11-12-2016, 08:36 PM
I like Dev's idea of possibly looking at Total Control and usable skills for turrets. It'd give a reason to sink more than 1 point in them (10 FP vs 18 HP for enough stats to do a few more damage... surviving - at most - one more hit, if that... and... listen, I'm sorry, but that's NOT worth an 80% increase in FP cost!) For example, the Turrets' standard shots can be as they are now, and they can have skills for defense-piercing shots, and the kinds of shots you see out of other gun types (Firthrower/Ryeser/Jackhammer, etc) to actually do something with their FP!
Here's my own personal suggestion for turret skill rework:
- Turrets have 3 base momentum. Overclock gives an extra 4.
- Turrets' Basic attack is the same as now. Possibly with a slightly longer range, maybe?
- At rank 1, it gets Punching Shot (10 FP, 80% scaled weapon attack but ignores defense)
- At rank 2, it gets Assisted Targeting (15 FP, 115% scaled weapon autohit)
- At rank 3, it gets Searing Spread (30 FP, Toiken's AOE that causes 75% fire attack cinder tiles; remember turrets can't move!)
- At rank 4, it gets Shock Deterrant (40 FP, fires a Ryeser shot in a 3-range circle, hitting allies and enemies alike)
- At rank 5, it gets Missile Pods (60 FP, fires a series of jackhammer-like shots with a 4-range circle that do reduced damage. Maybe 20% x 6? So long as they pierce armor so they can't be reduced to 0 damage)
Possible extra restriction: Perhaps these skills can only be used when within Overclock/Upgrade range from the Engineer, to ensure the Engineer can't just throw a turret halfway across the battlefield to spam shock deterrant, or something.
Feel free to pick this apart mercilessly, as I just came up with it and wrote it out instantly without stopping to really plan it out, and I'm aware it needs work. It may not be a good idea to give it so many skills, or to make their skills that useful while the engineer is still able to act independently. This was definitely more of a "throw everything at the wall and see what sticks" post.
Here's my own personal suggestion for turret skill rework:
- Turrets have 3 base momentum. Overclock gives an extra 4.
- Turrets' Basic attack is the same as now. Possibly with a slightly longer range, maybe?
- At rank 1, it gets Punching Shot (10 FP, 80% scaled weapon attack but ignores defense)
- At rank 2, it gets Assisted Targeting (15 FP, 115% scaled weapon autohit)
- At rank 3, it gets Searing Spread (30 FP, Toiken's AOE that causes 75% fire attack cinder tiles; remember turrets can't move!)
- At rank 4, it gets Shock Deterrant (40 FP, fires a Ryeser shot in a 3-range circle, hitting allies and enemies alike)
- At rank 5, it gets Missile Pods (60 FP, fires a series of jackhammer-like shots with a 4-range circle that do reduced damage. Maybe 20% x 6? So long as they pierce armor so they can't be reduced to 0 damage)
Possible extra restriction: Perhaps these skills can only be used when within Overclock/Upgrade range from the Engineer, to ensure the Engineer can't just throw a turret halfway across the battlefield to spam shock deterrant, or something.
Feel free to pick this apart mercilessly, as I just came up with it and wrote it out instantly without stopping to really plan it out, and I'm aware it needs work. It may not be a good idea to give it so many skills, or to make their skills that useful while the engineer is still able to act independently. This was definitely more of a "throw everything at the wall and see what sticks" post.
*loud burp*