High Noon
High Noon will be running for the next 2 weeks.
- Added Heavy Cannon, Cowboy Boots and Spurs costumes to event store.
Missions
- Added daily mission for Andrith Ruins to Lt. Morrigan.
- Fixed a bug where sometimes Dr. Destroyer would idle around and not attack in the Robot Factory lair.
- Enemies in the Vibora Bay graveyard for the Stalking on Sunshine mission no longer give standard rewards (XP, Resources, etc) when defeated.
Powers
Players who have any munitions powers will receive a free respec. Free respecs granted this way do not stack.
Bullet Hail/Submachinegun
- Increased target cap on Bullet Hail and Submachine Gun to 5 (from 3). Costs on both powers have gone up due to this.
- Extra Bullets advantage renamed Boogeyman and still grants bonus damage against feared targets.
Assault Rifle
- Increased tap damage. Cost has gone up slightly.
Two Gun Mojo
- Fixed a bug where Two Gun Mojo wasn't gaining a full 30% bonus when within 10ft of the target with the Close the Gap advantage.
- Known Issue: The damage variance on two gun mojo is a bit high right now, meaning you will see very high and very low hits, but the overall damage is the same. This will be fixed next week.
Lock N Load
- Removed critical chance effect on this power.
- This power now applies stacks of Furious on you and keeps them active while the power is active.
- Fixed a bug where the breakout damage was not scaling with rank.
Rocket
- Damage and cost increased.
- Cooldown increased to 20 seconds.
- Now requires fully charging the power.
- Target cap increased to 7 (from 5).
- Now knocks down targets.
- Concussive Advantage: Increased knockback distance.
- New Advantage (2): Applies 3 stacks of Furious on you.
Comments
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Well, the munition changes were quick. How about the device tray/transformation powerhues?
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Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
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GDI! I get distracted for 1 min watching a video and you snipe the release notes :< :<
Oh well
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
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On one hand, a 100 feet Furious applier to self for Assault Riffle's adv, increased max cap and knock down as base effect
on the other hand... 20 seconds CD urg I like this, never was a fan a of 3 target cap for those powers it was awful limitation, no reason to take the Extra Bullets/Boogeyman now, but PLEASE consider adding more munition powers with the ability to apply Fear instead of only 2
Why exactly Two Gun Mojo has a 30% bonus adv only for melee range again?
Instead of griping about yet another nerf to my characters, i'll beg for an addition instead. Please create for High Noon a Pistol Fanning maintain attack and add it to the Recognition Vendor store. @kaizerin
https://www.arcgames.com/en/forums/championsonline/#/discussion/1213336/high-noon-2019-part-2
Cause it needs to be dumb... cause Dead Pool I guess.
My super cool CC build and how to use it.
I love all of these changes, they're all nice, and I very much love the bug fix to 2gm that I've been reporting for a while.
However I feel like the two gun mojo change was unnecessary. Not only that but munitions users now don't have a reason to actually use it because they'll have some other way to apply furious, I feel like the soldier should get some other way to apply furious and lock and load should be left as it was, also. I feel like this more so limits the freeform system, it makes lock and load not really worth picking anymore and people will go for the other stuff, thus creating more metas, and limiting what is viable. I'm not sure that's good in a game where you're meant to feel like you can "Create your own hero."
I hope this post isn't taken in the wrong way, and again I'm happy for all these other changes and additions.
Edit:
Bug: 2gm is randomly doing half damage on some tics, either on r3 or close the gap.
Also. I should say the damage bonus on lock and load sucks, and takes HEAVY DR when ranked, so I really do not think it's worth getting now, specially if you have some other way to apply furious, which isn't that great of a buff anyway...
Edit edit! My dumb dumb didn't notice kaiserin KNEW about the 2gm bug in the release notes, sorry.
Sure, what's the animator's @handle?
@Chimerafreek
And it needs a demolish adv :c
to make it viable for dps.
one that removes the threat or defiant stacks thing. but gives demolish debuff.
Epic Stronghold
Block timing explained
Like them arm cannons.
That looks like Heavy Weapons tho o3o
My super cool CC build and how to use it.
you need a gif.
My super cool CC build and how to use it.
It doesn't matter if he gets fixed, there's not enough people to complete high noon; much less kiga. Destroyer is completely out of the question.
We were doing HN just fine earlier.
Granted I was online and my presence alone rallies players into doing stuff
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
Epic Stronghold
Block timing explained
Powers
Assault Rifle
Increased tap damage. Cost has gone up slightly. ;
[Is tap even reliable in DPS?]
Lock N Load
Removed critical chance effect on this power. [ ]
[ why? would that kill the point of using\want it? if not it had for me.]
This power now applies stacks of Furious on you and keeps them active while the power is active.
Fixed a bug where the breakout damage was not scaling with rank.
[ that like giving candy to someone who already have candy, keeping Furious Stacks up isn't
hard if you got good mean to build it back up like SMG/hail of bullets & lead tempest, also Furious is Reset able with shotgun and Burst shot, this will be very pointless for those who get these buffs on the fly already, however other build not so much and it really for them then it is for the AT Soldier/Gunslinger & munition with said Fury Resetters build types, if all i'm getting is a common buff
then should i use this anymore? (i haven used it by few months now and surely not going to go back to it anytime soon) what the Pros about this? other then the fact it give offense, break out of hold, and something that needs just rank 3 to even get full THREE stacks of furious? ]
Rocket
Damage and cost increased. [ ]
Cooldown increased to 20 seconds. [ ]
Now requires fully charging the power.
Target cap increased to 7 (from 5). [ ]
Now knocks down targets. [ ]
Concussive Advantage: Increased knockback distance. [ ]
New Advantage (2): Applies 3 stacks of Furious on you. [ ]
[there Are four things that REALLY BUGS ME here.
1 why is the Cooldown is 20 seconds instead of 7 seconds or just 5-3 seconds? this is not a Ultimate and the damage isn't much of a change some of the damage look like it less then before to be honest [3000-3770 on test dummy on with 8 stacks in PTS]
2 why is the Target cap 7? All Grenade and AOE munitions caps are 3-5, so why do Rocket have Target cap 7 instead of just 10-20? i mean if we going have to wait 20 minutes on each shot that do around 2-3k of damage might aswell be more instead less.
3 why haven't you guys just give the Rocket a Default Knockback damage of 50ft without the need of the Concussive Advantage? it been needing that for a llloooooonnnggg while now.......
4 why isn't it would be 20 second if the New Advantage (2) that give 3 stack of furious on the user is Applied
instead just a being a default 20 seconds CD regardless of choice?
To me this is kinda a nerf, a un-needed kind of nerf any the only thing good about this is the furious stack to
be truly and Franked i really don't care about, but other could make a use for it. but 20 second is just Overkill right out Overkilled of something that don't really knock unless Concussive Adventage is Applied and thats 2 point of Adventage that could had been use in offensive means... Oh well, Anyway for Soldier AT now it be more logical to use a Sniper rifle instead Rocket since it will out DPS it now and stun and fire at 120ft... unless they want to use Rocket as a buffer tool now since there also no point in using LNL. *shrug*
I don't have any good skeleton gifs.
Wait what... how did these changes break half your toons?
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
Shoot you're right one sec.
@Chimerafreek
Pistol round dynamics? Or.... At the risk of being a heroic bore, a Hero is likely to be concerned with protecting the innocent, and so would be unlikely to use more powerful long-range rounds which might (in a City location) go through walls or travel distances which would risk injuring bystanders. Rapid fire from close range would be the order of the day.
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My characters
So what does that make Assault Rifle users? .-.
¯\_(ツ)_/¯ I guess Munitions was doing too much damage.
My super cool CC build and how to use it.
Depends, is that someone a robot, or an alien, or a big angry green mutant, or a dinosaur, or a cowboy? Cowboys take like 10 more bullets than the rest because they have an elemental affinity to hot lead.
My super cool CC build and how to use it.
Even Hockey has 2 minutes for instigating.
Have you ever looked at the way characters aim in this game? We should consider ourselves lucky bullets do any damage at all, given that nearly all of them are clearly way off!
Epic Stronghold
Block timing explained
Lock n' Load is still good, for sets that don't automatically generate Furious with their primary attack. But putting it on a set's AO that has 3 Furious stacks within 10 seconds of combat is just dumb. They removed the crit on it and gave it nothing in return for Munitions, just a straight nerf.
Oh, I think I only did that mission once, it wasn't the mission that I liked, it was the fast respawning mobs. Outside of the mission it was a good location to grind though because the mobs refreshed super fast. If you can't grind those mobs you'll do just as well grinding elsewhere, which means there's no longer a reason to make a special trip to Vibora.
Either shooting carefully or shooting through walls and hitting people they don't mean to hit. I know. Comics and Realism...
I'm going to burn these criminals with fire until they are safely pacified o3o
My super cool CC build and how to use it.
You can't bleed more if I make all your blood shoot out of your body by cutting you extra super hard!
I mean the guns are easy to explain anyways, everyone is using rubber bullets. And rubber rockets. And rubber fire coming out of a flame thrower.
My super cool CC build and how to use it.