Will they be like the spells for support classes? Will you be able to use them more easily in close combat than pistols?
well we dont know anything about this yet so lets make suggestions i think they shouldnt be just another pistol there should be something special about them maybe they could use them for this counter attack? or can fire them during swinging melee weapons? or just use them when they use 2 handed melee weapons? or only for a cool execution?
I personally feel that they should act as a low powered, short range, infinite ammo weapon that can be used while swinging. The problem with this is that most people don't have enough buttons to use a pistol, melee weapon, and face lasers at the same time. I do, but I am one of those weirdos who loves their mmo mouse and logitech g13. Plus they need to be able to work for controllers.
Mandi Blasters definitely need to do something. It's tantamount to the Banshee not having their wail. Right now the Striking Scorpion is basically an Astartes GA with a Scout's cloaking device, and nothing more. The Mandi Blaster is a MUST. There are several directions we can go with the Mandi Blaster. -The most logical and practical application would be a single target ranged attack that requires melee range. Basically sawed off shotgun range, super close, though the actually effect wouldn't be as strong as a sawed off shotgun for balance reasons. -AOE, 45 degree cone in front of the SS that hits everything within 6 feet. The damage would be light to moderate, with perhaps some sort of debuff? Or perhaps we could go with the entire Mandiblaster effect being some sort of debuff? A cooldown should be standard, say 30 seconds, with limited ammo, say 3-5 shots per loadout. Topping off on Ammo is a joke for the most part anyway, so ammo should be extremely limited. That said the SS player should choose wisely when to use the Mandi Blaster, it shouldn't be spammable.
if they have an AOE in close combat they will be a nightmare to use with squads. I really think it should be damage over time, like a super short range (and low power) shuriken weapon. On your face.
They should be a short ranged attack(I.E. deals 0 DMG beyond 8 to 12-meters) fired when certain actions(I.E. Charge Attack, D.Bash, Block that should replace clang) are performed and have a short cooldown(I.E. 0.5-sec). SM Chainsword TTK vs Scorpion should be: 2.1-sec, 7 Basic Attacks, 0.3-sec Attack Speed Scorpion Chainsword TTK vs SM should be: 2.4-sec, 8 BAs, 0.3-sec AS If the Scorpion was landing only Mandiblaster shots it would take 11 to Down the SM. If the Scorpion managed to land two Mandiblaster shots they would only need 7 BAs over 2.1-sec to Down the SM, while landing a 3rd Mandiblaster would make it 6 BAs for a 1.8-sec TTK. Additionally, because the Scorp Csword is AP6 vs the SM's AP-, it should be able to deal 16.7% of its DMG through the SM's Block. If the player is fighting without using lock-on(which should be for melee only) then the Mandiblasters would ignore the 50% Ranged Damage Resistance that all classes of all factions should gain as a default mechanic when landing melee attacks; otherwise, using lock-on would subject the Mandiblasters to the 50% RDR and/or could increase its cooldown.
I imagine them as very short ranged melee-lock pistol like weapons that don't occupy hands and fire in fast burts that need to recharge a second or so, useful for starting a combat or to fill the time while outmaneuvering an enemy that has evaded or had a lounge. but not as reliable as bolter pistols, so the scorpion still has a reason to equip a shuriken weapon. from lexicanum considering the chimeric nature of the blasters, the devs could play with each part of the the system to have numerous alternatives: -wargear option for standard projectiles (inflict the most damage overall) [normal blasters] -wargear option for plasma charged projectiles (inflict more damage if used against armor but less if against flesh) [blaster that gives more importance to turning the needles in plasma] -wargear option for DoT poisonous projectiles [needles covered in reactive substances] -wargear option for low (or no damage) las-projectiles that cause a short stun/block [flashier lazors]
I really like the idea of giving the option with wargear/trinkets to alter how mandiblasters could be used. Perhaps mandiblaster shots could be part of a melee combo? Strike twice shoot your mandiblasters once sort of thing. Or perhaps start with a mandiblasters shot that lowers armor or toughness. But I believe it should be a weapon shot with a high cooldown that can be used in combat and doesn't interrupt melee attacks.
They should be a short ranged attack(I.E. deals 0 DMG beyond 8 to 12-meters) fired when certain actions(I.E. Charge Attack, D.Bash, Block that should replace clang) are performed and have a short cooldown(I.E. 0.5-sec).