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Assault Rifle Aim/Beanbag


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Beanbag is a largely ignored power. By PowerHouse's own statement, It's taken by 1/4th the players who are Assault Rifle.

Booper has stated Aim is not coming back.

 

So my only other solution is a follow-up style revamp of Beanbag.

 

Make it give partial buff per use like follow up. Adjust the damage as needed to compensate for the mag 3 stun.

 

We already know from Force Bubble revamps can be done.

Edited by Super Atom
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I don't think AR seems to have any particular need for more ST damage powers, given the rest of the set at the moment, so making Beanbag deal significant damage instead of increasing utility is not only boring, but it seems rather redundant. A functionality more like Follow Up would make a lot of sense as a compromise.

As Beanbag is right now, I don't really see why the remaining 3/4 of people would take it at all when that slot could be better spent on something far more impactful, like a pool/epic power.

 

You could flavor it by converting some or all of its remaining damage to Energy, and making it a targeting device kind of thing. The stun could then be a result of electrocution.

Edited by Lithobraker
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14 hours ago, Super Atom said:

So the only other solution is a follow-up style revamp of Beanbag.

 

Sadly, I think the real solution is to let it go. 

 

I'd love to see this kind of change on Dual Pistols as well, but frankly I don't think it is going to happen. 

Edited by oldskool
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6 hours ago, oldskool said:

 

Sadly, I think the real solution is to let it go. 

 

I'd love to see this kind of change on Dual Pistols as well, but frankly I don't think it is going to happen. 

 

They politely said it's over, but in the spirit of him saying good ideas will be seen,

 

I think if they're uninterested in doing any kind of build up or aim substitute, it would be nice to get any kind of +tohit added so you could make use of the guassian's BU proc in sets that don't have build up, which is a major issue AR has imo

 

I still think Beanbag is the prime solution, even without a +dmg, a +Tohit that allows for the proc would be nice.

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6 hours ago, oldskool said:

 

Sadly, I think the real solution is to let it go. 

 

I'd love to see this kind of change on Dual Pistols as well, but frankly I don't think it is going to happen. 

For DP, one good idea someone else mentioned was giving you a brief to-hit buff after switching ammo types (with an internal cooldown). This might or might not also allow the ability to slot Gaussian's in Swap Ammo to try to get the proc to go off (but since the base recharge is so low it would be a pretty low proc rate). Maybe just give a small unstackable damage boost for a short time after swapping ammo in addition to the to-hit buff. 

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If you were going to add a +dmg mechanic to Ignite from having -def on it and -Burst being the most reliable source for AR I dont see why I would need Beanbag

Also just flat out raising the damage on Beanbag takes away from Sentinels uniqueness, which I do believe was a hot topic on many /regen threads

 

can you tweak Aim to where it only adds +lethal and +smashing damage?  and rename it to 'slightly more precise lethallier shots'?

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I'll put this here because it's Aim related and mentioning it in the main thread will probably get it deleted.

 

Boosting the dmg of Beanbag does nothing.  Maybe if we kept Ignite the way it originally was. As of now we have 3 single target attacks, new Ignite which is technically single target too, and then we have beanbag.  So that makes 5 different ST attacks.  

 

It's best feature is that it has a .9 activation time which is super fast.  However I found that the other 4 attacks when used together offer a much better rotation.  Maybe there's a case for Defenders and Corrs but they can take Dominate.  Plus all the other stuff they gotta click.

 

Beanbag having its damage upped is just a compromise to try and keep people from complaining.  Didn't work because it doesn't change anything except for the people trying to cross class as a controller.  I won't even take it.  Not out of spite but because you literally don't need it.

 

The ranged follow up is still the best way to go IMO.  It's already been stated that having Aim wouldn't push it over being OP anyway.  Plus it's not like a Power that only takes ranged/stun/ato and event sets have a plethora of proc options to make them pretty high DPA attacks like claws and DB can.

 

Call it grazing shot or something like that.  Keep the stun, same duration.  Lower the damage scale.  Add a small +to hit and somewhere around 15-25% damage boost that stacks.  Would probably need to lower the damage of Ignite to compensate.  Now everyone would want to pick Beanbag/Whatever it would be called.  Keeps the same "CORE" of the power while adding something new to it.  Would make it unique and a bit more interesting than a mish-mash of varied ranged and typed attacks.  

Edited by TurboRaptor
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Posted (edited)
32 minutes ago, Wavicle said:

 

This seems unimaginative. Surely there could be other possible solutions?

 

I mean to say "MY only other solution" 🙂 sorry about that, it surely is not THE only haha

 

fixed it, thank you for pointing that out

 

Edited by Super Atom
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Posted (edited)

ok these are my 1am ideas also i meant this as a pick one, not add all of them at the same time.

 

 

Replace beanbag with a power called Concussive rounds. All lethal damage attacks have a chance to stun. It gives you a tohit buff, possibly a damage buff either like siphon power or just directly like aim doesn't have to have the damage buff, the duration can be longer or shorter depending on the different buffs and their function.

 

Add a mechanic called Hot barrel, adds a minor fire DOT to lethal attacks after your first attack, using a fire attack grants 2 stacks increasing the damage and its maybe expended with full auto and resets, maybe it has a cooldown before applying a new stack or no cooldown on it

 

Buff beanbag to include a tohit buff, doesn't make a lot of sense but idk

 

Beanbag into a follow up like power. Gives you +dmg +tohit

 

Add a mechanic named fast reload, it builds up over time during combat by abilities used and then gives you a recharge bonuses for a short duration after x amount of attacks idk maybe like 4-5? Each stack could give a little bit of recharge and if you don't attack for awhile it falls off or maybe it just expends after a certain time.

 

Give it mini swap ammo between Hollow Point and Armor Piercing.

Hollow point : Adds a "Bleed" minor leathal dot to only lethal attacks.

Armor Piercing: Adds -def and a chance to stun to lethal attacks? maybe excluding full auto. Maybe it could also change the knock-back in abilities to stun so it doesn't get overloaded? Could also vary the chance to stun based on the power.

 

Make beanbag a cone. Or maybe a chain attack, the beanbag hit a guy and then bounced off and hit another.

 

Change Beanbag to rifle butt, its a melee attack now and does more damage and also stuns

 

Replace Beanbag with "Reload" It does a recharge increase and a tohit increase

 

 

Edited by Super Atom
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