Base Stats: Movement Speed: Same as Support Jump Height: Same as Support Character Model: Same as assaults (Not sure what he'll look like yet) Base Health: Same as Assassin/Sniper-100 For reference purposes, base health= Sniper-100 Assassin-100 Assault/Support-150 Gunner-200 Tank-200 Each passive upgrade for tank and support grants 50 extra health. Gold armor is 100 extra health, silver is 50, bronze is 25. Primary Weapon: Bolt-Action Rifle 5 bullet clip, 1 second re-chamber time after each shot, 1.5 second reload, weak vs bots unless headshotted. Deals enough damage to kill an un-armored assassin or sniper in 2 shots. Headshot capable. Headshots deal double damage, so it kills an unarmored assassin/sniper in 1 shot. Secondary fire is aim down sights. Aiming makes it more accurate at the cost of movement speed. Un-aimed, the reticule looks like an assault's. Aimed in, it shows only the dot in the middle. Accuracy endorsements only affect un-scoped shooting. Against a gold armor sniper, it takes 2 headshots or 4 body shots to kill. The gun sounds weak at first, but you factor in clip size and RoF endorsements, and a player with good aim can do some real damage. RoF Default: 1 second RoF Bronze: .8 seconds RoF Silver: .7 seconds RoF Gold: .5 seconds Secondary Weapon: Magnum/Six-Shooter 6 bullet clip, semi-auto (shoots as fast as trigger finger), 1.5 second reload, has the range cap of sniper's SMG, NOT headshot capable, weak vs bots. Deals same damage as primary without headshot. Alternate fire is a grapple. Deals enough damage to take out 3/4 health of un-armored assassin with 1 bullet. No-knockback, animation is a pistol-whip. Takes 1 second. Has same reticule as SMG. Only effective at close range, not extremely accurate, but powerful with fast finger. Better at finishing. Passive Skill: Level 2- Bullet Penetration For both weapons. Level 3-50 added health. Blue Skill: Cherry Bomb Throws a bomb that explodes on impact, no matter what it's thrown at. Same trajectory as bomb and airstrike. Deals average damage to pros, does not light them on fire. Insta-kills any bot in AOE at level 3. Deals AOE damage and knockback. Each upgrade decreases recharge time, increases damage and AOE. On level 3, you can throw 2 of them, with a 60 second total recharge time, like sniper traps. Bar must be half-full to use 1. Gold skill pill is 40 seconds, silver is 45, bronze is 50. Basically the same as assault bomb, but explodes on impact and can't insta-kill pros without ringout. Yellow Skill: Rifle Mount Basically a deploy, but only for the bolt action rifle. Makes the gun fire semi-auto, but makes its own reticule, which looks like a default railgun reticule. Level 2 gives you 4 extra bullets per clip, and level 3 gives you 50 added health while mounted. In addition, each upgrade decreases deploy and un-deploy time. Lvl 1- 1 second Lvl 2- .75 seconds Lvl3- .5 seconds This is not affected by skill pill. Red Skill: Leash Grapple Extends a grappling hook thing like what Link from Zelda uses. It extends as far as the heal-gun reaches. It has the same trajectory and speed as a product grenade. You must go through a 2-second animation upon using it, hit or miss. If it attaches, the enemy is pulled up close and then thrown backwards by the leash mechanism. While being pulled towards you, any bots or pros hit by the opposing player will experience a stun equivalent to tank's charge lvl 3. While being thrown, the enemy experiences the stun of a tank's lvl 3 charge. It deals enough damage to put an un-armored assassin at half-health. Each upgrade decreases the animation and recharge time, and increases knockback but is the same as a sniper's lvl 2 grapple at lvl 3. 1 use before recharge. Animation Time Lvl1: 2 seconds Lvl2: 1.5 seconds Lvl3: 1 second Recharge Time- Lvl 1 Default: 30 seconds Bronze: 26 seconds Silver: 24 seconds Gold: 22 seconds Lvl 2 Default: 21 seconds Bronze: 19 seconds Silver: 17 seconds Gold: 15 seconds Lvl 3 Default: 12 seconds Bronze: 10 seconds Silver: 8 seconds Gold: 6 seconds Basically, if you miss the leash grapple, you have to sit there for 2, 1.5, or 1 second to reel it back in from the end of its range. It comes out as fast as a product grenade, so it reaches that range pretty fast. IN ADDITION, latching on to a surface will propel you towards that surface if you hold the button, and the leash will remain anchored until you let go of the button. So if you practice the timing, you can learn some nice jumps. Each skill upgrade will increase your propulsion. Enables you to grapple jackbot. Quick Summary Killing Pros- Low health, but pretty good guns in the right hands. Good at hit and run tactics, but poor mobility. Low heath, but slightly better with upgraded passive. Not great at killing bots unless you invest in cherry bomb. Slow overall juice gain, but bolt action kills any class in 1 or 2 shots with juice, pistol kills in 3 or 4 within range. Killing Bots- Guns are almost useless unless you land headshots with the bolt action rifle. Cherry bomb is an insta-kill. Either leash or pistol grapple insta-kills grapplable bots. Can grapple jackbot with leash grapple. Viable endorsements: Armor- Increased health RoF- Bolt action re-chambers faster, doesn't affect pistol. Skill Recovery- Need cherry bomb to kill bots and leash to be mobile. Clip Size/Reload Speed- Guns have short clips. Accuracy- Easier to hit unscoped bolt action shots and pistol shots. Speed- Nice added mobility. The idea was to make a class that has a skill gap, but isn't really overpowered or underpowered, and doesn't have a standard build like most classes in the game. Each endorsement has a pretty significant advantage. Also remember, everything is pretty "rough draft", and I haven;t even figured out what the dude (or chick) looks like yet. I just concentrated on making it fit into normal gameplay.
although i feel the class would be horrible the way you described it. i do have to give you credit for making the most thought out class edition i've seen posted on the forums. and the class gets cool points for having a whip. lol
Damage update- Bolt Action Rifle-50 Damage per shot, 100 damage per headshot. (2 headshots, 1 body on gold armor assault, 4 headshots on gold armor tank with passive 3, 1 headshot on armorless assassin or sniper, 2 headshots on gold armor assassin or sniper) Magnum-75 damage per shot in range, 25 per shot out of range. (4 shots on gold armor assault, 2 on no armor assault, 3 on gold armor assassin or sniper, 4 on gold armor gunner) Wrecks gunners close up. Cherry Bomb- Lvl1: 25 Lvl2: 50 Lvl3: 100 (Kills armorless assassin and sniper) Leash Grapple- 50 Damage+5-10 falling damage
To be honest, that sounds way similar to the Sniper (Hell, it's even called the sharpshooter) but worse(in the sense of underpowered). The yellow skill seems unwise for a character with crap health, and Support speed and no lunge makes sure he'll only get to use that grapple on Gunners, Supports, and Tanks, the three classes that would murder him close range anyway. And since he sucks vs Bots, I'm gonna assume he sucks vs Turrets, which raises the question: What is this class supposed to be good at?
Good at killing pros and dealing large amounts of damage quick. Also, leash-jumping opens a new aspect of the game. Since his weapons are strong, I didn't want to give him overpowered skills either, I just wanted them to compliment his guns.
I love new character. this one I'd think would play like a combination of assault and sniper. The parts that concern me are the revolver not having a firing rate limit and the "deploy". Why does the revolver concern me well it's because I know guys who can pull that trigger ten times a second. That would with clip size allow it to consistantly kill any class in under 1 second. The deploysounds dangerous for a weak class but, could be over powered for the same reasons as the revolver. Semi auto basically says as fast as you can pull the trigger. My solution add a 3-4 shot persecond limit. Other than that I like him.
No, I explained the reticule. If you don't like semi-auto, make them shoot once every .2 seconds or something.
He seems a little underpowered/too similar to the Assault/Sniper. While the leash is rather unique in its function, it would do something the Assault already can.
I was aiming to create something unique and fun to play, yet realistic and balanced. I think this does the trick pretty well. Most of the stats I used were just based off of existing classes to make it easier to understand.
Definitely seems like a cross between the assault and sniper, but as defined I think it would end up being worse than either. A couple parts were cool though: Pistol: If Uber added a new class, a pistol seems like the most logical secondary for it. EVERY shooter has a pistol, and there are several different variations it could take. Yours seems to be very deadly, but you better be able to hit your shots on a jumping/moving target. Hookshot: DO WANT. In one form or another. More than it's offensive capabilities (which the way you describe it makes it sound very fun to use), I want the Spiderman ability to hookshot around a map and make new paths. This could be so much fun, but I imagine it could be a pain to design maps around.
Yeah, this just seems like a custom sniper. Mind you, it's pretty cool, and you should probably make it on the PC version once modding becomes common, but as a main class . . . no.