Difference between revisions of "Gunslinging"

Jump to navigation Jump to search
Line 101: Line 101:
|lessons=30
|lessons=30
|type=Noncombat Utility
|type=Noncombat Utility
|basebalance=0.50 seconds
|basebalance=0.50 second
|description=Gun ammo is made from two components: payload and tips. The payload determines the damage type, while the tip determines what secondary effect your ammo has. This is the base, piercing smart ammo, which fires a solid slug that will do moderate levels of impact damage to the target.
|description=Gun ammo is made from two components: payload and tips. The payload determines the damage type, while the tip determines what secondary effect your ammo has. This is the base, piercing smart ammo, which fires a solid slug that will do moderate levels of impact damage to the target.
|command=GUN SWITCH REGULAR, GUN AMMO
|command=GUN SWITCH REGULAR, GUN AMMO
Line 108: Line 108:


=== Ammoselect - Rapidly switch ammunition effects. ===
=== Ammoselect - Rapidly switch ammunition effects. ===
{{Class_AB_infobox
|abilityname=Ammoselect
|skill=Gunslinging
|group=Smart Ammo
|lessons=75
|type=Noncombat Utility
|basebalance=
|description=Your familiarity with your blaster gives you the ability to quickly and easily switch between the smart ammo selections that you've mastered. In addition to picking the ammo type, you can also lock in an associated detrimental effect, allowing you to deliver a specific ailment to the target.
|command=GUN SWITCH <TYPE> <TYPE|RANDOM>
|appearance=
}}
=== Impairing - Mentally-impairing bullet tips. ===
=== Impairing - Mentally-impairing bullet tips. ===
{{Class_AB_infobox
|abilityname=
|skill=Gunslinging
|group=Smart Ammo
|lessons=75
|type=Noncombat Utility
|basebalance=1.00 second
|description=This is an ammo tip modifier. Mind-altering chemicals fill the tips of impairing ammo, which upon impact will inflict various mental ailments upon the victim. Affliction possibilities are: Vertigo, acrophobia, encroachment, and disorientation. If no specific effect is locked in, impairing smart ammo will inflict any one of the listed possibilities.
|command=GUN SWITCH IMPAIRING <EFFECT|RANDOM>
|appearance=You spin the chamber of the ammo case on your belt until impairing bullets with a random effect come up, ready to use.
}}
=== Combusting - Incendiary ammunition cores. ===
=== Combusting - Incendiary ammunition cores. ===
{{Class_AB_infobox
|abilityname=Combusting
|skill=Gunslinging
|group=Smart Ammo
|lessons=115
|type=Noncombat Utility
|basebalance=1.00 second
|description=This is a an ammo payload type. Switching to the combusting smart ammo will equip your bullets with incendiary payload, which explode for thermal damage.
|command=GUN SWITCH COMBUSTING
|appearance=You spin the chamber of the ammo case on your belt until combusting bullets come up, ready to use.
}}
=== Disrupting - Bullet tips that damage the senses. ===
=== Disrupting - Bullet tips that damage the senses. ===
{{Class_AB_infobox
|abilityname=Disrupting
|skill=Gunslinging
|group=Smart Ammo
|lessons=449
|type=Noncombat Utility
|basebalance=1.00 second
|description=This is an ammo tip modifier. This ammo tip selection is designed to interfere with the target's senses. The affliction possibilities of disrupting ammo are: Blind, deaf, blurry vision, and nearsighted. If no specific effect is locked in, disrupting smart ammo will inflict any one of the listed possibilities.
|command=GUN SWITCH
|appearance=You spin the chamber of the ammo case on your belt until disrupting bullets with a random effect come up, ready to use.
}}
=== Arcing - Bullets fitted with mini EMP cores. ===
=== Arcing - Bullets fitted with mini EMP cores. ===
{{Class_AB_infobox
|abilityname=Arcing
|skill=Gunslinging
|group=Smart Ammo
|lessons=575
|type=Noncombat Utility
|basebalance=0.50 second
|description=This is an ammo payload type. Arcing ammo fits your bullets with mini-EMP cores, which are effective disrupting wetwiring operations. Due to the small nature of the ammo, they are half as effective as regular EM attacks.
|command=GUN SWITCH ARCING
|appearance=You spin the chamber of the ammo case on your belt until arcing bullets come up, ready to use.
}}
=== Weakening - Ammunition tips that weakens the body. ===
=== Weakening - Ammunition tips that weakens the body. ===
{{Class_AB_infobox
|abilityname=Weakening
|skill=Gunslinging
|group=Smart Ammo
|lessons=833
|type=Noncombat Utility
|basebalance=1.00 second
|description=This is an ammo tip modifier. Weakening tips will cycle through various effects that will weaken the body. Afflictions offered by this ammo type are: Slowness, sickness, staggering, and hypertension. If no specific effect is locked, these bullets will afflict with any one of these possibilities.
|command=GUN SWITCH WEAKENING <EFFECT|RANDOM>
|appearance=You spin the chamber of the ammo case on your belt until weakening bullets with a random effect come up, ready to use.
}}
=== Infusing - Ammo tips with slow-release effects. ===
=== Infusing - Ammo tips with slow-release effects. ===
{{Class_AB_infobox
|abilityname=Infusing
|skill=Gunslinging
|group=Smart Ammo
|lessons=1207
|type=Noncombat Utility
|basebalance=1.00 second
|description=This is an ammo tip modifier. This ammo tip selection outfits your bullets with nanoinjectors that fragment and disperse beneath the skin, releasing slow-acting effects that damage the target over time. The affliction possibilities are: Tender, trauma, dazed, stupefied, and vulnerable. If no specific effect is locked in, infusing smart ammo will inflict any one of the listed possibilities.
|command=GUN SWITCH INFUSING <EFFECT|RANDOM>
|appearance=You spin the chamber of the ammo case on your belt until slow-infusing bullets with a random effect come up, ready to use.
}}
=== Amplifying - Damage-increasing ammo tips. ===
=== Amplifying - Damage-increasing ammo tips. ===
{{Class_AB_infobox
|abilityname=Amplifying
|skill=Gunslinging
|group=Smart Ammo
|lessons=1546
|type=Noncombat Utility
|basebalance=1.00 second
|description=This is an ammo tip modifier. Selecting the amplifying ammo tips will unlock various effects that amplify subsystem damage. Affliction possibilities are: Spasms, choking, painspike, seizures, and shortcircuit. If no specific effect is locked in, amplifying smart ammo will inflict any one of the listed possibilities.
|command=GUN SWITCH AMPLIFYING <EFFECT|RANDOM>
|appearance=You spin the chamber of the ammo case on your belt until damage boosting bullets with a random effect come up, ready to use.
}}


== Reloading ==
== Reloading ==