Funcom mentioned it was planning new "Auxiliary Weapons" for an upcoming content patch. After a little delving, and a tip from a friend, I've come across the first of these weapons: Rockets. Thanks to data that they left easily accessible by the client, I've gotten access to a preview.
So far, I've found seven active abilities and no passives. They're very, very rough around the edges, and aren't particularly hammered out. Still, they do a good job of showing the niche the weapon is suppose to fill.
Name | Cast Time | Cooldown | Description |
XX_7760057 | 1 | 15 | Basic rocket shot T-AoE |
XX_7760118 | 1.5 | 30 | rocket volley gtae |
XX_7760095 | Instant | 40 | rocket jump, 10m dash + self dmg aoe dmg at land or/and at start |
XX_7760068 | 2 | 90 | long cast gigantic fatboy nuke with mushroom cloud of doom |
XX_7760065 | Instant | Instant | +5 meter range on rocket attacks |
XX_7760116 | Instant | Instant | +15% rocket damage |
XX_7760093 | Instant | Instant | 20% cooldown on rocket abilities |
The "Description" is the placeholder Funcom left in. I particularly like "long cast gigantic fatboy nuke with mushroom cloud of doom." The "Instant/Instant" abilities seem to be early versions of passive abilities. Regardless, the auxiliary weapon appears to fill the long range AoE role, using long cast times and long cooldowns to balance out the AoE. I expected one of three weapons from the teaser: this, grenades, and area-denial-explosives. I'd fingered grenades for the most likely, as a) they can be used in conjunction with other weapons, b) they serve an area control role, something that no individual tree particularly has, and c) they can be particularly versatile.
If this takes up a whole weapon slot, it'd probably be a decent pair for AR or Elemental, given the need for an opponent to be at long range to avoid getting interrupted.
What are your thoughts on the addition of rockets to TSW?
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