- Posts
- 1,042
- Likes
- 795
Note: These changes are meant to be taken into account with my 'Manifesto' which is found here:
Alt's MB2 Manifesto
Before reading, read *all* of it before furiously typing stupidity below please. You can disagree with it all you like, as long as you *understand* what you're disagreeing with, and have valid reasons for why you disagree with it.
Class Changes:
* Jedi blaster block radius is reduced to a 45-60 degree arc.
* Jedi receives no Damage Reduction.
* Force focus is changed to having infinite range, works on all classes, and allows the Jedi to gain a forward movement speed bonus while focusing the target.
* FP is no longer a factor in saber vs gunning, it is only used for force powers, and the FP regen rate is lowered.
* Jedi cannot swingblock to avoid damage from gunners, instead they can only avoid damage by feinting.
* After every successfully deflected shot, the Jedi can half-swing.
* Saber deflect is now a tap, and requires timing. Deflect remains active for 500ms but then has a 300ms 'deactive' time where the Jedi/Sith can take damage. Deflect works at all ranges. Enemy gunners hit by deflected shots are staggered.
* Jedi non-force jump height reduced by 50%
* Melee katas disarm Jedi/Sith/Gunners of lightsabers/weapons at the end of the kata.
Saber Defense/Force Block (Saber Defense is split into Saber Defense and Blaster Defense)
Saber Styles
Open mode perks
Force Powers:
Alt's MB2 Manifesto
Before reading, read *all* of it before furiously typing stupidity below please. You can disagree with it all you like, as long as you *understand* what you're disagreeing with, and have valid reasons for why you disagree with it.
Class Changes:
* Jedi blaster block radius is reduced to a 45-60 degree arc.
* Jedi receives no Damage Reduction.
* Force focus is changed to having infinite range, works on all classes, and allows the Jedi to gain a forward movement speed bonus while focusing the target.
* FP is no longer a factor in saber vs gunning, it is only used for force powers, and the FP regen rate is lowered.
* Jedi cannot swingblock to avoid damage from gunners, instead they can only avoid damage by feinting.
* After every successfully deflected shot, the Jedi can half-swing.
* Saber deflect is now a tap, and requires timing. Deflect remains active for 500ms but then has a 300ms 'deactive' time where the Jedi/Sith can take damage. Deflect works at all ranges. Enemy gunners hit by deflected shots are staggered.
* Jedi non-force jump height reduced by 50%
* Melee katas disarm Jedi/Sith/Gunners of lightsabers/weapons at the end of the kata.
Saber Defense/Force Block (Saber Defense is split into Saber Defense and Blaster Defense)
Saber Defense
Levels: 1, 2, 3
Cost: 0-4-10
Level 1: Cannot block sabers. (But can PB them/Mblock them)
Level 2: Current saber defense 1
Level 3: Current saber defense 2
Levels: 1, 2, 3
Cost: 0-4-10
Level 1: Cannot block sabers. (But can PB them/Mblock them)
Level 2: Current saber defense 1
Level 3: Current saber defense 2
Blaster Defense
Levels: 1, 2, 3
Cost: 0-4-10
Level 1: Cannot block blaster bolts. (But can deflect them)
Level 2: Blaster block arc is reduced to 15-20 degrees
Level 3: Blaster block arc is set to 40-60 degrees
Levels: 1, 2, 3
Cost: 0-4-10
Level 1: Cannot block blaster bolts. (But can deflect them)
Level 2: Blaster block arc is reduced to 15-20 degrees
Level 3: Blaster block arc is set to 40-60 degrees
* Force Block is removed
Jedi are now vulnerable to force powers while running, knocked down, or jumping. If someone is knocked down, lock-on abilities such as grip/lightning (see below) are activated 100% faster.
Force Affinity (replaces Force Block)
Levels: 1, 2, 3
Cost: 0-4-10
Level 1: FP regens 25% slower, and you get 80 FP.
Level 2: FP regens normally, and you get 100 FP.
Level 3: FP regens 25% faster, and you get 150 FP.
Jedi are now vulnerable to force powers while running, knocked down, or jumping. If someone is knocked down, lock-on abilities such as grip/lightning (see below) are activated 100% faster.
Force Affinity (replaces Force Block)
Levels: 1, 2, 3
Cost: 0-4-10
Level 1: FP regens 25% slower, and you get 80 FP.
Level 2: FP regens normally, and you get 100 FP.
Level 3: FP regens 25% faster, and you get 150 FP.
Saber Styles
Saber style cost changes:
Fast: 4-0-4
Medium: 2-4-2
Strong: 4-0-4
Fast: 4-0-4
Medium: 2-4-2
Strong: 4-0-4
Open mode perks
Blue style users have a 90 degree blaster block arc, instead of a 45 degree block arc.
Blue users regen FP 25% faster while blocking.
Blue users regen FP 25% faster while blocking.
Cyan users can perform acrobatics/wall grabs with no FP cost, and backflips cost no FP/BP.
Dual saber kata costs 20 FP/s and while activated the Jedi can walk. Kata deflects blaster bolts in a 220 degree radius automatically.
Dual saber spinning attacks cannot be flinched.
Dual saber spinning attacks cannot be flinched.
Yellow receives no perk.
Staff kata costs 25 FP/s and while activated the Jedi can walk. Kata deflects blaster bolts in a 300 degree radius automatically.
Staff user can block/deflect blaster bolts in a much wider radius than other styles.
Staff user can block/deflect blaster bolts in a much wider radius than other styles.
Purple deals 40% more damage with a deflected shot, and the active deflect time is increased to 800ms while walking.
Red's first swing cannot be flinched by a gunner, and has a 35% damage reduction.
Force Powers:
* Force Sense
- Level 1 -
Point Cost: 2
Cost: 5 FP/s
Range: 20 Meters
Effects:
- Can hear targets through walls
- Level 2 -
Point Cost: 4
Cost: 10 FP/s
Range: 25 Meters
Effects:
- Can hear targets through walls
- Displays running/firing targets on the minimap as red arrows
- Level 3 -
Point Cost: 6
Cost: 10 FP/s
Range: 30 Meters
Effects:
- Can hear targets through walls
- Displays running/firing targets on the minimap as red arrows
- Can see auras of running/attacking targets through walls
- Level 1 -
Point Cost: 2
Cost: 5 FP/s
Range: 20 Meters
Effects:
- Can hear targets through walls
- Level 2 -
Point Cost: 4
Cost: 10 FP/s
Range: 25 Meters
Effects:
- Can hear targets through walls
- Displays running/firing targets on the minimap as red arrows
- Level 3 -
Point Cost: 6
Cost: 10 FP/s
Range: 30 Meters
Effects:
- Can hear targets through walls
- Displays running/firing targets on the minimap as red arrows
- Can see auras of running/attacking targets through walls
* Force Push
Push must be charged for the full effect, fully charged push takes 1 second, if released early it will only push targets back and push projectiles. If shot whilst charging, it is canceled and the FP is lost.
- Level 1 -
Point Cost: 4
Cost: 70 FP
Range: 5 meters
Arc: Aimed directly at target
Targets take 30 damage from being pushed into walls/objects, 10 damage from being pushed onto the ground.
Effects:
- At 5m it will knock down a running target
- At 3-5m it will knock down running targets, and stagger walking targets
- At 1-3m it will knock down walking targets
- Level 2 -
Point Cost: 4
Cost: 75 FP
Range: 7 meters
Arc: 60 degrees
Targets take 30 damage from being pushed into walls/objects, 10 damage from being pushed onto the ground.
Effects:
- At 7m it will knock down running targets
- At 5-7m it will knock down targets that are running, and stagger targets that are walking.
- At 3-5m it will knock down and push back targets that are walking.
- At 1-3m it will stagger and push back targets that are crouched.
- Level 3 -
Point Cost: 8
Cost: 80 FP
Range: 10 meters
Arc: 100 degrees
Targets take 30 damage from being pushed into walls/objects, 10 damage from being pushed onto the ground.
Effects:
- At 7-10m it will knock down targets that are running.
- At 5-7m it will knock down targets that are running, and stagger targets that are walking.
- At 3-5m it will knock down and push back targets that are walking.
- At 1-3m it will knock down and push back targets that are crouched.
Push must be charged for the full effect, fully charged push takes 1 second, if released early it will only push targets back and push projectiles. If shot whilst charging, it is canceled and the FP is lost.
- Level 1 -
Point Cost: 4
Cost: 70 FP
Range: 5 meters
Arc: Aimed directly at target
Targets take 30 damage from being pushed into walls/objects, 10 damage from being pushed onto the ground.
Effects:
- At 5m it will knock down a running target
- At 3-5m it will knock down running targets, and stagger walking targets
- At 1-3m it will knock down walking targets
- Level 2 -
Point Cost: 4
Cost: 75 FP
Range: 7 meters
Arc: 60 degrees
Targets take 30 damage from being pushed into walls/objects, 10 damage from being pushed onto the ground.
Effects:
- At 7m it will knock down running targets
- At 5-7m it will knock down targets that are running, and stagger targets that are walking.
- At 3-5m it will knock down and push back targets that are walking.
- At 1-3m it will stagger and push back targets that are crouched.
- Level 3 -
Point Cost: 8
Cost: 80 FP
Range: 10 meters
Arc: 100 degrees
Targets take 30 damage from being pushed into walls/objects, 10 damage from being pushed onto the ground.
Effects:
- At 7-10m it will knock down targets that are running.
- At 5-7m it will knock down targets that are running, and stagger targets that are walking.
- At 3-5m it will knock down and push back targets that are walking.
- At 1-3m it will knock down and push back targets that are crouched.
* Force Pull
- Level 1 -
Point Cost: 4
Cost: 50 FP
Range: 3 meters
Arc: Aimed directly at target
Effects:
- At 3 meters, target is pulled closer, and running gunners are disarmed.
- Level 2 -
Point Cost: 4
Cost: 60 FP
Range: 5 meters
Arc: Aimed directly at target
Targets take 10 damage from being pulled onto the ground.
Effects:
- At 3-5 meters, target is pulled closer, and running gunners are disarmed.
- At 1-3, target is pulled to the ground if running, and running gunners are disarmed.
- Level 3 -
Requires windup time of 1 second, otherwise targets are only pulled closer. If shot whilst charging, it is canceled and the FP is lost.
Point Cost: 8
Cost: 75 FP
Range: 5 meters
Arc: 60 degrees
Targets take 10 damage from being pulled onto the ground.
Effects:
- At 3-5 meters, walking targets are disarmed, running targets are pulled to the ground and disarmed.
- At 1-3 meters, walking targets are pulled to the ground and disarmed, crouched targets are disarmed.
- Level 1 -
Point Cost: 4
Cost: 50 FP
Range: 3 meters
Arc: Aimed directly at target
Effects:
- At 3 meters, target is pulled closer, and running gunners are disarmed.
- Level 2 -
Point Cost: 4
Cost: 60 FP
Range: 5 meters
Arc: Aimed directly at target
Targets take 10 damage from being pulled onto the ground.
Effects:
- At 3-5 meters, target is pulled closer, and running gunners are disarmed.
- At 1-3, target is pulled to the ground if running, and running gunners are disarmed.
- Level 3 -
Requires windup time of 1 second, otherwise targets are only pulled closer. If shot whilst charging, it is canceled and the FP is lost.
Point Cost: 8
Cost: 75 FP
Range: 5 meters
Arc: 60 degrees
Targets take 10 damage from being pulled onto the ground.
Effects:
- At 3-5 meters, walking targets are disarmed, running targets are pulled to the ground and disarmed.
- At 1-3 meters, walking targets are pulled to the ground and disarmed, crouched targets are disarmed.
* Force Speed
Speed is added to Sith and Jedi
- Level 1 -
Point Cost: 6
Cost: 10 FP/s
Effects:
- 150% movement speed
- Level 2 -
Point Cost: 6
Cost: 15 FP/s
Effects:
- 175% movement speed
- Can speed lunge
- Level 3 -
Point Cost: 8
Cost: 20 FP/s
Effects:
- 200% movement speed
- Can speed lunge
- Can swing once during speed, but it ends in the return animation.
Speed is added to Sith and Jedi
- Level 1 -
Point Cost: 6
Cost: 10 FP/s
Effects:
- 150% movement speed
- Level 2 -
Point Cost: 6
Cost: 15 FP/s
Effects:
- 175% movement speed
- Can speed lunge
- Level 3 -
Point Cost: 8
Cost: 20 FP/s
Effects:
- 200% movement speed
- Can speed lunge
- Can swing once during speed, but it ends in the return animation.
* Mind Trick
- Level 1 -
Point Cost: 8
Cost: 25 FP/s
Range: Infinite
Arc: Must be aimed
Effects:
- Jedi becomes invisible to target
- Jedi does 200% more damage to target on first hit
- Level 2 -
Point Cost: 6
Cost: 20 FP/s
Range: Infinite
Arc: Must be aimed
Effects:
- Jedi becomes invisible to target
- Target's vision becomes blurred
- Jedi does 250% more damage to target on first hit
- Level 3 -
Point Cost: 8
Cost: 15 FP/s
Range: 30 meters
Arc: 360 degrees
Effects:
- Jedi becomes invisible to targets
- Jedi does 300% more damage to target on first hit
- Level 1 -
Point Cost: 8
Cost: 25 FP/s
Range: Infinite
Arc: Must be aimed
Effects:
- Jedi becomes invisible to target
- Jedi does 200% more damage to target on first hit
- Level 2 -
Point Cost: 6
Cost: 20 FP/s
Range: Infinite
Arc: Must be aimed
Effects:
- Jedi becomes invisible to target
- Target's vision becomes blurred
- Jedi does 250% more damage to target on first hit
- Level 3 -
Point Cost: 8
Cost: 15 FP/s
Range: 30 meters
Arc: 360 degrees
Effects:
- Jedi becomes invisible to targets
- Jedi does 300% more damage to target on first hit
* Battle Meditation
- Level 1 -
Jedi is forced to meditate while activated.
Point Cost: 14
Cost: 10 FP/s
Range: 40 meters
Arc: 360 degrees
Effects:
- Allies have a 10% bonus to movement speed
- Allies do 10% more damage
- Allies take 10% less damage
- Level 2 -
Jedi is forced to meditate while activated.
Point Cost: 10
Cost: 15 FP/s
Range: 40 meters
Arc: 360 degrees
Effects:
- Allies have a 20% bonus to movement speed
- Allies do 20% more damage
- Allies take 20% less damage
- Level 3 -
Point Cost: 6
Cost: 20 FP/s
Range: 10 meters
Arc: 360 degrees
Effects:
- Allies have a 20% bonus to movement speed
- Allies do 20% more damage
- Allies take 20% less damage
- Level 1 -
Jedi is forced to meditate while activated.
Point Cost: 14
Cost: 10 FP/s
Range: 40 meters
Arc: 360 degrees
Effects:
- Allies have a 10% bonus to movement speed
- Allies do 10% more damage
- Allies take 10% less damage
- Level 2 -
Jedi is forced to meditate while activated.
Point Cost: 10
Cost: 15 FP/s
Range: 40 meters
Arc: 360 degrees
Effects:
- Allies have a 20% bonus to movement speed
- Allies do 20% more damage
- Allies take 20% less damage
- Level 3 -
Point Cost: 6
Cost: 20 FP/s
Range: 10 meters
Arc: 360 degrees
Effects:
- Allies have a 20% bonus to movement speed
- Allies do 20% more damage
- Allies take 20% less damage
* Force Lightning
Wookiees that are electrocuted for more than 2 seconds are set on fire. Sith must walk while using lightning and cannot jump.
Lightning can be reflected into the Sith by a Jedi using deflect with a lightsaber.
- Level 1 -
Requires the Sith to aim at the target for 3 seconds before the lightning occurs, similar to griplock.
Point Cost: 4
Cost: 20 FP/s while locking on to target
Range: 7 meters
Arc: Must be aimed
Effects:
- Blasts a bolt of lightning at target for 1 seconds
- Knocks down running targets
- Staggers all other targets
- Deals 40 damage
- Level 2 -
Requires the Sith to aim at the target for 2 seconds before the lightning occurs, similar to griplock.
Point Cost: 6
Cost: 10 FP/s while locking on, 15 FP/s while activated
Range: 7 meters
Arc: Must be aimed
Effects:
- Electrocutes target with lightning while lock-on is held
- Knocks down running targets
- Deals 20 damage per second that bypasses armor
- Staggers target continuously, and pushes them back
- Level 3 -
Has a windup time of 2 seconds
One Handed:
Point Cost: 10
Cost: 30 FP/s
Range: 4 meters
Arc: 80 degrees
Effects:
- Electrocutes targets with lightning
- Knocks down running targets
- Deals 25 damage per second that bypasses armor
- Staggers target continuously, and pushes them back
Two Handed:
Point Cost: 10
Cost: 20 FP/s
Range: 4 meters
Arc: 120 degrees
Effects:
- Electrocutes targets with lightning
- Knocks down running targets
- Deals 30 damage per second that bypasses armor
- Staggers target continuously, and pushes them back
Wookiees that are electrocuted for more than 2 seconds are set on fire. Sith must walk while using lightning and cannot jump.
Lightning can be reflected into the Sith by a Jedi using deflect with a lightsaber.
- Level 1 -
Requires the Sith to aim at the target for 3 seconds before the lightning occurs, similar to griplock.
Point Cost: 4
Cost: 20 FP/s while locking on to target
Range: 7 meters
Arc: Must be aimed
Effects:
- Blasts a bolt of lightning at target for 1 seconds
- Knocks down running targets
- Staggers all other targets
- Deals 40 damage
- Level 2 -
Requires the Sith to aim at the target for 2 seconds before the lightning occurs, similar to griplock.
Point Cost: 6
Cost: 10 FP/s while locking on, 15 FP/s while activated
Range: 7 meters
Arc: Must be aimed
Effects:
- Electrocutes target with lightning while lock-on is held
- Knocks down running targets
- Deals 20 damage per second that bypasses armor
- Staggers target continuously, and pushes them back
- Level 3 -
Has a windup time of 2 seconds
One Handed:
Point Cost: 10
Cost: 30 FP/s
Range: 4 meters
Arc: 80 degrees
Effects:
- Electrocutes targets with lightning
- Knocks down running targets
- Deals 25 damage per second that bypasses armor
- Staggers target continuously, and pushes them back
Two Handed:
Point Cost: 10
Cost: 20 FP/s
Range: 4 meters
Arc: 120 degrees
Effects:
- Electrocutes targets with lightning
- Knocks down running targets
- Deals 30 damage per second that bypasses armor
- Staggers target continuously, and pushes them back
* Force Choke
- Level 1 -
Requires 4 seconds of lock-on, choking can be stopped by Sith taking damage.
Point Cost: 8
Cost: 10 FP/s while locking on to target, 5 FP/s when choking
Range: Infinite
Arc: Must be aimed
Effects:
- Target is slowed 40%, and begins choking.
- After 8 seconds of continued choking the target dies. If released early, target regains its health back.
- Can be used with sense 3 to choke targets through walls.
- Level 2 -
Requires 3 seconds of lock-on, choking can be stopped by Sith taking damage.
Point Cost: 4
Cost: 10 FP/s while locking on to target, 5 FP/s when choking
Range: 10 meters
Arc: Must be aimed
Effects:
- Target is slowed 20% every second until being immobilized and forced to kneel.
- Target cannot fire while choking.
- After 7 seconds of continued choking the target dies. If released early, target regains its health back.
- Level 3 -
Requires 3 seconds of lock-on, choking can be stopped by Sith taking damage.
Point Cost: 6
Cost: 10 FP/s while locking on to target, 5 FP/s when choking
Range: 5 meters
Arc: Must be aimed
Effects:
- Target is lifted into the air while choking.
- Target cannot fire while choking.
- After 6 seconds of continued choking the target dies. If released early, target regains its health back.
- Sith can use lightning to electrocute target during the choking, which deals high damage and prevents Jedi from pushing/pulling out of it.
- Sith can use saber throw to impale target during the choking, which deals high damage.
- Sith can use force push to send the target flying into walls/knocked down for high damage.
- Sith can use force pull to disarm the target of any blasters/lightsabers.
- If the Sith has push 3/pull 3, he can press the use button while choking to crush the target's body, killing the target immediately, and draining the Sith of all force.
- Level 1 -
Requires 4 seconds of lock-on, choking can be stopped by Sith taking damage.
Point Cost: 8
Cost: 10 FP/s while locking on to target, 5 FP/s when choking
Range: Infinite
Arc: Must be aimed
Effects:
- Target is slowed 40%, and begins choking.
- After 8 seconds of continued choking the target dies. If released early, target regains its health back.
- Can be used with sense 3 to choke targets through walls.
- Level 2 -
Requires 3 seconds of lock-on, choking can be stopped by Sith taking damage.
Point Cost: 4
Cost: 10 FP/s while locking on to target, 5 FP/s when choking
Range: 10 meters
Arc: Must be aimed
Effects:
- Target is slowed 20% every second until being immobilized and forced to kneel.
- Target cannot fire while choking.
- After 7 seconds of continued choking the target dies. If released early, target regains its health back.
- Level 3 -
Requires 3 seconds of lock-on, choking can be stopped by Sith taking damage.
Point Cost: 6
Cost: 10 FP/s while locking on to target, 5 FP/s when choking
Range: 5 meters
Arc: Must be aimed
Effects:
- Target is lifted into the air while choking.
- Target cannot fire while choking.
- After 6 seconds of continued choking the target dies. If released early, target regains its health back.
- Sith can use lightning to electrocute target during the choking, which deals high damage and prevents Jedi from pushing/pulling out of it.
- Sith can use saber throw to impale target during the choking, which deals high damage.
- Sith can use force push to send the target flying into walls/knocked down for high damage.
- Sith can use force pull to disarm the target of any blasters/lightsabers.
- If the Sith has push 3/pull 3, he can press the use button while choking to crush the target's body, killing the target immediately, and draining the Sith of all force.
Last edited: