{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
795
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.

Clones wouldn't need it. It would better suit Arc, as their heavier weapons are extremely expensive, they wouldn't be able to afford both types of mobility *and* M5 upgrades or rockets. Also lore-wise Arcs would be the most well-suited candidate for a grappling hook, whereas the regular Clones were more or less just ground infantry. Balance wise it also makes more sense. Mandalorian has excellent 3 dimensional mobility, it is only fitting that Arc atleast have some form of it.

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.

The personal shield generator is expensive, and once you take 1 point of damage over the threshold, it no longer works. It would be a useful tool, but it wouldn't be overpowered in the slightest. These tools are not just for Arc, but also for the fact that commando class is shared within the arc class, and it should rightly be versatile. You can choose to be extremely agile and swift, or you can choose to be more stand-up fighter such as a commando, plenty of options.

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

It is meant to be a close-mid range weapon, and it isn't really overpriced, as it is cheaper than regular CR3

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.

That is why you build counters for health regen. There are countless games that manage to balance health-regen with objective/pacing, games that are far more unforgiving than MB2. The fact that health doesn't regen and there are so many guaranteed-unavoidable damaging weapons/items within MB2 simply puts a ceiling on any good player's contributions in a match.

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.

6 shots is a ridiculous amount for shooting someone in the head, not to mention higher damages would balance out health regeneration.

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.

I don't see how you being able to sprint for longer would make you any more dangerous in that situation. You could achieve the same thing with timed use of Commander's dodge, tbh.

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.

People appear to fail to see that the SBD/Wookiee in my notes are actually much weaker than they are in base game, as I explained, it would remove their base damage resistances, and force them to purchase abilities to become tanky in which they sacrifice other things. Should all of this happen tomorrow, I would imagine the meta becoming Bounty Hunter/Commander and Arc/Clone really.

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.

There must be some form of uniformization going on here, because some classes are absolutely ridiculous in how far off the center line of balance they are. SBD can tank *5* red hits. I want SBD to be a tanky weapons platform as its role, but it shouldn't be that extreme. My goal here is to add more variety to the classes so they can perform more than one function, and uniform them just enough that they aren't outlandishly stupid.


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.

I should probably have explained that Arc grappling hook would only allow Pistol 1/2 to be used while active, and would have a cooldown to it so you couldn't spiderman swing like those retarded FA maps.
 
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Mb2 tried healing. Back in B-17 Jedi had access to heal and it lead to hide n heal strats that drug out rounds. I know you say to increase overall lethality to make this game like cod but that would require this game to then become like cod and also have all of it's maps redesigned.

PS: speaking of map redesign add a ladder to deathstar falcon like on hoth. Or platforming boxes leading up

- - - Updated - - -

B-17 was also where the team stance succinctly came to be:
Mb2 is last man standing, not last man healing
 
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{Δ} Achilles

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Mb2 tried healing. Back in B-17 Jedi had access to heal and it lead to hide n heal strats that drug out rounds. I know you say to increase overall lethality to make this game like cod but that would require this game to then become like cod and also have all of it's maps redesigned.

PS: speaking of map redesign add a ladder to deathstar falcon like on hoth. Or platforming boxes leading up

It was likely implemented really poorly, and required a lot of time to perform. A Jedi should be killable on his first swing, if he has a chance to heal, then it should be your fault for not finishing him off.
 

k4far

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It was likely implemented really poorly, and required a lot of time to perform. A Jedi should be killable on his first swing, if he has a chance to heal, then it should be your fault for not finishing him off.

Sounds unfair.
How is every class supposed to chase after a Jedi? It would popularize careless playstyle of just running around without giving any thought to it. All of the classes would be at risk more often without real good reason. Tactics can go to hell.
 

StarWarsGeek

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The most minimalist but necessary things to make MB2 better and balanced would be the following:
Most of these (except for perhaps increased shot speeds and clone/SBD rework) would make MB2 more generic and boring, not better and balanced.

The overall theme of general changes here are simply a bad idea for MB2. Good for another game? Sure, probably. I'm sure this would make a decent mod on its own. But these large sweeping balance changes basically aim to make MB2 a completely different game to suit your own tastes.

I'm not saying that all of the individual suggestions for certain features or abilities are bad. (And quite frankly, I haven't read through all of the individual classes because I highly doubt MB2 will ever see such widespread sweeping balance changes.) But:
These are all to be viewed together, and are balanced around each other.
Viewed together, I do not like them one bit.
 

{Δ} Achilles

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Sounds unfair.
How is every class supposed to chase after a Jedi? It would popularize careless playstyle of just running around without giving any thought to it. All of the classes would be at risk more often without real good reason. Tactics can go to hell.

This is the most ridiculous slippery slope argument against healing I've ever seen. Do you have any idea how many games have healing, but still have objectives and tactics?
 

k4far

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You would have to make it a must to sacrifice a lot of Jedi's defensive capabilities to justify healing. People who want to bully gunners will be easy to kill by other Jedi. Carrot and a hammer.

Ridiculous ability, over and ov3r. Soldiers die from single swing you can deflect at them heal if you get hurt and repeat. They can not...
I am positive about healing if it would be very FP-consuming, slow and you could only activate it while meditating. That should also render you immobilized for the time being so if you use it carelessly someone can catchup to you and put an end to this.
 
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cannonfodder

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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.
lets be honest here, how many jedi actually help and listen to their teams, most of the jedi's now are just whitenames who run headfirst into the enemy only to get shot in the back by a t-21
 

cannonfodder

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Right now, some people just never listen, losing the game for their teams cause they refuse to adapt and change their playstyle to counter the opponents setup, if there were more ways to approach stuff like achilles is reccomending, then perhaps all these whitename jedi might actually try something else, and actually counter the enemy team without knowing it.

but even i dont agree with being able to heal after an ammount of time, perhaps you can have a support class that can drop ammo and health, like in FA or that 1 class from battlefront 2, but still, i find the most fun things to watch is a 1 hp pro jedi, clutch against 4 sith straining not to be slapped
 
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Starushka

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Most of these ideas if not all of them have been brought up by many through a decade, not once. There are many good reasons why they were not implemented in the game.

1.
Leading your target is not a "random" element. It has a solid pattern - combination of bullet velocity, distance between you and your target, target's movement pattern + lattency correction. How well and how fast your brain can read and react will determine how much you will hit your target.

2.
- Having blobs, battery, discharge and alt-frag are essential for mb2, these things makes you plan your steps more carefully. Resource management and overall strategy building and planning are in mb2's core.
- I agree some classes have a bit too much knockdowns right now. That can be tweaked without a radical "rework".

3.
- Increasing projectile velocity even farther will make chokepoints impassable for attackers. Add here the fact that 80% of the maps are defenders oriented.
- Increasing damage will render the difference between 50 hp sold and 100 hp hero. All will die in 1-2 headshots.

4.
Dodging projectiles is a pure skill. How high your "dodging" skill determines by 2 factors:
- How good you in deciding when to get out of cover, when to shoot and when to hide.
- How well you read your opponent.

5.
"Rock Paper Scissors" approach as well as one-class army (any class can stand on its own in any situation) - i am against of both of these concepts.
In first approach you will end up with every player switching classes every round to try to "counter" enemy's roster.
In second approach there will be no real unique classes.
I say the truth lies somewhere in the middle (which we are currently at, so no need in change).

6.
NEVER BUILD A BALANCE AROUND DOTF. Dotf is far from being a balanced map.
 

{Δ} Achilles

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Most of these ideas if not all of them have been brought up by many through a decade, not once. There are many good reasons why they were not implemented in the game.

I'm sure.

1.
Leading your target is not a "random" element. It has a solid pattern - combination of bullet velocity, distance between you and your target, target's movement pattern + lattency correction. How well and how fast your brain can read and react will determine how much you will hit your target.

False. There is no momentum in MB2, and due to the slow projectile speeds, leading a target is akin to guessing as to what direction the target will strafe in. You can have the greatest aim in the universe, but if you expect the target to move one direction, and they don't, then you miss.

2.
- Having blobs, battery, discharge and alt-frag are essential for mb2, these things makes you plan your steps more carefully. Resource management and overall strategy building and planning are in mb2's core.
- I agree some classes have a bit too much knockdowns right now. That can be tweaked without a radical "rework".

These are not essential, they are gimmicks, and unnecessary ones at that. Discharge and alt-frag aren't even used in high level play. Battery is a stupid mechanic for a poorly designed class. Blobs are also a stupid gimmick for a poorly designed one-trick pony class. Alt-frag and blobs don't bring anything except mindless CC that takes more effort to avoid than to use.

3.
- Increasing projectile velocity even farther will make chokepoints impassable for attackers. Add here the fact that 80% of the maps are defenders oriented.
- Increasing damage will render the difference between 50 hp sold and 100 hp hero. All will die in 1-2 headshots.

No.. it won't? Your logic here is flawed, increasing projectile speeds does not increase rate of fire. That won't make it harder to deal with choke points at all, because the classes that stomp choke points will continue to stomp choke points. That makes no sense that faster projectiles would make it harder to breach.

Good. The HP disparities should be looked at. The thing that should make a 1 life balanced against a 3 life class is their kit, not being able to randomly take 2 more shots to the head than someone else.

4.
Dodging projectiles is a pure skill. How high your "dodging" skill determines by 2 factors:
- How good you in deciding when to get out of cover, when to shoot and when to hide.
- How well you read your opponent.

Reading is nothing more than an educated guess. I will take anyone who dares suggest that 'dodging is skill' in game and see how consistently they can hit me as I run around like a moron. Everyone whom I have taken in-game and demonstrated this, including Hexodious, understands that dodging is specifically luck. Deciding when to get out of cover is skill, yes, but that has nothing to do with my suggested changes.

5.
"Rock Paper Scissors" approach as well as one-class army (any class can stand on its own in any situation) - i am against of both of these concepts.
In first approach you will end up with every player switching classes every round to try to "counter" enemy's roster.
In second approach there will be no real unique classes.
I say the truth lies somewhere in the middle (which we are currently at, so no need in change).

Yes, to the rock paper scissors, no to the last aspect. One can have a unique class that is viable in all situations. Viability =/= creating the same thing. What do you mean 'middle'? At the highest level it is nothing but clone/sbd/bh/hero spam, with the occasional trooper rushes when nothing else works, how is that okay to you?

6.
NEVER BUILD A BALANCE AROUND DOTF. Dotf is far from being a balanced map.

And what would you suggest is a balanced map? If you say Deathstar, I shall proceed to ignore you forever.
 
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> I will take anyone who dares suggest that 'dodging is skill' in game and see how consistently they can hit me as I run around like a moron.
> like a moron
Meaning you will try to make your movements as unpredictable as possible. That's fine, except you can't fight back while doing this.

In real gameplay one must try not only to dodge incoming projectiles, but kinda shoot some stuff back too. The problem is, things like this "moronic dodge" you mentoined while making you unpredictable and hard to aim, also hinders your abillity to to aim, making the whole thing not so good.

To win, though, you need to do some very specific stuff, which falls under a pattern. Dodge also falls under that pattern, though it may be very different from player to player it is not unpredictable and random. I'm not sure why I'm even explaining it here.

I didn't liked how you uncarefully said that dodge requires no skill. Aren't you going to start to deny skill in prediction based projectile weaponry, are you? That might force me to think you have very little experience with shooters in general. God.
 

MaceMadunusus

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No.. it won't? Your logic here is flawed, increasing projectile speeds does not increase rate of fire. That won't make it harder to deal with choke points at all, because the classes that stomp choke points will continue to stomp choke points. That makes no sense that faster projectiles would make it harder to breach.

Honestly Achilles, his logic isn't the one flawed. There are several factors here that you are completely ignoring while trying to make a point and claiming it makes no sense. Faster projectiles absolutely make a choke point harder to breach because for one, you have to worry about leading a target less. More of your supressive fire spraying down a choke is likely to hit something because the faster projectiles are harder to avoid (Less time to see / dodge). And even then, there is an engine bug that can cause the blasters to pass through corners if they go to fast which can make that even harder. People firing down a choke point need to predict less (pre-fire) for when they think/hear someone coming around a choke point, because the blasters will get there faster. The list goes on.

There are many things you aren't considering and completely discounting, then saying other peoples logic is flawed. Nope.
 

Stassin

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> I will take anyone who dares suggest that 'dodging is skill' in game and see how consistently they can hit me as I run around like a moron.
> like a moron
Meaning you will try to make your movements as unpredictable as possible. That's fine, except you can't fight back while doing this.

In real gameplay one must try not only to dodge incoming projectiles, but kinda shoot some stuff back too. The problem is, things like this "moronic dodge" you mentoined while making you unpredictable and hard to aim, also hinders your abillity to to aim, making the whole thing not so good.

To win, though, you need to do some very specific stuff, which falls under a pattern. Dodge also falls under that pattern, though it may be very different from player to player it is not unpredictable and random. I'm not sure why I'm even explaining it here.

I didn't liked how you uncarefully said that dodge requires no skill. Aren't you going to start to deny skill in prediction based projectile weaponry, are you? That might force me to think you have very little experience with shooters in general. God.
I would like to add that even when we're talking about hitscan weapons, such completely random movements also help in throwing the shooter's aim off. Because if you want to track or flick a target perfectly with a hitscan weapon, there has to be a prediction part involved, regarding his movement, in order to correct your non-zero human reaction time. Projectile weapons are just the same as that, but with the added difficulty of estimating how much you have to lead and the added random part that even if your lead was perfect, you might still miss due to the target changing his movement.

Sure, with projectile weapons, sometimes spraying randomly, or not randomly but differently (such as shooting a wall expecting a target to come out at the right time...), might achieve better results than leading perfectly, due to the opponent's incorrect movements to dodge (him expecting you to follow a pattern which you do not). Which can be counted as luck. However the same thing happens with hitscan weapons due to finite reaction time... even if it is to a lesser extent, you just can't completely remove the luck part. But, given set gameplay conditions, such as mb2's, you can minimize the luck part using game sense and constantly revising your assumptions regarding enemy movement and shooting patterns, since they will do the same. In addition to having almost perfect aim, which you may not "always" need to use directly to get the best results, but is still a very big help and the biggest contributor to your success rate being consistently higher than others'.

Sure, making projectiles faster will reduce some of the random luck components. Is the gameplay currently so random that this is needed ? Not in my opinion. We already judged that in the past and projectile speeds have already been increased by something like a 1.5x factor, the current speeds are satisfying. At long range it might be quite random, that's true, but that's fine. That just makes it so long range engagements are almost more about dodging than about aiming, apart from sniper weapons.

At mid-range, it kinda boils down to 2 scenarios: either lead perfectly if he's strafing with reasonably long cooldowns between direction changes, or just aim at the target if he's constantly changing directions. Not hard to get optimal results. And at short range basically aim right at the target like a hitscan weapon, so you can't say there is much randomness involved.

I think what Achilles might be more concerned about are the random weapon spreads, sometimes you might have more success just running and spraying, compared to walking and aiming perfectly, just because you can dodge better. Altering projectile speeds wouldn't affect this randomness at all. But altering movement speed would, especially if you want to reduce strafing speed, in that case choosing to strafe and spray would more often be less attractive than just walking. However the problem lies with the random spreads to begin with, not specifically with movement, so we might want to take a look at them instead.

PS:

About what Jewbacca said though, if you try to make your movements as unpredictable as possible, that doesn't mean you can't aim back at all. If you mean turning around in all directions sure, but you don't need to do that to be very unpredictable, you can still strafe in all directions but keep facing the enemy.
 
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