New Class: Packer

Discussion in 'Monday Night Combat 360 Wishlist' started by Kangarou, December 24, 2010.

  1. Kangarou

    Kangarou New Member

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    PACKER
    A bot-focused class with balanced skills and a Pack Mule mentality

    Basic Attributes
    Medium health, Moderate movement speed, high jump, large size

    General Appearance
    Older, dark-skinned, greyed hair, tall and wide, Large armor suit, large rectangular slots on back where a bot could stick into, rack for the flare gun.

    Notable DNA
    Harriet Tubman, Abe Vigoda, Lurch, Dr. Frankenstein, Burro, the indomitable pack donkey, an elephant.

    Likes: His medical benefits, the fact that every food is now a pill

    Dislikes: The lawn he remembers having, the kids who wouldnt get off it, the recent banning of tapioca pudding in Steel Peel Arena.

    Primary Weapon: Flare Gun
    Double barrel, High damage, moderate reload time
    Primary fire shoots a large flare, exploding on impact. Small splash radius/damage, but highly damaging direct impact. Rounds move moderately fast, and arc after a long distance. Each shot is a one shot for BlackJacks, and does moderate damage to turrets.
    Alternate Fire aims down sights, increasing velocity of rounds. Rounds fired while aiming down sight knock down Pros/Bouncers.

    Alternate Weapon: Shield
    High resistance, high armor, regenerative properties
    Primary fire raises the shield. Shield protects good amount of front body, head to knee height. While shield is up, front grapples are not possible. Shot damage is deflected fully, but each shot disorients the Packer, making repeated fire very difficult to defend completely. Bombs/incendiaries will knock back, with heavier bombs knocking down and depleting the shield entirely. Shots/melee attacks deplete the shield as well, albeit a slower rate. The shield is inoperable until fully restored once depleted.
    Alternate fire is a grapple. Low damage, but throws a far distance.
    The reload button will function as a whistle. The Packer will immediately become the target of any turret/bot within a moderate radius for an amount of time.

    Abilities

    Passive
    First upgrade increases health and health recovery.
    Second upgrade turns flare gun into rocket Launcher (Rounds fly perfectly straight, splash radius increased).

    Red: War Cry
    Moderate regen, use depletes entire circle
    Gives all allied bots/turrets in the nearby vicinity a boost in rate of fire for a small moment. Reduces rate of fire of nearby enemy bots. No effect on enemy turrets/self/Pros.
    First upgrade increases range.
    Second upgrade increases allied rate of fire more.

    Yellow:Fissure
    Moderate regen, use depletes entire circle
    Packer slams the ground, sending a straight shockwave, damaging anything in direct path. Nearby enemies are hit to the sides.
    First upgrade increases distance.
    Second upgrade decreases cost to use to roughly 3/5 of bar (Cant spam 2 fast, but within a short timeframe.

    Blue:Courier
    Very fast regen, use depletes entire circle
    Calls, in a close radius, for Blackjacks/Slims to hop on his back. During Courier, any damage directed to the bots is applied to the Packer. Also, Packer is slowed, depending on how many bots he is carrying. Pressing Blue button again will deploy bots. Dying while carrying bots will not destroy bots.
    First upgrade allows bots to continue firing while being carried.
    Second upgrade Increases movement speed during courier.

    Taunts
    Flare gun taunt: *throws gun over his back and starts stretching* Lets get to work, huh?

    Shield taunt: *Puts the shield on the floor, leaning on it, breathing heavily* Whew, I need a rest.

    Rocket launcher taunt: *Holds the launcher up quizzically, knocking on the barrel twice* Hope this thing still works...

    This class will be the best bot escort, but due to the limits of his one offensive weapon, will have trouble dealing with turrets consistently and other Pros. Using the class well revolves around clearing lanes rapidly, and using your shield/taunt to draw fire.

    Feel free to visit my other class idea: Mechanic
    Thoughts?
  2. Govnerplatypus

    Govnerplatypus New Member

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    I like this class just two questions or issues.
    First: the Flare Gun/Rocket Launcher seems a bit OP depends on the reload and rate of fire though so could you maybe give us numbers for that?

    Secondly: the Courier ability. I imagine this happening: Packer grabs two Slim Bots in the Arena, then hauls A** through the middle, where there are no turrets, jumps down on the Moneyball and releases the Bots, suddenly the Moneyball is down. Little OP there. Or can he only stay on the pathways for bots while using?

    But otherwise, good class except that Uber will probably not make another class
  3. HI IM SNARF

    HI IM SNARF New Member

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    Well thought out. I am actually impressed. Much more practical and original than the mechanic idea. Also, great thread in general...if I ever try to think of a class, I'd pretty much steal your thread layout.

    I think it could be balanced right. I would say that it needs to be so that if he is carrying bots and any other pro or turret sees him, he's screwed unless he has an ally helping him out. It needs to be pretty difficult to just carry bots into somebody's base unless you're already pushing in or have a good amount of map control. 1 level 1 rockit turret needs to be able to take him out while he's doing this, as well.

    I could see the flare gun and rockit launcher being fair if it has good damage for direct hit but a relatively slow fire rate. 2-3 shots for assassin/sniper (depending on armor), 3-4 for assault, 4-6 for heavies.

    To balance that, he should be able to switch between shield and gun very fast.
  4. Kangarou

    Kangarou New Member

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    Well, first off, I'm not sure this was clarified well, but "double-barreled" meant this gun only has 2 bullets at any time, period. Silver/Gold clip endorsements could make it 3/4, but that's it.

    Reload time would be about 2-3 seconds, or if the devs could do it, 1.5 per shell if someone just wanted to reload one to get back into a heated firefight. Rate of fire would be near instant between the two shots, but that reload would be a serious issue. You could easily have to reload 3-5 times to take down a LVL1 Rockit turret. That's 10-15 seconds PLUS fire time.

    While in Courier, the Packer is slow. Like "Stunned Tanks might look at him and say 'Damn!' " slow. Courier is more to stop your bots from taking damage by making yourself a shield for them. Sure you could escort, but on some maps, it would be a pretty sad day to see a fully-loaded Packer reach the Moneyball with no resistance. Regardless, it'd still be a fantastic tool used often.

    Hope that clears it up.
  5. JON10395

    JON10395 New Member

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    Great idea!

    I should point out that the "Fissure" sounds way too cool to be a "Yellow Skill". Maybe figure a way to rearrange the skills so you can guarantee people will be upset when they buy that instead of Passive 3.

    Everyone hates the Yellow Skills. :x :x :x

    Edit: Ok, Tom#'s likes Deploy 3 but I think he's the only one.
    Last edited: December 25, 2010
  6. TOM12121112

    TOM12121112 New Member

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  7. cq217

    cq217 Member

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    the class sound very good
    i only hav one question
    could when he's not carrying any bots, use the rocket launcher to rocket jump?
  8. Govnerplatypus

    Govnerplatypus New Member

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    Thanks. And Ya, That's what I was guessing. Awesome Class then :D
  9. Kangarou

    Kangarou New Member

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    Thank you. I'm not sure about 1 LVL1 rockit beating him out completely, though. That would nearly defeat the purpose, but I do agree, Pro v Pro, he should be a little screwed without backup(or good luck).

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