New class: Fixer

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

  1. Kangarou

    Kangarou New Member

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    Re: New class: Mechanic

    Mechanic's offense capability would be sitting back at the base, building a Longshot, and bombing like there's no tomorrow. The only reason the Mechanic should want to leave base is to place a Jump Pad. Besides, the Mechanic's not a complete pushover in a firefight. Jumppad hopping, good speed, armor ability and a not-so-bad ranged/melee weapon make the mech viable in a fight. Considering how much of a dominator I would expect the mechanic to be in home base, having slight weakness outside isn't too bad a deal.
  2. mute

    mute New Member

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    Re: New class: Mechanic



    Support controlling a turret seems like a pretty rad idea and makes complete sense within the games existing design and Support's role, but not sure it sounds "doable" code-wise... particularly the longshots as that would be quite a reworking of alot of code.

    The overall idea is the mechanic is decent, but 1) the wrench is a lame idea.. leave that to TF2. 2) The jump pad would open up so many holes and abuses in the game it'd take 6 patches and 20 nerfs to get it right.

    And lastly... I point out again that the only people that b__h about the support or think he's remotely near "buff" is... wait for it.... an assassin only player. :roll:
  3. Kangarou

    Kangarou New Member

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    Re: New class: Mechanic

    Everything is doable code-wise, it would just take a lot of work. I'm not a programmer, but I know that an interface change is difficult, but not impossible.

    The wrench is simply there to be a moderately useful melee weapon. It could be a ratchet, piece of rebar, heck, I think it'd be funny to have just a broken gun be a melee weapon.

    Depending on how the Jump pad is done, I don't think there should be any balance issues. Just make sure that the landing zone can only be within a certain radius, so a team can't go cross-map hopping. It adds a new path between a low and high level. The best thing it could provide is a sneak access to a point, and that would wear off after people realized where it's placed (And since it'll be glowing green like the rest of them, it won't be long). After that, it'll only become useful as an escape portal.

    Also, other classes always look like they have over powered things as well. Gunner's deploy, Assault's charge grapple, Support's Firebase. Frankly, if somebody pitched these things to me before seeing them in practice, I'd call bull.
  4. Miracle

    Miracle New Member

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    Re: New class: Mechanic

    Question! Why would i take over a turret that is going to hit everyshot anyway? And piloting a ice turret sounds like some fun.
  5. Kangarou

    Kangarou New Member

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    Re: New class: Mechanic

    Turrets have a specific range, one that would be immediately overridden once you control it. Snipers and Gunners can no longer pick away at it from a distance. Bots can be destroyed further away. You can shoot at poorly cloaked assassins/gremlins that a turret alone couldn't recognize. Your turrets would better protected in some way, and you could garner more kills/assists from it.

    With a longshot, you can designate a target to bombard, instead of hoping randomly. Also, if the Mechanic's armor/turret override is upgraded, the turret will be better defensively/offensively in some way.
  6. thoraxe5000

    thoraxe5000 New Member

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    Re: New class: Mechanic

    I could see a lot of fun having a mechanic using his armor to distract a turret while an allied support hacks the enemy turret then the mechanic hops in and wreaks some havoc on the enemy team.
  7. Kangarou

    Kangarou New Member

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    Re: New class: Mechanic

    Haha, that would require some serious teamwork, but that would be nice to see.
  8. Gentleman

    Gentleman New Member

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    Re: New class: Mechanic

    Which button would you press to be able to control a turret?
  9. Kangarou

    Kangarou New Member

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    Re: New class: Mechanic

    It's the mechanic's red ability, so whatever button your control scheme designates the red skill.

    I just wanted to note that it wouldn't be an immediate override of the turret. A small animation (Like the length of a grapple) would take place before the mechanic is piloting the turret.
  10. Gentleman

    Gentleman New Member

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    Re: New class: Mechanic

    Wait, scratch that, sorry.
  11. Kangarou

    Kangarou New Member

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    Re: New class: Mechanic

    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
    Moderate 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 closer 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.
    Last edited: December 25, 2010
  12. Kangarou

    Kangarou New Member

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    Changed class overall.

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