G2 Bruiser
Spoiler
this mech idea is actually a refinement of a mech idea I had over in the Skillfires thread, for a mech that requires NO precision aiming, but otherwise requires sophisticated handling and knowledge of how to play it. I decided to hijack the Bruiser name/chassis to make it work, since it hit a lot of the points the thought-experiment wanted.
Anyway:
Primary weapon:
Radial Oscillating Field Laser- This is the big gimmick of the mech. Visually, it's an orb with an emmitter on the left side of the mech. It requires no aiming whatsoever: When fired, it automatically locks onto the nearest enemy mech, drone, projectile, destroyable deployable item, etc that isn't blocked by the mech's own body, and begins damaging it with a visibile red beam. However, the weapon's DPS is absolutely atrocious for a primary sustain weapon (Possibly slightly above an MG turret's). However... it has several other functions. On its own, it deals significantly greater damage against enemies that obstruct it. It deals self-damage for a split second before shutting off if the target mech dashes or dodges past (Or a projectile manages to fly past) the G2 Bruiser's right side (Forcing the beam to cut through its own mech!). The laser is actually two lasers - the visible red damaging one, and an almost-invisible, narrow green one (Compeletly consumed by the red) used for targetting and does no damage and generates no heat... but it's still used when boosting and dodging.
Secondary Weapon: Hellfire GX. The GX hellfire missile pod shoots more missiles than the original hellfires, but they're individually weaker, and the tracking gets looser with each missile fired in the salvo.
However, the primary weapon also interacts with the secondary - If the laser and missile-lock are the same target, the missiles DON'T have their tracking decay during a salvo. However, if they're not the same target, then the missile tracking starts sloppier, and gets sloppier faster. If you try dumb-firing the missiles while also using the laser, you end up with 'drunk' unguided missiles flying everywhere.
Special Ability: Retroflective Targeting Shield (RTS/"Return To Sender) - Taking the original Brawler's shield, and completely changing it. Upon activation, the mech generates a spherical field around itself that reflects all projectiles back the way they came: Hitscan weapons deal their damage to their user for the duration, dumbfire and arcing projectiles are immediately and completely reversed, homing projectiles (Such as the Seeker and Hellfires) reverse and lock onto their launcher, and air-detonating projectiles detonate once they reach their starting point. Of course... if you're using the laser when the ability's activated, all incoming fire is redirected to that poor sap instead of reversed: Warning - if they need to travel through space the G2 Bruiser occupies to hit that target, they will try to do so. This has a very adverse effect on the bruiser's performance.
As for stats compared to a regular Bruiser - it would probably be a more fragile mech. But this is best for people who actually know more about fine-tuning.
I figure this mech would be an interesting, highly-controversial addition to the game, because it foregoes classic 'aiming' in exchange for a unique emphasis on movement, timing, and positioning.
this mech idea is actually a refinement of a mech idea I had over in the Skillfires thread, for a mech that requires NO precision aiming, but otherwise requires sophisticated handling and knowledge of how to play it. I decided to hijack the Bruiser name/chassis to make it work, since it hit a lot of the points the thought-experiment wanted.
Anyway:
Primary weapon:
Radial Oscillating Field Laser- This is the big gimmick of the mech. Visually, it's an orb with an emmitter on the left side of the mech. It requires no aiming whatsoever: When fired, it automatically locks onto the nearest enemy mech, drone, projectile, destroyable deployable item, etc that isn't blocked by the mech's own body, and begins damaging it with a visibile red beam. However, the weapon's DPS is absolutely atrocious for a primary sustain weapon (Possibly slightly above an MG turret's). However... it has several other functions. On its own, it deals significantly greater damage against enemies that obstruct it. It deals self-damage for a split second before shutting off if the target mech dashes or dodges past (Or a projectile manages to fly past) the G2 Bruiser's right side (Forcing the beam to cut through its own mech!). The laser is actually two lasers - the visible red damaging one, and an almost-invisible, narrow green one (Compeletly consumed by the red) used for targetting and does no damage and generates no heat... but it's still used when boosting and dodging.
Secondary Weapon: Hellfire GX. The GX hellfire missile pod shoots more missiles than the original hellfires, but they're individually weaker, and the tracking gets looser with each missile fired in the salvo.
However, the primary weapon also interacts with the secondary - If the laser and missile-lock are the same target, the missiles DON'T have their tracking decay during a salvo. However, if they're not the same target, then the missile tracking starts sloppier, and gets sloppier faster. If you try dumb-firing the missiles while also using the laser, you end up with 'drunk' unguided missiles flying everywhere.
Special Ability: Retroflective Targeting Shield (RTS/"Return To Sender) - Taking the original Brawler's shield, and completely changing it. Upon activation, the mech generates a spherical field around itself that reflects all projectiles back the way they came: Hitscan weapons deal their damage to their user for the duration, dumbfire and arcing projectiles are immediately and completely reversed, homing projectiles (Such as the Seeker and Hellfires) reverse and lock onto their launcher, and air-detonating projectiles detonate once they reach their starting point. Of course... if you're using the laser when the ability's activated, all incoming fire is redirected to that poor sap instead of reversed: Warning - if they need to travel through space the G2 Bruiser occupies to hit that target, they will try to do so. This has a very adverse effect on the bruiser's performance.
As for stats compared to a regular Bruiser - it would probably be a more fragile mech. But this is best for people who actually know more about fine-tuning.
I figure this mech would be an interesting, highly-controversial addition to the game, because it foregoes classic 'aiming' in exchange for a unique emphasis on movement, timing, and positioning.
Other suggestions - Breaking up the controversy around the Incinerator and Technician by diluting them!
First off - two Incinerator variants! An A-class, and a B-class.
Firebat
Spoiler
A support/harrassment Flame-based mech, designed to quickly maneuver around the battlefield ensnaring and otherwise intefering with the operation of other mechs. It shares the incinerator's Heat absorb passive ability.
Primary weapon:T3 Flamethrower - A short-range weapon that deals modest short-range sustained damage to armor and fuel, while also increasing heat in the target mech. (The "T3" means "Triple Threat" - Heat, Fuel, and Health)
Alternate: Heat Gun, because reasons.
Prestige: One of the Incinerator's primary weapons.
Secondary: SAARE Launcher, as Incinerator.
Ability: Smokescreen - It obscures visibility (More opaque for enemies than allies) in a large area centered on the mech for a few seconds, and enemy mechs within also do not dissipate heat normally (The Assault/CRT ability and incinerators/infernos/firebats heat absorb still function)
A support/harrassment Flame-based mech, designed to quickly maneuver around the battlefield ensnaring and otherwise intefering with the operation of other mechs. It shares the incinerator's Heat absorb passive ability.
Primary weapon:T3 Flamethrower - A short-range weapon that deals modest short-range sustained damage to armor and fuel, while also increasing heat in the target mech. (The "T3" means "Triple Threat" - Heat, Fuel, and Health)
Alternate: Heat Gun, because reasons.
Prestige: One of the Incinerator's primary weapons.
Secondary: SAARE Launcher, as Incinerator.
Ability: Smokescreen - It obscures visibility (More opaque for enemies than allies) in a large area centered on the mech for a few seconds, and enemy mechs within also do not dissipate heat normally (The Assault/CRT ability and incinerators/infernos/firebats heat absorb still function)
Inferno
Spoiler
The B-class heat-based mech. I don't have any ideas, but I think there should be one.
And now, the Bulwark - a C-class version of the Technician.
Spoiler
C-class Heavy Mech
Armor: Lower end of C-Class. Its healing and defensive abilities more than make up for it.
Speed: Middle of C-class - it needs to be able to keep up with the team.
Maneuverability: Lower than Brawler
Weapons:
Assault Rifle (Primary)
Seeker (Alternate)
Rev-GL (Prestige)
Secondary:
Ability: Bulwark Shield (Symbol - Pauldrons around a Shield). The Shield gives 30% damage resistance to attacks from the front (20% bonus damage to shots in the butt). Visually, when it's engaged, it also glows with those cool colorful screens (Making it instantly recognizable on the battlefield) and protects all nearby friendly mechs (Similar radius to Incinerator's heat siphon) with 20% damage resistance to attacks from the direction the Bulwark is facing.
Miscellaneous thoughts: One of the technician's balance points is its low health... which the Bulwark does NOT share - though it's fragile compared to many C-classes, it's still a C-class. Unlike the technician, though, the Bulwark lacks the technician's "Green Beam" burst-healing, and should probably also have lower heat, making it also worse at sustained healing.
C-class Heavy Mech
Armor: Lower end of C-Class. Its healing and defensive abilities more than make up for it.
Speed: Middle of C-class - it needs to be able to keep up with the team.
Maneuverability: Lower than Brawler
Weapons:
Assault Rifle (Primary)
Seeker (Alternate)
Rev-GL (Prestige)
Secondary:
Ability: Bulwark Shield (Symbol - Pauldrons around a Shield). The Shield gives 30% damage resistance to attacks from the front (20% bonus damage to shots in the butt). Visually, when it's engaged, it also glows with those cool colorful screens (Making it instantly recognizable on the battlefield) and protects all nearby friendly mechs (Similar radius to Incinerator's heat siphon) with 20% damage resistance to attacks from the direction the Bulwark is facing.
Miscellaneous thoughts: One of the technician's balance points is its low health... which the Bulwark does NOT share - though it's fragile compared to many C-classes, it's still a C-class. Unlike the technician, though, the Bulwark lacks the technician's "Green Beam" burst-healing, and should probably also have lower heat, making it also worse at sustained healing.
Of course, the Incinerator/Technician combo needs to be patched out before anyone can even THINK of implementing something like the Bulwark.
And, as a joke inspired by an awesome picture
Spoiler
H-Class mech - Sustained Burst Battlefield Domination.
Armor: 2500
Speed: 15
Fuel Tank: [Stupidly Large]
Fuel Consumption and recharge rate: [Comically fast - ultimately about half a Brawler's]
Primary Weapon: The SA Hawkins Flak Vulcan array. Fire rate of the Vulcan, spread of the Flak, and damage and range falloff of the SA Hawkins.
Secondary Weapon: Hellfire TOWs. Alternate fire mode depends on if you've launched the missiles or not - if you haven't, it locks onto up to four visible enemy mechs. If you have, it airbursts them (Clicking the fire again also airbursts them). It shoots as many missiles as a Hellfire launcher, but each one has the damage and splash of a TOW.
Special Ability: R.E.K.T. - The mech loses all current heat. For the next 10 seconds none of its weapons build heat (And will not overheat if an external source of heat's applied, such as an incinerator's M4M4 or aforesuggested Inferno's T3.), and the Hellfire TOW's refire rate increases to practically constant (And it will keep firing/won't airburst if you just hold the trigger)
This mech CANNOT be bought with Meteor Credits. Instead, it must be bought with HC, and only after acquiring all of the following:
A Rank 6 CR-T Recruit with at least a 1.0 K/D Ratio
Any four Rank 5 A-Class mechs
Any four Rank 5 B-Class Mechs (In addition to the recruit)
Any four Rank 5 C-Class Mechs
Sometimes, it will show up in Test Drive.
Armor: 2500
Speed: 15
Fuel Tank: [Stupidly Large]
Fuel Consumption and recharge rate: [Comically fast - ultimately about half a Brawler's]
Primary Weapon: The SA Hawkins Flak Vulcan array. Fire rate of the Vulcan, spread of the Flak, and damage and range falloff of the SA Hawkins.
Secondary Weapon: Hellfire TOWs. Alternate fire mode depends on if you've launched the missiles or not - if you haven't, it locks onto up to four visible enemy mechs. If you have, it airbursts them (Clicking the fire again also airbursts them). It shoots as many missiles as a Hellfire launcher, but each one has the damage and splash of a TOW.
Special Ability: R.E.K.T. - The mech loses all current heat. For the next 10 seconds none of its weapons build heat (And will not overheat if an external source of heat's applied, such as an incinerator's M4M4 or aforesuggested Inferno's T3.), and the Hellfire TOW's refire rate increases to practically constant (And it will keep firing/won't airburst if you just hold the trigger)
This mech CANNOT be bought with Meteor Credits. Instead, it must be bought with HC, and only after acquiring all of the following:
A Rank 6 CR-T Recruit with at least a 1.0 K/D Ratio
Any four Rank 5 A-Class mechs
Any four Rank 5 B-Class Mechs (In addition to the recruit)
Any four Rank 5 C-Class Mechs
Sometimes, it will show up in Test Drive.
Okay. I'm tired, my brain's not working. Discuss?
Edited by Scow2, 08 April 2015 - 04:45 PM.