Difference between revisions of "Gunslinging"

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|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 ==

Revision as of 18:02, 30 June 2020

Utilizing their trusty PIECE, Scoundrels perform a variety of showy and deadly shots and reload combos, ensuring that the pain never stops for those who get in their way.

The Gunslinging skill breaks down into five groups: Pistolcraft; Smart Ammo; Reloading; Trick Shots; and Stances.

Pistolcraft

Crackshot - Fire off your PIECE.

Crackshot
Skill Gunslinging
Group Pistolcraft
Required Lessons 5
Type In-room ranged attack
Base Balance Time 2.50 seconds
Cooldown None
Resources 1 bullet
Fire your PIECE at the target. The effects of this shot vary based on the smart ammo type you have selected. When all of your bullets are spent, you can combine your reload action with many devastating effects that you will learn as you advance in your class skills.
Command GUN CRACKSHOT <TARGET>
Appearance A <PIECE> kicks in your grip and an explosive noise cracks the air as you fire a shot at <TARGET>.


Detonate - Fire at an IED, triggering it.

Detonate
Skill Gunslinging
Group Pistolcraft
Required Lessons 146
Type Room attack
Base Balance Time 3.00 seconds
Cooldown None
Resources 1 bullet
Send a bullet into a primed IED in the room, causing it to detonate.
Command GUN DETONATE <IED>
Appearance With swift, unthinking accuracy, you fire off a casual shot at a <IED>, not blinking an eye as it explodes.


Pointblank - A concussive, point-blank shot.

Pointblank
Skill Gunslinging
Group Pistolcraft
Required Lessons 186
Type Melee attack (Interrupt)
Base Balance Time 3.00 seconds
Cooldown None
Resources 1 bullet
Ram your PIECE to their head, unleashing a massive concussive blast as you pull the trigger. This will interrupt any actions the target may be performing at the time of the attack.
Command GUN POINTBLANK <TARGET>
Appearance Dramatically bringing a <PIECE> within centimeters of <TARGET>'s forehead, you fire a point blank shot.


Rapidfire - Why fire once, when you can fire twice?

Rapidfire
Skill Gunslinging
Group Pistolcraft
Required Lessons 261
Type In-room ranged attack
Base Balance Time 3.50 seconds
Cooldown 8.00 seconds
Resources 2 bullets
Fire your blaster pistol twice in quick succession, burning through your ammo and afflicting your target twice with your current smart ammo selection. This effect generates a reasonable amount of heat in your blaster, so can only be performed once every 8 seconds.
Command GUN RAPIDFIRE <TARGET>
Appearance Placing your hand on the hammer of a <PIECE>, you quickly fire off two shots at <TARGET> in rapid succession.


Ironsights - Aim down your iron sights.

Ironsights
Skill Gunslinging
Group Pistolcraft
Required Lessons 736
Type Line-of-sight ranged attack
Base Balance Time 3.00 seconds
Cooldown None
Resources 1 bullet
Aim down the iron sights of your PIECE and fire on a target in your line-of-sight. Your accuracy may be reduced by the distance between you and your foe, as well as other class abilities.
Command GUN IRONSIGHTS <TARGET>
Appearance None


Outgunned - Take them all down.

Outgunned
Skill Gunslinging
Group Pistolcraft
Required Lessons 943
Type Room attack
Base Balance Time 4.00 seconds
Cooldown None
Resources 1 bullet (uses 0)
Spray your remaining ammo across the room, hitting any target that is in the open.
Command GUN OUTGUNNED
Appearance Wildly swinging a <PIECE> around, you fire shots at every target you see.


Smart Ammo

Regular - Armour-piercing ammunition.

Regular
Skill Gunslinging
Group Smart Ammo
Required Lessons 30
Type Noncombat Utility
Base Balance Time 0.50 second
Cooldown None
Resources None
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
Appearance You spin the chamber of the ammo case on your belt until regular bullets come up, ready to use.


Ammoselect - Rapidly switch ammunition effects.

Ammoselect
Skill Gunslinging
Group Smart Ammo
Required Lessons 75
Type Noncombat Utility
Base Balance Time
Cooldown None
Resources None
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
Appearance


Impairing - Mentally-impairing bullet tips.

'
Skill Gunslinging
Group Smart Ammo
Required Lessons 75
Type Noncombat Utility
Base Balance Time 1.00 second
Cooldown None
Resources None
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
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
Skill Gunslinging
Group Smart Ammo
Required Lessons 115
Type Noncombat Utility
Base Balance Time 1.00 second
Cooldown None
Resources None
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
Skill Gunslinging
Group Smart Ammo
Required Lessons 449
Type Noncombat Utility
Base Balance Time 1.00 second
Cooldown None
Resources None
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
Skill Gunslinging
Group Smart Ammo
Required Lessons 575
Type Noncombat Utility
Base Balance Time 0.50 second
Cooldown None
Resources None
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
Skill Gunslinging
Group Smart Ammo
Required Lessons 833
Type Noncombat Utility
Base Balance Time 1.00 second
Cooldown None
Resources None
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
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
Skill Gunslinging
Group Smart Ammo
Required Lessons 1207
Type Noncombat Utility
Base Balance Time 1.00 second
Cooldown None
Resources None
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
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
Skill Gunslinging
Group Smart Ammo
Required Lessons 1546
Type Noncombat Utility
Base Balance Time 1.00 second
Cooldown None
Resources None
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
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

Quickload - Reload your pistol in the heat of battle.

Backflip - Shoot your last bullet and escape with style.

Spin - Reload quickly and prepare for your next shot.

Shellspill - Roll your spent shells on the floor.

Eject - Throw away an unspent magazine.

Trick Shots

Gauge - Shoot while moving between cover.

Cavein - Bring down the roof.

Ambush - Shoot first, always.

Unload - Fire off all of your ammo in rapid succession.

Stances

Vigilant - Fire upon enemies who draw near.

Bulletguard - Take out incoming projectiles.

Overwatch - Return fire on your foes.