- Sep 6, 2008
- 353
- 173
Alright, here goes nothing. I've tried and tried to think of a 10th class that made sense, in that it filled a niche that was both useful but not overly powerful. That niche, as far as this class is concerned, is that of a support class that must be near the action to function and when the enemy spams recklessly can turn their fire into a valuable advantage. The key, though, is that it's not a very survivable class despite it's very obvious power, in that it HAS to be near both a source of metal and in the line of fire to benefit, but otherwise has no reason to just stay stuck to his teammates, because he can't charge up that way. Thus, in a way, this is the offensive version of the medic. And so, I bring you The Tech!
Ideas for Appearance
The Railgun: http://upload.wikimedia.org/wikipedia/en/thumb/7/76/EM15-2.jpg/300px-EM15-2.jpg
Electrician
Geek/Agent
The Tech
175 HP/100% speed
Asian tech stereotype in electrician's clothing, dark, face visor etc. Has battery on back, rechargeable up to 150 energy, which works like metal and is resupplied by ammo. Wears heavy gloves, elbow and knee pads, gadgets all over waist. Has EMP charge bar that is filled by preventing damage on teammates, equal to 1% per 12 damage prevented, or resupplying teammates (1% per resupply).
Railgun
Pistol sized high tech infinite range gun that shoots team colored energy bolts, does 27-35 damage each and uses five energy per shot. Shoots slowly, slightly faster than one shot/sec.
NanoBeam
Medigun like gadget that functions similarly with sticky beam, must be in sight, has same range. Beam is crackling team-colored electrical sparks to target. Targeted teammates are immune to knockback & receive 50% less damage. Restores metal to friendly engineers equivalent to five metal/one sec; restores ammunition (to reserve ammo, not directly to the clip) at a rate of one clip/two sec. Three energy are used for each resupply. When stacked with a Medic’s medigun halves the effects of both, but the knockback is still absolute.
Crowbar
Normal melee, looks like crowbar from Half Life 2. 45-85 damage, 195 critical, normal rate of fire.
EMP Cannon
Special heavy laser shoulder-fired weapon. Takes three seconds to charge up, making a whirring sound, slowing tech while charging. Can only be released at full EMP charge. Upon firing is nearly instantaneous, shooting a wave of team colored energy with a slight arc. Upon hit removes all ammo from a sentry or dispenser & deals medium damage, destroys all an enemy’s reserve ammo & deals medium damage, removes enemy disguises or sappers, and detonates nearby explosives.
Jet Pack
Activated with a right click, the jet back engages a small burst of air, propelling the tech forward at a 45 degree angle and allows hovering as long as there is energy. The jet uses energy at a rate of thirty/sec and attains a moderate speed. The jet is deactivated with a second right click. While in mid air weapons may be fired like normal, but any damage received will cause the jet pack to fail and lose height.
Ideas for Appearance
The Railgun: http://upload.wikimedia.org/wikipedia/en/thumb/7/76/EM15-2.jpg/300px-EM15-2.jpg
Electrician
- http://carts.deviantart.com/art/Working-Class-53429367
- <team> colored Jumpsuit, shirt underneath
- Toolbelt
Geek/Agent
- http://images.ea.com/games/redalert3/Units/RisingSunEngineer/RA3_RisingEngineer1.jpg
- Shirt + Tie
- Light <team> colored shirt w/ dark tie, rolled up sleeves
- Baggy pants w/ belt covered with gadgets
- High tech sunglasses w/ <team> colored lenses, antenna, etc
- Boots
- Battery pack on back - 12 Volt Battery w/ wires attached, charge meter
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