buzztheasum
New member
One of the staple archetypes of hero/class shooters is the pyromaniac with a penchant to blow things up. Relevant examples are of course, Demoman from TF2, or Junkrat from Overwatch. Someone with a medium to slow fire rate, and slow projectile speeds, that deals decent damage in a tight AoE. Doesnt have to meet the chaotic personality of course, I'll leave that to the more than capable writers/artists.
Rough Draft Abilities
-Charge Slot based Mine/Claymore: Throw it down like Grey Talon's trap, but instead of restricting movement (maybe a slow on upgrade?), it just has an AoE damage. More charges (through items and the upgrade), More mines placed on the map. Similar to McGinnis Turrets. I think having a higher default charge count would be interesting, counter play would be damaging the mines to disable them.
-Homing Rocket: Self explanatory, select a target in range (i think a larger casting range is reasonable. Maybe not full Line of Sight, but you get it) and cast. A rocket or other projectile follows said target until colliding with a surface or other enemy. The high speed of late game heroes potentially serves as pre-existing counter, along with various invulnerable/immortality transformations. Leaves room (in my opinion) for adjusting damage numbers and rocket speed, not to mention tracking behavior.
-Bomb Shelter: A defensive power, ala Pocket Satchel, Kelvin Shelter, or Viscous Cube. Could protect self and a nearby ally. Counter against this would be the shelter having an HP limit, rather than a short timer. I think using the buffer HP mechanic the mid-boss uses, keeps it effective against single foes. Depending on how well it performs, perhaps utilizing a portion of your current damage resistances could enhance it's viability.
-Ultimate "ICBM": With the addition of Mirage, utilizing mini-map targets for powers opens up interesting possibilities. I imagine a channeled cast, where you select a friendly or enemy visible on the mini-map. The target then gains the standard "timer circle" at their feet, telling them to dive enemies, or head for shelter. Indoor locations would protect against it (or maybe it lands in the last place the target was visible from the sky). Larger AoE than other powers, I think an alt-cast-on-self presents an interesting play as well.
Other Thoughts
People rather enjoy "Rocket Jumping". Building that out as a passive, traded for the shelter, where the movement is enhanced in some way, might be worth investigating. Something like "resets double jump counter", "increases movement speed for a time", etc. Building the character this way might counter other long range threats by prowling rooftops to blast unsuspecting targets. But seeing the distinct rarity of "Sniper" characters, im inclined to believe the devs are cautious of that role. Idk, i'm not the professional.
Anyway, thanks if anyone took the time to read this!
Rough Draft Abilities
-Charge Slot based Mine/Claymore: Throw it down like Grey Talon's trap, but instead of restricting movement (maybe a slow on upgrade?), it just has an AoE damage. More charges (through items and the upgrade), More mines placed on the map. Similar to McGinnis Turrets. I think having a higher default charge count would be interesting, counter play would be damaging the mines to disable them.
-Homing Rocket: Self explanatory, select a target in range (i think a larger casting range is reasonable. Maybe not full Line of Sight, but you get it) and cast. A rocket or other projectile follows said target until colliding with a surface or other enemy. The high speed of late game heroes potentially serves as pre-existing counter, along with various invulnerable/immortality transformations. Leaves room (in my opinion) for adjusting damage numbers and rocket speed, not to mention tracking behavior.
-Bomb Shelter: A defensive power, ala Pocket Satchel, Kelvin Shelter, or Viscous Cube. Could protect self and a nearby ally. Counter against this would be the shelter having an HP limit, rather than a short timer. I think using the buffer HP mechanic the mid-boss uses, keeps it effective against single foes. Depending on how well it performs, perhaps utilizing a portion of your current damage resistances could enhance it's viability.
-Ultimate "ICBM": With the addition of Mirage, utilizing mini-map targets for powers opens up interesting possibilities. I imagine a channeled cast, where you select a friendly or enemy visible on the mini-map. The target then gains the standard "timer circle" at their feet, telling them to dive enemies, or head for shelter. Indoor locations would protect against it (or maybe it lands in the last place the target was visible from the sky). Larger AoE than other powers, I think an alt-cast-on-self presents an interesting play as well.
Other Thoughts
People rather enjoy "Rocket Jumping". Building that out as a passive, traded for the shelter, where the movement is enhanced in some way, might be worth investigating. Something like "resets double jump counter", "increases movement speed for a time", etc. Building the character this way might counter other long range threats by prowling rooftops to blast unsuspecting targets. But seeing the distinct rarity of "Sniper" characters, im inclined to believe the devs are cautious of that role. Idk, i'm not the professional.
Anyway, thanks if anyone took the time to read this!