Gale (Fire Support)


(JJMAJR) #1

Gale is a version of one of my earlier Fire Supports, but this time it uses different weapons and just provides ammo instead of recharging abilities. I only made this version because that I would like to see a class that carries primaries as sidearms, and that kind of class would not be as greatly effected by a lack of fire supports, so why not make him a fire support himself?

Actually, Arty could use a similar treatment. Or Stoker could use different weapons, meh…

Gale
110 HP
410 speed

Primaries:
[spoiler]SMG-9
Hochfir
Blishlock[/spoiler]
Secondaries:
[spoiler]
Ahnuld-12
Hollunds 880
Remburg 7[/spoiler]
Melee:
[spoiler]Stilnoto Stiletto
Beckhill Combat Knife
Baton (kukri range with high RoF, but low individual shot damage)[/spoiler]

Abilities:
[spoiler]Ammo Pack - Gives ammo like Skyhammer and Arty.

Helicopter Support - Brings in a helicopter that, really, just acts similarly to Bushwhacker’s turret, but in the sky. It doesn’t stay in the air forever and must return to base after a while. It can be shot down, and if it gets shot down the cooldown for the chopper increases from 40 seconds to 80 seconds. Because of this it potentially has the longest cooldown time.

It can only move to areas where an Arty strike can hit it. It also has a crit spot: the cockpit’s window. An effective sniper can take that thing out with ease, while the Bushwhacker doesn’t have such a vulnerability and doesn’t have to have his turret completely out in the open, or open to an Arty strike or Kira’s laser.
The helicopter has 140 HP. Its weapon has 400 RPM and with unlimited range, dealing 22 damage per hit.

Its movement pattern:
Spawns at friendly spawn point, but at the highest point above the map.
Flies above map geometry straight towards point (at a height where in a 30m radius would “death from the sky” abilities not collide with anything) where it was told to go to by the player.
Opens fire on anything it sees, having a little bit faster reaction time and much better sight range compared to Bushwhacker’s turret.

Then again, a support helicopter can be very glitchy…[/spoiler]

Unique features:
Carries two primaries at once. Arsenal diversity is this class’s advantage.
Helicopter is a much more broad form of area denial, but is traded off with the fact that it has a long cooldown time if it’s neutralized, and could be neutralized fairly quickly, even by assassination classes and fellow fire supports.


(sgtCrookyGrin) #2

I like the helicopter idea, just some more tweaking and it’s a great concept. But for the ammo pack stuff, how about something like this.

Small ammo pack

  1. Gives 1 magazines worth on gun you have equipped
  2. regens faster and more spammy
  3. as long as you pick it up, you receive the cool down reduction on your ability like a normal ammo pack landed directly on you.

Who knows, I always wanted something like this cause it sounds really nice on paper, a fire support that doesn’t give a lot of ammo but rather lowers the cool downs of abilities very efficiently making them a more unique class


(JJMAJR) #3

[quote=“sgtCrookyGrin;147190”]I like the helicopter idea, just some more tweaking and it’s a great concept. But for the ammo pack stuff, how about something like this.

Small ammo pack

  1. Gives 1 magazines worth on gun you have equipped
  2. regens faster and more spammy
  3. as long as you pick it up, you receive the cool down reduction on your ability like a normal ammo pack landed directly on you.

Who knows, I always wanted something like this cause it sounds really nice on paper, a fire support that doesn’t give a lot of ammo but rather lowers the cool downs of abilities very efficiently making them a more unique class[/quote]

@sgtCrookyGrin I support the idea of making more classes that shorten ability cooldowns, but people won’t let me. I want it, but people are saying it’s broken. Sigh.

The biggest thing about this Fire Support class is that it has the ability to wield two primaries in his loadout cards. I decided to make that its focus instead of making a fire support sniper, with the ammo-giving ability not replenishing weapon ammo so that he can’t snipe forever without added support.

By the way, that was the earlier iteration of the chopper class.


(doxjq) #4

Helicopter has 140hp? To me this seems a little too weak. “If” it gets shot down? It would almost certainly get taken down every single time. No one would ignore it if it was that weak - It’s weaker than Fragger for crying out loud haha. It would be taken down every single time before it could even kill someone (unless it was silent, but it’s a Chopper so I doubt it)

Personally I’ve always liked the idea of someone having a support chopper, but I think it would work better if it was invulnerable but only hung around for a short period of time.

It might help make use for augments like Enigma too.


(JJMAJR) #5

[quote=“rancid;147342”]Helicopter has 140hp? To me this seems a little too weak. “If” it gets shot down? It would almost certainly get taken down every single time. No one would ignore it if it was that weak - It’s weaker than Fragger for crying out loud haha. It would be taken down every single time before it could even kill someone (unless it was silent, but it’s a Chopper so I doubt it)

Personally I’ve always liked the idea of someone having a support chopper, but I think it would work better if it was invulnerable but only hung around for a short period of time.

It might help make use for augments like Enigma too.[/quote]

I wanted the chopper to be one-shotted by a competent sniper using a bolt action. I compensated for this fact by having the chopper have high DPS and have very long range, potentially making it possible for skilled players to use the thing to either get the jump on people or to use it as long-range support, or both.


(Only_Use_Me_Lazer) #6

Love the idea of the chopper, but instead of giving it a set flying pattern, I think making it like Kira’s laser and allowing for you to direct where it will be would be better. It would allow you to cover hot zones and move it around, which may also make it harder to be shot down if you use it right, but with your suggested health that wouldn’t be OP (maybe increase HP a little, but the cockpit window is a great idea also)


(TH3_DUCK_H4CK3R) #7

Unlimited range with 22dmg, 400rpm and 140hp. The heli is basically an assault rifle with no limit on range and more health than any of the fire support ; this can obviously be pretty OP especially if it’s accuracy is as good as the turrent (basically 100%). This character also undermines Bushwhacker and his turrent whilst being basically an assault character with an OP heli (I say this because basically all firesupport are good at area denial and taking out EVs; the Heli doesn’t really do either). Anyways major tweaking would have to be done to ensure this character wouldn’t be an OP noob merc or simply undermining existing characters. Also why does this character have two primary weapons, it doesn’t really make sense for a fire support to have two primary weapons (might make some sense for an assault class though)


(sgtCrookyGrin) #8

so no one likes mini ammo packs that lower cool down -_-, why? It’s not like we haven’t seen this in actual action.


(JJMAJR) #9

I stated the AI so that the chopper can’t just appear out of nowhere without reason. Having it redirected like Kira’s laser would be just fine.

Fire support’s main ability is to give out ammo. Their secondary ability is to rain death from the sky, Stoker being an exception. The chopper provides area denial.

Also, I main Bushwhacker. He wouldn’t be redundant with this ability. The chopper needs to return to base after a while, but the turret can remain out indefinitely and you could reclaim it. Also, the chopper has a long cooldown time, and if it gets shot down, being out in the open only makes this happen a lot, it cannot be brought out for the longest period of time for an ability. Not to mention, a sniper can easily one-shot the helicopter, but the turret, having no critical hit spots, would be more resilient to a sniper rifle.

If you only aim for the cockpit, the chopper might as well have 70 HP. It’s in one-shot range of a sniper. I was even thinking of buffing the hitpoints of the chopper to 150 HP.

I balanced this out by making the chopper have strong combat abilities. The reason why I made it destructible is that the chopper, if it was invulnerable, would make Kira redundant.

Having two primaries would make ammo distribution abilities redundant, thus a class with two primaries should be able to give out ammo. That’s why this class is a fire support.

I suggested a cooldown station, people just don’t like the idea. It’s not my perspective.


(sgtCrookyGrin) #10

cooldown station sounds interesting, but I can see how that wouldn’t work. But the mechanics of the mini ammo pack shouldn’t be that bad

  1. gives “only” one mag for the gun you have equipped the moment receive one.
  2. Regens much faster than normal ammo packs and has 5 uses instead of 4
  3. Has a much faster throw animation, flies faster and farther
  4. cool down effect is always applied (receiving it either by picking it up or thrown at you will behave like a normal ammo pack thrown at you giving the % cool down)
  5. cool down effect is raised slightly higher, 18% or something (debatable)

I think this would be a very nice ability for those who understand what makes this merc strong, it trades your killing potential with guns to the power of using your ability more. (yes it will need some tweaking for other classes percentages, imagine if you gave ammo like that to a Skyhammer all the time -_-)


(TheVulpesFox) #11

Does unlimited range mean it can target any target in line of sight no matter how far?


(JJMAJR) #12

[quote=“TheVulpesFox;148080”]Does unlimited range mean it can target any target in line of sight no matter how far?
[/quote]

I mean zero damage dropoff. There probably would be a limit to how far the chopper can target people, but it should be farther than Bushwhacker’s turret due to being out in the open.


(Naonna) #13

sees 2 primaries … Sparks didn’t even have one. Removing an airborne target is PAINFUL in any FPS with hitscan weapons: one would basically have to hope that someone on their team already had a cooldown-ready airstrike/artystrike/kira laser. otherwise, good luck.

…Also, did that f&*#ing say 'UNLIMITED" for the range?
quits DB


(JJMAJR) #14

[quote=“Naonna;148466”]sees 2 primaries … Sparks didn’t even have one. Removing an airborne target is PAINFUL in any FPS with hitscan weapons: one would basically have to hope that someone on their team already had a cooldown-ready airstrike/artystrike/kira laser. otherwise, good luck.

…Also, did that f&*#ing say 'UNLIMITED" for the range?
quits DB[/quote]

  1. The two primaries pale in comparison to an assault rifle. The three worst SMGs paired up with some of the hardest to use weapons: shotguns.
  2. A helicopter is huge. Not to mention the fact that I stated the entire cockpit is a crit spot, meaning that a sniper could easily take out the big, immobile target in the air.
  3. Did I say 140 HP? And the fact that the “headshot” box would be likely as big as the Rhino’s body? Hopefully you could try reading my posts before saying the idea’s garbage.

(Only_Use_Me_Lazer) #15

Like TH3_DUCK_H4CK3R said, 2 primaries really should be for assault. However, if the weapons you suggested are what I think (I’m really not good with gun names) then it may not be too op, as long as his HP and speed were balanced to make him still somewhat weak in CQC, which I think you’ve done.

Slightly changing what I said about Kira’s laser earlier, what if you made the heli only shoot where you target (instead of choosing location of chopper, chose location of fire). That would also remove some other problems Duck highlighted, and as a trade off give it longer airtime since you need to manually select it’s target. That may make it weaker at killing enemies, but amazing at holding down choke points and destroying evs’