The motorist line hehe, you two have a nice cool idea there.. Never even remembered that existed!
Would be cool to have some sort of vehicles from that^^ Water vehicles that actually move fast as heck on water! Yayy, we can arrange boat races
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The motorist line hehe, you two have a nice cool idea there.. Never even remembered that existed!
Would be cool to have some sort of vehicles from that^^ Water vehicles that actually move fast as heck on water! Yayy, we can arrange boat races
I expect one of two things from the balancing of General perks:
- First option : the half assed one
• Statu quo of unpolemical perklines
• Removal of AAO*2 but slight lowering of checks on AI weapon perklines
• Change to Champion of Nano Combat to take nanoskills as the attack check, and the perkline renamed to Victory of Klod.
• Lowering of Notum Repulsor 8 from 20k to 6k NR gain, and from 8k to 2,4k nanoskills debuff
- Second option : the balls of steel one
• Useless perklines are removed plain and simple (Motorist comes to mind)
• New perklines added, like an 8 perks perkline, buffing RS and Perception. Its specials are a blind, a snare and a debuffer that lowers all Resistances by 30%. Or a Variable Reducer 10 perks perkline, which would reduce by up to 20% the gap between min and max damage on weapons, perks and nanos, with a single special bestowing 2s of maxed damage. Just brain farts, but you get the general idea.
• Nanomorph’s peel layers remove biococoon
• Notum Repulsor now bestows 2k NR max, at the cost of 800 nanoskills, -50% healing efficiency, -50% nanodamage increase and a NR check being made both on hostile and friendly effects.
• First Aid and Enhance DNA specials now bestow a heal and HoT worth mentioning.
• Freak Strength is slapped back to 10s max of stacked stuns
etc…
I don’t think roots, and even less deroots, will be part of it. And tbh, I don’t think they should be.
That list will please my NT, but it won't make any of my other toons happy.
I don't know, I see several things my keeper would definitely love, as well as my enfo. Not peel layer obviously, but to me it just seems like that special should always have worked like that.
I could see the effects of general perks being all self or team based, rather than having offensive attacks.
Actually, I was thinking more like useful offensive and defensive perk actions... Like..
"Roadkill", a direct damage perk
"Bullet proof windows", AC/reflect/absorb buff (pick one, probably not reflect unless it gets a cap)
"Oil&Filter Change", gives you HP in exchange for nano, or vice versa
"Fuzzy Dice", gives some AAD and skill lock modifier for some seconds... Or some such.
Hell, those are just ideas, they could be some other stuff just as well. But if the perk actions were vehicles, the last one would have to be really uber to compensate for spending 4 perks for a really lame perk line.
So you want more perk lines with useless attack skill checks? :s
Of course not, just trying to keep things appropriate for the perk line in question.
That's an astonishingly cool idea ... would make some weapons (mainly froob weapons) decent choices, and bring more diversity to the weapon ecology. No idea how practical it would be, but I'd love to see it! :P. Also, it might need to be closer to 40% on the upper end to be competitive - take the LRDKP:
Low Recoil Diamondine Kick Pistol
Can Carry, Wear, Burst, Fling Shot
Damage 1-480 (540) - Projectile AC
Interesting weapon that is entirely useless in SL because of the min-damage.
With the 20% perkline, that would be:
Damage 97 - 384
With the 40% proposed perkline, that would be:
Damage 193 - 288
Which is still not up to modern standards, but looking more viable than it would have before ...
So that weapon would be a formerly semi-interesting crit weapon ruined by level lock, now a all around gimp weapon.
you could also do something like this :
Low Recoil Diamondine Kick Pistol
Can Carry, Wear, Burst, Fling Shot
Damage 1-480 (540) - Projectile AC
480-1 = 479
479*0.8 = 383.2
480-383= 97
New damage : 97 - 480 (540) for a 20% decrease without touching at the max range
480-1 = 479
479*0.6 = 287.4
480-287 = 193
New damage : 193 - 480 (540) with a 40% decrease of the min/max gap.
Not a bad suggestion there.. :)