Ability Specializaton


(Zanchile) #1

Personally, I want WAAAY more abilities than you can buy, to make it so you never know what to expect on the battle field and to make each character unique ability wise. i think that ranks 1-5 should be beggining abilities that you can get all of, but that 6+ should make you decide what you want.

Here are some of my ideas for rank 6 abilities

Increased Equipment Slots - Adds 3 more equipment slots( on console the back/select button could be used to switch between the original and new trio of slots.)

Juggernaut - while on the attacking team you will recieve have damage resistance for 10 seconds after leaving spawn.

Light Extremism - Lights can stick to walls longer while wall hopping.

Middle Ground- Mediums get a slight damage and RoF increase when using AR Primaries and SMG secondaries

Heavy Extremism - Heavies stability and accuracy increase while stationary.

Improved Grenade Shooting - Grenade Shooting now affects specialty grenades. Requires Grenade Shooting

Sprinting Fire - Fire while sprinting at the cost of low accuracy and high spread

Soldier

C4 -Satchel Charges are not destroyed by weapons fire, they can be destroyed by grenades.

Napalm Grenade Damage Increase

Napalm Grenade Blast Radius Increase

Napalm Grenade Flame Damage - Napalm Grenades cause fire damage for 5 seconds on all enemies in blast area

Grenade Distance - You can throw your grenades farther

Lobster Lover - Lobster knockdown area increased

EZ Upgrade - EZ Nade damage increased

Engineer

Increased Radar Range - Increases the radar of your teammates. Buff. Not applicable to self

Turret Damage Buff - Increases Turret Damage. costs 1 pip

Turret Speed Buff - Increases Turret turn speed. costs 1 pip.

Extra Turret - Deploy a light turret that cannot be buffed. Must have Gatling Turret

Proximity Mine - less damage then a land mine but larger detection radius

Wall Plant - place proximity mines on walls

Timed Mine- If a enemy steps on a landmine it will detonate in 15 seconds unless disarmed.

Medic

Medpack - increases the range at which medics can give out buffs, medics toss buffs to allies instead of injecting them.

Sacrifice - While incapacitated, medics can toss their self revive syring to a nearby incapacitated ally. self revive cooldown is reduced by 10% when used by Sacrifice.

Improved Metabolism - Health regenerates to the current pip and the one after. Requires metabolism.

Matyr - Medic can give the target 5 pips of health at the cost the medics life, can only be used when the target has no health buffs exlcuding Battle Hardend

Leech Grenade - Health is taken from enemies in the blast radius and given to allies in the blast radius, if no allies are in the blast radius then the grenade acts like a normal grenade.

Operative

Feign Death* - Activated by the self buff key

Sabatoge* - Dismantle MG nests

Rewire Command Post* - makes Enemy think you captured command post, when the go to “capture it back” they will actually give it to your team.

Signal Enhancer* - Device put on hackbox that increases hack speed but forces you to become stationary

X-Ray Grenade - long cooldown, everything in the blast radius is outline red for a few seconds.

Sight - an operative can look at one of his team mates from anywhere on the map and allow them to see mines. works like control turrett

*the starred ideas are BEARNOISE’s

UPDATE: Thinking if this was implemented that each rank you shoud jsut get 7-8 ability points at the beggining of every rank. and more Char slots
[B][U]
Rank 7 Abilities

General Abilities[/U][/B]

Proportional - Heavies get one extra supply pip while lights lose one

Increased Grenade Timer - Grenades explode after 7 seconds

Reduced Grenade Timer - Grenades explode after 3 seconds

Downed Grenade - While incapacitated you can thow a grenade with low damage

Momentum - When sliding you dont lose speed and resume sprinting upon completion

Pistol Whip - Pistols will knockdown opponents instead of knifing them

Bullet Sponge - heavies get 20HP added to their default health bar

Fleet of Foot - Lights do not automatically lose height when jumping from a walljump

Soldier

Mr. Chaingun - Gotling wind up time reduced and RoF increased

Maxuraccy - Maximus accurcy increased

FR3KN-4K - FR3KN-3K fires in four round bursts.

Bulpdaun+ - bulpdaun magazine increased

Pyro - Unlocks underslung flamethrower attachment

Serrated Edge - Bayonette damage increased

Impact Grenade - Grenades explode on impact

Burnt Op - Disguised operatives sjow visible flames when damaged by napalm grenades

Engineer

Accuracy Buff - Glows green

Stability Buff- Glows blue

Range buff - Glows Red

Deployable MG Nest

Improved Landmine - improved damage

Sniper Turrett - High damage, low turn speed, Long range

Area Denial Turret - Low damage, high turn speed, short range

Barrier - Harder for an Operative to hack turrets

Explosive Resistant Kevlar

Flame Resistant Kevlar

Melee Resistant Kevlar

Improved Kevlar

Operative

Impact Caltrops - Caltrops explode on impact

Increased Caltrop Radius

Increased Caltrop Density

Improved Sticky - Stickies stick to ceiling amd walls

Extra Sticky

Increased EMP Duration

6 Bars - Increased signal range

Parkour! - Can SMART while hacking

Improved Hack Turret - can have 2 hacked turrets simultaneously

Control Symbol - Controllable turrets have a symbol similar to that of a soldiers satchel charges.

Medic

No Idea help me out guys!


(wolfnemesis75) #2

Some cool ideas here. Feign Death. Cool. Sabotage is just great too. Good stuff, brother.


(Zanchile) #3

Thanks man :smiley:


(thesuzukimethod) #4

yup good stuff. these two are my favorites, but i play a lot of op…


(CVIChEK) #5

Pretty cool, but I think the Medic’s could easily be exploited.
Medpack - Hmm
Sacrifice - I don’t know, it just doesn’t seem right, then the medic would be out for longer or would have to respawn.
Improved Metabolism - Cool
Matyr - This would be cool, but again it would exclude a medic from the team, I think many would hesitate to use it untill it’s too late.
Leech Grenade - Seems kinda OP, what if it would only heal friendlies, without leeching?


(tokamak) #6

Absolutely love it. And that’s coming from someone who generally hates what brain-farts people throw around here. I want to be able to distinguish my self more, and if I could use my coins to boost certain abilities I love that would be amazing.

And I think better accuracy while stationary should be a heavy thing from the get go.


(aignetti) #7

cool ideas :slight_smile:


(Zanchile) #8

:D:D:D thanks, im supprised there arent more negative comments

[QUOTE=CVIChEK;338877]Sacrifice - I don’t know, it just doesn’t seem right, then the medic would be out for longer or would have to respawn.
Matyr - This would be cool, but again it would exclude a medic from the team, I think many would hesitate to use it untill it’s too late.
[/QUOTE]

I intended the to be the OMG moments when there are 5 seconds on the clock and a 99% completed objective

no problmem with that, was just spitting out ideas really.
except general abilities, they were suprisingly hard to think up since there werent any skills to build on.


(CVIChEK) #9

[QUOTE=Zanchile;338893]I intended the to be the OMG moments when there are 5 seconds on the clock and a 99% completed objective

no problmem with that, was just spitting out ideas really.
except general abilities, they were suprisingly hard to think up since there werent any skills to build on.[/QUOTE]
Sorry, poor wording.
If game would be somewhre in the middle, Medics who would kill themselves would stay out of the battle.
But if it’s right at the end, the Medic could hesitate, thinking “maybe I don’t have to kill myself, I can protect him” or something like that and he would’t heal him normally, thinking that “maybe I will have to use the sacrifice next second, better have all my pips”.
I am not bashing your ideas, I like them alot.


(Cep) #10

They are pretty damn sexy ideas, love the sabotage idea!


(thesuzukimethod) #11

existing brink abilities are pretty balanced - they augment rather than radically alter your character - and the other team can counteract them in some way or another

most of yours are just as well thought out - e.g. with feign death, the op could stay on the radar but look dead visually, or with disable MG there could be a voice announce as with H or S CPs.

some, like rewire - sound awesome, but would really complicate gameplay unless there was some way to know that you actually just took the CP for the other team (sorta like firewall, but instead of it taking longer, you’d have to redo it to get it back to your side).

anyway - kudos on a well thought out list


(Zanchile) #12

[QUOTE=CVIChEK;338900]Sorry, poor wording.
If game would be somewhre in the middle, Medics who would kill themselves would stay out of the battle.
But if it’s right at the end, the Medic could hesitate, thinking “maybe I don’t have to kill myself, I can protect him” or something like that and he would’t heal him normally, thinking that “maybe I will have to use the sacrifice next second, better have all my pips”.
I am not bashing your ideas, I like them alot.[/QUOTE]

no problem im not offended. and thanks for constructive critisizm suzuki


(Apoc) #13

I think you should be able to boobytrap things as op so that they blow up say 2 seconds after being interactied with by an enemy (thus giving them enough time to escape if they are paying attention and notice say the small tell tale click of the trap), im not sure what would work and what wouldnt, but fun things to trap could be:

Incapactated bodies to kill reviving medics
Dead bodies to stop operatives taking disguises (would be quicker to trap than incapacitated)
Command posts
Mgs
Turrets (friendly ones to stop them being hacked, they simply blow up at the point that they would be converted to enemy)
Possibly some objectives like plant objectives could be trapped once planted, to try and stop the dissarm…not sure if this would be OP, would take say an aditional 5 seconds to put on, so if you had the time it would be worth it, but its a risk as you could easily get shot while doing it.

I would also like to see the op have some sort of ability or weapon, possibly a grenade. That when it hits or effects an enemy it means they cannot regen or get healed for a certain amount of time, say 30 seconds or until they die.


(Zanchile) #14

UPDATE: Thinking if this was implemented that each rank you shoud jsut get 7-8 ability points at the beggining of every rank. and more Char slots

[B][U]
Rank 7 Abilities

General Abilities[/U][/B]

Proportional - Heavies get one extra supply pip while lights lose one

Increased Grenade Timer - Grenades explode after 7 seconds

Reduced Grenade Timer - Grenades explode after 3 seconds

Downed Grenade - While incapacitated you can thow a grenade with low damage

Momentum - When sliding you dont lose speed and resume sprinting upon completion

Pistol Whip - Pistols will knockdown opponents instead of knifing them

Bullet Sponge - heavies get 20HP added to their default health bar

Fleet of Foot - Lights do not automatically lose height when jumping from a walljump

Soldier

Mr. Chaingun - Gotling wind up time reduced and RoF increased

Maxuraccy - Maximus accurcy increased

FR3KN-4K - FR3KN-3K fires in four round bursts.

Pyro - Unlocks underslung flamethrower attachment

Serrated Edge - Bayonette damage increased

Impact Grenade - Grenades explode on impact

Burnt Op - Disguised operatives sjow visible flames when damaged by napalm grenades

Engineer

Accuracy Buff - Glows green

Stability Buff- Glows blue

Range buff - Glows Red

Deployable MG Nest

Improved Landmine - improved damage

Sniper Turrett - High damage, low turn speed, Long range

Area Denial Turret - Low damage, high turn speed, short range

Barrier - Harder for an Operative to hack

Explosive Resistant Kevlar

Flame Resistant Kevlar

Melee Resistant Kevlar

Improved Kevlar

Operative

Impact Caltrops - Caltrops explode on impact

Increased Caltrop Radius

Increased Caltrop Density

Improved Sticky - Stickies stick to ceiling

Extra Sticky

Increased EMP Duration

6 Bars - Increased signal range

Parkour! - Can SMART while hacking

Improved Hack Turret - can have 2 hacked turrets simultaneously

Control Symbol - Controllable turrets have a symbol similar to that of a soldiers satchel charges.

Medic

No Idea help me out guys!


(its al bout security) #15

nice job here maw!


(Spendlove) #16

Super firewall. Can add an extra firewall to captured command command posts. Takes twice as long to remove.

Forged Documents. Op can “buff” another player to give them a blue health bar to there enemies. No outfit change but an enemy shooter might be caught off guard for a few vital seconds… removed when hit or spotted by enemy op. Still appears on enemy radar.

RAGE. Medic can buff your melee.

Smoke gets in your eyes. Ops can throw smoke grenades. Lasts same time as flashbang.

Double Tap. Light rifles can fire twice without reloading.


(Spendlove) #17

Tracer rounds. Soldiers bullets mark enemies when hit with an outline for 2 seconds.

Prime Beef. Heavy can move slightly faster when sprinting.

Hi-Ex. Soldiers can plant timed detonators on built objects. (MG nests, turrets) Can be removed by engineers.

Bean bag. Gun that auto knocks down enemy but does little to no damage.

Berserk. Soldiers screen goes red, is immune to damage for 4 seconds but can’t tell friends from foe and goes onto auto fire! Recieves no new buffs during this period. Damage recieved is not added after liek adrenaline.

Scanning turret. Turret can be buffed by engie to scan 360 degrees for enemies before firing. Usefull for defending rooms but while it is turning its not scanning a set area…

Jury rig. Engineers can secure hackboxes and explosives with an extra layer of protection from enemy engineers.

Infrared. Ops can see enemy outline through a wall. Only the op can see this.

Tranq Dart. Medic can snipe a target to sleep. Lasts 10 seconds. Target taking damage or being interacted with counters this effect. Long cool down.

He ain’t heavy, he’s my Brother. Medics can drag wounded to cover.

Pack Mule. Has an extra supply pip.

Spot Weld. Engineer can fix damaged turrets before they are disabled.


(Spendlove) #18

Welding n gelding. Engineer has new welding attachment to gun. Does extra melee damage.


(wolfnemesis75) #19

bump 4 the awesome. I like the idea of feign death. me and my team mates were discussing this the other night and some of the others. More abilities would be cool.

How about a flip ability. You can jump then flip (your view changes to 3rd person) and you are harder to hit for a split second. Make it a Rank 5. It could be called Tumble like the old D&D rogue ability.


(H0RSE) #20

Instead of adding more abilities, they could implement the option to put more than 1 point into abilities, which would make them more effective. That would be “ability specialization.”

Just for fun, here are some abilities I thought up a long time back (like a year before release).

SOLDIER:
Sticky Grenade - Throw grenades that stick to surfaces, and players.
Improved Resupply - Your ammo kits give more ammo
Double Whammy - Throw 2 grenades instead of one, every time you throw a grenade. Each grenade does less damage than a standard grenade.
Grenadier - You have double the amount of grenades
Explosives Expert - You take less time to arm your charges

ENGINEER:
Grease Monkey - Building and repair time are decreased
Turrets Syndrome - Your turrets have more health and do more damage, but cost more energy to build.
Increased Mines - You have double the amount of landmines.
Turret Sentry - When your turrets detect enemies, their position will be revealed on the minimap.
Firewall - Your turrets cannot be hacked, but deal less damage and cost less energy to deploy - Quantity over Quality.

MEDIC:
Adrenaline Boost - Allies that you revive will gain a boost of speed for 3 seconds.
Epidemic - Allies that are healed by your medkits gain a small health regen ability that will affect any nearby teammates for 5 seconds.
Second Wind - You have a self-revive skill with a long cooldown rate.
Overheal - Your medkits heal for 120%, but cost more to use.
Transfusion - You can convert supply points into health, and vice-versa.

OPERATIVE:
Saboteur - Can hack turrets to turn against their allies
Quick-change - Disguising time decreased
Hacker - Hacking times decreased
Cross-Examine - Every time you interrogate the same player, the amount of information he reveals will be increased.
Feign Death - Appear dead to enemy players, in hopes that they ignore you.

GENERAL:
Cyanide Capsule - After you are incapacitated, you have the option to swallow a pill and kill yourself, making it impossible for Operatives to interrogate you or steal your disguise.
Fast Hands - Increase reload speed with all guns
Heavy Hitter - Melee attacks deal more damage
Idiot Savant - Killing grants less xp, but everything else grants more.
Last Stand - The more damage you take, the more damage you deal.