Yo Dawg i heard you like A-class, so...I made it :?
Hi guys! Early i thinking about ability based on heat/overheat, so i finally can made somthing not bad. I am introducing you - Melter. Numbers just for example. Main purpose - bring to you a mech gameplay concept, chassis appearance, and a new secondary weapon HERK-Launcher with two modes of shooting. And maybe some fun. (babaji english included!)
Melter Lore:
Melter in Hawken:
The basic idea - a wily support-mech for close combat, with the primary weapon that has a good DPS. Since Melter always strives to overheat his enemy, his primary weapon should provide him with a more or less decent damage, as at this time his secondary weapon does not deal damage. However, if he can overheat the enemy, he just shoot him until it cools.
At the same time, firing HERK-Launcher in the GLK mode (grenades), he can give a good damage to the enemy, not much inferior to other A-class mechs.
1) Full Melter Art (HERK in GLK mode (Grenades mode))
2) Melter without RFSM gun (HERK in M/MRC mode (overheating mode))
3) Melter Elite-Chassis
4) Melter standart chassis with GLK
5) And Melter standart chassis with M/MRC
Melter Stats:
Armor: 345
Fuel tank: 96
Fuel regen: 10.5
Boost speed: 34.7
Walking speed: 20
Air speed: 33
Radar: 115 m
Overheat time: 5.5 sec.
Melter Weapons:
Primary Weapons:
1) Default primary: RFSM gun - rapid-firing machine gun. Similar to SMC. In fact, I could not think of anything unusual here, so I just painted it. If you have any ideas about high radip fire machinegun, you can offer them.
2) Alternative primary: Assault Rifle
3) Elite primary: Mini-Flak
Secondary weapon: HERK Launcher
First Mode (GLK) - shoots grenades like Korsair-KLA. The projectile detonates on contact with the surface. Have the same DPS / Damage.
Second mode (M/MRC) - a heat-beam, working only at a short distance (55-60 meters), which does not deal damage, but transports your heat to your enemy. (Some amount of heat for every second). Ideally M/MRC could completely overheat enemy mech from 0 to 100 after 15 seconds. if it is stationary and does not shoot. Heating Effect does not summary if two Melters trying to overheat the one targ?t (for the balance reasons...)
Melter Ability: Afterheat
Afterheat - increases your "rate of fire" by 5% and + 1% for every 10 heat that you have right now on 9 seconds. If Melter is in a state of overheating at the time of ability activation, you will receive only 5%. Ability cooldown - 45 or 50 sec.
This means that if you have 60 of heating while you activate ability, you will receive a 5% + 6% = 11% bonus "rate of fire".
The maximal rate of which you can get with 99 heat, 5% + 9% = 14% bonus "rate of fire". (because 100 heat = overheat)
how it works on battlefield?
imagine that you are fighting with the enemy, and have approximately ~60-70 heat. Then you come closer to enemy, and switch your HERK-Launcher mode M/MRC (heat transfer mode), activate your "Afterheat" ability, and start redirect your current heat into the enemy, causing the enemy to overheat and cooled themselves.
It's look like this:
Several gameplay thoughts:
The Melter is likely to be a counter-mech against Incinerator with PPA, because Inci is always balanced on 80-90% of heating. A sudden attack with M/MRC could immediately overheat the enemy incinerator. And probably, slow and heavy mech like brawler, who overheat fast while shooting and have a big overheating time.
Also, Assault, G2-Assalt and TV-mech probably a counter-mechs against Melter. Because if their have a abilities, it can make a M/MRC mode totally useless.
Melter Thrusters: Krona
1)
Melter Repair-Drone: ...
1)
Well, I think that's done. While my internet not working a two week, i also maded a new B-class with interest ability, i bring it later when i writing some story for it...
Edit: mistakes...
Edited by nepacaka, 17 July 2015 - 07:32 AM.