Unimplemented IC Rework: Gunner

Discussion in 'Class Discussion' started by Kith, Aug 10, 2016.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    IC Rework:
    Gunner
    This is where the DPS tree for the Assault lives now.

    STATS
    Class Name:
    Gunner
    Class Biography: Gunners are heavy weapon specialists, using Critical Strikes to deal damage and featuring enormous ammunition pools.
    Hitpoints: 160
    Hitpoint regen: 0.5
    Shields: 20
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Movespeed: 2.2
    Weight Class: Heavy
    Soundset: Viking
    Default Color: Red


    ABILITIES
    Ability Name:
    Concentrated Fire
    Ability Button Description:
    Increases Attack Speed by 80% for 4 seconds.
    Ability Cost: 10 Energy
    Ability Cooldown: 5 Seconds (on cast)
    Ability Filters: Self
    Effect:
    See Description.
    Visuals:
    Alarak_DeadlyCharge_Trail.m3 on Weapon. Swoopy trails should go along the length of the weapon, moving towards the barrel. May require some resizing.
    Transient: Yes
    Hotkey: F

    Talent Name: Extended Burst
    Talent Description:
    Increases the duration by 50%.
    Effect:
    Increases Concentrated Fire's duration from 4 to 6 seconds.

    Talent Name: Full Auto
    Talent Description:
    Increases the Attack Speed bonus by an additional 40%.
    Effect:
    Increases Concentrated Fire's Attack Speed bonus from 80% to 120%.

    Talent Name: Recoil Management
    Talent Description:
    Reduces the Energy Cost by 50%.
    Effect:
    Reduces Concentrated Fire's Energy Cost from 10 to 5.



    Ability Name: Advanced Targeting
    Ability Button Description:
    [Toggle ON]
    Increases Critical Chance by 40% while active, but drains 1 Energy per shot.

    [Toggle OFF]
    Reduces Critical Chance to normal and stops consuming Energy.
    Ability Cost: 1 Energy per shot, no activation/deactivation cost
    Ability Cooldown: 1 Second
    Ability Filters: Self
    Effect:
    See Description. Does not proc for Sidearms.
    Transient: Yes
    Hotkey: E

    Talent Name: Improved Subroutines
    Talent Description:
    Reduces the Energy consumed per attack by 25%.
    Effect:
    Reduces the Energy cost per attack from 1 to 0.75.

    Talent Name: Recoil Correction
    Talent Description:
    Increases Critical Chance by an additional 20%.
    Effect:
    Increases the Critical Chance granted by Advanced Targeting from 40% to 60%.

    Talent Name: Advanced Ballistics
    Talent Description:
    Advanced Targeting also increases Weapon Range by 5 while active.
    Effect:
    See Description



    Ability Name: Mag Link
    Ability Button Description:
    After 1 second, adds a single Magazine's worth of rounds to the currently loaded ammunition.

    Passive: The Gunner can load 2 Magazines at once.
    Ability Cost: 10 Energy
    Ability Cooldown: 5 Seconds (on cast)
    Ability Filters: Self
    Effect:
    See Description. Casting time is 1 second, and disables attack while active.
    Visuals:
    Duration bar.
    Transient: Yes
    Hotkey: V

    Talent Name: Rule of Threes
    Talent Description:
    Allows loading of an additional Magazine.
    Effect:
    Increases the amount of Magazines the Gunner can have loaded from 2 to 3.

    Talent Name: Extended Magazines
    Talent Description:
    Increases the size of all loaded Magazines by 33%.
    Effect:
    Individual Magazines provide 40 rounds instead of 30.

    Talent Name: Bullet Buffet
    Talent Description:
    Reduces the Cooldown by 50%.
    Effect:
    Cooldown is reduced from 5 seconds to 2.5 seconds.



    Ability Name: Critical Strike [Passive]
    Ability Button Description:
    The Gunner has a 20% chance to perform a Critical Hit. Critical Hits deal additional damage based on the weapon and ignore the Armored status.
    Effect:
    See Description.
    Visuals:
    Standard spooky red Critical Hit numbers.

    Talent Name: Lucky Shot
    Talent Description:
    Critical Strike increases the Critical Chance by an additional 10%.
    Effect:
    Increases Critical Strike's Critical Chance bonus from 20% to 30%.

    Talent Name: Devastator
    Talent Description:
    Critical Hits deal 25% additional damage.
    Effect:
    Increases the Critical Hit damage of all weapons by 25%.

    Talent Name: Stopping Power
    Talent Description:
    Critical Hits lower the victim's Movement Speed by 20% for 0.5 seconds.
    Effect:
    See Description.


    ULTIMATES
    Ability Name:
    Lockdown
    Ability Description:
    The Gunner entrenches themselves, increasing their Energy Regeneration by 300%. Lockdown automatically deploys and packs up the Heavy Machine Gun when used.

    “I could shoot this thing all day if I've got a comfortable place to sit.”
    Ability Button Description:
    (Toggle ON)
    Increases Energy Regeneration by 300%, but immobilizes the Gunner.

    (Toggle OFF)
    End Lockdown, allowing the Gunner to move again.
    Ability Cost: None
    Ability Cooldown: 1 Second (on cast)
    Effect:
    See Button Description. Actually increases Energy Regeneration by a flat 3 while active. Engaging and disengaging the ability both have a 1 second casting time.
    Transient: No
    Hotkey: G


    Ability Name: Gemini
    Ability Description:
    The Gunner sacrifices the ability to use heavy weapons to gain an additional Weapon slot. Weapons draw from the same ammunition pool and must be reloaded at the same time.

    “I figure; if a problem can be solved by shooting it, why not solve it twice as fast by shooting it with two guns?”
    Ability Button Description:
    (Activate)
    Equip the target weapon to your secondary weapon slot.

    (Deactivate)
    Drop the currently equipped secondary weapon. Weapon will be placed in your inventory, or on the ground if there is no room.
    Ability Cost: 10 Energy
    Ability Cooldown: 2.5 Seconds
    Effect:
    Adds the Gemini Weapon Slot to the Gunner's Equipment Bar, the Secondary Weapon Button to the Gunner's command card, and unlocks the Gemini ability. The Gemini Weapon Slot cannot be normally interacted with, and the only method of placing/removing weapons in it is through the Gemini ability. Reloading uses the longer duration between the two weapons.

    BIG SMELLY DEAL: The Gunner can no longer equip the Heavy Machine Gun or the Anti Materiel Rifle if they have chosen Gemini as their Ultimate.
    Transient: No
    Hotkey: G

    Ability Name: Secondary Weapon
    Ability Button Description:
    [Insert Weapon Information Here]
    Effect:
    A button that displays the Weapon tooltip of the weapon that the Assault is currently using for Gemini. Very specifically the Weapon tooltip - the Item Tooltip can be seen if the player mouses over Gemini Weapon Slot, so it doesn't need to be repeated.
  2. squish

    squish Well-Known Member

    Overall, Gunner looks pretty neat. I'm a stickler about the default color, though I suppose it's fitting. Dark Red to signify the blood of his enemies.

    How does Gemini work with something ranged and something melee, like shotgun crowbar? (Hearkening to Ogilvy)

    [Stamp of Approval]
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    I appreciate pointing out the formatting error.

    It was originally going to be Light Gray, but I felt that was a color better reserved for one of the Technicians. I'm hesitant to make him outright red because that color is used by the Rifleman.

    As far as I'm aware, it works just fine. You'll acquire targets based on the ranged weapon you're using though, so it'll take some micro to pull off properly.
  4. squish

    squish Well-Known Member

    Neat. And yeah, Light Gray would be a techy kind of color. And you're not worried about the work you're putting on AP to re-do all of this?

    And no problem.
  5. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    AP won't be the only one working on it - ideally, I will be shouldering a significant portion of the load myself, and only be asking him for help when there's something I cannot do (such as Weird Editor Bullshit™). For instance, assuming I'm not vastly overestimating the results of my learning, I could do the majority of the abilities/talents on this list.
  6. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    UPDATES
    • Burst Fire name changed to Concentrated Fire. Because Stereo complained and I felt bad.
    • Ammunition Feed condensed into Mag Link. The Gunner now has Ammo Link 1 by default instead of Extended Magazines. Extended Magazines and Ammo Link 2 are now talents for Mag Link.
    • Empty ability slot filled with Assisted Targeting. This ability increases the Gunner's Critical Strike chance while active, but drains energy per attack.
    • Critical Strike has recieved updated talents.
    • Lockdown has been rebalanced. Rather than costing Energy to engage, Lockdown is now free - the "cost" being that it renders the Gunner immobile. It also provides no direct combat bonuses anymore, instead giving the Gunner a whopping +3 Energy Regeneration per second so they can use Concentrated Fire and Assisted Targeting more freely.
    • Gemini recieved no changes, but had several formatting updates. Nothing big, just clarifying some things.

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