Idea for turtle's second ability


(GeekyNerd_FTW) #1

Even though well over half of the community agrees turtle needs a secondary ability to be viable, yet no one has yet to really come up with a solution. Well, my idea…

Weapon modification:
Gain increased fire rate for 5 seconds
Cool down: 20s

I personally think this goes perfectly with his back story (crafting things, for example, phonix’s fake metal leg).

Let me know what y’all think :smiley:


(PleasantWheat) #2

I feel like this just puts him into psuedo assault territory similar to fletcher, I’d rather him have just the shield but give the shield some cool utility. First thing that comes to mind is maybe a cooldown reduction for people standing near it if it takes damage


(SweetGenocide) #3

Good idea, it fits him perfectly, i would honestly change that with the shield because 2 Engineers are for defense and there is only 1 Engineer for attack it would be unfair to have 3 defensive Engineers and only 1 attacking Engineer.


(Naonna) #4

rhino with a dps boost… what? ‘-’


(GeekyNerd_FTW) #5

@Naonna what?


(Naonna) #6

Weapon modification:
Gain increased fire rate for 5 seconds
Cool down: 20s

Boosted onto a teammate rhino. - Keep in mind, despite it’s crap range even with burst firing, that rhino does over 300 dps and can head shot.


(GeekyNerd_FTW) #7

@Naonna Youre miss understanding. The effect would be only for Turtle’s primary and would be activated by the E key. (While the shield is Q)


(Naonna) #8

Oh. I thought it applied to teammates. My mistake. All good, then. - Although I feel a self-buff defense-wise would be more suiting than an offensive buff.


(GeekyNerd_FTW) #9

@Naonna Yeah i don’t know, most of the complaints that I’ve heard is that his shield can’t kill anything while all the other engi’s do, so i tried to give him something more offensive.


(Naonna) #10

Stealing a bit here from tf2: but an aoe defensive buff to aid in pushes similar to the battalion’s backup could be a decent option.

After the turtle’s shield absorbs x amount of damage, give a y percent damage resistance to turtle’s nearby teammates for z amount of seconds when the second ability is activated.

My only concern being that if this sort of mechanic is implemented, it makes turtle a must-have for team fights on both sides.

Insert your own numbers for x, y, and z.


(Someordinaryguy) #11

My personal idea:

SLAM

Turtle jumps into the air then falls down, hitting his robotic arm into the ground, creating a powerful shockwave blast, damaging opponents, pushing them back and concussing them. Damage increases with height gained while charging but so does cooldown

Minimal damage would be around 60, max would be 120 (but with huge drop-off). Minimal cooldown would be 15s, max would be 25s. Concussion effect would last 2s at minimal charge, 4s at max charge.

Why ?

Would be a neat way to clear areas, push enemies from it, weaken them. Coupled with some long jumping it would be a powerful tool. Also very unique and fitting the character.

BONUS

If this happens, I’m going to play this while playing as him

https://youtube.com/watch?v=BPrsw0bF2_M


(PleasantWheat) #12

Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

DEAR GOD NO


(bizarreRectangle) #13

How about we wait until turtle is released?


(SaulWolfden) #14

Only Bushwhacker is defensive, Proxy is a hybrid between offense and defense, Fletcher is offensive.


(Supersneaky) #15

How about making turtles shield a forcefield bubble that can protect anyone inside it for a duration or until it takes a certain amount of damage? Tech like this would fit in the world of dirtybomb.

It could be a deployable which projects from the center.


(bizarreRectangle) #16

@SaulWolfden Bushwacker isn’t even just a defensive merc. I’d say all three can be used for attack and defense.

@Sneaky Yeah let’s turn Turtle into Winston.


(869wizard) #17

[quote=“Sneaky;193390”]How about making turtles shield a forcefield bubble that can protect anyone inside it for a duration or until it takes a certain amount of damage? Tech like this would fit in the world of dirtybomb.

It could be a deployable which projects from the center.[/quote]

I like that idea, it seems WAY more useful, and yeah it really does fit into the world of DB with hi-tech stuff like phantoms cloak, and “The Dome”.


(869wizard) #18

An idea i had for his secondary was a drone that could repair generators/the EV and plant C4 on bomb sites. It sounds kinda insane, I know, but it could have a wicked long cool down. and/or be noisy, or just take longer then normal to do it’s stuff, and of course you would be able to shoot it down, and you would definitely have to be within line of site of the thing you’re repairing/planting on to use it. IDK just an idea.


(869wizard) #19

And what about instead of a second ability just have the shield give all the deployables around it more health, or something kinda like that.


(Naonna) #20

Please… people, stop with the drones.

I’ve made LOADS of answers to people who suggest that in the ‘suggestions’ area. Drones can be flown anywhere in the skybox: where items are rarely meant to be. Drones can be hard to hit. If it DOES shoot, it can be from ‘safe’ locations - leaving little room for retaliation.

If you’re controlling a drone, you’re not pushing the objective. If the drone/car/deployable is repairing an objective, even at a reduced rate, there is no risk to the engie who threw it out there - making the merc a nearly-required pick.

Hitting a heartbeat sensor hidden behind the EV is difficult as it is, without an explosive class. A drone/car/deployable wouldn’t be much different.

I’d also feel bad for the programmers required to integrate a whole new movement system for said drone, in relation to the inputs of the player’s keyboard.