New class : the Prototype

General announcements about UAR.
Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New class : the Prototype

Postby Znimu » Sun Sep 04, 2016 3:04 pm

I really think that to unlock the big skills for combinations of lvl 1 stances, then to upgrade them as the stances gain levels, is a good idea.
It could be a good idea for the Cyborg too.

Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New class : the Prototype

Postby Znimu » Sun Sep 04, 2016 5:08 pm

Actual State :

Titanium Skeleton :
Improves fitness by 12 per level.

1 - Rifle Butt
2 - Enhanced jump : independant from the regular jump, 8 range, can jump on cliffs but with long cooldown and 1s cast
3 - Improves armor by 3, rifle butt can target armored

Cybernetics :
Improves regeneration by 0,3 and move speed by 0,07 per level.

Level 1: Increases range by 4, Small increase in attack speed (10%).
Level 2: gives a 22% chance to deal a 2x critical hit, increases range by 1.
Level 3: Improves critical chance to 37% [crit stays at 2x], Unlocks charge.

Optimized Capacitors :
Activates the energetic stance of the Prototype. Improves mechanical by 3 per level.

1 - Smoke grenade
2 - Jam immunity (passive always activated, even if Optimized Capacitors is not activated)
- Improved Smoke grenade (bigger area of effect)
3 - X-ray (immune to smoke grenades)
- the Improved Smoke Grenades are thrown by a Grenade Launcher
- Emergency Battery : With cybernetics 3 activated, the prototype will charge his emergency battery if his energy reaches the maximum of energy of his suit. Then he can use this battery anytime, even without Cybernetics activated, to get 80 energy (amount to balance).

Critical Targetting :
Level 1: +7.5% Crit chance, +40% damage
Level 2: +15% Crit chance, +55% damage
Level 3: +20% Crit chance, +65% damage
Level 4: +22.5% Crit chance +75% damage
It stacks with the cybernetics bonus.

IEM Discharge :
The Prototype releases an IEM discharge around him, damaging and repulsing the area.
Each level improves the damage and the repulsion.

Doesn't damage allies, but repulses them.

======================================================================================

Other abilities :

Magnetic Shield : unlocked for Cybernetics 1 + Optimized capacitors 1, then improved for Cyb2 + OC2, and re improved for Cyb3 + OC3
The prototype deploys a huge shield around him. Every units in this shield won't take any damage, but the Prototype will receive the damage. The Prototype can't die from the damage received here, but the Magnetic shield will be desactivated if the health of the Prototype reaches 1 or less.

Passive for Magnetic Shield (need a name) : unlocked for Cybernectics 3 + Optimized Capacitors 3 + Titanium Skeleton 3
Not sure yet what it will be, either I take the removed deflector shield which reduces every damage received by the prototype like the old immortal shield, or other idea to determine.

T.R.O.L. Protocol : unlocked for Titanium Skeleton 1 + Optimized Capacitors 1, then improved for TS2 + OC2, and re improved for TS3 + OC3
The Prototype enters a hibernative stance, increasing his regeneration, but preventing to move or attack. Provides 20% chance to remove an ailment each seconde.
Increases life regeneration by 10, but drains energy over time.
"Let's take a rest."

Hook : unlocked for Titanium Skeleton 1 + Cybernetics 1, then improved for TS2 + Cyb2, and re improved for TS3 + Cyb3
The prototype can pull an unit to him. Armored, massive excepted.
40 energy
5s cooldown

======================================================================================

Still to do :
- Improved Magnetic Shield
- passive for Magnetic Shield
- Rifle butt can target armored (should work, still need to test)

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Billyum
Posts: 143
Joined: Fri Feb 05, 2016 5:15 am

Re: New class : the Prototype

Postby Billyum » Mon Sep 05, 2016 11:02 pm

Znimu wrote:IEM Discharge :
The Prototype releases an IEM discharge around him, damaging and repulsing the area.
Each level improves the damage and the repulsion.

Doesn't damage allies, but repulses them.

EMP based weapons are designed to shut down electronics, I don't see how an EMP discharge could push zombies. Perhaps "Kinetic Wave" would be a more appropriate name?

Znimu wrote:I really think that to unlock the big skills for combinations of lvl 1 stances, then to upgrade them as the stances gain levels, is a good idea.
It could be a good idea for the Cyborg too.

The Cyborg is already strong enough. He has maxed out dps at level 7 or can get Stonewall Protocol by level 6, There's no reason to make his skills scale faster.

Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New class : the Prototype

Postby Znimu » Tue Sep 06, 2016 12:37 am

Hm yes I had not really a good idea for a name. Then as I found only kind of electric / EM visual, I went to IEM.
Maybe Kinetic wave then.

For the Cyborg, I don't know. I will have to study it. I only thought that it could be a way to revalorize Stealth without thinking more.
For now, most (lazy) build are full DPS for most (or every) classes. So maybe to give more possibilities to support more efficiently could be the way to improve the gameplay.

Zed
Posts: 21
Joined: Fri Aug 12, 2016 6:44 pm

Re: New class : the Prototype

Postby Zed » Fri Sep 16, 2016 12:02 pm

Some random description fixes to prototype's abilities.

Also, I think maybe use 'you' instead of 'the Prototype' in his abilities, because some other MOSes do that (checked AR specifically); but I guess it's not very important. Also maybe should use just 'Prototype' instead of 'the Prototype'.
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Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New class : the Prototype

Postby Znimu » Fri Sep 16, 2016 2:38 pm

Thanks for this Zed.

About the assited targetting system, it is a system of assisted targetting. So the targetting is assisted ^^
But I see what you mean, it could have been OK too.

robert
Posts: 47
Joined: Tue Feb 23, 2016 8:23 pm

Re: New class : the Prototype

Postby robert » Tue Oct 18, 2016 4:01 pm

Prototype is very weak at the moment and I see no reason to be picked.
He has lower dps than cyborg, so no reason to go dps.
One strong ability that would make prototype powerful would be the magnetic shield, but you need 9 levels to be useful (even so, the reduction is insignificant).
Most classes have they role skills at level 5-8 (cyborg at lvl 7 can unload an entire mag in a few seconds).
In my opinion, the magnetic shield needs a big buff.
Maybe get it at level 6, but with a huge damage reduction, like cyborg (this would make him useful during escort missions in chapter 1 and 2).
And at level 9 buff the shield even further with other ability (some ideas: lure zombies like a barricade, reduced cooldown and energy cost, etc)
If prototype can tank t1 during escort missions and defence, then it would be invaluable to the team)

Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New class : the Prototype

Postby Znimu » Tue Oct 18, 2016 6:17 pm

Yes it was initially planned to unlock several levels of the Magnetic Shield, so for Cyb 1 + OC 1, Cyb 2 + OC 2, and an other time for Cyb 3 + OC 3.

I think that it would indeed increase his support ability.

The second skill may need a rework too :triste1:

Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New class : the Prototype

Postby Znimu » Wed Oct 19, 2016 11:37 am

So I have set the Magnetic Shield :
- lvl 1 : 4 range, 120 energy, 10% damage reduction (requires Cyb1 + OC1)
- lvl 2 : 4.5 range, 90 energy, 20% damage reduction (requires Cyb2+ OC2)
- lvl 3 : 5 range, 60 energy, 30% damage reduction (requires Cyb3 + OC3)

Cyb3 + OC3 can be set at lvl 6. I don't know about the damage reduction, the Magnetic Shield absorber adds a reduction of 30% to these reductions. I may change it soon, but I have to go right now ^^'

Just an idea, maybe it should be less powerfull, but a permanent aura...

Znimu
Posts: 1190
Joined: Tue Jan 19, 2016 8:25 am

Re: New class : the Prototype

Postby Znimu » Wed Oct 19, 2016 2:32 pm

Lvl 1 : reduction of 20%
Lvl 2 : reduction of 30%
Lvl 3 : reduction of 40%

Absorber : additional reduction of 20%.


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