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Mandiblasters, how do they work?

Discussion in 'Ask the Team' started by DevilfishJack, Jun 17, 2016.

  1. Zaeryn Zaeryn Master

    And I will continue to post it until everyone else realizes it is the base idea of what we should have. Numbers could possibly use some tweaking but that is the best implementation we could have for the Mandiblasters.
  2. To my understanding Mandiblasters don't do jack in terms of damage to a fully armored Astartes other than scratching their armour and have an extremely short range. Due to this imo they should be a "consumable" or grenade loadout wise and take up one of those slots, be very short range and do some armor damage along with a blind or disorientate the foe for a short duration. Give them a cooldown or a rather high ammo count. We already have keys for those slots and it wouldn't be OP while giving a decent debuff in melee.
    Njord-Halfhand likes this.
  3. Demetri Dominov Demetri_Dominov Arkhona Vanguard

    Or it could be a small shotgun blast with the raw strength and less penetration of a bolter, triggered by the "brace" key (which is unused unless the character has a braceable weapon), and has a recharge time like that of a Raptor.

    This is similar to how the howling baneshee would work.
    Galen likes this.
  4. Zaeryn Zaeryn Master

    Depends on where the attack actually hits the Marine as even an Imperial Lasgun can drop a Marine with a lucky shot.
    Being that this is a real-time game, they should be able to deal some amount of damage based on where they hit the target(I.E. head, body, legs) and would work better as a semi-activated ability that happens when you perform certain actions(I.E. Charge Attack, D.Bash, Block) with a cooldown to prevent rapid firing of it.
    The purpose of the Mandiblasters should be another source of damage for the Scorpion so they can take out targets more quickly than if just using their Chainsword/Pistol.

    It should have less Strength(S3 in fact, vs Bolter S4) and have no Armor Penetration(AP- vs Bolter AP5).
    A Scorpion should need 7 Basic Attacks or 11 Mandiblaster shots to Down a full Armor/HP Marine.
    SM Chainsword TTK vs Scorpion: 1.8-sec, 6 BAs, 0.3-sec Attack Speed
    Scorpion Chainsword TTK vs Assault: 2.1-sec, 7 BAs, 0.3-sec AS
    If the Scorpion lands 2 Mandiblaster shots to the Assault's chest he needs to land 1 less BA. A 3rd Mandiblaster shot would take off another BA.
    The Mandiblasters could be subject to the 50% Ranged Damage Resistance(that should be a default for every class of every faction that lands a melee attack) when using Lock-On, exempt when not.

    The Banshee Mask should be an Active Ability that temporarily provides the Banshee with 50% Ranged Damage Resistance along their forward 90 to 120-degree arc in addition to apply a move/attack speed penalty to enemies within a short range AoE.
    The straight resistance to the frontal arc represents the Wail traveling at the speed of sound and thus being able to quickly reach and affect even distant targets(at least by reducing their damage).
    Banshee Move Speeds Base / Fleet of Foot
    Forward: 7.5-ms / 9-ms
    Strafe: 6-ms / 7.2-ms
    Back-Pedal: 4-ms / 4.8-ms
    Sprint: 15-ms / 18-ms

    Assault Move Speeds
    Forward: 6-ms
    Strafe: 5-ms
    Back-Pedal: 4-ms
    Sprint: 12-ms

    Assault Chainsword TTK vs Banshee: 1.5-sec 5 BAs, 0.3-sec AS
    Banshee Power Sword TTK vs Assault: 1.75-sec, 7 BAs, 0.25-sec AS

    The Banshee can gain a temporary mobility boost via the Fleet of Foot Active but the Assault's Jump Pack should mostly negate the mobility advantage the Banshee would otherwise have.
    The Wail could have a 3-sec duration and either have a max 3-sec effect against a single target or be able to refresh by focusing on them for a full 6-sec duration.
    If going with the former, the move/attack speed reductions could be more significant such as increasing the Marine's AS to 0.5-sec, while using the latter could be a smaller reduction resulting in a 0.4-sec AS for the Marine while affected.
    Dropped to 0.4-sec the Marine's TTK vs the Banshee would become 2-sec, while the 0.5-sec AS would raise it to 2.5-sec, temporarily giving the Banshee the TTK advantage.
    Maensith likes this.
  5. DevilfishJack Steam Early Access

    Well, that was disappointing. It would be nice if they could answer my question rather than closing my other thread but I understand the reasoning.
  6. Whitefox550 Whitefox550 Well-Known Member

    I don't understand, it's like people disagree with you? Can't they just see that they're so wrong?
  7. DevilfishJack Steam Early Access

    I personally fell that it is rather presumptuous to assume that a completely untested method will work based on some very simple math. It is worth trying, but saying that you have the best possible solution to something based entirely on theory is pretty sketchy.
    Niothewarlock and Whitefox550 like this.
  8. Whitefox550 Whitefox550 Well-Known Member

    Sorry, that was sarcasm. I personally disagree with most of Zaeryn's statements. And now I'll probably get another post deleted and another warning for "harassing" him.
  9. Na you would have to try harder i guess
    Whitefox550 likes this.
  10. DrunkBobNoPants Steam Early Access

    I think Zaeryn isn't 100% on the use of the word "should".
    Whitefox550 likes this.

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