Carbineer Archive

Thread: idea for new carbineer skill...

Spinuck
Wed Nov 12, 2003 2:36 am
#1

perhaps we could get a skill that temporarily allows us to boost our firing speed. kind of like berserk for unarmed fighters...where it does have some HAM costs involved. i had assumed that carbines would be relatively fast weapons, machine guns of sorts. heck, we have attack named fullauto. maybe move the wild shots to the marksman line and but this new skill in their places. so at first level maybe you get a 25% speed increase for 25 seconds at a 100 action cost. then at level 2 you get a 40% speed increase for 40 seconds at a 75 action cost. or even make it better and move it to the master box. this would temporarily give us a good boost in firepower at some cost to help balance it. the speed would help make up for the lack of damage.
moonreft
Wed Nov 12, 2003 9:09 am
#2

I like the idea besides wild shot 2 is yet another broken skill


Master cm/Master carbinerr

leutroyal
Wed Nov 12, 2003 10:06 am
#3

well if they added this (which i think is a good idea) they would fix wild shot first.



Elocin Cirdec
Scylla Galaxy
TKM
Swordsman
Spinuck
Wed Nov 12, 2003 11:36 am
#4

yeah, of course i'd be assuming that all of our original shots would be fixed and working and that out "elite" carbine would be better. (better HAM costs, better hit %, better speed)
Aram1
Thu Nov 13, 2003 1:08 am
#5

Well beserk doesnt increase attack speed, it just adds +75 damage to each attack I believe.


Seems like a good idea, but would it be all that useful at master? I mean you'll hit the speed cap and most of that speed would be a waste. Masters already shoot at cap with 2.5 speed guns, so why would they need to use a special to increase their speed? Guns cant currently shoot faster than 1.0

Spinuck
Thu Nov 13, 2003 1:36 am
#6

yeah...i was just refering to berserk, meaning that it would be like a temporary boost. then maybe instead of firing speed perhaps it could lower the timer between specials? say they lower the ham costs in general but under this boost they go up some (but not as high as they currently are) to help balance. then you could rattle off chargeshots and crippleshots much faster, however the risk you run is running out of ham faster too. obiviously a timed /healdamage could keep you gunning though

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