{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
I agree with most of what Stassin has said, although I don't agree with the current projectile speeds. I need to see what they look like sped up to actual movie speeds, then perhaps movement speed changes wouldn't be necessary at all.

Bottom line for people still missing the point: I'm looking for consistency in MB2 gunning.
 
Posts
126
Likes
86
I agree with most of what Stassin has said, although I don't agree with the current projectile speeds. I need to see what they look like sped up to actual movie speeds, then perhaps movement speed changes wouldn't be necessary at all.

Bottom line for people still missing the point: I'm looking for consistency in MB2 gunning.
Now this I can agree with
 

Hexodious

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Movie Battles II Team
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I like quite a few of these points, and props for the effort put into it. Overall I do like the following ideas and would love to see them at least tried one day:

- Higher Damage, Higher Velocity, Lower Clip, Lower Rof, Longer Reloads in general (2-4 hit kills on most guns, not including armour).
- Secondary Nade removal (at a minimum the knockdown component), and your grenade discussion in general.

Regenerating health wouldn't work with our current damage as its too ''chippy'' at times with prolonged corner shooting. But with higher damages and less focus on large clips and rates of fire corner shooting wouldn't be as much of an issue, so would be worth trying it out as well. The idea of being able to come into a fight and not die to the first shot that hit you is nice, and makes you less afraid of attacking.

I've always had an issue with armour just being HP+ bonus hp with some added damage resistance, location mods. If guns were altered as described in the #19 I'd split it into, Light armour (Armour 2) for 1 free hit and Heavy armour (Armour 3) for 2 free hits, limiting Rank 3 to the heavier classes like ARC and Mandalorian.

I can understand reasoning for wanting to keep it as it is now, its safe. It was very much the same when the velocity was increased across the board, which is one of the best changes the game had to help improve the feel of blasters.
 
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