GreenGuy654
New member
I love McGinnis, but optimal builds are almost entirely ability-focused from the mid-game onwards. What I want to try here is to not only make something more gun-focused but also try out a lot of ideas inspired from my other favorite third-person shooter: Splatoon. The description is going to be relatively thorough, but I don't want to put many precise numbers since I honestly don't want to think in terms of balance, rather in the functions of their traits and how they interact between other elements of the character.
Aside from being a person with a minigun, I want them to be largely both area control and movement based. Here's how:
Timothy (name pending) (iykyk)
Just a relatively skinny and energetic guy with a big-ass minigun. It's a contrast you don't see really often with this line of weapons (usually stocky and relatively stoic), so I think it'd be a fun direction to go. It also fits with their 3 (passive) and overall playstyle.
Starts with medium (say 600) health and 6.5 m/s, but their sprint speed increases with Spirit like Wraith.
Weapons:
Gun - Minigun: Like McGinnis' gun; large ammo storage, starts slow and accurate but ramps up RoF and inaccuracy as the weapon continuously fires. Probably shouldn't be a direct duplicate given their passive.
Melee - idk, a punch or gun smack ig
Point Scanner: Throw a projectile that reveals enemy locations while in a radius and for a fixed duration when initially revealed. Does not deal damage initially but still inflicts debuffs that would trigger by dealing spirit damage from Tim's items. (inspired by the sub weapon Point Sensor in Splatoon)
Radius ~6m, Low CD, Duration scales with Spirit
Level 1: Even shorter CD.
Level 2: Tracked enemies also lose a flat amount of both spirit and bullet armor (say 20%). If they have less armor than that, their taken damage is also amplified by half the difference.
Level 3: Enemy heroes hit by the initial explosion lose 2 stamina (all charge if they have less).
Flash Wall: Throw a miniature wall that can be shot through by Timmy and their allies and takes a second to fully deploy. It has a large pool of health and has spirit resist, but is relatively small for a wall and it's health drains overtime as a form of duration. Enemies can walk through it but will take very high damage for how long they stay in it. (inspired by the sub weapon Splash Wall in Splatoon)
Width ~3m, Medium-High CD, 900 Health, takes 5 Damage every .05s, Deals -tbd- Damage per .05s to enemies, Health and Damage scales with Spirit (damage naturally taken over time does not)
Level 1: Gains a bit of bullet resist
Level 2: Deploys much faster
Level 3: Cooldown dramatically reduced
Motorized Momentum: Passive - Weapon damage scales with your current velocity (1-2% per m/s).
Level 1: Gain resistance to movement debuffs (slows and immobilization but NOT stuns).
Level 2: Firing your weapon no longer interrupts sprinting (reloading and abilities still do).
Level 3: You can now continue firing your weapon as you use movement abilities that use stamina (e.g. dashes, double jumps, wall jumps, and dash jumps). Your fire rate is decreased by 50%. while doing so.
Tactical Strike: Throw a buoy that directs an onslaught of missiles from the sky in a large, telegraphed radius when it lands after a short delay. Missiles land semi-randomly within radius. Missiles come in at a straight angle and are blocked by ceilings. (inspired by the special weapon Triple Strikes from Splatoon)
2 Charges, ~50s CD, 1.5s Charge CD, ~15 Damage per missile that scales with Spirit, ~20 missiles over 2 seconds, ~5m landing radius and 2m missile explosion radius (only explosion scales with items)
Level 1: +5 Damage per missile
Level 2: Dramatically reduces CD
Level 3: Adds 10 more missiles, increasing the duration of the cast by 1s.
Aside from being a person with a minigun, I want them to be largely both area control and movement based. Here's how:
Timothy (name pending) (iykyk)
Just a relatively skinny and energetic guy with a big-ass minigun. It's a contrast you don't see really often with this line of weapons (usually stocky and relatively stoic), so I think it'd be a fun direction to go. It also fits with their 3 (passive) and overall playstyle.
Starts with medium (say 600) health and 6.5 m/s, but their sprint speed increases with Spirit like Wraith.
Weapons:
Gun - Minigun: Like McGinnis' gun; large ammo storage, starts slow and accurate but ramps up RoF and inaccuracy as the weapon continuously fires. Probably shouldn't be a direct duplicate given their passive.
Melee - idk, a punch or gun smack ig
Point Scanner: Throw a projectile that reveals enemy locations while in a radius and for a fixed duration when initially revealed. Does not deal damage initially but still inflicts debuffs that would trigger by dealing spirit damage from Tim's items. (inspired by the sub weapon Point Sensor in Splatoon)
Radius ~6m, Low CD, Duration scales with Spirit
Level 1: Even shorter CD.
Level 2: Tracked enemies also lose a flat amount of both spirit and bullet armor (say 20%). If they have less armor than that, their taken damage is also amplified by half the difference.
Level 3: Enemy heroes hit by the initial explosion lose 2 stamina (all charge if they have less).
Flash Wall: Throw a miniature wall that can be shot through by Timmy and their allies and takes a second to fully deploy. It has a large pool of health and has spirit resist, but is relatively small for a wall and it's health drains overtime as a form of duration. Enemies can walk through it but will take very high damage for how long they stay in it. (inspired by the sub weapon Splash Wall in Splatoon)
Width ~3m, Medium-High CD, 900 Health, takes 5 Damage every .05s, Deals -tbd- Damage per .05s to enemies, Health and Damage scales with Spirit (damage naturally taken over time does not)
Level 1: Gains a bit of bullet resist
Level 2: Deploys much faster
Level 3: Cooldown dramatically reduced
Motorized Momentum: Passive - Weapon damage scales with your current velocity (1-2% per m/s).
Level 1: Gain resistance to movement debuffs (slows and immobilization but NOT stuns).
Level 2: Firing your weapon no longer interrupts sprinting (reloading and abilities still do).
Level 3: You can now continue firing your weapon as you use movement abilities that use stamina (e.g. dashes, double jumps, wall jumps, and dash jumps). Your fire rate is decreased by 50%. while doing so.
Tactical Strike: Throw a buoy that directs an onslaught of missiles from the sky in a large, telegraphed radius when it lands after a short delay. Missiles land semi-randomly within radius. Missiles come in at a straight angle and are blocked by ceilings. (inspired by the special weapon Triple Strikes from Splatoon)
2 Charges, ~50s CD, 1.5s Charge CD, ~15 Damage per missile that scales with Spirit, ~20 missiles over 2 seconds, ~5m landing radius and 2m missile explosion radius (only explosion scales with items)
Level 1: +5 Damage per missile
Level 2: Dramatically reduces CD
Level 3: Adds 10 more missiles, increasing the duration of the cast by 1s.