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(XBOX)Omega Talon 1

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Posts posted by (XBOX)Omega Talon 1

  1. So what if, instead of argon crystals decaying and being nothing, they decayed into something.

    This started as, like, credits or something, but it quickly evolved into argon dust or argon extract.  Or something.

    Basically, when an argon crystal decays, it leaves behind argon ____ that is a necessary ingredient in some foundry items.  In order to get argon ____, you need to get an argon crystal and allow it to decay.

    You could also, possibly, have a foundry blueprint to remake an argon crystal out of argon ____.  If you got, say, 10 argon dust per crystal, reforming it would cost, say, 20 argon dust and other stuff, perhaps fieldron (samples) or a forma or an orokin cell or 10.  You wouldn't just want to be able to reconstitute the argon crystals for nothing, it would completely kill the pun that they ar gon.

    Thoughts?

  2. I was just wondering if there has been any information on the status of the melee contest.  I know the original information said that new submissions were closed 30 March at 1 pm EST, and design team voting would last from 31 March at 1 pm til 7 April at 1 pm.  I've been looking around for the past week, and the past 3 hours, and haven't seen any information.  Just interested in a status update.  Maybe a list of the finalists or the winners.  If there's nothing then there's nothing, but I submitted something, so I'm invested, so I want to know what's going on if I can.

  3. I have taken the [WIP] status off, and am saying I am done, except for naming.

    It's a he, though Lancelot doesn't quite fit, I don't think...  We already have an Excalibur, and Paladin isn't meant to follow or be under him...

    I have gotten a recommendation to use Gaelic or Old English, so...

    I kinda like Beorn or Laoch.

  4. Paladin is something of a placeholder name, I like it but I'm not sure it's the best I could come up with.  Doesn't quite fit with the concept, cause paladins tend to be holy warriors, and Paladin doesn't have anything dealing with holiness, so...

    Anyway, Paladin is designed as the counter to Mesa, the gunslinger.  I'm imagining Paladin as a knight in shining armor, colored primarily silver, probably with a splash of gold accents (not sure, don't want to take away from the Primes), with a very plate armor esque design, looking towards English knights.

    Stats:
    Health: 175 (525 at Rank 30)
    Shields: 125 (375 at Rank 30)
    Armor: 200
    Power: 100 (150 at Rank 30)
    Sprint Speed: 1.0
    Polarities: 1x Naramon (-) 1x Vazarin (D)
    Aura Polarity: Madurai (V)

    Passive:  Paladin gains a stat boost based on the melee weapon he carries.  This boost is doubled if only wielding a melee weapon.

    Spoiler

    Each class of melee weapon has a different stat buff.

    • Blade-Whip: +15% (+30%) Status Chance
    • Claws: +15% (+30%) Health
    • Dagger: +15% (+30%) Finisher Damage
    • Dual Dagger: +15% (+30%) Attack Speed
    • Dual Sword: +15% (+30%) longer Combo Counter Time
    • Fist: +7.5% (+15%) Health and Base Damage
    • Glaive: +15% (+30%) Shields
    • Gunblade: +7.5% (+15%) Health and Shields
    • Hammer: +15% (+30%) Base Damage
    • Heavy Blade: +7.5% (+15%) Range and Base Damage
    • Machete: +7.5% (+15%) Crit Chance and Crit Damage
    • Nikana: +7.5% (+15%) Base Damage and Attack Speed
    • Nunchaku: +7.5% (+15%) Attack Speed and Status Chance
    • Polearm: +15% (+30%) Range
    • Rapier: +7.5 (+15%) Attack Speed and Crit Chance
    • Scythe: +7.5% (+15%) Crit Damage and Base Damage
    • Sparring: +7.5% (+15%) Shields and Base Damage
    • Staff: +7.5% (+15%) Attack Speed and Range
    • Sword: +7.5% (+15%) Attack Speed and Finisher Damage
    • Sword & Shield: +15% (+30%) Armor
    • Tonfa: +15% (+30%) Status Chance and Crit Chance
    • Whip: +7.5% (+15%) Attack Speed and Range

    Power 1: PHAbility (Tentatively: Bolas) 25 Energy

    Spoiler

    Paladin throws a bolas that ensnares and topples the enemy, allowing Paladin to close in to melee range.

    • Paladin throws a bolas, causing 5/10/15/20 Impact damage, and dealing a guarenteed knockdown proc that lasts for 2.5/5/7.5/15 seconds.  This proc would hopefully have its own animation of the ensnared enemy struggling to unwrap the bolas from their legs.
    • Strength: 5/10/15/20 Impact damage
    • Duration: 2.5/5/7.5/15 s
    • Range: N/A

    Power 2: Aura 50 Energy

    Spoiler

    Paladin grants his melee buff onto his allies.

    • Paladin focuses briefly and extends his passive buff to cover his allies.  Every ally gets the same buff, based on Paladin's melee weapon.  Has an efficiency of 25%/50%/75%/100% and lasts for 15/30/45/60 seconds.
    • Strength: N/A
    • Duration: 15/30/45/60 a
    • Range: N/A

    Ability 3: PHAbility (Tentatively: Offense & Defense) 20/10/5/0 Energy

    Spoiler

    Paladin switches between Offense & Defense.

    • Paladin shifts his stance from offense to defense or from defense to offense, changing his stats slightly to reflect this.  Offense is his natural state, and defense lowers his movement speed to 0.9, and his attack speed and attack power by 15%, and increases his health, shield, and armor by 15%.  All leveling the ability will do is decrease the energy cost, and it is not affected by anything but Power Efficiency and Casting Speed.  Affects Ability 4.  Can be used while 4 is active, switching the summoned weapon.

    Ability 4: PHAbility (Tentatively: Master Sword & Shield Wall) 25 Energy & 2.5 Energy per second

    Spoiler

    Paladin summons a spectral sword or shield, dealing or blocking significant damage.

    • Offense: Paladin summons a giant spectral sword which deals 250/500/750/1000 Slash damage to every enemy in a radius of 7.5/15/22.5/30 m over an area of 135°.  Has a 100% chance to cut defeated enemies in half and a 100% chance for a Slash proc, dealing 50% of the damage I'm 6 tics over 5 seconds.
      • Strength: 250/500/750/1000 Slash damage
      • Duration: 2.5 Energy per second
      • Range: 7.5/15/22.5/30 m
      • Also affected by melee range and damage mods.
    • Defense: Paladin summons a spectral shield, greatly reducing his movement speed, but blocking 50%/60%/70%/80% of damage from the front.  Using the melee attack button while wielding his shield does a bash, propelling Paladin forward slightly and dealing 100/200/300/500 Impact damage, with a 100% Impact proc chance, with a short cool down.  The shield covers 1.5/2/2.5/3 meters horizontally and 2.5 meters vertically, providing cover to allies.
      • Strength: 50%/60%/70%/80% damage reduction
        • 100/200/300/400 Impact damage
      • Duration: 2.5 Energy per second
      • Range: 1.5/2/2.5/3 m
      • Also affected by melee damage and blocking mods.

    I am now officially completed.  Except, of course, any naming suggestions, for the 'frame or abilities or otherwise.

  5. So, I was looking around the forums for some information about Ember, mainly does she have any fire resistance, and stumbled upon a topic discussing a rework of Ember to include stacks, and it got me thinking.  I don't have any art, cause I don't draw great, but work with me here.  I am currently imagining him looking something like a steampunk automaton, metallic with a gear motif, probably bronze default coloring.

    Clockwork is a placeholder name, but I think it's pretty good.  He's a momentum based frame, focused around stacks called Momentum.  He'll start the mission at 0 Momentum, and he can hold up to 100 Momentum.

    Stats:
    Health: 150 (450 at Rank 30)
    Shields: 150 (450 at Rank 30)
    Armor: 150
    Power: 100 (150 at Rank 30)
    Sprint Speed: 0.90 (1.00 at 50 Momentum, 1.10 at 100 Momentum)
    Polarities: 1x Madurai (V) 1x Vazarin (D)
    Aura Polarity: Madurai (V)

    Passive:  As Clockwork gains Momentum, his speed increases.  This affects sprint speed, movement speed, bullet jump, aim glide, slide (not friction), roll, melee attack speed, reload speed, holster speed, bow charge speed, etc.

    Power 1: Impulse 10 Energy

    Spoiler

    Clockwork spends energy to generate Momentum.

    • Clockwork produces 1/2/3/5 stacks of Momentum, generating a small AoE burst dealing 10/20/30/50 Heat damage over 1/2/3/5 meters.  If Momentum will go over 100, converts extra Momentum into 10 Heat damage
    • Strength: 10/20/30/50 Impact damage
      • 1/2/3/5 Momentum (maybe)
    • Duration: N/A
    • Range: 1/2/3/5 meters

    Power 2: Pendulum 50 Energy

    Spoiler

    Clockwork converts his Momentum from speed into power.

    • Clockwork loses his passive's speed buff for the duration, converting it into melee attack power.  Affected by the amount of Momentum.  One stack equals 1% damage added, before strength modifier.  57 stacks at rank 2 would equal +42.75% melee damage.
    • Strength: 25%/50%/75%/100% efficiency when converting
    • Duration: 30s
    • Range: N/A

    Power 3: PHAbility (Tentatively - Little Friend, as in 'Say hello to my...') 0 Energy

    Spoiler

    Clockwork channels half of his Momentum into a miniature copy of himself.

    • Clockwork summons a Little Friend that takes half of his Momentum (rounded down, so if Clockwork has 3 before the ability, the Little Friend would have 1 and Clockwork would have 2 afterwards).  The ability can be reactivated to recall the Little Friend and refund the Momentum cost.  If the Little Friend is defeated, or the duration runs out, the Momentum is lost.  Fails to activate if Momentum is less than 2.
    • Strength: 50%/75%/100%/150% efficiency converting Momentum into damage (1 stack equals 5 Impact damage per ranged shotgun-like attack and 10 damage spread 4/3/3 Impact/Slash/Puncture per melee before Strength modifier)
      • 100/200/300/500 health
    • Duration: 15/30/45/60s
    • Range: N/A

    Power 4: PHAbility (Tentatively - Burst) 0 Energy

    Spoiler

    Clockwork uses his Momentum to create a damaging burst of energy.

    • Clockwork deals 15/25/50/100 Heat damage per stack to all enemies in a radius of 10/15/20/25 m.  Resets Momentum counter to 0.  Fails to activate if Momentum is less than 1.
    • Strength: 15/25/50/100 damage per stack.
    • Duration: N/A
    • Range: 10/15/20/25 m

    Ability Augments may include:

    Spoiler

    Impulse Augment:

    • Perpetual Motion: Does not lose Momentum to Heat.
      • Impulse produces 2/4/6/10 Momentum, but does no damage.

    Pendulum Augment:

    • Shared Momentum: Halves Clockworks speed buff, but shares the halved buff with the squad.
    • Pendulous Aura: Halves Pendulum's melee buff, but shares the halved buff with the squad.

    Little Friend Augment:

    • PHMod (Many Friends): Clockwork channels 33.3%/25%/20% of his Momentum into 2/3/4 Little Friends.  Fails to cast if Momentum is less than 3/4/5.

    Burst Augment:

    • PHMod (Pulse): Pulse uses 75%/50%/25% of Momentum instead of 100%

    So...  Thoughts?

  6. Name: Bipraesido (bĭ-prā-si-dō)

    Faction: Corpus

    Brief Description: An old Corpus prototype of the portable energy shield now used by the Nullifier Crewmen.  A halberd that, when blocking, deploys a stationary rectangular shield.  The best defense is a good defense.  Utilizes the polearm grip/stances (may require its own stance for the blocking, I don't quite know how that would work).

    jj6tRoHg.jpg

    Spoiler
    Extended Description: When blocking, the Tenno will drop to one knee, embedding the butt of the weapon into the ground.  The blades will swing open, revealing the shield emitters, which will drop a shield from them to the ground.  In my design, the shield is about 2m tall by 1.6m.  The entire weapon, from tip to butt, would be 7ft 6in, or about 2.25m.  I imagine the Bipraesido to be a relatively weak attacker, but the shield would make it into a more balanced all around weapon.  The shield would be the same as a Nullifier's bubble, going down with damage and one-sided.  The Tenno would not be able to do anything while blocking, so it is not designed for solo play, but as part of a squad.  I picture the shield being wide enough for three Warframes to be mostly covered.

    I imagine this being the end of a short quest: a Corpus spy mission where Lotus finds the blueprint embedded in whatever files we're looking for, followed by hunting down Nullifier Crewmen for their shield emitters (probably a total of eight damaged emitters, which you compile into four working emitters), resulting in building the blueprint (the shield emitters, possibly fieldron (energy), some plastids or ferrite (the staff), and a gallium or two (for the blades)).

    The weapon would probably deal a ratio of 2 impact:2 slash:1 puncture.

     

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