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Concept for the third orb mother


844448
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As the final orb to release, I have some rough sketches on how to play it as the the most challenging orb to fight and the hardest fight to date

1. Draw the fight by reaching level 4 alert near the pond where the orb rests, making the orb step out from the pond

2. The shielding on the third orb is similar to Profit-Taker, where you need to deplete the shield

+ The shield will have small amount of overshield from sentient technology overclock like the eidolon where you need to deplete it to be able to damage the normal shield with your void energy

3. Once the shielding goes off, you need to call a railjack squad via squad link to assist you by dropping air strike to disrupt the shield instant regeneration (3 seconds delay before the shield fully regenerate instantly)

4. The shield satellite will take 10 seconds to realign unless held back by the railjack squad by disrupting the thrusting system and hacking the navigation, adding 5 seconds to countdown. Disrupting thrusting system will add another 5 seconds

5. Once the navigation system gets hacked, the system will reboot after 5 seconds and has a new layer of firewall, making hacking impossible unless ground unit heads to satellite base and remove the firewall

6. Satellite will have tight security, from self aiming turrets with calculated shots where it can calculate and predict your flight path, ensuring every shot hits if you fly in a predictable manner so be very unpredictable here (blink won't work at the third jump if you go for straight lines)

7. Once the the shields go off and the third orb gets staggered from the air strike, ground unit can start blasting away the carapace, exposing the hard inner body which is still invulnerable to small arms fire

8. After 2 or 3 phases, the orb will start using exploiter orb ice attacks, creating ice barrier. Attacks at this phase will increase the heat in the hardware

9. At some intervals, the orb will pump heat into the ground, making thermia fractures with higher heat, dealing heat damage if one stands on it with chance of burning

10. At this phase, the orb will summon for exploiter assistance, sending coolant raknoids to help cooling off

11. Get the thermia canisters by sealing fractures, then throw them to increase heat generation

12. The weaponry on the third orb will deal increased damage when taking heat, but overheat even faster, making attacks shorter on each second passing

13. Once the heat fills the bar, the cooling system will disengage to avoid overworking the system. This is where you need to blast one of three hidden vents to expose a core where you pull it out and able to damage it. Be careful though, the shield satellite needs to be kept in check to avoid the instant regeneration

14. Once the vents are down, the orb will retreat to coolant lake, requiring you to enter submersible archwing and chase it

15. The orb will be able to move swiftly through the coolant due to her massive size so stat vigilant and keep your eyes open for glowing red eyes to know where she will attack from

16. Once taken enough damage, the orb will retreat somewhere in orb vallis coolant, requiring railjack unit to locate and drop another air strike to get her out

17. Nowhere to hide, she will launch desperate attacks : Multiple Gatling and missile turrets

18. Disable the orb by slowly chipping her legs armor, finally exposing the skeleton before blasting the legs off

19. Once all legs are blasted off, finish her by using laser cannon from railjack, ending the fight as she helplessly take the massive laser from the sky

Any addition or improvement for this? Put it in the comments

Edited by 844448
Addition to the fight mechanic
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6 hours ago, Sc10n0fD4rksp0r3 said:

Now how about some stats and attacks?

Robotic : 15,000

Shield : 45,000

Alloy armor : 150

Base level : 1

Spawn level : 120 (because why not?)

Attacks (base damage at level 1, before scaling)

Gatling turret : 75

Missile turret : 110

Underbelly turret : 50, 20 ammo per salvo, 4 rounds per second

Stomp shockwave : 200 contact, 100 shockwave

Snow shield 15, continuous

Overheated turret : up to 100% damage, shots reduced to 5 and fire rate goes down to 25% of the base

Shielding satellite

Base level : 1

Spawn level : 50

Health : 10,000

Shield : 25,000

Automatic turret : 7,500 health, 50 base damage, 5 rounds per second, flak rounds

Thrusters : 5,000

This is my rough stats, final stats depend on @[DE]Steve

 

 

 

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