Scoundrel Combat fixes
Improvised Cover -> Actually puts you in the cover created. Here's the reasoning behind this. Implemented in a cache or cosmpiercer where you have to make your own cover (common PvP scenario). Improvised cover is a 3 second balance, then a 2 second balance to take cover. Your opponent depending on class can remove/take cover faster than a Scoundrel who just made it. 5 seconds is an eternity to get back into cover to be able to use TRIGGER or MULTIBOMB which is a big part of our kit. Just something to consider, thanks!
Tripwire -> Sets up the bomb on ALL exits in the room
Tripwire -> hits those not in crew (maybe enemy list?)
Currently this skill takes a 5 second balance to place a bomb on a single exit in a room. This means that it is removed from viability once battle has begun. If the room has even 2 exits this makes chasing down a fleeing opponent very hard for the Scoundrel because you cannot spare 10 seconds to try and catch them OR try and set anything up. Not to mention that HIDE currently costs 6 seconds. Stickybomb is the best option at 3 seconds but has to be done on a reload. Just something to consider.
Affliction Encroachment -> pulls the target from cover upon affliction (POINTBLANK the only way to apply it, when you use PB on someone in cover you leave your own cover, hit them, wait for the affliction to pull them from cover (up to 5 sec), take cover again. (Alternative - have PB work while leaving the scoundrel in cover?) **needs tweaking -- FLAVOR RECOMMENDATION ( P.I.E.C.E. Whip as a skill name and flavor description to replace pointblank. Apparently the community wants this bad *heh*)
Strangle -> First tick isn’t half damage.
1st tick 1% internal, 2nd, 2% internal, 3rd, 4% internal 4th, 8% internal, etc
And cannot crash while being strangled
(NOTE: I believe this to be a bug but the first tick of GUILE STRANGLE is half the damage it should be) Suggestion as follows, first tick isn't half damage. As an alternative have each tick of Strangle do escalating internal system damage (in addition to it's damage) and prevent the target from crashing. 1,1% - 2,2% 3,4% 4,8% etc. Strangle is a trans skill in Guile and I believe was intended to be a FORCEFEED (damage based) alternative. If a target has 75% internal damage you can TRIP, BIND and they will be bound for 8 seconds (this is the forcefeed req btw so we’d be using FF at this point anyway). You can STRANGLE after you get balance back from BIND (3 sec assuming no aff or musc damage) leaving 5 seconds which means that in perfect scenario STRANGLE should only hit a person for 2 ticks before they can interrupt. 3 ticks if they are slow about it. 4 ticks should theoretically be impossible or they can't escape anyway and they should just die. Wetwiring will be curing aff and systems on it's own and many people are currently choosing to WW REGEN upon BIND since it can be done while prone and bound. This way if the person chooses to continue to regenerate instead of interrupting the strangle (scoundrel will lose the internal damage while they regenerate also).
Kneecap -> Scale to internal damage and not muscular
Scale to internal damage and not muscular. Here's the reasoning. Scoundrel currently has 0 way to do muscular damage other than pounding a connecting wetwiring system and a little bleed over into muscular. Our kit is setup to damage MIND, SENSORY, and mainly INTERNAL. This just makes sense and is a REALLY easy fix.
Shoulderroll -> Allow Shoulderroll to be targeted either to Player OR Prop. Most classes just instantly pull you from cover immediately but others like to stay in cover and it forces a scoundrel to fight OUT of cover just to get them out of cover. This would help the scoundrel to match cover with a target to be able to use Fling/Stickybomb/Facesmash again.
Bind -> Currently people can wetwiring regenerate -AFTER- being bound and afflicted with entanglement, which means if we miss on forcefeed or don’t use an interrupt on balance they get in a free regeneration. This means we can’t use skills like Strange/Pummel as the enemy will out regen the damage. The fix would be to make the entanglement affliction prevent wetwiring regeneration.
Comments
Scoundrel bullets should smart afflict, Why does rapidfire have a chance of doubling up an affliction? This hurts scoundrel so much.
Encroachment: As said before It really just needs to do a check on delivery if the person is in cover and knock from cover, Encroachment is scoundrels only way to remove someone from cover.
Staggering: Why is this a part of scoundrel kit anymore, It needs replaced with an affliction that will do something, It used to be that scoundrel gun shots were considered arm attacks and would proc the staggering, but as they dont anymore why does scoundrel have this affliction as one of their main afflictions in their internal route, id say push this onto a diffrent ability that will fit thematically, and replace it with a lesser form of Haemotoxin so scoundrel can actually have some health pressure even with their minuscule amounts of damage.
- Pusher
- Sleeper
Gunslinging abilities that underperform:Also pusher should throw from room on frozen ground. It's a bomb and frozen ground isn't glue. Currently it just triggers movement and people either leave or fall over.
Normal system damage and reduces the healing from 50% to 20%. At least this way someone with the class_heal_5 artifact still looses 4%. And it isn't OP for a normal person. Allows Scoundrel to pressure HP slightly.
OPTION 2: Return the balance knock back effect to staggering through Gunslinging attacks hitting arms.
Kind of annoying cause if we get hit with myopathy the only options we have are to constantly reequip our weapons until we cure it or to start throwing haymakers and glaring at the person who put the scoundrel unjustifiably in a position we'd rather not be in.
Solution: Toolkits. Worn.
This means we'll be able to throw hands and bombs.
As an alternative Steve's suggestion of rolling Scoundrel toolkit into bandolier is a really good suggestions as well. Since making ALL toolkit worn would make Engineer's immune to myopathy which is really meh.
You could make the argument here that Engineers have to wield their toolkits, but, you know, they're actively doing stuff with those in combat, as opposed to just having them as a bomb-component-carrying-case. If it's not possible to separate scoundrel and engineer toolkits, just make bandoliers with stats and get rid of Scoundrel toolkit usage entirely. Problem solved.
Also, Pointblank seems pretty weird from a fluff consideration. You walk up to a guy, shoot him straight in the forehead.... for a very small amount of damage?
It'd make more sense for a pistol whip attack to take the place of Pointblank. (or, if folks really want a bullet to use, do a foot shot or something equally distracting in place of a pistol whip.) Maybe rework Pointblank into an instakill for sensory/mind damage or whatever other stuff would work. It'd be a badass finisher: you casually stroll up to someone you've knocked senseless and delirious, push them to their knees (if they're not already on them), quip something edgy like "Nothin' personnel, kid" and core their brain like a pippalap. Super stylish!
Comms blackout seems like it'd be a great aff and definitely debilitating as an aff since it could stop you from coordinating effectively in group combat. Much more useful than deafness which only stops you from hearing says. Maybe incorporate some of its characteristics into deafness?