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attacker
Started by warbrand2, Feb 02 2011 11:27 PM
9 replies to this topic
#1
Posted 02 February 2011 - 11:27 PM
The attacker is a combat based role meant for heavy assaults or drawling the combines fire from the rest of the group. the attacker is best used for well attacking the combien head on unlike otehr rebel roles which being defensive is a requirement of staying alive. this role comes with the following.
AR1
info: the ar1 is a weapon like the ar2 in most ways but unlike the ar2 it doesn't have the energy orb secondary. (so its not OPed) but instead has a charged direct fire beam (think low powered strider cannon), that can blow through some walls and kill tightly packed groups of combine solders. this weapon has a 20 round primary clip unlike the ar2 and is a little bit unstable when using it secondary.
list version.
name: ar1
Info: a prototype ar
mag size: 20 rounds
ammo type primary: ar2/ 80 rounds
ammo type secondary: battery power (20 energy)(just recode batteries)
primary fire: accurate 3 shot burst
secondary fire: light strider beam (a charge up fire taht a 50% charge can destroy walls. will always deal the same damage to combine but range is farther with higher charge)
note: as a chance of dealing damage to owner if secondary is held to long
note 2: replaces the smg1
COMBAT VEST
info: this vest is meant to give the rebels some armor in a fight as it gives the rebel taht has it 25 regenerating armor (.25 armor per second) that will protect them from the combines attacks this is very usefull for the people one the front line or people that aren't that great at playing the game.
item info list version
item type: passive (like medic regen)
armor provided: 25
regen rate: 0.25 per second
damage absorbed from armor: 75%
looks: (what the role looks like) a rebel with a gas mask and a kevlar vest.
AR1
info: the ar1 is a weapon like the ar2 in most ways but unlike the ar2 it doesn't have the energy orb secondary. (so its not OPed) but instead has a charged direct fire beam (think low powered strider cannon), that can blow through some walls and kill tightly packed groups of combine solders. this weapon has a 20 round primary clip unlike the ar2 and is a little bit unstable when using it secondary.
list version.
name: ar1
Info: a prototype ar
mag size: 20 rounds
ammo type primary: ar2/ 80 rounds
ammo type secondary: battery power (20 energy)(just recode batteries)
primary fire: accurate 3 shot burst
secondary fire: light strider beam (a charge up fire taht a 50% charge can destroy walls. will always deal the same damage to combine but range is farther with higher charge)
note: as a chance of dealing damage to owner if secondary is held to long
note 2: replaces the smg1
COMBAT VEST
info: this vest is meant to give the rebels some armor in a fight as it gives the rebel taht has it 25 regenerating armor (.25 armor per second) that will protect them from the combines attacks this is very usefull for the people one the front line or people that aren't that great at playing the game.
item info list version
item type: passive (like medic regen)
armor provided: 25
regen rate: 0.25 per second
damage absorbed from armor: 75%
looks: (what the role looks like) a rebel with a gas mask and a kevlar vest.
#2
Posted 02 February 2011 - 11:58 PM
warbrand2, on 02 February 2011 - 11:27 PM, said:
The attacker is a combat based role meant for heavy assaults or drawling the combines fire from the rest of the group. the attacker is best used for well attacking the combien head on unlike otehr rebel roles which being defensive is a requirement of staying alive. this role comes with the following.
AR1
info: the ar1 is a weapon like the ar2 in most ways but unlike the ar2 it doesn't have the energy orb secondary. (so its not OPed) but instead has a charged direct fire beam (think low powered strider cannon), that can blow through some walls and kill tightly packed groups of combine solders. this weapon has a 20 round primary clip unlike the ar2 and is a little bit unstable when using it secondary.
list version.
name: ar1
Info: a prototype ar
mag size: 20 rounds
ammo type primary: ar2/ 80 rounds
ammo type secondary: battery power (20 energy)(just recode batteries)
primary fire: accurate 3 shot burst
secondary fire: light strider beam (a charge up fire taht a 50% charge can destroy walls. will always deal the same damage to combine but range is farther with higher charge)
note: as a chance of dealing damage to owner if secondary is held to long
note 2: replaces the smg1
COMBAT VEST
info: this vest is meant to give the rebels some armor in a fight as it gives the rebel taht has it 25 regenerating armor (.25 armor per second) that will protect them from the combines attacks this is very usefull for the people one the front line or people that aren't that great at playing the game.
item info list version
item type: passive (like medic regen)
armor provided: 25
regen rate: 0.25 per second
damage absorbed from armor: 75%
looks: (what the role looks like) a rebel with a gas mask and a kevlar vest.
AR1
info: the ar1 is a weapon like the ar2 in most ways but unlike the ar2 it doesn't have the energy orb secondary. (so its not OPed) but instead has a charged direct fire beam (think low powered strider cannon), that can blow through some walls and kill tightly packed groups of combine solders. this weapon has a 20 round primary clip unlike the ar2 and is a little bit unstable when using it secondary.
list version.
name: ar1
Info: a prototype ar
mag size: 20 rounds
ammo type primary: ar2/ 80 rounds
ammo type secondary: battery power (20 energy)(just recode batteries)
primary fire: accurate 3 shot burst
secondary fire: light strider beam (a charge up fire taht a 50% charge can destroy walls. will always deal the same damage to combine but range is farther with higher charge)
note: as a chance of dealing damage to owner if secondary is held to long
note 2: replaces the smg1
COMBAT VEST
info: this vest is meant to give the rebels some armor in a fight as it gives the rebel taht has it 25 regenerating armor (.25 armor per second) that will protect them from the combines attacks this is very usefull for the people one the front line or people that aren't that great at playing the game.
item info list version
item type: passive (like medic regen)
armor provided: 25
regen rate: 0.25 per second
damage absorbed from armor: 75%
looks: (what the role looks like) a rebel with a gas mask and a kevlar vest.
Nope. Its a bit meh. Its overpowered, WAY too much work for the Overwatch team, we wouldn't even know where to start for an AR1. Plus, why need a "Heavy" when you are all soldiers who can work together, and give the Overwatch enough trouble? You don't always need someone to go brute force/Rambo, ok?
#3
Posted 03 February 2011 - 03:21 PM
I'm going to assume that the Combat Vest is either a typo or a joke. Regenerating 1/4th of health every second is insane.
Just mentioning energy weapons makes me want to fight that helicopter in Canals with a gluon gun.
Just mentioning energy weapons makes me want to fight that helicopter in Canals with a gluon gun.
#4
Posted 03 February 2011 - 04:37 PM
its not 1/4 health its .25 of the armor every second aka one armor every 4 seconds which in heavy combat seams like its going slow as hell.
#6
Posted 03 February 2011 - 06:14 PM
He means 1 unit of armour regeneration every 4 seconds. So it would take 400 seconds to accumulate 100% armour (assuming armour is maxed out at 100hp).
#8
Posted 03 February 2011 - 08:17 PM
we don't use armor right now do to they way armor worked as we are rebels not Gordon freeman. I am suggesting a role with a powered vest so to speak that doesn't work like Gordon's armor as we don't have HEV suits so the batteries wouldn't give use armor.
also waxt i am thinking 25 would be the max armor ass 100 would be overpowered for game play and we are rebels.
also waxt i am thinking 25 would be the max armor ass 100 would be overpowered for game play and we are rebels.
#9
Posted 03 February 2011 - 08:32 PM
warbrand2, on 03 February 2011 - 08:17 PM, said:
we don't use armor right now do to they way armor worked as we are rebels not Gordon freeman. I am suggesting a role with a powered vest so to speak that doesn't work like Gordon's armor as we don't have HEV suits so the batteries wouldn't give use armor.
also waxt i am thinking 25 would be the max armor ass 100 would be overpowered for game play and we are rebels.
also waxt i am thinking 25 would be the max armor ass 100 would be overpowered for game play and we are rebels.
What? Armor was taken out at the community's request, nothing more. Don't be all logical, man
#10
Posted 04 February 2011 - 09:56 PM
I feel, that in the future, there should be some forms of amour. of course it would be map specific, but somekind of variation on the standard "battery" would be a nice asset in general... and this game could use some more assets.
EDIT: and by variation I mean a form of armour the rebels would use... like helmets or vests or somekind of morphine/pain killer. not just a different type of battery.
EDIT: and by variation I mean a form of armour the rebels would use... like helmets or vests or somekind of morphine/pain killer. not just a different type of battery.
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