that. We have a game full of enemies and allies with laser rifles, pulson lazers, Brickbuster guns..... but heroes have a few gadget weapons. Energy weapons already have a suitable passive (Quantum Stabiliser), toggle forms and EU available, and even nice synergies between melee and ranged powers. It's an easy gap to fill and one that would be quite popular as a character style. Then you can make the Gadgeteer weapons more about Crowd Control, Holds etc, with a pile of eccentric advantages and odd debuffs - a set of unexpected things.
My super cool CC build and how to use it.
Edit: As for energy weapons being "munitions lite," remember there wasn't much going on with laser swords initially either. That's why you have to fill in the gaps. One could argue that it's "MA-lite" but it still feels enough like its own set to make it stand out. It all depends on how creative they can be.
My super cool CC build and how to use it.
Modern energy weapons would be, like munitions, reliable, but probably wouldn't excel (I'd make it more of a debuff set that the player needed to set up for max damage, rather than that part of the whole rapid maintain/critical mechanic which is a bit commonplace and, to be honest, rather OP).
Those boomerangs aren't made of wood. Yes, chemical pellets might be the lowest of the hi-tech stuff in the set. Now let's talk about flying robots.
My super cool CC build and how to use it.
Energy Weapons:
Gadgets
So in terms of barebones, "energy weapons" already has the basics: A blast to apply burn through/whatever, a cone AoE, a single target maintain that will likely get bumped to T3, and for fun, a heavy-hitting opener via Orbital Cannon.
Meanwhile, "gadgets" has its basics as well: A blast to apply some sort of sonic/slashing debuff, a choice of throwing blades or sonic boom generator for a cone or sphere AoE, and its on unique cooldown AoE via Strafing Run. Only thing really missing is a heavy-hitting single target ability--some sort of sound gun would probably work nicely, as would some throwing weapon barrage or whatever else. A stylistic choice between sonic-based attacks and throwy stuff would be ideal.
I should note that, aside from the blasts as debuffing abilities, pulse beam rifle, and the niche cooldown AoEs, most of those abilities are generally unpopular due to not being maintains. Since maintains-for-all seems to be the intended design direction, new powers to facilitate this would likely be added whether gadgeteering was split up or not.
Besides, keeping them all together means you have 3 major damage types to contend with instead of just 1 for energy weapons (particle) and 2 for gadgets (sonic, slashing). It also means a lot of redundant overlap. I also wouldn't be surprised if the throwy stuff found its way over to MA at some point, leaving gadgeteering as a mix of particle and sonic stuff while several of the non-toggle PA abilities found their way to gadgeteering. (If this were to happen, I'd sure hope that chest beam was refit to fire from an energy pistol or rifle)
Epic Stronghold
Block timing explained
It's about updating the game world, more than anything. CO is set at a time where futuristic weapons are just starting to edge out conventional munitions; the Police still have 9mm pistols but UNTIL and VIPER are fighting with energy weapons; heroes (always being on the bleeding edge of tech) would definitely be upgrading their weapons to compete, so why not acknowledge it? The bones of a set are already there, just needs a few more powers (support / attack drones that fit with the power set's buffs/debuffs, a big slow Ion Cannon in the Force Cascade style) and they'd be good to go.
Gadgeteering itself needs a heck of a lot more work before it's ready for a revamp, but thematically it needs to be much more random, more "mad scientist".
what would need to be done with it is just turn it into a simple click (or charge) power that uses the position of your character in relation to the target to set up the direction the strafing run takes
oh, and as to PBR being ugly...well, duh! the engine can't handle overly fancy effects on spammable powers, which is why incinerate is just a cylinder with an orange texture on it and a small FX coming off your hands...it doesn't have an impact FX
Epic Stronghold
Block timing explained
Anyway either would be fine by me, really. Anything but the god-awful long charge followed by long delay that makes the power a pain to use.
Epic Stronghold
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Yeah, tho any new type of weapons whuold be useful, rather then the little we have. And there is a ton of games out there, that they can inspire themselves from.
Magnetic/Gauss weapons or even right-up plasma beam weapons. single fire, semi and full auto beam weapons. are most wanted to. Even Continuous ones.
Ideally: Weapons, like from XCOM 2 (Mag/Beam) are quite an idea, and same goes for Warframe.
Cuz for the type of build i'm trying to make I am extremely limited in such choices.
My super cool CC build and how to use it.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Magnetic Auto-pistol:
100 Feet, Single Target, Single Sidearm. (Blast)
Ranks: 20% Each (1-2)
Held down: Longer you hold, more damage (Does particle every 0.5 damage sec)
Advs: It Burns, Recharge.
Dark-lance:
100 Feet, AoE Target, Single Sidearm (Blast)
Ranks: 30% Each (1-2)
Charge Up: If Fully charged, does higher damage. (Charge time, is much faster then all powers)
Adv: Vortex Rounds: Dark-lance no longer deals Particle damage, but now deals Ego damage. (If Support Mode: It scales off Pree, If Hybrid: Ego)
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Can we not just have Judge Dredd's pistol? One attack that does crushing damage (like munitions) by default but which could be made to do AP, Fire, Cold, Toxic damage (whatever, really) by selecting the appropriate On-Next-Hit power.
Overall something more like the Archery set would be nice - not the highest DPS, but fast and fluid with a lot of choice in the appropriate attack to use next.
My super cool CC build and how to use it.
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I have like 3 OCs, who need gadgeteering revoked and god knows how meny other people's OCs
You can be sure that after the current revamp (Single Blade) Dual Blade and Fighting Claws will propably be next
So gadgets won't berevisited any time soon
My super cool CC build and how to use it.
First build is a: Hacking/Tech Specialist Build, bacily just like from XCOM 2 LW (Taking Permanent control over units, useing EMPs or Support drones to add shielding or health, etc.
Second Build: Is a Telepathic & Tech user build, so "Plasma/lazer guns" with a few minor drones, and other devices, but focus heavily on Telepathic stuff (Controlling robots with dah mind)
Last Build: Is a purely support build, medical based, So nanites, drones to heal, again like the XCOM 2 one, but Support side not hacking.
Ideally the Second & Last will be fine to build for now, with the stuff we have, tho if Gad does get its rework, highly likely will revamp them.
And our magical build master "flowcyto" will delf kown when that happens, He'll hear me scream with joy before I even post the build.
o3o