Results 1 to 8 of 8
  1. #1
    Player
    Yhisa's Avatar
    Join Date
    Aug 2013
    Posts
    413
    Character
    Susubi Subi
    World
    Phoenix
    Main Class
    Astrologian Lv 90

    Mch changes i would like

    Magnum round
    deals 120 potency
    increase damage by 15% for 60 seconds
    (hotshot/gauss barrel combined)

    Refill Mag
    30sec cd
    Refill your ammo by 6 and increase potency by 55
    (ammo/heated shots combined)

    Gauss rounds
    15 sec cd
    load 2 bullet into your ammo which increase your next 2 shots by 110 potency
    (quick reload / gauss round combined)

    Piercing rounds
    60sec cd
    your next 6 shots deals an additional 20%
    (overheat bonus)

    wild fire
    60sec cd
    pull out 2 magnum side arms and unload 6 bullets dealing reduce damage per shot
    1= 300
    2= 270
    3= 240
    4= 210
    5=180
    6=150
    (wildfire always used 6 gcds in rotation and was ping dependant potency will need edit)

    Between the eyes
    60sec cd
    deliver an attack for 230 potency
    *only avaliable after wildfire have ended*

    Napalm grenade
    throw a fire filled grenade at the target location dealing 60 damage over 80 potency over 15 seconds
    (flame thrower rework)


    My end goal is to remove the annoyance of being a mch.... removed "heat" management and focused entirely on Ammunition so the rotation would be managing your ammo, this will also remove flamethrower overheat mechanic aswell

    nothing is more worst then being killed and loosing ways to get back on track as a mch.... this ammo system would give us MORE control during wildfire uptime and downtime and take away the annoyance of "ping" aswell as losing control of heat due to dying when barrel stabilizer is on CD

    some of the potency would require changes but i stayed true to how mech currently plays and accounted for how wildfire currently works

    old wildfire
    6 gcds + ammo+overheat

    New wildfire
    6 shots + piercing rounds+ between the eyes

    the trick is to manage which ammo your going to use, my mch idea for wildfire downtime your would use "refill mag" and "Gauss rounds" to manage your ammo when its time to wildfire you would use "piercing rounds" to increase the shots damage of "wildfire" then finish up with "between the eyes" then go back to reapplying "magnum round" damage bonus into "refill mag" and "gauss rounds"

    it will need more work but i hope people like my ammunition mechanic..... better then the overheat mechanic
    (0)

  2. #2
    Player
    Yhisa's Avatar
    Join Date
    Aug 2013
    Posts
    413
    Character
    Susubi Subi
    World
    Phoenix
    Main Class
    Astrologian Lv 90
    i forgot to add and cannot edit on phone

    but i increased the ammo count from 3 to 6

    Refill Mag = Normal 6 bullets
    Gauss Rounds = 2 Lightning bullets
    Piercing Rounds = 6 Fire Bullets

    The MCH UI would be a Clip with bullets slotted inside so you can see your bullet count you will see normal bullets for shape for "refill Mag" you will see bullets wrapped in lightning for "gauss rounds" and then bullets on fire for "piercing rounds" which helps identify which ammo you have in your clip

    so its colour blind friendly too
    (0)

  3. #3
    Player
    Jollyy5's Avatar
    Join Date
    Jan 2014
    Posts
    424
    Character
    Raul Prower
    World
    Exodus
    Main Class
    Dragoon Lv 71
    If nothing else, Wildfire stuck out to me.

    1350 potency on Wildfire seems pretty extreme considering that even Midare Setsugekka has 720 potency, and 1080 when souped up.
    (0)

  4. #4
    Player
    Darkpaw's Avatar
    Join Date
    Apr 2018
    Location
    Ul Dah
    Posts
    470
    Character
    Akio Foxx
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jollyy5 View Post
    If nothing else, Wildfire stuck out to me.

    1350 potency on Wildfire seems pretty extreme considering that even Midare Setsugekka has 720 potency, and 1080 when souped up.
    Got to agree there but overall if you do not take the potencies as seriously and leave room for them to actually balance the potencies this is a pretty cool idea
    (0)

  5. #5
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    This feels like a pretty basic implementation of the original concept for Machinist to me, where you rely on mixing up attachments to improve your damage. I think that could be expanded upon, but I worry it'd feel too much like Bard's song phases.
    (0)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,786
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I'd rather go the other way, and make Heat more significant, but in a way that seems absent of clear-cut "punishment". Think of the design as something like a minigame, where Heat fades continuously but is meant to be pushed as high as possible before unloading oGCD burst. Let that functionality be a trait that absorbs the present Gauss Barrel.

    Therein you could just have Hot Shot follow its namesake. Make it give a large chunk of Heat. No more, no less. But, in such a case, Heat would equate to damage in some manner, be it through just a %Damage multiplier or maybe Attack Speed or whatnot as well, so Hot Shot would still fulfill its buffing function, but as an opener, pre-burst, and frequent situational, rather than as a maintenance buff.

    The prospects from Napalm Grenade are making me drool a bit, though, especially in attachement to Reassemble. What if we were to take the slots left empty by Gauss Barrel--and, say, Barrel Stabilizer--and use those on augmentative skills? Once one is chosen, Reassemble could swap those augmentatives over to an active ability/consumable. Or, heck, have Reassemble swap out your some number of keys that wouldn't usually be used in sequence with it into possible weapon augmentations. Lots of MCHy things we can do with all that...
    (0)

  7. #7
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I'd rather go the other way, and make Heat more significant, but in a way that seems absent of clear-cut "punishment". Think of the design as something like a minigame, where Heat fades continuously but is meant to be pushed as high as possible before unloading oGCD burst. Let that functionality be a trait that absorbs the present Gauss Barrel.

    Therein you could just have Hot Shot follow its namesake. Make it give a large chunk of Heat. No more, no less. But, in such a case, Heat would equate to damage in some manner, be it through just a %Damage multiplier or maybe Attack Speed or whatnot as well, so Hot Shot would still fulfill its buffing function, but as an opener, pre-burst, and frequent situational, rather than as a maintenance buff.

    The prospects from Napalm Grenade are making me drool a bit, though, especially in attachement to Reassemble. What if we were to take the slots left empty by Gauss Barrel--and, say, Barrel Stabilizer--and use those on augmentative skills? Once one is chosen, Reassemble could swap those augmentatives over to an active ability/consumable. Or, heck, have Reassemble swap out your some number of keys that wouldn't usually be used in sequence with it into possible weapon augmentations. Lots of MCHy things we can do with all that...
    Your idea for a heat remake basically reminds me of NIN's Hyoton. Not a bad idea, all in all. Hell, it's not even incompatible with this proposal.

    Imagine using an attachment to swap between AoE and single target versions of the core shots so that you could add Grenado Shot back in? Or bring back old Gauss Barrel, with the cast times on everything, since you can just add Heat when you get Hot Shot. Part of me wants to see a single target version of Flamethrower that's basically just you setting up a gatling gun, with the idea being that you'd use both when you're about to overheat in order to snapshot the damage bonus temporarily while the timer ticked down, keeping Wildfire independent of it, or perhaps replacing the current Wildfire with that, since it's fitting.
    (0)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  8. #8
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    This, combined with more turret involvement, would probably be my ideal MCH.
    Sadly I think the changes are too extreme to ever happen.

    At most, I expect we could get a rework of Wildfire and Flamethrower, and I'd like to combine that with a third Knight turret that's mobile and attacks at melee range for higher potency.
    (0)