New Pro Classes Wishlist - Post Yer Ideas Here

Discussion in 'Monday Night Combat 360 Wishlist' started by marcotte, September 2, 2010.

  1. marcotte

    marcotte New Member

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    Rather than posting a batch of scattered ideas, let's post all our Pro Class ideas in one thread! Maybe Uber will take notice of the churning idea pot and put one in some DLC!

    I've seen a few, the Pyroman and the Robot Controller - I also saw the Legionnaire. These are all good ideas.

    Here's my two Pro ideas:

    The Double-Agent: This one you could kinda see coming. but when you do, you don't shoot. You wave to your friend as he runs by, probably to spawn more robots. And one by one, your turrets begin to vanish off the map. Nobody knows why, and then you see him again, coming up beside you. Your guard drops, and that's when the Double Agent takes you down with a well-placed mine on your back.

    The Double agent is a varied version of the Assassin - but rather than cloak, the Double-Agent swaps team colors. Turrets believe her, even allies do - friendly fire, on the other hand, doesn't. The double agent is armed with some manner of MP5 when not impersonating (Low damage, medium clip, short range) and the main weapons of whatever class is being impersonated when using Copy.

    Their combat powers would be the 'Copy' ability that increases in duration - on the 3rd level of Copy, the Double-Agent refreshes their ability meter for Copy if they successfully kill a 'team' member. They would also get a Grapple, and a powerful little Timed Explosive, that would have a bigger kill / shrapnel radius when it went off.

    ==================================

    The Frontliner: While the Double Agent seems to mix elements of the Assassin and the Support, the Frontliner is what meets in the middle between an Assault and a Tank. Frontliners are a great class to play if you want in on the action, but crave the satisfaction of doing actual damn teamwork.

    The Frontliner largely exists to make sure that the next foot forward they move is a foot forward that becomes their territory. While the Assault is a flying speartip punching the first holes in a basic enemy defense, and the tank is a walking fort with a close range arsenal of death, don't you just wish you had someone to look up to? Something iconic? Hell, even someone with a movable barrier would be nice when you're gettin shot fulla holes!

    The Frontliner's two weapons would be largely unchanged - an aimable assault rifle - and the ever potent sawed-off shotgun equivalent. The Frontliner's Persistent Power would provide his fellow comrades with more Juice (aka the Juiciness power) per juice-gaining action as it improves, as would the radius by which he inspires Juiciness (Alternately, his aura might cause Skill Regeneration to improve instead, since I know a lot of people really hate Juiced out opponents). He'd still have his Grenades, but this is the last similarity. Rather than being able to Fly,the Frontliner can create a deployable that's not an awful lot unlike a Shield of some kind. A barrier by which the Frontliner can drop for cover, for fellow allies to hide behind. Rather than a Charge, the Frontliner can use a Coldburst - imitating Iceshavers - slowing opponents, and allowing his nearby comrades that extra split second to finish off foes.

    The Frontliner excellently compliments slow-moving classes like Assault and Tank, and actually promotes the idea of teamwork.
  2. Show me the Bacon

    Show me the Bacon New Member

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    No thanks on the Double Agent, but the Frontliner sounds pretty good. You may want to find a unique weapon for him though. What might his passive upgrade?
  3. marcotte

    marcotte New Member

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    Passive for the Frontliner is his Aura of Whateveryouwannacallit, nearby allies would either gain extra Juice for their actions that generate Juice, or they'd have an improved Skill Regen rate. Because of how imbalancing Juice is, I suspect Skill Recovery is a better option.

    This ensures groups stick together, and as the Frontliner Passive is improved, so too is the radius, and the percentage by which Extra Juice is gained, or Skills are regenned.
  4. AssassinsGoneWild

    AssassinsGoneWild New Member

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    The Frontliner sounds AWESOME imo (minus the extra juice aura, I can already see that being abused nonstop...) , not so much the other one though.
    I like skills being regenerated faster, no class should be able to gain more juice than others simply because of balance reasons, although for the sake of argument let's disclude how easy it is for a sniper to gain a full bar.
  5. OoPpEe1985

    OoPpEe1985 New Member

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    Like both ideas but would rather have it applied as a optional "ability swap" of the Assassin. It replaces the cloak. To balance it - make something stick out. Like keeps Assassins running speed, will occasionally flicker very quickly into the spy and back into the class. Also make the class unselectable they pick. It will pick the #1 player on their team or a random class (can never disguise as another assassin). Another thing to allow sticking out - she will ALWAYS hold a weapon the class she is playing cannot use (nothing major). Like seeing a sniper hold Supports heal/hurtgun and vise versa. Need something to allow her to be detected but also enough to not make her stand out too much.

    So with that idea I wouldnt mind seeing Ability Swapping. Something that gives same overall effect but applies in a different way.

    Spy -> cloak into disguise. Cloak is noticable by the distorted transparency that makes her visible. Disguise will hold wrong weapon or flicker (think hologram).

    Support -> Healing into "Upgrade". Loses ability to heal turrets and players/robots but in place gives them a upgrade. Example Robots would turn into the "Green" version (make them Purple for BlueTeam, Orange or Brown for RedTeam) robots from Blitz mode - but only so long as he is healing. If stopped the upgrade stops then or a few seconds after. For players it would give off a minor Juiced Glow but only a minor increase in damage and speed BUT doesn't replenish health at all. Only 1 beam can effect a player/robot - so you CANNOT have a healing support and a upgrading support doing effect on a single unit at once.

    Assault -> Remote Bomb into Remote Grenade Turret. Throws it, deploys very quickly (faster than firebase). Assault pushes same button to detonate but instead it will fire at in direction of nearest enemy target. If none visible it will fire in a random direction. Only has 5 shots, 5th being it blowing itself up.

    Gunner -> Slam into Spinning Fire/Motar at Feet depending on which gun out. This instead of just simply stunning/slowing down/pusing away enemies it will mainly focus on killing them. No stun effect, but increased damage. If miniguns out, he spins like Tank but firing and quickly spinning, takes 25% of ammo away. If Motar out, he fires at at feet. Will damage him slightly but does a larger explosion than a normal shot.

    Sniper -> Traps into BearTrap. Instead of just freezing it will do a decent amount of damage and make the person have reduced speed for a short while. So this will introduce new tactics. Many use them for simply setting up headshots. This will make them useful for defending key areas of their base to help their other defense to take them down.

    Tank -> Product Grenade into Stun/Scatter Grenade. Greatly reduces effect on players, increases effects on machines. If thrown at a turret it will shortly (3 seconds at 1, 5 at 2, 8 at 3) malfunction and randomly fire everywhere damaging BOTH teams. On a player it will stun them or revert their ability bar to zero (has to recharge) with moderate damage.

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    Clothes and Weapons
    ---------------------

    Said many times. Simply unlockable clothing but class specific but once unlocked can be used on all classes. Sniper can unlock a hunting hat (think TF2), Support a HardHat, Assassin nightvision goggles ect.
    Some clothing class specific but nothing that overall changes the appearance of the class. Gunner could get spikes on sholders, Tank could get damaged armor - dented and all, misc things like that.

    Weapons, no effect on damage or rate of fire. More of "skins". Gold plated and addons. Addons would have no effect but just add to customization. Like a laser sight, decoration (like a Bullseye/PitGirl figure hanging from grip). Different scope styles for SniperRifle, different Icons on heal/hurt gun (like a Skull icon when doing hurtgun mode. Smilie Face on healing). Coloring areas of the gun different shades. I am sure the guns are made with multiple textures. Allowing us to apply a filter to that single texture would be nice. Gold plated barrels on Miniguns, making whole gun Teamcolored, allowing "Transparent" guns - think Assassins semi-clocked but 50% more visible.

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    Maps
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    MORE of them. Make current maps also playable in Blitz but make the other base have indestructable turrets and all of their levels are 3.3 (or a new higher level). This would allow players to work on their defense for Crossfire AND make Blitz have more options. Bots would follow their normal route and also maybe make some take the jumppads (Slims, Blackjacks, Gremlins, Scatterbots only) on levels to allow them to attack in all directions like a player would.
  6. ChrisMikeRack

    ChrisMikeRack New Member

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    Frotnliner sounds mayyyybe a bit OP, maybe if you limited it to one a team. I could see having 4 frontliners, 2 each lane, acompanied by 1 attack class each side, stop under a bridge (to stop airstrikes) and you could set up dual barriers, a cloud dust stopping anything from moving past you and increased ability regeneration for your attack class! Plus the frontliners are shooting things themselfs!

    I dunno what class id like to create. Maybe some kind of explosives expert only armed with a handgun and that relied heavily on abilities recharge to counteract high damage abilites.

    1st abiltiy (X button) would be Explosive dart. Fires fast and has a slight gravity dip over distance (makes it slightly harder/more satisfying to hit a moving pro). Leaves a nice little white trail as it flies through the air. Sticks into its target be it wall/bot/pro etc. Can be remote detonated with a second press of the x button. Rank 2 increases damage and /or range. 3rd level gives the dart a shrapnel effect causing a little extra damage to anything damaging in its line of fire.

    2nd Ability (Y button) would be a bazooka. Pretty standard, im sure you can imagine what this would entail. 2nd upgrade damage/range. 3rd upgrade, maybe to mix things up and break from the repeated 'increase blast/damage/rate of fire etc' Maybe it gives a 10% chance on use to fire an additional rocket right after the first, free of charge.

    3rd Ability (B button) Petrol and lighter. Hold down the B button to pour petrol where you walk (ability decreases quickly as you pour, and walking is slow) then with either second press of B to ignite or maybe ignite from a handgun shot. Causes damage and ignites any who walk over it. Abilty would be used more defensively, or to try and trap people in their base more. Feel this ability would need a hefty recharge time as it sounds potentialy very usefull. 2nd rank, tank can hold more petrol. 3rd rank the ignite effect caused by enemy contact with flames lasts for longer.




    I literaly just made that off the top of my head so there maybe be OP, UP or gameplay issues to be ironed out :)


    *edit* forgot passives.

    Passive rank 1 wnatever, you allready have this at the start so will be built in.
    Passive rank 2: Increased health for the pro
    Passive rank 3: Increased movement speed
  7. tezmac

    tezmac New Member

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    After watching 300 last night I was inspired by the Spartans, and thought that one of these Warriors would be a welcome addition to the game, especially if adapted to be a true aggressive support player.

    Before reading the following please bear in mind that I am typing and thinking on the go, so some ideas will not exactly be perfect, but I feel the General jist is there for all to see.

    One more thing these are not the HALO SPARTANS!!!


    ========================
    SPARTAN / WARRIOR
    The Modern Spartan Warrior has no fear and is ruthless in combat. His leadership is next to none. The Spartan's job is to be an aggressive Support. His powers lie in being up-close and personal and thrives when under extreme pressure. Speed and Armor matches the Assault. The Spartans Rally Cry and Shield Block abilities are probably the most team-based skills around and benefit all.

    ========================
    LOOKS / COSTUME
    Basically next to nothing, with a toned body just like you would see from the film 300. Weapons and shield would, of course, reflect the futuristic metalized style than is promoted in MNC.
    [​IMG]

    ========================
    MAIN WEAPON - Spear & Shield
    The Spear has a twice the range of the Assassins sword, and more power but less rate of fire or strike speed. Instead of bullets there is a fatigue bar, which reduces with each attack, and then comes back over time. When fatigue gets below 25% then attack power and speed would reduce due to tired limbs. Whilst using Spear and Shield Spartan gains more defence, depending on the shields position. Secondary ability swaps the Shield between his front and his back, and wherever the shield is reduces damage. When on his back the shield covers part of the head, making reverse head shots difficult. The front covers most of the non-sword side.

    SECOND WEAPON - Bow & Arrow
    Armor piercing arrows which are slow firing, but highly accurate and very powerful. Would perform exactly as you would expect from a bow and arrow. Standard ammo capacity would be 6. Secondary ability empties an entire clip but fires 3 arrows in one shot, with a narrow spread pattern.

    PASSIVE L2
    Arrows can be shot further. When using the secondary ability (multi-shot) this adds Poison to the tip of the 3 arrows. This adds additional damage of +1 per second for 5 seconds to whoever is hit. Note normal arrow shots will not have poison tips.

    PASSIVE L3
    The Spartans Spear is lengthened, made lighter and the tip is sharpened. This makes the Spear have an increase in melee range, speed of attack and strength (not sure how much of an increase though).

    ========================
    SPECIALS

    Shield Strike grapple (Blue)

    (Standard) Spartan used his shield as a weapon to attack and stun his target, and then quickly throws a ferocious punch to the opponents chest, knocking the Pro back and staggering him for a moment.

    (L2 Upgrade) Spartan now stuns with his shield first, and then throws a devastating 3 hit-combo to increase damage done. Opponent is knocked back further as well.

    (L3 Upgrade) Spartans attack combo is now quicker, more powerful and the recipients Pro's screen goes blurry for 3 seconds afterwards due to mild concussion!


    Shield Block defensive (Yellow)

    (Standard) Spartan goes completely defensive and uses his shield as a block, holding it in front of him and leading his Spear over the top whilst kneeling down. Spartan can crawl at half pace whilst like this. This is very useful when covering Pros as they can stand over Spartan and crawl forward. Shield block can be used for up to 10 seconds.

    (L2 Upgrade) Spartans shield is increased in size, all standard defence abilities are increased slightly based on position of the shield. The shield now completely covers Spartan whilst in this Mode.

    (L3 Upgrade) Shield Block is now unlimited and can be used for as long as required.



    Spartan Rally Cry ally support (Red)

    (Standard) when used, for 10 seconds all Pros within a set area gain a slight advantage on their 3 Endorsements, increasing the added value by a further 5%. When a Pro is in range of more than one War Cry then an additional 1% is applied, making a maximum possible Endorsment increase of 10%. Imagine a group of Spartans all together at the same time! Swapping weapons will cancel the War Cry. When in this mode the Spartan cannot use his shield.

    (L2 Upgrade) the benefit is now increased to 20 seconds and the set area of effect is now 10%. Again, when a Pro is in range of more than one War Cry then an additional 1% is applied, making a maximum possible Endorsment increase of 15%. Swapping weapons will cancel the War Cry. When in this mode the Spartan cannot use his shield.

    (L3 Upgrade) with L3 upgrade and enemy Pros within the area of effect have their endorsements reduced by 5%. Swapping weapons will cancel the War Cry. However when in this mode the Spartan can now use his shield. Enemy Pros can only be affected once by this ie if in two War Cry areas of effect the reduction will not get worse.
  8. SenorPancake

    SenorPancake New Member

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    Robo-Psychic:

    The Robo-Psychic is a general support figure for the team designed to help your team push and to be powerful against bots, weak against pros, with telekinetic and robo-telepathic abilities. With health just below the assault, he can take a small beating, but still has to be careful. His base abilities either specifically target bots, or require bots nearby to be effective. Additionally, his abilities are designed to be combined into one powerful attack.

    Weapons:
    Arc Gun: Shoots a stream of electricity at a medium range.
    Magnet Gun: Shoots up to 2 magnets, about the speed of the Assassin's grenade launcher. Direct impact will cause damage, but does not do damage outside of that. When in range, the Arc gun will automatically aim for the magnets (which can be attached to enemy bots or turrets.



    Push - a small telekinetic burst sends bots / pros within 2 meters flying towards the crosshair.
    Level 1: Only bots are sent flying. The bot takes some damage upon impact.
    Level 2: Bots and pros are both sent flying. Launched bots now do moderate to high damage depending on which bot it is used on.
    Level 3: Reduced cost, allowing for 2 bursts.

    Lift - Lifts an enemy bot in the air, suspending them about 2 meters above the ground for a period of 10 seconds.
    Level 1: Can only lift Slims and Gremlins. 1 at a time.
    Level 2: Can lift Slims, Blackjack bots, Gremlins, and Scramblers. 2 at a time.
    Level 3: Can lift Bouncers. Now able to lift 3 bots at a time.

    Bot Bomb - The robo-psychic goes into the bots brain and overloads its system, making it volatile. The bot loses health gradually until it explodes. Does not harm allies.
    Level 1: The bot loses health at a quick rate, and explodes with a level 2 Assault nade radius for medium damage.
    Level 2: The bot loses health at a slower rate, explodes at a level 3 Assault nade radius for high damage.
    Level 3: Reduced cost, explodes with a large radius for high damage.

    Passive:
    Level 2: Faster recharge rate, bonus juice when all three abilities are used together.
    Level 3: Turrets hit by the arc gun / magnet gun combination cannot fire as long as the arc gun is shooting it.

    What do you guys think? I wanted to encourage the use of combos to be truly effective. When it comes to bots, the robo-psychic is completely dominant, whilst when it comes to pros, the robo-psychic doesn't hold his own without the magnet gun, or without bots nearby to throw. He can either fling pros away to escape, or fling bots to hurt the pro.
  9. BeJeeZiS

    BeJeeZiS New Member

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    The Junkyard

    Rusty robotic unit made from spare parts. Medium armor and slow speed. Think of "Helper" from Venture Brothers but rusty and a lil more steampunky.

    Main weapon is "Shrapnel" where the robot spins and throws an area-affect type spray of bolts and pieces. It starts slow and speeds up like the gunner and slows movement down much like the gunner. Almost nothing aside from tanks and juiced pros can be within a couple meters of it for more than a few seconds once it reaches top speed. It's alt fire is like the gunners that keeps the bot spinning but won't release any projectiles.

    Secondary is much like the above posters idea of an Arc Gun. I'd call it the "Electrode." Takes time to charge up between shots, does somewhat less damage than an assassins sword swipe. It will hit targets relatively close to where you aim but doesn't need to be exactly on target (like the Support's hurt/heal gun) and will jump to one extra bot/pro dealing 1/3 damage. Medium range.

    Has an "Oil Slick" ability where it leaks a large puddle onto the ground that slows bot/pros.

    Also has "Self Destruct" Ability that destroys the Junkyard but does about as much damage as a support's Air Strike but covers a larger area and he can't move or cancel once the countdown has begun.

    Lastly a knock back called "Backfire" that only works if the Junkyard is at less than 50% health. Much like the gunners slam except it throws the Junkyard straight up like an assassin's Smoke Bomb Jump.

    His passive will add armor and make his "Shrapnel" ability reach further.

    I think this would be a hard class to balance but incredibly fun and challenging to play.

    Cheers!
  10. marcotte

    marcotte New Member

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    @ChrisMikeRack: Noted that team overloads of a certain class are possible. You could lay down some seriously aggressive defense that way - but you leave a middle land wide open for everyone. While the Frontliner can shoot, their weapons are best used between middle and short range to be most effective, especially with the double barreled sawed-off as the secondary.

    Besides - good teams won't Class Spam, or they'll just use Similar tactics in response. Home teams have the benefit of easier, faster access to the high ground, which makes a Frontliner response a hard hitting response.

    As far as the Firebomber class goes, I like it. What would his two main weapons be?
    (I envisioned a flamethrower, of course - better range than the Jet but smaller ammo capacity. Alt fire would empty a clip to douse a target with flammable jelly that makes them more susceptible to fire damage.)

    As an alternative to a gas-pour, maybe he dumps a leaking propane tank that leaves a certain radius prone to bursting into flame if folks use stuff like Charge, Jetpack, or fire their main weapon off in it. It would also be shootable (As all damn traps and mines should be) to kickstart the kaboom.

    =================

    The Spartan idea is freakin cool, TezmaC. There's potentially a very workable melee class that doesn't need to run or hide in the works. The alt-fire for the Spear and Shield should be a Death Spin, although changing where the shield rests is rather handy. It's solid, has a buffing quality, and while I'm not totally sold on Fatigue, it's still capable of keeping that hulking brute in check.

    =================

    Robo-Psychic seems rather amusing, actually - I spend a good chunk of cash trying to push lanes with hard-earned robot dollars, so something that supplements what is essentially an important part of the game would be great. Their passive ability should also reduce the cost to spawn Bots, or to spawn a larger sized horde.

    A constant disable on a turret almost seems a bit overwhelming, unless all it does is keeps the turret disabled. The arc gun is still rather crafty - and though Psychic powers are cool, in the instance of a robot booster, why not something that Turns enemy robots? Like a mine, except when you toss it on a robot, it fights for your team. Support hacks turrets - you hack robots?

    =================

    The class does seem a bit difficult to balance out, BeJee, but Shrapnel could have some kind of fuel meter. Being able to constantly attack in a radius in medium bursts sounds feasible. Self Destruct sounds hilarious - except for accidentally pressing the button. (I know, I know, "Don't press it then" works.)

    Would Self-Destruct be balanced out by reducing the amount of cash you get from kills?


    =================

    I like the suggestions so far guys - keep it up!
  11. BeJeeZiS

    BeJeeZiS New Member

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    I'd expect it to have a long countdown like 3+ second. Also the Junkyard would sound an alarm and have some red lights that would flash once the countdown started. So if you get killed by it, you deserve it lol. It also wouldn;t be able to be grappled or knocked back in this mode, only killed. It would be a good jackbot/turret killer but someone would need to distract the bot/turret since the countdown would be long enough for the Junkyard to be destroyed (unless juiced) since it's armor would be about the same as a gunner.

    I was thinking about replacing a skill with "Assimilate" which would grab a bot, switch it to your side (but with less health) and refill the Junkyard's ammo reserve of nuts and bolt for his main attack. Maybe he'd bite it's head off and give it a kick in the other direction? :D
  12. HungryAntman

    HungryAntman New Member

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    Enter the Rocketeer

    Primary weapon
    Rocket launcher. Holds 3 rockets. Each rocket can be made into a better rocket with the use of abilities. Unupgraded rockets cause minor AoE damage when they hit something. 1 second load time per rocket, 1 second animation in between shots that you can't reload / Switch weapons / fire another rocket. Left trigger rocket jumps. Rockets travel at a similar speed as gunners mortars.

    Secondary weapon
    8 shot pistol. Accurate. Minor damage. Quick reload. Grapple smiler to snipers unupgraded grapple. Just holds the target, Does minor damage.

    Rocketeer would move about the same speed as assault and have similar level of health. Non rocket jump similar to supports jump.

    This is how I in-vision the skills working. Concussion and Incinerate Rockets have a 10 second cool down, Big mamas 30 second CD. The cool down period starts as soon as you load the rocket. You load a rocket by pressing the skill. You load basic rockets by pressing the reload time. So you start off with an empty Rocket launcher and put in rocket according to your needs. This will limit the class as once they release all their rockets they loaded they become less powerful because they have to need to reload, and go through shot animations.

    When rocket jumping, Your rockets damage you and also put the affect of the rocket on you, IE: If you use a concussion rocket you get dazed. There for limiting the use of
    rocket jumps when you have loaded special rockets. Your passive at level 2 removes the damage you take from basic rockets. When you do rocket jump, If you standing still, It works similar to assassins smoke bomb jump, Just not as far up. You would be able to some what control your movements. Firing rockets in mid air will push you back. But if your moving, your rocket jumps moves you in that direction(still with sleight control over where your going to land)

    Passive
    Level 2: Makes you immune to your basic rockets for the use of rocket jumping.
    Level 3: Increases the number of rockets you hold from 3 to 5. Increases the damage of basic rockets.

    Blue Skill
    First of the 3 different rockets would be a concussion rocket. Basic Rocket damage, Stuns pros, Disables bots for short periods.
    Level 1: Does basic rocket damage, Stuns targets hit by damage. (Similar to gunners slam stun affect)
    Level 2: Increases area of affect of the rocket.
    Level 3: Knocks pros down and doubles the time of the stun.

    Red Skill
    Incinerate Rockets. 25% more damage then basic rockets. Set targets on fire.
    Level 1: Sets those hit by rocket on fire. Dealing 1% health every second for 10 seconds.
    Level 2: Increases fire damage to 2% life every second for 10 seconds.
    Level 3: Increases the area of affect of the rocket, 25% more initial damage, Increases fire time to 15 seconds.

    Yellow skill
    Big mama. These are the home run hitters. These move 25% slower then regular rockets. Have 30 second cool down, (3 times longer then other upgraded rockets)
    Level 1: Does 150% more damage then basic rockets.
    Level 2: Does 175% more damage then basic rockets, Provides a knock back affect similar to assaults bombs.
    Level 3: Does 200% more damage and doubles the area of affect. Along with making them 15% slower rather than 25% slower then regular rockets.

    Class bot - A slow, Heavily armored tank that has a short range flame thrower on it. Good for hiding behind.

    As far as the way he looks. I think of him as a tall/slender cowboy w/ cowboy hat included. Talks in a deep southern slur.

    Likes: Beer, Explosions, Big Trucks, Rodeos, Texas country music, Southern Girls and Red Meat.

    Dislikes: Cities, Vegis, and 'high class citizens'

    Notable people in family tree: John Wayne, Billy the kid, Crazy horse, and Clint Eastwood.

    Taunting with primary - Take a long drag out of a cigarette.
    with secondary - I guess you wern't too lucky... Were ya punk?

    Tell me what you think.

    I surrender this whole idea to Uber, In hopes that in one of the voice overs for the Rocketeer he will say something about an Ant. Or maybe have an Ant tattoo. That would just completely make my day/week/year.

    Edits - Spell checks and rewordings.
    Last edited: September 9, 2010
  13. tezmac

    tezmac New Member

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    I think there is a lot of milage in all of the above and of course if one or two were introduced then the finer details could really only be sorted out once the character has been made and played fo a bit.
  14. SenorPancake

    SenorPancake New Member

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    A constant disable on a turret almost seems a bit overwhelming, unless all it does is keeps the turret disabled. The arc gun is still rather crafty - and though Psychic powers are cool, in the instance of a robot booster, why not something that Turns enemy robots? Like a mine, except when you toss it on a robot, it fights for your team. Support hacks turrets - you hack robots?

    I was thinking turning enemy bots would be cool, but I enjoyed the aspect of using all three abilities in conjunction with each other.

    You lift an enemy bot so it won't move, you make it a bot bomb, then you launch it to make it super-explode.

    As for the arc gun disabling, the thing is that you would still need to get a magnet onto the turret. Turrets in the open are the prime targets - which can be destroyed by mortar / sniper anyways - whilst turrets behind cover (like those in the bases) would still require some risk.
  15. marcotte

    marcotte New Member

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    Credit and much goodness goes out to Hungry Antman for his posting format on these Class ideas. Very neat and snappy - thank you very much for that.

    Look up, look down, look all around - but chances are that the Prowler doesn't show up until it's too late for you. You like the assassin - but the plays are all the same. You want a new approach to stealth that you can toy with. The steady hum of your cloak has a tendency to give you away now and then. And not everyone's crazy for shurikens.

    The Hunter knows how to strike with uncanny force, and while his weapons don't make big character impact directly, he's known to score a couple of kills from beyond the grave, when his victims bleed out.

    Main Weapon:
    HYPOVEX Mark IV Pulsebow - A short-to-mid range weapon with zooming capability as the alt, and a small scope to help guide shots. The Hypovex only fires a single, quiet pulse. No pewm pewm pthew pewm here folks, you line up a shot and let a quiet one go with deadly force. The arrow-pulses are teeming with a crippling disease - victims who get shot by the bolts take trickling poison damage.

    Secondary Weapon:
    Lazerblade - A stubby, onehanded lazer-blade used for gouging metal panels - think big, shiny laser-machete. It takes a second to warm up, and using it is loud as hell, but when she's revved up and connects, she'll dig in good. Damage from the lazer machete causes Bleeding on a successful Grapple, if the Grapple doesn't kill them. The Alt attack for the Laserblade is a grapple.

    ====================


    Passive
    Prowler:
    Level 2: Extra Speed, Health Regen from Kills.
    Level 3: More extra speed, Pulsebow does splash poison effect on impact - weaker effect on splash victims.

    Blue Skill
    Scanner:
    Level 1: Visually alerts you to the heat signature of players, bots, and turrets within a short distance. Penetrates one wall. Lasts 10 seconds.
    Level 2: Works through 2 walls at a very improved distance. Lasts 20 seconds. Increased Accuracy while Scanner is on.
    Level 3: You can see through as many walls as it takes. Lasts 40 seconds, and you can detect traps.

    Red Skill
    Lurk:
    Level 1: Crawl slowly along walled sections and ceilings, do not set off Level 1 Traps or Turrets when Lurking. Players can quite obviously see you, if they look up. Lasts for 20 seconds. Lurking will not deactivate if you attack - Lurking deactivates briefly when you get hit. While Lurking, Hunters make no sound when moving.
    Level 2: Walk along walled surfaces and ceilings. Do not set off Level 2 traps or turrets. Rate of Fire increases slightly while Lurking.
    Level 3: Move at full speed along walls and ceilings, do not set off traps or turrets. Sitting still will slowly regenerate Lurk.

    Yellow Skill
    Savage:
    Level 1: Lasts 10 seconds. Attacks with the crossbow or laserblade's special trickling damages are extended and increased while this mode is active. 30 Second cooldown. +25% Damage and Duration.
    Level 2: Lasts 15 Seconds. Damage and Duration of Poison and Bleeding are +50% Duration, and +25% Damage. (Not cumulative.) 20 second cooldown.
    Level 3: Lasts 20 seconds. 15 Second cooldown. +100% Duration, +25% damage on lingering effects. Targets Savaged with the Bow also become Slowed. Targets Savaged with the Laserblade are possibly on fire.



    ====================


    Description: Like the Assassin, the Prowler's costume is concealing (though hardly as sexy) with more moderate armor than the slender, cloaking, backstabber. He's also fairly creepy, and his speech is limited in scope. His helmet has a domed front like a single, orblike visor that he watches the world through, picking up sensory data and tracking down his next kill. He still has the look of an agile character, but his armor is decorated with a few little keepsakes from his hunts. Despite his standoffish nature, the Prowler loves to explore, and to go where almost nobody else can - to watch, and learn. And to spy on the Assassin, his love interest.

    Likes: Campgrounds with lakes and cabins, creepy music, the sound of nails on a chalkboard, taxidermy, eating whole animals, The Assassin (And Her Outfit).

    Dislikes: People with fire, people who don't scare easily, loud pets, being stuck outside more than 7 days, people who use the term 'mouth-breather' derogatorially.

    DNA Selection: Daniel Boone, Siberian Tiger, Famous Movie Monsters, Les Stroud, The Mantracker

    Primary Taunt: "Where you go, I follow. Where you stay, I end you." *hiss*

    Secondary Taunt: Heavy breathing, the Psycho 'ree-ree-ree-ree-ree' thing plays, and then he says as he shrugs, "What? What?!"
  16. HungryAntman

    HungryAntman New Member

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    @ Marcotte

    That sounds awesome, I love the idea.
  17. marcotte

    marcotte New Member

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    I noticed an issue - every class has an instant bombable of some kind, all of the Prowler's main effects are sustained powers. Is that unbalancing?
  18. Sintacs

    Sintacs New Member

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    Pitgirl Clone

    Primary weapon: Plasma Rifle
    Similar to the assault rifle, but does less damage with a slower rate of fire with slower moving plasma projectiles. Left trigger will grapple an enemy blackjack or slimbot and convert them to your teams (same post cool down as assassin grapple). Stronger vs bots than pros

    Secondary Weapon: Tech-Gun
    Similar to the hurt/heal gun in the way it works, except instead of healing, it will give a slight rate of fire and attack damage buff (while the stream is maintained), and instead of hurting, it will recharge allied pro cool downs by maybe 10% per second at level 3 "Pitgirl" skill, 5%/sec at 1 and 2).

    Abilities:
    Pit Rat: Ability to instantly travel between friendly towers, healing (or over healing if its full already) the tower you arrive at slightly at level 1 more at level 3.

    Go Get Em': Launches a grenade that slightly heals friendly bots, and gives them a movement and attack speed buff for a short duration, increased effects at higher levels.

    Acrobatics: For a short duration she can jump significantly higher and is immune to grapples (contorts out of them), lasts longer at higher levels.

    Pitgirl: Increases movement speed with each level, enhanced plasma rifle at lvl 3 where shots will slightly home in on bots (only slight homing, if shots miss they wont curve around)

    Obviously more of a strong defensive class but if Pitgirl was in the action I'm sure thats the kind of role she would take. Thought it all up on the spot mostly because i have a softspot for Pitgirl. Could play defensively with her very well, but go on the offense by buffing team mates and bots. She'd have low health but her mobility would help with her survivability.
  19. GhostRain

    GhostRain New Member

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    My first Post. Might as well be a contribution of some sort.

    Thanks for the template Hungry Antman

    Enter the Hitman

    PRIMARY WEAPON
    Semi-Automatic silenced pistol (Like an Mk23 with some big humorous silencer) Mid-Short Range. Has an increased critical hit chance when hitting opponent from behind. Uber Weak against bots. Weak against turrets (just not Uber weak). Alternate fire - Grapple, A swift punch to the face! *From behind* A tap on the shoulder followed by...A swift punch to the face!

    SECONDARY WEAPON
    The Suitcase. Just an average suitcase right? Hit right trigger (Primary Fire) Takes 7 Seconds to open suitcase and put together a scoped rifle (Looks similar to TAVOR Bullpup Rifle with a scope?) Clip size Medium. Does x1.5 Damage to "Markted target". Alternate Fire - Mid Range Scope. *While using this rifle your speed is reduced to a walk even when not scoped*.

    Average Running speed

    The Hitman is a Suit Wearing soft Spoken bounty hunter who takes missions for money. He may not be the fastest, or the strongest, or the most stealthy. But when he has your scent he wont stop until your in a body bag and there is a few more dollars in his pocket.

    I picture a XXX agent or Vin diesel look if ya know what I mean.



    Passive
    Level 1: Rifle does X1.5 damage to marked target. Hitmans Mobility reduced to walk.
    Level 2: Takes 5 Seconds to Open suitcase and assemble Rifle.
    Level 3: Does X2 damage to "Marked Target" Hitman Average Running speed.

    Blue Skill
    Upon Activation a random player is selected from opposing team. This "marked target" Will have a small portrait of them floating above their head. This portrait is viewable when the target is moving. The portrait disappears when the target is standing still *or cloaked assassins* Recharge time - I don't know 3 minutes?
    Level 1: Selects Random player from opposing team. Opponent is Marked for 30 Seconds.
    Level 2: Selects Random player from opposing team. Opponent is marked for 1 minute.
    Level 3: Selects player from opposing team who has the highest score of their team. Opponent is marked until Hitmans death or upon reactivation of skill.

    *RED AND YELLOW SKILLS ARE STILL WORKS IN PROGRESS AND ARE NOT FINAL*

    Red Skill
    Hitman Grapple
    Level 1: Suitcase bash, Pistol Whip, or rifle smack, An extra grapple.
    Level 2: Increased Damage to "marked target"
    Level 3: Increased Damage to non marked targets, Significant damage Increase to "Marked targets" Cripples target, Movement speed reduced.

    Yellow skill
    "Bullet Proof Vest", Under that suit and tie the Hitman is no fool. In a gunfight if your gonna miss be prepared. Does not protect against Grapples or Melee!
    Level 1: Reduced Ranged damage for 5 Seconds *reduced movement Speed*
    Level 2: Reduced Ranged damage for 10 Seconds. Reduce cooldown time. *reduced movement Speed*
    Level 3: Increased reduced Ranged damage for 10 Seconds *No movement penalty* Reduce cooldown time.


    The Hitman is a class for those who want to take out key team players on the opposing team. And looking good while doing it. This class could perhaps spark a little more incentive to get "That guy" on the other team. You know "That guy", He is the player that has done you wrong and your the only one capable of taken him out!

    Its like 1:00 in the morning over here So ill update this later but until then whatya guys think?
  20. HungryAntman

    HungryAntman New Member

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    Bumpan it.

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