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Innovative Ordnance / Assault Specialist Set Bonuses and Tactical Items


EricMusco

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Hey folks,

 

Following our Onslaught announcement at SW Celebration we want to start diving into feedback right away. I want to use this thread to talk about Tactical Item effects and Set Bonuses for Innovative Ordnance and Assault Specialist Disciplines. Our goal for set bonuses is to introduce new bonuses, and potentially with even new sizes so you can mix and match. Tactical Items are a new item type that is meant to be build defining and most likely to directly impact how an ability works. For inspiration here are two completely made up Chain Lightning Examples:

  1. Chain Lightning now does all of its total damage to only one target, and no longer jumps.
  2. Chain Lightning now jumps even more and does additional damage to secondary targets.

 

That would allow you to take a standard ability and allow it to be modified to fit your playstyle. Please use this thread to brainstorm ideas and make as many recommendations as you would like! For context:

  • Tactical Items: These should modify one of your Advanced Class/Discipline abilities to work differently. The goal is for you to use the ability in situations you previously wouldn’t (more often, against specific targets, etc)
  • Set Bonuses: These should be focused on the broader “kind of tools” your class uses, but not specific abilities. Some examples are sets that center around bleeds, force damage, lightning, shields, cover, and so on.

Set bonuses, tacticals, both, let us know what you would like to see. I may not respond frequently in this thread but know that I am going to be compiling everything and sending it over to the team.

 

-eric

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Tactical item:

- Death from above to single target ability (kinda boring cause it's the same as your example, but I just want to see this awesome animation more). Maybe make it so each hit applies small DoT that stacks up.

- Make missile blast more useful than sub 30. Maybe make it an AOE ability that can dotspread?

 

Set bonus:

- Every time you apply a bleed, you get the sanguinary buff for 20 seconds, which gives some offensive buff (power or crit)

- Every time you apply a bleed, you offensive ability cooldowns are reduced by 3 seconds

- Same as last two but for burns (and replace sanguinary with pyromaniac or something, and make it a different buff)

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Please make it so Assault Plastique is a dot spread...

Also, I would love if you would make it so that our serrated bolt is an instant cast. The other 2 ranged dot specs have 2 instant cast dots, and since melee all have instant cast abilities, AS is still the only dot spec with a cast dot...

Edited by pigbriggs
reword
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Please make it so Assault Plastique is a dot spread...

Also, I would love if you would make it so that our serrated bolt is an instant cast. The other 2 ranged dot specs have 2 instant cast dots, and since melee all have instant cast abilities, AS is still the only dot spec with a cast dot...

^^ please! Spreading dots is an ammo/heat killer!!

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At first I think that IO needs an update to it's magshot proc. the fixed 6 seconds to proc is in my opinion contrary to alacrity and those 1.3 gcd builds. players need to fill rotation and it's a pain in multi target fights.

 

 

Back to Topic. Tactical Item Ideas. I would like to see some variations which can be a light variant of hybrid specs. but i think every advantage of an tactical item should come with a disadvantage in combination. Also i would advocate for 2 slots for those items. One offensive and one defensive. Maybe unique Items for PVE and PVP (Balancing is easier and would give the classes a unique touch for both modes)

 

Some Offensive Tactical Items


  • Item 1
  • Positive: thermal sensor override reduces the cost of the next TWO abillities to zero.
    kinda like the utility for power surge
  • Negative: dont know. maybe a a little bit longer cooldown?

 

Item 2

  • Positive: Expand the Radius of Fusion Missile to 8m.
    easier dot spread. more aoe
  • Negative: does not apply own dot. so just spreading.

 

Item 3 (PVE Only)

  • Positive: Electronet AOE Field. Places a field of Electronets for 3-5 seconds (Some Bosses of Kotfe have a similiar abillity)
    aoe field of electronets. adding electronet to every mob running into that field. would be a very nice crowdcontrol for some boss encounters.
  • Negative: deals 50% less damage and slows less than normal electronet

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I've always thought that Mandos (Both Commando and Mandalorians) had a pretty simple set of abilities to use, with quite a bit of them being unused. So in a sense, I've always been hopeful that we would see another new ability.

 

With that being said, I.O./A.S. were in a pretty neat spot being that their damage out put wasn't too far out there in terms of being over powered, nor was it too lack luster. The problem that I feel needing to be addressed is comparing what tools the two damage disciplines have in terms of survival. Arsenal and Gunnery have their survival tied into their ability use, where as IO/AS are forced to either Deal Damage, or Survive.

 

Below is my Idea of what changes and additions would benefit this class the most.

 

Tactical

Double Jeopardy - After casting Propulsion Round/Rocket Out, Being Leapt to/Pulled resets the cooldown on Propulsion Round/Rocket Out allowing the caster to travel slightly farther.

Pocket Sand - Casting Propulsion Round/Rocket Out leaves behind a layer of sand, cause up to 5 targets to be slowed for 10 seconds or until canceled. For the first 5 seconds, affected targets can not leap to the caster.

Advanced Durasteel - After being incapacitated, Durasteel plating surrounds the player, resisting the next two Tech/Force attacks respectively. Breaking the stun affect early resists the next Tech/Force attack respectively.

 

Set Bonus

Disclaimer: I despise cookie cuter builds, So I devised the set bonuses to be unique for each discipline.

 

2 Piece - Damage over time affects now have a (10%) chance to cause your next Medical Probe/Rapid Scan to be instant and cost no energy.

4 Piece - Hail of Bolt/ Sweeping Blasters now spreads your Damage over time affects to all targets affected by the spell. In addition, Damage over time affects spread this way cause you to be healed for 25% of the damage dealt by your damage over time affects.

6 Piece - Full Auto/Unload now refreshes your damage over time affects. In addition, Full Auto/Unload now causes your damage over time affects on your current target to deal damage at the same rate, increasing the damage over Full Auto/Unload over their duration.

 

Thanks for the read,

 

SuperSquirrel/Titus.

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Tactical Item : mag shot now has the visual/animation of rail shot, with the color of your main hand weapon crystal.

 

this tactical item gives no other bonus but you know, style > all

 

:rak_03:

Edited by Thaladan
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Tactical Item:


  • Explosive Dart roots all enemies hit for x second(s) and applies a trauma debuff, reducing all healing received.


  • Supercharged Gas causes all burns and bleeds to tick twice as fast and extends their duration by x seconds.


  • Mag Shot consumes all damage over time effects and causes them to do their full duration damage instantly.


  • Fusion Missile no longer has a channel and has increased radius to 8 meters but no longer does damage.

 

Set Item Bonuses:


  • Reduces Energy Shield cooldown by x seconds.


  • Hydraulic Overrides speed increased by x% and duration by x seconds


  • Your damaging or healing abilities cause your next dmage or heal ability to critically hit. Once every 60 seconds.

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Realistically, this spec doesn't need much, if anything, because it happens to be in a really good spot right now.

 

Tactical Items:

 

all critical damage is reduced by X% (10% or something), but all non-critical damage is increased by Y% (maybe 40%). (makes your damage less dependent on crits which would be nice for all sustained specs)

 

Relentless Assault and Explosive Round both have their sub-30% effects regardless of the health of the target.

 

Activating Supercharged Cell immediately ends the cooldown of Electro Net.

 

Assault Plastique now spreads your Serrated Bolt and Incendiary Round in a 5m raidus of the target it damages. In addition, Assault Plastique now damages all targets within 5m (Plasma Grenade is fine in my opinion honestly as the heat cost isn't terrible, but people seem to really want this for some reason. So I present the choice of a 5m DoT spread in Assault Plastique - even though this exists in Sticky Grenade - or the 8m DoT spread in Plasma Grenade. Perhaps double the damage of the Plasma Grenade DoT to make it more appealing despite the higher resource cost).

 

Set Bonus:

 

2pc: Full Auto increases all DoT damage by X% (maybe 50%) for 15 seconds. Can only occur once every 2 uses.

 

2pc: Acticating Full Auto or Carged Bolts makes your next Mag Bolt critically hit once every X seconds (lets go with 60 because I like the current 6pc set bonus. I wouldn't mind seeing it lowered honestly, but this spec is already really powerful.)

 

4pc: Charged Bolts generates an additional stack of Supercharge while Plasma Grenade and Explosive round generate 1 stack each when used. (helps with resource even though I like the difficulty where it's at currently)

 

6pc: Supercharged Cell now lasts X (4, 7, or something else to keep it balanced) seconds longer. In addition, all DoT damage is increased by an additional Y% (let's say 40%) for the duration. In addition, Supercharged Cell restores an additional X energy cells. (this may not be needed honestly, but 2 give or take 1 if it is)

Edited by SpleneticGamer
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Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions

 

INNOVATIVE ORDNANCE/ASSAULT SPECIALIST

 

Tactical Suggestions:

  • Fusion missile’s periodic damage now lasts 3s longer consumes 8 heat.
  • Explosive Dart now remains dormant in a target for 12.5 seconds. The next Power Shot or Mag Shot detonates the Explosive Dart. Innovative Particle Accelerator now applies to Explosive Dart.
  • Dealing periodic damage to any target grants Volatile Warhead, which reduces the heat generated by your next Missile Blast by 10 and increased the damage it deals by 75%. This effect cannot occur more than once every 15 seconds. If a targeted is affected by your burning affect, Missile Blast will refresh the affect and spread to all targets within 5 meters of the primary target. Combustible Gas Cylinder now has in increased chance (50%) to deal 2734 additional elemental damage over 6 seconds.
  • Death from Above generates 15 heat over the duration and is now a 1.5 second cast. Reduces the cooldown on Death from Above by 50% and decreases the damage dealt by 50% (same damage as current DFA for 1.5 seconds). Additionally, all targets affected by Death from Above will have their periodic damage affects refreshed each time they are affected by it.
  • Targets affected by Incendiary Missile and Serrated Shot for their entire durations grant an additional stack of Supercharged Gas. This effect can only occur once every 15 seconds. Supercharged Gas now vents 20 heat, and increases periodic damage dealt by 15% for 8 seconds.
  • Hitting a targeted with a Serrated Shot benefitting from Speed to Burn grants Volatile Warhead. This effect cannot occur more than once every 30 seconds.
  • Mag Shot now deals 50% of it’s damage on hit and the remainder of it’s a damage as an Internal/elemental dot over 4.5s
  • *Concept idea* Some sort of tactical item to encourage holding 10 stacks of supercharge for increased sustained DPS and only activating supercharge for burst windows.

 

Set Bonus:

  • 2 set - Power shot or Rapid shot generate two stacks of supercharge can only occur once every 15s.
  • 4 set - Increases Supercharged Gas duration by 3 seconds
  • 6 set - Activating Thermal Detonator damage is increased by X% per periodic effect on the target.

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  • 5 weeks later...

I agree to some statements here that the spec doesnt need that much.. One thing I'd love to see:

 

 

- Explosive Dart / Sticky Grenade and Fusion Missile / Plasma Grenade can build a stack of Supercharge (Maybe with a internal cooldown?)

This makes both abilities more viable in normal rotations and not only for dot spreading.

 

I think the spec is a good example of easy to learn, hard to master.. mostly because of the ammo / heat management. Especially when you start adding dot spreads and aoe damage. In general I'd like to see other things build on that idea. For example:

 

- Gaining the tenth and last stack of Supercharge through Koltoshot / Koltodart buffs the Supercharge duration to some amount (3-5 Seconds maybe?)

- Spreading both dots to more then three enemies grants [Creative Name Here] which reduces the cost of the channeled Aoe attacks by 20% or some amount.

- After the activation of Kolto Overload / Adrenalin Rush but before the health trigger.. the players can cast Medical Probe on itself which creates a stack of [Creative Name Here] which increases the duration of Overload/Rush for like 1 Second per Stack (Up to x Stacks]

 

Mechanics that reward players for oversight of the fight/class and clutch gameplay. But also not necessarily being something you need to do. Like the first example you loose a gdc to a non-offensive ability, but profit after. Or the thrid exampe using your Overload/Rush preemtively.

Edited by theDCx
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  • 3 weeks later...

I'd like to see a set bonus for Innovative Ordnance that would reduce the heat cost of Unload after using Thermal Detonator, heat management for IO is more difficult than Arsenal and the rotation is quite punishing if you mess up heat management.

 

For a tactical item I think both specs could use a bit of AoE love. Perhaps allowing Thermal Detonator to deal AoE damage for IO and Heatseeker missiles hitting multiple targets (albeit at reduced damage) after hitting them with Death from Above or Sweeping Blasters.

 

On a side note, I find the amount of abilities that Bounty Hunters get that utilize their jetpack animation to be quite lacking, for Mercenaries outside of Death from Above and Jet Boost there isn't much there aesthetically with the bounty hunter jet pack and fulfilling that side of the class fantasy. Tracer Missile used to be cast from the backpack, kind of miss that.

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Can we switch that around or make the buff last 15 seconds? Unload makes TD heat less?

Unload is pretty efficient as-is, builds 24 over the course of 3s so vents 15 making it a gain of 3h/s.

Besides which, TD explodes from PS or Mag so you usually see TD following an Unload and preceding either Mag or PS.

And tacking heat reduction to Unload make TSO less worthwhile as if heat generation is reduced to... say... 20h/3s then TSO is 4h/s less valuable.

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  • 3 weeks later...
Please make it so Assault Plastique is a dot spread...

Also, I would love if you would make it so that our serrated bolt is an instant cast. The other 2 ranged dot specs have 2 instant cast dots, and since melee all have instant cast abilities, AS is still the only dot spec with a cast dot...

 

^^ please! Spreading dots is an ammo/heat killer!!

I agree, but doesn't our dot tic break mezz/sap? AP is so vital to single target that I wouldn't want to make that sacrifice.

 

Missile Blast

In any case, Missile Blast is kinda useless outside of ammo management and doing something on the run. I would love to spread with missile blast. That would make its lackluster direct dmg worth the tradeoff in resources.

 

Tech Override

another thing that might be interesting is messing with Tech Override. I use it all the time in pvp, but it's an ammo siv. you don't even use it in basic pve roto b/c it borks resource management. how about something that makes tech override replenish ammo at the cost of making the next cast an instant? that would be an interesting tradeoff. basically you can have two Recharge Cells at the sacrifice of your instant cast.

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I agree to the other posts that it is hard to find good Set Bonusses and Tactical, since Merc has a very well rounded Gameplay-mechanic. Just some suggestions to lower the amount of auto-shots used in a fight (because we use it much more than other classes):

 

1. Missile Blast (and perhaps Fusion Missile, perhaps only when it hits more than one target) grants 1 stack of Supercharge (This would make the Burn Phase damage higher while making the heat Management and AoE Potential more comfortable.

 

2. Electro Net activates the Proc on Missile Blast (This would allow a more deliberate use of Electro Net in some Situations, to create a littlebit more Burst Potential. Furthermore it is a simple DPS Increase.

 

Tacticals:

Thermal Missiles: Missile Blast causes the TD Dot

 

Sharp Clusters: TD spreads its Dot in 5m range (not its dmg)

 

Extinction from Above: Death from Above hits 10% harder for every burning dot on the target

 

Efficient Hydraulics: Taking Damage during Hydraulic override grants 2 ammo, can only occur once per second.

 

Super Overcharge: Every 3 seconds, while you have 10 stacks of overcharge, you get one Stack of Super Overcharge, to a maximum of 3. When you activate Supercharge, the stacks will be consumed and every stack extends the Duration of Supercharge by 2 (or 3) seconds

 

Steady feet, steady aim: hydraulic override grants you 35m range

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  • 4 months later...
Tactical Item : mag shot now has the visual/animation of rail shot, with the color of your main hand weapon crystal.

 

this tactical item gives no other bonus but you know, style > all

 

:rak_03:

 

Yes please I second this! I'll take a tactical that does nothing but give me RAIL SHOT back. I'd even be willing to give up an implant spot for it.

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