Note: there are multiple posts because this class wasn't totally thought through at the time so I added new posts as new ideas came to me. This class started off as another defender class by now has turned into a rejection based class with some new ideas for skills never before thought of on this forum to my knowledge. Please give it a chance and leave some feedback, it would be much appreciated. The class is still effective at defending teammates but it's no longer a generic defender class. Please give any suggestions or changes to the class. Thanks (ignore the first sentence of this older post calling it a defender class) Defender classes seem to be the new thing, and a lot of the ideas already suggested are really good, so I started thinking one up myself. I don't have many details and haven't thought through everything too much yet so feel free to fill in these missing details yourself. I also know that none of these classes are actually going to make it into the game so all these thoughts are just for kicks and giggles. Name: No idea. Something cool but not too stupid like "defender", that just sounds kinda lame Looks: This is where I put he least amount of thought, I have no idea what I want him to look like. Maybe a sweet pair of aviators. Speed, health and the such: Speed: I was thinking something along the lines of the Support speed Health: also something middle of the road like the Support, I don't know the actual numbers or anything Jump: nothing special, again something average Weapons: Primary: Machine-gun/assault rifle: slow rate of fire, pretty high damage. Something like a 15 round clip, shoots about 3 or 4 shots a second, but makes up for the slow speed in a good amount of damage per bullet. Pretty fast reload. This class is supposed to be a protector and is best used picking off weaker opponents who may be fleeing a teammate you saved. This gun is supposed to be able to finish off a weak pro with only 1 or 2 shots before they can hide around a corner or something. The high damage per shot means you can drop a very weak person with a well placed shot. It would probably take like 7-9 shots to kill a full health assault or support at mid-range. Useful at mid to long range, too slow of a fire rate for close quarters. Alternate fire: shoots ice shots that do no damage but slow opponents down for a short period. The pro would stay slow for as long as you keep hitting them, and something like a second or a second and a half after the bullets stop hitting them. Again this is aimed at stopping people who are fleeing a fight then following up with a few shots to finish them. The shots can also be used to slow juiced players and to hold them off from your base before they can do too much damage. These shots would slow someone about as much as a shaveice turret. Secondary: Duel pistols: either 10 or 12 shot clip, 5 or 6 shots for each pistol, haven't decided. Shoots as fast as you pull the trigger. Fast reload, about the same as the AR reload, fairly low damage. Good for close range, not very effective beyond that. Grapple is special. It's main purpose is to help out teammates and save them in certain circumstances. Each pistol shoots out a chord or rope type thing that has a range slightly shorter or maybe equal to the hurt/heal gun and grabs the opponent and pulls him to you. You then quickly whip them behind you, sending them flying, again, about the range of the hurt/heal gun, giving the possibility of a ring out. His grapple does weak damage but gets the opponent away from whoever they're attacking and puts you between them and your teammate. You would also be able to grapple an enemy who's grappling your teammate, thus ending their grapple and saving your teammate. I think it would be good if the grapple stunned the person for a short time so that you can follow up with your pistols to make up for the low damage. This could lead to kill stealing, but if you're close enough to grapple you'd be close enough to just shoot them and steal the kill anyways. Hopefully people use it for non jerk uses. This feels like a long post so I'll cut it here and put his skills on the next one.
Skills: Blue: Every protector class needs a deployable cover. Throws a few feet in front of the player, slowly cracks as damage is taken. Tall enough to fully hide behind, big enough to fit one heavy or two smaller pros. Players can see through it but can't shoot or walk through it. Pretty simple. Red: Resupply: I think his is a pretty unique idea. He would toss a nearby pro an endorsement. The teammate would have to be in hurt/heal gun range. First level he would toss an armor upgrade, second level he would toss armor and RoF, third he would toss armor, RoF, and maybe juice. The three endorsements used doesn't matter, but it would need to be something every class benefitted from, I think these three would be the best. The player would also get some kind of small cash reward for helping the team similar to getting cash for healing people. I don't know how much, so suggestions for that would be nice. Resupplying would also give an immediate health boost to the teammate. First level would give something small like a 15% boost, second level gives like a 35%, level three gives a 50%. The endorsements would last until that player dies. I think his ability would make it feel like your doing things as a team, not just going out on your own for purely personal gain. Passive: First upgrade would increase grapple range, second would increase armor and health regen. This could change, but it's nothing too complicated Yellow: Still working on ideas for this one. I want something that only affects the player. Personal forcefields have been mentioned, or maybe some sort of boost for his guns. Please feel free to throw out your own ideas and I'll continue to think about this one. A final note. As mentioned I know this class will not actually make it into the game, it's just fun to mess around with some ideas. I welcome any contributions on filling in the missing details and will continue to think of new ideas myself and post whatever I come up with. I look forward to seeing your thoughts
I realized that I didn't want the deplorable cover ability that so many other people's classes had, so i came up with a new idea for his blue ability, or maybe as his yellow, as those tend to be more area control abilities It would be a sensor that he would drop that would send out a large red ring, not letting anything walk or jump over it, like a circular invisible wall. It would cover a large area for a decently long time, maybe like 20+ seconds, then slowly start to shrink down to nothing, the shrink time would be an additional 10 seconds or so. This ability would have many uses: Area control by rejecting players from passing through a hallway or a bridge or something. Teammates would be able to pass through it Bot lane control. The enemy bots could still shoot, but would be stuck in place until the ring shrinks, friendly bots could pass through it Holding back juicers and forcing them to find another route to your base The ring would be thrown a few feet in front of the player. If an enemy is caught in the ring when it deploys, they are sent flying back outside of the perimeter of the ring. If done by a ledge it has a good chance of a ringout depending on the position of the enemy. Since you yourself are not affected by the ring it can be used to counter assassins or charging pros and keeps them at a distance. It can also be used to save a teammate from the same threats. The ring would do no damage and would not stun an enemy caught in the ring when deployed. This new ability, along with his ice shots and rifle, now make the player more of a rejection player as opposed to a defender. This leads to an incredibly original name thought up with the extreme wit of yours truly: "rejector" Let me know what you think, I would love feedback
I think that his red skill needs to be reworked, or possible have such an incredibly slow regen time.