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Blasters should do more damage and be super rewarding for landing a hit. The bolt should travel slightly faster as well because alot of maps have long corridors and also because i think it would make gunfights abit more interesting.
Tibana Gas is expensive, and for this reason, we should execute any soldier firing those blasters on full auto unless extreme necessity demands.
The whole ammo system should be adjusted into making it a mistake to waste munitions because you currently have pretty much infinite at the moment.
I'd like to see more incentive to use primary fire and conserve ammunitions and full auto filling the role of last resort close quarter encounters
All of this might sound heresy for most but the bolts you shoot now would be far more deadlier and quicker it's a fair trade worth considering
Now the big problem bolts being deadlier means deflecting it back in your face is also deadlier, so i thought of some adjustement for deflection.
Saber protection should be reduced around the very saber and less around the character model this mean Jedi/Sith would be more vulnerable to attacks on the sides and even also almost on the front if they are not careful enough (I picture it as they would need to flicker their camera carefully to catch all the bolts.)
So killing a sword user would be less about barbarically gunning it down until it reach 0FP and more about strategicaly distracting and make it flick the camera wrongly and penetrate the defences around the blade.
That being said, it still doesnt solve the fact that deflection is way too easy and it would make jedi and sith absurdly OP. I thought of a way to make it harder.
I was imaginating deflection to work in a similar manner that work sword agaisnt sword
- Blocking
- Manual Block
- Half deflect
- Perfect deflect
- Swing deflect
When holding block (and catching the bolt) Sucess! You avoid a bad burn.
Suggestion A: Inflict low FP drain.
Suggestion B: Inflict very low FP but mainly low BP drain and running out of either resources mean you cant block bolt anymore.
Why? Because i assume those bolts have a lot of strength behind them and that blocking it has to be mainly physically draining on the arms.
Now hear me out. It sound crazy, but it would synergizes well with the rest of what i've writen above and bellow.
Manual block would be needed to perform any successful deflection attempt and you're timing would also determine, just like disarming work, if you either half deflect, or perfect deflect. Would drain something +/-14 FP per attempt.
Semi Deflect. The bolt hits your blade as the MB animation is already active and pending for the bolt to hit.
Suggestion A: Getting deflect randomly in any directions: Wall / Ground / Roof / and so on...
Suggestion B: Deflected inaccurately where you're aiming at.
Perfect Deflect. You input MB just before or as the bolt hits the blade (very comparable to saber disarming)
Suggestion A: Bolt is getting deflected where you're aiming at.
Suggestion B: Bolt is automaticaly deflected at the same angle it initialy got shot from?
Swing deflect swing blocking on bolt contact would eat something +/- 15-45FP if triggered
I was imagining it working through 3 phase of speed that are determined by how quick you're swing block is registered at bolt contact.
- The 3rd phase is the slowest. The bolt hit as it reach passed middle to the end of swing animation, which break it, but half deflect the bolts off of it
- The 2nd phase is when swing blocking as the bolt hits a very little passed the begining to the middle of swing animation, breaking the swing from completing its course but perfect deflecting the bolt off of it
- The first phase is a fantasy but you might like it. The first phase is lightning quick swing block, especially short window when you swing block just as the bolt hit the very, very, very begining of the swing animation. It semi deflect the bolt but make the swing uninterruptible.
It's basically a close quarter EWGF-like move for Jedi/Sith with extreme thigh timing.
3rd phase cost: +/-15FP
2nd phase cost: +/-20FP
1st phase cost:
- A: +/-30FP
- B: +/-45FP
Could also lock these new deflection features behind points assignement.
Deflect level 1: You can semi deflect.
Deflect level 2: You can also perfect deflect.
Deflect level 3: You can now perform swing deflect.
Suggestion A: You also need saber defence 3 to use the first phase from swing deflect.
...
So now bolt are very dangerous; they inflict more damage and travel a slight quicker, but as a downside having to manage your shorter ammo supply and make good use of it. The rate of fire slowdown as gunners make better use of slower but accurate primary fire and conserve full auto for closer quarter.
Jedi have to work hard to both block and deflect bolts back, and on top of it, spamming or failing deflects will be quite harmful to them requiring decent ping but also alot of pratice to master the timings.
This new contrast will also contribute to reduce Jedi/Sith spam as these class will be a very hard but also very rewarding class to play with and those who succeed will be respected for their talent.
It should be noted that the fair FP drain values are hard to determine since i cant test it, which is why i used alot of +/-
[Reworking other sections]
...
Tibana Gas is expensive, and for this reason, we should execute any soldier firing those blasters on full auto unless extreme necessity demands.
The whole ammo system should be adjusted into making it a mistake to waste munitions because you currently have pretty much infinite at the moment.
I'd like to see more incentive to use primary fire and conserve ammunitions and full auto filling the role of last resort close quarter encounters
All of this might sound heresy for most but the bolts you shoot now would be far more deadlier and quicker it's a fair trade worth considering
Now the big problem bolts being deadlier means deflecting it back in your face is also deadlier, so i thought of some adjustement for deflection.
Saber protection should be reduced around the very saber and less around the character model this mean Jedi/Sith would be more vulnerable to attacks on the sides and even also almost on the front if they are not careful enough (I picture it as they would need to flicker their camera carefully to catch all the bolts.)
So killing a sword user would be less about barbarically gunning it down until it reach 0FP and more about strategicaly distracting and make it flick the camera wrongly and penetrate the defences around the blade.
That being said, it still doesnt solve the fact that deflection is way too easy and it would make jedi and sith absurdly OP. I thought of a way to make it harder.
I was imaginating deflection to work in a similar manner that work sword agaisnt sword
- Blocking
- Manual Block
- Half deflect
- Perfect deflect
- Swing deflect
When holding block (and catching the bolt) Sucess! You avoid a bad burn.
Suggestion A: Inflict low FP drain.
Suggestion B: Inflict very low FP but mainly low BP drain and running out of either resources mean you cant block bolt anymore.
Why? Because i assume those bolts have a lot of strength behind them and that blocking it has to be mainly physically draining on the arms.
Now hear me out. It sound crazy, but it would synergizes well with the rest of what i've writen above and bellow.
Manual block would be needed to perform any successful deflection attempt and you're timing would also determine, just like disarming work, if you either half deflect, or perfect deflect. Would drain something +/-14 FP per attempt.
Semi Deflect. The bolt hits your blade as the MB animation is already active and pending for the bolt to hit.
Suggestion A: Getting deflect randomly in any directions: Wall / Ground / Roof / and so on...
Suggestion B: Deflected inaccurately where you're aiming at.
Perfect Deflect. You input MB just before or as the bolt hits the blade (very comparable to saber disarming)
Suggestion A: Bolt is getting deflected where you're aiming at.
Suggestion B: Bolt is automaticaly deflected at the same angle it initialy got shot from?
Swing deflect swing blocking on bolt contact would eat something +/- 15-45FP if triggered
I was imagining it working through 3 phase of speed that are determined by how quick you're swing block is registered at bolt contact.
- The 3rd phase is the slowest. The bolt hit as it reach passed middle to the end of swing animation, which break it, but half deflect the bolts off of it
- The 2nd phase is when swing blocking as the bolt hits a very little passed the begining to the middle of swing animation, breaking the swing from completing its course but perfect deflecting the bolt off of it
- The first phase is a fantasy but you might like it. The first phase is lightning quick swing block, especially short window when you swing block just as the bolt hit the very, very, very begining of the swing animation. It semi deflect the bolt but make the swing uninterruptible.
It's basically a close quarter EWGF-like move for Jedi/Sith with extreme thigh timing.
3rd phase cost: +/-15FP
2nd phase cost: +/-20FP
1st phase cost:
- A: +/-30FP
- B: +/-45FP
Could also lock these new deflection features behind points assignement.
Deflect level 1: You can semi deflect.
Deflect level 2: You can also perfect deflect.
Deflect level 3: You can now perform swing deflect.
Suggestion A: You also need saber defence 3 to use the first phase from swing deflect.
...
So now bolt are very dangerous; they inflict more damage and travel a slight quicker, but as a downside having to manage your shorter ammo supply and make good use of it. The rate of fire slowdown as gunners make better use of slower but accurate primary fire and conserve full auto for closer quarter.
Jedi have to work hard to both block and deflect bolts back, and on top of it, spamming or failing deflects will be quite harmful to them requiring decent ping but also alot of pratice to master the timings.
This new contrast will also contribute to reduce Jedi/Sith spam as these class will be a very hard but also very rewarding class to play with and those who succeed will be respected for their talent.
It should be noted that the fair FP drain values are hard to determine since i cant test it, which is why i used alot of +/-
[Reworking other sections]
...
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