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Posted

We have a big gun, we have two guns, we have a sci-fi gun, I would like to bring one small gun for that less flashy cowboy feel. The argument I've most often seen before is "There's only so many animations for pointing a gun and shooting" to which I point at Assault Rifle and (the more recent) Beam Rifle, the animations don't have to be incredibly diverse like Dual Pistols turned out to be, it simply has to sell the set's theme. If point and shoot is what it is, I would like that. With that said every set needs a gimmick, to which I have two proposals centered around something I believe may be possible in the engine but I would love input from anyone who is more familiar with the spaghetti.

 

A few things come to mind thematically that have to be involved with using a single pistol; A showdown, bonuses for acting first, and actively reloading. A showdown you can easily make the set's snipe and/or nuke, I think that fits great, then the other two factors I think can be implemented together under a power pick. I'd like to see the set's Aim equivalent be a passive and active combo pick. Passively the character gains stacks of what I'll call Loaded Ammo when out of combat, up to a maximum of 6 (Fight ends, you wait let's say 8 seconds, you then gain up to a cap of 6 stacks of Loaded Ammo). Each stack of Loaded Ammo grants a buff, let's say +10% damage and tohit, plus some other effect to modify gameplay. The active portion of this power is straightforward; Reload to get back up to 6 stacks of Loaded Ammo.

 

For other effects of Loaded Ammo I can see picture three variations. First, there aren't any, it's just a damage buff you gain out of combat which diminishes with each attack's use, this approach works for Shinobi in Ninja Training and I think it's fine here. Secondly, it'd be like a ranged Titan Weapons, when a Pistoleer attack uses up a stack of Loaded Ammo, the attack uses an alternative and more importantly faster animation. Third, it could grant unique bonuses per attack, giving you different approaches to how you start a fight vs how you continue it, with more engaging choices to make in the middle of combat when you Reload.

 

I have an outline for the set in mind to propose. As for Loaded Ammo options, the first is nothing, the second applies the same effect to all of it, but the third is more specific, so I'll detail what I think that could be with each power too but ultimately I like all three options for one reason or another. In the end, I'd like just to be a guy with a six shooter taking on gods. Thanks for reading.

 

Quick Shot
Minor ranged damage attack
Bonus damage when used with Loaded Ammo

 

Heavy Bullet
Moderate ranged damage attack
Bonus damage when used with Loaded Ammo

 

Fan the Hammer
High ranged damage attack
Turns into a high ranged cone attack with Loaded Ammo (consumes all Loaded Ammo?)

 

Reload/Loaded Ammo
Passive, regain Loaded Ammo when out of combat for (6-10) seconds
Active, regain all stacks of Loaded Ammo, 90s recharge (Aim replacement)

 

Down the Barrel
Superior ranged snipe attack
Bonus high damage debuff when used with Loaded Ammo

 

Dance
Moderate ranged DoT attack, immobilizes and slows the target
Additionally debuffs defense and damage resistance when used with Loaded Ammo

 

Shoot the Explosive
Moderate ranged AoE attack
Bonus damage when used with Loaded Ammo
(Animation throws an object then shoots it in mid-air above the target, could be customized to throw dynamite, an alcohol bottle, a small barrel, a grenade or a box of ammo)

 

Steely Gaze
Ranged single target hold, targeted AoE fear, target -defense

 

Showdown
Extreme ranged cone attack (It's High Noon)
Additional superior single target DoT added when used with Loaded Ammo (consumes all Loaded Ammo?)

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Posted

Sure, sounds like fun! The animations are always the sticking point for any potential new set but if they can work around that I'd be happy to live in Tombstone for a while. I hear there's some character down at the saloon who twirls a shot glass around like a pistol. 

 

btw, who's my huckleberry?

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SPOON!

Posted

Single pistol as a primary power set as well as pistol and sword have been requested multiple times. There are hindrances to it being created, mostly animations, but we keep hoping. (Just like some of us keep hoping for alternate animations for Dual Pistols that isn't circus showman.)

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Posted

As others have stated, the main sticking point are the animations.  I think we could work around that somewhat with some clever tweaks or work-arounds.  For instance, change the amount of time you hold the pistol up before firing to reflect taking better aim.  You could also, somewhat like beam rifle, have the actual attack/shot FX do a lot of the heavy lifting.  Similarly, you could include both a swap ammo and an aim power to save on 2 power slots within the set.

 

For my part, here's an idea of how I would implement such a set:

 

1. Quickdraw - A very basic attack - short animation, light lethal damage, -def effect.

2. Double-tap - 2 shots fired in rapid succession to the same target.  Deals moderate lethal damage and applies a -def effect.

3. Steadied shot - A more powerful shot, but with a slightly longer animation.  Applied a -def effect.

4. Change loudout - This is the "swap ammo" power.  The difference is that instead of cryo/incendiary/toxic ammo, you'd get armor piercing, (applies a -res effect), dum-dum rounds, (applies a kd effect), and explosive rounds, (converts attacks into AoEs, whose radius is inversely related to the power's base recharge time).

5. Aim

6. Hip-fire - A moderately powerful shot dealing lethal damage.  Due to it's quick nature, you can use this power up to 3 times in rapid succession before it goes on cooldown.

7.  Combat reload - This click power, when used, instantly recharges all your other single pistol attacks and grants you a temporary endurance cost discount, (the power itself has a long recharge).

8.  Stare-down - A single powerful shot delivered with such conviction that it not only deals heavy lethal damage, but also applies a fairly strong fear effect.

9. Call for backup - This power temporarily summons a stationary "ally" who fires off some single pistol attacks and temporarily draws enemy aggro, (I'm kind of drawing inspiration for the "Mysterious Stranger" perks from the Fallout series, here).

 

*Note - my take on this has no inherent AoEs - that would rely upon the "Change loadout" power and its "explosive rounds" sub-power...

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