I’ve had these ideas rattling around in my head for a short while, and I wanted to run them by people here. My vision for this archetype overall is a fast, wiley, hit-and-run gremlin with solid support elements and dynamic weapons (and I have some rough ideas for those, too).
I’d like to know whether y’all think…
- …it looks like it would be any fun to play…
- …it looks like it would be nice to have on a team…
- …it fits Ratlings, thematically…
- …its parts are fundamentally balanced, or super busted somehow…
…and why, if it pleases you!
Other feedback is appreciated too. (I’m not really here to debate whether or not Ratlings will be added to the game, though. That’s been done plenty in other threads.)
TALENT CHART LEGEND: Since the numbers are pretty tough to balance without playtesting, I’ve left an “X” as a placeholder for most of them. I’ve color coded the abilities to give a ballpark idea of design intent:
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General: Useful in most situations/not specialized.
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Support: Helps teammates in ways that don’t involve stagger, tanking, or direct damage.
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Crowd Control: Rewards or enhances disrupting enemies with stagger.
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Giant Killer: Rewards or enhances killing large enemies quickly.
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Ranged Killer: Rewards or enhances killing ranged threats and specials.
WEAPONS LIST
EXISTING WEAPONS: These are reasonably small enough to be wielded by a Ratling, but it’s possible that other weapons would do fine as well (las rifles come to mind).
- Machine Pistol
- Heavy Laspistol
- Tactical Axes
- Combat Blade
- Revolver
NEW RANGED WEAPONS: Lightweight and/or compact weapons that compliment either a long-ranged sniping support playstyle, or a hit-and-run close range/stagger playstyle.
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Sawed Shotgun Mk1: For big burst damage that creates distance.
- Primary: One barrel
- Secondary: Both barrels (self knockback)
- Special: Throwing knife (carry 3), high weak spot damage
- Reload: One or both shells at once (hold to replenish knives)
NOTE: These knives would work a bit like the special rounds of existing shotguns, drawing from shell reserves to ready them for tossing from a bandolier (or wherever else a Ratling would keep them).
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Sawed Shotgun Mk2: More defense in close-range engagements.
- Primary: One barrel
- Secondary: Block
- Special: Butt spike bash
- Reload: One or both shells at once
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Sawed Shotgun Mk3: As Mk2, but with throwing knives instead of bash.
- Primary: One barrel
- Secondary: Block
- Special: Throwing knife (carry 3)
- Reload: One or both shells at once (hold to replenish knives)
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Dart Rifle: Good collateral, damage over time.
- Primary: Semi-auto (Acid Damage)
- Secondary: ADS
- Special: Overpressure (powerful shot with high recoil + longer recovery)
- Reload: Magazine
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Crossbow w/special bolts
- Primary: Single shot (high pierce/weak spot damage)
- Secondary: ADS
- Special: Charge thunder bolt (high stagger/damage)
- Reload: Single bolt
NEW MELEE WEAPONS: Ratlings aren’t known to be at all powerful in melee, meaning they would have to rely on weapons that either don’t take much strength to wield effectively or utilize their low center of gravity (and proximity to knee caps).
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Dual mono-knives
- Mk1: Focused on armor piercing/single target
- Mk2: Balanced
- Mk3: Focused on good cleave
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Hatchete (Machete/Hatchet hybrid)
- Stronger blocks, weaker dodges
- Light attacks: Vanguard slashes w/machete end
- Heavy attacks: Strikedown chops w/hatchet end
- Special: High-damage grab w/claw on hatchet end
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Survival Spear: Think Kerillian’s spear from VT2.
- Mk1: Very pointy, focused on single target damage
- Mk2: Balanced
- Mk3: More glaive-like, focused on horde management
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Ratling Walking Stick: Basically a quarterstaff/shillelagh
- Leg damage bonus?
- Wide sweeps, high stagger
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Electro-bolas
- Think Sienna’s flail from VT2
- Charged up and thrown with Special to electrocute foes.