Cyber Knights: Flashpoint

Cyber Knights: Flashpoint

Statistiche:
Gunslinger Class Preview
We wanted to share the next class for the game will be the Gunslinger! Before we put a wrap on this pistol-heavy Talent list, we like to put out a call to the community for cool Talent and ability ideas and suggestions.

The Gunslinger's Gunlink spinal implant hardwires them to their chosen weaponry, allowing them to move and fire with something more than reflex, something more than instinct. Like the fabled duelists of the Old West, the Gunslinger walks with a quiet confidence, their guns ready to speak for them. They live by the gun, and they walk through the fire with calm precision.

Gunslingers are combatants who focus on carrying dual Pistols or Revolvers, or using a Pistol or Revolver as a sidearm. This design keeps them very open to multi-class and to freedom of weapon choice, even if a segment of their tree is only available when Dual Wielding. Gunslinger will have an Overwatch Talent. The Gunslinger will also have a segment of their tree that is not linked to Pistols and provides interesting combat utility abilities that could link well with any other class.

The class requires a Gunlink implant in the Spinal slot.

Got cool ideas for Talents/passives we could include with this class?

(now up on our Discord[discord.com] as well)
Ultima modifica da Trese Brothers; 21 ott 2024, ore 8:19
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Okay, I wanna talk theme and feeling...

When I think of a Wild West gunslinger two experiences come to mind...there was a game called Call of Juarez where in the demo I played an awesome ex-gunslinger preacher...you get to scare your enemies by reading apocalyptic bible verses and then there was this nifty mechanic where time slowed down as crosshairs moved across the 4 or 5 enemies lined up in the street in front of you...if you clicked at the right times, once the crosshairs finished moving your character swiftly shot all of the enemies.

This experience connects neatly to the Firaxis Xcom Sniper class (being the primary pistol user out of the classes) having a late ability for the pistol which shoots at every enemy in sight. It was the kind of ability that absolutely came in clutch once all the enemies were weakened (because pistols never do that much damage) but it looked and felt so "Gunslinger" to just drop 4 or 5 enemies in one move because "gunslinger."

Thematically I think an ability for one shot on all enemies in sight sound incredible...maybe with a range limit so it doesn't get goofy. Probably add no misses so that the ability always feels cool and it's still only pistol damage so it shouldn't unbalance too hard.

I think that rule of cool has to follow any "gunslinger" character. Often they are depicted as smugglers or smooth talking bad boys a la "Han Solo" (shoot first). This was also used to make a cool gunslinger type class in the indie game Starcrawlers where the gunslinger class had similar abilities and also incorporated a high risk/high reward gameplay through all sorts of gambling based abilities...

Considering the Cyberpunk nature of this particular setting, I wonder if extra arms and extra guns makes sense...something like a doctor octopus upgrade that allows for 2 extra pistols held by robotic arms making a terrifying 360 degree gunslinger....

Just imagine the cinematic of a gunslinger in a pub, a threat emerges and as the bad guys start surrounding him to attack he tells them it's their last warning and he doesn't want to have to hurt them...the big goons laugh as they start closing in with metal pipes and chains...then suddenly his hands flick out two guns and take out 4 guys in front of him while the 3 guys behind him charge, only to also get shot dead...while the gunslinger's back is turned...as the bad guys hit the ground, the camera reveals two cyber tentacles holding smoking pistols pointed behind him....

Balancing and all that is obviously important, but I think a 360 degree gunslinger with some high initiative, shoot first, one shot on everyone in sight, kind of gameplay sounds right on theme. This could be used to weaken or finish off enemies in style...furthermore, they could and should have some kind of passive that makes them stronger the more cool stuff they do...so maybe the gunslinger is actually motivated to face tons of enemies and he gains a buff per unique enemy shot this turn.
Messaggio originale di Aramazon:
Considering the Cyberpunk nature of this particular setting, I wonder if extra arms and extra guns makes sense...something like a doctor octopus upgrade that allows for 2 extra pistols held by robotic arms making a terrifying 360 degree gunslinger....

I cannot express how much I hate the idea of "extra robotic arms".

I think everything else is pretty good. In fact, one of my earlier posts suggested a talent that fires at every target in the gun's arc, subject to the number of bullets in the gun. Of course the gun's max range will limit the available targets in any case. Might even restrict the targets to those in optimal range for this talent.

I like the 360 degree coverage. Firing at everyone in 360 degrees could be an upgrade, taking advantage of the fact that the gunlink is supposed to give increased reaction - meaning to me the gunslinger can cover the entire circle in one action. Another upgrade could allow unlimited ammo for this talent use, with basically a quick reload backstory.

I do not think guaranteed hits is a good idea in terms of balance, even if it sounds nice for flavor. Further ways to balance it would be to end the shots if a target isn't killed or, less extreme, end the shots if a target is missed, although I'd certainly prefer that all the shots get taken.

The talent gets really interesting if it's not restricted to handguns. You see similar things in westerns with heroes using rifles.

Per "stronger the more cool stuff they do", see my suggestion for High Noon - which provides buffs when the gunslinger is shooting someone that can see them. A la a western showdown in the street. Could further require that the gunslinger not be in cover.

Or the suggestion similar to yours that gives buffs for more enemies shot/killed in a turn.
Ultima modifica da Denshihaya; 26 ott 2024, ore 21:49
only read the first page of comments so this was probably already suggested.

The classic "Trick Shot". An active ability with a long cooldown. Extreme range and never misses, does not require line of sight. It's the shot seen in movies/westerns where they bounce the bullet off various objects to hit an out of sight/range enemy.

Also the GunFu stuff (use guns in melee, like Equilibrium film) that was suggested in the Agent class post.
Ultima modifica da Zarquon; 27 ott 2024, ore 4:26
I know this sound a little of since we dont have something like that yet, but how about something called "One up the sleeve" that somehow affects legwork chances instead. Like, the different upgrades either increase legwork chance, or lessen the chance you return injured.
While I realy like the game, I feel like different foki on gameplay should be strengthend. That`s one of the reasons why I`m so happy about having a hacker cyberknight. And same thing would go for legwork. It should be a decision wether you want to invest in combat skills and a good medbay to brute force, or hacking or legwork hub to make things easier.
And maybe it stems from part of me wanting a skilltree for our face aswell, giving us faster/better legwork, favours with contacts over time, increase or decrease in buying/selling price etc.
Pistol Whip: 2 AP. Use your pistol or revolver as a melee weapon. -20% accuracy. Stun on successful hit.
Messaggio originale di r-cane:
I know this sound a little of since we dont have something like that yet, but how about something called "One up the sleeve" that somehow affects legwork chances instead.

I think that better belongs on a Face talent tree. Which might be in the works.
some kind of melee, very close combat specialization, inspired by Equilibrium movie, where you shoot medium to close range and then in melee range you turn to some sort of Gun Fu martial artist. seemed cool in the movie
How about an area attack around you, where you can pick targets in a circle around you instead of a cone, and the character shoots every target once or twice?
Here is how I imagine it:

High evasion/low armor.
High mobility/short range.
tons of attacks, but low damage per attack.
High critical hit chance that turns that low damage into high damage and synergizes with the attacks.
"Fill Your Hands!"
A reference to Rooster Cogburn's iconic line "Fill Your Hands, You ♥♥♥♥♥♥♥♥♥♥♥♥♥♥!" Grants a passive bonus to having two pistols in your inventory, allowing you to "Shoot" With both.

"Aztech Standoff."
Select an enemy within a set range, challenging them to stand-off. You get to make a powerful single shot, but if it fails to kill the target they get to return fire for free.

"Fan the Hammer"
Some kind of cone/AOE attack similar to a shotgun blast.
Trese Brothers  [sviluppatore] 1 nov 2024, ore 8:55 
Messaggio originale di Ray.D.Oactive:
"Aztech Standoff."
Select an enemy within a set range, challenging them to stand-off. You get to make a powerful single shot, but if it fails to kill the target they get to return fire for free.

Ha, love this!

Fan the Hammer is confirmed <3
this class sounds nice..hope warmachine class is coming soon:Irene:
Trese Brothers  [sviluppatore] 7 nov 2024, ore 13:36 
Messaggio originale di some dwarf guy:
this class sounds nice..hope warmachine class is coming soon:Irene:

Their design has some powerful similarities.
Trese Brothers  [sviluppatore] 7 nov 2024, ore 13:36 
A tumbleweed just rolled through town ...

A duel is set for high noon tomorrow.
Talent suggestions.

What you see I hit. The gunslinger may hit any NPC, as long as
a) it is within range of his guns
b) any team member sees the NPC
c) the level architecture allows for it (think grenades bouncing off walls)
The bullet would be deflected by a wall or object and then hit the NPC

Bend Bullets. The gunslinger may hit an NPC behind another NPC or NPCs. This would be useful, for example, for selectively thinning the herd after using a grenade, instead of the need to hit the target in front, which the gunslinger may be unable to kill this turn

Generally.

I would prefer the gunslinger to.. stick to his guns, in that he is a mid-range fighter type with flashy moves. Yes, there should be some utility, but no long range talents for example. The Cyber Sword is fine without them as well, and so will the gunslinger. A cd based talent for revolver/pistol whipping, as suggested above, makes sense in this context.
Ultima modifica da Xeephran; 7 nov 2024, ore 22:48
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Data di pubblicazione: 21 ott 2024, ore 8:18
Messaggi: 48