This post isn't necessarily about expecting or wanting to see new classes added in the game, it's more about just having fun and creating a new class or two. Feel free to use the "template" I have here if you have ideas ---------------------- The Operative Role: Debuffer, Deceiver Appearance: male, medium-sized combatant with high-tech goggles and large radio-pack on back Notable DNA: Several underground radio hosts and personalities, Gustav Steinke (U-boat comm officer) and the mouse weasel (Mustela nivalis) Likes: Practical jokes, lies, schadenfreude. Dislikes: peaceful colour harmonies, solved jigsaw puzzles. Primary Weapon: Feedback Gun (relatively wide, short/medium range beam) Primary function Causes minor damage and makes opponents more susceptible to damage while caught in the beam. Secondary function is feedback loop; The gun deals damage to a target equal to the hp that is already missing (if one quarter is missing it deals one quarter damage etc). If the target is undamaged then no damage will be done. Damage is reduced versus turrets and jackbots. Gun has only one shot and long recharge. Secondary Weapon: Silenced pistol (long range, accurate bullets) Primary function fires pistol. Pistol is very accurate (able to deal headshots for extra damage) but nearly silent, and difficult to determine direction unless point blank. Secondary function is low damage grapple (similar to supports) Skills X - EMP Mine Mine causes only minor damage but strips overhealing and reduces targets weapon damage by half for a few seconds Level 2 Mine AOE increased, causes skills to reset Level 3 Mine causes target to lose its weapon for 3 seconds Y - Paint The Operative applies a physical and electronic paint to a friendly target, changing its apparent alliance. Bots and turrets will not attack. Level 2 Increases duration, friendly targets get health boost. Level 3 Can paint enemy turrets. Turrets will still fire normally but friendly bots will not engage and walk past. B - Traitor Beam Operative fires a beam at an enemy; if caught in the beam enemy targets will radiate an explosion in a few seconds, causing large amounts of damage to nearby allies bots and turrets. Causes no damage to target. Level 2 increased damage and AOE Level 3 Slows targeted pros, making it more difficult for them to retreat or flee from allies. Passive - Level 2 Upgrades feedback gun for area off effect Level 3 Upgrades feedback gun to strip all endorsements from pros for 5 seconds after being shot Spawned Robot: The Brick Bot is very tough, square and walks on 6 insectoid legs. The brick will follow friendly bots and disable the weapons of enemy bots in range. The Brick has a quick-firing mini-turret on its head that will attack enemy pros from medium range.
The Beserker Role: Kicking *** Appearance: male, Strong Build with an old school football style helmet. Always looks pissed. Likes: Pain. Inflicting Pain. Watching suffering. Dislikes: Therapists. The support. Primary Weapon: Dual Melee energy weapons. (Knives -> Swords -> Axes) Heavy damage similar to the assault. Hits faster than assault due to dual wielding. Leveled up weapons grant better range than the assassin. Secondary Weapon: Explosive Throwing axe. Slow firing, medium speed projectile which explodes 1 sec after making impact. Heavy damage to turrets. Skills X - Mighty roar Frontal cone, short range aoe. Does moderate damage and snares. lvl2 - Increased damage. lvl3 - Skill Drain. Y - Whirling Dervish Beserker starts spinning quickly reflecting some bullets back at the attacker. This would function like assassin skills draining as you use it. It would drain very quickly. lvl2 - Increased chance to reflect. lvl3 - Decrease drain. B - Decimate A charge attack. Short cooldown, no knockback. This would be something the beserker is able to do often. lvl1 - Does damage similar to assassin lunge attack. lvl2 - Adds a multi-hit combo. Not a grapple. lvl3 - Combo does explosive aoe damage. Passive - Level 2 Increased movement speed. Weapon upgrade. Level 3 Increased health and immune to grapples from the front/sides. Weapon upgrade. Spawned Robot: Boomer Small, stout, fast moving. Emits a high pitched squeal when closing in on a target. Hunts down enemy pros and explodes on contact dealing heavy (for a bot) damage. Taunt: AAAAAAAAAAAAAHHHH
The Gunslinger Role: Medium range extraordinaire/ decent special abilities Appearance: Male with an average build with a long trenchcoat, 5'0' Clock shadow and a cowboy hat. Maybe a cigarette or cigar in his mouth Notable DNA: Bob Munden (Man with the world's fastest quick draw: http://www.youtube.com/watch?v=nhgbysnYutw), Wyatt Earp (Famous Cowboy), and Clint Eastwood (Famous Cowboy Actor) Likes: Whiskey, Practicing his quick draw by juggling cans... with bullets, lasso tricks, and cowboy movies. Dislikes: Anyone who makes fun of his hat. Primary Weapon: Magnum and small shield- (The shield will be small at first but play into his special abilities later) The magnum packs quite a punch and is strong on its own, but deadly with careful aim. The Primary Fire would provide a quicker unloading of the six bullets. The Secondary Fire however would raise the small shield towards his head, making a headshot harder for snipers (Don't hate me ppl I am a sniper!) and would allow the gunslinger to nail a higher crit chance or head shot of his own. Secondary Weapon: Dual Pistols- From his coat the Gunslinger would take two faster semi automatic pistols from his coat allowing for about 24 shells without endorsement. The fire would be very fast and accurate, but not close to as damaging as the magnum, but with his excellent foot speed and decent armor, he could be real annoying with this. The secondary fire would be a grapple where he runs up the target and shoots his opponent a few times with the pistols while he does so. As he lands he tucks and rolls, kind of like an escape grapple. B- Lasso Whip It would be a distance grapple that drags the opponent and whips them back a bit behind the Gunslinger. It would be good to catch people who try to run away near death or to single out their strong player or support. It would be medium range with a slight ringout ability if done right. The grapple could increase to a killing move as levels increase Y- Shield Deploy Slamming the shield in the ground, it grows slightly to provide the Gunslinger with some impromptu cover in a pinch. It would only be tall vertically and last only a short time or take a set amount of damage before shrinking back to normal size. Gunslinger cannot run around while move is in play like deploying. level 2 gets a longer time to hide and level 3 would make the shield tougher and slightly wider. X- Rodeo Jump The Gunslinger launches skyward like he was bucked from a bronco, launching high almost like assassin jump, could allow for cool air battles. Could come landing in with good dual pistol attack. Spawn Bot: Iron Horse: Also a slang term for a train, the Iron horse is just that, a fast ground based kamikaze that once collided with a target it rears back before exploding causing some knockback.
I don't mean to nitpick, but why would a character who's clearly a cowboy in flavor and has already been described to have the DNA of famous cowboys, have a shield?
Just posting what I'd thought would be interesting. He'd be a cartoonish character with the other cartoonish personalities on the game. I never said he was a cowboy, its just in his dna. The tank has kimbo slice in his dna and the tank's not doing MMA. Just letting my imagination run wild, I'm not saying its a must have.
I like the gunslinger idea, but Id go about it different. The skills you listed don't make sense or would be too game breaking. What I would give him- Primary wep- Some kinda revolver (Not a powerhouse...yet) Secondary - Short rifle or weak dual pistols Backslide (X skill) - Think assassin lunge but in reverse lvl2 upgrade- small increase in distance lvl3 upgrade- silver level speed boost added for x seconds after skill use Quick draw (Y skill) - ROF increase for x seconds (stacks with rof endorsements) lvl2- silver rof increase lvl3- gold rof increase B skill would probably be some kinda grapple, kinda like the gunners each lvl up would give small damage increase, and at lvl 3 maybe stun the target for 1 second after it ends? Passive- Gives crit shot chance lvl2- increased movement speed and accuracy lvl3- Upgrades revolver to a 44 mag, increased bullet damage Also, we have enough male pros. The next one if ever added should be female imo.
Personally I would love to see a shield class of some kind. It would of course be the secondary weapon so grapple would be the Left Trigger and 'deploy' would be the Right Trigger. When the shield is 'deployed' the movement speed is greatly reduced but the player is invulnerable to damage from the front. Splash damage would still affect the player however. Also, you cannot grapple a deployed shield from the front. The problem with this class is that it is designed around a defensive mechanic so it would need to benefit their teammates even when 'deployed'. As a result having the class buff nearby players would allow it to provide cover for them and also boost their abilities creating a symbiotic relationship. The buffs could run on a timer similar to the Assassin's Dash/Assault's Hover where activating the skill drains it until you either deactivate the skill manually or it runs empty. Ideally these could overlap so it would be possible to have multiple buffs active at the same time but in terms of balance they may need to be limited to one at a time. In terms of skills I think that the class would be alright with three buffs and a passive. One buff could increase movement speed and jump height, the second could improve skill recovery (or possibly be an area debuff that drains enemy skills like a Scrambler), and the last could add a snare effect to bullets (ice bullets?). Each skill level would simply increase the area of effect. The passive, as detailed below, would only affect the player. Offensively the class would be restricted as they would only have a single ranged weapon. I prefer the idea of a Revolver with a 2x scope when you upgrade to Passive 3. With Passive 1 or 2 the weapon could simply be aim_down_sight, ADS, like the Assault. Passive 2 could increase critical hit chance. Give the Revolver the standard 6 rounds and let it upgrade to 8 (6*0.4=2.4 rounded to 2, +6=8) with a bronze magazine size, 10 (6*0.6=3.6 rounded to 4, +6=10) with silver, and 12 (6*1.0=6.0, +6=12) with gold. Similar to the Sniper Rifle/Minigun the Revolver would have an infinite range. In terms of base movement speed and health I would compare this class to the Support. I would also give this class the Buzzer or Scrambler as a bot (hopefully Uber fixes the Scramblers soon though). Thoughts or any other ideas for possible buffs?
Taking a risk of jumping on the band wagon but the shielded class has lit a flame in my noggin. (Not finished, May update sometime.) The Defender Role: general protection Appearance: Female, medium sized combatant, large buckler on left arm, wearing protective eyewear, hair in pigtails. Notable DNA: Rosa Parks, Mohandas Karamchand Gandhi, Richard Aoki. Likes: Sushi, civil disobedience, existentialist humor. Dislikes: Politicians, loud people, salesmen, announcers who's every word has a million dollar check behind it and who is singlehandedly plunging the entire world in to rampant consumerism. Primary Weapon: Gun and shield Primary Function is a three burst rifle with mid power/range and good accuracy. Secondary Function brings up the buckler which turns in to a tower shield/riotshield from which she can fire from with decreased accuracy. She cannot be hurt by fire from the front. Decreases movement speed. Secondary Weapon: Skills: X- Y-Deploy shield Deploys her shield similarly to the Supports fire base, while the shield is deployed her secondary function is replaced by looking down the sight. Level 1: Has the same amount of health as an un-endorsed tank. Level 2: Increases health by 50%. Level 3: Adds an overhang large enough to cover a level 3 Lazer Blazer. B-Grapple The Defender grabs the targets arm, twists them over her shoulder and throws them. Damage done at arm hitting shoulder and impact. Level 1: Damage done will half an AZAZINs health. Level 2: Damage done will do 3/4 damage to an AZAZIN. Level 3: Damage will almost kill an un-endorsed AZAZIN. Passive Level 2: Increases shield size. Level 3: Shield can cover a gunner. Bot: Tin Man As the bot spawns it becomes top priority for enemy bots and turrets. It has strong resistance to bot attacks but is weak against Pros.