New class

Discussion in 'Monday Night Combat 360 Wishlist' started by IPUR3 EVIL, December 15, 2010.

  1. IPUR3 EVIL

    IPUR3 EVIL New Member

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    Boomer
    - Kinda like demo man from Team fortress 2

    -Grenade launcher that fires sticky explosives that are triggered by pulling left trigger.
    -Proximity mine (upgraded means greater damage area like assaults bomb)
    -Special move would be an uppercut punch that can ring out when fully upgraded like charge.

    -Passive 1 = Not affected by anihilator,
    -Passive 2 = flack jacket (Not affected by tanks product grenades)
    -Passive 3 = No damage taken from assaults bomb except from head crab.

    (Mine can be deactivated by explosion from assault bomb or by level 3 product grenade)
    Last edited: December 15, 2010
  2. StormedCorpse

    StormedCorpse New Member

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    Too powerful...
  3. IPUR3 EVIL

    IPUR3 EVIL New Member

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    How so ?
  4. Die4Less

    Die4Less New Member

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    I think a "Boomer" class would work far better in a different light.

    Boomer
    Primary Weapon: Sticky Launcher
    Modified Grenade Launcher that fires sticky explosives that detonate on their own after a period of time and are capable of sticking to enemies and objects. Alternate Fire manually detonates all placed sticky explosives up to that point at once (recharge time is equal to most alternate fire grapples).

    Explosives stuck to enemies or objects will occasionally fall off before they trigger if not manually detonated early. Explosives stuck to enemies will one-shot on detonation unless enemy has Level 3 Armor (in which case, they take 50% per Explosive). Explosives will always deal 25% to Turrets per Explosive. Any explosion (Air Strikes, Bombs, Etc.) near any placed Sticky Explosive will automatically detonate it.

    Default 4 Shots per Clip. Reload time slightly faster than the Minigun.


    Secondary Weapon: Proximity Mine
    One Special Proximity Mine can be placed anywhere on the field. It is marked by a light, green to allies, red to enemies. Upon someone stepping within active range, the mine detonates to deal damage and light enemies on fire. Alternate Fire is a grapple throw in true Judo Fashion.

    Mines always have fixed damage, the damage dealt increasing with each level of the passive skill (Level 1: 25%; Level 2: 50%; Level 3: 75%). Mines lose the detection light with Level 2 Passive, and cloak themselves with Level 3 Passive. The active range (roughly similar to Air Strikes) of the mines is increased for every level of passive skill. The Mine is regained once it is destroyed. It is automatically detonated upon your death.

    Default 1 Mine.


    Blue Skill: Enhanced Optics
    Level 1: The Boomer can increase the distance he can see with his built in optical implants. Toggled on and off. The Boomer cannot move while looking around.

    Level 2: The Boomer can increase the distance he can see with his built in optical implants, as well as pinpoint the precise locations of all enemy equipment (Firebases/Bombs/Turrets). Toggled on and off. The Boomer cannot move while looking around.

    Level 3: The Boomer can increase the distance he can see with his built in optical implants, as well as pinpoint the precise locations of all enemy equipment (Firebases/Bombs/Turrets) and Pros. Toggled on and off. The Boomer cannot move while looking around.

    Yellow Skill: Bulletproof Barrier
    Level 1: The Boomer can set up a Support-Height, Assassin-Width, barrier that blocks bullets of all kinds (friends and enemies). It prevents movement through the area it blocks as well. It lasts until the Boomer comes and retrieves it. It cannot attack. The Boomer can set up one barrier.

    Level 2: The Boomer can set up a Assassin-Height, Support-Width, barrier that blocks bullets of all kinds (friends and enemies). It prevents movement through the area it blocks as well. It lasts until the Boomer comes and retrieves it. It cannot attack. The Boomer can set up two barriers.

    Level 3: The Boomer can set up a Tank-Height, Tank-Width, barrier that blocks bullets of all kinds (friends and enemies). It prevents movement through the area it blocks as well. It lasts until the Boomer comes and retrieves it. It cannot attack. The Boomer can set up three barriers.

    Red Skill: Improved Weapons
    Level 1: While activated, the Boomer's Sticky Explosives have a slight homing ability for a short time. Proximity Mines get a slight range boost. Can be toggled, but works like the Assassin's cloak in that it will slowly drain as it is used. Drains more while moving.

    Level 2: While activated, the Boomer's Sticky Explosives have a slightly better homing ability for a longer time. Proximity Mines get a slight range and damage boost. Can be toggled, but works like the Assassin's cloak in that it will slowly drain as it is used. Drains more while moving.

    Level 3: While activated, the Boomer's Sticky Explosives have a noticeable homing ability for the longest possible time. Proximity Mines get a slight range and damage boost, and no longer explode when another explosive goes off nearby. Can be toggled, but works like the Assassin's cloak in that it will slowly drain as it is used. Drains more while moving.

    Passive Skill: Flak Jacket
    Level 1: The Boomer is protected from the damage from explosions of all kinds, taking 30% less than normal (Air Strikes still kill). Annihilator Attack Damage is lessened. The Boomer can still be lit on fire, and blinded by product grenades.

    Level 2: The Boomer is protected from the damage from explosions of all kinds, taking 65% less than normal (Air Strikes still kill). Annihilator Attack Damage is lessened further. The Boomer gains a layer of insulation preventing him from being lit on fire, however he is still blinded by product grenades.

    Level 3: The Boomer is protected from the damage from explosions of all kinds, taking no damage whatsoever (Air Strikes still kill). Annihilator Attack Damage is non-existent. The Boomer gains a layer of insulation preventing him from being lit on fire, as well as a tactical mask that prevents the blindness from product grenades.
  5. TankShadows

    TankShadows New Member

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    While i see you put alot of effort into that the sticky launcher seems a little to strong to turrets. Given your percentages and clip size It'd take roughly one clip to take out a turret. And the barrier seems a little ridiculous not on the grounds of being horrendously strong but that fact that with two or three of these boomers setting up three of them you could effectively block an entire lane of bots from ever moving forward

    Edit: While i do like the sound of this character it seems like both of you are trying to make him counter three or more classes instead of just the one to two that a normal class counters
  6. BIONICxSHADOW

    BIONICxSHADOW New Member

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    Another flaw with the barriers is that with enough of them you could possibly completely cover the moneyball preventing it from getting attacked at all.

    But it would be hilarious to see a team of boomers 'box in' an enemy pro with their barriers
  7. FB Zombie Chaos

    FB Zombie Chaos New Member

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    :lol: That would be awesome.
  8. Vinticus

    Vinticus New Member

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    Here's something that Unicorn and I discussed a little while back, but I just now got around to typing it.

    Class Name: Defender
    Weight: Heavy, but slightly faster by default than the gunner/tank.

    Primary weapon: Magnet Shield - cover most of the front of the defender's body, becomes larger with passive or when in shield plant stance.
    -Primary fire: shield slap - medium-light damage. medium-heavy upon passive 3.
    -Secondary fire: Grapple that sends pros flying - about the same as the tank's in terms of damage.
    -Reload: a VERY short lunge - medium damage.

    Secondary weapon: RockIt Launcher, 4 (+ or - 1) shots per clip without endorsements.
    -Primary fire: shoots RockIt projectiles.
    -Secondary fire: RockIt jump, does damage to self based on passive.

    Blue skill: Magnetic Repulse
    -Lv1 repels projectiles and holds back light classes and lightly tosses them if they are within radius of ~5ft upon activation.
    -Lv2 repels medium bots and pros, again lightly tossing them back if they are within radius upon activation.
    -Lv3 repels heavy classes and sends projectiles back as if the defender had fired them.

    Yellow skill: Shield Plant
    -Lv1 works like deploy, increased defense with shield.
    -Lv2 allows you to turn 360 degrees while planted. Health regen.
    -Lv3 Shield expands to provide cover to other pros. You absorb all AoE and penetration shots into your shield at a further reduced damage.

    Red skill: Magnetic Pull
    -Lv1 pulls projectiles and slims, ~5ft range.
    -Lv2 pulls medium bots and pros.
    -Lv3 pulls heavy pros and doubles pull range.

    Passive:
    -Lv1 default.
    -Lv2 increase health and speed.
    -Lv3 increase shield coverage (size) and RockIt alt fire doesn't cause damage.

    Notes:
    -pull and repulse will focus at the front of the Defender and can be used in a combo fashion to attract and fire back projectiles. Enemy pros have full control over their weapons and skills while they are being pulled/repelled. Also they will only affect bots upon initial activation of the skill.
    -hitting the shield reduces damage, it does not completely nullify it. I'd say about 1/5 damage should be about right, give or take.
    -repulse can throw back airstrikes, traps, and bombs unless they are already attached to something. It doesn't affect firebases or any other turrets aside from light damage.
    -RockIt does decent damage to bots/turrets while less to pros.
    -Shield bashing does decent damage to pros while little to bots.
  9. FB Zombie Chaos

    FB Zombie Chaos New Member

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    ^ Whoa, those skills sound fun! Great idea imo.
  10. Die4Less

    Die4Less New Member

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    This is easily rectified. If I just remove the increasing number of barriers, and reduce turret damage to roughly 10%, it will take three and a half clips to destroy one.

    Glad you seem to like the idea. I did put a lot of thought into it to try and balance it, while still making it interesting.
  11. TOM12121112

    TOM12121112 New Member

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    level 3 barriers outside each of the 3 spawn doors, anyone?
  12. Kangarou

    Kangarou New Member

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    It seems like a decent class, but it seems overpowered in the essence that everything he would have blows up, and inherently pushes back. Damage can be mitigated, but a load of bombs can have serious CC capabilities, and being coupled with the ability to raise a wall can create some serious "trapping" issues, regardless of damage/clip size/fire rate.

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