{Δ} Achilles

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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:

k4far

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

I disagree. I am the fresh cancer cell that is yet to spread on servers and many more will come after me.

Had some great fun today for 3 continious map durations 32/32 on BG. I would not call that dying, also great choice of maps made it possible (SDestroyer, Tantive IV then Deathstar). Not some Dotf for a second and server was crawling with people.
 

{Δ} Achilles

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

Would you think of a better tool for allowing someone to safely engage in combat through a doorway against a dozen campers? Because frags don't work, concs don't work, incendiaries don't work. It would essentially be a shorter sonic grenade that also impairs the target's vision that allows an opportunity for a coordinated offense.
 

k4far

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

You better help me with this - Mr. Movie Battles!
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eezstreet

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I disagree with most of these changes in general because they result in over-homogenization of the classes. Even though there's some *minor* differences they would be playing more or less the same on both sides.

Adding such fast healing to all classes except the Deka makes the Deka super weak. It also makes the Hero less interesting and unique. In your design the hero is almost identical to the Elite Trooper minus a few small things, and the Clone is just a slightly different Elite as well, especially since their anti-SBD role is effectively worthless.

ARCs getting a grappling hook will just lead to campy gameplay where ARCs can hang onto a wall, drop down, and rocket someone. Not fun at all.

SBD and Wookiee here are basically the same here, but they play totally different now and are a lot better for it.

The only changes I agree with are with making blaster bolts faster (this is in-line with the films and makes snipers less attractive when compared to blasters) and making players slide/jump when they are on top of a deka.
 

MaceMadunusus

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Would you think of a better tool for allowing someone to safely engage in combat through a doorway against a dozen campers? Because frags don't work, concs don't work, incendiaries don't work. It would essentially be a shorter sonic grenade that also impairs the target's vision that allows an opportunity for a coordinated offense.

Yes, it is called an actual concussion grenade. Current concs are retarded and don't even fit their name.
 

{Δ} Achilles

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I disagree with most of these changes in general because they result in over-homogenization of the classes. Even though there's some *minor* differences they would be playing more or less the same on both sides.

I don't see how... like...

Adding such fast healing to all classes except the Deka makes the Deka super weak. It also makes the Hero less interesting and unique. In your design the hero is almost identical to the Elite Trooper minus a few small things, and the Clone is just a slightly different Elite as well, especially since their anti-SBD role is effectively worthless.

Deka would have shield regeneration *while* being hit, and would be able to move with the shield up...

Hero would have more HP/Armor, far more mobility/damage resistance, access to better weapons, and would be immune to things the ET would not...

The Clone would be far more versatile with better mobility and weapon choices. He also would have a close-range bash would would be extremely useful... not to mention they would have PULSE GRENADES which are far better as an anti-SBD than Ion ever was.

ARCs getting a grappling hook will just lead to campy gameplay where ARCs can hang onto a wall, drop down, and rocket someone. Not fun at all.

I... what?

SBD and Wookiee here are basically the same here, but they play totally different now and are a lot better for it.

Not sure I understand what you're saying here, actually. What do you mean they are the same, or play differently?

The only changes I agree with are with making blaster bolts faster (this is in-line with the films and makes snipers less attractive when compared to blasters) and making players slide/jump when they are on top of a deka.

Okay.

Yes, it is called an actual concussion grenade. Current concs are retarded and don't even fit their name.

Conc doesn't have the AoE CC to allow for an assault into a hallway or room. You can knock-down maybe one person, and that is it. Conc is a better gimmick for killing a single person, than it is for breaching. Sonic nades would be good, but their stun lasts for way too long, and doesn't accomplish much considering how long the grenade takes to go off. A flash-bang would be an excellent middle ground between gimmicky knockdowns and non-lethal CC for engaging in combat.
 

eezstreet

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I'm saying, in your design, Wooks and SBDs would be very similar, whereas right now they are almost opposite in how they play. Think about it, Wooks gain power (rage) from being in direct combat, whereas SBDs lose power from being in direct combat (literally, because they have a battery).

But basically what's going to wind up happening with these changes is that everyone is going to go either Wook or SBD, since having a higher health pool = more likely to survive, and these classes also coincidentally get the heaviest weapons...doing any other class is going to be suicide when you regenerate health (especially so quickly).

Regenerating health would ruin the game if every class had it, because nobody would die. All you need to do is not get shot in 10 seconds and you get all your health back.

I don't think I was unclear at all with my ARC comment. In your build I can get a rocket and grappling hook, grapple to a hiding spot, and let go for a quick rocket attack. It's like ARC rocket face mash on crack. That's a strategy that should be avoided, not encouraged because it is cheap.
 

{Δ} Achilles

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I'm saying, in your design, Wooks and SBDs would be very similar, whereas right now they are almost opposite in how they play. Think about it, Wooks gain power (rage) from being in direct combat, whereas SBDs lose power from being in direct combat (literally, because they have a battery).

Wookiees and SBD are very similar in their role, and that is how they would remain my changes. They are heavy assault/defensive classes.

But basically what's going to wind up happening with these changes is that everyone is going to go either Wook or SBD, since having a higher health pool = more likely to survive, and these classes also coincidentally get the heaviest weapons...doing any other class is going to be suicide when you regenerate health (especially so quickly).

Not at all. I think most people would be using BH/Com and Clone/Arc, as they would have the most versatility. SBD sacrifices mobility for that health pool, and the weapon it has is not all that powerful. Not to mention, in order to reload it needs to go into low power mode. (Wookiee would only regen health while in Fury, which gives it a health-regen deficit unless he's playing extremely well with melee, and SBD has to go into low power mode to regen HP which makes it super vulnerable)

Also keep in mind, that these classes would no longer receive the damage resistance benefit that they currently have in public. So a headshot to a Wook would be around 80 or so damage with an E-11 primary, which means without investing in toughness and without fury active the Wookiee would get 2-3 shot killed.

Regenerating health would ruin the game if every class had it, because nobody would die. All you need to do is not get shot in 10 seconds and you get all your health back.

And? You don't regenerate armor. Ever see what an E-11 primary headshot does to a man with no armor? Plus I increased damages from locational modifiers. People time-waste already, having regenerating health doesn't make a game campy/take forever, just look at any number of other FPS games with a healing mechanic.

I don't think I was unclear at all with my ARC comment. In your build I can get a rocket and grappling hook, grapple to a hiding spot, and let go for a quick rocket attack. It's like ARC rocket face mash on crack. That's a strategy that should be avoided, not encouraged because it is cheap.

Uhhh... not really? You can pretty easily avoid a rocket, and a sniper round is just as deadly as an unseen rocket. Plus with grappling hook+rocket that is already a 35 point cost right there, he wouldn't be able to afford much else. I really don't see that as being a problem, especially since Arcs are typically on the attacking team 90% of the time.
 

MaceMadunusus

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Conc doesn't have the AoE CC to allow for an assault into a hallway or room. You can knock-down maybe one person, and that is it. Conc is a better gimmick for killing a single person, than it is for breaching. Sonic nades would be good, but their stun lasts for way too long, and doesn't accomplish much considering how long the grenade takes to go off. A flash-bang would be an excellent middle ground between gimmicky knockdowns and non-lethal CC for engaging in combat.

You don't know what an actual conc grenade is.
 

DaloLorn

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Okay, so let's take Fed-hallway on DotF, how many people do you think you could knockdown with a Conc from bouncing it off of a doorway?

I don't think he's talking about the mod's implementation of concussion grenades anymore.
 

{Δ} Achilles

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I don't think he's talking about the mod's implementation of concussion grenades anymore.

Oh I see, I didn't notice he was talking about making Conc like a real concussion grenade. Yeah that would work too, as long as it doesn't knock-down.
 

Stassin

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Would you think of a better tool for allowing someone to safely engage in combat through a doorway against a dozen campers
Jedi class, played as a team, is here to help with that. Not saying that's its only role, very, very far from it, nor should it ever be; but it is one of its important roles and that should remain the case.
 

{Δ} Achilles

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Jedi class, played as a team, is here to help with that. Not saying that's its only role, very, very far from it, nor should it ever be; but it is one of its important roles and that should remain the case.

I believe every class should have some way of dealing with a situation.
 
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I understand the basis of the statement deal with any situation. I agree that every class should with a margin of skill be able to take on any other class.

Situations however are part of strategy. Two gunners can engineer a crossfire forcing opponents to make tough decisions. That's strategy not mechanics. Tough decisions are some of my favorite things in mb2.

I love coordinating with an ally to throw a sec nade and force a Jedi to make a tough call on push with a threatening sniper.

Tough calls and limited health go hand in hand. Something I think mb2 strikes a fine balance on with skill of shots and lethality of tricks.
 
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Stassin

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I believe every class should have some way of dealing with a situation.
And it is the case. But most are much weaker than jedi at it. All classes with some kind of grenade have a shot at attempting to clear a choke, while mandos can fly and dekas can run past it thanks to great speed (if paired with unpredictable movement), and i'm passing on some special abilities that also help with it. This only leaves 2 classes that have the weakest options to clear a well-defended choke: Clone and SBD - and how surprising, these are classes that are quite good at other things such as overpowering some other classes in straight engagements.
 
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{Δ} Achilles

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And it is the case. But most are much weaker than jedi at it. All classes with some kind of grenade have a shot at attempting to clear a choke, while mandos can fly and dekas can run past it thanks to great speed (if paired with unpredictable movement), and i'm passing on some special abilities that also help with it. This only leaves 2 classes that have the weakest options to clear a well-defended choke: Clone and SBD - and how surprising, these are classes that are quite good at other things such as overpowering some other classes in straight engagements.

Indeed, which is why I had suggested the changes I did. An SBD with a rocket, or the ability to run/tri shot would make it effective at clearing a choke point, as Clone would receive the power of Pulse Grenades and effective anti-CC to deal with a chokepoint.
 
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Give the grappling hook to clones - ARCs should focus on mobility while on foot, not in all directions. Classes shouldn't be able to do everything otherwise there's little point in playing other classes.

The personal shield generator also seems like much, I don't mind ARC having high armour to start with but that armour should be degradable as it is now, it can be as high as mando armour (100) but it shouldn't regen - the focus as ARC should be balancing lethality with mobility to create an agile killing machine. It gives it a truly unique role rather than turning it into a rope-climbing, armour-regenerating tank class. Leave that kind of thing to wooks. I'll settle for playing as Neo the ARC.

Clone minigun is hella overpriced if it's going to be always inaccurate.

Health regen in general is a bad idea for this game - it'll make defensive maps a LOT harder to break through and removes the sense of 'trading', playing akin to Counter-Strike in which players exchange damage in order to weaken the team - in a competitive setting, even if you don't kill someone, dealing 80 damage to them with a proj is a significant blow to the enemy team's combat effectiveness, which is significantly lessened if the enemy who is wounded can simply hide and heal for like 10 seconds and be back to normal.

Also, time to kill is already really damn fast if you can hit headshots, I think it's only like 6 shots if you can headshot with the M5? don't need damage percentage increases there TBH.

The infinite sprint on ARC would also be hilariously OP - I don't think it's a bad idea but it should function as such: when you do hit that level, you can sprint forever but the moment you take a shot, you're forced into regular jogging speed for 2s or so, because if I could just sprint forever I'd basically just ninja around every projectile and from every attack, bear in mind, without the stamina cost I'd also be able to do more dexterity stuff. Imagine if I had no stamina implications to worry about or micromanage while also dodging attacks in this clip:
I probably would have killed them all.

Other than that, I can't really comment on much but ARC as that's my main, the rest looks fairly alright though there are a few things that are a bit iffy, such as wooks/sbds becoming even tougher with some of the best weapons in-game, they'll turn into the meta class I think.
 

Stassin

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Indeed, which is why I had suggested the changes I did. An SBD with a rocket, or the ability to run/tri shot would make it effective at clearing a choke point, as Clone would receive the power of Pulse Grenades and effective anti-CC to deal with a chokepoint.
I think the main point of some other replies is precisely that clone and SBD don't need to be given more tools in this situation, since they can rely on their teammates with other classes to help. As was said doing so uniformizes the games overall which isn't necessarily desirable.

Give the grappling hook to clones - ARCs should focus on mobility while on foot, not in all directions.
Agreed, but i don't think it would hurt to give them some weak form of grappling hook with limited charges (max 3), and a hook which only serves to propulse you in some direction a single time, not remain attached to a wall, or that would work similarly to the current hook available in some FAs, but with a short time limit on a single use of it.
 
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