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Spectre028

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  1. Vauban – the Field Engineer

    During the recent time, there have been a (large) number of players who requested a proper Vauban’s rework. I myself find Vauban’s theme to be really interesting as he can fill both a support and damage role in the team, but his current kit is too lackluster and underwhelming, so I decided to propose a Vauban rework.

    I hope to see DE implementing one SoonTM.

     

    First, let’s talk about his overall stats. Vauban, being a field engineer, a supportive role, with a low amount of health and shield depends on his powers to stay alive and help his teammates; so a slight buff to his energy pool and/or his armor and his shield will help him a lot in staying alive and fulfilling his role.

     

    Non-Prime model

    Health

    100 (300 at rank 30)

    Shield

    100 (300 at rank 30)

    Armor

    75

    Energy

    150 (225 at rank 30)

    Sprint speed

    1.0

    Polarities

    Keep as normal

    Prime model

    Health

    100 (300 at rank 30)

    Shield

    175 (525 at rank 30)

    Armor

    100

    Energy

    175 (262 at rank 30)

    Sprint speed

    1.0

    Polarities

    Keep as normal


    Abilities

    Passive: Field Engineer:

    ·        On the field, Vauban utilizes his expertise as a field engineer, increasing the effectiveness of Consumables.

    • Health/Energy orb pick-ups by 60% & Health/Energy/Ammo pads by 20%
      • Orbs: 25->40  
      • Pads: 50->60 (Medium) and 100->120 (Large)

    ·        Booben: Vauban’s unique sentinel that aids him in the field. While Booben is alive, Vauban passively gains an overshield boost. If Booben is killed, it will respawn beside Vauban after 60 seconds, or instantly if summoned via the 4th ability for an energy cost.

     

    I find Vauban’s current passive doesn’t fit his theme as a “combat engineer” a lot, so let him get/give a bonus amount of health and shield from consumables and a drone fighting with/for him would fit better

    Now, let’s get to the main part: reworked abilities!

    I tried to balance everything out as much as I can but idk it might seem overpowered to y’all.

     

    Grenade: Cycle through four types of grenades: Tesla, Trip Laser, Shred and Concuss.

                  Energy: 25

    ·            Tesla:      

                     o   Damage: 80/100/120/150 (arc damage) and 15 (contact damage)

                     o   Duration: 5/6/7/10 charges

                     o   Range: 5/6/8/10 m

                     o   Status chance: 50%

    ·           Trip laser:

                     o   Duration: 20/25/30/30 s

                     o   Range: 10m (laser length)

    ·        Shred:

                     o   Damage: 200/200/400/400 damage

                     o   Duration: 300s

                     o   Armor debuff duration: 4s

                     o   Range: 4/4/6/6 m (explosion range)

    ·        Concuss:

                     o   Effect duration: 8 (blind/deafen/confusion duration)

                     o   Range: 5/5/6/6 m (explosion range)

                     o   Duration: 300s

     

     

     

    Vortex: Creates a whirling mass of energy that violently S U C C nearby enemies, crushing them into tiny specs of matters. Throw any of the 4  grenades into Vortex for added effects.

                  Energy: 50

                    Damage: 50 (damage)/15 (contact damage)

                    Duration: 6/8/10/12 s

                    Range: 6 m

                    Synergies

                         o   Tesla: Link between the enemies in the cluster to deal more damage/or damage tick, while also reaching out to nearby (1/1/2/2 meters) enemies and stunning them.

                         o   Trip Laser: throwing a trip laser grenade into the vortex would cause all enemies in a radius to get knocked down on the ground for a duration of 3/4/4/5 sec.

                         o   Shred: the charge immediately detonate, dealing  increased damage, while shooting out shrapnel to enemies within a radius, dealing 100/125/175/250 ISP (50%P-30%S-20%I)  dmg  with 5 0% status chance (Bleed effect – knockdown effect)

                         o   Concuss: emit an intense flash of light that affects enemies and stunning them (LoS) for 2/3/4/5 sec (non-moddable), increase the range by +1/1.5/2/3.5 meters (additive, non-moddable), also cause enemies to attack each other for 8 sec.

     

     

    Bastille: Creates an energy-based containment field in which captives are held  suspended in stasis, while providing an area of protection for Vauban and his allies

    o   Will affect players, companions, sentinels, excavators, defense target, mobile defense terminals and as such.

    o   The area is marked (with some effects so it’s visible).

      Energy: 50

    Strength: 6/8/10/12 (enemies affected)/15 (contact damage)

    Duration: 10/12/14/17 s

    Radius: 5/7/8/10 m

    Protection radius: 1/1/2/2 m (non-moddable)

    Chance for enemies to miss: 75% (non-moddable)

    Damage reduction: 50% (non-moddable)

     

    Booben: Vauban’s unique sentinel fights beside him and aids him on the field.

    Energy: 25 (command) / <=75 (revive)

    Misc: +100/150/200/150 extra shield for Vauban (additive)

    50 shield/sec (shield regen)

    Duration: 60 s (mark duration) / 60 s (revive time)

     

    Let's talk about Booben for a bit:

    Booben is just a placeholder name. Originally it was Sapper but then I figured why not use this reference haha

    I have seen many people that ask for Vauban to have a turret-ability. Although it sounds good, I find it kind of boring to have so many exalted weapons in-game for now, and an exalted, unique companion like Khora’s Venari would sound more interesting. Now, Booben can act as a turret that always stays side-by-side with Vauban (unless Vauban commands it to attack something).

    Booben's stats are below:

            o Health: 400

            o Shield: 150

            o Armor: 150

            o Polarities: 2x Percept Pol (I~); 1x Vazarin Pol (D); 1x Madurai Pol (V)

            o Default weapon:  [PH]Booben’s Gun

      I haven’t come up with a name for its weapon yet, for now, let’s call it Gun

    Gun has 3 firing mode: Full-auto (AR mode), semi-auto (Sniper mode), and rockets burst (3 rounds burst)

    Stats listed below

    o   Full-auto mode: AR mode

         §  Noise level: Alarming

         §  Type: Projectile, speed: 100m/s

         §  Magazine: 100

         §  Fire rate:  15 rps

         §  Accuracy: 100

         §  Reload: 1.8 sec

         §  Total damage: 30 IPS (7I-20P-3S)

         §  Crit chance/damage: 20%-x2.0

         §  Status: 15%

    o   Semi-auto: sniper mode

         §  Noise level: Alarming

         §  Type: Hitscan

         §  Magazine: 5

         §  Fire rate:  2 rps

         §  Accuracy: 80

         §  Reload: 3 sec

         §  Total damage: 200 IPS (15I-180P-5S)

         §  Crit chance/damage: 25%-x6.0

         §  Status: 10%

         §  Punch-through 2m

         §  Damage falloff: 100m-150m

    o   Rocket burst: Burst of 3 (or 2) mini rockets

         §  Noise level: Alarming

         §  Type: Projectile

         §  Magazine: 3 (or 2)

         §  Fire rate:  3 rps (or 2)

         §  Accuracy: 13.3

         §  Reload: 5 sec

         §  Total damage: 300 Blast  damage

         §  Crit chance/damage: 7%-x1.5

         §  Status: 30%

         § Maybe knockdown enemies in a 5 meters radius

    Further explanation will be posted if yall like this

    In conclusion, that’s my proposal for a Vauban rework. Thank you all for following and spend your time to read the post. Give me your feedbacks/criticisms so I can improve this proposal. 

     

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