Loose Cannon hero concept

Tavish

Active member

This is the Loose Cannon, a Team Fortress 2 weapon that albeit isn't the strongest, is commonly agreed upon to be a fun weapon to use, because of its double donk mechanic, that is the ability to cook a cannon ball just long enough to have it detonate upon hitting an enemy, yielding a succesful double donk.

My idea is to take this weapon concept and add it to a hero ability in Deadlock.


Introducing...
Hardy, AKA Deadlift
Strongman.jpg
Strongman inspired character with a moustache

Broadsider.webp

...with a handheld naval cannon as a weapon


Deadlift's weapon would mechanically function different to TF2's Loose Cannon. Instead of needing to be charged by holding down the attack button (primary fire), the weapon itself is much more like any other weapon in the game. It launches cannon balls, that deal damage when they impact enemies. (Cannon balls do not explode on impact).


Broadsider (Passive Ability)
He has a passive ability which once attained, causes cannon balls that impact enemies to bounce off the enemy and land on the floor.

1730041713070.png
Deadlift without the passive ability.

1730041858669.png
Deadlift with his passive ability.


The cannon balls on the floor do nothing by default, but if Deadlift slides into one, it explodes, dealing area damage to nearby enemies and lunges Deadlift forward. He can also leave cannon balls on the floor with missed shots (allows for purposeful placement), but there's a cap on how many cannon balls he can leave around at a time.

1730042620473.png
Deadlift sliding into a cannon ball, detonating it upon impact and lunging him in the direction he is sliding.

The area damage is not self inflicted and multiple instances of cannon balls stack with diminishing returns. When you fire a cannon ball with the cap already reached, the oldest cannon ball will vanish.

Level up suggestions
  • Increased cannon ball cap
  • Explosions chain to other balls detonating them too
  • Cannon balls detonate when enemies touch them (1 second arm time)
Spirit scaling suggestions
  1. Damage scales with spirit
  2. Max cannon balls scales with spirit (+1 per 20 spirit)

Double Donk (Active Ability)
The Double Donk feature will be implemented as an ability, which when activated starts a charge, much akin to Paradox's Carbine ability. At any point during the charge, the player can activate the ability again (or press the attack button) to launch the cannon ball and if timed right, double donk an opponent for bonus damage. Double donks only apply if the cannon ball explosion happens before landing on the ground, after bouncing off the target. (I imagine Double Donk to be an ability with charges)
1730043695216.png
A long fuse, which can be fired shortly after activating the ability.

1730043763370.png
A short fuse, which can be fire after a second or two of activating the ability.

1730043774588.png
Deadlift held the fuse for too long, causing the cannon ball to detonate inside the barrel.

1730044386620.png
Deadlift hits a target with the ability, knocking the target up and timing the fuse correctly to achieve a double donk.


As an added feature, if you hold the charge until the timer depletes, the cannon ball will explode inside the barrel, dealing area damage and knocking Deadlift in whichever direction he's going. That means, if you slide over a cannon ball right before detonating a charge, Deadlift can lunge himself a greater distance, rivaling that of Majestic Leap.

Level up suggestions
  • Extra charge
  • No self inflicted damage on short fuse



I have no concept for his third and ultimate abilities, but I would love to hear suggestions on how to complete his kit. Sorry for the drawings.
 
Back
Top