Impulse - I Have a Gun


(JJMAJR) #1

[spoiler]https://www.youtube.com/watch?v=ETkz2hKrlzw

Also because someone wanted dual pistols in the game, and I accidentally came up with this idea. Credit to @tominatorx for inspiration.[/spoiler]

Impulse
Category - Recon
Health: 120
Speed: 400

Abilities:
Impulse Senses (Passive; E)
Impulse is equipped with cutting-edge hearing protection that allows her to listen for enemies nearby, while avoiding the nastiness of hearing loss. This enables her to hear quiet things with increased ability than others, and loud noises are less painful. She can also go into third person view by pressing the E key, and this has no cooldown.

Omniscience (Q) (Cooldown: 30 seconds)
Impulse senses everything around her, moving to third person view, and starts shooting everything nearby with her secondaries. All vulnerable enemies are spotted for the duration of this attack, and 5 seconds after, but its range is limited to 9 meters. (10 with Explodydendron.) Omniscience requires Impulse to reload her second handgun before firing them, and if she didn’t reload her secondary before using this ability she has to reload her main secondary and her second gun, effectively doubling the casting time of this ability. It can’t be used if Impulse doesn’t have at least double the magazine size of her secondaries in terms of ammunition.

This ability effectively doubles Impulse’s secondary DPS, which at worst makes her deal 226.67… DPS, but at best deals 228.8… DPS. However she doesn’t do headshots unless within 4.5m (5m with expl.) of her target.
With that said, the Empire-9 is actually one of the strongest secondaries to run with this ability, coming close to the power of her primary weapons.

The warning that enemies would get in regards to this ability is a hysterical laughing noise.

Primaries:
Timik-47
K-121
MK46

Secondaries:
Empire-9 (most powerful with ability but really bad otherwise)

  • Reasons: Faster reload speed, most DPS, longest time ability could be active. Bad mobility, accuracy, and effective range.
    Smjüth & Whetsman (worst with ability but really good otherwise)
  • Reasons: Strong effective range and burst damage, good mobility. Bad reload speed, DPS lower than above, short ability duration.
    Selbstadt .40 (balance between the above two)
  • Reasons: Strong effective range, good mobility, good reload speed. DPS equal to S+W, short ability duration, medium burst damage.

Melee:
Cricket Bat
Kukri
Katana

[spoiler]I legitimately think this character is overpowered, both in gameplay and in what it would take to be this overpowered in reality. Super strength, extremely strong hand-eye, insane spatial intelligence and super senses? The heck is this. There’s even a burst damage weapon as an option for a secondary, and some fucking aimbot that ignores spread. I’m uncomfortable with this.

Impulse is female by the way. Or trans. Maybe a parody of those SJWs or something ironic, don’t really care.[/spoiler]


(Mr-Penguin) #2

Hey, I made my Silly Ability Suggestion thread for a reason: to contain such odd ideas.

And yeah, this is OP. Reminds me of Reaper’s ult from OW.


(JJMAJR) #3

That was the point. The balancing factor thought is the long casting time (compare 1 second for an arty strike to 1.3-3.8 seconds for this thing) the requirement of line of sight with an enemy to work, and the amount of noise it generates before it starts working. This thing is interrupted with a well placed explosive, long distance fire, and deployables.

Check the “New Weapons” thread in the W. Discussion forum to see what made me put this idea here.


(GatoCommodore) #4

Impulse senses everything around her, moving to third person view, and starts shooting everything nearby with her secondaries.

pls move this to odd idea thread


(Naonna) #5

I’d rather this game stay a FIRST person shooter. - Otherwise, having a damage merc which puts emphasis on secondary weapons means balancing the numbers to account for each gun involved. Not horrible once you balance the numbers. (And please no third-person stuff. This ain’t Overwatch. We would like skill to be a factor, still.)


(JJMAJR) #6

The Reaper’s ultimate idea is made as a response to someone saying that they want dual wielding in this game. It’s a joke of an ability that can be used to scare people off of certain areas and force long range combat. However, the player already has access to assault rifles and pistols, which means that short range isn’t something this character suffers from.

It’s the least skilled part of this kit, and even then it’s an ability that forces the player to think whether or not it’s the right play to make when there’s the option of engaging an enemy at range.
The primary purpose of this is to bring into existence the only practical use of dual wielding weapons. On top of that, it spots enemies that are vulnerable to the ability so players can take action to edge out of the predicament.

The third person camera is a very different matter altogether. I don’t believe that allowing a third person view would make the character less skilled. I think it just makes it sneakier, and allows a different style of play to work with it.
None of the weapons that this character can use are burst damage weapons aside from the melee attacks and the S+W. And that first bit is intentional. This character has relatively low movement speed, so an extreme domination in melee for this character is unlikely.
It’s also great at countering snipers because with this ability you can see them without being vulnerable. You can prevent enemies from taking you out, but you can’t do anything that dangerous either unless you have a magnum or the enemy is moving too close to a corner for their own good. If it’s the latter case, they should be punished.