I have started a survey here for the new Rifle, there are currently 24 Surveys left on my free account, so be there quickly The password is "leet".
The survey account I had (a free one) is full now, 26 surveys have been held.
The results can be seen here, without p/w:
http://agentrifle.speedsurvey.com/report.aspx
/Lup.
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Hello there,
Since the game suggestion post for the weapon Shadow Stalker from Ayria is kind of turning into a flame fest and arguing over what prof is the nerfest, it might be smart to discuss a new rifle here, first. It will of course have an agent-only tag so you don't see others running around with it although I doubt someone else reaching the reqs. Also it will have the Lost Eden expansionpack as a requirement.
What am I going to do.. I will give you a couple of points, and you can post if you disagree or agree with them. BUT! If you disagree with the points, I want you to give a reason beyond "zomg overpowerd", "zomg 100% cap AS 11s already", "zomg agent dshark nevar!", and other "reasons" that sound like that. This is so we can have a normal, intelligent discussion.
Before we start I'd like to tell the non-agent trolls (who are welcome here to post their point of view) why we want a new rifle. A lot of professions have gotten new Dreadloch weapons from the Dreadloch bosses. We haven't.
The biggest thorn in our eye, however, is that Meta-Physicysts (last time I checked ia Support profession, not geared towards AS usage), have the best AS weapon in the game (Dreadloch Tigress), with a bigger crit modifier than agents (last time I checked an Artillery class that revolves around AS usage). Not to mention it being faster and having procs.
1) First of all, do you have a TL7 agent?
- If yes, what level and breed is your agent, and do you PvP for anything else than Veteran Points farming?
- If no, do you have one in the pipeline? What profession/level/breed do you play in TL7 PvP, currently?
2) Second, does a minimum damage of 330 sound reasonable to you? Ofab Cobra Mk6 has 275 min, Dshark has 320 min, Tigress has 325 min. If not, would you trade off minimum damage (let's say 30, so you end up with 300 min, this can be discussed) for extra crit modifier damage?
3) Third, does a maximum damage of 575 sound reasonable? This is more than the Dshark and the Cobra, but less than the Tigress. My reason for it being more than the cobra is obvious After all, this gun is supposed to be better but harder to equip. My reason for it being more than the Dshark is because this rifle will not have FullAuto. My reason for it being less than the Tigress is because the Tigress is used by a Support profession, that will thus suffer the damage per point of attack rating nerf after 1k AR. Plus MPs will have less AR than agents and soldiers anyway
4) How much critical damage modifier do you want on the Rifle? The trend on previous rifles has been around 300-350ish maximum. However, since Lost Eden introduced much more +crit gear for agents, doesn't it seem clear that we are supposed to make use of it? For that we need a rifle with a high critical modifier. If even a Support profession, namely MPs, get a 650 damage crit modifier, I want a 600 crit modifier for agents at the very least. It's logical that if you hit a critical area with a bullet that it does more damage than when you hit a critical area with a friggin' arrow.
5) To make this a rifle not every newb in gimpequipment can equip and cap AS on (like FA on a Dshark is right now), I propose a 2.1 second recharge time on the rifle, which also means you will need the Targeting Scope - Vision Enhancer to cap your AS recharge, thus preventing the agent from using Global Research. This means that the rifle will be slow-ish if you throw an attack time like the recharge time on it, so I say we get a 1.5s attack time (like on the MTI SL70 RX Razorback Gargantua, a weapon that's 1.5/2.0). That means that, with twinking RangedInit the rifle -CAN- be 1on1 in full defense according to the Agg/Def calculator. But 'tis hard and you'll have to work for it
6) Special attacks? This weapon would OF COURSE have Aimed Shot on it, heck, we're agents and that's our main special attack. FlingShot as well, that has been the trend with our weapons. FullAuto is a no-go, that would be too overpowered. The real issue is, can we justify Burst on it?
- I have been discussing this with my fellow RK2 clanner Monkeyninja (Sirmonkalot at TL5), and our opinions are divided to say the least.
- Let's first take care of the RP perspective of sniper rifles. I'm almost certain I have played a FPS shooter before where you could fire off bursts with a sniper rifle. IIRC it's America's Army, but it's a long time ago. In the real world these rifles do certainly exist, as you can see they're even made in China Oh and for instakilling peoples, when's the last time in real life you've seen an assassin shoot someone with a sniper rifle, then run up to the person he just shot to give him a good punch in the spleen/face? (Referring to Dimach here.). Or run up to the person he just shot to give him a good poke in the ribs with a rapier? (Piercing Evil alpha ;p, Cortez style.)
- Now it's time for the ingame overpowered-or-not-discussion. People claim we can instakill people if we get Burst. Can't fixers do the same since they have FullAuto? Right now we agents swap out our rifle for a Dimach (that will cap 30% almost every time), but if this rifle with massive reqs makes it ingame, I think less agents will swap it out just because it's so hard to get it back on (Gotta swap equip, maybe even grab a wr0ngle and/or mimic trader for drains). We can also put an EquipDelay on it of 10s, to prevent hotswapping in a fight (Can't heal while hotswapping, and can't start hotswapping while in recharge, so that's at LEAST 18s without CHing assuming we're swapping to a weapon with a fast, almost instant EquipDelay. If you can't kill the agent in that time, you deserve to die.). Burst won't cap 30% hp on alot of toons, maybe on low hp toons, but then again that's their fault for going low hp . Also since Burst is a rather costly skill for agents, we maybe won't even have IP for Dimach or have to sacrifice other stuff for Burst. Plus on evade profs it won't even land that good.. Most agents are in a HP setup and won't have uber bursting skills. Last but not least, Artillery Rarm symb doesn't support Burst so that means even lower AR on Burst --> lower chance to hit on someone with evades --> harder to cap. Of course Burst wouldn't be cappable at 6s or what the hardcap is, more something like 30s if you work hard for it and 40s if you don't. A bit like fixer's FullAuto on their Hawk Mk5.
7) Requirements?
- I think we should have it require at least 2901 Rifle skill, just so it's not easy to hotswap it. If you -can- hotswap the rifle you're either in a gimped mimic (mimic trader) so you're easy alphafood, or you've had to make a lot of sacrifices for that high rifle skill elsewhere. Let's take our fellow agent (shade? ) Letah as an example here, she has an awesome alpha/AR, but to get there she had to sacrifice hp to the point of having... 9k hp IIRC. Would the 215+ person that can't alpha that little hp in 8s (CH Recharge) please stand up?
- What do you think about 1701 Aimed Shot skill, just for the form? It's tons more than our normal rifles require but well agents have massive AS skill anyway. And being unable to equip this rifle due to the AS req would be... stupid.
- How about 1301-ish Burst skill as a requirement? Not -too- easy to get at 220, but not too hard either. Besides, it's more Burst req than a Dshark but less than an Ofab Shark Mk6.
- I was thinking of 1201-ish FlingShot skill as a requirement? It's not an as easy skill to buff as Rifle, and besides it's a big IP sink for one extra shot.
8) EquipDelay? A very important attribute of this rifle. To keep everyone (except alpha freaks) happy, I propose a very big EquipDelay on this rifle. Something like 10s. I've explained earlier why it should be this big. But honestly I doubt much agents are going to bother hotswapping this due to the PITA it is to get it back on iin Mimic Doc if you're not in a +rifle setup.
9) What damage type? I myself would LOVE Projectile Damage, but that will make us able to eat through 'coon with one AS and then alpha ahead with the other perks/specials that use proj damage as well. So that's basically a no-go. Then, we land out at either Energy Damage (boooh, means I have to get new Aruls), or Poison Damage like all our rifles are lately. Energy Damage would have one merit over Poison Damage in PvP though: your victim doesn't get a 17% free reflect against it (Pande 10% reflect bracer + RK 7% bracer), but a 7% reflect (RK bracer).
10) Clip size? 30? A bit more than Cobra/Tigress but nevertheless 20 less than Dshark. It won't make us overpowered...
11) Attack Rating Cap? Since we have this extremely high Rifle requirement on the gun, the MBS is a hard call. Is it possible to get a 2700 Attack Rating Cap like Dshark, while maintaining 2.9k Rifle requirements? If this is not possible, then make it a 2901 Attack Rating Cap (same as the Rifle req), good luck reaching that iin a viable PvP setup.
12) Range? 30m like with the Cobra Mk6 and Shark Mk6 and Dshark sounds reasonable hum? Can't be losing Range when upgrading to a better rifle .
13) Procs? If yes, what do you suggest? I suck at designing procs. And hate 'em because they are so unreliable. But for sure I don't want procs that do more than 1k damage in PvP, or procs that root/snare, because that's overpowered (Hai Dshark).
14) Additional modifiers? -2% NanoCost (the same as on Crypt of Home RK weapons, that are wearable at L100), and +200 MaxHealth (less than Tigress), and +10 AddAllOff (less than Dshark)? That too much? Suggest what is right in your eyes then.
15) How long recharge time on Burst? I say at least 30 seconds (with hard work on Burst skill, IE implant/symb it, get AI armor, etc), max 50 seconds with a regular setup that isn't TOTALLY focused on getting more Burst. Can anyone shed light on how much Burst Cycle we have to add to the gun to reach this goal? 10000 Burst Cycle?
Keep the comments constructive please.. All I want in this thread are comments about this rifle and NOT about what prof is the nerfest. Or complaining that this gun may or may not instakill traders. Traders should get more defense, it's simple as that, just because traders have no Cocoon you don't make Cocoon a 2k absorb perk at L10 either.
Thanks for sticking with me to the end,
/Lupusceleri.
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EDIT: Here's the "DB Rip" for the gun. The gun is still NOT permanent, make comments on it and if you give a good reason we can change the gun.
<Name to be decided, let's give it codename HeXoUs for now lol>
NODROP
QL: 300
Patch:
Description: <To be decided>
ItemType: Weapon
Mass: 0.2kg
Can: Carry, Wear, FlingShot, Burst, AimedShot
Flags: VisibleFlag, ModifiedDescription, NoDrop
MoreFlags: 0
Slot: RightHand
AttackRange: 30m
EquipTime: 10s
InitiativeType: RangedInit.
AttackTime: 1.5s
RechargeTime: 2.1s
ClipSize: 30 -- Bullets
Damage: 300 - 575 (625) -- ProjectileAC
Atk. Skills: Rifle: 100% (effective attack rating capped at 3000) <-- Yes, this is a high MBS, but it's silly to have a Rifle with a MBS lower than the requirement to equip it
Def. Skills: DodgeRanged: 100%
BurstCycle: 6000 <-- this results in about 40s Burst recharge with 1300ish Burst skill. Or something.
ToWield:
Self Must have Lost Eden
Self Profession == Agent
Self Rifle >= 2901
Self FlingShot >= 1201
Self AimedShot >= 2101
Self Burst >= 1351
OnWear: Modify Wearer AddAllOffense 20
Modify Wearer DodgeRanged 60
Modify Wearer NanoCostModifier -3
OnHit: CastStunNano Target StillToBeNamed 5% <-- <-- CastStunNano DOES NOT MEAN that this Rifle stuns something when hitting. It is the DB rip code for casting an unresistable nano on someone, kind of like a rootgraft.. Or just any other hostile proc in this whole game.
Proc: StillToBeNamed
Patch:
Description: <Come up with something creative, storywriters! >
StackingOrder: 1
School: Combat
NanoPoints: 1
NCUCost: 999
Duration: 20 seconds
Flags: NotRemovable, IsHostile, IsBuff, NoTimerNotify
AttackRange: 20m
AttackTime: 0.01s
RechargeTime: 0.01s
OnUse:
Modify Target CriticalIncrease -5 <-- this part of the proc works always. Decreases the chance of crits on us. Also less chance to land a good AS on the agent.
Requirement:
Target Must be Player
Effect:
Modify Target Runspeed -500 <-- this part of the proc will work on mobs, ONLY. So don't cry about a Dshark reborn please. The Requirement Target Must be blabla code takes care of that.
Requirement:
Target Must be NPC
Effect:
Modify Target CriticalDecrease -5 <-- this part of the proc will kick in when fighting a player. It's something along the lines of.. ZOMG, I got sniped, NOW I HAVE TO FIND OUT WHERE THE HELL THAT BULLET CAME FROM. Thus not watching your surroundings carefully. Thus being easier to crit. Since criticalincrease is halved in PvP, this actually means 10% more chance to crit someone with it running.