Multi Weapon Hero

shippinh

New member
Basically it's a rundown hero that excels in close to medium range combat and is centered around gun damage with no escapes and a single long range option.

Ability 1 (instant-cast hitscan, ~35 - 40 sec. CD, deals ~40 - 60 Gun damage):
Main effect - upon activation instantly shoots a high velocity piercing round with no range fall off. Slows (~10 - 15%) any hit target for a brief moment (~0.5 sec.).
Secondary effect - switches the hero's current weapon to a revolver/pistol.
Upgrade 1 - Adds an extra charge
Upgrade 2 - Lower CD
Upgrade 3 - The bullet now ricochets into nearby enemies up to 2 times (with or without hero priority, won't auto track after hitting once, but still can hit, no initial tracking too, tracks to body, initial hit can headshot)
Alt Upgrade 3 - Revolver's alt fire now launches quarters in the air. Hitting the coins midair ricochets the shots towards the enemy heads (has hero priority) (i just had to)

Ability 2 (AoE projectile, ~8 - 10 sec. CD, the explosive pellet deals ~80 - 120 Gun damage):
Upon activation switches the hero's current weapon to a shotgun and adds an extra explosive pellet (2 - 4 meter AoE, affected by the shotgun spread, affected by range fall off) on the next shot. Any hero caught in the explosion gets thrown into the air (not to high up, akin to Holliday's barrels).
Upgrade 1 - Lower CD
Upgrade 2 - Less range fall off for the explosive pellet
Upgrade 3 - Adds an additional explosive pellet to the charged shot

Small note: shotgun has a 1 ammo mag.

Ability 3 (single target into delayed multi target instacast, fast projectile, ~20 - 35 sec. CD, deals n Spirit damage (hard to say what would be the ideal damage range)):
Upon activating the hero shoot out an energised, wired harpoon (projectile) and switches to a machine gun / lmg / minigun. Upon catching an enemy - deals a little of Spirit damage and slows the enemy, gives a slight movespeed buff to the hero and removes run n' gun movespeed penalty, and starts charging a multitarget eruption (~4-6 sec.). Once harpoon is charged - the caught enemy, as well as all the other nearby enemies, get stung with a high damaging lightning. The enemy can break the wire by escaping the direct line of sight or by running far enough from the hero, and as a result negating the eruption charge in the process and removing any other buff related to the ability. Using other abilities doesn't break the wire.
Upgrade 1 - Further break distance for the wire
Upgrade 2 - Extra Gun + Spirit resistance while maintaining the wire
Upgrade 3 - Upon successfully erupting applies all the buffs as well as extra fire rate buff for some time

(No balance land further below, i can't really predict what numbers would fit)

Ultimate (active player buff, dispellable or non dispellable is the balancing question):
Upon activation the hero summons all the other non active weapons beside the hero. The summoned weapons are Weapons (inherit all the buffs from the items) and deal Gun damage.
Upgrade 1 - Light melee hits can redirect enemy projectile direction (aka projectile parry)
Upgrade 2 - Heavy melee creates a small explosion around the player which deals extra damage and pushes enemy heroes away (obviously has a CD)
Upgrade 3 - Removes velocity decay from slide (basically it should infinite slide)
Alternative Upgrades (not in game, either top or bottom for the final ability):
Upgrade 1 - Improves revolver's headshot damage
Upgrade 2 - Improves shotgun's reload speed
Upgrade 3 - Improves machine gun's fire rate

The ult MUST scale well into Late without being too OP in the Early game

With normal upgrades in mind
Harass enemies with 1, initiate with 2, continue into 3. Use ult if not enough damage.
Farm with 2, 3 and ult passives. Get long range targets with 1. Close-mid range all rounder with melee option and not bad late game mobility.

With Alt upgrades in mind
Harass enemies with 1, initiate with 2, continue into 3. Use ult if not enough damage.
Farm with 2 and 3. Get long range targets with 1. Scale well into late (passive upgrades both affect the weapon in hand and weapons summoned by ult).

can be played through 1. 1 gets big upgrade at lvl 3 of 1 and lvl 1 of ult, headhunter, crippling headshot, lucky shot machine.
can be played through 3 with the default gun builds.
ult is the "delete that person" button if the player is skilled enough to hit their shots

Inspirations for theme:
Armored Core (Mech), Ultrakill (Sentient Machinery), Chainsaw Man (Gun Demon), Warframe Xaku (Broken Haunted Mech), Borderlands (Kitbashed Mech)
 
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