
CommanderStryker
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New MM Powerset: Musketeers
CommanderStryker replied to CommanderStryker's topic in Suggestions & Feedback
If there was a Musket ranged powerset, I could potentially see someone trying to replicate this. Unfortunately, my idea is more geared towards the time period of the American Revolution, the War of 1812, and the Napoleonic Wars. That's why the Tier 1 minions have bayonets on their muskets. -
New MM Powerset: Musketeers
CommanderStryker replied to CommanderStryker's topic in Suggestions & Feedback
Thematically, I think that would work better than my original idea. Granted, I did come up with a lot of this on the spot. -
New MM Powerset: Musketeers
CommanderStryker replied to CommanderStryker's topic in Suggestions & Feedback
Well, the idea was to do something somewhat historically accurate. We don't necessarily need reload animations. I assume it would be too much for a game like this to simulate a 15-30 second reload. Plus, in a setting full of people with abilities beyond the norm, it wouldn't be too far-fetched to have them capable of doing fast reloads and simply relegating each attack to a long cooldown that can be reduced with other abilities and IOs. Most of the abilities are essentially just redone versions of what's available to the Assault Rifle set with a slight variation based on the type of pet and their equipped weapon. With the Sergeant having a Cavalry Carbine, the Jaeger having a Long Rifle, and the Fusilier having a more traditional smoothbore musket. The idea is a Melee/Range Hybrid, but with a stronger focus on Range. Hence why everyone has a firearm, but has backup melee attacks when their ranged attacks are on cooldown. As for the attacks the player gets themselves, I would actually agree. Having a single ranged attack paired with two melee attacks does seem out of place and counterproductive to how other MM powersets are, now that I think about it. Besides, I was going more for a "Napoleonic Officer" feel on how the attacks worked since most IRL officers would carry a pistol and sword. However since we already have an MM set that uses dual pistols, we can opt to go all in on the sword instead and you can just buy the Revolver Temp Power as a stand-in for the pistol attack if you want to. In regards to the Charge! and Fire at Will! abilities, they are meant to simulate you being an officer and ordering your men to use nothing but Ranged attacks for a brief time with buffs or Melee attacks with buffs. However, I am open to any other ideas to any buff abilities that you as the player can use on your pets. Maybe something that temporarily increases Smashing and Lethal damage, accuracy, and recharge without limiting attacks? -
New MM Powerset: Musketeers
CommanderStryker replied to CommanderStryker's topic in Suggestions & Feedback
Well, I mean...You can't have Musketeers without Muskets. -
Despite the impracticality of black powder firearms in a setting where everyone regularly uses modern assault rifles, shotguns, SMGs, and energy weapons, it would present a unique option for henchmen that have powerful but long recharge ranged attacks mixed with not as powerful but short recharge melee attacks. Along with the ability to decrease the recharge on those ranged attacks as the player gets stronger. They would be resistant to fear, confuse, and disorient. They would also only be resistant to smashing damage out of the gate as there was no such thing as body armor outside of the metal breastplates some cavalry wore. This would be a perfect powerset for those Heroes (or Villains) who want to reenact the old days of Napoleonic Warfare and use it against their foes. Tier 1 Minion: Fusiliers Line Infantry equipped with smoothbore muskets and attached bayonets. With no upgrade powers active, they are capable of firing a quick, but powerful "Snap Shot" with a long recharge and able to strike enemies in melee with the buttstock of their musket. With the first upgrade power active, they will gain access to two new melee attacks that utilize their bayonets. A quick stab and a longer lunge forward. They would also gain a new ranged attack called "Buck & Ball" which is similar to the Buckshot ability, but in a narrower cone, is slightly longer range, and also has a long recharge. With the second upgrade active, they gain access to "Reloading Drills" as an Auto ability that would decrease the recharge time on their ranged attacks. They would also gain "Discipline" which would increase their resistance to any psychological effects like Fear, Confuse, and Disorient. Lastly, they would gain a new "Aimed Shot" ability that is more accurate and damaging than "Snap Shot", but takes slightly longer to fire due to having to actually aim and is not a Snipe ability. Tier 2 Minion: Jaegers Skirmishers armed with muzzleloading Long Rifles that are longer range and more damaging than muskets, but even slower to reload. With no upgrade powers, they would have access to "Rifle Snap Shot" which is similar to the one the Fusiliers get but has an even longer recharge and is slightly more accurate and damaging thanks to the use of a rifled barrel. They would also get "Rifle Aimed Shot" which would be similar to "Aimed Shot", but once again slower and more powerful than the musket counterpart but is not a Snipe ability. They would also have two Melee attacks. Brawl and the ability to strike with the butt of the rifle. With the first upgrade, they will be given Sabers to be more effective in melee. Nothing really much to say here other than you can easily just copy/paste some of the Broadsword abilities. With the second upgrade, they will gain Stealth, Reloading Drills, and "Rifle Snipe". Tier 3 Minion: Sergeant A non-commissioned officer armed with a smoothbore carbine and saber. They are capable of using abilities to buff you and your allies in combat. Thanks to the shorter barrel of their carbine, they are also able to use ranged attacks more often than Fusiliers and Jaegers at the drawback of shorter range and less damage. With no upgrades active they have access to a lesser version of the Maneuvers Leadership ability, "Carbine Snap Shot", and a single sword attack. With the first upgrade, they gain access to a lesser version of the Tactics Leadership ability, Reloading Drills, "Carbine Aimed Shot", "Carbine Buck & Ball", and "Black Powder Bomb" (just a flavored Frag Grenade). With the second upgrade, they gain a lesser version of the Assault Leadership ability, Discipline, and multiple saber attacks. Player attacks/abilities: Pistol Shot: Fire a single shot from your pistol at an enemy. Moderate Recharge Ranged Attack Saber Swing: Swing your saber at multiple enemies in front of you. Short Recharge AoE Melee Cone Attack Saber Thrust: Thrust your sword into an enemy. Short Recharge Melee Attack Fire at will!: Temporarily disables all Melee attacks on your Henchmen while significantly increasing their rate of fire, accuracy, and damage with all Ranged attacks. Charge!: Temporarily disables all Ranged attacks on your Henchmen while increasing their movement speed, accuracy, and damage with all melee attacks. Equip Arms: The first Upgrade ability. Fusiliers and the Sergeant are given Tricorn, Bicorn, and/or Shako hats. The Jaegers are given Sabers. Advanced Training: The second Upgrade ability. Fusiliers are given Backpacks and Jaegers are given greatcoats. Sergeants have no visual change.