Grenade launcher kit concept.

gibnewitems

Active member
Goal was to make a carry-oriented hero with a gameplay loop that is unique from other carries currently in the game, trading reliable dps for strong aoe damage and movement. This is the go-to hero for people who want to play an unconventional carry that plays like no other carry.

Primary: Grenade launcher. Main damage source. large and slow projectile, fires in an arch, no falloff, no headshots, no movement firing penalty, self damage, deals spirit damage, deals splash, harmlessly shatters on surfaces if not a direct hit. 4/4 rounds. Scales with spirit.

Secondary: Single fire pistol. Securing tool. very low damage, insanely fast projectile, 2 rounds, 2.5s cooldown. Ammo and weapon damage increases affects this weapon.

Vit stats: medium base hp, lower regen, slower base move speed, 2 stamina.

Abilities:
(1) Pick-a-round: Cycle through three special grenade rounds. Recast to select and load a round. 28s cooldown
Orange: Molotov round that leave a fire on a surface.
Purple: Dud round that slows fire rate and takes 1 stamina.
Green: Medical round that heals allies.
Upgrades:
1. -10s cd
2. Slight speed boost upon load
3. +1 round

(2) Jump mine: Throw down a mine. Recast after 1.5s to detonate. Deals little hero damage, but flies the user quite far. 45s cooldown. Charge based.
Upgrades:
1. -16s cooldown
2. +1 charge
3. 200% air control while airborne

(3) Hustle: Your sprint speed lingers for 0.75 seconds once entering combat. ACTIVE: Restore one stamina and gain 100 temporary bullet and spirit shields. Shield gain is tripled if under the effect of any mobility inhibiting effect.
Upgrades:
1. +0.25 seconds duration
2. +0.5m/s sprint speed
3. Unlocks the active part of this ability. 66s cooldown.

(4) Take-a-swig: 2.5s soft channel (can still move at a slower rate) to gain 150 bullet and spirit shield. 240 second cooldown. 4s effect duration after channel.
1. -40s cooldown
2. Gain Unstoppable upon activation
3. Gain +40% max spirit upon activation
 
Goal was to make a carry-oriented hero with a gameplay loop that is unique from other carries currently in the game, trading reliable dps for strong aoe damage and movement. This is the go-to hero for people who want to play an unconventional carry that plays like no other carry.

Primary: Grenade launcher. Main damage source. large and slow projectile, fires in an arch, no falloff, no headshots, no movement firing penalty, self damage, deals spirit damage, deals splash, harmlessly shatters on surfaces if not a direct hit. 4/4 rounds. Scales with spirit.

Secondary: Single fire pistol. Securing tool. very low damage, insanely fast projectile, 2 rounds, 2.5s cooldown. Ammo and weapon damage increases affects this weapon.

Vit stats: medium base hp, lower regen, slower base move speed, 2 stamina.

Abilities:
(1) Pick-a-round: Cycle through three special grenade rounds. Recast to select and load a round. 28s cooldown
Orange: Molotov round that leave a fire on a surface.
Purple: Dud round that slows fire rate and takes 1 stamina.
Green: Medical round that heals allies.
Upgrades:
1. -10s cd
2. Slight speed boost upon load
3. +1 round

(2) Jump mine: Throw down a mine. Recast after 1.5s to detonate. Deals little hero damage, but flies the user quite far. 45s cooldown. Charge based.
Upgrades:
1. -16s cooldown
2. +1 charge
3. 200% air control while airborne

(3) Hustle: Your sprint speed lingers for 0.75 seconds once entering combat. ACTIVE: Restore one stamina and gain 100 temporary bullet and spirit shields. Shield gain is tripled if under the effect of any mobility inhibiting effect.
Upgrades:
1. +0.25 seconds duration
2. +0.5m/s sprint speed
3. Unlocks the active part of this ability. 66s cooldown.

(4) Take-a-swig: 2.5s soft channel (can still move at a slower rate) to gain 150 bullet and spirit shield. 240 second cooldown. 4s effect duration after channel.
1. -40s cooldown
2. Gain Unstoppable upon activation
3. Gain +40% max spirit upon activation
Cool idea, but I don't like the ult.
 
Yeah, I kinda ran out of ideas with the ult. Originally I had it loading a bunch of grenades to fire in a barrage, but settled on the final design after struggling to think of any upgrades.
Why not double down on the AOE for the ultimate and have cluster bombs? Make lvl 3 where each main explosion creates instead of 2 mini explosions, one additional one (for max of 3)? It creates some sort of bounce, so after a main explosion, smaller bombs (of the same type, I guess?) arcs in a radius and explodes, after a travel delay? It could make for some interesting synergy with range extender.

Think of Gmod with a bunch of explosive barrels where one explosive barrel chucks other explosive barrels, which then eventually explodes after being caught on fire. Chain delay reaction type thing.
 
Goal was to make a carry-oriented hero with a gameplay loop that is unique from other carries currently in the game, trading reliable dps for strong aoe damage and movement. This is the go-to hero for people who want to play an unconventional carry that plays like no other carry.

Primary: Grenade launcher. Main damage source. large and slow projectile, fires in an arch, no falloff, no headshots, no movement firing penalty, self damage, deals spirit damage, deals splash, harmlessly shatters on surfaces if not a direct hit. 4/4 rounds. Scales with spirit.

Secondary: Single fire pistol. Securing tool. very low damage, insanely fast projectile, 2 rounds, 2.5s cooldown. Ammo and weapon damage increases affects this weapon.

Vit stats: medium base hp, lower regen, slower base move speed, 2 stamina.

Abilities:
(1) Pick-a-round: Cycle through three special grenade rounds. Recast to select and load a round. 28s cooldown
Orange: Molotov round that leave a fire on a surface.
Purple: Dud round that slows fire rate and takes 1 stamina.
Green: Medical round that heals allies.
Upgrades:
1. -10s cd
2. Slight speed boost upon load
3. +1 round

(2) Jump mine: Throw down a mine. Recast after 1.5s to detonate. Deals little hero damage, but flies the user quite far. 45s cooldown. Charge based.
Upgrades:
1. -16s cooldown
2. +1 charge
3. 200% air control while airborne

(3) Hustle: Your sprint speed lingers for 0.75 seconds once entering combat. ACTIVE: Restore one stamina and gain 100 temporary bullet and spirit shields. Shield gain is tripled if under the effect of any mobility inhibiting effect.
Upgrades:
1. +0.25 seconds duration
2. +0.5m/s sprint speed
3. Unlocks the active part of this ability. 66s cooldown.

(4) Take-a-swig: 2.5s soft channel (can still move at a slower rate) to gain 150 bullet and spirit shield. 240 second cooldown. 4s effect duration after channel.
1. -40s cooldown
2. Gain Unstoppable upon activation
3. Gain +40% max spirit upon activation
i love grenade launcher primaries and I would probably put this on my list of characters to play. Do the grenades wall bounce?

I would say that ult is weak. I would suggest switching the 3rd upgrade to be the main "juice" and have the shields be the second upgrade. Making unstoppable the final upgrade (its a 6k item so that is upgrade is worth a lot in souls). I think by making these simple switches, the ult stays essentially the same but 1) is carry oriented now (damage stat steroid) and the shields are an secondary. Otherwise you have divine shield (or whatever its called) which has a super low cd on a very long cd 4 min cd that really wont do much to save you since you have to channel it (making you easier to damage) just to then get small amount of shielding back for what? temporarily recover the damage you took when ulting?

Nah, make the ult about the massive damage boost instead and it should be golden.
 
i love grenade launcher primaries and I would probably put this on my list of characters to play. Do the grenades wall bounce?
I had the loch and load from tf2 in mind when designing the primary (fast projectile and longer range but directs only compared to stock), though I wouldn't mind the primary looking more like stock, the iron bomber (very little roll) or even the loose cannon (hard to explain in a sentence, just know it's incredibly fun to use).

I'll keep that ult feedback in mind. I could see the percent max spirit boost being part of the base effect. Also, soft channels means that you still have full mobility while channeling (just no weapon usage or reloading). Here's what Take-a-swig looks like now.

(4) Take-a-swig: 3 second soft channel (full mobility - no weapon usage or reloading) to gain the following effects on your primary for 4 seconds:
  • +25% fire rate
  • +50% reload speed increase
  • +20% max spirit
Upgrades:
1. +30% max spirit
2. +50% reload speed increase
3. Direct hits now drop 4 smaller bomblets

Cooldown: 200 seconds
 
I had the loch and load from tf2 in mind when designing the primary (fast projectile and longer range but directs only compared to stock), though I wouldn't mind the primary looking more like stock, the iron bomber (very little roll) or even the loose cannon (hard to explain in a sentence, just know it's incredibly fun to use).

I'll keep that ult feedback in mind. I could see the percent max spirit boost being part of the base effect. Also, soft channels means that you still have full mobility while channeling (just no weapon usage or reloading). Here's what Take-a-swig looks like now.

(4) Take-a-swig: 3 second soft channel (full mobility - no weapon usage or reloading) to gain the following effects on your primary for 4 seconds:
  • +25% fire rate
  • +50% reload speed increase
  • +20% max spirit
Upgrades:
1. +30% max spirit
2. +50% reload speed increase
3. Direct hits now drop 4 smaller bomblets

Cooldown: 200 seconds
I like it. Seems fitting for a grenadier. Should have a couple over the shoulders as part of the character model too that he/she reloads after using the ult is used. Would be cool thematically.
 
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