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Occams Razor • View topic - Archetypes

Archetypes

Re: Archetypes

Postby Jacob » Wed Jan 02, 2013 5:48 pm

And we have a winner.

Well done, Cathy.

(In short, "Armor Piercing.")
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Re: Archetypes

Postby Micheal Strife » Wed Jan 02, 2013 9:43 pm

I figured that's what it was. Just not used to a call like that. Thanks for the clarification.
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Re: Archetypes

Postby Madrigus » Thu Jan 03, 2013 4:20 am

"Desperation will turn any mortal to the darkest secrets hidden in the darkest vaults."
-Madrigus (Brendan)
[*Deadbolt from Lost Eidolons]

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Re: Archetypes

Postby Madrigus » Thu Jan 03, 2013 4:24 am

"Assistants may not stack, even if they get on top of each other..."

THAT'S GOLD!!!

Also, all the skills under Heavy Weapon Specialist say "requires Heavy Weapon Operation," but I'm not seeing that as a skill anywhere. Is it a skill or something else? I also checked under Soldier, but it's not there either...
"Desperation will turn any mortal to the darkest secrets hidden in the darkest vaults."
-Madrigus (Brendan)
[*Deadbolt from Lost Eidolons]

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Re: Archetypes

Postby Jacob » Thu Jan 03, 2013 12:14 pm

Weapon skills will be handled differently from other skills, but it seemed worthwhile to be certain people understood the limitations on Heavy Weapons. As presently drafted, the Heavy Weapons Operation skill looks like:

You may carry weapons denoted as "Heavy Weapons." You may only carry 1 Heavy Weapon at a time. So long as you carry a heavy weapon you take a permanent slow effect. This slow effect cannot be cured or mitigated in any way as long as you carry the Heavy Weapon.
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Re: Archetypes

Postby Steve » Thu Jan 03, 2013 5:00 pm

Even though assistants don't stack, there's still an advantage in having more than one. Say you're performing surgery and some jerk busts in and starts shooting, hitting your assistant. Not only do you have another patient, you no longer have an assistant to shorten your surgeries. Somtimes it's nice to have a spare.
-The Shadow Persons
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Re: Archetypes

Postby Steve » Thu Jan 03, 2013 6:19 pm

"A sniper rifle... incorporates some form of barrel at least as long and as your arm".

This could be read one of two ways:
1) It's a typo. Probably should be "as long and thick as your arm" like Recoilless Rifles.
2) This skill lets you be Megaman.

This has the potential to be awesome.
-The Shadow Persons
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Re: Archetypes

Postby Jacob » Thu Jan 03, 2013 6:24 pm

It isn't a typo--the barrels on sniper rifles are not, in general and on average, as thick as the barrels on recoilless rifles. A sniper rifle rep should have a long barrel, but it doesn't need to fire cannon shells...
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Re: Archetypes

Postby cathy » Thu Jan 03, 2013 10:07 pm

4 more days ... then I get to see techy stuff ... not even worrying about being picky for medical techy... just any of the techy tree will make me smile.

O_O Jacob...please don't take a day off... O_O
Dr. Zoey Zinc
Advanced Medtech
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Re: Archetypes

Postby Micheal Strife » Thu Jan 03, 2013 10:24 pm

2 questions..

First where are the soldiers going to get access to the Expert Marksmanship. Currently I don't see them as having access to that skill in their own tree. It would make sense to me if soldiers of all people would have access to that skill directly.

Second, I can understand the need to have the slow effect to slow down the death machines. But some things are not making sense to me. Do you have slow while the weapon is carried or when it is being used. But it seems to me the some of the weapons don't seem to fit the bill as a heavy weapon and thus fall under that restriction. Sniper rifles are heavier than normal rifles but by no means are they as cumbersome as a machine gun or recoiless rifle. Same is true with Grenade Launchers. It seems to me that that blanket rule would make retreating from the field difficult and make any kind of movement for the player a very difficult venture in game terms.
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