{Δ} Achilles

Banned
Nerd
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This thread will include some (not all) of my rework ideas split into different categories, excluding anything regarding Jedi/Sith. These are all to be viewed together, and are balanced around each other.

(Note: Percentages are applied to base stats, and do not stack ontop of each other)

General Changes:
- Health regenerates after 6 seconds of not taking damage at a rate of 15 hp/s (Some classes have different rules for HP Regen, Armor does *not* regenerate)
- All projectile speeds doubled
- All weapons suffer inaccuracy over prolonged fire, similar to EE3
- Weapon clip size reduced, and E-11 receives clip-reload speed/animation from Arc M5.
- Rockets have drop, and are thus 'lobbed', making pushes less accurate, and rockets more useful at distances.
- Rockets have a 'safety range', which means they don't explode if the launcher is within the blast radius upon launching.
- Secondary Frag Grenade function removed
- Concussion Grenade only knocks down on direct hit, otherwise it staggers.
- Headshot damage modifier increased by 30%
- Chest shot damage modifier increased by 40%
- Leg shot damage modifier increased by 60%

Imperials

SBD
- - - Super Battle Droid - - -

* * NOTE: The SBD would only have access to one weapon at a time, upon selecting one, other weapons are grayed * *

Class Changes:
- Slap no longer knocks down
- Slap will knock targets back 4-5 feet, and stagger them
- Slap has a 4 second cooldown
- Battery mechanic removed
- SBD must enter Low Power mode to regenerate health and reload ammo (ammo is reloaded instantly)

- Weapons

* * Wrist Laser
Levels: 1, 2
Cost: 6-8
Description: The basic weapon of an SBD. **Primary does not need to reload**
- Level 1
Damage: 26
Rate of fire: Moderate (Slightly slower E-11 Secondary)
Accuracy: Moderate.

Secondary: Tri Shot
Secondary Damage: 20 (Each)
Rate of Fire: Moderately Slow
Accuracy: Low
Clip Size: 30
* High ammo consumption, 3 per trigger pull

- Level 2
Damage: 26
Rate of fire: Moderate
Accuracy: Moderate

Secondary: Tri Shot
Secondary Damage: 20 (Each)
Rate of Fire: Moderately Slow
Accuracy: Low
Clip Size: 30
* High ammo consumption, 3 per trigger pull

Weapon mode: Triple burst shot (Fires three primary shots in quick succession)
Clip size: 30


* * Wrist Cannon
Levels: 1, 2
Cost: 10-20
Description: A powerful slow-firing high-damage arm cannon. **Primary does not need to reload**
- Level 1
Primary Damage: 45
Rate of Fire: Slow (Slightly faster than T-21 primary)
Accuracy: High

Secondary: Low Power Cannon
Secondary Damage: 28
Rate of Fire: Moderately Slow (Bowcaster speed)
Accuracy: Moderate
Clip Size: 20

- Level 2
Primary Damage: 45
Rate of Fire: Slow (Slightly faster than T-21 primary)
Accuracy: High

Secondary: Low Power Cannon
Secondary Damage: 28
Rate of Fire: Moderately Slow (Bowcaster speed)
Accuracy: Moderately High
Clip Size: 30

Weapon Mode: Kneeling Rocket
Rocket damage: 80 Splash
Blast Radius: 4-5 Meters
Ammo: 3


_________
- Abilities

* * Hull
Levels: 1, 2, 3
Cost: 0-8-14
Description: Increases HP of the SBD, but also reduces movement speed.
- Level 1
150 HP
Can run.
Can be knocked down
- Level 2
250 HP
Cannot run, only walk.
Cannot be pushed
- Level 3
350 HP
Walks 30% slower.
Cannot be knocked down.


* * Hull Tempering
Levels: 1, 2, 3
Cost: 6-10-15
Description: Increases SBD damage resistance.
- Level 1
10% damage resistance
- Level 2
20% damage resistance
- Level 3
35% damage resistance


* * Hardened Circuitry
Levels: 1, 2
Cost: 10-10
Description: Makes the SBD more difficult to stun.
- Level 1
Immunity to Electricity, and Sonic Grenades.
- Level 2
Immunity to pulse grenades, and mind trick.


* * Reinforcements
Levels: 1
Cost: 30
Description: Grants a reinforcement point

_________

* * Ammo
Levels: 1-2-3
Cost: 0-4-8
Description: Levels of ammunition.
- Level 1
150 shots
- Level 2
250 shots
- Level 3
400 shots
Bounty Hunter
- - - Bounty hunter - - -

Class Changes:
- Darts of all kinds now have a projectile, and a slow projectile speed.

- Weapons

* * Pistol
Levels: 1, 2, 3
Cost: 0-4-15 (Increase)
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15
- Level 3
Damage: 35
Accuracy: High
Rate of fire: Moderately slow
Clip size: 10


* * E-11
Levels: 1, 2, 3, 4
Cost: 6-7-8-10
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30

- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30

- Level 3
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 24
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 30

- Level 4
Primary Damage: 30
Accuracy: High
Rate of Fire: Moderately High (Semi-Auto)

Secondary Damage: 25
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 35

Weapon Mode: Stun
Description: Charged up for greater effect. Does no damage. Can be blocked with Lightsabers, but cannot be deflected.
Charge Stages: 1-2-3-4
- Charge Level 1
Maximum Range: 20 Meters
Effect: Stuns with electricity for 1 second, interrupting any action.
- Charge Level 2
Maximum Range: 12 Meters
Effect: Staggers target with electricity for 2 seconds, interrupting any action.
- Charge Level 3
Maximum Range: 7 Meters
Effect: Knocks back target, staggering with electricity for 3 seconds, interrupting any action.
- Charge Level 4
Maximum Range: 3 Meters
Effect: Knocks target down for 3 seconds (cannot be rolled/quick getup'd)


* * Projectile Rifle
Levels: 1, 2
Cost: 20-20
Description: Sniper Rifle
- Level 1
Damage: 100
Accuracy: High
Rate of Fire: Bolt Action
Clip Size: 1
* * Only accurate after standing still for 3 seconds * *
- Level 2
Damage: 100
Accuracy: High
Rate of Fire: Bolt Action
Clip Size: 1

Weapon Mode: Tranq Gun
Damage: 0
Accuracy: High
Rate of Fire: Bolt Action
Clip Size: 1
* * Fires a dart that cannot be blocked by a lightsaber. Dart will gradually blur vision of target, and knock them down after 5 seconds, for a total of 4 seconds * *


* * DLT-20a
Description: Same as current, except for clip size.
Clip Size: 20

* * Disruptor Rifle
Description: Same as current.

_________
- Abilities

* * Dodge
Levels: 1, 2, 3
Cost: 6-8-12
Description: Allows the Bounty Hunter to dodge blaster bolts.
- Level 1
Can dodge small arms fire for a limited time.
- Level 2
Can dodge small arms and sniper fire for a limited time.
- Level 3
Can dodge anything, even when knocked down, for a limited time.


_________
- Items

(Bounty Hunter can choose up to two darts, rest are grayed out upon second selection)

* * Neurotoxin Darts
Levels: 1, 2 (Amount)
Cost: 6-6
Description: Grants the Bounty Hunter a dart that affects the nervous system.
Damage: 15 (Over a period of 20 seconds, does not stack)
Effects: Causes target to mirror/invert control schemes at random.
Effect Duration: 10 Seconds


* * Hemotoxin Darts
Levels: 1, 2 (Amount)
Cost: 10-10
Description: Grants the Bounty Hunter darts that cause massive tissue and internal damage.
Damage: 65 (Over a period of 40 seconds, does not stack, stops health regeneration)


* * Explosive Dart
Levels: 1
Cost 15
Description: Grants the Bounty Hunter a dart that sticks to anything/one and can be detonated by activating it again.
Damage: 50 (Staggers targets in 2 meter radius, knocks down targets that it is attached to)


* * Shock Dart
Levels: 1, 2 (Amount)
Cost: 10-10
Description: Grants the Bounty hunter a dart that sticks to someone and delivers a periodic shock.
Damage: 5 per shock
Effect: Every 5 seconds, for 20 seconds, it causes a debilitating shock that immobilizes the target and staggers them for 1 second.


* * Tracking Dart
Levels: 1, 2, 3, 4 (Amount)
Cost: 5-5-5-5
Description: Grants the Bounty Hunter a dart that sticks to someone and tracks their movements through walls and on the minimap.
Effects: Displays target whereabouts forever.


* * Thermal Detonator
Description: Same as Current

* * Armor
Description: Same as current

* * Ammo
Description: Same as current
Destroyer Droid
- - - Deka - - -

Class Changes:
- Movement speed while rolling reduced by 30%
- Characters slide off the top of the Destroyer Droid's model, or bounce up
- ** Cannot regenerate HP **
- Deka can walk while shields are active
- Starts with 100 Shield HP, shields will regenerate even when being shot at by 10 shield/s

- Weapons

* * Dual Repeaters
Levels: 1, 2, 3
Cost: 0-10-20
Description: Standard on-board weapon for Destroyer Droids
- Level 1
Damage: 26
Accuracy: Moderate
Rate of Fire: Moderate
Clip Size: N/A
- Level 2
Damage: 26
Accuracy: Moderate
Rate of Fire: Moderately High
Clip Size: N/A
- Level 3
Damage: 26
Accuracy: Moderate
Rate of Fire: High
Clip Size: N/A


_________
- Abilities

* * Quick Deploy
Levels: 1, 2
Cost: 8-14
Description: Allows the Deka to quickly deploy.
- Level 1
The Destroyer Droid can undeploy/deploy 15% faster
- Level 2
The Destroyer Droid can undeploy/deploy 30% faster


* * Overload
Levels: 1, 2
Cost: 10-10
Description: Allows the Deka to fire 50% faster but consume shield energy.
- Level 1
Drains at 20 shield/s
- Level 2
Drains at 10 shield/s


* * Toughened Hull
Levels: 1, 2, 3
Cost: 5-10-15
Description: Improves the Destroyer Droid's hull
- Level 1
+100 HP
- Level 2
+100 HP
- Level 3
+150 HP


* * Improved Shield Generator
Levels: 1, 2, 3
Cost: 20-15-10
Description: Improves the Deka's shield generator
- Level 1
+200 Shield HP
+10 Shield/s regen
- level 2
+100 Shield HP
+5 Shield/s regen
- Level 3
+100 Shield HP
+5 Shield/s regen


* * Reinforcements
Levels: 1
Cost: 35
Description: Grants another life
Mandalorian
- - - Mandalorian - - -

- Weapons

* * Westar Pistol
Description: Same as current.

* * EE3
Levels: 1, 2, 3
Cost: 6-12-20
Description: A hybrid long-ranged carbine.
- Level 1
Damage: 26
Accuracy: High
Rate of Fire: Moderate (Semi Auto)
Clip Size: 20
- Level 2
Damage: 26
Accuracy: high
Rate of Fire: Moderately High (Semi Auto)
Clip Size: 20
- Level 3
Damage: 28
Accuracy: High
Rate of Fire: Moderately High (Semi Auto)
Clip Size 20


Weapon mode: Sniper Rifle
Damage: 80
Accuracy: High
Clip Size: 1

_________
- Abilities

* * CQC Training
Levels: 1
Cost: 15
Description: Allows the Mandalorian to roll on the ground, and get up faster.

* * Conditioning
Levels: 1, 2
Cost: 5-10
Description: Improves the Mandalorian's physicality
- Level 1
20% less fall damage
15% more melee damage
5% damage resistance
- Level 2
40% less fall damage
25% more melee damage
10% damage resistance


_________
- Items

* * Wrist Laser
Levels: 1, 2
Cost: 6-6
Description: Grants the Mando a wrist-laser. (Must be in melee)
- Level 1
Damage: 28
Accuracy: Moderate
Rate of Fire: Semi-Auto
Clip Size: 5
** Breaks when empty **
- Level 2
Damage: 28
Accuracy: Moderate
Rate of Fire: Semi-Auto
Clip Size: 5
** Regenerates 1 shot every 2 seconds **


* * Rocket
Levels: 1
Cost: 25
Damage: 60
Blast Radius: 5 Meters

* * Wrist Flamethrower
Levels: 1, 2
Cost: 10-10
Description: A flamethrower
- Level 1
Damage: 17 hp/s
Range: 4 meters
Effects: Targets catch fire after 3 seconds of sustained burn. Mando kneels to use.
- Level 2
Damage: 20 hp/s
Range: 5 meters
Effects: Targets catch fire after 2 seconds of sustained burn. Causes minor knockback on targets hit. Mando can walk while using.


* * Wrist Cable
Levels: 1
Cost: 15
Description: A small cable hidden in the Mandalorian's wrist. (Must be in melee)
Range: 3 Meters
Effects: Can be launched at a target, if it lands the target is stunned for as long as the Mando can hold the button. Mando can use Wrist Laser/Flamethrower during this. Jedi can push/pull to escape it, Wookiees aren't affected, gunners can shoot during it.


* * Concussion Grenade
Levels: 1, 2
Cost: 8-8
Description: Grants the Mando a Concussion grenade.

* * Armor
Description: Same as current

* * Ammo
Description: Same as current
Commander
- - - Commander - - -

Class Changes:
- Base Commander cannot use melee specials, and gets up slowly.

- Weapons

* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15


* * E-11
Levels: 1, 2, 3, 4
Cost: 6-7-8-10
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30

- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30

- Level 3
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 24
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 30

- Level 4
Primary Damage: 30
Accuracy: High
Rate of Fire: Moderately High (Semi-Auto)

Secondary Damage: 25
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 35

Weapon Mode: Stun
Description: Charged up for greater effect. Does no damage. Can be blocked with Lightsabers, but cannot be deflected.
Charge Stages: 1-2-3-4
- Charge Level 1
Maximum Range: 20 Meters
Effect: Stuns with electricity for 1 second, interrupting any action.
- Charge Level 2
Maximum Range: 12 Meters
Effect: Staggers target with electricity for 2 seconds, interrupting any action.
- Charge Level 3
Maximum Range: 7 Meters
Effect: Knocks back target, staggering with electricity for 3 seconds, interrupting any action.
- Charge Level 4
Maximum Range: 3 Meters
Effect: Knocks target down for 3 seconds (cannot be rolled/quick getup'd)


* * T-21
Levels: *Same*
Cost: *Same*
Primary Damage: 65 (Increased)
Secondary Damage: 25 (Reduced)

* * Vibrosword
Levels: 1, 2
Cost: 10-10
- Level 1
Grants yellow, and a vibrosword
Saber defense 1
- Level 2
Grants yellow, and a vibrosword
Saber defense 2


* * Flamethrower
Levels: 1, 2
Cost: 10-16
Description: Imperial Repeater model, turned flamethrower. Longer reach and higher damage than Mando flamethrower.
Stats:
- Level 1
4 seconds of continued fire before reload.
Damage: 17 hp/s
Range: 6 Meters
Effects: Targets catch fire after 3 seconds of burn. Minor knockback to targets. Commander must walk while firing.
- Level 2
8 seconds of continued fire before reload, slightly increased damage.
Damage: 22 hp/s
Range: 8 Meters
Effects: Targets catch fire after 2 seconds of burn. Minor knockback to targets. Commander must walk while firing.


_________
- Abilities

* * Officer
Levels: 1, 2, 3
Cost: 4-10-16
Description: Grants increasing levels of passive support for teammates.
Stats:
- Level 1
Nearby teammates receive a slight armor boost.
Armor granted: 5
- Level 2
Nearby teammates receive a slight armor boost, damage boost, as well as slightly faster movement speed.
Armor granted: 10
Damage bonus: 5%
Movement speed bonus: 5%
- Level 3
Nearby teammates receive a slight armor boost, damage boost, speed boost, and the commander has rally. Rally no longer grants bonuses on respawn.
Armor granted: 20
Damage bonus: 10%
Movement speed bonus: 10%


* * Battle Hardened
Levels: 1, 2, 3
Cost: 6-10-14
Description: The Commander has seen some shit, and is tougher for it. More combative role.
Stats:
- Level 1
Grants the commander increased HP, and adds damage resistance vs explosives/melee
HP Granted: 15
Damage Resistance: 10%
- Level 2
Grants the commander increased HP, damage resistance vs explosives/melee, and faster fire rate/accuracy, grants dodge level 1.
Accuracy Bonus: 30% while running.
Fire Rate Increase: 15%
HP Granted: 25
Damage Resistance: 15%
- Level 3
Grants the commander increased HP, damage resistance vs explosives/melee, faster fire rate/accuracy, and allows the commander to quick-getup/roll on the ground, grants dodge level 2.
Accuracy Bonus: 50% while running.
Fire Rate Increase: 25%
HP Granted: 35
Damage Resistance: 20%


* * Advanced Training
Levels: 1, 2, 3
Cost: 4-8-14
Description: The Commander has more professionalism about him, and has more fine tuned base skills.
- Level 1
Grants the Commander faster movement speed when not firing. (Allows Commander to use melee katas/special moves.)
Movement speed bonus: 10%
- Level 2
Grants the Commander faster movement speed when not firing, and decreases weapon reload time/weapon swap time.
Movement speed bonus: 10%
Weapon reload speed bonus: 15%
- Level 3
Grants the Commander faster movement speed when not firing, decreases weapon reload/swap time, increases melee damage, allows the Commander to roll-cancel (Use+Crouch+Direction, or some other potential button combo), and reduces the time before the Commander can move/shoot during the end-animation for rolls.
Movement speed bonus: 15%
Weapon reload speed bonus: 25%
Melee damage increase: 20%


* * Reinforcements
Description: Same as current

_________
- Items

* * Frag Grenade
Levels: 1
Cost: 6
Description: Gives the Commander a single explosive grenade.


* * Incendiary Grenade
Levels: 1, 2
Cost: 8-8
Description: Gives the Commander a single incendiary grenade.


* * Sticky Sensor
Levels: 1, 2, 3
Cost: 5-5-5
Description: Gives the Commander a single throwable sensor that sticks to walls, it highlights any nearby characters (friend or foe) on the Commander's map, and notifies the commander if a character passes through its detection with an audible noise. It can be destroyed by the enemy team.


* * Armor
Description: Same as current

* * Ammo
Description: Same as current
Soldier
- - - Soldier - - -

- Weapons

* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15


* * E-11
Levels: 1, 2
Cost: 6-7
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30

- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30

* * Vibrosword

Levels: 1
Cost: 15
- Level 1
Grants yellow, and a vibrosword
Saber defense 0

_________
- Abilities

* * CQC
Levels: 1, 2
Cost: 4-10
Description: Grants increasing bonuses to the Soldier
- Level 1
** Same as Current **
- Level 2
Grants movement speed bonus with weapon out
Can get up faster


* * Advanced Weapons Training
Levels: 1, 2
Cost: 6-6
Description: Better training for a trooper in using his rifle.
- Level 1
10% better accuracy bonus while running
10% less spread from secondary fire
- Level 2
15% better accuracy bonus while running
15% less spread from secondary fire
15% better fire rate


* * Reinforcements
Description: Same as current

_________
- Items

* * Frag Grenade
Levels: 1
Cost: 8
Description: Gives the Soldier a single fragmentation grenade.

* * Flash Bang
Levels: 1
Cost: 6
Description: Gives the Soldier a flash bang grenade, which blinds/deafens all those within the AoE.


* * Armor
Description: Same as current

* * Ammo
Description: Same as current
Engineer
- - - Engineer - - -

Class Stats:

- Speed
Soldier, slow
- Health
50
- Starting Armor
15


- Weapons

* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15


* * E-11
Levels: 1, 2
Cost: 6-7
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30

- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30


_________
- Abilities

* * Demolitions
Levels: 1, 2
Cost: 4-8
Description: Faster deployment of battlefield technology and higher damage
- Level 1
Deploys explosives/turrets 25% faster
Explosives deal 10% more damage
- Level 2
Deploys explosives/turrets 50% faster
Explosives deal 25% more damage


* * Quickthrow
Description: Same as current (only primary, instead of secondary frag function (read top))

_________
- Items

* * Frag Grenade
Levels: 1, 2, 3
Cost: 6-6-6
Description: Frag Grenades

* * Trip Mine
Levels: 1, 2, 3
Cost: 8-8-8
Description: Grants the Engineer trip mines that he can place on surfaces.
Damage: 80 (Epicenter)
Blast Radius: 3 meters
Deploy time: 10 seconds

* * Portable Shield
Levels: 1, 2
Cost: 10-15
Description: Gives the Engineer a *CHEST HIGH* (not that entire-hallway covering shit from FA), shield for cover.
- Level 1
Shield Health 450
- Level 2
Shield health 1000
Deploy time: 15 seconds

* * Rocket Launcher
Levels: 1
Cost: 30
Description: For hard and furry targets.
Ammo: 4

* * Portable Gun Emplacement
Levels: 1
Cost: 20
Description: Allows the Engineer to deploy a usable E-Web turret for defending areas.
Deploy Time: 5 seconds

* * Sentry Guns
Levels: 1, 2
Cost: 10-10
Description: Allows the Engineer to deploy small sentry turrets to defend areas.
Deploy Time: 10 seconds

* * Motion Sensor
Levels: 1
Cost: 15
Description: Allows the Engineer to deploy a motion sensor that detects any running/weapon discharges within a large radius.
Deploy time: 20 seconds


* * Armor
Description: Same as Soldier

* * Ammo
Description: Same as Soldier
Magnaguard
- - - MagnaGuard - - -

Class Stats:

- Speed
Jedi speed, quick-getup, acrobatics
- Health
150
- Starting Armor
75
- FP
25


- Weapons

* * Pistol
Levels: 1
Cost: 12
Description: Pistol
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15


* * Disruptor Rifle
Description: Same as current

* * E-11
Levels: 1, 2
Cost: 6-7
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30

- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30


* * Electro Staff (Choose between this and Vibrosword, cannot have both)

Levels: 1
Cost: 20
- Level 1
Grants Electrostaff
Saber Defense 1

* * Vibrosword (Choose between this and Electrostaff, cannot have both)
Levels: 1
Cost: 20
- Level 1
Grants yellow, red, and a vibrosword
Saber defense 1

_________
- Abilities

* * Cortosis
Levels: 1, 2
Cost: 10-10
Description: Grants Lightsaber resistance
- Level 1
45% damage resistance vs Lightsabers
- Level 2
50% damage resistance vs lightsabers, and combo breaks


* * Stability
Levels: 1, 2
Cost: 6-6
Description: Improved gyroscopic stability and magnetic feet
- Level 1
Cannot be pushed/pulled
- Level 2
Cannot be knocked down by grenades/slaps/melee


* * Hardened Circuitry
Levels: 1, 2
Cost: 8-10
Description: Further protection against internal failures.
- Level 1
Cannot be stunned by lightning or sonic grenades.
- Level 2
Cannot be flinched, or stunned by pulse grenades.

* * Dodge
Levels: 1, 2, 3
Cost: 6-8-12
Description: Allows the Magnaguard to dodge blaster bolts.
- Level 1
Can dodge small arms fire for a limited time.
- Level 2
Can dodge small arms and sniper fire for a limited time.
- Level 3
Can dodge anything, even when knocked down, for a limited time.


_________
- Items

* * Frag Grenade
Levels: 1
Cost: 8
Description: Gives the Magnaguard a single fragmentation grenade.

* * Flash Bang
Levels: 1
Cost: 6
Description: Gives the Magnaguard a flash bang grenade, which blinds/deafens all those within the AoE.


* * Armor
Description: Same as current

* * Ammo
Description: Same as current
 
Last edited:

{Δ} Achilles

Banned
Nerd
Posts
1,042
Likes
794

Rebels


Clone
- - - Clone - - -

- Weapons

* * Pistol
Description: Same as current.
Clip Size: 20

* * DC-15s
Levels: 1, 2, 3
Cost: 6-7-8
Description: Reskin of E-11


* * DC-15a
Levels: 1, 2, 3
Cost: 8-18-24
Description: The long clone rifle, for accurate long-ranged engagements
Stats:
- Level 1
Damage: 30
Accuracy: Only when standing still, crouched, or walking
Rate of Fire: Moderately Slow (Semi-Auto)
Clip Size: 20
- Level 2
Damage: 35
Accuracy: Always accurate
Rate of Fire: Moderately Slow (Semi-Auto)
Clip Size: 20
** Adds Scope **
- Level 3
Primary Damage: 35
Accuracy: Always accurate, charge shot only accurate while walking
Rate of Fire: Moderate (Semi-Auto)
Clip Size: 20

Weapon Mode: Charge Shot
Maximum Damage: 75



* * Minigun
Levels: 1, 2
Cost: 30-45
Description: The current minigun, with some tweaks
Stats:
- Level 1
Primary Damage: 22
Accuracy: Always inaccurate, more inaccurate the longer it fires.
Rate of Fire: Current CR2
Clip Size: N/A
Note: Requires the Clone to walk, and has a windup time of 500ms before it opens fire.
- Level 2
Primary Damage: 22
Accuracy: Always inaccurate, more inaccurate the longer it fires.
Rate of Fire: CR3
Clip Size: N/A
Note: Requires the Clone to walk, and has a windup time of 500ms before it opens fire.

_________
- Abilities

* * Sprint
Levels: 1, 2, 3
Cost: 0-6-12
Description: Allows the Clone to sprint *forward* only until his stamina runs out, while sprinting the clone fires inaccurately.
Stats:
- Level 1
The Clone can sprint for short distances at a time
- Level 2
The Clone can sprint for long distances at a time
- Level 3
The Clone can sprint forever, and can use crouch to cancel out of sprint with a roll in any direction. (As well as just toggling sprint, like normal)


* * Bash
Levels: 1, 2, 3
Cost: 0-8-16
Description: Allows the Clone to bash a target with his rifle-stock
Stats:
- Level 1
Damage: 6
Cooldown: 5 Seconds
Flinches targets hit (Sith that are swinging, and gunners), knocks back 3-4 feet
- Level 2
Damage: 14
Cooldown: 4 Seconds
Flinches targets hit (Sith that are swinging, and gunners), knocks back 3-4 feet
- Level 3
Damage: 20
Cooldown: 3 Seconds
Flinches targets hit (Sith even while blocking, and gunners), knocks back 4-5 feet.


* * Genetic Strengthening
Levels: 1, 2
Cost: 10-20
Description: Makes the Clone tougher, and harder to CC.
- Level 1
Clone takes 10% less damage
Clone takes 15% longer to grip focus
- Level 2
Clone takes 15% less damage
Clone takes 20% longer to grip focus
Clone cannot be stunned with lightning/shock darts.


* * Reinforcements
Description: Same as current

_________
- Items

* * Pulse Grenades
Levels: 1, 2
Cost: 6-6
Description: Grants the Clone up to 2 Pulse Grenades

* * Armor
Description: Same as current

* * Ammo
Description: Same as current
Wookiee
- - - Wookiee - - -

Class Changes:
- Wookiee Slap has a 3 second cooldown
- Charge does 10 damage
- Wookiee has the same damage modifiers as all other classes.
- Base Wookiee deals only 20% more melee damage than other classes.
- Wookiee heals while in fury.
- Fury is only gained through taking damage, and dealing melee damage.


- Weapons

* * Pistol
Description: Same as current.
Clip Size: 20

* * Bowcaster
Description: Same as current.
Clip Size: 18

_________
- Abilities

* * Strength
Levels: 1, 2, 3
Cost: 4-8-15
Description: Grants the Wookiee melee bonuses and CC immunity
- Level 1
Deals 20% more melee damage.
- Level 2
Deals 25% more melee damage
Takes 15% less damage.
Immune to lightning/shock effects.
- Level 3
Deals 35% more melee damage
Takes 15% less damage.
Cannot be knocked down by push/pull
**Grants Charge**


* * Toughness
Levels: 1, 2, 3
Cost: 0-8-16
Description: Grants the Wookiee more HP and damage resistance.
- Level 1
+100 HP
Takes 10% less damage.
- Level 2
+100 HP
Takes 15% less damage.
- Level 3
+100 HP
Takes 20% less damage.


* * Fury
Levels: 1, 2, 3
Cost: 0-10-14
Description: Gives Wookiee varying levels of fury power. ** Fury's maximum amount is 100 ** (Fury drains 10 points/s when activated)
- Level 1
Builds 1 fury point for every point of HP damage taken (or point of HP damage dealt in melee)
While in fury, Wookiee regenerates 1 point of HP for every 1 point of Fury drained.
10% damage resistance while in fury
10% movement speed bonus while in fury
15% damage bonus while in fury
- Level 2
Builds 2 fury points for every point of HP damage taken, or dealt (in melee)
While in fury, Wookiee regenerates 2 points of HP for every 1 point of Fury drained.
15% damage resistance while in fury
15% movement speed bonus while in fury
25% damage bonus while in fury
- Level 3
Builds 3 fury points for every point of HP damage taken, or dealt (in melee)
While in fury, Wookiee regenerates 3 points of HP for every 1 point of Fury drained.
20% damage resistance while in fury
20% movement speed bonus while in fury
30% damage bonus while in fury


_________
- Items

* * FragGrenades
Levels: 1, 2
Cost: 8-8
Description: Grants the Wook up to 2 Frags

* * Ammo
Description: Same as current
Arc Trooper
- - - Arc Trooper - - -

- Weapons

* * Pistol
Description: Same as current.

* * M5
Levels: 1, 2, 3
Cost: 10-15-20
Description: The M5 Rifle
- Level 1
Basic M5
- Level 2
Adds Scope
Clip Size when using scope: 1
Damage when using scope: 80
- Level 3
Adds Grenade Launcher as weapon mode +4 pulse grenades


* * DC-15s
Levels: 1, 2, 3, 4
Cost: 6-7-8-10
Description: Reskin of E-11


* * DC-15a (Sniper Variant)
Levels: 1, 2
Cost: 15-15
Description: The long clone rifle, for accurate long-ranged engagements, specially customized for arc troopers.
Stats:
- Level 1
Damage: 35
Accuracy: Always Accurate
Rate of Fire: Semi-Automatic
Clip Size: 10
** Has Scope **
- Level 2
Damage: 35
Accuracy: Always accurate
Rate of Fire: Semi-Automatic
Clip Size: 10


* * Rocket Launcher
Levels: 1
Cost: 25
Description: A rocket launcher for taking out hardened objects.
- Level 1
Damage 80
Blast Radius: 5 meters
Ammo: 4


_________
- Abilities

* * Sprint
Levels: 1, 2, 3
Cost: 0-6-12
Description: Allows the Clone to sprint *forward* only until his stamina runs out, while sprinting the clone fires inaccurately.
Stats:
- Level 1
The Clone can sprint for short distances at a time
- Level 2
The Clone can sprint for long distances at a time
- Level 3
The Clone can sprint forever, and can use crouch to cancel out of sprint with a roll in any direction.


* * Dexterity
Levels: 1, 2, 3
Cost: 0-8-16
Description: The Arc/Commandos are highly mobile.
Stats:
- Level 1
Grants dodge roll.
- Level 2
Grants higher jump distances/acrobatics
- Level 3
Allows Arc to fire while in any state


_________
- Items

* * Pulse Grenades
Levels: 1, 2
Cost: 6-6
Description: Grants the Clone up to 2 Pulse Grenades


* * Frag Grenade
Levels: 1
Cost: 6
Description: Gives the Soldier a single fragmentation grenade.


* * Flash Bang
Levels: 1, 2
Cost: 6-6
Description: Gives the Arc a flash bang grenade, which blinds/deafens all those within the AoE.


* * Grappling hook
Levels: 1
Cost: 10
Description: Gives the Arc a tool to allow them to climb/rappel.
Cooldown: 15 seconds


* * Personal Shield Generator
Levels: 1, 2
Cost: 15-15
Description: The Arc receives a personal shield generator.
- Level 1
Shield Amount: 50
Effects: Regenerates after 6 seconds out of combat (at 15 points/s), does not regenerate if loses all shield.
- Level 2
Shield Amount: 100
Effects: Regenerates after 4 seconds out of combat (at 20 points/s), does not regenerate if loses all shield.


* * Armor
Description: Same as current

* * Ammo
Description: Same as current
Hero
- - - Hero - - -

Class changes:
- Removed quick throw
- Removed healing

- Weapons

* * Pistol
Levels: 1, 2, 3
Cost: 0-4-15 (Increase)
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15
- Level 3
Damage: 35
Accuracy: High
Rate of fire: Moderately slow
Clip size: 10


* * E-11
Levels: 1, 2, 3, 4
Cost: 6-7-8-10
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30

- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30

- Level 3
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 24
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 30

- Level 4
Primary Damage: 30
Accuracy: High
Rate of Fire: Moderately High (Semi-Auto)

Secondary Damage: 25
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 35

Weapon Mode: Stun
Description: Charged up for greater effect. Does no damage. Can be blocked with Lightsabers, but cannot be deflected.
Charge Stages: 1-2-3-4
- Charge Level 1
Maximum Range: 20 Meters
Effect: Stuns with electricity for 1 second, interrupting any action.
- Charge Level 2
Maximum Range: 12 Meters
Effect: Staggers target with electricity for 2 seconds, interrupting any action.
- Charge Level 3
Maximum Range: 7 Meters
Effect: Knocks back target, staggering with electricity for 3 seconds, interrupting any action.
- Charge Level 4
Maximum Range: 3 Meters
Effect: Knocks target down for 3 seconds (cannot be rolled/quick getup'd)


* * Repeater
Levels: 1, 2
Cost: 12-24
Description: A repeater rifle
Stats:
- Level 1
Primary Damage: 22
Accuracy: Moderately accurate
Rate of Fire: Fast
Clip Size: 40
- Level 2
Primary Damage: 26
Accuracy: Moderately Accurate
Rate of Fire: Fast
Clip Size: 40

Secondary Fire: Shotgun Blast
Damage: 5 per pellet
Clip Size 1

_________
- Abilities

* * Dash
Description: Same as current

* * Hero's Luck
Levels: 1, 2, 3
Cost: 8-8-16
Description: Hero has various effects and bonuses
- Level 1
Grants 20% explosive/melee damage resistance
- Level 2
Dodges non-headshot sniper rounds.
Grants 25% explosive/melee damage resistance
- Level 3
Grants 30% explosive/melee damage resistance
Dodges non-headshot sniper rounds.
Immune to poison damage
Can't be disarmed
Dash breaks grip-focus


* * Dodge
Levels: 1, 2, 3
Cost: 6-8-12
Description: Allows the Hero to dodge blaster bolts.
- Level 1
Can dodge small arms fire for a limited time.
- Level 2
Can dodge small arms and sniper fire for a limited time.
- Level 3
Can dodge anything, even when knocked down, for a limited time.


_________
- Items

* * Frag Grenades
Levels: 1, 2
Cost: 6-6
Description: Grants the Hero up to 2 Frag Grenades

* * Armor
Description: Same as current

* * Ammo
Description: Same as current
Elite Trooper
- - - Elite Trooper - - -

- Weapons

* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15


* * E-11
Levels: 1, 2, 3, 4
Cost: 6-7-8-10
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30

- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30

- Level 3
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 24
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 30

- Level 4
Primary Damage: 30
Accuracy: High
Rate of Fire: Moderately High (Semi-Auto)

Secondary Damage: 25
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 35

Weapon Mode: Stun
Description: Charged up for greater effect. Does no damage. Can be blocked with Lightsabers, but cannot be deflected.
Charge Stages: 1-2-3-4
- Charge Level 1
Maximum Range: 20 Meters
Effect: Stuns with electricity for 1 second, interrupting any action.
- Charge Level 2
Maximum Range: 12 Meters
Effect: Staggers target with electricity for 2 seconds, interrupting any action.
- Charge Level 3
Maximum Range: 7 Meters
Effect: Knocks back target, staggering with electricity for 3 seconds, interrupting any action.
- Charge Level 4
Maximum Range: 3 Meters
Effect: Knocks target down for 3 seconds (cannot be rolled/quick getup'd)


* * A280
Description: Same as current.
Clip Size: 25

* * Vibrosword
Levels: 1, 2
Cost: 10-10
- Level 1
Grants yellow, and a vibrosword
Saber defense 1
- Level 2
Grants yellow, and a vibrosword
Saber defense 2

* * Shotgun
Levels: 1, 2
Cost: 10-10
Description: A projectile based shotgun
- Level 1
Primary Damage: 7 per pellet
Rate of Fire: Slow
Clip Size: 4
Knocks back target

- Level 2
Primary Damage: 7 per pellet
Rate of Fire: Moderately Slow
Clip Size: 4
Knocks back target

Secondary Fire: Slug
Primary Damage: 35
Accuracy: Moderate
Rate of Fire: Slow
Clip Size: 4
Knocks back target


_________
- Abilities

* * Officer
Levels: 1, 2, 3
Cost: 4-10-16
Description: Grants increasing levels of passive support for teammates.
Stats:
- Level 1
Nearby teammates receive a slight armor boost.
Armor granted: 5
- Level 2
Nearby teammates receive a slight armor boost, damage boost, as well as slightly faster movement speed.
Armor granted: 10
Damage bonus: 5%
Movement speed bonus: 5%
- Level 3
Nearby teammates receive a slight armor boost, damage boost, speed boost, and the commander has rally. Rally no longer grants bonuses on respawn.
Armor granted: 20
Damage bonus: 10%
Movement speed bonus: 10%


* * Courageous
Levels: 1, 2, 3
Cost: 6-10-14
Description: The Commander has seen some shit, and is tougher for it. More combative role.
Stats:
- Level 1
Grants the commander increased HP, and adds damage resistance vs explosives/melee
HP Granted: 15
Damage Resistance: 10%
- Level 2
Grants the commander increased HP, damage resistance vs explosives/melee, and faster fire rate/accuracy (faster stationary accuracy gain with scout rifle), grants dodge level 1.
Accuracy Bonus: 30% while running.
Fire Rate Increase: 15%
HP Granted: 25
Damage Resistance: 15%
- Level 3
Grants the commander increased HP, damage resistance vs explosives/melee, faster fire rate/accuracy, and allows the commander to quick-getup/roll on the ground, grants dodge level 2.
Accuracy Bonus: 50% while running.
Fire Rate Increase: 25%
HP Granted: 35
Damage Resistance: 20%


* * Freedom Fighter
Levels: 1, 2, 3
Cost: 4-8-14
Description: The Commander has more professionalism about him, and has more fine tuned base skills.
- Level 1
Grants the Commander faster movement speed when not firing. (Allows Commander to use melee katas/special moves.)
Movement speed bonus: 10%
- Level 2
Grants the Commander faster movement speed when not firing, and decreases weapon reload time/weapon swap time.
Movement speed bonus: 10%
Weapon reload speed bonus: 15%
- Level 3
Grants the Commander faster movement speed when not firing, decreases weapon reload/swap time, increases melee damage, allows the Commander to roll-cancel (Use+Crouch+Direction, or some other potential button combo), and reduces the time before the Commander can move/shoot during the end-animation for rolls.
Movement speed bonus: 15%
Weapon reload speed bonus: 25%
Melee damage increase: 20%


* * Reinforcements
Description: Same as current

_________
- Items

* * Frag Grenade
Levels: 1
Cost: 6
Description: Gives the Commander a single explosive grenade.


* * Sonic Grenade
Levels: 1-2
Cost: 8-8
Description: Gives the Commander Sonic Grenades


* * Sticky Sensor
Levels: 1-2
Cost: 6-6
Description: Gives the Commander a single throwable sensor that sticks to walls, it highlights any nearby characters (friend or foe) on the Commander's map, and notifies the commander if a character passes through its detection with an audible noise. It can be destroyed by the enemy team.


* * Armor
Description: Same as current

* * Ammo
Description: Same as current
Soldier
- - - Soldier - - -

- Weapons

* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15


* * E-11
Levels: 1, 2
Cost: 6-7
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30

- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30

* * Vibrosword

Levels: 1
Cost: 15
- Level 1
Grants yellow, and a vibrosword
Saber defense 0


_________
- Abilities

* * CQC
Levels: 1, 2
Cost: 4-10
Description: Grants increasing bonuses to the Soldier
- Level 1
** Same as Current **
- Level 2
Grants movement speed bonus with weapon out
Can get up faster


* * Advanced Weapons Training
Levels: 1, 2
Cost: 6-6
Description: Better training for a trooper in using his rifle.
- Level 1
10% better accuracy bonus while running
10% less spread from secondary fire
- Level 2
15% better accuracy bonus while running
15% less spread from secondary fire
15% better fire rate


* * Reinforcements
Description: Same as current

_________
- Items

* * Frag Grenade
Levels: 1
Cost: 8
Description: Gives the Soldier a single fragmentation grenade.

* * Flash Bang
Levels: 1
Cost: 6
Description: Gives the Soldier a flash bang grenade, which blinds/deafens all those within the AoE.


* * Armor
Description: Same as current

* * Ammo
Description: Same as current
Astromech
- - - Astromech - - -

Class Stats:

- Speed
Soldier, slow
- Health
50
- Starting Armor
15
- FP
50
- Immune to fall damage


- Weapons

* * Shock
Description: Short ranged Lightning 3


* * Flamethrower
Levels: 1, 2
Cost: 10-10
Description: A flamethrower
- Level 1
Damage: 17 hp/s
Range: 4 meters
Effects: Targets catch fire after 3 seconds of sustained burn.
- Level 2
Damage: 20 hp/s
Range: 5 meters
Effects: Targets catch fire after 2 seconds of sustained burn. Causes minor knockback on targets hit.



_________
- Abilities

* * Hacker
Levels: 1, 2
Cost: 6-10
Description: Faster hacking of objectives/panels
- Level 1
Hacks panels 50% faster
- Level 2
Hacks panels 100% faster


* * Jetpack
Description: Has limited flight capabilities
Activation duration: 6 seconds
Fuel: 80

* * Self Destruct
Levels: 1
Cost: 30
Description: Blow yourself up.
Effect: 3 second windup time, huge explosion, 8 meter radius


* * Ammo Dispenser
Levels: 1
Cost: 20
Description: Can give allies ammo
Effect: 5 ammo/s


* * Undetectable
Levels: 1, 2
Cost: 10-20
Description: Varying levels of stealth
- Level 1
Cannot be detected on minimap
- Level 2
Cannot be sensed


_________
- Items

* * Portable Shield
Levels: 1, 2
Cost: 10-15
Description: Gives the Astromech a *CHEST HIGH* (not that entire-hallway covering shit from FA), shield for cover.
- Level 1
Shield Health 450
- Level 2
Shield health 1000
Deploy time: 15 seconds


* * Motion Sensor
Levels: 1
Cost: 15
Description: Allows the Astromech to deploy a motion sensor that detects any running/weapon discharges within a large radius.
Deploy time: 20 seconds
Infiltrator
- - - Infiltrator - - -

Class Stats:

- Speed
Soldier Slow, quick-getup, no rolls
- Health
70
- Starting Armor
100


- Weapons

* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15


* * E-11
Levels: 1, 2, 3
Cost: 6-7-8
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30

- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30

- Level 3
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate

Secondary Damage: 24
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 30


* * Projectile Rifle
Levels: 1
Cost: 25
Description: A long ranged sniper's rifle. Requires the user to be stationary for a few seconds before it can be accurately used.
Stats:
- Level 1
Primary Damage: 100
***Cannot take E-11 when this is selected***


* * Vibroknife
Levels: 1
Cost: 5
Description: A small knife for killing up close and personal.
- Level 1
Gives the Infiltator a small vibro knife and Cyan style.
Saber Defense 0


_________
- Abilities

* * Sneaky
Levels: 1, 2, 3
Cost: 4-10-16
Description: Grants increasing levels of stealth
Stats:
- Level 1
Makes no sounds while running.
- Level 2
Does not appear on minimap.
- Level 3
Cannot be sensed while crouched.


* * Superb Training
Levels: 1, 2, 3
Cost: 8-8-16
Description: The infiltrator is a culmination of years of training and practice.
Stats:
- Level 1
20% increased accuracy while moving
- Level 2
25% increased accuracy while moving
10% faster movement speed
- Level 3
30% increased accuracy while moving
15% faster movement speed


* * Guerrilla Warfare
Levels: 1
Cost: 6
Description: Survival things.
- Level 1
Recovers ammo and armor by walking over dead bodies.

_________
- Items

* * Det Charge
Levels: 1, 2
Cost: 7-7
Description: An explosive pack that detonates after a short time.
Effects: Large explosion after 15 seconds. Destroys objectives quickly.


* * Incendiary Grenade
Levels: 1-2
Cost: 8-8
Description: Gives the Infiltrator an incendiary grenade


* * Motion Sensor
Levels: 1
Cost: 8
Description: A sticky hand-held sensor that can be thrown onto walls/objects to detect nearby enemies.


* * Cloaking Device
Levels: 1
Cost: 16
Description: An item that makes one nearly invisible.


* * Armor
Description: Same as Soldier

* * Ammo
Description: Same as Soldier
 
Last edited:

k4far

Banned
Donator
Posts
866
Likes
775
Above ↑

Why is everyone so obsessed with granade's alt, you can jump gunner will miss and dies. You can not run at him directly and he dies. You can wait till he uses it on something else, then he dies. It is pretty hard to score a killing blow - transition from one weapon to another taking aim, enemy might be rolling around. You also have to not panick and hit with it. And gunners have ONE of those! You can swing your glowstick to heart's content, spam your lightning as you see it but gunner's having a chance to knock you down if you rush at him carelessly is a bad thing. Okay.

I love the idea of wrist cable, something similiar to what Jango has used on Obiwan during his escape from Kamino. Mando should not have access to exact same granades as other classes give them, maybe ones with great spread and slow ignition. Definitely not stealing those from other classes it would kill a very important difference between them.

Flamehtrower should stay as Mando's inclusive! I would see a vibroblade as Mando's toy. Grapling hook for anyone except Mando or Luke in Stromtrooper's uniform - no, please. Also flashbangs, have mercy on Dotf snipers.
 
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I wasn't serious, because you wasn't serious when you asked about games that have features you listed.

Because one can't just possibly list defining features of modern 3d person shooters (compared to mb2) and then ask to list games that have them, implying there's non
 

Sammy

Master of Whispers
Donator
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i like how jewbacca just comes in and starts attacking alt after he put effort into his post. at least use logic to break down why his reason's aren't good instead of just using your dislike for him.

i dont usually support altroll but you should still respect his effort put into giving some ideas.
 

DaloLorn

Movie Battles II Team Retired
Posts
408
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Why is everyone so obsessed with granade's alt, you can jump gunner will miss and dies. You can not run at him directly and he dies. You can wait till he uses it on something else, then he dies. It is pretty hard to score a killing blow - transition from one weapon to another taking aim, enemy might be rolling around. You also have to not panick and hit with it. And gunners have ONE of those! You can swing your glowstick to heart's content, spam your lightning as you see it but gunner's having a chance to knock you down if you rush at him carelessly is a bad thing. Okay.

As far as I remember, Achilles' problem with secondary frags isn't so much the fact that it can hurt saberists as the fact that it can kill or severely injure most gunner classes.
 
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i like how jewbacca just comes in and starts attacking alt after he put effort into his post. at least use logic to break down why his reason's aren't good instead of just using your dislike for him.

i dont usually support altroll but you should still respect his effort put into giving some ideas.
Yeh, well, I guess you're right.
I just saw all these things that were already discussed over and over so many times and couldn't help myself :-/


This is just a bunch of good and bad ideas mixed together, mostly bad. But the problem is, it is pointless to talk about it, because those ideas are made without adressing three general issues:
- in mb2 game design heavily tied to map desigin. Or vice versa? These changes will probably ruin most of the maps because of that.
- "probably" because real impact of changes on such large scale is unknown. I know that Achilles thinks, that he knows for sure, but I sense Dunning–Kruger here.
- It is unknown if making everything Achilles wants would be healthy for our little community. How many would stop playing? That's what I don't want for sure. Let's assume those changes will work, and everything will be fine. Are you really sure everybody will be happy about it?
 

{Δ} Achilles

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Yeh, well, I guess you're right.
I just saw all these things that were already discussed over and over so many times and couldn't help myself :-/


This is just a bunch of good and bad ideas mixed together, mostly bad. But the problem is, it is pointless to talk about it, because those ideas are made without adressing three general issues:
- in mb2 game design heavily tied to map desigin. Or vice versa? These changes will probably ruin most of the maps because of that.
- "probably" because real impact of changes on such large scale is unknown. I know that Achilles thinks, that he knows for sure, but I sense Dunning–Kruger here.
- It is unknown if making everything Achilles wants would be healthy for our little community. How many would stop playing? That's what I don't want for sure. Let's assume those changes will work, and everything will be fine. Are you really sure everybody will be happy about it?

Can't please everyone, and the community is already dying.

I can actually think of a couple maps that my changes would make extremely difficult, such as Deathstar (which is already difficult) and Lunarbase, but to be honest, those maps need work anyway.

My concept for these balance suggestions is versatility. I take very little out, you may notice, and mostly just add stuff. The only thing I really took out were blobs, battery, discharge, and alt-frag. The reason for this being that they are unsalvageably bad game mechanics.
 

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b7d.png

For Jewbacca
 

MaceMadunusus

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I can actually think of a couple maps that my changes would make extremely difficult, such as Deathstar (which is already difficult) and Lunarbase, but to be honest, those maps need work anyway.

The team simply doesn't have the resources to redo maps on a massive scale because of sweeping balance changes. Even if some will be affected more than others. Spaghetti is already struggling with DOTFv2 that I have once again come back to help him a bit with it but I simply won't have time to do much else as I do want to work on EC.

Now I don't have time to go through all of these and list some things but I did skim through a few. I do agree slightly with Jewbacca in that some of the changes or additions seem really basic and uninteresting. This isn't me saying that some of the ideas are necessarily bad, but need either some more work or could simply be replaced by something even better/more interesting/more fun. There are also things I would like to avoid putting in open mode entirely: IE Flashbang. Items like that are extremely generic, uninteresting, and I find them to be more annoying than fun. When designing things, you want to try as hard as possible to make it still somewhat fun to be on the receiving end of an ability. Flashbangs simply don't have that. I am also wondering if first person would be less vulnerable in that scenario too when compared to third.

There are also other things where I agree that MB2 projectiles are still too slow even after the buff they got a few builds back, but doubling them makes them far too fast. TTK will also decrease as a result of increased projectile speeds so there will be no need to simultaneously increase locational hit modifiers. That would be a stupidly bad thing to do. And pls no regenning health for every class.

Finally, I think the concepts we have internally for some of the other "new classes" are simply better than the ones listed here. Such as Spy's ability to control a drone (or have it fight over your shoulder) and to use that for surveillance rather than a cheap ass thrown motion sensor.
 
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I don't know really.. I wanted to make a large answer here, but I'd rather not. It again comes to this in the end
> can't predict changes on such large scale

Your ideas sometimes cool, I mean, rifle bash for clone? How cool that would be! Just think about this brutal animation and cracking sound. Also manhours to implement, test and balance it for very little outcome. Now, I wouldn't mind having it, but was that rifle bash really necessary?
Those things, that fall under "versatility" are just more variables to balance. And the more variables you create, the harder it is to find balance :-/

My advice would be to remove everything from this list you can remove without hurting your "vision", which I believe you have. Stick to some core idea first.


There are, however also "general changes" category, which is the main reason behind my
> Modern 3d Person Shooter
comments. And oh I don't like these changes.


For example:
You suggest to double the proj speed and at the same time also increase overall damage.

What are you trying to achieve here? Remove dodge aspect from the game? Make 1life classes useless? I can't see any possible good coming from this. Sorry.
 
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I agree with jewbacca. Movie Battles isn't supposed to be an intense modern FPS, and a lot of these changes would make the game unnecessarily complicated with features that would never get used, creating more problems than it would solve.
 

{Δ} Achilles

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For example:
You suggest to double the proj speed and at the same time also increase overall damage.

What are you trying to achieve here? Remove dodge aspect from the game? Make 1life classes useless? I can't see any possible good coming from this. Sorry.

Dodging projectiles is luck, not skill. I can easily demonstrate that to anyone. One life classes would not be useless.


Also, my list of changes would actually be more balanced than public with the exception of the Magnaguard/Wookiee/Engineer things which I would need to see in play first. As I said, I took out the broken shit, and balanced around everything. I designed this list in mind with everything having a counter.


Now people state that things like 'flash bangs' would be generic and unnecessary, I would advise you to look at Republic Commando. They would be quite useful for baiting responses and allowing quick entry.

Practicality is far more important to me than how 'unique' something is.

As for the 'Modern Shooter FPS comment', none of this would make MB2 like Call of Duty... If anything I'd want to move away from such things. What it does move away from, is the ridiculous Quake-style shooter that it is based on, and puts it in the direction of a gritty Star Wars games... you know... like the base game's single player. There is no game in existence that MB2 with these changes would be akin to, nor is it currently akin to anything, nor would I want it to be.

My advice would be to remove everything from this list you can remove without hurting your "vision", which I believe you have. Stick to some core idea first.

The most minimalist but necessary things to make MB2 better and balanced would be the following:

1) Health Regeneration out of combat
After taking cover for 6 seconds, your HP would begin rapidly regenerating (Except on Deka/SBD/Wookiee). The purpose of this is simply to allow skilled players to have more options and opportunities to influence the course of a game. It would not inspire 'time wasting' as some fools would think, but instead would help to eliminate it, as a player would be less cautious when approaching another fight (And potentially running around the entire map to flank) if he has full HP. Since a prolonged shootout will only end in the defense's favor. Not to mention it would add counter-play to both sides of rushing down someone that is injured to keep him from healing, as the enemy team protects them. It also adds more purpose to such things as Bounty Hunter's tracking darts.

2) Removal or Rebalancing of gimmicky knockdowns/stuns
Concussion/Ion blobs - Removed
SBD slab - Rebalanced
Alternate Frag Function - Removed
Concussion Grenade - Rebalanced
Wookiee Charge - Rebalanced
Deka discharge - Removed
These things need to be rebalanced as they have virtually no counterplay, and are simply guaranteed kills in some cases, and completely useless in others. These make them highly specific and gimmicky abilities, which are extremely bad for balanced gameplay. The ability to completely shut down a Jedi with a combination of slap/flinch with no chance for them to recover, is broken. The ability to insta-knock down a gunner with no quick-getup or stun him for 5 seconds with Alt-Frag or Blobs is insane and unfair. These things make MB2 less-skillful, and should be rebalanced to be skillful, or in the case of some things just removed as they are unsalvageable.

3) Doubling projectile speeds
Gunning in public is more luck than aim, I can and have demonstrated this to numerous people. By increasing projectile speeds, you get closer to having aim matter far more. (Though it would also help to look at some of the ridiculous strafing speeds in this game). Thus a more skilled player would be able to dispatch a less skilled player far quicker and more reliably due to having superior aim.

4) Increased and tweaked damages
More towards realism, but also as a counter to some of the tankier classes when introduced with heal, the higher damages are actually more or less a counter to Jedi/Sith than they are to other such classes. However it must be stated that MB2's sense of damage is very strange. It can take up to 15-16 leg shots to kill an ET, which is nonsensical from both a realism perspective and a balance perspective. To create faster-paced and more...dangerous environments, one would increase the damage so that an E-11 primary would 1 shot almost all classes in the head, 1-2 shots to the chest, and 4 or so to the legs. I believe this to be reasonable, and rewards good aim as above, rather than spraying around with a fast firing weapon like a retard. It would also provide more use for cover in pub-games (as mostly only advanced players use cover/peaking)

5) Clone/SBD Rework
These classes are simply poorly designed. Clone has only two weapons, and CR is completely retarded. It doesn't fit with either Star Wars, or with balanced game design. It needs more weapons, and something to replace blob. SBD is strange and more of a wobbly invincible overpowered penguin tank than a fearsome weapons platform like it should be. The battery system is just stupid, and SBD's invincibility is insane. It could use a bit more variety, and should be more like a Republic Commando SBD.


There you go, those are the very basics, and it still wouldn't solve *all* of MB2's gunning issues, but it would be several steps closer.
 
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MaceMadunusus

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Now people state that things like 'flash bangs' would be generic and unnecessary, I would advise you to look at Republic Commando. They would be quite useful for baiting responses and allowing quick entry.

The fact that this is the counter argument, tells you it is bad. Entirely different games.
 
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