Showing posts with label heavy weapons guy. Show all posts
Showing posts with label heavy weapons guy. Show all posts

Monday, February 25, 2013

XCOM Heavy Weapons Guy

In this  segment, I aim to introduce each TF2 class as an XCOM soldier, complete with ranked abilities. Today, we're looking at the Heavy. Hey, XCOM players! If you have any opinions about the balance on these abilities, let me know in the comments section.

The Heavy Weapons Guy is distinct from the traditional XCOM Heavy by his emphasis on the minigun over demolitions. A murderous mountain of muscle and guns, HWG sweeps his weaponry over the field, converting aliens into alien-scented vapor.

HWG can equip heavy weaponry and pistols. With advanced training, he can equip light weaponry to his secondary slot.

Squaddie Rank Ability: Suppression
Grants reaction fire against a specific target if it moves. Suppressed targets suffer a 20% aim penalty.

"Going somewhere, tiny baby coward?"
 
Corporal Rank Ability 1: Constant Revolution
Overwatch no longer suffers aim penalty.

Corporal Rank Ability 2: Custom Tool Cartridges
Reloading no longer ends a turn


Sergeant Rank Ability 1: Gulag
Upon successful reaction fire, HWG will suppress target.

Sergeant Rank Ability 2: What is Pain?
HWG does not suffer from battle fatigue.

Lieutenant Ability 1: Joy in Slaughter
Adds 10 will for every enemy killed in battle.

Lieutenant Ability 2:  Sandwich
 Sandwich heals HP. Medkit upgrades apply. HWG carries one per battle.
 
Captain Rank Ability 1: Entrenched
 Reduces damage by 1 while in cover.
Reduces damage by 1 while unflanked.
Reduces damage by 1 while suppressing or on overwatch.

Captain Rank Ability 2: Natascha
Enemies the HWG suppresses lose 2 tiles of move.
 
Major Rank Ability:  You Call That A Gun?
 The HWG can now equip Light Assault Rifles to his secondary weapon slot

Colonel Rank Ability 1: Suppression Sweep
Allows the Heavy to target multiple enemies for suppression.


Colonel Rank Ability 2:  Tracking
Heavy gains +10 Aim and +2 damage against enemies he successfully wounded on the previous turn.

Monday, November 26, 2012

SPUF Runner-up: Kayohgee


Bio
Quite literally a "Baby man", the mercenary known as the Heavy in TF2niverse-159354 is the result of an experiment in which a prototype Mark IV "Manndroid" Exo-suit was given a single infant pilot (as the capsule was originally built for chimpanzees and was therefore unsuitable for an adult human).

The pilot's name, gender or (brief) personal history are a mystery, as are its motivations. While it clearly enjoys its work, whether the infant believes it is "playing" with the other mercenaries or is truly psychopathic at an impossibly young age is unknown. What is known, to allies and enemies alike, is that he or she has proven to be one of the most efficient killing machines in the Mann Co. army, and is indisputably the second deadliest baby on Earth. With a suit constructed out of solid Adamanntium and an arsenal of weapons at its disposal, the Heavy's only true weakness is its mobility. While the Mark IV is capable of travelling at speeds exceeding those of an ordinary human, its infant pilot consistently scores well below the accepted minimum on the "Ability to walk" portion of his or her yearly physical and tends to precariously stumble around the battleground, a featherweight away from toppling over.

Weapons
Primary: Dual Miniguns - one mounted to each arm.
Secondary: The BaBa - this consumable calms the Heavy, boosting his accuracy for a short time, but afterwards causes him to nap for six seconds.
Melee: The Rattle of Steel

Voice Lines
While the Heavy is only able to babble, his or her telltale gleeful laughter is often heard while mowing down entire waves of opponents.

Editor's Note: I preferred that this be a monkey to a baby, not just because shooting at babies seems wrong somehow but because it generates a little bit of diversity in character. I left it as a baby for the purposes of this posting. But seriously, who couldn't love the idea of a Monkeynaut Heavy?

Thursday, September 13, 2012

Heavy Buildings

The Heavy Buildings were kind of a tricky build because, of course, everyone always wants to suggest a sandvich dispenser, and nobody wants to see a support building that gives the Heavy independent heavy ammo a la the dispenser. Giving him an offensive weapon that didn't come off as overpowered

Anyway, this is a continuation of the MVM buildings project, buildings for the Heavy. Further concept art is forthcoming. As always, suggest your own! I am by no means even a halfway competent developer and I have a one track mind. Get creative and submit stuff to my comments! Good comments and ideas will get posted--with credit--on Fridays.

Offense:
The Western Affront
Rename pending. This is a fast-deploying minisentry type weapon, meant more to help the Heavy beat retreats than serve as additional firepower. Drop one of these to stall the robots while you spin down, back up, and head for more health and ammo.

Support:
Natascha II
This support weapon works like a regular sentry, but instead of firing bullets, it slows down its victim. Hits are still registered as hits (and can thus draw the attention of sentry busters), but do zero damage.

Transportation:
The Cubano
This "transportation" building actually generates a defensive cloak--enemies cannot attack through it, as though it were a fortification. Technically I guess it is a fortification.

Thursday, July 14, 2011

The Injury Update!

Now for a fake update about being wounded!

The Scout

The Big Hurt
Level ouch scattergun

Painslayers
Level 1 Painkillers (secondary)
While in use, heals the scout for 30HP and kills ramp-up on incoming damage for ten seconds.
While worn, the scout cannot be overhealed.

Tiny Tim
Level 1 Crutch (melee)
Improves returns from health kits by 15%.
-50% Damage

Hat: The Baseball Bill's Sports Shiner (a black eye)

The Soldier

The Tenderfoot
Level 5 Leg Casts
Deals damage to anyone within ~40HVU upon landing a rocket jump (groundpound)
+10% self-damage

Hat: The Spirit of 76 /The Hedwound
A stylish head-bandage recalling a famous painting by the same name

The Pyro

Another Burn Ward
Level 10 Flamethrower
Wearer shares any healing his victim gets until the fire is extinguished.

The Mental Exercise
Level 10 Imaginary Axe
party blowers and confetti on kill

Hat: The Invisible Person
A well-bandaged head in two styles!

The Demoman

The Hurt Launcher
Level 2 Grenade Launcher

The Company Health Plan
Tier 3 Scotch
Self-damage heals over time
+10% bullet vulnerability

Hat: The Double Eyepatch
Vision is for menn who don't rely on skill

The Heavy

The Medkit
Sandvich reskin

The Reverse Heimlich Maneuver
On kill: allows you to throw enemy ragdoll at opponents
-25% attack speed

Hat: The Sour Tooth
A toothache wrap

The Engineer

Sorry, Engineer fans!

The Medic

The Blood Drive
Level 10 Syringe Gun
Allows the medic to earn ubercharge for nearby non-medigun healing
-25% damage

The Suppository
Level Cough Bonesaw
Crits from behind
-50% base damage
this is a joke

Hat: Surgeon's cap

The Sniper

The Lobotomy
Level 5 Sniper Rifle
Pierces targets
+.5s charge time

Sample Seven
Level 2 Urine Joke
Splashed allies earn temporary health regen

Hat: The Reminder
Bandage over cheek-scar, numerous additional bandages on face

The Spy

Insurance Fraud
Level 5 Sapper Replacement
"Sapped" enemies share 10% of their healing with you

Surgical-Grade
Level 2 Scalpel

Hat: The Sympathy Solicitor
A neck brace

The Engineer:
Unlike Valve, I was kidding before.

The Workplace Accident
Level 3 Nailgun
Minicrits on headshots
-25% Damage
-50% Clip

The Quarpal Tunneler
Level 2 Right-hand cast
Allows engineers to walk through their buildings
-25% swing speed

Hat: The Clumsy Carpenter
A cracked version of the standard hardhat with nails in it