test content
What is the Arc Client?
Install Arc
Options

New Munitions Powers

thebuckeyethebuckeye Posts: 814 Arc User
edited January 2014 in Suggestions Box
Okay I and several others have asked for and made suggestions for a wide variety of new munitions powers. Some of these suggestions included expansions to the Single Pistol set. And others were for adding some new tactical and demolition powers. The one thing that many of these suggestions had was for a Passive specific to munitions. Well I've done some thinking on all of these and reviewed most of them and came up with the following...

Single Pistol
T0 - Quick Draw - Maintain - Single Target - 50' Range
Rank 2
Rank 3
2 Point Advantage - Shoot from the Hip - Gives Quick Draw a 50% (100% if affected by Concentration) chance to hit an up to 2 additional adjacent targets every period.
Accelerated Metabolism
Nailed to the Ground
Crippling Challenge

T1 - 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 2
Rank 3
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.
Accelerated Metabolism
Challenging Strikes

T1 Pistol Whip - Combo - Clubs the opponent with the handle of the pistol dealing Crushing damage - Melee Range
Rank 2
Rank 3
2-Point Advantage - Stun Gun - On the last strike of the combo an electric arc goes over the weapon model applying a short duration paralyze.
Crippling Challenge
Accelerated Metabolism

T2 Tactical Shot - Blast - Ranged Single Target Piercing Damage - 75' Range - 2.5 second charge- Debuff - reduces target damage resistance by 10-15% for the next 15 seconds. Can have a maximum of four stacks of the debuff on a target.
Rank 2
Rank 3
Nailed to the Ground
2 Point Advantage - Double Tap - Has a 50% (100% if affected by Concentration) to deal damage twice to the target. This secondary damage is the same amount as the primary shot. This advantage applies a second stack of the damage resistance debuff when a secondary hit is made.

Passives
T1 - Iron Sight - Offensive Passive - Massive Boost to Piercing Damage. Provides Stacks of a buff +critical strike and +critical severity until you land a critical hit (an Offensive version of Lightning Reflexes). Provides a minor Dodge/Avoidance buff. Damage buff scales with rank and super stats.
Rank 2 - boosts damage buff and stacks start at and automatically refill to 2
Rank 3 - boosts damage buff and stacks start at and automatically refill to 3
2 Point Advantage - Dead Eye - Adds a 10% chance to automatically defeat target mobs. This auto defeat only applies to Master Villain and below. Enforcer level and higher as well as other players take additional Penetrating damage equal to 10% of the damage that would have triggered the auto-defeat effect.

T1 - Flak Jacket - Defensive Passive - Provides a massive damage resistance to physical damage. Damage Resistance scales with Rank and Super Stats.
Rank 2
Rank 3
1 Point Advantage - Haz-Mat Suit - Adds a Resistance to Energy, Elemental and Paranormal damage resistance that is equal to half the total resistance provided against Physical Damage from the base power.

Demolitions.

T3 - Grenade Launcher - Blast - 100 ft Range - Sphere Area of Effect - Initial Target takes Maximum Crushing damage and is Knocked Back. Up to 10 additional targets in a 25' radius take Crushing and Fire damage divided among all targets.
Rank 2
Rank 3
2 Point Advantage - Flechette Round - Damage Type changes to Piercing and becomes a Cone Area of Effect. Damages up to 5 targets. No longer Knocks target.
2 Point Advantage - Sabot Round - Damage Types Changes to Crushing and Particle. No other changes to power.
2 Point Advantage - Incendiary Round - Damage Type Changes to Fire Only. Loses Knock Back ability. Creates a Fire Patch at the primary target's location.
Accelerated Metabolism

Tactical

T2 - Stun Baton - Click - Melee - uses the nightstick costume piece with an electric blue glow on the striking end. - Deals Electric Damage - Applies a short duration Stun. Has a 15 second Cooldown.
Rank 1
Rank 2
Challenging Strikes
Accelerated Metabolism
Nailed to the Ground

Other

T3 - Bullet Storm - Maintain - 50' Point Blank Sphere Area of Effect - Uses the Lead Tempest rotation animation. Has the Same maintain time as Fire All Weapons. While Rotating the character starts with pistols. After the first tick pistols drop pulls out Assault Rifle. Continues rotating. Two Ticks Later Rifle Drops pulls out the SMG. Continues rotating. Final three ticks drops the SMG and pulls out the Shotgun. On a full maintain all ten targets are knocked back. 45 Second cooldown
Rank 2
Rank 3
Accelerated Metabolism
Challenging Strikes

Just mine and a few other peoples ideas on what can improve Munitions.
Post edited by Unknown User on

Comments

  • Options
    jovianjjovianj Posts: 27 Arc User
    edited July 2013
    These are fantastic. I know I've wanted to see something like Grenade Launcher for a very, very long time.

    I'm wondering though for Bullet Storm (another great idea, btw) if an advantage might be added to let the character hold a weapon in each hand. Pretty much that's the default for the first tick, but I mean the ones following it.

    Do you think it might be a cosmetic 0 point advantage like with ego blades?

    Great ideas.
  • Options
    thebuckeyethebuckeye Posts: 814 Arc User
    edited July 2013
    actually that wouldn't be a bad idea....

    T3 - Bullet Storm - Maintain - 50' Point Blank Sphere Area of Effect - Uses the Lead Tempest rotation animation. Has the Same maintain time as Fire All Weapons. While Rotating the character starts with pistols. After the first tick pistols drop pulls out Assault Rifle. Continues rotating. Two Ticks Later Rifle Drops pulls out the SMG. Continues rotating. Final three ticks drops the SMG and pulls out the Shotgun. On a full maintain all ten targets are knocked back. 45 Second cooldown
    Rank 2
    Rank 3
    2 Point Advantage - Akimbo - Fires two of each weapon type for the duration of the maintain. Gains a 25% miss chance against targets that are farther out. Deals slightly less damage the longer the power is maintained (to indicate the loss of stability from dual wielding 2 Assault Rifles, 2 SMGs and 2 Shotguns). The Knock Back distance on the final blast is doubled.
    Accelerated Metabolism
    Challenging Strikes
  • Options
    thebuckeyethebuckeye Posts: 814 Arc User
    edited July 2013
    thebuckeye wrote: »
    Single Pistol
    T0 - Quick Draw - Maintain - Single Target - 50' Range
    Rank 2
    Rank 3
    2 Point Advantage - Shoot from the Hip - Gives Quick Draw a 50% (100% if affected by Concentration) chance to hit an up to 2 additional adjacent targets every period.
    Accelerated Metabolism
    Nailed to the Ground
    Crippling Challenge

    T1 - 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 2
    Rank 3
    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.
    Accelerated Metabolism
    Challenging Strikes

    T1 Pistol Whip - Combo - Clubs the opponent with the handle of the pistol dealing Crushing damage - Melee Range
    Rank 2
    Rank 3
    2-Point Advantage - Stun Gun - On the last strike of the combo an electric arc goes over the weapon model applying a short duration paralyze.
    Crippling Challenge
    Accelerated Metabolism

    T2 Tactical Shot - Blast - Ranged Single Target Piercing Damage - 50' Range -
    If used from Stealth/Sneak Damage is equal to that of Shadow Strike . If used from Stealth has a 45 second cool down. If used from Stealth/Sneak this power cannot Critically Hit. If not used from stealth Deals damage equal to Straight Shot. If not affected by Stealth the ability to Critically Hit is unaffected.
    Rank 2
    Rank 3
    3 Point Advantage - Double Tap - Has a 50% (100% if affected by Concentration) to deal damage twice to the target. This secondary damage is the same amount as the primary shot. This advantage applies from stealth as well, however the secondary damage is equal to the damage that would have been dealt if not affected by Stealth/Sneak. If this advantage is chosen it removes this power's ability to critically hit.

    Animations for the Single Pistol Powers Listed above

    Quick Draw borrows the basic animation from the Gunslinger's Legacy device as seen in these Screen Shots

    screenshot_2013-07-14-03-31-49_zpsc37be055.jpg
    screenshot_2013-07-14-03-31-48_zpsd37054de.jpg


    Magnum Shot would borrow the animation that The New Purple Gang Drivers' use with the both hands gripping the weapon and taking a solid shooter's stance similar to this image...

    behind-the-line-weaver-stance.jpg

    Pistol Whip borrows the swinging animation from Cleave in heavy weapons....

    and Tactical Shot borrows from the same animation as Magnum Shot....with a slightly longer sight time between charge and shot (taking the time to line up that perfect shot vs just put a big hole in the target)
  • Options
    thebuckeyethebuckeye Posts: 814 Arc User
    edited July 2013
    minus the unarmed combat shown and Trinity's contributions to the scene here Neo's moves are basically how I see the animation for Bullet Storm...I highly doubt we'd get anywhere near that level of cool with the shooting but a guy can dream....
  • Options
    m1ndfr1km1ndfr1k Posts: 174 Arc User
    edited July 2013
    +1 But i also want automatic sniper rifle ^_^
  • Options
    thebuckeyethebuckeye Posts: 814 Arc User
    edited November 2013
    I've done some rethinking and think that Magnum Shot and Tactical Shot should use the Purple Gang's Cleaner's shooting animation for the attack animation...arm held straight out....
  • Options
    thebuckeyethebuckeye Posts: 814 Arc User
    edited January 2014
    a bump to indicate changes in the OP thanks to discussion in another thread quoting from this one.
  • Options
    notyuunotyuu Posts: 1,121 Arc User
    edited January 2014
    m1ndfr1k wrote: »
    +1 But i also want automatic sniper rifle ^_^

    for that to work you'd need to cut the damage down a lot to the point where it'd be more or less Assault Rifle, so I personally think it'd be a slightly better idea to have a 2 (maybe 3?) point advantage for the sniper rifle power that increases the change time slightly (1-1.5 second increase) but makes it fire a burst of 3 shots at a single target, as a replacer for tungsten rounds (to give focused shot a uniqueness to it, atm it's just a bow copy of sniper rifle :<)
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
Sign In or Register to comment.