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Author Topic: The Sharpshooter  (Read 886 times)
Steampunkette
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« on: July 10, 2009, 09:49:34 PM »

The Sharpshooter is our Ranged Single Target striker and debuffer.

Capable of disabling a target from a long range, the Sharpshooter will be able to damage opponent's weaponry, slow them down with rounds to the feet and legs, or disable weapon and armor modifications made by the armor wearer. This makes the Sharpshooter an excellent solo-class, as they can sometimes take down foes before they can even reach the Sharpshooter. It also makes them excellent for Team-play, as a healthy debuff can mean the difference between a near miss and a killing blow on another teammate.

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Gear Meister
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« Reply #1 on: July 27, 2009, 06:31:14 PM »

Seeing how my Assault Rifle / Devices Blaster is one of my favorite City of Heroes characters, I'll surely role up one of these. Of course with more ornate weapons!

~GM
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Xen
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« Reply #2 on: August 16, 2009, 02:37:33 PM »

Digging the idea of this class.  Long been a fan of the sniper style, and this looks to fill that quite well.  Fits into the genre really well too.
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Miyamoto
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« Reply #3 on: February 01, 2010, 12:18:51 AM »

Pretty much what I imagine my Lone Wolf Bounty Hunter to end up like. Cheesy
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Mr Mephistopheles Grimm
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« Reply #4 on: March 06, 2010, 01:16:20 AM »

I'm just wondering, as I've seen a recurring theme with most games that have sniper class characters, very few of them have good spots from which to shoot. Semi-isolated but still easy to get in/out. It's always just too easy to sneak up behind them, as much as I love the idea of the sharpshooter class, I'm wondering if this would be a problem for it.
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CabbyHat
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« Reply #5 on: March 06, 2010, 03:40:21 PM »

Well, it kind of has to be like that, otherwise things get pretty heavily biased in favor of the sniper. You've got to give the other characters a chance.
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All stories are Anansi's stories...
Mr Mephistopheles Grimm
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« Reply #6 on: April 21, 2010, 04:13:07 PM »

Well I would expect there to be an element of accessibility for the enemy, but there are usually no good spots is what I was saying. Rooms, towers, spaces where a good sharpshooter can have cover, but still move in and out of with some relative ease, and an enemy could move in to with relative ease.
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Steampunkette
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« Reply #7 on: April 22, 2010, 12:42:23 PM »

I'd like to apologize in advance, if I'm mistaking your intentions or understanding...

Clockwork Symphony will be a Massively Multiplayer Online Role Playing Game, not a First Person Shooter. Generally speaking you won't be climbing up into a tower to pick off bandits, or relying on your personal skill at aiming, either. Rather, your character will have a series of numbers and calculations performed to determine a hit based on accuracy, defense, line of sight, and so forth. We hope to make the game more interesting and dynamic than most MMOs, but it won't be "Clockwork-Counterstrike" if you catch my meaning.

-Rachel-

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Mr Mephistopheles Grimm
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« Reply #8 on: August 06, 2010, 10:26:28 PM »

I wouldn't have expected it to be such, haha. Though I understand how it might have come off like that.
That sounds like a lovely (and inventive) way of having combat calculated, though. I'm excited to see how it will all come together. ^^
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