Commando Archive

Thread: The Launcher Pistol *What 3-5 Special Attacks would you like to see?*

LordSeckmoth
Fri Dec 05, 2003 10:29 am
#1

Okay the other ideas are flowing; and I am logging it all. I feel so far things are starting to come around, slowly at first, but they are. Now I am brining things out in stages giving a day or two to get the juices flowing, and adding a little more. There are a lot of things we want changed/fixed..... so here we go:


Currently the Launcher Pistol seems to be just a way to gain HW XP before our Flmaethrower becomes a little more accurate. It seems to be a waste of a great weapon to me; and I know we would like to see it become a viable Commando weapon. So what 3-5 moves would you like to see created for the Launcher Pistol?


Mine:


1.) Locking Shot *No miss shot, slightly slower than normal speed to allow for the lock, slightly higher damage for the direct hit*


2.) Area Lock *An AOE Shot from the LP,slower to allow for multiple locks, but does unmissed damage to an area (say 10m?)*


3.) Multi-Single Launch *Fires a shot that launches all current missles from the barrels, but takes equally as long to reload (IE: Fires 3 missles at once, but takes 3x to reload)*


4.) Warhead Shot *The commando takes extra time to load a missle with a larger warhead into the LP, but it hits doing more damage than the triple shot, and also causes a small burn side effect*


Change, add, whatever you feel; and yes I have rea some of these already. Our ideas all tend to feed off each other; and that is a good thing

ChewGoBack
Fri Dec 05, 2003 10:41 am
#2

1. ranged knockdown.


2. dizzy/stun/blind.


3. weak burn.




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Rimau
Fri Dec 05, 2003 10:42 am
#3

1. Progessive Salvo, where all currently loaded rockets fire in succession one at a time. For like a chain effect, this could be random ham damage with a dizzying effect and a slightly slower recycle rate, no damage modifier.

2. Salvo, where all currently fired rockets fire at once with a fairly large damage modifier and has the chance to knock a target down. The recycle rate should be slow, say by about 2x or so?

I like your idea with the multiple target area effect shot, should be a good use the of blast damage of the gun and the fact that it fires multiple projectiles. With shots like these the LP will be a much more useful gun. I use it quite a bit now, but it sucks I need pistoleer skills to be good with it.



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TechnoHic
Fri Dec 05, 2003 10:55 am
#4

I would be happy with anything that we could call our own. Stunning effect should definately be there from the blast of the thing.



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tacwraith
Fri Dec 05, 2003 11:33 am
#5

i like your 3 lordH. Fits perfectly into commando explosive/aoe role.


I would add however a 5 second warcry effect to the area lock and single target lock shots.


with the rule that the effect wont re-apply to target for 30 seconds, just like KD rules.





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fury211
Fri Dec 05, 2003 11:40 am
#6

how about instant death.


you shoot the launcher pistol, and the person dies.


and is instantly deathblown at the same time.




oh. I'm feeding the nerf herders. sorry




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_Wez_
Fri Dec 05, 2003 11:48 am
#7




Jardo


1. ranged knockdown.


2. dizzy/stun/blind.


3. weak burn.






I second.



Wez




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Niza
Fri Dec 05, 2003 12:50 pm
#8

A good AoE delay shot (concussion from the rocket blasts?)


A good AoEDoT shot (Flame damage on par with torso shot?)


A good AoEstun/blind shot


A good AoE Dizzy shot


Just make sure that any specials the launcher pistol does are consistant with what the weapon is doing. Blast damage (explosions).




Ni'za Whira - Just another Bounty Hunter
JohboBocal
Fri Dec 05, 2003 12:57 pm
#9

More to come but had a question:


Does anyone here want the graphics changed so as not to cause such lag?


I don't mind so much, but many other people do, and I would be for changing them, if you all were in agreement.







Jobo & Jobi

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JohboBocal
Fri Dec 05, 2003 12:59 pm
#10

**edit**, no edit function.


I can at least see that everyone so far seems to agree that the LP NEEDS to have its own tree.


Can we agree on that at least?







Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
SethTorth
Fri Dec 05, 2003 12:59 pm
#11

3 shots that get progressively higher in AP, 1 through 3. A non-line of sight shot, as long as they are in range they can be engaged (missiles flying around obstacles), and an AOE shot (artillery fire).
Tal-N
Fri Dec 05, 2003 2:11 pm
#12

-Area effect single shot


Basically a single shot fired at the target which has a blast radius to effect nearby targets. I can't see that being overpowered since it's basically similar to the area effect shot pistoleers get for close range except this one works at long range.


-single shot status effect


Rather than knockdown I was thnking more along the lines of blind and dizzy after being hit from a very potent explosion, sorta like dazing someone. This could then be followed up with supression fire to get someone to fall over but the fact is that dizzy and blind ould be more valauble than a straight forward KD which they can recover from in 5 seconds.


-lock on


Sorta like a short term status mode where you gain increased accuracy from the launcher pistoler because you took the time to lock onto the target, think of it as an extension of '+aim' as you rise up whatever branch gives you the LP specials you gain bonus to the duration of this lock on mode. The downside is that you suffer a penatly to hitting targets you haven't locked onto.


-blast supression fire


much like the single shot status effect except it's actually a situation where a region 20m in front of you is blasted with the LP in a wide arc forcing everything within the region to move into a lower posture and become blinded. The benefit is that it can effect multiple targets the drawback is that they need to be within a fixed distance.




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Rimau
Fri Dec 05, 2003 2:47 pm
#13

I don't see how you can say that blind and dizzy is better than dizzy knockdown. I mean, blind may sound neeto, but it does diddly. Dizzy has no effect if you don't change posture or get knocked over. A ranged dizzy knockdown will aid the commando in moments when he's overrun by enemies and needs to get some space between himself and the targets. I'm also a selfish fool, and want a dizzy knockdown in the commando line...



_________________________________________________________________________________________________________________________
"No man is invincible, and therefore no man can fully understand that which would make him invincible. Even with complete and thorough study there is always the possibility of being defeated..." -Miyamoto Musashi
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