Jump to content

Photo

[Mech Suggestion] T10-Thundercloud

- - - - - mech suggestion

  • Please log in to reply
1 reply to this topic

#1
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

    Advanced Member

  • Members
  • PipPipPip
  • 209 posts

# Hawken Mech Suggestion: Thundercloud

*by WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW a.k.a. 32 W*

# Lore

The T10-Thundercloud was devised by the Sentium's top scientists in order to combat the mass-produced forces of the Prosk. Its conception lies in the idea of a formation-breaker, like some sort of riot police armed with tear gas and ear bursters. It was designed with every intent of destroying an enemy force that clustered together. The technology of its seconadry weapon was borrowed from plasma welders and modified to release its massive energy either in bursts or streams of ions in under-regulated EM fields, creating the possibilities of a unique close-mid-range cannon and a close-range beam-like tether.

The results of the first weapon tests for the then-dubbed "Lightning Lance" inspired further modifications of technology, including the combat EMP device. A modified EMP device was rigged to the chassis of the new Thuendercloud that allowed it to rapidly develop a surface-searing EM-ion field around itself and destroy enemy armour. A second modification of the EMP device combined it with an inversion of the simple lightning rod technology, ubiquitous in the terraforming industry. This resulted in the "Thunderlure", a weapon that could fry swaths of enemies by violently repelling internally-generated lightning instead of attracting it from the external environment.

The weapons were originally meant to fit a B-class chassis but the extensive adjustments and add-ons that its weapons demanded turned it into a grounded beast of a machine. Not only that but a blind one - the self-saturation of EM fields virtually negated its radar range. However, further adjustments were made to take advantage of both its armament's electrical nature and its ground-based combat allowing engineers to optimize its armour and leg dexterity and mobility.

Strategists and tacticians were quick to realize its primary weaknesses: heights and radar blindness. Its performance, then, was dependent on control of the battlefield terrain and how well a commander could keep in touch with their pilots. Altogether, the thunderous conclusion was a hulk that could fry swarms of mechs and stomp on their wrecks in the same motion so long as it had allies to cover its blindspots.

# Design Goals

-Primary objective: break up dense enemy formations

-area suppression

-area denial

# Mech Information

- Weight Class: C
- Armour: Above average
- Fuel Tank Size: Average
- Boost Speed: Below average
- Fuel Regeneration Rate: Average
- Ground Speed: Above average
- Air Speed: Very Low
- Radar: Very Low
- Overheating: Slightly faster than avearge
- Dodging: Faster than average

## Ability: EM Field

Upon activation, the Thundercloud will begin releasing electromagnetic pulses at a rate of 2 pulses per second for 3 seconds. Each pulse has a radius of about 3 C mechs and deals average damage. An enemy A mech that takes all pulses of damage will be all but obliterated.

# Primary Weapon: Thunderlure

- DPS Rating: Average (see Method)
- Accuracy: Max
- Rate of Fire: Low
- Effective Range: Medium (see Method)
- Heat rate: Average

## Purpose

To deny an area or suppress an enemy cluster. To provide a disincentive for enemies to cluster together.

## Method

- Fires in a semi-automatic matter

- Each shot is a high-velocity projectile

- The projectile is an electrically charged spike

- The spike can impale mechs directly or embed itself in the ground

- Attempting to impale a mech beyond mid range will cause the force applied to be insufficient for significant damage

- If the spike impales a target mech, moderate damage is dealt. The spike will immediately activate using the energy of the impaled mech, causing it to release an electrical pulse dealing low damage in a spherical area (radius: ~2 B-class mechs) around the target. Two more identical pulses occur at a rate of one pulse per second afterward.

- If the spike embeds into a surface, the spike will activate one second after impact. Upon activating, it will begin releasing the same pulses as described above. It will release three pulses at a rate of one pulse per second.

- Spikes impaled into a mech can only be destroyed by the impaled mech initiating its repair sequence and repairing it least one point of armour through its repair drone

- Spikes embedded on a surface can only be destroyed by enemies by direct attacks or explosive force but not collision with mechs

# Secondary Weapon: Lightning Lance

## Weapon Utility: Toggle Firing Mode

Switch from firing mode A to B or vice-versa.

## Firing Mode A: Lance Mode

- DPS Rating: High
- Rate of Fire: Below average
- Accuracy: Max
- Effective Range: Below average (~5 C mechs)
- Heat rate: Above average

### Purpose

To punish enemies for gathering around each other at a medium range.

### Method

- Pulling the trigger will fire a large bolt of plasma that is 100% effective within its effective range but can only strike enemies within that range

- The plasma bolt reaches maximum range instantly (as in hitscan)

- The plasma bolt strikes for high damage

- If another enemy mech is within range of the primary target (radius: ~2 B mechs), the high concentration of electrical charge will depoit a portion of itself on to it as a secondary target

- Secondary targets take damage equal to 50% of the original bolt's damage

## Firing Mode B: Stream Mode

- DPS Rating: Slightly Below Average
- Rate of Fire: Continuous
- Accuracy: Tether, very tight cone (at most 10 degrees within firing line)
- Effective Range: Low (~2.5 C mechs)
- Heat rate: Below Average

### Purpose

To punish enemies for gathering around each other at a close range.

### Method

- Holding the trigger for the Lightning Lance-Stream Mode causes it to begin channeling ions

- While channeling ions, an enemy mech that enters the weapon's firing cone will attract the ions, instantly generating a large, high voltage stream of ions that will naturally stay attached to the target mech so long as they remain within the weapon's firing cone

- The ion stream sears the enemy mech, causing constant, continuous damage

- The ions searing the target mech, being so high energy, will attempt to deposit charge elsewhere. Any enemy mechs within the area (radius: ~2 C mechs) will attract the excess ions and they will become a part of the current.

- If a secondary target is acquired by the stream, it will take constant damage equal to 50% of the original damage applied to the primary target, effectively increasing total damage output to 150%.
 


Thank you for your time,

 

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW


#2
JackVandal

JackVandal

    Advanced Member

  • Members
  • PipPipPip
  • 501 posts

I like it, aside from bunker, bazar, and eco (#useless). though i feel like we will get double helix torch first though.


"but the dead horse has been beaten so many times it's practically a pulpy mess in the barn by now."

-M1lkshake






Also tagged with one or more of these keywords: mech, suggestion

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users