Hero Idea: Mecha guy (3D Juggernaut, Armored Core, Vanquish)

Sarus

Active member
Had an earlier thread for this concept, but it looks like editing is disabled for some reason...so don't mind the spam.

Hero Idea: Mecha guy. Pretty simple. Could be Haze's OSIC back-up, steampunk golem enforcer, etc etc.

Hero Concept: 3D juggernaut with some unique movement inspiration from FROMSOFT's Armored Core and Platinum's VANQUISH. Stamina is a fairly important resource for serious play, so a toggle to expend this resource in a novel way would fit fairly well IMO.


Default Fire: Bunch of mecha tropes to choose from, can do laser/plasma rifles, dual laser handguns for hover mode kiting, flamethrower (already in the game with tokamak I think), with a bunch of fun and lovely alt fires to choose from.


Ability 1 - Sword Spin
6m spin radius. Charges. 2.5s duration. 35s CD
"Channel 1.5s to dash forward into a charged spin attack based on current weapon damage. Press MOUSE1 for an early charged spin attack with only a single spin or press SPACE to cancel the cast.


1. +1s duration
2. +3m spin radius
3. On cast become immune to stun, silence, sleep, root, and disarm. Expires 4s after cast.


Concept: AKA Jugg's blade fury, but in 3D. Modeled after the Laser Sword charged attack in Armored Core 6, the cancellable lunge forward would also provide some nifty animation cancelling trickery into the moveset. Fairly self explanatory, the ability 3 boost mode toggle is meant to allow for finer 3d control just to be able to land this anywhere it needs to, whether it be from air-to-ground or air-to-air against your usual talon/vindictas, etc.


Ability 2 - Napalm launcher
6M radius 3s duration 30sCD
Launch a napalm grenade that explodes on contact, creating an area that causes increasing spirit damage per second, and also applies a burning effect to enemies within 2s and lowers fire rate."

1. +3m radius
2. -10s CD
3. + spirit dps and bonus damage amp for hero if they are burning.

Concept: Alchemical Fire in a kit. Simple stuff. Coupled with the hover mode toggle, this will allow the hero to lay some napalm around the area basically punishing bunching up or guaranteeing the loss of stamina, etc etc. Shares Infernus's burning effect if they stay in napalm for over 2s and has obvious synergy with both sword fury and potential ults.


Ability 3 - Boost Mode

Debuff state: -2 m/s, -25% bullet resist.
Press (3) to toggle stamina bar into ENERGY bar. Double Jump twice to access thrusters and move around the air, draining energy. Sliding now enables boost-slide, a unique high-speed slide movement that drains energy. Dashes in the air and the ground now becomes QUICK BOOST, a special chainable dash. Walking and Sprint are exchanged for a special skate movement that disables crouching. Emptying the energy bar will put you into a deadly debuffed state for a few moments."

1. +2 m/s while skating
2. +1 stamina bar while in boost mode
3. +200 bullet shield health that now scales with weapon damage

Concept: Unique toggable stamina bar conversion mode, directly inspired by VANQUISH's slide-boost and armored core's quick boost , aerial thrusting (hover), and chainable air dashes. When this is active, gains unique movement mechanics and loses some of the basic movement mechanics. The hover mode is fairly self-explanatory; allows for aerial harassment, sword spins, alchemical fire, ULT setups ala lash, what have you. Not without drawbacks however, as being in this mode will not allow the stamina bar to recharge, emptying out your bar in this mode will place you in a deadly debuffed state for short while. QUICK BOOST allows for special continuously chainable air-dashes that don't lose momentum in the air (if you're familiar with the base mechanics in deadlock, you can basically only do two air dashes while falling to the floor.) Ground dash to slide enables vanquish like slide-boost that can go on continuously until ENERGY bar is empty. Probably the most likely ability to never ever ever to get in the game :D

ULT - Tornado Blade

Begin spinning your laser blade into a powerful vacuum that sucks in all caught enemy players. Once an enemy reaches the apex of your sword, begin leaping to all caught enemies dealing damage in the vacuum in an invulnerable state. Enemies caught in vacuum will immediately begin losing stamina."

1. +damage
2. CD Reduction
3. Bonus leaps per enemy.


Concept: Actually made two different ults here, the first concept is a castable windmill blade that sucks in enemies while draining stamina. Essentially it's a "hope you have stamina or you're dead" type of playmaker ult. Mechanically similar to Bebop's ULT, instead of a giant laser it vacuums in all caught enemies towards the blade. Once the caught enemy player reaches the apex of the sword, it will launch into an omnislash/sleight of fist type attack that will chain to all opponents caught in the vacuum.



ALT ULT: Omni-directional Missile Barrage

Lock on enemies for a massive missile barrage. After channeling, locked on enemies are targeted for 6 missile barrages that track for 10m radius.
Any enemy struck by 6 missiles are stunned for 2.5s."

1. - CD reduction
2. +5m tracking radius
3. +4 missiles

Concept: Ult alt number 2, pretty similar to Lash's ult but with more classic mecha flavor, the hero does a quick cast/lock-on mode and sends out a hell-swarm of missiles that automatically track all locked on enemies (could be countered by going invis, but basically need to spam dashes to escape). If they take a full stack of missiles, that's a full 2s stun. Visual design: classic mecha missile swarm what else?
 
Very cool sounding kit, only thing I'd change would be the Tornado Blade (I prefer it over the 2cnd ult), what if it still sucked enemies in for a duration, but hitting the blades doesn't lead to an omnistrike, instead it stuns whoever hit the blades and stops the ultimate. That way if you catch multiple enemies with it, they have to either hope they can dash out of it before they run out of stamina, or one of them has to sacrifice themselves by running into the blades in hope to end the ult and let their teammates escape, I feel like the kit doesn't need more dmg so an omnistrike would be overkill, but still really cool!
 
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