Carbineer Archive
Thread: Special for our Master box?
TAfirehawk wrote:
Personally I think we have more than enough Specials with a wide variety. I think some of the best ones should be moved to Master and others moved higher in the tree to reduce the dabblers.
If I am not mistaken, we have the highest number of specials already.
agreed, in PVP i REGULARLY use fas2, faa2, actionshot1, actionshot2, suppressionshot2, burst2, charge1, charge2, and of course cripplingshot. i don't need more toys to play w/, i need some decent defenses as well as moving a special to master...either cripplingshot (since it's useless w/out Mcarb's speed), or chargeshot2 (since we're bound to hear cries of nerf over it, might as well limit it to non-dabblers.
also...an extra 5speed? ![]()
~pentjak
Message Edited by israiley on 03-19-2004 04:04 PM
I would simply like to see a shot as powerful, maybe a little bit more powerful, than crippleshot. It would do damage purely to a single pool (action?). also it would be neat for it to be low damage but superfast in bursts. so something like:
pow* -800dmg
pow* -750dmg
pow* -710dmg
all in about 1-1.5 secs so it would have the same " in between" timing as crippleshot but in the time it takes to fire crippleshot there would be a quick "flurry" of shots. /flurryshot, /fullautofire, something like that.
I, too, would be for moving one of our existing specials to the master box and giving it a boost. Last thing I want to do is juggle more specials or stop using another batch that were superceded by a new special.
I wouldn't mind seeing a totally unique "Carbineer defining" special. I don't think we could get a high damage (higher than /cripple, at least), state-inducing shot through. Besides, that isn't what I want. Maybe it's because I'm a crazy squad leader, but I'm fond of shots that help the team I'm grouped up with - I like combining my attacks with the attacks of my allies (using AoE KD when a group is surrounding my swordsman so that he can use his 360 degree attack to the best advantage, for instance).
/debilitatingShot: Assuming they'll get to this once the combat revamp is done, how hard would it be to code a shot that targets the "specials" pools (depleting themfasterand/or slowing their regeneration)rather than HAM? If we reallywant tocallcrowd control or suppression fire ours, wouldn't this be a good attack? If we stay focused on our target, it makes that person less effective: medics have less pool to keep their group healed and combattants have less to spend on their most effective attacks. Focusing on one target would then force them to use fewer specials (at worst) or resort to regular attacks (at best). Maybe it's a moderate damage shot with a low-ish (1/5 to 1/3?) chance to deplete a specials bar completely?
Alternately, what about a shot that focuses on the sub-stats (con/str/qui..)? I know those stats can't be damaged, but the shot could inflict shock wounds (small percentage of the damage that would have been done to a regular pool), thus slowing regeneration and making encumberance more a factor.
Just random workings of a confused mind...
well i like the idea of making suppression fire AoE and moving it to master...
as far as a semi-cool name goes... I know in real life there is a type of riot-control ammunition called Baton rounds... Baton rounds are essentially plastic bullets. Calling the AoE version of suppression fire BatonCrowdShot or BatonRoundShot would literally be a crowd control type of attack... and since they are plastic bullets (in real life) the attack in the game could be just medium damage, but add a short delay (as someone already suggested of 5 secs or so) as well as a posture down or some sort of "freeze them in their tracks" sorta thing... mimicking the effect of the bullets in real life... (supposedly) non-lethal damage but it should delay an encroaching mob from getting to you quite as fast... maybe also add a chance to intimidate since that is the role of non-lethal ammo and attacks anyways.
just an idea...