How to implement the "ranged kit" for rifles.

How to implement the "ranged kit" for rifles.

in Engineer

Posted by: Nekroseth.5186

Nekroseth.5186

There been a lot of discussion abaut having a more viable ranged setup for damage for rifles, and i am starting to get sure it will became reality…..(.i do kitten hope so-_- )

And there have been many Quarrels, but what i see they are mostly resoned araund, how to implement this “option to be viable in range as dd with rifle”. And the biggest issues ware :

Its a kit, having another skill would be unbalanced (or unfear) compared to other classes.
-In my opinion it would be not, since you can still use the same way 4 skills as utility, even if you have 10000 skills. (besides you cant switch them in combat)
-And propably would be implemented when others get some additional skills to.

I think the problem would be more of : It would replace the rifle itself, that you wanted to use to begin with. So it has to either
- keep the current weapon you hold, and only change the skill set (would be a bit wierd)
-Or only attach some effect. Like a antigravity scope above the weapon or something.

But my solution is a bit more “elegant” i think.
Since Engineer cant switch weapons, it should get an option to “switch” when using rifle.
Pressing the “button” would not switch to another weapon, but the character would mod the current one ( rifle) and get a new set of skills instead of the current one.
Basically having the same switch cooldown as other characters have on weapon switch in combat.

How to implement the "ranged kit" for rifles.

in Engineer

Posted by: Isarii.2804

Isarii.2804

This is basically what I had come up with too. I think there should be a cast time that roots you in place though, and relatively long (5-10 seconds). The idea would be for it to more or less be a permanent choice, and not something you can hot-switch in combat. That would keep it more in line with the other weapon sets for engineers.

How to implement the "ranged kit" for rifles.

in Engineer

Posted by: XelNigma.6315

XelNigma.6315

I seen some one suggest this a while back. And I liked it. Only to be fair the pistol(s), shield, and harpoon would also need a second weapon skill set.

It could be incorporated as part of the class function. seeing as our current tool belt tends to be packed full of under performing skills with longer than necessary cooldowns with only a few exceptions.