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Since I believe push/pull lvl 1 and lvl 2 are not very useful in the game I came up with a few ideas.
PUSH:
lvl 1:
Effect: Knocks down a single enemy. Push range of current push 2. (no push effect, the enemy just falls on the ground, they end lying on their back)
Condition: Jedi/Sith has to aim at the opponent in order to use the power effectively.
Cost: 20 fp
lvl 2:
Effect 1: Pushes back and knocks down a single enemy. Push range and power as current push lvl 3.
Condition 1: Jedi/Sith has to aim at the specific opponent in order to use the power effectively.
Cost: 20 fp
Effect 2: Pushes back and knocks down up to 3 enemies. Push range and power as current push 2. Knocked down players remain on the ground for the half time of the current push 3
Condition 2: Jedi/Sith aims at the area.
Cost: 20 fp
Comment: Basically what we have here are two option of executiong this power
lvl 3:
As is now.
PULL:
lvl 1:
Effect: Knocks down a single enemy (no pull effect, the enemy falls on the ground, they end facing the ground)
Condition: Jedi/Sith has to aim at the opponent in order to use the power effectively. Pull range of current pull 2.
Cost: 20 fp
lvl 2:
Effect: Knocks down a single enemy and pull his weapon.
Condition: Jedi/Sith has to aim at the opponent in order to use the power effectively. Pull range of current pull 2.
Cost: 20 fp
lvl 3:
Effect 1: Pulls and knocks down a single enemy, takes away the weapon. Pull range and power as current pull lvl 3.
Condition 1: Jedi/Sith has to aim at the specific opponent in order to use the power effectively.
Cost: 20 fp
Effect 2: Pulls and knocks down up to 3 enemies. Pull range and power as current pull 3. Knocked down players remain on the ground for the half time of the current pull 3
Condition 2: Jedi/Sith aims at the area.
Cost: 20 fp
Comment: Again two option of executiong this power.
Such a setup would open doors to new viable jedi/sith builds. More experienced players could benefit from additional skill points and noobs could still push spam lvl 3 and get rekt by experienced gunners
PUSH:
lvl 1:
Effect: Knocks down a single enemy. Push range of current push 2. (no push effect, the enemy just falls on the ground, they end lying on their back)
Condition: Jedi/Sith has to aim at the opponent in order to use the power effectively.
Cost: 20 fp
lvl 2:
Effect 1: Pushes back and knocks down a single enemy. Push range and power as current push lvl 3.
Condition 1: Jedi/Sith has to aim at the specific opponent in order to use the power effectively.
Cost: 20 fp
Effect 2: Pushes back and knocks down up to 3 enemies. Push range and power as current push 2. Knocked down players remain on the ground for the half time of the current push 3
Condition 2: Jedi/Sith aims at the area.
Cost: 20 fp
Comment: Basically what we have here are two option of executiong this power
lvl 3:
As is now.
PULL:
lvl 1:
Effect: Knocks down a single enemy (no pull effect, the enemy falls on the ground, they end facing the ground)
Condition: Jedi/Sith has to aim at the opponent in order to use the power effectively. Pull range of current pull 2.
Cost: 20 fp
lvl 2:
Effect: Knocks down a single enemy and pull his weapon.
Condition: Jedi/Sith has to aim at the opponent in order to use the power effectively. Pull range of current pull 2.
Cost: 20 fp
lvl 3:
Effect 1: Pulls and knocks down a single enemy, takes away the weapon. Pull range and power as current pull lvl 3.
Condition 1: Jedi/Sith has to aim at the specific opponent in order to use the power effectively.
Cost: 20 fp
Effect 2: Pulls and knocks down up to 3 enemies. Pull range and power as current pull 3. Knocked down players remain on the ground for the half time of the current pull 3
Condition 2: Jedi/Sith aims at the area.
Cost: 20 fp
Comment: Again two option of executiong this power.
Such a setup would open doors to new viable jedi/sith builds. More experienced players could benefit from additional skill points and noobs could still push spam lvl 3 and get rekt by experienced gunners