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An upgraded version of this could be "Hostage" you can move the person along with yourself at half speed.
Imagine the hacker is hooked in and a guad comes along. Well the gunslinger can use "Hold up" to stop him and hostage to move him to a corner we he cannot be seen, by other guards.
Wait until the hacker is finished, maybe a few rounds, the kill or hit the guard. Advantage is it does ot set of his bio signature thingy, disadvantage the gunslinger is stuck next to the guard until he finishes the hold up.
High level passive
Function, an active ability thay stuns the enemy for a round.
This concept fits pretty well with 2 mentioned on the Discord -
Passive: Quickdraw--
If the Gunslinger is shot at while wielding a pistol or revolver, the Gunslinger immediately returns fire, no more than once per Turn.
Passive: Snapshot--
If the Gunslinger attacks an enemy who has them in Overwatch, the Gunslinger draws and fires first. If the enemy is hit, their Overwatch is canceled before they can take their reaction shot. Requires a Pistol or Revolver.
For the next X turns (# of turns to make this worthwhile would be a balance decision, but I think 2 or 3 at most) when using a revolver, the gunslinger slides new cartridges in while firing. Automatically reload after every shot without using AP. [Or you could just make shots not use ammo while it's up].
The idea being that for a brief period a revolver-user could engage in a frenetic series of moves and shots. Possibly somewhat limited by recoil but it would still be fun to play.
Edit - just looked it up. in the books the trick came with a downside that if used for too long it would burn his fingertips. that could add a bit of flavor to it.
Would allow the gunslinger to kill an enemy with one pistol attack instead of two (or more), as is normal. Low level single wield talent.
Hail of bullets - This dual pistol/revolver attack empties the clips of the weapons across its firing arc. Mechanically, it would be like treating the pistols as full auto for this attack. High level dual wield.
A different idea is
Shooting gallery - Attack of as many targets in firing arc as there are bullets in the gun, one shot per target. Gunslinger version of slashslide. Mid level talent, not restricted to pistols/revolvers.
Deadeye - I don't know how to make this different from aim lock, crosshair lock, or hit streak (does anyone use hit streak?) but something that gives a benefit to crit and/or accuracy would be a good addition. Maybe a hit streak kind of mechanic that isn't canceled by movement but only lasts one turn to encourage multiple attacks in a turn, with a more than 3 turn cooldown and a high level upgrade that would allow it to spill into another turn.
I need to put some thought into utility talent ideas apart from the shooty ones.....
As for the finger trick mentioned above, I think a free reload talent is a great idea, would like it not to be restricted to revolvers, which means the backstory would have to change.
I am so excited for this class. Are there plans to have the gunlink be a chooseable starting cyberware for the Knight so they can multiclass at the beginning?
Sheriff - Passive. Allies within X m gain bonuses when attacking an enemy that the Gunslinger hit during this turn (or previous turn on upgrade).
High Noon - Passive. Gunslinger gets bonuses when attacking an enemy that can see him. I try very hard to shoot from out of sight - this would be a different playstyle for me.
Tin Can - debuff drones/give bonuses to attacks versus drones. Without drones in the game or an idea how the drone talents for other classes synergize, it's kind of hard to think of a good talent.
I like the Snapshot. I suggest an upgrade is to make it AoE to neighboring enemies that also have overwatch.
Concealed Weapon is an interesting idea - a different option than stun is for the Gunslinger to be able to pass visual inspection for a turn + upgrades. So guards, drones, and cameras can't detect, but everything else that doesn't rely on what she looks like (radar, proximity mines, motion sensors, lasers, etc.) would be unaffected. Would only work on guards that were Unaware (and maybe Suspicious), not Hunting or Alerted. It would be a unique ability !
Cover me - When running to a destination that will provide cover, the gunslinger is immune to 1 overwatch hit. Upgrades increase movement speed, grant mp, give cover bonus, and increase immunity to more hits. Cannot be used if the gunslinger won't reach cover.
Posse - Give allies within x meters additional mp, evasion, cover bonus. Top upgrade might give some ap.
Secondly while I love this concept more than a soldier for missions, as taking hand gun to missions and specialising in that is much more realistic than and assault rifle. The issue is if the gunslinger needs a mod to be a gunslinger - he has to be better than a soldier to warrant that cyber mod, which is a loss of potential.
Also, a fundamental issue with using a gunslinger for stealth missions is that revolvers - and this is the only class I can think of that would *want* to use revolvers specifically so I wouldn't want to tune the class away from that - can't equip silencers. No matter what talents you give a gunslinger it's never going to be optimal per se to use them for stealth missions, and perhaps the answer is to embrace that. There are combat missions, and they'll be good for that; there are playstyles that turn stealth missions into combat missions, and they'll be good for that; and you can also bring them along on stealth missions as muscle not because they're "good" at stealth but as a contingency if the stealthy part of things just doesn't work out as planned. They don't have to be good at everything.
Also, I could see a role for them as a sort of Legwork specialist in addition to combat missions.
That said, there is a part of the gunslinger archetype that does lend itself to a stealthy interpretation - that part of the movie where the previously unnoticed gunslinger emerges from a shadowy corner or behind a tree, etc, with their target square in their sights. A talent like the Vanguard's "Blend" would work perfectly for that.
i came here for THIS to type)))
one love, brother 🤜🤛
Yeah, sorry, I didn't mean to imply that pistol-slingers weren't a thing. I guess I'd put it this way: there should be *room* in the game for a revolver-specialized gunslinger, and if one insists that every single class and spec be "good" (in and of itself, without multiclassing) for stealth missions then one really makes it difficult for that archetype to ever be considered viable. Whereas it seems to me that it would be better to have room for the different combat-heavy classes/specs to not be as good at some things in order to have their own niche. And then the option to multi-class, on top of that, lets you shore up the weaknesses or tweak the strengths to enable the kind of playstyle you want.
And I feel like that is kind of what you guys have done. Combat classes have some basic utility tools in common but not all of them, and they aren't exactly 1-for-1 interchangeable in what they provide.
So - agreed, Gunslinger will not be a stealth class, there are far too many amazing combat Talent ideas :D Like Solider, they will have a single stealth-utility Talent but if you really want to make a John Wick or whatever, the multi-classing door awaits you.
And then multi-classing into combat classes will stay interesting too. Soldier+Sniper can be a very powerful combo and we want to be sure that Sniper+Gunslinger and Soldier+Gunslinger are both interesting and powerful as well.
Multi-class combinations go boom <3