New class: Fixer

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

  1. Kangarou

    Kangarou New Member

    Messages:
    84
    Likes Received:
    0
    FIXER

    A class very capable of bending MNCs not-so-delicate laws

    Basic Attributes
    Medium-High speed, High jump height, no jet pack, Medium-Low health

    General appearance
    Short and stubby female, light-skinned, New Yorker accent, large goggles around neck, large pants held up by suspenders with utility belt, tools/pant accents colored like team. Team-colored long-sleeved shirt, light armor plate over torso.

    Notable DNAs
    Al Capone, Richard Nixon, Smokey Yunick, Steve Wozniak, Goemon Ishikawa, various alleged members of local street gangs, Shirley Temple, Mickey Cantor, Charro

    Likes: Rope, Hopscotch, abandoned buildings, the word Cahoots, hoagies

    Dislikes: Legitimate business, Dunce hats, anybody dumb enough to mention her weight, snitches

    Weapons
    Primary Weapon: Pistol
    Low damage, small clip size (15-20), pin point accuracy (Reticle would be a thin crosshair). Generally fast reload time.
    Primary fire would be a semi-automatic fire. The damage would be moderate, with damage increasing the close she is.
    Alternate Fire would be a clip burst, in which all remaining bullets in the clip would shoot forward in a shotgun-like spread.

    Secondary Weapon: Wrench
    No clip size, medium damage, no range.
    Primary fire would be a melee attack. Rather slow between hits, but moderately damaging.
    Secondary fire would be a grapple. The animation would grab her opponent, and allow her to change direction to throw her opponent any way they saw (Throw cannot be vertical, but will be capable of ringing out. The throwing distance would not be that far, but would knock them down and daze them upon being thrown.)
    Reload would be a lunge, highly damaging, but long in animation, causing a short dazed state.

    Abilities

    Passive

    First upgrade increases clip size
    Second upgrade makes pistol automatic and adds critical shot

    Blue: Jump pad
    Very slow recovery time, use expends full circle.
    Be able to place a jump pad anywhere (Must also designate the landing pad). The jump pad would last for either one minute, or until another one is thrown down, and would be usable by any member of either team. Stays in position even after death.
    First upgrade would decrease recovery time, and make the jump path faster.
    Second upgrade would make it only usable to allies.

    Yellow: Decoy
    Moderately slow recovery time, use expends full circle
    A life-like clone runs around for a small amount of time. The decoy can do no damage, but will pretend to run around and attack all the same. The decoy can be killed before her time runs out (Shell have roughly the same amount of health). Decoys attract attention of bots.
    First upgrade increases health of Decoy
    Second upgrade creates 2 Decoys, one of which having a chance of fake Juicing up.

    Red: Sabotage
    Moderate recovery time, use expends full circle
    Sabotage a device/Pro temporarily. If you sabotage a turret, the next attack against it, including stunning attacks, will raise its rate of fire, and not apply the nullified state. Sabotaging a jump pad/annihilator/ejector/juice machine will cause an explosion upon first use by an opponent. Sabotaging a Pro will make the next grapple against them break as if the Pro were killed, and start their grapple cooldown as if it landed. Sabotage wears off after about 20-25 seconds. Sabotaging a Pro is instant, but sabotaging any device requires a short animation. Cannot sabotage bots or enemy turrets,
    First upgrade extends sabotage time to roughly a minute.
    Second upgrade allows two items to be sabotaged at once.

    Taunts

    Pistol Taunt: *Twirls gun around finger* Hehe, just like grade school...

    Wrench taunt: *Lifts up foot, obsessively scraping dirty material off of it* Sheesh, blood stains, amirite?

    This class would be a serious nuisance in the right hands, capable of making a team fear interacting with anything. Her low health wouldnt allow her to become a serious threat to any Pro, and she would need to rely on trickery rather than a true front to survive/escort bots.

    Feel free to see my other class idea: Packer/Courier
    Thoughts?
    Last edited: December 25, 2010
  2. StormedCorpse

    StormedCorpse New Member

    Messages:
    43
    Likes Received:
    0
    Re: New class: Mechanic

    Turret Control sounds like a brilliant idea so do the others.
    The weapons will be abit dodgy as they are bit too weak.

    I doubt they will make a 7th class though :(
  3. FB Zombie Chaos

    FB Zombie Chaos New Member

    Messages:
    893
    Likes Received:
    0
    Re: New class: Mechanic

    Yeah, I like the idea of turret control. Also the idea of being able to aim or direct the ring out attempt is neat as well.
  4. Kangarou

    Kangarou New Member

    Messages:
    84
    Likes Received:
    0
    Re: New class: Mechanic

    I'd rather make a class underpowered and build up other than the other way around.

    Also, the class will be based around turret offense/defense. Consider piloting a LVL 3 Rockit turret with complete range, shooting anybody who comes within sight, while having your armor affect the turret, making it a serious problem to get past. It could easily clear a good portion of a lane on some maps. And using a Longshot could continually bombard the enemy base from an incredibly safe distance.

    And do note that the pistol would have sniper-esque range, and you could whittle down your opponents health to a good level before activating armor, and using your speed to escape the firefight and let somebody else finish him/her off. Or you try to man up and go at it yourself, pending which skills you specced in.
  5. Die4Less

    Die4Less New Member

    Messages:
    9
    Likes Received:
    0
    Re: New class: Mechanic

    "A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away."

    Sometimes, being overpowered to start, then working your way backwards, is easier than vice-versa. Neat idea though, and, being a supporter for my team regardless of what class I use, I'd enjoy this one immensely.
  6. Kangarou

    Kangarou New Member

    Messages:
    84
    Likes Received:
    0
    Re: New class: Mechanic

    I hope that's not a famous quote, because that would imply that the state of perfection is complete nothingness.

    Thank you for the compliment, but I feel that if he's overpowered, it'd be very difficult to decide where to nerf a character, whereas if they're underpowered, buffing them in the right places is a little more obvious.
  7. Die4Less

    Die4Less New Member

    Messages:
    9
    Likes Received:
    0
    Re: New class: Mechanic

    It's a famous quote thanks to Antoine de Saint-Exupery. It basically means that once something has been simplified to emphasize it's full usefulness, then it's perfect and needs no revision...at least, that's what I get out of it.
  8. The Teominator

    The Teominator New Member

    Messages:
    459
    Likes Received:
    0
    Re: New class: Mechanic

    What if we just could pay 100$ as an Support to take control of our turret instead and make this class useless? ;)
  9. Kangarou

    Kangarou New Member

    Messages:
    84
    Likes Received:
    0
    Re: New class: Mechanic

    Because the Support doesn't need more buffs. And frankly, that logic seems rather flawed.

    The Support is a primarily short range aid character, while the Mechanic would have much more long range benefits.
  10. TG GHOSTMERC

    TG GHOSTMERC New Member

    Messages:
    304
    Likes Received:
    0
    Re: New class: Mechanic

    to be honest when i first read about mnc and how a support could hack i thought turret control was what the hack would be.
  11. Wandrian Wvlf

    Wandrian Wvlf New Member

    Messages:
    782
    Likes Received:
    0
    Re: New class: Mechanic

    Coming December 2012 to MNC! The Engineer Update!
  12. Kangarou

    Kangarou New Member

    Messages:
    84
    Likes Received:
    0
    Re: New class: Mechanic

    Oddly enough, my idea for the Mechanic came from Ratchet of the R&C series.
  13. StormedCorpse

    StormedCorpse New Member

    Messages:
    43
    Likes Received:
    0
    Re: New class: Mechanic

    This game reminded me of Rachet and Clank Gladiators. Search it.

    The wrench should be capable of something else like when turrets are destroyed get them back to the nub instantly.
  14. bullet_bill_64

    bullet_bill_64 New Member

    Messages:
    7
    Likes Received:
    0
    Re: New class: Mechanic

    You know how in the arcade game "Toy Soldiers" you can control howitser shells after they have been fired? That would be cool if the mechanic could do that with the longshot turret control :) But I dont know, 6 players, 6 balanced classes. Dont change the winning team I guess ;)
  15. Kangarou

    Kangarou New Member

    Messages:
    84
    Likes Received:
    0
    Re: New class: Mechanic

    Ah, but it'd be a fun dynamic to have 7 (or more). That means no matter what, your team is missing that little "something". There's no perfect setup, so you mix it up, throw in some variety. That adds replay value!

    Honestly, I think a good number of classes would be 9(No, not a wish to be similar to TF2's class size, and frankly, IMO sidenote, TF2's classes suck).
  16. The Teominator

    The Teominator New Member

    Messages:
    459
    Likes Received:
    0
    Re: New class: Mechanic


    I can't see how an pistol and wrench would be useful at long range, please enlighten me. :D
  17. Kangarou

    Kangarou New Member

    Messages:
    84
    Likes Received:
    0
    Re: New class: Mechanic

    The pistol has pinpoint accuracy, and the point of his turret override would be to add some range to the turret, allowing it to shoot outside its range. Piloting a longshot would allow you to hit heavily fortified targets from a safe distance. The jump pad he provides would allow his allies to transport themselves across the map in a pinch.

    The only long range benefit the Support can do is spawn a Longshot. A pro outside spitting distance provides a hassle to the Support, unless he already set up something or can pinpoint a moving pro with a bomb.
  18. Cardboardwarior

    Cardboardwarior New Member

    Messages:
    338
    Likes Received:
    0
    Re: New class: Mechanic

    Can my jump pad launch teammates off of the cliff?
  19. Kangarou

    Kangarou New Member

    Messages:
    84
    Likes Received:
    0
    Re: New class: Mechanic

    If by cliff, you mean "edge of the map", hopefully not.

    I'm pondering whether it would be smarter to have to designate the landing area or not. Designating the landing area makes it impossible to kill yourself, but could very well provide a cross-map shortcut into the enemy base(unbalancing the game), whereas a jump pad sans destination would be the opposite(More balance, but more chances for mistakes).
  20. HI IM SNARF

    HI IM SNARF New Member

    Messages:
    288
    Likes Received:
    0
    Re: New class: Mechanic

    I like the idea. Turret control is badass. BUT...the character needs something to make him more useful offensively. I just can't see how he could possibly do anything outside of his base. One of his skills needs to be an offensive skill that can get him kills. Maybe something like a tripwire? Level 1 stuns. Level 2 stuns with moderate damage, and level 3 does pretty good AOE damage (enough so that you can finish just about anybody off with a pistol after that) and a short stun, as well to the person who set it off. Change that for armor.

Share This Page