So I’ve always had a lot of
ideas on new classes but lately I’ve been thinking of characters that could
really meld well with the TF2 world and came up with these two. I have an idea
in the works for a third class that’s offensive (these two are support and
defensive respectively), but it’s not done. Anyway I was encourage by
lilgamefreak to just make a topic about these and see what kind of response I
get. I hope y’all like these!
______________________________________________________________
Tech 125 HP/105% Speed
Asian tech stereotype in electrician's clothing, dark, goggles etc. Has battery on back, rechargeable up to 150 electricity, resupplied by ammo. Wears heavy gloves, elbow and knee pads, gadgets all over waist.
Railgun
Pistol sized high tech infinite range gun that shoots team colored energy bolts, does 35-45 damage each and uses five energy per shot. Shoots slowly, slightly faster than one shot/sec. Has large damage drop-off over long ranges (meaning: Don't try and snipe with this).
NanoBeam
Medigun like gadget that functions similarly with sticky beam, must be in sight, has same range. Has orange beam, uses two energy every second. Restores ammo and metal (though no energy) faster than dispenser (equivalent to five metal/sec or nearly constant ammo) and reduces damage taken by twenty percent. The medigun or nanobeam cannot overwrite eachother, meaning that someone already being healed cannot be given ammo. Damage down effect drops off gradually like overheal, leaving orange sparks.
Crowbar
Normal melee, looks like crowbar from Half Life 2. 45-85 damage, 195 critical, normal rate of fire.
EMP Cannon
Special heavy laser like shoulder fired weapon. Takes five seconds to charge up using eight energy per second of charge, can only be released at full charge otherwise wastes energy. Slows tech while charging. Upon firing is nearly instantaneous, shooting a wave of team colored energy with a slight arc. Upon hit halts enemy movement or temporarily shuts down firing of sentry gun. Destroys enemy ammo (between thirty and fifty percent, random and to the while clip) while dealing medium damage. Does damage comparable to or slightly higher than melee hit. When used on buildings will destroy over fifty percent of their ammo/metal/reset their charge and do medium damage.
______________________________________________________________
Gunner 150 HP/93% Speed
Gritty artillery trooper whose subservient demeanor matches his loss of hearing. Wears jungle uniform with baggy pants, military jacket, cap (Vietnam-ish era), has several rusty medals. Has binoculars around neck and huge rucksack with charts sticking out, also has radio handset.
Rifle
Bolt action post-World War II style rifle which does 55-75 damage per shot. Has a high-tech laser-scope underneath the barrel. Carries total of twenty-four shots. Primary fire shoots with inaccurately (much like the pistol) while secondary switches to iron sights. Pressing primary fire again while in iron sights “tags” the enemy, meaning they’ll take more damage from your team and own weapons. The amount of extra damage is based off of that class's total health, and is capped at either a fifth of the enemy's total HP or a 20% bonus to the default damage done by the attacking weapon, whichever comes first.The number of targets allowed is capped at three total.
Mortar
Old-fashioned mortar, hilariously heavy and unwieldy. Can be carried at full speed but must be deployed using secondary fire, which takes two seconds. Upon set up cannot move but can pivot and has small profile. Fires with trajectory and deals 100-115 direct impact damage from explosion. Subsequent explosion shoots fragments out in every directions, each dealing 15-20 damage, weakening enemies and finishing off those weakened. Reload, however, takes five seconds and also slows gunner slightly while moving. Reloads faster while deployed.
Telescope
Primary fire uses normal melee, 45-85 damage, 195 critical, normal rate of fire. Secondary looks through the telescope, giving a zoomed view that shows the trajectory of the mortar if fired from the current view and also shows an outline of all tagged enemies (must be held down).
-Thanks!