Suggested Perk Report (with videos!):
Gundam Hybrid class with strong emphasis on dynamic weapon usage in order to kill zeds. Begins with nerfed speed and low armor. Novelty of increased jump height and ammo based speed bonus.
Overview of ConceptBase Stats:
0% more damage with Gundam weapons [10% increase per level]
0% increased ammo pickup for Gundam weapons [10% increase per level]
50% slower movement [5% decrease per level]
0% more Gundam weapon ammo [3% increase per level]
0% increase in jump height [3% increase per level]
0% resistance to all damage [2% increase per level]
0% better armor [5% increase per level]
95% resistance to fall damage [constant]
Armor Schneider Knife, Dual Vulcans, and Magnetic Drive added to inventory.
At the start, the class has no advantages to protect it from its speed penalty. This is negated however by the inclusion of the “Magnetic Drive” tool that is added to the inventory as a default weapon, which is explained later.
The two weapons the class starts with are a pair of Slot 2 machine gun dualies with modified damage values to be weaker.
The Slot 1 Armor Schneider knife is in concept a knife that vibrates at high speed in order to increase penetration and damage dealt to the victim. I suggest simply repackaging a normal knife/boker knife with chainsaw configuration, unless someone is kind enough to model a knife for us. That means it will be using the base damage of a chainsaw’s 19 damage during hold down and 270 damage in alt fire.
The gameplay centers around the vulcans being used to shoot down weaker zeds/weaken larger zeds before forcing the player to switch over to their AS knife in order to finish the job.
A video demonstration showing the gist of these weapons from 0:00-0:53
https://www.youtube.com/watch?v=ZRicwQeMPAYThe Magnetic Drive is a tool that allows for the main attraction of this class: speed that is granted for limited amounts by some sort of ammo base. I suggest building a weapon configuration that uses negative values in speed reduction for carrying that will allow for faster movement when equipped/fired. Modifying a flamethrower configuration would be useful as the player may hold down m1 and we can gauge how much ammo is consumed per second.
Using this tool, the player can theoretically use it to close in on powerful zeds before “speeding” away with the knife weapon if desired to inflict damage before fleeing, or to perhaps move in to mob weaker zeds and to flee before the larger zeds come into play. Furthermore, this weapon does not require an actual custom model, so it saves on storage space/memory. A custom image may be added.
As for how fast the movement will be brought to, I suggest allowing for movement equal to normal 140% base movement that is default for approximately 120 seconds total limiting usage through ammo count when the weapon.
Starting with this, we conclude with end stats looking like this:
100% more damage with Gundam weapons
100% increased ammo pickup for Gundam weapons
0% slower movement
30% more Gundam weapon ammo
30% increase in jump height
20% resistance to all damage
50% better armor
95% resistance to fall damage [constant]
What we end up with is a rounded tank with speed/manoeuvrability options while retaining slight defensive properties we have not seen yet in a class.
WeaponryI assume that we are under the strain of limited storage space, which leads to usage of the same weapon models with different properties. To combat this, I have attempted to limit any new weapon additions differences by property/sound files. I have attempted to link each weapon to a standard weapon in order for easy damage comparison.
Each weapon will receive the damage bonus in accordance to perk level.Level 1 WeaponsSlot 3: Armor Piercing Round Bullpup - Basic Bullpup setup with addition of penetrating property. Penetration allows for rounds to pass through 1 enemy, with a 50% damage penalty. Possibly modify ammo count to compensate.
Slot 2: Firecracker - Grenade that splits into 4 smaller miniature nades, maintains splash while nerfing damage to 35% per nade. Costs twice as much as normal grenades.
Level 2 WeaponsSlot 2: GN Pistol - Laser Pistol. Rate of fire should be close to machine pistol, dealing damage approximately the same as the Tommygun at base. Possibly change projectile type to ZED Gun MK II’s orbs, along with modification of sounds and pushback property.
Reference:
https://www.youtube.com/watch?v=L_V295Qi9wo (beginning)
http://youtu.be/v9a0kJAlLec?t=18sSlot 4: Stun Stake - Using Seal Squeal Harpoon Bomber, use harpoons to induce stun effect on enemies temporarily, reducing their speed to 10% of what their normal speed. Possibly modify matrix grenade script to induce same effect on single individual zeds. Little to no damage is inflicted
Level 3 WeaponsSlot 4: 80mm Burst Bazooka - Self explanatory bazooka with the ability to fire a single large range explosive round before reload(possible slightly faster reload than LAW). Emphasis on using it to wipe large groups of weak zeds and stun pushing stronger ones. Large splash, moderate damage, should be able to wipe gorefasts in one shot. Suggested 300 damage base.
Slot 4: 80mm Burst Bazooka Incendiary - Same deal, load the round with some napalm. Suggested 200 damage base in exchange for fire damage with 50 damage splash and 500 average afterburn damage. Modifying flare revolvers configurations will probably yield this result.
Level 4 WeaponsSlot 1: GN Blade - Large blade with high swing range and reach. Identical claymore in concept, though with increased swing speed (approximately 50% faster). Base damage 210.
Reference:
http://youtu.be/O4O8gBCe4L0?t=31sNEW SPEED TOOL:
Slot 5: GN Drive - If possible, I’d like to script this as a regenerating syringe style tool that induces 200% speed increase for approximately 7 seconds total before needing to “recharge”, which takes approximately 15 seconds to do so. May be used in bursts.
Level 5 WeaponsSlot 3: GN Sniper Rifle - M99 Model base, Husk Fireball script for a charged shot, removing fire damage and adding penetration value to the round and changing the round to be either a purple fireball shot, flamethrower round colored purple, or a purple railgun shot. The best way I can describe the damage would be impact base damage being 400 (600 with damage bonus, not including headshot 1.5x multiplier) for an uncharged shot and 2000 (3000 + 1.5x headshot) for a 3 second full charge. Penetrates 2 enemies with 50% damage penalty with each.
References:
http://youtu.be/6dMbNNDU4oQ?t=1m33shttp://youtu.be/L_V295Qi9wo?t=1m4sSlot 3: Assault Beam Rifle
Alternative Assault Beam Rifle for non sniping useage. Use uncharged Husk Fireball launcher rounds for the rounds, modified color and sound. Deals 65 damage per shot.
Reference:
http://youtu.be/ECNoe8UFBps?t=29sLevel 6 WeaponsArmor added on spawn.
NEW SPEED TOOL:
Slot 5: Vernier Jumper - modification of the current code base of the Doom/Quake Marine’s Rocket Launcher’s alt fire, only to reverse velocity so that it launches them forward in the indicated direction.
At this point, money should become issue, as these next weapons should go off the far end in terms of cost.
Level 7 WeaponSlot 4: 100mm Hyper Bazooka - Abandon your 80mm single shot reload bazooka for the fancy new 100mm Hyper Bazooka with 5 round clip, fit for firing in succession for an explosive massacre. Base damage increased to 450.
Reference:
http://youtu.be/ECNoe8UFBps?t=53sLevel 8 Weapon Slot 1: Epyon Hydra Beam Saber - Think a big ass lightsaber with slow swing speed, but 2.5 the reach and swing range of a claymore, with a huge damage bonus to boot. Base damage of 900 damage.
Reference:
http://youtu.be/tWKAGP8hZNU?t=1m12s
Level 9 WeaponSlot 3: Beam Magnum Rifle - Basically a rapid fire railgun. Larger AoE so you can shoot through crowds and basically clear pathways with it. 6 shot clip, 4 clips in all. Penetrates continuously with no penalty. Base damage of 2500.
Reference:http://youtu.be/viLkY90V1ZY?t=1m47s
Level 10 WeaponsSlot 4: Twin Satellite Cannon - It’s a portable orbital bombardment weapon. Kills everything. 1 round clip, 0 reload. Base damage of 500000 DPS. Costs 50000k to purchase ammo.
Reference:
http://youtu.be/gfla1cRWeow?t=2m50sNEW SPEED TOOL:
Slot 5: Flight Vernier - Enables user to ascend by holding down fire button. Enjoy your broken games.
tl;dr: Hybrid class with mixings of tanks and melees, fun to speed around.
http://i.imgur.com/pLnPsXN.png
Last edited by Saito on Sun Jul 20, 2014 12:43 am, edited 1 time in total.