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New Specialisms Suggestions
*Maxxed*
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Spotter(Scouting and/or Ballistics Spec)

Increases accuracy of all ballistics weapons targeted on vehicles within 40/60/80/100m.

Guerrilla (Scouting)

Increases chance of 'ambushing' the enemy and decreases(slightly)the chance of being ambushed. Alternatively increases size of deployment area. (Perhaps even critical success on scout roll allows two or more deployment zones.)
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vet wv deathrceL1 marshal pvp5 pvp20,0,1

Posted May 26, 2014, 2:55 pm Last edited May 26, 2014, 2:57 pm by Maxxed
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*sam* said:
Suggested by Joel: these are all for the mechanic skill.

Gear Head - Can break down stuff to component parts efficiently and with less loss(of original parts). Can also fix broken stuff using LESS parts. Either works like tuning(one guy - best guy does it) or each spec works as a bonus.

Henry Ford (perhaps a leadership skill lol)- creates efficiencies with manufacturing allowing for quicker production and/or using less parts in production.

Cumulative ones:
Over hauler - Basic MR increase for chassis production.
Gun nut - Basic MR increase for Weapon production.
Grease Monkey - Basic MR increase in Engine production.
Jack of all trades - small increase in (overall)MR.


How about instead of all them just having Engineer increases effective mech skill for MR calculation.

So as not to be overpowering it could be as little as 10% alternatively it could have JR as a prerequisite and be a bit more effective.
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vet wv deathrceL1 marshal pvp5 pvp20,0,1

Posted May 26, 2014, 3:02 pm
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Zombie Master - Psionics
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vet wv deathrceL1 marshal pvp5 pvp20,0,1

Posted Jun 26, 2014, 12:04 pm
Parapsycho
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Taunt - Leadership

The character goes over the CB and taunts the enemy. Causes the car that this character is in to draw more attention from enemy AI.
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vet wv paintladder

Posted May 8, 2015, 3:58 pm
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I really like Joels suggestions above about more mech skills.

Definately bring another aspect to the camp mechanics, i think it would be good.

Would mean you may not just lose another 100 spec'd ganger, you might be losing your head camp mechanic that is speeding up the car production, etc.

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vet wv marshal

Posted May 9, 2015, 1:45 am
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Scrounger- Scouting

Gets extra items from Junk Piles and reduces the chance of spawning creatures while searching through them
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vet wv paintladder

Posted May 12, 2015, 2:06 am
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I'd still love to see some melee orientated specs:

Martial Arts: Increased speed and strength for melee attacks
Parry: Dex based chance to avoid a melee hit.
Dodge: Dex based chance to dodge a ranged attack

Also some stealth specs:

Ninja: Character ped does not appear on the game map for targeting (alternatively cannot be targeted if easier to code) until they are in Xm of an enemy.
Ghost(psionic): Player vehicle (or ped if outside vehicle) cannot be targeted for Y number of turns or until they open fire.

And -

Dampen(psionic): Works like fire extinguisher but can be used on any vehicle in range (including enemy vehicles)
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vet wv deathrceL1 marshal pvp5 pvp20,0,1

Posted May 9, 2020, 1:21 am
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Suppressed Fire or Hair Trigger

Opposite of Rapidshot for GG, HGG and SMG. Allows the gunner to fire one round of a repeating weapon.

Would be useful for firing into breached cars to reduce damage to internals.

I would imagine this as an extra firing menu option. "Suppress Fire {Weapon}. You could make it a success roll-based action like RS, where the character attempts to suppress the fire, but it could fail.

Or maybe, you could right click a weapon and toggle between Normal, Rapid, and Suppression fire, and the Character would attempt to use the selected firing mode.
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vet wv paintladder

Posted Jun 24, 2020, 6:09 pm
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*Parapsycho* said:
success roll-based action like RS,


I've had many characters rapid-fire with any specs or skills, so I seriously doubt that's how the ability works
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vet wv pvp5 pvp4

Posted Jul 11, 2020, 10:37 pm
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Grimm Sykes said:
*Parapsycho* said:
success roll-based action like RS,


I've had many characters rapid-fire with any specs or skills, so I seriously doubt that's how the ability works


Do you mean without any specs or skills?

RS gives you a chance to get an extra shot in when set to repeat fire. Call it what you want.

Shouldn't be Rapid-firing if you don't have the spec...
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vet wv paintladder

Posted Jul 12, 2020, 5:22 am
*Maxxed*
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There was talk of changing Cyclist to Compact...personally I reckon 4WD would make more sense.

Specialism sub-set:
*Cat's Feet* - reduces chance of vehicle turtling.
*Hill Climbing* - torque increase
*Pathfinder* - as per scout
*Offensive Driver* - as per diving skill
NB: No defencive driver option.

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vet wv deathrceL1 marshal pvp5 pvp20,0,1

Posted Jul 12, 2020, 6:29 am
Parapsycho
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Soft Target Specialist [ST]:
Reduces the damage a character does to armor with weapons
Increases the Damage done to enemy characters once armor is breached/peds.
I guess you could explain this as the character knowing where to shoot to cause the projectile to ricochet inside the enemy vehicle.

Mixologist
Increases the duration of ground based effects on weapons.
Applies to OJ/HOJ, FOJ/HFOJ/Napalm, Paint, and Smoke
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vet wv paintladder

Posted Aug 27, 2020, 7:25 am
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Parapsycho said:
Soft Target Specialist [ST]:
Reduces the damage a character does to armor with weapons
Increases the Damage done to enemy characters once armor is breached/peds.
I guess you could explain this as the character knowing where to shoot to cause the projectile to ricochet inside the enemy vehicle.

Mixologist
Increases the duration of ground based effects on weapons.
Applies to OJ/HOJ, FOJ/HFOJ/Napalm, Paint, and Smoke


...and makes a good brew.

How about a 'Spread-fire Specialist" (SS) to go with ST, giving you a bonus to all shotgun and flechette weapons.
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vet wv

Posted Jan 17, 2021, 5:24 pm
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