DRL > Requests For Features
Second Pistol Master Trait
ChaoticJosh:
Also, I don't think the first iteration of the Fastest of the West Master Trait is that overpowered, since it would require an Angel of Marksmenship player to hold out for SEVEN characters levels using only a basic pistol, when it's typical to make a bee-line straight for dualgunner so that you can start dealing more damage to things. A charactering will likely only hit character level 7 after they're halfway through hell, and will VERY LIKELY not have hit it before reaching hell's gate, meaning that an AoMr player aiming for MFotW would have to tackle it with a normal pistol. Ouch. If someone had the cajones/patience to do that, then I say reward them with an awesome trait that evens the playing field for the last stretch of the game.
Game Hunter:
--- Quote from: ChaoticJosh on March 30, 2010, 16:29 ---Also, I don't think the first iteration of the Fastest of the West Master Trait is that overpowered, since it would require an Angel of Marksmenship player to hold out for SEVEN characters levels using only a basic pistol, when it's typical to make a bee-line straight for dualgunner so that you can start dealing more damage to things.
--- End quote ---
Well, I still have Brick Silver to finish. I'll take you up on that challenge, see how difficult it is to handle the game on a single pistol (just finished a ITYTD single pistol run, really easy (although T3 and ITYTD helps that)). Part of the usefulness of a single pistol is heavy ammo conservation, after all: 2d4+6 at 0.28 speed isn't too shabby, much better than a chaingun and more accurate, too.
--- Quote from: ChaoticJosh ---Also, juggler would have to be altered so that you could switch between them via a menu even if it did work like that.
--- End quote ---
Oh, right. It's been so long since I've actually used Juggler, seems I've forgotten how it works.
bricks:
Another idea for a trait: "Aimed" shots ignore armor and always deal maximum damage.
Game Hunter:
--- Quote from: bricks on March 31, 2010, 10:10 ---Another idea for a trait: "Aimed" shots ignore armor and always deal maximum damage.
--- End quote ---
Been thinking about this one for a while. It fits quite well into my idea (could replace my percentage-based shot, for instance), but there's a small problem because aimed shots take twice as long as a normal shot and Finesse is somewhat opposed. The double time really does hurt this kind of benefit: note that "maximum damage" is a spread difference of about six damage (so on average you're improving damage by three) and armor will never add more than four. If you REALLY need to conserve ammo for some reason, it'd come in handy. However, we could put a little spin on it instead:
Sharpshooter ((or Sniper, whichever fits better)
Requires: Son of a Gun (2), Reloader (1), Intuition (1)
Blocks: Finesse, Hellrunner, Ironman (Iro's a maybe: it's either that or TaN. Depends on whether or not Iro is even allowed to be a blocked trait.)
Quote: "Waste a shot on the battlefield and you're as good as dead."
Benefits: Aimed shots instead pierce armor and deal maximum damage to their target, at 1.75x the firing speed. Sight around corners* is increased by two.
*see first post on corner-sight
A bit of tweaking here and there and I could see it working. Removing Finesse balances with slightly less aimed speed; the defense traits are balanced with the definitive advantage at spotting enemies; Reloader effectively blocks Cateye and is plenty useful on pistols anyway. This build wouldn't work with other weapons, of course, as the other one did.
I'd still use it, it's basically the exact opposite of Gun Kata anyway. Instead of guns blazing across the battlefield, it's made for those who approach pistols with a highly conservative, kill-before-seen strategy in mind. Arach caves are a huge problem, naturally...unless you find yourself a really nice and fairly common crevice: corner-shooting will kill them before they have any line of sight. Really, any sort of blocking will do just the trick, as you'll easily get some shots off before they can see you, and if you're using those aimed shots, SoaG(x3)+SoaB(x1) is exactly enough to knockback, which is reachable by level eight.
Oh, and my HNTR single-pistol game went without a hitch or special gun. Cybie took a while but died without much a problem. I gotta say though, a P3T2+SoaB(x3)+SoaG(x3), giving 2d7+6 = 8-20 = 14 damage on average is a great way to keep enemies at bay via knockback: two guns would be nearly impossible to both mod in this fashion. I wouldn't expect HMP would be too much harder (you'll still only be using one gun by the time HA finishes up)...UV would have significant problems. However, if we're talking about the original MFW, everything before UV would be a walk in the park and UV itself would pose only small challenges.
Polymeron:
I like this last concept despite being a Finesse-freak myself. One thing you didn't mention though is with Finesse blocked, you can't take Whizkid - which means you'll need exotics/uniques to stay competitive over time with this strategy.
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