The game really needs one of these. I am sure Valve already has multiple ideas for heroes like this, this is just my rough idea for what the kit might look like. Trying to cram in as much of that retro movement shooter sauce as possible for a satisfying rocket launcher / verticality type hero
Gameplay should fit somewhere between Lash and Grey talon in terms of damage output and mobility creating a ganky damage dealer with weaknesses and strengths adjacent to those heroes
Gun: Shotgun with tight spread and slow pellets, alt fire is a burst beam with a fixed charge-up delay that can be used from further away but sets the gun on cooldown for a bit so it's lower dps than just primary firing.
Alt fire would be useful for finishing enemies and has some hardcoded synergy with Ability 1:
Ability 1:
- Fires a rocket that explodes in a small AoE and the projectile inherits some of your momentum so you can "sling" it with dashes and so it's less effective while running away
- Slow enough that it requires good prediction to land hits, but slinging allows you to make it fly quite fast
- Does bonus damage on direct hits
- Has ability charges
- You can shoot the projectile with alt-fire to explode it in mid-air for larger aoe but no direct-hit bonus (Unreal tournament Shock Rifle combo)
- You can rocket jump for self-damage (Upgrade perk for less self-damage on 5 points perhaps. to clearly define rocket-jump focused builds)
Ability 2:
- Rocket boots / jetpack impulse upwards, gives you height equivalent to a lash grapple ish
- Cylinder hitbox downwards from the character that stuns and does damage (In air, is equivalent to getting hit by Knockdown, on ground, is a get off me-tool that sets up getting hit by ability 1)
- Carries your momentum. To go forwards much, you should be in a decently fast slide when you cast it (Think about the skiing mechanic from Tribes)
- Fairly long cooldown with a big reduction at 5 points
Ability 3:
- Gain spirit/bullet shields and suspend gravity for a few seconds so you can glide around. Could put a gun buff here too. Or reloads for ability 1 charges conditionally. This is the ability I'm least sure about
Ability 4 (Ult):
- Lob a huge, slow-moving gravity-affected shot that may bounce and roll off terrain (Think Fusion Mortar from Tribes)
- The bounce makes it so you can't just fire it down at groups of enemies directly and need to look for walls and trajectories, but the AoE should make it possible to hit a decent number of enemies even with imperfect shots
- Alternatively could make it explode on first hit but for lower payoff, but I think the jankier trickshot implementation sounds more fun
- Enemies that are hit get knocked up like from Dynamo's 1 so you can set up direct rocket hits
Gameplay should fit somewhere between Lash and Grey talon in terms of damage output and mobility creating a ganky damage dealer with weaknesses and strengths adjacent to those heroes
Gun: Shotgun with tight spread and slow pellets, alt fire is a burst beam with a fixed charge-up delay that can be used from further away but sets the gun on cooldown for a bit so it's lower dps than just primary firing.
Alt fire would be useful for finishing enemies and has some hardcoded synergy with Ability 1:
Ability 1:
- Fires a rocket that explodes in a small AoE and the projectile inherits some of your momentum so you can "sling" it with dashes and so it's less effective while running away
- Slow enough that it requires good prediction to land hits, but slinging allows you to make it fly quite fast
- Does bonus damage on direct hits
- Has ability charges
- You can shoot the projectile with alt-fire to explode it in mid-air for larger aoe but no direct-hit bonus (Unreal tournament Shock Rifle combo)
- You can rocket jump for self-damage (Upgrade perk for less self-damage on 5 points perhaps. to clearly define rocket-jump focused builds)
Ability 2:
- Rocket boots / jetpack impulse upwards, gives you height equivalent to a lash grapple ish
- Cylinder hitbox downwards from the character that stuns and does damage (In air, is equivalent to getting hit by Knockdown, on ground, is a get off me-tool that sets up getting hit by ability 1)
- Carries your momentum. To go forwards much, you should be in a decently fast slide when you cast it (Think about the skiing mechanic from Tribes)
- Fairly long cooldown with a big reduction at 5 points
Ability 3:
- Gain spirit/bullet shields and suspend gravity for a few seconds so you can glide around. Could put a gun buff here too. Or reloads for ability 1 charges conditionally. This is the ability I'm least sure about
Ability 4 (Ult):
- Lob a huge, slow-moving gravity-affected shot that may bounce and roll off terrain (Think Fusion Mortar from Tribes)
- The bounce makes it so you can't just fire it down at groups of enemies directly and need to look for walls and trajectories, but the AoE should make it possible to hit a decent number of enemies even with imperfect shots
- Alternatively could make it explode on first hit but for lower payoff, but I think the jankier trickshot implementation sounds more fun
- Enemies that are hit get knocked up like from Dynamo's 1 so you can set up direct rocket hits