I've been thinking, sure the dual pistol thing is kind of fun and there are quite a few dual wielders out there throwing their bullets all over the place. But there's only one Single Pistol Munitions power in the game. and that is Steady Shot an Energy Builder. My idea is simply expanding down the range...I mean we've got a Single Blade and a Dual Blade set up, why not a single pistol set.
Okay, We've got the Energy Builder lets start there.
1. Steady Shot-Energy Builder (see the wiki or in game tool-tip for details)
2. Tactical Shot - Click - Ranged Single Target Piercing Damage - 100' Range
Rank 1 25-45 damage scaling how other powers scale. If used from Stealth Damage is doubled. If used from Stealth has a 45 second cool down
Rank 2 increased Base Damage to 60-80
Rank 3 increase Base Damage to 125-180
2-Point Advantage Applies a short duration stun to the target. If Used from Stealth stun becomes a 5' Area of Effect centered on the target. (a "where the ....!? that shot come from" kind of thing)
3. Magnum Shot - Blast - Line Area of Effect-50' Range- 3-5 Targets based on charge time. Leaves a Lingering Debuff on the first four targets called Exit Wound. This Debuff functions the same as Bleeds applied by Single Blade powers.
Rank 1 - 100-150 to initial target, on a sliding damage scale down to 25-50 on a 5th target.
Rank 2 - 200-275 to first target sliding to 100-150 on a 5th target
Rank 3 - 500-800 to first target sliding to 350-400 on a 5th target
2-Point Advantage - Dum-Dum Round - Removes the Area of Effect component of the power and increases the Damage on the single target by 80% and adding a knock down to the damage.
4. Pistol Whip - Combo - Clubs the opponent with the handle of the pistol dealing Crushing damage - Melee Range - Damage on par with Cleave minus the Area of Effect. and Shares animation with Cleave only instead of the huge honking weapon its the pistol
5. Bull's-eye Shot - Blast - Single Target - 110' Range- The single pistol equivalent of Sniper Rifle.
6. Hip Shot - maintain - 100' - maintains for 3 sec and in that time deals damage 6 times.
Rank 1 - 45-70 piercing damage per half second
Rank 2 - 100-140 piercing damage per half second
Rank 3 - 200-290 piercing damage per half second
2 point advantage turns it into a cone Area of Effect that hits up to 6 targets
Ya, either new powers, or let us pick whatever firearms weapon model we want for any given power... like the DE50 being used for the Sniper Rifle power, etc
Champions Online: Be the hero you wish you could be in a better game.
Very nice idea for new munition powers, though the damage increase for rank 2 and 3 would need to be brought in line with standard rank scaling (a.k.a +20% per rank).
Very nice idea for new munition powers, though the damage increase for rank 2 and 3 would need to be brought in line with standard rank scaling (a.k.a +20% per rank).
Of Course, the numbers I threw out there were just random numbers that I pulled out of the air when I was thinking of the powers was going to leave the mathematics to the people that get paid to do it
Comments
Champions Online: Be the hero you wish you could be in a better game.
Of Course, the numbers I threw out there were just random numbers that I pulled out of the air when I was thinking of the powers was going to leave the mathematics to the people that get paid to do it
-Sterga
not sure where they said it, but Devs have said they don't like making 0 point advantages
and in line with new Munitions Powers...
Pipe Bomb - re-skin particle mine in gadget and change the damage type to Fire and Piercing
There are 0 Point Advantages, but all they do is cosmetic changes.