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Redux Weapon Proficiencies


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With the news that proficiency modal icons will be modifiable with 2.1 (which means we can visually distinguish between modalities of the same weapon, both during battle and in character creation), I'd like to start brainstorming possibilities for new proficiencies.

 

For right now, I'm leaning towards an Offensive and Defensive option for each weapon. An Exotic option for each weapon -- that is not available to every class or has some other conditions -- would be cool as well.

 

Regardless, I know that proficiencies redux is something players are wanting.

 

If anyone has suggestions I'd be glad to hear them. When I'm at my computer next I'll edit with my own thoughts.

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Devoted atm is the only subclass where weapon proficiencies matter
i think that just starting to set some malus to all weapons used w/o proficiency could be a good first step.

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Devoted atm is the only subclass where weapon proficiencies matter

i think that just starting to set some malus to all weapons used w/o proficiency could be a good first step.

Unarmed Haymaker is the example to use here, but it's located in PT_Racial. Not really sure I want to mod that. Is anyone modding this PT, or know someone who has?

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Devoted atm is the only subclass where weapon proficiencies matter

i think that just starting to set some malus to all weapons used w/o proficiency could be a good first step.

Unarmed Haymaker is the example to use here, but it's located in PT_Racial. Not really sure I want to mod that. Is anyone modding this PT, or know someone who has?

 

you can always replace them with another ability that doesn't need this PT . (i'm just talking w/o have seen  the bundle so i can also be wrong)

Only time i've tried to mod PT_Racial (trying to add a new race) my game was stuck , but on that i'm pretty sure to have wrong something in my bundle (maybe  an hardcoded value)

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I'm not sure what you mean, kilay. Can you explain?

 

Only the Haymaker is in PT_Racial. The rest of the profs are in their own PT. But haymaker is the only one that is automatically assigned without being chosen and that would be best for the penalty we want. Then, with the prof PT you remove the penalty ability and assign the beneficial ability.

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I'm not sure what you mean, kilay. Can you explain?

 

Only the Haymaker is in PT_Racial. The rest of the profs are in their own PT. But haymaker is the only one that is automatically assigned without being chosen and that would be best for the penalty we want. Then, with the prof PT you remove the penalty ability and assign the beneficial ability.

 

Understood , maybe you  can just change the Haymaker ability w/o touch the PT , adding new status effects with conditionals scripts

Boolean HasAbility(Guid, Guid)

 

like

 

A character doesn't own B ability (weapon proficiency) give it C status effect (e.g. malus on penetration/accuracy/damage with D attacks)

Edited by kilay
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I think that could work. So, instead of automatically applying malice and trying to take it away later, I only apply the status effect conditionally.

 

I'll think on it. My other thought was -- just bite the bullet and make the malice optional/chosen during character creation. But if you don't choose malice the you get an extra weapon proficiency.

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